Renames inventory slot string key defines

This commit is contained in:
mwerezak
2015-04-23 04:57:03 -04:00
parent 1bbb19297e
commit 3acfe5960e
4 changed files with 29 additions and 28 deletions

View File

@@ -7,15 +7,15 @@
name = "backpack" name = "backpack"
desc = "You wear this on your back and put items into it." desc = "You wear this on your back and put items into it."
item_icons = list( item_icons = list(
slot_l_hand_key = 'icons/mob/items/lefthand_backpacks.dmi', slot_l_hand_str = 'icons/mob/items/lefthand_backpacks.dmi',
slot_r_hand_key = 'icons/mob/items/righthand_backpacks.dmi', slot_r_hand_str = 'icons/mob/items/righthand_backpacks.dmi',
) )
icon_state = "backpack" icon_state = "backpack"
item_state = null item_state = null
//most backpacks use the default backpack state for inhand overlays //most backpacks use the default backpack state for inhand overlays
item_state_slots = list( item_state_slots = list(
slot_l_hand_key = "backpack", slot_l_hand_str = "backpack",
slot_r_hand_key = "backpack", slot_r_hand_str = "backpack",
) )
w_class = 4 w_class = 4
slot_flags = SLOT_BACK slot_flags = SLOT_BACK
@@ -190,8 +190,8 @@
desc = "A tough satchel with extra pockets." desc = "A tough satchel with extra pockets."
icon_state = "satchel-eng" icon_state = "satchel-eng"
item_state_slots = list( item_state_slots = list(
slot_l_hand_key = "engiepack", slot_l_hand_str = "engiepack",
slot_r_hand_key = "engiepack", slot_r_hand_str = "engiepack",
) )
/obj/item/weapon/storage/backpack/satchel_med /obj/item/weapon/storage/backpack/satchel_med
@@ -199,8 +199,8 @@
desc = "A sterile satchel used in medical departments." desc = "A sterile satchel used in medical departments."
icon_state = "satchel-med" icon_state = "satchel-med"
item_state_slots = list( item_state_slots = list(
slot_l_hand_key = "medicalpack", slot_l_hand_str = "medicalpack",
slot_r_hand_key = "medicalpack", slot_r_hand_str = "medicalpack",
) )
/obj/item/weapon/storage/backpack/satchel_vir /obj/item/weapon/storage/backpack/satchel_vir
@@ -228,8 +228,8 @@
desc = "A robust satchel for security related needs." desc = "A robust satchel for security related needs."
icon_state = "satchel-sec" icon_state = "satchel-sec"
item_state_slots = list( item_state_slots = list(
slot_l_hand_key = "securitypack", slot_l_hand_str = "securitypack",
slot_r_hand_key = "securitypack", slot_r_hand_str = "securitypack",
) )
/obj/item/weapon/storage/backpack/satchel_hyd /obj/item/weapon/storage/backpack/satchel_hyd
@@ -250,8 +250,8 @@
desc = "A spacious backpack with lots of pockets, used by members of the Nanotrasen Emergency Response Team." desc = "A spacious backpack with lots of pockets, used by members of the Nanotrasen Emergency Response Team."
icon_state = "ert_commander" icon_state = "ert_commander"
item_state_slots = list( item_state_slots = list(
slot_l_hand_key = "securitypack", slot_l_hand_str = "securitypack",
slot_r_hand_key = "securitypack", slot_r_hand_str = "securitypack",
) )
//Commander //Commander

View File

@@ -757,8 +757,8 @@ var/global/list/damage_icon_parts = list()
//determine state to use //determine state to use
var/overlay_state var/overlay_state
if(back.item_state_slots && back.item_state_slots[slot_back_key]) if(back.item_state_slots && back.item_state_slots[slot_back_str])
overlay_state = back.item_state_slots[slot_back_key] overlay_state = back.item_state_slots[slot_back_str]
else if(back.item_state) else if(back.item_state)
overlay_state = back.item_state overlay_state = back.item_state
else else
@@ -811,15 +811,15 @@ var/global/list/damage_icon_parts = list()
var/icon/t_icon var/icon/t_icon
if(r_hand.icon_override) if(r_hand.icon_override)
t_icon = r_hand.icon_override t_icon = r_hand.icon_override
else if(r_hand.item_icons && (slot_r_hand_key in r_hand.item_icons)) else if(r_hand.item_icons && (slot_r_hand_str in r_hand.item_icons))
t_icon = r_hand.item_icons[slot_r_hand_key] t_icon = r_hand.item_icons[slot_r_hand_str]
else else
t_icon = INV_R_HAND_DEF_ICON t_icon = INV_R_HAND_DEF_ICON
//determine icon state to use //determine icon state to use
var/t_state var/t_state
if(r_hand.item_state_slots && r_hand.item_state_slots[slot_r_hand_key]) if(r_hand.item_state_slots && r_hand.item_state_slots[slot_r_hand_str])
t_state = r_hand.item_state_slots[slot_r_hand_key] t_state = r_hand.item_state_slots[slot_r_hand_str]
else if(r_hand.item_state) else if(r_hand.item_state)
t_state = r_hand.item_state t_state = r_hand.item_state
else else
@@ -842,15 +842,15 @@ var/global/list/damage_icon_parts = list()
var/icon/t_icon var/icon/t_icon
if(l_hand.icon_override) if(l_hand.icon_override)
t_icon = l_hand.icon_override t_icon = l_hand.icon_override
else if(l_hand.item_icons && (slot_l_hand_key in l_hand.item_icons)) else if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
t_icon = l_hand.item_icons[slot_l_hand_key] t_icon = l_hand.item_icons[slot_l_hand_str]
else else
t_icon = INV_L_HAND_DEF_ICON t_icon = INV_L_HAND_DEF_ICON
//determine icon state to use //determine icon state to use
var/t_state var/t_state
if(l_hand.item_state_slots && l_hand.item_state_slots[slot_l_hand_key]) if(l_hand.item_state_slots && l_hand.item_state_slots[slot_l_hand_str])
t_state = l_hand.item_state_slots[slot_l_hand_key] t_state = l_hand.item_state_slots[slot_l_hand_str]
else if(l_hand.item_state) else if(l_hand.item_state)
t_state = l_hand.item_state t_state = l_hand.item_state
else else

View File

@@ -4,8 +4,8 @@
desc = "Its a gun. It's pretty terrible, though." desc = "Its a gun. It's pretty terrible, though."
icon = 'icons/obj/gun.dmi' icon = 'icons/obj/gun.dmi'
item_icons = list( item_icons = list(
slot_l_hand_key = 'icons/mob/items/lefthand_guns.dmi', slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi',
slot_r_hand_key = 'icons/mob/items/righthand_guns.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi',
) )
icon_state = "detective" icon_state = "detective"
item_state = "gun" item_state = "gun"

View File

@@ -257,10 +257,11 @@
// Inventory slot strings. // Inventory slot strings.
// since numbers cannot be used as associative list keys. // since numbers cannot be used as associative list keys.
#define slot_l_hand_key "slot_l_hand" #define slot_l_hand_str "slot_l_hand"
#define slot_r_hand_key "slot_r_hand" #define slot_r_hand_str "slot_r_hand"
#define slot_w_uniform_key "w_uniform" #define slot_w_uniform_str "w_uniform"
#define slot_back_key "back" #define slot_back_str "back"
#define slot_w_uniform_str "w_uniform"
// Bitflags for clothing parts. // Bitflags for clothing parts.
#define HEAD 1 #define HEAD 1