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@@ -1,3 +1,7 @@
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//*****************
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//**Cham Jumpsuit**
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//*****************
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/obj/item/clothing/under/chameleon
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//starts off as black
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name = "black jumpsuit"
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@@ -6,58 +10,30 @@
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item_color = "black"
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desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
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origin_tech = "syndicate=3"
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siemens_coefficient = 0.8
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var/list/clothing_choices = list()
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New()
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..()
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for(var/U in typesof(/obj/item/clothing/under/color)-(/obj/item/clothing/under/color))
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var/obj/item/clothing/under/V = new U
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src.clothing_choices += V
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for(var/U in typesof(/obj/item/clothing/under/rank)-(/obj/item/clothing/under/rank))
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var/blocked = list(/obj/item/clothing/under/chameleon, /obj/item/clothing/under/cloud,
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/obj/item/clothing/under/golem, /obj/item/clothing/under/gimmick)//Prevent infinite loops and bad jumpsuits.
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for(var/U in typesof(/obj/item/clothing/under)-blocked)
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var/obj/item/clothing/under/V = new U
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src.clothing_choices += V
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return
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attackby(obj/item/clothing/under/U as obj, mob/user as mob)
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..()
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if(istype(U, /obj/item/clothing/under/chameleon))
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user << "\red Nothing happens."
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return
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if(istype(U, /obj/item/clothing/under))
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if(src.clothing_choices.Find(U))
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user << "\red Pattern is already recognised by the suit."
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return
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src.clothing_choices += U
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user << "\red Pattern absorbed by the suit."
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emp_act(severity)
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name = "psychedelic"
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desc = "Groovy!"
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icon_state = "psyche"
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item_color = "psyche"
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spawn(200)
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name = "Black Jumpsuit"
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icon_state = "bl_suit"
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item_color = "black"
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desc = null
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..()
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verb/change()
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set name = "Change Color"
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set name = "Change Jumpsuit Appearance"
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set category = "Object"
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set src in usr
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if(icon_state == "psyche")
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usr << "\red Your suit is malfunctioning"
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return
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var/obj/item/clothing/under/A
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A = input("Select Colour to change it to", "BOOYEA", A) in clothing_choices
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var/obj/item/clothing/suit/A
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A = input("Select jumpsuit to change it to", "Chameleon Jumpsuit")as null|anything in clothing_choices
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if(!A)
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return
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@@ -71,12 +47,387 @@
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item_color = A.item_color
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usr.update_inv_w_uniform() //so our overlays update.
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//*****************
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//**Chameleon Hat**
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//*****************
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/obj/item/clothing/head/chameleon
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name = "grey cap"
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icon_state = "greysoft"
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item_state = "greysoft"
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item_color = "grey"
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desc = "It looks like a plain hat, but upon closer inspection, there's an advanced holographic array installed inside. It seems to have a small dial inside."
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
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/obj/item/clothing/under/chameleon/all/New()
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..()
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var/blocked = list(/obj/item/clothing/under/chameleon, /obj/item/clothing/under/chameleon/all)
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//to prevent an infinite loop
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for(var/U in typesof(/obj/item/clothing/under)-blocked)
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var/obj/item/clothing/under/V = new U
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src.clothing_choices += V
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New()
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..()
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var/blocked = list(/obj/item/clothing/head/chameleon,
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/obj/item/clothing/head/space/golem, /obj/item/clothing/head/justice,)//Prevent infinite loops and bad hats.
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for(var/U in typesof(/obj/item/clothing/head)-blocked)
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var/obj/item/clothing/head/V = new U
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src.clothing_choices += V
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "grey cap"
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desc = "It's a baseball hat in a tasteful grey colour."
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icon_state = "greysoft"
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item_color = "grey"
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update_icon()
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verb/change()
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set name = "Change Hat/Helmet Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/suit/A
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A = input("Select headwear to change it to", "Chameleon Hat")as null|anything in clothing_choices
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if(!A)
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return
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desc = null
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permeability_coefficient = 0.90
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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flags_inv = A.flags_inv
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usr.update_inv_head() //so our overlays update.
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//******************
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//**Chameleon Suit**
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//******************
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/obj/item/clothing/suit/chameleon
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name = "armor"
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icon_state = "armor"
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item_state = "armor"
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desc = "It appears to be a vest of standard armor, except this is embedded with a hidden holographic cloaker, allowing it to change it's appearance, but offering no protection.. It seems to have a small dial inside."
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
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New()
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..()
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var/blocked = list(/obj/item/clothing/suit/chameleon,
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/obj/item/clothing/suit/golem, /obj/item/clothing/suit/suit, /obj/item/clothing/suit/cyborg_suit, /obj/item/clothing/suit/justice,
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/obj/item/clothing/suit/greatcoat)//Prevent infinite loops and bad suits.
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for(var/U in typesof(/obj/item/clothing/suit)-blocked)
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var/obj/item/clothing/suit/V = new U
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src.clothing_choices += V
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "armor"
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desc = "An armored vest that protects against some damage."
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icon_state = "armor"
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item_color = "armor"
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update_icon()
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verb/change()
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set name = "Change Exosuit Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/suit/A
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A = input("Select footwear to change it to", "Chameleon Exosuit")as null|anything in clothing_choices
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if(!A)
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return
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desc = null
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permeability_coefficient = 0.90
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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flags_inv = A.flags_inv
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usr.update_inv_wear_suit() //so our overlays update.
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//*******************
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//**Chameleon Shoes**
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//*******************
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/obj/item/clothing/shoes/chameleon
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name = "black shoes"
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icon_state = "black"
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item_state = "black"
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item_color = "black"
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desc = "They're comfy black shoes, with clever Syndicate cloaking technology built in. It seems to have a small dial on the back of each shoe."
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
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New()
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..()
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var/blocked = list(/obj/item/clothing/shoes/chameleon,
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/obj/item/clothing/shoes/golem, /obj/item/clothing/shoes/syndigaloshes, /obj/item/clothing/shoes/cyborg)//prevent infinite loops and bad shoes.
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for(var/U in typesof(/obj/item/clothing/shoes)-blocked)
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var/obj/item/clothing/shoes/V = new U
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src.clothing_choices += V
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "black shoes"
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desc = "A pair of black shoes."
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icon_state = "black"
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item_state = "black"
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item_color = "black"
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update_icon()
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verb/change()
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set name = "Change Footwear Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/shoes/A
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A = input("Select footwear to change it to", "Chameleon Shoes")as null|anything in clothing_choices
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if(!A)
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return
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desc = null
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permeability_coefficient = 0.90
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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usr.update_inv_shoes() //so our overlays update.
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//**********************
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//**Chameleon Backpack**
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//**********************
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/obj/item/weapon/storage/backpack/chameleon
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name = "backpack"
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icon_state = "backpack"
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item_state = "backpack"
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desc = "A backpack outfitted with cloaking tech. It seems to have a small dial inside, kept away from the storage."
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
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New()
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..()
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var/blocked = list(/obj/item/weapon/storage/backpack/chameleon, /obj/item/weapon/storage/backpack/satchel/withwallet)
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for(var/U in typesof(/obj/item/weapon/storage/backpack)-blocked)//Prevent infinite loops and bad backpacks.
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var/obj/item/weapon/storage/backpack/V = new U
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src.clothing_choices += V
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "backpack"
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desc = "You wear this on your back and put items into it."
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icon_state = "backpack"
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item_state = "backpack"
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update_icon()
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verb/change()
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set name = "Change Backpack Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/weapon/storage/backpack/A
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A = input("Select backpack to change it to", "Chameleon Backpack")as null|anything in clothing_choices
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if(!A)
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return
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desc = null
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permeability_coefficient = 0.90
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desc = A.desc
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name = A.name
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icon_state = A.icon_state
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item_state = A.item_state
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item_color = A.item_color
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usr.update_inv_back() //so our overlays update.
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//********************
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//**Chameleon Gloves**
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//********************
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/obj/item/clothing/gloves/chameleon
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name = "black gloves"
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icon_state = "black"
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item_state = "bgloves"
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item_color = "brown"
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desc = "It looks like a pair of gloves, but it seems to have a small dial inside."
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
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New()
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..()
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var/blocked = list(/obj/item/clothing/gloves/chameleon)//Prevent infinite loops and bad hats.
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for(var/U in typesof(/obj/item/clothing/gloves)-blocked)
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var/obj/item/clothing/gloves/V = new U
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src.clothing_choices += V
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return
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emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
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name = "black gloves"
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desc = "It looks like a pair of gloves, but it seems to have a small dial inside."
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icon_state = "black"
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item_color = "brown"
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update_icon()
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verb/change()
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set name = "Change Gloves Appearance"
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set category = "Object"
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set src in usr
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var/obj/item/clothing/gloves/A
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A = input("Select gloves to change it to", "Chameleon Gloves")as null|anything in clothing_choices
|
|
|
|
|
if(!A)
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
desc = null
|
|
|
|
|
permeability_coefficient = 0.90
|
|
|
|
|
|
|
|
|
|
desc = A.desc
|
|
|
|
|
name = A.name
|
|
|
|
|
icon_state = A.icon_state
|
|
|
|
|
item_state = A.item_state
|
|
|
|
|
item_color = A.item_color
|
|
|
|
|
flags_inv = A.flags_inv
|
|
|
|
|
usr.update_inv_gloves() //so our overlays update.
|
|
|
|
|
|
|
|
|
|
//******************
|
|
|
|
|
//**Chameleon Mask**
|
|
|
|
|
//******************
|
|
|
|
|
|
|
|
|
|
/obj/item/clothing/mask/chameleon
|
|
|
|
|
name = "gas mask"
|
|
|
|
|
icon_state = "gas_alt"
|
|
|
|
|
item_state = "gas_alt"
|
|
|
|
|
desc = "It looks like a plain gask mask, but on closer inspection, it seems to have a small dial inside."
|
|
|
|
|
origin_tech = "syndicate=3"
|
|
|
|
|
var/list/clothing_choices = list()
|
|
|
|
|
|
|
|
|
|
New()
|
|
|
|
|
..()
|
|
|
|
|
var/blocked = list(/obj/item/clothing/mask/chameleon)//Prevent infinite loops and bad hats.
|
|
|
|
|
for(var/U in typesof(/obj/item/clothing/mask)-blocked)
|
|
|
|
|
var/obj/item/clothing/mask/V = new U
|
|
|
|
|
src.clothing_choices += V
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
|
|
|
|
name = "gas mask"
|
|
|
|
|
desc = "It's a gas mask."
|
|
|
|
|
icon_state = "gas_alt"
|
|
|
|
|
update_icon()
|
|
|
|
|
|
|
|
|
|
verb/change()
|
|
|
|
|
set name = "Change Mask Appearance"
|
|
|
|
|
set category = "Object"
|
|
|
|
|
set src in usr
|
|
|
|
|
|
|
|
|
|
var/obj/item/clothing/mask/A
|
|
|
|
|
A = input("Select mask to change it to", "Chameleon Mask")as null|anything in clothing_choices
|
|
|
|
|
if(!A)
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
desc = null
|
|
|
|
|
permeability_coefficient = 0.90
|
|
|
|
|
|
|
|
|
|
desc = A.desc
|
|
|
|
|
name = A.name
|
|
|
|
|
icon_state = A.icon_state
|
|
|
|
|
item_state = A.item_state
|
|
|
|
|
flags_inv = A.flags_inv
|
|
|
|
|
usr.update_inv_wear_mask() //so our overlays update.
|
|
|
|
|
|
|
|
|
|
//*********************
|
|
|
|
|
//**Chameleon Glasses**
|
|
|
|
|
//*********************
|
|
|
|
|
|
|
|
|
|
/obj/item/clothing/glasses/chameleon
|
|
|
|
|
name = "Optical Meson Scanner"
|
|
|
|
|
icon_state = "meson"
|
|
|
|
|
item_state = "glasses"
|
|
|
|
|
desc = "It looks like a plain set of mesons, but on closer inspection, it seems to have a small dial inside."
|
|
|
|
|
origin_tech = "syndicate=3"
|
|
|
|
|
var/list/clothing_choices = list()
|
|
|
|
|
|
|
|
|
|
New()
|
|
|
|
|
..()
|
|
|
|
|
var/blocked = list(/obj/item/clothing/glasses/chameleon)//Prevent infinite loops and bad hats.
|
|
|
|
|
for(var/U in typesof(/obj/item/clothing/glasses)-blocked)
|
|
|
|
|
var/obj/item/clothing/glasses/V = new U
|
|
|
|
|
src.clothing_choices += V
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
|
|
|
|
name = "Optical Meson Scanner"
|
|
|
|
|
desc = "It's a set of mesons."
|
|
|
|
|
icon_state = "meson"
|
|
|
|
|
update_icon()
|
|
|
|
|
|
|
|
|
|
verb/change()
|
|
|
|
|
set name = "Change Glasses Appearance"
|
|
|
|
|
set category = "Object"
|
|
|
|
|
set src in usr
|
|
|
|
|
|
|
|
|
|
var/obj/item/clothing/glasses/A
|
|
|
|
|
A = input("Select glasses to change it to", "Chameleon Glasses")as null|anything in clothing_choices
|
|
|
|
|
if(!A)
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
desc = null
|
|
|
|
|
permeability_coefficient = 0.90
|
|
|
|
|
|
|
|
|
|
desc = A.desc
|
|
|
|
|
name = A.name
|
|
|
|
|
icon_state = A.icon_state
|
|
|
|
|
item_state = A.item_state
|
|
|
|
|
flags_inv = A.flags_inv
|
|
|
|
|
usr.update_inv_glasses() //so our overlays update.
|
|
|
|
|
|
|
|
|
|
//*****************
|
|
|
|
|
//**Chameleon Gun**
|
|
|
|
|
//*****************
|
|
|
|
|
/obj/item/weapon/gun/projectile/chameleon
|
|
|
|
|
name = "desert eagle"
|
|
|
|
|
desc = "A fake Desert Eagle with a dial on the side to change the gun's disguise."
|
|
|
|
|
icon_state = "deagle"
|
|
|
|
|
w_class = 3.0
|
|
|
|
|
max_shells = 7
|
|
|
|
|
caliber = ".45"
|
|
|
|
|
origin_tech = "combat=2;materials=2;syndicate=8"
|
|
|
|
|
ammo_type = "/obj/item/ammo_casing/chameleon"
|
|
|
|
|
var/list/gun_choices = list()
|
|
|
|
|
|
|
|
|
|
New()
|
|
|
|
|
..()
|
|
|
|
|
var/blocked = list(/obj/item/weapon/gun/projectile/chameleon)//Prevent infinite loops and bad hats.
|
|
|
|
|
for(var/U in typesof(/obj/item/weapon/gun/)-blocked)
|
|
|
|
|
var/obj/item/weapon/gun/V = new U
|
|
|
|
|
src.gun_choices += V
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
|
|
|
|
name = "desert eagle"
|
|
|
|
|
desc = "It's a desert eagle."
|
|
|
|
|
icon_state = "deagle"
|
|
|
|
|
update_icon()
|
|
|
|
|
|
|
|
|
|
verb/change()
|
|
|
|
|
set name = "Change Gun Appearance"
|
|
|
|
|
set category = "Object"
|
|
|
|
|
set src in usr
|
|
|
|
|
|
|
|
|
|
var/obj/item/weapon/gun/A
|
|
|
|
|
A = input("Select gun to change it to", "Chameleon Gun")as null|anything in gun_choices
|
|
|
|
|
if(!A)
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
desc = null
|
|
|
|
|
permeability_coefficient = 0.90
|
|
|
|
|
|
|
|
|
|
desc = A.desc
|
|
|
|
|
name = A.name
|
|
|
|
|
icon_state = A.icon_state
|
|
|
|
|
item_state = A.item_state
|
|
|
|
|
flags_inv = A.flags_inv
|
|
|
|
|
usr.update_inv_r_hand()
|
|
|
|
|
usr.update_inv_l_hand() //so our overlays update.
|