/obj/item/clothing/suit/storage var/obj/item/weapon/storage/internal/pockets /obj/item/clothing/suit/storage/New() ..() pockets = new/obj/item/weapon/storage/internal(src) pockets.storage_slots = 2 //two slots pockets.max_w_class = 2 //fit only pocket sized items pockets.max_combined_w_class = 4 /obj/item/clothing/suit/storage/attack_hand(mob/user as mob) if (pockets.handle_attack_hand(user)) ..(user) /obj/item/clothing/suit/storage/MouseDrop(obj/over_object as obj) if (pockets.handle_mousedrop(usr, over_object)) ..(over_object) /obj/item/clothing/suit/storage/attackby(obj/item/W as obj, mob/user as mob) ..() pockets.attackby(W, user) /obj/item/clothing/suit/storage/emp_act(severity) pockets.emp_act(severity) ..() /obj/item/clothing/suit/storage/hear_talk(mob/M, var/msg, verb, datum/language/speaking) pockets.hear_talk(M, msg, verb, speaking) ..() //Jackets with buttons, used for labcoats, IA jackets, First Responder jackets, and brown jackets. /obj/item/clothing/suit/storage/toggle var/icon_open var/icon_closed verb/toggle() set name = "Toggle Coat Buttons" set category = "Object" set src in usr if(!usr.canmove || usr.stat || usr.restrained()) return 0 if(icon_state == icon_open) //Will check whether icon state is currently set to the "open" or "closed" state and switch it around with a message to the user icon_state = icon_closed usr << "You button up the coat." else if(icon_state == icon_closed) icon_state = icon_open usr << "You unbutton the coat." else //in case some goofy admin switches icon states around without switching the icon_open or icon_closed usr << "You attempt to button-up the velcro on your [src], before promptly realising how silly you are." return update_clothing_icon() //so our overlays update