/* * Backpack */ /obj/item/storage/backpack name = "backpack" desc = "You wear this on your back and put items into it." icon = 'icons/obj/clothing/backpack.dmi' icon_state = "backpack" w_class = WEIGHT_CLASS_BULKY slot_flags = SLOT_BACK weight = ITEM_WEIGHT_STORAGE_BACKPACK encumbrance = ITEM_ENCUMBRANCE_STORAGE_BACKPACK var/flippable = 0 var/side = 0 //0 = right, 1 = left var/hide_under_tail = 1 drop_sound = 'sound/items/drop/backpack.ogg' pickup_sound = 'sound/items/pickup/backpack.ogg' storage_datum_path = /datum/object_system/storage/backpack /* * Backpack Types */ /obj/item/storage/backpack/holding name = "bag of holding" desc = "A backpack that opens into a localized pocket of Blue Space." origin_tech = list(TECH_BLUESPACE = 4) icon_state = "holdingpack" max_combined_volume = WEIGHT_VOLUME_NORMAL * 14 // 56 /obj/item/storage/backpack/holding/duffle name = "dufflebag of holding" icon_state = "holdingduffle" /obj/item/storage/backpack/holding/attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/storage/backpack/holding)) to_chat(user, "The Bluespace interfaces of the two devices conflict and malfunction.") //qdel(W) - fuck this holy shit return . = ..() /obj/item/storage/backpack/holding/singularity_act(obj/singularity/S, current_size) var/turf/lastLoc = get_turf(src) . = ..() if(lastLoc) var/dist = max((current_size - 2),1) log_game("Bag of holding detonated at [COORD(lastLoc)]") explosion(lastLoc, (dist), (dist*2), (dist*4)) //Please don't clutter the parent storage item with stupid hacks. /*/obj/item/storage/backpack/holding/can_be_inserted(obj/item/W as obj, stop_messages = 0) if(istype(W, /obj/item/storage/backpack/holding)) return 1 return ..()*/ //- let's not /obj/item/storage/backpack/santabag name = "\improper Santa's gift bag" desc = "Space Santa uses this to deliver toys to all the nice children in space in Christmas! Wow, it's pretty big!" icon_state = "giftbag0" item_state_slots = list(SLOT_ID_RIGHT_HAND = "giftbag", SLOT_ID_LEFT_HAND = "giftbag") w_class = WEIGHT_CLASS_BULKY max_single_weight_class = WEIGHT_CLASS_NORMAL max_combined_volume = WEIGHT_VOLUME_NORMAL * 100 // can store a ton of shit! item_state_slots = null /obj/item/storage/backpack/cultpack name = "trophy rack" desc = "It's useful for both carrying extra gear and proudly declaring your insanity." icon_state = "cultpack" /obj/item/storage/backpack/clown name = "Giggles von Honkerton" desc = "It's a backpack made by Honk! Co." icon_state = "clownpack" /obj/item/storage/backpack/mime name = "Parcel Parceaux" desc = "A silent backpack made for those silent workers. Silence Co." icon_state = "mimepack" /obj/item/storage/backpack/medic name = "medical backpack" desc = "It's a backpack especially designed for use in a sterile environment." icon_state = "medicalpack" /obj/item/storage/backpack/security name = "security backpack" desc = "It's a very robust backpack." icon_state = "securitypack" /obj/item/storage/backpack/blueshield name = "blueshield backpack" desc = "It's a very robust backpack." icon_state = "blueshieldpack" /obj/item/storage/backpack/captain name = "Facility Director's backpack" desc = "It's a special backpack made exclusively for officers." icon_state = "captainpack" /obj/item/storage/backpack/captain/talon name = "talon captain's backpack" desc = "It's a special backpack made exclusively for the Talon's captain." /obj/item/storage/backpack/industrial name = "industrial backpack" desc = "It's a tough backpack for the daily grind of station life." icon_state = "engiepack" /obj/item/storage/backpack/toxins name = "laboratory backpack" desc = "It's a light backpack modeled for use in laboratories and other scientific institutions." icon_state = "scipack" /obj/item/storage/backpack/hydroponics name = "herbalist's backpack" desc = "It's a green backpack with many pockets to store plants and tools in." icon_state = "hydpack" /obj/item/storage/backpack/genetics name = "geneticist backpack" desc = "It's a backpack fitted with slots for diskettes and other workplace tools." icon_state = "genpack" /obj/item/storage/backpack/virology name = "sterile backpack" desc = "It's a sterile backpack able to withstand different pathogens from entering its fabric." icon_state = "viropack" /obj/item/storage/backpack/chemistry name = "chemistry backpack" desc = "It's an orange backpack which was designed to hold beakers, pill bottles and bottles." icon_state = "chempack" /obj/item/storage/backpack/voyager name = "voyager backpack" desc = "A leather pack designed for expeditions, covered in multi-purpose pouches and pockets." icon_state = "explorerpack" /* * Duffle Types */ /obj/item/storage/backpack/dufflebag name = "dufflebag" desc = "A large dufflebag for holding extra things." icon_state = "duffle" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle", SLOT_ID_LEFT_HAND = "duffle") weight = ITEM_WEIGHT_STORAGE_DUFFLEBAG encumbrance = ITEM_ENCUMBRANCE_STORAGE_DUFFLEBAG flat_encumbrance = ITEM_FLAT_ENCUMBRANCE_DUFFLEBAG // todo: remove when weight system is used slowdown = 0.25 storage_datum_path = /datum/object_system/storage/backpack/dufflebag /obj/item/storage/backpack/dufflebag/syndie name = "black dufflebag" desc = "A large dufflebag for holding extra tactical supplies. This one appears to be made out of lighter material than usual." icon_state = "duffle-syndie" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_syndie", SLOT_ID_LEFT_HAND = "duffle_syndie") weight = ITEM_WEIGHT_BASELINE encumbrance = ITEM_ENCUMBRANCE_STORAGE_BACKPACK flat_encumbrance = 0 slowdown = 0 /obj/item/storage/backpack/dufflebag/syndie/med name = "medical dufflebag" desc = "A large dufflebag for holding extra tactical medical supplies. This one appears to be made out of lighter material than usual." icon_state = "duffle-syndiemed" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_syndiemed", SLOT_ID_LEFT_HAND = "duffle_syndiemed") /obj/item/storage/backpack/dufflebag/syndie/ammo name = "ammunition dufflebag" desc = "A large dufflebag for holding extra weapons ammunition and supplies. This one appears to be made out of lighter material than usual." icon_state = "duffle-syndieammo" /obj/item/storage/backpack/dufflebag/captain name = "Facility Director's dufflebag" desc = "A large dufflebag for holding extra captainly goods." icon_state = "duffle-captain" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_captain", SLOT_ID_LEFT_HAND = "duffle_captain") /obj/item/storage/backpack/dufflebag/captain/talon name = "talon captain's dufflebag" desc = "A large dufflebag for holding extra loot." /obj/item/storage/backpack/dufflebag/med name = "medical dufflebag" desc = "A large dufflebag for holding extra medical supplies." icon_state = "duffle-med" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_med", SLOT_ID_LEFT_HAND = "duffle_med") /obj/item/storage/backpack/dufflebag/chemistry name = "chemistry duffle bag" desc = "A large duffle bag for holding extra chemical substances." icon_state = "duffle-chemistry" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_med", SLOT_ID_LEFT_HAND = "duffle_med") /obj/item/storage/backpack/dufflebag/genetics name = "geneticist's duffel bag" desc = "A large duffel bag for holding extra genetic mutations." icon_state = "duffle-genetics" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_med", SLOT_ID_LEFT_HAND = "duffle_med") /obj/item/storage/backpack/dufflebag/emt name = "EMT dufflebag" desc = "A large dufflebag for holding extra medical supplies. This one has reflective stripes!" icon_state = "duffle-emt" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_emt", SLOT_ID_LEFT_HAND = "duffle_emt") /obj/item/storage/backpack/dufflebag/virology name = "virologist's duffle bag" desc = "A large duffle bag for holding extra viral bottles." icon_state = "duffle-virology" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_med", SLOT_ID_LEFT_HAND = "duffle_med") /obj/item/storage/backpack/dufflebag/sec name = "security dufflebag" desc = "A large dufflebag for holding extra security supplies and ammunition." icon_state = "duffle-sec" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_sec", SLOT_ID_LEFT_HAND = "duffle_sec") /obj/item/storage/backpack/dufflebag/blueshield name = "blueshield dufflebag" desc = "A large dufflebag for holding extra supplies and ammunition." icon_state = "duffle-blueshield" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_blueshield", SLOT_ID_LEFT_HAND = "duffle_blueshield") /obj/item/storage/backpack/dufflebag/eng name = "industrial dufflebag" desc = "A large dufflebag for holding extra tools and supplies." icon_state = "duffle-eng" item_state_slots = list(SLOT_ID_RIGHT_HAND = "duffle_eng", SLOT_ID_LEFT_HAND = "duffle_eng") /obj/item/storage/backpack/dufflebag/sci name = "science dufflebag" desc = "A large dufflebag for holding circuits and beakers." icon_state = "duffle-sci" /obj/item/storage/backpack/dufflebag/hydroponics name = "hydroponic's duffle bag" desc = "A large duffle bag for holding extra gardening tools." icon_state = "duffle-hydroponics" /obj/item/storage/backpack/dufflebag/voyager name = "voyager duffle bag" desc = "A large dufflebag for expeditions, covered in multi-purpose pouches and pockets." icon_state = "duffle-explorer" /obj/item/storage/backpack/dufflebag/clown name = "clown's duffle bag" desc = "A large duffle bag for holding lots of funny gags!" icon_state = "duffle-clown" //! ## Satchel Types /obj/item/storage/backpack/satchel name = "leather satchel" desc = "It's a very fancy satchel made with fine leather." icon_state = "satchel" item_state_slots = list(SLOT_ID_RIGHT_HAND = "briefcase", SLOT_ID_LEFT_HAND = "briefcase") /obj/item/storage/backpack/satchel/withwallet starts_with = list(/obj/item/storage/wallet/random) /obj/item/storage/backpack/satchel/norm name = "satchel" desc = "A trendy looking satchel." icon_state = "satchel-norm" /obj/item/storage/backpack/satchel/eng name = "industrial satchel" desc = "A tough satchel with extra pockets." icon_state = "satchel-eng" item_state_slots = list(SLOT_ID_RIGHT_HAND = "engiepack", SLOT_ID_LEFT_HAND = "engiepack") /obj/item/storage/backpack/satchel/med name = "medical satchel" desc = "A sterile satchel used in medical departments." icon_state = "satchel-med" item_state_slots = list(SLOT_ID_RIGHT_HAND = "medicalpack", SLOT_ID_LEFT_HAND = "medicalpack") /obj/item/storage/backpack/satchel/vir name = "virologist satchel" desc = "A sterile satchel with virologist colours." icon_state = "satchel-vir" item_state_slots = list(SLOT_ID_RIGHT_HAND = "viropack", SLOT_ID_LEFT_HAND = "viropack") /obj/item/storage/backpack/satchel/chem name = "chemist satchel" desc = "A sterile satchel with chemist colours." icon_state = "satchel-chem" item_state_slots = list(SLOT_ID_RIGHT_HAND = "chempack", SLOT_ID_LEFT_HAND = "chempack") /obj/item/storage/backpack/satchel/gen name = "geneticist satchel" desc = "A sterile satchel with geneticist colours." icon_state = "satchel-gen" item_state_slots = list(SLOT_ID_RIGHT_HAND = "genpack", SLOT_ID_LEFT_HAND = "genpack") /obj/item/storage/backpack/satchel/tox name = "scientist satchel" desc = "Useful for holding research materials." icon_state = "satchel-sci" item_state_slots = list(SLOT_ID_RIGHT_HAND = "toxpack", SLOT_ID_LEFT_HAND = "toxpack") /obj/item/storage/backpack/satchel/sec name = "security satchel" desc = "A robust satchel for security related needs." icon_state = "satchel-sec" item_state_slots = list(SLOT_ID_RIGHT_HAND = "securitypack", SLOT_ID_LEFT_HAND = "securitypack") /obj/item/storage/backpack/satchel/blueshield name = "blueshield satchel" desc = "A robust satchel for a blueshield's needs." icon_state = "satchel-blueshield" item_state_slots = list(SLOT_ID_RIGHT_HAND = "blueshieldpack", SLOT_ID_LEFT_HAND = "blueshieldpack") /obj/item/storage/backpack/satchel/hyd name = "hydroponics satchel" desc = "A green satchel for plant related work." icon_state = "satchel-hyd" /obj/item/storage/backpack/satchel/cap name = "Facility Director's satchel" desc = "An exclusive satchel for officers." icon_state = "satchel-cap" item_state_slots = list(SLOT_ID_RIGHT_HAND = "captainpack", SLOT_ID_LEFT_HAND = "captainpack") /obj/item/storage/backpack/satchel/cap/talon name = "Talon captain's satchel" desc = "An exclusive satchel for the Talon's captain." /obj/item/storage/backpack/satchel/voyager name = "voyager satchel" desc = "A leather satchel designed for expeditions." icon_state = "satchel-explorer" /obj/item/storage/backpack/satchel/bone name = "bone satchel" desc = "A grotesque satchel made of sinew and bone." icon_state = "satchel-bone" /obj/item/storage/backpack/satchel/invisible name = "integrated satchel" desc = "A minimalist satchel designed to fit inside of clothing, directly against the skin." item_state = "none" /obj/item/storage/satchel/roguetown name = "hide satchel" desc = "A satchel made from an unknown hide." icon = 'icons/clothing/uniform/casual/roguetown/hide_satchel.dmi' icon_state = "hidesatchel" slot_flags = SLOT_BACK worn_render_flags = WORN_RENDER_SLOT_ONE_FOR_ALL worn_bodytypes = BODYTYPE_DEFAULT icon_override = null weight = ITEM_WEIGHT_STORAGE_BACKPACK encumbrance = ITEM_ENCUMBRANCE_STORAGE_BACKPACK drop_sound = 'sound/items/drop/backpack.ogg' pickup_sound = 'sound/items/pickup/backpack.ogg' //ERT backpacks. /obj/item/storage/backpack/ert name = "emergency response team backpack" desc = "A spacious backpack with lots of pockets, used by members of the Emergency Response Team." icon_state = "ert_commander" item_state_slots = list(SLOT_ID_RIGHT_HAND = "securitypack", SLOT_ID_LEFT_HAND = "securitypack") //Commander /obj/item/storage/backpack/ert/commander name = "emergency response team commander backpack" desc = "A spacious backpack with lots of pockets, worn by the commander of an Emergency Response Team." //Security /obj/item/storage/backpack/ert/security name = "emergency response team security backpack" desc = "A spacious backpack with lots of pockets, worn by security members of an Emergency Response Team." icon_state = "ert_security" //Engineering /obj/item/storage/backpack/ert/engineer name = "emergency response team engineer backpack" desc = "A spacious backpack with lots of pockets, worn by engineering members of an Emergency Response Team." icon_state = "ert_engineering" //Medical /obj/item/storage/backpack/ert/medical name = "emergency response team medical backpack" desc = "A spacious backpack with lots of pockets, worn by medical members of an Emergency Response Team." icon_state = "ert_medical" /* * Courier Bags */ /obj/item/storage/backpack/messenger name = "messenger bag" desc = "A sturdy backpack worn over one shoulder." icon_state = "courierbag" item_state_slots = list(SLOT_ID_RIGHT_HAND = "backpack", SLOT_ID_LEFT_HAND = "backpack") /obj/item/storage/backpack/messenger/chem name = "chemistry messenger bag" desc = "A serile backpack worn over one shoulder. This one is in Chemsitry colors." icon_state = "courierbagchem" item_state_slots = list(SLOT_ID_RIGHT_HAND = "chempack", SLOT_ID_LEFT_HAND = "chempack") /obj/item/storage/backpack/messenger/med name = "medical messenger bag" desc = "A sterile backpack worn over one shoulder used in medical departments." icon_state = "courierbagmed" item_state_slots = list(SLOT_ID_RIGHT_HAND = "medicalpack", SLOT_ID_LEFT_HAND = "medicalpack") /obj/item/storage/backpack/messenger/viro name = "virology messenger bag" desc = "A sterile backpack worn over one shoulder. This one is in Virology colors." icon_state = "courierbagviro" item_state_slots = list(SLOT_ID_RIGHT_HAND = "viropack", SLOT_ID_LEFT_HAND = "viropack") /obj/item/storage/backpack/messenger/tox name = "research messenger bag" desc = "A backpack worn over one shoulder. Useful for holding science materials." icon_state = "courierbagsci" item_state_slots = list(SLOT_ID_RIGHT_HAND = "toxpack", SLOT_ID_LEFT_HAND = "toxpack") /obj/item/storage/backpack/messenger/com name = "command messenger bag" desc = "A special backpack worn over one shoulder. This one is made specifically for officers." icon_state = "courierbagcom" item_state_slots = list(SLOT_ID_RIGHT_HAND = "captainpack", SLOT_ID_LEFT_HAND = "captainpack") /obj/item/storage/backpack/messenger/com/talon name = "captain's messenger bag" desc = "A special backpack worn over one shoulder. This one bears the insignia of the ITV Talon's captain." /obj/item/storage/backpack/messenger/engi name = "engineering messenger bag" icon_state = "courierbagengi" item_state_slots = list(SLOT_ID_RIGHT_HAND = "engiepack", SLOT_ID_LEFT_HAND = "engiepack") /obj/item/storage/backpack/messenger/hyd name = "hydroponics messenger bag" desc = "A backpack worn over one shoulder. This one is designed for plant-related work." icon_state = "courierbaghyd" /obj/item/storage/backpack/messenger/sec name = "security messenger bag" desc = "A tactical backpack worn over one shoulder. This one is in Security colors." icon_state = "courierbagsec" item_state_slots = list(SLOT_ID_RIGHT_HAND = "securitypack", SLOT_ID_LEFT_HAND = "securitypack") /obj/item/storage/backpack/messenger/blueshield name = "blueshield messenger bag" desc = "A tactical backpack worn over one shoulder. This one is in Blueshield colors." icon_state = "courierbagblueshield" item_state_slots = list(SLOT_ID_RIGHT_HAND = "blueshieldpack", SLOT_ID_LEFT_HAND = "blueshieldpack") /obj/item/storage/backpack/messenger/black icon_state = "courierbagblk" //RIG Spines /obj/item/storage/backpack/rig name = "resource integration gear" desc = "An advanced system that mounts to the user's spine to serve as a load bearing structure with medical utilities. More complex variants have a wider array of functions and uses." icon_state = "civilian_rig" item_state_slots = list(SLOT_ID_RIGHT_HAND = "backpack", SLOT_ID_LEFT_HAND = "backpack") /* /obj/item/storage/backpack/hardsuit/Initialize(mapload) . = ..() START_PROCESSING(SSobj, src) /obj/item/storage/backpack/hardsuit/process(mob/living/M) if(M.health <= M.maxHealth) update_icon() /obj/item/storage/backpack/hardsuit/update_icon(mob/living/M) if(M.stat > 1) // Dead icon_state = "[initial(icon_state)]_0" item_state = "[initial(icon_state)]_0" M.update_inv_back() else if(round((M.health/M.getMaxHealth())*100) <= 25) icon_state = "[initial(icon_state)]_25" item_state = "[initial(icon_state)]_25" M.update_inv_back() else if(round((M.health/M.getMaxHealth())*100) <= 50) icon_state = "[initial(icon_state)]_50" item_state = "[initial(icon_state)]_50" M.update_inv_back() else if(round((M.health/M.getMaxHealth())*100) <= 75) icon_state = "[initial(icon_state)]_75" item_state = "[initial(icon_state)]_75" M.update_inv_back() else icon_state = "[initial(icon_state)]" item_state = "[initial(icon_state)]" M.update_inv_back() */ //Purses /obj/item/storage/backpack/purse name = "purse" desc = "A small, fashionable bag typically worn over the shoulder." icon_state = "purse" item_state_slots = list(SLOT_ID_RIGHT_HAND = "lgpurse", SLOT_ID_LEFT_HAND = "lgpurse") w_class = WEIGHT_CLASS_BULKY max_single_weight_class = WEIGHT_CLASS_NORMAL max_combined_volume = WEIGHT_VOLUME_NORMAL * 5 //Parachutes /obj/item/storage/backpack/parachute name = "parachute" desc = "A specially made backpack, designed to help one survive jumping from incredible heights. It sacrifices some storage space for that added functionality." icon_state = "parachute" item_state_slots = list(SLOT_ID_RIGHT_HAND = "backpack", SLOT_ID_LEFT_HAND = "backpack") max_combined_volume = WEIGHT_VOLUME_NORMAL * 5 /obj/item/storage/backpack/parachute/examine(mob/user, dist) . = ..() if(get_dist(src, user) <= 1) if(parachute) . += " It seems to be packed." else . += " It seems to be unpacked." /obj/item/storage/backpack/parachute/handleParachute() parachute = FALSE //If you parachute in, the parachute has probably been used. /obj/item/storage/backpack/parachute/verb/pack_parachute() set name = "Pack/Unpack Parachute" set category = VERB_CATEGORY_OBJECT set src in usr if(!istype(src.loc, /mob/living)) return var/mob/living/carbon/human/H = usr if(!istype(H)) return if(H.stat) return if(H.back == src) to_chat(H, "How do you expect to work on \the [src] while it's on your back?") return if(!parachute) //This packs the parachute H.visible_message("\The [H] starts to pack \the [src]!", \ "You start to pack \the [src]!", \ "You hear the shuffling of cloth.") if(do_after(H, 50)) H.visible_message("\The [H] finishes packing \the [src]!", \ "You finish packing \the [src]!", \ "You hear the shuffling of cloth.") parachute = TRUE else H.visible_message("\The [src] gives up on packing \the [src]!", \ "You give up on packing \the [src]!") return else //This unpacks the parachute H.visible_message("\The [src] starts to unpack \the [src]!", \ "You start to unpack \the [src]!", \ "You hear the shuffling of cloth.") if(do_after(H, 25)) H.visible_message("\The [src] finishes unpacking \the [src]!", \ "You finish unpacking \the [src]!", \ "You hear the shuffling of cloth.") parachute = FALSE else H.visible_message("\The [src] decides not to unpack \the [src]!", \ "You decide not to unpack \the [src]!") return /obj/item/storage/backpack/satchel/ranger name = "ranger satchel" desc = "A satchel designed for the Go Go ERT Rangers series to allow for slightly bigger carry capacity for the ERT-Rangers.\ Unlike the show claims, it is not a phoron-enhanced satchel of holding with plot-relevant content." icon = 'icons/obj/clothing/ranger.dmi' icon_state = "ranger_satchel" /obj/item/storage/backpack/ert/para name = "PARA trophy rack" desc = "A special trophy rack bearing the device of an all-seeing eye; the symbol of the PMD." icon_state = "para_ert_pack" /obj/item/storage/backpack/saddlebag_common //Shared bag for taurs name = "Taur Saddlebags" desc = "A saddle that holds items. Seems slightly bulky." icon = 'icons/obj/clothing/backpack.dmi' icon_override = 'icons/mob/clothing/back_taur.dmi' item_state = "saddlebag" icon_state = "saddlebag" var/icon_base = "saddlebag" var/no_message = "You aren't the appropriate taur type to wear this!" hide_under_tail = -1 /obj/item/storage/backpack/saddlebag_common/can_equip(mob/M, slot, mob/user, flags) . = ..() if(!.) return FALSE var/mob/living/carbon/human/H = M var/datum/sprite_accessory/tail/legacy_taur/TT = H.tail_style if(istype(H) && istype(TT, /datum/sprite_accessory/tail/legacy_taur/horse)) item_state = "[icon_base]_horse" return 1 if(istype(H) && istype(TT, /datum/sprite_accessory/tail/legacy_taur/wolf)) item_state = "[icon_base]_wolf" return 1 if(istype(H) && istype(TT, /datum/sprite_accessory/tail/legacy_taur/cow)) item_state = "[icon_base]_cow" return 1 if(istype(H) && istype(TT, /datum/sprite_accessory/tail/legacy_taur/lizard)) item_state = "[icon_base]_lizard" return 1 if(istype(H) && istype(TT, /datum/sprite_accessory/tail/legacy_taur/feline)) item_state = "[icon_base]_feline" return 1 if(istype(H) && istype(TT, /datum/sprite_accessory/tail/legacy_taur/drake)) item_state = "[icon_base]_drake" return 1 if(istype(H) && istype(TT, /datum/sprite_accessory/tail/legacy_taur/otie)) item_state = "[icon_base]_otie" return 1 if(istype(H) && istype(TT, /datum/sprite_accessory/tail/legacy_taur/deer)) item_state = "[icon_base]_deer" return 1 else to_chat(H, "[no_message]") return 0 /obj/item/storage/backpack/saddlebag_common/robust //Shared bag for other taurs with sturdy backs name = "Robust Saddlebags" desc = "A saddle that holds items. Seems robust." icon = 'icons/obj/clothing/backpack.dmi' icon_override = 'icons/mob/clothing/back_taur.dmi' item_state = "robustsaddle" icon_state = "robustsaddle" icon_base = "robustsaddle" /obj/item/storage/backpack/saddlebag_common/vest //Shared bag for other taurs with sturdy backs name = "Taur Duty Vest" desc = "An armored vest with the armor modules replaced with various handy compartments with decent storage capacity. Useless for protection though." icon = 'icons/obj/clothing/backpack.dmi' icon_override = 'icons/mob/clothing/back_taur.dmi' item_state = "taurvest" icon_state = "taurvest" icon_base = "taurvest" encumbrance = ITEM_ENCUMBRANCE_STORAGE_BACKPACK /obj/item/storage/backpack/dufflebag/fluff //Black dufflebag without syndie buffs. name = "plain black dufflebag" desc = "A large dufflebag for holding extra tactical supplies." icon_state = "duffle-syndie" /obj/item/storage/backpack/rebel name = "rebel backpack" desc = "A sturdy canvas bag designed to withstand harsh environmental conditions." icon_state = "backpack_rebel"