/*
* 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"