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The Return of the Shoulder Holster
- Detective's shoulder holster now only fits projectile-based (not energy) handguns. - Swaps the detective's belt holster for the old shoulder holster. - Makes some specific handguns actually fit inside of holsters. - Unrelated: Removes a debug output from /code/modules/power/singularity/generator.dm
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@@ -176,11 +176,12 @@
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_color = "medgreen"
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/obj/item/clothing/tie/holster
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name = "shoulder holster"
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name = "large shoulder holster"
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desc = "A handgun holster."
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icon_state = "holster"
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_color = "holster"
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var/obj/item/weapon/gun/holstered = null
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var/holster_allow = /obj/item/weapon/gun
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icon_action_button = "action_holster"
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/obj/item/clothing/tie/holster/attack_self()
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@@ -191,27 +192,27 @@
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if(usr.stat) return
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if(!holstered)
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if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
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usr << "\blue You need your gun equiped to holster it."
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if(!istype(usr.get_active_hand(), holster_allow))
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usr << "<span class='notice'>You can't fit that in the holster.</span>"
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return
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var/obj/item/weapon/gun/W = usr.get_active_hand()
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if (!W.isHandgun())
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usr << "\red This gun won't fit in \the [src]!"
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usr << "<span class='warning'>This gun won't fit in \the [src]!</span>"
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return
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holstered = usr.get_active_hand()
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usr.drop_item()
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holstered.loc = src
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usr.visible_message("\blue \The [usr] holsters \the [holstered].", "You holster \the [holstered].")
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usr.visible_message("<span class='notice'>\The [usr] holsters \the [holstered].", "<span class='notice'>You holster \the [holstered].</span>")
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else
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if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
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usr << "\red You need an empty hand to draw the gun!"
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usr << "<span class='warning'>You need an empty hand to draw the gun!</span>"
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else
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if(usr.a_intent == "harm")
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usr.visible_message("\red \The [usr] draws \the [holstered], ready to shoot!", \
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"\red You draw \the [holstered], ready to shoot!")
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usr.visible_message("<span class='warning'>\The [usr] draws \the [holstered], ready to shoot!</span>", \
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"<span class='warning'>You draw \the [holstered], ready to shoot!</span>")
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else
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usr.visible_message("\blue \The [usr] draws \the [holstered], pointing it at the ground.", \
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"\blue You draw \the [holstered], pointing it at the ground.")
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usr.visible_message("<span class='notice'>\The [usr] draws \the [holstered], pointing it at the ground.</span>", \
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"<span class='notice'>You draw \the [holstered], pointing it at the ground.</span>")
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usr.put_in_hands(holstered)
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holstered = null
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@@ -220,6 +221,7 @@
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desc = "A worn-out handgun holster. Perfect for concealed carry"
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icon_state = "holster"
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_color = "holster"
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holster_allow = /obj/item/weapon/gun/projectile
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/obj/item/clothing/tie/storage
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name = "load bearing equipment"
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@@ -13,7 +13,6 @@
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var/turf/T = get_turf(src)
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if(src.energy >= 200)
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var/admin_message = "New singularity made"
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world << "lengthy = [length(fingerprintshidden)]"
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if(fingerprintshidden && length(fingerprintshidden))
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admin_message += "touched by: "
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if(islist(fingerprintshidden))
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@@ -9,6 +9,8 @@
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fire_sound = 'sound/effects/Explosion1.ogg'
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origin_tech = "combat=3"
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mag_type = "/obj/item/ammo_box/magazine/m75"
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isHandgun()
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return 1
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/obj/item/weapon/gun/projectile/automatic/gyropistol/New()
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..()
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@@ -6,6 +6,8 @@
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origin_tech = "combat=2;materials=2;syndicate=2"
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mag_type = "/obj/item/ammo_box/magazine/m10mm"
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can_suppress = 1
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isHandgun()
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return 1
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/obj/item/weapon/gun/projectile/automatic/pistol/update_icon()
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..()
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@@ -19,6 +21,8 @@
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w_class = 3.0
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origin_tech = "combat=3;materials=2"
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mag_type = "/obj/item/ammo_box/magazine/m45"
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isHandgun()
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return 1
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/obj/item/weapon/gun/projectile/automatic/m2411/update_icon()
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@@ -32,6 +36,8 @@
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icon_state = "deagle"
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force = 14.0
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mag_type = "/obj/item/ammo_box/magazine/m50"
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isHandgun()
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return 1
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/obj/item/weapon/gun/projectile/automatic/deagle/update_icon()
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..()
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