A new item slot now exists for discerning suit-wearers!

Look for the new slot above where you shoes go, assuming you don't hide them.
  While wearing an outer suit (basically anything other than a jumpsuit), you can store an item here.
  Allowable item(s) for the slot varies depending on what you are wearing
  IF IT IS A SUIT I DIDN'T DEFINE ITEMS FOR BECAUSE IT WASN'T IN CLOTHING.DM: Emergency oxygentank
  Biosuit/plague doctor suit: Emergency oxygentank
  Detective suit: Detectives revolver, ammo for said revolver, cigs, zippo, forensics scanner, taperecorder
  Judge robes: Cigs, space cash (not that any of our space judges would dream of accepting a bribe)
  Lab coats: bruise packs, ointment, dna injectors, droppers, syringes, hyposprays, med analyzers
  Apron: Plant-b-gone, seeds, plant scanner, nutrients, minihoes
  Wizard robes: Teleport scrolls
  Armor (all varieties, which includes HoS coat): Energy weapons, batons, handcuffs
  Captain armor: as regular armor, also emergency oxygentank
  Firesuits: Emergency oxygentank, flashlight
  Spacesuits (all varieties, including RIG): Emergency oxygentank, flashlight

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@557 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
n3ophyt3@gmail.com
2010-12-07 01:46:06 +00:00
parent 86760c3841
commit c4c2215906
6 changed files with 63 additions and 7 deletions
+8 -5
View File
@@ -75,7 +75,7 @@ proc/countJob(rank)
slot_w_uniform = 14
slot_l_store = 15
slot_r_store = 16
// slot_w_radio = 17
slot_s_store = 17
slot_in_backpack = 18
/mob/living/carbon/human/proc/equip_if_possible(obj/item/weapon/W, slot) // since byond doesn't seem to have pointers, this seems like the best way to do this :/
@@ -84,6 +84,9 @@ proc/countJob(rank)
if((slot == l_store || slot == r_store || slot == belt || slot == wear_id) && !src.w_uniform)
del(W)
return
if(slot == s_store && !src.wear_suit)
del(W)
return
switch(slot)
if(slot_back)
if(!src.back)
@@ -149,10 +152,10 @@ proc/countJob(rank)
if(!src.r_store)
src.r_store = W
equipped = 1
// if(slot_w_radio)
// if(!src.w_radio)
// src.w_radio = W
// equipped = 1
if(slot_s_store)
if(!src.s_store)
src.s_store = W
equipped = 1
if(slot_in_backpack)
if (src.back && istype(src.back, /obj/item/weapon/storage/backpack))
var/obj/item/weapon/storage/backpack/B = src.back