Lockbox update

Makes it so the mech weapons actually do spawn in lockboxes
Also adds a large lockbox to fit the mech weapons (No sprite as of yet)
This commit is contained in:
Regen
2015-09-06 22:55:22 +02:00
parent 4122008334
commit c4e0f4ad3b
2 changed files with 12 additions and 1 deletions
+5 -1
View File
@@ -182,7 +182,11 @@
desc = initial(desc)
var/obj/item/I = new D.build_path
I.loc = get_step(src,SOUTH)
if(D.locked)
var/obj/item/weapon/storage/lockbox/large/L = new /obj/item/weapon/storage/lockbox/large(src.loc) //(Don't use capitals in paths, or single letters.
I.loc = L
else
I.loc = get_step(src,SOUTH)
I.materials[MAT_METAL] = get_resource_cost_w_coeff(D,MAT_METAL)
I.materials[MAT_GLASS] = get_resource_cost_w_coeff(D,MAT_GLASS)
visible_message("\icon[src] <b>\The [src]</b> beeps, \"\The [I] is complete.\"")
@@ -62,6 +62,13 @@
origin_tech = null //wipe out any origin tech if it's unlocked in any way so you can't double-dip tech levels at R&D.
return
/obj/item/weapon/storage/lockbox/large
name = "Large lockbox"
desc = "A large lockbox"
max_w_class = 4
max_combined_w_class = 4 //The sum of the w_classes of all the items in this storage item.
storage_slots = 1
/obj/item/weapon/storage/lockbox/loyalty
name = "Lockbox (Loyalty Implants)"
req_access = list(access_security)