You can now interact with belts that are not on your belt slot.

Added Security Belts, 4 slot belt that can carry basic sec gear.
The security shuttle control can now be emag'd.
Removed the old take off and stabilize verbs for the pshuttle. 
Cleaned up some computer defines.
The detective's cabinet is now a secure cabinet.
Most of the secure closets cleaned up a bit.
The captain no longer spawns with an ID box in his backpack.
RD's locker got its flash back.
Added the blob node sprites.
Removed the 2% laser resist that normal jumpsuits gave.  Normal clothing should not be blocking lasers.  Left the 10% special block on each department.
Riot suit slowdown lowered to 1 from 2.5
Repiped the right side of sec and tidied up the powerlines.
Loyalty Implanter moved into the outer rec room checkpoint.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2277 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-09-27 06:26:45 +00:00
parent d8991f9d25
commit cf0023bbb2
34 changed files with 9526 additions and 9735 deletions
+115
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@@ -0,0 +1,115 @@
/obj/item/weapon/storage/belt
name = "belt"
desc = "Can hold various things."
icon = 'belts.dmi'
icon_state = "utilitybelt"
item_state = "utility"
flags = FPRINT | TABLEPASS | ONBELT
proc/can_use()
if(!ismob(loc)) return 0
var/mob/M = loc
if(src in M.get_equipped_items())
return 1
else
return 0
MouseDrop(obj/over_object as obj, src_location, over_location)
var/mob/M = usr
if(!istype(over_object, /obj/screen))
return ..()
playsound(src.loc, "rustle", 50, 1, -5)
if (!M.restrained() && !M.stat && can_use())
if (over_object.name == "r_hand")
if (!( M.r_hand ))
M.u_equip(src)
M.r_hand = src
else
if (over_object.name == "l_hand")
if (!( M.l_hand ))
M.u_equip(src)
M.l_hand = src
M.update_clothing()
src.add_fingerprint(usr)
return
attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(src.loc == user)
playsound(src.loc, "rustle", 50, 1, -5)
if (user.s_active)
user.s_active.close(user)
src.show_to(user)
else
return ..()
/obj/item/weapon/storage/belt/utility
name = "utility belt"
desc = "Can hold various tools."
icon_state = "utilitybelt"
item_state = "utility"
can_hold = list(
"/obj/item/weapon/crowbar",
"/obj/item/weapon/screwdriver",
"/obj/item/weapon/weldingtool",
"/obj/item/weapon/wirecutters",
"/obj/item/weapon/wrench",
"/obj/item/device/multitool",
"/obj/item/device/flashlight",
"/obj/item/weapon/cable_coil",
"/obj/item/device/t_scanner",
"/obj/item/device/analyzer")
/obj/item/weapon/storage/belt/utility/full/New()
..()
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/wirecutters(src)
new /obj/item/weapon/cable_coil(src,30,pick("red","yellow"))
/obj/item/weapon/storage/belt/medical
name = "medical belt"
desc = "Can hold various medical equipment."
icon_state = "medicalbelt"
item_state = "medical"
can_hold = list(
"/obj/item/device/healthanalyzer",
"/obj/item/weapon/dnainjector",
"/obj/item/weapon/reagent_containers/dropper",
"/obj/item/weapon/reagent_containers/glass/beaker",
"/obj/item/weapon/reagent_containers/glass/bottle",
"/obj/item/weapon/reagent_containers/pill",
"/obj/item/weapon/reagent_containers/syringe",
"/obj/item/weapon/reagent_containers/glass/dispenser",
"/obj/item/weapon/zippo",
"/obj/item/weapon/cigpacket",
"/obj/item/weapon/storage/pill_bottle",
"/obj/item/stack/medical",
"/obj/item/device/flashlight/pen"
)
/obj/item/weapon/storage/belt/security
name = "security belt"
desc = "Can hold security gear like handcuffs and flashes."
icon_state = "securitybelt"
item_state = "security"//Could likely use a better one.
storage_slots = 4
can_hold = list(
"/obj/item/weapon/flashbang",
"/obj/item/weapon/handcuffs",
"/obj/item/device/flash",
"/obj/item/clothing/glasses",
"/obj/item/ammo_casing/shotgun",
"/obj/item/ammo_magazine"
)
-60
View File
@@ -328,63 +328,3 @@
return
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/storage/utilitybelt/proc/can_use()
if(!ismob(loc)) return 0
var/mob/M = loc
if(src in M.get_equipped_items())
return 1
else
return 0
/obj/item/weapon/storage/utilitybelt/dropped(mob/user as mob)
..()
/obj/item/weapon/storage/utilitybelt/MouseDrop(obj/over_object as obj, src_location, over_location)
var/mob/M = usr
if (!istype(over_object, /obj/screen))
if(can_use())
return ..()
else
M << "\red I need to wear the belt for that."
return
playsound(src.loc, "rustle", 50, 1, -5)
if (!M.restrained() && !M.stat && can_use())
if (over_object.name == "r_hand")
if (!( M.r_hand ))
M.u_equip(src)
M.r_hand = src
else
if (over_object.name == "l_hand")
if (!( M.l_hand ))
M.u_equip(src)
M.l_hand = src
M.update_clothing()
src.add_fingerprint(usr)
return
/obj/item/weapon/storage/utilitybelt/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/weapon/storage/utilitybelt/attack_hand(mob/user as mob)
if (src.loc == user)
if(can_use())
playsound(src.loc, "rustle", 50, 1, -5)
if (user.s_active)
user.s_active.close(user)
src.show_to(user)
else
user << "\red I need to wear the belt for that."
return
else
return ..()
src.add_fingerprint(user)
/obj/item/weapon/storage/utilitybelt/attackby(obj/item/weapon/W as obj, mob/user as mob)
//..() //This will make it impossible to wrap the belt in wrapping paper, but will enable them to work as intended once more.
if(!can_use())
user << "\red I need to wear the belt for that."
return
else
..()