mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
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:
@@ -0,0 +1,115 @@
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/obj/item/weapon/storage/belt
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name = "belt"
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desc = "Can hold various things."
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icon = 'belts.dmi'
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icon_state = "utilitybelt"
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item_state = "utility"
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flags = FPRINT | TABLEPASS | ONBELT
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proc/can_use()
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if(!ismob(loc)) return 0
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var/mob/M = loc
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if(src in M.get_equipped_items())
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return 1
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else
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return 0
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MouseDrop(obj/over_object as obj, src_location, over_location)
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var/mob/M = usr
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if(!istype(over_object, /obj/screen))
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return ..()
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playsound(src.loc, "rustle", 50, 1, -5)
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if (!M.restrained() && !M.stat && can_use())
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if (over_object.name == "r_hand")
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if (!( M.r_hand ))
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M.u_equip(src)
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M.r_hand = src
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else
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if (over_object.name == "l_hand")
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if (!( M.l_hand ))
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M.u_equip(src)
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M.l_hand = src
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M.update_clothing()
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src.add_fingerprint(usr)
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return
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attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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if(src.loc == user)
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playsound(src.loc, "rustle", 50, 1, -5)
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if (user.s_active)
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user.s_active.close(user)
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src.show_to(user)
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else
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return ..()
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/obj/item/weapon/storage/belt/utility
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name = "utility belt"
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desc = "Can hold various tools."
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icon_state = "utilitybelt"
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item_state = "utility"
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can_hold = list(
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"/obj/item/weapon/crowbar",
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"/obj/item/weapon/screwdriver",
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"/obj/item/weapon/weldingtool",
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"/obj/item/weapon/wirecutters",
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"/obj/item/weapon/wrench",
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"/obj/item/device/multitool",
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"/obj/item/device/flashlight",
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"/obj/item/weapon/cable_coil",
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"/obj/item/device/t_scanner",
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"/obj/item/device/analyzer")
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/obj/item/weapon/storage/belt/utility/full/New()
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..()
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new /obj/item/weapon/screwdriver(src)
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new /obj/item/weapon/wrench(src)
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new /obj/item/weapon/weldingtool(src)
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new /obj/item/weapon/crowbar(src)
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new /obj/item/weapon/wirecutters(src)
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new /obj/item/weapon/cable_coil(src,30,pick("red","yellow"))
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/obj/item/weapon/storage/belt/medical
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name = "medical belt"
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desc = "Can hold various medical equipment."
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icon_state = "medicalbelt"
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item_state = "medical"
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can_hold = list(
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"/obj/item/device/healthanalyzer",
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"/obj/item/weapon/dnainjector",
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"/obj/item/weapon/reagent_containers/dropper",
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"/obj/item/weapon/reagent_containers/glass/beaker",
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"/obj/item/weapon/reagent_containers/glass/bottle",
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"/obj/item/weapon/reagent_containers/pill",
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"/obj/item/weapon/reagent_containers/syringe",
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"/obj/item/weapon/reagent_containers/glass/dispenser",
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"/obj/item/weapon/zippo",
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"/obj/item/weapon/cigpacket",
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"/obj/item/weapon/storage/pill_bottle",
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"/obj/item/stack/medical",
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"/obj/item/device/flashlight/pen"
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)
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/obj/item/weapon/storage/belt/security
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name = "security belt"
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desc = "Can hold security gear like handcuffs and flashes."
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icon_state = "securitybelt"
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item_state = "security"//Could likely use a better one.
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storage_slots = 4
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can_hold = list(
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"/obj/item/weapon/flashbang",
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"/obj/item/weapon/handcuffs",
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"/obj/item/device/flash",
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"/obj/item/clothing/glasses",
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"/obj/item/ammo_casing/shotgun",
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"/obj/item/ammo_magazine"
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)
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@@ -328,63 +328,3 @@
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return
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////////////////////////////////////////////////////////////////////////////////
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/obj/item/weapon/storage/utilitybelt/proc/can_use()
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if(!ismob(loc)) return 0
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var/mob/M = loc
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if(src in M.get_equipped_items())
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return 1
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else
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return 0
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/obj/item/weapon/storage/utilitybelt/dropped(mob/user as mob)
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..()
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/obj/item/weapon/storage/utilitybelt/MouseDrop(obj/over_object as obj, src_location, over_location)
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var/mob/M = usr
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if (!istype(over_object, /obj/screen))
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if(can_use())
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return ..()
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else
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M << "\red I need to wear the belt for that."
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return
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playsound(src.loc, "rustle", 50, 1, -5)
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if (!M.restrained() && !M.stat && can_use())
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if (over_object.name == "r_hand")
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if (!( M.r_hand ))
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M.u_equip(src)
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M.r_hand = src
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else
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if (over_object.name == "l_hand")
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if (!( M.l_hand ))
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M.u_equip(src)
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M.l_hand = src
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M.update_clothing()
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src.add_fingerprint(usr)
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return
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/obj/item/weapon/storage/utilitybelt/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/item/weapon/storage/utilitybelt/attack_hand(mob/user as mob)
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if (src.loc == user)
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if(can_use())
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playsound(src.loc, "rustle", 50, 1, -5)
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if (user.s_active)
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user.s_active.close(user)
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src.show_to(user)
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else
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user << "\red I need to wear the belt for that."
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return
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else
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return ..()
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src.add_fingerprint(user)
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/obj/item/weapon/storage/utilitybelt/attackby(obj/item/weapon/W as obj, mob/user as mob)
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//..() //This will make it impossible to wrap the belt in wrapping paper, but will enable them to work as intended once more.
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if(!can_use())
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user << "\red I need to wear the belt for that."
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return
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else
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..()
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