mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 19:13:30 +01:00
Changes slot number defines from lowercase to all uppercase (#22297)
* undo all of it * flags * back * head/mask * left * right * Cuffs * other name changes * ID and PDA * idk about calling them SLOT_HUD now * glasses, gloves, and shoes, oh my! * the rest * comment
This commit is contained in:
@@ -4,7 +4,7 @@
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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slot_flags = SLOT_FLAG_BELT
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throwforce = 1
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w_class = WEIGHT_CLASS_TINY
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var/fire_sound = null //What sound should play when this ammo is fired
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@@ -119,7 +119,7 @@
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icon = 'icons/obj/ammo.dmi'
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icon_state = "10mmbox" // placeholder icon
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flags = CONDUCT
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slot_flags = SLOT_BELT
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slot_flags = SLOT_FLAG_BELT
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item_state = "syringe_kit"
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materials = list(MAT_METAL = 30000)
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throwforce = 2
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@@ -5,7 +5,7 @@
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icon_state = "revolver_bright"
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item_state = "gun"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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slot_flags = SLOT_FLAG_BELT
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materials = list(MAT_METAL=2000)
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 5
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@@ -547,7 +547,7 @@
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*/
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/obj/item/gun/proc/ZoomGrantCheck(datum/source, mob/user, slot)
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// Checks if the gun got equipped into either of the user's hands.
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if(slot != slot_r_hand && slot != slot_l_hand)
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if(slot != SLOT_HUD_RIGHT_HAND && slot != SLOT_HUD_LEFT_HAND)
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// If its not in their hands, un-zoom, and remove the zoom action button.
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zoom(user, FALSE)
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azoom.Remove(user)
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@@ -81,7 +81,7 @@
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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can_holster = FALSE
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origin_tech = "combat=4;magnets=4;powerstorage=3"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
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@@ -121,7 +121,7 @@
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w_class = WEIGHT_CLASS_BULKY
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force = 12
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flags = CONDUCT
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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can_holster = FALSE
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weapon_weight = WEAPON_HEAVY
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origin_tech = "combat=6;magnets=6;powerstorage=4"
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@@ -8,7 +8,7 @@
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force = 10
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modifystate = TRUE
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flags = CONDUCT
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
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cell_type = /obj/item/stock_parts/cell/pulse
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@@ -25,7 +25,7 @@
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name = "pulse carbine"
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desc = "A compact variant of the pulse rifle with less firepower but easier storage."
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w_class = WEIGHT_CLASS_NORMAL
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slot_flags = SLOT_BELT
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slot_flags = SLOT_FLAG_BELT
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icon_state = "pulse_carbine"
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item_state = null
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cell_type = /obj/item/stock_parts/cell/pulse/carbine
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@@ -37,7 +37,7 @@
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name = "pulse pistol"
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desc = "A pulse rifle in an easily concealed handgun package with low capacity."
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w_class = WEIGHT_CLASS_SMALL
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slot_flags = SLOT_BELT
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slot_flags = SLOT_FLAG_BELT
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icon_state = "pulse_pistol"
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item_state = null
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can_holster = TRUE
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@@ -12,7 +12,7 @@
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w_class = WEIGHT_CLASS_HUGE
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can_holster = FALSE
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flags = CONDUCT
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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shaded_charge = TRUE
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ammo_type = list(/obj/item/ammo_casing/energy/ion)
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ammo_x_offset = 3
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@@ -27,7 +27,7 @@
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desc = "The MK.II Prototype Ion Projector is a lightweight carbine version of the larger ion rifle, built to be ergonomic and efficient."
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icon_state = "ioncarbine"
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w_class = WEIGHT_CLASS_NORMAL
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slot_flags = SLOT_BELT
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slot_flags = SLOT_FLAG_BELT
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ammo_x_offset = 2
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flight_x_offset = 18
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flight_y_offset = 11
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@@ -462,7 +462,7 @@
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weapon_weight = WEAPON_HEAVY
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w_class = WEIGHT_CLASS_BULKY
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can_holster = FALSE
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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cell_type = /obj/item/stock_parts/cell/bsg
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shaded_charge = TRUE
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can_fit_in_turrets = FALSE //Crystal would shatter, or someone would try to put an empty gun in the frame.
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@@ -567,7 +567,7 @@
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icon = 'icons/obj/guns/gun_temperature.dmi'
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icon_state = "tempgun_4"
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item_state = "tempgun_4"
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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w_class = WEIGHT_CLASS_BULKY
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fire_sound = 'sound/weapons/pulse3.ogg'
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desc = "A gun that changes the body temperature of its targets."
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@@ -1,7 +1,7 @@
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/obj/item/gun/magic/staff
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lefthand_file = 'icons/mob/inhands/staves_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/staves_righthand.dmi'
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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ammo_type = /obj/item/ammo_casing/magic
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flags_2 = NO_MAT_REDEMPTION_2
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@@ -57,7 +57,7 @@
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icon_state = "speargun"
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item_state = "speargun"
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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origin_tech = "combat=4;engineering=4"
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force = 10
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can_suppress = FALSE
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@@ -332,7 +332,7 @@
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weapon_weight = WEAPON_HEAVY
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
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fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
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sawn_desc = "Omar's coming!"
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@@ -410,7 +410,7 @@
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if(sling)
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to_chat(user, "<span class='warning'>The shotgun already has a sling!</span>")
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else if(C.use(10))
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
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sling = TRUE
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update_icon()
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@@ -11,7 +11,7 @@
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force = 10
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flags = CONDUCT
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can_holster = FALSE
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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origin_tech = "combat=4;materials=2"
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mag_type = /obj/item/ammo_box/magazine/internal/shot
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fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
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@@ -141,8 +141,8 @@
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w_class = WEIGHT_CLASS_NORMAL
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current_skin = "riotshotgun_sawn"
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item_state = "riotshotgun_sawn" //phil235 is it different with different skin?
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slot_flags &= ~SLOT_BACK //you can't sling it on your back
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slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
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slot_flags &= ~SLOT_FLAG_BACK //you can't sling it on your back
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slot_flags |= SLOT_FLAG_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
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sawn_state = SAWN_OFF
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magazine.max_ammo = 3
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update_appearance()
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@@ -182,8 +182,8 @@
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w_class = initial(w_class)
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current_skin = "riotshotgun"
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item_state = initial(item_state)
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slot_flags &= ~SLOT_BELT
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slot_flags |= SLOT_BACK
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slot_flags &= ~SLOT_FLAG_BELT
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slot_flags |= SLOT_FLAG_BACK
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sawn_state = SAWN_INTACT
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magazine.max_ammo = 6
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update_appearance()
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@@ -17,7 +17,7 @@
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w_class = WEIGHT_CLASS_NORMAL
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zoomable = TRUE
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zoom_amt = 7 //Long range, enough to see in front of you, but no tiles behind you.
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slot_flags = SLOT_BACK
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slot_flags = SLOT_FLAG_BACK
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actions_types = list()
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/obj/item/gun/projectile/automatic/sniper_rifle/process_fire(atom/target, mob/living/user, message = TRUE, params, zone_override, bonus_spread = 0)
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@@ -89,7 +89,7 @@
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inhand_y_dimension = 32
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mag_type = /obj/item/ammo_box/magazine/internal/shot/toy/crossbow
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fire_sound = 'sound/items/syringeproj.ogg'
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slot_flags = SLOT_BELT
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slot_flags = SLOT_FLAG_BELT
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w_class = WEIGHT_CLASS_SMALL
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/obj/item/gun/projectile/automatic/c20r/toy
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@@ -228,8 +228,8 @@
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user.visible_message("[user] shortens \the [src]!", "<span class='notice'>You shorten \the [src].</span>")
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w_class = WEIGHT_CLASS_NORMAL
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item_state = "gun"//phil235 is it different with different skin?
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slot_flags &= ~SLOT_BACK //you can't sling it on your back
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slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
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slot_flags &= ~SLOT_FLAG_BACK //you can't sling it on your back
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slot_flags |= SLOT_FLAG_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
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sawn_state = SAWN_OFF
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update_appearance()
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return 1
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