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:
Contrabang
2023-10-03 13:27:51 -04:00
committed by GitHub
parent a6a34c2592
commit f3f9bd442a
219 changed files with 1114 additions and 1113 deletions
+2 -2
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
flags = CONDUCT
slot_flags = SLOT_BELT
slot_flags = SLOT_FLAG_BELT
throwforce = 1
w_class = WEIGHT_CLASS_TINY
var/fire_sound = null //What sound should play when this ammo is fired
@@ -119,7 +119,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "10mmbox" // placeholder icon
flags = CONDUCT
slot_flags = SLOT_BELT
slot_flags = SLOT_FLAG_BELT
item_state = "syringe_kit"
materials = list(MAT_METAL = 30000)
throwforce = 2
+2 -2
View File
@@ -5,7 +5,7 @@
icon_state = "revolver_bright"
item_state = "gun"
flags = CONDUCT
slot_flags = SLOT_BELT
slot_flags = SLOT_FLAG_BELT
materials = list(MAT_METAL=2000)
w_class = WEIGHT_CLASS_NORMAL
throwforce = 5
@@ -547,7 +547,7 @@
*/
/obj/item/gun/proc/ZoomGrantCheck(datum/source, mob/user, slot)
// Checks if the gun got equipped into either of the user's hands.
if(slot != slot_r_hand && slot != slot_l_hand)
if(slot != SLOT_HUD_RIGHT_HAND && slot != SLOT_HUD_LEFT_HAND)
// If its not in their hands, un-zoom, and remove the zoom action button.
zoom(user, FALSE)
azoom.Remove(user)
@@ -81,7 +81,7 @@
w_class = WEIGHT_CLASS_BULKY
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
can_holster = FALSE
origin_tech = "combat=4;magnets=4;powerstorage=3"
ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
@@ -121,7 +121,7 @@
w_class = WEIGHT_CLASS_BULKY
force = 12
flags = CONDUCT
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
can_holster = FALSE
weapon_weight = WEAPON_HEAVY
origin_tech = "combat=6;magnets=6;powerstorage=4"
@@ -8,7 +8,7 @@
force = 10
modifystate = TRUE
flags = CONDUCT
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
cell_type = /obj/item/stock_parts/cell/pulse
@@ -25,7 +25,7 @@
name = "pulse carbine"
desc = "A compact variant of the pulse rifle with less firepower but easier storage."
w_class = WEIGHT_CLASS_NORMAL
slot_flags = SLOT_BELT
slot_flags = SLOT_FLAG_BELT
icon_state = "pulse_carbine"
item_state = null
cell_type = /obj/item/stock_parts/cell/pulse/carbine
@@ -37,7 +37,7 @@
name = "pulse pistol"
desc = "A pulse rifle in an easily concealed handgun package with low capacity."
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
slot_flags = SLOT_FLAG_BELT
icon_state = "pulse_pistol"
item_state = null
can_holster = TRUE
@@ -12,7 +12,7 @@
w_class = WEIGHT_CLASS_HUGE
can_holster = FALSE
flags = CONDUCT
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
shaded_charge = TRUE
ammo_type = list(/obj/item/ammo_casing/energy/ion)
ammo_x_offset = 3
@@ -27,7 +27,7 @@
desc = "The MK.II Prototype Ion Projector is a lightweight carbine version of the larger ion rifle, built to be ergonomic and efficient."
icon_state = "ioncarbine"
w_class = WEIGHT_CLASS_NORMAL
slot_flags = SLOT_BELT
slot_flags = SLOT_FLAG_BELT
ammo_x_offset = 2
flight_x_offset = 18
flight_y_offset = 11
@@ -462,7 +462,7 @@
weapon_weight = WEAPON_HEAVY
w_class = WEIGHT_CLASS_BULKY
can_holster = FALSE
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
cell_type = /obj/item/stock_parts/cell/bsg
shaded_charge = TRUE
can_fit_in_turrets = FALSE //Crystal would shatter, or someone would try to put an empty gun in the frame.
@@ -567,7 +567,7 @@
icon = 'icons/obj/guns/gun_temperature.dmi'
icon_state = "tempgun_4"
item_state = "tempgun_4"
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
w_class = WEIGHT_CLASS_BULKY
fire_sound = 'sound/weapons/pulse3.ogg'
desc = "A gun that changes the body temperature of its targets."
@@ -1,7 +1,7 @@
/obj/item/gun/magic/staff
lefthand_file = 'icons/mob/inhands/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/staves_righthand.dmi'
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
ammo_type = /obj/item/ammo_casing/magic
flags_2 = NO_MAT_REDEMPTION_2
@@ -57,7 +57,7 @@
icon_state = "speargun"
item_state = "speargun"
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
origin_tech = "combat=4;engineering=4"
force = 10
can_suppress = FALSE
@@ -332,7 +332,7 @@
weapon_weight = WEAPON_HEAVY
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
sawn_desc = "Omar's coming!"
@@ -410,7 +410,7 @@
if(sling)
to_chat(user, "<span class='warning'>The shotgun already has a sling!</span>")
else if(C.use(10))
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
sling = TRUE
update_icon()
@@ -11,7 +11,7 @@
force = 10
flags = CONDUCT
can_holster = FALSE
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
origin_tech = "combat=4;materials=2"
mag_type = /obj/item/ammo_box/magazine/internal/shot
fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
@@ -141,8 +141,8 @@
w_class = WEIGHT_CLASS_NORMAL
current_skin = "riotshotgun_sawn"
item_state = "riotshotgun_sawn" //phil235 is it different with different skin?
slot_flags &= ~SLOT_BACK //you can't sling it on your back
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
slot_flags &= ~SLOT_FLAG_BACK //you can't sling it on your back
slot_flags |= SLOT_FLAG_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
sawn_state = SAWN_OFF
magazine.max_ammo = 3
update_appearance()
@@ -182,8 +182,8 @@
w_class = initial(w_class)
current_skin = "riotshotgun"
item_state = initial(item_state)
slot_flags &= ~SLOT_BELT
slot_flags |= SLOT_BACK
slot_flags &= ~SLOT_FLAG_BELT
slot_flags |= SLOT_FLAG_BACK
sawn_state = SAWN_INTACT
magazine.max_ammo = 6
update_appearance()
@@ -17,7 +17,7 @@
w_class = WEIGHT_CLASS_NORMAL
zoomable = TRUE
zoom_amt = 7 //Long range, enough to see in front of you, but no tiles behind you.
slot_flags = SLOT_BACK
slot_flags = SLOT_FLAG_BACK
actions_types = list()
/obj/item/gun/projectile/automatic/sniper_rifle/process_fire(atom/target, mob/living/user, message = TRUE, params, zone_override, bonus_spread = 0)
@@ -89,7 +89,7 @@
inhand_y_dimension = 32
mag_type = /obj/item/ammo_box/magazine/internal/shot/toy/crossbow
fire_sound = 'sound/items/syringeproj.ogg'
slot_flags = SLOT_BELT
slot_flags = SLOT_FLAG_BELT
w_class = WEIGHT_CLASS_SMALL
/obj/item/gun/projectile/automatic/c20r/toy
@@ -228,8 +228,8 @@
user.visible_message("[user] shortens \the [src]!", "<span class='notice'>You shorten \the [src].</span>")
w_class = WEIGHT_CLASS_NORMAL
item_state = "gun"//phil235 is it different with different skin?
slot_flags &= ~SLOT_BACK //you can't sling it on your back
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
slot_flags &= ~SLOT_FLAG_BACK //you can't sling it on your back
slot_flags |= SLOT_FLAG_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
sawn_state = SAWN_OFF
update_appearance()
return 1