/obj/item/clothing/suit/storage var/obj/item/weapon/storage/internal/pockets /obj/item/clothing/suit/storage/New() ..() pockets = new/obj/item/weapon/storage/internal(src) pockets.storage_slots = 2 //two slots pockets.max_w_class = 2 //fit only pocket sized items pockets.max_combined_w_class = 4 /obj/item/clothing/suit/storage/attack_hand(mob/user as mob) if (pockets.handle_attack_hand(user)) ..(user) /obj/item/clothing/suit/storage/MouseDrop(obj/over_object as obj) if (pockets.handle_mousedrop(usr, over_object)) ..(over_object) /obj/item/clothing/suit/storage/attackby(obj/item/W as obj, mob/user as mob, params) ..() pockets.attackby(W, user, params) /obj/item/clothing/suit/storage/emp_act(severity) pockets.emp_act(severity) ..() /obj/item/clothing/suit/storage/hear_talk(mob/M, var/msg) pockets.hear_talk(M, msg) ..() /obj/item/clothing/suit/storage/proc/return_inv() var/list/L = list( ) L += src.contents for(var/obj/item/weapon/storage/S in src) L += S.return_inv() for(var/obj/item/weapon/gift/G in src) L += G.gift if (istype(G.gift, /obj/item/weapon/storage)) L += G.gift:return_inv() return L