/mob/living/carbon/human/key_down(_key, client/user) if(_key == "H") var/obj/item/clothing/accessory/holster/H = null if(istype(w_uniform, /obj/item/clothing/under)) var/obj/item/clothing/under/S = w_uniform if(S.accessories.len) H = locate() in S.accessories if (!H) return if(!H.holstered) if(!istype(get_active_hand(), /obj/item/gun)) to_chat(usr, "You need your gun equiped to holster it.") return var/obj/item/gun/W = get_active_hand() H.holster(W, usr) else H.unholster(usr) if(client.keys_held["Shift"]) switch(_key) if("E") // Put held thing in belt or take out most recent thing from belt quick_equip() // Implementing the storage component is going to take way too long // var/obj/item/thing = get_active_hand() // var/obj/item/equipped_belt = get_item_by_slot(slot_belt) // if(!equipped_belt) // We also let you equip a belt like this // if(!thing) // to_chat(user, "You have no belt to take something out of.") // return // if(equip_to_slot_if_possible(thing, slot_belt)) // update_inv_r_hand() // update_inv_l_hand() // return // if(!SEND_SIGNAL(equipped_belt, COMSIG_CONTAINS_STORAGE)) // not a storage item // if(!thing) // equipped_belt.attack_hand(src) // else // to_chat(user, "You can't fit anything in.") // return // if(thing) // put thing in belt // if(!SEND_SIGNAL(equipped_belt, COMSIG_TRY_STORAGE_INSERT, thing, user.mob)) // to_chat(user, "You can't fit anything in.") // return // if(!equipped_belt.contents.len) // nothing to take out // to_chat(user, "There's nothing in your belt to take out.") // return // var/obj/item/stored = equipped_belt.contents[equipped_belt.contents.len] // if(!stored || stored.on_found(src)) // return // stored.attack_hand(src) // take out thing from belt // return /* if("B") // Put held thing in backpack or take out most recent thing from backpack var/obj/item/thing = get_active_hand() var/obj/item/equipped_back = get_item_by_slot(slot_back) if(!equipped_back) // We also let you equip a backpack like this if(!thing) to_chat(user, "You have no backpack to take something out of.") return if(equip_to_slot_if_possible(thing, slot_back)) update_inv_r_hand() update_inv_l_hand() return if(!SEND_SIGNAL(equipped_back, COMSIG_CONTAINS_STORAGE)) // not a storage item if(!thing) equipped_back.attack_hand(src) else to_chat(user, "You can't fit anything in.") return if(thing) // put thing in backpack if(!SEND_SIGNAL(equipped_back, COMSIG_TRY_STORAGE_INSERT, thing, user.mob)) to_chat(user, "You can't fit anything in.") return if(!equipped_back.contents.len) // nothing to take out to_chat(user, "There's nothing in your backpack to take out.") return var/obj/item/stored = equipped_back.contents[equipped_back.contents.len] if(!stored || stored.on_found(src)) return stored.attack_hand(src) // take out thing from backpack return */ return ..()