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- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of. - Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions! This commit should not bring any change whatsoever to the game from a player's perspective. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
36 lines
1.1 KiB
Plaintext
36 lines
1.1 KiB
Plaintext
/obj/item/weapon/tank/emergency_oxygen
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name = "emergency oxygen tank"
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desc = "Used for emergencies. Contains very little oxygen, so try to conserve it until you actually need it."
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icon_state = "emergency"
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BELT
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w_class = 2.0
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force = 4.0
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distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
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volume = 3 //Tiny. Real life equivalents only have 21 breaths of oxygen in them. They're EMERGENCY tanks anyway -errorage (dangercon 2011)
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New()
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..()
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src.air_contents.oxygen = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
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return
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examine()
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set src in usr
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..()
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if(air_contents.oxygen < 0.2 && loc==usr)
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usr << text("\red <B>The meter on the [src.name] indicates you are almost out of air!</B>")
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usr << sound('alert.ogg')
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/obj/item/weapon/tank/emergency_oxygen/engi
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icon_state = "emergency_engi"
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name = "extended-capacity emergency oxygen tank"
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volume = 6
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/obj/item/weapon/tank/emergency_oxygen/double
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icon_state = "emergency_double"
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name = "Double Emergency Oxygen Tank"
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volume = 10
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