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* The Great Toolening * oops all belts (incoming self conflict lul) * defines shouldnt lie * mini crowbar TODOs * beeeeeeeeeg crowbar * oops it needs a design * purple kit + vendor fix * add mini crowbar dmi * oops forgot this * i am an idiot sandwhich * im bad at code * scratch that, i cant read my VSC * wrench undo + readd to boxes * nukies too * man i cant code * power tools should logically follow * formatting * maybe im free? * forgot inhands * Update toolbox.dm * bluespace belt buff (unironic) * undo for now * fixes bluespace/tot belts + adds w_class override * adds small crowbar to e-toolboxes and tot tools * power tool fix * Rnd build path Co-authored-by: Adrer <erwin@lombok.demon.nl> * design fix * merge conflict + small fix * small name fixes --------- Co-authored-by: Adrer <erwin@lombok.demon.nl>
8 lines
821 B
Plaintext
8 lines
821 B
Plaintext
//ITEM INVENTORY WEIGHT, FOR w_class
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#define WEIGHT_CLASS_TINY 1 //Usually items smaller then a human hand, ex: Playing Cards, Lighter, Scalpel, Coins/Money
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#define WEIGHT_CLASS_SMALL 2 //Pockets can hold small and tiny items, ex: Flashlight, Grenades, GPS Device
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#define WEIGHT_CLASS_NORMAL 3 //Standard backpacks can carry tiny, small & normal items, ex: Fire extinguisher, Stunbaton, Gas Mask, Metal Sheets
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#define WEIGHT_CLASS_BULKY 4 //Items that can be weilded or equipped but not stored in an inventory, ex: Defibrillator, Backpack, Space Suits
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#define WEIGHT_CLASS_HUGE 5 //Usually represents objects that require two hands to operate, ex: Shotgun, Two Handed Melee Weapons
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#define WEIGHT_CLASS_GIGANTIC 6 //Essentially means it cannot be picked up or placed in an inventory, ex: Mech Parts, Safe
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