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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
172 lines
5.2 KiB
Plaintext
172 lines
5.2 KiB
Plaintext
/obj/item/weapon/clipboard
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name = "clipboard"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "clipboard"
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item_state = "clipboard"
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throwforce = 0
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w_class = ITEMSIZE_SMALL
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throw_speed = 3
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throw_range = 10
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var/obj/item/weapon/pen/haspen //The stored pen.
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var/obj/item/weapon/toppaper //The topmost piece of paper.
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slot_flags = SLOT_BELT
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/obj/item/weapon/clipboard/New()
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update_icon()
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/obj/item/weapon/clipboard/MouseDrop(obj/over_object as obj) //Quick clipboard fix. -Agouri
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if(ishuman(usr))
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var/mob/M = usr
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if(!(istype(over_object, /obj/screen) ))
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return ..()
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if(!M.restrained() && !M.stat)
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switch(over_object.name)
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if("r_hand")
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M.u_equip(src)
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M.put_in_r_hand(src)
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if("l_hand")
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M.u_equip(src)
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M.put_in_l_hand(src)
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add_fingerprint(usr)
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return
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/obj/item/weapon/clipboard/update_icon()
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overlays.Cut()
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if(toppaper)
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overlays += toppaper.icon_state
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overlays += toppaper.overlays
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if(haspen)
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overlays += "clipboard_pen"
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overlays += "clipboard_over"
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return
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/obj/item/weapon/clipboard/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/paper) || istype(W, /obj/item/weapon/photo))
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user.drop_item()
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W.loc = src
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if(istype(W, /obj/item/weapon/paper))
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toppaper = W
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user << "<span class='notice'>You clip the [W] onto \the [src].</span>"
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update_icon()
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else if(istype(toppaper) && istype(W, /obj/item/weapon/pen))
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toppaper.attackby(W, usr)
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update_icon()
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return
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/obj/item/weapon/clipboard/attack_self(mob/user as mob)
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var/dat = "<title>Clipboard</title>"
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if(haspen)
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dat += "<A href='?src=\ref[src];pen=1'>Remove Pen</A><BR><HR>"
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else
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dat += "<A href='?src=\ref[src];addpen=1'>Add Pen</A><BR><HR>"
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//The topmost paper. I don't think there's any way to organise contents in byond, so this is what we're stuck with. -Pete
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if(toppaper)
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var/obj/item/weapon/paper/P = toppaper
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dat += "<A href='?src=\ref[src];write=\ref[P]'>Write</A> <A href='?src=\ref[src];remove=\ref[P]'>Remove</A> <A href='?src=\ref[src];rename=\ref[P]'>Rename</A> - <A href='?src=\ref[src];read=\ref[P]'>[P.name]</A><BR><HR>"
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for(var/obj/item/weapon/paper/P in src)
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if(P==toppaper)
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continue
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dat += "<A href='?src=\ref[src];remove=\ref[P]'>Remove</A> <A href='?src=\ref[src];rename=\ref[P]'>Rename</A> - <A href='?src=\ref[src];read=\ref[P]'>[P.name]</A><BR>"
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for(var/obj/item/weapon/photo/Ph in src)
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dat += "<A href='?src=\ref[src];remove=\ref[Ph]'>Remove</A> <A href='?src=\ref[src];rename=\ref[Ph]'>Rename</A> - <A href='?src=\ref[src];look=\ref[Ph]'>[Ph.name]</A><BR>"
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user << browse(dat, "window=clipboard")
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onclose(user, "clipboard")
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add_fingerprint(usr)
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return
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/obj/item/weapon/clipboard/Topic(href, href_list)
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..()
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if((usr.stat || usr.restrained()))
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return
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if(src.loc == usr)
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if(href_list["pen"])
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if(istype(haspen) && (haspen.loc == src))
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haspen.loc = usr.loc
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usr.put_in_hands(haspen)
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haspen = null
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else if(href_list["addpen"])
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if(!haspen)
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var/obj/item/weapon/pen/W = usr.get_active_hand()
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if(istype(W, /obj/item/weapon/pen))
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usr.drop_item()
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W.loc = src
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haspen = W
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usr << "<span class='notice'>You slot the pen into \the [src].</span>"
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else if(href_list["write"])
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var/obj/item/weapon/P = locate(href_list["write"])
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if(P && (P.loc == src) && istype(P, /obj/item/weapon/paper) && (P == toppaper) )
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var/obj/item/I = usr.get_active_hand()
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if(istype(I, /obj/item/weapon/pen))
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P.attackby(I, usr)
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else if(href_list["remove"])
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var/obj/item/P = locate(href_list["remove"])
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if(P && (P.loc == src) && (istype(P, /obj/item/weapon/paper) || istype(P, /obj/item/weapon/photo)) )
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P.loc = usr.loc
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usr.put_in_hands(P)
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if(P == toppaper)
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toppaper = null
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var/obj/item/weapon/paper/newtop = locate(/obj/item/weapon/paper) in src
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if(newtop && (newtop != P))
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toppaper = newtop
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else
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toppaper = null
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else if(href_list["rename"])
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var/obj/item/weapon/O = locate(href_list["rename"])
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if(O && (O.loc == src))
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if(istype(O, /obj/item/weapon/paper))
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var/obj/item/weapon/paper/to_rename = O
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to_rename.rename()
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else if(istype(O, /obj/item/weapon/photo))
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var/obj/item/weapon/photo/to_rename = O
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to_rename.rename()
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else if(href_list["read"])
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var/obj/item/weapon/paper/P = locate(href_list["read"])
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if(P && (P.loc == src) && istype(P, /obj/item/weapon/paper) )
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if(!(istype(usr, /mob/living/carbon/human) || istype(usr, /mob/observer/dead) || istype(usr, /mob/living/silicon)))
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usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY>[stars(P.info)][P.stamps]</BODY></HTML>", "window=[P.name]")
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onclose(usr, "[P.name]")
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else
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usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY>[P.info][P.stamps]</BODY></HTML>", "window=[P.name]")
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onclose(usr, "[P.name]")
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else if(href_list["look"])
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var/obj/item/weapon/photo/P = locate(href_list["look"])
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if(P && (P.loc == src) && istype(P, /obj/item/weapon/photo) )
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P.show(usr)
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else if(href_list["top"]) // currently unused
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var/obj/item/P = locate(href_list["top"])
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if(P && (P.loc == src) && istype(P, /obj/item/weapon/paper) )
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toppaper = P
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usr << "<span class='notice'>You move [P.name] to the top.</span>"
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//Update everything
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attack_self(usr)
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update_icon()
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return
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