diff --git a/code/modules/vore/fluffstuff/custom_items_vr.dm b/code/modules/vore/fluffstuff/custom_items_vr.dm index 6fcc2df5237..d6fee0743c5 100644 --- a/code/modules/vore/fluffstuff/custom_items_vr.dm +++ b/code/modules/vore/fluffstuff/custom_items_vr.dm @@ -45,7 +45,7 @@ var/owner_ckey = null //ckey of the kit owner as a string var/skip_contents = FALSE //can we skip the contents check? we generally shouldn't, but this is necessary for rigs/coats with hoods/etc. - var/transfer_contents = FALSE //should we transfer the contents across before deleting? we generally shouldn't, esp. in the case of rigs/coats with hoods/etc. + var/transfer_contents = FALSE //should we transfer the contents across before deleting? we generally shouldn't, esp. in the case of rigs/coats with hoods/etc. note this does nothing if skip is FALSE. var/can_repair = FALSE //can we be used to repair damaged voidsuits when converting them? var/can_revert = TRUE //can we revert items, or is it a one-way trip? var/delete_on_empty = FALSE //do we self-delete when emptied? @@ -56,7 +56,8 @@ var/to_type var/keycheck if(istype(O,/obj/item/clothing/suit/space/void/) && !can_repair) //check if we're a voidsuit and if we're allowed to repair - if(O:breaches.len) //this has to be underneath the istype or it'll spit a runtime if used on non-voidsuits + var/obj/item/clothing/suit/space/void/SS = O + if(LAZYLEN(SS.breaches)) to_chat(user, "You should probably repair that before you start tinkering with it.") return if(isturf(O)) //silently fail if you click on a turf. shouldn't work anyway because turfs aren't objects but if I don't do this it spits runtimes. @@ -114,24 +115,44 @@ if(skip_contents && transfer_contents) N.contents = O.contents if(istype(N,/obj/item/weapon/gun/projectile/)) - N:magazine_type = O:magazine_type - N:ammo_magazine = O:ammo_magazine + var/obj/item/weapon/gun/projectile/NN = N + var/obj/item/weapon/gun/projectile/OO = O + NN.magazine_type = OO.magazine_type + NN.ammo_magazine = OO.ammo_magazine if(istype(N,/obj/item/weapon/gun/energy/)) - N:cell_type = O:cell_type + var/obj/item/weapon/gun/energy/NE = N + var/obj/item/weapon/gun/energy/OE = O + NE.cell_type = OE.cell_type else //nuke any ammo it'd normally spawn with, if it's a gun, to prevent ammo duplication. we have to do this just for guns, not immediately under the else, or it breaks default attachments like hoods and suit storage if(istype(N,/obj/item/weapon/gun/projectile/)) - N:contents = list() - N:magazine_type = null - N:ammo_magazine = null + var/obj/item/weapon/gun/projectile/NM = N + NM.contents = list() + NM.magazine_type = null + NM.ammo_magazine = null if(istype(N,/obj/item/weapon/gun/energy/)) - N:contents = list() - N:cell_type = null + var/obj/item/weapon/gun/energy/NO = N + NO.contents = list() + NO.cell_type = null qdel(O) parts -= cost if(!parts && delete_on_empty) qdel(src) +//DEBUG ITEM +/obj/item/device/modkit_conversion/fluff/debug_gunkit + name = "Gun Transformation Kit" + desc = "A kit containing all the needed tools and fabric to modify one sidearm to another." + skip_contents = FALSE + transfer_contents = FALSE + + icon = 'icons/vore/custom_items_vr.dmi' + icon_state = "harmony_kit" + + from_helmet = /obj/item/weapon/gun/energy/laser + to_helmet = /obj/item/weapon/gun/energy/retro +//DEBUG ITEM ENDS + //JoanRisu:Joan Risu /obj/item/weapon/flame/lighter/zippo/fluff/joan name = "Federation Zippo Lighter"