Repaths permits as accessories

This commit is contained in:
Anewbe
2017-10-03 00:04:58 -05:00
parent bf6c9ba4b8
commit b393bb897d
7 changed files with 11 additions and 12 deletions
+1 -1
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@@ -27,7 +27,7 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/bartender(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/pda/bar(H), slot_belt)
if(has_alt_title(H, alt_title,"Bartender"))
var/obj/item/weapon/permit/gun/bar/permit = new(H)
var/obj/item/clothing/accessory/permit/gun/bar/permit = new(H)
if(H.backbag == 1)
H.equip_to_slot_or_del(permit, slot_l_hand)
else
@@ -24,7 +24,7 @@
/obj/item/weapon/reagent_containers/dropper,
/obj/item/weapon/screwdriver,
/obj/item/weapon/stamp,
/obj/item/weapon/permit
/obj/item/clothing/accessory/permit
)
slot_flags = SLOT_ID
@@ -1,15 +1,14 @@
//This'll be used for gun permits, such as for heads of staff, antags, and bartenders
/obj/item/weapon/permit
/obj/item/clothing/accessory/permit
name = "permit"
desc = "A permit for something."
icon = 'icons/obj/card.dmi'
icon_state = "permit"
w_class = ITEMSIZE_TINY
slot_flags = SLOT_BELT | SLOT_EARS //SLOT_EARS because they're not accessories, and SLOT_EARS is rarely used
var/owner = 0 //To prevent people from just renaming the thing if they steal it
/obj/item/weapon/permit/attack_self(mob/user as mob)
/obj/item/clothing/accessory/permit/attack_self(mob/user as mob)
if(isliving(user))
if(!owner)
set_name(user.name)
@@ -17,25 +16,25 @@
else
to_chat(user, "[src] already has an owner!")
/obj/item/weapon/permit/proc/set_name(var/new_name)
/obj/item/clothing/accessory/permit/proc/set_name(var/new_name)
owner = 1
if(new_name)
src.name += " ([new_name])"
desc += " It belongs to [new_name]."
/obj/item/weapon/permit/emag_act(var/remaining_charges, var/mob/user)
/obj/item/clothing/accessory/permit/emag_act(var/remaining_charges, var/mob/user)
to_chat(user, "You reset the naming locks on [src]!")
owner = 0
/obj/item/weapon/permit/gun
/obj/item/clothing/accessory/permit/gun
name = "weapon permit"
desc = "A card indicating that the owner is allowed to carry a firearm."
/obj/item/weapon/permit/gun/bar
/obj/item/clothing/accessory/permit/gun/bar
name = "bar shotgun permit"
desc = "A card indicating that the owner is allowed to carry a shotgun in the bar."
/obj/item/weapon/permit/drone
/obj/item/clothing/accessory/permit/drone
name = "drone identification card"
desc = "A card issued by the EIO, indicating that the owner is a Drone Intelligence. Drones are mandated to carry this card within SolGov space, by law."
icon_state = "permit_drone"
@@ -1521,6 +1521,6 @@
var/braintype = get_FBP_type()
if(braintype == FBP_DRONE)
var/turf/T = get_turf(src)
var/obj/item/weapon/permit/drone/permit = new(T)
var/obj/item/clothing/accessory/permit/drone/permit = new(T)
permit.set_name(real_name)
equip_to_appropriate_slot(permit) // If for some reason it can't find room, it'll still be on the floor.
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+1 -1
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@@ -858,7 +858,6 @@
#include "code\game\objects\items\weapons\mop_deploy.dm"
#include "code\game\objects\items\weapons\paint.dm"
#include "code\game\objects\items\weapons\paiwire.dm"
#include "code\game\objects\items\weapons\permits.dm"
#include "code\game\objects\items\weapons\policetape.dm"
#include "code\game\objects\items\weapons\power_cells.dm"
#include "code\game\objects\items\weapons\RCD.dm"
@@ -1319,6 +1318,7 @@
#include "code\modules\clothing\under\accessories\clothing.dm"
#include "code\modules\clothing\under\accessories\holster.dm"
#include "code\modules\clothing\under\accessories\lockets.dm"
#include "code\modules\clothing\under\accessories\permits.dm"
#include "code\modules\clothing\under\accessories\storage.dm"
#include "code\modules\clothing\under\jobs\civilian.dm"
#include "code\modules\clothing\under\jobs\engineering.dm"