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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.
140 lines
4.6 KiB
Plaintext
140 lines
4.6 KiB
Plaintext
/obj/item/weapon/folder
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name = "folder"
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desc = "A folder."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "folder"
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w_class = ITEMSIZE_SMALL
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pressure_resistance = 2
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/obj/item/weapon/folder/blue
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desc = "A blue folder."
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icon_state = "folder_blue"
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/obj/item/weapon/folder/red
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desc = "A red folder."
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icon_state = "folder_red"
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/obj/item/weapon/folder/yellow
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desc = "A yellow folder."
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icon_state = "folder_yellow"
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/obj/item/weapon/folder/white
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desc = "A white folder."
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icon_state = "folder_white"
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/obj/item/weapon/folder/blue_captain
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desc = "A blue folder with Station Administrator markings."
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icon_state = "folder_captain"
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/obj/item/weapon/folder/blue_hop
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desc = "A blue folder with HoP markings."
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icon_state = "folder_hop"
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/obj/item/weapon/folder/white_cmo
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desc = "A white folder with CMO markings."
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icon_state = "folder_cmo"
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/obj/item/weapon/folder/white_rd
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desc = "A white folder with RD markings."
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icon_state = "folder_rd"
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/obj/item/weapon/folder/white_rd/New()
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//add some memos
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var/obj/item/weapon/paper/P = new()
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P.name = "Memo RE: proper analysis procedure"
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P.info = "<br>We keep test dummies in pens here for a reason"
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src.contents += P
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update_icon()
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/obj/item/weapon/folder/yellow_ce
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desc = "A yellow folder with CE markings."
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icon_state = "folder_ce"
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/obj/item/weapon/folder/red_hos
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desc = "A red folder with HoS markings."
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icon_state = "folder_hos"
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/obj/item/weapon/folder/update_icon()
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overlays.Cut()
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if(contents.len)
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overlays += "folder_paper"
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return
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/obj/item/weapon/folder/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) || istype(W, /obj/item/weapon/paper_bundle))
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user.drop_item()
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W.loc = src
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user << "<span class='notice'>You put the [W] into \the [src].</span>"
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update_icon()
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else if(istype(W, /obj/item/weapon/pen))
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var/n_name = sanitizeSafe(input(usr, "What would you like to label the folder?", "Folder Labelling", null) as text, MAX_NAME_LEN)
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if((loc == usr && usr.stat == 0))
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name = "folder[(n_name ? text("- '[n_name]'") : null)]"
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return
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/obj/item/weapon/folder/attack_self(mob/user as mob)
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var/dat = "<title>[name]</title>"
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for(var/obj/item/weapon/paper/P in src)
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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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for(var/obj/item/weapon/paper_bundle/Pb in src)
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dat += "<A href='?src=\ref[src];remove=\ref[Pb]'>Remove</A> <A href='?src=\ref[src];rename=\ref[Pb]'>Rename</A> - <A href='?src=\ref[src];browse=\ref[Pb]'>[Pb.name]</A><BR>"
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user << browse(dat, "window=folder")
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onclose(user, "folder")
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add_fingerprint(usr)
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return
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/obj/item/weapon/folder/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["remove"])
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var/obj/item/P = locate(href_list["remove"])
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if(P && (P.loc == src) && istype(P))
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P.loc = usr.loc
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usr.put_in_hands(P)
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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))
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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))
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P.show(usr)
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else if(href_list["browse"])
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var/obj/item/weapon/paper_bundle/P = locate(href_list["browse"])
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if(P && (P.loc == src) && istype(P))
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P.attack_self(usr)
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onclose(usr, "[P.name]")
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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(istype(O, /obj/item/weapon/paper_bundle))
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var/obj/item/weapon/paper_bundle/to_rename = O
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to_rename.rename()
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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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