initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
@@ -0,0 +1,508 @@
/* Backpacks
* Contains:
* Backpack
* Backpack Types
* Satchel Types
*/
/*
* Backpack
*/
/obj/item/weapon/storage/backpack
name = "backpack"
desc = "You wear this on your back and put items into it."
icon_state = "backpack"
item_state = "backpack"
w_class = 4
slot_flags = SLOT_BACK //ERROOOOO
max_w_class = 3
max_combined_w_class = 21
storage_slots = 21
burn_state = FLAMMABLE
burntime = 20
/obj/item/weapon/storage/backpack/attackby(obj/item/weapon/W, mob/user, params)
playsound(src.loc, "rustle", 50, 1, -5)
return ..()
/*
* Backpack Types
*/
/obj/item/weapon/storage/backpack/holding
name = "bag of holding"
desc = "A backpack that opens into a localized pocket of Blue Space."
origin_tech = "bluespace=5;materials=4;engineering=4;plasmatech=5"
icon_state = "holdingpack"
max_w_class = 6
max_combined_w_class = 35
burn_state = FIRE_PROOF
var/pshoom = 'sound/items/PSHOOM.ogg'
var/alt_sound = 'sound/items/PSHOOM_2.ogg'
/obj/item/weapon/storage/backpack/holding/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is jumping into [src]! It looks like \he's trying to commit suicide.</span>")
user.drop_item()
user.Stun(5)
sleep(20)
playsound(src, "rustle", 50, 1, -5)
qdel(user)
return
/obj/item/weapon/storage/backpack/holding/content_can_dump(atom/dest_object, mob/user)
if(Adjacent(user))
if(get_dist(user, dest_object) < 8)
if(dest_object.storage_contents_dump_act(src, user))
if(alt_sound && prob(1))
playsound(src, alt_sound, 40, 1)
else
playsound(src, pshoom, 40, 1)
user.Beam(dest_object,icon_state="rped_upgrade",icon='icons/effects/effects.dmi',time=5)
return 1
user << "The [src.name] buzzes."
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 0)
return 0
/obj/item/weapon/storage/backpack/holding/handle_item_insertion(obj/item/W, prevent_warning = 0, mob/user)
if((istype(W, /obj/item/weapon/storage/backpack/holding) || count_by_type(W.GetAllContents(), /obj/item/weapon/storage/backpack/holding)))
var/safety = alert(user, "Doing this will have extremely dire consequences for the station and its crew. Be sure you know what you're doing.", "Put in [name]?", "Proceed", "Abort")
if(safety == "Abort" || !in_range(src, user) || !src || !W || user.incapacitated())
return
investigate_log("has become a singularity. Caused by [user.key]","singulo")
user << "<span class='danger'>The Bluespace interfaces of the two devices catastrophically malfunction!</span>"
qdel(W)
var/obj/singularity/singulo = new /obj/singularity (get_turf(src))
singulo.energy = 300 //should make it a bit bigger~
message_admins("[key_name_admin(user)] detonated a bag of holding")
log_game("[key_name(user)] detonated a bag of holding")
qdel(src)
singulo.process()
return
. = ..()
/obj/item/weapon/storage/backpack/holding/singularity_act(current_size)
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
return
/obj/item/weapon/storage/backpack/santabag
name = "Santa's Gift Bag"
desc = "Space Santa uses this to deliver toys to all the nice children in space in Christmas! Wow, it's pretty big!"
icon_state = "giftbag0"
item_state = "giftbag"
w_class = 4
max_w_class = 3
max_combined_w_class = 60
/obj/item/weapon/storage/backpack/santabag/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] places the [src.name] over their head and pulls it tight! It looks like they aren't in the Christmas spirit...</span>")
return (OXYLOSS)
/obj/item/weapon/storage/backpack/cultpack
name = "trophy rack"
desc = "It's useful for both carrying extra gear and proudly declaring your insanity."
icon_state = "cultpack"
item_state = "backpack"
/obj/item/weapon/storage/backpack/clown
name = "Giggles von Honkerton"
desc = "It's a backpack made by Honk! Co."
icon_state = "clownpack"
item_state = "clownpack"
/obj/item/weapon/storage/backpack/explorer
name = "explorer bag"
desc = "A robust backpack for stashing your loot."
icon_state = "explorerpack"
item_state = "explorerpack"
/obj/item/weapon/storage/backpack/mime
name = "Parcel Parceaux"
desc = "A silent backpack made for those silent workers. Silence Co."
icon_state = "mimepack"
item_state = "mimepack"
/obj/item/weapon/storage/backpack/medic
name = "medical backpack"
desc = "It's a backpack especially designed for use in a sterile environment."
icon_state = "medicalpack"
item_state = "medicalpack"
/obj/item/weapon/storage/backpack/security
name = "security backpack"
desc = "It's a very robust backpack."
icon_state = "securitypack"
item_state = "securitypack"
/obj/item/weapon/storage/backpack/captain
name = "captain's backpack"
desc = "It's a special backpack made exclusively for Nanotrasen officers."
icon_state = "captainpack"
item_state = "captainpack"
burn_state = FIRE_PROOF
/obj/item/weapon/storage/backpack/industrial
name = "industrial backpack"
desc = "It's a tough backpack for the daily grind of station life."
icon_state = "engiepack"
item_state = "engiepack"
burn_state = FIRE_PROOF
/obj/item/weapon/storage/backpack/botany
name = "botany backpack"
desc = "It's a backpack made of all-natural fibers."
icon_state = "botpack"
item_state = "botpack"
/obj/item/weapon/storage/backpack/chemistry
name = "chemistry backpack"
desc = "A backpack specially designed to repel stains and hazardous liquids."
icon_state = "chempack"
item_state = "chempack"
/obj/item/weapon/storage/backpack/genetics
name = "genetics backpack"
desc = "A bag designed to be super tough, just in case someone hulks out on you."
icon_state = "genepack"
item_state = "genepack"
/obj/item/weapon/storage/backpack/science
name = "science backpack"
desc = "A specially designed backpack. It's fire resistant and smells vaguely of plasma."
icon_state = "toxpack"
item_state = "toxpack"
burn_state = FIRE_PROOF
/obj/item/weapon/storage/backpack/virology
name = "virology backpack"
desc = "A backpack made of hypo-allergenic fibers. It's designed to help prevent the spread of disease. Smells like monkey."
icon_state = "viropack"
item_state = "viropack"
/*
* Satchel Types
*/
/obj/item/weapon/storage/backpack/satchel
name = "leather satchel"
desc = "It's a very fancy satchel made with fine leather."
icon_state = "satchel"
burn_state = FIRE_PROOF
/obj/item/weapon/storage/backpack/satchel/withwallet/New()
..()
new /obj/item/weapon/storage/wallet/random( src )
/obj/item/weapon/storage/backpack/satchel_norm
name = "satchel"
desc = "A trendy looking satchel."
icon_state = "satchel-norm"
/obj/item/weapon/storage/backpack/satchel_eng
name = "industrial satchel"
desc = "A tough satchel with extra pockets."
icon_state = "satchel-eng"
item_state = "engiepack"
burn_state = FIRE_PROOF
/obj/item/weapon/storage/backpack/satchel_med
name = "medical satchel"
desc = "A sterile satchel used in medical departments."
icon_state = "satchel-med"
item_state = "medicalpack"
/obj/item/weapon/storage/backpack/satchel_vir
name = "virologist satchel"
desc = "A sterile satchel with virologist colours."
icon_state = "satchel-vir"
item_state = "satchel-vir"
/obj/item/weapon/storage/backpack/satchel_chem
name = "chemist satchel"
desc = "A sterile satchel with chemist colours."
icon_state = "satchel-chem"
item_state = "satchel-chem"
/obj/item/weapon/storage/backpack/satchel_gen
name = "geneticist satchel"
desc = "A sterile satchel with geneticist colours."
icon_state = "satchel-gen"
item_state = "satchel-gen"
/obj/item/weapon/storage/backpack/satchel_tox
name = "scientist satchel"
desc = "Useful for holding research materials."
icon_state = "satchel-tox"
item_state = "satchel-tox"
burn_state = FIRE_PROOF
/obj/item/weapon/storage/backpack/satchel_hyd
name = "botanist satchel"
desc = "A satchel made of all natural fibers."
icon_state = "satchel-hyd"
item_state = "satchel-hyd"
/obj/item/weapon/storage/backpack/satchel_sec
name = "security satchel"
desc = "A robust satchel for security related needs."
icon_state = "satchel-sec"
item_state = "securitypack"
/obj/item/weapon/storage/backpack/satchel_explorer
name = "explorer satchel"
desc = "A robust satchel for stashing your loot."
icon_state = "satchel-explorer"
item_state = "securitypack"
/obj/item/weapon/storage/backpack/satchel_cap
name = "captain's satchel"
desc = "An exclusive satchel for Nanotrasen officers."
icon_state = "satchel-cap"
item_state = "captainpack"
burn_state = FIRE_PROOF
/obj/item/weapon/storage/backpack/satchel_flat
name = "smuggler's satchel"
desc = "A very slim satchel that can easily fit into tight spaces."
icon_state = "satchel-flat"
w_class = 3 //Can fit in backpacks itself.
max_combined_w_class = 15
level = 1
cant_hold = list(/obj/item/weapon/storage/backpack/satchel_flat) //muh recursive backpacks
/obj/item/weapon/storage/backpack/satchel_flat/hide(var/intact)
if(intact)
invisibility = INVISIBILITY_MAXIMUM
anchored = 1 //otherwise you can start pulling, cover it, and drag around an invisible backpack.
icon_state = "[initial(icon_state)]2"
else
invisibility = initial(invisibility)
anchored = 0
icon_state = initial(icon_state)
/obj/item/weapon/storage/backpack/satchel_flat/New()
..()
new /obj/item/stack/tile/plasteel(src)
new /obj/item/weapon/crowbar(src)
/obj/item/weapon/storage/backpack/dufflebag
name = "dufflebag"
desc = "A large dufflebag for holding extra things."
icon_state = "duffle"
item_state = "duffle"
slowdown = 1
max_combined_w_class = 30
/obj/item/weapon/storage/backpack/dufflebag/captain
name = "captain's dufflebag"
desc = "A large dufflebag for holding extra captainly goods."
icon_state = "duffle-captain"
item_state = "duffle-captain"
burn_state = FIRE_PROOF
/obj/item/weapon/storage/backpack/dufflebag/med
name = "medical dufflebag"
desc = "A large dufflebag for holding extra medical supplies."
icon_state = "duffle-med"
item_state = "duffle-med"
/obj/item/weapon/storage/backpack/dufflebag/sec
name = "security dufflebag"
desc = "A large dufflebag for holding extra security supplies and ammunition."
icon_state = "duffle-sec"
item_state = "duffle-sec"
/obj/item/weapon/storage/backpack/dufflebag/engineering
name = "industrial dufflebag"
desc = "A large dufflebag for holding extra tools and supplies."
icon_state = "duffle-eng"
item_state = "duffle-eng"
burn_state = FIRE_PROOF
/obj/item/weapon/storage/backpack/dufflebag/drone
name = "drone dufflebag"
desc = "A large dufflebag for holding tools and hats."
icon_state = "duffle-drone"
item_state = "duffle-drone"
burn_state = FIRE_PROOF
/obj/item/weapon/storage/backpack/dufflebag/drone/New()
..()
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/stack/cable_coil/random(src)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/multitool(src)
/obj/item/weapon/storage/backpack/dufflebag/clown
name = "clown's dufflebag"
desc = "A large dufflebag for holding lots of funny gags!"
icon_state = "duffle-clown"
item_state = "duffle-clown"
/obj/item/weapon/storage/backpack/dufflebag/clown/cream_pie/New()
. = ..()
for(var/i in 1 to 10)
new /obj/item/weapon/reagent_containers/food/snacks/pie/cream(src)
/obj/item/weapon/storage/backpack/dufflebag/syndie
name = "suspicious looking dufflebag"
desc = "A large dufflebag for holding extra tactical supplies."
icon_state = "duffle-syndie"
item_state = "duffle-syndiemed"
origin_tech = "syndicate=1"
silent = 1
slowdown = 0
/obj/item/weapon/storage/backpack/dufflebag/syndie/med
name = "medical dufflebag"
desc = "A large dufflebag for holding extra tactical medical supplies."
icon_state = "duffle-syndiemed"
item_state = "duffle-syndiemed"
/obj/item/weapon/storage/backpack/dufflebag/syndie/surgery
name = "surgery dufflebag"
desc = "A suspicious looking dufflebag for holding surgery tools."
icon_state = "duffle-syndiemed"
item_state = "duffle-syndiemed"
/obj/item/weapon/storage/backpack/dufflebag/syndie/surgery/New()
..()
contents = list()
new /obj/item/weapon/scalpel(src)
new /obj/item/weapon/hemostat(src)
new /obj/item/weapon/retractor(src)
new /obj/item/weapon/circular_saw(src)
new /obj/item/weapon/surgicaldrill(src)
new /obj/item/weapon/cautery(src)
new /obj/item/weapon/surgical_drapes(src)
new /obj/item/clothing/suit/straight_jacket(src)
new /obj/item/clothing/mask/muzzle(src)
new /obj/item/device/mmi/syndie(src)
return
/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo
name = "ammunition dufflebag"
desc = "A large dufflebag for holding extra weapons ammunition and supplies."
icon_state = "duffle-syndieammo"
item_state = "duffle-syndieammo"
/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo/shotgun
desc = "A large dufflebag, packed to the brim with Bulldog shotgun ammo."
/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo/shotgun/New()
..()
contents = list()
for(var/i in 1 to 6)
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/ammo_box/magazine/m12g/buckshot(src)
new /obj/item/ammo_box/magazine/m12g/slug(src)
new /obj/item/ammo_box/magazine/m12g/dragon(src)
return
/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo/smg
desc = "A large dufflebag, packed to the brim with C20r magazines."
/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo/smg/New()
..()
contents = list()
for(var/i in 1 to 9)
new /obj/item/ammo_box/magazine/smgm45(src)
return
/obj/item/weapon/storage/backpack/dufflebag/syndie/c20rbundle
desc = "A large dufflebag containing a C20r, some magazines, and a cheap looking suppressor."
/obj/item/weapon/storage/backpack/dufflebag/syndie/c20rbundle/New()
..()
contents = list()
new /obj/item/ammo_box/magazine/smgm45(src)
new /obj/item/ammo_box/magazine/smgm45(src)
new /obj/item/weapon/gun/projectile/automatic/c20r(src)
new /obj/item/weapon/suppressor/specialoffer(src)
return
/obj/item/weapon/storage/backpack/dufflebag/syndie/bulldogbundle
desc = "A large dufflebag containing a Bulldog, several drums, and a collapsed hardsuit."
/obj/item/weapon/storage/backpack/dufflebag/syndie/bulldogbundle/New()
..()
contents = list()
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/weapon/gun/projectile/automatic/shotgun/bulldog(src)
new /obj/item/ammo_box/magazine/m12g/buckshot(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
return
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/medicalbundle
desc = "A large dufflebag containing a medical equipment, a Donksoft machine gun, a big jumbo box of darts, and a knock-off pair of magboots."
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/medicalbundle/New()
..()
contents = list()
new /obj/item/clothing/shoes/magboots/syndie(src)
new /obj/item/weapon/storage/firstaid/tactical(src)
new /obj/item/weapon/gun/projectile/automatic/l6_saw/toy(src)
new /obj/item/ammo_box/foambox/riot(src)
return
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/medicalbundle
desc = "A large dufflebag containing a medical equipment, a Donksoft machine gun, a big jumbo box of darts, and a knock-off pair of magboots."
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/medicalbundle/New()
..()
contents = list()
new /obj/item/clothing/shoes/magboots/syndie(src)
new /obj/item/weapon/storage/firstaid/tactical(src)
new /obj/item/weapon/gun/projectile/automatic/l6_saw/toy(src)
new /obj/item/ammo_box/foambox/riot(src)
return
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/bioterrorbundle
desc = "A large dufflebag containing a deadly chemicals, a chemical spray, chemical grenade, a Donksoft assault rifle, riot grade darts, a minature syringe gun, and a box of syringes"
/obj/item/weapon/storage/backpack/dufflebag/syndie/med/bioterrorbundle/New()
..()
contents = list()
new /obj/item/weapon/reagent_containers/spray/chemsprayer/bioterror(src)
new /obj/item/weapon/storage/box/syndie_kit/chemical(src)
new /obj/item/weapon/gun/syringe/syndicate(src)
new /obj/item/weapon/gun/projectile/automatic/c20r/toy(src)
new /obj/item/weapon/storage/box/syringes(src)
new /obj/item/ammo_box/foambox/riot(src)
new /obj/item/weapon/grenade/chem_grenade/bioterrorfoam(src)
return
/obj/item/weapon/storage/backpack/dufflebag/syndie/c4/New()
..()
contents = list()
for(var/i in 1 to 10)
new /obj/item/weapon/grenade/plastic/c4(src)
return
/obj/item/weapon/storage/backpack/dufflebag/syndie/x4/New()
..()
contents = list()
for(var/i in 1 to 3)
new /obj/item/weapon/grenade/plastic/x4(src)
/obj/item/weapon/storage/backpack/dufflebag/syndie/firestarter
desc = "A large dufflebag containing New Russian pyro backpack sprayer, a pistol, a pipebomb, fireproof hardsuit, ammo, and other equipment."
/obj/item/weapon/storage/backpack/dufflebag/syndie/firestarter/New()
..()
new /obj/item/clothing/under/syndicate/soviet(src)
new /obj/item/weapon/watertank/operator(src)
new /obj/item/clothing/suit/space/hardsuit/syndi/elite(src)
new /obj/item/weapon/gun/projectile/automatic/pistol/APS(src)
new /obj/item/ammo_box/magazine/pistolm9mm(src)
new /obj/item/ammo_box/magazine/pistolm9mm(src)
new /obj/item/weapon/reagent_containers/food/drinks/bottle/vodka/badminka(src)
new /obj/item/weapon/reagent_containers/syringe/stimulants(src)
new /obj/item/weapon/grenade/syndieminibomb(src)
@@ -0,0 +1,383 @@
/*
* These absorb the functionality of the plant bag, ore satchel, etc.
* They use the use_to_pickup, quick_gather, and quick_empty functions
* that were already defined in weapon/storage, but which had been
* re-implemented in other classes.
*
* Contains:
* Trash Bag
* Mining Satchel
* Plant Bag
* Sheet Snatcher
* Book Bag
* Biowaste Bag
*
* -Sayu
*/
// Generic non-item
/obj/item/weapon/storage/bag
allow_quick_gather = 1
allow_quick_empty = 1
display_contents_with_number = 1 // should work fine now
use_to_pickup = 1
slot_flags = SLOT_BELT
// -----------------------------
// Trash bag
// -----------------------------
/obj/item/weapon/storage/bag/trash
name = "trash bag"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon = 'icons/obj/janitor.dmi'
icon_state = "trashbag"
item_state = "trashbag"
w_class = 4
max_w_class = 2
max_combined_w_class = 30
storage_slots = 30
can_hold = list() // any
cant_hold = list(/obj/item/weapon/disk/nuclear)
/obj/item/weapon/storage/bag/trash/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] puts the [src.name] over their head and starts chomping at the insides! Disgusting!</span>")
playsound(loc, 'sound/items/eatfood.ogg', 50, 1, -1)
return (TOXLOSS)
/obj/item/weapon/storage/bag/trash/update_icon()
if(contents.len == 0)
icon_state = "[initial(icon_state)]"
else if(contents.len < 12)
icon_state = "[initial(icon_state)]1"
else if(contents.len < 21)
icon_state = "[initial(icon_state)]2"
else icon_state = "[initial(icon_state)]3"
/obj/item/weapon/storage/bag/trash/cyborg
/obj/item/weapon/storage/bag/trash/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.mybag=src
J.update_icon()
/obj/item/weapon/storage/bag/trash/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
/obj/item/weapon/storage/bag/trash/bluespace
name = "trash bag of holding"
desc = "The latest and greatest in custodial convenience, a trashbag that is capable of holding vast quantities of garbage."
icon_state = "bluetrashbag"
origin_tech = "materials=4;bluespace=4;engineering=4;plasmatech=3"
max_combined_w_class = 60
storage_slots = 60
// -----------------------------
// Mining Satchel
// -----------------------------
/obj/item/weapon/storage/bag/ore
name = "mining satchel"
desc = "This little bugger can be used to store and transport ores."
icon = 'icons/obj/mining.dmi'
icon_state = "satchel"
origin_tech = "engineering=2"
slot_flags = SLOT_BELT | SLOT_POCKET
w_class = 3
storage_slots = 50
max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * ore.w_class
max_w_class = 3
can_hold = list(/obj/item/weapon/ore)
/obj/item/weapon/storage/bag/ore/cyborg
name = "cyborg mining satchel"
/obj/item/weapon/storage/bag/ore/holding //miners, your messiah has arrived
name = "mining satchel of holding"
desc = "A revolution in convenience, this satchel allows for infinite ore storage. It's been outfitted with anti-malfunction safety measures."
storage_slots = INFINITY
max_combined_w_class = INFINITY
origin_tech = "bluespace=4;materials=3;engineering=3"
icon_state = "satchel_bspace"
// -----------------------------
// Plant bag
// -----------------------------
/obj/item/weapon/storage/bag/plants
name = "plant bag"
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "plantbag"
storage_slots = 50; //the number of plant pieces it can carry.
max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * plants.w_class
max_w_class = 3
w_class = 1
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/grown,/obj/item/seeds,/obj/item/weapon/grown)
burn_state = FLAMMABLE
////////
/obj/item/weapon/storage/bag/plants/portaseeder
name = "portable seed extractor"
desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant."
icon_state = "portaseeder"
origin_tech = "biotech=3;engineering=2"
/obj/item/weapon/storage/bag/plants/portaseeder/verb/dissolve_contents()
set name = "Activate Seed Extraction"
set category = "Object"
set desc = "Activate to convert your plants into plantable seeds."
if(usr.stat || !usr.canmove || usr.restrained())
return
for(var/obj/item/O in contents)
seedify(O, 1)
close_all()
// -----------------------------
// Sheet Snatcher
// -----------------------------
// Because it stacks stacks, this doesn't operate normally.
// However, making it a storage/bag allows us to reuse existing code in some places. -Sayu
/obj/item/weapon/storage/bag/sheetsnatcher
name = "sheet snatcher"
desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet."
icon = 'icons/obj/mining.dmi'
icon_state = "sheetsnatcher"
var/capacity = 300; //the number of sheets it can carry.
w_class = 3
allow_quick_empty = 1 // this function is superceded
/obj/item/weapon/storage/bag/sheetsnatcher/New()
..()
//verbs -= /obj/item/weapon/storage/verb/quick_empty
//verbs += /obj/item/weapon/storage/bag/sheetsnatcher/quick_empty
/obj/item/weapon/storage/bag/sheetsnatcher/can_be_inserted(obj/item/W, stop_messages = 0)
if(!istype(W,/obj/item/stack/sheet) || istype(W,/obj/item/stack/sheet/mineral/sandstone) || istype(W,/obj/item/stack/sheet/mineral/wood))
if(!stop_messages)
usr << "The snatcher does not accept [W]."
return 0 //I don't care, but the existing code rejects them for not being "sheets" *shrug* -Sayu
var/current = 0
for(var/obj/item/stack/sheet/S in contents)
current += S.amount
if(capacity == current)//If it's full, you're done
if(!stop_messages)
usr << "<span class='danger'>The snatcher is full.</span>"
return 0
return 1
// Modified handle_item_insertion. Would prefer not to, but...
/obj/item/weapon/storage/bag/sheetsnatcher/handle_item_insertion(obj/item/W, prevent_warning = 0)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
var/amount
var/inserted = 0
var/current = 0
for(var/obj/item/stack/sheet/S2 in contents)
current += S2.amount
if(capacity < current + S.amount)//If the stack will fill it up
amount = capacity - current
else
amount = S.amount
for(var/obj/item/stack/sheet/sheet in contents)
if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects
sheet.amount += amount // they should only be removed through procs in this file, which split them up.
S.amount -= amount
inserted = 1
break
if(!inserted || !S.amount)
usr.unEquip(S)
if (usr.client && usr.s_active != src)
usr.client.screen -= S
S.dropped(usr)
if(!S.amount)
qdel(S)
else
if(S.pulledby)
S.pulledby.stop_pulling()
S.loc = src
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
return 1
// Sets up numbered display to show the stack size of each stored mineral
// NOTE: numbered display is turned off currently because it's broken
/obj/item/weapon/storage/bag/sheetsnatcher/orient2hud(mob/user)
var/adjusted_contents = contents.len
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_contents_with_number)
numbered_contents = list()
adjusted_contents = 0
for(var/obj/item/stack/sheet/I in contents)
adjusted_contents++
var/datum/numbered_display/D = new/datum/numbered_display(I)
D.number = I.amount
numbered_contents.Add( D )
var/row_num = 0
var/col_count = min(7,storage_slots) -1
if (adjusted_contents > 7)
row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
src.standard_orient_objs(row_num, col_count, numbered_contents)
return
// Modified quick_empty verb drops appropriate sized stacks
/obj/item/weapon/storage/bag/sheetsnatcher/quick_empty()
var/location = get_turf(src)
for(var/obj/item/stack/sheet/S in contents)
while(S.amount)
var/obj/item/stack/sheet/N = new S.type(location)
var/stacksize = min(S.amount,N.max_amount)
N.amount = stacksize
S.amount -= stacksize
if(!S.amount)
qdel(S)// todo: there's probably something missing here
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
// Instead of removing
/obj/item/weapon/storage/bag/sheetsnatcher/remove_from_storage(obj/item/W, atom/new_location)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
//I would prefer to drop a new stack, but the item/attack_hand code
// that calls this can't recieve a different object than you clicked on.
//Therefore, make a new stack internally that has the remainder.
// -Sayu
if(S.amount > S.max_amount)
var/obj/item/stack/sheet/temp = new S.type(src)
temp.amount = S.amount - S.max_amount
S.amount = S.max_amount
return ..(S,new_location)
// -----------------------------
// Sheet Snatcher (Cyborg)
// -----------------------------
/obj/item/weapon/storage/bag/sheetsnatcher/borg
name = "sheet snatcher 9000"
desc = ""
capacity = 500//Borgs get more because >specialization
// -----------------------------
// Book bag
// -----------------------------
/obj/item/weapon/storage/bag/books
name = "book bag"
desc = "A bag for books."
icon = 'icons/obj/library.dmi'
icon_state = "bookbag"
display_contents_with_number = 0 //This would look really stupid otherwise
storage_slots = 7
max_combined_w_class = 21
max_w_class = 3
w_class = 4 //Bigger than a book because physics
can_hold = list(/obj/item/weapon/book, /obj/item/weapon/storage/book, /obj/item/weapon/spellbook)
burn_state = FLAMMABLE
/*
* Trays - Agouri
*/
/obj/item/weapon/storage/bag/tray
name = "tray"
icon = 'icons/obj/food/containers.dmi'
icon_state = "tray"
desc = "A metal tray to lay food on."
force = 5
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = 4
flags = CONDUCT
materials = list(MAT_METAL=3000)
preposition = "on"
/obj/item/weapon/storage/bag/tray/attack(mob/living/M, mob/living/user)
..()
// Drop all the things. All of them.
var/list/obj/item/oldContents = contents.Copy()
quick_empty()
// Make each item scatter a bit
for(var/obj/item/I in oldContents)
spawn()
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
if(prob(50))
playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
else
playsound(M, 'sound/items/trayhit2.ogg', 50, 1)
if(ishuman(M) || ismonkey(M))
if(prob(10))
M.Weaken(2)
/obj/item/weapon/storage/bag/tray/proc/rebuild_overlays()
cut_overlays()
for(var/obj/item/I in contents)
add_overlay(image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = -1))
/obj/item/weapon/storage/bag/tray/remove_from_storage(obj/item/W as obj, atom/new_location)
..()
rebuild_overlays()
/obj/item/weapon/storage/bag/tray/handle_item_insertion(obj/item/I, prevent_warning = 0)
add_overlay(image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = -1))
. = ..()
/*
* Chemistry bag
*/
/obj/item/weapon/storage/bag/chemistry
name = "chemistry bag"
icon = 'icons/obj/chemical.dmi'
icon_state = "bag"
desc = "A bag for storing pills, patches, and bottles."
storage_slots = 50
max_combined_w_class = 200
w_class = 1
preposition = "in"
can_hold = list(/obj/item/weapon/reagent_containers/pill, /obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
burn_state = FLAMMABLE
/*
* Biowaste bag (mostly for xenobiologists)
*/
/obj/item/weapon/storage/bag/bio
name = "bio bag"
icon = 'icons/obj/chemical.dmi'
icon_state = "biobag"
desc = "A bag for the safe transportation and disposal of biowaste and other biological materials."
storage_slots = 25
max_combined_w_class = 200
w_class = 1
preposition = "in"
can_hold = list(/obj/item/slime_extract, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/reagent_containers/blood, /obj/item/weapon/reagent_containers/hypospray/medipen, /obj/item/trash/deadmouse)
burn_state = FLAMMABLE
@@ -0,0 +1,416 @@
/obj/item/weapon/storage/belt
name = "belt"
desc = "Can hold various things."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "utilitybelt"
item_state = "utility"
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined")
/obj/item/weapon/storage/belt/update_icon()
cut_overlays()
for(var/obj/item/I in contents)
add_overlay("[I.name]")
..()
/obj/item/weapon/storage/belt/utility
name = "toolbelt" //Carn: utility belt is nicer, but it bamboozles the text parsing.
desc = "Holds tools."
icon_state = "utilitybelt"
item_state = "utility"
can_hold = list(
/obj/item/weapon/crowbar,
/obj/item/weapon/screwdriver,
/obj/item/weapon/weldingtool,
/obj/item/weapon/wirecutters,
/obj/item/weapon/wrench,
/obj/item/device/multitool,
/obj/item/device/flashlight,
/obj/item/stack/cable_coil,
/obj/item/device/t_scanner,
/obj/item/device/analyzer,
/obj/item/weapon/extinguisher/mini,
/obj/item/device/radio,
/obj/item/clothing/gloves/
)
/obj/item/weapon/storage/belt/utility/full/New()
..()
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/multitool(src)
new /obj/item/stack/cable_coil(src,30,pick("red","yellow","orange"))
/obj/item/weapon/storage/belt/utility/atmostech/New()
..()
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/t_scanner(src)
new /obj/item/weapon/extinguisher/mini(src)
/obj/item/weapon/storage/belt/medical
name = "medical belt"
desc = "Can hold various medical equipment."
icon_state = "medicalbelt"
item_state = "medical"
max_w_class = 4
can_hold = list(
/obj/item/device/healthanalyzer,
/obj/item/weapon/dnainjector,
/obj/item/weapon/reagent_containers/dropper,
/obj/item/weapon/reagent_containers/glass/beaker,
/obj/item/weapon/reagent_containers/glass/bottle,
/obj/item/weapon/reagent_containers/pill,
/obj/item/weapon/reagent_containers/syringe,
/obj/item/weapon/lighter,
/obj/item/weapon/storage/fancy/cigarettes,
/obj/item/weapon/storage/pill_bottle,
/obj/item/stack/medical,
/obj/item/device/flashlight/pen,
/obj/item/weapon/extinguisher/mini,
/obj/item/weapon/reagent_containers/hypospray,
/obj/item/device/sensor_device,
/obj/item/device/radio,
/obj/item/clothing/gloves/,
/obj/item/weapon/lazarus_injector,
/obj/item/weapon/bikehorn/rubberducky,
/obj/item/clothing/mask/surgical,
/obj/item/clothing/mask/breath,
/obj/item/clothing/mask/breath/medical,
/obj/item/weapon/surgical_drapes, //for true paramedics
/obj/item/weapon/scalpel,
/obj/item/weapon/circular_saw,
/obj/item/weapon/surgicaldrill,
/obj/item/weapon/retractor,
/obj/item/weapon/cautery,
/obj/item/weapon/hemostat,
/obj/item/device/geiger_counter,
/obj/item/clothing/tie/stethoscope,
/obj/item/weapon/stamp,
/obj/item/clothing/glasses,
/obj/item/weapon/wrench/medical,
/obj/item/clothing/mask/muzzle,
/obj/item/weapon/storage/bag/chemistry,
/obj/item/weapon/storage/bag/bio,
/obj/item/weapon/reagent_containers/blood,
/obj/item/weapon/tank/internals/emergency_oxygen
)
/obj/item/weapon/storage/belt/security
name = "security belt"
desc = "Can hold security gear like handcuffs and flashes."
icon_state = "securitybelt"
item_state = "security"//Could likely use a better one.
storage_slots = 5
max_w_class = 3 //Because the baton wouldn't fit otherwise. - Neerti
can_hold = list(
/obj/item/weapon/melee/baton,
/obj/item/weapon/melee/classic_baton,
/obj/item/weapon/grenade,
/obj/item/weapon/reagent_containers/spray/pepper,
/obj/item/weapon/restraints/handcuffs,
/obj/item/device/assembly/flash/handheld,
/obj/item/clothing/glasses,
/obj/item/ammo_casing/shotgun,
/obj/item/ammo_box,
/obj/item/weapon/reagent_containers/food/snacks/donut,
/obj/item/weapon/reagent_containers/food/snacks/donut/jelly,
/obj/item/weapon/kitchen/knife/combat,
/obj/item/device/flashlight/seclite,
/obj/item/weapon/melee/classic_baton/telescopic,
/obj/item/device/radio,
/obj/item/clothing/gloves/,
/obj/item/weapon/restraints/legcuffs/bola
)
/obj/item/weapon/storage/belt/security/full/New()
..()
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/restraints/handcuffs(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/device/assembly/flash/handheld(src)
new /obj/item/weapon/melee/baton/loaded(src)
/obj/item/weapon/storage/belt/mining
name = "explorer's webbing"
desc = "A versatile chest rig, cherished by miners and hunters alike."
icon_state = "explorer1"
item_state = "explorer1"
storage_slots = 6
w_class = 4
max_w_class = 4 //Pickaxes are big.
max_combined_w_class = 20 //Not an issue with this whitelist, probably.
can_hold = list(
/obj/item/weapon/crowbar,
/obj/item/weapon/screwdriver,
/obj/item/weapon/weldingtool,
/obj/item/weapon/wirecutters,
/obj/item/weapon/wrench,
/obj/item/device/flashlight,
/obj/item/stack/cable_coil,
/obj/item/device/analyzer,
/obj/item/weapon/extinguisher/mini,
/obj/item/device/radio,
/obj/item/clothing/gloves,
/obj/item/weapon/resonator,
/obj/item/device/mining_scanner,
/obj/item/weapon/pickaxe,
/obj/item/stack/sheet/animalhide,
/obj/item/stack/sheet/sinew,
/obj/item/stack/sheet/bone,
/obj/item/weapon/lighter,
/obj/item/weapon/storage/fancy/cigarettes,
/obj/item/weapon/reagent_containers/food/drinks/bottle,
/obj/item/stack/medical,
/obj/item/weapon/kitchen/knife,
/obj/item/weapon/reagent_containers/hypospray,
/obj/item/device/gps,
/obj/item/weapon/storage/bag/ore,
/obj/item/weapon/survivalcapsule,
/obj/item/device/t_scanner/adv_mining_scanner,
/obj/item/weapon/reagent_containers/pill,
/obj/item/weapon/storage/pill_bottle,
/obj/item/weapon/ore,
/obj/item/weapon/reagent_containers/food/drinks
)
/obj/item/weapon/storage/belt/mining/vendor
contents = newlist(/obj/item/weapon/survivalcapsule)
/obj/item/weapon/storage/belt/mining/alt
icon_state = "explorer2"
item_state = "explorer2"
/obj/item/weapon/storage/belt/mining/primitive
name = "hunter's belt"
desc = "A versatile belt, woven from sinew."
storage_slots = 5
icon_state = "ebelt"
item_state = "ebelt"
/obj/item/weapon/storage/belt/soulstone
name = "soul stone belt"
desc = "Designed for ease of access to the shards during a fight, as to not let a single enemy spirit slip away"
icon_state = "soulstonebelt"
item_state = "soulstonebelt"
storage_slots = 6
can_hold = list(
/obj/item/device/soulstone
)
/obj/item/weapon/storage/belt/soulstone/full/New()
..()
for(var/i in 1 to 6)
new /obj/item/device/soulstone(src)
/obj/item/weapon/storage/belt/champion
name = "championship belt"
desc = "Proves to the world that you are the strongest!"
icon_state = "championbelt"
item_state = "champion"
materials = list(MAT_GOLD=400)
storage_slots = 1
can_hold = list(
/obj/item/clothing/mask/luchador
)
/obj/item/weapon/storage/belt/military
name = "military belt"
desc = "A syndicate belt designed to be used by boarding parties. Its style is modeled after the hardsuits they wear."
icon_state = "militarybelt"
item_state = "military"
max_w_class = 2
/obj/item/weapon/storage/belt/military/army
name = "army belt"
desc = "A belt used by military forces."
icon_state = "grenadebeltold"
item_state = "security"
/obj/item/weapon/storage/belt/military/assault
name = "assault belt"
desc = "A tactical assault belt."
icon_state = "assaultbelt"
item_state = "security"
storage_slots = 6
/obj/item/weapon/storage/belt/grenade
name = "grenadier belt"
desc = "A belt for holding grenades."
icon_state = "grenadebeltnew"
item_state = "security"
max_w_class = 4
storage_slots = 30
can_hold = list(
/obj/item/weapon/grenade,
/obj/item/weapon/screwdriver,
/obj/item/weapon/lighter,
/obj/item/device/multitool,
/obj/item/weapon/reagent_containers/food/drinks/bottle/molotov,
/obj/item/weapon/c4,
)
/obj/item/weapon/storage/belt/grenade/full/New()
..()
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/weapon/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/weapon/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/weapon/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/weapon/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/weapon/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/weapon/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/weapon/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/weapon/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/weapon/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/weapon/grenade/gluon(src)
new /obj/item/weapon/grenade/gluon(src)
new /obj/item/weapon/grenade/gluon(src)
new /obj/item/weapon/grenade/gluon(src)
new /obj/item/weapon/grenade/chem_grenade/incendiary(src)
new /obj/item/weapon/grenade/chem_grenade/incendiary(src)
new /obj/item/weapon/grenade/chem_grenade/facid(src)
new /obj/item/weapon/grenade/syndieminibomb(src)
new /obj/item/weapon/grenade/syndieminibomb(src)
new /obj/item/weapon/screwdriver(src)
new /obj/item/device/multitool(src)
/obj/item/weapon/storage/belt/wands
name = "wand belt"
desc = "A belt designed to hold various rods of power. A veritable fanny pack of exotic magic."
icon_state = "soulstonebelt"
item_state = "soulstonebelt"
storage_slots = 6
can_hold = list(
/obj/item/weapon/gun/magic/wand
)
/obj/item/weapon/storage/belt/wands/full/New()
..()
new /obj/item/weapon/gun/magic/wand/death(src)
new /obj/item/weapon/gun/magic/wand/resurrection(src)
new /obj/item/weapon/gun/magic/wand/polymorph(src)
new /obj/item/weapon/gun/magic/wand/teleport(src)
new /obj/item/weapon/gun/magic/wand/door(src)
new /obj/item/weapon/gun/magic/wand/fireball(src)
for(var/obj/item/weapon/gun/magic/wand/W in contents) //All wands in this pack come in the best possible condition
W.max_charges = initial(W.max_charges)
W.charges = W.max_charges
/obj/item/weapon/storage/belt/janitor
name = "janibelt"
desc = "A belt used to hold most janitorial supplies."
icon_state = "janibelt"
item_state = "janibelt"
storage_slots = 6
max_w_class = 4 // Set to this so the light replacer can fit.
can_hold = list(
/obj/item/weapon/grenade/chem_grenade,
/obj/item/device/lightreplacer,
/obj/item/device/flashlight,
/obj/item/weapon/reagent_containers/spray,
/obj/item/weapon/soap,
/obj/item/weapon/holosign_creator,
/obj/item/key/janitor,
/obj/item/clothing/gloves/
)
/obj/item/weapon/storage/belt/bandolier
name = "bandolier"
desc = "A bandolier for holding shotgun ammunition."
icon_state = "bandolier"
item_state = "bandolier"
storage_slots = 18
can_hold = list(
/obj/item/ammo_casing/shotgun
)
/obj/item/weapon/storage/belt/holster
name = "shoulder holster"
desc = "A holster to carry a handgun and ammo. WARNING: Badasses only."
icon_state = "holster"
item_state = "holster"
storage_slots = 3
max_w_class = 3
can_hold = list(
/obj/item/weapon/gun/projectile/automatic/pistol,
/obj/item/weapon/gun/projectile/revolver,
/obj/item/ammo_box,
)
alternate_worn_layer = UNDER_SUIT_LAYER
/obj/item/weapon/storage/belt/fannypack
name = "fannypack"
desc = "A dorky fannypack for keeping small items in."
icon_state = "fannypack_leather"
item_state = "fannypack_leather"
storage_slots = 3
max_w_class = 2
/obj/item/weapon/storage/belt/fannypack/black
name = "black fannypack"
icon_state = "fannypack_black"
item_state = "fannypack_black"
/obj/item/weapon/storage/belt/fannypack/red
name = "red fannypack"
icon_state = "fannypack_red"
item_state = "fannypack_red"
/obj/item/weapon/storage/belt/fannypack/purple
name = "purple fannypack"
icon_state = "fannypack_purple"
item_state = "fannypack_purple"
/obj/item/weapon/storage/belt/fannypack/blue
name = "blue fannypack"
icon_state = "fannypack_blue"
item_state = "fannypack_blue"
/obj/item/weapon/storage/belt/fannypack/orange
name = "orange fannypack"
icon_state = "fannypack_orange"
item_state = "fannypack_orange"
/obj/item/weapon/storage/belt/fannypack/white
name = "white fannypack"
icon_state = "fannypack_white"
item_state = "fannypack_white"
/obj/item/weapon/storage/belt/fannypack/green
name = "green fannypack"
icon_state = "fannypack_green"
item_state = "fannypack_green"
/obj/item/weapon/storage/belt/fannypack/pink
name = "pink fannypack"
icon_state = "fannypack_pink"
item_state = "fannypack_pink"
/obj/item/weapon/storage/belt/fannypack/cyan
name = "cyan fannypack"
icon_state = "fannypack_cyan"
item_state = "fannypack_cyan"
/obj/item/weapon/storage/belt/fannypack/yellow
name = "yellow fannypack"
icon_state = "fannypack_yellow"
item_state = "fannypack_yellow"
@@ -0,0 +1,208 @@
/obj/item/weapon/storage/book
name = "hollowed book"
desc = "I guess someone didn't like it."
icon = 'icons/obj/library.dmi'
icon_state ="book"
throw_speed = 2
throw_range = 5
w_class = 3
burn_state = FLAMMABLE
var/title = "book"
/obj/item/weapon/storage/book/attack_self(mob/user)
user << "<span class='notice'>The pages of [title] have been cut out!</span>"
/obj/item/weapon/storage/book/bible
name = "bible"
desc = "Apply to head repeatedly."
icon = 'icons/obj/storage.dmi'
icon_state ="bible"
var/mob/affecting = null
var/deity_name = "Christ"
/obj/item/weapon/storage/book/bible/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is offering \himself to [src.deity_name]! It looks like \he's trying to commit suicide.</span>")
return (BRUTELOSS)
/obj/item/weapon/storage/book/bible/booze
name = "bible"
desc = "To be applied to the head repeatedly."
icon_state ="bible"
/obj/item/weapon/storage/book/bible/booze/New()
..()
new /obj/item/weapon/reagent_containers/food/drinks/beer(src)
new /obj/item/weapon/reagent_containers/food/drinks/beer(src)
new /obj/item/stack/spacecash(src)
new /obj/item/stack/spacecash(src)
new /obj/item/stack/spacecash(src)
//Pretty bible names
var/global/list/biblenames = list("Bible", "Quran", "Scrapbook", "Burning Bible", "Clown Bible", "Banana Bible", "Creeper Bible", "White Bible", "Holy Light", "The God Delusion", "Tome", "The King in Yellow", "Ithaqua", "Scientology", "Melted Bible", "Necronomicon")
//Bible iconstates
var/global/list/biblestates = list("bible", "koran", "scrapbook", "burning", "honk1", "honk2", "creeper", "white", "holylight", "atheist", "tome", "kingyellow", "ithaqua", "scientology", "melted", "necronomicon")
//Bible itemstates
var/global/list/bibleitemstates = list("bible", "koran", "scrapbook", "bible", "bible", "bible", "syringe_kit", "syringe_kit", "syringe_kit", "syringe_kit", "syringe_kit", "kingyellow", "ithaqua", "scientology", "melted", "necronomicon")
/obj/item/weapon/storage/book/bible/attack_self(mob/living/carbon/human/H)
if(!istype(H))
return
if(ticker && !ticker.Bible_icon_state && H.job == "Chaplain")
//Open bible selection
var/dat = "<html><head><title>Pick Bible Style</title></head><body><center><h2>Pick a bible style</h2></center><table>"
var/i
for(i = 1, i < biblestates.len, i++)
var/icon/bibleicon = icon('icons/obj/storage.dmi', biblestates[i])
var/nicename = biblenames[i]
H << browse_rsc(bibleicon, nicename)
dat += {"<tr><td><img src="[nicename]"></td><td><a href="?src=\ref[src];seticon=[i]">[nicename]</a></td></tr>"}
dat += "</table></body></html>"
H << browse(dat, "window=editicon;can_close=0;can_minimize=0;size=250x650")
/obj/item/weapon/storage/book/bible/proc/setupbiblespecifics(obj/item/weapon/storage/book/bible/B, mob/living/carbon/human/H)
switch(B.icon_state)
if("honk1","honk2")
new /obj/item/weapon/bikehorn(B)
H.dna.add_mutation(CLOWNMUT)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(H), slot_wear_mask)
if("bible")
for(var/area/chapel/main/A in world)
for(var/turf/T in A.contents)
if(T.icon_state == "carpetsymbol")
T.setDir(2)
if("koran")
for(var/area/chapel/main/A in world)
for(var/turf/T in A.contents)
if(T.icon_state == "carpetsymbol")
T.setDir(4)
if("scientology")
for(var/area/chapel/main/A in world)
for(var/turf/T in A.contents)
if(T.icon_state == "carpetsymbol")
T.setDir(8)
if("atheist")
for(var/area/chapel/main/A in world)
for(var/turf/T in A.contents)
if(T.icon_state == "carpetsymbol")
T.setDir(10)
/obj/item/weapon/storage/book/bible/Topic(href, href_list)
if(href_list["seticon"] && ticker && !ticker.Bible_icon_state)
var/iconi = text2num(href_list["seticon"])
var/biblename = biblenames[iconi]
var/obj/item/weapon/storage/book/bible/B = locate(href_list["src"])
B.icon_state = biblestates[iconi]
B.item_state = bibleitemstates[iconi]
//Set biblespecific chapels
setupbiblespecifics(B, usr)
if(ticker)
ticker.Bible_icon_state = B.icon_state
ticker.Bible_item_state = B.item_state
feedback_set_details("religion_book","[biblename]")
usr << browse(null, "window=editicon") // Close window
/obj/item/weapon/storage/book/bible/proc/bless(mob/living/carbon/M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/heal_amt = 10
for(var/obj/item/bodypart/affecting in H.bodyparts)
if(affecting.status == ORGAN_ORGANIC) //No Bible can heal a robotic arm!
if(affecting.heal_damage(heal_amt, heal_amt, 0))
H.update_damage_overlays(0)
return
/obj/item/weapon/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user)
var/chaplain = 0
if(user.mind && (user.mind.assigned_role == "Chaplain"))
chaplain = 1
if (!user.IsAdvancedToolUser())
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
if(!chaplain)
user << "<span class='danger'>The book sizzles in your hands.</span>"
user.take_organ_damage(0,10)
return
if (user.disabilities & CLUMSY && prob(50))
user << "<span class='danger'>The [src] slips out of your hand and hits your head.</span>"
user.take_organ_damage(10)
user.Paralyse(20)
return
if (M.stat !=2)
if(M.mind && (M.mind.assigned_role == "Chaplain"))
user << "<span class='warning'>You can't heal yourself!</span>"
return
if ((istype(M, /mob/living/carbon/human) && prob(60)))
bless(M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/message_halt = 0
for(var/obj/item/bodypart/affecting in H.bodyparts)
if(affecting.status == ORGAN_ORGANIC)
if(message_halt == 0)
M.visible_message("<span class='notice'>[user] heals [M] with the power of [src.deity_name]!</span>")
M << "<span class='boldnotice'>May the power of [src.deity_name] compel you to be healed!</span>"
playsound(src.loc, "punch", 25, 1, -1)
message_halt = 1
else
user << "<span class='warning'>[src.deity_name] refuses to heal this metallic taint!</span>"
return
else
if(ishuman(M) && !istype(M:head, /obj/item/clothing/head/helmet))
M.adjustBrainLoss(10)
M << "<span class='danger'>You feel dumber.</span>"
M.visible_message("<span class='danger'>[user] beats [M] over the head with [src]!</span>", \
"<span class='userdanger'>[user] beats [M] over the head with [src]!</span>")
playsound(src.loc, "punch", 25, 1, -1)
add_logs(user, M, "attacked", src)
else if(M.stat == 2)
M.visible_message("<span class='danger'>[user] smacks [M]'s lifeless corpse with [src].</span>")
playsound(src.loc, "punch", 25, 1, -1)
return
/obj/item/weapon/storage/book/bible/afterattack(atom/A, mob/user, proximity)
if(!proximity)
return
if (istype(A, /turf/open/floor))
user << "<span class='notice'>You hit the floor with the bible.</span>"
if(user.mind && (user.mind.assigned_role == "Chaplain"))
for(var/obj/effect/rune/R in orange(2,user))
R.invisibility = 0
if(user.mind && (user.mind.assigned_role == "Chaplain"))
if(A.reagents && A.reagents.has_reagent("water")) //blesses all the water in the holder
user << "<span class='notice'>You bless [A].</span>"
var/water2holy = A.reagents.get_reagent_amount("water")
A.reagents.del_reagent("water")
A.reagents.add_reagent("holywater",water2holy)
if(A.reagents && A.reagents.has_reagent("unholywater")) //yeah yeah, copy pasted code - sue me
user << "<span class='notice'>You purify [A].</span>"
var/unholy2clean = A.reagents.get_reagent_amount("unholywater")
A.reagents.del_reagent("unholywater")
A.reagents.add_reagent("holywater",unholy2clean)
/obj/item/weapon/storage/book/bible/attackby(obj/item/weapon/W, mob/user, params)
playsound(src.loc, "rustle", 50, 1, -5)
return ..()
@@ -0,0 +1,839 @@
/*
* Everything derived from the common cardboard box.
* Basically everything except the original is a kit (starts full).
*
* Contains:
* Empty box, starter boxes (survival/engineer),
* Latex glove and sterile mask boxes,
* Syringe, beaker, dna injector boxes,
* Blanks, flashbangs, and EMP grenade boxes,
* Tracking and chemical implant boxes,
* Prescription glasses and drinking glass boxes,
* Condiment bottle and silly cup boxes,
* Donkpocket and monkeycube boxes,
* ID and security PDA cart boxes,
* Handcuff, mousetrap, and pillbottle boxes,
* Snap-pops and matchboxes,
* Replacement light boxes.
* Various paper bags.
*
* For syndicate call-ins see uplink_kits.dm
*/
/obj/item/weapon/storage/box
name = "box"
desc = "It's just an ordinary box."
icon_state = "box"
item_state = "syringe_kit"
burn_state = FLAMMABLE
var/foldable = /obj/item/stack/sheet/cardboard
/obj/item/weapon/storage/box/attack_self(mob/user)
..()
if(!foldable)
return
if(contents.len)
user << "<span class='warning'>You can't fold this box with items still inside!</span>"
return
if(!ispath(foldable))
return
//Close any open UI windows first
close_all()
user << "<span class='notice'>You fold [src] flat.</span>"
var/obj/item/I = new foldable(get_turf(src))
user.drop_item()
user.put_in_hands(I)
user.update_inv_l_hand()
user.update_inv_r_hand()
qdel(src)
/obj/item/weapon/storage/box/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/packageWrap))
return 0
return ..()
// Ordinary survival box
/obj/item/weapon/storage/box/survival/New()
..()
new /obj/item/clothing/mask/breath(src)
new /obj/item/weapon/tank/internals/emergency_oxygen(src)
new /obj/item/weapon/reagent_containers/hypospray/medipen(src)
/obj/item/weapon/storage/box/survival/radio/New()
..()
new /obj/item/device/radio/off(src)
/obj/item/weapon/storage/box/survival_mining/New()
..()
new /obj/item/clothing/mask/breath(src)
new /obj/item/weapon/tank/internals/emergency_oxygen/engi(src)
new /obj/item/weapon/crowbar/red(src)
new /obj/item/weapon/reagent_containers/hypospray/medipen(src)
// Engineer survival box
/obj/item/weapon/storage/box/engineer/New()
..()
new /obj/item/clothing/mask/breath(src)
new /obj/item/weapon/tank/internals/emergency_oxygen/engi(src)
new /obj/item/weapon/reagent_containers/hypospray/medipen(src)
/obj/item/weapon/storage/box/engineer/radio/New()
..()
new /obj/item/device/radio/off(src)
// Syndie survival box
/obj/item/weapon/storage/box/syndie/New()
..()
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/weapon/tank/internals/emergency_oxygen/engi(src)
// Security survival box
/obj/item/weapon/storage/box/security/New()
..()
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/weapon/tank/internals/emergency_oxygen(src)
new /obj/item/weapon/reagent_containers/hypospray/medipen(src)
/obj/item/weapon/storage/box/security/radio/New()
..()
new /obj/item/device/radio/off(src)
/obj/item/weapon/storage/box/gloves
name = "box of latex gloves"
desc = "Contains sterile latex gloves."
icon_state = "latex"
/obj/item/weapon/storage/box/gloves/New()
..()
for(var/i in 1 to 7)
new /obj/item/clothing/gloves/color/latex(src)
/obj/item/weapon/storage/box/masks
name = "box of sterile masks"
desc = "This box contains sterile medical masks."
icon_state = "sterile"
/obj/item/weapon/storage/box/masks/New()
..()
for(var/i in 1 to 7)
new /obj/item/clothing/mask/surgical(src)
/obj/item/weapon/storage/box/syringes
name = "box of syringes"
desc = "A box full of syringes."
desc = "A biohazard alert warning is printed on the box"
icon_state = "syringe"
/obj/item/weapon/storage/box/syringes/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/syringe( src )
/obj/item/weapon/storage/box/medipens
name = "box of medipens"
desc = "A box full of epinephrine MediPens."
icon_state = "syringe"
/obj/item/weapon/storage/box/medipens/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/hypospray/medipen( src )
/obj/item/weapon/storage/box/medipens/utility
name = "stimpack value kit"
desc = "A box with several stimpack medipens for the economical miner."
icon_state = "syringe"
/obj/item/weapon/storage/box/medipens/utility/New()
..()
for(var/i in 1 to 5)
new /obj/item/weapon/reagent_containers/hypospray/medipen/stimpack(src)
/obj/item/weapon/storage/box/beakers
name = "box of beakers"
icon_state = "beaker"
/obj/item/weapon/storage/box/beakers/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/glass/beaker( src )
/obj/item/weapon/storage/box/injectors
name = "box of DNA injectors"
desc = "This box contains injectors it seems."
/obj/item/weapon/storage/box/injectors/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/dnainjector/h2m(src)
for(var/i in 1 to 3)
new /obj/item/weapon/dnainjector/m2h(src)
/obj/item/weapon/storage/box/flashbangs
name = "box of flashbangs (WARNING)"
desc = "<B>WARNING: These devices are extremely dangerous and can cause blindness or deafness in repeated use.</B>"
icon_state = "flashbang"
/obj/item/weapon/storage/box/flashbangs/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/grenade/flashbang(src)
/obj/item/weapon/storage/box/flashes
name = "box of flashbulbs"
desc = "<B>WARNING: Flashes can cause serious eye damage, protective eyewear is required.</B>"
icon_state = "flashbang"
/obj/item/weapon/storage/box/flashes/New()
..()
for(var/i in 1 to 6)
new /obj/item/device/assembly/flash/handheld(src)
/obj/item/weapon/storage/box/wall_flash
name = "wall-mounted flash kit"
desc = "This box contains everything neccesary to build a wall-mounted flash. <B>WARNING: Flashes can cause serious eye damage, protective eyewear is required.</B>"
icon_state = "flashbang"
/obj/item/weapon/storage/box/wall_flash/New()
..()
var/id = rand(1000, 9999)
new /obj/item/wallframe/button(src)
new /obj/item/weapon/electronics/airlock(src)
var/obj/item/device/assembly/control/flasher/remote = new(src)
remote.id = id
var/obj/item/wallframe/flasher/frame = new(src)
frame.id = id
new /obj/item/device/assembly/flash/handheld(src)
new /obj/item/weapon/screwdriver(src)
/obj/item/weapon/storage/box/teargas
name = "box of tear gas grenades (WARNING)"
desc = "<B>WARNING: These devices are extremely dangerous and can cause blindness and skin irritation.</B>"
icon_state = "flashbang"
/obj/item/weapon/storage/box/teargas/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/grenade/chem_grenade/teargas(src)
/obj/item/weapon/storage/box/emps
name = "box of emp grenades"
desc = "A box with 5 emp grenades."
icon_state = "flashbang"
/obj/item/weapon/storage/box/emps/New()
..()
for(var/i in 1 to 5)
new /obj/item/weapon/grenade/empgrenade(src)
/obj/item/weapon/storage/box/trackimp
name = "boxed tracking implant kit"
desc = "Box full of scum-bag tracking utensils."
icon_state = "implant"
/obj/item/weapon/storage/box/trackimp/New()
..()
for(var/i in 1 to 4)
new /obj/item/weapon/implantcase/tracking(src)
new /obj/item/weapon/implanter(src)
new /obj/item/weapon/implantpad(src)
new /obj/item/weapon/locator(src)
/obj/item/weapon/storage/box/minertracker
name = "boxed tracking implant kit"
desc = "For finding those who have died on the accursed lavaworld."
icon_state = "implant"
/obj/item/weapon/storage/box/minertracker/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/implantcase/tracking(src)
new /obj/item/weapon/implanter(src)
new /obj/item/weapon/implantpad(src)
new /obj/item/weapon/locator(src)
/obj/item/weapon/storage/box/chemimp
name = "boxed chemical implant kit"
desc = "Box of stuff used to implant chemicals."
icon_state = "implant"
/obj/item/weapon/storage/box/chemimp/New()
..()
for(var/i in 1 to 5)
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implanter(src)
new /obj/item/weapon/implantpad(src)
/obj/item/weapon/storage/box/exileimp
name = "boxed exile implant kit"
desc = "Box of exile implants. It has a picture of a clown being booted through the Gateway."
icon_state = "implant"
/obj/item/weapon/storage/box/exileimp/New()
..()
for(var/i in 1 to 5)
new /obj/item/weapon/implantcase/exile(src)
new /obj/item/weapon/implanter(src)
/obj/item/weapon/storage/box/rxglasses
name = "box of prescription glasses"
desc = "This box contains nerd glasses."
icon_state = "glasses"
/obj/item/weapon/storage/box/rxglasses/New()
..()
for(var/i in 1 to 7)
new /obj/item/clothing/glasses/regular(src)
/obj/item/weapon/storage/box/drinkingglasses
name = "box of drinking glasses"
desc = "It has a picture of drinking glasses on it."
/obj/item/weapon/storage/box/drinkingglasses/New()
..()
for(var/i in 1 to 6)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
/obj/item/weapon/storage/box/condimentbottles
name = "box of condiment bottles"
desc = "It has a large ketchup smear on it."
/obj/item/weapon/storage/box/condimentbottles/New()
..()
for(var/i in 1 to 6)
new /obj/item/weapon/reagent_containers/food/condiment(src)
/obj/item/weapon/storage/box/cups
name = "box of paper cups"
desc = "It has pictures of paper cups on the front."
/obj/item/weapon/storage/box/cups/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
/obj/item/weapon/storage/box/donkpockets
name = "box of donk-pockets"
desc = "<B>Instructions:</B> <I>Heat in microwave. Product will cool if not eaten within seven minutes.</I>"
icon_state = "donk_kit"
/obj/item/weapon/storage/box/donkpockets/New()
..()
for(var/i in 1 to 6)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
/obj/item/weapon/storage/box/monkeycubes
name = "monkey cube box"
desc = "Drymate brand monkey cubes. Just add water!"
icon = 'icons/obj/food/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/monkeycube)
/obj/item/weapon/storage/box/monkeycubes/New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube(src)
/obj/item/weapon/storage/box/permits
name = "box of construction permits"
desc = "A box for containing construction permits, used to officially declare built rooms as additions to the station."
icon_state = "id"
/obj/item/weapon/storage/box/permits/New() //There's only a few, so blueprints are still useful beyond setting every room's name to PRIMARY FART STORAGE
..()
for(var/i in 1 to 3)
new /obj/item/areaeditor/permit(src)
/obj/item/weapon/storage/box/ids
name = "box of spare IDs"
desc = "Has so many empty IDs."
icon_state = "id"
/obj/item/weapon/storage/box/ids/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/card/id(src)
/obj/item/weapon/storage/box/silver_ids
name = "box of spare silver IDs"
desc = "Shiny IDs for important people."
icon_state = "id"
/obj/item/weapon/storage/box/silver_ids/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/card/id/silver(src)
/obj/item/weapon/storage/box/prisoner
name = "box of prisoner IDs"
desc = "Take away their last shred of dignity, their name."
icon_state = "id"
/obj/item/weapon/storage/box/prisoner/New()
..()
new /obj/item/weapon/card/id/prisoner/one(src)
new /obj/item/weapon/card/id/prisoner/two(src)
new /obj/item/weapon/card/id/prisoner/three(src)
new /obj/item/weapon/card/id/prisoner/four(src)
new /obj/item/weapon/card/id/prisoner/five(src)
new /obj/item/weapon/card/id/prisoner/six(src)
new /obj/item/weapon/card/id/prisoner/seven(src)
/obj/item/weapon/storage/box/seccarts
name = "box of PDA security cartridges"
desc = "A box full of PDA cartridges used by Security."
icon_state = "pda"
/obj/item/weapon/storage/box/seccarts/New()
..()
new /obj/item/weapon/cartridge/detective(src)
for(var/i in 1 to 6)
new /obj/item/weapon/cartridge/security(src)
/obj/item/weapon/storage/box/firingpins
name = "box of standard firing pins"
desc = "A box full of standard firing pins, to allow newly-developed firearms to operate."
icon_state = "id"
/obj/item/weapon/storage/box/firingpins/New()
..()
for(var/i in 1 to 5)
new /obj/item/device/firing_pin(src)
/obj/item/weapon/storage/box/lasertagpins
name = "box of laser tag firing pins"
desc = "A box full of laser tag firing pins, to allow newly-developed firearms to require wearing brightly coloured plastic armor before being able to be used."
icon_state = "id"
/obj/item/weapon/storage/box/lasertagpins/New()
..()
for(var/i in 1 to 3)
new /obj/item/device/firing_pin/tag/red(src)
new /obj/item/device/firing_pin/tag/blue(src)
/obj/item/weapon/storage/box/handcuffs
name = "box of spare handcuffs"
desc = "A box full of handcuffs."
icon_state = "handcuff"
/obj/item/weapon/storage/box/handcuffs/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/restraints/handcuffs(src)
/obj/item/weapon/storage/box/zipties
name = "box of spare zipties"
desc = "A box full of zipties."
icon_state = "handcuff"
/obj/item/weapon/storage/box/zipties/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
/obj/item/weapon/storage/box/alienhandcuffs
name = "box of spare handcuffs"
desc = "A box full of handcuffs."
icon_state = "alienboxCuffs"
/obj/item/weapon/storage/box/alienhandcuffs/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/restraints/handcuffs/alien(src)
/obj/item/weapon/storage/box/fakesyndiesuit
name = "boxed space suit and helmet"
desc = "A sleek, sturdy box used to hold replica spacesuits."
icon_state = "box_of_doom"
/obj/item/weapon/storage/box/fakesyndiesuit/New()
..()
new /obj/item/clothing/head/syndicatefake(src)
new /obj/item/clothing/suit/syndicatefake(src)
/obj/item/weapon/storage/box/mousetraps
name = "box of Pest-B-Gon mousetraps"
desc = "<span class='alert'>Keep out of reach of children.</span>"
icon_state = "mousetraps"
/obj/item/weapon/storage/box/mousetraps/New()
..()
for(var/i in 1 to 6)
new /obj/item/device/assembly/mousetrap( src )
/obj/item/weapon/storage/box/pillbottles
name = "box of pill bottles"
desc = "It has pictures of pill bottles on its front."
icon_state = "pillbox"
/obj/item/weapon/storage/box/pillbottles/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/storage/pill_bottle( src )
/obj/item/weapon/storage/box/snappops
name = "snap pop box"
desc = "Eight wrappers of fun! Ages 8 and up. Not suitable for children."
icon = 'icons/obj/toy.dmi'
icon_state = "spbox"
storage_slots = 8
can_hold = list(/obj/item/toy/snappop)
/obj/item/weapon/storage/box/snappops/New()
..()
for(var/i=1; i <= storage_slots; i++)
new /obj/item/toy/snappop(src)
/obj/item/weapon/storage/box/matches
name = "matchbox"
desc = "A small box of Almost But Not Quite Plasma Premium Matches."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "matchbox"
item_state = "zippo"
storage_slots = 10
w_class = 1
slot_flags = SLOT_BELT
can_hold = list(/obj/item/weapon/match)
/obj/item/weapon/storage/box/matches/New()
..()
for(var/i=1; i <= storage_slots; i++)
new /obj/item/weapon/match(src)
/obj/item/weapon/storage/box/matches/attackby(obj/item/weapon/match/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/weapon/match))
W.matchignite()
/obj/item/weapon/storage/box/lights
name = "box of replacement bulbs"
icon = 'icons/obj/storage.dmi'
icon_state = "light"
desc = "This box is shaped on the inside so that only light tubes and bulbs fit."
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
storage_slots=21
can_hold = list(/obj/item/weapon/light/tube, /obj/item/weapon/light/bulb)
max_combined_w_class = 21
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
/obj/item/weapon/storage/box/lights/bulbs/New()
..()
for(var/i = 0; i < 21; i++)
new /obj/item/weapon/light/bulb(src)
/obj/item/weapon/storage/box/lights/tubes
name = "box of replacement tubes"
icon_state = "lighttube"
/obj/item/weapon/storage/box/lights/tubes/New()
..()
for(var/i = 0; i < 21; i++)
new /obj/item/weapon/light/tube(src)
/obj/item/weapon/storage/box/lights/mixed
name = "box of replacement lights"
icon_state = "lightmixed"
/obj/item/weapon/storage/box/lights/mixed/New()
..()
for(var/i = 0; i < 14; i++)
new /obj/item/weapon/light/tube(src)
for(var/i = 0; i < 7; i++)
new /obj/item/weapon/light/bulb(src)
/obj/item/weapon/storage/box/deputy
name = "box of deputy armbands"
desc = "To be issued to those authorized to act as deputy of security."
/obj/item/weapon/storage/box/deputy/New()
..()
for(var/i in 1 to 7)
new /obj/item/clothing/tie/armband/deputy(src)
/obj/item/weapon/storage/box/metalfoam
name = "box of metal foam grenades"
desc = "To be used to rapidly seal hull breaches"
icon_state = "flashbang"
/obj/item/weapon/storage/box/metalfoam/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/grenade/chem_grenade/metalfoam(src)
/obj/item/weapon/storage/box/hug
name = "box of hugs"
desc = "A special box for sensitive people."
icon_state = "hugbox"
foldable = null
/obj/item/weapon/storage/box/hug/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] clamps the box of hugs on \his jugular! Guess it wasn't such a hugbox after all..</span>")
return (BRUTELOSS)
/obj/item/weapon/storage/box/hug/attack_self(mob/user)
..()
user.changeNext_move(CLICK_CD_MELEE)
playsound(loc, "rustle", 50, 1, -5)
user.visible_message("<span class='notice'>[user] hugs \the [src].</span>","<span class='notice'>You hug \the [src].</span>")
return
/obj/item/weapon/storage/box/hug/medical/New()
..()
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/weapon/reagent_containers/hypospray/medipen(src)
/obj/item/ammo_casing/shotgun/rubbershot
/obj/item/weapon/storage/box/rubbershot
name = "box of rubber shots"
desc = "A box full of rubber shots, designed for riot shotguns."
icon_state = "rubbershot_box"
/obj/item/weapon/storage/box/rubbershot/New()
..()
for(var/i in 1 to 7)
new /obj/item/ammo_casing/shotgun/rubbershot(src)
/obj/item/weapon/storage/box/lethalshot
name = "box of lethal shotgun shots"
desc = "A box full of lethal shots, designed for riot shotguns."
icon_state = "lethalshot_box"
/obj/item/weapon/storage/box/lethalshot/New()
..()
new /obj/item/ammo_casing/shotgun/buckshot(src)
new /obj/item/ammo_casing/shotgun/buckshot(src)
new /obj/item/ammo_casing/shotgun/buckshot(src)
new /obj/item/ammo_casing/shotgun/buckshot(src)
new /obj/item/ammo_casing/shotgun/buckshot(src)
new /obj/item/ammo_casing/shotgun/buckshot(src)
new /obj/item/ammo_casing/shotgun/buckshot(src)
/obj/item/weapon/storage/box/beanbag
name = "box of beanbags"
desc = "A box full of beanbag shells."
icon_state = "rubbershot_box"
/obj/item/weapon/storage/box/beanbag/New()
..()
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
#define NODESIGN "None"
#define NANOTRASEN "NanotrasenStandard"
#define SYNDI "SyndiSnacks"
#define HEART "Heart"
#define SMILE "SmileyFace"
/obj/item/weapon/storage/box/papersack
name = "paper sack"
desc = "A sack neatly crafted out of paper."
icon_state = "paperbag_None"
item_state = "paperbag_None"
burn_state = FLAMMABLE
foldable = null
var/design = NODESIGN
/obj/item/weapon/storage/box/papersack/update_icon()
if(contents.len == 0)
icon_state = "[item_state]"
else icon_state = "[item_state]_closed"
/obj/item/weapon/storage/box/papersack/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/pen))
//if a pen is used on the sack, dialogue to change its design appears
if(contents.len)
user << "<span class='warning'>You can't modify this [src] with items still inside!</span>"
return
var/list/designs = list(NODESIGN, NANOTRASEN, SYNDI, HEART, SMILE, "Cancel")
var/switchDesign = input("Select a Design:", "Paper Sack Design", designs[1]) in designs
if(get_dist(usr, src) > 1)
usr << "<span class='warning'>You have moved too far away!</span>"
return
var/choice = designs.Find(switchDesign)
if(design == designs[choice] || designs[choice] == "Cancel")
return 0
usr << "<span class='notice'>You make some modifications to the [src] using your pen.</span>"
design = designs[choice]
icon_state = "paperbag_[design]"
item_state = "paperbag_[design]"
switch(designs[choice])
if(NODESIGN)
desc = "A sack neatly crafted out of paper."
if(NANOTRASEN)
desc = "A standard Nanotrasen paper lunch sack for loyal employees on the go."
if(SYNDI)
desc = "The design on this paper sack is a remnant of the notorious 'SyndieSnacks' program."
if(HEART)
desc = "A paper sack with a heart etched onto the side."
if(SMILE)
desc = "A paper sack with a crude smile etched onto the side."
return 0
else if(W.is_sharp())
if(!contents.len)
if(item_state == "paperbag_None")
user.show_message("<span class='notice'>You cut eyeholes into the [src].</span>", 1)
new /obj/item/clothing/head/papersack(user.loc)
qdel(src)
return 0
else if(item_state == "paperbag_SmileyFace")
user.show_message("<span class='notice'>You cut eyeholes into the [src] and modify the design.</span>", 1)
new /obj/item/clothing/head/papersack/smiley(user.loc)
qdel(src)
return 0
return ..()
#undef NODESIGN
#undef NANOTRASEN
#undef SYNDI
#undef HEART
#undef SMILE
/obj/item/weapon/storage/box/ingredients //This box is for the randomely chosen version the chef spawns with, it shouldn't actually exist.
name = "ingredients box"
icon_state = "donk_kit"
item_state = null
/obj/item/weapon/storage/box/ingredients/wildcard
item_state = "wildcard"
/obj/item/weapon/storage/box/ingredients/wildcard/New()
..()
for(var/i in 1 to 6)
//Pick common ingredients
var/randomFood = pick(/obj/item/weapon/reagent_containers/food/snacks/grown/chili,
/obj/item/weapon/reagent_containers/food/snacks/grown/tomato,
/obj/item/weapon/reagent_containers/food/snacks/grown/carrot,
/obj/item/weapon/reagent_containers/food/snacks/grown/potato,
/obj/item/weapon/reagent_containers/food/snacks/grown/apple,
/obj/item/weapon/reagent_containers/food/snacks/chocolatebar,
/obj/item/weapon/reagent_containers/food/snacks/grown/cherries,
/obj/item/weapon/reagent_containers/food/snacks/grown/banana,
/obj/item/weapon/reagent_containers/food/snacks/grown/cabbage,
/obj/item/weapon/reagent_containers/food/snacks/grown/soybeans,
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosia/vulgaris,
/obj/item/weapon/reagent_containers/food/snacks/grown/corn)
new randomFood(src)
//Pick one random rare ingredient
var/randomRareFood = pick(/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosia/deus,
/obj/item/weapon/reagent_containers/food/snacks/grown/apple/gold,
/obj/item/weapon/reagent_containers/food/snacks/grown/icepepper,
/obj/item/weapon/reagent_containers/food/snacks/grown/ghost_chili,
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/plumphelmet,
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/chanterelle)
new randomRareFood(src)
/obj/item/weapon/storage/box/ingredients/fiesta
item_state = "fiesta"
/obj/item/weapon/storage/box/ingredients/fiesta/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/food/snacks/tortilla(src)
for(var/i in 1 to 2)
new /obj/item/weapon/reagent_containers/food/snacks/grown/soybeans(src)
new /obj/item/weapon/reagent_containers/food/snacks/grown/chili(src)
/obj/item/weapon/storage/box/ingredients/italian
item_state = "italian"
/obj/item/weapon/storage/box/ingredients/italian/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/food/snacks/grown/tomato(src)
new /obj/item/weapon/reagent_containers/food/snacks/grown/ambrosia/vulgaris(src)
new /obj/item/weapon/reagent_containers/food/snacks/faggot(src)
/obj/item/weapon/storage/box/ingredients/vegetarian
item_state = "vegetarian"
/obj/item/weapon/storage/box/ingredients/vegetarian/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/food/snacks/grown/ambrosia/vulgaris(src)
new /obj/item/weapon/reagent_containers/food/snacks/grown/carrot(src)
new /obj/item/weapon/reagent_containers/food/snacks/grown/eggplant(src)
new /obj/item/weapon/reagent_containers/food/snacks/grown/potato(src)
new /obj/item/weapon/reagent_containers/food/snacks/grown/apple(src)
/obj/item/weapon/storage/box/ingredients/sweets
item_state = "sweets"
/obj/item/weapon/storage/box/ingredients/sweets/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/food/snacks/chocolatebar(src)
new /obj/item/weapon/reagent_containers/food/condiment/sugar(src)
new /obj/item/weapon/reagent_containers/food/snacks/grown/cherries(src)
new /obj/item/weapon/reagent_containers/food/snacks/grown/banana(src)
new /obj/item/weapon/reagent_containers/food/snacks/icecream(src)
/obj/item/weapon/storage/box/ingredients/carnivore
item_state = "carnivore"
/obj/item/weapon/storage/box/ingredients/carnivore/New()
..()
new /obj/item/weapon/reagent_containers/food/snacks/meat/slab/bear(src)
new /obj/item/weapon/reagent_containers/food/snacks/meat/slab/spider(src)
new /obj/item/weapon/reagent_containers/food/snacks/carpmeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/meat/slab/human/mutant/slime(src)
new /obj/item/weapon/reagent_containers/food/snacks/faggot(src)
new /obj/item/weapon/reagent_containers/food/snacks/meat/slab/corgi(src)
new /obj/item/weapon/reagent_containers/food/snacks/meat/slab/monkey(src)
/obj/item/weapon/storage/box/ingredients/exotic
item_state = "exotic"
/obj/item/weapon/storage/box/ingredients/exotic/New()
..()
new /obj/item/weapon/reagent_containers/food/condiment/soysauce(src)
for(var/i in 1 to 2)
new /obj/item/weapon/reagent_containers/food/snacks/grown/cabbage(src)
new /obj/item/weapon/reagent_containers/food/snacks/soydope(src)
new /obj/item/weapon/reagent_containers/food/snacks/carpmeat(src)
/obj/item/weapon/storage/box/ingredients/New()
..()
if(item_state)
desc = "A box containing supplementary ingredients for the aspiring chef. This box's theme is '[item_state]'."
/obj/item/weapon/storage/box/emptysandbags
name = "box of empty sandbags"
/obj/item/weapon/storage/box/emptysandbags/New()
..()
new /obj/item/weapon/emptysandbag(src)
new /obj/item/weapon/emptysandbag(src)
new /obj/item/weapon/emptysandbag(src)
new /obj/item/weapon/emptysandbag(src)
new /obj/item/weapon/emptysandbag(src)
new /obj/item/weapon/emptysandbag(src)
new /obj/item/weapon/emptysandbag(src)
/obj/item/weapon/storage/box/rndboards
name = "\proper the liberator's legacy"
desc = "A box containing a gift for worthy golems."
/obj/item/weapon/storage/box/rndboards/New()
..()
new /obj/item/weapon/circuitboard/machine/protolathe(src)
new /obj/item/weapon/circuitboard/machine/destructive_analyzer(src)
new /obj/item/weapon/circuitboard/machine/circuit_imprinter(src)
new /obj/item/weapon/circuitboard/computer/rdconsole(src)
@@ -0,0 +1,56 @@
/obj/item/weapon/storage/briefcase
name = "briefcase"
desc = "It's made of AUTHENTIC faux-leather and has a price-tag still attached. Its owner must be a real professional."
icon_state = "briefcase"
flags = CONDUCT
force = 8
hitsound = "swing_hit"
throw_speed = 2
throw_range = 4
w_class = 4
max_w_class = 3
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
burn_state = FLAMMABLE
burntime = 20
var/folder_path = /obj/item/weapon/folder //this is the path of the folder that gets spawned in New()
/obj/item/weapon/storage/briefcase/New()
..()
new /obj/item/weapon/pen(src)
var/obj/item/weapon/folder/folder = new folder_path(src)
for(var/i in 1 to 6)
new /obj/item/weapon/paper(folder)
/obj/item/weapon/storage/briefcase/lawyer
folder_path = /obj/item/weapon/folder/blue
/obj/item/weapon/storage/briefcase/lawyer/New()
new /obj/item/weapon/stamp/law(src)
..()
/obj/item/weapon/storage/briefcase/sniperbundle
name = "briefcase"
desc = "It's label reads genuine hardened Captain leather, but suspiciously has no other tags or branding. Smells like L'Air du Temps."
icon_state = "briefcase"
flags = CONDUCT
force = 10
hitsound = "swing_hit"
throw_speed = 2
throw_range = 4
w_class = 4
max_w_class = 3
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
burn_state = FLAMMABLE
burntime = 20
/obj/item/weapon/storage/briefcase/sniperbundle/New()
..()
new /obj/item/weapon/gun/projectile/automatic/sniper_rifle/syndicate(src)
new /obj/item/clothing/tie/red(src)
new /obj/item/clothing/under/syndicate/sniper(src)
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
new /obj/item/ammo_box/magazine/sniper_rounds/haemorrhage(src)
new /obj/item/weapon/suppressor/specialoffer(src)
@@ -0,0 +1,249 @@
/*
* The 'fancy' path is for objects like donut boxes that show how many items are in the storage item on the sprite itself
* .. Sorry for the shitty path name, I couldnt think of a better one.
*
* WARNING: var/icon_type is used for both examine text and sprite name. Please look at the procs below and adjust your sprite names accordingly
* TODO: Cigarette boxes should be ported to this standard
*
* Contains:
* Donut Box
* Egg Box
* Candle Box
* Cigarette Box
* Cigar Case
*/
/obj/item/weapon/storage/fancy
icon = 'icons/obj/food/containers.dmi'
icon_state = "donutbox6"
name = "donut box"
burn_state = FLAMMABLE
var/icon_type = "donut"
var/spawn_type = null
/obj/item/weapon/storage/fancy/New()
..()
for(var/i = 1 to storage_slots)
new spawn_type(src)
/obj/item/weapon/storage/fancy/update_icon(itemremoved = 0)
var/total_contents = src.contents.len - itemremoved
src.icon_state = "[src.icon_type]box[total_contents]"
return
/obj/item/weapon/storage/fancy/examine(mob/user)
..()
if(contents.len == 1)
user << "There is one [src.icon_type] left."
else
user << "There are [contents.len <= 0 ? "no" : "[src.contents.len]"] [src.icon_type]s left."
/*
* Donut Box
*/
/obj/item/weapon/storage/fancy/donut_box
icon = 'icons/obj/food/containers.dmi'
icon_state = "donutbox6"
icon_type = "donut"
name = "donut box"
storage_slots = 6
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/donut)
spawn_type = /obj/item/weapon/reagent_containers/food/snacks/donut
/*
* Egg Box
*/
/obj/item/weapon/storage/fancy/egg_box
icon = 'icons/obj/food/containers.dmi'
icon_state = "eggbox"
icon_type = "egg"
name = "egg box"
storage_slots = 12
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/egg)
spawn_type = /obj/item/weapon/reagent_containers/food/snacks/egg
/*
* Candle Box
*/
/obj/item/weapon/storage/fancy/candle_box
name = "candle pack"
desc = "A pack of red candles."
icon = 'icons/obj/candle.dmi'
icon_state = "candlebox5"
icon_type = "candle"
item_state = "candlebox5"
storage_slots = 5
throwforce = 2
slot_flags = SLOT_BELT
spawn_type = /obj/item/candle
////////////
//CIG PACK//
////////////
/obj/item/weapon/storage/fancy/cigarettes
name = "Space Cigarettes"
desc = "The most popular brand of cigarettes, sponsors of the Space Olympics."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig"
item_state = "cigpacket"
w_class = 1
throwforce = 0
slot_flags = SLOT_BELT
storage_slots = 6
can_hold = list(/obj/item/clothing/mask/cigarette, /obj/item/weapon/lighter)
icon_type = "cigarette"
spawn_type = /obj/item/clothing/mask/cigarette
/obj/item/weapon/storage/fancy/cigarettes/New()
..()
create_reagents(15 * storage_slots)//so people can inject cigarettes without opening a packet, now with being able to inject the whole one
reagents.set_reacting(FALSE)
for(var/obj/item/clothing/mask/cigarette/cig in src)
cig.desc = "\An [name] brand [cig.name]."
name = "\improper [name] packet"
/obj/item/weapon/storage/fancy/cigarettes/update_icon()
cut_overlays()
icon_state = initial(icon_state)
if(!contents.len)
icon_state += "_empty"
else
add_overlay("[icon_state]_open")
for(var/c = contents.len, c >= 1, c--)
add_overlay(image(icon = src.icon, icon_state = "cigarette", pixel_x = 1 * (c -1)))
return
/obj/item/weapon/storage/fancy/cigarettes/remove_from_storage(obj/item/W, atom/new_location)
if(istype(W,/obj/item/clothing/mask/cigarette))
if(reagents)
reagents.trans_to(W,(reagents.total_volume/contents.len))
..()
/obj/item/weapon/storage/fancy/cigarettes/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
var/obj/item/clothing/mask/cigarette/cig = locate(/obj/item/clothing/mask/cigarette) in contents
if(cig)
if(M == user && contents.len > 0 && !user.wear_mask)
var/obj/item/clothing/mask/cigarette/W = cig
remove_from_storage(W, M)
M.equip_to_slot_if_possible(W, slot_wear_mask)
contents -= W
user << "<span class='notice'>You take a [icon_type] out of the pack.</span>"
else
..()
else
user << "<span class='notice'>There are no [icon_type]s left in the pack.</span>"
/obj/item/weapon/storage/fancy/cigarettes/dromedaryco
name = "DromedaryCo"
desc = "A packet of six imported DromedaryCo cancer sticks. A label on the packaging reads, \"Wouldn't a slow death make a change?\""
icon_state = "dromedary"
/obj/item/weapon/storage/fancy/cigarettes/cigpack_uplift
name = "Uplift Smooth"
desc = "Your favorite brand, now menthol flavored."
icon_state = "uplift"
/obj/item/weapon/storage/fancy/cigarettes/cigpack_robust
name = "Robust"
desc = "Smoked by the robust."
icon_state = "robust"
/obj/item/weapon/storage/fancy/cigarettes/cigpack_robustgold
name = "Robust Gold"
desc = "Smoked by the truly robust."
icon_state = "robustg"
/obj/item/weapon/storage/fancy/cigarettes/cigpack_robustgold/New()
..()
for(var/i = 1 to storage_slots)
reagents.add_reagent("gold",1)
/obj/item/weapon/storage/fancy/cigarettes/cigpack_carp
name = "Carp Classic"
desc = "Since 2313."
icon_state = "carp"
/obj/item/weapon/storage/fancy/cigarettes/cigpack_syndicate
name = "unknown"
desc = "An obscure brand of cigarettes."
icon_state = "syndie"
/obj/item/weapon/storage/fancy/cigarettes/cigpack_syndicate/New()
..()
for(var/i = 1 to storage_slots)
reagents.add_reagent("omnizine",15)
name = "cigarette packet"
/obj/item/weapon/storage/fancy/cigarettes/cigpack_midori
name = "Midori Tabako"
desc = "You can't understand the runes, but the packet smells funny."
icon_state = "midori"
spawn_type = /obj/item/clothing/mask/cigarette/rollie
/obj/item/weapon/storage/fancy/cigarettes/cigpack_shadyjims
name ="Shady Jim's Super Slims"
desc = "Is your weight slowing you down? Having trouble running away from gravitational singularities? Can't stop stuffing your mouth? Smoke Shady Jim's Super Slims and watch all that fat burn away. Guaranteed results!"
icon_state = "shadyjim"
/obj/item/weapon/storage/fancy/cigarettes/cigpack_shadyjims/New()
..()
for(var/i = 1 to storage_slots)
reagents.add_reagent("lipolicide",4)
reagents.add_reagent("ammonia",2)
reagents.add_reagent("plantbgone",1)
reagents.add_reagent("toxin",1.5)
/obj/item/weapon/storage/fancy/rollingpapers
name = "rolling paper pack"
desc = "A pack of NanoTrasen brand rolling papers."
w_class = 1
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig_paper_pack"
storage_slots = 10
icon_type = "rolling paper"
can_hold = list(/obj/item/weapon/rollingpaper)
spawn_type = /obj/item/weapon/rollingpaper
/obj/item/weapon/storage/fancy/rollingpapers/update_icon()
cut_overlays()
if(!contents.len)
add_overlay("[icon_state]_empty")
return
/////////////
//CIGAR BOX//
/////////////
/obj/item/weapon/storage/fancy/cigarettes/cigars
name = "\improper premium cigar case"
desc = "A case of premium cigars. Very expensive."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cigarcase"
w_class = 3
storage_slots = 7
can_hold = list(/obj/item/clothing/mask/cigarette/cigar)
icon_type = "premium cigar"
spawn_type = /obj/item/clothing/mask/cigarette/cigar
/obj/item/weapon/storage/fancy/cigarettes/cigars/update_icon()
cut_overlays()
add_overlay("[icon_state]_open")
for(var/c = contents.len, c >= 1, c--)
add_overlay(image(icon = src.icon, icon_state = icon_type, pixel_x = 4 * (c -1)))
return
/obj/item/weapon/storage/fancy/cigarettes/cigars/cohiba
name = "\improper cohiba robusto cigar case"
desc = "A case of imported Cohiba cigars, renowned for their strong flavor."
spawn_type = /obj/item/clothing/mask/cigarette/cigar/cohiba
/obj/item/weapon/storage/fancy/cigarettes/cigars/havana
name = "\improper premium havanian cigar case"
desc = "A case of classy Havanian cigars."
spawn_type = /obj/item/clothing/mask/cigarette/cigar/havana
@@ -0,0 +1,221 @@
/* First aid storage
* Contains:
* First Aid Kits
* Pill Bottles
* Dice Pack (in a pill bottle)
*/
/*
* First Aid Kits
*/
/obj/item/weapon/storage/firstaid
name = "first-aid kit"
desc = "It's an emergency medical kit for those serious boo-boos."
icon_state = "firstaid"
throw_speed = 3
throw_range = 7
var/empty = 0
/obj/item/weapon/storage/firstaid/regular
icon_state = "firstaid"
desc = "A first aid kit with the ability to heal common types of injuries."
/obj/item/weapon/storage/firstaid/regular/New()
..()
if(empty) return
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/weapon/reagent_containers/hypospray/medipen(src)
new /obj/item/device/healthanalyzer(src)
return
/obj/item/weapon/storage/firstaid/fire
name = "burn treatment kit"
desc = "A specialized medical kit for when the toxins lab <i>-spontaneously-</i> burns down."
icon_state = "ointment"
item_state = "firstaid-ointment"
/obj/item/weapon/storage/firstaid/fire/New()
..()
if(empty) return
icon_state = pick("ointment","firefirstaid")
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/pill/patch/silver_sulf(src)
new /obj/item/weapon/reagent_containers/pill/oxandrolone(src)
new /obj/item/weapon/reagent_containers/pill/oxandrolone(src)
new /obj/item/weapon/reagent_containers/hypospray/medipen(src)
new /obj/item/device/healthanalyzer(src)
return
/obj/item/weapon/storage/firstaid/toxin
name = "toxin treatment kit"
desc = "Used to treat toxic blood content and radiation poisoning."
icon_state = "antitoxin"
item_state = "firstaid-toxin"
/obj/item/weapon/storage/firstaid/toxin/New()
..()
if(empty) return
icon_state = pick("antitoxin","antitoxfirstaid","antitoxfirstaid2","antitoxfirstaid3")
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/syringe/charcoal(src)
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/pill/charcoal(src)
new /obj/item/device/healthanalyzer(src)
return
/obj/item/weapon/storage/firstaid/o2
name = "oxygen deprivation treatment kit"
desc = "A box full of oxygen goodies."
icon_state = "o2"
item_state = "firstaid-o2"
/obj/item/weapon/storage/firstaid/o2/New()
..()
if(empty) return
for(var/i in 1 to 4)
new /obj/item/weapon/reagent_containers/pill/salbutamol(src)
new /obj/item/weapon/reagent_containers/hypospray/medipen(src)
new /obj/item/weapon/reagent_containers/hypospray/medipen(src)
new /obj/item/device/healthanalyzer(src)
return
/obj/item/weapon/storage/firstaid/brute
name = "brute trauma treatment kit"
desc = "A first aid kit for when you get toolboxed."
icon_state = "brute"
item_state = "firstaid-brute"
/obj/item/weapon/storage/firstaid/brute/New()
..()
if(empty) return
for(var/i in 1 to 4)
new /obj/item/weapon/reagent_containers/pill/patch/styptic(src)
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/gauze(src)
new /obj/item/device/healthanalyzer(src)
return
/obj/item/weapon/storage/firstaid/tactical
name = "combat medical kit"
desc = "I hope you've got insurance."
icon_state = "bezerk"
max_w_class = 3
/obj/item/weapon/storage/firstaid/tactical/New()
..()
if(empty) return
new /obj/item/stack/medical/gauze(src)
new /obj/item/weapon/defibrillator/compact/combat/loaded(src)
new /obj/item/weapon/reagent_containers/hypospray/combat(src)
new /obj/item/weapon/reagent_containers/pill/patch/styptic(src)
new /obj/item/weapon/reagent_containers/pill/patch/silver_sulf(src)
new /obj/item/weapon/reagent_containers/syringe/lethal/choral(src)
new /obj/item/clothing/glasses/hud/health/night(src)
return
/*
* Pill Bottles
*/
/obj/item/weapon/storage/pill_bottle
name = "pill bottle"
desc = "It's an airtight container for storing medication."
icon_state = "pill_canister"
icon = 'icons/obj/chemical.dmi'
item_state = "contsolid"
w_class = 2
can_hold = list(/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/dice)
allow_quick_gather = 1
use_to_pickup = 1
/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object) //Quick pillbottle fix. -Agouri
if(ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
var/mob/M = usr
if(!istype(over_object, /obj/screen) || !Adjacent(M))
return ..()
if(!M.restrained() && !M.stat && istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
if(!M.unEquip(src))
return
switch(H.slot_id)
if(slot_r_hand)
M.put_in_r_hand(src)
if(slot_l_hand)
M.put_in_l_hand(src)
src.add_fingerprint(usr)
return
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if(usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
return
/obj/item/weapon/storage/box/silver_sulf
name = "box of silver sulfadiazine patches"
desc = "Contains patches used to treat burns."
/obj/item/weapon/storage/box/silver_sulf/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/pill/patch/silver_sulf(src)
/obj/item/weapon/storage/pill_bottle/charcoal
name = "bottle of charcoal pills"
desc = "Contains pills used to counter toxins."
/obj/item/weapon/storage/pill_bottle/charcoal/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/pill/charcoal(src)
/obj/item/weapon/storage/pill_bottle/epinephrine
name = "bottle of epinephrine pills"
desc = "Contains pills used to stabilize patients."
/obj/item/weapon/storage/pill_bottle/epinephrine/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/pill/epinephrine(src)
/obj/item/weapon/storage/pill_bottle/mutadone
name = "bottle of mutadone pills"
desc = "Contains pills used to treat genetic abnormalities."
/obj/item/weapon/storage/pill_bottle/mutadone/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/pill/mutadone(src)
/obj/item/weapon/storage/pill_bottle/mannitol
name = "bottle of mannitol pills"
desc = "Contains pills used to treat brain damage."
/obj/item/weapon/storage/pill_bottle/mannitol/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/pill/mannitol(src)
/obj/item/weapon/storage/pill_bottle/stimulant
name = "bottle of stimulant pills"
desc = "Guaranteed to give you that extra burst of energy during a long shift!"
/obj/item/weapon/storage/pill_bottle/stimulant/New()
..()
for(var/i in 1 to 5)
new /obj/item/weapon/reagent_containers/pill/stimulant(src)
/obj/item/weapon/storage/pill_bottle/mining
name = "box of patches"
desc = "Contains patches used to treat brute and burn damage."
/obj/item/weapon/storage/pill_bottle/mining/New()
..()
new /obj/item/weapon/reagent_containers/pill/patch/silver_sulf(src)
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/pill/patch/styptic(src)
@@ -0,0 +1,42 @@
/obj/item/weapon/storage/internal
storage_slots = 2
max_w_class = 2
max_combined_w_class = 4
w_class = 4
var/priority = 1
/*obj/item/weapon/storage/internal/pocket/New()
..()
if(loc) name = loc.name
/obj/item/weapon/storage/internal/pocket/big
max_w_class = 3
max_combined_w_class = 6
/obj/item/weapon/storage/internal/pocket/small
storage_slots = 1
max_combined_w_class = 2
priority = 0
/obj/item/weapon/storage/internal/pocket/tiny
storage_slots = 1
max_w_class = 1
max_combined_w_class = 1
priority = 0
/obj/item/weapon/storage/internal/pocket/small/detective
priority = 1
/obj/item/weapon/storage/internal/pocket/small/detective/New()
..()
new /obj/item/weapon/reagent_containers/food/drinks/flask/det(src)
proc/isstorage(var/atom/A)
if(istype(A, /obj/item/weapon/storage))
return 1
if(istype(A, /obj/item/clothing))
var/obj/item/clothing/C = A
if(C.pockets) return 1*/
@@ -0,0 +1,118 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/storage/lockbox
name = "lockbox"
desc = "A locked box."
icon_state = "lockbox+l"
item_state = "syringe_kit"
w_class = 4
max_w_class = 3
max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
storage_slots = 4
req_access = list(access_armory)
var/locked = 1
var/broken = 0
var/icon_locked = "lockbox+l"
var/icon_closed = "lockbox"
var/icon_broken = "lockbox+b"
/obj/item/weapon/storage/lockbox/attackby(obj/item/weapon/W, mob/user, params)
if(W.GetID())
if(broken)
user << "<span class='danger'>It appears to be broken.</span>"
return
if(allowed(user))
locked = !locked
if(locked)
icon_state = icon_locked
user << "<span class='danger'>You lock the [src.name]!</span>"
close_all()
return
else
icon_state = icon_closed
user << "<span class='danger'>You unlock the [src.name]!</span>"
return
else
user << "<span class='danger'>Access Denied.</span>"
return
if(!locked)
return ..()
else
user << "<span class='danger'>It's locked!</span>"
/obj/item/weapon/storage/lockbox/MouseDrop(over_object, src_location, over_location)
if (locked)
src.add_fingerprint(usr)
usr << "<span class='warning'>It's locked!</span>"
return 0
..()
/obj/item/weapon/storage/lockbox/emag_act(mob/user)
if(!broken)
broken = 1
locked = 0
desc += "It appears to be broken."
icon_state = src.icon_broken
if(user)
visible_message("<span class='warning'>\The [src] has been broken by [user] with an electromagnetic card!</span>")
return
/obj/item/weapon/storage/lockbox/show_to(mob/user)
if(locked)
user << "<span class='warning'>It's locked!</span>"
else
..()
return
//Check the destination item type for contentto.
/obj/item/weapon/storage/lockbox/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
if(locked)
user << "<span class='warning'>It's locked!</span>"
return 0
return ..()
/obj/item/weapon/storage/lockbox/can_be_inserted(obj/item/W, stop_messages = 0)
if(locked)
return 0
return ..()
/obj/item/weapon/storage/lockbox/loyalty
name = "lockbox of mindshield implants"
req_access = list(access_security)
/obj/item/weapon/storage/lockbox/loyalty/New()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/implantcase/mindshield(src)
new /obj/item/weapon/implanter/mindshield(src)
/obj/item/weapon/storage/lockbox/clusterbang
name = "lockbox of clusterbangs"
desc = "You have a bad feeling about opening this."
req_access = list(access_security)
/obj/item/weapon/storage/lockbox/clusterbang/New()
..()
new /obj/item/weapon/grenade/clusterbuster(src)
/obj/item/weapon/storage/lockbox/medal
name = "medal box"
desc = "A locked box used to store medals of honor."
icon_state = "medalbox+l"
item_state = "syringe_kit"
w_class = 3
max_w_class = 2
storage_slots = 6
req_access = list(access_captain)
icon_locked = "medalbox+l"
icon_closed = "medalbox"
icon_broken = "medalbox+b"
/obj/item/weapon/storage/lockbox/medal/New()
..()
new /obj/item/clothing/tie/medal/silver/valor(src)
new /obj/item/clothing/tie/medal/bronze_heart(src)
for(var/i in 1 to 3)
new /obj/item/clothing/tie/medal/conduct(src)
new /obj/item/clothing/tie/medal/gold/captain(src)
@@ -0,0 +1,222 @@
/*
* Absorbs /obj/item/weapon/secstorage.
* Reimplements it only slightly to use existing storage functionality.
*
* Contains:
* Secure Briefcase
* Wall Safe
*/
// -----------------------------
// Generic Item
// -----------------------------
/obj/item/weapon/storage/secure
name = "secstorage"
var/icon_locking = "secureb"
var/icon_sparking = "securespark"
var/icon_opened = "secure0"
var/locked = 1
var/code = ""
var/l_code = null
var/l_set = 0
var/l_setshort = 0
var/l_hacking = 0
var/emagged = 0
var/open = 0
w_class = 3
max_w_class = 2
max_combined_w_class = 14
/obj/item/weapon/storage/secure/examine(mob/user)
..()
user << text("The service panel is [src.open ? "open" : "closed"].")
/obj/item/weapon/storage/secure/attackby(obj/item/weapon/W, mob/user, params)
if(locked)
if (istype(W, /obj/item/weapon/screwdriver))
if (do_after(user, 20/W.toolspeed, target = src))
src.open =! src.open
user.show_message("<span class='notice'>You [open ? "open" : "close"] the service panel.</span>", 1)
return
if ((istype(W, /obj/item/device/multitool)) && (src.open == 1)&& (!src.l_hacking))
user.show_message("<span class='danger'>Now attempting to reset internal memory, please hold.</span>", 1)
src.l_hacking = 1
if (do_after(usr, 100/W.toolspeed, target = src))
if (prob(40))
src.l_setshort = 1
src.l_set = 0
user.show_message("<span class='danger'>Internal memory reset. Please give it a few seconds to reinitialize.</span>", 1)
sleep(80)
src.l_setshort = 0
src.l_hacking = 0
else
user.show_message("<span class='danger'>Unable to reset internal memory.</span>", 1)
src.l_hacking = 0
else
src.l_hacking = 0
return
//At this point you have exhausted all the special things to do when locked
// ... but it's still locked.
return
// -> storage/attackby() what with handle insertion, etc
return ..()
/obj/item/weapon/storage/secure/emag_act(mob/user)
if(locked)
if(!emagged)
emagged = 1
src.add_overlay(image('icons/obj/storage.dmi', icon_sparking))
sleep(6)
src.overlays = null
add_overlay(image('icons/obj/storage.dmi', icon_locking))
locked = 0
user << "<span class='notice'>You short out the lock on [src].</span>"
/obj/item/weapon/storage/secure/MouseDrop(over_object, src_location, over_location)
if (locked)
src.add_fingerprint(usr)
usr << "<span class='warning'>It's locked!</span>"
return 0
..()
/obj/item/weapon/storage/secure/attack_self(mob/user)
user.set_machine(src)
var/dat = text("<TT><B>[]</B><BR>\n\nLock Status: []",src, (src.locked ? "LOCKED" : "UNLOCKED"))
var/message = "Code"
if ((src.l_set == 0) && (!src.emagged) && (!src.l_setshort))
dat += text("<p>\n<b>5-DIGIT PASSCODE NOT SET.<br>ENTER NEW PASSCODE.</b>")
if (src.emagged)
dat += text("<p>\n<font color=red><b>LOCKING SYSTEM ERROR - 1701</b></font>")
if (src.l_setshort)
dat += text("<p>\n<font color=red><b>ALERT: MEMORY SYSTEM ERROR - 6040 201</b></font>")
message = text("[]", src.code)
if (!src.locked)
message = "*****"
dat += text("<HR>\n>[]<BR>\n<A href='?src=\ref[];type=1'>1</A>-<A href='?src=\ref[];type=2'>2</A>-<A href='?src=\ref[];type=3'>3</A><BR>\n<A href='?src=\ref[];type=4'>4</A>-<A href='?src=\ref[];type=5'>5</A>-<A href='?src=\ref[];type=6'>6</A><BR>\n<A href='?src=\ref[];type=7'>7</A>-<A href='?src=\ref[];type=8'>8</A>-<A href='?src=\ref[];type=9'>9</A><BR>\n<A href='?src=\ref[];type=R'>R</A>-<A href='?src=\ref[];type=0'>0</A>-<A href='?src=\ref[];type=E'>E</A><BR>\n</TT>", message, src, src, src, src, src, src, src, src, src, src, src, src)
user << browse(dat, "window=caselock;size=300x280")
/obj/item/weapon/storage/secure/Topic(href, href_list)
..()
if ((usr.stat || usr.restrained()) || (get_dist(src, usr) > 1))
return
if (href_list["type"])
if (href_list["type"] == "E")
if ((src.l_set == 0) && (length(src.code) == 5) && (!src.l_setshort) && (src.code != "ERROR"))
src.l_code = src.code
src.l_set = 1
else if ((src.code == src.l_code) && (src.emagged == 0) && (src.l_set == 1))
src.locked = 0
src.overlays = null
add_overlay(image('icons/obj/storage.dmi', icon_opened))
src.code = null
else
src.code = "ERROR"
else
if ((href_list["type"] == "R") && (src.emagged == 0) && (!src.l_setshort))
src.locked = 1
src.overlays = null
src.code = null
src.close(usr)
else
src.code += text("[]", href_list["type"])
if (length(src.code) > 5)
src.code = "ERROR"
src.add_fingerprint(usr)
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
return
return
/obj/item/weapon/storage/secure/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
if(locked)
user << "<span class='warning'>It's locked!</span>"
return 0
return ..()
/obj/item/weapon/storage/secure/can_be_inserted(obj/item/W, stop_messages = 0)
if(locked)
return 0
return ..()
// -----------------------------
// Secure Briefcase
// -----------------------------
/obj/item/weapon/storage/secure/briefcase
name = "secure briefcase"
icon = 'icons/obj/storage.dmi'
icon_state = "secure"
item_state = "sec-case"
desc = "A large briefcase with a digital locking system."
force = 8
hitsound = "swing_hit"
throw_speed = 2
throw_range = 4
w_class = 4
max_w_class = 3
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
/obj/item/weapon/storage/secure/briefcase/New()
new /obj/item/weapon/paper(src)
new /obj/item/weapon/pen(src)
return ..()
/obj/item/weapon/storage/secure/briefcase/attack_hand(mob/user)
if ((src.loc == user) && (src.locked == 1))
usr << "<span class='warning'>[src] is locked and cannot be opened!</span>"
else if ((src.loc == user) && (!src.locked))
playsound(src.loc, "rustle", 50, 1, -5)
if (user.s_active)
user.s_active.close(user) //Close and re-open
src.show_to(user)
else
..()
for(var/mob/M in range(1))
if (M.s_active == src)
src.close(M)
src.orient2hud(user)
src.add_fingerprint(user)
return
//Syndie variant of Secure Briefcase. Contains space cash, slightly more robust.
/obj/item/weapon/storage/secure/briefcase/syndie
force = 15
/obj/item/weapon/storage/secure/briefcase/syndie/New()
for(var/i = 0, i < storage_slots - 2, i++)
new /obj/item/stack/spacecash/c1000(src)
return ..()
// -----------------------------
// Secure Safe
// -----------------------------
/obj/item/weapon/storage/secure/safe
name = "secure safe"
icon = 'icons/obj/storage.dmi'
icon_state = "safe"
icon_opened = "safe0"
icon_locking = "safeb"
icon_sparking = "safespark"
force = 8
w_class = 8
max_w_class = 8
anchored = 1
density = 0
cant_hold = list(/obj/item/weapon/storage/secure/briefcase)
/obj/item/weapon/storage/secure/safe/New()
..()
new /obj/item/weapon/paper(src)
new /obj/item/weapon/pen(src)
/obj/item/weapon/storage/secure/safe/attack_hand(mob/user)
return attack_self(user)
/obj/item/weapon/storage/secure/safe/HoS/New()
..()
//new /obj/item/weapon/storage/lockbox/clusterbang(src) This item is currently broken... and probably shouldnt exist to begin with (even though it's cool)
@@ -0,0 +1,501 @@
// External storage-related logic:
// /mob/proc/ClickOn() in /_onclick/click.dm - clicking items in storages
// /mob/living/Move() in /modules/mob/living/living.dm - hiding storage boxes on mob movement
// /item/attackby() in /game/objects/items.dm - use_to_pickup and allow_quick_gather functionality
// -- c0
/obj/item/weapon/storage
name = "storage"
icon = 'icons/obj/storage.dmi'
w_class = 3
var/silent = 0 // No message on putting items in
var/list/can_hold = new/list() //List of objects which this item can store (if set, it can't store anything else)
var/list/cant_hold = new/list() //List of objects which this item can't store (in effect only if can_hold isn't set)
var/list/is_seeing = new/list() //List of mobs which are currently seeing the contents of this item's storage
var/max_w_class = 2 //Max size of objects that this object can store (in effect only if can_hold isn't set)
var/max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
var/storage_slots = 7 //The number of storage slots in this container.
var/obj/screen/storage/boxes = null
var/obj/screen/close/closer = null
var/use_to_pickup //Set this to make it possible to use this item in an inverse way, so you can have the item in your hand and click items on the floor to pick them up.
var/display_contents_with_number //Set this to make the storage item group contents of the same type and display them as a number.
var/allow_quick_empty //Set this variable to allow the object to have the 'empty' verb, which dumps all the contents on the floor.
var/allow_quick_gather //Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile.
var/collection_mode = 1; //0 = pick one at a time, 1 = pick all on tile, 2 = pick all of a type
var/preposition = "in" // You put things 'in' a bag, but trays need 'on'.
/obj/item/weapon/storage/MouseDrop(atom/over_object)
if(iscarbon(usr) || isdrone(usr)) //all the check for item manipulation are in other places, you can safely open any storages as anything and its not buggy, i checked
var/mob/M = usr
if(!over_object)
return
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return
if(over_object == M && Adjacent(M)) // this must come before the screen objects only block
orient2hud(M) // dunno why it wasn't before
if(M.s_active)
M.s_active.close(M)
show_to(M)
return
if(!M.restrained() && !M.stat)
if(!istype(over_object, /obj/screen))
return content_can_dump(over_object, M)
if(loc != usr || (loc && loc.loc == usr))
return
playsound(loc, "rustle", 50, 1, -5)
if(istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
if(!M.unEquip(src))
return
switch(H.slot_id)
if(slot_r_hand)
M.put_in_r_hand(src)
if(slot_l_hand)
M.put_in_l_hand(src)
add_fingerprint(usr)
//Check if this storage can dump the items
/obj/item/weapon/storage/proc/content_can_dump(atom/dest_object, mob/user)
if(Adjacent(user) && dest_object.Adjacent(user))
if(dest_object.storage_contents_dump_act(src, user))
playsound(loc, "rustle", 50, 1, -5)
return 1
return 0
//Object behaviour on storage dump
/obj/item/weapon/storage/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
for(var/obj/item/I in src_object)
if(user.s_active != src_object)
if(I.on_found(user))
return
if(can_be_inserted(I,0,user))
src_object.remove_from_storage(I, src)
orient2hud(user)
src_object.orient2hud(user)
if(user.s_active) //refresh the HUD to show the transfered contents
user.s_active.close(user)
user.s_active.show_to(user)
return 1
/obj/item/weapon/storage/proc/return_inv()
var/list/L = list()
L += contents
for(var/obj/item/weapon/storage/S in src)
L += S.return_inv()
return L
/obj/item/weapon/storage/proc/show_to(mob/user)
if(!user.client)
return
if(user.s_active != src && (user.stat == CONSCIOUS))
for(var/obj/item/I in src)
if(I.on_found(user))
return
if(user.s_active)
user.s_active.hide_from(user)
user.client.screen |= boxes
user.client.screen |= closer
user.client.screen |= contents
user.s_active = src
is_seeing |= user
/obj/item/weapon/storage/throw_at(atom/target, range, speed, mob/thrower, spin)
close_all()
return ..()
/obj/item/weapon/storage/proc/hide_from(mob/user)
if(!user.client)
return
user.client.screen -= boxes
user.client.screen -= closer
user.client.screen -= contents
if(user.s_active == src)
user.s_active = null
is_seeing -= user
/obj/item/weapon/storage/proc/can_see_contents()
var/list/cansee = list()
for(var/mob/M in is_seeing)
if(M.s_active == src && M.client)
cansee |= M
else
is_seeing -= M
return cansee
/obj/item/weapon/storage/proc/close(mob/user)
hide_from(user)
user.s_active = null
/obj/item/weapon/storage/proc/close_all()
for(var/mob/M in can_see_contents())
close(M)
. = 1 //returns 1 if any mobs actually got a close(M) call
//This proc draws out the inventory and places the items on it. tx and ty are the upper left tile and mx, my are the bottm right.
//The numbers are calculated from the bottom-left The bottom-left slot being 1,1.
/obj/item/weapon/storage/proc/orient_objs(tx, ty, mx, my)
var/cx = tx
var/cy = ty
boxes.screen_loc = "[tx]:,[ty] to [mx],[my]"
for(var/obj/O in contents)
O.screen_loc = "[cx],[cy]"
O.layer = ABOVE_HUD_LAYER
cx++
if(cx > mx)
cx = tx
cy--
closer.screen_loc = "[mx+1],[my]"
//This proc draws out the inventory and places the items on it. It uses the standard position.
/obj/item/weapon/storage/proc/standard_orient_objs(rows, cols, list/obj/item/display_contents)
var/cx = 4
var/cy = 2+rows
boxes.screen_loc = "4:16,2:16 to [4+cols]:16,[2+rows]:16"
if(display_contents_with_number)
for(var/datum/numbered_display/ND in display_contents)
ND.sample_object.mouse_opacity = 2
ND.sample_object.screen_loc = "[cx]:16,[cy]:16"
ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
ND.sample_object.layer = ABOVE_HUD_LAYER
cx++
if(cx > (4+cols))
cx = 4
cy--
else
for(var/obj/O in contents)
O.mouse_opacity = 2 //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.screen_loc = "[cx]:16,[cy]:16"
O.maptext = ""
O.layer = ABOVE_HUD_LAYER
cx++
if(cx > (4+cols))
cx = 4
cy--
closer.screen_loc = "[4+cols+1]:16,2:16"
/datum/numbered_display
var/obj/item/sample_object
var/number
/datum/numbered_display/New(obj/item/sample)
if(!istype(sample))
qdel(src)
sample_object = sample
number = 1
//This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing.
/obj/item/weapon/storage/proc/orient2hud(mob/user)
var/adjusted_contents = contents.len
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_contents_with_number)
numbered_contents = list()
adjusted_contents = 0
for(var/obj/item/I in contents)
var/found = 0
for(var/datum/numbered_display/ND in numbered_contents)
if(ND.sample_object.type == I.type)
ND.number++
found = 1
break
if(!found)
adjusted_contents++
numbered_contents.Add( new/datum/numbered_display(I) )
//var/mob/living/carbon/human/H = user
var/row_num = 0
var/col_count = min(7,storage_slots) -1
if(adjusted_contents > 7)
row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
standard_orient_objs(row_num, col_count, numbered_contents)
//This proc return 1 if the item can be picked up and 0 if it can't.
//Set the stop_messages to stop it from printing messages
/obj/item/weapon/storage/proc/can_be_inserted(obj/item/W, stop_messages = 0, mob/user)
if(!istype(W) || (W.flags & ABSTRACT))
return //Not an item
if(loc == W)
return 0 //Means the item is already in the storage item
if(contents.len >= storage_slots)
if(!stop_messages)
usr << "<span class='warning'>[src] is full, make some space!</span>"
return 0 //Storage item is full
if(can_hold.len)
var/ok = 0
for(var/A in can_hold)
if(istype(W, A))
ok = 1
break
if(!ok)
if(!stop_messages)
usr << "<span class='warning'>[src] cannot hold [W]!</span>"
return 0
for(var/A in cant_hold) //Check for specific items which this container can't hold.
if(istype(W, A))
if(!stop_messages)
usr << "<span class='warning'>[src] cannot hold [W]!</span>"
return 0
if(W.w_class > max_w_class)
if(!stop_messages)
usr << "<span class='warning'>[W] is too big for [src]!</span>"
return 0
var/sum_w_class = W.w_class
for(var/obj/item/I in contents)
sum_w_class += I.w_class //Adds up the combined w_classes which will be in the storage item if the item is added to it.
if(sum_w_class > max_combined_w_class)
if(!stop_messages)
usr << "<span class='warning'>[W] won't fit in [src], make some space!</span>"
return 0
if(W.w_class >= w_class && (istype(W, /obj/item/weapon/storage)))
if(!istype(src, /obj/item/weapon/storage/backpack/holding)) //bohs should be able to hold backpacks again. The override for putting a boh in a boh is in backpack.dm.
if(!stop_messages)
usr << "<span class='warning'>[src] cannot hold [W] as it's a storage item of the same size!</span>"
return 0 //To prevent the stacking of same sized storage items.
if(W.flags & NODROP) //SHOULD be handled in unEquip, but better safe than sorry.
usr << "<span class='warning'>\the [W] is stuck to your hand, you can't put it in \the [src]!</span>"
return 0
return 1
//This proc handles items being inserted. It does not perform any checks of whether an item can or can't be inserted. That's done by can_be_inserted()
//The stop_warning parameter will stop the insertion message from being displayed. It is intended for cases where you are inserting multiple items at once,
//such as when picking up all the items on a tile with one click.
/obj/item/weapon/storage/proc/handle_item_insertion(obj/item/W, prevent_warning = 0, mob/user)
if(!istype(W))
return 0
if(usr)
if(!usr.unEquip(W))
return 0
if(silent)
prevent_warning = 1
if(W.pulledby)
W.pulledby.stop_pulling()
W.loc = src
W.on_enter_storage(src)
if(usr)
if(usr.client && usr.s_active != src)
usr.client.screen -= W
add_fingerprint(usr)
if(!prevent_warning)
for(var/mob/M in viewers(usr, null))
if(M == usr)
usr << "<span class='notice'>You put [W] [preposition]to [src].</span>"
else if(in_range(M, usr)) //If someone is standing close enough, they can tell what it is...
M.show_message("<span class='notice'>[usr] puts [W] [preposition]to [src].</span>", 1)
else if(W && W.w_class >= 3) //Otherwise they can only see large or normal items from a distance...
M.show_message("<span class='notice'>[usr] puts [W] [preposition]to [src].</span>", 1)
orient2hud(usr)
for(var/mob/M in can_see_contents())
show_to(M)
W.mouse_opacity = 2 //So you can click on the area around the item to equip it, instead of having to pixel hunt
update_icon()
return 1
//Call this proc to handle the removal of an item from the storage item. The item will be moved to the atom sent as new_target
/obj/item/weapon/storage/proc/remove_from_storage(obj/item/W, atom/new_location, burn = 0)
if(!istype(W))
return 0
if(istype(src, /obj/item/weapon/storage/fancy))
var/obj/item/weapon/storage/fancy/F = src
F.update_icon(1)
for(var/mob/M in can_see_contents())
if(M.client)
M.client.screen -= W
if(ismob(loc))
var/mob/M = loc
W.dropped(M)
W.layer = initial(W.layer)
W.loc = new_location
if(usr)
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
if(W.maptext)
W.maptext = ""
W.on_exit_storage(src)
update_icon()
W.mouse_opacity = initial(W.mouse_opacity)
if(burn)
W.fire_act()
return 1
/obj/item/weapon/storage/empty_object_contents(burn, src.loc)
for(var/obj/item/Item in contents)
remove_from_storage(Item, src.loc, burn)
//This proc is called when you want to place an item into the storage item.
/obj/item/weapon/storage/attackby(obj/item/W, mob/user, params)
..()
. = 1 //no afterattack
if(isrobot(user))
return //Robots can't interact with storage items.
if(!can_be_inserted(W, 0 , user))
return
handle_item_insertion(W, 0 , user)
/obj/item/weapon/storage/attack_hand(mob/user)
if(user.s_active == src && loc == user) //if you're already looking inside the storage item
user.s_active.close(user)
close(user)
return
playsound(loc, "rustle", 50, 1, -5)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.l_store == src && !H.get_active_hand()) //Prevents opening if it's in a pocket.
H.put_in_hands(src)
H.l_store = null
return
if(H.r_store == src && !H.get_active_hand())
H.put_in_hands(src)
H.r_store = null
return
orient2hud(user)
if(loc == user)
if(user.s_active)
user.s_active.close(user)
show_to(user)
else
..()
for(var/mob/M in range(1))
if(M.s_active == src)
close(M)
add_fingerprint(user)
/obj/item/weapon/storage/attack_paw(mob/user)
return attack_hand(user)
/obj/item/weapon/storage/verb/toggle_gathering_mode()
set name = "Switch Gathering Method"
set category = "Object"
if(usr.stat || !usr.canmove || usr.restrained())
return
collection_mode = (collection_mode+1)%3
switch (collection_mode)
if(2)
usr << "[src] now picks up all items of a single type at once."
if(1)
usr << "[src] now picks up all items in a tile at once."
if(0)
usr << "[src] now picks up one item at a time."
// Empty all the contents onto the current turf
/obj/item/weapon/storage/verb/quick_empty()
set name = "Empty Contents"
set category = "Object"
if((!ishuman(usr) && (loc != usr)) || usr.stat || usr.restrained() ||!usr.canmove)
return
do_quick_empty()
// Empty all the contents onto the current turf, without checking the user's status.
/obj/item/weapon/storage/proc/do_quick_empty()
var/turf/T = get_turf(src)
if(usr)
hide_from(usr)
for(var/obj/item/I in contents)
remove_from_storage(I, T)
/obj/item/weapon/storage/New()
..()
if(allow_quick_empty)
verbs += /obj/item/weapon/storage/verb/quick_empty
else
verbs -= /obj/item/weapon/storage/verb/quick_empty
if(allow_quick_gather)
verbs += /obj/item/weapon/storage/verb/toggle_gathering_mode
else
verbs -= /obj/item/weapon/storage/verb/toggle_gathering_mode
boxes = new /obj/screen/storage()
boxes.name = "storage"
boxes.master = src
boxes.icon_state = "block"
boxes.screen_loc = "7,7 to 10,8"
boxes.layer = HUD_LAYER
closer = new /obj/screen/close()
closer.master = src
closer.icon_state = "backpack_close"
closer.layer = ABOVE_HUD_LAYER
orient2hud()
/obj/item/weapon/storage/Destroy()
for(var/obj/O in contents)
O.mouse_opacity = initial(O.mouse_opacity)
close_all()
qdel(boxes)
qdel(closer)
return ..()
/obj/item/weapon/storage/emp_act(severity)
if(!istype(loc, /mob/living))
for(var/obj/O in contents)
O.emp_act(severity)
..()
/obj/item/weapon/storage/attack_self(mob/user)
//Clicking on itself will empty it, if it has the verb to do that.
if(user.get_active_hand() == src)
if(verbs.Find(/obj/item/weapon/storage/verb/quick_empty))
quick_empty()
/obj/item/weapon/storage/handle_atom_del(atom/A)
if(A in contents)
usr = null
remove_from_storage(A, loc)
@@ -0,0 +1,136 @@
/obj/item/weapon/storage/toolbox
name = "toolbox"
desc = "Danger. Very robust."
icon_state = "red"
item_state = "toolbox_red"
flags = CONDUCT
force = 10
throwforce = 10
throw_speed = 2
throw_range = 7
w_class = 4
materials = list(MAT_METAL = 500)
origin_tech = "combat=1;engineering=1"
attack_verb = list("robusted")
hitsound = 'sound/weapons/smash.ogg'
/obj/item/weapon/storage/toolbox/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] robusts \himself with [src]! It looks like \he's trying to commit suicide..</span>")
return (BRUTELOSS)
/obj/item/weapon/storage/toolbox/emergency
name = "emergency toolbox"
icon_state = "red"
item_state = "toolbox_red"
/obj/item/weapon/storage/toolbox/emergency/New()
..()
new /obj/item/weapon/crowbar/red(src)
new /obj/item/weapon/weldingtool/mini(src)
new /obj/item/weapon/extinguisher/mini(src)
if(prob(50))
new /obj/item/device/flashlight(src)
else
new /obj/item/device/flashlight/flare(src)
new /obj/item/device/radio/off(src)
/obj/item/weapon/storage/toolbox/mechanical
name = "mechanical toolbox"
icon_state = "blue"
item_state = "toolbox_blue"
/obj/item/weapon/storage/toolbox/mechanical/New()
..()
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/device/analyzer(src)
new /obj/item/weapon/wirecutters(src)
/obj/item/weapon/storage/toolbox/electrical
name = "electrical toolbox"
icon_state = "yellow"
item_state = "toolbox_yellow"
/obj/item/weapon/storage/toolbox/electrical/New()
..()
var/color = pick("red","yellow","green","blue","pink","orange","cyan","white")
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/t_scanner(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/stack/cable_coil(src,30,color)
new /obj/item/stack/cable_coil(src,30,color)
if(prob(5))
new /obj/item/clothing/gloves/color/yellow(src)
else
new /obj/item/stack/cable_coil(src,30,color)
/obj/item/weapon/storage/toolbox/syndicate
name = "suspicious looking toolbox"
icon_state = "syndicate"
item_state = "toolbox_syndi"
origin_tech = "combat=2;syndicate=1;engineering=2"
silent = 1
force = 15
throwforce = 18
/obj/item/weapon/storage/toolbox/syndicate/New()
..()
new /obj/item/weapon/screwdriver/nuke(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool/largetank(src)
new /obj/item/weapon/crowbar/red(src)
new /obj/item/weapon/wirecutters(src, "red")
new /obj/item/device/multitool(src)
new /obj/item/clothing/gloves/combat(src)
/obj/item/weapon/storage/toolbox/drone
name = "mechanical toolbox"
icon_state = "blue"
item_state = "toolbox_blue"
/obj/item/weapon/storage/toolbox/drone/New()
..()
var/color = pick("red","yellow","green","blue","pink","orange","cyan","white")
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/stack/cable_coil(src,30,color)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/multitool(src)
/obj/item/weapon/storage/toolbox/brass
name = "brass box"
desc = "A huge brass box with several indentations in its surface."
icon_state = "brassbox"
w_class = 5
max_w_class = 3
max_combined_w_class = 28
storage_slots = 28
slowdown = 1
flags = HANDSLOW
attack_verb = list("robusted", "crushed", "smashed")
var/proselytizer_type = /obj/item/clockwork/clockwork_proselytizer/scarab
/obj/item/weapon/storage/toolbox/brass/prefilled/New()
..()
new proselytizer_type(src)
new /obj/item/weapon/screwdriver/brass(src)
new /obj/item/weapon/wirecutters/brass(src)
new /obj/item/weapon/wrench/brass(src)
new /obj/item/weapon/crowbar/brass(src)
new /obj/item/weapon/weldingtool/experimental/brass(src)
/obj/item/weapon/storage/toolbox/brass/prefilled/ratvar
var/slab_type = /obj/item/clockwork/slab/scarab
/obj/item/weapon/storage/toolbox/brass/prefilled/ratvar/New()
..()
new slab_type(src)
/obj/item/weapon/storage/toolbox/brass/prefilled/ratvar/admin
slab_type = /obj/item/clockwork/slab/debug
proselytizer_type = /obj/item/clockwork/clockwork_proselytizer/scarab/debug
@@ -0,0 +1,285 @@
/obj/item/weapon/storage/box/syndicate/
/obj/item/weapon/storage/box/syndicate/New()
..()
switch (pickweight(list("bloodyspai" = 3, "stealth" = 3, "bond" = 1, "screwed" = 3, "sabotage" = 3, "guns" = 1, "murder" = 2, "implant" = 2, "hacker" = 2, "lordsingulo" = 2, "darklord" = 1)))
if("bloodyspai")
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/mask/chameleon(src)
new /obj/item/weapon/card/id/syndicate(src)
new /obj/item/clothing/shoes/chameleon(src)
new /obj/item/device/camera_bug(src)
new /obj/item/device/multitool/ai_detect(src)
new /obj/item/device/encryptionkey/syndicate(src)
new /obj/item/weapon/reagent_containers/syringe/mulligan(src)
new /obj/item/weapon/switchblade(src)
return
if("stealth")
new /obj/item/weapon/gun/energy/kinetic_accelerator/crossbow(src)
new /obj/item/weapon/pen/sleepy(src)
new /obj/item/device/healthanalyzer/rad_laser(src)
new /obj/item/device/chameleon(src)
new /obj/item/weapon/soap/syndie(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
return
if("bond")
new /obj/item/weapon/gun/projectile/automatic/pistol(src)
new /obj/item/weapon/suppressor(src)
new /obj/item/ammo_box/magazine/m10mm(src)
new /obj/item/ammo_box/magazine/m10mm(src)
new /obj/item/clothing/under/chameleon(src)
new /obj/item/weapon/card/id/syndicate(src)
new /obj/item/weapon/reagent_containers/syringe/stimulants(src)
return
if("screwed")
new /obj/item/device/sbeacondrop/bomb(src)
new /obj/item/weapon/grenade/syndieminibomb(src)
new /obj/item/device/sbeacondrop/powersink(src)
new /obj/item/clothing/suit/space/syndicate/black/red(src)
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
new /obj/item/device/encryptionkey/syndicate(src)
return
if("guns")
new /obj/item/weapon/gun/projectile/revolver(src)
new /obj/item/ammo_box/a357(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/weapon/grenade/plastic/c4(src)
new /obj/item/clothing/gloves/color/latex/nitrile(src)
new /obj/item/clothing/mask/gas/clown_hat(src)
new /obj/item/clothing/under/suit_jacket/really_black(src)
return
if("murder")
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/clothing/shoes/chameleon(src)
return
if("implant")
new /obj/item/weapon/implanter/freedom(src)
new /obj/item/weapon/implanter/uplink(src)
new /obj/item/weapon/implanter/emp(src)
new /obj/item/weapon/implanter/adrenalin(src)
new /obj/item/weapon/implanter/explosive(src)
new /obj/item/weapon/implanter/storage(src)
return
if("hacker")
new /obj/item/weapon/aiModule/syndicate(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/device/encryptionkey/binary(src)
new /obj/item/weapon/aiModule/toyAI(src)
new /obj/item/device/multitool/ai_detect(src)
return
if("lordsingulo")
new /obj/item/device/sbeacondrop(src)
new /obj/item/clothing/suit/space/syndicate/black/red(src)
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
new /obj/item/weapon/card/emag(src)
return
if("sabotage")
new /obj/item/weapon/grenade/plastic/c4 (src)
new /obj/item/weapon/grenade/plastic/c4 (src)
new /obj/item/device/doorCharge(src)
new /obj/item/device/doorCharge(src)
new /obj/item/device/camera_bug(src)
new /obj/item/device/sbeacondrop/powersink(src)
new /obj/item/weapon/cartridge/syndicate(src)
if("darklord")
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/weapon/dnainjector/telemut/darkbundle(src)
new /obj/item/clothing/suit/hooded/chaplain_hoodie(src)
new /obj/item/weapon/card/id/syndicate(src)
return
/obj/item/weapon/storage/box/syndie_kit
name = "box"
desc = "A sleek, sturdy box."
icon_state = "box_of_doom"
/obj/item/weapon/storage/box/syndie_kit/imp_freedom
name = "boxed freedom implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_freedom/New()
..()
var/obj/item/weapon/implanter/O = new(src)
O.imp = new /obj/item/weapon/implant/freedom(O)
O.update_icon()
return
/*/obj/item/weapon/storage/box/syndie_kit/imp_compress
name = "Compressed Matter Implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_compress/New()
new /obj/item/weapon/implanter/compressed(src)
..()
return
*/
/obj/item/weapon/storage/box/syndie_kit/imp_microbomb
name = "Microbomb Implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_microbomb/New()
var/obj/item/weapon/implanter/O = new(src)
O.imp = new /obj/item/weapon/implant/explosive(O)
O.update_icon()
..()
return
/obj/item/weapon/storage/box/syndie_kit/imp_macrobomb
name = "Macrobomb Implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_macrobomb/New()
var/obj/item/weapon/implanter/O = new(src)
O.imp = new /obj/item/weapon/implant/explosive/macro(O)
O.update_icon()
..()
return
/obj/item/weapon/storage/box/syndie_kit/imp_uplink
name = "boxed uplink implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_uplink/New()
..()
var/obj/item/weapon/implanter/O = new(src)
O.imp = new /obj/item/weapon/implant/uplink(O)
O.update_icon()
return
/obj/item/weapon/storage/box/syndie_kit/bioterror
name = "bioterror syringe box"
/obj/item/weapon/storage/box/syndie_kit/bioterror/New()
..()
for(var/i in 1 to 7)
new /obj/item/weapon/reagent_containers/syringe/bioterror(src)
return
/obj/item/weapon/storage/box/syndie_kit/imp_adrenal
name = "boxed adrenal implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_adrenal/New()
..()
var/obj/item/weapon/implanter/O = new(src)
O.imp = new /obj/item/weapon/implant/adrenalin(O)
O.update_icon()
return
/obj/item/weapon/storage/box/syndie_kit/imp_storage
name = "boxed storage implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_storage/New()
..()
new /obj/item/weapon/implanter/storage(src)
return
/obj/item/weapon/storage/box/syndie_kit/space
name = "boxed space suit and helmet"
can_hold = list(/obj/item/clothing/suit/space/syndicate, /obj/item/clothing/head/helmet/space/syndicate)
max_w_class = 3
/obj/item/weapon/storage/box/syndie_kit/space/New()
..()
new /obj/item/clothing/suit/space/syndicate/black/red(src) // Black and red is so in right now
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
return
/obj/item/weapon/storage/box/syndie_kit/emp
name = "boxed EMP kit"
/obj/item/weapon/storage/box/syndie_kit/emp/New()
..()
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/implanter/emp(src)
/obj/item/weapon/storage/box/syndie_kit/chemical
name = "boxed chemical kit"
storage_slots = 14
/obj/item/weapon/storage/box/syndie_kit/chemical/New()
..()
new /obj/item/weapon/reagent_containers/glass/bottle/polonium(src)
new /obj/item/weapon/reagent_containers/glass/bottle/venom(src)
new /obj/item/weapon/reagent_containers/glass/bottle/neurotoxin2(src)
new /obj/item/weapon/reagent_containers/glass/bottle/formaldehyde(src)
new /obj/item/weapon/reagent_containers/glass/bottle/cyanide(src)
new /obj/item/weapon/reagent_containers/glass/bottle/histamine(src)
new /obj/item/weapon/reagent_containers/glass/bottle/initropidril(src)
new /obj/item/weapon/reagent_containers/glass/bottle/pancuronium(src)
new /obj/item/weapon/reagent_containers/glass/bottle/sodium_thiopental(src)
new /obj/item/weapon/reagent_containers/glass/bottle/coniine(src)
new /obj/item/weapon/reagent_containers/glass/bottle/curare(src)
new /obj/item/weapon/reagent_containers/glass/bottle/amanitin(src)
new /obj/item/weapon/reagent_containers/syringe(src)
return
/obj/item/weapon/storage/box/syndie_kit/nuke
name = "box"
/obj/item/weapon/storage/box/syndie_kit/nuke/New()
..()
new /obj/item/weapon/screwdriver/nuke(src)
new /obj/item/nuke_core_container(src)
new /obj/item/weapon/paper/nuke_instructions(src)
/obj/item/weapon/storage/box/syndie_kit/tuberculosisgrenade
name = "boxed virus grenade kit"
/obj/item/weapon/storage/box/syndie_kit/tuberculosisgrenade/New()
..()
new /obj/item/weapon/grenade/chem_grenade/tuberculosis(src)
for(var/i in 1 to 5)
new /obj/item/weapon/reagent_containers/hypospray/medipen/tuberculosiscure(src)
new /obj/item/weapon/reagent_containers/syringe(src)
new /obj/item/weapon/reagent_containers/glass/bottle/tuberculosiscure(src)
/obj/item/weapon/storage/box/syndie_kit/chameleon
name = "chameleon kit"
/obj/item/weapon/storage/box/syndie_kit/chameleon/New()
..()
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/suit/chameleon(src)
new /obj/item/clothing/gloves/chameleon(src)
new /obj/item/clothing/shoes/chameleon(src)
new /obj/item/clothing/glasses/chameleon(src)
new /obj/item/clothing/head/chameleon(src)
new /obj/item/clothing/mask/chameleon(src)
new /obj/item/weapon/storage/backpack/chameleon(src)
new /obj/item/device/radio/headset/chameleon(src)
new /obj/item/weapon/stamp/chameleon(src)
new /obj/item/device/pda/chameleon(src)
new /obj/item/weapon/gun/energy/laser/chameleon(src)
//5*(2*4) = 5*8 = 45, 45 damage if you hit one person with all 5 stars.
//Not counting the damage it will do while embedded (2*4 = 8, at 15% chance)
/obj/item/weapon/storage/box/syndie_kit/throwing_weapons/New()
..()
contents = list()
new /obj/item/weapon/throwing_star(src)
new /obj/item/weapon/throwing_star(src)
new /obj/item/weapon/throwing_star(src)
new /obj/item/weapon/throwing_star(src)
new /obj/item/weapon/throwing_star(src)
new /obj/item/weapon/restraints/legcuffs/bola/tactical(src)
new /obj/item/weapon/restraints/legcuffs/bola/tactical(src)
/obj/item/weapon/storage/box/syndie_kit/cutouts/New()
..()
for(var/i in 1 to 3)
new/obj/item/cardboard_cutout/adaptive(src)
new/obj/item/toy/crayon/rainbow(src)
@@ -0,0 +1,89 @@
/obj/item/weapon/storage/wallet
name = "wallet"
desc = "It can hold a few small and personal things."
storage_slots = 4
icon_state = "wallet"
w_class = 2
burn_state = FLAMMABLE
can_hold = list(
/obj/item/stack/spacecash,
/obj/item/weapon/card,
/obj/item/clothing/mask/cigarette,
/obj/item/device/flashlight/pen,
/obj/item/seeds,
/obj/item/stack/medical,
/obj/item/toy/crayon,
/obj/item/weapon/coin,
/obj/item/weapon/dice,
/obj/item/weapon/disk,
/obj/item/weapon/implanter,
/obj/item/weapon/lighter,
/obj/item/weapon/lipstick,
/obj/item/weapon/match,
/obj/item/weapon/paper,
/obj/item/weapon/pen,
/obj/item/weapon/photo,
/obj/item/weapon/reagent_containers/dropper,
/obj/item/weapon/reagent_containers/syringe,
/obj/item/weapon/screwdriver,
/obj/item/weapon/stamp)
slot_flags = SLOT_ID
var/obj/item/weapon/card/id/front_id = null
var/list/combined_access = list()
/obj/item/weapon/storage/wallet/remove_from_storage(obj/item/W, atom/new_location)
. = ..(W, new_location)
if(.)
if(istype(W, /obj/item/weapon/card/id))
if(W == front_id)
front_id = null
refreshID()
update_icon()
/obj/item/weapon/storage/wallet/proc/refreshID()
combined_access.Cut()
for(var/obj/item/weapon/card/id/I in contents)
if(!front_id)
front_id = I
update_icon()
combined_access |= I.access
/obj/item/weapon/storage/wallet/handle_item_insertion(obj/item/W, prevent_warning = 0)
. = ..()
if(.)
if(istype(W, /obj/item/weapon/card/id))
refreshID()
/obj/item/weapon/storage/wallet/update_icon()
icon_state = "wallet"
if(front_id)
icon_state = "wallet_[front_id.icon_state]"
/obj/item/weapon/storage/wallet/GetID()
return front_id
/obj/item/weapon/storage/wallet/GetAccess()
if(combined_access.len)
return combined_access
else
return ..()
/obj/item/weapon/storage/wallet/random/New()
..()
var/item1_type = pick( /obj/item/stack/spacecash/c10,/obj/item/stack/spacecash/c100,/obj/item/stack/spacecash/c1000,/obj/item/stack/spacecash/c20,/obj/item/stack/spacecash/c200,/obj/item/stack/spacecash/c50, /obj/item/stack/spacecash/c500)
var/item2_type
if(prob(50))
item2_type = pick( /obj/item/stack/spacecash/c10,/obj/item/stack/spacecash/c100,/obj/item/stack/spacecash/c1000,/obj/item/stack/spacecash/c20,/obj/item/stack/spacecash/c200,/obj/item/stack/spacecash/c50, /obj/item/stack/spacecash/c500)
var/item3_type = pick( /obj/item/weapon/coin/silver, /obj/item/weapon/coin/silver, /obj/item/weapon/coin/gold, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron )
spawn(2)
if(item1_type)
new item1_type(src)
if(item2_type)
new item2_type(src)
if(item3_type)
new item3_type(src)