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SandPoot
2022-02-25 16:58:09 -03:00
parent 87d30e1a4f
commit 5029af901b
206 changed files with 782 additions and 818 deletions
+12 -12
View File
@@ -182,7 +182,7 @@
held_items[hand_index] = I
I.layer = ABOVE_HUD_LAYER
I.plane = ABOVE_HUD_PLANE
I.equipped(src, SLOT_HANDS)
I.equipped(src, ITEM_SLOT_HANDS)
if(I.pulledby)
I.pulledby.stop_pulling()
update_inv_hands()
@@ -375,14 +375,14 @@
if(!slot_priority)
slot_priority = list( \
SLOT_BACK, SLOT_WEAR_ID,\
SLOT_W_UNIFORM, SLOT_WEAR_SUIT,\
SLOT_WEAR_MASK, SLOT_HEAD, SLOT_NECK,\
SLOT_SHOES, SLOT_GLOVES,\
SLOT_EARS, SLOT_GLASSES,\
SLOT_BELT, SLOT_S_STORE,\
SLOT_L_STORE, SLOT_R_STORE,\
SLOT_GENERC_DEXTROUS_STORAGE\
ITEM_SLOT_BACK, ITEM_SLOT_ID,\
ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\
ITEM_SLOT_MASK, ITEM_SLOT_HEAD, ITEM_SLOT_NECK,\
ITEM_SLOT_FEET, ITEM_SLOT_GLOVES,\
ITEM_SLOT_EARS, ITEM_SLOT_EYES,\
ITEM_SLOT_BELT, ITEM_SLOT_SUITSTORE,\
ITEM_SLOT_LPOCKET, ITEM_SLOT_RPOCKET,\
ITEM_SLOT_DEX_STORAGE\
)
for(var/slot in slot_priority)
@@ -424,7 +424,7 @@
if(M.active_storage && M.active_storage.parent && SEND_SIGNAL(M.active_storage.parent, COMSIG_TRY_STORAGE_INSERT, src,M))
return TRUE
var/list/obj/item/possible = list(M.get_inactive_held_item(), M.get_item_by_slot(SLOT_BELT), M.get_item_by_slot(SLOT_GENERC_DEXTROUS_STORAGE), M.get_item_by_slot(SLOT_BACK))
var/list/obj/item/possible = list(M.get_inactive_held_item(), M.get_item_by_slot(ITEM_SLOT_BELT), M.get_item_by_slot(ITEM_SLOT_DEX_STORAGE), M.get_item_by_slot(ITEM_SLOT_BACK))
for(var/i in possible)
if(!i)
continue
@@ -446,10 +446,10 @@
//used in code for items usable by both carbon and drones, this gives the proper back slot for each mob.(defibrillator, backpack watertank, ...)
/mob/proc/getBackSlot()
return SLOT_BACK
return ITEM_SLOT_BACK
/mob/proc/getBeltSlot()
return SLOT_BELT
return ITEM_SLOT_BELT
@@ -172,7 +172,7 @@
if(target.dropItemToGround(W))
target.visible_message("<span class='danger'>[src] tears [W] off of [target]'s face!</span>", \
"<span class='userdanger'>[src] tears [W] off of [target]'s face!</span>")
target.equip_to_slot_if_possible(src, SLOT_WEAR_MASK, 0, 1, 1)
target.equip_to_slot_if_possible(src, ITEM_SLOT_MASK, 0, 1, 1)
return TRUE // time for a smoke
/obj/item/clothing/mask/facehugger/proc/Attach(mob/living/M)
@@ -259,7 +259,7 @@
return 1
var/mob/living/carbon/C = M
if(ishuman(C) && !(SLOT_WEAR_MASK in C.dna.species.no_equip))
if(ishuman(C) && !(ITEM_SLOT_MASK in C.dna.species.no_equip))
var/mob/living/carbon/human/H = C
if(H.is_mouth_covered(head_only = 1))
return FALSE
+5 -5
View File
@@ -261,7 +261,7 @@
// too soon.
var/buckle_cd = 600
if(handcuffed)
var/obj/item/restraints/O = src.get_item_by_slot(SLOT_HANDCUFFED)
var/obj/item/restraints/O = src.get_item_by_slot(ITEM_SLOT_HANDCUFFED)
buckle_cd = O.breakouttime
MarkResistTime()
visible_message("<span class='warning'>[src] attempts to unbuckle [p_them()]self!</span>", \
@@ -1137,15 +1137,15 @@
/mob/living/carbon/check_obscured_slots()
if(head)
if(head.flags_inv & HIDEMASK)
LAZYOR(., SLOT_WEAR_MASK)
LAZYOR(., ITEM_SLOT_MASK)
if(head.flags_inv & HIDEEYES)
LAZYOR(., SLOT_GLASSES)
LAZYOR(., ITEM_SLOT_EYES)
if(head.flags_inv & HIDEEARS)
LAZYOR(., SLOT_EARS)
LAZYOR(., ITEM_SLOT_EARS)
if(wear_mask)
if(wear_mask.flags_inv & HIDEEYES)
LAZYOR(., SLOT_GLASSES)
LAZYOR(., ITEM_SLOT_EYES)
// if any of our bodyparts are bleeding
/mob/living/carbon/proc/is_bleeding()
@@ -24,7 +24,7 @@
/mob/living/carbon/get_ear_protection()
var/number = ..()
var/obj/item/organ/ears/E = getorganslot(ORGAN_SLOT_EARS)
var/obj/item/organ/ears/E = getorganslot(ORGAN_ITEM_SLOT_EARS)
if(!E)
number = INFINITY
else
@@ -417,7 +417,7 @@
SEND_SIGNAL(src, COMSIG_CARBON_SOUNDBANG, reflist)
intensity = reflist[1]
var/ear_safety = get_ear_protection()
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
var/obj/item/organ/ears/ears = getorganslot(ORGAN_ITEM_SLOT_EARS)
var/effect_amount = intensity - ear_safety
if(effect_amount > 0)
if(stun_pwr)
@@ -457,7 +457,7 @@
/mob/living/carbon/can_hear()
. = FALSE
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
var/obj/item/organ/ears/ears = getorganslot(ORGAN_ITEM_SLOT_EARS)
if(istype(ears) && !ears.deaf)
. = TRUE
@@ -1,10 +1,10 @@
/datum/strippable_item/mob_item_slot/head
key = STRIPPABLE_ITEM_HEAD
item_slot = SLOT_HEAD
item_slot = ITEM_SLOT_HEAD
/datum/strippable_item/mob_item_slot/back
key = STRIPPABLE_ITEM_BACK
item_slot = SLOT_BACK
item_slot = ITEM_SLOT_BACK
/datum/strippable_item/mob_item_slot/back/get_alternate_action(atom/source, mob/user)
if(..() == FALSE)
@@ -18,15 +18,15 @@
/datum/strippable_item/mob_item_slot/mask
key = STRIPPABLE_ITEM_MASK
item_slot = SLOT_WEAR_MASK
item_slot = ITEM_SLOT_MASK
/datum/strippable_item/mob_item_slot/neck
key = STRIPPABLE_ITEM_NECK
item_slot = SLOT_NECK
item_slot = ITEM_SLOT_NECK
/datum/strippable_item/mob_item_slot/handcuffs
key = STRIPPABLE_ITEM_HANDCUFFS
item_slot = SLOT_HANDCUFFED
item_slot = ITEM_SLOT_HANDCUFFED
/datum/strippable_item/mob_item_slot/handcuffs/should_show(atom/source, mob/user)
if (!iscarbon(source))
@@ -41,7 +41,7 @@
/datum/strippable_item/mob_item_slot/legcuffs
key = STRIPPABLE_ITEM_LEGCUFFS
item_slot = SLOT_LEGCUFFED
item_slot = ITEM_SLOT_LEGCUFFED
/datum/strippable_item/mob_item_slot/legcuffs/should_show(atom/source, mob/user)
if (!iscarbon(source))
@@ -102,7 +102,7 @@
if("jamcoolanthud")
hud_used.coolant_display.jam(10)
if("receporgandamage")
adjustOrganLoss(ORGAN_SLOT_EARS, rand(10, 20))
adjustOrganLoss(ORGAN_ITEM_SLOT_EARS, rand(10, 20))
adjustOrganLoss(ORGAN_SLOT_EYES, rand(10, 20))
to_chat(src, "<span class='warning'>Power spike detected in auditory and visual systems!</span>")
if("longlimbdisable")
@@ -31,7 +31,7 @@
. += "[t_He] [t_is] a [spec_trait_examine_font()][dna.custom_species ? dna.custom_species : dna.species.name]</font>!"
//uniform
if(w_uniform && !(SLOT_W_UNIFORM in obscured))
if(w_uniform && !(ITEM_SLOT_ICLOTHING in obscured))
//accessory
var/accessory_msg
if(istype(w_uniform, /obj/item/clothing/under))
@@ -47,7 +47,7 @@
if(wear_suit && !(wear_suit.obj_flags & EXAMINE_SKIP))
. += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)]."
//suit/armor storage
if(s_store && !(SLOT_S_STORE in obscured))
if(s_store && !(ITEM_SLOT_SUITSTORE in obscured))
. += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name]."
//back
if(back)
@@ -59,7 +59,7 @@
. += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))]."
//gloves
if(gloves && !(SLOT_GLOVES in obscured))
if(gloves && !(ITEM_SLOT_GLOVES in obscured))
. += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands."
else if(length(blood_DNA))
var/hand_number = get_num_arms(FALSE)
@@ -78,18 +78,18 @@
. += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist."
//shoes
if(shoes && !(SLOT_SHOES in obscured))
if(shoes && !(ITEM_SLOT_FEET in obscured))
. += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet."
//mask
if(wear_mask && !(SLOT_WEAR_MASK in obscured))
if(wear_mask && !(ITEM_SLOT_MASK in obscured))
. += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face."
if(wear_neck && !(SLOT_NECK in obscured))
if(wear_neck && !(ITEM_SLOT_NECK in obscured))
. += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck."
//eyes
if(!(SLOT_GLASSES in obscured))
if(!(ITEM_SLOT_EYES in obscured))
if(glasses)
. += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes."
else if((left_eye_color == BLOODCULT_EYE || right_eye_color == BLOODCULT_EYE) && iscultist(src) && HAS_TRAIT(src, TRAIT_CULT_EYES))
@@ -100,7 +100,7 @@
. += "<b><font color=orange>[t_His] eyes are flickering a bright yellow!</font></b>"
//ears
if(ears && !(SLOT_EARS in obscured))
if(ears && !(ITEM_SLOT_EARS in obscured))
. += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears."
//ID
@@ -372,11 +372,11 @@
. = ..()
if(wear_suit)
if(wear_suit.flags_inv & HIDEGLOVES)
LAZYOR(., SLOT_GLOVES)
LAZYOR(., ITEM_SLOT_GLOVES)
if(wear_suit.flags_inv & HIDEJUMPSUIT)
LAZYOR(., SLOT_W_UNIFORM)
LAZYOR(., ITEM_SLOT_ICLOTHING)
if(wear_suit.flags_inv & HIDESHOES)
LAZYOR(., SLOT_SHOES)
LAZYOR(., ITEM_SLOT_FEET)
/mob/living/carbon/human/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null)
if(judgement_criteria & JUDGE_EMAGGED)
@@ -35,15 +35,15 @@ GLOBAL_LIST_INIT(strippable_human_items, create_strippable_list(list(
/datum/strippable_item/mob_item_slot/eyes
key = STRIPPABLE_ITEM_EYES
item_slot = SLOT_GLASSES
item_slot = ITEM_SLOT_EYES
/datum/strippable_item/mob_item_slot/ears
key = STRIPPABLE_ITEM_EARS
item_slot = SLOT_EARS
item_slot = ITEM_SLOT_EARS
/datum/strippable_item/mob_item_slot/jumpsuit
key = STRIPPABLE_ITEM_JUMPSUIT
item_slot = SLOT_W_UNIFORM
item_slot = ITEM_SLOT_ICLOTHING
/datum/strippable_item/mob_item_slot/jumpsuit/get_alternate_action(atom/source, mob/user)
if(..() == FALSE)
@@ -75,7 +75,7 @@ GLOBAL_LIST_INIT(strippable_human_items, create_strippable_list(list(
/datum/strippable_item/mob_item_slot/suit
key = STRIPPABLE_ITEM_SUIT
item_slot = SLOT_WEAR_SUIT
item_slot = ITEM_SLOT_OCLOTHING
/datum/strippable_item/mob_item_slot/suit/get_alternate_action(atom/source, mob/user)
if(..() == FALSE)
@@ -108,11 +108,11 @@ GLOBAL_LIST_INIT(strippable_human_items, create_strippable_list(list(
/datum/strippable_item/mob_item_slot/gloves
key = STRIPPABLE_ITEM_GLOVES
item_slot = SLOT_GLOVES
item_slot = ITEM_SLOT_GLOVES
/datum/strippable_item/mob_item_slot/feet
key = STRIPPABLE_ITEM_FEET
item_slot = SLOT_SHOES
item_slot = ITEM_SLOT_FEET
/datum/strippable_item/mob_item_slot/feet/get_alternate_action(atom/source, mob/user)
if(..() == FALSE)
@@ -141,7 +141,7 @@ GLOBAL_LIST_INIT(strippable_human_items, create_strippable_list(list(
/datum/strippable_item/mob_item_slot/suit_storage
key = STRIPPABLE_ITEM_SUIT_STORAGE
item_slot = SLOT_S_STORE
item_slot = ITEM_SLOT_SUITSTORE
/datum/strippable_item/mob_item_slot/suit_storage/get_alternate_action(atom/source, mob/user)
if(..() == FALSE)
@@ -155,11 +155,11 @@ GLOBAL_LIST_INIT(strippable_human_items, create_strippable_list(list(
/datum/strippable_item/mob_item_slot/id
key = STRIPPABLE_ITEM_ID
item_slot = SLOT_WEAR_ID
item_slot = ITEM_SLOT_ID
/datum/strippable_item/mob_item_slot/belt
key = STRIPPABLE_ITEM_BELT
item_slot = SLOT_BELT
item_slot = ITEM_SLOT_BELT
/datum/strippable_item/mob_item_slot/belt/get_alternate_action(atom/source, mob/user)
if(..() == FALSE)
@@ -212,12 +212,12 @@ GLOBAL_LIST_INIT(strippable_human_items, create_strippable_list(list(
/datum/strippable_item/mob_item_slot/pocket/left
key = STRIPPABLE_ITEM_LPOCKET
item_slot = SLOT_L_STORE
item_slot = ITEM_SLOT_LPOCKET
pocket_side = "left"
/datum/strippable_item/mob_item_slot/pocket/right
key = STRIPPABLE_ITEM_RPOCKET
item_slot = SLOT_R_STORE
item_slot = ITEM_SLOT_RPOCKET
pocket_side = "right"
/proc/get_strippable_alternate_action_internals(obj/item/item, atom/source)
@@ -17,39 +17,39 @@
// Return the item currently in the slot ID
/mob/living/carbon/human/get_item_by_slot(slot_id)
switch(slot_id)
if(SLOT_BACK)
if(ITEM_SLOT_BACK)
return back
if(SLOT_WEAR_MASK)
if(ITEM_SLOT_MASK)
return wear_mask
if(SLOT_NECK)
if(ITEM_SLOT_NECK)
return wear_neck
if(SLOT_HANDCUFFED)
if(ITEM_SLOT_HANDCUFFED)
return handcuffed
if(SLOT_LEGCUFFED)
if(ITEM_SLOT_LEGCUFFED)
return legcuffed
if(SLOT_BELT)
if(ITEM_SLOT_BELT)
return belt
if(SLOT_WEAR_ID)
if(ITEM_SLOT_ID)
return wear_id
if(SLOT_EARS)
if(ITEM_SLOT_EARS)
return ears
if(SLOT_GLASSES)
if(ITEM_SLOT_EYES)
return glasses
if(SLOT_GLOVES)
if(ITEM_SLOT_GLOVES)
return gloves
if(SLOT_HEAD)
if(ITEM_SLOT_HEAD)
return head
if(SLOT_SHOES)
if(ITEM_SLOT_FEET)
return shoes
if(SLOT_WEAR_SUIT)
if(ITEM_SLOT_OCLOTHING)
return wear_suit
if(SLOT_W_UNIFORM)
if(ITEM_SLOT_ICLOTHING)
return w_uniform
if(SLOT_L_STORE)
if(ITEM_SLOT_LPOCKET)
return l_store
if(SLOT_R_STORE)
if(ITEM_SLOT_RPOCKET)
return r_store
if(SLOT_S_STORE)
if(ITEM_SLOT_SUITSTORE)
return s_store
return null
@@ -98,17 +98,17 @@
var/not_handled = FALSE //Added in case we make this type path deeper one day
switch(slot)
if(SLOT_BELT)
if(ITEM_SLOT_BELT)
belt = I
update_inv_belt()
if(SLOT_WEAR_ID)
if(ITEM_SLOT_ID)
wear_id = I
sec_hud_set_ID()
update_inv_wear_id()
if(SLOT_EARS)
if(ITEM_SLOT_EARS)
ears = I
update_inv_ears()
if(SLOT_GLASSES)
if(ITEM_SLOT_EYES)
glasses = I
var/obj/item/clothing/glasses/G = I
if(G.glass_colour_type)
@@ -121,13 +121,13 @@
if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
update_sight()
update_inv_glasses()
if(SLOT_GLOVES)
if(ITEM_SLOT_GLOVES)
gloves = I
update_inv_gloves()
if(SLOT_SHOES)
if(ITEM_SLOT_FEET)
shoes = I
update_inv_shoes()
if(SLOT_WEAR_SUIT)
if(ITEM_SLOT_OCLOTHING)
wear_suit = I
if(I.flags_inv & HIDEJUMPSUIT)
update_inv_w_uniform()
@@ -135,17 +135,17 @@
stop_pulling() //can't pull if restrained
update_action_buttons_icon() //certain action buttons will no longer be usable.
update_inv_wear_suit()
if(SLOT_W_UNIFORM)
if(ITEM_SLOT_ICLOTHING)
w_uniform = I
update_suit_sensors()
update_inv_w_uniform()
if(SLOT_L_STORE)
if(ITEM_SLOT_LPOCKET)
l_store = I
update_inv_pockets()
if(SLOT_R_STORE)
if(ITEM_SLOT_RPOCKET)
r_store = I
update_inv_pockets()
if(SLOT_S_STORE)
if(ITEM_SLOT_SUITSTORE)
s_store = I
update_inv_s_store()
else
@@ -296,7 +296,7 @@
if(incapacitated())
return
var/obj/item/thing = get_active_held_item()
var/obj/item/equipped_back = get_item_by_slot(SLOT_BACK)
var/obj/item/equipped_back = get_item_by_slot(ITEM_SLOT_BACK)
if(!equipped_back) // We also let you equip a backpack like this
if(!thing)
to_chat(src, "<span class='warning'>You have no backpack to take something out of!</span>")
@@ -327,7 +327,7 @@
if(incapacitated())
return
var/obj/item/thing = get_active_held_item()
var/obj/item/equipped_belt = get_item_by_slot(SLOT_BELT)
var/obj/item/equipped_belt = get_item_by_slot(ITEM_SLOT_BELT)
if(!equipped_belt) // We also let you equip a belt like this
if(!thing)
to_chat(src, "<span class='warning'>You have no belt to take something out of!</span>")
+22 -26
View File
@@ -337,7 +337,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/obj/item/organ/lungs/lungs = C.getorganslot(ORGAN_SLOT_LUNGS)
var/obj/item/organ/appendix/appendix = C.getorganslot(ORGAN_SLOT_APPENDIX)
var/obj/item/organ/eyes/eyes = C.getorganslot(ORGAN_SLOT_EYES)
var/obj/item/organ/ears/ears = C.getorganslot(ORGAN_SLOT_EARS)
var/obj/item/organ/ears/ears = C.getorganslot(ORGAN_ITEM_SLOT_EARS)
var/obj/item/organ/tongue/tongue = C.getorganslot(ORGAN_SLOT_TONGUE)
var/obj/item/organ/liver/liver = C.getorganslot(ORGAN_SLOT_LIVER)
var/obj/item/organ/stomach/stomach = C.getorganslot(ORGAN_SLOT_STOMACH)
@@ -1260,11 +1260,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/num_legs = H.get_num_legs(FALSE)
switch(slot)
if(SLOT_HANDS)
if(ITEM_SLOT_HANDS)
if(H.get_empty_held_indexes())
return TRUE
return FALSE
if(SLOT_WEAR_MASK)
if(ITEM_SLOT_MASK)
if(H.wear_mask)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_MASK))
@@ -1272,25 +1272,25 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!H.get_bodypart(BODY_ZONE_HEAD))
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_NECK)
if(ITEM_SLOT_NECK)
if(H.wear_neck)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_NECK) )
return FALSE
return TRUE
if(SLOT_BACK)
if(ITEM_SLOT_BACK)
if(H.back)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_BACK) )
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_WEAR_SUIT)
if(ITEM_SLOT_OCLOTHING)
if(H.wear_suit)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_OCLOTHING) )
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_GLOVES)
if(ITEM_SLOT_GLOVES)
if(H.gloves)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_GLOVES) )
@@ -1298,7 +1298,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(num_arms < 2)
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_SHOES)
if(ITEM_SLOT_FEET)
if(H.shoes)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_FEET) )
@@ -1311,7 +1311,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
else
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_BELT)
if(ITEM_SLOT_BELT)
if(H.belt)
return FALSE
if(!(I.item_flags & NO_UNIFORM_REQUIRED))
@@ -1323,7 +1323,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!(I.slot_flags & ITEM_SLOT_BELT))
return
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_GLASSES)
if(ITEM_SLOT_EYES)
if(H.glasses)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_EYES))
@@ -1331,7 +1331,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!H.get_bodypart(BODY_ZONE_HEAD))
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_HEAD)
if(ITEM_SLOT_HEAD)
if(H.head)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_HEAD))
@@ -1339,7 +1339,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!H.get_bodypart(BODY_ZONE_HEAD))
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_EARS)
if(ITEM_SLOT_EARS)
if(H.ears)
return FALSE
if(!(I.slot_flags & ITEM_SLOT_EARS))
@@ -1347,13 +1347,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!H.get_bodypart(BODY_ZONE_HEAD))
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_W_UNIFORM)
if(ITEM_SLOT_ICLOTHING)
if(H.w_uniform)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_ICLOTHING) )
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_WEAR_ID)
if(ITEM_SLOT_ID)
if(H.wear_id)
return FALSE
if(!(I.item_flags & NO_UNIFORM_REQUIRED))
@@ -1365,7 +1365,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if( !(I.slot_flags & ITEM_SLOT_ID) )
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(SLOT_L_STORE)
if(ITEM_SLOT_LPOCKET)
if(HAS_TRAIT(I, TRAIT_NODROP)) //Pockets aren't visible, so you can't move TRAIT_NODROP items into them.
return FALSE
if(H.l_store)
@@ -1377,11 +1377,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(return_warning)
return_warning[1] = "<span class='warning'>You need a jumpsuit before you can attach this [I.name]!</span>"
return FALSE
if(I.slot_flags & ITEM_SLOT_DENYPOCKET)
return FALSE
if( I.w_class <= WEIGHT_CLASS_SMALL || (I.slot_flags & ITEM_SLOT_POCKET) )
if( I.w_class <= WEIGHT_CLASS_SMALL || (I.slot_flags & ITEM_SLOT_POCKETS) )
return TRUE
if(SLOT_R_STORE)
if(ITEM_SLOT_RPOCKET)
if(HAS_TRAIT(I, TRAIT_NODROP))
return FALSE
if(H.r_store)
@@ -1393,12 +1391,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(return_warning)
return_warning[1] = "<span class='warning'>You need a jumpsuit before you can attach this [I.name]!</span>"
return FALSE
if(I.slot_flags & ITEM_SLOT_DENYPOCKET)
return FALSE
if( I.w_class <= WEIGHT_CLASS_SMALL || (I.slot_flags & ITEM_SLOT_POCKET) )
if( I.w_class <= WEIGHT_CLASS_SMALL || (I.slot_flags & ITEM_SLOT_POCKETS) )
return TRUE
return FALSE
if(SLOT_S_STORE)
if(ITEM_SLOT_SUITSTORE)
if(HAS_TRAIT(I, TRAIT_NODROP))
return FALSE
if(H.s_store)
@@ -1418,7 +1414,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if( istype(I, /obj/item/pda) || istype(I, /obj/item/pen) || is_type_in_list(I, H.wear_suit.allowed) )
return TRUE
return FALSE
if(SLOT_HANDCUFFED)
if(ITEM_SLOT_HANDCUFFED)
if(H.handcuffed)
return FALSE
if(!istype(I, /obj/item/restraints/handcuffs))
@@ -1426,7 +1422,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(num_arms < 2)
return FALSE
return TRUE
if(SLOT_LEGCUFFED)
if(ITEM_SLOT_LEGCUFFED)
if(H.legcuffed)
return FALSE
if(!istype(I, /obj/item/restraints/legcuffs))
@@ -1434,7 +1430,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(num_legs < 2)
return FALSE
return TRUE
if(SLOT_IN_BACKPACK)
if(ITEM_SLOT_BACKPACK)
if(H.back)
if(SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_CAN_INSERT, I, H, TRUE))
return TRUE
@@ -12,7 +12,7 @@
punchdamagelow = 5
punchdamagehigh = 14
punchstunthreshold = 10
no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM, SLOT_S_STORE)
no_equip = list(ITEM_SLOT_MASK, ITEM_SLOT_OCLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET, ITEM_SLOT_ICLOTHING, ITEM_SLOT_SUITSTORE)
nojumpsuit = 1
sexes = 1
damage_overlay_type = ""
@@ -16,7 +16,7 @@
punchdamagehigh = 12 //still better than humans
punchstunthreshold = 10
no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM)
no_equip = list(ITEM_SLOT_MASK, ITEM_SLOT_OCLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET, ITEM_SLOT_ICLOTHING)
burnmod = 1.25
heatmod = 1.5
@@ -37,7 +37,7 @@
limbs_id = SPECIES_SHADOW
burnmod = 1.5
blacklisted = TRUE
no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM, SLOT_S_STORE)
no_equip = list(ITEM_SLOT_MASK, ITEM_SLOT_OCLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET, ITEM_SLOT_ICLOTHING, ITEM_SLOT_SUITSTORE)
species_traits = list(NOBLOOD,NO_UNDERWEAR,NO_DNA_COPY,NOTRANSSTING,NOEYES,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_NOBREATH,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_CHUNKYFINGERS,TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOHUNGER)
mutanteyes = /obj/item/organ/eyes/night_vision/nightmare
@@ -128,7 +128,7 @@ There are several things that need to be remembered:
remove_overlay(UNIFORM_LAYER)
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_W_UNIFORM]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_ICLOTHING) + 1]
inv.update_icon()
if(istype(w_uniform, /obj/item/clothing/under))
@@ -180,7 +180,7 @@ There are several things that need to be remembered:
remove_overlay(ID_LAYER)
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_ID]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_ID) + 1]
inv.update_icon()
var/mutable_appearance/id_overlay = overlays_standing[ID_LAYER]
@@ -204,8 +204,8 @@ There are several things that need to be remembered:
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
remove_overlay(GLOVES_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_GLOVES])
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_GLOVES]
if(client && hud_used && hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_GLOVES) + 1])
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_GLOVES) + 1]
inv.update_icon()
if(!gloves && bloody_hands)
@@ -242,7 +242,7 @@ There are several things that need to be remembered:
return
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_GLASSES]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_EYES) + 1]
inv.update_icon()
if(glasses)
@@ -269,7 +269,7 @@ There are several things that need to be remembered:
return
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_EARS]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_EARS) + 1]
inv.update_icon()
if(ears)
@@ -295,7 +295,7 @@ There are several things that need to be remembered:
return
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_FEET) + 1]
inv.update_icon()
if(dna.species.mutant_bodyparts["taur"])
@@ -330,7 +330,7 @@ There are several things that need to be remembered:
remove_overlay(SUIT_STORE_LAYER)
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_S_STORE]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_SUITSTORE) + 1]
inv.update_icon()
if(s_store)
@@ -357,7 +357,7 @@ There are several things that need to be remembered:
return
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_HEAD) + 1]
inv.update_icon()
if(head)
@@ -394,7 +394,7 @@ There are several things that need to be remembered:
remove_overlay(BELT_LAYER)
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_BELT]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_BELT) + 1]
inv.update_icon()
if(belt)
@@ -416,7 +416,7 @@ There are several things that need to be remembered:
remove_overlay(SUIT_LAYER)
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_SUIT]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_OCLOTHING) + 1]
inv.update_icon()
if(wear_suit)
@@ -479,10 +479,10 @@ There are several things that need to be remembered:
if(client && hud_used)
var/atom/movable/screen/inventory/inv
inv = hud_used.inv_slots[SLOT_L_STORE]
inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_LPOCKET) + 1]
inv.update_icon()
inv = hud_used.inv_slots[SLOT_R_STORE]
inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_RPOCKET) + 1]
inv.update_icon()
if(l_store)
@@ -506,7 +506,7 @@ There are several things that need to be remembered:
return
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_MASK) + 1]
inv.update_icon()
if(wear_mask)
+20 -20
View File
@@ -1,16 +1,16 @@
/mob/living/carbon/get_item_by_slot(slot_id)
switch(slot_id)
if(SLOT_BACK)
if(ITEM_SLOT_BACK)
return back
if(SLOT_WEAR_MASK)
if(ITEM_SLOT_MASK)
return wear_mask
if(SLOT_NECK)
if(ITEM_SLOT_NECK)
return wear_neck
if(SLOT_HEAD)
if(ITEM_SLOT_HEAD)
return head
if(SLOT_HANDCUFFED)
if(ITEM_SLOT_HANDCUFFED)
return handcuffed
if(SLOT_LEGCUFFED)
if(ITEM_SLOT_LEGCUFFED)
return legcuffed
return null
@@ -20,17 +20,17 @@
return slot
if(critical) //it is CRITICAL they get this item, no matter what
//do they have a backpack?
var/obj/item/backpack = get_item_by_slot(SLOT_BACK)
var/obj/item/backpack = get_item_by_slot(ITEM_SLOT_BACK)
if(!backpack)
//nothing on their back
backpack = new /obj/item/storage/backpack(get_turf(src))
if(equip_to_slot(backpack, SLOT_BACK)) //worst-case-scenario, something that shouldnt wear a backpack gets one
if(equip_to_slot(backpack, ITEM_SLOT_BACK)) //worst-case-scenario, something that shouldnt wear a backpack gets one
I.forceMove(backpack)
return SLOT_BACK
return ITEM_SLOT_BACK
else if(istype(backpack) && SEND_SIGNAL(backpack, COMSIG_CONTAINS_STORAGE))
//place it in here, regardless of storage capacity
I.forceMove(backpack)
return SLOT_BACK
return ITEM_SLOT_BACK
else
//this should NEVER happen, but if it does, report it with the appropriate information
var/conclusion = qdel_on_fail ? "deleted" : "not moved, staying at current position [I.x], [I.y], [I.z]"
@@ -69,28 +69,28 @@
I.appearance_flags |= NO_CLIENT_COLOR
var/not_handled = FALSE
switch(slot)
if(SLOT_BACK)
if(ITEM_SLOT_BACK)
back = I
update_inv_back()
if(SLOT_WEAR_MASK)
if(ITEM_SLOT_MASK)
wear_mask = I
wear_mask_update(I, toggle_off = 0)
if(SLOT_HEAD)
if(ITEM_SLOT_HEAD)
head = I
head_update(I)
if(SLOT_NECK)
if(ITEM_SLOT_NECK)
wear_neck = I
update_inv_neck(I)
if(SLOT_HANDCUFFED)
if(ITEM_SLOT_HANDCUFFED)
handcuffed = I
update_handcuffed()
if(SLOT_LEGCUFFED)
if(ITEM_SLOT_LEGCUFFED)
legcuffed = I
update_inv_legcuffed()
if(SLOT_HANDS)
if(ITEM_SLOT_HANDS)
put_in_hands(I)
update_inv_hands()
if(SLOT_IN_BACKPACK)
if(ITEM_SLOT_BACKPACK)
if(!back || !SEND_SIGNAL(back, COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
not_handled = TRUE
else
@@ -170,7 +170,7 @@
if(!offered_item)
to_chat(src, "<span class='warning'>You're not holding anything to give!</span>")
return
if(IS_DEAD_OR_INCAP(src))
to_chat(src, span_warning("You're unable to offer anything in your current state!"))
return
@@ -184,7 +184,7 @@
visible_message(span_notice("[src] is offering [offered_item]."), \
span_notice("You offer [offered_item]."), null, 2)
apply_status_effect(STATUS_EFFECT_OFFERING, offered_item)
/**
+5 -5
View File
@@ -676,7 +676,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
/mob/living/carbon/proc/get_cooling_efficiency()
if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
return 1
var/integration_bonus = min(blood_volume * SYNTH_INTEGRATION_COOLANT_CAP, integrating_blood * SYNTH_INTEGRATION_COOLANT_PENALTY) //Integration blood somewhat helps, though only at 40% impact and to a cap of 25% of current blood level.
var/blood_effective_volume = blood_volume + integration_bonus
var/coolant_efficiency = min(blood_effective_volume / BLOOD_VOLUME_SAFE, 1) //Low coolant is only a negative, adding more than needed will not help you.
@@ -706,13 +706,13 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
return total_environment_efficiency
/mob/living/carbon/proc/check_suitlinking()
var/suit_item = get_item_by_slot(SLOT_WEAR_SUIT)
var/head_item = get_item_by_slot(SLOT_HEAD)
var/suit_item = get_item_by_slot(ITEM_SLOT_OCLOTHING)
var/head_item = get_item_by_slot(ITEM_SLOT_HEAD)
var/turf/T = get_turf(src)
if(istype(head_item, /obj/item/clothing/head/helmet/space) && istype(suit_item, /obj/item/clothing/suit/space))
return 1
if(T && is_mining_level(T.z) && istype(head_item, /obj/item/clothing/head/hooded/explorer) && istype(suit_item, /obj/item/clothing/suit/hooded/explorer))
return 1
@@ -5,29 +5,29 @@
return FALSE
switch(slot)
if(SLOT_HANDS)
if(ITEM_SLOT_HANDS)
if(get_empty_held_indexes())
return TRUE
return FALSE
if(SLOT_WEAR_MASK)
if(ITEM_SLOT_MASK)
if(wear_mask)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_MASK) )
return FALSE
return TRUE
if(SLOT_NECK)
if(ITEM_SLOT_NECK)
if(wear_neck)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_NECK) )
return FALSE
return TRUE
if(SLOT_HEAD)
if(ITEM_SLOT_HEAD)
if(head)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_HEAD) )
return FALSE
return TRUE
if(SLOT_BACK)
if(ITEM_SLOT_BACK)
if(back)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_BACK) )
@@ -184,5 +184,5 @@ GLOBAL_LIST_INIT(strippable_monkey_items, create_strippable_list(list(
. = ..()
if(prob(10))
var/obj/item/clothing/head/helmet/justice/escape/helmet = new(src)
equip_to_slot_or_del(helmet,SLOT_HEAD)
equip_to_slot_or_del(helmet,ITEM_SLOT_HEAD)
INVOKE_ASYNC(helmet, /obj/item.proc/attack_self, src) // todo encapsulate toggle
@@ -29,9 +29,9 @@
if(ancestor_chain > 1)
generate_fake_scars(rand(ancestor_chain, ancestor_chain * 4))
if(relic_hat)
equip_to_slot_or_del(new relic_hat, SLOT_HEAD)
equip_to_slot_or_del(new relic_hat, ITEM_SLOT_HEAD)
if(relic_mask)
equip_to_slot_or_del(new relic_mask, SLOT_WEAR_MASK)
equip_to_slot_or_del(new relic_mask, ITEM_SLOT_MASK)
/mob/living/carbon/monkey/punpun/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
@@ -91,7 +91,7 @@
return
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_MASK) + 1]
inv?.update_icon()
if(wear_mask)
@@ -104,8 +104,8 @@
/mob/living/carbon/update_inv_neck()
remove_overlay(NECK_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_NECK])
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_NECK]
if(client && hud_used && hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_NECK) + 1])
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_NECK) + 1]
inv.update_icon()
if(wear_neck)
@@ -119,7 +119,7 @@
remove_overlay(BACK_LAYER)
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_BACK]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_BACK) + 1]
inv?.update_icon()
if(back)
@@ -135,7 +135,7 @@
return
if(client && hud_used)
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD]
var/atom/movable/screen/inventory/inv = hud_used.inv_slots[TOBITSHIFT(ITEM_SLOT_HEAD) + 1]
inv?.update_icon()
if(head)
@@ -88,10 +88,10 @@
if(default_storage)
var/obj/item/I = new default_storage(src)
equip_to_slot_or_del(I, SLOT_GENERC_DEXTROUS_STORAGE)
equip_to_slot_or_del(I, ITEM_SLOT_DEX_STORAGE)
if(default_hatmask)
var/obj/item/I = new default_hatmask(src)
equip_to_slot_or_del(I, SLOT_HEAD)
equip_to_slot_or_del(I, ITEM_SLOT_HEAD)
ADD_TRAIT(access_card, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
@@ -61,7 +61,7 @@
if(!D.default_hatmask && seasonal_hats && possible_seasonal_hats.len)
var/hat_type = pick(possible_seasonal_hats)
var/obj/item/new_hat = new hat_type(D)
D.equip_to_slot_or_del(new_hat, SLOT_HEAD)
D.equip_to_slot_or_del(new_hat, ITEM_SLOT_HEAD)
D.flags_1 |= (flags_1 & ADMIN_SPAWNED_1)
user.transfer_ckey(D, FALSE)
qdel(src)
@@ -21,13 +21,13 @@
/mob/living/simple_animal/drone/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE, clothing_check = FALSE, list/return_warning)
switch(slot)
if(SLOT_HEAD)
if(ITEM_SLOT_HEAD)
if(head)
return 0
if(!((I.slot_flags & ITEM_SLOT_HEAD) || (I.slot_flags & ITEM_SLOT_MASK)))
return 0
return 1
if(SLOT_GENERC_DEXTROUS_STORAGE)
if(ITEM_SLOT_DEX_STORAGE)
if(internal_storage)
return 0
return 1
@@ -36,9 +36,9 @@
/mob/living/simple_animal/drone/get_item_by_slot(slot_id)
switch(slot_id)
if(SLOT_HEAD)
if(ITEM_SLOT_HEAD)
return head
if(SLOT_GENERC_DEXTROUS_STORAGE)
if(ITEM_SLOT_DEX_STORAGE)
return internal_storage
return ..()
@@ -63,10 +63,10 @@
I.plane = ABOVE_HUD_PLANE
switch(slot)
if(SLOT_HEAD)
if(ITEM_SLOT_HEAD)
head = I
update_inv_head()
if(SLOT_GENERC_DEXTROUS_STORAGE)
if(ITEM_SLOT_DEX_STORAGE)
internal_storage = I
update_inv_internal_storage()
else
@@ -77,7 +77,7 @@
I.equipped(src, slot)
/mob/living/simple_animal/drone/getBackSlot()
return SLOT_GENERC_DEXTROUS_STORAGE
return ITEM_SLOT_DEX_STORAGE
/mob/living/simple_animal/drone/getBeltSlot()
return SLOT_GENERC_DEXTROUS_STORAGE
return ITEM_SLOT_DEX_STORAGE
@@ -52,7 +52,7 @@
/mob/living/simple_animal/hostile/guardian/dextrous/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE, clothing_check = FALSE, list/return_warning)
switch(slot)
if(SLOT_GENERC_DEXTROUS_STORAGE)
if(ITEM_SLOT_DEX_STORAGE)
if(internal_storage)
return 0
return 1
@@ -63,17 +63,17 @@
return
switch(slot)
if(SLOT_GENERC_DEXTROUS_STORAGE)
if(ITEM_SLOT_DEX_STORAGE)
internal_storage = I
update_inv_internal_storage()
else
to_chat(src, "<span class='danger'>You are trying to equip this item to an unsupported inventory slot. Report this to a coder!</span>")
/mob/living/simple_animal/hostile/guardian/dextrous/getBackSlot()
return SLOT_GENERC_DEXTROUS_STORAGE
return ITEM_SLOT_DEX_STORAGE
/mob/living/simple_animal/hostile/guardian/dextrous/getBeltSlot()
return SLOT_GENERC_DEXTROUS_STORAGE
return ITEM_SLOT_DEX_STORAGE
/mob/living/simple_animal/hostile/guardian/dextrous/proc/update_inv_internal_storage()
if(internal_storage && client && hud_used && hud_used.hud_shown)
@@ -191,7 +191,7 @@
continue
visible_message("<span class='danger'>[src] grabs hold of [L]!</span>")
var/mob/living/carbon/C = L
var/obj/item/clothing/S = C.get_item_by_slot(SLOT_WEAR_SUIT)
var/obj/item/clothing/S = C.get_item_by_slot(ITEM_SLOT_OCLOTHING)
if(S && S.resistance_flags & GOLIATH_RESISTANCE)
L.Stun(25)
else if(S && S.resistance_flags & GOLIATH_WEAKNESS)