Merge pull request #6550 from Citadel-Station-13/upstream-merge-37476

[MIRROR] Uppercases slot defines.
This commit is contained in:
LetterJay
2018-05-21 11:23:02 -05:00
committed by GitHub
228 changed files with 1641 additions and 1642 deletions
+1 -1
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@@ -430,7 +430,7 @@
var/obj/item/clothing/under/schoolgirl/I = new seifuku
var/olduniform = H.w_uniform
H.temporarilyRemoveItemFromInventory(H.w_uniform, TRUE, FALSE)
H.equip_to_slot_or_del(I, slot_w_uniform)
H.equip_to_slot_or_del(I, SLOT_W_UNIFORM)
qdel(olduniform)
if(droptype == "Yes")
I.flags_1 |= NODROP_1
+2 -2
View File
@@ -1508,8 +1508,8 @@
if(ishuman(L))
var/mob/living/carbon/human/observer = L
observer.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(observer), slot_w_uniform)
observer.equip_to_slot_or_del(new /obj/item/clothing/shoes/sneakers/black(observer), slot_shoes)
observer.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket(observer), SLOT_W_UNIFORM)
observer.equip_to_slot_or_del(new /obj/item/clothing/shoes/sneakers/black(observer), SLOT_SHOES)
L.Unconscious(100)
sleep(5)
L.forceMove(pick(GLOB.tdomeobserve))
+1 -1
View File
@@ -480,7 +480,7 @@ GLOBAL_PROTECT(AdminProcCallSpamPrevention)
id.forceMove(W)
W.update_icon()
else
H.equip_to_slot(id,slot_wear_id)
H.equip_to_slot(id,SLOT_WEAR_ID)
else
alert("Invalid mob")
@@ -53,7 +53,7 @@
A.UpdateButtonIcon()
/obj/item/clothing/suit/armor/abductor/vest/item_action_slot_check(slot, mob/user)
if(slot == slot_wear_suit) //we only give the mob the ability to activate the vest if he's actually wearing it.
if(slot == SLOT_WEAR_SUIT) //we only give the mob the ability to activate the vest if he's actually wearing it.
return 1
/obj/item/clothing/suit/armor/abductor/vest/proc/SetDisguise(datum/icon_snapshot/entry)
@@ -338,7 +338,7 @@
if(QDELETED(G))
return
if(istype(C.get_item_by_slot(slot_head), /obj/item/clothing/head/foilhat))
if(istype(C.get_item_by_slot(SLOT_HEAD), /obj/item/clothing/head/foilhat))
to_chat(user, "<span class='warning'>Your target seems to have some sort of protective headgear on, blocking the message from being sent!</span>")
return
@@ -425,7 +425,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
item_state = "wonderprod"
lefthand_file = 'icons/mob/inhands/antag/abductor_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/abductor_righthand.dmi'
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
force = 7
w_class = WEIGHT_CLASS_NORMAL
actions_types = list(/datum/action/item_action/toggle_mode)
@@ -515,7 +515,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
/obj/item/abductor_baton/proc/SleepAttack(mob/living/L,mob/living/user)
if(L.incapacitated(TRUE, TRUE))
if(istype(L.get_item_by_slot(slot_head), /obj/item/clothing/head/foilhat))
if(istype(L.get_item_by_slot(SLOT_HEAD), /obj/item/clothing/head/foilhat))
to_chat(user, "<span class='warning'>The specimen's protective headgear is interfering with the sleep inducement!</span>")
L.visible_message("<span class='danger'>[user] tried to induced sleep in [L] with [src], but their headgear protected them!</span>", \
"<span class='userdanger'>You feel a strange wave of heavy drowsiness wash over you, but your headgear deflects most of it!</span>")
@@ -527,7 +527,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
L.Sleeping(1200)
add_logs(user, L, "put to sleep")
else
if(istype(L.get_item_by_slot(slot_head), /obj/item/clothing/head/foilhat))
if(istype(L.get_item_by_slot(SLOT_HEAD), /obj/item/clothing/head/foilhat))
to_chat(user, "<span class='warning'>The specimen's protective headgear is completely blocking our sleep inducement methods!</span>")
L.visible_message("<span class='danger'>[user] tried to induce sleep in [L] with [src], but their headgear completely protected them!</span>", \
"<span class='userdanger'>Any sense of drowsiness is quickly diminished as your headgear deflects the effects!</span>")
@@ -167,7 +167,7 @@
c.console = src
/obj/machinery/abductor/console/proc/AddSnapshot(mob/living/carbon/human/target)
if(istype(target.get_item_by_slot(slot_head), /obj/item/clothing/head/foilhat))
if(istype(target.get_item_by_slot(SLOT_HEAD), /obj/item/clothing/head/foilhat))
say("Subject wearing specialized protective headgear, unable to get a proper scan!")
return
var/datum/icon_snapshot/entry = new
@@ -13,7 +13,7 @@
return 0
if(user.handcuffed)
var/obj/O = user.get_item_by_slot(slot_handcuffed)
var/obj/O = user.get_item_by_slot(SLOT_HANDCUFFED)
if(!istype(O))
return 0
user.visible_message("<span class='warning'>[user] vomits a glob of acid on [user.p_their()] [O]!</span>", \
@@ -23,7 +23,7 @@
used = TRUE
if(user.wear_suit && user.wear_suit.breakouttime && !used)
var/obj/item/clothing/suit/S = user.get_item_by_slot(slot_wear_suit)
var/obj/item/clothing/suit/S = user.get_item_by_slot(SLOT_WEAR_SUIT)
if(!istype(S))
return 0
user.visible_message("<span class='warning'>[user] vomits a glob of acid across the front of [user.p_their()] [S]!</span>", \
@@ -119,8 +119,8 @@
user.dropItemToGround(user.head)
user.dropItemToGround(user.wear_suit)
user.equip_to_slot_if_possible(new suit_type(user), slot_wear_suit, 1, 1, 1)
user.equip_to_slot_if_possible(new helmet_type(user), slot_head, 1, 1, 1)
user.equip_to_slot_if_possible(new suit_type(user), SLOT_WEAR_SUIT, 1, 1, 1)
user.equip_to_slot_if_possible(new helmet_type(user), SLOT_HEAD, 1, 1, 1)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
changeling.chem_recharge_slowdown += recharge_slowdown
@@ -37,7 +37,7 @@
/obj/item/clothing/head/helmet/clockwork/equipped(mob/living/user, slot)
..()
if(slot == slot_head && !is_servant_of_ratvar(user))
if(slot == SLOT_HEAD && !is_servant_of_ratvar(user))
if(!iscultist(user))
to_chat(user, "<span class='heavy_brass'>\"Now now, this is for my servants, not you.\"</span>")
user.visible_message("<span class='warning'>As [user] puts [src] on, it flickers off their head!</span>", "<span class='warning'>The helmet flickers off your head, leaving only nausea!</span>")
@@ -103,7 +103,7 @@
/obj/item/clothing/suit/armor/clockwork/equipped(mob/living/user, slot)
..()
if(slot == slot_wear_suit && !is_servant_of_ratvar(user))
if(slot == SLOT_WEAR_SUIT && !is_servant_of_ratvar(user))
if(!iscultist(user))
to_chat(user, "<span class='heavy_brass'>\"Now now, this is for my servants, not you.\"</span>")
user.visible_message("<span class='warning'>As [user] puts [src] on, it flickers off their body!</span>", "<span class='warning'>The curiass flickers off your body, leaving only nausea!</span>")
@@ -164,7 +164,7 @@
/obj/item/clothing/gloves/clockwork/equipped(mob/living/user, slot)
..()
if(slot == slot_gloves && !is_servant_of_ratvar(user))
if(slot == SLOT_GLOVES && !is_servant_of_ratvar(user))
if(!iscultist(user))
to_chat(user, "<span class='heavy_brass'>\"Now now, this is for my servants, not you.\"</span>")
user.visible_message("<span class='warning'>As [user] puts [src] on, it flickers off their arms!</span>", "<span class='warning'>The gauntlets flicker off your arms, leaving only nausea!</span>")
@@ -214,7 +214,7 @@
/obj/item/clothing/shoes/clockwork/equipped(mob/living/user, slot)
..()
if(slot == slot_shoes && !is_servant_of_ratvar(user))
if(slot == SLOT_SHOES && !is_servant_of_ratvar(user))
if(!iscultist(user))
to_chat(user, "<span class='heavy_brass'>\"Now now, this is for my servants, not you.\"</span>")
user.visible_message("<span class='warning'>As [user] puts [src] on, it flickers off their feet!</span>", "<span class='warning'>The treads flicker off your feet, leaving only nausea!</span>")
@@ -9,7 +9,7 @@
righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
var/inhand_overlay //If applicable, this overlay will be applied to the slab's inhand
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
var/busy //If the slab is currently being used by something
@@ -115,4 +115,4 @@
S.no_cost = TRUE
if(seasonal_hat && seasonal_hat != "none")
var/obj/item/hat = new seasonal_hat(construct)
construct.equip_to_slot_or_del(hat, slot_head)
construct.equip_to_slot_or_del(hat, SLOT_HEAD)
@@ -28,13 +28,13 @@
return ..()
/obj/item/clothing/glasses/judicial_visor/item_action_slot_check(slot, mob/user)
if(slot != slot_glasses)
if(slot != SLOT_GLASSES)
return 0
return ..()
/obj/item/clothing/glasses/judicial_visor/equipped(mob/living/user, slot)
..()
if(slot != slot_glasses)
if(slot != SLOT_GLASSES)
update_status(FALSE)
if(blaster.ranged_ability_user)
blaster.remove_ranged_ability()
@@ -55,13 +55,13 @@
addtimer(CALLBACK(src, .proc/check_on_mob, user), 1) //dropped is called before the item is out of the slot, so we need to check slightly later
/obj/item/clothing/glasses/judicial_visor/proc/check_on_mob(mob/user)
if(user && src != user.get_item_by_slot(slot_glasses)) //if we happen to check and we AREN'T in the slot, we need to remove our shit from whoever we got dropped from
if(user && src != user.get_item_by_slot(SLOT_GLASSES)) //if we happen to check and we AREN'T in the slot, we need to remove our shit from whoever we got dropped from
update_status(FALSE)
if(blaster.ranged_ability_user)
blaster.remove_ranged_ability()
/obj/item/clothing/glasses/judicial_visor/attack_self(mob/user)
if(is_servant_of_ratvar(user) && src == user.get_item_by_slot(slot_glasses))
if(is_servant_of_ratvar(user) && src == user.get_item_by_slot(SLOT_GLASSES))
blaster.toggle(user)
/obj/item/clothing/glasses/judicial_visor/proc/update_status(change_to)
@@ -89,7 +89,7 @@
if(!src)
return 0
recharging = FALSE
if(user && src == user.get_item_by_slot(slot_glasses))
if(user && src == user.get_item_by_slot(SLOT_GLASSES))
to_chat(user, "<span class='brass'>Your [name] hums. It is ready.</span>")
else
active = FALSE
@@ -115,7 +115,7 @@
/obj/effect/proc_holder/judicial_visor/InterceptClickOn(mob/living/caller, params, atom/target)
if(..())
return
if(ranged_ability_user.incapacitated() || !visor || visor != ranged_ability_user.get_item_by_slot(slot_glasses))
if(ranged_ability_user.incapacitated() || !visor || visor != ranged_ability_user.get_item_by_slot(SLOT_GLASSES))
remove_ranged_ability()
return
@@ -74,7 +74,7 @@
/obj/item/clothing/glasses/wraith_spectacles/equipped(mob/living/user, slot)
..()
if(slot != slot_glasses || up)
if(slot != SLOT_GLASSES || up)
return
if(user.has_trait(TRAIT_BLIND))
to_chat(user, "<span class='heavy_brass'>\"You're blind, idiot. Stop embarrassing yourself.\"</span>" )
@@ -160,18 +160,18 @@
/datum/action/innate/clockwork_armaments/Activate()
var/do_message = 0
var/obj/item/I = owner.get_item_by_slot(slot_wear_suit)
var/obj/item/I = owner.get_item_by_slot(SLOT_WEAR_SUIT)
if(remove_item_if_better(I, owner))
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/suit/armor/clockwork(null), slot_wear_suit)
I = owner.get_item_by_slot(slot_head)
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/suit/armor/clockwork(null), SLOT_WEAR_SUIT)
I = owner.get_item_by_slot(SLOT_HEAD)
if(remove_item_if_better(I, owner))
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/head/helmet/clockwork(null), slot_head)
I = owner.get_item_by_slot(slot_gloves)
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/head/helmet/clockwork(null), SLOT_HEAD)
I = owner.get_item_by_slot(SLOT_GLOVES)
if(remove_item_if_better(I, owner))
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/gloves/clockwork(null), slot_gloves)
I = owner.get_item_by_slot(slot_shoes)
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/gloves/clockwork(null), SLOT_GLOVES)
I = owner.get_item_by_slot(SLOT_SHOES)
if(remove_item_if_better(I, owner))
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/shoes/clockwork(null), slot_shoes)
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/shoes/clockwork(null), SLOT_SHOES)
if(do_message)
owner.visible_message("<span class='warning'>Strange armor appears on [owner]!</span>", "<span class='heavy_brass'>A bright shimmer runs down your body, equipping you with Ratvarian armor.</span>")
playsound(owner, 'sound/magic/clockwork/fellowship_armory.ogg', 15 * do_message, TRUE) //get sound loudness based on how much we equipped
+5 -5
View File
@@ -605,11 +605,11 @@
uses--
var/mob/living/carbon/C = target
C.visible_message("<span class='warning'>Otherworldly armor suddenly appears on [C]!</span>")
C.equip_to_slot_or_del(new /obj/item/clothing/under/color/black,slot_w_uniform)
C.equip_to_slot_or_del(new /obj/item/clothing/head/culthood/alt(user), slot_head)
C.equip_to_slot_or_del(new /obj/item/clothing/suit/cultrobes/alt(user), slot_wear_suit)
C.equip_to_slot_or_del(new /obj/item/clothing/shoes/cult/alt(user), slot_shoes)
C.equip_to_slot_or_del(new /obj/item/storage/backpack/cultpack(user), slot_back)
C.equip_to_slot_or_del(new /obj/item/clothing/under/color/black,SLOT_W_UNIFORM)
C.equip_to_slot_or_del(new /obj/item/clothing/head/culthood/alt(user), SLOT_HEAD)
C.equip_to_slot_or_del(new /obj/item/clothing/suit/cultrobes/alt(user), SLOT_WEAR_SUIT)
C.equip_to_slot_or_del(new /obj/item/clothing/shoes/cult/alt(user), SLOT_SHOES)
C.equip_to_slot_or_del(new /obj/item/storage/backpack/cultpack(user), SLOT_BACK)
if(C == user)
qdel(src) //Clears the hands
C.put_in_hands(new /obj/item/melee/cultblade(user))
+3 -3
View File
@@ -81,9 +81,9 @@
/datum/antagonist/cult/proc/cult_give_item(obj/item/item_path, mob/living/carbon/human/mob)
var/list/slots = list(
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store
"backpack" = SLOT_IN_BACKPACK,
"left pocket" = SLOT_L_STORE,
"right pocket" = SLOT_R_STORE
)
var/T = new item_path(mob)
+1 -1
View File
@@ -1061,7 +1061,7 @@ structure_check() searches for nearby cultist structures required for the invoca
/proc/hudFix(mob/living/carbon/human/target)
if(!target || !target.client)
return
var/obj/O = target.get_item_by_slot(slot_glasses)
var/obj/O = target.get_item_by_slot(SLOT_GLASSES)
if(istype(O, /obj/item/clothing/glasses/hud/security))
var/datum/atom_hud/AH = GLOB.huds[DATA_HUD_SECURITY_ADVANCED]
AH.add_hud_to(target)
+4 -4
View File
@@ -456,10 +456,10 @@ GLOBAL_LIST_INIT(devil_suffix, list(" the Red", " the Soulless", " the Master",
return -1
currentMob.change_mob_type( /mob/living/carbon/human, targetturf, null, 1)
var/mob/living/carbon/human/H = owner.current
H.equip_to_slot_or_del(new /obj/item/clothing/under/lawyer/black(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/storage/briefcase(H), slot_hands)
H.equip_to_slot_or_del(new /obj/item/pen(H), slot_l_store)
H.equip_to_slot_or_del(new /obj/item/clothing/under/lawyer/black(H), SLOT_W_UNIFORM)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(H), SLOT_SHOES)
H.equip_to_slot_or_del(new /obj/item/storage/briefcase(H), SLOT_HANDS)
H.equip_to_slot_or_del(new /obj/item/pen(H), SLOT_L_STORE)
if(SOULVALUE >= BLOOD_THRESHOLD)
H.set_species(/datum/species/lizard, 1)
H.underwear = "Nude"
@@ -46,11 +46,11 @@
qdel(I)
for(var/obj/item/I in H.held_items)
qdel(I)
H.equip_to_slot_or_del(new /obj/item/clothing/under/kilt/highlander(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/radio/headset/heads/captain(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/clothing/head/beret/highlander(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/pinpointer/nuke(H), slot_l_store)
H.equip_to_slot_or_del(new /obj/item/clothing/under/kilt/highlander(H), SLOT_W_UNIFORM)
H.equip_to_slot_or_del(new /obj/item/radio/headset/heads/captain(H), SLOT_EARS)
H.equip_to_slot_or_del(new /obj/item/clothing/head/beret/highlander(H), SLOT_HEAD)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(H), SLOT_SHOES)
H.equip_to_slot_or_del(new /obj/item/pinpointer/nuke(H), SLOT_L_STORE)
for(var/obj/item/pinpointer/nuke/P in H)
P.attack_self(H)
var/obj/item/card/id/W = new(H)
@@ -61,7 +61,7 @@
W.registered_name = H.real_name
W.flags_1 |= NODROP_1
W.update_label(H.real_name)
H.equip_to_slot_or_del(W, slot_wear_id)
H.equip_to_slot_or_del(W, SLOT_WEAR_ID)
sword = new(H)
if(!GLOB.highlander)
@@ -235,9 +235,9 @@
if(give_flash)
var/obj/item/assembly/flash/T = new(H)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store
"backpack" = SLOT_IN_BACKPACK,
"left pocket" = SLOT_L_STORE,
"right pocket" = SLOT_R_STORE
)
var/where = H.equip_in_one_of_slots(T, slots)
if (!where)
@@ -296,9 +296,9 @@
folder = new/obj/item/folder/syndicate/blue(mob.loc)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store
"backpack" = SLOT_IN_BACKPACK,
"left pocket" = SLOT_L_STORE,
"right pocket" = SLOT_R_STORE
)
var/where = "At your feet"
@@ -204,12 +204,12 @@
H.dropItemToGround(I)
var/hat = pick(/obj/item/clothing/head/helmet/roman, /obj/item/clothing/head/helmet/roman/legionaire)
H.equip_to_slot_or_del(new hat(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/clothing/under/roman(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/roman(H), slot_shoes)
H.equip_to_slot_or_del(new hat(H), SLOT_HEAD)
H.equip_to_slot_or_del(new /obj/item/clothing/under/roman(H), SLOT_W_UNIFORM)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/roman(H), SLOT_SHOES)
H.put_in_hands(new /obj/item/shield/riot/roman(H), TRUE)
H.put_in_hands(new /obj/item/claymore(H), TRUE)
H.equip_to_slot_or_del(new /obj/item/twohanded/spear(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/twohanded/spear(H), SLOT_BACK)
/obj/item/voodoo
@@ -8,7 +8,7 @@
layer = HIGH_OBJ_LAYER
desc = "A fragment of the legendary treasure known simply as the 'Soul Stone'. The shard still flickers with a fraction of the full artefact's power."
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
var/usability = 0
var/old_shard = FALSE
+6 -6
View File
@@ -238,17 +238,17 @@
if(!istype(master_mob) || !istype(H))
return
if(master_mob.ears)
H.equip_to_slot_or_del(new master_mob.ears.type, slot_ears)
H.equip_to_slot_or_del(new master_mob.ears.type, SLOT_EARS)
if(master_mob.w_uniform)
H.equip_to_slot_or_del(new master_mob.w_uniform.type, slot_w_uniform)
H.equip_to_slot_or_del(new master_mob.w_uniform.type, SLOT_W_UNIFORM)
if(master_mob.shoes)
H.equip_to_slot_or_del(new master_mob.shoes.type, slot_shoes)
H.equip_to_slot_or_del(new master_mob.shoes.type, SLOT_SHOES)
if(master_mob.wear_suit)
H.equip_to_slot_or_del(new master_mob.wear_suit.type, slot_wear_suit)
H.equip_to_slot_or_del(new master_mob.wear_suit.type, SLOT_WEAR_SUIT)
if(master_mob.head)
H.equip_to_slot_or_del(new master_mob.head.type, slot_head)
H.equip_to_slot_or_del(new master_mob.head.type, SLOT_HEAD)
if(master_mob.back)
H.equip_to_slot_or_del(new master_mob.back.type, slot_back)
H.equip_to_slot_or_del(new master_mob.back.type, SLOT_BACK)
//Operation: Fuck off and scare people
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/area_teleport/teleport(null))
+1 -1
View File
@@ -244,7 +244,7 @@
item_state = "flashshield"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
force = 10
throwforce = 5
throw_speed = 2
@@ -496,10 +496,10 @@
W.update_label(W.registered_name, W.assignment)
// The shielded hardsuit is already NODROP_1
no_drops += H.get_item_by_slot(slot_gloves)
no_drops += H.get_item_by_slot(slot_shoes)
no_drops += H.get_item_by_slot(slot_w_uniform)
no_drops += H.get_item_by_slot(slot_ears)
no_drops += H.get_item_by_slot(SLOT_GLOVES)
no_drops += H.get_item_by_slot(SLOT_SHOES)
no_drops += H.get_item_by_slot(SLOT_W_UNIFORM)
no_drops += H.get_item_by_slot(SLOT_EARS)
for(var/i in no_drops)
var/obj/item/I = i
I.flags_1 |= NODROP_1
+2 -2
View File
@@ -63,8 +63,8 @@
// it's NODROP_1
D.dropItemToGround(target, TRUE)
qdel(old_headgear)
// where is `slot_head` defined? WHO KNOWS
D.equip_to_slot(new_headgear, slot_head)
// where is `SLOT_HEAD` defined? WHO KNOWS
D.equip_to_slot(new_headgear, SLOT_HEAD)
return 1
+41 -41
View File
@@ -1,46 +1,46 @@
//Ears: currently only used for headsets and earmuffs
/obj/item/clothing/ears
name = "ears"
w_class = WEIGHT_CLASS_TINY
throwforce = 0
slot_flags = ITEM_SLOT_EARS
resistance_flags = NONE
//Ears: currently only used for headsets and earmuffs
/obj/item/clothing/ears
name = "ears"
w_class = WEIGHT_CLASS_TINY
throwforce = 0
slot_flags = SLOT_EARS
resistance_flags = NONE
/obj/item/clothing/ears/earmuffs
name = "earmuffs"
desc = "Protects your hearing from loud noises, and quiet ones as well."
icon_state = "earmuffs"
item_state = "earmuffs"
strip_delay = 15
equip_delay_other = 25
resistance_flags = FLAMMABLE
flags_2 = BANG_PROTECT_2|HEALS_EARS_2
/obj/item/clothing/ears/earmuffs
name = "earmuffs"
desc = "Protects your hearing from loud noises, and quiet ones as well."
icon_state = "earmuffs"
item_state = "earmuffs"
strip_delay = 15
equip_delay_other = 25
resistance_flags = FLAMMABLE
flags_2 = BANG_PROTECT_2|HEALS_EARS_2
/obj/item/clothing/ears/headphones
name = "headphones"
desc = "Unce unce unce unce. Boop!"
icon = 'icons/obj/clothing/accessories.dmi'
icon_state = "headphones"
item_state = "headphones"
slot_flags = ITEM_SLOT_EARS | ITEM_SLOT_HEAD | ITEM_SLOT_NECK //Fluff item, put it whereever you want!
actions_types = list(/datum/action/item_action/toggle_headphones)
var/headphones_on = FALSE
/obj/item/clothing/ears/headphones
name = "headphones"
desc = "Unce unce unce unce. Boop!"
icon = 'icons/obj/clothing/accessories.dmi'
icon_state = "headphones"
item_state = "headphones"
slot_flags = SLOT_EARS | SLOT_HEAD | SLOT_NECK //Fluff item, put it whereever you want!
actions_types = list(/datum/action/item_action/toggle_headphones)
var/headphones_on = FALSE
/obj/item/clothing/ears/headphones/Initialize()
. = ..()
update_icon()
/obj/item/clothing/ears/headphones/Initialize()
. = ..()
update_icon()
/obj/item/clothing/ears/headphones/update_icon()
icon_state = "[initial(icon_state)]_[headphones_on? "on" : "off"]"
item_state = "[initial(item_state)]_[headphones_on? "on" : "off"]"
/obj/item/clothing/ears/headphones/update_icon()
icon_state = "[initial(icon_state)]_[headphones_on? "on" : "off"]"
item_state = "[initial(item_state)]_[headphones_on? "on" : "off"]"
/obj/item/clothing/ears/headphones/proc/toggle(owner)
headphones_on = !headphones_on
update_icon()
var/mob/living/carbon/human/H = owner
if(istype(H))
H.update_inv_ears()
H.update_inv_neck()
H.update_inv_head()
to_chat(owner, "<span class='notice'>You turn the music [headphones_on? "on. Untz Untz Untz!" : "off."]</span>")
/obj/item/clothing/ears/headphones/proc/toggle(owner)
headphones_on = !headphones_on
update_icon()
var/mob/living/carbon/human/H = owner
if(istype(H))
H.update_inv_ears()
H.update_inv_neck()
H.update_inv_head()
to_chat(owner, "<span class='notice'>You turn the music [headphones_on? "on. Untz Untz Untz!" : "off."]</span>")
+3 -3
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/clothing/glasses.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_cover = GLASSESCOVERSEYES
slot_flags = SLOT_EYES
slot_flags = ITEM_SLOT_EYES
strip_delay = 20
equip_delay_other = 25
resistance_flags = NONE
@@ -100,7 +100,7 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
/obj/item/clothing/glasses/science/item_action_slot_check(slot)
if(slot == slot_glasses)
if(slot == SLOT_GLASSES)
return 1
/obj/item/clothing/glasses/night
@@ -263,7 +263,7 @@
/obj/item/clothing/glasses/sunglasses/blindfold/equipped(mob/living/carbon/human/user, slot)
. = ..()
if(slot == slot_glasses)
if(slot == SLOT_GLASSES)
user.become_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/sunglasses/blindfold/dropped(mob/living/carbon/human/user)
@@ -123,7 +123,7 @@
item_state = icon_state
if(isliving(loc))
var/mob/living/user = loc
if(user.get_item_by_slot(slot_glasses) == src)
if(user.get_item_by_slot(SLOT_GLASSES) == src)
user.update_inv_glasses()
else
user.update_inv_hands()
+1 -1
View File
@@ -6,7 +6,7 @@
/obj/item/clothing/glasses/hud/equipped(mob/living/carbon/human/user, slot)
..()
if(hud_type && slot == slot_glasses)
if(hud_type && slot == SLOT_GLASSES)
var/datum/atom_hud/H = GLOB.huds[hud_type]
H.add_hud_to(user)
+1 -1
View File
@@ -5,7 +5,7 @@
icon = 'icons/obj/clothing/gloves.dmi'
siemens_coefficient = 0.5
body_parts_covered = HANDS
slot_flags = SLOT_GLOVES
slot_flags = ITEM_SLOT_GLOVES
attack_verb = list("challenged")
var/transfer_prints = FALSE
strip_delay = 20
+1 -1
View File
@@ -209,7 +209,7 @@
var/obj/item/clothing/gloves/color/selected = pick(gloves)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.equip_to_slot_or_del(new selected(H), slot_gloves)
H.equip_to_slot_or_del(new selected(H), SLOT_GLOVES)
else
new selected(loc)
return INITIALIZE_HINT_QDEL
+1 -1
View File
@@ -4,7 +4,7 @@
icon_state = "top_hat"
item_state = "that"
body_parts_covered = HEAD
slot_flags = SLOT_HEAD
slot_flags = ITEM_SLOT_HEAD
var/blockTracking = 0 //For AI tracking
var/can_toggle = null
dynamic_hair_suffix = "+generic"
+3 -3
View File
@@ -131,7 +131,7 @@
dog_fashion = /datum/dog_fashion/head/kitty
/obj/item/clothing/head/kitty/equipped(mob/living/carbon/human/user, slot)
if(ishuman(user) && slot == slot_head)
if(ishuman(user) && slot == SLOT_HEAD)
update_icon(user)
user.update_inv_head() //Color might have been changed by update_icon.
..()
@@ -169,7 +169,7 @@
/obj/item/clothing/head/cardborg/equipped(mob/living/user, slot)
..()
if(ishuman(user) && slot == slot_head)
if(ishuman(user) && slot == SLOT_HEAD)
var/mob/living/carbon/human/H = user
if(istype(H.wear_suit, /obj/item/clothing/suit/cardborg))
var/obj/item/clothing/suit/cardborg/CB = H.wear_suit
@@ -240,7 +240,7 @@
/obj/item/clothing/head/foilhat/equipped(mob/living/carbon/human/user, slot)
..()
if(slot == slot_head)
if(slot == SLOT_HEAD)
if(paranoia)
QDEL_NULL(paranoia)
paranoia = new()
+1 -1
View File
@@ -2,7 +2,7 @@
name = "mask"
icon = 'icons/obj/clothing/masks.dmi'
body_parts_covered = HEAD
slot_flags = SLOT_MASK
slot_flags = ITEM_SLOT_MASK
strip_delay = 40
equip_delay_other = 40
var/mask_adjusted = 0
+2 -2
View File
@@ -222,8 +222,8 @@ obj/item/clothing/mask/frog/cursed
flags_inv = HIDEFACE|HIDEFACIALHAIR
visor_flags_inv = HIDEFACE|HIDEFACIALHAIR
visor_flags_cover = MASKCOVERSMOUTH
slot_flags = SLOT_MASK
adjusted_flags = SLOT_HEAD
slot_flags = ITEM_SLOT_MASK
adjusted_flags = ITEM_SLOT_HEAD
icon_state = "bandbotany"
/obj/item/clothing/mask/bandana/attack_self(mob/user)
+1 -1
View File
@@ -2,7 +2,7 @@
name = "necklace"
icon = 'icons/obj/clothing/neck.dmi'
body_parts_covered = NECK
slot_flags = SLOT_NECK
slot_flags = ITEM_SLOT_NECK
strip_delay = 40
equip_delay_other = 40
+1 -1
View File
@@ -6,7 +6,7 @@
var/chained = 0
body_parts_covered = FEET
slot_flags = SLOT_FEET
slot_flags = ITEM_SLOT_FEET
permeability_coefficient = 0.5
slowdown = SHOES_SLOWDOWN
+1 -1
View File
@@ -264,7 +264,7 @@
/obj/item/clothing/shoes/wheelys/ui_action_click(mob/user, action)
if(!isliving(user))
return
if(!istype(user.get_item_by_slot(slot_shoes), /obj/item/clothing/shoes/wheelys))
if(!istype(user.get_item_by_slot(SLOT_SHOES), /obj/item/clothing/shoes/wheelys))
to_chat(user, "<span class='warning'>You must be wearing the wheely-heels to use them!</span>")
return
if(!(W.is_occupant(user)))
@@ -115,7 +115,7 @@
teleport_now.UpdateButtonIcon()
var/list/nonsafe_slots = list(slot_belt, slot_back)
var/list/nonsafe_slots = list(SLOT_BELT, SLOT_BACK)
var/list/exposed = list()
for(var/slot in nonsafe_slots)
var/obj/item/slot_item = user.get_item_by_slot(slot)
@@ -22,7 +22,7 @@
actions_types = list(/datum/action/item_action/flightpack/toggle_flight, /datum/action/item_action/flightpack/engage_boosters, /datum/action/item_action/flightpack/toggle_stabilizers, /datum/action/item_action/flightpack/change_power, /datum/action/item_action/flightpack/toggle_airbrake)
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 30, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75)
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
resistance_flags = FIRE_PROOF
var/processing_mode = FLIGHTSUIT_PROCESSING_FULL
@@ -546,7 +546,7 @@
..()
/obj/item/flightpack/item_action_slot_check(slot)
if(slot == SLOT_BACK)
if(slot == ITEM_SLOT_BACK)
return TRUE
/obj/item/flightpack/equipped(mob/user, slot)
@@ -573,7 +573,7 @@
momentum_speed = max(momentum_speed_x, momentum_speed_y)
/obj/item/flightpack/item_action_slot_check(slot)
return slot == slot_back
return slot == SLOT_BACK
/obj/item/flightpack/proc/enable_stabilizers()
if(requires_suit && suit && !suit.deployedshoes)
@@ -729,7 +729,7 @@
src.flags_1 &= ~NOSLIP_1
/obj/item/clothing/shoes/flightshoes/item_action_slot_check(slot)
return slot == slot_shoes
return slot == SLOT_SHOES
/obj/item/clothing/shoes/flightshoes/proc/delink_suit()
if(suit)
@@ -894,7 +894,7 @@
if(user.back)
usermessage("You're already wearing something on your back!", "boldwarning")
return FALSE
user.equip_to_slot_if_possible(pack,slot_back,0,0,1)
user.equip_to_slot_if_possible(pack,SLOT_BACK,0,0,1)
pack.flags_1 |= NODROP_1
resync()
user.visible_message("<span class='notice'>A [pack.name] extends from [user]'s [name] and clamps to their back!</span>")
@@ -932,7 +932,7 @@
if(user.shoes)
usermessage("You're already wearing something on your feet!", "boldwarning")
return FALSE
user.equip_to_slot_if_possible(shoes,slot_shoes,0,0,1)
user.equip_to_slot_if_possible(shoes,SLOT_SHOES,0,0,1)
shoes.flags_1 |= NODROP_1
user.visible_message("<span class='notice'>[user]'s [name] extends a pair of [shoes.name] over their feet!</span>")
user.update_inv_wear_suit()
@@ -963,7 +963,7 @@
/obj/item/clothing/suit/space/hardsuit/flightsuit/equipped(mob/M, slot)
if(ishuman(M))
user = M
if(slot != slot_wear_suit)
if(slot != SLOT_WEAR_SUIT)
if(deployedpack)
retract_flightpack(TRUE)
if(deployedshoes)
@@ -998,7 +998,7 @@
/obj/item/clothing/suit/space/hardsuit/flightsuit/attackby(obj/item/I, mob/wearer, params)
user = wearer
if(src == user.get_item_by_slot(slot_wear_suit))
if(src == user.get_item_by_slot(SLOT_WEAR_SUIT))
usermessage("You can not perform any service without taking the suit off!", "boldwarning")
return FALSE
else if(locked)
+8 -8
View File
@@ -48,12 +48,12 @@
soundloop.stop(user)
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot)
if(slot == slot_head)
if(slot == SLOT_HEAD)
return 1
/obj/item/clothing/head/helmet/space/hardsuit/equipped(mob/user, slot)
..()
if(slot != slot_head)
if(slot != SLOT_HEAD)
if(suit)
suit.RemoveHelmet()
soundloop.stop(user)
@@ -119,7 +119,7 @@
if(jetpack)
to_chat(user, "<span class='warning'>[src] already has a jetpack installed.</span>")
return
if(src == user.get_item_by_slot(slot_wear_suit)) //Make sure the player is not wearing the suit before applying the upgrade.
if(src == user.get_item_by_slot(SLOT_WEAR_SUIT)) //Make sure the player is not wearing the suit before applying the upgrade.
to_chat(user, "<span class='warning'>You cannot install the upgrade to [src] while wearing it.</span>")
return
@@ -131,7 +131,7 @@
if(!jetpack)
to_chat(user, "<span class='warning'>[src] has no jetpack installed.</span>")
return
if(src == user.get_item_by_slot(slot_wear_suit))
if(src == user.get_item_by_slot(SLOT_WEAR_SUIT))
to_chat(user, "<span class='warning'>You cannot remove the jetpack from [src] while wearing it.</span>")
return
@@ -146,7 +146,7 @@
/obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot)
..()
if(jetpack)
if(slot == slot_wear_suit)
if(slot == SLOT_WEAR_SUIT)
for(var/X in jetpack.actions)
var/datum/action/A = X
A.Grant(user)
@@ -159,7 +159,7 @@
A.Remove(user)
/obj/item/clothing/suit/space/hardsuit/item_action_slot_check(slot)
if(slot == slot_wear_suit) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit.
if(slot == SLOT_WEAR_SUIT) //we only give the mob the ability to toggle the helmet if he's wearing the hardsuit.
return 1
//Engineering
@@ -469,7 +469,7 @@
/obj/item/clothing/head/helmet/space/hardsuit/rd/equipped(mob/living/carbon/human/user, slot)
..()
if (slot == slot_head)
if (slot == SLOT_HEAD)
var/datum/atom_hud/DHUD = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
DHUD.add_hud_to(user)
@@ -624,7 +624,7 @@
/obj/item/clothing/suit/space/hardsuit/ancient/equipped(mob/user, slot)
. = ..()
if (slot == slot_wear_suit)
if (slot == SLOT_WEAR_SUIT)
if (mobhook && mobhook.parent != user)
QDEL_NULL(mobhook)
if (!mobhook)
+1 -1
View File
@@ -4,7 +4,7 @@
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = SLOT_OCLOTHING
slot_flags = ITEM_SLOT_OCLOTHING
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
+1 -1
View File
@@ -173,7 +173,7 @@
/obj/item/clothing/suit/cardborg/equipped(mob/living/user, slot)
..()
if(slot == slot_wear_suit)
if(slot == SLOT_WEAR_SUIT)
disguise(user)
/obj/item/clothing/suit/cardborg/dropped(mob/living/user)
+6 -6
View File
@@ -24,11 +24,11 @@
ToggleHood()
/obj/item/clothing/suit/hooded/item_action_slot_check(slot, mob/user)
if(slot == slot_wear_suit)
if(slot == SLOT_WEAR_SUIT)
return 1
/obj/item/clothing/suit/hooded/equipped(mob/user, slot)
if(slot != slot_wear_suit)
if(slot != SLOT_WEAR_SUIT)
RemoveHood()
..()
@@ -59,7 +59,7 @@
if(H.head)
to_chat(H, "<span class='warning'>You're already wearing something on your head!</span>")
return
else if(H.equip_to_slot_if_possible(hood,slot_head,0,0,1))
else if(H.equip_to_slot_if_possible(hood,SLOT_HEAD,0,0,1))
suittoggled = TRUE
src.icon_state = "[initial(icon_state)]_t"
H.update_inv_wear_suit()
@@ -83,7 +83,7 @@
/obj/item/clothing/head/hooded/equipped(mob/user, slot)
..()
if(slot != slot_head)
if(slot != SLOT_HEAD)
if(suit)
suit.RemoveHood()
else
@@ -155,7 +155,7 @@
/obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot)
if(!helmettype)
return
if(slot != slot_wear_suit)
if(slot != SLOT_WEAR_SUIT)
RemoveHelmet()
..()
@@ -192,7 +192,7 @@
if(H.head)
to_chat(H, "<span class='warning'>You're already wearing something on your head!</span>")
return
else if(H.equip_to_slot_if_possible(helmet,slot_head,0,0,1))
else if(H.equip_to_slot_if_possible(helmet,SLOT_HEAD,0,0,1))
to_chat(H, "<span class='notice'>You engage the helmet on the hardsuit.</span>")
suittoggled = TRUE
H.update_inv_wear_suit()
+2 -2
View File
@@ -3,7 +3,7 @@
name = "under"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
permeability_coefficient = 0.9
slot_flags = SLOT_ICLOTHING
slot_flags = ITEM_SLOT_ICLOTHING
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
var/has_sensor = HAS_SENSORS // For the crew computer
@@ -65,7 +65,7 @@
adjusted = DIGITIGRADE_STYLE
H.update_inv_w_uniform()
if(attached_accessory && slot != slot_hands && ishuman(user))
if(attached_accessory && slot != SLOT_HANDS && ishuman(user))
var/mob/living/carbon/human/H = user
attached_accessory.on_uniform_equip(src, user)
if(attached_accessory.above_suit)
+1 -1
View File
@@ -9,7 +9,7 @@
var/obj/item/clothing/under/color/C = pick(subtypesof(/obj/item/clothing/under/color) - /obj/item/clothing/under/color/random - /obj/item/clothing/under/color/grey/glorf - /obj/item/clothing/under/color/black/ghost)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.equip_to_slot_or_del(new C(H), slot_w_uniform) //or else you end up with naked assistants running around everywhere...
H.equip_to_slot_or_del(new C(H), SLOT_W_UNIFORM) //or else you end up with naked assistants running around everywhere...
else
new C(loc)
return INITIALIZE_HINT_QDEL
+1 -1
View File
@@ -12,7 +12,7 @@
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
flags_1 = CONDUCT_1 | NOBLUDGEON_1
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
var/scanning = 0
var/list/log = list()
var/range = 8
+10 -10
View File
@@ -11,29 +11,29 @@
/datum/round_event/wizard/cursed_items/start()
var/item_set = pick("wizardmimic", "swords", "bigfatdoobie", "boxing", "voicemodulators", "catgirls2015")
var/list/loadout[slots_amt]
var/list/loadout[SLOTS_AMT]
var/ruins_spaceworthiness
var/ruins_wizard_loadout
switch(item_set)
if("wizardmimic")
loadout[slot_wear_suit] = /obj/item/clothing/suit/wizrobe
loadout[slot_shoes] = /obj/item/clothing/shoes/sandal/magic
loadout[slot_head] = /obj/item/clothing/head/wizard
loadout[SLOT_WEAR_SUIT] = /obj/item/clothing/suit/wizrobe
loadout[SLOT_SHOES] = /obj/item/clothing/shoes/sandal/magic
loadout[SLOT_HEAD] = /obj/item/clothing/head/wizard
ruins_spaceworthiness = 1
if("swords")
loadout[slot_hands] = /obj/item/katana/cursed
loadout[SLOT_HANDS] = /obj/item/katana/cursed
if("bigfatdoobie")
loadout[slot_wear_mask] = /obj/item/clothing/mask/cigarette/rollie/trippy
loadout[SLOT_WEAR_MASK] = /obj/item/clothing/mask/cigarette/rollie/trippy
ruins_spaceworthiness = 1
if("boxing")
loadout[slot_wear_mask] = /obj/item/clothing/mask/luchador
loadout[slot_gloves] = /obj/item/clothing/gloves/boxing
loadout[SLOT_WEAR_MASK] = /obj/item/clothing/mask/luchador
loadout[SLOT_GLOVES] = /obj/item/clothing/gloves/boxing
ruins_spaceworthiness = 1
if("voicemodulators")
loadout[slot_wear_mask] = /obj/item/clothing/mask/chameleon
loadout[SLOT_WEAR_MASK] = /obj/item/clothing/mask/chameleon
if("catgirls2015")
loadout[slot_head] = /obj/item/clothing/head/kitty
loadout[SLOT_HEAD] = /obj/item/clothing/head/kitty
ruins_spaceworthiness = 1
ruins_wizard_loadout = 1
@@ -13,7 +13,7 @@
custom_food_type = /obj/item/reagent_containers/food/snacks/customizable/sandwich
filling_color = "#FFA500"
list_reagents = list("nutriment" = 2)
slot_flags = SLOT_HEAD
slot_flags = ITEM_SLOT_HEAD
customfoodfilling = 0 //to avoid infinite bread-ception
foodtype = GRAIN
+1 -1
View File
@@ -4,7 +4,7 @@
name = "ambrosia branch"
desc = "This is a plant."
icon_state = "ambrosiavulgaris"
slot_flags = SLOT_HEAD
slot_flags = ITEM_SLOT_HEAD
filling_color = "#008000"
bitesize_mod = 2
foodtype = VEGETABLES
+5 -5
View File
@@ -22,7 +22,7 @@
name = "poppy"
desc = "Long-used as a symbol of rest, peace, and death."
icon_state = "poppy"
slot_flags = SLOT_HEAD
slot_flags = ITEM_SLOT_HEAD
filling_color = "#FF6347"
bitesize_mod = 3
foodtype = VEGETABLES | GROSS
@@ -86,7 +86,7 @@
name = "harebell"
desc = "\"I'll sweeten thy sad grave: thou shalt not lack the flower that's like thy face, pale primrose, nor the azured hare-bell, like thy veins; no, nor the leaf of eglantine, whom not to slander, out-sweeten'd not thy breath.\""
icon_state = "harebell"
slot_flags = SLOT_HEAD
slot_flags = ITEM_SLOT_HEAD
filling_color = "#E6E6FA"
bitesize_mod = 3
@@ -118,7 +118,7 @@
righthand_file = 'icons/mob/inhands/weapons/plants_righthand.dmi'
damtype = "fire"
force = 0
slot_flags = SLOT_HEAD
slot_flags = ITEM_SLOT_HEAD
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 1
@@ -149,7 +149,7 @@
name = "moonflower"
desc = "Store in a location at least 50 yards away from werewolves."
icon_state = "moonflower"
slot_flags = SLOT_HEAD
slot_flags = ITEM_SLOT_HEAD
filling_color = "#E6E6FA"
bitesize_mod = 2
@@ -176,7 +176,7 @@
righthand_file = 'icons/mob/inhands/weapons/plants_righthand.dmi'
damtype = "fire"
force = 0
slot_flags = SLOT_HEAD
slot_flags = ITEM_SLOT_HEAD
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 1
+2 -2
View File
@@ -8,7 +8,7 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL=30, MAT_GLASS=20)
// *************************************
@@ -112,7 +112,7 @@
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
armour_penetration = 20
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
attack_verb = list("chopped", "sliced", "cut", "reaped")
hitsound = 'sound/weapons/bladeslice.ogg'
var/swiping = FALSE
+2 -2
View File
@@ -111,7 +111,7 @@ Shaft Miner
mask = /obj/item/clothing/mask/gas/explorer
glasses = /obj/item/clothing/glasses/meson
suit_store = /obj/item/tank/internals/oxygen
internals_slot = slot_s_store
internals_slot = SLOT_S_STORE
backpack_contents = list(
/obj/item/storage/bag/ore=1,
/obj/item/kitchen/knife/combat/survival=1,
@@ -220,7 +220,7 @@ Cook
var/list/possible_boxes = subtypesof(/obj/item/storage/box/ingredients)
var/chosen_box = pick(possible_boxes)
var/obj/item/storage/box/I = new chosen_box(src)
H.equip_to_slot_or_del(I,slot_in_backpack)
H.equip_to_slot_or_del(I,SLOT_IN_BACKPACK)
var/datum/martial_art/cqc/under_siege/justacook = new
justacook.teach(H)
@@ -31,7 +31,7 @@ Chaplain
B.icon_state = SSreligion.bible_icon_state
B.item_state = SSreligion.bible_item_state
to_chat(H, "There is already an established religion onboard the station. You are an acolyte of [SSreligion.deity]. Defer to the Chaplain.")
H.equip_to_slot_or_del(B, slot_in_backpack)
H.equip_to_slot_or_del(B, SLOT_IN_BACKPACK)
var/nrt = SSreligion.holy_weapon_type || /obj/item/nullrod
var/obj/item/nullrod/N = new nrt(H)
H.put_in_hands(N)
@@ -79,7 +79,7 @@ Chaplain
SSreligion.bible_name = B.name
SSreligion.deity = B.deity_name
H.equip_to_slot_or_del(B, slot_in_backpack)
H.equip_to_slot_or_del(B, SLOT_IN_BACKPACK)
SSblackbox.record_feedback("text", "religion_name", 1, "[new_religion]", 1)
SSblackbox.record_feedback("text", "religion_deity", 1, "[new_deity]", 1)
+6 -6
View File
@@ -48,7 +48,7 @@ Chief Engineer
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
pda_slot = slot_l_store
pda_slot = SLOT_L_STORE
/datum/outfit/job/ce/rig
name = "Chief Engineer (Hardsuit)"
@@ -59,7 +59,7 @@ Chief Engineer
suit_store = /obj/item/tank/internals/oxygen
gloves = /obj/item/clothing/gloves/color/yellow
head = null
internals_slot = slot_s_store
internals_slot = SLOT_S_STORE
/*
@@ -102,7 +102,7 @@ Station Engineer
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
pda_slot = slot_l_store
pda_slot = SLOT_L_STORE
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
/datum/outfit/job/engineer/gloved
@@ -116,7 +116,7 @@ Station Engineer
suit = /obj/item/clothing/suit/space/hardsuit/engine
suit_store = /obj/item/tank/internals/oxygen
head = null
internals_slot = slot_s_store
internals_slot = SLOT_S_STORE
/*
@@ -156,7 +156,7 @@ Atmospheric Technician
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
pda_slot = slot_l_store
pda_slot = SLOT_L_STORE
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
/datum/outfit/job/atmos/rig
@@ -165,4 +165,4 @@ Atmospheric Technician
mask = /obj/item/clothing/mask/gas
suit = /obj/item/clothing/suit/space/hardsuit/engine/atmos
suit_store = /obj/item/tank/internals/oxygen
internals_slot = slot_s_store
internals_slot = SLOT_S_STORE
+1 -1
View File
@@ -151,7 +151,7 @@
var/duffelbag = /obj/item/storage/backpack/duffelbag
var/box = /obj/item/storage/box/survival
var/pda_slot = slot_belt
var/pda_slot = SLOT_BELT
/datum/outfit/job/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
switch(H.backbag)
+2 -2
View File
@@ -56,7 +56,7 @@ Research Director
mask = /obj/item/clothing/mask/breath
suit = /obj/item/clothing/suit/space/hardsuit/rd
suit_store = /obj/item/tank/internals/oxygen
internals_slot = slot_s_store
internals_slot = SLOT_S_STORE
/*
Scientist
@@ -128,4 +128,4 @@ Roboticist
backpack = /obj/item/storage/backpack/science
satchel = /obj/item/storage/backpack/satchel/tox
pda_slot = slot_l_store
pda_slot = SLOT_L_STORE
+1 -1
View File
@@ -244,7 +244,7 @@ GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, S
if(ears)
if(H.ears)
qdel(H.ears)
H.equip_to_slot_or_del(new ears(H),slot_ears)
H.equip_to_slot_or_del(new ears(H),SLOT_EARS)
var/obj/item/card/id/W = H.wear_id
W.access |= dep_access
+4 -4
View File
@@ -3,12 +3,12 @@
switch(_key)
if("E") // Put held thing in belt or take out most recent thing from belt
var/obj/item/thing = get_active_held_item()
var/obj/item/storage/equipped_belt = get_item_by_slot(slot_belt)
var/obj/item/storage/equipped_belt = get_item_by_slot(SLOT_BELT)
if(!equipped_belt) // We also let you equip a belt like this
if(!thing)
to_chat(user, "<span class='notice'>You have no belt to take something out of.</span>")
return
equip_to_slot_if_possible(thing, slot_belt)
equip_to_slot_if_possible(thing, SLOT_BELT)
return
if(!istype(equipped_belt)) // not a storage item
if(!thing)
@@ -31,12 +31,12 @@
if("B") // Put held thing in backpack or take out most recent thing from backpack
var/obj/item/thing = get_active_held_item()
var/obj/item/storage/equipped_backpack = get_item_by_slot(slot_back)
var/obj/item/storage/equipped_backpack = get_item_by_slot(SLOT_BACK)
if(!equipped_backpack) // We also let you equip a backpack like this
if(!thing)
to_chat(user, "<span class='notice'>You have no backpack to take something out of.</span>")
return
equip_to_slot_if_possible(thing, slot_back)
equip_to_slot_if_possible(thing, SLOT_BACK)
return
if(!istype(equipped_backpack)) // not a storage item
if(!thing)
@@ -10,7 +10,7 @@
While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna."
force = 20 //As much as a bone spear, but this is significantly more annoying to carry around due to requiring the use of both hands at all times
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
force_unwielded = 20 //It's never not wielded so these are the same
force_wielded = 20
throwforce = 5
@@ -8,7 +8,7 @@
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
@@ -37,7 +37,7 @@
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
var/range = 7
@@ -4,7 +4,7 @@
icon = 'icons/obj/mining.dmi'
icon_state = "pickaxe"
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT | SLOT_BACK
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 15
throwforce = 10
item_state = "pickaxe"
@@ -30,7 +30,7 @@
icon_state = "minipick"
force = 10
throwforce = 7
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=1000)
@@ -54,7 +54,7 @@
name = "mining drill"
icon_state = "handdrill"
item_state = "jackhammer"
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
toolspeed = 0.6 //available from roundstart, faster than a pickaxe.
usesound = 'sound/weapons/drill.ogg'
hitsound = 'sound/weapons/drill.ogg'
@@ -93,7 +93,7 @@
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
force = 8
tool_behaviour = TOOL_SHOVEL
toolspeed = 1
@@ -11,7 +11,7 @@
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
/obj/item/wormhole_jaunter/attack_self(mob/user)
user.visible_message("<span class='notice'>[user.name] activates the [src.name]!</span>")
@@ -53,7 +53,7 @@
/obj/item/wormhole_jaunter/emp_act(power)
var/triggered = FALSE
if(usr.get_item_by_slot(slot_belt) == src)
if(usr.get_item_by_slot(SLOT_BELT) == src)
if(power == 1)
triggered = TRUE
else if(power == 2 && prob(50))
@@ -65,7 +65,7 @@
activate(usr)
/obj/item/wormhole_jaunter/proc/chasm_react(mob/user)
if(user.get_item_by_slot(slot_belt) == src)
if(user.get_item_by_slot(SLOT_BELT) == src)
to_chat(user, "Your [src] activates, saving you from the chasm!</span>")
SSblackbox.record_feedback("tally", "jaunter", 1, "Chasm") // chasm automatic activation
activate(user, FALSE)
@@ -438,7 +438,7 @@
desc = "Somehow, it's in two places at once."
icon = 'icons/obj/storage.dmi'
icon_state = "cultpack"
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
resistance_flags = INDESTRUCTIBLE
/obj/item/shared_storage/red
@@ -558,7 +558,7 @@
inhand_y_dimension = 64
icon_state = "cleaving_saw"
icon_state_on = "cleaving_saw_open"
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
attack_verb_off = list("attacked", "sawed", "sliced", "torn", "ripped", "diced", "cut")
attack_verb_on = list("cleaved", "swiped", "slashed", "chopped")
hitsound = 'sound/weapons/bladeslice.ogg'
@@ -816,7 +816,7 @@
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
icon = 'icons/obj/guns/magic.dmi'
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
force = 25
damtype = BURN
@@ -993,7 +993,7 @@
righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
inhand_x_dimension = 64
inhand_y_dimension = 64
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
force = 15
attack_verb = list("clubbed", "beat", "pummeled")
+4 -4
View File
@@ -180,7 +180,7 @@
held_items[hand_index] = I
I.layer = ABOVE_HUD_LAYER
I.plane = ABOVE_HUD_PLANE
I.equipped(src, slot_hands)
I.equipped(src, SLOT_HANDS)
if(I.pulledby)
I.pulledby.stop_pulling()
update_inv_hands()
@@ -399,7 +399,7 @@
if(M.active_storage && M.active_storage.parent && M.active_storage.parent.SendSignal(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_generic_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(SLOT_BELT), M.get_item_by_slot(SLOT_GENERC_DEXTROUS_STORAGE), M.get_item_by_slot(SLOT_BACK))
for(var/i in possible)
if(!i)
continue
@@ -421,10 +421,10 @@
//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 SLOT_BACK
/mob/proc/getBeltSlot()
return slot_belt
return SLOT_BELT
@@ -45,13 +45,13 @@
<HR>"}
for(var/i in 1 to held_items.len)
var/obj/item/I = get_item_for_held_index(i)
dat += "<BR><B>[get_held_index_name(i)]:</B><A href='?src=[REF(src)];item=[slot_hands];hand_index=[i]'>[(I && !(I.flags_1 & ABSTRACT_1)) ? I : "<font color=grey>Empty</font>"]</a>"
dat += "<BR><B>[get_held_index_name(i)]:</B><A href='?src=[REF(src)];item=[SLOT_HANDS];hand_index=[i]'>[(I && !(I.flags_1 & ABSTRACT_1)) ? I : "<font color=grey>Empty</font>"]</a>"
dat += "<BR><A href='?src=[REF(src)];pouches=1'>Empty Pouches</A>"
if(handcuffed)
dat += "<BR><A href='?src=[REF(src)];item=[slot_handcuffed]'>Handcuffed</A>"
dat += "<BR><A href='?src=[REF(src)];item=[SLOT_HANDCUFFED]'>Handcuffed</A>"
if(legcuffed)
dat += "<BR><A href='?src=[REF(src)];item=[slot_legcuffed]'>Legcuffed</A>"
dat += "<BR><A href='?src=[REF(src)];item=[SLOT_LEGCUFFED]'>Legcuffed</A>"
dat += {"
<BR>
@@ -169,7 +169,7 @@
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, SLOT_WEAR_MASK, 0, 1, 1)
return TRUE // time for a smoke
/obj/item/clothing/mask/facehugger/proc/Attach(mob/living/M)
@@ -254,7 +254,7 @@
return 1
var/mob/living/carbon/C = M
if(ishuman(C) && !(slot_wear_mask in C.dna.species.no_equip))
if(ishuman(C) && !(SLOT_WEAR_MASK in C.dna.species.no_equip))
var/mob/living/carbon/human/H = C
if(H.is_mouth_covered(head_only = 1))
return 0
+7 -7
View File
@@ -202,23 +202,23 @@
<HR>
<B><FONT size=3>[name]</FONT></B>
<HR>
<BR><B>Head:</B> <A href='?src=[REF(src)];item=[slot_head]'> [(head && !(head.flags_1&ABSTRACT_1)) ? head : "Nothing"]</A>
<BR><B>Mask:</B> <A href='?src=[REF(src)];item=[slot_wear_mask]'> [(wear_mask && !(wear_mask.flags_1&ABSTRACT_1)) ? wear_mask : "Nothing"]</A>
<BR><B>Neck:</B> <A href='?src=[REF(src)];item=[slot_neck]'> [(wear_neck && !(wear_neck.flags_1&ABSTRACT_1)) ? wear_neck : "Nothing"]</A>"}
<BR><B>Head:</B> <A href='?src=[REF(src)];item=[SLOT_HEAD]'> [(head && !(head.flags_1&ABSTRACT_1)) ? head : "Nothing"]</A>
<BR><B>Mask:</B> <A href='?src=[REF(src)];item=[SLOT_WEAR_MASK]'> [(wear_mask && !(wear_mask.flags_1&ABSTRACT_1)) ? wear_mask : "Nothing"]</A>
<BR><B>Neck:</B> <A href='?src=[REF(src)];item=[SLOT_NECK]'> [(wear_neck && !(wear_neck.flags_1&ABSTRACT_1)) ? wear_neck : "Nothing"]</A>"}
for(var/i in 1 to held_items.len)
var/obj/item/I = get_item_for_held_index(i)
dat += "<BR><B>[get_held_index_name(i)]:</B></td><td><A href='?src=[REF(src)];item=[slot_hands];hand_index=[i]'>[(I && !(I.flags_1 & ABSTRACT_1)) ? I : "Nothing"]</a>"
dat += "<BR><B>[get_held_index_name(i)]:</B></td><td><A href='?src=[REF(src)];item=[SLOT_HANDS];hand_index=[i]'>[(I && !(I.flags_1 & ABSTRACT_1)) ? I : "Nothing"]</a>"
dat += "<BR><B>Back:</B> <A href='?src=[REF(src)];item=[slot_back]'>[back ? back : "Nothing"]</A>"
dat += "<BR><B>Back:</B> <A href='?src=[REF(src)];item=[SLOT_BACK]'>[back ? back : "Nothing"]</A>"
if(istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/tank))
dat += "<BR><A href='?src=[REF(src)];internal=1'>[internal ? "Disable Internals" : "Set Internals"]</A>"
if(handcuffed)
dat += "<BR><A href='?src=[REF(src)];item=[slot_handcuffed]'>Handcuffed</A>"
dat += "<BR><A href='?src=[REF(src)];item=[SLOT_HANDCUFFED]'>Handcuffed</A>"
if(legcuffed)
dat += "<BR><A href='?src=[REF(src)];item=[slot_legcuffed]'>Legcuffed</A>"
dat += "<BR><A href='?src=[REF(src)];item=[SLOT_LEGCUFFED]'>Legcuffed</A>"
dat += {"
<BR>
@@ -19,7 +19,7 @@
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
//uniform
if(w_uniform && !(slot_w_uniform in obscured))
if(w_uniform && !(SLOT_W_UNIFORM in obscured))
//accessory
var/accessory_msg
if(istype(w_uniform, /obj/item/clothing/under))
@@ -48,7 +48,7 @@
GET_COMPONENT(FR, /datum/component/forensics)
//gloves
if(gloves && !(slot_gloves in obscured))
if(gloves && !(SLOT_GLOVES in obscured))
msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
else if(FR && length(FR.blood_DNA))
var/hand_number = get_num_arms()
@@ -69,22 +69,22 @@
msg += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist.\n"
//shoes
if(shoes && !(slot_shoes in obscured))
if(shoes && !(SLOT_SHOES in obscured))
msg += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet.\n"
//mask
if(wear_mask && !(slot_wear_mask in obscured))
if(wear_mask && !(SLOT_WEAR_MASK in obscured))
msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n"
if (wear_neck && !(slot_neck in obscured))
if (wear_neck && !(SLOT_NECK in obscured))
msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
//eyes
if(glasses && !(slot_glasses in obscured))
if(glasses && !(SLOT_GLASSES in obscured))
msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
//ears
if(ears && !(slot_ears in obscured))
if(ears && !(SLOT_EARS in obscured))
msg += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears.\n"
//ID
+37 -37
View File
@@ -115,80 +115,80 @@
dat += "<table>"
for(var/i in 1 to held_items.len)
var/obj/item/I = get_item_for_held_index(i)
dat += "<tr><td><B>[get_held_index_name(i)]:</B></td><td><A href='?src=[REF(src)];item=[slot_hands];hand_index=[i]'>[(I && !(I.flags_1 & ABSTRACT_1)) ? I : "<font color=grey>Empty</font>"]</a></td></tr>"
dat += "<tr><td><B>[get_held_index_name(i)]:</B></td><td><A href='?src=[REF(src)];item=[SLOT_HANDS];hand_index=[i]'>[(I && !(I.flags_1 & ABSTRACT_1)) ? I : "<font color=grey>Empty</font>"]</a></td></tr>"
dat += "<tr><td>&nbsp;</td></tr>"
dat += "<tr><td><B>Back:</B></td><td><A href='?src=[REF(src)];item=[slot_back]'>[(back && !(back.flags_1&ABSTRACT_1)) ? back : "<font color=grey>Empty</font>"]</A>"
dat += "<tr><td><B>Back:</B></td><td><A href='?src=[REF(src)];item=[SLOT_BACK]'>[(back && !(back.flags_1&ABSTRACT_1)) ? back : "<font color=grey>Empty</font>"]</A>"
if(has_breathable_mask && istype(back, /obj/item/tank))
dat += "&nbsp;<A href='?src=[REF(src)];internal=[slot_back]'>[internal ? "Disable Internals" : "Set Internals"]</A>"
dat += "&nbsp;<A href='?src=[REF(src)];internal=[SLOT_BACK]'>[internal ? "Disable Internals" : "Set Internals"]</A>"
dat += "</td></tr><tr><td>&nbsp;</td></tr>"
dat += "<tr><td><B>Head:</B></td><td><A href='?src=[REF(src)];item=[slot_head]'>[(head && !(head.flags_1&ABSTRACT_1)) ? head : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td><B>Head:</B></td><td><A href='?src=[REF(src)];item=[SLOT_HEAD]'>[(head && !(head.flags_1&ABSTRACT_1)) ? head : "<font color=grey>Empty</font>"]</A></td></tr>"
if(slot_wear_mask in obscured)
if(SLOT_WEAR_MASK in obscured)
dat += "<tr><td><font color=grey><B>Mask:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
else
dat += "<tr><td><B>Mask:</B></td><td><A href='?src=[REF(src)];item=[slot_wear_mask]'>[(wear_mask && !(wear_mask.flags_1&ABSTRACT_1)) ? wear_mask : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td><B>Mask:</B></td><td><A href='?src=[REF(src)];item=[SLOT_WEAR_MASK]'>[(wear_mask && !(wear_mask.flags_1&ABSTRACT_1)) ? wear_mask : "<font color=grey>Empty</font>"]</A></td></tr>"
if(slot_neck in obscured)
if(SLOT_NECK in obscured)
dat += "<tr><td><font color=grey><B>Neck:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
else
dat += "<tr><td><B>Neck:</B></td><td><A href='?src=[REF(src)];item=[slot_neck]'>[(wear_neck && !(wear_neck.flags_1&ABSTRACT_1)) ? wear_neck : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td><B>Neck:</B></td><td><A href='?src=[REF(src)];item=[SLOT_NECK]'>[(wear_neck && !(wear_neck.flags_1&ABSTRACT_1)) ? wear_neck : "<font color=grey>Empty</font>"]</A></td></tr>"
if(slot_glasses in obscured)
if(SLOT_GLASSES in obscured)
dat += "<tr><td><font color=grey><B>Eyes:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
else
dat += "<tr><td><B>Eyes:</B></td><td><A href='?src=[REF(src)];item=[slot_glasses]'>[(glasses && !(glasses.flags_1&ABSTRACT_1)) ? glasses : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td><B>Eyes:</B></td><td><A href='?src=[REF(src)];item=[SLOT_GLASSES]'>[(glasses && !(glasses.flags_1&ABSTRACT_1)) ? glasses : "<font color=grey>Empty</font>"]</A></td></tr>"
if(slot_ears in obscured)
if(SLOT_EARS in obscured)
dat += "<tr><td><font color=grey><B>Ears:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
else
dat += "<tr><td><B>Ears:</B></td><td><A href='?src=[REF(src)];item=[slot_ears]'>[(ears && !(ears.flags_1&ABSTRACT_1)) ? ears : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td><B>Ears:</B></td><td><A href='?src=[REF(src)];item=[SLOT_EARS]'>[(ears && !(ears.flags_1&ABSTRACT_1)) ? ears : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td>&nbsp;</td></tr>"
dat += "<tr><td><B>Exosuit:</B></td><td><A href='?src=[REF(src)];item=[slot_wear_suit]'>[(wear_suit && !(wear_suit.flags_1&ABSTRACT_1)) ? wear_suit : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td><B>Exosuit:</B></td><td><A href='?src=[REF(src)];item=[SLOT_WEAR_SUIT]'>[(wear_suit && !(wear_suit.flags_1&ABSTRACT_1)) ? wear_suit : "<font color=grey>Empty</font>"]</A></td></tr>"
if(wear_suit)
dat += "<tr><td>&nbsp;&#8627;<B>Suit Storage:</B></td><td><A href='?src=[REF(src)];item=[slot_s_store]'>[(s_store && !(s_store.flags_1&ABSTRACT_1)) ? s_store : "<font color=grey>Empty</font>"]</A>"
dat += "<tr><td>&nbsp;&#8627;<B>Suit Storage:</B></td><td><A href='?src=[REF(src)];item=[SLOT_S_STORE]'>[(s_store && !(s_store.flags_1&ABSTRACT_1)) ? s_store : "<font color=grey>Empty</font>"]</A>"
if(has_breathable_mask && istype(s_store, /obj/item/tank))
dat += "&nbsp;<A href='?src=[REF(src)];internal=[slot_s_store]'>[internal ? "Disable Internals" : "Set Internals"]</A>"
dat += "&nbsp;<A href='?src=[REF(src)];internal=[SLOT_S_STORE]'>[internal ? "Disable Internals" : "Set Internals"]</A>"
dat += "</td></tr>"
else
dat += "<tr><td><font color=grey>&nbsp;&#8627;<B>Suit Storage:</B></font></td></tr>"
if(slot_shoes in obscured)
if(SLOT_SHOES in obscured)
dat += "<tr><td><font color=grey><B>Shoes:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
else
dat += "<tr><td><B>Shoes:</B></td><td><A href='?src=[REF(src)];item=[slot_shoes]'>[(shoes && !(shoes.flags_1&ABSTRACT_1)) ? shoes : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td><B>Shoes:</B></td><td><A href='?src=[REF(src)];item=[SLOT_SHOES]'>[(shoes && !(shoes.flags_1&ABSTRACT_1)) ? shoes : "<font color=grey>Empty</font>"]</A></td></tr>"
if(slot_gloves in obscured)
if(SLOT_GLOVES in obscured)
dat += "<tr><td><font color=grey><B>Gloves:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
else
dat += "<tr><td><B>Gloves:</B></td><td><A href='?src=[REF(src)];item=[slot_gloves]'>[(gloves && !(gloves.flags_1&ABSTRACT_1)) ? gloves : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td><B>Gloves:</B></td><td><A href='?src=[REF(src)];item=[SLOT_GLOVES]'>[(gloves && !(gloves.flags_1&ABSTRACT_1)) ? gloves : "<font color=grey>Empty</font>"]</A></td></tr>"
if(slot_w_uniform in obscured)
if(SLOT_W_UNIFORM in obscured)
dat += "<tr><td><font color=grey><B>Uniform:</B></font></td><td><font color=grey>Obscured</font></td></tr>"
else
dat += "<tr><td><B>Uniform:</B></td><td><A href='?src=[REF(src)];item=[slot_w_uniform]'>[(w_uniform && !(w_uniform.flags_1&ABSTRACT_1)) ? w_uniform : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td><B>Uniform:</B></td><td><A href='?src=[REF(src)];item=[SLOT_W_UNIFORM]'>[(w_uniform && !(w_uniform.flags_1&ABSTRACT_1)) ? w_uniform : "<font color=grey>Empty</font>"]</A></td></tr>"
if((w_uniform == null && !(dna && dna.species.nojumpsuit)) || (slot_w_uniform in obscured))
if((w_uniform == null && !(dna && dna.species.nojumpsuit)) || (SLOT_W_UNIFORM in obscured))
dat += "<tr><td><font color=grey>&nbsp;&#8627;<B>Pockets:</B></font></td></tr>"
dat += "<tr><td><font color=grey>&nbsp;&#8627;<B>ID:</B></font></td></tr>"
dat += "<tr><td><font color=grey>&nbsp;&#8627;<B>Belt:</B></font></td></tr>"
else
dat += "<tr><td>&nbsp;&#8627;<B>Belt:</B></td><td><A href='?src=[REF(src)];item=[slot_belt]'>[(belt && !(belt.flags_1&ABSTRACT_1)) ? belt : "<font color=grey>Empty</font>"]</A>"
dat += "<tr><td>&nbsp;&#8627;<B>Belt:</B></td><td><A href='?src=[REF(src)];item=[SLOT_BELT]'>[(belt && !(belt.flags_1&ABSTRACT_1)) ? belt : "<font color=grey>Empty</font>"]</A>"
if(has_breathable_mask && istype(belt, /obj/item/tank))
dat += "&nbsp;<A href='?src=[REF(src)];internal=[slot_belt]'>[internal ? "Disable Internals" : "Set Internals"]</A>"
dat += "&nbsp;<A href='?src=[REF(src)];internal=[SLOT_BELT]'>[internal ? "Disable Internals" : "Set Internals"]</A>"
dat += "</td></tr>"
dat += "<tr><td>&nbsp;&#8627;<B>Pockets:</B></td><td><A href='?src=[REF(src)];pockets=left'>[(l_store && !(l_store.flags_1&ABSTRACT_1)) ? "Left (Full)" : "<font color=grey>Left (Empty)</font>"]</A>"
dat += "&nbsp;<A href='?src=[REF(src)];pockets=right'>[(r_store && !(r_store.flags_1&ABSTRACT_1)) ? "Right (Full)" : "<font color=grey>Right (Empty)</font>"]</A></td></tr>"
dat += "<tr><td>&nbsp;&#8627;<B>ID:</B></td><td><A href='?src=[REF(src)];item=[slot_wear_id]'>[(wear_id && !(wear_id.flags_1&ABSTRACT_1)) ? wear_id : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td>&nbsp;&#8627;<B>ID:</B></td><td><A href='?src=[REF(src)];item=[SLOT_WEAR_ID]'>[(wear_id && !(wear_id.flags_1&ABSTRACT_1)) ? wear_id : "<font color=grey>Empty</font>"]</A></td></tr>"
if(handcuffed)
dat += "<tr><td><B>Handcuffed:</B> <A href='?src=[REF(src)];item=[slot_handcuffed]'>Remove</A></td></tr>"
dat += "<tr><td><B>Handcuffed:</B> <A href='?src=[REF(src)];item=[SLOT_HANDCUFFED]'>Remove</A></td></tr>"
if(legcuffed)
dat += "<tr><td><A href='?src=[REF(src)];item=[slot_legcuffed]'>Legcuffed</A></td></tr>"
dat += "<tr><td><A href='?src=[REF(src)];item=[SLOT_LEGCUFFED]'>Legcuffed</A></td></tr>"
dat += {"</table>
<A href='?src=[REF(user)];mach_close=mob[REF(src)]'>Close</A>
@@ -241,8 +241,8 @@
if(href_list["pockets"])
var/pocket_side = href_list["pockets"]
var/pocket_id = (pocket_side == "right" ? slot_r_store : slot_l_store)
var/obj/item/pocket_item = (pocket_id == slot_r_store ? r_store : l_store)
var/pocket_id = (pocket_side == "right" ? SLOT_R_STORE : SLOT_L_STORE)
var/obj/item/pocket_item = (pocket_id == SLOT_R_STORE ? r_store : l_store)
var/obj/item/place_item = usr.get_active_held_item() // Item to place in the pocket, if it's empty
var/delay_denominator = 1
@@ -258,7 +258,7 @@
if(do_mob(usr, src, POCKET_STRIP_DELAY/delay_denominator)) //placing an item into the pocket is 4 times faster
if(pocket_item)
if(pocket_item == (pocket_id == slot_r_store ? r_store : l_store)) //item still in the pocket we search
if(pocket_item == (pocket_id == SLOT_R_STORE ? r_store : l_store)) //item still in the pocket we search
dropItemToGround(pocket_item)
else
if(place_item)
@@ -510,23 +510,23 @@
if(wear_suit)
if(wear_suit.flags_inv & HIDEGLOVES)
obscured |= slot_gloves
obscured |= SLOT_GLOVES
if(wear_suit.flags_inv & HIDEJUMPSUIT)
obscured |= slot_w_uniform
obscured |= SLOT_W_UNIFORM
if(wear_suit.flags_inv & HIDESHOES)
obscured |= slot_shoes
obscured |= SLOT_SHOES
if(head)
if(head.flags_inv & HIDEMASK)
obscured |= slot_wear_mask
obscured |= SLOT_WEAR_MASK
if(head.flags_inv & HIDEEYES)
obscured |= slot_glasses
obscured |= SLOT_GLASSES
if(head.flags_inv & HIDEEARS)
obscured |= slot_ears
obscured |= SLOT_EARS
if(wear_mask)
if(wear_mask.flags_inv & HIDEEYES)
obscured |= slot_glasses
obscured |= SLOT_GLASSES
if(obscured.len)
return obscured
@@ -4,39 +4,39 @@
// 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(SLOT_BACK)
return back
if(slot_wear_mask)
if(SLOT_WEAR_MASK)
return wear_mask
if(slot_neck)
if(SLOT_NECK)
return wear_neck
if(slot_handcuffed)
if(SLOT_HANDCUFFED)
return handcuffed
if(slot_legcuffed)
if(SLOT_LEGCUFFED)
return legcuffed
if(slot_belt)
if(SLOT_BELT)
return belt
if(slot_wear_id)
if(SLOT_WEAR_ID)
return wear_id
if(slot_ears)
if(SLOT_EARS)
return ears
if(slot_glasses)
if(SLOT_GLASSES)
return glasses
if(slot_gloves)
if(SLOT_GLOVES)
return gloves
if(slot_head)
if(SLOT_HEAD)
return head
if(slot_shoes)
if(SLOT_SHOES)
return shoes
if(slot_wear_suit)
if(SLOT_WEAR_SUIT)
return wear_suit
if(slot_w_uniform)
if(SLOT_W_UNIFORM)
return w_uniform
if(slot_l_store)
if(SLOT_L_STORE)
return l_store
if(slot_r_store)
if(SLOT_R_STORE)
return r_store
if(slot_s_store)
if(SLOT_S_STORE)
return s_store
return null
@@ -84,17 +84,17 @@
var/not_handled = FALSE //Added in case we make this type path deeper one day
switch(slot)
if(slot_belt)
if(SLOT_BELT)
belt = I
update_inv_belt()
if(slot_wear_id)
if(SLOT_WEAR_ID)
wear_id = I
sec_hud_set_ID()
update_inv_wear_id()
if(slot_ears)
if(SLOT_EARS)
ears = I
update_inv_ears()
if(slot_glasses)
if(SLOT_GLASSES)
glasses = I
var/obj/item/clothing/glasses/G = I
if(G.glass_colour_type)
@@ -107,13 +107,13 @@
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(SLOT_GLOVES)
gloves = I
update_inv_gloves()
if(slot_shoes)
if(SLOT_SHOES)
shoes = I
update_inv_shoes()
if(slot_wear_suit)
if(SLOT_WEAR_SUIT)
wear_suit = I
if(I.flags_inv & HIDEJUMPSUIT)
update_inv_w_uniform()
@@ -121,17 +121,17 @@
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(SLOT_W_UNIFORM)
w_uniform = I
update_suit_sensors()
update_inv_w_uniform()
if(slot_l_store)
if(SLOT_L_STORE)
l_store = I
update_inv_pockets()
if(slot_r_store)
if(SLOT_R_STORE)
r_store = I
update_inv_pockets()
if(slot_s_store)
if(SLOT_S_STORE)
s_store = I
update_inv_s_store()
else
+35 -35
View File
@@ -864,48 +864,48 @@ GLOBAL_LIST_EMPTY(roundstart_races)
var/num_legs = H.get_num_legs()
switch(slot)
if(slot_hands)
if(SLOT_HANDS)
if(H.get_empty_held_indexes())
return TRUE
return FALSE
if(slot_wear_mask)
if(SLOT_WEAR_MASK)
if(H.wear_mask)
return FALSE
if(!(I.slot_flags & SLOT_MASK))
if(!(I.slot_flags & ITEM_SLOT_MASK))
return FALSE
if(!H.get_bodypart(BODY_ZONE_HEAD))
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(slot_neck)
if(SLOT_NECK)
if(H.wear_neck)
return FALSE
if( !(I.slot_flags & SLOT_NECK) )
if( !(I.slot_flags & ITEM_SLOT_NECK) )
return FALSE
return TRUE
if(slot_back)
if(SLOT_BACK)
if(H.back)
return FALSE
if( !(I.slot_flags & SLOT_BACK) )
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(SLOT_WEAR_SUIT)
if(H.wear_suit)
return FALSE
if( !(I.slot_flags & SLOT_OCLOTHING) )
if( !(I.slot_flags & ITEM_SLOT_OCLOTHING) )
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(slot_gloves)
if(SLOT_GLOVES)
if(H.gloves)
return FALSE
if( !(I.slot_flags & SLOT_GLOVES) )
if( !(I.slot_flags & ITEM_SLOT_GLOVES) )
return FALSE
if(num_arms < 2)
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(slot_shoes)
if(SLOT_SHOES)
if(H.shoes)
return FALSE
if( !(I.slot_flags & SLOT_FEET) )
if( !(I.slot_flags & ITEM_SLOT_FEET) )
return FALSE
if(num_legs < 2)
return FALSE
@@ -914,7 +914,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
to_chat(H, "<span class='warning'>The footwear around here isn't compatible with your feet!</span>")
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(slot_belt)
if(SLOT_BELT)
if(H.belt)
return FALSE
@@ -924,40 +924,40 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(!disable_warning)
to_chat(H, "<span class='warning'>You need a jumpsuit before you can attach this [I.name]!</span>")
return FALSE
if(!(I.slot_flags & SLOT_BELT))
if(!(I.slot_flags & ITEM_SLOT_BELT))
return
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(slot_glasses)
if(SLOT_GLASSES)
if(H.glasses)
return FALSE
if(!(I.slot_flags & SLOT_EYES))
if(!(I.slot_flags & ITEM_SLOT_EYES))
return FALSE
if(!H.get_bodypart(BODY_ZONE_HEAD))
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(slot_head)
if(SLOT_HEAD)
if(H.head)
return FALSE
if(!(I.slot_flags & SLOT_HEAD))
if(!(I.slot_flags & ITEM_SLOT_HEAD))
return FALSE
if(!H.get_bodypart(BODY_ZONE_HEAD))
return FALSE
return equip_delay_self_check(I, H, bypass_equip_delay_self)
if(slot_ears)
if(SLOT_EARS)
if(H.ears)
return FALSE
if(!(I.slot_flags & SLOT_EARS))
if(!(I.slot_flags & ITEM_SLOT_EARS))
return FALSE
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(SLOT_W_UNIFORM)
if(H.w_uniform)
return FALSE
if( !(I.slot_flags & SLOT_ICLOTHING) )
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(SLOT_WEAR_ID)
if(H.wear_id)
return FALSE
@@ -966,10 +966,10 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(!disable_warning)
to_chat(H, "<span class='warning'>You need a jumpsuit before you can attach this [I.name]!</span>")
return FALSE
if( !(I.slot_flags & SLOT_ID) )
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(SLOT_L_STORE)
if(I.flags_1 & NODROP_1) //Pockets aren't visible, so you can't move NODROP_1 items into them.
return FALSE
if(H.l_store)
@@ -981,11 +981,11 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(!disable_warning)
to_chat(H, "<span class='warning'>You need a jumpsuit before you can attach this [I.name]!</span>")
return FALSE
if(I.slot_flags & SLOT_DENYPOCKET)
if(I.slot_flags & ITEM_SLOT_DENYPOCKET)
return FALSE
if( I.w_class <= WEIGHT_CLASS_SMALL || (I.slot_flags & SLOT_POCKET) )
if( I.w_class <= WEIGHT_CLASS_SMALL || (I.slot_flags & ITEM_SLOT_POCKET) )
return TRUE
if(slot_r_store)
if(SLOT_R_STORE)
if(I.flags_1 & NODROP_1)
return FALSE
if(H.r_store)
@@ -997,12 +997,12 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(!disable_warning)
to_chat(H, "<span class='warning'>You need a jumpsuit before you can attach this [I.name]!</span>")
return FALSE
if(I.slot_flags & SLOT_DENYPOCKET)
if(I.slot_flags & ITEM_SLOT_DENYPOCKET)
return FALSE
if( I.w_class <= WEIGHT_CLASS_SMALL || (I.slot_flags & SLOT_POCKET) )
if( I.w_class <= WEIGHT_CLASS_SMALL || (I.slot_flags & ITEM_SLOT_POCKET) )
return TRUE
return FALSE
if(slot_s_store)
if(SLOT_S_STORE)
if(I.flags_1 & NODROP_1)
return FALSE
if(H.s_store)
@@ -1022,7 +1022,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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(SLOT_HANDCUFFED)
if(H.handcuffed)
return FALSE
if(!istype(I, /obj/item/restraints/handcuffs))
@@ -1030,7 +1030,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(num_arms < 2)
return FALSE
return TRUE
if(slot_legcuffed)
if(SLOT_LEGCUFFED)
if(H.legcuffed)
return FALSE
if(!istype(I, /obj/item/restraints/legcuffs))
@@ -1038,7 +1038,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(num_legs < 2)
return FALSE
return TRUE
if(slot_in_backpack)
if(SLOT_IN_BACKPACK)
if(H.back)
if(H.back.SendSignal(COMSIG_TRY_STORAGE_CAN_INSERT, I, H, TRUE))
return TRUE
@@ -6,7 +6,7 @@
mutant_bodyparts = list("wings")
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "Angel")
use_skintones = 1
no_equip = list(slot_back)
no_equip = list(SLOT_BACK)
blacklisted = 1
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
@@ -12,7 +12,7 @@
punchdamagelow = 5
punchdamagehigh = 14
punchstunthreshold = 11 //about 40% chance to stun
no_equip = list(slot_wear_mask, slot_wear_suit, slot_gloves, slot_shoes, slot_w_uniform, slot_s_store)
no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM, SLOT_S_STORE)
nojumpsuit = 1
sexes = 1
damage_overlay_type = ""
@@ -17,7 +17,7 @@
punchdamagehigh = 14
punchstunthreshold = 14 //about 44% chance to stun
no_equip = list(slot_wear_mask, slot_wear_suit, slot_gloves, slot_shoes, slot_w_uniform)
no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM)
burnmod = 1.25
heatmod = 1.5
@@ -37,7 +37,7 @@
limbs_id = "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(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM, SLOT_S_STORE)
species_traits = list(NOBLOOD,NO_UNDERWEAR,NO_DNA_COPY,NOTRANSSTING,NOEYES)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_NOBREATH,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_NOGUNS,TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOHUNGER)
mutanteyes = /obj/item/organ/eyes/night_vision/nightmare
@@ -101,7 +101,7 @@ There are several things that need to be remembered:
remove_overlay(UNIFORM_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_w_uniform]
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_W_UNIFORM]
inv.update_icon()
if(istype(w_uniform, /obj/item/clothing/under))
@@ -148,7 +148,7 @@ There are several things that need to be remembered:
remove_overlay(ID_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_wear_id]
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_ID]
inv.update_icon()
var/mutable_appearance/id_overlay = overlays_standing[ID_LAYER]
@@ -171,8 +171,8 @@ There are several things that need to be remembered:
/mob/living/carbon/human/update_inv_gloves()
remove_overlay(GLOVES_LAYER)
if(client && hud_used && hud_used.inv_slots[slot_gloves])
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_gloves]
if(client && hud_used && hud_used.inv_slots[SLOT_GLOVES])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLOVES]
inv.update_icon()
if(!gloves && bloody_hands)
@@ -211,7 +211,7 @@ There are several things that need to be remembered:
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_glasses]
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLASSES]
inv.update_icon()
if(glasses)
@@ -238,7 +238,7 @@ There are several things that need to be remembered:
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_ears]
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_EARS]
inv.update_icon()
if(ears)
@@ -264,7 +264,7 @@ There are several things that need to be remembered:
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_shoes]
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES]
inv.update_icon()
if(shoes)
@@ -286,7 +286,7 @@ There are several things that need to be remembered:
remove_overlay(SUIT_STORE_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_s_store]
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_S_STORE]
inv.update_icon()
if(s_store)
@@ -322,7 +322,7 @@ There are several things that need to be remembered:
remove_overlay(BELT_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_belt]
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BELT]
inv.update_icon()
if(belt)
@@ -349,7 +349,7 @@ There are several things that need to be remembered:
remove_overlay(SUIT_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_wear_suit]
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_SUIT]
inv.update_icon()
if(istype(wear_suit, /obj/item/clothing/suit))
@@ -375,10 +375,10 @@ There are several things that need to be remembered:
if(client && hud_used)
var/obj/screen/inventory/inv
inv = hud_used.inv_slots[slot_l_store]
inv = hud_used.inv_slots[SLOT_L_STORE]
inv.update_icon()
inv = hud_used.inv_slots[slot_r_store]
inv = hud_used.inv_slots[SLOT_R_STORE]
inv.update_icon()
if(l_store)
+14 -14
View File
@@ -1,16 +1,16 @@
/mob/living/carbon/get_item_by_slot(slot_id)
switch(slot_id)
if(slot_back)
if(SLOT_BACK)
return back
if(slot_wear_mask)
if(SLOT_WEAR_MASK)
return wear_mask
if(slot_neck)
if(SLOT_NECK)
return wear_neck
if(slot_head)
if(SLOT_HEAD)
return head
if(slot_handcuffed)
if(SLOT_HANDCUFFED)
return handcuffed
if(slot_legcuffed)
if(SLOT_LEGCUFFED)
return legcuffed
return null
@@ -50,28 +50,28 @@
I.appearance_flags |= NO_CLIENT_COLOR
var/not_handled = FALSE
switch(slot)
if(slot_back)
if(SLOT_BACK)
back = I
update_inv_back()
if(slot_wear_mask)
if(SLOT_WEAR_MASK)
wear_mask = I
wear_mask_update(I, toggle_off = 0)
if(slot_head)
if(SLOT_HEAD)
head = I
head_update(I)
if(slot_neck)
if(SLOT_NECK)
wear_neck = I
update_inv_neck(I)
if(slot_handcuffed)
if(SLOT_HANDCUFFED)
handcuffed = I
update_handcuffed()
if(slot_legcuffed)
if(SLOT_LEGCUFFED)
legcuffed = I
update_inv_legcuffed()
if(slot_hands)
if(SLOT_HANDS)
put_in_hands(I)
update_inv_hands()
if(slot_in_backpack)
if(SLOT_IN_BACKPACK)
if(!back.SendSignal(COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
not_handled = TRUE
else
@@ -1,34 +1,31 @@
/mob/living/carbon/monkey/can_equip(obj/item/I, slot, disable_warning = 0)
switch(slot)
if(slot_hands)
if(SLOT_HANDS)
if(get_empty_held_indexes())
return TRUE
return FALSE
if(slot_wear_mask)
if(SLOT_WEAR_MASK)
if(wear_mask)
return FALSE
if( !(I.slot_flags & SLOT_MASK) )
if( !(I.slot_flags & ITEM_SLOT_MASK) )
return FALSE
return TRUE
if(slot_neck)
if(SLOT_NECK)
if(wear_neck)
return FALSE
if( !(I.slot_flags & SLOT_NECK) )
if( !(I.slot_flags & ITEM_SLOT_NECK) )
return FALSE
return TRUE
if(slot_head)
if(SLOT_HEAD)
if(head)
return FALSE
if( !(I.slot_flags & SLOT_HEAD) )
if( !(I.slot_flags & ITEM_SLOT_HEAD) )
return FALSE
return TRUE
if(slot_back)
if(SLOT_BACK)
if(back)
return FALSE
if( !(I.slot_flags & SLOT_BACK) )
if( !(I.slot_flags & ITEM_SLOT_BACK) )
return FALSE
return TRUE
return FALSE //Unsupported slot
@@ -168,5 +168,5 @@
. = ..()
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,SLOT_HEAD)
helmet.attack_self(src) // todo encapsulate toggle
@@ -27,9 +27,9 @@
//bodyparts are actually created before we try to equip things to
//those slots
if(relic_hat)
equip_to_slot_or_del(new relic_hat, slot_head)
equip_to_slot_or_del(new relic_hat, SLOT_HEAD)
if(relic_mask)
equip_to_slot_or_del(new relic_mask, slot_wear_mask)
equip_to_slot_or_del(new relic_mask, SLOT_WEAR_MASK)
/mob/living/carbon/monkey/punpun/Life()
if(!stat && SSticker.current_state == GAME_STATE_FINISHED && !memory_saved)
@@ -118,8 +118,8 @@
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(client && hud_used && hud_used.inv_slots[slot_wear_mask])
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_wear_mask]
if(client && hud_used && hud_used.inv_slots[SLOT_WEAR_MASK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
inv.update_icon()
if(wear_mask)
@@ -132,8 +132,8 @@
/mob/living/carbon/update_inv_neck()
remove_overlay(NECK_LAYER)
if(client && hud_used && hud_used.inv_slots[slot_neck])
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_neck]
if(client && hud_used && hud_used.inv_slots[SLOT_NECK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_NECK]
inv.update_icon()
if(wear_neck)
@@ -146,8 +146,8 @@
/mob/living/carbon/update_inv_back()
remove_overlay(BACK_LAYER)
if(client && hud_used && hud_used.inv_slots[slot_back])
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_back]
if(client && hud_used && hud_used.inv_slots[SLOT_BACK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BACK]
inv.update_icon()
if(back)
@@ -162,8 +162,8 @@
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(client && hud_used && hud_used.inv_slots[slot_back])
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_head]
if(client && hud_used && hud_used.inv_slots[SLOT_BACK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD]
inv.update_icon()
if(head)
@@ -85,7 +85,7 @@
else
to_chat(src, "<span class='warning'>You need to disable a module first!</span>")
if(.)
O.equipped(src, slot_hands)
O.equipped(src, SLOT_HANDS)
O.mouse_opacity = initial(O.mouse_opacity)
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
@@ -89,10 +89,10 @@
if(default_storage)
var/obj/item/I = new default_storage(src)
equip_to_slot_or_del(I, slot_generic_dextrous_storage)
equip_to_slot_or_del(I, SLOT_GENERC_DEXTROUS_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, SLOT_HEAD)
access_card.flags_1 |= NODROP_1
@@ -59,7 +59,7 @@
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, SLOT_HEAD)
D.admin_spawned = admin_spawned
D.key = user.key
qdel(src)
@@ -21,13 +21,13 @@
/mob/living/simple_animal/drone/can_equip(obj/item/I, slot)
switch(slot)
if(slot_head)
if(SLOT_HEAD)
if(head)
return 0
if(!((I.slot_flags & SLOT_HEAD) || (I.slot_flags & SLOT_MASK)))
if(!((I.slot_flags & ITEM_SLOT_HEAD) || (I.slot_flags & ITEM_SLOT_MASK)))
return 0
return 1
if(slot_generic_dextrous_storage)
if(SLOT_GENERC_DEXTROUS_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(SLOT_HEAD)
return head
if(slot_generic_dextrous_storage)
if(SLOT_GENERC_DEXTROUS_STORAGE)
return internal_storage
return ..()
@@ -63,10 +63,10 @@
I.plane = ABOVE_HUD_PLANE
switch(slot)
if(slot_head)
if(SLOT_HEAD)
head = I
update_inv_head()
if(slot_generic_dextrous_storage)
if(SLOT_GENERC_DEXTROUS_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_generic_dextrous_storage
return SLOT_GENERC_DEXTROUS_STORAGE
/mob/living/simple_animal/drone/getBeltSlot()
return slot_generic_dextrous_storage
return SLOT_GENERC_DEXTROUS_STORAGE
@@ -54,7 +54,7 @@
/mob/living/simple_animal/hostile/guardian/dextrous/can_equip(obj/item/I, slot)
switch(slot)
if(slot_generic_dextrous_storage)
if(SLOT_GENERC_DEXTROUS_STORAGE)
if(internal_storage)
return 0
return 1
@@ -65,17 +65,17 @@
return
switch(slot)
if(slot_generic_dextrous_storage)
if(SLOT_GENERC_DEXTROUS_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_generic_dextrous_storage
return SLOT_GENERC_DEXTROUS_STORAGE
/mob/living/simple_animal/hostile/guardian/dextrous/getBeltSlot()
return slot_generic_dextrous_storage
return SLOT_GENERC_DEXTROUS_STORAGE
/mob/living/simple_animal/hostile/guardian/dextrous/proc/update_inv_internal_storage()
if(internal_storage && client && hud_used && hud_used.hud_shown)
@@ -153,7 +153,7 @@ Difficulty: Medium
icon_state = "staffofstorms"
item_state = "staffofstorms"
icon = 'icons/obj/guns/magic.dmi'
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
force = 25
damtype = BURN
+8 -8
View File
@@ -237,14 +237,14 @@
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_generic_dextrous_storage\
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\
)
for(var/slot in slot_priority)
@@ -9,7 +9,7 @@
max_hardware_size = 1
w_class = WEIGHT_CLASS_SMALL
steel_sheet_cost = 1
slot_flags = SLOT_ID | SLOT_BELT
slot_flags = ITEM_SLOT_ID | ITEM_SLOT_BELT
has_light = TRUE //LED flashlight!
comp_light_luminosity = 2.3 //Same as the PDA
var/finish_color = null
+2 -2
View File
@@ -13,7 +13,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
sharpness = IS_SHARP
max_integrity = 200
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
@@ -79,7 +79,7 @@
if(user.put_in_hands(src))
msg = "Your Energy Katana teleports into your hand!"
else if(user.equip_to_slot_if_possible(src, slot_belt, 0, 1, 1))
else if(user.equip_to_slot_if_possible(src, SLOT_BELT, 0, 1, 1))
msg = "Your Energy Katana teleports back to you, sheathing itself as it does so!</span>"
else
msg = "Your Energy Katana teleports to your location!"
+1 -1
View File
@@ -11,7 +11,7 @@
back = /obj/item/tank/jetpack/carbondioxide
l_pocket = /obj/item/grenade/plastic/x4
r_pocket = /obj/item/tank/internals/emergency_oxygen
internals_slot = slot_r_store
internals_slot = SLOT_R_STORE
belt = /obj/item/energy_katana
implants = list(/obj/item/implant/explosive)
+1 -1
View File
@@ -9,7 +9,7 @@
throw_range = 7
var/obj/item/pen/haspen //The stored pen.
var/obj/item/paper/toppaper //The topmost piece of paper.
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
resistance_flags = FLAMMABLE
/obj/item/clipboard/suicide_act(mob/living/carbon/user)
+1 -1
View File
@@ -16,7 +16,7 @@
throw_range = 1
throw_speed = 1
pressure_resistance = 0
slot_flags = SLOT_HEAD
slot_flags = ITEM_SLOT_HEAD
body_parts_covered = HEAD
resistance_flags = FLAMMABLE
max_integrity = 50
+1 -1
View File
@@ -16,7 +16,7 @@
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "pen"
item_state = "pen"
slot_flags = SLOT_BELT | SLOT_EARS
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_EARS
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
+2 -2
View File
@@ -138,7 +138,7 @@
else if(ass) //ASS COPY. By Miauw
for(var/i = 0, i < copies, i++)
var/icon/temp_img
if(ishuman(ass) && (ass.get_item_by_slot(slot_w_uniform) || ass.get_item_by_slot(slot_wear_suit)))
if(ishuman(ass) && (ass.get_item_by_slot(SLOT_W_UNIFORM) || ass.get_item_by_slot(SLOT_WEAR_SUIT)))
to_chat(usr, "<span class='notice'>You feel kind of silly, copying [ass == usr ? "your" : ass][ass == usr ? "" : "\'s"] ass with [ass == usr ? "your" : "their"] clothes on.</span>" )
break
else if(toner >= 5 && !busy && check_ass()) //You have to be sitting on the copier and either be a xeno or a human without clothes on.
@@ -345,7 +345,7 @@
updateUsrDialog()
return 0
else if(ishuman(ass))
if(!ass.get_item_by_slot(slot_w_uniform) && !ass.get_item_by_slot(slot_wear_suit))
if(!ass.get_item_by_slot(SLOT_W_UNIFORM) && !ass.get_item_by_slot(SLOT_WEAR_SUIT))
return 1
else
return 0
+1 -1
View File
@@ -130,7 +130,7 @@
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL = 50, MAT_GLASS = 150)
var/pictures_max = 10
var/pictures_left = 10
+1 -1
View File
@@ -466,7 +466,7 @@ GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe("cable restrai
throw_range = 5
materials = list(MAT_METAL=10, MAT_GLASS=5)
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
singular_name = "cable piece"
full_w_class = WEIGHT_CLASS_SMALL
@@ -4,7 +4,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
throwforce = 0
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL = 500)

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