Uppercases slot defines.

This commit is contained in:
oranges
2018-04-28 13:13:56 +12:00
committed by CitadelStationBot
parent ab3c55ab23
commit 7d45e045a3
207 changed files with 1507 additions and 692 deletions
@@ -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
var/fire_sound = null //What sound should play when this ammo is fired
@@ -5,7 +5,7 @@
icon_state = "357"
icon = 'icons/obj/ammo.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
item_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
+1 -1
View File
@@ -8,7 +8,7 @@
icon_state = "detective"
item_state = "gun"
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL=2000)
w_class = WEIGHT_CLASS_NORMAL
throwforce = 5
+2 -2
View File
@@ -204,8 +204,8 @@
desc = sawn_desc
w_class = WEIGHT_CLASS_NORMAL
item_state = "gun"
slot_flags &= ~SLOT_BACK //you can't sling it on your back
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
slot_flags &= ~ITEM_SLOT_BACK //you can't sling it on your back
slot_flags |= ITEM_SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
sawn_off = TRUE
update_icon()
return 1
@@ -363,7 +363,7 @@
zoomable = TRUE
zoom_amt = 10 //Long range, enough to see in front of you, but no tiles behind you.
zoom_out_amt = 13
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
actions_types = list()
@@ -393,7 +393,7 @@
can_unsuppress = TRUE
can_suppress = TRUE
w_class = WEIGHT_CLASS_HUGE
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
actions_types = list()
/obj/item/gun/ballistic/automatic/surplus/update_icon()
@@ -9,7 +9,7 @@
item_state = "backpack"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_HUGE
var/obj/item/gun/ballistic/minigun/gun
var/armed = 0 //whether the gun is attached, 0 is attached, 1 is the gun is wielded.
@@ -33,7 +33,7 @@
/obj/item/minigunpack/attack_hand(var/mob/living/carbon/user)
if(src.loc == user)
if(!armed)
if(user.get_item_by_slot(slot_back) == src)
if(user.get_item_by_slot(SLOT_BACK) == src)
armed = 1
if(!user.put_in_hands(gun))
armed = 0
@@ -257,7 +257,7 @@
weapon_weight = WEAPON_MEDIUM
force = 10
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
sawn_desc = "Omar's coming!"
obj_flags = UNIQUE_RENAME
@@ -314,7 +314,7 @@
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
var/obj/item/stack/cable_coil/C = A
if(C.use(10))
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
slung = TRUE
update_icon()
@@ -340,7 +340,7 @@
item_state = "gun"
w_class = WEIGHT_CLASS_NORMAL
sawn_off = TRUE
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
/obj/item/gun/ballistic/revolver/reverse //Fires directly at its user... unless the user is a clown, of course.
@@ -6,7 +6,7 @@
w_class = WEIGHT_CLASS_BULKY
force = 10
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
mag_type = /obj/item/ammo_box/magazine/internal/shot
casing_ejector = FALSE
var/recentpump = 0 // to prevent spammage
@@ -107,7 +107,7 @@
desc = "This piece of junk looks like something that could have been used 700 years ago. It feels slightly moist."
icon_state = "moistnugget"
item_state = "moistnugget"
slot_flags = 0 //no SLOT_BACK sprite, alas
slot_flags = 0 //no ITEM_SLOT_BACK sprite, alas
mag_type = /obj/item/ammo_box/magazine/internal/boltaction
var/bolt_open = FALSE
can_bayonet = TRUE
@@ -73,7 +73,7 @@
item_state = "crossbow"
mag_type = /obj/item/ammo_box/magazine/internal/shot/toy/crossbow
fire_sound = 'sound/items/syringeproj.ogg'
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
/obj/item/gun/ballistic/automatic/c20r/toy //This is the syndicate variant with syndicate firing pin and riot darts.
@@ -79,7 +79,7 @@
w_class = WEIGHT_CLASS_BULKY
force = 10
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
pin = null
ammo_x_offset = 3
@@ -7,7 +7,7 @@
force = 10
modifystate = TRUE
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
cell_type = "/obj/item/stock_parts/cell/pulse"
@@ -39,7 +39,7 @@
name = "pulse carbine"
desc = "A compact variant of the pulse rifle with less firepower but easier storage."
w_class = WEIGHT_CLASS_NORMAL
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
icon_state = "pulse_carbine"
item_state = null
cell_type = "/obj/item/stock_parts/cell/pulse/carbine"
@@ -54,7 +54,7 @@
name = "pulse pistol"
desc = "A pulse rifle in an easily concealed handgun package with low capacity."
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
icon_state = "pulse_pistol"
item_state = "gun"
cell_type = "/obj/item/stock_parts/cell/pulse/pistol"
@@ -6,7 +6,7 @@
can_flashlight = 1
w_class = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/ion)
ammo_x_offset = 3
flight_x_offset = 17
@@ -20,7 +20,7 @@
desc = "The MK.II Prototype Ion Projector is a lightweight carbine version of the larger ion rifle, built to be ergonomic and efficient."
icon_state = "ioncarbine"
w_class = WEIGHT_CLASS_NORMAL
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
pin = null
ammo_x_offset = 2
flight_x_offset = 18
+1 -1
View File
@@ -1,5 +1,5 @@
/obj/item/gun/magic/staff
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
flags_2 = NO_MAT_REDEMPTION_2
@@ -17,7 +17,7 @@
icon_state = "esniper"
item_state = "esniper"
fire_sound = 'sound/weapons/beam_sniper.ogg'
slot_flags = SLOT_BACK
slot_flags = ITEM_SLOT_BACK
force = 15
materials = list()
recoil = 4