Made some object lists less terrible to read
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@@ -193,7 +193,7 @@
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name = "large grenade"
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desc = "A custom made large grenade. It affects a larger area."
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icon_state = "large_grenade"
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allowed_containers = list(/obj/item/weapon/reagent_containers/glass,/obj/item/weapon/reagent_containers/food/condiment,
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allowed_containers = list(/obj/item/weapon/reagent_containers/glass, /obj/item/weapon/reagent_containers/food/condiment,
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/obj/item/weapon/reagent_containers/food/drinks)
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origin_tech = "combat=3;engineering=3"
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affected_area = 5
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@@ -228,7 +228,7 @@
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return
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if((istype(AM, /obj/item/weapon/storage/)) && !((istype(AM, /obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox)))) //If its storage but not secure storage OR a lockbox, then place it inside.
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return
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if((istype(AM,/obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox)))
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if((istype(AM, /obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox)))
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var/obj/item/weapon/storage/secure/S = AM
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if(!S.locked) //Literal hacks, this works for lockboxes despite incorrect type casting, because they both share the locked var. But if its unlocked, place it inside, otherwise PLANTING C4!
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return
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