From 7eced99647cf2c7f830f499ec199c5ec981ed4af Mon Sep 17 00:00:00 2001 From: Tk420634 Date: Fri, 19 Jul 2024 18:01:13 -0500 Subject: [PATCH 1/6] Reflavor drinking amounts, pillows, and maybe ashtrays - Change the clear cut amounts that you 'transfer liquid' from cups to be something like sips, tastes, gulps, etc. - Todo: add pillows, the files added but not ticked on yet - Ashtrays todo: sprites exist but no code is written yet. Placing cig on ashtray should mark cig as yours, clicking it again picks it up. Should make a sprite for cigs in the ashtray that aren't just burnt out. Picking up a cig that isn't marked as yours should clearly state 'so and so picks up the whatever left by the whoever' or something. --- code/modules/reagents/reagent_containers.dm | 14 +++++++++++--- modular_coyote/icons/objects/pillow/pillow.dm | 1 + 2 files changed, 12 insertions(+), 3 deletions(-) diff --git a/code/modules/reagents/reagent_containers.dm b/code/modules/reagents/reagent_containers.dm index 0055f7c8ee..a86f9668d1 100644 --- a/code/modules/reagents/reagent_containers.dm +++ b/code/modules/reagents/reagent_containers.dm @@ -1,3 +1,10 @@ +#define taste = '1' +#define sip = '3' +#define drink = '6' +#define gulp = '8' +#define chug = '10' + + /obj/item/reagent_containers name = "Container" desc = "..." @@ -5,7 +12,7 @@ icon_state = null w_class = WEIGHT_CLASS_TINY var/amount_per_transfer_from_this = 5 - var/list/possible_transfer_amounts = list(5,10,15,20,25,30) + var/list/possible_transfer_amounts = list() var/volume = 30 var/reagent_flags = NONE //used to determine the reagent holder flags on add_initial_reagents() var/reagent_value = DEFAULT_REAGENTS_VALUE //same as above but for the holder value multiplier. @@ -18,6 +25,7 @@ var/cached_icon var/warped_glass = FALSE + /obj/item/reagent_containers/Initialize(mapload, vol) . = ..() if(isnum(vol) && vol > 0) @@ -48,10 +56,10 @@ set name = "Set Transfer Amount" set category = "Object" set waitfor = FALSE - var/N = input("Amount per transfer from this:","[src]") as null|anything in possible_transfer_amounts + var/N = input("Amount to drink per quaff:","[src]") as null|anything in possible_transfer_amounts if(N) amount_per_transfer_from_this = N - to_chat(usr, span_notice("[src]'s transfer amount is now [amount_per_transfer_from_this] units.")) + to_chat(usr, span_notice("[src]'s quaff amount is now [amount_per_transfer_from_this] units.")) /obj/item/reagent_containers/proc/add_initial_reagents() if(list_reagents) diff --git a/modular_coyote/icons/objects/pillow/pillow.dm b/modular_coyote/icons/objects/pillow/pillow.dm index f699dd34b3..e02507e05e 100644 --- a/modular_coyote/icons/objects/pillow/pillow.dm +++ b/modular_coyote/icons/objects/pillow/pillow.dm @@ -1,3 +1,4 @@ +//butts //Pillow and pillow related items /obj/item/pillow name = "pillow" From dc09548e02e46f1020aef010fe6cfaee23166059 Mon Sep 17 00:00:00 2001 From: Superlagg Date: Fri, 19 Jul 2024 16:18:31 -0700 Subject: [PATCH 2/6] Update reagent_containers.dm --- code/modules/reagents/reagent_containers.dm | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/code/modules/reagents/reagent_containers.dm b/code/modules/reagents/reagent_containers.dm index a86f9668d1..1c61c1518c 100644 --- a/code/modules/reagents/reagent_containers.dm +++ b/code/modules/reagents/reagent_containers.dm @@ -1,8 +1,8 @@ -#define taste = '1' -#define sip = '3' -#define drink = '6' -#define gulp = '8' -#define chug = '10' +#define DRINKAMT_TASTE 1 +#define DRINKAMT_SIP 3 +#define DRINKAMT_DRINK 6 +#define DRINKAMT_GULP 8 +#define DRINKAMT_CHUG 10 /obj/item/reagent_containers From e6d3eac0ef1ac6f3b534a8bac5e93540f1bf8ed9 Mon Sep 17 00:00:00 2001 From: Tk420634 Date: Fri, 19 Jul 2024 20:54:57 -0500 Subject: [PATCH 3/6] You ever think you're about to get hit by a --- code/modules/reagents/reagent_containers.dm | 13 +++++++++---- modular_coyote/icons/objects/pillow/bed.dmi | Bin 0 -> 5304 bytes modular_coyote/icons/objects/pillow/pillow.dm | 1 - 3 files changed, 9 insertions(+), 5 deletions(-) create mode 100644 modular_coyote/icons/objects/pillow/bed.dmi diff --git a/code/modules/reagents/reagent_containers.dm b/code/modules/reagents/reagent_containers.dm index 1c61c1518c..db9d773b7e 100644 --- a/code/modules/reagents/reagent_containers.dm +++ b/code/modules/reagents/reagent_containers.dm @@ -4,7 +4,6 @@ #define DRINKAMT_GULP 8 #define DRINKAMT_CHUG 10 - /obj/item/reagent_containers name = "Container" desc = "..." @@ -12,7 +11,13 @@ icon_state = null w_class = WEIGHT_CLASS_TINY var/amount_per_transfer_from_this = 5 - var/list/possible_transfer_amounts = list() + var/list/possible_transfer_amounts = list( + DRINKAMT_TASTE, + DRINKAMT_SIP, + DRINKAMT_DRINK, + DRINKAMT_GULP, + DRINKAMT_CHUG, + ) var/volume = 30 var/reagent_flags = NONE //used to determine the reagent holder flags on add_initial_reagents() var/reagent_value = DEFAULT_REAGENTS_VALUE //same as above but for the holder value multiplier. @@ -56,8 +61,8 @@ set name = "Set Transfer Amount" set category = "Object" set waitfor = FALSE - var/N = input("Amount to drink per quaff:","[src]") as null|anything in possible_transfer_amounts - if(N) + var/N = input("Amount to drink per quaff: (1u - [volume]u)","[src]") as null|num + if(N && N >= 1 && N <= volume) amount_per_transfer_from_this = N to_chat(usr, span_notice("[src]'s quaff amount is now [amount_per_transfer_from_this] units.")) diff --git a/modular_coyote/icons/objects/pillow/bed.dmi b/modular_coyote/icons/objects/pillow/bed.dmi new file mode 100644 index 0000000000000000000000000000000000000000..0ba8f799d59b8d273764121b0ab0ed749ff8ca9d GIT binary patch literal 5304 zcma)A2{hDE+y7gNN`xZo5F)Y*naq$a35goA6JrTwH<%%^hNwxhjIu{rBRiFy#=b3DdvJW%!P2c;z-+R9Ep7WjWod3Pgx#v9hS%3FF&;7^WHZeGTlK&(C0H+Oa=-#2z zHu}hAJx-tROF7%pNf*Mx(qGrb&)L`gk-xi-Hvj}@C4FyYf1+@virPR|0#={hQ51YBS2YnhUy`Sp^NXChC7N~92GhOEit0fnWep< z!PQ&HBOl1ioQ12kw*~<2GDBT$i{Pw{?C^(Y;mEF5!eo=cc*N8dWa1Vh@=|`2?X=OI z$gE)-MrrMIPwk>a#6;Xnu&5FGxk&;sB~6vqlGI4`1uuL zE++G43Qh$#6KtKG%SAio3BlypkWS@lWkSZ(@)Tbv66F5ru>aat7zVz(ml?7&1xKZn z7Ze<0Uby=w>m#78e&Q;y;NH!^YO2Go70mAod>MJpbS5W8Fk(~X7Z6>PF~*Q4^_>18 zeOIomZe|+f-wNSq4bdg{yqypaWNY={iasBffjnXIPK#`3dn*j8pXy7_oJ zJqhA9`_)G{m5X$K7D1THz1EpxaeuZxfv<>X%5HeM+-C*2iDQYtEknN*_DWBks8PVR z4heNeE~7+zmKT@_9;)4^TM^aDUaeI*b>6jp2aMY$wRgH$o5@q|t(iNAEG%YCz6DLT z89AQhLc#g{1CG1;AMgXtK1={IWRutZAVfW4oG)oUpvzHm?pa}m2E+KXHd*rB$SYNj ziee-DARQkRZC>O{c#zEppMAD@gWd_KdK|S~yIuj`$k`i4iHfpeOB-`hwY9686Zq*U z+%YMKl_lTQ>3a~Se>eqKBf!I0h1U`fV#rR?c}njiGMuX;L#lpK?oFCmb$$YQe!8Z% zCR1L4c<_Vh8b0zhccBFwvj~G6GSi1{K%eN$*9OTaR!QBL%F7V?s?*emJ@=sIhsIai z=;4@IVed1^4VPF{6kk+~KKwneAN2b0+_QH6-7lE&(%BHqqX>JoZ{An0?U;)N$$}Y1 zCJ2F2Ne^o&Q?-~_WZ~{|X2~%j#3 zfwP{8bdSR}hxC9p7Le^(r=y#))wYm4+|OK4a#7e_i6GgzV`aPbJG*cudCIK~H9X)Q zVaxfR(Q}X=kCUx4xmU^FFUZm<$)%G+%dM_&70zF@ z!!W-+CNpVaB~j$#A6r>cb@OB95VbznrKA0e zIBZ&FwXyWOBHzS7*7nQ|Xb{;ZhoLIuwjVf9Fj?qp%Z=fn@)ik}6_DUJG!~LUJ>ot5 zFz)%ijUeY-Cpe7Frk1e}&IqB|uhEzUp)^qqh?n*SVJ0989NxS6nhCYTpNyg1?)C$; zH^p)OZZX*qK|ZJ=uL2%mR}87Lnq22a_#j0eJ=l##RwIjl|ouDoSP=cu;)tN z+gia%+1NN(PEv->dL#Y78|rqXh3s)PzIWlXYv6FI-U@*#)-Ow1HJl44o2S#*&G7-< z@^dd9PumPlgdZO~)#i^*e=xs^Jo1dmnKIP>pBiMajKHqjaC~ z0YV_<8Ap2{qn&$7&&4}}@{|Bm<^tWT;Wf-avtPi^Ck~!LifAQAPz%5ayY;+utUCe59{&K+?&?2k}z`Z1j}Hc zWPhM`r#^hZ^`ss7!XhqH6CyBE0ReJRv&wwgyTOf{!*$J&2vya_vE!sTAFR=wci7Rx zMGOAgx>t)9{taJ{m)g~cay~IsH>Ebb-R#)q%r0kR6iAr(2_da zi|BnKEFmE=S>J)KH9$U@btWEa^~by@w}rt z@1I|<Tusf)`%d*c?rnA!VRFdv?|i&{8;mYr3dTb_7zJgzgder@hyoiz8FcUF#dZ z&aTDUzMT1cvCBy@B=b)-C*r`$>OyX;!}arYE$t3xhTJSv7j-WvdQvSfA2&>!-#SoQ zT4uNkh_V@`4YR462X%TNh3UnHF7d>`z`)Ats+m`Laj}-8CTCGGUB%G|Nt1I30nyhHw zRL?s~6Yp{Pqd&pW|E&l`I#{+?-NVv&o+h3ePOe8(a~qz$(S*Y#j!N#|wzW-KTU#YY zX^t{>=4oGURgwp0nnKJig^bHNa&FF&{5zX9`9@*hr%!cYA6YwF`o(y#QKkQ-b7?zjB? zaUYgRhvoB-km`Dryu5U0^IPQlbRCDJY0kGl@0@fZ>D6hy_;R(4Vh%a;W>wG=hlMsB z9QDqyG8JYw8;?RBf;M zCq7#B(nwvPQ>A$&I}F>4)qm9;E~7FlAElBOKCDb9rC`;=$u%`WL_1I;6A&ES0c)Kj z91eesem1;0tx?nn^jBmocn(c}^nWco=Hgpl@5_wAc6q55JDZC(odF?LlZC(+g{}n; zvHYbU(1ZP?d&2oROPYdcc&`J$u^$;=H*2_xq=^E|HENg)R9E~pj=<>B3%{6R^?JcG z2}!{*0Bt{ioxgX$+k;_nK%-KdnhAlJHOnQon+9i+eETswgn{qJ$Cj`mym3#_kuYmNLsH;nEo3^9&(#Gnr+RVC8r!11-; zr4}iB70Yd$3mol{S`pI^2XBcPOkE#&Yujn*;frA1(%j()n?t!{W{%wndm4-Lloomj(J{jTSIK5lMq{zjU^ zf+7>7DLv)6A3B?QW5;|iK)~}k``gib&xP7b_Sb>=82UoZjB;rJoUTAL7c?!{+t_q{Ce1Cv0y(8{ zBg#vQx8+20YG_Pu&QSt z?!WH(!5_X5Vb-eFK4Gf!&&e+W9cx$wx|Ti8t6iu%^l&hC<#c-db<@5ZP}q)dX^Wez zdA0WPVs|`xf7{E;D>$I9bboux6z^pU-KiP$cTDxnC2(15#(`8tO6)>v<6YtRZ^qZk(# ztGDEgtYD?p+Ea#3_Rm*pc*^;qU*osr4PyMHAz(mV2t)Ou9mR=pXta_8@=~_5$I}0q zTK_Qe#&n(0zUe?y8_4usLBZ3$ed70Qa6vo@hAp(+9Jyxm`B6LE6;<0m4k_BnzDBF^ z2n}t#=A(Z&FC{(DiAQe*_`VfN?8r?rxy%J_%~PjL)63Ddo>87DhOB4Y#D8FCmO(Hc z`@I${gb{|0+lM@5NfUQ$H-#Uc34?&diyNCyp?2fe)J|?t%Q6bWO$gus>fME*>;!J& ztH035J*LEJFx3*?m`DEq^f&){O8&1F=tV6A@JZ|W6|JDJDiNDC)#Y z1DRpllGe=os7^lNZe#{J;I|~p?G=03B7?4$uZwyqB0oZoxe#h|p`3c89|m|z5RS7< zI>YWmbt{ow&gQd7eaDGt|H#R6BOYPYTL+<`p?I{N?m`VjzATIOPU6MN!)AcCmeI!C z-xl6-&EJ*+gdCizd@yw~1mzLNmM6A{_pc#H^T=Dpywj4tKnVGal4YV4%GRPA0nAol56z>(XLy-m6J;|K#Hd%P|xTSI_v^GktV!-1Gk`nVHwx#C|23PhYuIclN{QhSA^>EwYxeAl;2neUa! zbtJSoTi$IDuG}K#Z6EOBn_Nu2^|wn2d_=%|V^@lE35e91PhDDCvM@C@jr0xG)6=^t zfWZt652q#2d&nbt4_V@%upd{9XfVV`x?*V-NX{6RLLCbpo@0+t#T@1@aPF|M0uqyQ zIMwF`rGebPKSe#(ch6-+(2>6I6bzrF4 zj6L}%@jNBa@{{I|fOFxR_9cXEW0s5NILk$OJ&!eThj744*P>J+kS=e3uVVtMstJMo zE-fiZ_3-cj`oArwi}yVG)Va3iF*-V$|G`v2RdtEUwZ*NLN2}IdZI%8g#5F6M)vz40 zR6IDirGYr)=@qtzzfPX3PpRsf5S=}M0ui_UxjwlZNR=RuUjl}FzO;!Y4y*i(D6gzE z^VNVr=V!>wWx{s0poRW;+%Q>k?E8MBb=~H-hJg3mZuz_dIn&;s=WaF-O3N$ZG=^GL zAnRKl94lElYfy;4K zryLY8AfI?(^5Il&5|-$%+0+DilF6ntv48*meH(7f+$v&_%v#^IDmO@D`g7~e%b}68 S^#6_kV5n!J`|-NNlm7zforKH) literal 0 HcmV?d00001 diff --git a/modular_coyote/icons/objects/pillow/pillow.dm b/modular_coyote/icons/objects/pillow/pillow.dm index e02507e05e..6bdeaa6b48 100644 --- a/modular_coyote/icons/objects/pillow/pillow.dm +++ b/modular_coyote/icons/objects/pillow/pillow.dm @@ -5,7 +5,6 @@ desc = "A soft and fluffy pillow. You can smack someone with this!" icon = 'icons/obj/bed.dmi' icon_state = "pillow_1_t" - inhand_icon_state = "pillow_t" lefthand_file = 'icons/mob/inhands/items/pillow_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/pillow_righthand.dmi' force = 5 From b02ee04586bc3bc57bf4296c13fd5d10cfa8a93c Mon Sep 17 00:00:00 2001 From: Tk420634 Date: Fri, 19 Jul 2024 20:56:26 -0500 Subject: [PATCH 4/6] truck Item_state to inhand_icon_state --- arfsuits.dm | 886 ++++++++--------- code/_globalvars/misc.dm | 2 +- code/_onclick/telekinesis.dm | 2 +- code/controllers/subsystem/economy.dm | 2 +- code/controllers/subsystem/religion.dm | 2 +- code/datums/components/embedded.dm | 4 +- code/datums/components/melee_special.dm | 2 +- code/datums/components/reskin.dm | 244 ++--- code/datums/elements/mob_holder.dm | 4 +- code/datums/elements/polychromic.dm | 2 +- code/datums/martial/krav_maga.dm | 4 +- code/datums/mutations/actions.dm | 2 +- .../game/gamemodes/bloodsucker/bloodsucker.dm | 2 +- 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.../items/circuitboards/circuitboard.dm | 2 +- code/game/objects/items/clown_items.dm | 2 +- code/game/objects/items/control_wand.dm | 2 +- code/game/objects/items/crayons.dm | 2 +- code/game/objects/items/debug_items.dm | 4 +- code/game/objects/items/defib.dm | 18 +- code/game/objects/items/devices/PDA/PDA.dm | 2 +- code/game/objects/items/devices/PDA/cart.dm | 2 +- code/game/objects/items/devices/aicard.dm | 2 +- .../items/devices/anomaly_neutralizer.dm | 2 +- .../game/objects/items/devices/battery_box.dm | 2 +- code/game/objects/items/devices/beacon.dm | 2 +- code/game/objects/items/devices/camera_bug.dm | 2 +- .../objects/items/devices/chameleonproj.dm | 2 +- .../objects/items/devices/compressionkit.dm | 2 +- .../objects/items/devices/desynchronizer.dm | 2 +- code/game/objects/items/devices/doorCharge.dm | 2 +- code/game/objects/items/devices/flashlight.dm | 40 +- .../items/devices/forcefieldprojector.dm | 2 +- .../objects/items/devices/geiger_counter.dm | 2 +- 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code/game/objects/items/holosign_creator.dm | 2 +- code/game/objects/items/holy_weapons.dm | 88 +- .../objects/items/implants/implantcase.dm | 2 +- code/game/objects/items/implants/implanter.dm | 2 +- .../game/objects/items/implants/implantpad.dm | 2 +- code/game/objects/items/inducer.dm | 6 +- code/game/objects/items/kitchen.dm | 2 +- code/game/objects/items/latexballoon.dm | 6 +- code/game/objects/items/loadout_beacons.dm | 6 +- code/game/objects/items/loadout_toolkits.dm | 4 +- code/game/objects/items/melee/coyotemelee.dm | 66 +- code/game/objects/items/melee/energy.dm | 4 +- code/game/objects/items/melee/f13onehanded.dm | 106 +- code/game/objects/items/melee/f13powerfist.dm | 26 +- code/game/objects/items/melee/f13twohanded.dm | 20 +- code/game/objects/items/melee/misc.dm | 22 +- code/game/objects/items/melee/weaponry.dm | 24 +- code/game/objects/items/miscellaneous.dm | 8 +- code/game/objects/items/mop.dm | 2 +- code/game/objects/items/paint.dm | 2 +- code/game/objects/items/pet_carrier.dm | 4 +- code/game/objects/items/pinpointer.dm | 2 +- code/game/objects/items/plushes.dm | 64 +- code/game/objects/items/pneumaticCannon.dm | 2 +- code/game/objects/items/powerfist.dm | 2 +- code/game/objects/items/religion.dm | 6 +- code/game/objects/items/scrolls.dm | 2 +- code/game/objects/items/shields.dm | 66 +- code/game/objects/items/shishkebab.dm | 4 +- code/game/objects/items/stacks/bscrystal.dm | 2 +- code/game/objects/items/stacks/rods.dm | 6 +- .../game/objects/items/stacks/sheets/glass.dm | 14 +- .../objects/items/stacks/sheets/leather.dm | 20 +- .../objects/items/stacks/sheets/mineral.dm | 28 +- .../items/stacks/sheets/sheet_types.dm | 34 +- code/game/objects/items/stacks/tickets.dm | 2 +- .../objects/items/stacks/tiles/tile_types.dm | 20 +- code/game/objects/items/storage/backpack.dm | 200 ++-- code/game/objects/items/storage/bags.dm | 14 +- code/game/objects/items/storage/belt.dm | 104 +- code/game/objects/items/storage/book.dm | 6 +- code/game/objects/items/storage/boxes.dm | 22 +- code/game/objects/items/storage/f13storage.dm | 6 +- code/game/objects/items/storage/fancy.dm | 12 +- code/game/objects/items/storage/firstaid.dm | 22 +- code/game/objects/items/storage/lockbox.dm | 6 +- code/game/objects/items/storage/secure.dm | 2 +- code/game/objects/items/storage/toolbox.dm | 26 +- code/game/objects/items/stunbaton.dm | 8 +- code/game/objects/items/tanks/jetpack.dm | 18 +- code/game/objects/items/tanks/tank_types.dm | 8 +- code/game/objects/items/tanks/watertank.dm | 18 +- code/game/objects/items/teleportation.dm | 4 +- code/game/objects/items/teleprod.dm | 2 +- code/game/objects/items/theft_tools.dm | 10 +- code/game/objects/items/tools/crowbar.dm | 2 +- code/game/objects/items/tools/screwdriver.dm | 18 +- code/game/objects/items/tools/weldingtool.dm | 20 +- code/game/objects/items/tools/wirecutters.dm | 10 +- code/game/objects/items/tools/wrench.dm | 12 +- code/game/objects/items/toys.dm | 32 +- code/game/objects/items/vending_items.dm | 2 +- .../objects/structures/beds_chairs/chair.dm | 38 +- code/game/objects/structures/bedsheet_bin.dm | 4 +- .../closets/secure/supplypod.dm | 2 +- code/game/objects/structures/watercloset.dm | 2 +- code/modules/WVM/wvm.dm | 4 +- code/modules/admin/verbs/BrokenInhands.dm | 10 +- .../abductor/equipment/abduction_gear.dm | 28 +- .../bloodsucker/items/bloodsucker_stake.dm | 4 +- .../antagonists/changeling/changeling.dm | 6 +- .../changeling/powers/mutations.dm | 6 +- .../clockcult/clock_helpers/slab_abilities.dm | 2 +- .../clock_items/clock_weapons/brass_claw.dm | 2 +- .../clock_weapons/ratvarian_shield.dm | 2 +- .../clock_weapons/ratvarian_spear.dm | 2 +- .../clockcult/clock_items/clockwork_armor.dm | 2 +- .../clockcult/clock_items/clockwork_slab.dm | 2 +- .../clockcult/clock_items/judicial_visor.dm | 2 +- .../clock_items/replica_fabricator.dm | 2 +- .../clock_items/wraith_spectacles.dm | 2 +- .../antagonists/clockcult/clock_scripture.dm | 8 +- code/modules/antagonists/cult/blood_magic.dm | 2 +- code/modules/antagonists/cult/cult_items.dm | 30 +- .../eldritch_cult/eldritch_book.dm | 2 +- .../eldritch_cult/eldritch_items.dm | 10 +- .../eldritch_cult/eldritch_magic.dm | 8 +- .../nukeop/equipment/borgchameleon.dm | 2 +- .../nukeop/equipment/nuclear_challenge.dm | 2 +- .../nukeop/equipment/nuclearbomb.dm | 2 +- .../overthrow/overthrow_converter.dm | 2 +- .../antagonists/wizard/equipment/artefact.dm | 6 +- .../antagonists/wizard/equipment/soulstone.dm | 2 +- code/modules/assembly/bomb.dm | 2 +- code/modules/assembly/flash.dm | 12 +- code/modules/assembly/holder.dm | 2 +- code/modules/assembly/mousetrap.dm | 2 +- code/modules/assembly/signaler.dm | 2 +- code/modules/awaymissions/capture_the_flag.dm | 6 +- .../awaymissions/mission_code/Academy.dm | 2 +- .../mission_code/stationCollision.dm | 2 +- code/modules/cargo/export_scanner.dm | 2 +- code/modules/cargo/supplypod.dm | 2 +- code/modules/cargo/supplypod_beacon.dm | 2 +- code/modules/clothing/chameleon.dm | 22 +- .../clothing/custom/custom_clothing.dm | 20 +- code/modules/clothing/ears/_ears.dm | 6 +- code/modules/clothing/glasses/_glasses.dm | 88 +- .../clothing/glasses/engine_goggles.dm | 6 +- code/modules/clothing/glasses/f13.dm | 16 +- code/modules/clothing/glasses/hud.dm | 10 +- code/modules/clothing/glasses/phantomthief.dm | 2 +- code/modules/clothing/gloves/boxing.dm | 8 +- code/modules/clothing/gloves/color.dm | 42 +- code/modules/clothing/gloves/f13gloves.dm | 34 +- code/modules/clothing/gloves/miscellaneous.dm | 48 +- code/modules/clothing/gloves/ring.dm | 10 +- code/modules/clothing/gloves/tacklers.dm | 12 +- code/modules/clothing/head/_head.dm | 2 +- code/modules/clothing/head/aurora_hat.dm | 28 +- code/modules/clothing/head/beanie.dm | 2 +- code/modules/clothing/head/collectable.dm | 24 +- code/modules/clothing/head/f13factionhead.dm | 280 +++--- code/modules/clothing/head/f13head.dm | 170 ++-- .../modules/clothing/head/f13heavy_helmets.dm | 24 +- code/modules/clothing/head/hardhat.dm | 22 +- code/modules/clothing/head/helmet.dm | 170 ++-- code/modules/clothing/head/jobs.dm | 6 +- code/modules/clothing/head/misc.dm | 158 +-- code/modules/clothing/head/misc_special.dm | 140 +-- code/modules/clothing/head/soft_caps.dm | 4 +- code/modules/clothing/masks/boxing.dm | 12 +- code/modules/clothing/masks/breath.dm | 4 +- code/modules/clothing/masks/gasmask.dm | 26 +- code/modules/clothing/masks/hailer.dm | 6 +- code/modules/clothing/masks/miscellaneous.dm | 44 +- code/modules/clothing/neck/_neck.dm | 26 +- code/modules/clothing/neck/mantle.dm | 42 +- code/modules/clothing/shoes/f13.dm | 64 +- code/modules/clothing/shoes/miscellaneous.dm | 20 +- .../clothing/spacesuits/_spacesuits.dm | 4 +- .../modules/clothing/spacesuits/chronosuit.dm | 4 +- .../modules/clothing/spacesuits/flightsuit.dm | 14 +- code/modules/clothing/spacesuits/hardsuit.dm | 82 +- .../clothing/spacesuits/miscellaneous.dm | 94 +- code/modules/clothing/spacesuits/plasmamen.dm | 50 +- code/modules/clothing/spacesuits/syndi.dm | 52 +- code/modules/clothing/suits/arfsuits.dm | 902 +++++++++--------- .../modules/clothing/suits/arfsuits_unused.dm | 212 ++-- code/modules/clothing/suits/armor.dm | 64 +- code/modules/clothing/suits/aurora_suits.dm | 130 +-- code/modules/clothing/suits/bio.dm | 4 +- code/modules/clothing/suits/f13armor.dm | 190 ++-- .../clothing/suits/f13armoraccessory.dm | 2 +- .../modules/clothing/suits/f13factionarmor.dm | 192 ++-- code/modules/clothing/suits/f13suits.dm | 66 +- code/modules/clothing/suits/heavy_armor.dm | 46 +- code/modules/clothing/suits/jobs.dm | 46 +- code/modules/clothing/suits/labcoat.dm | 18 +- code/modules/clothing/suits/light_armor.dm | 86 +- code/modules/clothing/suits/medium_armor.dm | 104 +- code/modules/clothing/suits/miscellaneous.dm | 338 +++---- code/modules/clothing/suits/power_armor.dm | 28 +- .../modules/clothing/suits/reactive_armour.dm | 8 +- code/modules/clothing/suits/suit_fashion.dm | 58 +- code/modules/clothing/suits/utility.dm | 16 +- code/modules/clothing/suits/wiz_robe.dm | 24 +- code/modules/clothing/under/accessories.dm | 70 +- code/modules/clothing/under/aurora_uniform.dm | 210 ++-- code/modules/clothing/under/color.dm | 68 +- code/modules/clothing/under/costume.dm | 94 +- code/modules/clothing/under/f13.dm | 566 +++++------ .../under/jobs/Plasmaman/civilian_service.dm | 20 +- .../under/jobs/Plasmaman/engineering.dm | 6 +- .../clothing/under/jobs/Plasmaman/medsci.dm | 16 +- .../clothing/under/jobs/Plasmaman/security.dm | 6 +- code/modules/clothing/under/jobs/cargo.dm | 16 +- code/modules/clothing/under/jobs/centcom.dm | 4 +- code/modules/clothing/under/jobs/civilian.dm | 38 +- .../clothing/under/jobs/civilian/civilian.dm | 74 +- .../clothing/under/jobs/civilian/curator.dm | 6 +- code/modules/clothing/under/jobs/command.dm | 14 +- .../clothing/under/jobs/engineering.dm | 22 +- code/modules/clothing/under/jobs/medical.dm | 32 +- code/modules/clothing/under/jobs/medsci.dm | 20 +- code/modules/clothing/under/jobs/rnd.dm | 24 +- code/modules/clothing/under/jobs/security.dm | 60 +- code/modules/clothing/under/miscellaneous.dm | 420 ++++---- code/modules/clothing/under/shorts.dm | 4 +- code/modules/clothing/under/skirt_dress.dm | 178 ++-- code/modules/clothing/under/suits.dm | 36 +- code/modules/clothing/under/sweaters.dm | 12 +- code/modules/clothing/under/syndicate.dm | 22 +- code/modules/clothing/under/trek.dm | 40 +- code/modules/customitems/item_defines.dm | 6 +- code/modules/customitems/item_spawning.dm | 22 +- code/modules/detectivework/evidence.dm | 2 +- .../detectivework/footprints_and_rag.dm | 2 +- code/modules/detectivework/scanner.dm | 2 +- code/modules/fallout/misc/gangtool.dm | 2 +- code/modules/fallout/obj/crafting.dm | 2 +- code/modules/fallout/obj/explosives.dm | 2 +- code/modules/fallout/obj/holodisks.dm | 4 +- code/modules/fallout/obj/items.dm | 2 +- code/modules/fallout/obj/krotchy.dm | 2 +- code/modules/fallout/obj/rockitlauncher.dm | 2 +- code/modules/farming/farming_tools.dm | 6 +- code/modules/food_and_drinks/drinks/drinks.dm | 4 +- .../food_and_drinks/drinks/drinks/bottle.dm | 22 +- .../modules/food_and_drinks/food/condiment.dm | 10 +- .../food_and_drinks/food/snacks_bread.dm | 2 +- .../food_and_drinks/food/snacks_pastry.dm | 8 +- code/modules/food_and_drinks/pizzabox.dm | 6 +- code/modules/holiday/easter.dm | 4 +- code/modules/holiday/party_time.dm | 2 +- code/modules/holodeck/items.dm | 4 +- .../hydroponics/beekeeping/beekeeper_suit.dm | 4 +- code/modules/hydroponics/grown/banana.dm | 6 +- code/modules/hydroponics/grown/corn.dm | 4 +- code/modules/hydroponics/grown/garlic.dm | 2 +- code/modules/hydroponics/grown/misc.dm | 2 +- code/modules/hydroponics/hydroitemdefines.dm | 6 +- code/modules/instruments/instruments/item.dm | 38 +- .../integrated_electronics/core/assemblies.dm | 2 +- .../integrated_electronics/core/printer.dm | 2 +- code/modules/jobs/job_types/wasteland.dm | 2 +- code/modules/library/lib_machines.dm | 4 +- code/modules/mining/aux_base.dm | 2 +- .../modules/mining/equipment/explorer_gear.dm | 18 +- .../mining/equipment/kinetic_crusher.dm | 8 +- .../mining/equipment/lazarus_injector.dm | 6 +- .../mining/equipment/mineral_scanner.dm | 4 +- code/modules/mining/equipment/mining_tools.dm | 16 +- code/modules/mining/equipment/resonator.dm | 4 +- code/modules/mining/equipment/survival_pod.dm | 2 +- code/modules/mining/equipment/vendor_items.dm | 2 +- .../mining/equipment/wormhole_jaunter.dm | 2 +- .../mining/lavaland/necropolis_chests.dm | 12 +- code/modules/mining/ores_coins.dm | 22 +- .../carbon/alien/humanoid/update_icons.dm | 6 +- .../living/carbon/alien/special/facehugger.dm | 8 +- .../human/species_types/shadowpeople.dm | 2 +- .../mob/living/carbon/human/update_icons.dm | 8 +- .../mob/living/carbon/monkey/update_icons.dm | 2 +- .../modules/mob/living/carbon/update_icons.dm | 4 +- code/modules/mob/living/inhand_holder.dm | 2 +- .../mob/living/silicon/robot/robot_modules.dm | 2 +- .../mob/living/simple_animal/bot/cleanbot.dm | 2 +- .../living/simple_animal/bot/construction.dm | 16 +- .../mob/living/simple_animal/hostile/bees.dm | 2 +- .../simple_animal/hostile/f13/wasteanimals.dm | 2 +- .../simple_animal/hostile/megafauna/legion.dm | 2 +- .../hostile/mining_mobs/elites/elite.dm | 2 +- code/modules/ninja/energy_katana.dm | 2 +- code/modules/ninja/suit/gloves.dm | 2 +- code/modules/ninja/suit/head.dm | 2 +- code/modules/ninja/suit/mask.dm | 2 +- code/modules/ninja/suit/suit.dm | 6 +- code/modules/paperwork/carbonpaper.dm | 2 +- code/modules/paperwork/clipboard.dm | 2 +- code/modules/paperwork/handlabeler.dm | 4 +- code/modules/paperwork/paper.dm | 2 +- code/modules/paperwork/paper_cutter.dm | 2 +- code/modules/paperwork/pen.dm | 8 +- code/modules/paperwork/stamps.dm | 2 +- code/modules/photography/camera/camera.dm | 8 +- code/modules/photography/camera/film.dm | 2 +- code/modules/photography/photos/album.dm | 2 +- code/modules/photography/photos/photo.dm | 2 +- code/modules/pool/pool_noodles.dm | 6 +- code/modules/power/antimatter/shielding.dm | 2 +- code/modules/power/cable.dm | 4 +- code/modules/power/cell.dm | 2 +- code/modules/power/lighting.dm | 4 +- code/modules/power/solar.dm | 2 +- .../projectiles/ammunition/caseless/misc.dm | 4 +- .../boxes_magazines/_box_magazine.dm | 2 +- code/modules/projectiles/gun.dm | 6 +- code/modules/projectiles/guns/ballistic.dm | 2 +- .../projectiles/guns/ballistic/automatic.dm | 234 ++--- .../modules/projectiles/guns/ballistic/bow.dm | 18 +- .../guns/ballistic/flamethrower.dm | 4 +- .../projectiles/guns/ballistic/flintlock.dm | 32 +- .../projectiles/guns/ballistic/launchers.dm | 14 +- .../projectiles/guns/ballistic/magweapon.dm | 2 +- .../projectiles/guns/ballistic/minigun.dm | 6 +- .../projectiles/guns/ballistic/pistol.dm | 70 +- .../projectiles/guns/ballistic/revolver.dm | 44 +- .../projectiles/guns/ballistic/rifle.dm | 60 +- .../projectiles/guns/ballistic/shotgun.dm | 44 +- .../modules/projectiles/guns/ballistic/toy.dm | 6 +- code/modules/projectiles/guns/energy.dm | 12 +- .../projectiles/guns/energy/dueling.dm | 4 +- .../projectiles/guns/energy/energy_gun.dm | 10 +- .../guns/energy/kinetic_accelerator.dm | 4 +- code/modules/projectiles/guns/energy/laser.dm | 98 +- .../projectiles/guns/energy/laser_crank.dm | 14 +- .../projectiles/guns/energy/megabuster.dm | 6 +- .../projectiles/guns/energy/mounted.dm | 4 +- .../projectiles/guns/energy/plasma_cit.dm | 8 +- .../projectiles/guns/energy/plasmaf13.dm | 34 +- code/modules/projectiles/guns/energy/pulse.dm | 8 +- .../projectiles/guns/energy/special.dm | 36 +- code/modules/projectiles/guns/energy/stun.dm | 8 +- code/modules/projectiles/guns/energy/tesla.dm | 2 +- code/modules/projectiles/guns/hoboguns.dm | 32 +- code/modules/projectiles/guns/magic.dm | 2 +- code/modules/projectiles/guns/magic/staff.dm | 26 +- code/modules/projectiles/guns/magic/wand.dm | 2 +- .../projectiles/guns/misc/beam_rifle.dm | 2 +- .../projectiles/guns/misc/blastcannon.dm | 2 +- .../projectiles/guns/misc/chameleon.dm | 2 +- .../modules/projectiles/guns/misc/chem_gun.dm | 2 +- .../projectiles/guns/misc/grenade_launcher.dm | 2 +- code/modules/projectiles/guns/misc/medbeam.dm | 2 +- .../projectiles/guns/misc/syringe_gun.dm | 10 +- code/modules/projectiles/pins.dm | 2 +- .../chemistry/machinery/chem_cartridge.dm | 8 +- .../reagents/reagent_containers/borghydro.dm | 2 +- .../reagents/reagent_containers/bottle.dm | 2 +- .../reagents/reagent_containers/glass.dm | 4 +- .../reagents/reagent_containers/hypospray.dm | 4 +- .../reagents/reagent_containers/medspray.dm | 2 +- .../reagents/reagent_containers/patch.dm | 2 +- .../reagents/reagent_containers/pill.dm | 2 +- .../reagents/reagent_containers/rags.dm | 2 +- .../reagents/reagent_containers/spray.dm | 10 +- .../reagents/reagent_containers/syringes.dm | 8 +- code/modules/recycling/sortingmachinery.dm | 2 +- code/modules/research/stock_parts.dm | 2 +- .../xenobiology/crossbreeding/_clothing.dm | 6 +- .../xenobiology/crossbreeding/_weapons.dm | 2 +- .../xenobiology/crossbreeding/burning.dm | 2 +- code/modules/rigsuits/rig.dm | 2 +- .../ruins/objects_and_mobs/sin_ruins.dm | 2 +- code/modules/shuttle/assault_pod.dm | 2 +- code/modules/shuttle/emergency.dm | 4 +- code/modules/smithing/finished_items.dm | 26 +- code/modules/smithing/smithed_items.dm | 4 +- code/modules/spells/spell_types/godhand.dm | 8 +- code/modules/station_goals/dna_vault.dm | 2 +- code/modules/supplykit/supplykit_devices.dm | 2 +- .../surgery/bodyparts/robot_bodyparts.dm | 12 +- code/modules/surgery/organs/autosurgeon.dm | 2 +- code/modules/surgery/tools.dm | 2 +- code/modules/uplink/uplink_devices.dm | 2 +- code/modules/vehicles/lavaboat.dm | 2 +- code/modules/vore/eating/voreitems.dm | 2 +- helmet.dm | 172 ++-- .../code/modules/client/loadout/__donator.dm | 10 +- .../code/modules/client/loadout/head.dm | 2 +- modular_citadel/code/modules/clothing/neck.dm | 2 +- .../code/modules/clothing/suits/suits.dm | 2 +- modular_citadel/code/modules/clothing/trek.dm | 34 +- .../modules/custom_loadout/custom_items.dm | 22 +- .../projectiles/guns/ballistic/rifles.dm | 8 +- .../projectiles/guns/ballistic/spinfusor.dm | 2 +- .../modules/projectiles/guns/pumpenergy.dm | 12 +- .../code/modules/projectiles/guns/toys.dm | 2 +- .../code/game/objects/structures/firebow.dm | 2 +- modular_coyote/code/hairbrush.dm | 2 +- .../modules/clothing/suits/miscellaneous.dm | 6 +- modular_coyote/eris/code/wielding.dm | 4 +- .../game/objects/items/borg_shapeshifter.dm | 2 +- .../code/game/objects/items/chrono_eraser.dm | 4 +- .../code/game/objects/items/fleshlight.dm | 6 +- .../items/stacks/sheets/sheet_types.dm | 2 +- .../game/objects/items/storage/backpack.dm | 16 +- .../code/modules/clothing/gloves/_gloves.dm | 4 +- .../modules/clothing/gloves/accessories.dm | 8 +- .../code/modules/clothing/head/helmet.dm | 14 +- .../code/modules/clothing/head/misc.dm | 6 +- .../modules/clothing/head/misc_special.dm | 6 +- .../modules/clothing/masks/miscellaneous.dm | 2 +- .../code/modules/clothing/outfits/standard.dm | 4 +- .../modules/clothing/shoes/miscellaneous.dm | 2 +- .../modules/clothing/spacesuits/chronosuit.dm | 4 +- .../modules/clothing/spacesuits/hardsuit.dm | 4 +- .../modules/clothing/suits/miscellaneous.dm | 2 +- .../code/modules/clothing/wrists/watches.dm | 2 +- .../mining/equipment/kinetic_crusher.dm | 2 +- .../mining/lavaland/necropolis_chests.dm | 22 +- modular_sand/code/modules/misc/misc.dm | 2 +- .../mining_mobs/elites/fanaticminer.dm | 2 +- .../projectiles/guns/ballistic/pistol.dm | 2 +- .../guns/energy/kinetic_accelerator.dm | 18 +- .../reagents/reagent_containers/spray.dm | 2 +- modular_sand/code/modules/resize/sizegun.dm | 2 +- .../modules/ruins/lavalandruin_code/doom.dm | 4 +- .../ruins/lavalandruin_code/kinggoat.dm | 2 +- .../modules/ruins/lavalandruin_code/misc.dm | 2 +- .../chastity_hypno/chastity_hypno_watch.dm | 6 +- .../chastity/estim_chastity_cage.dm | 2 +- .../game/objects/items/lewd_items/leash.dm | 2 +- .../game/objects/items/lewd_items/rope.dm | 2 +- .../game/objects/items/lewd_items/shibola.dm | 2 +- .../game/objects/items/lewd_items/strapon.dm | 2 +- .../game/objects/items/lewd_items/vibrator.dm | 4 +- .../modules/research/xenoarch/strange_rock.dm | 2 +- .../code/game/objects/sunsetmisc.dm | 6 +- .../code/modules/clothing/suits/f13suits.dm | 2 +- 496 files changed, 5833 insertions(+), 5833 deletions(-) diff --git a/arfsuits.dm b/arfsuits.dm index 640124ed80..ab03de83a0 100644 --- a/arfsuits.dm +++ b/arfsuits.dm @@ -96,7 +96,7 @@ icon = 'icons/obj/clothing/suits.dmi' //mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "overalls_farmer" - item_state = "overalls_farmer" + inhand_icon_state = "overalls_farmer" pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket //fuck it everyone gets pockets cold_protection = CHEST|GROIN heat_protection = CHEST|GROIN @@ -117,7 +117,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "overalls_farmer" - item_state = "overalls_farmer" + inhand_icon_state = "overalls_farmer" pocket_storage_component_path = /datum/component/storage/concrete/pockets // big pockets! body_parts_hidden = CHEST|GROIN|LEGS @@ -127,7 +127,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "overalls_farmer" - item_state = "overalls_farmer" + inhand_icon_state = "overalls_farmer" pocket_storage_component_path = /datum/component/storage/concrete/pockets/service/overalls /obj/item/clothing/suit/armor/outfit/overalls/farmer/Initialize() @@ -140,7 +140,7 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = 'icons/mob/clothing/suit.dmi' icon_state = "sexymaid_s" - item_state = "sexymaid_s" + inhand_icon_state = "sexymaid_s" pocket_storage_component_path = /datum/component/storage/concrete/pockets/service/overalls /obj/item/clothing/suit/armor/outfit/overalls/sexymaid/Initialize() @@ -152,14 +152,14 @@ desc = "A heavy leather apron designed for protecting the user when metalforging." icon = 'icons/fallout/clothing/aprons.dmi' icon_state = "forge" - item_state = "forge" + inhand_icon_state = "forge" blood_overlay_type = "armor" pocket_storage_component_path = /datum/component/storage/concrete/pockets/service/overalls body_parts_hidden = CHEST /* icon = 'icons/obj/clothing/suits.dmi' icon_state = "opifex_apron" - item_state = "opifex_apron" */ // cus this darn sprite is hidden so well I cant find it + inhand_icon_state = "opifex_apron" */ // cus this darn sprite is hidden so well I cant find it /obj/item/clothing/suit/armor/outfit/overalls/blacksmith/Initialize() . = ..() @@ -173,7 +173,7 @@ name = "tan vest" desc = "It's a vest made of tanned leather." icon_state = "tanleather" - item_state = "det_suit" + inhand_icon_state = "det_suit" pocket_storage_component_path = /datum/component/storage/concrete/pockets/armor body_parts_hidden = CHEST @@ -181,26 +181,26 @@ name = "brown vest" desc = "A brown vest, typically worn by wannabe cowboys and prospectors. It has a few pockets for tiny items." icon_state = "cowboybvest" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" /obj/item/clothing/suit/armor/outfit/vest/bartender name = "bartenders vest" desc = "A grey vest, adorned with bartenders arm cuffs, a classic western look." icon_state = "westender" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" pocket_storage_component_path = /datum/component/storage/concrete/pockets/service/overalls /obj/item/clothing/suit/armor/outfit/vest/cowboy/grey name = "grey vest" desc = "A grey vest, typically worn by wannabe cowboys and prospectors. It has a few pockets for tiny items." icon_state = "cowboygvest" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" /obj/item/clothing/suit/armor/outfit/vest/utility name = "utility vest" desc = "A practical vest with pockets for tools and such." icon_state = "vest_utility" - item_state = "vest_utility" + inhand_icon_state = "vest_utility" icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/four @@ -210,7 +210,7 @@ name = "Custom Midwestern B.O.S Power Armor" desc = "A set of reftted custom Power Armor made to function akin to medium armor. Stylish and fitted well!" icon_state = "midwestpa" - item_state = "midwestpa" + inhand_icon_state = "midwestpa" armor_tier_desc = ARMOR_CLOTHING_MEDIUM slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM @@ -224,7 +224,7 @@ name = "secondary gear harness" desc = "A collection of practically invisible straps useful for holding items. And that's about it." icon_state = "gear_harness" - item_state = "gear_harness" + inhand_icon_state = "gear_harness" w_class = WEIGHT_CLASS_TINY */ //Replaced by chameleon harness /obj/item/clothing/suit/armor/outfit/vest/utility/logisticsofficer //same as his beret @@ -235,7 +235,7 @@ name = "flak jacket" desc = "A dilapidated jacket made of ballistic nylon. Smells faintly of napalm." icon_state = "flakjack" - item_state = "redtag" + inhand_icon_state = "redtag" blood_overlay_type = "armor" body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS|HEAD resistance_flags = NONE @@ -253,7 +253,7 @@ name = "jacket template" desc = "its a jacket!!" icon_state = "veteran" - item_state = "suit-command" + inhand_icon_state = "suit-command" pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) body_parts_hidden = CHEST|ARMS @@ -262,7 +262,7 @@ name = "CrystalJock Bomber jacket" desc = "A very cyberpunk looking jacket. It is quite comfortable to wear and gives you an estimated added coolness factor of 20%. For the chooms and wastelander looking to make their wardrobe extra spiffy." icon_state = "cyberjacket" - item_state = "cyberjacket" + inhand_icon_state = "cyberjacket" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -276,7 +276,7 @@ name = "Darkened Crystaljock jacket" desc = "A darkened version of a very cyberpunk looking jacket. Looks very comfortable to wear." icon_state = "cyberjacket2" - item_state = "cyberjacket2" + inhand_icon_state = "cyberjacket2" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -284,7 +284,7 @@ name = "Highlighted Crystaljock jacket" desc = "A highlighted version of a very cyberpunk looking jacket. Looks very comfortable to wear." icon_state = "cyberjacket3" - item_state = "cyberjacket3" + inhand_icon_state = "cyberjacket3" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -293,7 +293,7 @@ name = "Luxurious Cropped Crystaljock jacket" desc = "An extremely pristine and luxuriously made custom crystaljock jacket from Latos Systems finest tailors. Made with a quilted interior, white leather, and quality stitching. This is a jacket to behold with those golden zippers and a lovely symbol of a moth and cat on the back of the jacket. A jacket for the most luxuriously and lavish living chooms." icon_state = "cyberjacketcustom" - item_state = "cyberjacketcustom" + inhand_icon_state = "cyberjacketcustom" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -306,7 +306,7 @@ name = "Blue cyber themed coat" desc = "A very well made cyberpunk themed coat. It is made of a material that allows images and text to be displayed. This one seems to show off the name of some corporation. It's quite comfortable to wear as well." icon_state = "cybercoat" - item_state = "cybercoat" + inhand_icon_state = "cybercoat" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster @@ -320,7 +320,7 @@ name = "Purple cyber themed coat" desc = "A very well made cyberpunk themed coat. It is made of a material that allows images and text to be displayed. This one seems to show off the name of a skull. It's quite comfortable to wear as well." icon_state = "cybercoat2" - item_state = "cybercoat2" + inhand_icon_state = "cybercoat2" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -328,7 +328,7 @@ name = "Red cyber themed coat" desc = "A very well made cyberpunk themed coat. It is made of a material that allows images and text to be displayed. This one seems to show off the name of some corporation. It's quite comfortable to wear as well." icon_state = "cybercoat3" - item_state = "cybercoat3" + inhand_icon_state = "cybercoat3" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -336,7 +336,7 @@ name = "Black and red cloak" desc = "A black and red themed cloak. It seems to signal power to those who wear it, like they are the head of staff somewhere. Or could just be you, it's a damn nice cloak, however." icon_state = "hoscloak" - item_state = "hoscloak" + inhand_icon_state = "hoscloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -350,7 +350,7 @@ name = "Merchant cloak" desc = "A lovingly lavish cloak made of fine brown-dyed silk and golden accents. A fitting cloak for the merchants of the wasteland." icon_state = "qmcloak" - item_state = "qmcloak" + inhand_icon_state = "qmcloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -364,7 +364,7 @@ name = "Medic's cloak" desc = "A medical themed cloak that screams out 'I am here to save the day'. Or so you believe. None the less, it's comfortable and easy to wear. Good for the summer occassion." icon_state = "cmocloak" - item_state = "cmocloak" + inhand_icon_state = "cmocloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -378,7 +378,7 @@ name = "Engineer's geometric cloak" desc = "A cloak that has some unique geometric designs to it. It gives one the sensation of wanting to use a wrench and yelling out 'Gotta move that gear up!'. It is comfortable and easy to wear." icon_state = "cecloak" - item_state = "cecloak" + inhand_icon_state = "cecloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -392,7 +392,7 @@ name = "Researcher's cloak" desc = "A cloak that is fitting for a researcher. Purple colored and soft to the touch." icon_state = "rdcloak" - item_state = "rdcloak" + inhand_icon_state = "rdcloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -406,7 +406,7 @@ name = "Royal Captain's cloak" desc = "A cloak that is fitting for the most prestigious captain. A royal blue with gold accents and gold fittings, it's made to be shown off while showcasing just how important you are. Or so one believes so." icon_state = "capcloak" - item_state = "capcloak" + inhand_icon_state = "capcloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -420,7 +420,7 @@ name = "Janitor's bubbly cloak" desc = "A cloak made from animated materials. This one is a light purple, soft to the touch and animated!. The animation depicts bubbles forming from the back of the cloak, how cute." icon_state = "cleanercloak" - item_state = "cleanercloak" + inhand_icon_state = "cleanercloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -434,7 +434,7 @@ name = "Healer's cloak" desc = "A cloak made from animated materials. This one is a cloak with a animated medical symbol on the back. Made from sterile materials, it's befitting for a medical practitioner of the wasteland." icon_state = "healercloak" - item_state = "healercloak" + inhand_icon_state = "healercloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -448,7 +448,7 @@ name = "Miner's cloak" desc = "A cloak made from animated materials. This one is a cloak with a animated pickxe hitting a mineral. It is a cloak befitting a miner and made from hardy materials suited for caves and the such." icon_state = "minercloak" - item_state = "minercloak" + inhand_icon_state = "minercloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -464,27 +464,27 @@ name = "merc veteran coat" desc = " A blue leather coat adorned with war medals.
This type of outfit is common for professional mercenaries and bounty hunters." icon_state = "veteran" - item_state = "suit-command" + inhand_icon_state = "suit-command" body_parts_hidden = CHEST /obj/item/clothing/suit/armor/outfit/jacket/battlecruiser //Do we have Star Craft here as well?! name = "captain's coat" desc = "Battlecruiser operational!" icon_state = "battlecruiser" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/armor/outfit/jacket/mantle name = "hide mantle" desc = " A rather grisly selection of cured hides and skin, sewn together to form a ragged mantle." icon_state = "mantle_liz" - item_state = "det_suit" + inhand_icon_state = "det_suit" body_parts_hidden = 0 /obj/item/clothing/suit/armor/outfit/jacket/mfp //Mad Max 1 1979 babe! name = "MFP jacket" desc = "A Main Force Patrol leather jacket.
Offbeat." icon_state = "mfp" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/armor/outfit/jacket/mfp/raider name = "offbeat jacket" @@ -496,7 +496,7 @@ name = "security officer's jacket" desc = "This jacket is for those special occasions when a security officer isn't required to wear their armor." icon_state = "officerbluejacket" - item_state = "officerbluejacket" + inhand_icon_state = "officerbluejacket" // body_parts_covered = CHEST|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON body_parts_hidden = CHEST|ARMS @@ -505,7 +505,7 @@ name = "bankers tailcoat" desc = " A long black jacket, finely crafted black leather and smooth finishings make this an extremely fancy piece of rich-mans apparel." icon_state = "banker" - item_state = "banker" + inhand_icon_state = "banker" // body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS body_parts_hidden = ARMS @@ -513,14 +513,14 @@ name = "disco-ass blazer" desc = "Looks like someone skinned this blazer off some long extinct disco-animal. It has an enigmatic white rectangle on the back and the right sleeve." icon_state = "jamrock_blazer" - item_state = "jamrock_blazer" + inhand_icon_state = "jamrock_blazer" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/outfit/jacket/blackformaljacket name = "black formal overcoat" desc = "A neat black overcoat that's only slightly weathered from a nuclear apocalypse." icon_state = "black_oversuit" - item_state = "banker" + inhand_icon_state = "banker" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/outfit/jacket/police @@ -529,7 +529,7 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_officer" - item_state = "police_officer" + inhand_icon_state = "police_officer" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/outfit/jacket/police/lieutenant @@ -538,7 +538,7 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_lieutenant" - item_state = "police_lieutenant" + inhand_icon_state = "police_lieutenant" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/outfit/jacket/police/chief @@ -547,14 +547,14 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/outfit/jacket/ncrcfjacket name = "blue denim jacket" desc = "A simple breezy denim jacket." icon_state = "ncrcfjacket" - item_state = "ncrcfjacket" + inhand_icon_state = "ncrcfjacket" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/outfit/jacket/denison_smock @@ -563,7 +563,7 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = 'icons/mob/clothing/suit.dmi' icon_state = "denison_smock" - item_state = "police_chief" + inhand_icon_state = "police_chief" /obj/item/clothing/suit/armor/outfit/jacket/rdashjacket @@ -572,7 +572,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "rainbowdash" - item_state = "rainbowdash" + inhand_icon_state = "rainbowdash" /obj/item/clothing/suit/armor/outfit/jacket/rarityjacket name = "Pristine parka" @@ -580,7 +580,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "rarecoat" - item_state = "rarecoat" + inhand_icon_state = "rarecoat" /obj/item/clothing/suit/armor/outfit/jacket/flutterjacket name = "Cuddly and soft parka" @@ -588,7 +588,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "shycoat" - item_state = "shycoat" + inhand_icon_state = "shycoat" /obj/item/clothing/suit/armor/outfit/jacket/ww1trench @@ -597,7 +597,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "britishtrench" - item_state = "britishtrench" + inhand_icon_state = "britishtrench" /obj/item/clothing/suit/armor/outfit/jacket/ww1trench/latewar name = "Anglo trench coat" @@ -605,7 +605,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "britishtrenchlate" - item_state = "britishtrenchlate" + inhand_icon_state = "britishtrenchlate" /obj/item/clothing/suit/armor/outfit/jacket/ww1trenchgerman name = "Grey trench raider coat." @@ -613,7 +613,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "germtrench" - item_state = "germtrench" + inhand_icon_state = "germtrench" /obj/item/clothing/suit/armor/outfit/jacket/ww1trenchfrench name = "Blue trench raider coat." @@ -621,7 +621,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "frenchtrench" - item_state = "frenchtrench" + inhand_icon_state = "frenchtrench" /obj/item/clothing/suit/armor/outfit/jacket/warhammersuits name = "Ancient West german greatcoat" @@ -629,7 +629,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "krieg" - item_state = "krieg" + inhand_icon_state = "krieg" /obj/item/clothing/suit/armor/outfit/jacket/warhammersuits/medical name = "Ancient Medical West german greatcoat" @@ -637,7 +637,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "mkrieg" - item_state = "mkrieg" + inhand_icon_state = "mkrieg" /obj/item/clothing/suit/armor/outfit/jacket/warhammersuits/officer name = "Ancient West German Officer greatcoat" @@ -645,7 +645,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "Kriegissar" - item_state = "Kriegissar" + inhand_icon_state = "Kriegissar" /obj/item/clothing/suit/armor/outfit/jacket/warhammersuits/americanofficer name = "Ancient Officer's American greatcoat" @@ -653,7 +653,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "40kofficer" - item_state = "40kofficer" + inhand_icon_state = "40kofficer" /obj/item/clothing/suit/armor/outfit/jacket/warhammersuits/genericofficer name = "Ancient Officer's greatcoat" @@ -661,7 +661,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "ancientofficer" - item_state = "ancientofficer" + inhand_icon_state = "ancientofficer" /obj/item/clothing/suit/armor/outfit/jacket/warhammersuits/techpriesting name = "Cyber priest outfit." @@ -669,7 +669,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "cyberpriest" - item_state = "cyberpriest" + inhand_icon_state = "cyberpriest" /obj/item/clothing/suit/armor/outfit/jacket/warhammersuits/cyberpriesting name = "Cyber-pyscho priest outfit." @@ -677,7 +677,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "tecpriest" - item_state = "tecpriest" + inhand_icon_state = "tecpriest" /obj/item/clothing/suit/armor/outfit/jacket/warhammersuits/fanaticalpriest name = "Town crier outfit." @@ -685,7 +685,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "acolytecoat" - item_state = "acolytecoat" + inhand_icon_state = "acolytecoat" /obj/item/clothing/suit/armor/outfit/jacket/warhammersuits/urmandoutfit name = "Ancient West German fanatic outfit." @@ -693,7 +693,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "fanatic" - item_state = "fanatic" + inhand_icon_state = "fanatic" /obj/item/clothing/suit/armor/outfit/jacket/sovietpadded @@ -702,13 +702,13 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "sovjacket" - item_state = "sovjacket" + inhand_icon_state = "sovjacket" /obj/item/clothing/suit/armor/outfit/flagcapes name = "base for the flag capes" desc = "Base stuff for the flag capes, no peekie ;3" icon_state = "poland" - item_state = "poland" + inhand_icon_state = "poland" pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) armor = ARMOR_VALUE_LIGHT @@ -720,7 +720,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "poland" - item_state = "poland" + inhand_icon_state = "poland" /obj/item/clothing/suit/armor/outfit/flagcapes/iceland name = "Armored Icelandic flag cape" @@ -728,7 +728,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "iceland" - item_state = "iceland" + inhand_icon_state = "iceland" /obj/item/clothing/suit/armor/outfit/flagcapes/norway name = "Armored Norwegian flag cape" @@ -736,7 +736,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "norway" - item_state = "norway" + inhand_icon_state = "norway" /obj/item/clothing/suit/armor/outfit/flagcapes/finland name = "Armored Finnish flag cape" @@ -744,7 +744,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "finland" - item_state = "finland" + inhand_icon_state = "finland" /obj/item/clothing/suit/armor/outfit/flagcapes/germanynato name = "Armored West German flag cape" @@ -752,7 +752,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "germany" - item_state = "germany" + inhand_icon_state = "germany" /obj/item/clothing/suit/armor/outfit/flagcapes/sweden name = "Armored Swedish flag cape" @@ -760,7 +760,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "sweden" - item_state = "sweden" + inhand_icon_state = "sweden" /obj/item/clothing/suit/armor/outfit/flagcapes/denmark name = "Armored Danish flag cape" @@ -768,7 +768,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "denmark" - item_state = "denmark" + inhand_icon_state = "denmark" /obj/item/clothing/suit/armor/outfit/flagcapes/france name = "Armored French flag cape" @@ -776,7 +776,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "france" - item_state = "france" + inhand_icon_state = "france" /obj/item/clothing/suit/armor/outfit/flagcapes/tsaristrussia name = "Armored Tsarist flag cape" @@ -784,7 +784,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "imperialrus" - item_state = "imperialrus" + inhand_icon_state = "imperialrus" /obj/item/clothing/suit/armor/outfit/flagcapes/ireland name = "Armored Irish flag cape" @@ -792,7 +792,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "ireland" - item_state = "ireland" + inhand_icon_state = "ireland" /obj/item/clothing/suit/armor/outfit/flagcapes/brazil name = "Armored Brazilian flag cape" @@ -800,7 +800,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "brazil" - item_state = "brazil" + inhand_icon_state = "brazil" /obj/item/clothing/suit/armor/outfit/flagcapes/italy name = "Armored Italian flag cape" @@ -808,7 +808,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "italy" - item_state = "italy" + inhand_icon_state = "italy" /obj/item/clothing/suit/armor/outfit/flagcapes/canada name = "Armored Canadian flag cape" @@ -816,7 +816,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "canada" - item_state = "canada" + inhand_icon_state = "canada" /obj/item/clothing/suit/armor/outfit/flagcapes/unitedkingdom name = "Armored british flag cape" @@ -824,7 +824,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "uk" - item_state = "uk" + inhand_icon_state = "uk" /obj/item/clothing/suit/armor/outfit/flagcapes/australia name = "Armored Australian flag cape" @@ -832,7 +832,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "australia" - item_state = "australia" + inhand_icon_state = "australia" /obj/item/clothing/suit/armor/outfit/flagcapes/newzealand name = "Armored New Zealander flag cape" @@ -840,7 +840,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "newzealand" - item_state = "newzealand" + inhand_icon_state = "newzealand" /obj/item/clothing/suit/armor/outfit/warriorcats name = "Armored Thunderous flag cape" @@ -848,7 +848,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "thunder" - item_state = "thunder" + inhand_icon_state = "thunder" /obj/item/clothing/suit/armor/outfit/warriorcats/shadow name = "Armored Shadowed flag cape" @@ -856,7 +856,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "shadow" - item_state = "shadow" + inhand_icon_state = "shadow" /obj/item/clothing/suit/armor/outfit/warriorcats/wind name = "Armored Windy flag cape" @@ -864,7 +864,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "wind" - item_state = "wind" + inhand_icon_state = "wind" /obj/item/clothing/suit/armor/outfit/warriorcats/river name = "Armored Rivulet flag cape" @@ -872,7 +872,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "river" - item_state = "river" + inhand_icon_state = "river" /obj/item/clothing/suit/armor/outfit/warriorcats/customshadow name = "Custom Shadowclan greatcoat" @@ -880,7 +880,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "kriegshadowfanatic" - item_state = "kriegshadowfanatic" + inhand_icon_state = "kriegshadowfanatic" armor_tokens = list(ARMOR_MODIFIER_UP_DT_T1) // until togglesuits are made into normal suits, treat these as jackets @@ -888,7 +888,7 @@ name = "labcoat" desc = "A suit that protects against minor chemical spills." icon_state = "labcoat" - item_state = "labcoat" + inhand_icon_state = "labcoat" blood_overlay_type = "coat" // body_parts_covered = CHEST|ARMS pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -904,14 +904,14 @@ name = "chief medical officer's labcoat" desc = "Bluer than the standard model." icon_state = "labcoat_cmo" - item_state = "labcoat_cmo" + inhand_icon_state = "labcoat_cmo" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) /obj/item/clothing/suit/toggle/labcoat/mad name = "\proper The Mad's labcoat" desc = "It makes you look capable of konking someone on the noggin and shooting them into space." icon_state = "labgreen" - item_state = "labgreen" + inhand_icon_state = "labgreen" /obj/item/clothing/suit/toggle/labcoat/genetics name = "geneticist labcoat" @@ -942,39 +942,39 @@ name = "science jacket" desc = "A comfortable jacket in science purple." icon_state = "sci_dep_jacket" - item_state = "sci_dep_jacket" + inhand_icon_state = "sci_dep_jacket" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) /obj/item/clothing/suit/toggle/labcoat/depjacket/med name = "medical jacket" desc = "A comfortable jacket in medical blue." icon_state = "med_dep_jacket" - item_state = "med_dep_jacket" + inhand_icon_state = "med_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/sec name = "security jacket" desc = "A comfortable jacket in security red." icon_state = "sec_dep_jacket" - item_state = "sec_dep_jacket" + inhand_icon_state = "sec_dep_jacket" armor_tokens = list(ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/toggle/labcoat/depjacket/sup name = "supply jacket" desc = "A comfortable jacket in supply brown." icon_state = "supply_dep_jacket" - item_state = "supply_dep_jacket" + inhand_icon_state = "supply_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/sup/qm name = "quartermaster's jacket" desc = "A loose covering often warn by station quartermasters." icon_state = "qmjacket" - item_state = "qmjacket" + inhand_icon_state = "qmjacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/eng name = "engineering jacket" desc = "A comfortable jacket in engineering yellow." icon_state = "engi_dep_jacket" - item_state = "engi_dep_jacket" + inhand_icon_state = "engi_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/fieldscribe name = "fieldscribe suit" @@ -992,28 +992,28 @@ name = "first responder jacket" desc = "A high-visibility jacket worn by medical first responders." icon_state = "fr_jacket" - item_state = "fr_jacket" + inhand_icon_state = "fr_jacket" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/toggle/labcoat/warriors name = "warriors jacket" desc = "A red leather jacket, with the word \"Warriors\" sewn above the white wings on the back." icon_state = "warriors" - item_state = "owl" + inhand_icon_state = "owl" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/toggle/labcoat/wanderer name = "wanderer jacket" desc = "A zipped-up hoodie made of tanned leather." icon_state = "wanderer" - item_state = "owl" + inhand_icon_state = "owl" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/toggle/labcoat/followers name = "clinic lab coat" desc = "A worn-down white labcoat with some wiring hanging from the right side.
Upon closer inspection, you can see an ancient bloodstains that could tell an entire story about thrilling adventures of a previous owner." icon_state = "followers" - item_state = "labcoat" + inhand_icon_state = "labcoat" //these are jackets too /obj/item/clothing/suit/hooded/parka/medical @@ -1053,7 +1053,7 @@ name = "ghost sheet" desc = "The hands float by themselves, so it's extra spooky." icon_state = "ghost_sheet" - item_state = "ghost_sheet" + inhand_icon_state = "ghost_sheet" throwforce = 0 throw_speed = 1 throw_range = 2 @@ -1066,7 +1066,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "legion_slaveleather" - item_state = "legion_slaveleather" + inhand_icon_state = "legion_slaveleather" body_parts_hidden = 0 mutantrace_variation = STYLE_DIGITIGRADE @@ -1117,7 +1117,7 @@ name = "tribal armor" desc = "A set of armor made of gecko hides.
It's pretty good for makeshift armor." icon_state = "tribal" - item_state = "tribal" + inhand_icon_state = "tribal" // flags_inv = HIDEJUMPSUIT //icon = 'icons/fallout/clothing/armored_light.dmi' //mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -1133,14 +1133,14 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "tribal" - item_state = "tribal" + inhand_icon_state = "tribal" body_parts_hidden = GROIN|ARMS|LEGS /obj/item/clothing/suit/armor/light/tribal/cloak name = "light tribal cloak" desc = "A light cloak made from gecko skins and small metal plates at vital areas to give some protection, a favorite amongst scouts of the tribe." icon_state = "lightcloak" - item_state = "lightcloak" + inhand_icon_state = "lightcloak" body_parts_hidden = CHEST|ARMS|LEGS @@ -1148,14 +1148,14 @@ name = "simple tribal armor" desc = "Armor made of leather strips and a large, flat piece of turquoise. The wearer is displaying the Mountain River traditional garb." icon_state = "tribal_armor" - item_state = "tribal_armor" + inhand_icon_state = "tribal_armor" body_parts_hidden = CHEST|ARMS|LEGS /obj/item/clothing/suit/armor/light/tribal/sorrows name = "Sorrows armour" desc = "A worn ballistic vest from Salt Lake, adorned with feathers and turqoise beads, with an ornamental pattern painted over the sides. Commonly worn by the members of the peaceful Sorrows tribe." icon_state = "sorrows_armour" - item_state = "sorrows_armour" + inhand_icon_state = "sorrows_armour" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/light/tribal/westernwayfarer @@ -1164,13 +1164,13 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "western_wayfarer_armor" - item_state = "western_wayfarer_armor" + inhand_icon_state = "western_wayfarer_armor" /obj/item/clothing/suit/armor/light/tribal/bone name = "Bone armor" desc = "A tribal armor plate, crafted from animal bone." icon_state = "bone_dancer_armor_light" - item_state = "bone_dancer_armor_light" + inhand_icon_state = "bone_dancer_armor_light" mutantrace_variation = STYLE_DIGITIGRADE blood_overlay_type = "armor" @@ -1178,14 +1178,14 @@ name = "bone armor suit" desc = "A tribal armor plate, crafted from animal bone." icon_state = "bonearmor_light" - item_state = "bonearmor_light" + inhand_icon_state = "bonearmor_light" blood_overlay_type = "armor" /obj/item/clothing/suit/armor/light/tribal/rustwalkers name = "Rustwalkers light armor" desc = "A chestplate, pauldron and vambrace that bear a distinct resemblance to a coolant tank, engine valves and an exhaust. Commonly worn by members of the Rustwalkers tribe" icon_state = "rustwalkers_armour_light" - item_state = "rustwalkers_armour_light" + inhand_icon_state = "rustwalkers_armour_light" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = ARMS @@ -1193,7 +1193,7 @@ name = "White Legs light armour" desc = "A series of tan and khaki armour plates, held in place with a considerable amount of strapping. Commonly worn by members of the White Legs tribe." icon_state = "white_legs_armour_light" - item_state = "white_legs_armour_light" + inhand_icon_state = "white_legs_armour_light" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = ARMS @@ -1201,7 +1201,7 @@ name = "80s light armour" desc = "A plain, slightly cropped leather jacket with a black lining and neck brace, paired with a set of metal vambraces and a black belt of pouches. Commonly worn by the members of the 80s tribe." icon_state = "80s_armour_light" - item_state = "80s_armour_light" + inhand_icon_state = "80s_armour_light" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = ARMS @@ -1209,7 +1209,7 @@ name = "Dead Horses light armour" desc = "A simple leather bandolier and gecko hide chest covering, with an engraved metal pauldron and a pair of black leather straps. Commonly worn by the members of the Dead Horses tribe." icon_state = "dead_horses_armour_light" - item_state = "dead_horses_armour_light" + inhand_icon_state = "dead_horses_armour_light" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = 0 @@ -1217,7 +1217,7 @@ name = "light tribal cloak" desc = "Light cloak armor, made of gecko skins and minor metal plating to protect against light weaponry, a favorite amongst scouts of the tribe." icon_state = "lightcloak" - item_state = "lightcloak" + inhand_icon_state = "lightcloak" body_parts_hidden = ARMS armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -1225,7 +1225,7 @@ name = "light tribal armor" desc = "Light armor made of leather stips and a large, flat piece of turquoise. Armor commonplace among the local tribe." icon_state = "tribal_armor" - item_state = "tribal_armor" + inhand_icon_state = "tribal_armor" body_parts_hidden = CHEST armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -1430,7 +1430,7 @@ name = "Raven cloak" desc = "A huge cloak made out of hundreds of knife-like black bird feathers. It glitters in the light, ranging from blue to dark green and purple." icon_state = "raven_cloak" - item_state = "raven_cloak" + inhand_icon_state = "raven_cloak" hoodtype = /obj/item/clothing/head/hooded/cloakhood/desert/raven_hood mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -1438,7 +1438,7 @@ name = "Raven cloak hood" desc = "A hood fashioned out of patchwork and feathers" icon_state = "raven_hood" - item_state = "raven_hood" + inhand_icon_state = "raven_hood" /obj/item/clothing/suit/hooded/outcast name = "patched heavy leather cloak" @@ -1446,7 +1446,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "cloak_outcast" - item_state = "cloak_outcast" + inhand_icon_state = "cloak_outcast" hoodtype = /obj/item/clothing/head/hooded/cloakhood/outcast // body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -1461,7 +1461,7 @@ icon = 'icons/fallout/clothing/hats.dmi' icon_state = "hood_tribaloutcast" mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' - item_state = "hood_tribaloutcast" + inhand_icon_state = "hood_tribaloutcast" flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -1473,7 +1473,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' icon_state = "cloak_outcast" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' - item_state = "cloak_outcast" + inhand_icon_state = "cloak_outcast" strip_delay = 40 hoodtype = /obj/item/clothing/head/hooded/cloakhood/tribaloutcast // body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -1489,7 +1489,7 @@ icon = 'icons/fallout/clothing/hats.dmi' icon_state = "hood_tribaloutcast" mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' - item_state = "hood_tribaloutcast" + inhand_icon_state = "hood_tribaloutcast" flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -1515,7 +1515,7 @@ name = "badlands raider armor" desc = "A leather top with a bandolier over it and a straps that cover the arms. Suited for warm climates, comes with storage space." icon_state = "badlands" - item_state = "badlands" + inhand_icon_state = "badlands" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/raider/tribalraider @@ -1524,26 +1524,26 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "tribal_outcast" - item_state = "tribal_outcast" + inhand_icon_state = "tribal_outcast" body_parts_hidden = ARMS | GROIN /obj/item/clothing/suit/armor/light/raider/supafly name = "supa-fly raider armor" desc = "Fabulous mutant powers were revealed to me the day I held aloft my bumper sword and said...
BY THE POWER OF Cosmic-COLA, I AM RAIDER MAN!" icon_state = "supafly" - item_state = "supafly" + inhand_icon_state = "supafly" /obj/item/clothing/suit/armor/light/raider/sadist name = "sadist raider armor" desc = "A bunch of metal chaps adorned with severed hands at the waist with a leather plate worn on the left shoulder. Very intimidating." icon_state = "sadist" - item_state = "sadist" + inhand_icon_state = "sadist" /obj/item/clothing/suit/armor/light/raider/painspike name = "painspike raider armor" desc = "A particularly unhuggable armor, even by raider standards. Extremely spiky." icon_state = "painspike" - item_state = "painspike" + inhand_icon_state = "painspike" ///////////////////// @@ -1554,7 +1554,7 @@ name = "duster" desc = "A long brown leather overcoat with discrete protective reinforcements sewn into the lining." icon_state = "duster" - item_state = "duster" + inhand_icon_state = "duster" permeability_coefficient = 0.5 heat_protection = CHEST|GROIN|ARMS|LEGS cold_protection = CHEST|GROIN|ARMS|LEGS @@ -1572,7 +1572,7 @@ name = "outlaw coat" desc = "An ugly looking combat duster" icon_state = "harperduster" - item_state = "combatduster" + inhand_icon_state = "combatduster" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -1583,7 +1583,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "duster_courier" - item_state = "duster_courier" + inhand_icon_state = "duster_courier" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/duster/autumn //Based of Colonel Autumn's uniform. @@ -1592,7 +1592,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "duster_autumn" - item_state = "duster_autumn" + inhand_icon_state = "duster_autumn" /obj/item/clothing/suit/armor/light/duster/vet name = "merc veteran coat" @@ -1600,27 +1600,27 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "duster_vet" - item_state = "duster_vet" + inhand_icon_state = "duster_vet" body_parts_hidden = CHEST /obj/item/clothing/suit/armor/light/duster/brahmin name = "brahmin leather duster" desc = "A duster made from tanned brahmin hide. It has a thick waxy surface from the processing, making it surprisingly laser resistant." icon_state = "duster" - item_state = "duster" + inhand_icon_state = "duster" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/duster/brahmin/biker name = "sleeveless brahmin leather duster" desc = "A duster made from tanned brahmin hide. Seems to be missing its arms. Seems like it was on purpose.." icon_state = "brahmin_leather_duster_sleeveless" - item_state = "duster" + inhand_icon_state = "duster" body_parts_hidden = 0 /* icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "duster_brahmin" - item_state = "duster_brahmin" */ + inhand_icon_state = "duster_brahmin" */ /obj/item/clothing/suit/armor/light/duster/desperado name = "desperado's duster" @@ -1628,7 +1628,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "duster_lawman" - item_state = "duster_lawman" + inhand_icon_state = "duster_lawman" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_DT_T1) body_parts_hidden = ARMS @@ -1636,14 +1636,14 @@ name = "town trenchcoat" desc = "A non-descript black trenchcoat." icon_state = "towntrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/duster/greatcoatgrey name = "Grey greatcoat" desc = "A greyed out greatcoat. This coat also comes with a furred interior for the toughest of winters" icon_state = "gerparka" - item_state = "gerparka" + inhand_icon_state = "gerparka" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -1651,7 +1651,7 @@ name = "Black winter greatcoat" desc = "A black greatcoat that resembles the coats used by Kuban cossacks. A greatcoat, fitting for your cold weather needs." icon_state = "bcossack" - item_state = "bcossack" + inhand_icon_state = "bcossack" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -1659,7 +1659,7 @@ name = "Blue winter greatcoat" desc = "A blue greatcoat that resembles the coats used by Don cossacks. A greatcoat, fitting for your cold weather needs." icon_state = "blcossack" - item_state = "blcossack" + inhand_icon_state = "blcossack" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -1667,7 +1667,7 @@ name = "leather trenchcoat" desc = "A snazzy black trenchcoat, fit for a dragon." icon_state = "leathercoat" - item_state = "hostrench" + inhand_icon_state = "hostrench" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/duster/town/mayor @@ -1678,7 +1678,7 @@ name = "rusted cowboy outfit" desc = "A weather treated leather cowboy outfit. Yeehaw Pard'!" icon_state = "rusted_cowboy" - item_state = "rusted_cowboy" + inhand_icon_state = "rusted_cowboy" flags_inv = HIDEJUMPSUIT permeability_coefficient = 0.5 @@ -1687,14 +1687,14 @@ desc = "An old overcoat with a crude peace symbol painted on the back in white with white spraypaint. Whatever symbols the coat originally came with have long since been worn away by time." body_parts_covered = CHEST|GROIN|LEGS|ARMS icon_state = "ghostechoe" - item_state = "ghostechoe" + inhand_icon_state = "ghostechoe" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/duster/vaquero name = "vaquero suit" desc = "An ornate suit popularized by traders from the south, using tiny metal studs and plenty of silver thread wich serves as decoration and also reflects energy very well, useful when facing the desert sun or a rogue Eyebot." icon_state = "vaquero" - item_state = "vaquero" + inhand_icon_state = "vaquero" flags_inv = HIDEJUMPSUIT heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 1.1 @@ -1704,7 +1704,7 @@ name = "battlecoat" desc = "A heavy padded leather coat, worn by pre-War bomber pilots in the past and post-War zeppelin pilots in the future." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -1712,26 +1712,26 @@ name = "command coat" desc = "A heavy pre-war bomber coat, dyed blue with the number '113' embroidered on the back. Most often worn by leaders, such as the Overseer." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" /obj/item/clothing/suit/armor/light/duster/battlecoat/vault/overseer name = "Overseer's battlecoat" desc = "A heavy pre-war bomber coat, dyed blue with the insignia of the Vault-Tec embroidered on the back. This one is worn by the Coalition's Overseer." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" /obj/item/clothing/suit/armor/light/duster/battlecoat/vault/marshal name = "Marhsal's battlecoat" desc = "A heavy pre-war bomber coat, dyed blue with the insignia of the Vault-Tec City Coalition embroidered on the back. This one is worn by the Marshals of the Coalition." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" /obj/item/clothing/suit/armor/light/duster/herbertranger //Armor wise, it's reskinned raider armor. name = "weathered desert ranger armor" desc = "A set of pre-unification desert ranger armor, made using parts of what was once USMC riot armor. It looks as if it has been worn for decades; the coat has become discoloured from years under the Mojave sun and has multiple tears and bullet holes in its leather. The armor plating itself seems to be in relatively good shape, though it could do with some maintenance." body_parts_covered = CHEST|GROIN|LEGS|ARMS icon_state = "usmc_riot_gear" - item_state = "usmc_riot_gear" + inhand_icon_state = "usmc_riot_gear" body_parts_hidden = CHEST|ARMS /obj/item/clothing/suit/armor/light/duster/marlowsuit //Raider armour reskin. @@ -1739,7 +1739,7 @@ desc = "A heavy raw buckskin overcoat littered with aged bullet holes and frays from regular wear-and-tear." body_parts_covered = CHEST|GROIN|LEGS|ARMS icon_state = "marlowsuit" - item_state = "marlowsuit" + inhand_icon_state = "marlowsuit" strip_delay = 40 body_parts_hidden = ARMS @@ -1747,13 +1747,13 @@ name = "gunfighter's overcoat" desc = "A thick double-breasted red leather overcoat worn through with scattered tears and bullet holes." icon_state = "ikesuit" - item_state = "ikesuit" + inhand_icon_state = "ikesuit" /obj/item/clothing/suit/armor/light/duster/marlowsuit/masonsuit name = "vagabond's vest" desc = "A padded thick red leather vest, coated in stitched pockets and other mends." icon_state = "masonsuit" - item_state = "masonsuit" + inhand_icon_state = "masonsuit" body_parts_hidden = 0 /obj/item/clothing/suit/armor/light/duster/rustedcowboy @@ -1762,26 +1762,26 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "rusted_cowboy" - item_state = "rusted_cowboy" + inhand_icon_state = "rusted_cowboy" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_MELEE_T1) /obj/item/clothing/suit/armor/light/duster/tan_robe name = "tan robe" desc = "Only a monk would find this robe nice and comfortable." icon_state = "robe_liz" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" /obj/item/clothing/suit/armor/light/duster/town name = "town trenchcoat" desc = "A non-descript black trenchcoat." icon_state = "towntrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/armor/light/duster/robe_hubologist name = "hubologist robe" desc = "A black robe worn by Adepts of Hubology Studies.
Beware - the spirits of the dead are all around us!" icon_state = "hubologist" - item_state = "wcoat" + inhand_icon_state = "wcoat" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR /obj/item/clothing/suit/armor/light/duster/goner @@ -1791,7 +1791,7 @@ mob_overlay_icon = 'modular_sunset/icons/mob/clothing/suit.dmi' anthro_mob_worn_overlay = 'modular_sunset/icons/mob/clothing/suit_digi.dmi' icon_state = "goner_suit" - item_state = "ro_suit" + inhand_icon_state = "ro_suit" // body_parts_covered = CHEST|GROIN|LEGS|ARMS mutantrace_variation = STYLE_DIGITIGRADE @@ -1823,7 +1823,7 @@ name = "dev-patched brown trenchcoat" desc = "A non-existent ugly trenchcoat." icon_state = "goner_suitb" - item_state = "duster" + inhand_icon_state = "duster" /obj/item/clothing/suit/armor/light/duster/goner/alt/red name = "red-patched brown trenchcoat" @@ -1849,7 +1849,7 @@ name = "russian battle coat" desc = "Used in extremly cold fronts, made out of real bears." icon_state = "rus_coat" - item_state = "rus_coat" + inhand_icon_state = "rus_coat" clothing_flags = THICKMATERIAL // body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -1859,35 +1859,35 @@ name = "Brotherhood Scribe's robe" desc = "A red cloth robe worn by the Brotherhood of Steel Scribes." icon_state = "scribe" - item_state = "scribe" + inhand_icon_state = "scribe" armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/light/duster/bos/scribe/headscribe name = "brotherhood head scribe robe" desc = " A red cloth robe with gold trimmings, worn eclusively by the Head Scribe of a chapter." icon_state = "headscribe" - item_state = "headscribe" + inhand_icon_state = "headscribe" armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/light/duster/bos/scribe/seniorscribe name = "Brotherhood Senior Scribe's robe" desc = "A red cloth robe with silver gildings worn by the Brotherhood of Steel Senior Scribes." icon_state = "seniorscribe" - item_state = "seniorscribe" + inhand_icon_state = "seniorscribe" armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/light/duster/bos/scribe/elder name = "Brotherhood Elder's robe" desc = "A blue cloth robe with some scarlet red parts, traditionally worn by the Brotherhood of Steel Elder." icon_state = "elder" - item_state = "elder" + inhand_icon_state = "elder" armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/light/duster/bos/outcast name = "outcast's breastplate" desc = "A generic light piece of armor for the Southern Brotherhood Outcasts. In their hasty retreat, there was little time to delegate supplies; and so, a frock of kevlar, polypropylene, and alloy was woven. Obviously, does not protect your arms or legs- but it does its job fine, otherwise." icon_state = "brotherhood_armor_light" - item_state = "brotherhood_armor_light" + inhand_icon_state = "brotherhood_armor_light" body_parts_covered = CHEST|GROIN armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -1895,13 +1895,13 @@ name = "town trenchcoat" desc = "A non-descript black trenchcoat." icon_state = "towntrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/armor/light/duster/bomberjacket name = "armored bomber jacket" desc = "It looks like someone dragged this out of a muddy lake. This one has metal plates attached..." icon_state = "bomberalt" - item_state = "bomberalt" + inhand_icon_state = "bomberalt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -1912,7 +1912,7 @@ icon = 'icons/fallout/clothing/khans.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/khaans.dmi' icon_state = "khan_heavy" - item_state = "khan_heavy" + inhand_icon_state = "khan_heavy" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T3, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -1921,7 +1921,7 @@ name = "armored formal overcoat" desc = "A neat black overcoat that's only slightly weathered from a nuclear apocalypse. This one has armor plating..." icon_state = "black_oversuit" - item_state = "banker" + inhand_icon_state = "banker" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -1930,7 +1930,7 @@ name = "winterized riot coat" desc = "This coat was originally intended to be a riot jacket and armour meant for cold climates, now it's some sort of heirloom, the fur of some animal sewn inside the coat and the armour replaced with some fine leather, it'd probably stop a bullet or two.. maybe." icon_state = "duster_recon_smog" - item_state = "duster_recon_smog" + inhand_icon_state = "duster_recon_smog" icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = 'icons/mob/clothing/suit.dmi' @@ -1944,7 +1944,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "leather_armor" - item_state = "leather_armor" + inhand_icon_state = "leather_armor" permeability_coefficient = 0.9 heat_protection = CHEST|GROIN|ARMS|LEGS cold_protection = CHEST|GROIN|ARMS|LEGS @@ -1962,14 +1962,14 @@ name = "leather armor mk II" desc = "Armor in the motorcycle-football style, either with intact original polymer plating, or reinforced with gecko hide." icon_state = "leather_armor_mk2" - item_state = "leather_armor_mk2" + inhand_icon_state = "leather_armor_mk2" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_FIRE_T2, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_DT_T3) /obj/item/clothing/suit/armor/light/leather/leathersuit name = "leather suit" desc = "Comfortable suit of tanned leather leaving one arm mostly bare. Keeps you warm and cozy." icon_state = "leather_suit" - item_state = "leather_suit" + inhand_icon_state = "leather_suit" flags_inv = HIDEJUMPSUIT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_DT_T1) cold_protection = CHEST | GROIN | LEGS| ARMS | HEAD @@ -1982,14 +1982,14 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/mob/clothing/suit.dmi' icon_state = "s-ninja" - item_state = "s-ninja" + inhand_icon_state = "s-ninja" flags_inv = HIDEJUMPSUIT body_parts_hidden = ARMS | CHEST | GROIN | LEGS /obj/item/clothing/suit/armor/light/leather/leather_jacket name = "bouncer jacket" icon_state = "leather_jacket_fighter" - item_state = "leather_jacket_fighter" + inhand_icon_state = "leather_jacket_fighter" desc = "A very stylish pre-War black, heavy leather jacket. Not always a good choice to wear this the scorching sun of the desert, and one of the arms has been torn off" body_parts_hidden = ARMS | CHEST @@ -1997,7 +1997,7 @@ name = "thick leather jacket" desc = "This heavily padded leather jacket is unusual in that it has two sleeves. You'll definitely make a fashion statement whenever, and wherever, you rumble." icon_state = "leather_jacket_thick" - item_state = "leather_jacket_thick" + inhand_icon_state = "leather_jacket_thick" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_UP_DT_T2) body_parts_hidden = ARMS | CHEST | LEGS @@ -2006,7 +2006,7 @@ name = "thick leather coat" desc = "Reinforced leather jacket with a overcoat. Well insulated, creaks a lot while moving." icon_state = "leather_coat_fighter" - item_state = "leather_coat_fighter" + inhand_icon_state = "leather_coat_fighter" siemens_coefficient = 0.8 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_DOWN_FIRE_T2, ARMOR_MODIFIER_UP_DT_T3) body_parts_hidden = ARMS | CHEST @@ -2014,7 +2014,7 @@ /obj/item/clothing/suit/armor/light/leather/tanvest name = "tanned vest" icon_state = "tanleather" - item_state = "tanleather" + inhand_icon_state = "tanleather" desc = "Layers of leather glued together to make a stiff vest, crude but gives some protection against wild beasts and knife stabs to the liver." armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T2, ARMOR_MODIFIER_DOWN_DT_T1) body_parts_hidden = 0 @@ -2022,7 +2022,7 @@ /obj/item/clothing/suit/armor/light/leather/cowboyvest name = "cowboy vest" icon_state = "cowboybvest" - item_state = "cowboybvest" + inhand_icon_state = "cowboybvest" desc = "Stylish and has discrete lead plates inserted, just in case someone brings a laser to a fistfight." armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_DOWN_DT_T1, ARMOR_MODIFIER_UP_LASER_T1) @@ -2032,14 +2032,14 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = null icon_state = "durathread" - item_state = "durathread" + inhand_icon_state = "durathread" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/light/leather/rig name = "chest gear harness" desc = "A handmade tactical rig. The actual rig is made of a black, fiberous cloth, being attached to a dusty desert-colored belt with enough room for four small items." icon_state = "r_gear_rig" - item_state = "r_gear_rig" + inhand_icon_state = "r_gear_rig" body_parts_hidden = 0 pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_DOWN_DT_T1) @@ -2049,14 +2049,14 @@ desc = "A series of leather straps criss-crossing the body paired with stragetically placed leather and scrap plates. It looks like it'd provide okay protection against lighter strikes." armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_FIRE_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_DT_T1) icon_state = "slimscrap" - item_state = "slimscrap" + inhand_icon_state = "slimscrap" /obj/item/clothing/suit/armor/light/leather/scrapalt name = "scrap armor" desc = "A series of leather straps criss-crossing the body paired with liberally placed leather and scrap plates. It looks like it'd stop small bullets and bludgeons, at least." armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_FIRE_T1, ARMOR_MODIFIER_DOWN_LASER_T1) icon_state = "scrap" - item_state = "scrap" + inhand_icon_state = "scrap" /obj/item/clothing/suit/armor/light/leather/scrapheavy // not actually heavy armor name = "heavy scrap armor" @@ -2067,14 +2067,14 @@ stiffness = MEDIUM_STIFFNESS armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_FIRE_T1, ARMOR_MODIFIER_DOWN_LASER_T1) icon_state = "scrapheavy" - item_state = "scrapheavy" + inhand_icon_state = "scrapheavy" /obj/item/clothing/suit/armor/light/leather/lightscoutarmor name = "light scout armor" desc = "A makeshift set of pauldrons made of leather and scrap metal. It offers minimal protection, but is pretty light." armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_FIRE_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_DT_T1) icon_state = "lightscout" - item_state = "lightscout" + inhand_icon_state = "lightscout" //-->Taur armored saddles //the main gimmick about taur saddles is that obviously only taurs can equip it @@ -2095,7 +2095,7 @@ desc = "A simple leather saddle made out of leather to allow a much more comfortable ride and probably some better dexterity for the knight!" icon = 'icons/fallout/clothing/taursaddles_inhand.dmi' icon_state = "taursaddle" - item_state = "taursaddle" + inhand_icon_state = "taursaddle" mutantrace_variation = STYLE_ALL_TAURIC pocket_storage_component_path = /datum/component/storage/concrete/pockets/armor //////////////////////////////////////////////////////////////// @@ -2105,7 +2105,7 @@ desc = "A simple leather saddle made out of leather to allow a much more comfortable ride and probably some better dexterity for the knight!" icon = 'icons/fallout/clothing/taursaddles_inhand.dmi' icon_state = "taursaddle_light" - item_state = "taursaddle_light" + inhand_icon_state = "taursaddle_light" cold_protection = CHEST|GROIN heat_protection = CHEST|GROIN min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT @@ -2125,7 +2125,7 @@ desc = "A simple leather saddle made out of leather to allow a much more comfortable ride and probably some better dexterity for the knight!" icon = 'icons/fallout/clothing/taursaddles_inhand.dmi' icon_state = "taursaddle_medium" - item_state = "taursaddle_medium" + inhand_icon_state = "taursaddle_medium" cold_protection = CHEST|GROIN heat_protection = CHEST|GROIN min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT @@ -2145,7 +2145,7 @@ desc = "A simple leather saddle made out of leather to allow a much more comfortable ride and probably some better dexterity for the knight!" icon = 'icons/fallout/clothing/taursaddles_inhand.dmi' icon_state = "taursaddle_heavy" - item_state = "taursaddle_heavy" + inhand_icon_state = "taursaddle_heavy" strip_delay = 50 equip_delay_other = 50 max_integrity = 300 @@ -2167,7 +2167,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "armorkit" - item_state = "armorkit" + inhand_icon_state = "armorkit" heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 1.1 body_parts_hidden = 0 @@ -2177,7 +2177,7 @@ name = "punk armor kit" desc = "A couple of armor parts that can be worn over the clothing for moderate protection against the dangers of wasteland.
Do you feel lucky now? Well, do ya, punk?" icon_state = "armorkit_punk" - item_state = "armorkit_punk" + inhand_icon_state = "armorkit_punk" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -2187,7 +2187,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "armorkit_shoulder" - item_state = "armorkit_shoulder" + inhand_icon_state = "armorkit_shoulder" /obj/item/clothing/suit/armor/light/kit/plates name = "light armor plates" @@ -2207,7 +2207,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "mutie_armorkit" - item_state = "mutie_armorkit" + inhand_icon_state = "mutie_armorkit" heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 1.1 @@ -2219,7 +2219,7 @@ name = "old bronze chestplate" desc = "A bronze chestplate caste after the fall of the old world, it's in okay shape, if a little banged up." icon_state = "old_bronze_chestplate" - item_state = "old_bronze_chestplate" + inhand_icon_state = "old_bronze_chestplate" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2228,7 +2228,7 @@ name = "leather armor" desc = "A rough leather chestpiece, hardened to help keep the owies out." icon_state = "leather_armor" - item_state = "leather_armor" + inhand_icon_state = "leather_armor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -2236,7 +2236,7 @@ name = "iron chestplate" desc = "An iron breastplate made after the fall of the old world, its only a little rusted on the inside." icon_state = "iron_chestplate" - item_state = "iron_chestplate" + inhand_icon_state = "iron_chestplate" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2245,7 +2245,7 @@ name = "scaled armor" desc = "Overlapping scaled armor made by a smith after the fall of the old world." icon_state = "scaled_armor" - item_state = "scaled_armor" + inhand_icon_state = "scaled_armor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2254,7 +2254,7 @@ name = "rough chainmail" desc = "A roughly made, but workable, set of chainmail" icon_state = "early_chainmail" - item_state = "early_chainmail" + inhand_icon_state = "early_chainmail" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2263,7 +2263,7 @@ name = "chainmail shirt" desc = "A solidly made bit of chainmail in the shape of a shirt, protects the nips but may chafe." icon_state = "chainmail" - item_state = "chainmail" + inhand_icon_state = "chainmail" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2272,7 +2272,7 @@ name = "crusader chainmail with tabard" desc = "A full set of chainmail that covers the torso and arms. This one has a tabard with a red cross!" icon_state = "knight_templar" - item_state = "knight_templar" + inhand_icon_state = "knight_templar" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2281,7 +2281,7 @@ name = "iron chestplate with red cape" desc = "An iron breastplate made after the fall of the old world, includes a dashing red cape." icon_state = "iron_chestplater" - item_state = "iron_chestplater" + inhand_icon_state = "iron_chestplater" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2290,7 +2290,7 @@ name = "iron chestplate with blue cape" desc = "An iron breastplate made after the fall of the old world, includes a cool blue cape." icon_state = "iron_chestplateb" - item_state = "iron_chestplateb" + inhand_icon_state = "iron_chestplateb" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2299,7 +2299,7 @@ name = "old scale armor" desc = "A set of dull scale armor, overlaps just right in all the wrong places." icon_state = "old_scale_armor" - item_state = "old_scale_armor" + inhand_icon_state = "old_scale_armor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2308,7 +2308,7 @@ name = "scale armor" desc = "A decent set of scale armor made in the last few years by a smith in the wastes." icon_state = "scale_armor" - item_state = "scale_armor" + inhand_icon_state = "scale_armor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2317,7 +2317,7 @@ name = "Lamellar Armor" desc = "A decent set of lamellar armor, no need to be byzantine about it." icon_state = "varangian_lamellar" - item_state = "varangian_lamellar" + inhand_icon_state = "varangian_lamellar" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2326,7 +2326,7 @@ name = "Dusty Lamellar Armor" desc = "You're in denial if you like this armor, but that's okay." icon_state = "egyptian_lamellar" - item_state = "egyptian_lamellar" + inhand_icon_state = "egyptian_lamellar" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2335,7 +2335,7 @@ name = "Fire Ant Breastplate" desc = "A tough armor made out of the hide of gigantic fireants, pretty hot to be honest." icon_state = "chitin_chestplate" - item_state = "chitin_chestplate" + inhand_icon_state = "chitin_chestplate" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2344,7 +2344,7 @@ name = "Full Leather Armor" desc = "Creaking leather armor with shoulder pads and thigh protection. Mongol Tested, Wasteland approved." icon_state = "steppe_leather_armor" - item_state = "steppe_leather_armor" + inhand_icon_state = "steppe_leather_armor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -2352,7 +2352,7 @@ name = "Lamellar Armor with Red Tunic" desc = "My ancestors protect you more thant his armor likely does, but at least it looks nice." icon_state = "chinese_lamellar" - item_state = "chinese_lamellar" + inhand_icon_state = "chinese_lamellar" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2361,7 +2361,7 @@ name = "Steel Armor with Red Tunic" desc = "This steel breastplate and red shirt are quite stylish, if you like being imortalized in a clay statue." icon_state = "imperial_chinese" - item_state = "imperial_chinese" + inhand_icon_state = "imperial_chinese" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2370,7 +2370,7 @@ name = "Wooden Breastplate" desc = "This is exactly what it would feel like to be a monkey wearing a coconut for armor." icon_state = "wooden_chestarmor" - item_state = "wooden_chestarmor" + inhand_icon_state = "wooden_chestarmor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -2379,7 +2379,7 @@ name = "Unpainted Steel Breastplate" desc = "A relatively recently made breastplate, put together by god knows who in this swamp." icon_state = "imperial_breastplate" - item_state = "imperial_breastplate" + inhand_icon_state = "imperial_breastplate" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2388,7 +2388,7 @@ name = "Bronze Breastplate" desc = "Abs not included." icon_state = "bronze_chestplate" - item_state = "bronze_chestplate" + inhand_icon_state = "bronze_chestplate" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2397,7 +2397,7 @@ name = "Yoroi - Reddish Brown" desc = "A samurais true armor is their ability to not be cringe." icon_state = "samurai1" - item_state = "samurai1" + inhand_icon_state = "samurai1" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2406,7 +2406,7 @@ name = "Yoroi - Blue" desc = "A samurais true armor is their ability to not be cringe." icon_state = "samurai2" - item_state = "samurai2" + inhand_icon_state = "samurai2" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2415,7 +2415,7 @@ name = "Yoroi - Brown" desc = "A samurais true armor is their ability to not be cringe." icon_state = "samurai3" - item_state = "samurai3" + inhand_icon_state = "samurai3" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2424,7 +2424,7 @@ name = "Yoroi - Black" desc = "A samurais true armor is their ability to not be cringe." icon_state = "samurai4" - item_state = "samurai4" + inhand_icon_state = "samurai4" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2434,7 +2434,7 @@ name = "Yoroi - Black" desc = "A samurais true armor is their ability to not be cringe. This one should be good for painting." icon_state = "samurai5" - item_state = "samurai5" + inhand_icon_state = "samurai5" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2443,7 +2443,7 @@ name = "Yoroi Lightened - Reddish Brown" desc = "You're one broke ass samurai, pal." icon_state = "samuraipoor1" - item_state = "samuraipoor1" + inhand_icon_state = "samuraipoor1" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2452,7 +2452,7 @@ name = "Yoroi Lightened - Blue" desc = "You're one broke ass samurai, pal." icon_state = "samuraipoor2" - item_state = "samuraipoor2" + inhand_icon_state = "samuraipoor2" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2462,7 +2462,7 @@ name = "Yoroi Lightened - Brown" desc = "You're one broke ass samurai, pal." icon_state = "samuraipoor3" - item_state = "samuraipoor3" + inhand_icon_state = "samuraipoor3" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2471,7 +2471,7 @@ name = "Yoroi Lightened - Black" desc = "You're one broke ass samurai, pal." icon_state = "samuraipoor4" - item_state = "samuraipoor4" + inhand_icon_state = "samuraipoor4" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2480,7 +2480,7 @@ name = "Padded Yoroi - Red" desc = "A slightly higher quality samurai armor that still won't stop anything more than the occasion melee attack." icon_state = "samurai_warrior1" - item_state = "samurai_warrior1" + inhand_icon_state = "samurai_warrior1" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2489,7 +2489,7 @@ name = "Padded Yoroi - Blue" desc = "A slightly higher quality samurai armor that still won't stop anything more than the occasion melee attack." icon_state = "samurai_warrior2" - item_state = "samurai_warrior2" + inhand_icon_state = "samurai_warrior2" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2498,7 +2498,7 @@ name = "Padded Yoroi - Brown" desc = "A slightly higher quality samurai armor that still won't stop anything more than the occasion melee attack." icon_state = "samurai_warrior3" - item_state = "samurai_warrior3" + inhand_icon_state = "samurai_warrior3" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2507,7 +2507,7 @@ name = "Padded Yoroi - Black" desc = "A slightly higher quality samurai armor that still won't stop anything more than the occasion melee attack." icon_state = "samurai_warrior4" - item_state = "samurai_warrior4" + inhand_icon_state = "samurai_warrior4" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2516,7 +2516,7 @@ name = "Padded Yoroi - White" desc = "A slightly higher quality samurai armor that still won't stop anything more than the occasion melee attack." icon_state = "samurai_warrior5" - item_state = "samurai_warrior5" + inhand_icon_state = "samurai_warrior5" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2525,7 +2525,7 @@ name = "Beefy Scrap Armor" desc = "This is a whole pile of trash, just sitting on your chest. Maybe it'll even stop someone from beating you to death. No promises though." icon_state = "scraparmor" - item_state = "scraparmor" + inhand_icon_state = "scraparmor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2534,7 +2534,7 @@ name = "Messy furs" desc = "That is definitely something you could wear." icon_state = "prehistoric_fur1" - item_state = "prehistoric_fur1" + inhand_icon_state = "prehistoric_fur1" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2543,7 +2543,7 @@ name = "Messier furs" desc = "That is definitely something you could wear." icon_state = "prehistoric_fur2" - item_state = "prehistoric_fur2" + inhand_icon_state = "prehistoric_fur2" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2552,7 +2552,7 @@ name = "Messier furs - White" desc = "That is definitely something you could wear." icon_state = "prehistoric_fur3" - item_state = "prehistoric_fur3" + inhand_icon_state = "prehistoric_fur3" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2561,7 +2561,7 @@ name = "Messier furs - Gray" desc = "That is definitely something you could wear." icon_state = "prehistoric_fur4" - item_state = "prehistoric_fur4" + inhand_icon_state = "prehistoric_fur4" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2576,7 +2576,7 @@ desc = "A classic suit of plate armour, highly effective at stopping melee attacks." icon = 'icons/obj/clothing/suits.dmi' icon_state = "knight_red" - item_state = "knight_red" + inhand_icon_state = "knight_red" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) body_parts_hidden = ARMS | CHEST @@ -2587,7 +2587,7 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "poachervest" - item_state = "poachervest" + inhand_icon_state = "poachervest" pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -2596,7 +2596,7 @@ name = "lightly armored labcoat" desc = "A tattered labocat with a faded silver emblem of wings, cogwheels and a sword on it's back. It has a couple of armor parts affixed over a leg and the shoulders for moderate protection against the dangers of wasteland." icon_state = "armored_labcoat" - item_state = "armorkit_punk" + inhand_icon_state = "armorkit_punk" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -2605,7 +2605,7 @@ desc = "An ostentatious jacket decorated with brass metals and gold cloth. It won't do much to protect the wearer, but it does let them style all over their opponents." armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T1) icon_state = "capformal" - item_state = "capformal" + inhand_icon_state = "capformal" ///////////// // MEDIUM // @@ -2670,7 +2670,7 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "insect_armor" - item_state = "insect" + inhand_icon_state = "insect" flags_inv = HIDEJUMPSUIT heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD resistance_flags = FIRE_PROOF | ACID_PROOF @@ -2682,7 +2682,7 @@ name = "Rustwalkers armor" desc = "A car seat leather duster, a timing belt bandolier, and armour plating made from various parts of a car, it surely would weigh the wearer down. Commonly worn by members of the Rustwalkers tribe." icon_state = "rustwalkers_armour" - item_state = "rustwalkers_armour" + inhand_icon_state = "rustwalkers_armour" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = CHEST @@ -2691,7 +2691,7 @@ desc = "A series of tan and khaki armour plates, held in place with a considerable amount of strapping and possibly duct tape. Commonly worn by members of the White Legs tribe." anthro_mob_worn_overlay = 'icons/fallout/onmob/clothes/armor_medium_digi.dmi' icon_state = "white_legs_armour" - item_state = "white_legs_armour" + inhand_icon_state = "white_legs_armour" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = ARMS | LEGS @@ -2699,7 +2699,7 @@ name = "80s armour" desc = "A ballistic duster with the number 80 stitched onto the back worn over a breastplate made from a motorcycle's engine housing, with kneepads made from stirrups. Worn by the members of the 80s tribe." icon_state = "80s_armour" - item_state = "80s_armour" + inhand_icon_state = "80s_armour" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = ARMS | CHEST @@ -2707,7 +2707,7 @@ name = "Dead Horses armour" desc = "A simple leather bandolier and gecko hide chest covering, with an engraved metal pauldron and a set of black leather straps, one holding a shinpad in place. Commonly worn by the members of the Dead Horses tribe." icon_state = "dead_horses_armour" - item_state = "dead_horses_armour" + inhand_icon_state = "dead_horses_armour" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = 0 @@ -2715,7 +2715,7 @@ name = "Reinforced Bone armor" desc = "A tribal armor plate, reinforced with leather and a few metal parts." icon_state = "bone_dancer_armor" - item_state = "bone_dancer_armor" + inhand_icon_state = "bone_dancer_armor" mutantrace_variation = STYLE_DIGITIGRADE blood_overlay_type = "armor" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -2724,7 +2724,7 @@ name = "Western Wayfarer armor" desc = "A Suit of armor crafted by Tribals using pieces of scrap metals and the armor of fallen foes, a bighorner's skull sits on the right pauldron along with bighorner fur lining the collar of the leather bound chest. Along the leather straps adoring it are multiple bone charms with odd markings on them." icon_state = "western_wayfarer_armor" - item_state = "western_wayfarer_armor" + inhand_icon_state = "western_wayfarer_armor" // body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS */ @@ -2734,7 +2734,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "tribal_heavy" - item_state = "tribal_heavy" + inhand_icon_state = "tribal_heavy" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_DT_T3) //////////////////////////////// @@ -2746,7 +2746,7 @@ name = "light armor vest" desc = "A slim vest made of kevlar. Popular pre-war for their concealability, but popular in the Wasteland for their light weight and ability to stop most pistol rounds. Won't do much against bigger bullets, though." icon_state = "armoralt" - item_state = "armoralt" + inhand_icon_state = "armoralt" blood_overlay_type = "armor" dog_fashion = /datum/dog_fashion/back armor_tier_desc = ARMOR_CLOTHING_LIGHT @@ -2787,7 +2787,7 @@ desc = "A World War 1 steel bib that was in use by the sentry units and stationary units of numerous nations and factions. It protected mainly against shrapnel and aerial darts thrown from biplanes. Seems to offer better melee and shrapnel resistance." pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster icon_state = "ww1bib" - item_state = "ww1bib" + inhand_icon_state = "ww1bib" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' armor_tier_desc = ARMOR_CLOTHING_LIGHT @@ -2800,7 +2800,7 @@ name = "6b3 body armor" desc = "A 6b3 plate carrier. This plate carrier saw primary usage in the Russian Army." icon_state = "russianlight" - item_state = "russianlight" + inhand_icon_state = "russianlight" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2808,7 +2808,7 @@ name = "Foreign body armor" desc = "A foreign plate carrier. This plate carrier saw primary usage by foreign nations and PMCs" icon_state = "foreignplate" - item_state = "foreignplate" + inhand_icon_state = "foreignplate" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2816,7 +2816,7 @@ name = "6b45 body armor" desc = "A 6b45 plate carrier. This plate carrier saw primary usage in the Russian Army. It's bulkier than its lightweight cousins." icon_state = "russianheavy" - item_state = "russianheavy" + inhand_icon_state = "russianheavy" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2824,7 +2824,7 @@ name = "War Press vest" desc = "A War correspondent ballistic vest. It's lightweight and quite slim with the words 'WAR PRESS' on the back. It's a blue colored with the text being white." icon_state = "warpressvest" - item_state = "warpressvest" + inhand_icon_state = "warpressvest" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2832,7 +2832,7 @@ name = "Civilian grade bodyarmor" desc = "A basic and lightweight Tier IIA+ vest. Meant for the civilian markets of pre-war times." icon_state = "civplate" - item_state = "civplate" + inhand_icon_state = "civplate" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2840,7 +2840,7 @@ name = "5.11 Tactical plate carrier" desc = "A 5.11 Tact Plate Carrier. This plate carrier was made by the famous 5.11 company during pre-war times. Now it finds usage by the wearer who finds such armor" icon_state = "511tact" - item_state = "511tact" + inhand_icon_state = "511tact" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2848,7 +2848,7 @@ name = "Ghillie suit" desc = "A basic kevlar vest with a whole ghillie suit over it. The ghillie suit is a macabre of leaves, plants, grass, and flora patterns by the wearer. Meant to disguise the user in grassy enviroments. A man once said 'Keep a low profile and hold your fire. Try to anticipate their paths'" icon_state = "ghilliesuit" - item_state = "ghilliesuit" + inhand_icon_state = "ghilliesuit" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2856,7 +2856,7 @@ name = "Police vest" desc = "A basic and lightweight Tier IIA+ vest. Meant for the civilian markets of pre-war times." icon_state = "nashpolicevest" - item_state = "nashpolicevest" + inhand_icon_state = "nashpolicevest" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2864,7 +2864,7 @@ name = "Baily vest" desc = "A basic and lightweight Tier IIA+ vest. Meant for the civilian markets of pre-war times." icon_state = "bailyvest" - item_state = "bailyvest" + inhand_icon_state = "bailyvest" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2872,7 +2872,7 @@ name = "Medical ballistic vest" desc = "A medical themed basic and lightweight Tier IIA+ vest. Meant for the civilian markets of pre-war times." icon_state = "vestmed" - item_state = "vestmed" + inhand_icon_state = "vestmed" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2880,7 +2880,7 @@ name = "Armored Priestess ballistic suit" desc = "A French based suit of ballistic plating. It was an expiremental armor used by chaplin soldiers before the war. Their armor being of white, black, and gold. Adorned with whatever the user could find that suited their religious needs." icon_state = "40ksister" - item_state = "40ksister" + inhand_icon_state = "40ksister" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2888,7 +2888,7 @@ name = "Armored Russian Priestess ballistic suit" desc = "A Russian designed suit of ballistic plating. This one takes after the french counterpart! It was an expiremental armor used by chaplin soldiers before the war. Their armor being of red and gold. It is adorned with whatever the user could find that suited their religious needs." icon_state = "brsister" - item_state = "brsister" + inhand_icon_state = "brsister" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2896,7 +2896,7 @@ name = "Armored Irish Priestess ballistic suit" desc = "A French designed suit of ballistic plating. This one originates from Ireland it seems. It was an expiremental armor used by chaplin soldiers before the war. Their armor being of red and black. It is adorned with whatever the user could find that suited their religious needs." icon_state = "mlsister" - item_state = "mlsister" + inhand_icon_state = "mlsister" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2904,7 +2904,7 @@ name = "Armored Soviet priest robes" desc = "A set of silk robes with a steel plate carrier, it was used by ancient Soviet priests who needed a bit of protection as they went about life." icon_state = "chaos" - item_state = "chaos" + inhand_icon_state = "chaos" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2912,7 +2912,7 @@ name = "Armored Special Forces ballistic armor" desc = "An expiremental american plating system. It consisted of chest, back, thigh, and grieves. It wasn't the best, sure, but it looks stylish and was used by very few units before the war. It was replaced by the true and tested combat armor one sees today. This one comes in a black color scheme" icon_state = "cadian" - item_state = "cadian" + inhand_icon_state = "cadian" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2920,7 +2920,7 @@ name = "Infected ancient american ballistic armor" desc = "An expiremental american plating system. It consisted of chest, back, thigh, and grieves. It wasn't the best, sure, but it looks stylish and was used by very few units before the war. It was replaced by the true and tested combat armor one sees today. This one seems to be infected and looks much more streamline.." icon_state = "necron" - item_state = "necron" + inhand_icon_state = "necron" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2928,7 +2928,7 @@ name = "Armored C.J ballistic armor" desc = "An expiremental Communist Japanese based armor. Used by The People's Republic of Japan or 'C.J' short for Communist Japan, this armor was adorned in a red and white armor. It's not as good as the original thing but can be nifty for style points." icon_state = "tau" - item_state = "tau" + inhand_icon_state = "tau" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2936,7 +2936,7 @@ name = "Armored American ballistic armor" desc = "An expiremental american plating system. It consisted of chest, back, thigh, and grieves. It wasn't the best, sure, but it looks stylish and was used by very few units before the war. It was replaced by the true and tested combat armor one sees today." icon_state = "40kpublicarmor" - item_state = "40kpublicarmor" + inhand_icon_state = "40kpublicarmor" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2950,7 +2950,7 @@ armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1 , ARMOR_MODIFIER_UP_BULLET_T2 , ARMOR_MODIFIER_UP_ENV_T1 , ARMOR_MODIFIER_UP_DT_T1) vis_flags = GROIN icon_state = "toxsister" - item_state = "toxsister" + inhand_icon_state = "toxsister" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2958,7 +2958,7 @@ name = "Leo Armaments MARK XI armor" desc = "A unpowered and redone set of Mark XI assault armor which was created by Leo Armaments. The armor itself is outfitted with a comfortable and nifty ballistic weave nanocomposite bodysuit. While form fitting, this armor itself can be quite protective of the user's body. Albeit it leaves crucial spots such as the stomach region exposed, which is only protected by the bodysuit." icon_state = "markvi" - item_state = "markvi" + inhand_icon_state = "markvi" equip_delay_self = 5 pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_MEDIUM @@ -2973,7 +2973,7 @@ name = "ARG AEGIS Armor" desc = "This set of armor is a heavily modified Leo Armaments MARK XI suit, designated the Anomalous Environment General Infantry Suit. The modified set includes sample collection pouches, a mounting point for a trauma kit, an internal compass, emergency power cell, life support monitor and armor plating. This suit is a good starting point for the soldier-scientist, produced by the Augur Research Group." icon_state = "argmkvi" - item_state = "argmkvi" + inhand_icon_state = "argmkvi" equip_delay_self = 5 pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_MEDIUM @@ -2987,7 +2987,7 @@ name = "Leo Armaments MARK XI armor 'Icebreaker'" desc = "A unpowered and redone set of Mark XI assault armor which was created by Leo Armaments. The armor itself is outfitted with a comfortable and nifty ballistic weave nanocomposite bodysuit. While form fitting, this armor itself can be quite protective of the user's body. Albeit it leaves crucial spots such as the stomach region exposed, which is only protected by the bodysuit. This one has the armor coated in a winter finish." icon_state = "markvi2" - item_state = "markvi2" + inhand_icon_state = "markvi2" equip_delay_self = 5 pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_MEDIUM @@ -3001,7 +3001,7 @@ name = "Leo Armaments MARK XI armor 'Patriot'" desc = "A unpowered and redone set of Mark XI assault armor which was created by Leo Armaments. The armor itself is outfitted with a comfortable and nifty ballistic weave nanocomposite bodysuit. While form fitting, this armor itself can be quite protective of the user's body. Albeit it leaves crucial spots such as the stomach region exposed, which is only protected by the bodysuit. This one has the armor coated in a Leo Armaments colored finish." icon_state = "markvi3" - item_state = "markvi3" + inhand_icon_state = "markvi3" equip_delay_self = 5 pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_MEDIUM @@ -3015,7 +3015,7 @@ name = "Leo Armaments MARK XI armor 'Patriot'" desc = "A set of royal themed Mark XI assault armor.This armo was made to fit more curvy and hourglass shaped feminine bodies. The armor is the same as any other, however it seems to have the name 'Tox' scratched onto the right plate of the armor. The interior of the armor is made for comfort, foregoing protection for comfort fitting and enjoyment. The bodysuit is more skimpier and skin-tighter than usual, hugging the body as the user moves about." icon_state = "markvi2" - item_state = "markvi2" + inhand_icon_state = "markvi2" pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3040,7 +3040,7 @@ name = "Full plate armor" desc = "A suit of full plated armor. It's certainly not good for bullets but good against melee attacks. Unpainted and awaiting your personalization. 'For that guy we like er..no the one in the blue.' " icon_state = "basicknight" - item_state = "basicknight" + inhand_icon_state = "basicknight" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon = 'icons/fallout/clothing/armored_medium.dmi' @@ -3053,7 +3053,7 @@ slowdown = ARMOR_SLOWDOWN_NONE * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1 , ARMOR_MODIFIER_UP_DT_T1) icon_state = "fancycape" - item_state = "fancycape" + inhand_icon_state = "fancycape" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -3068,7 +3068,7 @@ name = "UNMC Shock Armor" desc = "A set of United Nations Marine Corps Shock Armor. This armor is in pristine condition and can take quite a beating. Albeit it's very prone to breaking due to any melee or plasma/laser based attacks. A wise man once said, In times like these, it pays to be the strong, silent type." icon_state = "odst1" - item_state = "odst1" + inhand_icon_state = "odst1" armor_tier_desc = ARMOR_CLOTHING_MEDIUM slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM @@ -3081,7 +3081,7 @@ name = "UNMC standard armor" desc = "A set of UNMC standard issue armor. It's generally weak and only really made to stop light projectiles and blows. Albeit whack it lacks in light to null armor, it makes up for sub-par enviromental resistance. OORAH soldier, double time!" icon_state = "unmct" - item_state = "unmct" + inhand_icon_state = "unmct" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3095,7 +3095,7 @@ name = "Old Hazmat suit" desc = "A old set of some sort of hazmat suit. Just shy better than most hazmat suits, but has extra pocket space and one hell of a color scheme." icon_state = "rhaz" - item_state = "rhaz" + inhand_icon_state = "rhaz" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3108,7 +3108,7 @@ name = "American dysfunctional stealth suit" desc = "A suit of dysfunctional, albeit repaired to look good enough, American made stealth gear. Offers little protection." icon_state = "usainfil" - item_state = "usainfil" + inhand_icon_state = "usainfil" armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -3121,7 +3121,7 @@ name = "Chinese dysfunctional stealth armor" desc = "A suit of dysfunctional Chinese Stealth Armor, albeit repaired to look good enough, once belonging to a feared Crimson Dragoon. Offers little protection." icon_state = "chinastealth" - item_state = "chinastealth" + inhand_icon_state = "chinastealth" armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -3136,7 +3136,7 @@ name = "UNMC standard medical armor" desc = "A set of a medic's armor set from the UNMC before pre-war times. Repainted, repaired, and now in-use by the wearer, it's mainly used by frontline medics to tank in just a tiny bit extra punishment as they tend to the fallen and wounded." icon_state = "unmcmedic" - item_state = "unmcmedic" + inhand_icon_state = "unmcmedic" armor_tier_desc = ARMOR_CLOTHING_MEDIUM slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM @@ -3149,7 +3149,7 @@ name = "UNMC Winter armor" desc = "A set of UNMC standard issue armor.This one seems to be a winter camo painted version. It's generally weak and only really made to stop light projectiles and blows. Albeit whack it lacks in light to null armor, it makes up for sub-par enviromental resistance. The winter coating gives it a boost in more unconventional based attacks. Let's get a move on, the enemy won't kick its own ass!" icon_state = "unmcwi" - item_state = "unmcwi" + inhand_icon_state = "unmcwi" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3162,7 +3162,7 @@ name = "UNMC Leader Armor" desc = "A set of United Nations Marine Corps Leader Armor. This armor is in pristine condition and is suited for true hardened combat. The armor itself has quite the padding, but leaves the user slow and a sitting duck. Due to the material it is made from, it's weak to laser fire. Painted on the chest is a skull with the words below it 'get sum' " icon_state = "odstlead" - item_state = "odstlead" + inhand_icon_state = "odstlead" equip_delay_self = 60 equip_delay_other = 60 armor_tier_desc = ARMOR_CLOTHING_HEAVY @@ -3177,7 +3177,7 @@ name = "Futuristic Armor Plating" desc = "A set of jet black armor plating that seems to be build to attach to the frame of a synthetic. It feels like these plates weigh a ton and seems to have a triangle with a tip facing downward, with 3 pairs of spikes jutting from the sides toward where the nape would typically be on a normal person. The insides of these plates seem to be absolutely caked in both dried and fresh blood as well." icon_state = "nvodst" - item_state = "nvodst" + inhand_icon_state = "nvodst" equip_delay_self = 60 equip_delay_other = 60 armor_tier_desc = ARMOR_CLOTHING_MEDIUM @@ -3192,7 +3192,7 @@ name = "salvaged UNMC armor" desc = "A set of salvaged UNMC armor. Most of what made this armor completely terrifying to deal with is now gone or repurposed. It feels much lighter and offers much less protection than the usual set of UNMC armor. Personalized by the scavenger who found this." icon_state = "odstcqb" - item_state = "odstcqb" + inhand_icon_state = "odstcqb" armor_tier_desc = ARMOR_CLOTHING_LIGHT armor = ARMOR_VALUE_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -3205,7 +3205,7 @@ name = "UNMC CQB Armor" desc = "A set of United Nations Marine Corps CQB Armor. This armor is in pristine condition and is suited for CQC related situations. Weaker than its bulkier more armored counterparts and has far less padding and less enviromental equipment. But with less padding, means greater speed." icon_state = "odstcqb" - item_state = "odstcqb" + inhand_icon_state = "odstcqb" armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -3218,7 +3218,7 @@ name = "Custom fitted UNMC Trooper armor" desc = "A set of modified UNMC Trooper armor. This one has red accents on it and seems to have been designed to withstand the harshness of the wastes. The name 'Corrigan' is stenciled on the chestplate." icon_state = "zeroodst" - item_state = "zeroodst" + inhand_icon_state = "zeroodst" armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM @@ -3231,7 +3231,7 @@ name = "MIRAGE Class Assault Armor" desc = "A set of MIRAGE Class Assault armor. Used for infiltration while providing a good set of resistance. Performs very well for enviromental hazards" icon_state = "miragearmor" - item_state = "miragearmor" + inhand_icon_state = "miragearmor" armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -3246,7 +3246,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "vest_flak" - item_state = "vest_flak" + inhand_icon_state = "vest_flak" /obj/item/clothing/suit/armor/medium/vest/polis name = "police jacket" @@ -3255,7 +3255,7 @@ mob_overlay_icon = 'icons/mob/clothing/suit.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_officer" - item_state = "police_officer" + inhand_icon_state = "police_officer" /obj/item/clothing/suit/armor/medium/vest/polislt name = "police lieutenant's jacket" @@ -3264,7 +3264,7 @@ mob_overlay_icon = 'icons/mob/clothing/suit.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_lieutenant" - item_state = "police_lieutenant" + inhand_icon_state = "police_lieutenant" /obj/item/clothing/suit/armor/medium/vest/polischief name = "police chief's jacket" @@ -3273,7 +3273,7 @@ mob_overlay_icon = 'icons/mob/clothing/suit.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" /obj/item/clothing/suit/armor/medium/vest/polissnr name = "police search and rescue jacket" @@ -3282,7 +3282,7 @@ mob_overlay_icon = 'icons/mob/clothing/suit.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_snr" - item_state = "police_snr" + inhand_icon_state = "police_snr" /obj/item/clothing/suit/armor/medium/vest/kevlar name = "kevlar vest" @@ -3290,7 +3290,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "vest_kevlar" - item_state = "vest_kevlar" + inhand_icon_state = "vest_kevlar" /obj/item/clothing/suit/armor/medium/vest/bulletproof name = "bulletproof vest" @@ -3298,7 +3298,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "vest_bullet" - item_state = "vest_bullet" + inhand_icon_state = "vest_bullet" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T3, ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T2, ARMOR_MODIFIER_UP_DT_T2) /obj/item/clothing/suit/armor/medium/vest/bulletproof/armor @@ -3307,7 +3307,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "vest_armor" - item_state = "vest_armor" + inhand_icon_state = "vest_armor" /obj/item/clothing/suit/armor/medium/vest/bulletproof/big name = "security vest" @@ -3315,7 +3315,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "vest_armor" - item_state = "vest_armor" + inhand_icon_state = "vest_armor" /obj/item/clothing/suit/armor/medium/vest/followers name = "followers armor vest" @@ -3323,7 +3323,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "vest_follower" - item_state = "vest_follower" + inhand_icon_state = "vest_follower" /obj/item/clothing/suit/armor/medium/vest/town name = "New Boston flak vest" @@ -3331,19 +3331,19 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "vest_flak" - item_state = "vest_flak" + inhand_icon_state = "vest_flak" /obj/item/clothing/suit/armor/medium/vest/oasis name = "Vault-Sec vest" desc = "a lightweight ballistic vest that is commonly worn by Vault-Tec security personnel. This one still has the badge attached." icon_state = "blueshift" - item_state = "blueshift" + inhand_icon_state = "blueshift" /obj/item/clothing/suit/armor/light/vest/russian name = "russian vest" desc = "A bulletproof vest with forest camo. Good thing there's plenty of forests to hide in around here, right?" icon_state = "rus_armor" - item_state = "rus_armor" + inhand_icon_state = "rus_armor" /obj/item/clothing/suit/armor/medium/vest/chinese name = "chinese flak vest" @@ -3351,37 +3351,37 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "vest_chicom" - item_state = "vest_chicom" + inhand_icon_state = "vest_chicom" /obj/item/clothing/suit/armor/medium/vest/trench name = "followers trenchcoat" desc = "A grey and white trench coat with dark blue highlights, on the sides and back it has the unique symbol of the followers. Under said coat is an armor vest, perfect for light weight protection." icon_state = "followerstrench" - item_state = "followerstrench" + inhand_icon_state = "followerstrench" /obj/item/clothing/suit/armor/medium/vest/alt desc = "A thick armored vest that provides decent protection against most types of damage." icon_state = "armor" - item_state = "armor" + inhand_icon_state = "armor" /obj/item/clothing/suit/armor/medium/vest/old name = "degrading armor vest" desc = "Older generation Type 1 armored vest. It looks like a fixer-upper, but it could still stop a bullet." icon_state = "armor" - item_state = "armor" + inhand_icon_state = "armor" /obj/item/clothing/suit/armor/medium/vest/blueshirt name = "large armor vest" desc = "A large, yet comfortable piece of armor, protecting you from some threats." icon_state = "blueshift" - item_state = "blueshift" + inhand_icon_state = "blueshift" custom_premium_price = PRICE_ABOVE_EXPENSIVE /obj/item/clothing/suit/armor/medium/vest/warden name = "warden's jacket" desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets." icon_state = "warden_alt" - item_state = "armor" + inhand_icon_state = "armor" resistance_flags = FLAMMABLE dog_fashion = null mutantrace_variation = STYLE_DIGITIGRADE @@ -3395,7 +3395,7 @@ name = "warden's jacket" desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig." icon_state = "wardenbluejacket" - item_state = "wardenbluejacket" + inhand_icon_state = "wardenbluejacket" // body_parts_covered = CHEST|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -3403,14 +3403,14 @@ name = "security overcoat" desc = "Lightly armored leather overcoat meant as casual wear for high-ranking officers." icon_state = "leathercoat-sec" - item_state = "hostrench" + inhand_icon_state = "hostrench" dog_fashion = null /obj/item/clothing/suit/armor/medium/vest/capcarapace name = "captain's carapace" desc = "A fireproof armored chestpiece reinforced with ceramic plates and plasteel pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples." icon_state = "capcarapace" - item_state = "armor" + inhand_icon_state = "armor" dog_fashion = null resistance_flags = FIRE_PROOF @@ -3424,7 +3424,7 @@ name = "captain's parade jacket" desc = "For when an armoured vest isn't fashionable enough." icon_state = "capformal" - item_state = "capspacesuit" + inhand_icon_state = "capspacesuit" /obj/item/clothing/suit/armor/medium/vest/det_suit name = "detective's armor vest" @@ -3437,7 +3437,7 @@ name = "insidious combat vest" desc = "An insidious combat vest designed using Syndicate nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts." icon_state = "infiltrator" - item_state = "infiltrator" + inhand_icon_state = "infiltrator" resistance_flags = FIRE_PROOF | ACID_PROOF strip_delay = 80 @@ -3445,7 +3445,7 @@ name = "armored vest" desc = "Efficient prewar design issued to Enclave personell." icon_state = "armor_enclave_peacekeeper" - item_state = "armor_enclave_peacekeeper" + inhand_icon_state = "armor_enclave_peacekeeper" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T3, ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T2, ARMOR_MODIFIER_UP_DT_T3) @@ -3461,7 +3461,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "steel_bib" - item_state = "steel_bib" + inhand_icon_state = "steel_bib" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -3471,7 +3471,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "light_plates" - item_state = "armorkit" + inhand_icon_state = "armorkit" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T2, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -3481,7 +3481,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "steel_bib" - item_state = "steel_bib" + inhand_icon_state = "steel_bib" /obj/item/clothing/suit/armor/medium/vest/breastplate/town name = "steel breastplate" @@ -3495,7 +3495,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "steel_bib_rein" - item_state = "steel_bib_rein" + inhand_icon_state = "steel_bib_rein" armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T3) /obj/item/clothing/suit/armor/medium/vest/breastplate/scrap @@ -3504,7 +3504,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "metal_chestplate" - item_state = "metal_chestplate" + inhand_icon_state = "metal_chestplate" siemens_coefficient = 1.3 mutantrace_variation = STYLE_PAW_TAURIC @@ -3514,7 +3514,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "metal_chestplate2" - item_state = "metal_chestplate2" + inhand_icon_state = "metal_chestplate2" armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T3) mutantrace_variation = STYLE_PAW_TAURIC @@ -3524,7 +3524,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "combat_chestpiece" - item_state = "combat_chestpiece" + inhand_icon_state = "combat_chestpiece" mutantrace_variation = NONE /obj/item/clothing/suit/armor/medium/vest/breastplate/scrap/mutant @@ -3533,7 +3533,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "mutie_heavy_metal" - item_state = "mutie_heavy_metal" + inhand_icon_state = "mutie_heavy_metal" mutantrace_variation = NONE /////////////////////// @@ -3544,7 +3544,7 @@ name = "armored greatcoat" desc = "A greatcoat enhanced with a special alloy for some extra protection and style for those with a commanding presence." icon_state = "hos" - item_state = "greatcoat" + inhand_icon_state = "greatcoat" // body_parts_covered = CHEST|GROIN|ARMS|LEGS cold_protection = CHEST|GROIN|LEGS|ARMS heat_protection = CHEST|GROIN|LEGS|ARMS @@ -3560,13 +3560,13 @@ name = "head of security's jacket" desc = "This piece of clothing was specifically designed for asserting superior authority." icon_state = "hosbluejacket" - item_state = "hosbluejacket" + inhand_icon_state = "hosbluejacket" /obj/item/clothing/suit/armor/medium/duster/trenchcoat name = "armored trenchcoat" desc = "A trenchcoat enhanced with a special lightweight kevlar. The epitome of tactical plainclothes." icon_state = "hostrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" flags_inv = 0 reskinnable_component = /datum/component/reskinnable/hos_trench_coat @@ -3574,13 +3574,13 @@ name = "armored battlecoat" desc = "A heavy padded leather coat with faded colors, worn over a armor vest." icon_state = "battlecoat_tan" - item_state = "battlecoat_tan" + inhand_icon_state = "battlecoat_tan" /obj/item/clothing/suit/armor/medium/duster/armoredcoat/panzer name = "dishevelled tan battlecoat" desc = "A heavy padded leather coat with faded colors, worn over an armor vest. This particular coat is torn around the edges with small holes along the shoulders and arms wherein one might denote their rank, while the underlying armor vest would be marred by burn marks and bullet holes - clearly having seen better days." icon_state = "battlecoat_tan" - item_state = "battlecoat_tan" + inhand_icon_state = "battlecoat_tan" /obj/item/clothing/suit/armor/medium/duster/duster_renegade name = "renegade duster" @@ -3588,19 +3588,19 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "duster-renegade" - item_state = "duster-renegade" + inhand_icon_state = "duster-renegade" /obj/item/clothing/suit/armor/medium/duster/town name = "deputy trenchcoat" desc = "An armored trench coat with added shoulderpads, a chestplate, and leg guards." icon_state = "towntrench_medium" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/armor/medium/duster/town/embroidered name = "embroidered trenchcoat" desc = "A custom armored trench coat with extra-length and a raised collar. There's a flower embroidered onto the back, although the color is a little faded." icon_state = "towntrench_special" - item_state = "towntrench_special" + inhand_icon_state = "towntrench_special" /obj/item/clothing/suit/armor/medium/duster/town/deputy name = "armored town trenchcoat" @@ -3616,13 +3616,13 @@ name = "sheriff duster" desc = "A long brown leather overcoat.
A powerful accessory of a respectful sheriff, bringer of justice." icon_state = "sheriff" - item_state = "det_suit" + inhand_icon_state = "det_suit" /obj/item/clothing/suit/armor/medium/duster/town/commissioner name = "commissioner's jacket" desc = "A navy-blue jacket with blue shoulder designations, '/NPD/' stitched into one of the chest pockets, and hidden ceramic trauma plates. It has a small compartment for a holdout pistol." icon_state = "warden_alt" - item_state = "armor" + inhand_icon_state = "armor" /obj/item/clothing/suit/armor/medium/duster/town/chief name = "NPD Chief's jacket" @@ -3630,7 +3630,7 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" /obj/item/clothing/suit/armor/medium/duster/town/mayor name = "mayor trenchcoat" @@ -3642,13 +3642,13 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "motorball" - item_state = "motorball" + inhand_icon_state = "motorball" /obj/item/clothing/suit/armor/medium/duster/mutant name = "mutant poncho" desc = "An oversized poncho, made to fit the frame of a super mutant. Maybe he's the big ranger with an iron on his hip?" icon_state = "mutie_poncho" - item_state = "mutie_poncho" + inhand_icon_state = "mutie_poncho" /obj/item/clothing/suit/armor/medium/duster/cloak_armored name = "armored cloak" @@ -3656,19 +3656,19 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "cloak_armored" - item_state = "cloak_armored" + inhand_icon_state = "cloak_armored" /obj/item/clothing/suit/armor/medium/duster/enclave name = "enclave officer trenchcoat" desc = "Premium prewar military armor worn under a coat for Enclave officers." icon_state = "armor_enclave_officer" - item_state = "armor_enclave_officer" + inhand_icon_state = "armor_enclave_officer" /obj/item/clothing/suit/armor/medium/duster/follower name = "follower's duster" desc = "An old military-grade pre-war combat armor under a white weathered duster. An emblem of the Followers is painted on the back of it. It appears to be fitted with metal plates to replace the crumbling ceramic." icon_state = "shank_follower" - item_state = "shank_follower" + inhand_icon_state = "shank_follower" ////////////////////// //// COMBAT ARMOR //// @@ -3678,7 +3678,7 @@ name = "combat armor" desc = "An old military grade pre war combat armor." icon_state = "combat_armor" - item_state = "combat_armor" + inhand_icon_state = "combat_armor" mutantrace_variation = STYLE_DIGITIGRADE salvage_loot = list(/obj/item/stack/crafting/armor_plate = 5) equip_delay_other = 50 @@ -3716,7 +3716,7 @@ name = "weathered aethergiest power armor" desc = "A suit of heavily customized Enclave 'Equalizer' Advanced power armor, modified extensively to be wearable by a aethergiest, not too unlike the suits worn by Frank Horrigan, and Captain Arlem, arm-blade and all. While it is indeed a genuine Mk. 1 set of Advanced power armor, it looks like it hasn't seen any maintenance in the better part of two decades. Much of its protection has eroded, but it remains functional with a myriad of ad-hoc bandaid repairs that would make a brotherhood scribe cry in anguish." icon_state = "arroyoapa" - item_state = "arroyoapa" + inhand_icon_state = "arroyoapa" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_power.dmi' icon = 'icons/fallout/clothing/armored_power.dmi' slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3729,7 +3729,7 @@ desc = "A reinforced set of bracers, greaves, and torso plating of prewar design. This one is kitted with additional plates." icon = 'icons/obj/clothing/suits.dmi' icon_state = "combat_armor_mk2" - item_state = "combat_armor_mk2" + inhand_icon_state = "combat_armor_mk2" mutantrace_variation = STYLE_DIGITIGRADE salvage_loot = list(/obj/item/stack/crafting/armor_plate = 8) slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3745,24 +3745,24 @@ name = "remnant combat armor" desc = "A dark armor, used commonly in espionage or shadow ops." icon_state = "remnant" - item_state = "remnant" + inhand_icon_state = "remnant" /obj/item/clothing/suit/armor/medium/combat/mk2/desert_ranger name = "reinforced desert ranger armor" desc = "A suit of armor styled after those used by the Desert Rangers, with extra plates strapped to it to boot." icon_state = "ncr_patrol" - item_state = "ncr_patrol" + inhand_icon_state = "ncr_patrol" /obj/item/clothing/suit/armor/medium/combat/mk2/desert_ranger/pro name = "reinforced desert ranger suit" desc = "A set of armor styled after those used by the Desert Rangers, with extra plates strapped to it to boot." icon_state = "ncr_armor_mk2" - item_state = "ncr_armor_mk2" + inhand_icon_state = "ncr_armor_mk2" /obj/item/clothing/suit/armor/medium/combat/mk2/raider name = "raider combat armor" desc = "An old set of reinforced combat armor with some parts supplanted with painspike armor. It seems less protective than a mint-condition set of combat armor. Can probably be used to make a better set, though..." - item_state = "combat_armor_raider" + inhand_icon_state = "combat_armor_raider" mutantrace_variation = STYLE_DIGITIGRADE armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_DOWN_ENV_T1) @@ -3771,7 +3771,7 @@ desc = "An old military grade pre-war reinforced combat armor, now decorated with sinew and the bones of the hunted for its new wearer." anthro_mob_worn_overlay = 'icons/fallout/onmob/clothes/armor_medium_digi.dmi' icon_state = "tribecombatarmor" - item_state = "tribecombatarmor" + inhand_icon_state = "tribecombatarmor" mutantrace_variation = STYLE_DIGITIGRADE slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -3780,86 +3780,86 @@ name = "SWAT combat armor" desc = "A custom version of the pre-war combat armor, slimmed down and minimalist for domestic S.W.A.T. teams." icon_state = "armoralt" - item_state = "armoralt" + inhand_icon_state = "armoralt" /obj/item/clothing/suit/armor/medium/combat/chinese name = "chinese combat armor" desc = "An uncommon suit of pre-war Chinese combat armor. It's a very basic and straightforward piece of armor that covers the front of the user." icon_state = "chicom_armor" - item_state = "chicom_armor" + inhand_icon_state = "chicom_armor" /obj/item/clothing/suit/armor/medium/combat/desert_ranger name = "desert ranger combat armor" desc = "A suit of combat armor styled after those used by the Desert Rangers. It smells like red mist." icon_state = "desert_ranger" - item_state = "desert_ranger" + inhand_icon_state = "desert_ranger" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/combat name = "desert ranger combat suit" desc = "A suit of combat armor styled after those used by the Desert Rangers. It smells like red mist." icon_state = "ncr_armor" - item_state = "ncr_armor" + inhand_icon_state = "ncr_armor" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/scout name = "desert ranger scout armor" desc = "A refurbished set of desert ranger scout armor, refitted for use in the swamps. A few shiny platinum shards stick out of the webbing." icon_state = "refurb_scout" - item_state = "refurb_scout" + inhand_icon_state = "refurb_scout" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/officer name = "desert ranger officer armor" desc = "A suit of desert ranger styled armor, now with a fancy-looking coat to boot. Very official." icon_state = "ncr_officer_coat" - item_state = "ncr_officer_coat" + inhand_icon_state = "ncr_officer_coat" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/officer/colonel name = "NCR colonels armor" desc = "A suit of desert ranger styled armor, decorated to look more official. Very, very official." icon_state = "ncr_captain_armour" - item_state = "ncr_captain_armour" + inhand_icon_state = "ncr_captain_armour" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/outlaw name = "desert outlaw armor" desc = "A modified detoriated armor kit consisting of Desert Ranger style combat armor and scrap metal." icon_state = "ncrexile" - item_state = "ncrexile" + inhand_icon_state = "ncrexile" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/mutant name = "NCR mutant armor" desc = "Multiple sets of NCR patrol vests that have been fused, stitched and welded together in order to fit the frame of a Super Mutant." icon_state = "mutie_ncr" - item_state = "mutie_ncr" + inhand_icon_state = "mutie_ncr" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/patrol name = "desert ranger patrol armor" desc = "A set of desert ranger patrol armor, modified to be light and breezy here in the swamps, perfect for making blood sausage." icon_state = "ncr_patrol" - item_state = "ncr_patrol" + inhand_icon_state = "ncr_patrol" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/patrol/mutant name = "mutant desert ranger armor" desc = "Multiple sets of desert ranger patrol armor made to protect a massive humanoid, modified to be light and breezy here in the swamps, and smelling like blood sausage." icon_state = "mutie_ranger_armour" - item_state = "mutie_ranger_armour" + inhand_icon_state = "mutie_ranger_armour" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/patrol/thax name = "desert ranger patrol duster" desc = "A customized and moderately-worn suit of desert ranger armor. A sun-worn thick olive duster is worn over the armor." icon_state = "thaxarmor" - item_state = "thaxarmor" + inhand_icon_state = "thaxarmor" /obj/item/clothing/suit/armor/medium/combat/rusted name = "rusted combat armor" desc = "An old military grade pre war combat armor. This set has seen better days, weathered by time. The composite plates, meant for bullets and lasers, look sound and intact still. Everything else...uh..." icon_state = "rusted_combat_armor" - item_state = "rusted_combat_armor" + inhand_icon_state = "rusted_combat_armor" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_DOWN_DT_T1) /obj/item/clothing/suit/armor/medium/combat/environmental name = "environmental armor" desc = "A pre-war suit developed for use in heavily contaminated environments, and is prized in the Wasteland for its ability to protect against biological threats." icon_state = "environmental_armor" - item_state = "environmental_armor" + inhand_icon_state = "environmental_armor" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.9 permeability_coefficient = 0.1 @@ -3878,7 +3878,7 @@ name = "combat duster" desc = "Refurbished combat armor under a weathered duster. Simple metal plates replace the ceramic plates that has gotten damaged." icon_state = "combatduster" - item_state = "combatduster" + inhand_icon_state = "combatduster" permeability_coefficient = 0.9 pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_DOWN_DT_T2) @@ -3888,7 +3888,7 @@ name = "brotherhood armor" desc = "A combat armor set made by the Brotherhood of Steel, standard issue for all Knights. It bears a red stripe." icon_state = "brotherhood_armor_knight" - item_state = "brotherhood_armor_knight" + inhand_icon_state = "brotherhood_armor_knight" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -3896,33 +3896,33 @@ name = "brotherhood senior knight armor" desc = "A renforced combat armor set made by the Brotherhood of Steel, standard issue for all Senior Knights. It bears a silver stripe." icon_state = "brotherhood_armor_senior" - item_state = "brotherhood_armor_senior" + inhand_icon_state = "brotherhood_armor_senior" /obj/item/clothing/suit/armor/medium/combat/brotherhood/captain name = "brotherhood head knight armor" desc = "A renforced combat armor set made by the Brotherhood of Steel, standard issue for all Head Knights. It bears golden embroidery." icon_state = "brotherhood_armor_captain" - item_state = "brotherhood_armor_captain" + inhand_icon_state = "brotherhood_armor_captain" /obj/item/clothing/suit/armor/medium/combat/brotherhood/initiate name = "initiate armor" desc = "An old degraded pre war combat armor, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_armor" - item_state = "brotherhood_armor" + inhand_icon_state = "brotherhood_armor" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/medium/combat/brotherhood/initiate/mk2 name = "reinforced knight armor" desc = "A reinforced set of bracers, greaves, and torso plating of prewar design This one is kitted with additional plates and, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_armor_mk2" - item_state = "brotherhood_armor_mk2" + inhand_icon_state = "brotherhood_armor_mk2" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/medium/combat/brotherhood/outcast name = "brotherhood armor" //unused? desc = "A superior combat armor set made by the Brotherhood of Steel, bearing a series of red markings." icon_state = "brotherhood_armor_outcast" - item_state = "brotherhood_armor_outcast" + inhand_icon_state = "brotherhood_armor_outcast" /obj/item/clothing/suit/armor/medium/combat/brotherhood/exile name = "modified Brotherhood armor" @@ -3930,7 +3930,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "exile_bos" - item_state = "exile_bos" + inhand_icon_state = "exile_bos" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -3938,7 +3938,7 @@ name = "tribal combat armor" desc = "An old military grade pre war combat armor, now decorated with sinew and the bones of the hunted for its new wearer." icon_state = "tribecombatarmor" - item_state = "tribecombatarmor" + inhand_icon_state = "tribecombatarmor" body_parts_covered = CHEST|GROIN|ARMS|LEGS slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -3947,24 +3947,24 @@ name = "old United States Marine Corp Armor" desc = "An advanced model of combat armor worn by marines aboard the USS Democracy, second only to power armor in protection used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen." icon_state = "enclave_marine" - item_state = "enclave_marine" + inhand_icon_state = "enclave_marine" /obj/item/clothing/suit/armor/medium/combat/enclave name = "enclave combat armor" desc = "An old set of pre-war combat armor, painted black." icon_state = "enclave_new" - item_state = "enclave_new" + inhand_icon_state = "enclave_new" /obj/item/clothing/suit/armor/medium/combat/enclave/aldric name = "Intercessors Exoskeleton" desc = "A lightly-armored full-body powered exoskeleton. Primarily designed for psionic officers, it features a multistage cascaded psionic amplifier that aids in focus and projection of their psionic abilities, especially those that require nuance and precision" icon_state = "enclave_new" - item_state = "enclave_new" + inhand_icon_state = "enclave_new" /obj/item/clothing/suit/armor/medium/pilotcarapace name = "pilot's combat carapace" desc = "A compact, if bulky, set of armor marking the wearer as one of Nash's pilots. The materials used offer solid physical protection, but does little against heat." icon_state = "capcarapace" - item_state = "capcarapace" + inhand_icon_state = "capcarapace" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) /////////////////// @@ -3983,7 +3983,7 @@ name = "slammer raider armor" desc = "Crude armor that appears to employ a tire of some kind as the shoulder pad. What appears to be a quilt is tied around the waist.
Come on and slam and turn your foes to jam!" icon_state = "slam" - item_state = "slam" + inhand_icon_state = "slam" flags_inv = HIDEJUMPSUIT strip_delay = 40 icon = 'icons/fallout/clothing/armored_medium.dmi' @@ -3996,19 +3996,19 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "raider_rebel_icon" - item_state = "raider_rebel_armor" + inhand_icon_state = "raider_rebel_armor" /obj/item/clothing/suit/armor/medium/raider/scrapcombat name = "scrap combat armor" desc = "Scavenged military combat armor, repaired by unskilled hands many times, most of the original plating having cracked or crumbled to dust." icon_state = "raider_combat" - item_state = "raider_combat" + inhand_icon_state = "raider_combat" /obj/item/clothing/suit/armor/medium/raider/badlands name = "badlands raider armor" desc = "A leather top with a bandolier over it and a straps that cover the arms." icon_state = "badlands" - item_state = "badlands" + inhand_icon_state = "badlands" pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch body_parts_hidden = ARMS | LEGS | GROIN @@ -4016,7 +4016,7 @@ name = "combat duster" desc = "An old military-grade pre-war combat armor under a weathered duster. It appears to be fitted with metal plates to replace the crumbling ceramic." icon_state = "combatduster" - item_state = "combatduster" + inhand_icon_state = "combatduster" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -4025,13 +4025,13 @@ name = "Patrol Duster" desc = "What appears to be an NCR patrol ranger's armor under a green tinted duster. The armor itself looks much more well kept then the duster itself, said duster looking somewhat faded. On the back of the duster, is a symbol of a skull with an arrow piercing through the eye." icon_state = "patrolduster" - item_state = "patrolduster" + inhand_icon_state = "patrolduster" /obj/item/clothing/suit/armor/medium/raider/raidercombat name = "combat raider armor" desc = "An old military-grade pre-war combat armor. It appears to be fitted with metal plates to replace the crumbling ceramic." icon_state = "raider_combat" - item_state = "raider_combat" + inhand_icon_state = "raider_combat" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -4039,7 +4039,7 @@ name = "metal raider armor" desc = "A suit of welded, fused metal plates. Looks bulky, with great protection." icon_state = "raider_metal" - item_state = "raider_metal" + inhand_icon_state = "raider_metal" resistance_flags = FIRE_PROOF slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_DT_T2) @@ -4048,7 +4048,7 @@ name = "wasteland warrior armor" desc = "a mad attempt to recreate armor based of images of japanese samurai, using a sawn up old car tire as shoulder pads, bits of chain to cover the hips and pieces of furniture for a breastplate. Might stop a blade but nothing else, burns easily too. Comes with an enormous scabbard welded to the back!" icon_state = "wastewar" - item_state = "wastewar" + inhand_icon_state = "wastewar" resistance_flags = FLAMMABLE pocket_storage_component_path = /datum/component/storage/concrete/pockets/massive/swords body_parts_hidden = CHEST | GROIN @@ -4057,7 +4057,7 @@ name = "blastmaster raider armor" desc = "A suit composed largely of blast plating, though there's so many holes it's hard to say if it will protect against much." icon_state = "blastmaster" - item_state = "blastmaster" + inhand_icon_state = "blastmaster" flash_protect = 2 armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_BOMB_T2) @@ -4065,7 +4065,7 @@ name = "yankee raider armor" desc = "A set of armor made from bulky plastic and rubber. A faded sports team logo is printed in various places. Go Desert Rats!" icon_state = "yankee" - item_state = "yankee" + inhand_icon_state = "yankee" body_parts_hidden = ARMS | CHEST /// Environmental raider armor @@ -4073,7 +4073,7 @@ name = "iconoclast raider armor" desc = "A rigid armor set that appears to be fashioned from a radiation suit, or a mining suit." icon_state = "iconoclast" - item_state = "iconoclast" + inhand_icon_state = "iconoclast" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T2) @@ -4118,7 +4118,7 @@ name = "heavy bulletproof armor" desc = "A heavy bulletproof vest that excels in protecting the wearer against traditional projectile weaponry." icon_state = "bulletproof" - item_state = "armor" + inhand_icon_state = "armor" blood_overlay_type = "armor" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch // 4 slots for ammo! @@ -4135,7 +4135,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "tribal_heavy" - item_state = "tribal_heavy" + inhand_icon_state = "tribal_heavy" pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_LASER_T1) @@ -4147,7 +4147,7 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = null icon_state = "bone_dancer_armor_heavy" - item_state = "bone_dancer_armor_heavy" + inhand_icon_state = "bone_dancer_armor_heavy" mutantrace_variation = STYLE_DIGITIGRADE blood_overlay_type = "armor" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T1) @@ -4159,49 +4159,49 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = null icon_state = "raider_metal" - item_state = "raider_metal" + inhand_icon_state = "raider_metal" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T1) /obj/item/clothing/suit/armor/heavy/tribal/rustwalkers name = "Rustwalkers heavy armor" desc = "A car seat leather duster, a timing belt bandolier, and armour plating made from various parts of a car, it surely would weigh the wearer down. Commonly worn by members of the Rustwalkers tribe." icon_state = "rustwalkers_armour_heavy" - item_state = "rustwalkers_armour_heavy" + inhand_icon_state = "rustwalkers_armour_heavy" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/heavy/tribal/whitelegs name = "White Legs heavy armour" desc = "A series of tan and khaki armour plates, held in place with a considerable amount of strapping and possibly duct tape. Commonly worn by members of the White Legs tribe." icon_state = "white_legs_armour_heavy" - item_state = "white_legs_armour_heavy" + inhand_icon_state = "white_legs_armour_heavy" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/heavy/tribal/eighties name = "80s heavy armour" desc = "A ballistic duster with the number 80 stitched onto the back worn over a breastplate made from a motorcycle's engine housing, with kneepads made from stirrups. Worn by the members of the 80s tribe." icon_state = "80s_armour_heavy" - item_state = "80s_armour_heavy" + inhand_icon_state = "80s_armour_heavy" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/heavy/tribal/deadhorses name = "Dead Horses heavy armour" desc = "A simple leather bandolier and gecko hide chest covering, with an engraved metal pauldron and a set of black leather straps, one holding a shinpad in place. Commonly worn by the members of the Dead Horses tribe." icon_state = "dead_horses_armour_heavy" - item_state = "dead_horses_armour_heavy" + inhand_icon_state = "dead_horses_armour_heavy" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/heavy/tribal/westernwayfarer name = "Western Wayfarer heavy armor" desc = "A Suit of armor crafted by Tribals using pieces of scrap metals and the armor of fallen foes, a bighorner's skull sits on the right pauldron along with bighorner fur lining the collar of the leather bound chest. Along the leather straps adoring it are multiple bone charms with odd markings on them." icon_state = "western_wayfarer_armor_heavy" - item_state = "western_wayfarer_armor_heavy" + inhand_icon_state = "western_wayfarer_armor_heavy" body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS /obj/item/clothing/suit/armor/heavy/tribal/bone name = "Heavy Bone armor" desc = "A tribal full armor plate, crafted from animal bone, metal and leather. Usually worn by the Bone Dancers" icon_state = "bone_dancer_armor_heavy" - item_state = "bone_dancer_armor_heavy" + inhand_icon_state = "bone_dancer_armor_heavy" mutantrace_variation = STYLE_DIGITIGRADE blood_overlay_type = "armor" body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS @@ -4216,7 +4216,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "metal_chestplate" - item_state = "metal_chestplate" + inhand_icon_state = "metal_chestplate" slowdown = ARMOR_SLOWDOWN_HEAVY * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T3, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) mutantrace_variation = STYLE_PAW_TAURIC @@ -4227,7 +4227,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "armor_enclave_peacekeeper" - item_state = "armor_enclave_peacekeeper" + inhand_icon_state = "armor_enclave_peacekeeper" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_LASER_T3, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) mutantrace_variation = NONE @@ -4236,7 +4236,7 @@ desc = "A vest that excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them." icon = 'icons/obj/clothing/suits.dmi' icon_state = "armor_reflec" - item_state = "armor_reflec" + inhand_icon_state = "armor_reflec" blood_overlay_type = "armor" mob_overlay_icon = null resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF @@ -4266,7 +4266,7 @@ desc = "A prewar armor design by Nikola Tesla before being confinscated by the U.S. government. Has a chance to deflect energy projectiles." icon = 'icons/obj/clothing/suits.dmi' icon_state = "tesla_armor" - item_state = "tesla_armor" + inhand_icon_state = "tesla_armor" blood_overlay_type = "armor" mob_overlay_icon = null resistance_flags = FIRE_PROOF @@ -4295,7 +4295,7 @@ name = "reinforced metal armor" desc = "A set of well-fitted plates formed together to provide effective protection." icon_state = "metal_chestplate2" - item_state = "metal_chestplate2" + inhand_icon_state = "metal_chestplate2" slowdown = ARMOR_SLOWDOWN_HEAVY * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) mutantrace_variation = STYLE_PAW_TAURIC @@ -4305,14 +4305,14 @@ desc = "An oversized set of metal armour, made to fit the frame of a super mutant. Maybe he's the big iron with a ranger on his hip?" icon = 'icons/obj/clothing/suits.dmi' icon_state = "mutie_metal_armour" - item_state = "mutie_metal_armour" + inhand_icon_state = "mutie_metal_armour" mutantrace_variation = NONE /obj/item/clothing/suit/armor/heavy/metal/mutant/reinforced name = "mutant armour" desc = "An oversized boiler plate, hammered to fit the frame of a super mutant. Maybe he's the big iron with a ranger on his hip?" icon_state = "mutie_metal_armour_mk2" - item_state = "mutie_metal_armour_mk2" + inhand_icon_state = "mutie_metal_armour_mk2" slowdown = ARMOR_SLOWDOWN_HEAVY * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) mutantrace_variation = NONE @@ -4324,7 +4324,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' resistance_flags = FIRE_PROOF icon_state = "sulphite" - item_state = "sulphite" + inhand_icon_state = "sulphite" slowdown = ARMOR_SLOWDOWN_HEAVY * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_FIRE_T3) mutantrace_variation = NONE @@ -4337,7 +4337,7 @@ name = "riot suit" desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Helps the wearer resist shoving in close quarters." icon_state = "riot" - item_state = "swat_suit" + inhand_icon_state = "swat_suit" pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch // 4 slots for ammo! blocks_shove_knockdown = TRUE slowdown = ARMOR_SLOWDOWN_HEAVY * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -4346,39 +4346,39 @@ /obj/item/clothing/suit/armor/heavy/riot/combat name = "combat riot armor" icon_state = "combat_coat" - item_state = "combat_coat" + inhand_icon_state = "combat_coat" desc = "A heavy armor with ballistic inserts, sewn into a padded riot police coat." /obj/item/clothing/suit/armor/heavy/riot/police name = "riot police armor" icon_state = "bulletproof_heavy" - item_state = "bulletproof_heavy" + inhand_icon_state = "bulletproof_heavy" desc = "Heavy armor with ballistic inserts, sewn into a padded riot police coat." /obj/item/clothing/suit/armor/heavy/riot/vault name = "VTCC riot armour" desc = "(VII) A suit of riot armour adapted from the design of the pre-war U.S.M.C. armour, painted blue and white." icon_state = "vtcc_riot_gear" - item_state = "vtcc_riot_gear" + inhand_icon_state = "vtcc_riot_gear" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3) /obj/item/clothing/suit/armor/heavy/riot/marine name = "old United States Marine Corp riot suit" desc = "A pre-war riot suit helmet used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen." icon_state = "usmc_riot_gear" - item_state = "usmc_riot_gear" + inhand_icon_state = "usmc_riot_gear" /*/obj/item/clothing/suit/armor/heavy/riot/retrofitted name = "retro fitted riot combat armor" desc = "A pre-war riot suit helmet used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen, and has been heavily modified with extra pockets and armor-plates. Heavy as sin." icon_state = "usmc_riot_gear" - item_state = "usmc_riot_gear" + inhand_icon_state = "usmc_riot_gear" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_DOWN_FIRE_T3, ARMOR_MODIFIER_DOWN_DT_T1) /obj/item/clothing/suit/armor/heavy/riot/retrofitted/worn name = "Enclave exile armor" icon_state = "unmct" - item_state = "unmct" + inhand_icon_state = "unmct" desc = "A slimmed down set of reinforced combat armor. While not as effective as the standard issue, it makes up for it in more room for holding things and keeping you light on your feet." armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_DT_T2) slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -4392,14 +4392,14 @@ name = "elite riot gear" desc = "A heavily reinforced set of military grade armor." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" icon = 'icons/obj/clothing/suits.dmi' /obj/item/clothing/suit/armor/heavy/riot/eliteweak name = "worn elite riot gear" desc = "A heavily reinforced set of military grade armor. This one appears to be aged..." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" icon = 'icons/obj/clothing/suits.dmi' slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_DOWN_FIRE_T3, ARMOR_MODIFIER_DOWN_DT_T1) @@ -4428,20 +4428,20 @@ name = "salvaged T-45b power armor" desc = "It's a set of early-model T-45 power armor with a custom air conditioning module and stripped out servomotors. Bulky and slow, but almost as good as the real thing." icon_state = "t45b_salvaged" - item_state = "t45b_salvaged" + inhand_icon_state = "t45b_salvaged" /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/raider name = "salvaged raider power armor" desc = "A destroyed T-45b power armor has been brought back to life with the help of a welder and lots of scrap metal." icon_state = "raider_salvaged" - item_state = "raider_salvaged" + inhand_icon_state = "raider_salvaged" /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/hotrod name = "salvaged hotrod T-45b power armor" desc = " It's a set of T-45b power armor with a with some of its plating removed. This set has exhaust pipes piped to the pauldrons, flames erupting from them." mob_overlay_icon = 'icons/fallout/clothing/armored_heavy.dmi' icon_state = "t45hotrod" - item_state = "t45hotrod" + inhand_icon_state = "t45hotrod" armor_tokens = list(ARMOR_MODIFIER_UP_FIRE_T3, ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_UP_LASER_T3, ARMOR_MODIFIER_DOWN_DT_T2) @@ -4449,7 +4449,7 @@ name = "salvaged tribal T45-b power armor" desc = "A set of salvaged power armor, with certain bits of plating stripped out to retain more freedom of movement. No cooling module, though." icon_state = "tribal_power_armor" - item_state = "tribal_power_armor" + inhand_icon_state = "tribal_power_armor" // body_parts_covered = CHEST|GROIN|ARMS|LEGS mutantrace_variation = STYLE_DIGITIGRADE slowdown = ARMOR_SLOWDOWN_SALVAGE * ARMOR_SLOWDOWN_LESS_T3 * ARMOR_SLOWDOWN_GLOBAL_MULT // zooom @@ -4459,7 +4459,7 @@ name = "salvaged weathered tribal T45-b power armor" desc = "A set of salvaged tribal power armor, one that's seen better days. Proof that power armor doesn't age like wine, especially dragged through the swamp as much as this one has. All that weathered off armor plating's sure made it light, though!" icon_state = "tribal_power_armor" - item_state = "tribal_power_armor" + inhand_icon_state = "tribal_power_armor" // body_parts_covered = CHEST|GROIN|ARMS|LEGS armor = ARMOR_VALUE_HEAVY mutantrace_variation = STYLE_DIGITIGRADE @@ -4470,7 +4470,7 @@ name = "salvaged T-45d power armor" desc = "T-45d power armor with servomotors and all valuable components stripped out of it." icon_state = "t45d_salvaged" - item_state = "t45d_salvaged" + inhand_icon_state = "t45d_salvaged" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1) // T-51B @@ -4478,7 +4478,7 @@ name = "salvaged T-51b power armor" desc = "T-51b power armor with servomotors and all valuable components stripped out of it." icon_state = "t51b_salvaged" - item_state = "t51b_salvaged" + inhand_icon_state = "t51b_salvaged" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -4487,7 +4487,7 @@ name = "salvaged Enclave power armor" desc = "X-02 power armor with servomotors and all valuable components stripped out of it." icon_state = "advanced_salvaged" - item_state = "advanced_salvaged" + inhand_icon_state = "advanced_salvaged" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_BULLET_T3, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_DT_T2) @@ -4880,7 +4880,7 @@ icon = 'icons/fallout/clothing/armored_power.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_power.dmi' icon_state = "t45bpowerarmor" - item_state = "t45bpowerarmor" + inhand_icon_state = "t45bpowerarmor" armor = ARMOR_VALUE_HEAVY armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1) slowdown = ARMOR_SLOWDOWN_REPA * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -4891,13 +4891,13 @@ name = "Weathered Deathclaw Power Armor" desc = "A suit of heavily customized Enclave 'Equalizer' Advanced power armor, modified extensively to be wearable by a aethergiest, not too unlike the suits worn by Frank Horrigan, and Captain Arlem, arm-blade and all. While it is indeed a genuine Mk. 1 set of Advanced power armor, it looks like it hasn't seen any maintenance in the better part of two decades. Much of its protection has eroded, but it remains functional with a myriad of ad-hoc bandaid repairs that would make a brotherhood scribe cry in anguish." icon_state = "arroyoapa" - item_state = "arroyoapa" + inhand_icon_state = "arroyoapa" /obj/item/clothing/suit/armor/heavy/wolf name = "Hardened Combat Carapace" desc = "A unique set of heavy carapace with a skull within a bunker an wings upon the shoulder, underneath the skull. A simple '43rd' Was labeled with a sword stabbing through it. On the chest embrassened was 'Kas-'' the rest was scarred off. Beyond the name 'Relt' on the pectoral. Along the blackened armor, was a bunch of different bits of graffite in chalkwhite..." icon_state = "wolfsquad" - item_state = "wolfsquad" + inhand_icon_state = "wolfsquad" icon = 'icons/fallout/clothing/armored_power.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_power.dmi' armor = ARMOR_VALUE_HEAVY @@ -4909,13 +4909,13 @@ name = "Decaying Power Armor" desc = "Large big and green with hints of rust that cover its decaying metal robotic frame. It looks like it was custom built... roughly put together with shitty welding and crude rivets that hold the green rusty armor together." icon_state = "pappavolarmor" - item_state = "pappavolarmor" + inhand_icon_state = "pappavolarmor" /obj/item/clothing/suit/armor/power_armor/t45b name = "Refurbished T-45b power armor" desc = "It's a set of early-model T-45 power armor with a custom air conditioning module and restored servomotors. Bulky, but almost as good as the real thing." icon_state = "t45bpowerarmor" - item_state = "t45bpowerarmor" + inhand_icon_state = "t45bpowerarmor" armor = ARMOR_VALUE_SALVAGE slowdown = ARMOR_SLOWDOWN_REPA * ARMOR_SLOWDOWN_GLOBAL_MULT salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b @@ -4932,7 +4932,7 @@ name = "powered scrap suit" desc = "A monumentously heavy suit of rusty metal and car parts. Either an actual power armor exoskeleton or some home-built substitute sits embedded under all that rust. Is this some attempt at power armor???" icon_state = "raiderpa" - item_state = "raiderpa" + inhand_icon_state = "raiderpa" armor = ARMOR_VALUE_SALVAGE slowdown = ARMOR_SLOWDOWN_REPA * ARMOR_SLOWDOWN_GLOBAL_MULT mutantrace_variation = STYLE_DIGITIGRADE @@ -4942,7 +4942,7 @@ name = "Refurbished T-45b Hotrod power armor" desc = "It's a set of T-45b power armor with a with some of its plating replaced by ablative, fire resistant armor. This set has exhaust pipes piped to the pauldrons, flames erupting from them." icon_state = "t45hotrod" - item_state = "t45hotrod" + inhand_icon_state = "t45hotrod" armor = ARMOR_VALUE_SALVAGE slowdown = ARMOR_SLOWDOWN_REPA * ARMOR_SLOWDOWN_GLOBAL_MULT salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/hotrod @@ -4952,7 +4952,7 @@ name = "T-45d power armor" desc = "Originally developed and manufactured for the United States Army by American defense contractor West Tek, the T-45d power armor was the first version of power armor to be successfully deployed in battle." icon_state = "t45dpowerarmor" - item_state = "t45dpowerarmor" + inhand_icon_state = "t45dpowerarmor" salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45d armor_tokens = list(ARMOR_MODIFIER_UP_DT_T1) @@ -4960,19 +4960,19 @@ name = "Head-Knight's T-45d Power Armour" desc = "A classic set of T-45d Power Armour only to be used in armed combat, it signifies the Head Knight and their place in the Brotherhood. A leader, and a beacon of structure in a place where chaos reigns. All must rally to his call, for he is the Head Knight and your safety is his duty." icon_state = "t45dkc" - item_state = "t45dkc" + inhand_icon_state = "t45dkc" /obj/item/clothing/suit/armor/power_armor/t45d/bos name = "Brotherhood T-45d Power Armour" desc = "A suit of T-45d Power Armour adorned with the markings of the Brotherhood of Steel. Commonly used by the Paladins of the Brotherhood." icon_state = "t45dpowerarmor_bos" - item_state = "t45dpowerarmor_bos" + inhand_icon_state = "t45dpowerarmor_bos" /obj/item/clothing/suit/armor/power_armor/t51b name = "T-51b power armor" desc = "The pinnacle of pre-war technology. This suit of power armor provides substantial protection to the wearer." icon_state = "t51bpowerarmor" - item_state = "t51bpowerarmor" + inhand_icon_state = "t51bpowerarmor" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 25) salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/t51b armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -4984,14 +4984,14 @@ lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi' righthand_file = 'icons/mob/inhands/clothing_righthand.dmi' icon_state = "t51forpony" - item_state = "midwestpa" + inhand_icon_state = "midwestpa" mutantrace_variation = null /obj/item/clothing/suit/armor/power_armor/t51b/hardened name = "Hardened T-51b power armor" desc = "The pinnacle of pre-war technology. This suit of power armor provides substantial protection to the wearer. It's plates have been chemially treated to be stronger." icon_state = "t51green" - item_state = "t51green" + inhand_icon_state = "t51green" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -4999,20 +4999,20 @@ name = "Brotherhood T-51b Power Armour" desc = "The pinnacle of pre-war technology, appropriated by the Brotherhood of Steel. Commonly worn by Head Paladins." icon_state = "t51bpowerarmor_bos" - item_state = "t51bpowerarmor_bos" + inhand_icon_state = "t51bpowerarmor_bos" /obj/item/clothing/suit/armor/power_armor/excavator name = "excavator power armor" desc = "Developed by Garrahan Mining Co. in collaboration with West Tek, the Excavator-class power armor was designed to protect miners from rockfalls and airborne contaminants while increasing the speed at which they could work. " icon_state = "excavator" - item_state = "excavator" + inhand_icon_state = "excavator" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_BULLET_T3, ARMOR_MODIFIER_DOWN_LASER_T3, ARMOR_MODIFIER_UP_ENV_T3, ARMOR_MODIFIER_DOWN_DT_T1) /obj/item/clothing/suit/armor/power_armor/advanced name = "advanced power armor" desc = "An advanced suit of armor typically used by the Enclave.
It is composed of lightweight metal alloys, reinforced with ceramic castings at key stress points.
Additionally, like the T-51b power armor, it includes a recycling system that can convert human waste into drinkable water, and an air conditioning system for its user's comfort." icon_state = "advpowerarmor1" - item_state = "advpowerarmor1" + inhand_icon_state = "advpowerarmor1" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_DT_T2) /obj/item/clothing/suit/armor/power_armor/hellfire // Event only - Deathsquad tier @@ -5021,7 +5021,7 @@ icon = 'icons/fallout/clothing/armored_power.dmi' mob_overlay_icon = 'icons/mob/clothing/suit.dmi' icon_state = "hellfire" - item_state = "hellfire" + inhand_icon_state = "hellfire" armor_tokens = null armor = list("melee" = 80, "bullet" = 85, "laser" = 90, "energy" = 75, "bomb" = 75, "bio" = 80, "rad" = 75, "fire" = 60, "acid" = 60, "wound" = 120, "damage_threshold" = 15) usage_cost = 15 // 3x the passive drain of normal PA, 11 minutes on a basic cell. Basically makes using e-guns with it impossible unless you have literal boxes of cells. But it's also Deathsquad tier armor so y'know. @@ -5031,7 +5031,7 @@ name = "Enclave power armor" desc = "Upgraded pre-war power armor design used by the Enclave. It is mildly worn due to it's age and lack of maintenance after the fall of the Enclave." icon_state = "advanced" - item_state = "advanced" + inhand_icon_state = "advanced" salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/x02 // Oh the misery armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_BULLET_T3, ARMOR_MODIFIER_UP_LASER_T3, ARMOR_MODIFIER_UP_DT_T3) @@ -5066,7 +5066,7 @@ name = "Texas militia vest" desc = "A slim kevlar vest with a brown, cloth covering. Originally modified by the First Texas Militia, these vests are now scattered across the wasteland since its fall." icon_state = "ncr_kelvar_vest" - item_state = "ncr_kelvar_vest" + inhand_icon_state = "ncr_kelvar_vest" blood_overlay_type = "armor" dog_fashion = /datum/dog_fashion/back armor_tier_desc = ARMOR_CLOTHING_LIGHT @@ -5080,7 +5080,7 @@ name = "Texas militia armor" desc = "A light vest produced by the First Texas Militia over a century ago. Even now it still provides decent protection with minimal encumbrance." icon_state = "ncr_infantry_vest" - item_state = "ncr_infantry_vest" + inhand_icon_state = "ncr_infantry_vest" slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT @@ -5091,13 +5091,13 @@ name = "mantled Texas militia armor" desc = "A light vest produced by the First Texas Militia over a century ago. This one has some cloth thrown over the shoulder." icon_state = "ncr_standard_mantle" - item_state = "ncr_standard_mantle" + inhand_icon_state = "ncr_standard_mantle" /obj/item/clothing/suit/armor/texasmed name = "Texas militia breastplate" desc = "A medium set of armor used by the First Texas Militia. While once famous for their effectiveness in the Battle of Round Rock, these days it's more known for being popular among caravaneers and salvagers." icon_state = "ncr_reinforced_vest" - item_state = "ncr_reinforced_vest" + inhand_icon_state = "ncr_reinforced_vest" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T2 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM @@ -5110,19 +5110,19 @@ name = "infiltrator combat vest" desc = "An insidious combat vest designed for covert operations using kevlar nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts." icon_state = "infiltrator" - item_state = "infiltrator" + inhand_icon_state = "infiltrator" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_UP_ENV_T1) /obj/item/clothing/suit/armor/texasmed/infiltrator/contractor name = "contractor combat suit" desc = "An suspicious looking combat suit designed for covert operations using kevlar nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts." icon_state = "syndicate-contract" - item_state = "syndicate-contract" + inhand_icon_state = "syndicate-contract" /obj/item/clothing/suit/armor/texasmed/mantle name = "mantled Texas militia breastplate" desc = "A medium set of armor used by the First Texas Militia. This one has some cloth thrown over the shoulder." icon_state = "ncr_reinforced_mantle" - item_state = "ncr_reinforced_mantle" + inhand_icon_state = "ncr_reinforced_mantle" /obj/item/clothing/suit/armor/heavy/texasheavy name = "heavy Texas militia armor" @@ -5130,13 +5130,13 @@ armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1) mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON icon_state = "ncr_lt_armour" - item_state = "ncr_lt_armour" + inhand_icon_state = "ncr_lt_armour" /obj/item/clothing/suit/armor/heavy/texasheavy/mantle name = "mantled heavy Texas militia armor" desc = "Some of the heaviest armor the First Texas Militia ever fielded. Some madman has thrown a heavy, cloth mantle over one shoulder making the already hot armor even warmer." icon_state = "ncr_lt_armour_mantle" - item_state = "ncr_lt_armour_mantle" + inhand_icon_state = "ncr_lt_armour_mantle" //Biosuit complete with shoes (in the item sprite) /obj/item/clothing/head/bio_hood @@ -5157,7 +5157,7 @@ name = "bio suit" desc = "A suit that protects against biological contamination." icon_state = "bio" - item_state = "bio_suit" + inhand_icon_state = "bio_suit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 @@ -5176,7 +5176,7 @@ name = "enclave envirosuit" desc = "An advanced white and airtight environmental suit. It seems to be equipped with a fire-resistant seal, enhanced armor inserts, and a refitted internals system. Designed and produced exclusively by the Enclave post-war, it's probably not a good idea to be seen wearing this." icon_state = "envirosuit" - item_state = "envirosuit" + inhand_icon_state = "envirosuit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.9 permeability_coefficient = 0.5 @@ -5246,7 +5246,7 @@ name = "plague doctor suit" desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses." icon_state = "plaguedoctor" - item_state = "bio_suit" + inhand_icon_state = "bio_suit" strip_delay = 40 equip_delay_other = 20 @@ -5256,14 +5256,14 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "hazmat" - item_state = "hazmat" + inhand_icon_state = "hazmat" /obj/item/clothing/head/bio_hood/hazmat name = "hazmat hood" desc = "My star, my perfect silence." icon = 'icons/fallout/clothing/hats.dmi' icon_state = "hazmat" - item_state = "hazmat_helmet" + inhand_icon_state = "hazmat_helmet" // Magic armors - bizarre stats, don't fit into normal categories? Probably will need tweaking down the line. diff --git a/code/_globalvars/misc.dm b/code/_globalvars/misc.dm index af483bf888..060ccdedec 100644 --- a/code/_globalvars/misc.dm +++ b/code/_globalvars/misc.dm @@ -30,6 +30,6 @@ GLOBAL_VAR(religion) GLOBAL_VAR(deity) GLOBAL_VAR(bible_name) GLOBAL_VAR(bible_icon_state) -GLOBAL_VAR(bible_item_state) +GLOBAL_VAR(bible_inhand_icon_state) GLOBAL_VAR(holy_weapon_type) GLOBAL_VAR(holy_armor_type) diff --git a/code/_onclick/telekinesis.dm b/code/_onclick/telekinesis.dm index a4eaad5586..b314f2b02e 100644 --- a/code/_onclick/telekinesis.dm +++ b/code/_onclick/telekinesis.dm @@ -71,7 +71,7 @@ icon = 'icons/obj/magic.dmi'//Needs sprites icon_state = "2" item_flags = NOBLUDGEON | ABSTRACT | DROPDEL - //item_state = null + //inhand_icon_state = null w_class = WEIGHT_CLASS_GIGANTIC layer = ABOVE_HUD_LAYER plane = ABOVE_HUD_PLANE diff --git a/code/controllers/subsystem/economy.dm b/code/controllers/subsystem/economy.dm index c77e55b78e..a4c1f2dea1 100644 --- a/code/controllers/subsystem/economy.dm +++ b/code/controllers/subsystem/economy.dm @@ -2265,7 +2265,7 @@ SUBSYSTEM_DEF(economy) desc = "A handy little modified zorcher used by independant Guild contractors to bend the fabric of reality and deliver specific quest related things to parts unknown." icon = 'icons/obj/device.dmi' icon_state = "export_scanner" - item_state = "radio" + inhand_icon_state = "radio" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' item_flags = PERSONAL_ITEM diff --git a/code/controllers/subsystem/religion.dm b/code/controllers/subsystem/religion.dm index 1c3cd76da4..799d82d28e 100644 --- a/code/controllers/subsystem/religion.dm +++ b/code/controllers/subsystem/religion.dm @@ -6,6 +6,6 @@ SUBSYSTEM_DEF(religion) var/deity var/bible_name var/bible_icon_state - var/bible_item_state + var/bible_inhand_icon_state var/holy_weapon_type var/holy_armor_type diff --git a/code/datums/components/embedded.dm b/code/datums/components/embedded.dm index 08ebd78f25..20599eaf72 100644 --- a/code/datums/components/embedded.dm +++ b/code/datums/components/embedded.dm @@ -319,9 +319,9 @@ pixelX -= 2 if(throwingdatum.init_dir in list(NORTH, WEST, NORTHWEST, SOUTHWEST)) - overlay = mutable_appearance(icon=weapon.righthand_file,icon_state=weapon.item_state) + overlay = mutable_appearance(icon=weapon.righthand_file,icon_state=weapon.inhand_icon_state) else - overlay = mutable_appearance(icon=weapon.lefthand_file,icon_state=weapon.item_state) + overlay = mutable_appearance(icon=weapon.lefthand_file,icon_state=weapon.inhand_icon_state) var/matrix/M = matrix() M.Translate(pixelX, pixelY) diff --git a/code/datums/components/melee_special.dm b/code/datums/components/melee_special.dm index 95ee9e002c..815d310874 100644 --- a/code/datums/components/melee_special.dm +++ b/code/datums/components/melee_special.dm @@ -516,7 +516,7 @@ name = "debug melee turf thing" desc = "debug melee turf thing" icon_state = "sord" - item_state = "sord" + inhand_icon_state = "sord" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' slot_flags = INV_SLOTBIT_BELT diff --git a/code/datums/components/reskin.dm b/code/datums/components/reskin.dm index 5ab9c8f9cd..6db8df0c28 100644 --- a/code/datums/components/reskin.dm +++ b/code/datums/components/reskin.dm @@ -160,7 +160,7 @@ GLOBAL_LIST_EMPTY(reskin_list) var/desc = "A reskinned item" var/icon var/icon_state - var/item_state + var/inhand_icon_state var/mob_overlay_icon var/mutantrace_variation /// Some... extra shit to add at the end of the description. Aftger you examine it twice @@ -188,7 +188,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = template.desc icon = template.icon icon_state = template.icon_state - item_state = template.item_state + inhand_icon_state = template.inhand_icon_state lefthand_file = template.lefthand_file righthand_file = template.righthand_file mob_overlay_icon = template.mob_overlay_icon @@ -206,8 +206,8 @@ GLOBAL_LIST_EMPTY(reskin_list) target.icon = icon if(!isnull(icon_state)) target.icon_state = icon_state - if(!isnull(item_state)) - target.item_state = item_state + if(!isnull(inhand_icon_state)) + target.inhand_icon_state = inhand_icon_state if(!isnull(lefthand_file)) target.lefthand_file = lefthand_file if(!isnull(righthand_file)) @@ -266,7 +266,7 @@ GLOBAL_LIST_EMPTY(reskin_list) Has a certain clockwork feel to it, despite its lack of moving parts." icon = 'icons/obj/tools.dmi' icon_state = "crowbar" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/crowbar @@ -278,7 +278,7 @@ GLOBAL_LIST_EMPTY(reskin_list) Has a certain clockwork feel to it, despite its lack of moving parts." icon = 'icons/obj/tools.dmi' icon_state = "crowbar_clock" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/crowbar/bronze @@ -289,7 +289,7 @@ GLOBAL_LIST_EMPTY(reskin_list) Now in bronze!" icon = 'icons/obj/tools.dmi' icon_state = "crowbar_brass" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/crowbar/large @@ -300,7 +300,7 @@ GLOBAL_LIST_EMPTY(reskin_list) This one is really, really big!" icon = 'icons/obj/tools.dmi' icon_state = "crowbar_large" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/crowbar/red @@ -309,7 +309,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "Golly, your own lucky red crowbar!" icon = 'icons/obj/tools.dmi' icon_state = "crowbar_red" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null @@ -328,7 +328,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A hefty device used to turn bolts. Keep out of the works." icon = 'icons/obj/tools.dmi' icon_state = "wrench" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/wrench @@ -338,7 +338,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A hefty device used to turn bolts. Now in honey-glazed flavor." icon = 'icons/obj/tools.dmi' icon_state = "wrench_clock" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/wrench/bronze @@ -347,7 +347,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A hefty device used to turn bolts. Now in orange flavor." icon = 'icons/obj/tools.dmi' icon_state = "wrench_brass" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/wrench/old @@ -365,7 +365,7 @@ GLOBAL_LIST_EMPTY(reskin_list) Though on closer inspection, this looks more like a pipe wrench." icon = 'icons/obj/tools.dmi' icon_state = "wrench_old" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/wrench/old_medical @@ -374,7 +374,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A hefty tool used to tighten the bolts on anyone monkeying around in the clinic." icon = 'icons/obj/tools.dmi' icon_state = "wrench_medical" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/wrench/medical @@ -383,7 +383,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A hefty tool used to tighten the bolts on anyone monkeying around in the clinic." icon = 'icons/obj/tools.dmi' icon_state = "wrench_medical_old" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null @@ -394,7 +394,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A long rod with a plump, grabbable knob on the base. Used to screw things." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/screwdriver @@ -458,7 +458,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A long rod with a plump, grabbable knob on the base. Used to screw things." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/screwdriver @@ -481,7 +481,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A shiny yellowish screw-driving tool that looks prettier than it has any right to be." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver_clock" - item_state = "screwdriver_brass" + inhand_icon_state = "screwdriver_brass" mob_overlay_icon = null mutantrace_variation = null colorize = null @@ -491,7 +491,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A long pointy screw-driving tool that was left in the fryer too long." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver_brass" - item_state = "screwdriver_brass" + inhand_icon_state = "screwdriver_brass" mob_overlay_icon = null mutantrace_variation = null colorize = null @@ -502,7 +502,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "The classic screwing utensil used by Blueberry Bates and his Band of Bate Bonded Bome Bimprovement Bomtractors." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver" - item_state = "screwdriver" + inhand_icon_state = "screwdriver" mob_overlay_icon = null mutantrace_variation = null colorize = "blue" @@ -512,7 +512,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "Just when you thought the screwdriver companies couldn't be more inventive, bam, they make red." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver" - item_state = "screwdriver" + inhand_icon_state = "screwdriver" mob_overlay_icon = null mutantrace_variation = null colorize = "red" @@ -522,7 +522,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "You're a Barbie girl, building your Barbie world." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver" - item_state = "screwdriver" + inhand_icon_state = "screwdriver" mob_overlay_icon = null mutantrace_variation = null colorize = "pink" @@ -532,7 +532,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "Why does it smell like chocolate?" icon = 'icons/obj/tools.dmi' icon_state = "screwdriver" - item_state = "screwdriver" + inhand_icon_state = "screwdriver" mob_overlay_icon = null mutantrace_variation = null colorize = "brown" @@ -542,7 +542,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "Careful, it's either radioactive, or ready to screw you through a wall." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver" - item_state = "screwdriver" + inhand_icon_state = "screwdriver" mob_overlay_icon = null mutantrace_variation = null colorize = "green" @@ -555,7 +555,7 @@ GLOBAL_LIST_EMPTY(reskin_list) died, the end." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver" - item_state = "screwdriver" + inhand_icon_state = "screwdriver" mob_overlay_icon = null mutantrace_variation = null colorize = "cyan" @@ -565,7 +565,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "Don't eat the yellow screwdriver." icon = 'icons/obj/tools.dmi' icon_state = "screwdriver" - item_state = "screwdriver" + inhand_icon_state = "screwdriver" mob_overlay_icon = null mutantrace_variation = null colorize = "yellow" @@ -589,7 +589,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A pair of sharp snipping bits joined to a pair of hard plastic gripping bits. Supposedly cuts wires." icon = 'icons/obj/tools.dmi' icon_state = "cutters" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/wirecutters @@ -612,7 +612,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "An enormous pair of pan-fried scissors." icon = 'icons/obj/tools.dmi' icon_state = "cutters_clock" - item_state = "cutters_brass" + inhand_icon_state = "cutters_brass" mob_overlay_icon = null mutantrace_variation = null colorize = null @@ -622,7 +622,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A set of Ultra Premium Limited Edition Caramel Cutters. Only 1000 were made, and they're all sold out." icon = 'icons/obj/tools.dmi' icon_state = "cutters_brass" - item_state = "cutters_brass" + inhand_icon_state = "cutters_brass" mob_overlay_icon = null mutantrace_variation = null colorize = null @@ -633,7 +633,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "The classic snipping tool used by Blueberry Bates and his Band of Bate Bonded Bome Bimprovement Bomtractors." icon = 'icons/obj/tools.dmi' icon_state = "cutters" - item_state = "cutters" + inhand_icon_state = "cutters" mob_overlay_icon = null mutantrace_variation = null colorize = "blue" @@ -643,7 +643,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "That'll hide the rust for sure." icon = 'icons/obj/tools.dmi' icon_state = "cutters" - item_state = "cutters" + inhand_icon_state = "cutters" mob_overlay_icon = null mutantrace_variation = null colorize = "red" @@ -653,7 +653,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "You're a Barbie girl, cutting the locks off your Barbie world." icon = 'icons/obj/tools.dmi' icon_state = "cutters" - item_state = "cutters" + inhand_icon_state = "cutters" mob_overlay_icon = null mutantrace_variation = null colorize = "pink" @@ -663,7 +663,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "Why does it smell like chocolate?" icon = 'icons/obj/tools.dmi' icon_state = "cutters" - item_state = "cutters" + inhand_icon_state = "cutters" mob_overlay_icon = null mutantrace_variation = null colorize = "brown" @@ -673,7 +673,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "Careful, it's either radioactive, or lime flavored." icon = 'icons/obj/tools.dmi' icon_state = "cutters" - item_state = "cutters" + inhand_icon_state = "cutters" mob_overlay_icon = null mutantrace_variation = null colorize = "green" @@ -686,7 +686,7 @@ GLOBAL_LIST_EMPTY(reskin_list) died, the end." icon = 'icons/obj/tools.dmi' icon_state = "cutters" - item_state = "cutters" + inhand_icon_state = "cutters" mob_overlay_icon = null mutantrace_variation = null colorize = "cyan" @@ -696,7 +696,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "Don't eat the yellow wirecutters." icon = 'icons/obj/tools.dmi' icon_state = "cutters" - item_state = "cutters" + inhand_icon_state = "cutters" mob_overlay_icon = null mutantrace_variation = null colorize = "yellow" @@ -716,7 +716,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "A standard issue NCR steel helmet. Looks like you can write on it and strap a few items on the helmet band." icon = null icon_state = "ncr_old" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/ncr_helm/medic @@ -725,7 +725,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "ncr_old_med" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/ncr_helm/mp @@ -734,7 +734,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "ncr_old_mp" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/ncr_helm/gambler @@ -743,7 +743,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "ncr_old_gambler" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/ncr_helm/bandolier @@ -752,7 +752,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "ncr_old_bandolier" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null @@ -769,7 +769,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "duty" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/khan_boots/alt @@ -778,7 +778,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "duty_alt" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/khan_boots/long @@ -787,7 +787,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "duty_long" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null @@ -803,7 +803,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "duty" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/hos_trench_coat/cloak @@ -812,7 +812,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "trenchcloak" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null @@ -831,7 +831,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "It's an expensive Oak fountain pen. The nib is quite sharp." icon = null icon_state = "pen-fountain-o" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/pen/fountain @@ -841,7 +841,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "It's an expensive Gold fountain pen. The nib is quite sharp." icon = null icon_state = "pen-fountain-g" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/captain_pen/rosewood @@ -850,7 +850,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "It's an expensive Rosewood fountain pen. The nib is quite sharp." icon = null icon_state = "pen-fountain-r" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/captain_pen/black_and_silver @@ -859,7 +859,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "It's an expensive Black and Silver fountain pen. The nib is quite sharp." icon = null icon_state = "pen-fountain-b" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/captain_pen/command_blue @@ -868,7 +868,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = "It's an expensive Command Blue fountain pen. The nib is quite sharp." icon = null icon_state = "pen-fountain-cb" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null @@ -890,7 +890,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypovial" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/reagent_containers/glass/bottle/vial @@ -900,7 +900,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypovial-b" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/small_hypovial/blue @@ -909,7 +909,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypovial-d" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/small_hypovial/green @@ -918,7 +918,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypovial-a" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/small_hypovial/orange @@ -927,7 +927,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypovial-k" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/small_hypovial/purple @@ -936,7 +936,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypovial-p" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/small_hypovial/black @@ -945,7 +945,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypovial-t" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/small_hypovial/pink @@ -954,7 +954,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypovial-pink" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null @@ -975,7 +975,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypovial" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/reagent_containers/glass/bottle/vial @@ -985,7 +985,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypoviallarge-b" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/large_hypovial/blue @@ -994,7 +994,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypoviallarge-d" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/large_hypovial/green @@ -1003,7 +1003,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypoviallarge-a" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/large_hypovial/orange @@ -1012,7 +1012,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypoviallarge-k" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/large_hypovial/purple @@ -1021,7 +1021,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypoviallarge-p" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/large_hypovial/black @@ -1030,7 +1030,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "hypoviallarge-t" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null @@ -1046,7 +1046,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "fritz" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null /datum/reskin/fritz/badboye @@ -1055,7 +1055,7 @@ GLOBAL_LIST_EMPTY(reskin_list) desc = null icon = null icon_state = "fritz_bad" - item_state = null + inhand_icon_state = null mob_overlay_icon = null mutantrace_variation = null @@ -1184,7 +1184,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = null icon = 'icons/obj/pda.dmi' icon_state = "pda" - item_state = "Pip-boy" + inhand_icon_state = "Pip-boy" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/pda @@ -1517,7 +1517,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "Bang!" icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "308" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1530,7 +1530,7 @@ GLOBAL_LIST_INIT(pda_skins, list( if(!istype(target)) return . = TRUE - target.item_state = item_state + target.inhand_icon_state = inhand_icon_state target.mob_overlay_icon = mob_overlay_icon if(target.sawn_off) target.desc = sawn_desc @@ -1578,7 +1578,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A sturdy hunting rifle, chambered in .30-06 Springfield." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "308" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1592,7 +1592,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "An old, worn-in hunting rifle with leather wrapping the stock. Do (no) harm." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "308special" - item_state = "308special" + inhand_icon_state = "308special" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1606,7 +1606,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "This bolt action rifle was popular among hunters, police, and the military before whatever the heck happened." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "308" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1620,7 +1620,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A modified .30-06 hunting rifle with a reduced magazine but an augmented receiver. A Mexican flag is wrapped around the stock. You only have three shots- make them count." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "paciencia" - item_state = "paciencia" + inhand_icon_state = "paciencia" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1634,7 +1634,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A rusty old Russian bolt action chambered in .30-06." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "mosin" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1649,7 +1649,7 @@ GLOBAL_LIST_INIT(pda_skins, list( icon = 'modular_coyote/icons/objects/rifles.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "arisaka30" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1664,7 +1664,7 @@ GLOBAL_LIST_INIT(pda_skins, list( icon = 'modular_coyote/icons/objects/rifles.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "arisaka35" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1678,7 +1678,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Rumor has it, the Japanese originally chambered it in .38, but changed it to .30-06 once the world's supply ran out." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "arisaka38" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' mutantrace_variation = null expected_type = /obj/item/gun @@ -1692,7 +1692,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Rumor has it, the Japanese made this to celebrate 99 years of Arisaka manufacturing. Here's to 99 more!" icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "arisaka99" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' mutantrace_variation = null expected_type = /obj/item/gun @@ -1707,7 +1707,7 @@ GLOBAL_LIST_INIT(pda_skins, list( icon = 'modular_coyote/icons/objects/rifles.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "gewehr71" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1723,7 +1723,7 @@ GLOBAL_LIST_INIT(pda_skins, list( icon = 'modular_coyote/icons/objects/rifles.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "gewehr88" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1738,7 +1738,7 @@ GLOBAL_LIST_INIT(pda_skins, list( icon = 'modular_coyote/icons/objects/rifles.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "gewehr98" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1753,7 +1753,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Originally made by Nyanco as a solution to their rat problem. After 89 unsuccessful models, they finally cleared out their basement." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "mauser90" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1767,7 +1767,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Nyanco's apology after the Mauser 90 turned out to be a hit with rats." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "mauser93" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1781,7 +1781,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. A French design known as 'The Bell'." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "lebel" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1796,7 +1796,7 @@ GLOBAL_LIST_INIT(pda_skins, list( icon = 'modular_coyote/icons/objects/rifles.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "murata" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1811,7 +1811,7 @@ GLOBAL_LIST_INIT(pda_skins, list( icon = 'modular_coyote/icons/objects/rifles.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "carcano" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1825,7 +1825,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Chryslus Motors' first attempt at making a rifle that fit on their dashboard. Recalled after numerous reports of it not fitting on the dashboard." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "kar98a" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1839,7 +1839,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Chryslus Motors' eleventh attempt at making a rifle that fit on their dashboard. Reportedly fit better in the cup holder." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "kar98k" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' mutantrace_variation = null expected_type = /obj/item/gun @@ -1853,7 +1853,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Developed by Large Lars Francis as a competitor to the Mosin Nagant. Was successful in the fact that it was not a Mosin Nagant." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "mosin30" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1867,7 +1867,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Developed by 11 of the nodes comprising the Great Eastern Hiveblob in Remington Missouri to prove, once and for all, that they were the best hiveblob." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "remington11" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1881,7 +1881,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Developed by nobody in particular. Just a rifle." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "servicerifle" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1895,7 +1895,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Developed by the Great Eastern Hiveblob when dared that it couldn't make a rifle that was also a revolver. Turns out it could." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "revolving" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1909,7 +1909,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. The first rifle ever approved for fishing. The fish were not impressed." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "marlin" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1923,7 +1923,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Mad Maddy Madsen's 47th attempt at a bolt action rifle. The previous 46 were okay too." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "madsenm47" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1937,7 +1937,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Easily the most rifle of all time." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "springfield_ww2" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1951,7 +1951,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt action rifle chambered in .30-06. Easily the most rifle of all time." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "springfield" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1965,7 +1965,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt-action rifle. Formerly chambered in 14mm, until they missed a payment to the 14mm board. The 'P' remains a mystery." icon = 'icons/fallout/objects/guns/longguns.dmi' icon_state = "p14" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -1990,7 +1990,7 @@ GLOBAL_LIST_INIT(pda_skins, list( icon = 'modular_coyote/icons/objects/rifles.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "smle" - item_state = "smle" + inhand_icon_state = "smle" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2005,7 +2005,7 @@ GLOBAL_LIST_INIT(pda_skins, list( icon = 'modular_coyote/icons/objects/rifles.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "smle" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2019,7 +2019,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt-action rifle. The fourth rifle ever made." icon = 'icons/fallout/objects/guns/longguns.dmi' icon_state = "no_4" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2033,7 +2033,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt-action rifle. The fourth light-brown rifle ever made, senpai." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "no_4_tan" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2047,7 +2047,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A bolt-action rifle. Rumor has it, the Japanese made this as a prosumer grade rifle. It's also chambered in .308." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "arisaka" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2070,7 +2070,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A breech-loading single-shot rifle with a lever action .30-06. The shortened version of Henry Martin's 'Kilometer Gun'. Considerably more portable." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "martini_henry" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2089,7 +2089,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "Bang!" icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "m3civ" - item_state = "m3civ" + inhand_icon_state = "m3civ" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun/ballistic @@ -2106,7 +2106,7 @@ GLOBAL_LIST_INIT(pda_skins, list( /datum/reskin/gun/pistol/update_skin(obj/item/gun/ballistic/target) if(!istype(target)) return - target.item_state = item_state + target.inhand_icon_state = inhand_icon_state . = TRUE target.mob_overlay_icon = mob_overlay_icon var/chambered = !!target.chambered @@ -2131,7 +2131,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A 9mm compact pistol, quite useful to have around in a holster or chest draw holster." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "glock" - item_state = "glock" + inhand_icon_state = "glock" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun/ballistic @@ -2146,7 +2146,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A 9mm compact pistol, quite useful to have around in a holster or chest draw holster. This one is a very vibrant pink." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "plock" - item_state = "plock" + inhand_icon_state = "plock" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun/ballistic @@ -2169,7 +2169,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A 9mm compact pistol, quite useful to have around in a holster or chest draw holster. This one is tan colored!" icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "tanm9" - item_state = "gun" + inhand_icon_state = "gun" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun/ballistic @@ -2185,7 +2185,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A 9mm compact pistol, quite useful to have around in a holster or chest draw holster. This one is steel and pristine looking!" icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "newm9" - item_state = "gun" + inhand_icon_state = "gun" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun/ballistic @@ -2209,7 +2209,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A Volcanic Pistol from the Volcanic Repeating Arms Company. The pistol itself is a 6 round capacity rechambered in a much more fitting .45 ACP. The gun's original problems have been seemingly taken care of as to not allow your hand or hands to blow off when using the gun itself." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "volcanic" - item_state = "volcanic" + inhand_icon_state = "volcanic" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun/ballistic @@ -2223,7 +2223,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A Volcanic Pistol from the Volcanic Repeating Arms Company. The pistol itself is a 6 round capacity rechambered in a much more fitting .45 ACP. The gun's original problems have been seemingly taken care of as to not allow your hand or hands to blow off when using the gun itself. Now in lemon-cream flavor." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "customvolcanic" - item_state = "customvolcanic" + inhand_icon_state = "customvolcanic" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun/ballistic @@ -2239,7 +2239,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "Bang!" icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "308" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun/ballistic @@ -2268,7 +2268,7 @@ GLOBAL_LIST_INIT(pda_skins, list( if(!istype(target)) return . = TRUE - target.item_state = item_state + target.inhand_icon_state = inhand_icon_state target.mob_overlay_icon = mob_overlay_icon var/obj/item/ammo_box/magazine/mag = target.magazine var/loaded = istype(mag) @@ -2310,7 +2310,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "A pre-war semi-automatic rifle that saw extensive use with the US military. Chambered in 5.56x45 and capable of accepting bayonets, these rifles remain popular with militas and caravans alike." icon = 'icons/obj/guns/projectile.dmi' icon_state = "service_rifle" - item_state = "servicerifle" + inhand_icon_state = "servicerifle" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2329,7 +2329,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "Built entirely out of space-age plastic, the Abby-Lante Reciprocator weighs only 15 grams. The rest of the gun is made out of steel, and weighs 15 kilograms. The ALR-15 is chambered in 5.56x45mm, and is capable of accepting bayonets." icon = 'icons/obj/guns/projectile.dmi' icon_state = "alr15" - item_state = "alr15" + inhand_icon_state = "alr15" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2357,7 +2357,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "The U.S. army carbine version of the R91, made by Colt and issued to special forces." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "assault_carbine" - item_state = "assault_carbine" + inhand_icon_state = "assault_carbine" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2376,7 +2376,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "As an ancient modern rifle chambered in 5mm, the Sierra Catgirl Army Rifle - (maLe) is a popular choice for those wanting to patrol the Northwestern Silvervine." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "scarl" - item_state = "scarl" + inhand_icon_state = "scarl" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2408,7 +2408,7 @@ GLOBAL_LIST_INIT(pda_skins, list( lefthand_file = 'icons/fallout/onmob/weapons/melee2h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee2h_righthand.dmi' icon_state = "staff-shaman" - item_state = "staff-shaman" + inhand_icon_state = "staff-shaman" expected_type = /obj/item/gun @@ -2431,7 +2431,7 @@ GLOBAL_LIST_INIT(pda_skins, list( desc = "Its a gun. It shoots bullets. If it kinda looks like an American 180 by default, something fucked up. but its not." icon = 'icons/obj/guns/projectile.dmi' icon_state = "smg22" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = null mutantrace_variation = null expected_type = /obj/item/gun @@ -2449,7 +2449,7 @@ GLOBAL_LIST_INIT(pda_skins, list( name = "debug rifle" desc = "its a service rifle that turns into other shit. if you see this, call 1-800-IMC-ODER" icon_state = "service_rifle" - item_state = "servicerifle" + inhand_icon_state = "servicerifle" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle extra_mag_types = list(/obj/item/ammo_box/magazine/m22smg) diff --git a/code/datums/elements/mob_holder.dm b/code/datums/elements/mob_holder.dm index 70e025cdb2..7274a63270 100644 --- a/code/datums/elements/mob_holder.dm +++ b/code/datums/elements/mob_holder.dm @@ -74,7 +74,7 @@ /datum/element/mob_holder/proc/drone_worn_icon(mob/living/simple_animal/drone/D, obj/item/clothing/head/mob_holder/holder, mob/user) var/new_state = "[D.visualAppearence]_hat" - holder.item_state = new_state + holder.inhand_icon_state = new_state holder.icon_state = new_state @@ -109,7 +109,7 @@ if(alt_worn) mob_overlay_icon = alt_worn if(worn_state) - item_state = worn_state + inhand_icon_state = worn_state icon_state = worn_state if(left_hand) lefthand_file = left_hand diff --git a/code/datums/elements/polychromic.dm b/code/datums/elements/polychromic.dm index 2428e66ec9..b70a876c2c 100644 --- a/code/datums/elements/polychromic.dm +++ b/code/datums/elements/polychromic.dm @@ -6,7 +6,7 @@ /datum/element/polychromic element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH id_arg_index = 3 - var/overlays_states //A list or a number of states. In the latter case, the atom icon_state/item_state will be used followed by a number. + var/overlays_states //A list or a number of states. In the latter case, the atom icon_state/inhand_icon_state will be used followed by a number. var/list/colors_by_atom = list() //list of color strings or mutable appearances, depending on the above variable. var/icon_file var/worn_file //used in place of items' held or mob overlay icons if present. diff --git a/code/datums/martial/krav_maga.dm b/code/datums/martial/krav_maga.dm index 319df6a161..cd705ebee4 100644 --- a/code/datums/martial/krav_maga.dm +++ b/code/datums/martial/krav_maga.dm @@ -213,7 +213,7 @@ name = "krav maga gloves" desc = "These gloves can teach you to perform Krav Maga using nanochips." icon_state = "fightgloves" - item_state = "fightgloves" + inhand_icon_state = "fightgloves" cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT heat_protection = HANDS @@ -224,7 +224,7 @@ name = "combat gloves plus" desc = "These tactical gloves are fireproof and shock resistant, and using nanochip technology it teaches you the powers of krav maga." icon_state = "fightglovesblack" - item_state = "fightglovesblack" + inhand_icon_state = "fightglovesblack" siemens_coefficient = 0 permeability_coefficient = 0.05 strip_delay = 80 diff --git a/code/datums/mutations/actions.dm b/code/datums/mutations/actions.dm index b5ab01494e..d9118707ef 100644 --- a/code/datums/mutations/actions.dm +++ b/code/datums/mutations/actions.dm @@ -167,7 +167,7 @@ catchphrase = null on_use_sound = 'sound/weapons/zapbang.ogg' icon_state = "zapper" - item_state = "zapper" + inhand_icon_state = "zapper" /obj/item/melee/touch_attack/shock/afterattack(atom/target, mob/living/carbon/user, proximity) if(!proximity || !isliving(target)) diff --git a/code/game/gamemodes/bloodsucker/bloodsucker.dm b/code/game/gamemodes/bloodsucker/bloodsucker.dm index 2749628ed2..0c315104f0 100644 --- a/code/game/gamemodes/bloodsucker/bloodsucker.dm +++ b/code/game/gamemodes/bloodsucker/bloodsucker.dm @@ -128,7 +128,7 @@ user.update_icons() new_name = "GORE-DRENCHED CLAYMORE OF [pick("THE WHIMSICAL SLAUGHTER", "A THOUSAND SLAUGHTERED CATTLE", "GLORY AND VALHALLA", "ANNIHILATION", "OBLITERATION")]" icon_state = "claymore_valhalla" - item_state = "cultblade" + inhand_icon_state = "cultblade" remove_atom_colour(ADMIN_COLOUR_PRIORITY) name = new_name diff --git a/code/game/gamemodes/changeling/changeling.dm b/code/game/gamemodes/changeling/changeling.dm index 725daf91cf..7a9f0e8386 100644 --- a/code/game/gamemodes/changeling/changeling.dm +++ b/code/game/gamemodes/changeling/changeling.dm @@ -119,7 +119,7 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th C.appearance = chosen_prof.appearance_list[slot] C.name = chosen_prof.name_list[slot] C.flags_cover = chosen_prof.flags_cover_list[slot] - C.item_state = chosen_prof.item_state_list[slot] + C.inhand_icon_state = chosen_prof.inhand_icon_state_list[slot] if(equip) user.equip_to_slot_or_del(C, GLOB.slot2slot[slot]) diff --git a/code/game/machinery/obstacles_barricades.dm b/code/game/machinery/obstacles_barricades.dm index ed957e4036..2afbb3c1b6 100644 --- a/code/game/machinery/obstacles_barricades.dm +++ b/code/game/machinery/obstacles_barricades.dm @@ -176,7 +176,7 @@ desc = "Instant cover." icon = 'icons/obj/grenade.dmi' icon_state = "flashbang" - item_state = "flashbang" + inhand_icon_state = "flashbang" actions_types = list(/datum/action/item_action/toggle_barrier_spread) var/mode = SINGLE diff --git a/code/game/machinery/pipe/construction.dm b/code/game/machinery/pipe/construction.dm index 5c884343e5..d056e44811 100644 --- a/code/game/machinery/pipe/construction.dm +++ b/code/game/machinery/pipe/construction.dm @@ -16,7 +16,7 @@ Buildable meters throwforce = 7 icon = 'icons/obj/atmospherics/pipes/pipe_item.dmi' icon_state = "simple" - item_state = "buildpipe" + inhand_icon_state = "buildpipe" w_class = WEIGHT_CLASS_SMALL level = 2 var/piping_layer = PIPING_LAYER_DEFAULT @@ -180,7 +180,7 @@ Buildable meters desc = "A meter that can be laid on pipes." icon = 'icons/obj/atmospherics/pipes/pipe_item.dmi' icon_state = "meter" - item_state = "buildpipe" + inhand_icon_state = "buildpipe" w_class = WEIGHT_CLASS_BULKY var/piping_layer = PIPING_LAYER_DEFAULT diff --git a/code/game/machinery/syndicatebomb.dm b/code/game/machinery/syndicatebomb.dm index 8a38121ad8..18847adbc1 100644 --- a/code/game/machinery/syndicatebomb.dm +++ b/code/game/machinery/syndicatebomb.dm @@ -252,7 +252,7 @@ desc = "A powerful secondary explosive of syndicate design and unknown composition, it should be stable under normal conditions..." icon = 'icons/obj/assemblies.dmi' icon_state = "bombcore" - item_state = "eshield0" + inhand_icon_state = "eshield0" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL @@ -488,7 +488,7 @@ desc = "My standard issue bomb synchronizing button. Two second safety delay to prevent 'accidents'." icon = 'icons/obj/assemblies.dmi' icon_state = "bigred" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_TINY diff --git a/code/game/machinery/washing_machine.dm b/code/game/machinery/washing_machine.dm index f6476ecaa5..62132730a2 100644 --- a/code/game/machinery/washing_machine.dm +++ b/code/game/machinery/washing_machine.dm @@ -178,7 +178,7 @@ GLOBAL_LIST_INIT(dye_registry, list( icon_state = initial(target_type.icon_state) lefthand_file = initial(target_type.lefthand_file) righthand_file = initial(target_type.righthand_file) - item_state = initial(target_type.item_state) + inhand_icon_state = initial(target_type.inhand_icon_state) mob_overlay_icon = initial(target_type.mob_overlay_icon) inhand_x_dimension = initial(target_type.inhand_x_dimension) inhand_y_dimension = initial(target_type.inhand_y_dimension) diff --git a/code/game/mecha/equipment/weapons/weapons.dm b/code/game/mecha/equipment/weapons/weapons.dm index 03bbc45987..58d36341d1 100644 --- a/code/game/mecha/equipment/weapons/weapons.dm +++ b/code/game/mecha/equipment/weapons/weapons.dm @@ -124,7 +124,7 @@ name = "217-D Heavy Plasma Cutter" desc = "A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles." icon_state = "mecha_plasmacutter" - item_state = "plasmacutter" + inhand_icon_state = "plasmacutter" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' energy_drain = 50 diff --git a/code/game/mecha/mecha_parts.dm b/code/game/mecha/mecha_parts.dm index efe7b57a43..0042198619 100644 --- a/code/game/mecha/mecha_parts.dm +++ b/code/game/mecha/mecha_parts.dm @@ -316,7 +316,7 @@ name = "exosuit circuit board" icon = 'icons/obj/module.dmi' icon_state = "std_mod" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' flags_1 = CONDUCT_1 diff --git a/code/game/objects/hand_items.dm b/code/game/objects/hand_items.dm index e995c1a4d7..eed3608e26 100644 --- a/code/game/objects/hand_items.dm +++ b/code/game/objects/hand_items.dm @@ -456,7 +456,7 @@ touch + help + facing their rear = pat back desc = "A grotesque blade made out of bone and flesh that cleaves through people as a hot knife through butter." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "arm_blade" - item_state = "arm_blade" + inhand_icon_state = "arm_blade" lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' item_flags = HAND_ITEM | ABSTRACT | DROPDEL @@ -481,7 +481,7 @@ touch + help + facing their rear = pat back desc = "A advanced cybernetic blade made out of numerous materials that cleaves through people as a hot knife through butter." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "cyber_blade" - item_state = "cyber_blade" + inhand_icon_state = "cyber_blade" lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' item_flags = HAND_ITEM | ABSTRACT | DROPDEL @@ -506,7 +506,7 @@ touch + help + facing their rear = pat back desc = "Stay back!" icon = 'icons/obj/items_and_weapons.dmi' icon_state = "latexballon" - item_state = "nothing" + inhand_icon_state = "nothing" attack_verb = list("shoved", "pushed") hitsound = "sound/weapons/thudswoosh.ogg" force = 0 @@ -646,7 +646,7 @@ touch + help + facing their rear = pat back /obj/item/hand_item/cantrip/godhand icon_state = "disintegrate" - item_state = "disintegrate" + inhand_icon_state = "disintegrate" icon = 'icons/obj/items_and_weapons.dmi' lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 5b409e851e..2e8366fa10 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -20,7 +20,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb attack_hand_unwieldlyness = 0 ///icon state name for inhand overlays - var/item_state = null + var/inhand_icon_state = null ///Icon file for left hand inhand overlays var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' ///Icon file for right inhand overlays diff --git a/code/game/objects/items/AI_modules.dm b/code/game/objects/items/AI_modules.dm index c2c45e46f0..1e7eaa25b2 100644 --- a/code/game/objects/items/AI_modules.dm +++ b/code/game/objects/items/AI_modules.dm @@ -10,7 +10,7 @@ AI MODULES name = "\improper AI module" icon = 'icons/obj/module.dmi' icon_state = "std_mod" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' desc = "An AI Module for programming laws to an AI." diff --git a/code/game/objects/items/RCD.dm b/code/game/objects/items/RCD.dm index 929e173664..adff3ac093 100644 --- a/code/game/objects/items/RCD.dm +++ b/code/game/objects/items/RCD.dm @@ -597,7 +597,7 @@ RLD /obj/item/construction/rcd/borg/syndicate icon_state = "ircd" - item_state = "ircd" + inhand_icon_state = "ircd" energyfactor = 66 /obj/item/construction/rcd/loaded @@ -611,7 +611,7 @@ RLD name = "Combat RCD" desc = "A device used to rapidly build and deconstruct. Reload with metal, plasteel, glass or compressed matter cartridges. This RCD has been upgraded to be able to remove Rwalls!" icon_state = "ircd" - item_state = "ircd" + inhand_icon_state = "ircd" max_matter = 500 matter = 500 canRturf = TRUE @@ -619,7 +619,7 @@ RLD /obj/item/construction/rcd/industrial name = "industrial RCD" icon_state = "ircd" - item_state = "ircd" + inhand_icon_state = "ircd" max_matter = 500 matter = 500 delay_mod = 0.6 @@ -630,7 +630,7 @@ RLD desc = "Highly compressed matter for the RCD." icon = 'icons/obj/ammo.dmi' icon_state = "rcd" - item_state = "rcdammo" + inhand_icon_state = "rcdammo" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' custom_materials = list(/datum/material/iron=12000, /datum/material/glass=8000) @@ -661,7 +661,7 @@ RLD delay_mod = 0.6 ranged = TRUE icon_state = "arcd" - item_state = "oldrcd" + inhand_icon_state = "oldrcd" has_ammobar = FALSE @@ -857,7 +857,7 @@ RLD desc = "An expertly modified RCD outfitted to construct plumbing machinery. Reload with compressed matter cartridges." icon = 'icons/obj/tools.dmi' icon_state = "arcd" - item_state = "oldrcd" + inhand_icon_state = "oldrcd" has_ammobar = FALSE matter = 200 max_matter = 200 diff --git a/code/game/objects/items/RCL.dm b/code/game/objects/items/RCL.dm index 8913501ca6..58d0669e11 100644 --- a/code/game/objects/items/RCL.dm +++ b/code/game/objects/items/RCL.dm @@ -3,7 +3,7 @@ desc = "A device used to rapidly deploy cables. It has screws on the side which can be removed to slide off the cables. Do not use without insulation!" icon = 'icons/obj/tools.dmi' icon_state = "rcl" - item_state = "rcl" + inhand_icon_state = "rcl" var/obj/structure/cable/last var/obj/item/stack/cable_coil/loaded opacity = FALSE @@ -111,10 +111,10 @@ /obj/item/rcl/update_icon_state() icon_state = initial(icon_state) - item_state = initial(item_state) + inhand_icon_state = initial(inhand_icon_state) if(!loaded || !loaded.amount) icon_state += "-empty" - item_state += "-0" + inhand_icon_state += "-0" /obj/item/rcl/update_overlays() . = ..() diff --git a/code/game/objects/items/airlock_painter.dm b/code/game/objects/items/airlock_painter.dm index 87c3b0221b..5e150628b7 100644 --- a/code/game/objects/items/airlock_painter.dm +++ b/code/game/objects/items/airlock_painter.dm @@ -3,7 +3,7 @@ desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob." icon = 'icons/obj/objects.dmi' icon_state = "paint sprayer" - item_state = "paint sprayer" + inhand_icon_state = "paint sprayer" w_class = WEIGHT_CLASS_SMALL @@ -85,7 +85,7 @@ desc = "An airlock painter, reprogramed to use a different style of paint in order to apply decals for floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed. Alt-Click to change design." icon = 'icons/obj/objects.dmi' icon_state = "decal_sprayer" - item_state = "decalsprayer" + inhand_icon_state = "decalsprayer" custom_materials = list(/datum/material/iron=2000, /datum/material/glass=500) var/stored_dir = 2 var/stored_color = "" @@ -194,7 +194,7 @@ desc = "An industrial tool for painting different designs onto tiles - a must-have gadget for aesthetic chasers. Alt-Click to change design." icon = 'icons/obj/objects.dmi' icon_state = "tile_sprayer" - item_state = "tilesprayer" + inhand_icon_state = "tilesprayer" custom_materials = list(/datum/material/iron=2000, /datum/material/glass=2000) // = one sheet of both var/stored_dir = 2 var/stored_color = "" diff --git a/code/game/objects/items/apc_frame.dm b/code/game/objects/items/apc_frame.dm index bc377590ca..c53f7debbe 100644 --- a/code/game/objects/items/apc_frame.dm +++ b/code/game/objects/items/apc_frame.dm @@ -2,7 +2,7 @@ icon = 'icons/obj/wallframe.dmi' custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT*2) flags_1 = CONDUCT_1 - item_state = "syringe_kit" + inhand_icon_state = "syringe_kit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -126,7 +126,7 @@ desc = "Looks like a circuit. Probably is." icon = 'icons/obj/module.dmi' icon_state = "door_electronics" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' flags_1 = CONDUCT_1 diff --git a/code/game/objects/items/armor_kits.dm b/code/game/objects/items/armor_kits.dm index 58dd6037e4..cc612209dc 100644 --- a/code/game/objects/items/armor_kits.dm +++ b/code/game/objects/items/armor_kits.dm @@ -57,10 +57,10 @@ name = "sewing kit" desc = "A box with thread, buttons and a selection of needles, for making and mending clothing." icon_state = "sewingkit" - item_state = "sewingkit" + inhand_icon_state = "sewingkit" /obj/item/crafting/tailoring/dyeset name = "dye set" desc = "A tray with various dyes, needed to color clothing." icon_state = "dyeset" - item_state = "dyeset" + inhand_icon_state = "dyeset" diff --git a/code/game/objects/items/balls.dm b/code/game/objects/items/balls.dm index 024d1db54f..7b20b362bf 100644 --- a/code/game/objects/items/balls.dm +++ b/code/game/objects/items/balls.dm @@ -14,7 +14,7 @@ icon_state = "tennis_classic" lefthand_file = 'modular_citadel/icons/mob/inhands/balls_left.dmi' righthand_file = 'modular_citadel/icons/mob/inhands/balls_right.dmi' - item_state = "tennis_classic" + inhand_icon_state = "tennis_classic" mob_overlay_icon = 'modular_citadel/icons/mob/mouthball.dmi' slot_flags = INV_SLOTBIT_HEAD | INV_SLOTBIT_NECK | INV_SLOTBIT_EARS //Fluff item, put it wherever you want! throw_range = 14 @@ -55,55 +55,55 @@ name = "pseudo-euclidean interdimensional tennis sphere" desc = "A tennis ball from another plane of existance. Really groovy." icon_state = "tennis_rainbow" - item_state = "tennis_rainbow" + inhand_icon_state = "tennis_rainbow" actions_types = list(/datum/action/item_action/squeeze) //Giving the masses easy access to unilimted honks would be annoying /obj/item/toy/tennis/rainbow/izzy //izzyinbox's donator item name = "Katlin's Ball" desc = "A tennis ball that's seen a good bit of love, being covered in a few black and white hairs and slobber." icon_state = "tennis_izzy" - item_state = "tennis_izzy" + inhand_icon_state = "tennis_izzy" /obj/item/toy/tennis/red //da red wuns go fasta name = "red tennis ball" desc = "A red tennis ball. It goes three times faster!" icon_state = "tennis_red" - item_state = "tennis_red" + inhand_icon_state = "tennis_red" throw_speed = 9 /obj/item/toy/tennis/yellow //because yellow is hot I guess name = "yellow tennis ball" desc = "A yellow tennis ball. It seems to have a flame-retardant coating." icon_state = "tennis_yellow" - item_state = "tennis_yellow" + inhand_icon_state = "tennis_yellow" resistance_flags = FIRE_PROOF /obj/item/toy/tennis/green //pestilence name = "green tennis ball" desc = "A green tennis ball. It seems to have an impermeable coating." icon_state = "tennis_green" - item_state = "tennis_green" + inhand_icon_state = "tennis_green" permeability_coefficient = 0.9 /obj/item/toy/tennis/cyan //electric name = "cyan tennis ball" desc = "A cyan tennis ball. It seems to have odd electrical properties." icon_state = "tennis_cyan" - item_state = "tennis_cyan" + inhand_icon_state = "tennis_cyan" siemens_coefficient = 0.9 /obj/item/toy/tennis/blue //reliability name = "blue tennis ball" desc = "A blue tennis ball. It seems ever so slightly more robust than normal." icon_state = "tennis_blue" - item_state = "tennis_blue" + inhand_icon_state = "tennis_blue" max_integrity = 300 /obj/item/toy/tennis/purple //because purple dyes have high pH and would neutralize acids I guess name = "purple tennis ball" desc = "A purple tennis ball. It seems to have an acid-resistant coating." icon_state = "tennis_purple" - item_state = "tennis_purple" + inhand_icon_state = "tennis_purple" resistance_flags = ACID_PROOF /datum/action/item_action/squeeze diff --git a/code/game/objects/items/binoculars.dm b/code/game/objects/items/binoculars.dm index 4b72d1cb51..f4c1b627ff 100644 --- a/code/game/objects/items/binoculars.dm +++ b/code/game/objects/items/binoculars.dm @@ -1,7 +1,7 @@ /obj/item/binoculars name = "binoculars" desc = "Used for long-distance surveillance." - item_state = "binoculars" + inhand_icon_state = "binoculars" icon_state = "binoculars" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' @@ -16,7 +16,7 @@ RegisterSignal(user, COMSIG_ATOM_DIR_CHANGE,PROC_REF(rotate)) listeningTo = user user.visible_message(span_notice("[user] holds [src] up to [user.p_their()] eyes."), span_notice("I hold [src] up to your eyes.")) - item_state = "binoculars_wielded" + inhand_icon_state = "binoculars_wielded" user.regenerate_icons() if(!user?.client) return @@ -72,7 +72,7 @@ UnregisterSignal(user, COMSIG_ATOM_DIR_CHANGE) listeningTo = null user.visible_message(span_notice("[user] lowers [src]."), span_notice("I lower [src].")) - item_state = "binoculars" + inhand_icon_state = "binoculars" user.regenerate_icons() if(user && user.client) user.regenerate_icons() diff --git a/code/game/objects/items/candle.dm b/code/game/objects/items/candle.dm index 0f2f3b39e0..5e24206b87 100644 --- a/code/game/objects/items/candle.dm +++ b/code/game/objects/items/candle.dm @@ -5,7 +5,7 @@ humankind. The jewelry he kept for himself." icon = 'icons/obj/candle.dmi' icon_state = "candle1" - item_state = "candle1" + inhand_icon_state = "candle1" w_class = WEIGHT_CLASS_TINY light_color = LIGHT_COLOR_FIRE heat = 1000 @@ -88,7 +88,7 @@ desc = "A standing torch, used to provide light in dark environments." icon = 'icons/obj/candle.dmi' icon_state = "torch_unlit" - item_state = "torch" + inhand_icon_state = "torch" w_class = WEIGHT_CLASS_BULKY light_color = LIGHT_COLOR_FIRE infinite = TRUE @@ -141,7 +141,7 @@ /obj/item/candle/tribal_torch/update_icon() icon_state = "torch_[lit ? null : "un"]lit" - item_state = "torch[lit ? "-on" : null]" + inhand_icon_state = "torch[lit ? "-on" : null]" /obj/item/candle/tribal_torch/proc/do_wallmount(turf/T, mob/user) var/ndir = turn(get_dir(T, user), 180) diff --git a/code/game/objects/items/cards_ids.dm b/code/game/objects/items/cards_ids.dm index 6263c80c54..bcc2eefcef 100644 --- a/code/game/objects/items/cards_ids.dm +++ b/code/game/objects/items/cards_ids.dm @@ -61,7 +61,7 @@ var/function = "storage" var/data = "null" var/special = null - item_state = "card-id" + inhand_icon_state = "card-id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' var/detail_color = COLOR_ASSEMBLY_ORANGE @@ -105,7 +105,7 @@ desc = "It's a card with a magnetic strip attached to some circuitry." name = "cryptographic sequencer" icon_state = "emag" - item_state = "card-id" + inhand_icon_state = "card-id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' item_flags = NO_MAT_REDEMPTION | NOBLUDGEON @@ -200,7 +200,7 @@ desc = "It's a card with a magnetic strip attached to some circuitry. Closer inspection shows that this card is a poorly made replica, with a \"DonkCo\" logo stamped on the back." name = "cryptographic sequencer" icon_state = "emag" - item_state = "card-id" + inhand_icon_state = "card-id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' @@ -212,7 +212,7 @@ name = "identification card" desc = "A card used to provide ID and determine access." icon_state = "id" - item_state = "card-id" + inhand_icon_state = "card-id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' slot_flags = INV_SLOTBIT_ID @@ -446,7 +446,7 @@ name = "silver identification card" desc = "A silver card which shows honour and dedication." icon_state = "silver" - item_state = "silver_id" + inhand_icon_state = "silver_id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' @@ -461,7 +461,7 @@ name = "gold identification card" desc = "A golden card which shows power and might." icon_state = "gold" - item_state = "gold_id" + inhand_icon_state = "gold_id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' @@ -580,7 +580,7 @@ name = "Mayor's ID" desc = "A special ID handed to anyone with status of Mayor." icon_state = "gold" - item_state = "gold_id" + inhand_icon_state = "gold_id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' registered_name = "Zonq" @@ -649,7 +649,7 @@ name = "prisoner ID card" desc = "I am a number, you are not a free man." icon_state = "orange" - item_state = "orange-id" + inhand_icon_state = "orange-id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' assignment = "Prisoner" @@ -920,7 +920,7 @@ /obj/item/card/id/selfassign icon_state = "silver" - item_state = "silver_id" + inhand_icon_state = "silver_id" desc = "A rewritable card that allows you to put your name and assignment on it." /obj/item/card/id/selfassign/brotherenclave @@ -954,7 +954,7 @@ desc = "An old silver badge." assignment = "Vigilante" icon_state = "deputy" - item_state = "badge-deputy" + inhand_icon_state = "badge-deputy" /obj/item/card/id/dogtag/deputy @@ -962,7 +962,7 @@ desc = "A silver badge which shows honour and dedication." assignment = "Deputy" icon_state = "deputy" - item_state = "badge-deputy" + inhand_icon_state = "badge-deputy" access = list(ACCESS_BAR, ACCESS_GATEWAY) /obj/item/card/id/dogtag/deputy/attackby(obj/item/W, mob/user, params) @@ -979,21 +979,21 @@ desc = "A golden Sheriff's badge." assignment = "badge" icon_state = "sheriff" - item_state = "badge-sheriff" + inhand_icon_state = "badge-sheriff" /obj/item/card/id/dogtag/ranger name = "ranger's badge" desc = "A silver badge with special engravings to denote ranger status." assignment = "Deputy" icon_state = "deputy" - item_state = "badge-deputy" + inhand_icon_state = "badge-deputy" access = list(ACCESS_BAR, ACCESS_GATEWAY) /obj/item/card/id/dogtag/town name = "citizenship permit" desc = "A permit identifying the holder as a citizen of a nearby town." icon_state = "doctor" - item_state = "card-doctor" + inhand_icon_state = "card-doctor" assignment = "citizenship permit" access = list(ACCESS_BAR) @@ -1001,7 +1001,7 @@ name = "Vault Citizenship" desc = "Proof of citizenship to a vault." icon_state = "doctor" - item_state = "card-doctor" + inhand_icon_state = "card-doctor" assignment = "citizenship permit" access = list(ACCESS_BAR) @@ -1032,7 +1032,7 @@ name = "citizenship permit" desc = "A permit identifying the holder as a citizen of a nearby town." icon_state = "doctor" - item_state = "card-doctor" + inhand_icon_state = "card-doctor" assignment = "Settler" obj_flags = UNIQUE_RENAME access = list(ACCESS_BAR) @@ -1050,14 +1050,14 @@ name = "ambassador's permit" desc = "An silver encrusted ambassador's permit in a plastic holder." icon_state = "silver" - item_state = "silver" + inhand_icon_state = "silver" assignment = "ambassador's permit" /obj/item/card/id/dogtag/ncradmin name = "Administrators ID" desc = "An silver encrusted admins ID in a plastic holder." icon_state = "silver" - item_state = "silver" + inhand_icon_state = "silver" /obj/item/card/id/dogtag/ncrtrooper name = "trooper's tags" @@ -1125,49 +1125,49 @@ name = "auxilia medallion" desc = "A heavily marked silver disc stamped with the Legion's Bull insignia. Belongs to a respected auxilia of the Legion." icon_state = "legionmedallionveteran" - item_state = "card-id_leg" + inhand_icon_state = "card-id_leg" assignment = "auxilia medallion" /obj/item/card/id/dogtag/legrecruit name = "recruit medallion" desc = "A silver disc stamped with the Legion's Bull insignia. Belongs to a recruit." icon_state = "legionmedallionrecruit" - item_state = "card-id_leg" + inhand_icon_state = "card-id_leg" assignment = "recruit medallion" /obj/item/card/id/dogtag/legprime name = "prime medallion" desc = "A marked silver disc stamped with the Legion's Bull insignia. Belongs to a prime." icon_state = "legionmedallionprime" - item_state = "card-id_leg" + inhand_icon_state = "card-id_leg" assignment = "prime medallion" /obj/item/card/id/dogtag/legimmune name = "immune medallion" desc = "A marked silver disc stamped with the Legion's Bull insignia. Worn by legionnaires on camp duty." icon_state = "legionmedallionprime" - item_state = "card-id_leg" + inhand_icon_state = "card-id_leg" assignment = "immune medallion" /obj/item/card/id/dogtag/legveteran name = "veteran medallion" desc = "A heavily marked silver disc stamped with the Legion's Bull insignia. Belongs to a veteran, and reeks of iron." icon_state = "legionmedallionveteran" - item_state = "card-id_leg" + inhand_icon_state = "card-id_leg" assignment = "veteran medallion" /obj/item/card/id/dogtag/legcenturion name = "centurion medallion" desc = "A golden disc awarded to the most fierce men in the whole legion. If you are close enough to read the insignia you won't be alive much longer." icon_state = "legionmedallioncent" - item_state = "card-id_leg2" + inhand_icon_state = "card-id_leg2" assignment = "centurion medallion" /obj/item/card/id/dogtag/legvenator name = "explorer medallion" desc = "A golden disc awarded to the elite hunters of the legion. If you are close enough to read the insignia you won't be alive much longer." icon_state = "legionmedallioncent" - item_state = "card-id_leg2" + inhand_icon_state = "card-id_leg2" assignment = "Venator" @@ -1175,14 +1175,14 @@ name = "priestess medallion" desc = "A golden disc awarded to the trusted spiritual guide to the nearby Legion." icon_state = "legionmedallioncent" - item_state = "card-id_leg2" + inhand_icon_state = "card-id_leg2" assignment = "priestess medallion" /obj/item/card/id/dogtag/legorator name = "orator medallion" desc = "A golden disc awarded to the one who is a dedicated ambassador for Caesar's Legion." icon_state = "legionmedallioncent" - item_state = "card-id_leg2" + inhand_icon_state = "card-id_leg2" assignment = "orator medallion" //For PilotBland's frumentarii custom loadout @@ -1190,14 +1190,14 @@ name = "Remus Amius' frumentarius medallion" desc = "A golden disc with a string threaded through the top, displaying official markings confirming a frumentarius' status." icon_state = "legionmedallioncent" - item_state = "card-id_leg2" + inhand_icon_state = "card-id_leg2" assignment = "frumentarius medallion" /obj/item/card/id/legionbrand name = "Legion's brand" desc = "A brand for identifying Caesar's Legion's slaves." icon_state = "legionbrand" - item_state = "slave" + inhand_icon_state = "slave" assignment = "Slave brand" uses_overlays = FALSE @@ -1211,28 +1211,28 @@ name = "rusted tags" desc = "Decrepit uncared for dogtags, kept as a reminder to something." icon_state = "rustedncrtag" - item_state = "rustedncrtag" + inhand_icon_state = "rustedncrtag" uses_overlays = FALSE /obj/item/card/id/rusted/rustedmedallion name = "rusted medallion" desc = "A battered and unkempt medallion, kept as a reminder to something." icon_state = "rustedmedallion" - item_state = "rustedmedallion" + inhand_icon_state = "rustedmedallion" uses_overlays = FALSE /obj/item/card/id/rusted/fadedvaultid name = "faded id card" desc = "A and worn Vault-Tech issued ID card, broken beyond use, kept as a reminder to something." icon_state = "fadedvaultid" - item_state = "fadedvaultid" + inhand_icon_state = "fadedvaultid" uses_overlays = FALSE /obj/item/card/id/rusted/brokenholodog name = "broken holotag" desc = "A BoS issue holotag, it isnt working now though, kept as a reminder to something." icon_state = "brokenholodog" - item_state = "brokenholodog" + inhand_icon_state = "brokenholodog" uses_overlays = FALSE /obj/item/card/id/rusted/brokenholodog/enclave @@ -1255,7 +1255,7 @@ desc = "A tattoo of the symbol of the Great Khans." icon = 'icons/fallout/clothing/khans.dmi' icon_state = "khan_id" - item_state = null + inhand_icon_state = null assignment = "gang tattoo" uses_overlays = FALSE access = list(ACCESS_KHAN, ACCESS_BAR, ACCESS_GATEWAY, ACCESS_MINING) @@ -1269,7 +1269,7 @@ desc = "A tattoo of the symbol of the Great Khans." icon = 'icons/fallout/clothing/khans.dmi' icon_state = "khan_id" - item_state = null + inhand_icon_state = null assignment = "gang tattoo" uses_overlays = FALSE access = list(ACCESS_KHAN, ACCESS_BAR, ACCESS_CLINIC, ACCESS_GATEWAY, ACCESS_MINT_VAULT, ACCESS_MINING, ACCESS_FORENSICS_LOCKERS, ACCESS_CLONING) @@ -1283,7 +1283,7 @@ name = "faded tribal tattoos" desc = "Tattoos marking the wearer as a tribal, worn and faded colors." icon_state = "skin" - item_state = "skin" + inhand_icon_state = "skin" assignment = "gang tattoo" uses_overlays = FALSE @@ -1298,7 +1298,7 @@ name = "Tattoo of the machine spirits" desc = "A tattoo depicting the five machine spirits in harmony." icon_state = "tribalID" - item_state = "tribalID" + inhand_icon_state = "tribalID" assignment = "tribe tattoo" uses_overlays = FALSE @@ -1308,7 +1308,7 @@ name = "Mayor's mayoral permit" desc = "A silver encrusted identification permit reserved for the Mayor of Oasis." icon_state = "silver" - item_state = "silver_id" + inhand_icon_state = "silver_id" assignment = "mayoral permit" uses_overlays = FALSE @@ -1316,7 +1316,7 @@ name = "doctor's name badge" desc = "A plastic-sealed name badge certifying the medical expertise of its holder." icon_state = "doctor" - item_state = "card-doctor" + inhand_icon_state = "card-doctor" assignment = "name badge" uses_overlays = FALSE @@ -1324,7 +1324,7 @@ name = "crimson identification card" desc = "A red card which shows dedication and leadership to the Vaults safety and security." icon_state = "chief" - item_state = "sec_id" + inhand_icon_state = "sec_id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' uses_overlays = FALSE @@ -1333,7 +1333,7 @@ name = "red identification card" desc = "A red card which shows dedication to the Security department." icon_state = "sec" - item_state = "sec_id" + inhand_icon_state = "sec_id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' uses_overlays = FALSE @@ -1344,7 +1344,7 @@ name = "US officer dogtags" desc = "Worn by Enclave officers." icon_state = "enclaveofficer" - item_state = "card-id_leg" + inhand_icon_state = "card-id_leg" assignment = "US dogtags" access = list(ACCESS_ENCLAVE) @@ -1352,7 +1352,7 @@ name = "US dogtags" desc = "Worn by Enclave NCOs." icon_state = "enclavetrooper" - item_state = "card-id_leg" + inhand_icon_state = "card-id_leg" assignment = "US dogtags" access = list(ACCESS_ENCLAVE) @@ -1360,7 +1360,7 @@ name = "US identity card" desc = "Issued to Enclave Non-Combat Personnel with a photograph and fingerprints." icon_state = "enclavenoncombat" - item_state = "card-id_leg" + inhand_icon_state = "card-id_leg" assignment = "US dogtags" access = list(ACCESS_ENCLAVE) @@ -1433,7 +1433,7 @@ GLOBAL_LIST_INIT(fuzzy_license, list( desc = "Turn this in at the bank's vending machine or the shop for fast coins!" icon = 'icons/obj/card.dmi' icon_state = "data_1" - item_state = "card-id" + inhand_icon_state = "card-id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' w_class = WEIGHT_CLASS_TINY @@ -1448,7 +1448,7 @@ GLOBAL_LIST_INIT(fuzzy_license, list( desc = "Turn this in at the bank's vending machine or the shop for fast coins!" icon = 'icons/obj/card.dmi' icon_state = "data_1" - item_state = "card-id" + inhand_icon_state = "card-id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' w_class = WEIGHT_CLASS_TINY @@ -1463,7 +1463,7 @@ GLOBAL_LIST_INIT(fuzzy_license, list( desc = "At last, your just reward! Turn this in at the bank's vending machine or the shop for fast coins!" icon = 'icons/obj/card.dmi' icon_state = "data_1" - item_state = "card-id" + inhand_icon_state = "card-id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' w_class = WEIGHT_CLASS_TINY diff --git a/code/game/objects/items/charter.dm b/code/game/objects/items/charter.dm index a3da3b28e1..32ee5b358f 100644 --- a/code/game/objects/items/charter.dm +++ b/code/game/objects/items/charter.dm @@ -103,7 +103,7 @@ icon = 'icons/obj/items_and_weapons.dmi' name_type = "planet" icon_state = "banner" - item_state = "banner" + inhand_icon_state = "banner" lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi' desc = "A cunning device used to claim ownership of planets." diff --git a/code/game/objects/items/chrono_eraser.dm b/code/game/objects/items/chrono_eraser.dm index 7890313777..a0d7ceff77 100644 --- a/code/game/objects/items/chrono_eraser.dm +++ b/code/game/objects/items/chrono_eraser.dm @@ -5,7 +5,7 @@ desc = "The result of outlawed time-bluespace research, this device is capable of wiping a being from the timestream. They never are, they never were, they never will be." icon = 'icons/obj/chronos.dmi' icon_state = "chronobackpack" - item_state = "backpack" + inhand_icon_state = "backpack" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' w_class = WEIGHT_CLASS_BULKY @@ -42,7 +42,7 @@ desc = "It's as if they never existed in the first place." icon = 'icons/obj/chronos.dmi' icon_state = "chronogun" - item_state = "chronogun" + inhand_icon_state = "chronogun" w_class = WEIGHT_CLASS_NORMAL item_flags = DROPDEL ammo_type = list(/obj/item/ammo_casing/energy/chrono_beam) diff --git a/code/game/objects/items/cigs_lighters.dm b/code/game/objects/items/cigs_lighters.dm index 9f11c28af7..181cd44460 100644 --- a/code/game/objects/items/cigs_lighters.dm +++ b/code/game/objects/items/cigs_lighters.dm @@ -48,7 +48,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM damtype = "fire" force = 3 hitsound = 'sound/items/welder.ogg' - item_state = "cigon" + inhand_icon_state = "cigon" name = "lit match" desc = "A match. This one is lit." attack_verb = list("burnt","singed") @@ -63,7 +63,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM damtype = "brute" force = initial(force) icon_state = "match_burnt" - item_state = "cigoff" + inhand_icon_state = "cigoff" name = "burnt match" desc = "A match. This one has seen better days." attack_verb = list("flicked") @@ -106,7 +106,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "A roll of tobacco and nicotine." icon_state = "cigoff" throw_speed = 0.5 - item_state = "cigoff" + inhand_icon_state = "cigoff" w_class = WEIGHT_CLASS_TINY body_parts_covered = null grind_results = list() @@ -163,7 +163,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM return if(!(flags_1 & INITIALIZED_1)) icon_state = icon_on - item_state = icon_on + inhand_icon_state = icon_on return lit = TRUE @@ -188,7 +188,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM DISABLE_BITFIELD(reagents.reagents_holder_flags, NO_REACT) reagents.handle_reactions() icon_state = icon_on - item_state = icon_on + inhand_icon_state = icon_on if(flavor_text) var/turf/T = get_turf(src) T.visible_message(flavor_text) @@ -319,7 +319,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM icon_off = "spliffoff" type_butt = /obj/item/cigbutt/roach throw_speed = 0.5 - item_state = "spliffoff" + inhand_icon_state = "spliffoff" smoketime = 180 chem_volume = 50 list_reagents = null @@ -364,7 +364,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM icon_off = "cigaroff" //make sure to add positional sprites in icons/obj/cigarettes.dmi if you add more. type_butt = /obj/item/cigbutt/cigarbutt throw_speed = 0.5 - item_state = "cigaroff" + inhand_icon_state = "cigaroff" smoketime = 1500 chem_volume = 40 @@ -416,7 +416,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM name = "smoking pipe" desc = "A pipe, for smoking. Probably made of meerschaum or something." icon_state = "pipeoff" - item_state = "pipeoff" + inhand_icon_state = "pipeoff" icon_on = "pipeon" //Note - these are in masks.dmi icon_off = "pipeoff" smoketime = 0 @@ -442,7 +442,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM to_chat(M, span_notice("My [name] goes out.")) lit = 0 icon_state = icon_off - item_state = icon_off + inhand_icon_state = icon_off M.update_inv_wear_mask() packeditem = 0 name = "empty [initial(name)]" @@ -485,7 +485,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM user.visible_message(span_notice("[user] puts out [src]."), span_notice("I put out [src].")) lit = 0 icon_state = icon_off - item_state = icon_off + inhand_icon_state = icon_off STOP_PROCESSING(SSobj, src) return if(!lit && smoketime > 0) @@ -501,7 +501,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM name = "corn cob pipe" desc = "Traditional way to enjoy some tobacco in peace." icon_state = "cobpipeoff" - item_state = "cobpipeoff" + inhand_icon_state = "cobpipeoff" icon_on = "cobpipeon" //Note - these are in masks.dmi icon_off = "cobpipeoff" smoketime = 0 @@ -510,7 +510,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM name = "cigarette mouthpiece" desc = "A pipe, for smoking cigarettes. Probably increases your charisma." icon_state = "extendpipeoff" - item_state = "extendpipeoff" + inhand_icon_state = "extendpipeoff" icon_on = "extendpipeon" //Note - these are in masks.dmi icon_off = "extendpipeoff" smoketime = 0 @@ -543,7 +543,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "The zippo." icon = 'icons/obj/cigarettes.dmi' icon_state = "zippo" - item_state = "zippo" + inhand_icon_state = "zippo" w_class = WEIGHT_CLASS_TINY flags_1 = CONDUCT_1 slot_flags = INV_SLOTBIT_BELT @@ -733,7 +733,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "A high quality lighter made from gold and rare materials." icon = 'icons/obj/custom.dmi' icon_state = "royal_zippo" - item_state = "royal_zippo" + inhand_icon_state = "royal_zippo" heat = 4000 light_color = LIGHT_COLOR_PURPLE grind_results = list(/datum/reagent/gold = 1, /datum/reagent/fuel = 5, /datum/reagent/radium = 5) @@ -743,7 +743,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "An old style zippo lighter. Very retro!" icon = 'icons/obj/custom.dmi' icon_state = "iconic_zippo" - item_state = "iconic_zippo" + inhand_icon_state = "iconic_zippo" heat = 2500 light_color = LIGHT_COLOR_YELLOW grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/water = 50) @@ -753,7 +753,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "Very cute corgi zippo!" icon = 'icons/obj/custom.dmi' icon_state = "ian_zippo" - item_state = "ian_zippo" + inhand_icon_state = "ian_zippo" heat = 1500 light_color = LIGHT_COLOR_YELLOW grind_results = list(/datum/reagent/iron = 1, /datum/reagent/consumable/cooking_oil = 5, /datum/reagent/consumable/nutriment = 5) @@ -763,7 +763,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "Repent sinner!" icon = 'icons/obj/custom.dmi' icon_state = "holy_zippo" - item_state = "holy_zippo" + inhand_icon_state = "holy_zippo" heat = 777 light_color = LIGHT_COLOR_HOLY_MAGIC grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/teslium = 50) @@ -773,7 +773,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "Very cute fox zippo!" icon = 'icons/obj/custom.dmi' icon_state = "fox_zippo" - item_state = "fox_zippo" + inhand_icon_state = "fox_zippo" heat = 1500 light_color = LIGHT_COLOR_YELLOW grind_results = list(/datum/reagent/iron = 1, /datum/reagent/consumable/cooking_oil = 5, /datum/reagent/consumable/nutriment = 69) // *insert lenny face here* @@ -783,7 +783,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "A very colorful lighter." icon = 'icons/obj/custom.dmi' icon_state = "rainbow_zippo" - item_state = "rainbow_zippo" + inhand_icon_state = "rainbow_zippo" heat = 4564 light_color = LIGHT_COLOR_WHITE grind_results = list(/datum/reagent/colorful_reagent/crayonpowder/green = 15, /datum/reagent/colorful_reagent/crayonpowder/blue = 15, /datum/reagent/colorful_reagent/crayonpowder/red = 15) @@ -793,7 +793,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "For that lovely sweetheart in your life." icon = 'icons/obj/custom.dmi' icon_state = "heart_zippo" - item_state = "heart_zippo" + inhand_icon_state = "heart_zippo" heat = 2500 light_color = LIGHT_COLOR_RED grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/consumable/ethanol/nukalove = 50) @@ -803,7 +803,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "A lighter with a cute moff picture on the side!" icon = 'icons/obj/custom.dmi' icon_state = "moff_zippo" - item_state = "moff_zippo" + inhand_icon_state = "moff_zippo" heat = 3500 light_color = LIGHT_COLOR_CYAN grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/flash_powder = 50) @@ -813,7 +813,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "A lighter for gun enthusiasts." icon = 'icons/obj/custom.dmi' icon_state = "bullet_zippo" - item_state = "bullet_zippo" + inhand_icon_state = "bullet_zippo" heat = 5000 light_color = LIGHT_COLOR_YELLOW grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/blackpowder = 50) @@ -854,7 +854,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "A classy and highly sophisticated electronic cigarette, for classy and dignified gentlemen. A warning label reads \"Warning: Do not fill with flammable materials.\""//<<< i'd vape to that. icon = 'icons/obj/clothing/masks.dmi' icon_state = "black_vape" - item_state = "black_vape" + inhand_icon_state = "black_vape" w_class = WEIGHT_CLASS_TINY var/chem_volume = 100 var/vapetime = FALSE //this so it won't puff out clouds every tick @@ -868,7 +868,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM if(!param_color) param_color = pick("red","blue","black","white","green","purple","yellow","orange") icon_state = "[param_color]_vape" - item_state = "[param_color]_vape" + inhand_icon_state = "[param_color]_vape" /obj/item/clothing/mask/vape/attackby(obj/item/O, mob/user, params) if(O.tool_behaviour == TOOL_SCREWDRIVER) @@ -1019,7 +1019,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM desc = "A water bong used for smoking dried plants." icon = 'icons/obj/bongs.dmi' icon_state = null - item_state = null + inhand_icon_state = null w_class = WEIGHT_CLASS_NORMAL light_system = MOVABLE_LIGHT light_range = 2 diff --git a/code/game/objects/items/circuitboards/circuitboard.dm b/code/game/objects/items/circuitboards/circuitboard.dm index 49a71da204..fbf23c12f9 100644 --- a/code/game/objects/items/circuitboards/circuitboard.dm +++ b/code/game/objects/items/circuitboards/circuitboard.dm @@ -7,7 +7,7 @@ name = "circuit board" icon = 'icons/obj/module.dmi' icon_state = "id_mod" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' custom_materials = list(/datum/material/glass=1000) diff --git a/code/game/objects/items/clown_items.dm b/code/game/objects/items/clown_items.dm index 9556d61399..1e2fab17b6 100644 --- a/code/game/objects/items/clown_items.dm +++ b/code/game/objects/items/clown_items.dm @@ -97,7 +97,7 @@ desc = "A horn off of a bicycle." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "bike_horn" - item_state = "bike_horn" + inhand_icon_state = "bike_horn" lefthand_file = 'icons/mob/inhands/equipment/horns_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/horns_righthand.dmi' throwforce = 0 diff --git a/code/game/objects/items/control_wand.dm b/code/game/objects/items/control_wand.dm index be39bb6973..0e5a3ce822 100644 --- a/code/game/objects/items/control_wand.dm +++ b/code/game/objects/items/control_wand.dm @@ -4,7 +4,7 @@ /obj/item/door_remote icon_state = "gangtool-white" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' icon = 'icons/obj/device.dmi' diff --git a/code/game/objects/items/crayons.dm b/code/game/objects/items/crayons.dm index 0e04c4aaf0..0ee956e37c 100644 --- a/code/game/objects/items/crayons.dm +++ b/code/game/objects/items/crayons.dm @@ -579,7 +579,7 @@ use_overlays = TRUE paint_color = null - item_state = "spraycan" + inhand_icon_state = "spraycan" lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi' desc = "A metallic container containing tasty paint." diff --git a/code/game/objects/items/debug_items.dm b/code/game/objects/items/debug_items.dm index 5d0fb37da9..010aa5f84e 100644 --- a/code/game/objects/items/debug_items.dm +++ b/code/game/objects/items/debug_items.dm @@ -5,7 +5,7 @@ desc = "Spawn a human by aiming at a turf and clicking. Use in hand to change type." icon = 'icons/obj/guns/magic.dmi' icon_state = "nothingwand" - item_state = "wand" + inhand_icon_state = "wand" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -30,7 +30,7 @@ desc = "The original hypertool, born before them all. Use it in hand to unleash it's true power." icon = 'icons/obj/device.dmi' icon_state = "hypertool" - item_state = "hypertool" + inhand_icon_state = "hypertool" toolspeed = 0.1 tool_behaviour = null diff --git a/code/game/objects/items/defib.dm b/code/game/objects/items/defib.dm index a7f89ad19c..2694cb053f 100644 --- a/code/game/objects/items/defib.dm +++ b/code/game/objects/items/defib.dm @@ -6,7 +6,7 @@ desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "defibunit" - item_state = "defibunit" + inhand_icon_state = "defibunit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' slot_flags = INV_SLOTBIT_BACK @@ -236,7 +236,7 @@ icon_state = "defibprimitive" lefthand_file = 'icons/fallout/onmob/tools/medical_lefthand.dmi' righthand_file = 'icons/fallout/onmob/tools/medical_righthand.dmi' - item_state = "defibunit" + inhand_icon_state = "defibunit" w_class = WEIGHT_CLASS_NORMAL slot_flags = INV_SLOTBIT_BELT cell = /obj/item/stock_parts/cell/high @@ -256,7 +256,7 @@ name = "compact defibrillator" desc = "A belt-equipped defibrillator that can be rapidly deployed." icon_state = "defibcompact" - item_state = "defibcompact" + inhand_icon_state = "defibcompact" w_class = WEIGHT_CLASS_NORMAL slot_flags = INV_SLOTBIT_BELT @@ -288,7 +288,7 @@ desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "defibpaddles0" - item_state = "defibpaddles0" + inhand_icon_state = "defibpaddles0" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' @@ -359,7 +359,7 @@ /obj/item/shockpaddles/update_icon_state() icon_state = "defibpaddles[wielded]" - item_state = "defibpaddles[wielded]" + inhand_icon_state = "defibpaddles[wielded]" if(cooldown) icon_state = "defibpaddles[wielded]_cooldown" @@ -696,7 +696,7 @@ icon_state = "defibpaddles0" lefthand_file = 'icons/fallout/onmob/tools/medical_lefthand.dmi' righthand_file = 'icons/fallout/onmob/tools/medical_righthand.dmi' - item_state = "defibpaddles0" + inhand_icon_state = "defibpaddles0" /obj/item/shockpaddles/primitive/dropped(mob/user) if(!req_defib) @@ -711,7 +711,7 @@ name = "cyborg defibrillator paddles" icon = 'icons/obj/items_and_weapons.dmi' icon_state = "defibpaddles0" - item_state = "defibpaddles0" + inhand_icon_state = "defibpaddles0" req_defib = FALSE /obj/item/shockpaddles/cyborg/attack(mob/M, mob/user) @@ -732,7 +732,7 @@ combat = TRUE icon = 'icons/obj/items_and_weapons.dmi' icon_state = "defibpaddles0" - item_state = "defibpaddles0" + inhand_icon_state = "defibpaddles0" req_defib = FALSE /////////////////////////////////////////// @@ -743,7 +743,7 @@ name = "Defibrillator Upgrade Disk" desc = "A blank upgrade disk, made for a defibrillator" icon_state = "heal_disk" - item_state = "defib_disk" + inhand_icon_state = "defib_disk" w_class = WEIGHT_CLASS_SMALL /obj/item/disk/medical/defib_heal diff --git a/code/game/objects/items/devices/PDA/PDA.dm b/code/game/objects/items/devices/PDA/PDA.dm index 66cbab1b57..c44ead87cd 100644 --- a/code/game/objects/items/devices/PDA/PDA.dm +++ b/code/game/objects/items/devices/PDA/PDA.dm @@ -23,7 +23,7 @@ GLOBAL_LIST_EMPTY(PDAs) desc = "The Coyote-Co DataPal is an electronic device. Functionality is determined by a preprogrammed ROM cartridge." icon = 'icons/obj/pda.dmi' icon_state = "pda" - item_state = "Pip-boy" + inhand_icon_state = "Pip-boy" item_flags = NOBLUDGEON w_class = WEIGHT_CLASS_SMALL slot_flags = INV_SLOTBIT_ID | INV_SLOTBIT_GLOVES diff --git a/code/game/objects/items/devices/PDA/cart.dm b/code/game/objects/items/devices/PDA/cart.dm index 4d51e27f39..50f4c683fd 100644 --- a/code/game/objects/items/devices/PDA/cart.dm +++ b/code/game/objects/items/devices/PDA/cart.dm @@ -19,7 +19,7 @@ desc = "A data cartridge for portable microcomputers." icon = 'icons/obj/pda.dmi' icon_state = "cart" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_TINY diff --git a/code/game/objects/items/devices/aicard.dm b/code/game/objects/items/devices/aicard.dm index 85ca67f569..7c2cec025d 100644 --- a/code/game/objects/items/devices/aicard.dm +++ b/code/game/objects/items/devices/aicard.dm @@ -3,7 +3,7 @@ desc = "A storage device for AIs. Patent pending." icon = 'icons/obj/aicards.dmi' icon_state = "aicard" // aicard-full - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_SMALL diff --git a/code/game/objects/items/devices/anomaly_neutralizer.dm b/code/game/objects/items/devices/anomaly_neutralizer.dm index 8dc16eaecb..c933786eba 100644 --- a/code/game/objects/items/devices/anomaly_neutralizer.dm +++ b/code/game/objects/items/devices/anomaly_neutralizer.dm @@ -3,7 +3,7 @@ desc = "A one-use device capable of instantly neutralizing anomalies." icon = 'icons/obj/device.dmi' icon_state = "memorizer2" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_SMALL diff --git a/code/game/objects/items/devices/battery_box.dm b/code/game/objects/items/devices/battery_box.dm index 1ab0545014..fac32185da 100644 --- a/code/game/objects/items/devices/battery_box.dm +++ b/code/game/objects/items/devices/battery_box.dm @@ -431,7 +431,7 @@ desc = "A dense powerpack welded into a battery housing. Supposedly holds charge." icon = 'icons/obj/power.dmi' icon_state = "cell" - item_state = "cell" + inhand_icon_state = "cell" start_charged = FALSE maxcharge = 10000 // base charge interaction_flags_item = INTERACT_ITEM_ATTACK_HAND_IS_SHIFT diff --git a/code/game/objects/items/devices/beacon.dm b/code/game/objects/items/devices/beacon.dm index 8b342cc779..ba01347ede 100644 --- a/code/game/objects/items/devices/beacon.dm +++ b/code/game/objects/items/devices/beacon.dm @@ -3,7 +3,7 @@ desc = "A beacon used by a teleporter." icon = 'icons/obj/device.dmi' icon_state = "beacon" - item_state = "beacon" + inhand_icon_state = "beacon" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' var/enabled = TRUE diff --git a/code/game/objects/items/devices/camera_bug.dm b/code/game/objects/items/devices/camera_bug.dm index c7881d7342..758e889024 100644 --- a/code/game/objects/items/devices/camera_bug.dm +++ b/code/game/objects/items/devices/camera_bug.dm @@ -11,7 +11,7 @@ icon = 'icons/obj/device.dmi' icon_state = "camera_bug" w_class = WEIGHT_CLASS_TINY - item_state = "camera_bug" + inhand_icon_state = "camera_bug" throw_speed = 4 throw_range = 20 item_flags = NOBLUDGEON diff --git a/code/game/objects/items/devices/chameleonproj.dm b/code/game/objects/items/devices/chameleonproj.dm index ae89b20564..46a3207f47 100644 --- a/code/game/objects/items/devices/chameleonproj.dm +++ b/code/game/objects/items/devices/chameleonproj.dm @@ -5,7 +5,7 @@ flags_1 = CONDUCT_1 item_flags = NOBLUDGEON slot_flags = INV_SLOTBIT_BELT - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' throwforce = 5 diff --git a/code/game/objects/items/devices/compressionkit.dm b/code/game/objects/items/devices/compressionkit.dm index d1e27ba07d..6769144a6f 100644 --- a/code/game/objects/items/devices/compressionkit.dm +++ b/code/game/objects/items/devices/compressionkit.dm @@ -3,7 +3,7 @@ desc = "An illegally modified BSRPED, capable of reducing the size of most items." icon = 'icons/obj/tools.dmi' icon_state = "compression_c" - item_state = "RPED" + inhand_icon_state = "RPED" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL diff --git a/code/game/objects/items/devices/desynchronizer.dm b/code/game/objects/items/devices/desynchronizer.dm index f0a4f81069..61ed217f00 100644 --- a/code/game/objects/items/devices/desynchronizer.dm +++ b/code/game/objects/items/devices/desynchronizer.dm @@ -3,7 +3,7 @@ desc = "An experimental device that can temporarily desynchronize the user from spacetime, effectively making them disappear while it's active." icon = 'icons/obj/device.dmi' icon_state = "desynchronizer" - item_state = "electronic" + inhand_icon_state = "electronic" w_class = WEIGHT_CLASS_SMALL item_flags = NOBLUDGEON lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' diff --git a/code/game/objects/items/devices/doorCharge.dm b/code/game/objects/items/devices/doorCharge.dm index d89974949a..fb6ac7d034 100644 --- a/code/game/objects/items/devices/doorCharge.dm +++ b/code/game/objects/items/devices/doorCharge.dm @@ -2,7 +2,7 @@ name = "airlock charge" desc = null //Different examine for traitors icon = 'icons/obj/device.dmi' - item_state = "electronic" + inhand_icon_state = "electronic" icon_state = "doorCharge" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index c12c6bb318..84e40b33b9 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -4,7 +4,7 @@ custom_price = PRICE_REALLY_CHEAP icon = 'icons/obj/lighting.dmi' icon_state = "flashlight" - item_state = "flashlight" + inhand_icon_state = "flashlight" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -160,7 +160,7 @@ name = "penlight" desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance. Comes with a handy necklace and bite-resistant coating for hands-free use. Try not to swallow it." icon_state = "penlight" - item_state = "" + inhand_icon_state = "" slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_NECK | INV_SLOTBIT_MASK flags_1 = CONDUCT_1 light_range = 2 @@ -212,7 +212,7 @@ name = "seclite" desc = "A Seclite brand flashlight. Despite being made to be worn in a belt or attached to certain rifles, it looks robust enough to crack some skulls." icon_state = "seclite" - item_state = "seclite" + inhand_icon_state = "seclite" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' force = 30 // Barely more than a bootknife. Makes for a quicker club if you don't stick it to something. @@ -226,7 +226,7 @@ name = "Blue Flashlight" desc = "A good quality plastic flashlight." icon_state = "flashlight_blue" - item_state = "flashlight" + inhand_icon_state = "flashlight" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' light_range = 5 // A little better than the standard flashlight. @@ -239,7 +239,7 @@ name = "desk lamp" desc = "A desk lamp with an adjustable mount." icon_state = "lamp" - item_state = "lamp" + inhand_icon_state = "lamp" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' force = 10 @@ -257,7 +257,7 @@ /obj/item/flashlight/lamp/green desc = "A classic green-shaded desk lamp." icon_state = "lampgreen" - item_state = "lampgreen" + inhand_icon_state = "lampgreen" /obj/item/flashlight/lamp/verb/toggle_light() set name = "Toggle light" @@ -272,7 +272,7 @@ name = "banana lamp" desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring." icon_state = "bananalamp" - item_state = "bananalamp" + inhand_icon_state = "bananalamp" // FLARES @@ -286,7 +286,7 @@ light_color = LIGHT_COLOR_FLARE total_mass = 0.8 icon_state = "flare" - item_state = "flare" + inhand_icon_state = "flare" actions_types = list() slot_flags = INV_SLOTBIT_BELT // its a little hot for your neck //var/fuel = 0 @@ -328,9 +328,9 @@ /obj/item/flashlight/flare/update_brightness(mob/user = null) ..() if(on) - item_state = "[initial(item_state)]-on" + inhand_icon_state = "[initial(inhand_icon_state)]-on" else - item_state = "[initial(item_state)]" + inhand_icon_state = "[initial(inhand_icon_state)]" /obj/item/flashlight/flare/attack_self(mob/user) @@ -362,7 +362,7 @@ light_range = 4 light_color = LIGHT_COLOR_ORANGE icon_state = "torch" - item_state = "torch" + inhand_icon_state = "torch" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' total_mass = TOTAL_MASS_NORMAL_ITEM @@ -396,7 +396,7 @@ /obj/item/flashlight/lantern name = "lantern" icon_state = "lantern" - item_state = "lantern" + inhand_icon_state = "lantern" lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi' force = 15 // Just some kind of damage because lanterns are heavy. Gonna be in your belt or pocket anyway, now it's not totally useless if you accidentally grab it to smash a roach. @@ -416,7 +416,7 @@ /obj/item/flashlight/lantern/mining name = "prospector lamp" icon_state = "prospector_lamp" - item_state = "lantern" + inhand_icon_state = "lantern" lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi' force = 15 // Just some kind of damage because lanterns are heavy. Gonna be in your belt or pocket anyway, now it's not totally useless if you accidentally grab it to smash a roach. @@ -440,7 +440,7 @@ desc = "Extract from a yellow slime. It emits a strong light when squeezed." icon = 'icons/obj/lighting.dmi' icon_state = "slime" - item_state = "slime" + inhand_icon_state = "slime" w_class = WEIGHT_CLASS_SMALL slot_flags = INV_SLOTBIT_BELT custom_materials = null @@ -511,7 +511,7 @@ light_range = 4 color = LIGHT_COLOR_GREEN icon_state = "glowstick" - item_state = "glowstick" + inhand_icon_state = "glowstick" slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_NECK grind_results = list(/datum/reagent/phenol = 15, /datum/reagent/hydrogen = 10, /datum/reagent/oxygen = 5) //Meth-in-a-stick rad_flags = RAD_NO_CONTAMINATE @@ -539,7 +539,7 @@ update_icon() /obj/item/flashlight/glowstick/update_icon_state() - item_state = "glowstick" + inhand_icon_state = "glowstick" cut_overlays() //if(!fuel) // icon_state = "glowstick-empty" @@ -548,7 +548,7 @@ var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow") glowstick_overlay.color = color add_overlay(glowstick_overlay) - item_state = "glowstick-on" + inhand_icon_state = "glowstick-on" else icon_state = "glowstick" cut_overlays() @@ -616,7 +616,7 @@ name = "flashdark" desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure." icon_state = "flashdark" - item_state = "flashdark" + inhand_icon_state = "flashdark" light_system = STATIC_LIGHT //The overlay light component is not yet ready to produce darkness. light_range = 0 ///Variable to preserve old lighting behavior in flashlights, to handle darkness. @@ -643,9 +643,9 @@ /obj/item/flashlight/littlelamp name = "Little Lamp" icon_state = "littlelamp" - item_state = "littlelamp" + inhand_icon_state = "littlelamp" /obj/item/flashlight/oldlamp name = "Old Lamp" icon_state = "oldlamp" - item_state = "oldlamp" + inhand_icon_state = "oldlamp" diff --git a/code/game/objects/items/devices/forcefieldprojector.dm b/code/game/objects/items/devices/forcefieldprojector.dm index 480f7c931b..51fc397948 100644 --- a/code/game/objects/items/devices/forcefieldprojector.dm +++ b/code/game/objects/items/devices/forcefieldprojector.dm @@ -6,7 +6,7 @@ slot_flags = INV_SLOTBIT_BELT w_class = WEIGHT_CLASS_SMALL item_flags = NOBLUDGEON - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' custom_materials = list(/datum/material/iron=250, /datum/material/glass=500) diff --git a/code/game/objects/items/devices/geiger_counter.dm b/code/game/objects/items/devices/geiger_counter.dm index 78d3368b09..84d50a0556 100644 --- a/code/game/objects/items/devices/geiger_counter.dm +++ b/code/game/objects/items/devices/geiger_counter.dm @@ -13,7 +13,7 @@ desc = "A handheld device used for detecting and measuring radiation pulses." icon = 'icons/obj/device.dmi' icon_state = "geiger_off" - item_state = "multitool" + inhand_icon_state = "multitool" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_SMALL diff --git a/code/game/objects/items/devices/instruments.dm b/code/game/objects/items/devices/instruments.dm index f374f9a505..b058e00835 100644 --- a/code/game/objects/items/devices/instruments.dm +++ b/code/game/objects/items/devices/instruments.dm @@ -42,7 +42,7 @@ name = "violin" desc = "A wooden musical instrument with four strings and a bow." icon_state = "violin" - item_state = "violin" + inhand_icon_state = "violin" hitsound = "swing_hit" force_wielded = 35 instrumentId = "violin" @@ -53,7 +53,7 @@ desc = "A golden musical instrument with four strings and a bow." force_wielded = 45 icon_state = "golden_violin" - item_state = "golden_violin" + inhand_icon_state = "golden_violin" resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF /obj/item/instrument/piano_synth @@ -61,7 +61,7 @@ desc = "An advanced electronic synthesizer that can be used as various instruments." force_wielded = 40 icon_state = "synth" - item_state = "synth" + inhand_icon_state = "synth" instrumentId = "piano" instrumentExt = "ogg" var/static/list/insTypes = list("accordion" = "mid", "bikehorn" = "ogg", "glockenspiel" = "mid", "guitar" = "ogg", "harmonica" = "mid", "piano" = "ogg", "recorder" = "mid", "saxophone" = "mid", "trombone" = "mid", "violin" = "mid", "xylophone" = "mid") //No eguitar you ear-rapey fuckers. @@ -75,7 +75,7 @@ name = "guitar" desc = "It's made of wood and has bronze strings." icon_state = "guitar" - item_state = "guitar" + inhand_icon_state = "guitar" force_wielded = 40 instrumentExt = "ogg" attack_verb = list("played metal on", "serenaded", "crashed", "smashed") @@ -86,7 +86,7 @@ name = "electric guitar" desc = "Makes all your shredding needs possible." icon_state = "eguitar" - item_state = "eguitar" + inhand_icon_state = "eguitar" force = 30 force_wielded = 47 //Rock on, mother fucker. ~TK attack_verb = list("played metal on", "shredded", "crashed", "smashed") @@ -99,7 +99,7 @@ desc = "Smooth metal bars perfect for any marching band." force_wielded = 35 icon_state = "glockenspiel" - item_state = "glockenspiel" + inhand_icon_state = "glockenspiel" instrumentId = "glockenspiel" instrumentExt = "mid" @@ -108,7 +108,7 @@ desc = "Pun-Pun not included." force_wielded = 40 icon_state = "accordion" - item_state = "accordion" + inhand_icon_state = "accordion" instrumentId = "accordion" instrumentExt = "mid" @@ -117,7 +117,7 @@ desc = "To announce the arrival of the king!" force_wielded = 35 icon_state = "trumpet" - item_state = "trombone" + inhand_icon_state = "trombone" instrumentId = "trombone" instrumentExt = "mid" @@ -126,7 +126,7 @@ desc = "Things are about to get spooky!" force_wielded = 35 icon_state = "trumpet" - item_state = "trombone" + inhand_icon_state = "trombone" force = 0 instrumentId = "trombone" attack_verb = list("played","jazzed","trumpeted","mourned","dooted","spooked") @@ -144,7 +144,7 @@ desc = "This soothing sound will be sure to leave your audience in tears." force_wielded = 40 icon_state = "saxophone" - item_state = "saxophone" + inhand_icon_state = "saxophone" instrumentId = "saxophone" instrumentExt = "mid" @@ -152,7 +152,7 @@ name = "spectral saxophone" desc = "This spooky sound will be sure to leave mortals in bones." icon_state = "saxophone" - item_state = "saxophone" + inhand_icon_state = "saxophone" instrumentId = "saxophone" force = 20 attack_verb = list("played","jazzed","saxxed","mourned","dooted","spooked") @@ -170,7 +170,7 @@ desc = "How can any pool table ever hope to compete?" force_wielded = 35 icon_state = "trombone" - item_state = "trombone" + inhand_icon_state = "trombone" instrumentId = "trombone" instrumentExt = "mid" @@ -180,7 +180,7 @@ force_wielded = 40 instrumentId = "trombone" icon_state = "trombone" - item_state = "trombone" + inhand_icon_state = "trombone" force = 20 attack_verb = list("played","jazzed","tromboned","mourned","dooted","spooked") @@ -198,7 +198,7 @@ force = 5 force_wielded = 20 //Don't worry about it. ~TK icon_state = "recorder" - item_state = "recorder" + inhand_icon_state = "recorder" instrumentId = "recorder" instrumentExt = "mid" @@ -206,7 +206,7 @@ name = "harmonica" desc = "For when you get a bad case of the blues." icon_state = "harmonica" - item_state = "harmonica" + inhand_icon_state = "harmonica" instrumentId = "harmonica" instrumentExt = "mid" slot_flags = INV_SLOTBIT_MASK @@ -225,7 +225,7 @@ name = "gilded bike horn" desc = "An exquisitely decorated bike horn, capable of honking in a variety of notes." icon_state = "bike_horn" - item_state = "bike_horn" + inhand_icon_state = "bike_horn" lefthand_file = 'icons/mob/inhands/equipment/horns_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/horns_righthand.dmi' attack_verb = list("beautifully honks") diff --git a/code/game/objects/items/devices/laserpointer.dm b/code/game/objects/items/devices/laserpointer.dm index 50e8165157..882b119d2e 100644 --- a/code/game/objects/items/devices/laserpointer.dm +++ b/code/game/objects/items/devices/laserpointer.dm @@ -3,7 +3,7 @@ desc = "Don't shine it in your eyes!" icon = 'icons/obj/device.dmi' icon_state = "pointer" - item_state = "pen" + inhand_icon_state = "pen" var/pointer_icon_state flags_1 = CONDUCT_1 item_flags = NOBLUDGEON diff --git a/code/game/objects/items/devices/lightreplacer.dm b/code/game/objects/items/devices/lightreplacer.dm index b0a7d737a1..1f8303e33e 100644 --- a/code/game/objects/items/devices/lightreplacer.dm +++ b/code/game/objects/items/devices/lightreplacer.dm @@ -45,7 +45,7 @@ icon = 'icons/obj/janitor.dmi' icon_state = "lightreplacer0" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' diff --git a/code/game/objects/items/devices/megaphone.dm b/code/game/objects/items/devices/megaphone.dm index 05a9b3d8d6..93a9d607cd 100644 --- a/code/game/objects/items/devices/megaphone.dm +++ b/code/game/objects/items/devices/megaphone.dm @@ -3,7 +3,7 @@ desc = "A device used to project your voice. Loudly." icon = 'icons/obj/device.dmi' icon_state = "megaphone" - item_state = "radio" + inhand_icon_state = "radio" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -66,7 +66,7 @@ desc = "A horn carried by roman flagbearers to inform the commander's orders to the troops. Loudly." icon = 'icons/obj/musician.dmi' icon_state = "cornu" - item_state = "cornu" + inhand_icon_state = "cornu" lefthand_file = 'icons/mob/inhands/equipment/horns_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/horns_righthand.dmi' megaphone_sound = 'sound/items/cornu.ogg' diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm index 74dac3f39c..723b050780 100644 --- a/code/game/objects/items/devices/multitool.dm +++ b/code/game/objects/items/devices/multitool.dm @@ -15,7 +15,7 @@ desc = "Used for pulsing wires to test which to cut. Not recommended by doctors." icon = 'icons/obj/device.dmi' icon_state = "multitool" - item_state = "multitool" + inhand_icon_state = "multitool" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' force = 5 diff --git a/code/game/objects/items/devices/paicard.dm b/code/game/objects/items/devices/paicard.dm index e90a8b3aa3..ec995df184 100644 --- a/code/game/objects/items/devices/paicard.dm +++ b/code/game/objects/items/devices/paicard.dm @@ -2,7 +2,7 @@ name = "personal AI device" icon = 'icons/obj/aicards.dmi' icon_state = "pai" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_SMALL diff --git a/code/game/objects/items/devices/pipe_painter.dm b/code/game/objects/items/devices/pipe_painter.dm index a4ec05f180..ee61be23c4 100644 --- a/code/game/objects/items/devices/pipe_painter.dm +++ b/code/game/objects/items/devices/pipe_painter.dm @@ -2,7 +2,7 @@ name = "pipe painter" icon = 'icons/obj/bureaucracy.dmi' icon_state = "labeler1" - item_state = "flight" + inhand_icon_state = "flight" item_flags = NOBLUDGEON var/paint_color = "grey" diff --git a/code/game/objects/items/devices/polycircuit.dm b/code/game/objects/items/devices/polycircuit.dm index fab036c68f..40ae5da384 100644 --- a/code/game/objects/items/devices/polycircuit.dm +++ b/code/game/objects/items/devices/polycircuit.dm @@ -2,7 +2,7 @@ name = "polycircuit aggregate" desc = "A dense, overdesigned cluster of electronics which attempted to function as a multipurpose circuit electronic. Circuits can be removed from it... if you don't bleed out in the process." icon_state = "circuit_mess" - item_state = "rods" + inhand_icon_state = "rods" w_class = WEIGHT_CLASS_TINY max_amount = 8 var/circuit_type = /obj/item/electronics/airlock diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm index bf0f5a1907..3434c12b74 100644 --- a/code/game/objects/items/devices/powersink.dm +++ b/code/game/objects/items/devices/powersink.dm @@ -7,7 +7,7 @@ GLOBAL_LIST_EMPTY(power_sinks) name = "power sink" icon = 'icons/obj/device.dmi' icon_state = "powersink0" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_BULKY diff --git a/code/game/objects/items/devices/pressureplates.dm b/code/game/objects/items/devices/pressureplates.dm index 2dd6efefe6..7acceb88bb 100644 --- a/code/game/objects/items/devices/pressureplates.dm +++ b/code/game/objects/items/devices/pressureplates.dm @@ -3,7 +3,7 @@ name = "pressure plate" desc = "An electronic device that triggers when stepped on." icon = 'icons/obj/device.dmi' - item_state = "flash" + inhand_icon_state = "flash" icon_state = "pressureplate" level = 1 var/trigger_mob = TRUE diff --git a/code/game/objects/items/devices/quantum_keycard.dm b/code/game/objects/items/devices/quantum_keycard.dm index 61014c87c1..d39334fcb9 100644 --- a/code/game/objects/items/devices/quantum_keycard.dm +++ b/code/game/objects/items/devices/quantum_keycard.dm @@ -3,7 +3,7 @@ desc = "A keycard able to link to a quantum pad's particle signature, allowing other quantum pads to travel there instead of their linked pad." icon = 'icons/obj/device.dmi' icon_state = "quantum_keycard" - item_state = "card-id" + inhand_icon_state = "card-id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' w_class = WEIGHT_CLASS_TINY diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm index 2293f7064d..a01607072f 100644 --- a/code/game/objects/items/devices/radio/electropack.dm +++ b/code/game/objects/items/devices/radio/electropack.dm @@ -3,7 +3,7 @@ desc = "Dance my monkeys! DANCE!!!" icon = 'icons/obj/radio.dmi' icon_state = "electropack0" - item_state = "electropack" + inhand_icon_state = "electropack" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' flags_1 = CONDUCT_1 @@ -136,7 +136,7 @@ desc = "A reinforced metal collar. It seems to have some form of wiring near the front. A small lock is present, though it seems impossible to get it off anyway without external help." icon = 'icons/obj/clothing/neck.dmi' icon_state = "slavecollar" - item_state = "slavecollar" + inhand_icon_state = "slavecollar" body_parts_covered = NECK slot_flags = INV_SLOTBIT_NECK //no more pocket shockers. Now done without lazyness w_class = WEIGHT_CLASS_SMALL @@ -217,7 +217,7 @@ desc = "A thick reinforced metal collar. 'Explosion' danger symbols line the outside. A small lock is present, though it seems impossible to get it off anyway without external help." icon = 'icons/obj/clothing/neck.dmi' icon_state = "slavecollarb" - item_state = "slavecollarb" + inhand_icon_state = "slavecollarb" slot_flags = INV_SLOTBIT_NECK w_class = WEIGHT_CLASS_SMALL body_parts_covered = NECK diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index c727c2b99e..9cc48c2fcf 100644 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -29,7 +29,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "radio headset" desc = "An updated, modular intercom that fits over the head. Takes encryption keys." icon_state = "headset" - item_state = "headset" + inhand_icon_state = "headset" custom_materials = list(/datum/material/iron=75) subspace_transmission = TRUE canhear_range = 0 // can't hear headsets from very far away @@ -95,7 +95,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "syndicate headset" desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs." icon_state = "syndie_headset" - item_state = "syndie_headset" + inhand_icon_state = "syndie_headset" bowman = TRUE /obj/item/radio/headset/syndicate/alt/leader @@ -123,7 +123,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "security bowman headset" desc = "This is used by your elite security force. Protects ears from flashbangs." icon_state = "sec_headset_alt" - item_state = "sec_headset_alt" + inhand_icon_state = "sec_headset_alt" bowman = TRUE /obj/item/radio/headset/headset_eng @@ -142,7 +142,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "reclaimer radio headset" desc = "A sciency headset. Like usual." icon_state = "sci_headset" - item_state = "headset_alt" + inhand_icon_state = "headset_alt" keyslot = new /obj/item/encryptionkey/headset_sci /obj/item/radio/headset/headset_medsci @@ -170,7 +170,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "\proper the captain's bowman headset" desc = "The headset of the boss. Protects ears from flashbangs." icon_state = "com_headset_alt" - item_state = "com_headset_alt" + inhand_icon_state = "com_headset_alt" bowman = TRUE /obj/item/radio/headset/heads/rd @@ -189,7 +189,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "\proper the head of security's bowman headset" desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs." icon_state = "com_headset_alt" - item_state = "com_headset_alt" + inhand_icon_state = "com_headset_alt" bowman = TRUE /obj/item/radio/headset/heads/ce @@ -245,7 +245,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "padded radio headset" desc = "An updated, modular intercom that fits over the head. Takes encryption keys and protects the ears." icon_state = "headset" - item_state = "headset" + inhand_icon_state = "headset" keyslot = null bowman = TRUE @@ -260,7 +260,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "\improper CentCom bowman headset" desc = "A headset especially for emergency response personnel. Protects ears from flashbangs." icon_state = "cent_headset_alt" - item_state = "cent_headset_alt" + inhand_icon_state = "cent_headset_alt" keyslot = null bowman = TRUE @@ -312,7 +312,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "\proper the head of security's bowman headset" desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs.\nTo access the security channel, use :s. For command, use :c. For vault, use :v" icon_state = "com_headset_alt" - item_state = "com_headset_alt" + inhand_icon_state = "com_headset_alt" frequency = FREQ_VAULT freerange = TRUE freqlock = TRUE @@ -342,7 +342,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "NCR Command radio headset" desc = "This is used by the New California Republic.\nTo access the NCR channel, use :w. \nTo access the Ranger channel, use :r. Protects ears from flashbangs." icon_state = "com_headset_alt" - item_state = "com_headset_alt" + inhand_icon_state = "com_headset_alt" keyslot = new /obj/item/encryptionkey/headset_ranger linked_faction = FACTION_NCR factionized = TRUE @@ -356,7 +356,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "Legion radio headset" desc = "This is used by Caesar's Legion.\nTo access the Legion channel, use :l." icon_state = "sec_headset" - item_state = "headset_alt" + inhand_icon_state = "headset_alt" keyslot = new /obj/item/encryptionkey/headset_legion linked_faction = FACTION_LEGION factionized = TRUE @@ -365,7 +365,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( desc = "This is used by the Centurion of Caesar's Legion.\nTo access the Legion channel, use :l. Protects ears from flashbangs." command = TRUE icon_state = "sec_headset_alt" - item_state = "sec_headset_alt" + inhand_icon_state = "sec_headset_alt" /obj/item/radio/headset/headset_legion/cent/ComponentInitialize() . = ..() @@ -404,21 +404,21 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "khan radio headset" desc = "This is used by the Khans.\nTo access the Khan channel, use :h." icon_state = "syndie_headset" - item_state = "headset_alt" + inhand_icon_state = "headset_alt" keyslot = new /obj/item/encryptionkey/headset_khans /obj/item/radio/headset/headset_town/guild name = "guild radio headset" desc = "This is used by the residents of the new boston guild.\nTo access the guild channel, use :g as in guild or f to talk in new boston channel." icon_state = "mine_headset" - item_state = "headset_alt" + inhand_icon_state = "headset_alt" keyslot = new /obj/item/encryptionkey/headset_town/guild /obj/item/radio/headset/headset_biker name = "Hell's Nomads radio headset" desc = "This is used by the Hell's Nomads.\nTo access the Hell's Nomads channel, use :b, to access the ashdown, use :d" icon_state = "syndie_headset" - item_state = "headset_alt" + inhand_icon_state = "headset_alt" keyslot = new /obj/item/encryptionkey/headset_biker /obj/item/radio/headset/headset_town @@ -434,7 +434,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( \nTo access the Nash channel, use :f.\ \nTo access the Nash sheriff channel, use :l." icon_state = "sec_headset_alt" - item_state = "sec_headset_alt" + inhand_icon_state = "sec_headset_alt" bowman = TRUE keyslot = new /obj/item/encryptionkey/headset_town/lawman @@ -495,7 +495,7 @@ GLOBAL_LIST_INIT(channel_tokens, list( name = "\improper Vault-Tec bowman headset" desc = "A headset especially for emergency response personnel. Protects ears from flashbangs.\nTo access the Vault-Tec channel, use :y." icon_state = "cent_headset_alt" - item_state = "cent_headset_alt" + inhand_icon_state = "cent_headset_alt" keyslot = null /obj/item/radio/headset/silicon/pai diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index cee8f7fa2f..47b252bdac 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -2,7 +2,7 @@ icon = 'icons/obj/radio.dmi' name = "handheld transceiver" icon_state = "walkietalkie" - item_state = "walkietalkie" + inhand_icon_state = "walkietalkie" desc = "A basic handheld radio that can both broadcast and recieve signals." dog_fashion = /datum/dog_fashion/back @@ -496,7 +496,7 @@ /obj/item/radio/tribal name = "primitive radio" icon_state = "radio" - item_state = "radio" + inhand_icon_state = "radio" desc = "a homemade radio transceiver made out of transistors and wire." canhear_range = 2 w_class = WEIGHT_CLASS_SMALL @@ -507,7 +507,7 @@ GLOBAL_LIST_INIT(banned_redwater_freqs, list(FREQ_COMMON, 1488)) /obj/item/radio/redwater name = "handheld transceiver" icon_state = "walkietalkie" - item_state = "walkietalkie" + inhand_icon_state = "walkietalkie" desc = "A rugged radio used by even more rugged folk. If you aren't in with the wrong crowd, you probably shouldn't have one of these." canhear_range = 2 w_class = WEIGHT_CLASS_TINY diff --git a/code/game/objects/items/devices/reverse_bear_trap.dm b/code/game/objects/items/devices/reverse_bear_trap.dm index 031fcd176c..e9ce59d97c 100644 --- a/code/game/objects/items/devices/reverse_bear_trap.dm +++ b/code/game/objects/items/devices/reverse_bear_trap.dm @@ -9,7 +9,7 @@ w_class = WEIGHT_CLASS_NORMAL obj_integrity = 300 max_integrity = 300 - item_state = "rack_parts" + inhand_icon_state = "rack_parts" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index 00855afff5..2c40cfeb3e 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -27,7 +27,7 @@ GENETICS SCANNER var/on = FALSE slot_flags = INV_SLOTBIT_BELT w_class = WEIGHT_CLASS_SMALL - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' custom_materials = list(/datum/material/iron=150) @@ -71,7 +71,7 @@ GENETICS SCANNER name = "health analyzer" icon = 'icons/obj/device.dmi' icon_state = "health" - item_state = "healthanalyzer" + inhand_icon_state = "healthanalyzer" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' desc = "A hand-held body scanner able to distinguish vital signs of the subject." @@ -127,7 +127,7 @@ GENETICS SCANNER name = "general malaise book" icon = 'icons/obj/device.dmi' icon_state = "health_tribal" - item_state = "health_tribal" + inhand_icon_state = "health_tribal" desc = "A big compendium containing a complete guide on all illnesses and wounds." /obj/item/healthanalyzer/tribal/attack_self(mob/user) @@ -691,7 +691,7 @@ GENETICS SCANNER name = "analyzer" icon = 'icons/obj/device.dmi' icon_state = "analyzer" - item_state = "analyzer" + inhand_icon_state = "analyzer" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -905,7 +905,7 @@ GENETICS SCANNER desc = "A device that analyzes a slime's internal composition and measures its stats." icon = 'icons/obj/device.dmi' icon_state = "adv_spectrometer" - item_state = "analyzer" + inhand_icon_state = "analyzer" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -961,7 +961,7 @@ GENETICS SCANNER name = "nanite scanner" icon = 'icons/obj/device.dmi' icon_state = "nanite_scanner" - item_state = "nanite_remote" + inhand_icon_state = "nanite_remote" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' desc = "A hand-held body scanner able to detect nanites and their programming." @@ -987,7 +987,7 @@ GENETICS SCANNER name = "genetic sequence scanner" icon = 'icons/obj/device.dmi' icon_state = "gene" - item_state = "healthanalyzer" + inhand_icon_state = "healthanalyzer" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' desc = "A hand-held scanner for analyzing someones gene sequence on the fly. Hold near a DNA console to update the internal database." diff --git a/code/game/objects/items/devices/taperecorder.dm b/code/game/objects/items/devices/taperecorder.dm index 4cd539b8c6..8f14dfd847 100644 --- a/code/game/objects/items/devices/taperecorder.dm +++ b/code/game/objects/items/devices/taperecorder.dm @@ -3,7 +3,7 @@ desc = "A device that can record to cassette tapes, and play them. It automatically translates the content in playback." icon = 'icons/obj/device.dmi' icon_state = "taperecorder_empty" - item_state = "analyzer" + inhand_icon_state = "analyzer" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -237,7 +237,7 @@ desc = "A magnetic tape that can hold up to ten minutes of content." icon_state = "tape_white" icon = 'icons/obj/device.dmi' - item_state = "analyzer" + inhand_icon_state = "analyzer" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_TINY diff --git a/code/game/objects/items/devices/traitordevices.dm b/code/game/objects/items/devices/traitordevices.dm index 89d3410fc7..a6f51f9870 100644 --- a/code/game/objects/items/devices/traitordevices.dm +++ b/code/game/objects/items/devices/traitordevices.dm @@ -25,7 +25,7 @@ effective or pretty fucking useless. throw_speed = 3 throw_range = 7 flags_1 = CONDUCT_1 - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' @@ -188,7 +188,7 @@ effective or pretty fucking useless. desc = "Makes you invisible for short periods of time. Recharges in darkness." icon = 'icons/obj/clothing/belts.dmi' icon_state = "utilitybelt" - item_state = "utility" + inhand_icon_state = "utility" slot_flags = INV_SLOTBIT_BELT attack_verb = list("whipped", "lashed", "disciplined") diff --git a/code/game/objects/items/devices/transfer_valve.dm b/code/game/objects/items/devices/transfer_valve.dm index b6c02d2e98..e36a7fda1a 100644 --- a/code/game/objects/items/devices/transfer_valve.dm +++ b/code/game/objects/items/devices/transfer_valve.dm @@ -2,7 +2,7 @@ icon = 'icons/obj/assemblies.dmi' name = "tank transfer valve" icon_state = "valve_1" - item_state = "ttv" + inhand_icon_state = "ttv" lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi' desc = "Regulates the transfer of air between two tanks." diff --git a/code/game/objects/items/documents.dm b/code/game/objects/items/documents.dm index 31d308252c..4573fa8041 100644 --- a/code/game/objects/items/documents.dm +++ b/code/game/objects/items/documents.dm @@ -3,7 +3,7 @@ desc = "\"Top Secret\" documents." icon = 'icons/obj/bureaucracy.dmi' icon_state = "docs_generic" - item_state = "paper" + inhand_icon_state = "paper" throwforce = 0 w_class = WEIGHT_CLASS_TINY throw_range = 1 diff --git a/code/game/objects/items/dualsaber.dm b/code/game/objects/items/dualsaber.dm index 77b3685959..40e7eb3816 100644 --- a/code/game/objects/items/dualsaber.dm +++ b/code/game/objects/items/dualsaber.dm @@ -253,7 +253,7 @@ icon_state = "hypereutactic" lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi' righthand_file = 'icons/mob/inhands/64x64_righthand.dmi' - item_state = "hypereutactic" + inhand_icon_state = "hypereutactic" inhand_x_dimension = 64 inhand_y_dimension = 64 name = "hypereutactic blade" diff --git a/code/game/objects/items/electrostaff.dm b/code/game/objects/items/electrostaff.dm index d83ce342e0..584643c872 100644 --- a/code/game/objects/items/electrostaff.dm +++ b/code/game/objects/items/electrostaff.dm @@ -2,7 +2,7 @@ /obj/item/electrostaff icon = 'icons/obj/items_and_weapons.dmi' icon_state = "electrostaff" - item_state = "electrostaff" + inhand_icon_state = "electrostaff" lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' name = "riot suppression electrostaff" @@ -123,9 +123,9 @@ /obj/item/electrostaff/update_icon_state() if(!wielded) - icon_state = item_state = "electrostaff" + icon_state = inhand_icon_state = "electrostaff" else - icon_state = item_state = (on? "electrostaff_1" : "electrostaff_0") + icon_state = inhand_icon_state = (on? "electrostaff_1" : "electrostaff_0") /obj/item/electrostaff/examine(mob/living/user) . = ..() diff --git a/code/game/objects/items/extinguisher.dm b/code/game/objects/items/extinguisher.dm index 4a8f23c3e8..e063e95e15 100644 --- a/code/game/objects/items/extinguisher.dm +++ b/code/game/objects/items/extinguisher.dm @@ -3,7 +3,7 @@ desc = "A traditional red fire extinguisher." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "fire_extinguisher0" - item_state = "fire_extinguisher" + inhand_icon_state = "fire_extinguisher" hitsound = 'sound/weapons/smash.ogg' flags_1 = CONDUCT_1 throwforce = 10 @@ -30,7 +30,7 @@ name = "pocket fire extinguisher" desc = "A light and compact fibreglass-framed model fire extinguisher." icon_state = "miniFE0" - item_state = "miniFE" + inhand_icon_state = "miniFE" hitsound = null //it is much lighter, after all. flags_1 = null //doesn't CONDUCT_1 throwforce = 2 @@ -45,7 +45,7 @@ name = "GekkerTec integrated DataPal fire suppression device" desc = "A light and compact fibreglass-framed model fire extinguisher. It's also pretty darn solid for something so small." icon_state = "miniFE0" - item_state = "miniFE" + inhand_icon_state = "miniFE" flags_1 = null //doesn't CONDUCT_1 throwforce = 30 w_class = WEIGHT_CLASS_TINY @@ -59,7 +59,7 @@ name = "pocket fire extinguisher" desc = "A old fashen pocket fire extinguisher that has been modified with a larger water tank, and a small high-power sprayer. It feels cool to the touch and has a small humming to it..." icon_state = "miniFE0" - item_state = "miniFE" + inhand_icon_state = "miniFE" throwforce = 1 w_class = WEIGHT_CLASS_SMALL force = 2 @@ -77,7 +77,7 @@ name = "advanced fire extinguisher" desc = "Used to stop thermonuclear fires from spreading inside your engine." icon_state = "foam_extinguisher0" - //item_state = "foam_extinguisher" needs sprite + //inhand_icon_state = "foam_extinguisher" needs sprite dog_fashion = null chem = /datum/reagent/firefighting_foam tanktype = /obj/structure/reagent_dispensers/foamtank diff --git a/code/game/objects/items/fallout13misc.dm b/code/game/objects/items/fallout13misc.dm index 2e967213e7..d034d273ca 100644 --- a/code/game/objects/items/fallout13misc.dm +++ b/code/game/objects/items/fallout13misc.dm @@ -6,7 +6,7 @@ desc = "A durable laser-readable storage device produced by Wattz Electronics, based on the tape holography technology, storing their information safely for extended periods of time." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "holodisk" - item_state = "holodisk" + inhand_icon_state = "holodisk" throwforce = 0 hitsound = null w_class = 1.0 @@ -152,7 +152,7 @@ GLOBAL_LIST_EMPTY(all_flags) layer = 4.1 icon = 'icons/obj/flags.dmi' icon_state = "emptyflag" - item_state = "emptyflag" + inhand_icon_state = "emptyflag" var/removing /// Number of sheets of leather to hang up a flag. var/flagcost = 3 @@ -216,7 +216,7 @@ GLOBAL_LIST_EMPTY(all_flags) name = initial(F.name) desc = initial(F.desc) icon_state = initial(F.icon_state) - item_state = initial(F.item_state) + inhand_icon_state = initial(F.inhand_icon_state) update_icon() /obj/item/flag/proc/unflag(mob/user, obj/item/sharpthing) @@ -242,31 +242,31 @@ GLOBAL_LIST_EMPTY(all_flags) name = "Two Bear flag" desc = "A flag with a two headed bear, the symbol of the Chibeara Clan. Or something." icon_state = "ncrflag" - item_state = "ncrflag" + inhand_icon_state = "ncrflag" /obj/item/flag/bos name = "Flying Sword Magnet flag" desc = "A red and black flag with a sword surrounded in magnets and wings, the symbol of the Fridgeknife clan. Or something." icon_state = "bosflag" - item_state = "bosflag" + inhand_icon_state = "bosflag" /obj/item/flag/legion name = "Fat Unicorn flag" desc = "A flag with a fat unicorn, the symbol of the Magiquestrian Pranceliance. Or something." icon_state = "legionflag" - item_state = "legionflag" + inhand_icon_state = "legionflag" /obj/item/flag/oasis name = "Crossflower flag" desc = "A flag depicting a stylised pink flower on a green background, the symbol of the Feverblossom Family. Or something." icon_state = "oasisflag" - item_state = "oasisflag" + inhand_icon_state = "oasisflag" /obj/item/flag/followers name = "Clinic flag" desc = "A white flag with a turqoise cross on it representing the clinic doctors." icon_state = "followersflag" - item_state = "followersflag" + inhand_icon_state = "followersflag" /// Locust flag but renamed to bandit. @@ -274,7 +274,7 @@ GLOBAL_LIST_EMPTY(all_flags) name = "Grody Skull flag" desc = "A flag with a skull, the symbol of the Grody Skull Gang. Or something." icon_state = "locustflag" - item_state = "locustflag" + inhand_icon_state = "locustflag" /// Gunner flag but renamed to Outlaw. @@ -282,73 +282,73 @@ GLOBAL_LIST_EMPTY(all_flags) name = "Knife Skull flag" desc = "A ragged flag with a skull with a knife through its face, the symbol of the Peeper Pokers. Or something." icon_state = "gunnerflag" - item_state = "gunnerflag" + inhand_icon_state = "gunnerflag" /obj/item/flag/yuma name = "Yuma banner" desc = "A banner depicting three rivers meeting at its center, overlaid with an ear of corn." icon_state = "cornflag" - item_state = "cornflag" + inhand_icon_state = "cornflag" /obj/item/flag/vtcc name = "Liney-Dot flag" desc = "A flag with a white circle and lines on top of red and white blocks, the symbol of the Stretched Out Asterisk Alliance. Or something" icon_state = "vtccflag" - item_state = "vtccflag" + inhand_icon_state = "vtccflag" /obj/item/flag/vtcc/highvhills name = "Tall Liney-Dot flag" desc = "A flag with the Liney-Dot logo turned on its side and stretched out, the symbol of the Tall Terriers Troupe. Or something." icon_state = "hvhflag" - item_state = "vtccflag" + inhand_icon_state = "vtccflag" /obj/item/flag/khan name = "Horny Marauder flag" desc = "A flag with a moustached skull wearing a helmet with horns on, the symbol of the Angry Andies. Or something" icon_state = "khanflag" - item_state = "khanflag" + inhand_icon_state = "khanflag" /obj/item/flag/uk name = "Red Asterisk flag" desc = "A flag with a red asterisk overlaid on blue and white blocks, the symbol of the Criss Cross Crew. Or something." icon_state = "ukflag" - item_state = "khanflag" + inhand_icon_state = "khanflag" /obj/item/flag/straya name = "Mini Blue Asterisk flag" desc = "A flag with a tiny red asterisk in the corner of a blue field with stars on, the symbol of the Criss Cross Correctional Colony. Or something." icon_state = "strayaflag" - item_state = "khanflag" + inhand_icon_state = "khanflag" /obj/item/flag/raj name = "Mini Red Asterisk-and-Circle flag" desc = "A flag with a tiny red asterisk in the corner of a red field with a yellow circle on, the symbol of the Criss Cross Circle Court. Or something." icon_state = "rajflag" - item_state = "khanflag" + inhand_icon_state = "khanflag" /obj/item/flag/canada name = "Mini Red Asterisk-and-Leaf flag" desc = "A flag with a tiny red asterisk in the corner of a red field with a white leaf on, the symbol of the Criss Cross Cultivators. Or something." icon_state = "rajflag" - item_state = "khanflag" + inhand_icon_state = "khanflag" /obj/item/flag/japan name = "Red Dot flag" desc = "A flag with a red circle on a white background, the symbol of the Lazor Sytez. Or something." icon_state = "japanflag" - item_state = "khanflag" + inhand_icon_state = "khanflag" /obj/item/flag/germany name = "Black Red and Yellow flag" desc = "A flag with black, red, and yellow bars, the symbol of the Rotten Neapolitans. Or something." icon_state = "germanyflag" - item_state = "khanflag" + inhand_icon_state = "khanflag" /obj/item/flag/usa name = "Red White and Blue flag" desc = "A flag with red and white stripes and a blue square full of stars, the symbol of the Pajama Pouncers. Or something." icon_state = "usaflag" - item_state = "khanflag" + inhand_icon_state = "khanflag" /* OLDER things that isnt the flags in a way, and how to use them in the upper things. @@ -357,26 +357,26 @@ GLOBAL_LIST_EMPTY(all_flags) name = "NCR flag" desc = "A flag with a two headed bear, the symbol of the New California Republic." icon_state = "ncrflag" - item_state = "ncrflag" + inhand_icon_state = "ncrflag" faction = "NCR" if(FACTION_LEGION) name = "Larper flag" desc = "A flag with a golden bull, the symbol of Caesar's Legion." icon_state = "legionflag" - item_state = "legionflag" + inhand_icon_state = "legionflag" faction = FACTION_LEGION if("Yuma") name = "Yuma flag" desc = "A banner depicting three rivers meeting at its center, overlaid with an ear of corn." icon_state = "cornflag" - item_state = "cornflag" + inhand_icon_state = "cornflag" faction = FACTION_OASIS if("Great Khans") name = "Great Khans flag" desc = "A flag worn and weathered from a long cherished history. A decorated smiling skull smiles mockingly upon those who challenge it." icon_state = "khanflag" - item_state = "khanflag" + inhand_icon_state = "khanflag" faction = "Great Khans" */ diff --git a/code/game/objects/items/fishingrod.dm b/code/game/objects/items/fishingrod.dm index 170a540215..efb59f77bf 100644 --- a/code/game/objects/items/fishingrod.dm +++ b/code/game/objects/items/fishingrod.dm @@ -29,7 +29,7 @@ GLOBAL_LIST_INIT(fish_rates, list( desc = "A long pole that was once used to capture mighty beasts from the sea." icon = 'icons/obj/fish/fish_items.dmi' icon_state = "fishingrod" - item_state = "fishing_rod" + inhand_icon_state = "fishing_rod" lefthand_file = 'icons/obj/fishingrod_lefthand.dmi' righthand_file = 'icons/obj/fishingrod_righthand.dmi' //this is for checking diff --git a/code/game/objects/items/flamethrower.dm b/code/game/objects/items/flamethrower.dm index 269ca797d3..e300e74db4 100644 --- a/code/game/objects/items/flamethrower.dm +++ b/code/game/objects/items/flamethrower.dm @@ -3,7 +3,7 @@ desc = "I am a firestarter!" icon = 'icons/obj/flamethrower.dmi' icon_state = "flamethrowerbase" - item_state = "flamethrower_0" + inhand_icon_state = "flamethrower_0" lefthand_file = 'icons/mob/inhands/weapons/flamethrower_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/flamethrower_righthand.dmi' flags_1 = CONDUCT_1 @@ -53,7 +53,7 @@ igniter.flamethrower_process(location) /obj/item/flamethrower/update_icon_state() - item_state = "flamethrower_[lit]" + inhand_icon_state = "flamethrower_[lit]" /obj/item/flamethrower/update_overlays() . = ..() diff --git a/code/game/objects/items/gift.dm b/code/game/objects/items/gift.dm index ea28157841..aeaf6d99bf 100644 --- a/code/game/objects/items/gift.dm +++ b/code/game/objects/items/gift.dm @@ -15,7 +15,7 @@ GLOBAL_LIST_EMPTY(possible_gifts) desc = "PRESENTS!!!! eek!" icon = 'icons/obj/storage.dmi' icon_state = "giftdeliverypackage3" - item_state = "gift" + inhand_icon_state = "gift" resistance_flags = FLAMMABLE /obj/item/a_gift/New() @@ -89,7 +89,7 @@ GLOBAL_LIST_EMPTY(possible_gifts) var/list/gift_types_list = subtypesof(/obj/item) for(var/V in gift_types_list) var/obj/item/I = V - if((!initial(I.icon_state)) || (!initial(I.item_state)) || (initial(I.item_flags) & ABSTRACT)) + if((!initial(I.icon_state)) || (!initial(I.inhand_icon_state)) || (initial(I.item_flags) & ABSTRACT)) gift_types_list -= V GLOB.possible_gifts = gift_types_list var/gift_type = pick(GLOB.possible_gifts) diff --git a/code/game/objects/items/grenades/antigravity.dm b/code/game/objects/items/grenades/antigravity.dm index 6caebeedfc..06aa728764 100644 --- a/code/game/objects/items/grenades/antigravity.dm +++ b/code/game/objects/items/grenades/antigravity.dm @@ -1,7 +1,7 @@ /obj/item/grenade/antigravity name = "antigravity grenade" icon_state = "emp" - item_state = "emp" + inhand_icon_state = "emp" var/range = 7 var/forced_value = 0 diff --git a/code/game/objects/items/grenades/chem_grenade.dm b/code/game/objects/items/grenades/chem_grenade.dm index 429eacfe42..aacfa69e40 100644 --- a/code/game/objects/items/grenades/chem_grenade.dm +++ b/code/game/objects/items/grenades/chem_grenade.dm @@ -6,7 +6,7 @@ name = "chemical grenade" desc = "A custom made grenade." icon_state = "chemg" - item_state = "flashbang" + inhand_icon_state = "flashbang" w_class = WEIGHT_CLASS_SMALL force = 2 var/stage = EMPTY diff --git a/code/game/objects/items/grenades/emgrenade.dm b/code/game/objects/items/grenades/emgrenade.dm index 57e1b2ad50..26410e546c 100644 --- a/code/game/objects/items/grenades/emgrenade.dm +++ b/code/game/objects/items/grenades/emgrenade.dm @@ -2,7 +2,7 @@ name = "pulse grenade" desc = "It is designed to wreak havoc on electronic systems." icon_state = "emp" - item_state = "emp" + inhand_icon_state = "emp" /obj/item/grenade/empgrenade/prime(mob/living/lanced_by) . = ..() diff --git a/code/game/objects/items/grenades/f13grenade.dm b/code/game/objects/items/grenades/f13grenade.dm index 979f81bc14..4482106286 100644 --- a/code/game/objects/items/grenades/f13grenade.dm +++ b/code/game/objects/items/grenades/f13grenade.dm @@ -3,7 +3,7 @@ desc = "If you are seeing this something went wrong." icon = 'icons/obj/grenade.dmi' icon_state = "syndicate" - item_state = "flashbang" + inhand_icon_state = "flashbang" ex_dev = 0 ex_heavy = 0 ex_light = 0 diff --git a/code/game/objects/items/grenades/flashbang.dm b/code/game/objects/items/grenades/flashbang.dm index 596b67c016..879c5c6dc6 100644 --- a/code/game/objects/items/grenades/flashbang.dm +++ b/code/game/objects/items/grenades/flashbang.dm @@ -1,7 +1,7 @@ /obj/item/grenade/flashbang name = "flashbang" icon_state = "flashbang" - item_state = "flashbang" + inhand_icon_state = "flashbang" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' var/flashbang_range = 7 //how many tiles away the mob will be stunned. @@ -47,7 +47,7 @@ /obj/item/grenade/stingbang name = "stingbang" icon_state = "timeg" - item_state = "flashbang" + inhand_icon_state = "flashbang" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' var/flashbang_range = 1 //how many tiles away the mob will be stunned. @@ -114,7 +114,7 @@ name = "rotfrag grenade" desc = "A grenade that generates more shrapnel the more you rotate it in your hand after pulling the pin. This one releases shrapnel shards." icon_state = "timeg" - item_state = "flashbang" + inhand_icon_state = "flashbang" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' var/rots_per_mag = 3 /// how many times we need to "rotate" the charge in hand per extra tile of magnitude diff --git a/code/game/objects/items/grenades/ghettobomb.dm b/code/game/objects/items/grenades/ghettobomb.dm index 02dbf2c5e7..eea9a302da 100644 --- a/code/game/objects/items/grenades/ghettobomb.dm +++ b/code/game/objects/items/grenades/ghettobomb.dm @@ -4,7 +4,7 @@ icon = 'icons/fallout/objects/guns/explosives.dmi' lefthand_file = 'icons/fallout/onmob/weapons/special_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/special_righthand.dmi' - item_state = "ied" + inhand_icon_state = "ied" w_class = WEIGHT_CLASS_SMALL flags_1 = CONDUCT_1 slot_flags = INV_SLOTBIT_BELT //fenny stinky @@ -39,7 +39,7 @@ name = "coffeepot bomb" desc = "What happens when you fill a coffeepot with blackpowder and bits of metal, then hook up a eggclock timer to a wire stuck inside? Better throw it far away before finding out. Cannot be thrown far." icon_state = "coffeebomb" - item_state = "coffeebomb" + inhand_icon_state = "coffeebomb" throw_range = 5 var/datum/looping_sound/reverse_bear_trap/soundloop @@ -71,7 +71,7 @@ name = "firebomb" desc = "A firebomb, basically a metal flask filled with fuel and a crude igniter to cause a small explosion that sends burning fuel over a large area." icon_state = "firebomb" - item_state = "ied" + inhand_icon_state = "ied" /obj/item/grenade/homemade/firebomb/prime(mob/living/lanced_by) //Blowing that can up obsolete . = ..() @@ -91,7 +91,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/special_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/special_righthand.dmi' icon_state = "molotov" - item_state = "ied" + inhand_icon_state = "ied" list_reagents = list() volume = 50 var/list/accelerants = list( @@ -147,7 +147,7 @@ to_chat(user, span_info("I light [src] on fire.")) icon_state = initial(icon_state) + "_active" - item_state = initial(item_state) + "_active" + inhand_icon_state = initial(inhand_icon_state) + "_active" if(isGlass) return addtimer(CALLBACK(src,PROC_REF(splash_and_boom)), 5 SECONDS) diff --git a/code/game/objects/items/grenades/grenade.dm b/code/game/objects/items/grenades/grenade.dm index 0edf62e8ef..23e049c18e 100644 --- a/code/game/objects/items/grenades/grenade.dm +++ b/code/game/objects/items/grenades/grenade.dm @@ -4,7 +4,7 @@ w_class = WEIGHT_CLASS_SMALL icon = 'icons/obj/grenade.dmi' icon_state = "grenade" - item_state = "flashbang" + inhand_icon_state = "flashbang" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' throw_speed = 3 @@ -122,7 +122,7 @@ playsound(src, preprime_sound, volume, 1) active = TRUE icon_state = initial(icon_state) + "_active" - item_state = initial(item_state) + "_active" + inhand_icon_state = initial(inhand_icon_state) + "_active" addtimer(CALLBACK(src,PROC_REF(prime)), isnull(delayoverride)? det_time : delayoverride) // Turn on the grenade if shot @@ -149,7 +149,7 @@ to_chat(user, span_warning("I prime [src]! [DisplayTimeText(det_time)]!")) active = TRUE icon_state = initial(icon_state) + "_active" - item_state = initial(item_state) + "_active" + inhand_icon_state = initial(inhand_icon_state) + "_active" addtimer(CALLBACK(src,PROC_REF(prime)), isnull(delayoverride)? det_time : delayoverride) // For hissing fuse sound @@ -166,7 +166,7 @@ playsound(src, preprime_sound, volume, 1) active = TRUE icon_state = initial(icon_state) + "_active" - item_state = initial(item_state) + "_active" + inhand_icon_state = initial(inhand_icon_state) + "_active" addtimer(CALLBACK(src,PROC_REF(prime)), isnull(delayoverride)? det_time : delayoverride) diff --git a/code/game/objects/items/grenades/plastic.dm b/code/game/objects/items/grenades/plastic.dm index ba6b7d46d3..fc6c4ae44d 100644 --- a/code/game/objects/items/grenades/plastic.dm +++ b/code/game/objects/items/grenades/plastic.dm @@ -2,7 +2,7 @@ name = "plastic explosive" desc = "Used to put holes in specific areas without too much extra hole." icon_state = "plastic-explosive0" - item_state = "plastic-explosive" + inhand_icon_state = "plastic-explosive" lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi' item_flags = NOBLUDGEON @@ -22,7 +22,7 @@ /obj/item/grenade/plastic/Initialize() . = ..() - plastic_overlay = mutable_appearance(icon, "[item_state]2", HIGH_OBJ_LAYER) + plastic_overlay = mutable_appearance(icon, "[inhand_icon_state]2", HIGH_OBJ_LAYER) var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED =PROC_REF(on_entered), @@ -146,9 +146,9 @@ /obj/item/grenade/plastic/update_icon_state() if(nadeassembly) - icon_state = "[item_state]1" + icon_state = "[inhand_icon_state]1" else - icon_state = "[item_state]0" + icon_state = "[inhand_icon_state]0" ////////////////////////// ///// The Explosives ///// @@ -209,7 +209,7 @@ name = "X4" desc = "A shaped high-explosive breaching charge. Designed to ensure user safety and wall nonsafety." icon_state = "plasticx40" - item_state = "plasticx4" + inhand_icon_state = "plasticx4" gender = PLURAL directional = TRUE boom_sizes = list(0, 2, 5) diff --git a/code/game/objects/items/grenades/smokebomb.dm b/code/game/objects/items/grenades/smokebomb.dm index e7c7dc44a1..d132d72dcf 100644 --- a/code/game/objects/items/grenades/smokebomb.dm +++ b/code/game/objects/items/grenades/smokebomb.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/grenade.dmi' icon_state = "smokewhite" det_time = 20 - item_state = "flashbang" + inhand_icon_state = "flashbang" slot_flags = INV_SLOTBIT_BELT var/datum/effect_system/smoke_spread/bad/smoke diff --git a/code/game/objects/items/grenades/spawnergrenade.dm b/code/game/objects/items/grenades/spawnergrenade.dm index 3d6ed3e582..f4b6f86352 100644 --- a/code/game/objects/items/grenades/spawnergrenade.dm +++ b/code/game/objects/items/grenades/spawnergrenade.dm @@ -3,7 +3,7 @@ name = "delivery grenade" icon = 'icons/obj/grenade.dmi' icon_state = "delivery" - item_state = "flashbang" + inhand_icon_state = "flashbang" var/spawner_type = null // must be an object path var/deliveryamt = 1 // amount of type to deliver diff --git a/code/game/objects/items/grenades/syndieminibomb.dm b/code/game/objects/items/grenades/syndieminibomb.dm index c135a80bbc..fab95b2c15 100644 --- a/code/game/objects/items/grenades/syndieminibomb.dm +++ b/code/game/objects/items/grenades/syndieminibomb.dm @@ -3,7 +3,7 @@ name = "syndicate minibomb" icon = 'icons/obj/grenade.dmi' icon_state = "syndicate" - item_state = "flashbang" + inhand_icon_state = "flashbang" ex_dev = 1 ex_heavy = 2 ex_light = 4 @@ -55,7 +55,7 @@ name = "gluon frag grenade" icon = 'icons/obj/grenade.dmi' icon_state = "bluefrag" - item_state = "flashbang" + inhand_icon_state = "flashbang" var/freeze_range = 4 var/rad_damage = 350 var/stamina_damage = 30 diff --git a/code/game/objects/items/handcuffs.dm b/code/game/objects/items/handcuffs.dm index 5744883c16..3aa4897a3e 100644 --- a/code/game/objects/items/handcuffs.dm +++ b/code/game/objects/items/handcuffs.dm @@ -24,7 +24,7 @@ gender = PLURAL icon = 'icons/obj/items_and_weapons.dmi' icon_state = "handcuff" - item_state = "handcuff" + inhand_icon_state = "handcuff" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' flags_1 = CONDUCT_1 @@ -107,7 +107,7 @@ name = "cable restraints" desc = "Looks like some cables tied together. Could be used to tie something up." icon_state = "cuff" - item_state = "coil" + inhand_icon_state = "coil" color = "#ff0000" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' @@ -190,7 +190,7 @@ /obj/item/restraints/handcuffs/cable/zipties name = "zipties" desc = "Plastic, disposable zipties that can be used to restrain temporarily but are destroyed after use." - item_state = "zipties" + inhand_icon_state = "zipties" color = "white" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' @@ -221,7 +221,7 @@ name = "kinky handcuffs" desc = "Imitation handcuffs meant for erotic roleplay." icon_state = "handcuffgag" - item_state = "kinkycuff" + inhand_icon_state = "kinkycuff" //Legcuffs @@ -231,7 +231,7 @@ gender = PLURAL icon = 'icons/obj/items_and_weapons.dmi' icon_state = "handcuff" - item_state = "legcuff" + inhand_icon_state = "legcuff" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' flags_1 = CONDUCT_1 diff --git a/code/game/objects/items/his_grace.dm b/code/game/objects/items/his_grace.dm index ed165c1a1b..baaf98dba8 100644 --- a/code/game/objects/items/his_grace.dm +++ b/code/game/objects/items/his_grace.dm @@ -8,7 +8,7 @@ name = "artistic toolbox" desc = "A toolbox painted bright green. Looking at it makes you feel uneasy." icon_state = "his_grace" - item_state = "toolbox_green" + inhand_icon_state = "toolbox_green" lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi' icon = 'icons/obj/items_and_weapons.dmi' @@ -247,7 +247,7 @@ his_grace_force_bonus += ascend_bonus desc = "A legendary toolbox and a distant artifact from The Age of Three Powers. On its three latches engraved are the words \"The Sun\", \"The Moon\", and \"The Stars\". The entire toolbox has the words \"The World\" engraved into its sides." icon_state = "his_grace_ascended" - item_state = "toolbox_gold" + inhand_icon_state = "toolbox_gold" ascended = TRUE playsound(src, 'sound/effects/his_grace_ascend.ogg', 100) if(istype(master)) diff --git a/code/game/objects/items/holosign_creator.dm b/code/game/objects/items/holosign_creator.dm index e43d692fc1..203ecaaea2 100644 --- a/code/game/objects/items/holosign_creator.dm +++ b/code/game/objects/items/holosign_creator.dm @@ -3,7 +3,7 @@ desc = "A handy-dandy holographic projector that displays a janitorial sign." icon = 'icons/obj/device.dmi' icon_state = "signmaker" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' force = 0 diff --git a/code/game/objects/items/holy_weapons.dm b/code/game/objects/items/holy_weapons.dm index a22aa6373e..4b9750a3fc 100644 --- a/code/game/objects/items/holy_weapons.dm +++ b/code/game/objects/items/holy_weapons.dm @@ -2,7 +2,7 @@ name = "claymore" desc = "What are you standing around staring at this for? Get to killing!" icon_state = "claymore" - item_state = "claymore" + inhand_icon_state = "claymore" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' hitsound = 'sound/weapons/bladeslice.ogg' @@ -24,7 +24,7 @@ name = "crusader helmet" desc = "Deus Vult." icon_state = "knight_templar" - item_state = "knight_templar" + inhand_icon_state = "knight_templar" armor = ARMOR_VALUE_HEAVY armor_tokens = (ARMOR_MODIFIER_DOWN_BULLET_T3) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR @@ -37,7 +37,7 @@ desc = "Contains a set of armaments for the chaplain." icon = 'icons/obj/device.dmi' icon_state = "gangtool-red" - item_state = "radio" + inhand_icon_state = "radio" /obj/item/holybeacon/attack_self(mob/user) if(user.mind) // && (user.mind.isholy)) @@ -71,41 +71,41 @@ // CITADEL CHANGES: More variants /obj/item/clothing/head/helmet/chaplain/bland icon_state = "knight_generic" - item_state = "knight_generic" + inhand_icon_state = "knight_generic" /obj/item/clothing/head/helmet/chaplain/bland/horned name = "horned crusader helmet" desc = "Helfen, Wehren, Heilen." icon_state = "knight_horned" - item_state = "knight_horned" + inhand_icon_state = "knight_horned" /obj/item/clothing/head/helmet/chaplain/bland/winged name = "winged crusader helmet" desc = "Helfen, Wehren, Heilen." icon_state = "knight_winged" - item_state = "knight_winged" + inhand_icon_state = "knight_winged" // CITADEL CHANGES ENDS HERE /obj/item/clothing/suit/armor/heavy/riot/chaplain name = "crusader armour" desc = "God wills it!" icon_state = "knight_templar" - item_state = "knight_templar" + inhand_icon_state = "knight_templar" allowed = list(/obj/item/storage/book/bible, HOLY_WEAPONS, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) // CITADEL CHANGES: More variants /obj/item/clothing/suit/armor/heavy/riot/chaplain/teutonic desc = "Help, Defend, Heal!" icon_state = "knight_teutonic" - item_state = "knight_teutonic" + inhand_icon_state = "knight_teutonic" /obj/item/clothing/suit/armor/heavy/riot/chaplain/teutonic/alt icon_state = "knight_teutonic_alt" - item_state = "knight_teutonic_alt" + inhand_icon_state = "knight_teutonic_alt" /obj/item/clothing/suit/armor/heavy/riot/chaplain/hospitaller icon_state = "knight_hospitaller" - item_state = "knight_hospitaller" + inhand_icon_state = "knight_hospitaller" // CITADEL CHANGES ENDS HERE /obj/item/choice_beacon/holy @@ -173,7 +173,7 @@ name = "student robe" desc = "The uniform of a bygone institute of learning." icon_state = "studentuni" - item_state = "studentuni" + inhand_icon_state = "studentuni" body_parts_covered = ARMS|CHEST /obj/item/clothing/head/helmet/chaplain/cage @@ -181,7 +181,7 @@ desc = "A cage that restrains the will of the self, allowing one to see the profane world for what it is." mob_overlay_icon = 'icons/mob/large-worn-icons/64x64/head.dmi' icon_state = "cage" - item_state = "cage" + inhand_icon_state = "cage" worn_x_dimension = 64 worn_y_dimension = 64 dynamic_hair_suffix = "" @@ -197,13 +197,13 @@ name = "ancient helmet" desc = "None may pass!" icon_state = "knight_ancient" - item_state = "knight_ancient" + inhand_icon_state = "knight_ancient" /obj/item/clothing/suit/armor/heavy/riot/chaplain/ancient name = "ancient armour" desc = "Defend the treasure..." icon_state = "knight_ancient" - item_state = "knight_ancient" + inhand_icon_state = "knight_ancient" /obj/item/storage/box/holy/witchhunter name = "Witchhunter Kit" @@ -216,14 +216,14 @@ name = "witchunter garb" desc = "This worn outfit saw much use back in the day." icon_state = "witchhunter" - item_state = "witchhunter" + inhand_icon_state = "witchhunter" body_parts_covered = CHEST|GROIN|LEGS|ARMS /obj/item/clothing/head/helmet/chaplain/witchunter_hat name = "witchunter hat" desc = "This hat saw much use back in the day." icon_state = "witchhunterhat" - item_state = "witchhunterhat" + inhand_icon_state = "witchhunterhat" flags_cover = HEADCOVERSEYES flags_inv = HIDEHAIR @@ -241,7 +241,7 @@ name = "follower hoodie" desc = "Hoodie made for acolytes of the chaplain." icon_state = "chaplain_hoodie" - item_state = "chaplain_hoodie" + inhand_icon_state = "chaplain_hoodie" body_parts_covered = CHEST|GROIN|LEGS|ARMS allowed = list(/obj/item/storage/book/bible, HOLY_WEAPONS, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) hoodtype = /obj/item/clothing/head/hooded/chaplain_hood @@ -258,7 +258,7 @@ name = "leader hoodie" desc = "Now you're ready for some 50 dollar bling water." icon_state = "chaplain_hoodie_leader" - item_state = "chaplain_hoodie_leader" + inhand_icon_state = "chaplain_hoodie_leader" hoodtype = /obj/item/clothing/head/hooded/chaplain_hood/leader /obj/item/clothing/head/hooded/chaplain_hood/leader @@ -273,7 +273,7 @@ name = "null rod" desc = "A rod of pure obsidian; its very presence disrupts and dampens the powers of evil spirits." icon_state = "nullrod" - item_state = "nullrod" + inhand_icon_state = "nullrod" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' force = 38 @@ -361,7 +361,7 @@ /obj/item/nullrod/godhand icon_state = "disintegrate" - item_state = "disintegrate" + inhand_icon_state = "disintegrate" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' name = "god hand" @@ -381,7 +381,7 @@ /obj/item/nullrod/staff icon_state = "godstaff-red" - item_state = "godstaff-red" + inhand_icon_state = "godstaff-red" lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' name = "red holy staff" @@ -400,12 +400,12 @@ /obj/item/nullrod/staff/blue name = "blue holy staff" icon_state = "godstaff-blue" - item_state = "godstaff-blue" + inhand_icon_state = "godstaff-blue" shield_icon = "shield-old" /obj/item/nullrod/claymore icon_state = "claymore" - item_state = "claymore" + inhand_icon_state = "claymore" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' name = "holy claymore" @@ -428,7 +428,7 @@ /obj/item/nullrod/claymore/darkblade icon_state = "cultblade" - item_state = "cultblade" + inhand_icon_state = "cultblade" lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi' righthand_file = 'icons/mob/inhands/64x64_righthand.dmi' inhand_x_dimension = 64 @@ -440,7 +440,7 @@ /obj/item/nullrod/claymore/chainsaw_sword icon_state = "chainswordon" - item_state = "chainswordon" + inhand_icon_state = "chainswordon" name = "chain sword" desc = "A longer more durable ripper built into a proper chain sword. Time to purge heretics!" force = 45 // Equal to a standard ripper. Weaker than claymore/subtypes but can be 1-handed alot more effectively. @@ -454,7 +454,7 @@ /obj/item/nullrod/claymore/glowing icon_state = "swordon" - item_state = "swordon" + inhand_icon_state = "swordon" name = "force weapon" desc = "The blade glows with the power of faith. Or possibly a battery." slot_flags = INV_SLOTBIT_BELT @@ -463,7 +463,7 @@ name = "\improper Hanzo steel" desc = "Capable of cutting clean through a holy claymore." icon_state = "katana" - item_state = "katana" + inhand_icon_state = "katana" block_chance = 15 attack_speed = CLICK_CD_MELEE * 0.8 force_wielded = 40 @@ -474,7 +474,7 @@ name = "extradimensional blade" desc = "Once the harbinger of an interdimensional war, its sharpness fluctuates wildly." icon_state = "multiverse" - item_state = "multiverse" + inhand_icon_state = "multiverse" slot_flags = INV_SLOTBIT_BELT /obj/item/nullrod/claymore/multiverse/attack(mob/living/carbon/M, mob/living/carbon/user) @@ -485,19 +485,19 @@ name = "light energy sword" hitsound = 'sound/weapons/blade1.ogg' icon_state = "swordpurple" - item_state = "swordpurple" + inhand_icon_state = "swordpurple" desc = "If you strike me down, I shall become more robust than you can possibly imagine." slot_flags = INV_SLOTBIT_BELT /obj/item/nullrod/claymore/saber/red name = "dark energy sword" icon_state = "swordred" - item_state = "swordred" + inhand_icon_state = "swordred" desc = "Woefully ineffective when used on steep terrain." /obj/item/nullrod/scythe icon_state = "scythe1" - item_state = "scythe1" + inhand_icon_state = "scythe1" lefthand_file = 'icons/fallout/onmob/tools/farming_lefthand.dmi' righthand_file = 'icons/fallout/onmob/tools/farming_righthand.dmi' name = "reaper scythe" @@ -517,7 +517,7 @@ /obj/item/nullrod/scythe/vibro icon_state = "hfrequency0" - item_state = "hfrequency1" + inhand_icon_state = "hfrequency1" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' name = "high frequency blade" @@ -528,7 +528,7 @@ /obj/item/nullrod/hammmer icon_state = "hammeron" - item_state = "hammeron" + inhand_icon_state = "hammeron" lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi' name = "relic war hammer" @@ -544,7 +544,7 @@ name = "dark blessing" desc = "Particularly twisted deities grant gifts of dubious value." icon_state = "arm_blade" - item_state = "arm_blade" + inhand_icon_state = "arm_blade" lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' force = 55 @@ -564,7 +564,7 @@ /obj/item/nullrod/armblade/tentacle name = "unholy blessing" icon_state = "tentacle" - item_state = "tentacle" + inhand_icon_state = "tentacle" /obj/item/nullrod/claymore/bostaff //May as well make it a "claymore" and inherit the blocking name = "monk's staff" @@ -580,7 +580,7 @@ attack_verb = list("smashed", "slammed", "whacked", "thwacked") icon = 'icons/obj/items_and_weapons.dmi' icon_state = "bostaff0" - item_state = "bostaff0" + inhand_icon_state = "bostaff0" lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' @@ -624,7 +624,7 @@ /obj/item/nullrod/tribal_knife icon_state = "crysknife" - item_state = "crysknife" + inhand_icon_state = "crysknife" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' name = "arrhythmic knife" @@ -650,7 +650,7 @@ desc = "A tutorial in mummification is carved into the staff. You could probably craft the wraps if you had some cloth." icon = 'icons/obj/guns/magic.dmi' icon_state = "pharaoh_sceptre" - item_state = "pharaoh_sceptre" + inhand_icon_state = "pharaoh_sceptre" lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL @@ -658,7 +658,7 @@ /obj/item/nullrod/rosary icon_state = "rosary" - item_state = null + inhand_icon_state = null name = "prayer beads" desc = "A set of prayer beads used by many of the more traditional religions in space" force = 4 @@ -735,7 +735,7 @@ name = "chainsaw hand" desc = "Good? Bad? You're the guy with the chainsaw hand." icon_state = "chainsaw_on" - item_state = "mounted_chainsaw" + inhand_icon_state = "mounted_chainsaw" lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi' w_class = WEIGHT_CLASS_HUGE @@ -759,7 +759,7 @@ desc = "An adorable stuffed toy that resembles the god of all carp. The teeth look pretty sharp. Activate it to receive the blessing of Carp-Sie." icon = 'icons/obj/plushes.dmi' icon_state = "carpplush" - item_state = "carp_plushie" + inhand_icon_state = "carp_plushie" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' force = 25 @@ -775,7 +775,7 @@ // Talking weapons are kind of a silly meme. /obj/item/nullrod/scythe/talking icon_state = "talking_sword" - item_state = "talking_sword" + inhand_icon_state = "talking_sword" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' name = "possessed blade" @@ -842,7 +842,7 @@ name = "\improper UNREAL SORD" desc = "This thing is so unspeakably HOLY you are having a hard time even holding it." icon_state = "sord" - item_state = "sord" + inhand_icon_state = "sord" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' slot_flags = INV_SLOTBIT_BELT @@ -854,7 +854,7 @@ /obj/item/nullrod/scythe/talking/chainsword icon_state = "chainswordon" - item_state = "chainswordon" + inhand_icon_state = "chainswordon" name = "possessed chainsaw sword" desc = "Suffer not a heretic to live." chaplain_spawnable = FALSE diff --git a/code/game/objects/items/implants/implantcase.dm b/code/game/objects/items/implants/implantcase.dm index c8035fa807..0fd57de894 100644 --- a/code/game/objects/items/implants/implantcase.dm +++ b/code/game/objects/items/implants/implantcase.dm @@ -3,7 +3,7 @@ desc = "A glass case containing an implant." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "implantcase-0" - item_state = "implantcase" + inhand_icon_state = "implantcase" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' throw_speed = 2 diff --git a/code/game/objects/items/implants/implanter.dm b/code/game/objects/items/implants/implanter.dm index 658aa07d41..0e2ae4123d 100644 --- a/code/game/objects/items/implants/implanter.dm +++ b/code/game/objects/items/implants/implanter.dm @@ -3,7 +3,7 @@ desc = "A sterile automatic implant injector." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "implanter0" - item_state = "syringe_0" + inhand_icon_state = "syringe_0" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' throw_speed = 3 diff --git a/code/game/objects/items/implants/implantpad.dm b/code/game/objects/items/implants/implantpad.dm index ff7f64c1df..5c8fe3fca2 100644 --- a/code/game/objects/items/implants/implantpad.dm +++ b/code/game/objects/items/implants/implantpad.dm @@ -3,7 +3,7 @@ desc = "Used to modify implants." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "implantpad-0" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' throw_speed = 3 diff --git a/code/game/objects/items/inducer.dm b/code/game/objects/items/inducer.dm index e54ee1207b..1a39647248 100644 --- a/code/game/objects/items/inducer.dm +++ b/code/game/objects/items/inducer.dm @@ -3,7 +3,7 @@ desc = "A tool for inductively charging internal power cells." icon = 'icons/obj/tools.dmi' icon_state = "inducer-engi" - item_state = "inducer-engi" + inhand_icon_state = "inducer-engi" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' force = 7 @@ -174,7 +174,7 @@ /obj/item/inducer/sci icon_state = "inducer-sci" - item_state = "inducer-sci" + inhand_icon_state = "inducer-sci" desc = "A tool for inductively charging internal power cells. This one has a science color scheme, and is less potent than its engineering counterpart." cell_type = null powertransfer = 500 @@ -186,7 +186,7 @@ /obj/item/inducer/sci/combat icon_state = "inducer-combat" - item_state = "inducer-combat" + inhand_icon_state = "inducer-combat" w_class = WEIGHT_CLASS_BULKY slot_flags = SLOT_BELT desc = "A tool for inductively charging internal power cells. This one has been modified and upgraded to be able to charge into guns as well as normal electronics." diff --git a/code/game/objects/items/kitchen.dm b/code/game/objects/items/kitchen.dm index 7c9a0e48b9..7c71c9ec82 100644 --- a/code/game/objects/items/kitchen.dm +++ b/code/game/objects/items/kitchen.dm @@ -57,7 +57,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/melee1h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee1h_righthand.dmi' icon_state = "knife_kitchen" - item_state = "knife" + inhand_icon_state = "knife" flags_1 = CONDUCT_1 force = WEAPON_FORCE_SLASH_SMALL w_class = WEIGHT_CLASS_SMALL diff --git a/code/game/objects/items/latexballoon.dm b/code/game/objects/items/latexballoon.dm index 7d1ccf0a73..fe39d597ad 100644 --- a/code/game/objects/items/latexballoon.dm +++ b/code/game/objects/items/latexballoon.dm @@ -2,7 +2,7 @@ name = "latex glove" desc = "Sterile and airtight." icon_state = "latexballon" - item_state = "lgloves" + inhand_icon_state = "lgloves" force = 0 throwforce = 0 w_class = WEIGHT_CLASS_TINY @@ -15,7 +15,7 @@ if (icon_state == "latexballon_bursted") return icon_state = "latexballon_blow" - item_state = "latexballon" + inhand_icon_state = "latexballon" user.update_inv_hands() to_chat(user, span_notice("I blow up [src] with [tank].")) air_contents = tank.remove_air_volume(3) @@ -25,7 +25,7 @@ return playsound(src, 'sound/weapons/gunshot.ogg', 100, 1) icon_state = "latexballon_bursted" - item_state = "lgloves" + inhand_icon_state = "lgloves" if(isliving(loc)) var/mob/living/user = src.loc user.update_inv_hands() diff --git a/code/game/objects/items/loadout_beacons.dm b/code/game/objects/items/loadout_beacons.dm index 62a43be0d5..03abf1dd13 100644 --- a/code/game/objects/items/loadout_beacons.dm +++ b/code/game/objects/items/loadout_beacons.dm @@ -44,7 +44,7 @@ GLOBAL_LIST_EMPTY(loadout_boxes) desc = "Some kind of kit spawner!" icon = 'icons/obj/crates.dmi' //old weapon crate uses this. good enough for a gun case icon_state = "weaponcrate" - item_state = "syringe_kit" //old weapon crate used this. I'm not familiar enough to know if there's something better + inhand_icon_state = "syringe_kit" //old weapon crate used this. I'm not familiar enough to know if there's something better lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi' //taken from briefcase code, should look okay for an inhand righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi' slot_flags = INV_SLOTBIT_BELT @@ -406,7 +406,7 @@ GLOBAL_LIST_EMPTY(loadout_boxes) desc = "a sturdy case keeping your weapon of choice safe until you pop it open." icon = 'icons/obj/crates.dmi' //old weapon crate uses this. good enough for a gun case icon_state = "weaponcrate" - item_state = "syringe_kit" //old weapon crate used this. I'm not familiar enough to know if there's something better + inhand_icon_state = "syringe_kit" //old weapon crate used this. I'm not familiar enough to know if there's something better lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi' //taken from briefcase code, should look okay for an inhand righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi' component_type = /datum/component/storage/concrete/box @@ -1710,7 +1710,7 @@ GLOBAL_LIST_EMPTY(loadout_boxes) desc = "a sturdy case keeping your weapon of choice safe until you pop it open." icon = 'icons/obj/crates.dmi' //old weapon crate uses this. good enough for a gun case icon_state = "weaponcrate" - item_state = "syringe_kit" //old weapon crate used this. I'm not familiar enough to know if there's something better + inhand_icon_state = "syringe_kit" //old weapon crate used this. I'm not familiar enough to know if there's something better lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi' //taken from briefcase code, should look okay for an inhand righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi' diff --git a/code/game/objects/items/loadout_toolkits.dm b/code/game/objects/items/loadout_toolkits.dm index 7e14e51204..6bfd31a6d6 100644 --- a/code/game/objects/items/loadout_toolkits.dm +++ b/code/game/objects/items/loadout_toolkits.dm @@ -13,7 +13,7 @@ desc = "a sturdy bag keeping your tools of choice safe until you pop it open." icon = 'icons/obj/storage.dmi' icon_state = "backpack_enclave" - item_state = "backpack_enclave" + inhand_icon_state = "backpack_enclave" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' allowed_flags = LOADOUT_FLAG_TOOL_WASTER @@ -23,7 +23,7 @@ desc = "a sturdy bag keeping your tools of choice safe until you pop it open." icon = 'icons/obj/storage.dmi' icon_state = "backpack_enclave" - item_state = "backpack_enclave" + inhand_icon_state = "backpack_enclave" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' component_type = /datum/component/storage/concrete/box diff --git a/code/game/objects/items/melee/coyotemelee.dm b/code/game/objects/items/melee/coyotemelee.dm index 86641f0062..c70a80f6e6 100644 --- a/code/game/objects/items/melee/coyotemelee.dm +++ b/code/game/objects/items/melee/coyotemelee.dm @@ -4,7 +4,7 @@ mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "claymore_old" - item_state = "claymore" + inhand_icon_state = "claymore" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -26,7 +26,7 @@ desc = "The owner of this knows the price of their freedom." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "claymore_old" - item_state = "claymore" + inhand_icon_state = "claymore" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -49,7 +49,7 @@ desc = "White whale, holy grail." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "harpoon" - item_state = "harpoon" + inhand_icon_state = "harpoon" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -73,7 +73,7 @@ desc = "Sharp, and as well taken care of as one can expect in the wastes, it's a wonder this object even exists." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "katana" - item_state = "katana" + inhand_icon_state = "katana" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' @@ -98,7 +98,7 @@ desc = "Sharp, and well cared for. Such a strange blade in this land." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "wakazashi" - item_state = "wakazashi" + inhand_icon_state = "wakazashi" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -122,7 +122,7 @@ desc = "Sharp, and well cared for. This small blade carries a lot of weight for its size." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "tanto" - item_state = "tanto" + inhand_icon_state = "tanto" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -146,7 +146,7 @@ desc = "An axe made specifically for more modern combats, its got a handguard!" icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "combat_axe" - item_state = "combat_axe" + inhand_icon_state = "combat_axe" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -169,7 +169,7 @@ desc = "Not really a dagger, not really a short sword. This things a mess(er)." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "smallsword2" - item_state = "smallsword" + inhand_icon_state = "smallsword" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' @@ -194,7 +194,7 @@ desc = "Enterprising, maybe even a bit bucaneering. This blades drawn blood, but seems to lack a salty crust." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "cutlass" - item_state = "cutlass" + inhand_icon_state = "cutlass" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' @@ -221,7 +221,7 @@ desc = "Sort of sharp, this gigantic blade is big enough to be used defensively pretty reliably. It hits like a truck too, but takes a lot of time to do so." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "crude" - item_state = "crude" + inhand_icon_state = "crude" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -245,7 +245,7 @@ desc = "This gigantic club somewhat resembles a baseball bat, if you squinted a bit. Its studded with steel and built like a fucking tank though." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "kanabo" - item_state = "kanabo" + inhand_icon_state = "kanabo" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -269,7 +269,7 @@ desc = "There is nothing subtle about this hulking spiked ball on a stick. The saving grace of the wasteland is that its slow to swing." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "maul" - item_state = "mauler1" + inhand_icon_state = "mauler1" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -292,7 +292,7 @@ desc = "At the end of time the weapons of the dawn of man still have a place. This branch of bois'd'arc ain't fucking around." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "club" - item_state = "club" + inhand_icon_state = "club" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK @@ -315,14 +315,14 @@ name = "mace" desc = "A fucking metal whacking stick. Whack them with it." icon_state = "mace" - item_state = "mace" + inhand_icon_state = "mace" /obj/item/melee/coyote/bigclub name = "big club" desc = "At the end of time the weapons of the dawn of man still have a place. This big ass branch of bois'd'arc ain't fucking around." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "big_club" - item_state = "big_club" + inhand_icon_state = "big_club" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK @@ -346,7 +346,7 @@ desc = "An old longsword thats kept a decent edge." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "longsword" - item_state = "longsword2" + inhand_icon_state = "longsword2" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' @@ -390,7 +390,7 @@ desc = "A deviously simple weapon, it conjures images of town guards and long squiggly flags." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "halberd" - item_state = "halberd" + inhand_icon_state = "halberd" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' @@ -416,7 +416,7 @@ desc = "A spear, but more. This very long weapon has even more reach than a normal spear but is a bit unwieldy to use, downright impossible up close." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "pike" - item_state = "pike" + inhand_icon_state = "pike" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' @@ -442,7 +442,7 @@ desc = "An oriental looking blade on a stick." /* ForHonor */ icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "naginata" - item_state = "naginata" + inhand_icon_state = "naginata" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' @@ -469,7 +469,7 @@ desc = "An curved blade on a brown stick. Similar to a Naginata, but shorter and handier." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "naginata" - item_state = "naginata" + inhand_icon_state = "naginata" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' @@ -495,7 +495,7 @@ desc = "Obsidian on a stick, eat your heart out." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "macuahuitl" - item_state = "macuahuitl" + inhand_icon_state = "macuahuitl" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' @@ -520,7 +520,7 @@ desc = "Man, you could really use a chariot right now. This curved blade acts more like an axe than a sword does, chopping comes easy." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "khopesh" - item_state = "khopesh" + inhand_icon_state = "khopesh" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -545,7 +545,7 @@ desc = "That's a pole, it's for whomping." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "quarterstaff" - item_state = "quarterstaff" + inhand_icon_state = "quarterstaff" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -576,7 +576,7 @@ desc = "That's a wooden... sword? For beating up idiots?" icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "bokken" - item_state = "bokken" + inhand_icon_state = "bokken" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -606,7 +606,7 @@ desc = "A large stick, culturally used for dispute duels, whoevers still standing by the end had a better argument." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "handle" - item_state = "debranched_stick_old" + inhand_icon_state = "debranched_stick_old" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -631,7 +631,7 @@ desc = "Shall we dance the dance of death, wetlander?" icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "umar_sword" - item_state = "umar_sword" + inhand_icon_state = "umar_sword" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' flags_1 = CONDUCT_1 @@ -656,7 +656,7 @@ desc = "The clouds are blotting out the sun today. We can fight in the shade." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "sarissa" - item_state = "sarissa" + inhand_icon_state = "sarissa" lefthand_file = 'modular_coyote/icons/objects/lefthand_weapons.dmi' righthand_file = 'modular_coyote/icons/objects/righthand_weapons.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' @@ -666,35 +666,35 @@ desc = "A soldiers sword, with tight tolerances." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "spadroon" - item_state = "spadroon" + inhand_icon_state = "spadroon" /obj/item/melee/coyote/oldlongsword/broadsword name = "Old Broadsword" desc = "A wide blade for a deep wound." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "broadsword" - item_state = "broadsword" + inhand_icon_state = "broadsword" /obj/item/melee/coyote/oldlongsword/armingsword name = "Old Arming Sword" desc = "Disclaimer: Not all that great at chopping arms off." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "armingsword" - item_state = "armingsword" + inhand_icon_state = "armingsword" /obj/item/melee/coyote/oldlongsword/longquan name = "Old Chinese Sword" desc = "The Communist blade cuts on both sides, or something." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "longquan" - item_state = "longquan" + inhand_icon_state = "longquan" /obj/item/melee/coyote/oldlongsword/xiphos name = "Old Xiphos" desc = "For what some of its owners may have done in the past this thing ain't all that great." icon = 'modular_coyote/icons/objects/weapons.dmi' icon_state = "xiphos" - item_state = "xiphos" + inhand_icon_state = "xiphos" //danimaul// //why am I making this @@ -706,7 +706,7 @@ lefthand_file = 'modular_coyote/icons/objects/danimaulinhandleft.dmi' righthand_file = 'modular_coyote/icons/objects/danimaulinhandright.dmi' icon_state = "danimauler" - item_state = "danimauler" + inhand_icon_state = "danimauler" force = 5 force_unwielded = 5 force_wielded = 200 diff --git a/code/game/objects/items/melee/energy.dm b/code/game/objects/items/melee/energy.dm index 68f79d1634..fd8feec978 100644 --- a/code/game/objects/items/melee/energy.dm +++ b/code/game/objects/items/melee/energy.dm @@ -382,7 +382,7 @@ name = "hardlight blade" desc = "An extremely sharp blade made out of hard light. Packs quite a punch." icon_state = "lightblade" - item_state = "lightblade" + inhand_icon_state = "lightblade" /*///////////////////////////////////////////////////////////////////////// ///////////// The TRUE Energy Sword /////////////////////////// @@ -392,7 +392,7 @@ name = "non-eutactic blade" desc = "The Non-Eutactic Blade utilizes a hardlight blade that is dynamically 'forged' on demand to create a deadly sharp edge that is unbreakable." icon_state = "cxsword_hilt" - item_state = "cxsword" + inhand_icon_state = "cxsword" force = 3 force_on = 55 throwforce = 5 diff --git a/code/game/objects/items/melee/f13onehanded.dm b/code/game/objects/items/melee/f13onehanded.dm index 705f0fbf83..9e291da432 100644 --- a/code/game/objects/items/melee/f13onehanded.dm +++ b/code/game/objects/items/melee/f13onehanded.dm @@ -34,9 +34,9 @@ name = "Dragonfire Katana" desc = "A sword that crackles with an unknown power source. It's warm in your hands, cutting and cauterizing flesh like butter- and yet, the geiger counter remains silent. The blade seems to guide you to block, twist, and dodge..
The sky above the clouds, a rainbow that fate has devoured- I gave up hope!" // icon_state = "DFkatana" HAHA THE INHAND SPRITES DON'T EXIST -// item_state = "DFkatana" +// inhand_icon_state = "DFkatana" icon_state = "temporalkatana" - item_state = "temporalkatana" + inhand_icon_state = "temporalkatana" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' flags_1 = CONDUCT_1 @@ -66,7 +66,7 @@ name = "simple machete" desc = "A makeshift machete made of a lawn mower blade." icon_state = "machete_imp" - item_state = "salvagedmachete" + inhand_icon_state = "salvagedmachete" force = 35 block_chance = 7 throwforce = 20 @@ -101,7 +101,7 @@ desc = "A heavy cutting blade, with a fairly good tip too." mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "gladius" - item_state = "gladius" + inhand_icon_state = "gladius" force = 36 wound_bonus = 30 block_chance = 10 @@ -110,7 +110,7 @@ name = "spatha" desc = "A long blade favoured by those who travel light, a finely crafted weapon with good steel and hilt made from bronze and bone." icon_state = "spatha" - item_state = "spatha" + inhand_icon_state = "spatha" force = 38 wound_bonus = 30 block_chance = 18 @@ -119,7 +119,7 @@ name = "forged claymore" desc = "A long one-handed blade sporting lovingly applied wraps and a wonderfully forged and engraved guard. The blade looks to be carefully sharpened." icon_state = "longblade" - item_state = "longblade" + inhand_icon_state = "longblade" force = 38 block_chance = 18 @@ -127,7 +127,7 @@ name = "scrap sabre" desc = "Made from materials found in the wastes, a skilled blacksmith has turned it into a thing of deadly beauty." icon_state = "scrapsabre" - item_state = "scrapsabre" + inhand_icon_state = "scrapsabre" force = 37 block_chance = 15 @@ -137,7 +137,7 @@ lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' icon_state = "throw_spear" - item_state = "tribalspear" + inhand_icon_state = "tribalspear" force = 35 // lets make this an actual weapon and not a wiffle bat throwforce = 40 // Same value as smithed javlins embedding = list("pain_mult" = 2, "embed_chance" = 40, "fall_chance" = 15) @@ -153,7 +153,7 @@ /obj/item/melee/onehanded/knife name = "knife template" desc = "should not exist" - item_state = "knife" + inhand_icon_state = "knife" flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_SMALL slot_flags = INV_SLOTBIT_MASK | INV_SLOTBIT_BELT | INV_SLOTBIT_BACK @@ -230,7 +230,7 @@ /obj/item/melee/onehanded/knife/bowie name = "bowie knife" icon_state = "knife_bowie" - item_state = "knife_bowie" + inhand_icon_state = "knife_bowie" desc = "Now this is a knife! Better as both a tool and weapon than most knives, but loses out to specialized tools." force = 35 force_unwielded = 35 @@ -246,7 +246,7 @@ /obj/item/melee/onehanded/knife/trench name = "trench knife" icon_state = "knife_trench" - item_state = "knife_trench" + inhand_icon_state = "knife_trench" desc = "This blade is designed for brutal close quarters combat." force = 35 force_unwielded = 35 @@ -261,7 +261,7 @@ /obj/item/melee/onehanded/knife/bone name = "bone dagger" - item_state = "knife_bone" + inhand_icon_state = "knife_bone" icon_state = "knife_bone" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' @@ -283,7 +283,7 @@ name = "ritual dagger" desc = "An ancient blade used to carry out spiritual and mystic rituals." icon_state = "knife_ritual" - item_state = "knife_ritual" + inhand_icon_state = "knife_ritual" force = 35 force_unwielded = 35 force_wielded = 45 @@ -343,7 +343,7 @@ name = "dirty cosmic knife" desc = "A high-quality kitchen knife made from Saturnite alloy, this one is covered in oxidation. Perhaps Abraxo might clean it up?" icon_state = "knife_cosmic_dirty" - item_state = "knife" + inhand_icon_state = "knife" force = 25 force_wielded = 35 force_unwielded = 25 @@ -369,7 +369,7 @@ name = "cosmic knife" desc = "A high-quality kitchen knife made from Saturnite alloy, can be heated with a welder for easier cutting of frozen butter." icon_state = "knife_cosmic" - item_state = "knife" + inhand_icon_state = "knife" force = 35 force_wielded = 45 force_unwielded = 35 @@ -391,7 +391,7 @@ name = "superheated cosmic knife" desc = "A high-quality kitchen knife made from Saturnite alloy, this one looks like it has been heated to high temperatures." icon_state = "knife_cosmic_heated" - item_state = "knife" + inhand_icon_state = "knife" damtype = BURN force = 45 force_wielded = 55 @@ -422,7 +422,7 @@ name = "pipe" desc = "A piece of rusted metal pipe, good for smashing heads. " icon_state = "pipe" - item_state = "pipe" + inhand_icon_state = "pipe" attack_verb = list("mashed", "bashed", "piped", "hit", "bludgeoned", "whacked", "bonked") force = 25 force_wielded = 35 @@ -445,7 +445,7 @@ name = "war club" desc = "A simple carved wooden club with turquoise inlays." icon_state = "warclub" - item_state = "warclub" + inhand_icon_state = "warclub" attack_verb = list("mashed", "bashed", "hit", "bludgeoned", "whacked") force = 30 force_wielded = 43 @@ -465,7 +465,7 @@ name = "tire iron" desc = "A rusty old tire iron, normally used for loosening nuts from car tires.
Though it has a short reach, it has decent damage and a fast swing." icon_state = "tire" - item_state = "tire" + inhand_icon_state = "tire" force = 25 force_wielded = 35 force_unwielded = 25 @@ -478,7 +478,7 @@ name = "NCR flagpole" desc = "The proud standard of the New California Republic. Used as a tool by patriots, used as a weapon by legends." icon_state = "flag-ncr" - item_state = "flag-ncr" + inhand_icon_state = "flag-ncr" w_class = WEIGHT_CLASS_BULKY slot_flags = null force = 26 @@ -491,7 +491,7 @@ desc = "A wooden truncheon for beating criminal scum." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "baton" - item_state = "classic_baton" + inhand_icon_state = "classic_baton" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK @@ -513,7 +513,7 @@ var/on = TRUE // Are we on or off var/on_icon_state // What is our sprite when turned on var/off_icon_state // What is our sprite when turned off - var/on_item_state // What is our in-hand sprite when turned on + var/on_inhand_icon_state // What is our in-hand sprite when turned on var/force_on // Damage when on - not stunning var/force_off // Damage when off - not stunning var/weight_class_on // What is the new size class when turned on @@ -630,7 +630,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/melee1h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee1h_righthand.dmi' icon_state = "batonmp" - item_state = "batonmp" + inhand_icon_state = "batonmp" // Baton but coloured black /obj/item/melee/classic_baton/police @@ -640,7 +640,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/melee1h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee1h_righthand.dmi' icon_state = "batonpolice" - item_state = "batonpolice" + inhand_icon_state = "batonpolice" // Telescopic baton /obj/item/melee/classic_baton/telescopic @@ -650,7 +650,7 @@ icon_state = "telebaton_0" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' - item_state = null + inhand_icon_state = null slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK w_class = WEIGHT_CLASS_NORMAL item_flags = NONE @@ -659,7 +659,7 @@ on_sound = 'sound/weapons/batonextend.ogg' on_icon_state = "telebaton_1" off_icon_state = "telebaton_0" - on_item_state = "nullrod" + on_inhand_icon_state = "nullrod" force_on = 10 force_off = 0 weight_class_on = WEIGHT_CLASS_BULKY @@ -672,14 +672,14 @@ if(on) to_chat(user, desc["local_on"]) icon_state = on_icon_state - item_state = on_item_state + inhand_icon_state = on_inhand_icon_state w_class = weight_class_on force = force_on attack_verb = list("smacked", "struck", "cracked", "beaten") else to_chat(user, desc["local_off"]) icon_state = off_icon_state - item_state = null //no sprite for concealment even when in hand + inhand_icon_state = null //no sprite for concealment even when in hand slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK w_class = WEIGHT_CLASS_SMALL force = force_off @@ -692,7 +692,7 @@ name = "boomerang" desc = "An ancient, primitive weapon used by hunters, able to return when thrown and surprisingly powerful for a piece of wood, this one seems to be equipped with non functioning electronics" icon_state = "boomerang" - item_state = "boomerang" + inhand_icon_state = "boomerang" force = 35 force_wielded = 45 force_unwielded = 35 @@ -728,7 +728,7 @@ name = "slave whip" desc = "Corded leather strips turned into a instrument of pain. Cracks ominously when a skilled wielder uses it." icon_state = "whip" - item_state = "chain" + inhand_icon_state = "chain" force = 1 bare_wound_bonus = 5 sharpness = SHARP_EDGED @@ -818,7 +818,7 @@ name = "brass knuckles" desc = "Hardened knuckle grip that is actually made out of steel. They protect your hand, and do more damage, in unarmed combat." icon_state = "brass" - item_state = "brass" + inhand_icon_state = "brass" attack_verb = list("punched", "jabbed", "whacked") force = 30 backstab_multiplier = 1.1 @@ -827,7 +827,7 @@ name = "spiked knuckes" desc = "Unlike normal brass knuckles, these have a metal plate across the knuckles with four spikes on, one for each knuckle. So not only does the victim feel the force of the punch, but also the devastating effects of spikes being driven in." icon_state = "spiked" - item_state = "spiked" + inhand_icon_state = "spiked" sharpness = SHARP_POINTY force = 30 backstab_multiplier = 1.1 @@ -836,7 +836,7 @@ name = "sappers" desc = "Lead filled gloves which are ideal for beating the crap out of opponents. Deals significant stamina damage. I mean, I wouldn't want to get punched in the chest with it..." icon_state = "sapper" - item_state = "sapper" + inhand_icon_state = "sapper" w_class = WEIGHT_CLASS_SMALL force = 30 backstab_multiplier = 1.40 @@ -851,7 +851,7 @@ name = "MMA gloves" desc = "Padded gloves which are ideal for beating the crap out of opponents while keeping your own hands protected." icon_state = "fightglovesblack" - item_state = "fightglovesblack" + inhand_icon_state = "fightglovesblack" w_class = WEIGHT_CLASS_SMALL force = 30 backstab_multiplier = 1.25 @@ -860,7 +860,7 @@ name = "tiger claws" desc = "Gloves with short claws built into the palms." icon_state = "tiger_claw" - item_state = "tiger_claw" + inhand_icon_state = "tiger_claw" w_class = WEIGHT_CLASS_SMALL attack_verb = list("slashed", "sliced", "torn", "ripped", "diced", "cut") sharpness = SHARP_POINTY @@ -872,7 +872,7 @@ name = "lacerator" desc = "Leather gloves with razor blades built into the back of the hand." icon_state = "lacerator" - item_state = "lacerator" + inhand_icon_state = "lacerator" w_class = WEIGHT_CLASS_SMALL force = 40 backstab_multiplier = 1.1 @@ -885,7 +885,7 @@ name = "mace glove" desc = "Weighted metal gloves that are covered in spikes. Don't expect to grab things with this." icon_state = "mace_glove" - item_state = "mace_glove" + inhand_icon_state = "mace_glove" w_class = WEIGHT_CLASS_NORMAL force = 45 backstab_multiplier = 1.25 @@ -895,7 +895,7 @@ y name = "punch dagger" desc = "A dagger designed to be gripped in the user�s fist with the blade protruding between the middle and ring fingers, to increase the penetration of a punch." icon_state = "punch_dagger" - item_state = "punch_dagger" + inhand_icon_state = "punch_dagger" force = 45 backstab_multiplier = 2 sharpness = SHARP_POINTY @@ -906,7 +906,7 @@ y name = "assaultron claws" desc = "Razor sharp blades embedded into the grippers of an assaultron. Sharp." icon_state = "tiger_claw" - item_state = "tiger_claw" + inhand_icon_state = "tiger_claw" force = 40 //Assaultron, so, makes sense. backstab_multiplier = 1.40 @@ -914,7 +914,7 @@ y name = "aethergiest gauntlet" desc = "The severed hand of a mighty Deathclaw, cured, hollowed out, and given a harness to turn it into the deadliest gauntlet the wastes have ever seen." icon_state = "aethergiest_g" - item_state = "aethergiest_g" + inhand_icon_state = "aethergiest_g" alpha = 200 color = "#3355EF" slot_flags = INV_SLOTBIT_GLOVES @@ -929,7 +929,7 @@ y name = "yao guai gauntlet" desc = "The severed hand of a yao guai, the hide cured, the muscles and bone removed, and given a harness to turn it into a deadly gauntlet. A weapon worthy of the any warrior." icon_state = "yao_guai_g" - item_state = "aethergiest_g" + inhand_icon_state = "aethergiest_g" slot_flags = INV_SLOTBIT_GLOVES w_class = WEIGHT_CLASS_NORMAL force = 45 @@ -955,7 +955,7 @@ y name = "power fist" desc = "A metal gauntlet with a piston-powered ram on top for that extra 'oomph' in your punch." icon_state = "powerfist" - item_state = "powerfist" + inhand_icon_state = "powerfist" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' flags_1 = CONDUCT_1 @@ -994,7 +994,7 @@ y lefthand_file = 'icons/fallout/onmob/weapons/melee1h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee1h_righthand.dmi' icon_state = "goliath" - item_state = "goliath" + inhand_icon_state = "goliath" force = 60 throw_distance = 5 backstab_multiplier = 1.50 @@ -1004,7 +1004,7 @@ y name = "mole miner gauntlet" desc = "A hand-held mining and cutting implement, repurposed into a deadly melee weapon. Its name origins are a mystery..." icon_state = "mole_miner_g" - item_state = "mole_miner_g" + inhand_icon_state = "mole_miner_g" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' flags_1 = CONDUCT_1 @@ -1042,7 +1042,7 @@ y name = "frying pan" desc = "An ancient cast iron frying pan.
It's heavy, but fairly useful if you need to keep the mutants away, and don't have a better weapon around." icon_state = "pan" - item_state = "pan" + inhand_icon_state = "pan" force = 35 force_wielded = 45 force_unwielded = 55 @@ -1061,7 +1061,7 @@ y lefthand_file = 'icons/fallout/onmob/weapons/melee1h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee1h_righthand.dmi' icon_state = "entrenching_tool" - item_state = "trench" + inhand_icon_state = "trench" w_class = WEIGHT_CLASS_NORMAL force = 36 force_wielded = 45 @@ -1100,20 +1100,20 @@ CODE FOR BLEEDING STACK /obj/item/melee/onehanded/machete/knifetesting name = "testing knife" icon_state = "knife_bowie" - item_state = "knife_bowie" + inhand_icon_state = "knife_bowie" force = 18 throwforce = 15 /obj/item/melee/onehanded/machete/clubtesting name = "1hgeneric" icon_state = "tire" - item_state = "tire" + inhand_icon_state = "tire" force = 20 /obj/item/melee/onehanded/machete/swordtesting name = "topmelee" icon_state = "machete_imp" - item_state = "salvagedmachete" + inhand_icon_state = "salvagedmachete" force = 30 //Fenny makes fucking handfans because they're cute and maybe dangerous. ~TK @@ -1124,7 +1124,7 @@ CODE FOR BLEEDING STACK icon_state = "handfanclosed_0" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' - item_state = null + inhand_icon_state = null slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK w_class = WEIGHT_CLASS_SMALL item_flags = NONE @@ -1133,7 +1133,7 @@ CODE FOR BLEEDING STACK var/on_sound = 'sound/weapons/batonextend.ogg' var/on_icon_state = "handfanopen_1" var/off_icon_state = "handfanclosed_0" - var/on_item_state = "nullrod" + var/on_inhand_icon_state = "nullrod" attack_verb = list("fanned %t") var/force_on = 0 var/force_off = 0 @@ -1154,14 +1154,14 @@ CODE FOR BLEEDING STACK if(on) to_chat(user, get_on_off_description()) icon_state = on_icon_state - item_state = on_item_state + inhand_icon_state = on_inhand_icon_state w_class = weight_class_on force = force_on attack_verb = list(span_love("fanned")) else to_chat(user, get_on_off_description()) icon_state = off_icon_state - item_state = null //no sprite for concealment even when in hand + inhand_icon_state = null //no sprite for concealment even when in hand slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK w_class = WEIGHT_CLASS_SMALL force = force_off diff --git a/code/game/objects/items/melee/f13powerfist.dm b/code/game/objects/items/melee/f13powerfist.dm index f4104960cd..721c651625 100644 --- a/code/game/objects/items/melee/f13powerfist.dm +++ b/code/game/objects/items/melee/f13powerfist.dm @@ -7,7 +7,7 @@ name = "power fist" desc = "A metal gauntlet with a piston-powered ram on top for that extra 'oomph' in your punch." icon_state = "powerfist" - item_state = "powerfist" + inhand_icon_state = "powerfist" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' flags_1 = CONDUCT_1 @@ -103,7 +103,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/melee1h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee1h_righthand.dmi' icon_state = "goliath" - item_state = "goliath" + inhand_icon_state = "goliath" force = 55 //legendary tier power fist, one of a kind, why should it hit for less than a machete throw_distance = 3 @@ -115,7 +115,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/melee1h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee1h_righthand.dmi' icon_state = "satfist" - item_state = "satfist" + inhand_icon_state = "satfist" force = 65 //Mythical tier power fist, literally able to kill god throw_distance = 2 @@ -138,7 +138,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/melee1h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee1h_righthand.dmi' icon_state = "satfisth" - item_state = "satfisth" + inhand_icon_state = "satfisth" force = 70 //Mythical tier power fist, literally able to kill god and cook him throw_distance = 2 @@ -148,7 +148,7 @@ name = "mole miner gauntlet" desc = "A hand-held mining and cutting implement, repurposed into a deadly melee weapon. Its name origins are a mystery..." icon_state = "mole_miner_g" - item_state = "mole_miner_g" + inhand_icon_state = "mole_miner_g" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' flags_1 = CONDUCT_1 @@ -193,8 +193,8 @@ toolspeed = 1.5 resistance_flags = FIRE_PROOF hitsound = 'sound/weapons/chainsawhit.ogg' - var/on_item_state = "ripper_on" - var/off_item_state = "ripper" + var/on_inhand_icon_state = "ripper_on" + var/off_inhand_icon_state = "ripper" var/weight_class_on = WEIGHT_CLASS_HUGE var/force_on = 45 var/force_off = 10 @@ -212,7 +212,7 @@ if(on) to_chat(user, description_on) icon_state = on_icon_state - item_state = on_item_state + inhand_icon_state = on_inhand_icon_state w_class = weight_class_on force = force_on slot_flags = null @@ -221,7 +221,7 @@ else to_chat(user, description_off) icon_state = off_icon_state - item_state = off_item_state + inhand_icon_state = off_inhand_icon_state w_class = WEIGHT_CLASS_NORMAL force = force_off slot_flags = INV_SLOTBIT_SUITSTORE | INV_SLOTBIT_BELT @@ -236,8 +236,8 @@ icon_state = "prewarrip_off" on_icon_state = "prewarrip_on" off_icon_state = "prewarrip_off" - on_item_state = "prewarrip_on" - off_item_state = "prewarrip_off" + on_inhand_icon_state = "prewarrip_on" + off_inhand_icon_state = "prewarrip_off" armour_penetration = 0.3 force_on = 50 @@ -253,7 +253,7 @@ desc = "A backpack containing a large quantity of fuel and a pipe attaching it to a long, deadly blade. You ever wanted to set fire to people with a sword?" icon = 'icons/obj/items_and_weapons.dmi' icon_state = "shishkebabpack" - item_state = "shishkebabpack" + inhand_icon_state = "shishkebabpack" w_class = WEIGHT_CLASS_BULKY slot_flags = INV_SLOTBIT_BACK // actions_types = list(/datum/action/item_action/toggle_shishkebab) @@ -346,7 +346,7 @@ desc = "A deadly flaming sword covered in fuel. You're not sure this is entirely safe." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "shishkebab" - item_state = "shishkebab" + inhand_icon_state = "shishkebab" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' w_class = WEIGHT_CLASS_BULKY diff --git a/code/game/objects/items/melee/f13twohanded.dm b/code/game/objects/items/melee/f13twohanded.dm index 70f4cdafa0..d352364cf8 100644 --- a/code/game/objects/items/melee/f13twohanded.dm +++ b/code/game/objects/items/melee/f13twohanded.dm @@ -785,7 +785,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/melee2h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee2h_righthand.dmi' icon_state = "steelsaw" - item_state = "steelsaw" + inhand_icon_state = "steelsaw" icon_prefix = "steelsaw" force = 4 backstab_multiplier = 1.5 @@ -803,8 +803,8 @@ var/structure_bonus_damage = 20 var/on_icon_state = "steelsaw_on" var/off_icon_state = "steelsaw" - var/on_item_state = "steelsaw_on" - var/off_item_state = "steelsaw" + var/on_inhand_icon_state = "steelsaw_on" + var/off_inhand_icon_state = "steelsaw" var/weight_class_on = WEIGHT_CLASS_HUGE var/on = FALSE var/force_on = 50 @@ -816,7 +816,7 @@ if(on) user.visible_message("[user] pulls the cord, starting up the [src] with a roar and letting the blades spin up.") icon_state = on_icon_state - item_state = on_item_state + inhand_icon_state = on_inhand_icon_state w_class = weight_class_on force = force_on attack_speed = CLICK_CD_MELEE * 0.5 @@ -825,7 +825,7 @@ else user.visible_message("[user] presses the off button, stopping the noise and the carnage.") icon_state = off_icon_state - item_state = off_item_state + inhand_icon_state = off_inhand_icon_state w_class = WEIGHT_CLASS_BULKY force = force_off attack_verb = list("poked", "scraped") @@ -855,15 +855,15 @@ name = "auto axe" desc = "A reinforced and heavier steel saw, upgraded using the parts of a car engine. A little heavy and ungainly to use as a tool, however." icon_state = "autoaxe" - item_state = "autoaxe" + inhand_icon_state = "autoaxe" icon_prefix = "autoaxe" force_on = 55 armour_penetration = 0.3 //it's an expensive to craft weapon that requires crafting recipes and hunting around for some rather esoteric parts, it should be worth the trouble. attack_speed = CLICK_CD_MELEE * 1.5 on_icon_state = "autoaxe_on" off_icon_state = "autoaxe" - on_item_state = "autoaxe_on" - off_item_state = "autoaxe" + on_inhand_icon_state = "autoaxe_on" + off_inhand_icon_state = "autoaxe" toolspeed = 2 structure_bonus_damage = 40 @@ -872,7 +872,7 @@ if(on) user.visible_message("[user] turns the starting crank on the [src], starting it up with a guttral roar.") icon_state = on_icon_state - item_state = on_item_state + inhand_icon_state = on_inhand_icon_state w_class = weight_class_on force = force_on attack_speed = CLICK_CD_MELEE * 0.5 @@ -881,7 +881,7 @@ else user.visible_message("[user] cuts the throttle on the [src], letting the blades slowly spin down.") icon_state = off_icon_state - item_state = off_item_state + inhand_icon_state = off_inhand_icon_state w_class = WEIGHT_CLASS_BULKY force = force_off attack_verb = list("poked", "scraped") diff --git a/code/game/objects/items/melee/misc.dm b/code/game/objects/items/melee/misc.dm index 752aefa78d..fe66f27e09 100644 --- a/code/game/objects/items/melee/misc.dm +++ b/code/game/objects/items/melee/misc.dm @@ -9,7 +9,7 @@ name = "chain of command" desc = "A tool used by great men to placate the frothing masses." icon_state = "chain" - item_state = "chain" + inhand_icon_state = "chain" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' flags_1 = CONDUCT_1 @@ -37,7 +37,7 @@ desc = "A grotesque blade that on closer inspection seems made of synthetic flesh, it still feels like it would hurt very badly as a weapon." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "arm_blade" - item_state = "arm_blade" + inhand_icon_state = "arm_blade" lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' w_class = WEIGHT_CLASS_HUGE @@ -56,7 +56,7 @@ name = "officer's sabre" desc = "An elegant weapon, its monomolecular edge is capable of cutting through flesh and bone with ease." icon_state = "sabre" - item_state = "sabre" + inhand_icon_state = "sabre" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' flags_1 = CONDUCT_1 @@ -116,7 +116,7 @@ desc = "A thin blade made of plastitanium with a diamond tip. It appears to be coated in a persistent layer of an unknown substance." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "rapier" - item_state = "rapier" + inhand_icon_state = "rapier" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' force = 15 @@ -210,7 +210,7 @@ icon_state = "contractor_baton_0" // looks cool lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' - item_state = null + inhand_icon_state = null slot_flags = INV_SLOTBIT_BELT w_class = WEIGHT_CLASS_TINY // so you can fit it basically everywhere item_flags = NONE @@ -222,7 +222,7 @@ on_stun_sound = 'sound/effects/contractorbatonhit.ogg' on_icon_state = "contractor_baton_1" off_icon_state = "contractor_baton_0" - on_item_state = "contractor_baton" + on_inhand_icon_state = "contractor_baton" force_on = 0 force_off = 0 weight_class_on = WEIGHT_CLASS_NORMAL @@ -241,7 +241,7 @@ desc = "In a station full of bad ideas, this might just be the worst." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "supermatter_sword" - item_state = "supermatter_sword" + inhand_icon_state = "supermatter_sword" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' slot_flags = null @@ -321,7 +321,7 @@ name = "advanced roasting stick" desc = "A telescopic roasting stick with a miniature shield generator designed to ensure entry into various high-tech shielded cooking ovens and firepits." icon_state = "roastingstick_0" - item_state = "null" + inhand_icon_state = "null" slot_flags = INV_SLOTBIT_BELT w_class = WEIGHT_CLASS_SMALL item_flags = NONE @@ -381,13 +381,13 @@ /obj/item/melee/roastingstick/proc/extend(user) to_chat(user, "You extend [src].") icon_state = "roastingstick_1" - item_state = "nullrod" + inhand_icon_state = "nullrod" w_class = WEIGHT_CLASS_BULKY /obj/item/melee/roastingstick/proc/retract(user) to_chat(user, "You collapse [src].") icon_state = "roastingstick_0" - item_state = null + inhand_icon_state = null w_class = WEIGHT_CLASS_SMALL /obj/item/melee/roastingstick/handle_atom_del(atom/target) @@ -431,7 +431,7 @@ desc = "The grandson of the club, yet the grandfather of the baseball bat. Most notably used by holy orders in days past." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "mace_greyscale" - item_state = "mace_greyscale" + inhand_icon_state = "mace_greyscale" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Material type changes the prefix as well as the color. diff --git a/code/game/objects/items/melee/weaponry.dm b/code/game/objects/items/melee/weaponry.dm index 7f2093a2cc..7fb8fc062a 100644 --- a/code/game/objects/items/melee/weaponry.dm +++ b/code/game/objects/items/melee/weaponry.dm @@ -39,7 +39,7 @@ superlagg says: cool story, oranges name = "\improper SORD" desc = "This thing is so unspeakably shitty you are having a hard time even holding it." icon_state = "sord" - item_state = "sord" + inhand_icon_state = "sord" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' slot_flags = INV_SLOTBIT_BELT @@ -53,7 +53,7 @@ superlagg says: cool story, oranges name = "katana" desc = "After the world ended, seppuku rates in Japan skyrocketed!" icon_state = "katana" - item_state = "katana" + inhand_icon_state = "katana" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' flags_1 = CONDUCT_1 @@ -81,7 +81,7 @@ superlagg says: cool story, oranges name = "temporal katana" desc = "Delicately balanced, this finely-crafted blade hums with barely-restrained potential." icon_state = "temporalkatana" - item_state = "temporalkatana" + inhand_icon_state = "temporalkatana" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' block_chance = 0 // oops @@ -100,7 +100,7 @@ superlagg says: cool story, oranges name = "bokken" desc = "A Japanese training sword made of wood and shaped like a katana." icon_state = "bokken" - item_state = "bokken" + inhand_icon_state = "bokken" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK @@ -188,7 +188,7 @@ superlagg says: cool story, oranges burned_in = new_burn if(!burnt) icon_state += "_burnt" - item_state += "_burnt" + inhand_icon_state += "_burnt" burnt = TRUE update_icon() update_icon_state() @@ -248,7 +248,7 @@ superlagg says: cool story, oranges name = "wired rod" desc = "A rod with some wire wrapped around the top. It'd be easy to attach something to the top bit." icon_state = "wiredrod" - item_state = "rods" + inhand_icon_state = "rods" flags_1 = CONDUCT_1 force = 9 throwforce = 10 @@ -301,7 +301,7 @@ superlagg says: cool story, oranges name = "throwing star" desc = "A serrated metal disk. Useless against armor, but looks painful if chucked into someone's face." icon_state = "throwingstar" - item_state = "eshield0" + inhand_icon_state = "eshield0" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' force = 2 @@ -325,7 +325,7 @@ superlagg says: cool story, oranges desc = "A cane used by a true gentleman. Or a clown." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "cane" - item_state = "stick" + inhand_icon_state = "stick" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' force = 5 @@ -361,7 +361,7 @@ superlagg says: cool story, oranges desc = "A great tool to drag someone else's drinks across the bar." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "cane" - item_state = "stick" + inhand_icon_state = "stick" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' force = 3 @@ -422,7 +422,7 @@ superlagg says: cool story, oranges desc = "Useful for killing insects of all sizes." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "flyswatter" - item_state = "flyswatter" + inhand_icon_state = "flyswatter" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' force = 1 @@ -563,7 +563,7 @@ superlagg says: cool story, oranges name = "slapper" desc = "This is how real men fight." icon_state = "latexballon" - item_state = "nothing" + inhand_icon_state = "nothing" force = 0 throwforce = 0 item_flags = DROPDEL | ABSTRACT @@ -595,7 +595,7 @@ superlagg says: cool story, oranges desc = "Futuristic tech has allowed these classic spring-boxing toys to essentially act as a fully functional hand-operated hand prosthetic." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "extendohand" - item_state = "extendohand" + inhand_icon_state = "extendohand" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' force = 0 diff --git a/code/game/objects/items/miscellaneous.dm b/code/game/objects/items/miscellaneous.dm index 1a3de5eff5..9455f7c043 100644 --- a/code/game/objects/items/miscellaneous.dm +++ b/code/game/objects/items/miscellaneous.dm @@ -17,7 +17,7 @@ desc = "Hey, why are you viewing this?!! Please let Centcom know about this odd occurance." icon = 'icons/obj/device.dmi' icon_state = "gangtool-blue" - item_state = "radio" + inhand_icon_state = "radio" var/list/stored_options var/force_refresh = FALSE //if set to true, the beacon will recalculate its display options whenever opened @@ -203,7 +203,7 @@ desc = "Think really hard about what you want, and then rip it open!" icon = 'icons/obj/storage.dmi' icon_state = "deliverypackage3" - item_state = "deliverypackage3" + inhand_icon_state = "deliverypackage3" /obj/item/choice_beacon/box/spawn_option(atom/choice,mob/living/M) var/choice_text = choice @@ -412,7 +412,7 @@ desc = "Using the power of quantum entanglement, this box contains every plush, until the moment it is opened!" icon = 'icons/obj/plushes.dmi' icon_state = "box" - item_state = "box" + inhand_icon_state = "box" /obj/item/choice_beacon/box/plushie/generate_display_names() var/list/plushie_list = list() @@ -432,7 +432,7 @@ desc = "choose your weapon." icon = 'icons/obj/crates.dmi' icon_state = "weaponcrate" - item_state = "syringe_kit" + inhand_icon_state = "syringe_kit" /obj/item/choice_beacon/weapon/follower name = "Follower of the Apocalpyse standard issue self-defense weapon crate" diff --git a/code/game/objects/items/mop.dm b/code/game/objects/items/mop.dm index 61f101d058..d7613f4fb5 100644 --- a/code/game/objects/items/mop.dm +++ b/code/game/objects/items/mop.dm @@ -89,7 +89,7 @@ name = "advanced mop" mopcap = 10 icon_state = "advmop" - item_state = "mop" + inhand_icon_state = "mop" lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi' force = 6 diff --git a/code/game/objects/items/paint.dm b/code/game/objects/items/paint.dm index cd65149f5d..507794be7c 100644 --- a/code/game/objects/items/paint.dm +++ b/code/game/objects/items/paint.dm @@ -8,7 +8,7 @@ icon = 'icons/obj/items_and_weapons.dmi' icon_state = "paint_neutral" var/paint_color = "FFFFFF" - item_state = "paintcan" + inhand_icon_state = "paintcan" w_class = WEIGHT_CLASS_NORMAL resistance_flags = FLAMMABLE max_integrity = 100 diff --git a/code/game/objects/items/pet_carrier.dm b/code/game/objects/items/pet_carrier.dm index 11fa18a403..29499a63b4 100644 --- a/code/game/objects/items/pet_carrier.dm +++ b/code/game/objects/items/pet_carrier.dm @@ -7,7 +7,7 @@ desc = "A big white-and-blue pet carrier. Good for carrying meat to the chef cute animals around." icon = 'icons/obj/pet_carrier.dmi' icon_state = "pet_carrier_open" - item_state = "pet_carrier" + inhand_icon_state = "pet_carrier" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' force = 5 @@ -228,7 +228,7 @@ desc = "A jar, that seems to be bigger on the inside, somehow allowing lifeforms to fit through its narrow entrance." open = FALSE //starts closed so it looks better on menus icon_state = "bluespace_jar" - item_state = "bluespace_jar" + inhand_icon_state = "bluespace_jar" lefthand_file = "" righthand_file = "" max_occupant_weight = MOB_SIZE_HUMAN //can fit people, like a bluespace bodybag! diff --git a/code/game/objects/items/pinpointer.dm b/code/game/objects/items/pinpointer.dm index 8eb9a886b0..a188837b75 100644 --- a/code/game/objects/items/pinpointer.dm +++ b/code/game/objects/items/pinpointer.dm @@ -7,7 +7,7 @@ flags_1 = CONDUCT_1 slot_flags = INV_SLOTBIT_BELT w_class = WEIGHT_CLASS_SMALL - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' throw_speed = 3 diff --git a/code/game/objects/items/plushes.dm b/code/game/objects/items/plushes.dm index b2e61e2879..0f63203698 100644 --- a/code/game/objects/items/plushes.dm +++ b/code/game/objects/items/plushes.dm @@ -126,7 +126,7 @@ name = P.name desc = P.desc icon_state = P.icon_state - item_state = P.item_state + inhand_icon_state = P.inhand_icon_state icon = P.icon squeak_override = P.squeak_override attack_verb = P.attack_verb @@ -140,7 +140,7 @@ gender = jsonlist["gender"] if(jsonlist["icon_state"]) icon_state = jsonlist["icon_state"] - item_state = jsonlist["item_state"] + inhand_icon_state = jsonlist["inhand_icon_state"] var/static/config_sprites = file("config/plushies/sprites.dmi") icon = config_sprites if(jsonlist["attack_verb"]) @@ -454,7 +454,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "space carp plushie" desc = "An adorable stuffed toy that resembles a space carp." icon_state = "carpplush" - item_state = "carp_plushie" + inhand_icon_state = "carp_plushie" attack_verb = list("bitten", "eaten", "fin slapped") squeak_override = list('sound/weapons/bite.ogg'=1) @@ -573,7 +573,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "lizard plushie" desc = "An adorable stuffed toy that resembles a lizardperson." icon_state = "plushie_lizard" - item_state = "plushie_lizard" + inhand_icon_state = "plushie_lizard" attack_verb = list("clawed", "hissed", "tail slapped") squeak_override = list('sound/weapons/slash.ogg' = 1) @@ -581,13 +581,13 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "kobold plushie" desc = "An adorable stuffed toy that resembles a kobold." icon_state = "kobold" - item_state = "kobold" + inhand_icon_state = "kobold" /obj/item/toy/plush/lizardplushie/kobold/scrip name = "Oobie Biddilets, Devourer of Markets, he who ate all the union scrip like the fat kobold he is plushie" desc = "Oh he knows what he did. You can thank him for this." icon_state = "kobold" - item_state = "kobold" + inhand_icon_state = "kobold" /obj/item/toy/plush/lizardplushie/kobold/scrip/Initialize(mapload, set_snowflake_id) . = ..() @@ -598,7 +598,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "operative plushie" desc = "A stuffed toy that resembles a syndicate nuclear operative. The tag claims operatives to be purely fictitious." icon_state = "plushie_nuke" - item_state = "plushie_nuke" + inhand_icon_state = "plushie_nuke" attack_verb = list("shot", "nuked", "detonated") squeak_override = list('sound/effects/hit_punch.ogg' = 1) @@ -606,7 +606,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "slime plushie" desc = "An adorable stuffed toy that resembles a slime. It is practically just a hacky sack." icon_state = "plushie_slime" - item_state = "plushie_slime" + inhand_icon_state = "plushie_slime" attack_verb = list("blorbled", "slimed", "absorbed", "glomped") squeak_override = list('sound/effects/blobattack.ogg' = 1) gender = FEMALE //given all the jokes and drawings, I'm not sure the xenobiologists would make a slimeboy @@ -615,7 +615,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "awakened plushie" desc = "An ancient plushie that has grown enlightened to the true nature of reality." icon_state = "plushie_awake" - item_state = "plushie_awake" + inhand_icon_state = "plushie_awake" can_random_spawn = FALSE /obj/item/toy/plush/awakenedplushie/ComponentInitialize() @@ -626,7 +626,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "bee plushie" desc = "A cute toy that resembles an even cuter bee." icon_state = "plushie_h" - item_state = "plushie_h" + inhand_icon_state = "plushie_h" attack_verb = list("stung") gender = FEMALE squeak_override = list('modular_citadel/sound/voice/scream_moth.ogg' = 1) @@ -635,7 +635,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "insect plushie" desc = "An adorable stuffed toy that resembles some kind of insect." icon_state = "moth" - item_state = "moth" + inhand_icon_state = "moth" squeak_override = list('modular_citadel/sound/voice/mothsqueak.ogg' = 1) can_random_spawn = FALSE @@ -643,7 +643,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "lamp plushie" desc = "A toy lamp plushie, doesn't actually make light, but it still toggles on and off. Click clack!" icon_state = "plushie_lamp" - item_state = "plushie_lamp" + inhand_icon_state = "plushie_lamp" attack_verb = list("lit", "flickered", "flashed") squeak_override = list('sound/weapons/magout.ogg' = 1) @@ -651,51 +651,51 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "cardboard plushie" desc = "A toy box plushie, it holds cotten. Only a baddie would place a bomb through the postal system..." icon_state = "box" - item_state = "box" + inhand_icon_state = "box" attack_verb = list("open", "closed", "packed", "hidden", "rigged", "bombed", "sent", "gave") /obj/item/toy/plush/slaggy name = "slag plushie" desc = "A piece of slag with some googly eyes and a drawn on mouth." icon_state = "slaggy" - item_state = "slaggy" + inhand_icon_state = "slaggy" attack_verb = list("melted", "refined", "stared") /obj/item/toy/plush/mr_buckety name = "bucket plushie" desc = "A bucket that is missing its handle with some googly eyes and a drawn on mouth." icon_state = "mr_buckety" - item_state = "mr_buckety" + inhand_icon_state = "mr_buckety" attack_verb = list("filled", "dumped", "stared") /obj/item/toy/plush/dr_scanny name = "scanner plushie" desc = "A old outdated scanner that has been modified to have googly eyes, a dawn on mouth and, heart." icon_state = "dr_scanny" - item_state = "dr_scanny" + inhand_icon_state = "dr_scanny" attack_verb = list("scanned", "beeped", "stared") /obj/item/toy/plush/borgplushie name = "robot plushie" desc = "An adorable stuffed toy of a robot." icon_state = "securityk9" - item_state = "securityk9" + inhand_icon_state = "securityk9" attack_verb = list("beeped", "booped", "pinged") squeak_override = list('sound/machines/beep.ogg' = 1) /obj/item/toy/plush/borgplushie/medihound icon_state = "medihound" - item_state = "medihound" + inhand_icon_state = "medihound" /obj/item/toy/plush/borgplushie/scrubpuppy icon_state = "scrubpuppy" - item_state = "scrubpuppy" + inhand_icon_state = "scrubpuppy" /obj/item/toy/plush/aiplush name = "AI plushie" desc = "A little stuffed toy AI core... it appears to be malfunctioning." icon_state = "exo" - item_state = "exo" + inhand_icon_state = "exo" attack_verb = list("hacked", "detonated", "overloaded") squeak_override = list('sound/machines/beep.ogg' = 9, 'sound/machines/buzz-two.ogg' = 1) @@ -703,7 +703,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "snake plushie" desc = "An adorable stuffed toy that resembles a snake. Not to be mistaken for the real thing." icon_state = "plushie_snake" - item_state = "plushie_snake" + inhand_icon_state = "plushie_snake" attack_verb = list("bitten", "hissed", "tail slapped") squeak_override = list('modular_citadel/sound/voice/hiss.ogg' = 1) @@ -716,19 +716,19 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "blue wolf plushie" desc = "This plushie looks familiar...." icon_state = "bluewolf" - item_state = "bluewolf" + inhand_icon_state = "bluewolf" /obj/item/toy/plush/mammal/fox name = "fox plushie" desc = "An adorable stuffed toy resembling a fox." icon_state = "fox" - item_state = "fox" + inhand_icon_state = "fox" /obj/item/toy/plush/mammal/fox/fuzzy name = "cute fox plushie" desc = "A smol, adorable stuffed toy resembling a fox. Looks like it could use a good lap." icon_state = "fox" - item_state = "fox" + inhand_icon_state = "fox" attack_verb = list("squeaked", "nibbled", "snuggled", "went A at") squeak_override = list('sound/effects/mousesqueek.ogg' = 1) gender = FEMALE @@ -742,7 +742,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "snuggly fox plushie" desc = "A massive, adorable, bottom-heavy beanbag chair resembling a fox. Seems to have a lap that just keeps on going.\n\nIt might not look that big, but trust me, that toy is massive!" icon_state = "fox" - item_state = "fox" + inhand_icon_state = "fox" attack_verb = list("squished", "floofed", "wobbled", "jiggled") squeak_override = list('modular_coyote/sound/typing/arfs1sounds/fennec2.ogg' = 1) gender = FEMALE @@ -768,7 +768,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "medcat plushie" desc = "An affectionate stuffed toy that resembles a certain medcat, comes complete with battery operated wagging tail!! You get the impression she's cheering you on to to find happiness and be kind to people." icon_state = "fermis" - item_state = "fermis" + inhand_icon_state = "fermis" attack_verb = list("cuddled", "petpatted", "wigglepurred") squeak_override = list('modular_citadel/sound/voice/merowr.ogg' = 1) @@ -785,7 +785,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) squeak_override = list('modular_citadel/sound/voice/peep.ogg' = 1) can_random_spawn = TRUE icon_state = "bird" - item_state = "bird" + inhand_icon_state = "bird" /obj/item/toy/plush/bird/sylas name = "bird plushie" @@ -794,7 +794,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) squeak_override = list('modular_citadel/sound/voice/peep.ogg' = 1) can_random_spawn = TRUE icon_state = "birdsylas" - item_state = "birdsylas" + inhand_icon_state = "birdsylas" /obj/item/toy/plush/sergal name = "sergal plushie" @@ -802,7 +802,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) squeak_override = list('modular_citadel/sound/voice/merp.ogg' = 1) can_random_spawn = TRUE icon_state = "sergal" - item_state = "sergal" + inhand_icon_state = "sergal" /obj/item/toy/plush/mammal/dog @@ -853,7 +853,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) /obj/item/toy/plush/plushling/New() var/initial_state = pick("plushie_lizard", "plushie_snake", "plushie_slime", "fox") icon_state = initial_state - item_state = initial_state + inhand_icon_state = initial_state START_PROCESSING(SSobj, src) . = ..() @@ -897,7 +897,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = victim.name desc = victim.desc + " Wait, did it just move..?" icon_state = victim.icon_state - item_state = victim.item_state + inhand_icon_state = victim.inhand_icon_state squeak_override = victim.squeak_override attack_verb = victim.attack_verb new /obj/effect/decal/cleanable/ash(get_turf(victim)) @@ -914,7 +914,7 @@ GLOBAL_LIST_INIT(valid_plushie_paths, valid_plushie_paths()) name = "Rattles Jr." desc = "It's your friendly neighborhood merchant, Rattles! It looks like he's been turned into a marketable plushie." icon_state = "rattles" - item_state = "plushie_lizard" + inhand_icon_state = "plushie_lizard" attack_verb = list("hissed", "rattled") squeak_override = list('sound/creatures/rattle.ogg' = 1) diff --git a/code/game/objects/items/pneumaticCannon.dm b/code/game/objects/items/pneumaticCannon.dm index 47df1f6008..0fcca0cb3f 100644 --- a/code/game/objects/items/pneumaticCannon.dm +++ b/code/game/objects/items/pneumaticCannon.dm @@ -10,7 +10,7 @@ attack_verb = list("bludgeoned", "smashed", "beaten") icon = 'icons/obj/pneumaticCannon.dmi' icon_state = "pneumaticCannon" - item_state = "bulldog" + inhand_icon_state = "bulldog" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' armor = ARMOR_VALUE_LIGHT diff --git a/code/game/objects/items/powerfist.dm b/code/game/objects/items/powerfist.dm index 8a6d99b671..408d0c8208 100644 --- a/code/game/objects/items/powerfist.dm +++ b/code/game/objects/items/powerfist.dm @@ -2,7 +2,7 @@ name = "power-fist" desc = "A metal gauntlet with a piston-powered ram ontop for that extra 'ompfh' in your punch." icon_state = "powerfist" - item_state = "powerfist" + inhand_icon_state = "powerfist" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' flags_1 = CONDUCT_1 diff --git a/code/game/objects/items/religion.dm b/code/game/objects/items/religion.dm index 3f03af34ca..389153e285 100644 --- a/code/game/objects/items/religion.dm +++ b/code/game/objects/items/religion.dm @@ -3,7 +3,7 @@ desc = "A banner with Nanotrasen's logo on it." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "banner" - item_state = "banner" + inhand_icon_state = "banner" force = 8 attack_verb = list("forcefully inspired", "violently encouraged", "relentlessly galvanized") lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi' @@ -151,13 +151,13 @@ /obj/item/banner/red name = "red banner" icon_state = "banner-red" - item_state = "banner-red" + inhand_icon_state = "banner-red" desc = "A banner with the logo of the red deity." /obj/item/banner/blue name = "blue banner" icon_state = "banner-blue" - item_state = "banner-blue" + inhand_icon_state = "banner-blue" desc = "A banner with the logo of the blue deity." /obj/item/storage/backpack/bannerpack diff --git a/code/game/objects/items/scrolls.dm b/code/game/objects/items/scrolls.dm index d58f670dc4..f441208cfa 100644 --- a/code/game/objects/items/scrolls.dm +++ b/code/game/objects/items/scrolls.dm @@ -5,7 +5,7 @@ icon_state = "scroll" var/uses = 4 w_class = WEIGHT_CLASS_SMALL - item_state = "paper" + inhand_icon_state = "paper" throw_speed = 3 throw_range = 7 resistance_flags = FLAMMABLE diff --git a/code/game/objects/items/shields.dm b/code/game/objects/items/shields.dm index b58dcf46f4..37b2ecdabd 100644 --- a/code/game/objects/items/shields.dm +++ b/code/game/objects/items/shields.dm @@ -196,7 +196,7 @@ name = "riot shield" desc = "A shield for protecting the user from low impact force while giving good visibility." icon_state = "shield_riot" - item_state = "shield_riot" + inhand_icon_state = "shield_riot" slot_flags = INV_SLOTBIT_BACK | INV_SLOTBIT_OCLOTHING armor = list("melee" = 20, "bullet" = 65, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70) force = 10 @@ -266,7 +266,7 @@ name = "bullet resistant shield" desc = "Kevlar coated surface makes this riot shield a lot better for blocking projectiles." icon_state = "shield_bulletproof" - item_state = "shield_bulletproof" + inhand_icon_state = "shield_bulletproof" block_parry_data = /datum/block_parry_data/shield/bulletproof armor = list("melee" = 50, "bullet" = 90, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70) max_integrity = -1 @@ -286,7 +286,7 @@ name = "wooden buckler" desc = "A small wooden shield." icon_state = "shield_buckler" - item_state = "shield_buckler" + inhand_icon_state = "shield_buckler" slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK block_parry_data = /datum/block_parry_data/shield/scrap armor = list("melee" = 50, "bullet" = 15, "laser" = 30, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 40) @@ -308,7 +308,7 @@ name = "stop sign buckler" desc = "Made from a ancient roadsign, with handles made of rope." icon_state = "shield_stop" - item_state = "shield_stop" + inhand_icon_state = "shield_stop" armor = list("melee" = 30, "bullet" = 25, "laser" = 65, "energy" = 0, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40) max_integrity = -1 slowdown = 0 @@ -321,7 +321,7 @@ name = "Larper shield" desc = "Heavy shield with metal pieces bolted to a wood backing, with a painted yellow baby cow insignia in the centre. Repair with metal." icon_state = "shield_legion" - item_state = "shield_legion" + inhand_icon_state = "shield_legion" block_parry_data = /datum/block_parry_data/shield/legion armor = list("melee" = 70, "bullet" = 60, "laser" = 60, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40) force = 13 @@ -345,7 +345,7 @@ name = "scrap shield" desc = "A large shield made of glued and welded sheets of metal. Heavy and clumsy, but at least its handle is wrapped in some cloth." icon_state = "shield_scrap" - item_state = "shield_scrap" + inhand_icon_state = "shield_scrap" block_parry_data = /datum/block_parry_data/shield/scrap armor = list("melee" = 45, "bullet" = 45, "laser" = 45, "energy" = 0, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40) max_integrity = -1 @@ -419,7 +419,7 @@ name = "tower shield" desc = "A heavy metal tower shield. Very unwieldly." icon_state = "shield_tower" - item_state = "shield_tower" + inhand_icon_state = "shield_tower" slot_flags = INV_SLOTBIT_BACK shieldbash_cooldown = 8 SECONDS shieldbash_brutedamage = 50//if you close in with this, and land a shieldbash you should deal a good bit of damage @@ -450,7 +450,7 @@ name = "scrap-tower shield" desc = "A heavy metal tower shield, made from scrap metal. Very unwieldly." icon_state = "shield_scraptower" - item_state = "shield_scraptower" + inhand_icon_state = "shield_scraptower" shieldbash_brutedamage = 40 shieldbash_stamdmg = 60 shield_flags = SHIELD_FLAGS_DEFAULT //no guaranteed kd on bash, sorry @@ -512,7 +512,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere /obj/item/shield/riot/implant name = "telescoping shield implant" desc = "A compact, arm-mounted telescopic shield. While nigh-indestructible when powered by a host user, it will eventually overload from damage. Recharges while inside its implant." - item_state = "metal" + inhand_icon_state = "metal" icon_state = "metal" slowdown = 1 shield_flags = SHIELD_FLAGS_DEFAULT @@ -565,7 +565,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere w_class = WEIGHT_CLASS_NORMAL desc = "Yep, that's a shield. Good for not getting whacked." icon_state = "shield_stop" - item_state = "shield_stop" + inhand_icon_state = "shield_stop" armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 0, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40) force = 12 force_wielded = 20 @@ -583,7 +583,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "red_buckler" - item_state = "red_buckler" + inhand_icon_state = "red_buckler" max_integrity = -1 resistance_flags = null @@ -599,7 +599,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "blue_buckler" - item_state = "blue_buckler" + inhand_icon_state = "blue_buckler" max_integrity = -1 resistance_flags = null @@ -614,7 +614,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "steel_shield" - item_state = "steel_shield" + inhand_icon_state = "steel_shield" max_integrity = -1 resistance_flags = null @@ -630,7 +630,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "iron_shield" - item_state = "iron_shield" + inhand_icon_state = "iron_shield" max_integrity = -1 resistance_flags = null @@ -646,7 +646,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "bronze_shield" - item_state = "bronze_shield" + inhand_icon_state = "bronze_shield" max_integrity = -1 resistance_flags = null @@ -661,7 +661,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "ironshield2" - item_state = "semioval_shield_blue" + inhand_icon_state = "semioval_shield_blue" max_integrity = -1 resistance_flags = null @@ -676,7 +676,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "ironshield3" - item_state = "semioval_shield_blue" + inhand_icon_state = "semioval_shield_blue" max_integrity = -1 resistance_flags = null @@ -691,7 +691,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "ironshield4" - item_state = "semioval_shield_blue" + inhand_icon_state = "semioval_shield_blue" max_integrity = -1 resistance_flags = null @@ -706,7 +706,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "roman_buckler" - item_state = "roman_buckler" + inhand_icon_state = "roman_buckler" max_integrity = -1 resistance_flags = null @@ -721,7 +721,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "semioval_shield_blue" - item_state = "semioval_shield_blue" + inhand_icon_state = "semioval_shield_blue" max_integrity = -1 resistance_flags = null @@ -736,7 +736,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "egyptian_shield" - item_state = "egyptian_shield" + inhand_icon_state = "egyptian_shield" max_integrity = -1 resistance_flags = null @@ -751,7 +751,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "buckler2" - item_state = "buckler2" + inhand_icon_state = "buckler2" max_integrity = -1 resistance_flags = null @@ -766,7 +766,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "imperial_kite" - item_state = "imperial_kite" + inhand_icon_state = "imperial_kite" max_integrity = -1 resistance_flags = null @@ -781,7 +781,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "pegasus_shield" - item_state = "pegasus_shield" + inhand_icon_state = "pegasus_shield" max_integrity = -1 resistance_flags = null @@ -796,7 +796,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "owl_shield" - item_state = "owl_shield" + inhand_icon_state = "owl_shield" max_integrity = -1 resistance_flags = null @@ -810,7 +810,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "chimalli" - item_state = "chimalli" + inhand_icon_state = "chimalli" max_integrity = -1 resistance_flags = null @@ -825,7 +825,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "scutum" - item_state = "scutum" + inhand_icon_state = "scutum" max_integrity = -1 resistance_flags = null @@ -839,7 +839,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "orc_shield" - item_state = "orc_shield" + inhand_icon_state = "orc_shield" max_integrity = -1 resistance_flags = null @@ -854,7 +854,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "nguni_shield" - item_state = "nguni_shield" + inhand_icon_state = "nguni_shield" max_integrity = -1 resistance_flags = null @@ -868,7 +868,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "chitin_shield" - item_state = "chitin_shield" + inhand_icon_state = "chitin_shield" max_integrity = -1 resistance_flags = null @@ -883,7 +883,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slowdown = 0 slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon_state = "chitin_buckler" - item_state = "chitin_buckler" + inhand_icon_state = "chitin_buckler" max_integrity = -1 resistance_flags = null @@ -899,7 +899,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK desc = "A heavily weathered riot shield that has seen much use, it seems to have been modified to be foldable for storage, at the cost of some protection." icon_state = "shield_riot" - item_state = "shield_riot" + inhand_icon_state = "shield_riot" max_integrity = -1 resistance_flags = null @@ -915,7 +915,7 @@ The telescopic shields are legacy and don't fit, but the code might be of intere desc = "An oblong shield with a red cross on it." mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "semioval_shield_templar2" - item_state = "semioval_shield_templar2" + inhand_icon_state = "semioval_shield_templar2" max_integrity = -1 resistance_flags = null diff --git a/code/game/objects/items/shishkebab.dm b/code/game/objects/items/shishkebab.dm index 0df01ad355..19fa7082b0 100644 --- a/code/game/objects/items/shishkebab.dm +++ b/code/game/objects/items/shishkebab.dm @@ -3,7 +3,7 @@ desc = "A backpack containing a large quantity of fuel and a pipe attaching it to a long, deadly blade. You ever wanted to set fire to people with a sword?" icon = 'icons/obj/items_and_weapons.dmi' icon_state = "shishkebabpack" - item_state = "shishkebabpack" + inhand_icon_state = "shishkebabpack" w_class = WEIGHT_CLASS_BULKY slot_flags = INV_SLOTBIT_BACK actions_types = list(/datum/action/item_action/toggle_shishkebab) @@ -95,7 +95,7 @@ desc = "A deadly flaming sword covered in fuel. You're not sure this is entirely safe." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "shishkebab" - item_state = "shishkebab" + inhand_icon_state = "shishkebab" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' w_class = WEIGHT_CLASS_BULKY diff --git a/code/game/objects/items/stacks/bscrystal.dm b/code/game/objects/items/stacks/bscrystal.dm index b8b4a01a98..a5cb8e14b6 100644 --- a/code/game/objects/items/stacks/bscrystal.dm +++ b/code/game/objects/items/stacks/bscrystal.dm @@ -46,7 +46,7 @@ name = "Stable Netherium crystal cluster" icon = 'icons/obj/telescience.dmi' icon_state = "polycrystal" - item_state = "sheet-polycrystal" + inhand_icon_state = "sheet-polycrystal" singular_name = "Netherium crystal cluster" desc = "A stable Netherium crystal cluster, made of fused-together smelted ore. You could probably break one off." custom_materials = list(/datum/material/bluespace=MINERAL_MATERIAL_AMOUNT) diff --git a/code/game/objects/items/stacks/rods.dm b/code/game/objects/items/stacks/rods.dm index 5b86546a38..1752758f52 100644 --- a/code/game/objects/items/stacks/rods.dm +++ b/code/game/objects/items/stacks/rods.dm @@ -22,7 +22,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \ desc = "Metal rods useful for building various frames and supporting structures." singular_name = "metal rod" icon_state = "rods" - item_state = "rods" + inhand_icon_state = "rods" flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_NORMAL force = 9 @@ -109,7 +109,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \ desc = "Treated, specialized metal rods. When exposed to the vaccum of space their coating breaks off, but they can hold up against the extreme heat of active lava." singular_name = "heat resistant rod" icon_state = "rods" - item_state = "rods" + inhand_icon_state = "rods" color = "#5286b9ff" flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_NORMAL @@ -129,7 +129,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \ in a volcano." singular_name = "pre-war aerial foundation" icon_state = "rods" - item_state = "rods" + inhand_icon_state = "rods" color = "#f44a4aff" flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_NORMAL diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm index 1e655d8d40..aa8a0caeb4 100644 --- a/code/game/objects/items/stacks/sheets/glass.dm +++ b/code/game/objects/items/stacks/sheets/glass.dm @@ -33,7 +33,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \ desc = "HOLY SHEET! That is a lot of glass." singular_name = "glass sheet" icon_state = "sheet-glass" - item_state = "sheet-glass" + inhand_icon_state = "sheet-glass" custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT) armor = ARMOR_VALUE_GENERIC_ITEM resistance_flags = ACID_PROOF @@ -102,7 +102,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \ desc = "A glass sheet made out of a plasma-silicate alloy. It looks extremely tough and heavily fire resistant." singular_name = "plasma glass sheet" icon_state = "sheet-pglass" - item_state = "sheet-pglass" + inhand_icon_state = "sheet-pglass" custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT) armor = ARMOR_VALUE_GENERIC_ITEM resistance_flags = ACID_PROOF @@ -157,7 +157,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \ desc = "Glass which seems to have rods or something stuck in them." singular_name = "reinforced glass sheet" icon_state = "sheet-rglass" - item_state = "sheet-rglass" + inhand_icon_state = "sheet-rglass" custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT) armor = ARMOR_VALUE_GENERIC_ITEM resistance_flags = ACID_PROOF @@ -204,7 +204,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \ desc = "A glass sheet made out of a plasma-silicate alloy and a rod matrix. It looks hopelessly tough and nearly fire-proof!" singular_name = "reinforced plasma glass sheet" icon_state = "sheet-prglass" - item_state = "sheet-prglass" + inhand_icon_state = "sheet-prglass" custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT, /datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5,) armor = ARMOR_VALUE_LIGHT resistance_flags = ACID_PROOF @@ -230,7 +230,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list( desc = "A glass sheet made out of a titanium-silicate alloy." singular_name = "titanium glass sheet" icon_state = "sheet-titaniumglass" - item_state = "sheet-titaniumglass" + inhand_icon_state = "sheet-titaniumglass" custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT) armor = ARMOR_VALUE_GENERIC_ITEM resistance_flags = ACID_PROOF @@ -254,7 +254,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( desc = "A glass sheet made out of a plasma-titanium-silicate alloy." singular_name = "plastitanium glass sheet" icon_state = "sheet-plastitaniumglass" - item_state = "sheet-plastitaniumglass" + inhand_icon_state = "sheet-plastitaniumglass" custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT) armor = ARMOR_VALUE_GENERIC_ITEM resistance_flags = ACID_PROOF @@ -280,7 +280,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( w_class = WEIGHT_CLASS_TINY force = 5 throwforce = 10 - item_state = "shard-glass" + inhand_icon_state = "shard-glass" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT) diff --git a/code/game/objects/items/stacks/sheets/leather.dm b/code/game/objects/items/stacks/sheets/leather.dm index 5e09b95520..740d6cdfe8 100644 --- a/code/game/objects/items/stacks/sheets/leather.dm +++ b/code/game/objects/items/stacks/sheets/leather.dm @@ -2,7 +2,7 @@ name = "hide" desc = "skin from a beast." icon_state = "sheet-hide" - item_state = "sheet-hide" + inhand_icon_state = "sheet-hide" novariants = TRUE /obj/item/stack/sheet/animalhide/human @@ -33,7 +33,7 @@ GLOBAL_LIST_INIT(human_recipes, list( desc = "The by-product of corgi farming." singular_name = "corgi hide piece" icon_state = "sheet-corgi" - item_state = "sheet-corgi" + inhand_icon_state = "sheet-corgi" merge_type = /obj/item/stack/sheet/animalhide/corgi @@ -48,7 +48,7 @@ GLOBAL_LIST_INIT(gondola_recipes, list ( desc = "The extremely valuable product of gondola hunting." singular_name = "gondola hide piece" icon_state = "sheet-gondola" - item_state = "sheet-gondola" + inhand_icon_state = "sheet-gondola" merge_type = /obj/item/stack/sheet/animalhide/gondola /obj/item/stack/sheet/animalhide/gondola/get_main_recipes() @@ -68,7 +68,7 @@ GLOBAL_LIST_INIT(corgi_recipes, list ( desc = "The by-product of cat farming." singular_name = "cat hide piece" icon_state = "sheet-cat" - item_state = "sheet-cat" + inhand_icon_state = "sheet-cat" merge_type = /obj/item/stack/sheet/animalhide/cat /obj/item/stack/sheet/animalhide/monkey @@ -92,7 +92,7 @@ GLOBAL_LIST_INIT(monkey_recipes, list ( desc = "Sssssss..." singular_name = "lizard skin piece" icon_state = "sheet-lizard" - item_state = "sheet-lizard" + inhand_icon_state = "sheet-lizard" merge_type = /obj/item/stack/sheet/animalhide/lizard /obj/item/stack/sheet/animalhide/xeno @@ -100,7 +100,7 @@ GLOBAL_LIST_INIT(monkey_recipes, list ( desc = "The skin of a terrible creature." singular_name = "alien hide piece" icon_state = "sheet-xeno" - item_state = "sheet-xeno" + inhand_icon_state = "sheet-xeno" merge_type = /obj/item/stack/sheet/animalhide/xeno GLOBAL_LIST_INIT(xeno_recipes, list ( @@ -139,7 +139,7 @@ GLOBAL_LIST_INIT(xeno_recipes, list ( desc = "This hide was stripped of its hair, but still needs washing and tanning." singular_name = "hairless hide piece" icon_state = "sheet-hairlesshide" - item_state = "sheet-hairlesshide" + inhand_icon_state = "sheet-hairlesshide" merge_type = /obj/item/stack/sheet/hairlesshide /obj/item/stack/sheet/wetleather @@ -147,7 +147,7 @@ GLOBAL_LIST_INIT(xeno_recipes, list ( desc = "This leather has been cleaned but still needs to be dried." singular_name = "wet leather piece" icon_state = "sheet-wetleather" - item_state = "sheet-wetleather" + inhand_icon_state = "sheet-wetleather" var/wetness = 30 //Reduced when exposed to high temperautres var/drying_threshold_temperature = 500 //Kelvin to start drying merge_type = /obj/item/stack/sheet/wetleather @@ -160,7 +160,7 @@ GLOBAL_LIST_INIT(xeno_recipes, list ( desc = "The by-product of mob grinding." singular_name = "leather piece" icon_state = "sheet-leather" - item_state = "sheet-leather" + inhand_icon_state = "sheet-leather" custom_materials = list(/datum/material/leather=MINERAL_MATERIAL_AMOUNT) //mineral_material_amount is used for cargo compatability merge_type = /obj/item/stack/sheet/leather @@ -329,7 +329,7 @@ GLOBAL_LIST_INIT(sinew_recipes, list ( desc = "long leather strips that can be used for crafting various things." singular_name = "strip of leather" icon_state = "leather-strip" - item_state = "sheet-leather" + inhand_icon_state = "sheet-leather" merge_type = /obj/item/stack/sheet/leatherstrips GLOBAL_LIST_INIT(leatherstrips_recipes, list ( diff --git a/code/game/objects/items/stacks/sheets/mineral.dm b/code/game/objects/items/stacks/sheets/mineral.dm index aebac655ec..54a88dd86f 100644 --- a/code/game/objects/items/stacks/sheets/mineral.dm +++ b/code/game/objects/items/stacks/sheets/mineral.dm @@ -44,7 +44,7 @@ GLOBAL_LIST_INIT(sandstone_recipes, list ( \ desc = "This appears to be a combination of both sand and stone." singular_name = "sandstone brick" icon_state = "sheet-sandstone" - item_state = "sheet-sandstone" + inhand_icon_state = "sheet-sandstone" throw_speed = 3 throw_range = 5 custom_materials = list(/datum/material/sandstone=MINERAL_MATERIAL_AMOUNT) @@ -108,7 +108,7 @@ GLOBAL_LIST_INIT(sandbag_recipes, list ( \ /obj/item/stack/sheet/mineral/diamond name = "diamond" icon_state = "sheet-diamond" - item_state = "sheet-diamond" + inhand_icon_state = "sheet-diamond" singular_name = "diamond" sheettype = "diamond" custom_materials = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT) @@ -146,7 +146,7 @@ GLOBAL_LIST_INIT(diamond_recipes, list ( \ /obj/item/stack/sheet/mineral/uranium name = "uranium" icon_state = "sheet-uranium" - item_state = "sheet-uranium" + inhand_icon_state = "sheet-uranium" singular_name = "uranium sheet" sheettype = "uranium" custom_materials = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT) @@ -183,7 +183,7 @@ GLOBAL_LIST_INIT(uranium_recipes, list ( \ /obj/item/stack/sheet/mineral/plasma name = "solid plasma" icon_state = "sheet-plasma" - item_state = "sheet-plasma" + inhand_icon_state = "sheet-plasma" singular_name = "plasma sheet" sheettype = "plasma" resistance_flags = FLAMMABLE @@ -232,7 +232,7 @@ GLOBAL_LIST_INIT(plasma_recipes, list ( \ /obj/item/stack/sheet/mineral/gold name = "gold" icon_state = "sheet-gold" - item_state = "sheet-gold" + inhand_icon_state = "sheet-gold" singular_name = "gold bar" sheettype = "gold" custom_materials = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT) @@ -271,7 +271,7 @@ GLOBAL_LIST_INIT(gold_recipes, list ( \ /obj/item/stack/sheet/mineral/silver name = "silver" icon_state = "sheet-silver" - item_state = "sheet-silver" + inhand_icon_state = "sheet-silver" singular_name = "silver bar" sheettype = "silver" custom_materials = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT) @@ -314,7 +314,7 @@ GLOBAL_LIST_INIT(silver_recipes, list ( \ /obj/item/stack/sheet/mineral/titanium name = "titanium" icon_state = "sheet-titanium" - item_state = "sheet-titanium" + inhand_icon_state = "sheet-titanium" singular_name = "titanium sheet" force = 5 throwforce = 5 @@ -353,7 +353,7 @@ GLOBAL_LIST_INIT(titanium_recipes, list ( \ /obj/item/stack/sheet/mineral/plastitanium name = "plastitanium" icon_state = "sheet-plastitanium" - item_state = "sheet-plastitanium" + inhand_icon_state = "sheet-plastitanium" singular_name = "plastitanium sheet" force = 5 throwforce = 5 @@ -395,7 +395,7 @@ GLOBAL_LIST_INIT(adamantine_recipes, list( /obj/item/stack/sheet/mineral/adamantine name = "adamantine" icon_state = "sheet-adamantine" - item_state = "sheet-adamantine" + inhand_icon_state = "sheet-adamantine" singular_name = "adamantine sheet" custom_materials = list(/datum/material/adamantine=MINERAL_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/mineral/adamantine @@ -413,7 +413,7 @@ GLOBAL_LIST_INIT(adamantine_recipes, list( desc = "Rare material found in distant lands." singular_name = "runite bar" icon_state = "sheet-runite" - item_state = "sheet-runite" + inhand_icon_state = "sheet-runite" custom_materials = list(/datum/material/runite=MINERAL_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/mineral/runite material_type = /datum/material/runite @@ -424,7 +424,7 @@ GLOBAL_LIST_INIT(adamantine_recipes, list( /obj/item/stack/sheet/mineral/mythril name = "mythril" icon_state = "sheet-mythril" - item_state = "sheet-mythril" + inhand_icon_state = "sheet-mythril" singular_name = "mythril sheet" novariants = TRUE custom_materials = list(/datum/material/mythril=MINERAL_MATERIAL_AMOUNT) @@ -436,7 +436,7 @@ GLOBAL_LIST_INIT(adamantine_recipes, list( /obj/item/stack/sheet/mineral/snow name = "snow" icon_state = "sheet-snow" - item_state = "sheet-snow" + inhand_icon_state = "sheet-snow" custom_materials = list(/datum/material/snow = MINERAL_MATERIAL_AMOUNT) singular_name = "snow block" force = 1 @@ -464,7 +464,7 @@ GLOBAL_LIST_INIT(snow_recipes, list ( \ name = "experimental polymer alloy" icon = 'icons/obj/abductor.dmi' icon_state = "sheet-abductor" - item_state = "sheet-abductor" + inhand_icon_state = "sheet-abductor" singular_name = "experimental polymer alloy sheet" sheettype = "abductor" merge_type = /obj/item/stack/sheet/mineral/abductor @@ -529,7 +529,7 @@ GLOBAL_LIST_INIT(abductor_recipes, list ( \ name = "bricks" icon = 'icons/obj/stack_objects.dmi' icon_state = "sheet-brick" - item_state = "sheet-brick" + inhand_icon_state = "sheet-brick" singular_name = "brick" sheettype = "brick" merge_type = /obj/item/stack/sheet/mineral/brick diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index 7283ee0258..c433a22965 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -143,7 +143,7 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \ desc = "Sheets made out of metal." singular_name = "metal sheet" icon_state = "sheet-metal" - item_state = "sheet-metal" + inhand_icon_state = "sheet-metal" custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT) throwforce = 10 flags_1 = CONDUCT_1 @@ -215,7 +215,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \ singular_name = "plasteel sheet" desc = "This sheet is an alloy of iron and plasma." icon_state = "sheet-plasteel" - item_state = "sheet-metal" + inhand_icon_state = "sheet-metal" custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT) throwforce = 10 flags_1 = CONDUCT_1 @@ -319,7 +319,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \ desc = "One can only guess that this is a bunch of wood. You might be able to make a stake with this if you use something sharp on it" singular_name = "wood plank" icon_state = "sheet-wood" - item_state = "sheet-wood" + inhand_icon_state = "sheet-wood" icon = 'icons/obj/stack_objects.dmi' custom_materials = list(/datum/material/wood=MINERAL_MATERIAL_AMOUNT) sheettype = "wood" @@ -388,7 +388,7 @@ GLOBAL_LIST_INIT(bamboo_recipes, list ( \ desc = "Finely cut bamboo sticks." singular_name = "cut bamboo" icon_state = "sheet-bamboo" - item_state = "sheet-bamboo" + inhand_icon_state = "sheet-bamboo" icon = 'icons/obj/stack_objects.dmi' custom_materials = list(/datum/material/bamboo = MINERAL_MATERIAL_AMOUNT) throwforce = 15 @@ -519,7 +519,7 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \ desc = "Is it cotton? Linen? Denim? Burlap? Canvas? You can't tell." singular_name = "cloth roll" icon_state = "sheet-cloth" - item_state = "sheet-cloth" + inhand_icon_state = "sheet-cloth" resistance_flags = FLAMMABLE force = 0 throwforce = 0 @@ -554,7 +554,7 @@ GLOBAL_LIST_INIT(durathread_recipes, list ( \ desc = "A fabric sown from incredibly durable threads, known for its usefulness in armor production." singular_name = "durathread roll" icon_state = "sheet-durathread" - item_state = "sheet-cloth" + inhand_icon_state = "sheet-cloth" resistance_flags = FLAMMABLE force = 0 throwforce = 0 @@ -605,7 +605,7 @@ GLOBAL_LIST_INIT(cardboard_recipes, list ( \ singular_name = "cardboard sheet" icon_state = "sheet-card" custom_materials = list(/datum/material/cardboard = MINERAL_MATERIAL_AMOUNT) - item_state = "sheet-card" + inhand_icon_state = "sheet-card" resistance_flags = FLAMMABLE force = 0 throwforce = 0 @@ -647,7 +647,7 @@ GLOBAL_LIST_INIT(runed_metal_recipes, list ( \ desc = "Sheets of cold metal with shifting inscriptions writ upon them." singular_name = "runed metal sheet" icon_state = "sheet-runed" - item_state = "sheet-runed" + inhand_icon_state = "sheet-runed" icon = 'icons/obj/stack_objects.dmi' custom_materials = list(/datum/material/runedmetal = MINERAL_MATERIAL_AMOUNT) sheettype = "runed" @@ -724,7 +724,7 @@ GLOBAL_LIST_INIT(runed_metal_recipes, list ( \ desc = "Sheets made out of brass." singular_name = "brass sheet" icon_state = "sheet-brass" - item_state = "sheet-brass" + inhand_icon_state = "sheet-brass" icon = 'icons/obj/stack_objects.dmi' resistance_flags = FIRE_PROOF | ACID_PROOF throwforce = 10 @@ -786,7 +786,7 @@ GLOBAL_LIST_INIT(bronze_recipes, list ( \ desc = "On closer inspection, what appears to be wholly-unsuitable-for-building brass is actually more structurally stable bronze." singular_name = "bronze sheet" icon_state = "sheet-brass" - item_state = "sheet-brass" + inhand_icon_state = "sheet-brass" icon = 'icons/obj/stack_objects.dmi' custom_materials = list(/datum/material/bronze = MINERAL_MATERIAL_AMOUNT) resistance_flags = FIRE_PROOF | ACID_PROOF @@ -815,7 +815,7 @@ GLOBAL_LIST_INIT(bronze_recipes, list ( \ desc = "Rare kind of gems which are only gained by blood sacrifice to minor deities. They are needed in crafting powerful objects." singular_name = "lesser gem" icon_state = "sheet-lessergem" - item_state = "sheet-lessergem" + inhand_icon_state = "sheet-lessergem" novariants = TRUE merge_type = /obj/item/stack/sheet/lessergem @@ -825,7 +825,7 @@ GLOBAL_LIST_INIT(bronze_recipes, list ( \ desc = "Rare kind of gems which are only gained by blood sacrifice to minor deities. They are needed in crafting powerful objects." singular_name = "greater gem" icon_state = "sheet-greatergem" - item_state = "sheet-greatergem" + inhand_icon_state = "sheet-greatergem" novariants = TRUE merge_type = /obj/item/stack/sheet/greatergem @@ -851,7 +851,7 @@ GLOBAL_LIST_INIT(bone_recipes, list( name = "bones" icon = 'icons/obj/mining.dmi' icon_state = "bone" - item_state = "sheet-bone" + inhand_icon_state = "sheet-bone" custom_materials = list(/datum/material/bone = MINERAL_MATERIAL_AMOUNT) singular_name = "bone" desc = "Someone's been drinking their milk." @@ -887,7 +887,7 @@ GLOBAL_LIST_INIT(plastic_recipes, list( desc = "Processed oil turned into plastic, flexible and durable." singular_name = "plastic sheet" icon_state = "sheet-plastic" - item_state = "sheet-plastic" + inhand_icon_state = "sheet-plastic" custom_materials = list(/datum/material/plastic=MINERAL_MATERIAL_AMOUNT) throwforce = 7 grind_results = list(/datum/reagent/glitter/white = 60) @@ -916,7 +916,7 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra desc = "A thin wooden frame with paper attached." singular_name = "paper frame" icon_state = "sheet-paper" - item_state = "sheet-paper" + inhand_icon_state = "sheet-paper" custom_materials = list(/datum/material/paper = MINERAL_MATERIAL_AMOUNT) merge_type = /obj/item/stack/sheet/paperframes resistance_flags = FLAMMABLE @@ -1027,7 +1027,7 @@ GLOBAL_LIST_INIT(hay_recipes, list ( \ desc = "A bundle of hay. Useful for weaving. Hail the Wickerman." //Brahmin can't currently eat this. singular_name = "hay stalk" icon_state = "sheet-hay" - item_state = "sheet-hay" + inhand_icon_state = "sheet-hay" force = 1 throwforce = 1 throw_speed = 1 @@ -1069,7 +1069,7 @@ GLOBAL_LIST_INIT(prewar_recipes, list ( \ singular_name = "pre war alloy" desc = "This sheet was manufactured by using advanced smelting techniques before the war." icon_state = "sheet-prewar" - item_state = "sheet-metal" + inhand_icon_state = "sheet-metal" custom_materials = list( /datum/material/plasma = MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/titanium = MINERAL_MATERIAL_AMOUNT * 0.5, diff --git a/code/game/objects/items/stacks/tickets.dm b/code/game/objects/items/stacks/tickets.dm index 63817678ad..56f961d0e7 100644 --- a/code/game/objects/items/stacks/tickets.dm +++ b/code/game/objects/items/stacks/tickets.dm @@ -3,7 +3,7 @@ desc = "Wow! With enough of these, you could buy a bike! ...Pssh, yeah right." singular_name = "arcade ticket" icon_state = "arcade-ticket" - item_state = "tickets" + inhand_icon_state = "tickets" w_class = WEIGHT_CLASS_TINY max_amount = 30 merge_type = /obj/item/stack/arcadeticket diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm index 4f66848fac..3541e80dee 100644 --- a/code/game/objects/items/stacks/tiles/tile_types.dm +++ b/code/game/objects/items/stacks/tiles/tile_types.dm @@ -100,7 +100,7 @@ singular_name = "fairygrass floor tile" desc = "A patch of odd, glowing blue grass." icon_state = "tile_fairygrass" - item_state = "tile-fairygrass" + inhand_icon_state = "tile-fairygrass" turf_type = /turf/open/floor/grass/fairy resistance_flags = FLAMMABLE color = "#33CCFF" @@ -241,7 +241,7 @@ /obj/item/stack/tile/carpet/blue name = "blue carpet" icon_state = "tile-carpet-blue" - item_state = "tile-carpet-blue" + inhand_icon_state = "tile-carpet-blue" turf_type = /turf/open/floor/carpet/blue tableVariant = /obj/structure/table/wood/fancy/blue merge_type = /obj/item/stack/tile/carpet/blue @@ -249,7 +249,7 @@ /obj/item/stack/tile/carpet/cyan name = "cyan carpet" icon_state = "tile-carpet-cyan" - item_state = "tile-carpet-cyan" + inhand_icon_state = "tile-carpet-cyan" turf_type = /turf/open/floor/carpet/cyan tableVariant = /obj/structure/table/wood/fancy/cyan merge_type = /obj/item/stack/tile/carpet/cyan @@ -257,7 +257,7 @@ /obj/item/stack/tile/carpet/green name = "green carpet" icon_state = "tile-carpet-green" - item_state = "tile-carpet-green" + inhand_icon_state = "tile-carpet-green" turf_type = /turf/open/floor/carpet/green tableVariant = /obj/structure/table/wood/fancy/green merge_type = /obj/item/stack/tile/carpet/green @@ -265,7 +265,7 @@ /obj/item/stack/tile/carpet/orange name = "orange carpet" icon_state = "tile-carpet-orange" - item_state = "tile-carpet-orange" + inhand_icon_state = "tile-carpet-orange" turf_type = /turf/open/floor/carpet/orange tableVariant = /obj/structure/table/wood/fancy/orange merge_type = /obj/item/stack/tile/carpet/orange @@ -273,7 +273,7 @@ /obj/item/stack/tile/carpet/purple name = "purple carpet" icon_state = "tile-carpet-purple" - item_state = "tile-carpet-purple" + inhand_icon_state = "tile-carpet-purple" turf_type = /turf/open/floor/carpet/purple tableVariant = /obj/structure/table/wood/fancy/purple merge_type = /obj/item/stack/tile/carpet/purple @@ -281,7 +281,7 @@ /obj/item/stack/tile/carpet/red name = "red carpet" icon_state = "tile-carpet-red" - item_state = "tile-carpet-red" + inhand_icon_state = "tile-carpet-red" turf_type = /turf/open/floor/carpet/red tableVariant = /obj/structure/table/wood/fancy/red merge_type = /obj/item/stack/tile/carpet/red @@ -289,7 +289,7 @@ /obj/item/stack/tile/carpet/royalblack name = "royal black carpet" icon_state = "tile-carpet-royalblack" - item_state = "tile-carpet-royalblack" + inhand_icon_state = "tile-carpet-royalblack" turf_type = /turf/open/floor/carpet/royalblack tableVariant = /obj/structure/table/wood/fancy/royalblack merge_type = /obj/item/stack/tile/carpet/royalblack @@ -297,7 +297,7 @@ /obj/item/stack/tile/carpet/royalblue name = "royal blue carpet" icon_state = "tile-carpet-royalblue" - item_state = "tile-carpet-royalblue" + inhand_icon_state = "tile-carpet-royalblue" turf_type = /turf/open/floor/carpet/royalblue tableVariant = /obj/structure/table/wood/fancy/royalblue merge_type = /obj/item/stack/tile/carpet/royalblue @@ -305,7 +305,7 @@ /obj/item/stack/tile/carpet/stellar name = "stellar carpet" icon_state = "tile_carpet_stellar" - item_state = "tile-carpet-royalblue" + inhand_icon_state = "tile-carpet-royalblue" turf_type = /turf/open/floor/carpet/stellar merge_type = /obj/item/stack/tile/carpet/stellar diff --git a/code/game/objects/items/storage/backpack.dm b/code/game/objects/items/storage/backpack.dm index 3636bdb471..87ac206227 100644 --- a/code/game/objects/items/storage/backpack.dm +++ b/code/game/objects/items/storage/backpack.dm @@ -13,7 +13,7 @@ name = "debug testsack" desc = "A testing device used to hold various debug things for testing." icon_state = "eq_backpack" - item_state = "backpack" + inhand_icon_state = "backpack" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL @@ -26,7 +26,7 @@ name = "debug testbox" desc = "A testing device used to hold various debug things for testing." icon_state = "eq_box" - item_state = "backpack" + inhand_icon_state = "backpack" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -39,7 +39,7 @@ name = "hiking backpack" desc = "I wear this on your back and put items into it." icon_state = "backpack" - item_state = "backpack" + inhand_icon_state = "backpack" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' w_class = WEIGHT_CLASS_BULKY @@ -61,7 +61,7 @@ name = "bag of holding" desc = "A backpack that opens into a localized pocket of Blue Space." icon_state = "holdingpack" - item_state = "holdingpack" + inhand_icon_state = "holdingpack" resistance_flags = FIRE_PROOF item_flags = NO_MAT_REDEMPTION armor = ARMOR_VALUE_GENERIC_ITEM @@ -81,7 +81,7 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "spearquiver" - item_state = "spearquiver" + inhand_icon_state = "spearquiver" slot_flags = INV_SLOTBIT_BACK|INV_SLOTBIT_BELT component_type = /datum/component/storage/concrete/backpack/spear_quiver @@ -121,14 +121,14 @@ name = "satchel of holding" desc = "A satchel that opens into a localized pocket of Blue Space." icon_state = "holdingsat" - item_state = "holdingsat" + inhand_icon_state = "holdingsat" species_exception = list(/datum/species/angel) /obj/item/storage/backpack/holding/duffel name = "duffel bag of holding" desc = "A duffel bag that opens into a localized pocket of Blue Space." icon_state = "holdingduffel" - item_state = "holdingduffel" + inhand_icon_state = "holdingduffel" /obj/item/storage/backpack/holding/singularity_act(current_size) var/dist = max((current_size - 2),1) @@ -139,7 +139,7 @@ name = "Santa's Gift Bag" desc = "Space Santa uses this to deliver toys to all the nice children in space in Christmas! Wow, it's pretty big!" icon_state = "giftbag0" - item_state = "giftbag" + inhand_icon_state = "giftbag" w_class = WEIGHT_CLASS_BULKY rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE component_type = /datum/component/storage/concrete/backpack/duffelbag/scav @@ -148,31 +148,31 @@ name = "trophy rack" desc = "It's useful for both carrying extra gear and proudly declaring your insanity." icon_state = "cultpack" - item_state = "backpack" + inhand_icon_state = "backpack" /obj/item/storage/backpack/explorer name = "explorer bag" desc = "A robust backpack for stashing your loot." icon_state = "explorerpack" - item_state = "explorerpack" + inhand_icon_state = "explorerpack" /obj/item/storage/backpack/medic name = "medical backpack" desc = "It's a backpack especially designed for use in a sterile environment." icon_state = "medicalpack" - item_state = "medicalpack" + inhand_icon_state = "medicalpack" /obj/item/storage/backpack/security name = "security backpack" desc = "It's a very robust backpack." icon_state = "securitypack" - item_state = "securitypack" + inhand_icon_state = "securitypack" /obj/item/storage/backpack/captain name = "captain's backpack" desc = "It's a special backpack made exclusively for US Government officers." icon_state = "captainpack" - item_state = "captainpack" + inhand_icon_state = "captainpack" resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE @@ -180,7 +180,7 @@ name = "industrial backpack" desc = "It's a tough backpack for the daily grind of station life." icon_state = "engiepack" - item_state = "engiepack" + inhand_icon_state = "engiepack" resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE @@ -188,31 +188,31 @@ name = "botany backpack" desc = "It's a backpack made of all-natural fibers." icon_state = "botpack" - item_state = "botpack" + inhand_icon_state = "botpack" /obj/item/storage/backpack/chemistry name = "chemistry backpack" desc = "A backpack specially designed to repel stains and hazardous liquids." icon_state = "chempack" - item_state = "chempack" + inhand_icon_state = "chempack" /obj/item/storage/backpack/genetics name = "genetics backpack" desc = "A bag designed to be super tough, just in case someone hulks out on you." icon_state = "genepack" - item_state = "genepack" + inhand_icon_state = "genepack" /obj/item/storage/backpack/science name = "science backpack" desc = "A specially designed backpack. It's fire resistant and smells vaguely of plasma." icon_state = "toxpack" - item_state = "toxpack" + inhand_icon_state = "toxpack" /obj/item/storage/backpack/virology name = "virology backpack" desc = "A backpack made of hypo-allergenic fibers. It's designed to help prevent the spread of disease. Smells like monkey." icon_state = "viropack" - item_state = "viropack" + inhand_icon_state = "viropack" @@ -238,7 +238,7 @@ name = "industrial satchel" desc = "A tough satchel with extra pockets." icon_state = "satchel-eng" - item_state = "engiepack" + inhand_icon_state = "engiepack" resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE @@ -246,49 +246,49 @@ name = "medical satchel" desc = "A sterile satchel used in medical departments." icon_state = "satchel-med" - item_state = "medicalpack" + inhand_icon_state = "medicalpack" /obj/item/storage/backpack/satchel/vir name = "virologist satchel" desc = "A sterile satchel with virologist colours." icon_state = "satchel-vir" - item_state = "satchel-vir" + inhand_icon_state = "satchel-vir" /obj/item/storage/backpack/satchel/chem name = "chemist satchel" desc = "A sterile satchel with chemist colours." icon_state = "satchel-chem" - item_state = "satchel-chem" + inhand_icon_state = "satchel-chem" /obj/item/storage/backpack/satchel/gen name = "geneticist satchel" desc = "A sterile satchel with geneticist colours." icon_state = "satchel-gen" - item_state = "satchel-gen" + inhand_icon_state = "satchel-gen" /obj/item/storage/backpack/satchel/tox name = "scientist satchel" desc = "Useful for holding research materials." icon_state = "satchel-tox" - item_state = "satchel-tox" + inhand_icon_state = "satchel-tox" /obj/item/storage/backpack/satchel/hyd name = "botanist satchel" desc = "A satchel made of all natural fibers." icon_state = "satchel-hyd" - item_state = "satchel-hyd" + inhand_icon_state = "satchel-hyd" /obj/item/storage/backpack/satchel/sec name = "security satchel" desc = "A robust satchel for security related needs." icon_state = "satchel-sec" - item_state = "securitypack" + inhand_icon_state = "securitypack" /obj/item/storage/backpack/satchel/explorer name = "explorer satchel" desc = "A robust satchel for stashing your loot." icon_state = "satchel-explorer" - item_state = "securitypack" + inhand_icon_state = "securitypack" /obj/item/storage/backpack/satchel/bone name = "bone satchel" @@ -301,7 +301,7 @@ name = "captain's satchel" desc = "An exclusive satchel for US Government officers." icon_state = "satchel-cap" - item_state = "captainpack" + inhand_icon_state = "captainpack" resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE @@ -372,7 +372,7 @@ name = "duffel bag" desc = "A large duffel bag for holding extra things." icon_state = "duffel" - item_state = "duffel" + inhand_icon_state = "duffel" slowdown = DUFFELBAG_SLOWDOWN component_type = /datum/component/storage/concrete/backpack/duffelbag @@ -390,13 +390,13 @@ name = "captain's duffel bag" desc = "A large duffel bag for holding extra captainly goods." icon_state = "duffel-captain" - item_state = "duffel-captain" + inhand_icon_state = "duffel-captain" /obj/item/storage/backpack/duffelbag/med name = "medical duffel bag" desc = "A large duffel bag for holding extra medical supplies." icon_state = "duffel-med" - item_state = "duffel-med" + inhand_icon_state = "duffel-med" /obj/item/storage/backpack/duffelbag/med/surgery name = "surgical duffel bag" @@ -423,7 +423,7 @@ name = "security duffel bag" desc = "A large duffel bag for holding extra security supplies and ammunition." icon_state = "duffel-sec" - item_state = "duffel-sec" + inhand_icon_state = "duffel-sec" /obj/item/storage/backpack/duffelbag/sec/surgery name = "surgical duffel bag" @@ -445,7 +445,7 @@ name = "industrial duffel bag" desc = "A large duffel bag for holding extra tools and supplies." icon_state = "duffel-eng" - item_state = "duffel-eng" + inhand_icon_state = "duffel-eng" resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE @@ -453,7 +453,7 @@ name = "durathread duffel bag" desc = "A lightweight duffel bag made out of durathread." icon_state = "duffel-durathread" - item_state = "duffel-durathread" + inhand_icon_state = "duffel-durathread" resistance_flags = FIRE_PROOF slowdown = 0 @@ -461,7 +461,7 @@ name = "drone duffel bag" desc = "A large duffel bag for holding tools and hats." icon_state = "duffel-drone" - item_state = "duffel-drone" + inhand_icon_state = "duffel-drone" resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE @@ -478,7 +478,7 @@ name = "suspicious looking duffel bag" desc = "A large duffel bag for holding extra tactical supplies." icon_state = "duffel-syndie" - item_state = "duffel-syndieammo" + inhand_icon_state = "duffel-syndieammo" slowdown = 0 rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE component_type = /datum/component/storage/concrete/backpack/duffelbag/syndie @@ -486,7 +486,7 @@ /obj/item/storage/backpack/duffelbag/syndie/hitman desc = "A large duffel bag for holding extra things. There is a US Government logo on the back." icon_state = "duffel-syndieammo" - item_state = "duffel-syndieammo" + inhand_icon_state = "duffel-syndieammo" /obj/item/storage/backpack/duffelbag/syndie/hitman/PopulateContents() new /obj/item/clothing/under/suit/black(src) @@ -501,13 +501,13 @@ name = "medical duffel bag" desc = "A large duffel bag for holding extra tactical medical supplies." icon_state = "duffel-syndiemed" - item_state = "duffel-syndiemed" + inhand_icon_state = "duffel-syndiemed" /obj/item/storage/backpack/duffelbag/syndie/surgery name = "surgery duffel bag" desc = "A suspicious looking duffel bag for holding surgery tools." icon_state = "duffel-syndiemed" - item_state = "duffel-syndiemed" + inhand_icon_state = "duffel-syndiemed" /obj/item/storage/backpack/duffelbag/syndie/surgery/PopulateContents() new /obj/item/scalpel(src) @@ -546,7 +546,7 @@ name = "ammunition duffel bag" desc = "A large duffel bag for holding extra weapons ammunition and supplies." icon_state = "duffel-syndieammo" - item_state = "duffel-syndieammo" + inhand_icon_state = "duffel-syndieammo" /obj/item/storage/backpack/duffelbag/syndie/ammo/shotgun desc = "A large duffel bag, packed to the brim with Bulldog shotgun drum magazines." @@ -650,19 +650,19 @@ name = "trekkers pack" desc = "A light and durable pack often seen in use by those prone to wandering the wastes, often alone." icon_state = "trekkerpack" - item_state = "trekkerpack" + inhand_icon_state = "trekkerpack" /obj/item/storage/backpack/satchel/trekker name = "trekkers satchel" desc = "A light and durable satchel often seen in use by those prone to wandering the wastes, often alone." icon_state = "satchel-trekker" - item_state = "satchel-trekker" + inhand_icon_state = "satchel-trekker" /obj/item/storage/backpack/trekker/marinepack name = "UNMC Standard issue backpack" desc = "A standard issued lightweight UNMC backpack. Used in pre-war times, it know finds use by those who equip it. Quite streamline looking too." icon_state = "marinepack" - item_state = "marinepack" + inhand_icon_state = "marinepack" icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/backslot_bags.dmi' @@ -674,334 +674,334 @@ lefthand_file = 'icons/fallout/onmob/items/bags_lefthand.dmi' righthand_file = 'icons/fallout/onmob/items/bags_righthand.dmi' icon_state = "satchel_old" - item_state = "satchel_old" + inhand_icon_state = "satchel_old" /obj/item/storage/backpack/enclave name = "service backpack" desc = "Backpack copying an old US Army pattern." icon_state = "backpack_enclave" - item_state = "backpack_enclave" + inhand_icon_state = "backpack_enclave" /obj/item/storage/backpack/satchel/enclave name = "service satchel" desc = "Satchel modeled after old US Army pattern." icon_state = "satchel_enclave" - item_state = "satchel_enclave" + inhand_icon_state = "satchel_enclave" /obj/item/storage/backpack/legionr name = "Larper 'red' flag" desc = "A larper cape made from what looks like red piece of cloth, with a golden baby cow on the back. With a lot of pockets underneath" icon_state = "legioncaper" - item_state = "legioncaper" + inhand_icon_state = "legioncaper" /obj/item/storage/backpack/legionb name = "Larper purple flag" desc = "Lee-gion brand cape made from what looks like pinkish dark blue piece of cluth, with a golden bull cucking a sheep on the back. With a lot of pockets underneath" icon_state = "legioncapeb" - item_state = "legioncapeb" + inhand_icon_state = "legioncapeb" /obj/item/storage/backpack/satchel/snailshell name = "Snail shell" desc = "A hard brown spiral of a shell that fits well on a back. You can somehow store items in it..huh! Snailtastic." icon_state = "snailshell" - item_state = "snailshell" + inhand_icon_state = "snailshell" //Backpacks from Skyrat /obj/item/storage/backpack/skyrat/ertodst name = "black ert bag" desc = "A black bag, snazzy" icon_state = "ert_odst" - item_state = "ert_odst" + inhand_icon_state = "ert_odst" /obj/item/storage/backpack/skyrat/robobackpack name = "robotics backpack" desc = "A black bag with red and white accents" icon_state = "backpack_robo" - item_state = "backpack_robo" + inhand_icon_state = "backpack_robo" /obj/item/storage/backpack/satchel/skyrat/robosatchel name = "robotics satchel" desc = "A black bag with red and white accents" icon_state = "satchel_robo" - item_state = "satchel_robo" + inhand_icon_state = "satchel_robo" /obj/item/storage/backpack/duffelbag/skyrat/roboduffel name = "robotics duffle" desc = "A black bag with red and white accents" icon_state = "duffel_robo" - item_state = "duffel_robo" + inhand_icon_state = "duffel_robo" /obj/item/storage/backpack/skyrat/robomessanger name = "robotics messanger" desc = "A black bag with red and white accents" icon_state = "messenger_robo" - item_state = "messenger_robo" + inhand_icon_state = "messenger_robo" /obj/item/storage/backpack/skyrat/hopbackpack name = "blue backpack" desc = "A navy blue bag with white accents and a red strap." icon_state = "backpack_hop" - item_state = "backpack_hop" + inhand_icon_state = "backpack_hop" /obj/item/storage/backpack/satchel/skyrat/hopsatchel name = "blue satchel" desc = "A navy blue bag with white accents and a red strap." icon_state = "satchel_hop" - item_state = "satchel_hop" + inhand_icon_state = "satchel_hop" /obj/item/storage/backpack/duffelbag/skyrat/hopduffel name = "blue duffel" desc = "A navy blue bag with white accents and a red strap." icon_state = "duffel_hop" - item_state = "duffel_hop" + inhand_icon_state = "duffel_hop" /obj/item/storage/backpack/skyrat/hopmessanger name = "blue messenger" desc = "A navy blue bag with white accents and a red strap." icon_state = "messenger_hop" - item_state = "messenger_hop" + inhand_icon_state = "messenger_hop" /obj/item/storage/backpack/skyrat/securitybackpack name = "security backpack" desc = "A navy blue bag with white accents and a red strap." icon_state = "backpack_security_black" - item_state = "backpack_security_black" + inhand_icon_state = "backpack_security_black" /obj/item/storage/backpack/satchel/skyrat/securitysatchel name = "security satchel" desc = "A navy blue bag with white accents and a red strap." icon_state = "satchel_security_black" - item_state = "satchel_security_black" + inhand_icon_state = "satchel_security_black" /obj/item/storage/backpack/duffelbag/skyrat/securityduffel name = "security duffel" desc = "A navy blue bag with white accents and a red strap." icon_state = "duffel_security_black" - item_state = "duffel_security_black" + inhand_icon_state = "duffel_security_black" /obj/item/storage/backpack/skyrat/securitymessenger name = "security messenger" desc = "A navy blue bag with white accents and a red strap." icon_state = "messenger_security_black" - item_state = "messenger_security_black" + inhand_icon_state = "messenger_security_black" /obj/item/storage/backpack/skyrat/medicalbackpack name = "medical backpack" desc = "A white bag with navy accents and a light blue strap" icon_state = "backpack_security_white" - item_state = "backpack_security_white" + inhand_icon_state = "backpack_security_white" /obj/item/storage/backpack/satchel/skyrat/medicalsatchel name = "medical satchel" desc = "A white bag with navy accents and a light blue strap" icon_state = "satchel_security_white" - item_state = "satchel_security_white" + inhand_icon_state = "satchel_security_white" /obj/item/storage/backpack/duffelbag/skyrat/medicalduffel name = "medical duffel" desc = "A white bag with navy accents and a light blue strap" icon_state = "duffel_security_white" - item_state = "duffel_security_white" + inhand_icon_state = "duffel_security_white" /obj/item/storage/backpack/skyrat/medicalmessenger name = "medical messenger" desc = "A white bag with navy accents and a light blue strap" icon_state = "messenger_security_white" - item_state = "messenger_security_white" + inhand_icon_state = "messenger_security_white" /obj/item/storage/backpack/skyrat/blueshieldbackpack name = "blueshield backpack" desc = "A black bag with dark blue accents" icon_state = "backpack_blueshield" - item_state = "backpack_blueshield" + inhand_icon_state = "backpack_blueshield" /obj/item/storage/backpack/satchel/skyrat/blueshieldsatchel name = "blueshield satchel" desc = "A black bag with dark blue accents" icon_state = "satchel_blueshield" - item_state = "satchel_blueshield" + inhand_icon_state = "satchel_blueshield" /obj/item/storage/backpack/duffelbag/skyrat/blueshieldduffel name = "blueshield duffel" desc = "A black bag with dark blue accents" icon_state = "duffel_blueshield" - item_state = "duffel_blueshield" + inhand_icon_state = "duffel_blueshield" /obj/item/storage/backpack/skyrat/blueshieldmessanger name = "blueshield messanger" desc = "A black bag with dark blue accents" icon_state = "messsanger_blueshield" - item_state = "messanger_blueshield" + inhand_icon_state = "messanger_blueshield" /obj/item/storage/backpack/duffelbag/skyrat/carrybackpackgreen name = "bulky green bag" desc = "A big and bulky bag" icon_state = "russian_green_backpack" - item_state = "russian_green_backpack" + inhand_icon_state = "russian_green_backpack" /obj/item/storage/backpack/duffelbag/skyrat/carrybackpackblack name = "bulky black bag" desc = "A big and buklky bag" icon_state = "russian_black_backpack" - item_state = "russian_black_backpack" + inhand_icon_state = "russian_black_backpack" /obj/item/storage/backpack/duffelbag/skyrat/carrybackpackwhite name = "bulky white bag" desc = "A big and buklky bag" icon_state = "russian_white_backpack" - item_state = "russian_white_backpack" + inhand_icon_state = "russian_white_backpack" /obj/item/storage/backpack/duffelbag/skyrat/carrybackpackbrown name = "bulky brown bag" desc = "A big and buklky bag" icon_state = "russian_brown_backpack" - item_state = "russian_brown_backpack" + inhand_icon_state = "russian_brown_backpack" /obj/item/storage/backpack/skyrat/messangerblack name = "black messanger bag" desc = "A black messanger bag" icon_state = "messenger" - item_state = "messenger" + inhand_icon_state = "messenger" /obj/item/storage/backpack/skyrat/messangercaptain name = "dark blue messanger bag" desc = "A dark blue messanger bag" icon_state = "messenger_captain" - item_state = "messenger_captain" + inhand_icon_state = "messenger_captain" /obj/item/storage/backpack/skyrat/messangerscience name = "purple accented messanger bag" desc = "A messanger bag" icon_state = "messenger_science" - item_state = "messenger_science" + inhand_icon_state = "messenger_science" /obj/item/storage/backpack/skyrat/messangergenetics name = "blue accented messanger bag" desc = "A messanger bag" icon_state = "messenger_genetics" - item_state = "messenger_genetics" + inhand_icon_state = "messenger_genetics" /obj/item/storage/backpack/skyrat/messangerengineering name = "brown and orange messanger bag" desc = "A messanger bag" icon_state = "messenger_engineering" - item_state = "messenger_engineering" + inhand_icon_state = "messenger_engineering" /obj/item/storage/backpack/skyrat/messangerexplorer name = "brown and blue messanger bag" desc = "A messanger bag" icon_state = "messenger_explorer" - item_state = "messenger_explorer" + inhand_icon_state = "messenger_explorer" /obj/item/storage/backpack/skyrat/messengerhydroponics name = "green and blue messanger bag" desc = "A messanger bag" icon_state = "messenger_hydroponics" - item_state = "messenger_hydroponics" + inhand_icon_state = "messenger_hydroponics" /obj/item/storage/backpack/skyrat/messengerclown name = "green messanger bag" desc = "A messanger bag" icon_state = "messenger_clown" - item_state = "messenger_clown" + inhand_icon_state = "messenger_clown" /obj/item/storage/backpack/skyrat/messengermedical name = "medical messanger bag" desc = "A messanger bag" icon_state = "messenger_medical" - item_state = "messenger_medical" + inhand_icon_state = "messenger_medical" /obj/item/storage/backpack/skyrat/messengerchemistry name = "chemistry messanger bag" desc = "A messanger bag" icon_state = "messenger_chemistry" - item_state = "messenger_chemistry" + inhand_icon_state = "messenger_chemistry" /obj/item/storage/backpack/skyrat/messengervirology name = "virology messanger bag" desc = "A messanger bag" icon_state = "messenger_virology" - item_state = "messenger_virology" + inhand_icon_state = "messenger_virology" /obj/item/storage/backpack/skyrat/messengercoroner name = "coroner messanger bag" desc = "A messanger bag" icon_state = "messenger_coroner" - item_state = "messenger_coroner" + inhand_icon_state = "messenger_coroner" /obj/item/storage/backpack/skyrat/messengercoroner name = "coroner messanger bag" desc = "A messanger bag" icon_state = "messenger_coroner" - item_state = "messenger_coroner" + inhand_icon_state = "messenger_coroner" /obj/item/storage/backpack/skyrat/coneshell name = "coneshell bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "coneshell" - item_state = "coneshell" + inhand_icon_state = "coneshell" /obj/item/storage/backpack/skyrat/cinnamonshell name = "cinnamonshell bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "cinnamonshell" - item_state = "cinnamonshell" + inhand_icon_state = "cinnamonshell" /obj/item/storage/backpack/skyrat/caramelshell name = "caramel shell bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "caramelshell" - item_state = "caramelshell" + inhand_icon_state = "caramelshell" /obj/item/storage/backpack/skyrat/pyramidshellwhite name = "pyramidshell white snail bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "pyramidshellwhite" - item_state = "pyramidshellwhite" + inhand_icon_state = "pyramidshellwhite" /obj/item/storage/backpack/skyrat/spiralshellwhite name = "spiralshell white snail bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "spiralshellwhite" - item_state = "spiralshellwhite" + inhand_icon_state = "spiralshellwhite" /obj/item/storage/backpack/skyrat/rockshellwhite name = "rockshell white snail bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "rockshellwhite" - item_state = "rockshellwhite" + inhand_icon_state = "rockshellwhite" /obj/item/storage/backpack/skyrat/mechashell name = "mechashell snail bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "mechashell" - item_state = "mechashell" + inhand_icon_state = "mechashell" /obj/item/storage/backpack/skyrat/mechashell name = "mechashell snail bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "mechashell" - item_state = "mechashell" + inhand_icon_state = "mechashell" /obj/item/storage/backpack/skyrat/pyramidshell name = "pyramidshell snail bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "pyramidshell" - item_state = "pyramidshell" + inhand_icon_state = "pyramidshell" /obj/item/storage/backpack/skyrat/spiralshell name = "spiralshell snail bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "spiralshell" - item_state = "spiralshell" + inhand_icon_state = "spiralshell" /obj/item/storage/backpack/skyrat/rockshell name = "rockshell snail bag" desc = "A snail shell that somehow can store things! Don't question it." icon_state = "rockshell" - item_state = "rockshell" + inhand_icon_state = "rockshell" /obj/item/storage/backpack/invisipack // backpack with no mob sprite icon = 'icons/fallout/objects/storage.dmi' icon_state = "invisipack" - item_state = "invisipack" + inhand_icon_state = "invisipack" diff --git a/code/game/objects/items/storage/bags.dm b/code/game/objects/items/storage/bags.dm index 5aaff01125..92b199b5d6 100644 --- a/code/game/objects/items/storage/bags.dm +++ b/code/game/objects/items/storage/bags.dm @@ -32,7 +32,7 @@ desc = "It's the heavy-duty black polymer kind. Time to take out the trash!" icon = 'icons/obj/janitor.dmi' icon_state = "trashbag" - item_state = "trashbag" + inhand_icon_state = "trashbag" lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi' var/insertable = TRUE @@ -422,7 +422,7 @@ desc = "A sack for your salvage." icon = 'icons/obj/janitor.dmi' //im lazy icon_state = "trashbag" - item_state = "trashbag" + inhand_icon_state = "trashbag" lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi' resistance_flags = FLAMMABLE @@ -433,7 +433,7 @@ desc = "A sack for storing your game-lagging piles of salvage components." icon = 'icons/obj/janitor.dmi' //im lazy icon_state = "trashbag" - item_state = "trashbag" + inhand_icon_state = "trashbag" lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi' resistance_flags = FLAMMABLE @@ -556,7 +556,7 @@ icon = 'icons/obj/clothing/belts.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "quiver" - item_state = "tribal_quiver" + inhand_icon_state = "tribal_quiver" w_class = WEIGHT_CLASS_NORMAL slot_flags = INV_SLOTBIT_BELT component_type = /datum/component/storage/concrete/bag/quiver @@ -664,7 +664,7 @@ desc = "A compact, lightweight quiver, that can be tucked just about anywhere to hold some arrows." mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "quiver" - item_state = "tribal_quiver" + inhand_icon_state = "tribal_quiver" w_class = WEIGHT_CLASS_SMALL component_type = /datum/component/storage/concrete/bag/quiver/light_quiver @@ -681,7 +681,7 @@ desc = "A large quiver worn on the back, made to hold all the arrows you might need." mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "quiver" - item_state = "tribal_quiver" + inhand_icon_state = "tribal_quiver" component_type = /datum/component/storage/concrete/bag/quiver/heavy_quiver /obj/item/storage/bag/tribe_quiver/heavy/full/PopulateContents() @@ -715,5 +715,5 @@ desc = "A sack made out of rough leathers. It's probably not filled with gifts." icon = 'icons/obj/storage.dmi' icon_state = "sack" - item_state = "sack" + inhand_icon_state = "sack" diff --git a/code/game/objects/items/storage/belt.dm b/code/game/objects/items/storage/belt.dm index 7e803da9f1..3416010f4c 100755 --- a/code/game/objects/items/storage/belt.dm +++ b/code/game/objects/items/storage/belt.dm @@ -3,7 +3,7 @@ desc = "Can hold various things." icon = 'icons/obj/clothing/belts.dmi' icon_state = "utilitybelt" - item_state = "utility" + inhand_icon_state = "utility" lefthand_file = 'icons/mob/inhands/equipment/belt_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/belt_righthand.dmi' slot_flags = INV_SLOTBIT_BELT @@ -45,7 +45,7 @@ name = "toolbelt" //Carn: utility belt is nicer, but it bamboozles the text parsing. desc = "Holds tools." icon_state = "utilitybelt" - item_state = "utility" + inhand_icon_state = "utility" content_overlays = TRUE custom_premium_price = 300 rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //because this is easier than trying to have showers wash all contents. @@ -55,7 +55,7 @@ name = "\improper Chief Engineer's toolbelt" //"the Chief Engineer's toolbelt", because "Chief Engineer's toolbelt" is not a proper noun desc = "Holds tools, looks snazzy." icon_state = "utilitybelt_ce" - item_state = "utility_ce" + inhand_icon_state = "utility_ce" /obj/item/storage/belt/utility/full/engi/PopulateContents() new /obj/item/screwdriver/power(src) @@ -107,14 +107,14 @@ name = "durathread toolbelt" desc = "A toolbelt made out of durathread. Aside from the material being fireproof, this is virtually identical to a leather toolbelt." icon_state = "webbing-durathread" - item_state = "webbing-durathread" + inhand_icon_state = "webbing-durathread" /obj/item/storage/belt/utility/abductor name = "agent belt" desc = "A belt used by abductor agents." icon = 'icons/obj/abductor.dmi' icon_state = "belt" - item_state = "security" + inhand_icon_state = "security" /obj/item/storage/belt/utility/abductor/full/PopulateContents() new /obj/item/screwdriver/abductor(src) @@ -141,20 +141,20 @@ name = "explorer's webbing" desc = "A versatile chest rig, cherished by miners and hunters alike. Holds tools and tool-like things." icon_state = "explorer1" - item_state = "explorer1" + inhand_icon_state = "explorer1" /obj/item/storage/belt/utility/mining/vendor contents = newlist(/obj/item/survivalcapsule) /obj/item/storage/belt/utility/mining/alt icon_state = "explorer2" - item_state = "explorer2" + inhand_icon_state = "explorer2" /obj/item/storage/belt/utility/mining/primitive name = "hunter's belt" desc = "A versatile belt, woven from sinew. Holds tools and tool-like things." icon_state = "ebelt" - item_state = "ebelt" + inhand_icon_state = "ebelt" component_type = /datum/component/storage/concrete/pockets/magpouch // Gardener belt. Hold farming stuff thats small, also flasks (think hip flasks, not bottles as such) @@ -170,7 +170,7 @@ name = "janibelt" desc = "A belt used to hold most janitorial supplies." icon_state = "janibelt" - item_state = "janibelt" + inhand_icon_state = "janibelt" component_type = /datum/component/storage/concrete/belt/specialized/utility ////////////////// @@ -180,7 +180,7 @@ name = "medical belt" desc = "Can hold various medical equipment." icon_state = "medicalbelt" - item_state = "medical" + inhand_icon_state = "medical" content_overlays = TRUE component_type = /datum/component/storage/concrete/belt/specialized/medical @@ -225,7 +225,7 @@ name = "fannypack" desc = "A dorky fannypack for keeping small items in." icon_state = "fannypack_leather" - item_state = "fannypack_leather" + inhand_icon_state = "fannypack_leather" dying_key = DYE_REGISTRY_FANNYPACK custom_price = PRICE_ALMOST_CHEAP component_type = /datum/component/storage/concrete/belt @@ -233,17 +233,17 @@ /obj/item/storage/belt/fannypack/black name = "black fannypack" icon_state = "fannypack_black" - item_state = "fannypack_black" + inhand_icon_state = "fannypack_black" /obj/item/storage/belt/fannypack/orange name = "orange fannypack" icon_state = "fannypack_orange" - item_state = "fannypack_orange" + inhand_icon_state = "fannypack_orange" /obj/item/storage/belt/fannypack/pink name = "pink fannypack" icon_state = "fannypack_pink" - item_state = "fannypack_pink" + inhand_icon_state = "fannypack_pink" ////////////////// /// Belt holsters @@ -254,7 +254,7 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "holster_leg" - item_state = "holster_leg" + inhand_icon_state = "holster_leg" component_type = /datum/component/storage/concrete/belt/specialized/gun /obj/item/storage/belt/legholster/police/PopulateContents() @@ -270,39 +270,39 @@ name = "chest rig" desc = "A mean-looking belt sack for holding lots of ammo." icon_state = "militarywebbing" - item_state = "militarywebbing" + inhand_icon_state = "militarywebbing" slot_flags = INV_SLOTBIT_BELT rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE component_type = /datum/component/storage/concrete/belt/specialized/bandolier /obj/item/storage/belt/military/alt icon_state = "explorer2" - item_state = "explorer2" + inhand_icon_state = "explorer2" /obj/item/storage/belt/military/reconbandolier name = "NCR recon ranger bandolier" desc = "A belt with many pockets, now at an angle." icon_state = "reconbandolier" - item_state = "reconbandolier" + inhand_icon_state = "reconbandolier" /obj/item/storage/belt/military/NCR_Bandolier name = "NCR bandolier" desc = "A standard issue NCR bandolier." icon_state = "ncr_bandolier" - item_state = "ncr_bandolier" + inhand_icon_state = "ncr_bandolier" /obj/item/storage/belt/army name = "army belt" desc = "A robust belt for holding things like guns." icon_state = "grenadebeltold" - item_state = "security" + inhand_icon_state = "security" component_type = /datum/component/storage/concrete/belt/specialized/bandolier /obj/item/storage/belt/army/followers name = "guild knight belt" desc = "A thoughtful belt for holding things like guns." icon_state = "grenadebeltold" - item_state = "security" + inhand_icon_state = "security" /obj/item/storage/belt/army/followers/PopulateContents() new /obj/item/reagent_containers/spray/pepper(src) @@ -315,7 +315,7 @@ name = "security belt" desc = "Robust belt for holding robust things, like guns." icon_state = "securitybelt" - item_state = "security"//Could likely use a better one. + inhand_icon_state = "security"//Could likely use a better one. content_overlays = TRUE /obj/item/storage/belt/army/security/full/PopulateContents() @@ -330,7 +330,7 @@ name = "assault belt" desc = "A sweet tactical belt for holding guns." icon_state = "assaultbelt" - item_state = "security" + inhand_icon_state = "security" /obj/item/storage/belt/army/assault/legion name = "legionnaire marching belt" @@ -338,25 +338,25 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "belt_legion" - item_state = "belt_legion" + inhand_icon_state = "belt_legion" /obj/item/storage/belt/army/assault/enclave name = "old style army belt" desc = "Prewar army utility belt design." icon_state = "enclave_belt" - item_state = "enclave_belt" + inhand_icon_state = "enclave_belt" /obj/item/storage/belt/army/assault/ncr name = "NCR patrol belt" desc = "A standard issue robust duty belt for the NCR." icon_state = "ncr_belt" - item_state = "ncr_belt" + inhand_icon_state = "ncr_belt" /obj/item/storage/belt/army/assault/ncr/engineer name = "NCR engineer belt" desc = "A standard issue robust duty belt for the NCR." icon_state = "ncr_belt" - item_state = "ncr_belt" + inhand_icon_state = "ncr_belt" /// snackdolier /obj/item/storage/belt/military/snack @@ -420,7 +420,7 @@ desc = "An over-the-shoulder length of webbing that can hold all sorts of ammostuffs." mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "bandolier" - item_state = "bandolier" + inhand_icon_state = "bandolier" slot_flags = INV_SLOTBIT_NECK rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE component_type = /datum/component/storage/concrete/neckpron/specialized/bandolier @@ -429,7 +429,7 @@ name = "durathread bandolier" desc = "A drab looking bandolier that goes on your upper body." icon_state = "bandolier" - item_state = "bandolier" + inhand_icon_state = "bandolier" slot_flags = INV_SLOTBIT_NECK resistance_flags = FIRE_PROOF @@ -441,7 +441,7 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "holster_shoulder" - item_state = "holster_shoulder" + inhand_icon_state = "holster_shoulder" alternate_worn_layer = UNDER_SUIT_LAYER slot_flags = INV_SLOTBIT_NECK | INV_SLOTBIT_MASK component_type = /datum/component/storage/concrete/pockets/bos/paladin //4 slots instead of 3 @@ -487,7 +487,7 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "outlaws_cloak" - item_state = "outlaws_cloak" + inhand_icon_state = "outlaws_cloak" body_parts_covered = CHEST|GROIN|ARMS slot_flags = INV_SLOTBIT_NECK component_type = /datum/component/storage/concrete/neckpron/specialized/gun @@ -498,7 +498,7 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "peacefulcoat" - item_state = "peacefulcoat" + inhand_icon_state = "peacefulcoat" body_parts_covered = CHEST|GROIN|ARMS slot_flags = INV_SLOTBIT_NECK component_type = /datum/component/storage/concrete/neckpron/specialized/gun @@ -509,7 +509,7 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "poachercoat" - item_state = "poachercoat" + inhand_icon_state = "poachercoat" body_parts_covered = CHEST|GROIN|ARMS slot_flags = INV_SLOTBIT_NECK component_type = /datum/component/storage/concrete/neckpron/specialized/gun @@ -520,7 +520,7 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "poachervest" - item_state = "poachervest" + inhand_icon_state = "poachervest" body_parts_covered = CHEST|GROIN|ARMS slot_flags = INV_SLOTBIT_NECK component_type = /datum/component/storage/concrete/neckpron/specialized/gun @@ -531,7 +531,7 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "dantecoat" - item_state = "dantecoat" + inhand_icon_state = "dantecoat" body_parts_covered = CHEST|GROIN|ARMS slot_flags = INV_SLOTBIT_NECK component_type = /datum/component/storage/concrete/neckpron/specialized/gun @@ -543,7 +543,7 @@ name = "medolier" desc = "An over the shoulder medical holder, lifts and separates medical supplies to make you a more appealing healer." icon_state = "medolier" - item_state = "medolier" + inhand_icon_state = "medolier" slot_flags = INV_SLOTBIT_NECK component_type = /datum/component/storage/concrete/neckpron/specialized/medical @@ -587,7 +587,7 @@ name = "championship belt" desc = "Proves to the world that you are the strongest!" icon_state = "championbelt" - item_state = "champion" + inhand_icon_state = "champion" custom_materials = list(/datum/material/gold=400) /obj/item/storage/belt/champion/ComponentInitialize() @@ -603,7 +603,7 @@ name = "grenadier belt" desc = "A belt for holding grenades." icon_state = "grenadebeltnew" - item_state = "security" + inhand_icon_state = "security" rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE /obj/item/storage/belt/grenade/ComponentInitialize() @@ -657,7 +657,7 @@ name = "sword sheath" desc = "A fine sheath for carrying a sword in style." icon_state = "utilitybelt" - item_state = "utility" + inhand_icon_state = "utility" w_class = WEIGHT_CLASS_BULKY content_overlays = TRUE onmob_overlays = TRUE @@ -686,7 +686,7 @@ name = "heavy-duty sheath" desc = "A rugged set of leather straps and metal tips to comfortably carry a large variety of blades (and even blunt objects) on your side." icon_state = "sheath" - item_state = "sheath" + inhand_icon_state = "sheath" w_class = WEIGHT_CLASS_BULKY content_overlays = TRUE onmob_overlays = TRUE @@ -707,7 +707,7 @@ desc = "A bandolier lined with loops, perfect for slipping in a few small blades." mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "bandolier" - item_state = "bandolier" + inhand_icon_state = "bandolier" w_class = WEIGHT_CLASS_BULKY content_overlays = TRUE onmob_overlays = TRUE @@ -727,7 +727,7 @@ name = "rapier sheath" desc = "A sinister, thin sheath, suitable for a rapier." icon_state = "rsheath" - item_state = "rsheath" + inhand_icon_state = "rsheath" force = 5 throwforce = 15 w_class = WEIGHT_CLASS_BULKY @@ -742,7 +742,7 @@ icon = 'icons/fallout/clothing/belts.dmi' icon_state = "sheath_sword" mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' - item_state = "sheath_sword" + inhand_icon_state = "sheath_sword" w_class = WEIGHT_CLASS_BULKY content_overlays = TRUE onmob_overlays = TRUE @@ -762,7 +762,7 @@ name = "daishō" desc = "A set of sheathes and straps for carrying two curved japanese style swords." icon_state = "sheath_twin" - item_state = "sheath_twin" + inhand_icon_state = "sheath_twin" slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK /obj/item/storage/belt/sword/twin/ComponentInitialize() @@ -778,7 +778,7 @@ name = "sword sheath" desc = "A utility belt that allows a sword to be held at the hip at the cost of storage space." icon_state = "sheathwaist" - item_state = "sheathwaist" + inhand_icon_state = "sheathwaist" w_class = WEIGHT_CLASS_BULKY /obj/item/storage/belt/waistsheath/ComponentInitialize() @@ -810,10 +810,10 @@ /obj/item/storage/belt/waistsheath/update_icon() icon_state = "sheathwaist" - item_state = "sheathwaist" + inhand_icon_state = "sheathwaist" if(contents.len == 2) icon_state += "-full" - item_state += "-full" + inhand_icon_state += "-full" if(loc && isliving(loc)) var/mob/living/L = loc L.regenerate_icons() @@ -842,7 +842,7 @@ name = "Pattern 37 webbing" desc = "A versatile chest rig, this one seems to be used in jungle enviroments and such" icon_state = "brit_web" - item_state = "brit_web" + inhand_icon_state = "brit_web" icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' @@ -850,7 +850,7 @@ name = "Pattern 1908 webbing" desc = "A versatile chest rig, this one seems to be used in the great war by Great Britain and the commonwealth." icon_state = "brit_webww1" - item_state = "brit_webww1" + inhand_icon_state = "brit_webww1" icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' @@ -858,7 +858,7 @@ name = " Boar War Leather Band" desc = "An old style of bandolier used by primarily those who ride upon horses. Used in the boer war." icon_state = "boer" - item_state = "boer" + inhand_icon_state = "boer" icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' @@ -866,7 +866,7 @@ name = "french webbing" desc = "A versatile chest rig, this one seems to be used in long bread enviroments and such" icon_state = "french_webbing" - item_state = "french_webbing" + inhand_icon_state = "french_webbing" /obj/item/storage/belt/legholster/throwing name = "garter rig" @@ -874,5 +874,5 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "holster_leg" - item_state = "holster_leg" + inhand_icon_state = "holster_leg" component_type = /datum/component/storage/concrete/pockets/magpouch diff --git a/code/game/objects/items/storage/book.dm b/code/game/objects/items/storage/book.dm index 89e530c2f3..a0042753d2 100644 --- a/code/game/objects/items/storage/book.dm +++ b/code/game/objects/items/storage/book.dm @@ -32,7 +32,7 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible", desc = "Apply to head repeatedly." icon = 'icons/obj/storage.dmi' icon_state = "bible" - item_state = "bible" + inhand_icon_state = "bible" lefthand_file = 'icons/mob/inhands/misc/books_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/books_righthand.dmi' var/mob/affecting = null @@ -63,10 +63,10 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible", if(!bible_index) return FALSE icon_state = GLOB.biblestates[bible_index] - item_state = GLOB.bibleitemstates[bible_index] + inhand_icon_state = GLOB.bibleitemstates[bible_index] GLOB.bible_icon_state = icon_state - GLOB.bibleitemstates = item_state + GLOB.bibleitemstates = inhand_icon_state SSblackbox.record_feedback("text", "religion_book", 1, "[choice]") /** diff --git a/code/game/objects/items/storage/boxes.dm b/code/game/objects/items/storage/boxes.dm index ba8f364d0e..e9083be074 100644 --- a/code/game/objects/items/storage/boxes.dm +++ b/code/game/objects/items/storage/boxes.dm @@ -27,7 +27,7 @@ name = "box" desc = "It's just an ordinary box." icon_state = "box" - item_state = "syringe_kit" + inhand_icon_state = "syringe_kit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' resistance_flags = FLAMMABLE @@ -604,7 +604,7 @@ desc = "A small box of dry matches, these fetch a good price in the cities." icon = 'icons/obj/cigarettes.dmi' icon_state = "matchbox" - item_state = "zippo" + inhand_icon_state = "zippo" w_class = WEIGHT_CLASS_TINY slot_flags = INV_SLOTBIT_BELT custom_price = PRICE_REALLY_CHEAP @@ -622,7 +622,7 @@ icon = 'icons/obj/storage.dmi' illustration = "light" desc = "This box is shaped on the inside so that only light tubes and bulbs fit." - item_state = "syringe_kit" + inhand_icon_state = "syringe_kit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' foldable = /obj/item/stack/sheet/cardboard //BubbleWrap @@ -769,7 +769,7 @@ name = "paper sack" desc = "A sack neatly crafted out of paper." icon_state = "paperbag_None" - item_state = "paperbag_None" + inhand_icon_state = "paperbag_None" resistance_flags = FLAMMABLE foldable = null /// A list of all available papersack reskins @@ -787,9 +787,9 @@ /obj/item/storage/box/papersack/update_icon_state() if(contents.len == 0) - icon_state = "[item_state]" + icon_state = "[inhand_icon_state]" else - icon_state = "[item_state]_closed" + icon_state = "[inhand_icon_state]_closed" /obj/item/storage/box/papersack/attackby(obj/item/W, mob/user, params) @@ -814,16 +814,16 @@ return FALSE to_chat(user, span_notice("I make some modifications to [src] using your pen.")) icon_state = "paperbag_[choice]" - item_state = "paperbag_[choice]" + inhand_icon_state = "paperbag_[choice]" return FALSE else if(W.get_sharpness()) if(!contents.len) - if(item_state == "paperbag_None") + if(inhand_icon_state == "paperbag_None") user.show_message(span_notice("I cut eyeholes into [src]."), MSG_VISUAL) new /obj/item/clothing/head/papersack(user.loc) qdel(src) return FALSE - else if(item_state == "paperbag_SmileyFace") + else if(inhand_icon_state == "paperbag_SmileyFace") user.show_message(span_notice("I cut eyeholes into [src] and modify the design."), MSG_VISUAL) new /obj/item/clothing/head/papersack/smiley(user.loc) qdel(src) @@ -860,7 +860,7 @@ if(theme_name) name = "[name] ([theme_name])" desc = "A box containing supplementary ingredients for the aspiring chef. The box's theme is '[theme_name]'." - item_state = "syringe_kit" + inhand_icon_state = "syringe_kit" /obj/item/storage/box/ingredients/wildcard theme_name = "wildcard" @@ -1254,7 +1254,7 @@ desc = "Contained inside is a secbat for use with law enforcement." icon = 'icons/obj/storage.dmi' icon_state = "box" - item_state = "syringe_kit" + inhand_icon_state = "syringe_kit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' diff --git a/code/game/objects/items/storage/f13storage.dm b/code/game/objects/items/storage/f13storage.dm index 9bad4059e5..cb0c8af624 100644 --- a/code/game/objects/items/storage/f13storage.dm +++ b/code/game/objects/items/storage/f13storage.dm @@ -2,7 +2,7 @@ name = "back sheath" desc = "A sheath that allows you to hold a sword on your back. It even has a pouch for your basic storage needs, how cool is that?" icon_state = "sheathback" - item_state = "sheathback" + inhand_icon_state = "sheathback" w_class = WEIGHT_CLASS_BULKY slot_flags = INV_SLOTBIT_BACK @@ -20,10 +20,10 @@ /obj/item/storage/backpack/backsheath/update_icon() icon_state = "sheathback" - item_state = "sheathback" + inhand_icon_state = "sheathback" if(contents.len == 2) icon_state += "-full" - item_state += "-full" + inhand_icon_state += "-full" if(loc && isliving(loc)) var/mob/living/L = loc L.regenerate_icons() diff --git a/code/game/objects/items/storage/fancy.dm b/code/game/objects/items/storage/fancy.dm index 3585beb9c4..3816af3be2 100644 --- a/code/game/objects/items/storage/fancy.dm +++ b/code/game/objects/items/storage/fancy.dm @@ -84,7 +84,7 @@ /obj/item/storage/fancy/egg_box icon = 'icons/obj/food/containers.dmi' - item_state = "eggbox" + inhand_icon_state = "eggbox" icon_state = "eggbox" icon_type = "egg" lefthand_file = 'icons/mob/inhands/misc/food_lefthand.dmi' @@ -109,7 +109,7 @@ icon = 'icons/obj/candle.dmi' icon_state = "candlebox5" icon_type = "candle" - item_state = "candlebox5" + inhand_icon_state = "candlebox5" throwforce = 2 slot_flags = INV_SLOTBIT_BELT spawn_type = /obj/item/candle @@ -132,7 +132,7 @@ icon = 'modular_coyote/icons/objects/c13ammo.dmi' icon_state = "flarebox" icon_type = "flare" - item_state = "flarebox" + inhand_icon_state = "flarebox" w_class = WEIGHT_CLASS_SMALL slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_NECK spawn_type = /obj/item/flashlight/flare @@ -148,7 +148,7 @@ desc = "A streamlined pouch for holding glowsticks." icon_state = "wflarebox" icon_type = "wflare" - item_state = "wflarebox" + inhand_icon_state = "wflarebox" spawn_type = /obj/item/flashlight/glowstick //////////// @@ -159,7 +159,7 @@ desc = "An unmarked brand of cigarettes, some would worry about cancer, but you know you'll die well before then." icon = 'icons/obj/cigarettes.dmi' icon_state = "cig" - item_state = "cigpacket" + inhand_icon_state = "cigpacket" w_class = WEIGHT_CLASS_TINY throwforce = 0 slot_flags = INV_SLOTBIT_BELT @@ -427,7 +427,7 @@ name = "heart-shaped box" desc = "A heart-shaped box for holding tiny chocolates." icon = 'icons/obj/food/containers.dmi' - item_state = "chocolatebox" + inhand_icon_state = "chocolatebox" icon_state = "chocolatebox" icon_type = "chocolate" lefthand_file = 'icons/mob/inhands/misc/food_lefthand.dmi' diff --git a/code/game/objects/items/storage/firstaid.dm b/code/game/objects/items/storage/firstaid.dm index 5506f10f57..b56595afb1 100644 --- a/code/game/objects/items/storage/firstaid.dm +++ b/code/game/objects/items/storage/firstaid.dm @@ -75,7 +75,7 @@ name = "burn treatment kit" desc = "A specialized medical kit for when the toxins lab -spontaneously- burns down." icon_state = "burn" - item_state = "firstaid-ointment" + inhand_icon_state = "firstaid-ointment" possible_icons = list("burn","burn2","burn3","burn4") /obj/item/storage/firstaid/fire/PopulateContents() @@ -92,7 +92,7 @@ name = "toxin treatment kit" desc = "Used to treat toxic blood content and radiation poisoning." icon_state = "toxin" - item_state = "firstaid-toxin" + inhand_icon_state = "firstaid-toxin" possible_icons = list("toxin","toxin2","toxin3","toxin4") /obj/item/storage/firstaid/toxin/PopulateContents() @@ -108,7 +108,7 @@ name = "radiation treatment kit" desc = "Used to treat minor toxic blood content and major radiation poisoning." icon_state = "rad" - item_state = "firstaid-toxin" + inhand_icon_state = "firstaid-toxin" possible_icons = list("rad","rad2","rad3") /obj/item/storage/firstaid/radbgone/PopulateContents() @@ -130,7 +130,7 @@ name = "oxygen deprivation treatment kit" desc = "A box full of oxygen goodies." icon_state = "oxy" - item_state = "firstaid-o2" + inhand_icon_state = "firstaid-o2" possible_icons = list("oxy", "oxy2", "oxy3", "oxy4") /obj/item/storage/firstaid/o2/PopulateContents() @@ -146,7 +146,7 @@ name = "brute trauma treatment kit" desc = "A first aid kit for when you get toolboxed." icon_state = "brute" - item_state = "firstaid-brute" + inhand_icon_state = "firstaid-brute" possible_icons = list("brute", "brute2", "brute3", "brute4") /obj/item/storage/firstaid/brute/PopulateContents() @@ -235,7 +235,7 @@ desc = "It's an airtight container for storing medication." icon_state = "pill_canister" icon = 'icons/obj/chemical.dmi' - item_state = "contsolid" + inhand_icon_state = "contsolid" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -515,7 +515,7 @@ throw_speed = 3 throw_range = 7 var/empty = FALSE - item_state = "firstaid" + inhand_icon_state = "firstaid" custom_price = PRICE_REALLY_EXPENSIVE custom_premium_price = PRICE_REALLY_EXPENSIVE @@ -542,7 +542,7 @@ name = "burn treatment hypospray kit" desc = "A specialized hypospray kit for burn treatments. Apply with sass." icon_state = "burn-mini" - item_state = "firstaid-ointment" + inhand_icon_state = "firstaid-ointment" /obj/item/storage/hypospraykit/fire/PopulateContents() if(empty) @@ -554,7 +554,7 @@ /obj/item/storage/hypospraykit/toxin name = "toxin treatment hypospray kit" icon_state = "toxin-mini" - item_state = "firstaid-toxin" + inhand_icon_state = "firstaid-toxin" /obj/item/storage/hypospraykit/toxin/PopulateContents() if(empty) @@ -566,7 +566,7 @@ /obj/item/storage/hypospraykit/o2 name = "oxygen deprivation hypospray kit" icon_state = "oxy-mini" - item_state = "firstaid-o2" + inhand_icon_state = "firstaid-o2" /obj/item/storage/hypospraykit/o2/PopulateContents() if(empty) @@ -578,7 +578,7 @@ /obj/item/storage/hypospraykit/brute name = "brute trauma hypospray kit" icon_state = "brute-mini" - item_state = "firstaid-brute" + inhand_icon_state = "firstaid-brute" /obj/item/storage/hypospraykit/brute/PopulateContents() if(empty) diff --git a/code/game/objects/items/storage/lockbox.dm b/code/game/objects/items/storage/lockbox.dm index 2c434831f8..2d170f4db9 100644 --- a/code/game/objects/items/storage/lockbox.dm +++ b/code/game/objects/items/storage/lockbox.dm @@ -2,7 +2,7 @@ name = "lockbox" desc = "A locked box." icon_state = "lockbox+l" - item_state = "syringe_kit" + inhand_icon_state = "syringe_kit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' w_class = WEIGHT_CLASS_BULKY @@ -90,7 +90,7 @@ name = "medal box" desc = "A locked box used to store medals of honor." icon_state = "medalbox+l" - item_state = "syringe_kit" + inhand_icon_state = "syringe_kit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL @@ -210,7 +210,7 @@ desc = "A box used to secure small cargo orders from being looted by those who didn't order it. Yeah, cargo tech, that means you." icon = 'icons/obj/storage.dmi' icon_state = "secure" - item_state = "sec-case" + inhand_icon_state = "sec-case" lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi' w_class = WEIGHT_CLASS_HUGE diff --git a/code/game/objects/items/storage/secure.dm b/code/game/objects/items/storage/secure.dm index 02f7005ad7..3f3c2c220e 100644 --- a/code/game/objects/items/storage/secure.dm +++ b/code/game/objects/items/storage/secure.dm @@ -116,7 +116,7 @@ name = "secure briefcase" icon = 'icons/obj/storage.dmi' icon_state = "secure" - item_state = "sec-case" + inhand_icon_state = "sec-case" lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi' desc = "A large briefcase with a digital locking system." diff --git a/code/game/objects/items/storage/toolbox.dm b/code/game/objects/items/storage/toolbox.dm index 731b3fd03a..f4e4278909 100644 --- a/code/game/objects/items/storage/toolbox.dm +++ b/code/game/objects/items/storage/toolbox.dm @@ -4,7 +4,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) name = "toolbox" desc = "Danger. Very robust." icon_state = "toolbox_default" - item_state = "toolbox_default" + inhand_icon_state = "toolbox_default" lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi' flags_1 = CONDUCT_1 @@ -25,7 +25,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) /obj/item/storage/toolbox/greyscale icon_state = "toolbox_default" - item_state = "toolbox_default" + inhand_icon_state = "toolbox_default" can_rubberify = FALSE material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS @@ -50,7 +50,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) /obj/item/storage/toolbox/emergency name = "emergency toolbox" icon_state = "red" - item_state = "toolbox_red" + inhand_icon_state = "toolbox_red" /obj/item/storage/toolbox/emergency/PopulateContents() new /obj/item/crowbar/red(src) @@ -74,7 +74,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) /obj/item/storage/toolbox/mechanical name = "mechanical toolbox" icon_state = "blue" - item_state = "toolbox_blue" + inhand_icon_state = "toolbox_blue" /obj/item/storage/toolbox/mechanical/PopulateContents() new /obj/item/screwdriver(src) @@ -103,7 +103,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) /obj/item/storage/toolbox/electrical name = "electrical toolbox" icon_state = "yellow" - item_state = "toolbox_yellow" + inhand_icon_state = "toolbox_yellow" /obj/item/storage/toolbox/electrical/PopulateContents() var/pickedcolor = pick("red","yellow","green","blue","pink","orange","cyan","white") @@ -121,7 +121,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) /obj/item/storage/toolbox/syndicate name = "black and red toolbox" icon_state = "syndicate" - item_state = "toolbox_syndi" + inhand_icon_state = "toolbox_syndi" desc = "A toolbox painted black with a red stripe. It looks more heavier than normal toolboxes." force = 15 throwforce = 18 @@ -143,7 +143,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) /obj/item/storage/toolbox/drone name = "mechanical toolbox" icon_state = "blue" - item_state = "toolbox_blue" + inhand_icon_state = "toolbox_blue" /obj/item/storage/toolbox/drone/PopulateContents() var/pickedcolor = pick("red","yellow","green","blue","pink","orange","cyan","white") @@ -159,7 +159,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) name = "brass box" desc = "A huge brass box with several indentations in its surface." icon_state = "brassbox" - item_state = null + inhand_icon_state = null has_latches = FALSE resistance_flags = FIRE_PROOF | ACID_PROOF w_class = WEIGHT_CLASS_HUGE @@ -202,7 +202,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) desc = "A toolbox made out of plastitanium. Probably packs a massive punch." total_mass = 5 icon_state = "blue" - item_state = "toolbox_blue" + inhand_icon_state = "toolbox_blue" w_class = WEIGHT_CLASS_HUGE //heyo no bohing this! force = 18 //spear damage can_rubberify = FALSE @@ -219,7 +219,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) name = "artistic toolbox" desc = "A toolbox painted bright green. Why anyone would store art supplies in a toolbox is beyond you, but it has plenty of extra space." icon_state = "green" - item_state = "toolbox_green" + inhand_icon_state = "toolbox_green" w_class = WEIGHT_CLASS_GIGANTIC //Holds more than a regular toolbox! /obj/item/storage/toolbox/artistic/ComponentInitialize() @@ -244,7 +244,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) name = "ammunition case (.308 stripper clips)" desc = "It contains a few .308 stripper clips." icon_state = "ammobox" - item_state = "ammobox" + inhand_icon_state = "ammobox" var/ammotype = /obj/item/ammo_box/a308 // make sure this is a typepath thanks /obj/item/storage/toolbox/ammo/PopulateContents() @@ -260,7 +260,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) name = "insidious case" desc = "Bearing the emblem of the Syndicate, this case contains a full infiltrator stealth suit, and has enough room to fit weaponry if necessary while being quite the heavy bludgeoning implement when in a pinch." icon_state = "infiltrator_case" - item_state = "infiltrator_case" + inhand_icon_state = "infiltrator_case" force = 12 throwforce = 16 w_class = WEIGHT_CLASS_NORMAL @@ -330,7 +330,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) /obj/item/storage/toolbox/rubber/Initialize() icon_state = pick("blue", "red", "yellow", "green") - item_state = "toolbox_[icon_state]" + inhand_icon_state = "toolbox_[icon_state]" if(!GLOB.rubber_toolbox_icons[icon_state]) generate_rubber_toolbox_icon() icon = GLOB.rubber_toolbox_icons[icon_state] diff --git a/code/game/objects/items/stunbaton.dm b/code/game/objects/items/stunbaton.dm index 11c0abbf48..ac3887c923 100644 --- a/code/game/objects/items/stunbaton.dm +++ b/code/game/objects/items/stunbaton.dm @@ -5,7 +5,7 @@ name = "stunbaton" desc = "A stun baton for incapacitating people with." icon_state = "stunbaton" - item_state = "baton" + inhand_icon_state = "baton" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' slot_flags = INV_SLOTBIT_BELT @@ -234,7 +234,7 @@ name = "stunsword" desc = "Not actually sharp, this sword is functionally identical to a stunbaton" icon_state = "stunsword" - item_state = "sword" + inhand_icon_state = "sword" /obj/item/melee/baton/stunsword/get_belt_overlay() if(istype(loc, /obj/item/storage/belt/sabre)) @@ -273,7 +273,7 @@ name = "stunprod" desc = "An improvised stun baton." icon_state = "stunprod_nocell" - item_state = "prod" + inhand_icon_state = "prod" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' w_class = WEIGHT_CLASS_BULKY @@ -299,7 +299,7 @@ desc = "A device invented in 2486 for the great Space Emu War by the confederacy of Australicus, these high-tech boomerangs also work exceptionally well at stunning crewmembers. Just be careful to catch it when thrown!" throw_speed = 1 icon_state = "boomerang" - item_state = "boomerang" + inhand_icon_state = "boomerang" force = 5 throwforce = 5 throw_range = 5 diff --git a/code/game/objects/items/tanks/jetpack.dm b/code/game/objects/items/tanks/jetpack.dm index eb1df2c605..d5df2c9e04 100644 --- a/code/game/objects/items/tanks/jetpack.dm +++ b/code/game/objects/items/tanks/jetpack.dm @@ -2,7 +2,7 @@ name = "jetpack (empty)" desc = "A tank of compressed gas for use as propulsion in zero-gravity areas. Use with caution." icon_state = "jetpack" - item_state = "jetpack" + inhand_icon_state = "jetpack" lefthand_file = 'icons/mob/inhands/equipment/jetpacks_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/jetpacks_righthand.dmi' w_class = WEIGHT_CLASS_BULKY @@ -87,7 +87,7 @@ name = "improvised jetpack" desc = "A jetpack made from two air tanks, a fire extinguisher and some atmospherics equipment. It doesn't look like it can hold much." icon_state = "jetpack-improvised" - item_state = "jetpack-sec" + inhand_icon_state = "jetpack-sec" volume = 30 //normal jetpacks have 70 volume gas_type = null //it starts empty full_speed = FALSE //moves at hardsuit jetpack speeds @@ -112,20 +112,20 @@ desc = "It works well in a void." volume = 60 icon_state = "jetpack-void" - item_state = "jetpack-void" + inhand_icon_state = "jetpack-void" full_speed = FALSE //Old pre-hardsuit tech /obj/item/tank/jetpack/oxygen name = "jetpack (oxygen)" desc = "A tank of compressed oxygen for use as propulsion in zero-gravity areas. Use with caution." icon_state = "jetpack" - item_state = "jetpack" + inhand_icon_state = "jetpack" /obj/item/tank/jetpack/oxygen/harness name = "jet harness (oxygen)" desc = "A lightweight tactical harness, used by those who don't want to be weighed down by traditional jetpacks." icon_state = "jetpack-mini" - item_state = "jetpack-mini" + inhand_icon_state = "jetpack-mini" volume = 50 throw_range = 7 w_class = WEIGHT_CLASS_NORMAL @@ -134,7 +134,7 @@ name = "\improper Captain's jetpack" desc = "A compact, lightweight jetpack containing a high amount of compressed oxygen." icon_state = "jetpack-captain" - item_state = "jetpack-captain" + inhand_icon_state = "jetpack-captain" w_class = WEIGHT_CLASS_NORMAL volume = 90 resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF //steal objective items are hard to destroy. @@ -143,14 +143,14 @@ name = "security jetpack (oxygen)" desc = "A tank of compressed oxygen for use as propulsion in zero-gravity areas by security forces." icon_state = "jetpack-sec" - item_state = "jetpack-sec" + inhand_icon_state = "jetpack-sec" full_speed = FALSE /obj/item/tank/jetpack/carbondioxide name = "jetpack (carbon dioxide)" desc = "A tank of compressed carbon dioxide for use as propulsion in zero-gravity areas. Painted black to indicate that it should not be used as a source for internals." icon_state = "jetpack-black" - item_state = "jetpack-black" + inhand_icon_state = "jetpack-black" distribute_pressure = 0 gas_type = GAS_CO2 @@ -163,7 +163,7 @@ name = "hardsuit jetpack upgrade" desc = "A modular, compact set of thrusters designed to integrate with a hardsuit. It is fueled by a tank inserted into the suit's storage compartment." icon_state = "jetpack-mining" - item_state = "jetpack-black" + inhand_icon_state = "jetpack-black" w_class = WEIGHT_CLASS_NORMAL actions_types = list(/datum/action/item_action/toggle_jetpack, /datum/action/item_action/jetpack_stabilization) volume = 1 diff --git a/code/game/objects/items/tanks/tank_types.dm b/code/game/objects/items/tanks/tank_types.dm index c4b123419f..e9997ea510 100644 --- a/code/game/objects/items/tanks/tank_types.dm +++ b/code/game/objects/items/tanks/tank_types.dm @@ -44,7 +44,7 @@ name = "anesthetic tank" desc = "A tank with an N2O/O2 gas mix." icon_state = "anesthetic" - item_state = "an_tank" + inhand_icon_state = "an_tank" force = 10 /obj/item/tank/internals/anesthetic/populate_gas() @@ -59,7 +59,7 @@ name = "air tank" desc = "Mixed anyone?" icon_state = "air" - item_state = "air" + inhand_icon_state = "air" force = 10 dog_fashion = /datum/dog_fashion/back @@ -116,7 +116,7 @@ name = "plasma internals tank" desc = "A tank of plasma gas designed specifically for use as internals, particularly for plasma-based lifeforms. If you're not a Plasmaman, you probably shouldn't use this." icon_state = "plasmaman_tank" - item_state = "plasmaman_tank" + inhand_icon_state = "plasmaman_tank" force = 10 distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE @@ -131,7 +131,7 @@ /obj/item/tank/internals/plasmaman/belt icon_state = "plasmaman_tank_belt" - item_state = "plasmaman_tank_belt" + inhand_icon_state = "plasmaman_tank_belt" slot_flags = INV_SLOTBIT_BELT force = 5 volume = 6 diff --git a/code/game/objects/items/tanks/watertank.dm b/code/game/objects/items/tanks/watertank.dm index 69fc166a59..927f51f28d 100644 --- a/code/game/objects/items/tanks/watertank.dm +++ b/code/game/objects/items/tanks/watertank.dm @@ -4,7 +4,7 @@ desc = "A S.U.N.S.H.I.N.E. brand watertank backpack with nozzle to water plants." icon = 'icons/obj/hydroponics/equipment.dmi' icon_state = "waterbackpack" - item_state = "waterbackpack" + inhand_icon_state = "waterbackpack" w_class = WEIGHT_CLASS_BULKY slot_flags = INV_SLOTBIT_BACK slowdown = 0 @@ -105,7 +105,7 @@ desc = "A mister nozzle attached to a water tank." icon = 'icons/obj/hydroponics/equipment.dmi' icon_state = "mister" - item_state = "mister" + inhand_icon_state = "mister" lefthand_file = 'icons/mob/inhands/equipment/mister_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mister_righthand.dmi' w_class = WEIGHT_CLASS_BULKY @@ -144,7 +144,7 @@ name = "backpack water tank" desc = "A janitorial watertank backpack with nozzle to clean dirt and graffiti." icon_state = "waterbackpackjani" - item_state = "waterbackpackjani" + inhand_icon_state = "waterbackpackjani" custom_price = PRICE_ALMOST_ONE_GRAND /obj/item/watertank/janitor/Initialize() @@ -156,7 +156,7 @@ desc = "A janitorial spray nozzle attached to a watertank, designed to clean up large messes." icon = 'icons/obj/hydroponics/equipment.dmi' icon_state = "misterjani" - item_state = "misterjani" + inhand_icon_state = "misterjani" lefthand_file = 'icons/mob/inhands/equipment/mister_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mister_righthand.dmi' amount_per_transfer_from_this = 5 @@ -178,7 +178,7 @@ /obj/item/watertank/atmos name = "backpack firefighter tank" desc = "A refrigerated and pressurized backpack tank with extinguisher nozzle, intended to fight fires. Swaps between extinguisher, resin launcher and a smaller scale resin foamer." - item_state = "waterbackpackatmos" + inhand_icon_state = "waterbackpackatmos" icon_state = "waterbackpackatmos" volume = 200 @@ -201,7 +201,7 @@ desc = "A heavy duty nozzle attached to a firefighter's backpack tank." icon = 'icons/obj/hydroponics/equipment.dmi' icon_state = "atmos_nozzle" - item_state = "nozzleatmos" + inhand_icon_state = "nozzleatmos" lefthand_file = 'icons/mob/inhands/equipment/mister_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mister_righthand.dmi' safety = 0 @@ -324,7 +324,7 @@ desc = "A chemical autoinjector that can be carried on your back." icon = 'icons/obj/hydroponics/equipment.dmi' icon_state = "waterbackpackatmos" - item_state = "waterbackpackatmos" + inhand_icon_state = "waterbackpackatmos" w_class = WEIGHT_CLASS_BULKY slot_flags = INV_SLOTBIT_BACK slowdown = 1 @@ -428,7 +428,7 @@ name = "backpack water tank" desc = "A New Russian backpack spray for systematic cleansing of carbon lifeforms." icon_state = "waterbackpackjani" - item_state = "waterbackpackjani" + inhand_icon_state = "waterbackpackjani" w_class = WEIGHT_CLASS_NORMAL volume = 2000 @@ -446,7 +446,7 @@ desc = "A mister nozzle attached to several extended water tanks. It suspiciously has a compressor in the system and is labelled entirely in New Cyrillic." icon = 'icons/obj/hydroponics/equipment.dmi' icon_state = "misterjani" - item_state = "misterjani" + inhand_icon_state = "misterjani" lefthand_file = 'icons/mob/inhands/equipment/mister_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mister_righthand.dmi' w_class = WEIGHT_CLASS_BULKY diff --git a/code/game/objects/items/teleportation.dm b/code/game/objects/items/teleportation.dm index d0f583b615..be801ddcf3 100644 --- a/code/game/objects/items/teleportation.dm +++ b/code/game/objects/items/teleportation.dm @@ -18,7 +18,7 @@ var/temp = null flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_SMALL - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' throw_speed = 3 @@ -99,7 +99,7 @@ desc = "A portable hand 'teleporter' that actually works by observing your quantum superposition in relevance to your portal storm state. IN NERD TERMS USE THIS TO TELEPORT PLACES." icon = 'icons/obj/device.dmi' icon_state = "hand_tele" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' throwforce = 0 diff --git a/code/game/objects/items/teleprod.dm b/code/game/objects/items/teleprod.dm index e1c97143c3..deebc5677a 100644 --- a/code/game/objects/items/teleprod.dm +++ b/code/game/objects/items/teleprod.dm @@ -3,7 +3,7 @@ desc = "A prod with a bluespace crystal on the end. The crystal doesn't look too fun to touch." w_class = WEIGHT_CLASS_NORMAL icon_state = "teleprod_nocell" - item_state = "teleprod" + inhand_icon_state = "teleprod" slot_flags = null /obj/item/melee/baton/cattleprod/teleprod/baton_stun(mob/living/L, mob/living/carbon/user)//handles making things teleport when hit diff --git a/code/game/objects/items/theft_tools.dm b/code/game/objects/items/theft_tools.dm index b8226f5985..fa7168ddf7 100644 --- a/code/game/objects/items/theft_tools.dm +++ b/code/game/objects/items/theft_tools.dm @@ -9,7 +9,7 @@ desc = "Extremely radioactive. Wear goggles." icon = 'icons/obj/nuke_tools.dmi' icon_state = "plutonium_core" - item_state = "plutoniumcore" + inhand_icon_state = "plutoniumcore" resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF var/pulse = 0 var/cooldown = 0 @@ -41,7 +41,7 @@ desc = "Solid container for radioactive objects." icon = 'icons/obj/nuke_tools.dmi' icon_state = "core_container_empty" - item_state = "tile" + inhand_icon_state = "tile" lefthand_file = 'icons/mob/inhands/misc/sheets_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/sheets_righthand.dmi' var/obj/item/nuke_core/core @@ -91,7 +91,7 @@ desc = "A screwdriver with an ultra thin tip." icon = 'icons/obj/nuke_tools.dmi' icon_state = "screwdriver_nuke" - item_state = "screwdriver_nuke" + inhand_icon_state = "screwdriver_nuke" toolspeed = 0.5 /obj/item/screwdriver/nuke/nt @@ -140,7 +140,7 @@ name = "supermatter sliver" desc = "A tiny, highly volatile sliver of a supermatter crystal. Do not handle without protection!" icon_state = "supermatter_sliver" - item_state = "supermattersliver" + inhand_icon_state = "supermattersliver" pulseicon = "supermatter_sliver_pulse" /obj/item/nuke_core/supermatter_sliver/attack_tk() // no TK dusting memes @@ -183,7 +183,7 @@ desc = "What ARE those?" icon = 'icons/obj/sm_croc.dmi' icon_state = "sm_croc" - item_state = "supermattersliver" + inhand_icon_state = "supermattersliver" pulseicon = "sm_croc" /obj/item/nuke_core/supermatter_sliver/supermatter_crocs/Initialize() diff --git a/code/game/objects/items/tools/crowbar.dm b/code/game/objects/items/tools/crowbar.dm index d2e9edfd34..fc06a61178 100644 --- a/code/game/objects/items/tools/crowbar.dm +++ b/code/game/objects/items/tools/crowbar.dm @@ -109,7 +109,7 @@ name = "jaws of life" desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a prying head." icon_state = "jaws_pry" - item_state = "jawsoflife" + inhand_icon_state = "jawsoflife" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' custom_materials = list(/datum/material/iron=150,/datum/material/silver=50,/datum/material/titanium=25) diff --git a/code/game/objects/items/tools/screwdriver.dm b/code/game/objects/items/tools/screwdriver.dm index e2d3686a1c..a02253b635 100644 --- a/code/game/objects/items/tools/screwdriver.dm +++ b/code/game/objects/items/tools/screwdriver.dm @@ -3,7 +3,7 @@ desc = "A long, pointy rod with a handy knob on the base. Used to screw things. This can be used for general robot repairs" icon = 'icons/obj/tools.dmi' icon_state = "basicscrew" - item_state = "basicscrew" + inhand_icon_state = "basicscrew" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 @@ -121,14 +121,14 @@ desc = "A screwdriver made of brass. The handle feels freezing cold." resistance_flags = FIRE_PROOF | ACID_PROOF icon_state = "screwdriver_clock" - item_state = "screwdriver_brass" + inhand_icon_state = "screwdriver_brass" toolspeed = 0.5 /obj/item/screwdriver/bronze name = "bronze screwdriver" desc = "A screwdriver plated with bronze." icon_state = "screwdriver_brass" - item_state = "screwdriver_brass" + inhand_icon_state = "screwdriver_brass" toolspeed = 0.95 /obj/item/screwdriver/abductor @@ -136,7 +136,7 @@ desc = "An ultrasonic screwdriver." icon = 'icons/obj/abductor.dmi' icon_state = "screwdriver_a" - item_state = "screwdriver_nuke" + inhand_icon_state = "screwdriver_nuke" usesound = 'sound/items/pshoom.ogg' toolspeed = 0.1 reskinnable_component = null @@ -148,7 +148,7 @@ name = "hand drill" desc = "A simple powered hand drill. It's fitted with a screw bit." icon_state = "drill_screw" - item_state = "drill" + inhand_icon_state = "drill" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' custom_materials = list(/datum/material/iron=150,/datum/material/silver=50,/datum/material/titanium=25) //done for balance reasons, making them high value for research, but harder to get @@ -185,7 +185,7 @@ desc = "A classy silver screwdriver with a polymer alloy tip, it works almost as well as the real thing." //Fortuna edit: alien alloy -> polymer icon = 'icons/obj/advancedtools.dmi' icon_state = "screwdriver_a" - item_state = "screwdriver_nuke" + inhand_icon_state = "screwdriver_nuke" usesound = 'sound/items/pshoom.ogg' toolspeed = 0.2 reskinnable_component = null @@ -196,7 +196,7 @@ name = "crude screwdriver" desc = "A piece of junk metal sharpened to a point, worthwile as a shiv or crude turning device." icon_state = "crudescrew" - item_state = "crudescrew" + inhand_icon_state = "crudescrew" toolspeed = 4 reskinnable_component = null @@ -205,7 +205,7 @@ name = "basic screwdriver" desc = "A refined tip of a jerry-rigged screwdriver, pretty accurate." icon_state = "basicscrew" - item_state = "basicscrew" + inhand_icon_state = "basicscrew" toolspeed = 2 reskinnable_component = null */ @@ -214,6 +214,6 @@ name = "prewar screwdriver" desc = "An excellent quality prewar screwdriver, made of sturdy high carbon machined steel." icon_state = "screwdriver_map" - item_state = "screwdriver" + inhand_icon_state = "screwdriver" toolspeed = 0.1 reskinnable_component = /datum/component/reskinnable/screwdriver diff --git a/code/game/objects/items/tools/weldingtool.dm b/code/game/objects/items/tools/weldingtool.dm index 330be15cf9..2f03300d6c 100644 --- a/code/game/objects/items/tools/weldingtool.dm +++ b/code/game/objects/items/tools/weldingtool.dm @@ -4,7 +4,7 @@ desc = "A standard edition welder provided by RobCo." icon = 'icons/obj/tools.dmi' icon_state = "basicweld" - item_state = "basicweld" + inhand_icon_state = "basicweld" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 @@ -53,9 +53,9 @@ /obj/item/weldingtool/update_icon_state() if(welding) - item_state = "[initial(item_state)]1" + inhand_icon_state = "[initial(inhand_icon_state)]1" else - item_state = "[initial(item_state)]" + inhand_icon_state = "[initial(inhand_icon_state)]" /obj/item/weldingtool/update_overlays() . = ..() @@ -429,7 +429,7 @@ name = "upgraded industrial welding tool" desc = "An upgraded welder based of the industrial welder." icon_state = "upindwelder" - item_state = "upindwelder" + inhand_icon_state = "upindwelder" toolspeed = 0.6 max_fuel = 80 custom_materials = list(/datum/material/iron=70, /datum/material/glass=120) @@ -438,7 +438,7 @@ name = "experimental welding tool" desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes." icon_state = "exwelder" - item_state = "exwelder" + inhand_icon_state = "exwelder" max_fuel = 40 custom_materials = list(/datum/material/iron=70, /datum/material/glass=120) var/last_gen = 0 @@ -453,7 +453,7 @@ desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch." resistance_flags = FIRE_PROOF | ACID_PROOF icon_state = "clockwelder" - item_state = "brasswelder" + inhand_icon_state = "brasswelder" /obj/item/weldingtool/bronze name = "bronze plated welding tool" @@ -461,7 +461,7 @@ max_fuel = 21 toolspeed = 0.95 icon_state = "brasswelder" - item_state = "brasswelder" + inhand_icon_state = "brasswelder" /obj/item/weldingtool/experimental/process() ..() @@ -491,7 +491,7 @@ name = "crude flaming tool" desc = "A god-awful construction of rusted junk, a blood bag and spirit, salvaged and robust, extremely useless and slow, but EVENTUALLY, it might burn something." icon_state = "crudeweld" - item_state = "crudeweld" + inhand_icon_state = "crudeweld" toolspeed = 4 /* @@ -499,7 +499,7 @@ name = "basic welding tool" desc = "A roughly crafted together welding tool, not perfect but it works." icon_state = "basicweld" - item_state = "basicweld" + inhand_icon_state = "basicweld" toolspeed = 2 */ @@ -507,7 +507,7 @@ name = "prewar welding tool" desc = "A high quality welding tool with a very efficient burner. it never runs out of fuel, if given time to cool down." icon_state = "welder" - item_state = "welder" + inhand_icon_state = "welder" light_range = 1 toolspeed = 0.1 var/nextrefueltick = 0 diff --git a/code/game/objects/items/tools/wirecutters.dm b/code/game/objects/items/tools/wirecutters.dm index ee885fe73f..8d285221e9 100644 --- a/code/game/objects/items/tools/wirecutters.dm +++ b/code/game/objects/items/tools/wirecutters.dm @@ -3,7 +3,7 @@ desc = "This cuts wires, and can repair damaged wires in robots." icon = 'icons/obj/tools.dmi' icon_state = "basicwire" - item_state = "basicwire" + inhand_icon_state = "basicwire" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 @@ -112,7 +112,7 @@ name = "jaws of life" desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a cutting head." icon_state = "jaws_cutter" - item_state = "jawsoflife" + inhand_icon_state = "jawsoflife" reskinnable_component = null custom_materials = list(/datum/material/iron=150,/datum/material/silver=50,/datum/material/titanium=25) @@ -157,7 +157,7 @@ /obj/item/wirecutters/crude name = "crude cutters" desc = "Literally just a piece of bent and scraped junk metal, enough to cut something, but extremly unwieldly and worthless. Mainly just ripping with weight behind it." - item_state = "crudewire" + inhand_icon_state = "crudewire" icon_state = "crudewire" toolspeed = 4 reskinnable_component = null @@ -167,7 +167,7 @@ name = "basic cutters" desc = "Almost sharpened cutters, maded of sharpened rusted metal and multiple parts." icon_state = "basicwire" - item_state = "basicwire" + inhand_icon_state = "basicwire" toolspeed = 2 reskinnable_component = null */ @@ -176,6 +176,6 @@ name = "prewar wirecutters" desc = "A set of high quality machined cutters." icon_state = "cutters_map" - item_state = "cutters" + inhand_icon_state = "cutters" toolspeed = 0.1 reskinnable_component = null diff --git a/code/game/objects/items/tools/wrench.dm b/code/game/objects/items/tools/wrench.dm index 989950e7a2..72734c7114 100644 --- a/code/game/objects/items/tools/wrench.dm +++ b/code/game/objects/items/tools/wrench.dm @@ -3,7 +3,7 @@ desc = "A wrench with common uses. Can be found in your hand. This can repair dents in robots." icon = 'icons/obj/tools.dmi' icon_state = "basicwrench2" - item_state = "basicwrench" + inhand_icon_state = "basicwrench" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 @@ -111,7 +111,7 @@ name = "hand drill" desc = "A simple powered hand drill. It's fitted with a bolt bit." icon_state = "drill_bolt" - item_state = "drill" + inhand_icon_state = "drill" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' usesound = 'sound/items/drill_use.ogg' @@ -154,7 +154,7 @@ name = "crude wrench" desc = "A bent bar, finnicky to use and requires a lot of effort for consant adjustments, better than your bare hand though." icon_state = "crudewrench" - item_state = "crudewrench" + inhand_icon_state = "crudewrench" toolspeed = 4 reskinnable_component = null @@ -163,7 +163,7 @@ name = "basic wrench" desc = "A pipe with an old, wrench head on it." icon_state = "basicwrench" - item_state = "basicwrench" + inhand_icon_state = "basicwrench" toolspeed = 2 reskinnable_component = null */ @@ -172,7 +172,7 @@ name = "prewar wrench" desc = "A drop forged wrench, very durable and well made." icon_state = "wrench" - item_state = "wrench" + inhand_icon_state = "wrench" toolspeed = 0.1 reskinnable_component = /datum/component/reskinnable/wrench @@ -180,7 +180,7 @@ /obj/item/wrench/sledgehammer name = "buster wrench" desc = "An unusually large wrench that appears equally adept at bashing skulls and turning bolts. Why it has to be so damn big is anyone's guess, but you can't deny that it feels satisfying to swing." - item_state = "altevian-wrench" + inhand_icon_state = "altevian-wrench" slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK icon = 'icons/obj/revwrench.dmi' diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index 1d8f4e7d41..766430c6ea 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -42,7 +42,7 @@ desc = "A translucent balloon. There's nothing in it." icon = 'icons/obj/toy.dmi' icon_state = "waterballoon-e" - item_state = "balloon-empty" + inhand_icon_state = "balloon-empty" /obj/item/toy/balloon/Initialize() @@ -110,17 +110,17 @@ /obj/item/toy/balloon/update_icon_state() if(src.reagents.total_volume >= 1) icon_state = "waterballoon" - item_state = "balloon" + inhand_icon_state = "balloon" else icon_state = "waterballoon-e" - item_state = "balloon-empty" + inhand_icon_state = "balloon-empty" /obj/item/toy/syndicateballoon name = "syndicate balloon" desc = "There is a tag on the back that reads \"FUK NT!11!\"." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "syndballoon" - item_state = "syndballoon" + inhand_icon_state = "syndballoon" lefthand_file = 'icons/mob/inhands/antag/balloons_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/balloons_righthand.dmi' w_class = WEIGHT_CLASS_BULKY @@ -142,7 +142,7 @@ desc = "Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of coins." icon = 'icons/obj/guns/projectile.dmi' icon_state = "revolver" - item_state = "gun" + inhand_icon_state = "gun" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' flags_1 = CONDUCT_1 @@ -219,7 +219,7 @@ desc = "A cheap, plastic replica of an energy sword. Realistic sounds! Ages 8 and up." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "sword0" - item_state = "sword0" + inhand_icon_state = "sword0" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' var/active = 0 @@ -256,13 +256,13 @@ if(active) if(hacked) icon_state = "swordrainbow" - item_state = "swordrainbow" + inhand_icon_state = "swordrainbow" else icon_state = "swordblue" - item_state = "swordblue" + inhand_icon_state = "swordblue" else icon_state = "sword0" - item_state = "sword0" + inhand_icon_state = "sword0" // Copied from /obj/item/melee/transforming/energy/sword/attackby /obj/item/toy/sword/attackby(obj/item/W, mob/living/user, params) @@ -294,7 +294,7 @@ desc = "A deluxe toy replica of an energy sword. Realistic visuals and sounds! Ages 8 and up." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "cxsword_hilt" - item_state = "cxsword" + inhand_icon_state = "cxsword" active = FALSE w_class = WEIGHT_CLASS_SMALL attack_verb = list("poked", "jabbed", "hit") @@ -381,7 +381,7 @@ desc = "It says \"Sternside Changs #1 fan\" on it." icon = 'icons/obj/toy.dmi' icon_state = "foamblade" - item_state = "arm_blade" + inhand_icon_state = "arm_blade" lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' attack_verb = list("pricked", "absorbed", "gored") @@ -393,7 +393,7 @@ name = "windup toolbox" desc = "A replica toolbox that rumbles when you turn the key." icon_state = "his_grace" - item_state = "toolbox_green" + inhand_icon_state = "toolbox_green" lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi' var/active = FALSE @@ -484,7 +484,7 @@ desc = "Woefully underpowered in D20." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "katana" - item_state = "katana" + inhand_icon_state = "katana" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' flags_1 = CONDUCT_1 @@ -1204,7 +1204,7 @@ icon = 'icons/misc/beach.dmi' icon_state = "ball" name = "beach ball" - item_state = "beachball" + inhand_icon_state = "beachball" w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets /obj/item/toy/beach_ball/afterattack(atom/target as mob|obj|turf|area, mob/user) @@ -1246,7 +1246,7 @@ desc = "A cheap plastic replica of a dagger. Produced by THE ARM Toys, Inc." icon = 'icons/obj/wizard.dmi' icon_state = "render" - item_state = "cultdagger" + inhand_icon_state = "cultdagger" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -1496,7 +1496,7 @@ desc = "It's a dummy, dummy." icon = 'icons/obj/toy.dmi' icon_state = "assistant" - item_state = "doll" + inhand_icon_state = "doll" var/doll_name = "Dummy" /obj/item/toy/dummy/attack_self(mob/user) diff --git a/code/game/objects/items/vending_items.dm b/code/game/objects/items/vending_items.dm index 2d05f2fc3d..0c158ac498 100755 --- a/code/game/objects/items/vending_items.dm +++ b/code/game/objects/items/vending_items.dm @@ -7,7 +7,7 @@ icon = 'icons/obj/vending_restock.dmi' icon_state = "refill_snack" - item_state = "restock_unit" + inhand_icon_state = "restock_unit" desc = "A vending machine restock cart." lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' diff --git a/code/game/objects/structures/beds_chairs/chair.dm b/code/game/objects/structures/beds_chairs/chair.dm index 65fb102cd0..f9da262f01 100644 --- a/code/game/objects/structures/beds_chairs/chair.dm +++ b/code/game/objects/structures/beds_chairs/chair.dm @@ -173,7 +173,7 @@ name = "wooden chair" desc = "A basic yet sturdy chair made from weathered old wood." icon_state = "wooden_chair_settler_toppled" - item_state = "woodenchair" + inhand_icon_state = "woodenchair" resistance_flags = FLAMMABLE max_integrity = 70 hitsound = 'sound/weapons/genhit1.ogg' @@ -189,7 +189,7 @@ /obj/item/chair/wood/dining desc = "A commonplace dining chair with a faded green cushion." icon_state = "wooden_chair_toppled" - item_state = "wooden_chair" + inhand_icon_state = "wooden_chair" origin_type = /obj/structure/chair/wood/dining // fantasy chairs - KNOTTINGHAM @@ -226,7 +226,7 @@ /obj/item/chair/wood/fancy desc = "A well-designed study chair with a faded red cushion." icon_state = "wooden_chair_fancy_toppled" - item_state = "wooden_chair_fancy" + inhand_icon_state = "wooden_chair_fancy" origin_type = /obj/structure/chair/wood/fancy // Folding chair @@ -236,7 +236,7 @@ /obj/item/chair/folding icon_state = "folding_chair_toppled" - item_state = "folding_chair" + inhand_icon_state = "folding_chair" origin_type = /obj/structure/chair/folding // Plywood chair @@ -309,7 +309,7 @@ /obj/item/chair/stool/retro icon_state = "bar_toppled" - item_state = "bar" + inhand_icon_state = "bar" origin_type = /obj/structure/chair/stool/retro /obj/structure/chair/stool/retro/black @@ -318,7 +318,7 @@ /obj/item/chair/stool/retro/black icon_state = "bar_black_toppled" - item_state = "bar_black" + inhand_icon_state = "bar_black" origin_type = /obj/structure/chair/stool/retro/black /obj/structure/chair/stool/retro/tan @@ -328,7 +328,7 @@ /obj/item/chair/stool/retro/tan icon_state = "bar_tan_toppled" - item_state = "bar_tan" + inhand_icon_state = "bar_tan" origin_type = /obj/structure/chair/stool/retro/tan /obj/structure/chair/stool/retro/backed @@ -337,7 +337,7 @@ /obj/item/chair/stool/retro/backed icon_state = "bar_backed_toppled" - item_state = "bar_backed" + inhand_icon_state = "bar_backed" origin_type = /obj/structure/chair/stool/retro/backed // Comfy chairs @@ -471,7 +471,7 @@ /obj/item/chair/stool/bar name = "bar stool" icon_state = "bar_toppled" - item_state = "stool_bar" + inhand_icon_state = "stool_bar" origin_type = /obj/structure/chair/stool/bar /obj/item/chair/wood/modern @@ -481,7 +481,7 @@ desc = "Bar brawl essential." icon = 'icons/fallout/objects/furniture/chairs_and_beds.dmi' icon_state = "chair_toppled" - item_state = "chair" + inhand_icon_state = "chair" lefthand_file = 'icons/mob/inhands/misc/chairs_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/chairs_righthand.dmi' w_class = WEIGHT_CLASS_HUGE @@ -582,7 +582,7 @@ /obj/item/chair/greyscale icon = 'icons/obj/chairs.dmi' icon_state = "chair_greyscale_toppled" - item_state = "chair_greyscale" + inhand_icon_state = "chair_greyscale" material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS origin_type = /obj/structure/chair/greyscale @@ -590,7 +590,7 @@ name = "stool" icon = 'icons/obj/chairs.dmi' icon_state = "stool_toppled" - item_state = "stool" + inhand_icon_state = "stool" origin_type = /obj/structure/chair/stool break_chance = 0 //It's too sturdy. @@ -619,7 +619,7 @@ /obj/item/chair/stool/alien name = "stool" icon_state = "stoolalien_toppled" - item_state = "stoolalien" + inhand_icon_state = "stoolalien" icon = 'icons/obj/abductor.dmi' origin_type = /obj/structure/chair/stool/alien break_chance = 0 //It's too sturdy. @@ -627,7 +627,7 @@ /obj/item/chair/stool/bar/alien name = "bar stool" icon_state = "baralien_toppled" - item_state = "baralien" + inhand_icon_state = "baralien" icon = 'icons/obj/abductor.dmi' origin_type = /obj/structure/chair/stool/bar/alien @@ -671,28 +671,28 @@ name = "brass stool" icon = 'icons/obj/chairs.dmi' icon_state = "stoolbrass_toppled" - item_state = "stoolbrass" + inhand_icon_state = "stoolbrass" origin_type = /obj/structure/chair/stool/brass /obj/item/chair/stool/bar/brass name = "brass bar stool" icon = 'icons/obj/chairs.dmi' icon_state = "barbrass_toppled" - item_state = "stoolbrass_bar" + inhand_icon_state = "stoolbrass_bar" origin_type = /obj/structure/chair/stool/bar/brass */ /obj/item/chair/stool/bronze name = "bronze stool" icon = 'icons/obj/chairs.dmi' icon_state = "stoolbrass_toppled" - item_state = "stoolbrass" + inhand_icon_state = "stoolbrass" origin_type = /obj/structure/chair/stool/bronze /obj/item/chair/stool/bar/bronze name = "bronze bar stool" icon = 'icons/obj/chairs.dmi' icon_state = "barbrass_toppled" - item_state = "stoolbrass_bar" + inhand_icon_state = "stoolbrass_bar" origin_type = /obj/structure/chair/stool/bar/bronze ///////////////////////////////// @@ -903,7 +903,7 @@ name = "metal chair" desc = "A basic yet sturdy chair made from metal." icon_state = "chair_metal_toppled" - item_state = "chair" + inhand_icon_state = "chair" max_integrity = 70 hitsound = 'sound/weapons/genhit1.ogg' origin_type = /obj/structure/chair/metal diff --git a/code/game/objects/structures/bedsheet_bin.dm b/code/game/objects/structures/bedsheet_bin.dm index a734708856..bceeeef2b6 100644 --- a/code/game/objects/structures/bedsheet_bin.dm +++ b/code/game/objects/structures/bedsheet_bin.dm @@ -10,7 +10,7 @@ LINEN BINS desc = "A undyed rough blanket. Use in hand to tuck yourself in." icon = 'icons/obj/bedsheets.dmi' icon_state = "blanket1" - item_state = "bedsheet" + inhand_icon_state = "bedsheet" layer = MOB_LAYER throwforce = 0 throw_speed = 1 @@ -43,7 +43,7 @@ LINEN BINS desc = "A surprisingly soft linen bedsheet. Use in hand to tuck yourself in." icon = 'icons/obj/bedsheets.dmi' icon_state = "sheetwhite" - item_state = "bedsheet" + inhand_icon_state = "bedsheet" slot_flags = INV_SLOTBIT_NECK layer = MOB_LAYER throwforce = 0 diff --git a/code/game/objects/structures/crates_lockers/closets/secure/supplypod.dm b/code/game/objects/structures/crates_lockers/closets/secure/supplypod.dm index 6daf5939e0..4389e0dfcf 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/supplypod.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/supplypod.dm @@ -152,5 +152,5 @@ desc = "This disk provides a firmware update to the Express Supply Console, granting the use of Bluespace Drop Pods to the supply department." icon = 'icons/obj/module.dmi' icon_state = "cargodisk" - item_state = "card-id" + inhand_icon_state = "card-id" w_class = WEIGHT_CLASS_SMALL diff --git a/code/game/objects/structures/watercloset.dm b/code/game/objects/structures/watercloset.dm index de39d83cea..7b0d038dc0 100644 --- a/code/game/objects/structures/watercloset.dm +++ b/code/game/objects/structures/watercloset.dm @@ -496,7 +496,7 @@ desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky" - item_state = "rubberducky" + inhand_icon_state = "rubberducky" /obj/structure/sink name = "sink" diff --git a/code/modules/WVM/wvm.dm b/code/modules/WVM/wvm.dm index d8fdb7b8fb..43ca86f632 100644 --- a/code/modules/WVM/wvm.dm +++ b/code/modules/WVM/wvm.dm @@ -119,7 +119,7 @@ GLOBAL_VAR_INIT(vendor_cash, 0) return var/item_allowed = is_available_category(Itm) - var/status_allowed = is_acceptable_item_state(Itm) + var/status_allowed = is_acceptable_inhand_icon_state(Itm) if(item_allowed && status_allowed) var/price = input(usr, "Enter price for " + Itm.name + ".", "Setup Price", basic_price) as null|num @@ -155,7 +155,7 @@ GLOBAL_VAR_INIT(vendor_cash, 0) return 0 /* Hook for check item parameters */ -/obj/machinery/trading_machine/proc/is_acceptable_item_state(obj/item/Itm) +/obj/machinery/trading_machine/proc/is_acceptable_inhand_icon_state(obj/item/Itm) return 1 /* Remove item from machine. */ diff --git a/code/modules/admin/verbs/BrokenInhands.dm b/code/modules/admin/verbs/BrokenInhands.dm index 112dff352b..ca1f0c4729 100644 --- a/code/modules/admin/verbs/BrokenInhands.dm +++ b/code/modules/admin/verbs/BrokenInhands.dm @@ -10,10 +10,10 @@ var/list/Rstates = IR.IconStates() var/icon/J = new(O.icon) var/list/istates = J.IconStates() - if(!Lstates.Find(O.icon_state) && !Lstates.Find(O.item_state)) + if(!Lstates.Find(O.icon_state) && !Lstates.Find(O.inhand_icon_state)) if(O.icon_state) text += "[O.type] WANTS IN LEFT HAND CALLED\n\"[O.icon_state]\".\n" - if(!Rstates.Find(O.icon_state) && !Rstates.Find(O.item_state)) + if(!Rstates.Find(O.icon_state) && !Rstates.Find(O.inhand_icon_state)) if(O.icon_state) text += "[O.type] WANTS IN RIGHT HAND CALLED\n\"[O.icon_state]\".\n" @@ -21,9 +21,9 @@ if(O.icon_state) if(!istates.Find(O.icon_state)) text += "[O.type] MISSING NORMAL ICON CALLED\n\"[O.icon_state]\" IN \"[O.icon]\"\n" - if(O.item_state) - if(!istates.Find(O.item_state)) - text += "[O.type] MISSING NORMAL ICON CALLED\n\"[O.item_state]\" IN \"[O.icon]\"\n" + if(O.inhand_icon_state) + if(!istates.Find(O.inhand_icon_state)) + text += "[O.type] MISSING NORMAL ICON CALLED\n\"[O.inhand_icon_state]\" IN \"[O.icon]\"\n" text+="\n" qdel(O) if(text) diff --git a/code/modules/antagonists/abductor/equipment/abduction_gear.dm b/code/modules/antagonists/abductor/equipment/abduction_gear.dm index 29f5f8342d..d5660f4740 100644 --- a/code/modules/antagonists/abductor/equipment/abduction_gear.dm +++ b/code/modules/antagonists/abductor/equipment/abduction_gear.dm @@ -11,7 +11,7 @@ desc = "A vest outfitted with advanced stealth technology. It has two modes - combat and stealth." icon = 'icons/obj/abductor.dmi' icon_state = "vest_stealth" - item_state = "armor" + inhand_icon_state = "armor" blood_overlay_type = "armor" armor = ARMOR_VALUE_LIGHT actions_types = list(/datum/action/item_action/hands_free/activate) @@ -163,7 +163,7 @@ name = "science tool" desc = "A dual-mode tool for retrieving specimens and scanning appearances. Scanning can be done through cameras." icon_state = "gizmo_scan" - item_state = "silencer" + inhand_icon_state = "silencer" var/mode = GIZMO_SCAN var/mob/living/marked = null var/obj/machinery/abductor/console/console @@ -247,7 +247,7 @@ name = "abductor silencer" desc = "A compact device used to shut down communications equipment." icon_state = "silencer" - item_state = "gizmo" + inhand_icon_state = "gizmo" /obj/item/abductor/silencer/attack(mob/living/M, mob/user) if(!AbductorCheck(user)) @@ -290,7 +290,7 @@ desc = "A dual-mode tool for directly communicating with sentient brains. It can be used to send a direct message to a target, \ or to send a command to a test subject with a charged gland." icon_state = "mind_device_message" - item_state = "silencer" + inhand_icon_state = "silencer" var/mode = MIND_DEVICE_MESSAGE /obj/item/abductor/mind_device/attack_self(mob/user) @@ -383,7 +383,7 @@ ammo_type = list(/obj/item/ammo_casing/energy/declone) pin = /obj/item/firing_pin/abductor icon_state = "alienpistol" - item_state = "alienpistol" + inhand_icon_state = "alienpistol" trigger_guard = TRIGGER_GUARD_ALLOW_ALL /obj/item/gun/energy/shrink_ray @@ -391,7 +391,7 @@ desc = "This is a piece of frightening alien tech that enhances the magnetic pull of atoms in a localized space to temporarily make an object shrink. \ That or it's just space magic. Either way, it shrinks stuff." ammo_type = list(/obj/item/ammo_casing/energy/shrink) - item_state = "shrink_ray" + inhand_icon_state = "shrink_ray" icon_state = "shrink_ray" fire_delay = 30 selfcharge = 1//shot costs 200 energy, has a max capacity of 1000 for 5 shots. self charge returns 25 energy every couple ticks, so about 1 shot charged every 12~ seconds @@ -436,7 +436,7 @@ desc = "A quad-mode baton used for incapacitation and restraining of specimens." var/mode = BATON_STUN icon_state = "wonderprodStun" - item_state = "wonderprod" + inhand_icon_state = "wonderprod" slot_flags = INV_SLOTBIT_BELT force = 7 w_class = WEIGHT_CLASS_NORMAL @@ -466,16 +466,16 @@ switch(mode) if(BATON_STUN) icon_state = "wonderprodStun" - item_state = "wonderprodStun" + inhand_icon_state = "wonderprodStun" if(BATON_SLEEP) icon_state = "wonderprodSleep" - item_state = "wonderprodSleep" + inhand_icon_state = "wonderprodSleep" if(BATON_CUFF) icon_state = "wonderprodCuff" - item_state = "wonderprodCuff" + inhand_icon_state = "wonderprodCuff" if(BATON_PROBE) icon_state = "wonderprodProbe" - item_state = "wonderprodProbe" + inhand_icon_state = "wonderprodProbe" /obj/item/abductor/baton/attack(mob/target, mob/living/user) if(!AbductorCheck(user)) @@ -635,7 +635,7 @@ desc = "An advanced alien headset designed to monitor communications of human space stations. Why does it have a microphone? No one knows." icon = 'icons/obj/abductor.dmi' icon_state = "abductor_headset" - item_state = "abductor_headset" + inhand_icon_state = "abductor_headset" keyslot2 = new /obj/item/encryptionkey/heads/captain bowman = TRUE @@ -723,7 +723,7 @@ name = "polymer headgear" desc = "Abduct with style - spiky style. Prevents digital tracking." icon_state = "alienhelmet" - item_state = "alienhelmet" + inhand_icon_state = "alienhelmet" blockTracking = TRUE flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR @@ -851,6 +851,6 @@ desc = "The most advanced form of jumpsuit known to reality, looks uncomfortable." name = "polymer jumpsuit" //End Fortuna edit icon_state = "abductor" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0, fire = 0, acid = 0) can_adjust = 0 diff --git a/code/modules/antagonists/bloodsucker/items/bloodsucker_stake.dm b/code/modules/antagonists/bloodsucker/items/bloodsucker_stake.dm index d22eee343d..10e8cc8fdd 100644 --- a/code/modules/antagonists/bloodsucker/items/bloodsucker_stake.dm +++ b/code/modules/antagonists/bloodsucker/items/bloodsucker_stake.dm @@ -21,7 +21,7 @@ desc = "A simple wooden stake carved to a sharp point." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "wood" // Inventory Icon - item_state = "wood" // In-hand Icon + inhand_icon_state = "wood" // In-hand Icon lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' // File for in-hand icon righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' attack_verb = list("staked") @@ -127,7 +127,7 @@ name = "silver stake" desc = "Polished and sharp at the end. For when some mofo is always trying to iceskate uphill." icon_state = "silver" // Inventory Icon - item_state = "silver" // In-hand Icon + inhand_icon_state = "silver" // In-hand Icon siemens_coefficient = 1 //flags = CONDUCT // var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit) force = 9 embedding = list("embed_chance" = 65) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled diff --git a/code/modules/antagonists/changeling/changeling.dm b/code/modules/antagonists/changeling/changeling.dm index 7168f666bf..3fc298d619 100644 --- a/code/modules/antagonists/changeling/changeling.dm +++ b/code/modules/antagonists/changeling/changeling.dm @@ -302,7 +302,7 @@ prof.name_list[slot] = I.name prof.appearance_list[slot] = I.appearance prof.flags_cover_list[slot] = I.flags_cover - prof.item_state_list[slot] = I.item_state + prof.inhand_icon_state_list[slot] = I.inhand_icon_state prof.exists_list[slot] = 1 else continue @@ -530,7 +530,7 @@ var/list/appearance_list = list() var/list/flags_cover_list = list() var/list/exists_list = list() - var/list/item_state_list = list() + var/list/inhand_icon_state_list = list() var/underwear var/undie_color @@ -552,7 +552,7 @@ newprofile.appearance_list = appearance_list.Copy() newprofile.flags_cover_list = flags_cover_list.Copy() newprofile.exists_list = exists_list.Copy() - newprofile.item_state_list = item_state_list.Copy() + newprofile.inhand_icon_state_list = inhand_icon_state_list.Copy() newprofile.underwear = underwear newprofile.undershirt = undershirt newprofile.socks = socks diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm index f9d4850c41..210e7bb504 100644 --- a/code/modules/antagonists/changeling/powers/mutations.dm +++ b/code/modules/antagonists/changeling/powers/mutations.dm @@ -166,7 +166,7 @@ desc = "A grotesque blade made out of bone and flesh that cleaves through people as a hot knife through butter." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "arm_blade" - item_state = "arm_blade" + inhand_icon_state = "arm_blade" lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL @@ -257,7 +257,7 @@ desc = "A fleshy tentacle that can stretch out and grab things or people." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "tentacle" - item_state = "tentacle" + inhand_icon_state = "tentacle" lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL | NOBLUDGEON | HAND_ITEM @@ -419,7 +419,7 @@ desc = "A magic hand to grab people with." icon = 'icons/obj/nuke_tools.dmi' icon_state = "magegrab" - item_state = "magegrab" + inhand_icon_state = "magegrab" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL | NOBLUDGEON | HAND_ITEM diff --git a/code/modules/antagonists/clockcult/clock_helpers/slab_abilities.dm b/code/modules/antagonists/clockcult/clock_helpers/slab_abilities.dm index 287e77d05e..bd6a122025 100644 --- a/code/modules/antagonists/clockcult/clock_helpers/slab_abilities.dm +++ b/code/modules/antagonists/clockcult/clock_helpers/slab_abilities.dm @@ -67,7 +67,7 @@ name = "replicant manacles" desc = "Heavy manacles made out of freezing-cold metal. It looks like brass, but feels much more solid." icon_state = "brass_manacles" - item_state = "brass_manacles" + inhand_icon_state = "brass_manacles" item_flags = DROPDEL /obj/item/restraints/handcuffs/clockwork/dropped(mob/user) diff --git a/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm b/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm index 29f7a9611b..64437b4a19 100644 --- a/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm +++ b/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm @@ -6,7 +6,7 @@ desc = "A very sharp claw made out of brass." clockwork_desc = "A incredibly sharp claw made out of brass. It is quite effective at crippling enemies, though very obvious when extended.\nGains combo on consecutive attacks against a target, causing bonus damage." icon_state = "brass_claw" //Codersprite moment - item_state = "brass_claw" + inhand_icon_state = "brass_claw" lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi' w_class = WEIGHT_CLASS_HUGE diff --git a/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_shield.dm b/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_shield.dm index 116a5707cb..88d69f9aa9 100644 --- a/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_shield.dm +++ b/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_shield.dm @@ -4,7 +4,7 @@ /obj/item/shield/riot/ratvarian name = "ratvarian shield" icon_state = "ratvarian_shield" //Its icons are in the same place the normal shields are in - item_state = "ratvarian_shield" + inhand_icon_state = "ratvarian_shield" desc = "A resilient shield made out of brass.. It feels warm to the touch." var/clockwork_desc = "A powerful shield of ratvarian making. It absorbs blocked attacks to charge devastating bashes." armor = ARMOR_VALUE_HEAVY diff --git a/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_spear.dm b/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_spear.dm index 912216583d..ec2ed405b4 100644 --- a/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_spear.dm +++ b/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_spear.dm @@ -4,7 +4,7 @@ desc = "A razor-sharp spear made of brass. It thrums with barely-contained energy." clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons." icon_state = "ratvarian_spear" - item_state = "ratvarian_spear" + inhand_icon_state = "ratvarian_spear" force = 15 //Extra damage is dealt to targets in attack() throwforce = 25 sharpness = SHARP_POINTY diff --git a/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm b/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm index 3d7ea62c03..b0844417a1 100644 --- a/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm +++ b/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm @@ -126,7 +126,7 @@ desc = "Heavy, shock-resistant gauntlets with brass reinforcement." icon = 'icons/obj/clothing/clockwork_garb.dmi' icon_state = "clockwork_gauntlets" - item_state = "clockwork_gauntlets" + inhand_icon_state = "clockwork_gauntlets" strip_delay = 50 equip_delay_other = 30 body_parts_covered = ARMS diff --git a/code/modules/antagonists/clockcult/clock_items/clockwork_slab.dm b/code/modules/antagonists/clockcult/clock_items/clockwork_slab.dm index e8b06da0ab..1c4dee27b4 100644 --- a/code/modules/antagonists/clockcult/clock_items/clockwork_slab.dm +++ b/code/modules/antagonists/clockcult/clock_items/clockwork_slab.dm @@ -125,7 +125,7 @@ /obj/item/clockwork/slab/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE) . = ..() - if(isinhands && item_state && inhand_overlay) + if(isinhands && inhand_icon_state && inhand_overlay) var/mutable_appearance/M = mutable_appearance(icon_file, "slab_[inhand_overlay]") . += M diff --git a/code/modules/antagonists/clockcult/clock_items/judicial_visor.dm b/code/modules/antagonists/clockcult/clock_items/judicial_visor.dm index 93eafc803c..1481d13597 100644 --- a/code/modules/antagonists/clockcult/clock_items/judicial_visor.dm +++ b/code/modules/antagonists/clockcult/clock_items/judicial_visor.dm @@ -4,7 +4,7 @@ desc = "A strange purple-lensed visor. Looking at it inspires an odd sense of guilt." icon = 'icons/obj/clothing/clockwork_garb.dmi' icon_state = "judicial_visor_0" - item_state = "sunglasses" + inhand_icon_state = "sunglasses" resistance_flags = FIRE_PROOF | ACID_PROOF flash_protect = 1 var/active = FALSE //If the visor is online diff --git a/code/modules/antagonists/clockcult/clock_items/replica_fabricator.dm b/code/modules/antagonists/clockcult/clock_items/replica_fabricator.dm index b3ffac788e..d92e26fa7c 100644 --- a/code/modules/antagonists/clockcult/clock_items/replica_fabricator.dm +++ b/code/modules/antagonists/clockcult/clock_items/replica_fabricator.dm @@ -16,7 +16,7 @@ /obj/item/clockwork/replica_fabricator/scarab name = "scarab fabricator" clockwork_desc = "A cogscarab's internal fabricator. It can only be successfully used by a cogscarab and requires power to function." - item_state = "nothing" + inhand_icon_state = "nothing" w_class = WEIGHT_CLASS_TINY speed_multiplier = 0.5 var/debug = FALSE diff --git a/code/modules/antagonists/clockcult/clock_items/wraith_spectacles.dm b/code/modules/antagonists/clockcult/clock_items/wraith_spectacles.dm index fa0a45eab6..aa06e7a621 100644 --- a/code/modules/antagonists/clockcult/clock_items/wraith_spectacles.dm +++ b/code/modules/antagonists/clockcult/clock_items/wraith_spectacles.dm @@ -4,7 +4,7 @@ desc = "Unnerving glasses with opaque yellow lenses." icon = 'icons/obj/clothing/clockwork_garb.dmi' icon_state = "wraith_specs" - item_state = "glasses" + inhand_icon_state = "glasses" actions_types = list(/datum/action/item_action/toggle) resistance_flags = FIRE_PROOF | ACID_PROOF flags_cover = GLASSESCOVERSEYES diff --git a/code/modules/antagonists/clockcult/clock_scripture.dm b/code/modules/antagonists/clockcult/clock_scripture.dm index 3368991d36..62061e3b06 100644 --- a/code/modules/antagonists/clockcult/clock_scripture.dm +++ b/code/modules/antagonists/clockcult/clock_scripture.dm @@ -316,7 +316,7 @@ Judgement 5 converts /datum/clockwork_scripture/ranged_ability/scripture_effects() if(slab_overlay) slab.add_overlay(slab_overlay) - slab.item_state = "clockwork_slab" + slab.inhand_icon_state = "clockwork_slab" slab.lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi' slab.righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi' slab.inhand_overlay = slab_overlay @@ -340,9 +340,9 @@ Judgement 5 converts if(!slab.slab_ability.finished) slab.slab_ability.remove_ranged_ability() slab.cut_overlays() - slab.item_state = initial(slab.item_state) - slab.item_state = initial(slab.lefthand_file) - slab.item_state = initial(slab.righthand_file) + slab.inhand_icon_state = initial(slab.inhand_icon_state) + slab.inhand_icon_state = initial(slab.lefthand_file) + slab.inhand_icon_state = initial(slab.righthand_file) slab.inhand_overlay = null if(invoker) invoker.update_inv_hands() diff --git a/code/modules/antagonists/cult/blood_magic.dm b/code/modules/antagonists/cult/blood_magic.dm index 3277876ad1..dbe0414689 100644 --- a/code/modules/antagonists/cult/blood_magic.dm +++ b/code/modules/antagonists/cult/blood_magic.dm @@ -342,7 +342,7 @@ desc = "Sinister looking aura that distorts the flow of reality around it." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "disintegrate" - item_state = null + inhand_icon_state = null item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL w_class = WEIGHT_CLASS_HUGE diff --git a/code/modules/antagonists/cult/cult_items.dm b/code/modules/antagonists/cult/cult_items.dm index 00d76f900b..873bb4a382 100644 --- a/code/modules/antagonists/cult/cult_items.dm +++ b/code/modules/antagonists/cult/cult_items.dm @@ -26,7 +26,7 @@ desc = "A strange dagger said to be used by sinister groups for \"preparing\" a corpse before sacrificing it to their dark gods." icon = 'icons/obj/wizard.dmi' icon_state = "render" - item_state = "cultdagger" + inhand_icon_state = "cultdagger" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' inhand_x_dimension = 32 @@ -48,7 +48,7 @@ name = "eldritch longsword" desc = "A sword humming with unholy energy. It glows with a dim red light." icon_state = "cultblade" - item_state = "cultblade" + inhand_icon_state = "cultblade" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' flags_1 = CONDUCT_1 @@ -119,7 +119,7 @@ light_color = "#ff0000" attack_verb = list("cleaved", "slashed", "torn", "hacked", "ripped", "diced", "carved") icon_state = "cultbastard" - item_state = "cultbastard" + inhand_icon_state = "cultbastard" hitsound = 'sound/weapons/bladeslice.ogg' lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi' righthand_file = 'icons/mob/inhands/64x64_righthand.dmi' @@ -315,7 +315,7 @@ name = "ancient cultist robes" desc = "A ragged, dusty set of robes. Strange letters line the inside." icon_state = "cultrobes" - item_state = "cultrobes" + inhand_icon_state = "cultrobes" body_parts_covered = CHEST|GROIN|LEGS|ARMS armor = ARMOR_VALUE_MEDIUM slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -330,7 +330,7 @@ name = "cultist hood" desc = "An armored hood worn by the followers of Nar'Sie." icon_state = "cult_hoodalt" - item_state = "cult_hoodalt" + inhand_icon_state = "cult_hoodalt" /obj/item/clothing/head/culthood/alt/ghost item_flags = DROPDEL @@ -344,7 +344,7 @@ name = "cultist robes" desc = "An armored set of robes worn by the followers of Nar'Sie." icon_state = "cultrobesalt" - item_state = "cultrobesalt" + inhand_icon_state = "cultrobesalt" /obj/item/clothing/suit/cultrobes/alt/ghost item_flags = DROPDEL @@ -356,7 +356,7 @@ /obj/item/clothing/head/magus name = "magus helm" icon_state = "magus" - item_state = "magus" + inhand_icon_state = "magus" desc = "A helm worn by the followers of Nar'Sie." flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEARS|HIDEEYES|HIDESNOUT armor = ARMOR_VALUE_MEDIUM @@ -367,7 +367,7 @@ name = "magus robes" desc = "A set of armored robes worn by the followers of Nar'Sie." icon_state = "magusred" - item_state = "magusred" + inhand_icon_state = "magusred" body_parts_covered = CHEST|GROIN|LEGS|ARMS armor = ARMOR_VALUE_MEDIUM flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT @@ -376,7 +376,7 @@ name = "\improper Nar'Sien hardened helmet" desc = "A heavily-armored helmet worn by warriors of the Nar'Sien cult. It can withstand hard vacuum." icon_state = "cult_helmet" - item_state = "cult_helmet" + inhand_icon_state = "cult_helmet" armor = ARMOR_VALUE_MEDIUM light_range = 0 actions_types = list() @@ -389,7 +389,7 @@ /obj/item/clothing/suit/space/hardsuit/cult name = "\improper Nar'Sien hardened armor" icon_state = "cult_armor" - item_state = "cult_armor" + inhand_icon_state = "cult_armor" desc = "A heavily-armored exosuit worn by warriors of the Nar'Sien cult. It can withstand hard vacuum." w_class = WEIGHT_CLASS_BULKY armor = ARMOR_VALUE_MEDIUM @@ -418,7 +418,7 @@ name = "empowered cultist armor" desc = "Empowered garb which creates a powerful shield around the user." icon_state = "cult_armor" - item_state = "cult_armor" + inhand_icon_state = "cult_armor" w_class = WEIGHT_CLASS_BULKY armor = ARMOR_VALUE_MEDIUM body_parts_covered = CHEST|GROIN|LEGS|ARMS @@ -477,7 +477,7 @@ name = "flagellant's robes" desc = "Blood-soaked robes infused with dark magic; allows the user to move at inhuman speeds, but at the cost of increased damage." icon_state = "cultrobes" - item_state = "cultrobes" + inhand_icon_state = "cultrobes" flags_inv = HIDEJUMPSUIT body_parts_covered = CHEST|GROIN|LEGS|ARMS armor = ARMOR_VALUE_MEDIUM @@ -514,7 +514,7 @@ desc = "may Nar'Sie guide you through the darkness and shield you from the light." name = "zealot's blindfold" icon_state = "blindfold" - item_state = "blindfold" + inhand_icon_state = "blindfold" flash_protect = 1 /obj/item/clothing/glasses/hud/health/night/cultblind/equipped(mob/living/user, slot) @@ -653,7 +653,7 @@ w_class = WEIGHT_CLASS_SMALL light_range = 1 icon_state = "torch" - item_state = "torch" + inhand_icon_state = "torch" color = "#ff0000" on_damage = 15 slot_flags = null @@ -869,7 +869,7 @@ desc = "Sinister looking aura that distorts the flow of reality around it." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "disintegrate" - item_state = null + inhand_icon_state = null item_flags = ABSTRACT | DROPDEL w_class = WEIGHT_CLASS_HUGE throwforce = 0 diff --git a/code/modules/antagonists/eldritch_cult/eldritch_book.dm b/code/modules/antagonists/eldritch_cult/eldritch_book.dm index f182e857e6..6485b6257f 100644 --- a/code/modules/antagonists/eldritch_cult/eldritch_book.dm +++ b/code/modules/antagonists/eldritch_cult/eldritch_book.dm @@ -3,7 +3,7 @@ desc = "Book describing the secrets of the veil." icon = 'icons/obj/eldritch.dmi' icon_state = "book" - item_state = "book" + inhand_icon_state = "book" w_class = WEIGHT_CLASS_SMALL ///Last person that touched this var/mob/living/last_user diff --git a/code/modules/antagonists/eldritch_cult/eldritch_items.dm b/code/modules/antagonists/eldritch_cult/eldritch_items.dm index 64bfb837f7..c6adefd0fe 100644 --- a/code/modules/antagonists/eldritch_cult/eldritch_items.dm +++ b/code/modules/antagonists/eldritch_cult/eldritch_items.dm @@ -38,7 +38,7 @@ desc = "A sickly green crescent blade, decorated with an ornamental eye. You feel like you're being watched..." icon = 'icons/obj/eldritch.dmi' icon_state = "eldritch_blade" - item_state = "eldritch_blade" + inhand_icon_state = "eldritch_blade" lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi' righthand_file = 'icons/mob/inhands/64x64_righthand.dmi' inhand_x_dimension = 64 @@ -73,7 +73,7 @@ name = "rusted blade" desc = "This crescent blade is decrepit, wasting to dust. Yet still it bites, catching flesh with jagged, rotten teeth." icon_state = "rust_blade" - item_state = "rust_blade" + inhand_icon_state = "rust_blade" embedding = list("pain_mult" = 4, "embed_chance" = 75, "fall_chance" = 10, "ignore_throwspeed_threshold" = TRUE) throwforce = 17 @@ -81,14 +81,14 @@ name = "ashen blade" desc = "Molten and unwrought, a hunk of metal warped to cinders and slag. Unmade, it aspires to be more than it is, and shears soot-filled wounds with a blunt edge." icon_state = "ash_blade" - item_state = "ash_blade" + inhand_icon_state = "ash_blade" force = 20 /obj/item/melee/sickly_blade/flesh name = "flesh blade" desc = "A crescent blade born from a fleshwarped creature. Keenly aware, it seeks to spread to others the excruciations it has endured from dead origins." icon_state = "flesh_blade" - item_state = "flesh_blade" + inhand_icon_state = "flesh_blade" wound_bonus = 10 bare_wound_bonus = 20 @@ -129,7 +129,7 @@ name = "ominous armor" desc = "A ragged, dusty set of robes. Strange eyes line the inside." icon_state = "eldritch_armor" - item_state = "eldritch_armor" + inhand_icon_state = "eldritch_armor" flags_inv = HIDESHOES|HIDEJUMPSUIT body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/eldritch diff --git a/code/modules/antagonists/eldritch_cult/eldritch_magic.dm b/code/modules/antagonists/eldritch_cult/eldritch_magic.dm index f470486f2e..4e43949eb5 100644 --- a/code/modules/antagonists/eldritch_cult/eldritch_magic.dm +++ b/code/modules/antagonists/eldritch_cult/eldritch_magic.dm @@ -45,7 +45,7 @@ desc = "A sinister looking aura that distorts the flow of reality around it. Causes knockdown, major stamina damage aswell as some Brute. It gains additional beneficial effects with certain knowledges you can research." icon = 'icons/obj/eldritch.dmi' icon_state = "mansus_grasp" - item_state = "mansus" + inhand_icon_state = "mansus" catchphrase = "T'IESA SIE'KTI VISATA" /obj/item/melee/touch_attack/mansus_fist/afterattack(atom/target, mob/user, proximity_flag, click_parameters) @@ -121,7 +121,7 @@ desc = "A sinister looking aura that distorts the flow of reality around it." color = RUNE_COLOR_RED icon_state = "disintegrate" - item_state = "disintegrate" + inhand_icon_state = "disintegrate" catchphrase = "SUN'AI'KINI'MAS" /obj/item/melee/touch_attack/blood_siphon/afterattack(atom/target, mob/user, proximity_flag, proximity) @@ -278,7 +278,7 @@ desc = "A sinister looking aura that shatters your enemies minds." icon = 'icons/obj/eldritch.dmi' icon_state = "mad_touch" - item_state = "madness" + inhand_icon_state = "madness" catchphrase = "SUNA'IKINTI PROTA" /obj/item/melee/touch_attack/mad_touch/afterattack(atom/target, mob/user, proximity_flag, click_parameters) @@ -317,7 +317,7 @@ desc = "A sinister looking aura that rots your foes from the inside out." icon = 'icons/obj/eldritch.dmi' icon_state = "mansus_grasp" - item_state = "mansus" + inhand_icon_state = "mansus" catchphrase = "SKILI'EDUONIS" /obj/item/melee/touch_attack/grasp_of_decay/afterattack(atom/target, mob/user, proximity_flag, click_parameters) diff --git a/code/modules/antagonists/nukeop/equipment/borgchameleon.dm b/code/modules/antagonists/nukeop/equipment/borgchameleon.dm index c718d353b5..6081c20457 100644 --- a/code/modules/antagonists/nukeop/equipment/borgchameleon.dm +++ b/code/modules/antagonists/nukeop/equipment/borgchameleon.dm @@ -4,7 +4,7 @@ icon_state = "shield0" flags_1 = CONDUCT_1 item_flags = NOBLUDGEON - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_SMALL diff --git a/code/modules/antagonists/nukeop/equipment/nuclear_challenge.dm b/code/modules/antagonists/nukeop/equipment/nuclear_challenge.dm index 454a7c3c80..e30864ccbe 100644 --- a/code/modules/antagonists/nukeop/equipment/nuclear_challenge.dm +++ b/code/modules/antagonists/nukeop/equipment/nuclear_challenge.dm @@ -12,7 +12,7 @@ GLOBAL_VAR_INIT(war_declared, FALSE) name = "Declaration of War (Challenge Mode)" icon = 'icons/obj/device.dmi' icon_state = "gangtool-red" - item_state = "radio" + inhand_icon_state = "radio" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' desc = "Use to send a declaration of hostilities to the target, delaying your shuttle departure for 20 minutes while they prepare for your assault. \ diff --git a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm index c67b4db402..74d4b98494 100644 --- a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm +++ b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm @@ -600,7 +600,7 @@ This is here to make the tiles around the station mininuke change when it's arme /obj/item/disk icon = 'icons/obj/module.dmi' w_class = WEIGHT_CLASS_TINY - item_state = "card-id" + inhand_icon_state = "card-id" lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' icon_state = "datadisk0" diff --git a/code/modules/antagonists/overthrow/overthrow_converter.dm b/code/modules/antagonists/overthrow/overthrow_converter.dm index 01522457dc..bada38c060 100644 --- a/code/modules/antagonists/overthrow/overthrow_converter.dm +++ b/code/modules/antagonists/overthrow/overthrow_converter.dm @@ -3,7 +3,7 @@ desc = "Wakes up syndicate sleeping agents." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "implanter1" - item_state = "syringe_0" + inhand_icon_state = "syringe_0" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' throw_speed = 3 diff --git a/code/modules/antagonists/wizard/equipment/artefact.dm b/code/modules/antagonists/wizard/equipment/artefact.dm index b12c3daa2e..2a53522f8b 100644 --- a/code/modules/antagonists/wizard/equipment/artefact.dm +++ b/code/modules/antagonists/wizard/equipment/artefact.dm @@ -8,7 +8,7 @@ desc = "A wicked curved blade of alien origin, recovered from the ruins of a vast city." icon = 'icons/obj/wizard.dmi' icon_state = "render" - item_state = "knife" + inhand_icon_state = "knife" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' force = 15 @@ -183,7 +183,7 @@ desc = "A shard capable of resurrecting humans as skeleton thralls." icon = 'icons/obj/wizard.dmi' icon_state = "necrostone" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_TINY @@ -257,7 +257,7 @@ desc = "Something creepy about it." icon = 'icons/obj/wizard.dmi' icon_state = "voodoo" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' var/mob/living/carbon/human/target = null diff --git a/code/modules/antagonists/wizard/equipment/soulstone.dm b/code/modules/antagonists/wizard/equipment/soulstone.dm index dc15d91f41..aa02020567 100644 --- a/code/modules/antagonists/wizard/equipment/soulstone.dm +++ b/code/modules/antagonists/wizard/equipment/soulstone.dm @@ -2,7 +2,7 @@ name = "soulstone shard" icon = 'icons/obj/wizard.dmi' icon_state = "soulstone" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' layer = HIGH_OBJ_LAYER diff --git a/code/modules/assembly/bomb.dm b/code/modules/assembly/bomb.dm index 700a7dbc2a..7fd0d52319 100644 --- a/code/modules/assembly/bomb.dm +++ b/code/modules/assembly/bomb.dm @@ -1,7 +1,7 @@ /obj/item/onetankbomb name = "bomb" icon = 'icons/obj/tank.dmi' - item_state = "assembly" + inhand_icon_state = "assembly" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' throwforce = 5 diff --git a/code/modules/assembly/flash.dm b/code/modules/assembly/flash.dm index 1f10d4cdff..1f4a8a8ba8 100644 --- a/code/modules/assembly/flash.dm +++ b/code/modules/assembly/flash.dm @@ -3,7 +3,7 @@ name = "flash" desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production." icon_state = "flash" - item_state = "flashtool" + inhand_icon_state = "flashtool" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' throwforce = 0 @@ -208,7 +208,7 @@ desc = "If you see this, you're not likely to remember it any time soon." icon = 'icons/obj/device.dmi' icon_state = "memorizer" - item_state = "nullrod" + inhand_icon_state = "nullrod" /obj/item/assembly/flash/handheld //this is now the regular pocket flashes @@ -253,7 +253,7 @@ desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "flashshield" - item_state = "flashshield" + inhand_icon_state = "flashshield" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' slot_flags = INV_SLOTBIT_BACK @@ -295,14 +295,14 @@ /obj/item/assembly/flash/shield/update_icon(flash = FALSE) icon_state = "flashshield" - item_state = "flashshield" + inhand_icon_state = "flashshield" if(crit_fail) icon_state = "riot" - item_state = "riot" + inhand_icon_state = "riot" else if(flash) icon_state = "flashshield_flash" - item_state = "flashshield_flash" + inhand_icon_state = "flashshield_flash" addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/,update_icon)), 5) if(holder) diff --git a/code/modules/assembly/holder.dm b/code/modules/assembly/holder.dm index 48e0b0fb41..c1adc0a6a5 100644 --- a/code/modules/assembly/holder.dm +++ b/code/modules/assembly/holder.dm @@ -2,7 +2,7 @@ name = "Assembly" icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "holder" - item_state = "assembly" + inhand_icon_state = "assembly" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' flags_1 = CONDUCT_1 diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm index 409f56ee1f..98f662f899 100644 --- a/code/modules/assembly/mousetrap.dm +++ b/code/modules/assembly/mousetrap.dm @@ -2,7 +2,7 @@ name = "mousetrap" desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" - item_state = "mousetrap" + inhand_icon_state = "mousetrap" custom_materials = list(/datum/material/iron=100) attachable = TRUE var/armed = FALSE diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm index 5b931f5739..aa9f68b8de 100644 --- a/code/modules/assembly/signaler.dm +++ b/code/modules/assembly/signaler.dm @@ -2,7 +2,7 @@ name = "remote signaling device" desc = "Used to remotely activate devices. Allows for syncing when using a secure signaler on another." icon_state = "signaller" - item_state = "signaler" + inhand_icon_state = "signaler" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' custom_materials = list(/datum/material/iron=400, /datum/material/glass=120) diff --git a/code/modules/awaymissions/capture_the_flag.dm b/code/modules/awaymissions/capture_the_flag.dm index 096a952fb8..1b99ad24a8 100644 --- a/code/modules/awaymissions/capture_the_flag.dm +++ b/code/modules/awaymissions/capture_the_flag.dm @@ -11,7 +11,7 @@ name = "banner" icon = 'icons/obj/items_and_weapons.dmi' icon_state = "banner" - item_state = "banner" + inhand_icon_state = "banner" lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi' desc = "A banner with Nanotrasen's logo on it." @@ -92,7 +92,7 @@ /obj/item/ctf/red name = "red flag" icon_state = "banner-red" - item_state = "banner-red" + inhand_icon_state = "banner-red" desc = "A red banner used to play capture the flag." team = RED_TEAM reset_path = /obj/effect/ctf/flag_reset/red @@ -101,7 +101,7 @@ /obj/item/ctf/blue name = "blue flag" icon_state = "banner-blue" - item_state = "banner-blue" + inhand_icon_state = "banner-blue" desc = "A blue banner used to play capture the flag." team = BLUE_TEAM reset_path = /obj/effect/ctf/flag_reset/blue diff --git a/code/modules/awaymissions/mission_code/Academy.dm b/code/modules/awaymissions/mission_code/Academy.dm index 38f383cce9..96d10b7e64 100644 --- a/code/modules/awaymissions/mission_code/Academy.dm +++ b/code/modules/awaymissions/mission_code/Academy.dm @@ -79,7 +79,7 @@ name = "The Lens of Truesight" desc = "I can see forever!" icon_state = "monocle" - item_state = "headset" + inhand_icon_state = "headset" /obj/structure/academy_wizard_spawner diff --git a/code/modules/awaymissions/mission_code/stationCollision.dm b/code/modules/awaymissions/mission_code/stationCollision.dm index b9f87b6be6..1f89775afd 100644 --- a/code/modules/awaymissions/mission_code/stationCollision.dm +++ b/code/modules/awaymissions/mission_code/stationCollision.dm @@ -27,7 +27,7 @@ B.name = "The Holy book of the Geometer" B.deity_name = "Narsie" B.icon_state = "melted" - B.item_state = "melted" + B.inhand_icon_state = "melted" B.lefthand_file = 'icons/mob/inhands/misc/books_lefthand.dmi' B.righthand_file = 'icons/mob/inhands/misc/books_righthand.dmi' new /obj/item/paper/fluff/awaymissions/stationcollision/safehint_paper_bible(B) diff --git a/code/modules/cargo/export_scanner.dm b/code/modules/cargo/export_scanner.dm index b42ac977f7..5da8a0c51e 100644 --- a/code/modules/cargo/export_scanner.dm +++ b/code/modules/cargo/export_scanner.dm @@ -3,7 +3,7 @@ desc = "A device used to check objects against US Government exports and bounty database. Sadly can not scan reagents vaule." icon = 'icons/obj/device.dmi' icon_state = "export_scanner" - item_state = "radio" + inhand_icon_state = "radio" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' item_flags = NOBLUDGEON diff --git a/code/modules/cargo/supplypod.dm b/code/modules/cargo/supplypod.dm index 48ffb9b443..4b94a80070 100644 --- a/code/modules/cargo/supplypod.dm +++ b/code/modules/cargo/supplypod.dm @@ -343,5 +343,5 @@ desc = "This disk provides a firmware update to the Express Supply Console, granting the use of Nanotrasen's Bluespace Drop Pods to the supply department." icon = 'icons/obj/module.dmi' icon_state = "cargodisk" - item_state = "card-id" + inhand_icon_state = "card-id" w_class = WEIGHT_CLASS_SMALL diff --git a/code/modules/cargo/supplypod_beacon.dm b/code/modules/cargo/supplypod_beacon.dm index c0f029a1b3..505bfbd957 100644 --- a/code/modules/cargo/supplypod_beacon.dm +++ b/code/modules/cargo/supplypod_beacon.dm @@ -3,7 +3,7 @@ desc = "A device that can be linked to an Express Supply Console for precision supply pod deliveries. Alt-click to remove link." icon = 'icons/obj/device.dmi' icon_state = "supplypod_beacon" - item_state = "radio" + inhand_icon_state = "radio" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_SMALL diff --git a/code/modules/clothing/chameleon.dm b/code/modules/clothing/chameleon.dm index 16099905b3..eeddee5de6 100644 --- a/code/modules/clothing/chameleon.dm +++ b/code/modules/clothing/chameleon.dm @@ -218,7 +218,7 @@ target.icon_state = initial(picked_item.icon_state) if(isitem(target)) var/obj/item/I = target - I.item_state = initial(picked_item.item_state) + I.inhand_icon_state = initial(picked_item.inhand_icon_state) var/obj/item/clothing/CL = target var/obj/item/clothing/PCL = new picked_item if(istype(CL) && istype(PCL)) @@ -236,7 +236,7 @@ P.name = initial(picked_item.name) P.desc = initial(picked_item.desc) P.icon_state = initial(picked_item.icon_state) - P.item_state = initial(picked_item.item_state) + P.inhand_icon_state = initial(picked_item.inhand_icon_state) P.skindex = initial(picked_item.skindex) P.update_icon() @@ -273,7 +273,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/under/chameleon) //starts off as black name = "black jumpsuit" icon_state = "black" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" desc = "It's a plain jumpsuit. It has a small dial on the wrist." sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle?? random_sensor = FALSE @@ -287,7 +287,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/under/chameleon) name = "ratvarian engineer's jumpsuit" desc = "A tough jumpsuit woven from alloy threads. It can take on the appearance of other jumpsuits." icon_state = "engine" - item_state = "engi_suit" + inhand_icon_state = "engi_suit" /obj/item/clothing/under/chameleon/Initialize() . = ..() @@ -311,7 +311,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/suit/chameleon) name = "armor" desc = "A slim armored vest that protects against most types of damage." icon_state = "armor" - item_state = "armor" + inhand_icon_state = "armor" blood_overlay_type = "armor" resistance_flags = NONE armor = ARMOR_VALUE_LIGHT @@ -343,7 +343,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/suit/chameleon) mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' slot_flags = INV_SLOTBIT_NECK icon_state = "gear_harness" - item_state = "gear_harness" + inhand_icon_state = "gear_harness" cold_protection = CHEST|GROIN heat_protection = CHEST|GROIN min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT @@ -361,7 +361,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/suit/chameleon) name = "secondary gear harness" desc = "A collection of practically invisible straps useful for holding items. And that's about it." icon_state = "gear_harness" - item_state = "gear_harness" + inhand_icon_state = "gear_harness" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/four armor = ARMOR_VALUE_CLOTHES armor_tier_desc = ARMOR_CLOTHING_DESC @@ -373,7 +373,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/suit/chameleon) icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "gear_harness" - item_state = "gear_harness" + inhand_icon_state = "gear_harness" cold_protection = CHEST|GROIN heat_protection = CHEST|GROIN min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT @@ -426,7 +426,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/glasses/chameleon) name = "Optical Meson Scanner" desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting condition." icon_state = "meson" - item_state = "meson" + inhand_icon_state = "meson" resistance_flags = NONE armor = ARMOR_VALUE_ZERO @@ -454,7 +454,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/gloves/chameleon) desc = "These gloves will protect the wearer from electric shock." name = "insulated gloves" icon_state = "yellow" - item_state = "ygloves" + inhand_icon_state = "ygloves" resistance_flags = NONE armor = ARMOR_VALUE_ZERO @@ -529,7 +529,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/mask/chameleon) name = "gas mask" desc = "A face-covering mask that can be connected to an air supply. While good for concealing your identity, it isn't good for blocking gas flow." //More accurate icon_state = "gas_alt" - item_state = "gas_alt" + inhand_icon_state = "gas_alt" resistance_flags = NONE armor = ARMOR_VALUE_ZERO clothing_flags = BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS diff --git a/code/modules/clothing/custom/custom_clothing.dm b/code/modules/clothing/custom/custom_clothing.dm index 1eccff6343..668ccfca74 100644 --- a/code/modules/clothing/custom/custom_clothing.dm +++ b/code/modules/clothing/custom/custom_clothing.dm @@ -10,7 +10,7 @@ icon = 'icons/fallout/clothing/custom/custom.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/custom/custom.dmi' icon_state = "desert_ranger" - item_state = "desert_ranger" + inhand_icon_state = "desert_ranger" /* /obj/item/clothing/suit/armor/medium/combat/desert_ranger/whiskey/Initialize() . = ..() @@ -21,7 +21,7 @@ name = "weathered ranger combat armor" desc = "A original suit of pre-war combat armor used by elite military units, passed down through generations to where it is today. Though it's not lined with kevlar, this suit's still lightweight and easy to move around in." icon_state = "desert_ranger" - item_state = "desert_ranger" + inhand_icon_state = "desert_ranger" armor = lis t("melee" = 20, "bullet" = 30, "laser" = 10, "energy" = 20, "bomb" = 30, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0) */ @@ -30,7 +30,7 @@ name = "riot vest" desc = "An armored chestplate ripped out of old riot gear." icon_state = "kemble" - item_state = "kemble" + inhand_icon_state = "kemble" armor = ARMOR_VALUE_MEDIUM slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -39,7 +39,7 @@ name = "ranger's slouch hat" desc = "A comfortable slouch hat, reinforced with ballistic fibres. Although it has the remnants of a pair of night vision goggles still strapped to it, they're non-functional..." icon_state = "kemble" - item_state = "kemble" + inhand_icon_state = "kemble" actions_types = list(/datum/action/item_action/toggle) armor = ARMOR_VALUE_MEDIUM armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -47,24 +47,24 @@ /obj/item/clothing/head/f13/trailranger/kemble/attack_self(mob/user) weldingvisortoggle(user) icon_state = "kembleup" - item_state = "kembleup" + inhand_icon_state = "kembleup" /obj/item/storage/belt/shoulderholster/kemble name = "ranger overcoat" desc = "An insulated coat taken from a set of riot gear. This one is apparently reversible (alt-click to toggle colours)." icon_state = "kemblecoat_green" - item_state = "kemblecoat_green" + inhand_icon_state = "kemblecoat_green" alternate_worn_layer = HAIR_LAYER-1 /obj/item/storage/belt/shoulderholster/kemble/AltClick(mob/user) ..() if(icon_state == "kemblecoat_green") icon_state = "kemblecoat_tan" - item_state = "kemblecoat_tan" + inhand_icon_state = "kemblecoat_tan" to_chat(user, "I reverse the coat to show the tan side.") else icon_state = "kemblecoat_green" - item_state = "kemblecoat_green" + inhand_icon_state = "kemblecoat_green" to_chat(user, "I reverse the coat to show the green side.") // Shimsusa's gear. @@ -74,7 +74,7 @@ icon = 'icons/fallout/clothing/custom/custom.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/custom/custom.dmi' icon_state = "shimsusa_slavecollar" - item_state = "shimsusa_slavecollar" + inhand_icon_state = "shimsusa_slavecollar" slowdown = ARMOR_SLOWDOWN_SALVAGE * ARMOR_SLOWDOWN_GLOBAL_MULT strip_delay = 180 @@ -84,4 +84,4 @@ icon = 'icons/fallout/clothing/custom/custom.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/custom/custom.dmi' icon_state = "shimsusa_loincloth" - item_state = "shimsusa_loincloth" + inhand_icon_state = "shimsusa_loincloth" diff --git a/code/modules/clothing/ears/_ears.dm b/code/modules/clothing/ears/_ears.dm index 20f924f6c6..3c300d47ba 100644 --- a/code/modules/clothing/ears/_ears.dm +++ b/code/modules/clothing/ears/_ears.dm @@ -12,7 +12,7 @@ name = "earmuffs" desc = "Protects your hearing from loud noises, and quiet ones as well." icon_state = "earmuffs" - item_state = "earmuffs" + inhand_icon_state = "earmuffs" strip_delay = 15 equip_delay_other = 25 resistance_flags = FLAMMABLE @@ -27,7 +27,7 @@ desc = "Unce unce unce unce. Boop!" icon = 'icons/obj/clothing/accessories.dmi' icon_state = "headphones" - item_state = "headphones" + inhand_icon_state = "headphones" slot_flags = INV_SLOTBIT_EARS | INV_SLOTBIT_HEAD | INV_SLOTBIT_NECK //Fluff item, put it whereever you want! actions_types = list(/datum/action/item_action/toggle_headphones) var/headphones_on = FALSE @@ -43,7 +43,7 @@ /obj/item/clothing/ears/headphones/update_icon_state() icon_state = "[initial(icon_state)]_[headphones_on? "on" : "off"]" - item_state = "[initial(item_state)]_[headphones_on? "on" : "off"]" + inhand_icon_state = "[initial(inhand_icon_state)]_[headphones_on? "on" : "off"]" /obj/item/clothing/ears/headphones/proc/toggle(owner) headphones_on = !headphones_on diff --git a/code/modules/clothing/glasses/_glasses.dm b/code/modules/clothing/glasses/_glasses.dm index 923f299e93..c190bcd869 100644 --- a/code/modules/clothing/glasses/_glasses.dm +++ b/code/modules/clothing/glasses/_glasses.dm @@ -55,7 +55,7 @@ name = "optical meson scanner" desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting conditions." icon_state = "meson" - item_state = "meson" + inhand_icon_state = "meson" darkness_view = 2 vision_flags = SEE_TURFS lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE @@ -70,7 +70,7 @@ name = "night vision meson scanner" desc = "An optical meson scanner fitted with an amplified visible light spectrum overlay, providing greater visual clarity in darkness." icon_state = "nvgmeson" - item_state = "nvgmeson" + inhand_icon_state = "nvgmeson" darkness_view = 24 flash_protect = -2 lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT @@ -79,7 +79,7 @@ /obj/item/clothing/glasses/meson/gar name = "gar mesons" icon_state = "garm" - item_state = "garm" + inhand_icon_state = "garm" desc = "Do the impossible, see the invisible!" force = 10 throwforce = 10 @@ -97,7 +97,7 @@ name = "science goggles" desc = "A pair of snazzy goggles used to protect against chemical spills. Fitted with an analyzer for scanning items and reagents." icon_state = "purple" - item_state = "glasses" + inhand_icon_state = "glasses" clothing_flags = SCAN_REAGENTS //You can see reagents while wearing science goggles actions_types = list(/datum/action/item_action/toggle_research_scanner) glass_colour_type = /datum/client_colour/glass_colour/purple @@ -112,7 +112,7 @@ name = "night vision goggles" desc = "I can totally see in the dark now! Just don't look too closely at bright lights. This lacks any flash correction." icon_state = "night" - item_state = "glasses" + inhand_icon_state = "glasses" darkness_view = 24 flash_protect = -2 lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT @@ -133,31 +133,31 @@ name = "eyepatch" desc = "Avast ye wasteys!" icon_state = "eyepatch" - item_state = "eyepatch" + inhand_icon_state = "eyepatch" /obj/item/clothing/glasses/eyepatchl name = "white eyepatch left" desc = "Avast ye wasteys!" icon_state = "epwhitel" - item_state = "eyepatch" + inhand_icon_state = "eyepatch" /obj/item/clothing/glasses/eyepatchr name = "white eyepatch right" desc = "Avast ye wasteys!" icon_state = "epwhiter" - item_state = "eyepatch" + inhand_icon_state = "eyepatch" /obj/item/clothing/glasses/eyepatch/goji name = "emblazoned eyepatch" desc = "I have the eye of a mad dog!" icon_state = "Gojipatch" - item_state = "Gojipatch" + inhand_icon_state = "Gojipatch" /obj/item/clothing/glasses/eyepatch/syndicate name = "cybernetic eyepatch" desc = "An eyepatch used to enhance one's aim with guns." icon_state = "syndicatepatch" - item_state = "syndicatepatch" + inhand_icon_state = "syndicatepatch" resistance_flags = ACID_PROOF /*/obj/item/clothing/glasses/eyepatch/syndicate/equipped(mob/living/carbon/human/user, slot) @@ -181,13 +181,13 @@ name = "monocle" desc = "Such a dapper eyepiece!" icon_state = "monocle" - item_state = "headset" // lol + inhand_icon_state = "headset" // lol /obj/item/clothing/glasses/material name = "optical material scanner" desc = "Very confusing glasses." icon_state = "material" - item_state = "glasses" + inhand_icon_state = "glasses" vision_flags = SEE_OBJS glass_colour_type = /datum/client_colour/glass_colour/lightblue @@ -195,13 +195,13 @@ name = "optical material scanner" desc = "Used by miners to detect ores deep within the rock." icon_state = "material" - item_state = "glasses" + inhand_icon_state = "glasses" darkness_view = 0 /obj/item/clothing/glasses/material/mining/gar name = "gar material scanner" icon_state = "garm" - item_state = "garm" + inhand_icon_state = "garm" desc = "Do the impossible, see the invisible!" force = 10 throwforce = 20 @@ -216,39 +216,39 @@ name = "prescription glasses" desc = "Made by Nerd. Co." icon_state = "glasses" - item_state = "glasses" + inhand_icon_state = "glasses" vision_correction = 1 //corrects nearsightedness /obj/item/clothing/glasses/contact name = "contact lenses" desc = "Prescription contact lenses, a miracle of science." icon_state = "contact_lenses" - item_state = "contact_lenses" + inhand_icon_state = "contact_lenses" vision_correction = 1 /obj/item/clothing/glasses/regular/jamjar name = "jamjar glasses" desc = "Also known as Virginity Protectors." icon_state = "jamjar_glasses" - item_state = "jamjar_glasses" + inhand_icon_state = "jamjar_glasses" /obj/item/clothing/glasses/regular/hipster name = "prescription glasses" desc = "Made by Uncool. Co." icon_state = "hipster_glasses" - item_state = "hipster_glasses" + inhand_icon_state = "hipster_glasses" /obj/item/clothing/glasses/regular/circle name = "circle glasses" desc = "Why would you wear something so controversial yet so brave?" icon_state = "circle_glasses" - item_state = "circle_glasses" + inhand_icon_state = "circle_glasses" /obj/item/clothing/glasses/regular/protected name = "prescription sunglasses" desc = "A pair of tinted glasses to help prevent from the ever present sun and bright flashes." icon_state = "presc_sun" - item_state = "presc_sun" + inhand_icon_state = "presc_sun" flash_protect = 1 tint = 1 darkness_view = 1 @@ -259,7 +259,7 @@ name = "sunglasses" desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes." icon_state = "sun" - item_state = "sunglasses" + inhand_icon_state = "sunglasses" darkness_view = 1 flash_protect = 1 tint = 1 @@ -270,7 +270,7 @@ name = "black gar glasses" desc = "Go beyond impossible and kick reason to the curb!" icon_state = "garb" - item_state = "garb" + inhand_icon_state = "garb" force = 35 force_wielded = 45 force_unwielded = 35 @@ -303,7 +303,7 @@ name = "black giga gar glasses" desc = "Believe in us humans." icon_state = "supergarb" - item_state = "garb" + inhand_icon_state = "garb" force = 35 force_wielded = 45 force_unwielded = 35 @@ -317,7 +317,7 @@ name = "gar glasses" desc = "Just who the hell do you think I am?!" icon_state = "gar" - item_state = "gar" + inhand_icon_state = "gar" force = 35 force_wielded = 45 force_unwielded = 35 @@ -350,7 +350,7 @@ name = "giga gar glasses" desc = "We evolve past the person we were a minute before. Little by little we advance with each turn. That's how a drill works!" icon_state = "supergar" - item_state = "gar" + inhand_icon_state = "gar" force = 35 force_wielded = 45 force_unwielded = 35 @@ -394,7 +394,7 @@ name = "welding goggles" desc = "Protects the eyes from welders; approved by the mad scientist association." icon_state = "welding-g" - item_state = "welding-g" + inhand_icon_state = "welding-g" actions_types = list(/datum/action/item_action/toggle) custom_materials = list(/datum/material/iron = 250) flash_protect = 2 @@ -412,7 +412,7 @@ name = "blindfold" desc = "Covers the eyes, preventing sight." icon_state = "blindfold" - item_state = "blindfold" + inhand_icon_state = "blindfold" flash_protect = 2 tint = 3 // to make them blind @@ -429,13 +429,13 @@ name = "thin blindfold" desc = "Covers the eyes, but not thick enough to obscure vision. Mostly for aesthetic." icon_state = "blindfoldwhite" - item_state = "blindfoldwhite" + inhand_icon_state = "blindfoldwhite" /obj/item/clothing/glasses/sunglasses/blindfold/white name = "blind personnel blindfold" desc = "Indicates that the wearer suffers from blindness." icon_state = "blindfoldwhite" - item_state = "blindfoldwhite" + inhand_icon_state = "blindfoldwhite" var/colored_before = FALSE /obj/item/clothing/glasses/sunglasses/blindfold/white/equipped(mob/living/carbon/human/user, slot) @@ -461,13 +461,13 @@ /obj/item/clothing/glasses/sunglasses/big desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks flashes." icon_state = "bigsunglasses" - item_state = "bigsunglasses" + inhand_icon_state = "bigsunglasses" /obj/item/clothing/glasses/thermal name = "optical thermal scanner" desc = "Thermals in the shape of glasses." icon_state = "thermal" - item_state = "glasses" + inhand_icon_state = "glasses" vision_flags = SEE_MOBS lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE flash_protect = 0 @@ -519,39 +519,39 @@ name = "optical thermal eyepatch" desc = "An eyepatch with built-in thermal optics." icon_state = "eyepatch" - item_state = "eyepatch" + inhand_icon_state = "eyepatch" /obj/item/clothing/glasses/cold name = "cold goggles" desc = "A pair of goggles meant for low temperatures." icon_state = "cold" - item_state = "cold" + inhand_icon_state = "cold" /obj/item/clothing/glasses/heat name = "heat goggles" desc = "A pair of goggles meant for high temperatures." icon_state = "heat" - item_state = "heat" + inhand_icon_state = "heat" /obj/item/clothing/glasses/orange name = "orange glasses" desc = "A sweet pair of orange shades." icon_state = "orangeglasses" - item_state = "orangeglasses" + inhand_icon_state = "orangeglasses" glass_colour_type = /datum/client_colour/glass_colour/lightorange /obj/item/clothing/glasses/red name = "red glasses" desc = "Hey, you're looking good, senpai!" icon_state = "redglasses" - item_state = "redglasses" + inhand_icon_state = "redglasses" glass_colour_type = /datum/client_colour/glass_colour/red /obj/item/clothing/glasses/godeye name = "eye of god" desc = "A strange eye, said to have been torn from an omniscient creature that used to roam the wastes." icon_state = "godeye" - item_state = "godeye" + inhand_icon_state = "godeye" vision_flags = SEE_TURFS|SEE_MOBS|SEE_OBJS darkness_view = 24 clothing_flags = SCAN_REAGENTS @@ -566,7 +566,7 @@ if(istype(W, src) && W != src && W.loc == user) if(W.icon_state == "godeye") W.icon_state = "doublegodeye" - W.item_state = "doublegodeye" + W.inhand_icon_state = "doublegodeye" W.desc = "A pair of strange eyes, said to have been torn from an omniscient creature that used to roam the wastes. There's no real reason to have two, but that isn't stopping you." if(iscarbon(user)) var/mob/living/carbon/C = user @@ -609,34 +609,34 @@ /obj/item/clothing/glasses/sunglasses/reagent name = "beer goggles" icon_state = "sunhudbeer" - item_state = "sunhudbeer" + inhand_icon_state = "sunhudbeer" desc = "A pair of sunglasses outfitted with apparatus to scan reagents, as well as providing an innate understanding of liquid viscosity while in motion." clothing_flags = SCAN_REAGENTS /obj/item/clothing/glasses/sunglasses/chemical name = "science glasses" icon_state = "sunhudsci" - item_state = "sunhudsci" + inhand_icon_state = "sunhudsci" desc = "A pair of tacky purple sunglasses that allow the wearer to recognize various chemical compounds with only a glance." clothing_flags = SCAN_REAGENTS /obj/item/clothing/glasses/geist_gazers name = "geist gazers" icon_state = "geist_gazers" - item_state = "geist_gazers" + inhand_icon_state = "geist_gazers" glass_colour_type = /datum/client_colour/glass_colour/green /* /obj/item/clothing/glasses/psych // commented out because someone deleted the psych glasses hand sprite name = "psych glasses" icon_state = "psych_glasses" - item_state = "psych_glasses" + inhand_icon_state = "psych_glasses" glass_colour_type = /datum/client_colour/glass_colour/red */ /obj/item/clothing/glasses/debug name = "debug glasses" desc = "Medical, security and diagnostic hud. Alt click to toggle xray." icon_state = "nvgmeson" - item_state = "nvgmeson" + inhand_icon_state = "nvgmeson" flags_cover = GLASSESCOVERSEYES darkness_view = 24 flash_protect = 2 @@ -678,7 +678,7 @@ name = "priestess blindfold" desc = "The coverings used to restrict the sight of the world, but see with the Sight of Mars." icon_state = "legpriestess" - item_state = "legpriestess" + inhand_icon_state = "legpriestess" /obj/item/clothing/glasses/sunglasses/fakeblindfold/equipped(mob/living/user, slot) ..() diff --git a/code/modules/clothing/glasses/engine_goggles.dm b/code/modules/clothing/glasses/engine_goggles.dm index 7433a6538b..cfc7f3d010 100644 --- a/code/modules/clothing/glasses/engine_goggles.dm +++ b/code/modules/clothing/glasses/engine_goggles.dm @@ -10,7 +10,7 @@ name = "engineering scanner goggles" desc = "Goggles used by engineers. The Meson Scanner mode lets you see basic structural and terrain layouts through walls, the T-ray Scanner mode lets you see underfloor objects such as cables and pipes, and the Radiation Scanner mode let's you see objects contaminated by radiation." icon_state = "trayson-meson" - item_state = "trayson-meson" + inhand_icon_state = "trayson-meson" actions_types = list(/datum/action/item_action/toggle_mode) vision_flags = NONE @@ -130,7 +130,7 @@ /obj/item/clothing/glasses/meson/engine/tray //atmos techs have lived far too long without tray goggles while those damned engineers get their dual-purpose gogles all to themselves name = "optical t-ray scanner" icon_state = "trayson-t-ray" - item_state = "trayson-t-ray" + inhand_icon_state = "trayson-t-ray" desc = "Used by engineering staff to see underfloor objects such as cables and pipes." range = 2 modes = list(MODE_NONE = MODE_TRAY, MODE_TRAY = MODE_NONE) @@ -143,7 +143,7 @@ /obj/item/clothing/glasses/meson/engine/shuttle name = "shuttle region scanner" icon_state = "trayson-shuttle" - item_state = "trayson-shuttle" + inhand_icon_state = "trayson-shuttle" desc = "Used to see the boundaries of shuttle regions." modes = list(MODE_NONE = MODE_SHUTTLE, MODE_SHUTTLE = MODE_NONE) diff --git a/code/modules/clothing/glasses/f13.dm b/code/modules/clothing/glasses/f13.dm index 19a410b1b0..081d3f8d8b 100644 --- a/code/modules/clothing/glasses/f13.dm +++ b/code/modules/clothing/glasses/f13.dm @@ -7,23 +7,23 @@ name = "biker goggles" desc = "Simple goggles to protect against wind and dirt." icon_state = "biker" - item_state = "biker" + inhand_icon_state = "biker" /obj/item/clothing/glasses/legiongoggles name = "sandstorm goggles" desc = "Simple, tight-fitting goggles useful for protecting your eyes from flying debris." icon_state = "legion" - item_state = "legion" + inhand_icon_state = "legion" /obj/item/clothing/glasses/legionpolarizing icon_state = "legpolarizing" - item_state = "legpolarizing" + inhand_icon_state = "legpolarizing" /obj/item/clothing/glasses/night/polarizing name = "polarizing goggles" desc = "Fancy goggles with rare polarizing glass from some old cache, usually reserved for commanders and a few select scouts." icon_state = "legpolarizing" - item_state = "legpolarizing" + inhand_icon_state = "legpolarizing" darkness_view = 12 lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT glass_colour_type = /datum/client_colour/glass_colour/lightorange @@ -32,14 +32,14 @@ name = "\improper pilot goggles" desc = "Heat-sensitive goggles commonly worn by Enclave Personnel." icon_state = "enclavegoggles" - item_state = "enclavegoggles" + inhand_icon_state = "enclavegoggles" vision_correction = 1 /obj/item/clothing/glasses/night/ncr name = "lit shades" desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks flashes, it's also got Night Vision installed, wow!" icon_state = "bigsunglasses" - item_state = "bigsunglasses" + inhand_icon_state = "bigsunglasses" //Fallout 13 sunglasses @@ -57,7 +57,7 @@ name = "3D glasses" desc = "People assume that time is a strict progression of cause to effect, but, actually, from a non-linear, non-subjective viewpoint, it's more like a big ball of wibbly-wobbly... Timey-wimey... Stuff." icon_state = "3d" - item_state = "3d" + inhand_icon_state = "3d" //Fallout 13 science goggles @@ -69,7 +69,7 @@ name = "\improper goggles" desc = "If the legends are true, these goggles belonged to a genius alchemist.
Or maybe it's just a steampunk enthusiast's cherished toy." icon_state = "steampunk" - item_state = "glasses" + inhand_icon_state = "glasses" resistance_flags = ACID_PROOF //Augmented eye diff --git a/code/modules/clothing/glasses/hud.dm b/code/modules/clothing/glasses/hud.dm index f7b923c492..44ff70c03f 100644 --- a/code/modules/clothing/glasses/hud.dm +++ b/code/modules/clothing/glasses/hud.dm @@ -65,7 +65,7 @@ name = "night vision health scanner HUD" desc = "An advanced medical heads-up display that allows doctors to find patients in complete darkness." icon_state = "healthhudnight" - item_state = "glasses" + inhand_icon_state = "glasses" darkness_view = 24 flash_protect = -2 lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT @@ -110,7 +110,7 @@ name = "diagnostic HUDSunglasses" desc = "Sunglasses with a diagnostic HUD." icon_state = "sunhuddiag" - item_state = "glasses" + inhand_icon_state = "glasses" darkness_view = 1 flash_protect = 1 tint = 1 @@ -131,7 +131,7 @@ name = "night vision diagnostic HUD" desc = "A robotics diagnostic HUD fitted with a light amplifier." icon_state = "diagnostichudnight" - item_state = "glasses" + inhand_icon_state = "glasses" darkness_view = 24 flash_protect = -2 lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT @@ -215,7 +215,7 @@ name = "\improper HUD gar glasses" desc = "GAR glasses with a HUD." icon_state = "gars" - item_state = "garb" + inhand_icon_state = "garb" force = 10 throwforce = 10 throw_speed = 4 @@ -227,7 +227,7 @@ name = "giga HUD gar glasses" desc = "GIGA GAR glasses with a HUD." icon_state = "supergars" - item_state = "garb" + inhand_icon_state = "garb" force = 12 throwforce = 12 diff --git a/code/modules/clothing/glasses/phantomthief.dm b/code/modules/clothing/glasses/phantomthief.dm index 5b62d5c1fe..6c8d4bb0a7 100644 --- a/code/modules/clothing/glasses/phantomthief.dm +++ b/code/modules/clothing/glasses/phantomthief.dm @@ -4,7 +4,7 @@ mob_overlay_icon = 'icons/mob/clothing/mask.dmi' icon = 'icons/obj/clothing/masks.dmi' icon_state = "s-ninja" - item_state = "s-ninja" + inhand_icon_state = "s-ninja" /obj/item/clothing/glasses/phantomthief/ComponentInitialize() . = ..() diff --git a/code/modules/clothing/gloves/boxing.dm b/code/modules/clothing/gloves/boxing.dm index 9f96ff3d0b..92f848318b 100644 --- a/code/modules/clothing/gloves/boxing.dm +++ b/code/modules/clothing/gloves/boxing.dm @@ -2,19 +2,19 @@ name = "boxing gloves" desc = "Because you really needed another excuse to punch someone." icon_state = "boxing" - item_state = "boxing" + inhand_icon_state = "boxing" equip_delay_other = 60 species_exception = list(/datum/species/golem) // now you too can be a golem boxing champion strip_mod = 0.5 /obj/item/clothing/gloves/boxing/green icon_state = "boxinggreen" - item_state = "boxinggreen" + inhand_icon_state = "boxinggreen" /obj/item/clothing/gloves/boxing/blue icon_state = "boxingblue" - item_state = "boxingblue" + inhand_icon_state = "boxingblue" /obj/item/clothing/gloves/boxing/yellow icon_state = "boxingyellow" - item_state = "boxingyellow" + inhand_icon_state = "boxingyellow" diff --git a/code/modules/clothing/gloves/color.dm b/code/modules/clothing/gloves/color.dm index b957c28724..6df2d7316c 100644 --- a/code/modules/clothing/gloves/color.dm +++ b/code/modules/clothing/gloves/color.dm @@ -6,7 +6,7 @@ name = "insulated gloves" icon = 'icons/fallout/clothing/gloves.dmi' icon_state = "yellow" - item_state = "ygloves" + inhand_icon_state = "ygloves" siemens_coefficient = 0 permeability_coefficient = 0.05 resistance_flags = NONE @@ -40,7 +40,7 @@ desc = "How're you gonna get 'em off, nerd?" name = "spray-on insulated gloves" icon_state = "sprayon" - item_state = "sprayon" + inhand_icon_state = "sprayon" permeability_coefficient = 0 resistance_flags = ACID_PROOF var/shocks_remaining = 10 @@ -66,7 +66,7 @@ desc = "These gloves are cheap knockoffs of the coveted ones - no way this can end badly." name = "budget insulated gloves" icon_state = "yellow" - item_state = "ygloves" + inhand_icon_state = "ygloves" siemens_coefficient = 1 //Set to a default of 1, gets overridden in New() permeability_coefficient = 0.05 resistance_flags = NONE @@ -88,7 +88,7 @@ desc = "These gloves would protect the wearer from electric shock.. if the fingers were covered." name = "fingerless insulated gloves" icon_state = "yellowcut" - item_state = "yglovescut" + inhand_icon_state = "yglovescut" siemens_coefficient = 1 permeability_coefficient = 1 resistance_flags = NONE @@ -121,7 +121,7 @@ desc = "These gloves are fire-resistant." name = "black gloves" icon_state = "black" - item_state = "blackgloves" + inhand_icon_state = "blackgloves" cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT heat_protection = HANDS @@ -143,13 +143,13 @@ name = "orange gloves" desc = "A pair of gloves, they don't look special in any way." icon_state = "orange" - item_state = "orangegloves" + inhand_icon_state = "orangegloves" /obj/item/clothing/gloves/color/red name = "red gloves" desc = "A pair of gloves, they don't look special in any way." icon_state = "red" - item_state = "redgloves" + inhand_icon_state = "redgloves" /obj/item/clothing/gloves/color/red/insulated name = "insulated gloves" @@ -162,56 +162,56 @@ name = "rainbow gloves" desc = "A pair of gloves, they don't look special in any way." icon_state = "rainbow" - item_state = "rainbowgloves" + inhand_icon_state = "rainbowgloves" /obj/item/clothing/gloves/color/blue name = "blue gloves" desc = "A pair of gloves, they don't look special in any way." icon_state = "blue" - item_state = "bluegloves" + inhand_icon_state = "bluegloves" /obj/item/clothing/gloves/color/purple name = "purple gloves" desc = "A pair of gloves, they don't look special in any way." icon_state = "purple" - item_state = "purplegloves" + inhand_icon_state = "purplegloves" /obj/item/clothing/gloves/color/green name = "green gloves" desc = "A pair of gloves, they don't look special in any way." icon_state = "green" - item_state = "greengloves" + inhand_icon_state = "greengloves" /obj/item/clothing/gloves/color/grey name = "grey gloves" desc = "A pair of gloves, they don't look special in any way." icon_state = "gray" - item_state = "graygloves" + inhand_icon_state = "graygloves" /obj/item/clothing/gloves/color/white/bos name = "brotherhood formal gloves" desc = "White gloves worn with the Brotherhood's formal dress." icon_state = "white" - item_state = "wgloves" + inhand_icon_state = "wgloves" item_color="white" /obj/item/clothing/gloves/color/light_brown name = "light brown gloves" desc = "A pair of gloves, they don't look special in any way." icon_state = "lightbrown" - item_state = "lightbrowngloves" + inhand_icon_state = "lightbrowngloves" /obj/item/clothing/gloves/color/brown name = "brown gloves" desc = "A pair of gloves, they don't look special in any way." icon_state = "brown" - item_state = "browngloves" + inhand_icon_state = "browngloves" /obj/item/clothing/gloves/color/captain desc = "Regal blue gloves, with a nice gold trim, a diamond anti-shock coating, and an integrated thermal barrier. Swanky." name = "captain's gloves" icon_state = "captain" - item_state = "egloves" + inhand_icon_state = "egloves" siemens_coefficient = 0 permeability_coefficient = 0.05 cold_protection = HANDS @@ -227,7 +227,7 @@ icon = 'icons/fallout/clothing/gloves.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/hand.dmi' icon_state = "surgery" - item_state = "surgery" + inhand_icon_state = "surgery" siemens_coefficient = 0.3 permeability_coefficient = 0.01 transfer_prints = TRUE @@ -239,14 +239,14 @@ icon = 'icons/fallout/clothing/gloves.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/hand.dmi' icon_state = "surgery" - item_state = "surgery" + inhand_icon_state = "surgery" transfer_prints = FALSE /obj/item/clothing/gloves/color/latex/nitrile/infiltrator name = "insidious combat gloves" desc = "Specialized combat gloves for carrying people around." icon_state = "infiltrator" - item_state = "infiltrator" + inhand_icon_state = "infiltrator" siemens_coefficient = 0 permeability_coefficient = 0.3 resistance_flags = FIRE_PROOF | ACID_PROOF @@ -256,7 +256,7 @@ desc = "Overdesigned engineering gloves that have automated construction subroutines dialed in, allowing for faster construction while worn." icon = 'icons/obj/clothing/clockwork_garb.dmi' icon_state = "clockwork_gauntlets" - item_state = "clockwork_gauntlets" + inhand_icon_state = "clockwork_gauntlets" siemens_coefficient = 0.8 permeability_coefficient = 0.3 var/carrytrait = TRAIT_QUICK_BUILD @@ -275,4 +275,4 @@ name = "white gloves" desc = "These look pretty fancy." icon_state = "white" - item_state = "wgloves" + inhand_icon_state = "wgloves" diff --git a/code/modules/clothing/gloves/f13gloves.dm b/code/modules/clothing/gloves/f13gloves.dm index d490e85a33..72c8a5e1d7 100644 --- a/code/modules/clothing/gloves/f13gloves.dm +++ b/code/modules/clothing/gloves/f13gloves.dm @@ -5,7 +5,7 @@ name = "baseball glove" desc = "A large leather glove worn by baseball players of the defending team which assists them in catching and fielding balls hit by a batter or thrown by a teammate." icon_state = "baseball" - item_state = "b_shoes" + inhand_icon_state = "b_shoes" item_color = null transfer_prints = TRUE strip_delay = 20 @@ -17,7 +17,7 @@ desc = "Gloves made of wasteland animals hides, that were tanned and carefully stiched together." icon = 'icons/fallout/clothing/gloves.dmi' icon_state = "leather" - item_state = "leather" + inhand_icon_state = "leather" item_color = null armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T3, ARMOR_MODIFIER_DOWN_LASER_T3, ARMOR_MODIFIER_DOWN_ENV_T3) @@ -32,7 +32,7 @@ name = "fingerless leather gloves" desc = "Gloves made out of wasteland animal hides, tanned and stitched together without any fingers." icon_state = "ncr_gloves" - item_state = "ncr_gloves" + inhand_icon_state = "ncr_gloves" transfer_prints = TRUE heat_protection = null max_heat_protection_temperature = null @@ -41,7 +41,7 @@ name = "military gloves" desc = "Tight fitting black leather gloves with mesh along the finger tips and padding along the palm, designed for use by the U.S. Army before the Great War." icon_state = "military" - item_state = "military" + inhand_icon_state = "military" item_color = null armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T3, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T2) @@ -63,7 +63,7 @@ name = "strange gloves" desc = "These gloves look like a part of some sort of space suit, or maybe exquisite armor, but you can't tell for sure." icon_state = "doom" - item_state = "doom" + inhand_icon_state = "doom" item_color = null transfer_prints = TRUE strip_delay = 20 @@ -76,7 +76,7 @@ name = "handwraps" desc = "A roll of cloth to roll around one's palms, provides only minimal effectiveness." icon_state = "handwraps" - item_state = "handwraps" + inhand_icon_state = "handwraps" item_color = null transfer_prints = TRUE strip_delay = 20 @@ -89,7 +89,7 @@ name = "lace gloves" desc = "A tight, seethrough pair of black gloves, designed to be worn with something fancy." icon_state = "lacegloves" - item_state = "lacegloves" + inhand_icon_state = "lacegloves" item_color = null transfer_prints = TRUE strip_delay = 20 @@ -102,7 +102,7 @@ name = "blacksmith gloves" desc = "A pair of heavy duty leather gloves designed to protect the wearer when metalforging." icon_state = "opifex_gloves" - item_state = "opifex_gloves" + inhand_icon_state = "opifex_gloves" item_color = null armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T3, ARMOR_MODIFIER_DOWN_LASER_T3, ARMOR_MODIFIER_DOWN_ENV_T3) @@ -117,7 +117,7 @@ name = "crude medical gloves" desc = "Cotton gloves waxed to prevent the blood from soaking through immediatly. Better than nothing." icon_state = "offwhite" - item_state = "offwhite" + inhand_icon_state = "offwhite" siemens_coefficient = 0.5 permeability_coefficient = 0.1 @@ -125,7 +125,7 @@ name = "mutant bracers" desc = "A pair of metal tubes with rope on the inside." icon_state = "mutie_bracer" - item_state = "mutie_bracer" + inhand_icon_state = "mutie_bracer" armor = ARMOR_VALUE_MEDIUM armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -133,13 +133,13 @@ name = "mutant bracers" desc = "A pair of giant metal tubes with rope on the inside." icon_state = "mutie_bracer_mk2" - item_state = "mutie_bracer_mk2" + inhand_icon_state = "mutie_bracer_mk2" /obj/item/clothing/gloves/f13/mutant/sign name = "mutant sign bracers" desc = "See this sign? It's a sign to move on." icon_state = "mutie_bracer_sign" - item_state = "mutie_bracer_sign" + inhand_icon_state = "mutie_bracer_sign" /obj/item/clothing/gloves/botanic_leather name = "farmers gloves" @@ -147,7 +147,7 @@ icon = 'icons/fallout/clothing/gloves.dmi' icon_state = "farmer" mob_overlay_icon = 'icons/fallout/onmob/clothes/hand.dmi' - item_state = "farmer" + inhand_icon_state = "farmer" permeability_coefficient = 0.9 cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT @@ -167,7 +167,7 @@ icon = 'icons/fallout/clothing/gloves.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/hand.dmi' icon_state = "legion_fingerless" - item_state = "legion_fingerless" + inhand_icon_state = "legion_fingerless" item_color = null //So they don't wash. transfer_prints = TRUE strip_delay = 40 @@ -180,7 +180,7 @@ name = "forgemaster gloves" desc = "A pair of heavy duty leather gloves designed to help a forgemaster do their work." icon_state = "legion_forge" - item_state = "legion_forge" + inhand_icon_state = "legion_forge" item_color = null transfer_prints = FALSE strip_delay = 10 @@ -191,7 +191,7 @@ name = "plated gloves" desc = "Leather gloves with metal reinforcement." icon_state = "legion_plated" - item_state = "legion_plated" + inhand_icon_state = "legion_plated" transfer_prints = FALSE armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -199,6 +199,6 @@ name = "brass gauntlets" desc = "Heavy finely crafted metal gloves." icon_state = "legion_legate" - item_state = "legion_legate" + inhand_icon_state = "legion_legate" transfer_prints = FALSE armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm index 82da66d51c..111ce00ba5 100644 --- a/code/modules/clothing/gloves/miscellaneous.dm +++ b/code/modules/clothing/gloves/miscellaneous.dm @@ -3,7 +3,7 @@ name = "fingerless gloves" desc = "Plain black gloves without fingertips for the hard working." icon_state = "fingerless" - item_state = "fingerless" + inhand_icon_state = "fingerless" transfer_prints = TRUE strip_delay = 40 equip_delay_other = 20 @@ -16,14 +16,14 @@ name = "future gloves" desc = "Gloves in a futuristic color." icon_state = "biker_gloves" - item_state = "biker_gloves" + inhand_icon_state = "biker_gloves" transfer_prints = FALSE /obj/item/clothing/gloves/fingerless/pugilist name = "armwraps" desc = "A series of armwraps. Makes you pretty keen to start punching people." icon_state = "armwraps" - item_state = "armwraps" + inhand_icon_state = "armwraps" body_parts_covered = ARMS cold_protection = ARMS strip_delay = 300 //you can't just yank them off @@ -78,7 +78,7 @@ name = "gravity gauntlet" desc = "A magical glove that grants the wearer the ability to grab distant objects, use with *magegrab!" icon_state = "s_ninjan" - item_state = "s_ninjan" + inhand_icon_state = "s_ninjan" resistance_flags = FIRE_PROOF | ACID_PROOF //magic items are harder to damage with energy this is a dnd joke okay? enhancement = 0 //Not for damage, a utility item secondary_trait = TRAIT_MAGEGRAB //Should give you the magegrab quirk, not telekinesis @@ -87,7 +87,7 @@ name = "armwraps of the hungry ghost" desc = "A series of blackened, bloodstained armwraps stitched with strange geometric symbols. Makes you pretty keen to commit horrible acts against the living through bloody carnage." icon_state = "narsiearmwraps" - item_state = "narsiearmwraps" + inhand_icon_state = "narsiearmwraps" resistance_flags = FIRE_PROOF | ACID_PROOF armor = ARMOR_VALUE_LIGHT enhancement = 3 @@ -97,7 +97,7 @@ name = "armbands of the brass mountain" desc = "A series of scolding hot brass armbands. Makes you pretty keen to bring the light to the unenlightened through unmitigated violence." icon_state = "ratvararmwraps" - item_state = "ratvararmwraps" + inhand_icon_state = "ratvararmwraps" resistance_flags = FIRE_PROOF | ACID_PROOF armor = ARMOR_VALUE_LIGHT enhancement = 4 //The artifice of Ratvar is unmatched except when it is. @@ -107,7 +107,7 @@ name = "Bands of the Swamp Star" desc = "The armbands of a deadly martial artist, putting them on means accepting a way of life. Once worn, they cannot be removed!" icon_state = "rapid" - item_state = "rapid" + inhand_icon_state = "rapid" enhancement = 10 //omae wa mou shindeiru var/warcry = "" secondary_trait = TRAIT_NOGUNS //No pew pew @@ -137,7 +137,7 @@ name = "Hugs of the North Star" desc = "The armbands of a humble friend. Makes you pretty keen to go let everyone know how much you appreciate them!" icon_state = "rapid" - item_state = "rapid" + inhand_icon_state = "rapid" enhancement = 0 secondary_trait = TRAIT_PACIFISM //You are only here to hug and be friends! @@ -161,7 +161,7 @@ name = "combat gloves" desc = "These tactical gloves are fireproof and shock resistant." icon_state = "black" - item_state = "blackgloves" + inhand_icon_state = "blackgloves" siemens_coefficient = 0 permeability_coefficient = 0.05 strip_delay = 80 @@ -179,7 +179,7 @@ name = "bone bracers" desc = "For when you're expecting to get slapped on the wrist. Offers modest protection to your arms." icon_state = "bracers" - item_state = "bracers" + inhand_icon_state = "bracers" transfer_prints = TRUE strip_delay = 40 equip_delay_other = 20 @@ -195,7 +195,7 @@ name = "black gloves" desc = "Gloves made with completely frictionless, insulated cloth, easier to steal from people with." icon_state = "thief" - item_state = "blackgloves" + inhand_icon_state = "blackgloves" siemens_coefficient = 0 permeability_coefficient = 0.05 strip_delay = 80 @@ -207,7 +207,7 @@ name = "evening gloves" desc = "Thin, pretty gloves intended for use in regal feminine attire. A tag on the hem claims they were 'maid' in Space China, these were probably intended for use in some maid fetish." icon_state = "evening" - item_state = "evening" + inhand_icon_state = "evening" transfer_prints = TRUE cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT @@ -217,13 +217,13 @@ name = "midnight gloves" desc = "Thin, pretty gloves intended for use in sexy feminine attire. A tag on the hem claims they pair great with black stockings." icon_state = "eveningblack" - item_state = "eveningblack" + inhand_icon_state = "eveningblack" /obj/item/clothing/gloves/patrol name = "patrol ranger gloves" desc = "A pair of ranger's gloves. The right thumb and finger have been removed to not impair the wearer's shooting ability." icon_state = "patrol" - item_state = "patrol" + inhand_icon_state = "patrol" item_color = null //So they don't wash. transfer_prints = TRUE strip_delay = 40 @@ -235,7 +235,7 @@ name = "modified patrol ranger gloves" desc = "A pair of ranger's gloves. These ones have been enlongated, protecting the elbow as well." icon_state = "patrol" - item_state = "modif_patrol" + inhand_icon_state = "modif_patrol" item_color = null //So they don't wash. transfer_prints = TRUE strip_delay = 40 @@ -247,14 +247,14 @@ name = "wrapped patrol ranger gloves" desc = "A pair of ranger's gloves. One of the gloves was replaced with a bandage." icon_state = "burned" - item_state = "burned" + inhand_icon_state = "burned" item_color = null //So they don't wash. /obj/item/clothing/gloves/rifleman name = "rifleman gloves" desc = "A pair of rifleman's gloves. The thumb and finger have been removed to not impair the wearer's shooting ability." icon_state = "rifleman" - item_state = "rifleman" + inhand_icon_state = "rifleman" item_color = null //So they don't wash. transfer_prints = TRUE strip_delay = 40 @@ -266,13 +266,13 @@ name = "fingerless evening gloves" desc = "A pair of long, white gloves with fingerlips tips.." icon_state = "long_fingerless" - item_state = "long_fingerless" + inhand_icon_state = "long_fingerless" /obj/item/clothing/gloves/armwarmer name = "arm warmer" desc = "A pair of arm warmers. Can be adjusted with SHIFT+CTRL click" icon_state = "armwarmer" - item_state = "armwarmer" + inhand_icon_state = "armwarmer" var/list/poly_colors = list("#F08080") /obj/item/clothing/gloves/armwarmer/ComponentInitialize() @@ -289,11 +289,11 @@ if("Armwarmers") balloon_alert(user, "My suit changes color.") icon_state = "armwarmer" - item_state = "armwarmer" + inhand_icon_state = "armwarmer" if("Long Armwarmers") balloon_alert(user, "My suit changes color.") icon_state = "armwarmer_long" - item_state = "armwarmer_long" + inhand_icon_state = "armwarmer_long" else return @@ -301,7 +301,7 @@ name = "arm warmer striped" desc = "A pair of arm warmers. Can be adjusted with SHIFT+CTRL click" icon_state = "armwarmer_striped" - item_state = "armwarmer_striped" + inhand_icon_state = "armwarmer_striped" var/list/poly_colors = list("#FFFFFF", "#F08080") /obj/item/clothing/gloves/armwarmer_striped/ComponentInitialize() @@ -318,11 +318,11 @@ if("Striped Armwarmers") balloon_alert(user, "My suit changes color.") icon_state = "armwarmer_striped" - item_state = "armwarmer_striped" + inhand_icon_state = "armwarmer_striped" if("Long Striped Armwarmers") balloon_alert(user, "My suit changes color.") icon_state = "armwarmer_striped_long" - item_state = "armwarmer_striped_long" + inhand_icon_state = "armwarmer_striped_long" else return diff --git a/code/modules/clothing/gloves/ring.dm b/code/modules/clothing/gloves/ring.dm index 9df6d1f13a..0ca7a2e95f 100644 --- a/code/modules/clothing/gloves/ring.dm +++ b/code/modules/clothing/gloves/ring.dm @@ -5,7 +5,7 @@ w_class = WEIGHT_CLASS_TINY icon = 'icons/obj/ring.dmi' icon_state = "ringgold" - item_state = "gring" + inhand_icon_state = "gring" body_parts_covered = 0 attack_verb = list("proposed") transfer_prints = TRUE @@ -28,7 +28,7 @@ name = "diamond ring" desc = "An expensive ring, studded with a diamond. Cultures have used these rings in courtship for a millenia." icon_state = "ringdiamond" - item_state = "dring" + inhand_icon_state = "dring" mood_event_on_equip = /datum/mood_event/equipped_ring/diamond /obj/item/clothing/gloves/ring/diamond/attack_self(mob/user) @@ -38,19 +38,19 @@ name = "silver ring" desc = "A tiny silver ring, sized to wrap around a finger." icon_state = "ringsilver" - item_state = "sring" + inhand_icon_state = "sring" mood_event_on_equip = /datum/mood_event/equipped_ring /obj/item/clothing/gloves/ring/plasma name = "plasma ring" desc = "This ring is stylized to have an ornate sun, with a sample of phoron swirling around inside." icon_state = "ringplasma" - item_state = "pring" + inhand_icon_state = "pring" mood_event_on_equip = /datum/mood_event/equipped_ring/plasma /obj/item/clothing/gloves/ring/bluespace name = "bluespace ring" desc = "This ring is stylized to have an ornate sun, with a small sample of a bluespace crystal shining inside." icon_state = "ringbluespace" - item_state = "bring" + inhand_icon_state = "bring" mood_event_on_equip = /datum/mood_event/equipped_ring/bluespace diff --git a/code/modules/clothing/gloves/tacklers.dm b/code/modules/clothing/gloves/tacklers.dm index 23d46ae413..a3a830e62a 100644 --- a/code/modules/clothing/gloves/tacklers.dm +++ b/code/modules/clothing/gloves/tacklers.dm @@ -2,7 +2,7 @@ name = "gripper gloves" desc = "Special gloves that manipulate the blood vessels in the wearer's hands, granting them the ability to launch headfirst into walls." icon_state = "tackle" - item_state = "tackle" + inhand_icon_state = "tackle" transfer_prints = TRUE cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT @@ -45,7 +45,7 @@ name = "dolphin gloves" desc = "Sleek, aerodynamic gripper gloves that are less effective at actually performing takedowns, but more effective at letting the user sail through the hallways and cause accidents." icon_state = "tackledolphin" - item_state = "tackledolphin" + inhand_icon_state = "tackledolphin" tackle_stam_cost = 15 base_knockdown = 0.5 SECONDS @@ -58,7 +58,7 @@ name = "gorilla gloves" desc = "Premium quality combative gloves, heavily reinforced to give the user an edge in close combat tackles, though they are more taxing to use than normal gripper gloves. Fireproof to boot!" icon_state = "combat" - item_state = "blackgloves" + inhand_icon_state = "blackgloves" tackle_stam_cost = 35 base_knockdown = 1.5 SECONDS @@ -81,7 +81,7 @@ name = "insidious guerrilla gloves" desc = "Specialized combat gloves for carrying people around. Transfers tactical kidnapping and tackling knowledge to the user via the use of nanochips." icon_state = "infiltrator" - item_state = "infiltrator" + inhand_icon_state = "infiltrator" siemens_coefficient = 0 permeability_coefficient = 0.05 resistance_flags = FIRE_PROOF | ACID_PROOF @@ -100,7 +100,7 @@ name = "rocket gloves" desc = "The ultimate in high risk, high reward, perfect for when you need to stop a criminal from fifty feet away or die trying. Banned in most Spinward gridiron football and rugby leagues." icon_state = "tacklerocket" - item_state = "tacklerocket" + inhand_icon_state = "tacklerocket" tackle_stam_cost = 50 base_knockdown = 2 SECONDS @@ -113,7 +113,7 @@ name = "improvised gripper gloves" desc = "Ratty looking fingerless gloves wrapped with sticky tape. Beware anyone wearing these, for they clearly have no shame and nothing to lose." icon_state = "fingerless" - item_state = "fingerless" + inhand_icon_state = "fingerless" tackle_stam_cost = 30 base_knockdown = 1.75 SECONDS diff --git a/code/modules/clothing/head/_head.dm b/code/modules/clothing/head/_head.dm index a49440d573..b5048dd32b 100644 --- a/code/modules/clothing/head/_head.dm +++ b/code/modules/clothing/head/_head.dm @@ -2,7 +2,7 @@ name = BODY_ZONE_HEAD icon = 'icons/obj/clothing/hats.dmi' icon_state = "top_hat" - item_state = "that" + inhand_icon_state = "that" body_parts_covered = HEAD w_class = WEIGHT_CLASS_SMALL //makes hoods fit nicer into cloaks, makes hats not gigantic slot_flags = INV_SLOTBIT_HEAD diff --git a/code/modules/clothing/head/aurora_hat.dm b/code/modules/clothing/head/aurora_hat.dm index 0b30b1c100..321c9774d2 100644 --- a/code/modules/clothing/head/aurora_hat.dm +++ b/code/modules/clothing/head/aurora_hat.dm @@ -3,83 +3,83 @@ icon = 'icons/obj/clothing/aurora_hat.dmi' mob_overlay_icon = 'icons/mob/clothing/aurora_hat.dmi' icon_state = "centcom" - item_state = "that" + inhand_icon_state = "that" desc = "shouldn't be seeing this" /obj/item/clothing/head/aurora/voidsman name = "voids man cap" desc = "A light grey soft looking cap." icon_state = "voidsmancap" - item_state = "voidsmancap" + inhand_icon_state = "voidsmancap" /obj/item/clothing/head/aurora/officercap name = "Officer Cap" desc = "A light grey brimmed hat, shaped like an Officers!" icon_state = "officercap" - item_state = "officercap" + inhand_icon_state = "officercap" /obj/item/clothing/head/aurora/armsmancap name = "Arms man Cap" desc = "A green brimmed hat, shaped like an Officers!" icon_state = "armsmancap" - item_state = "armsmancap" + inhand_icon_state = "armsmancap" /obj/item/clothing/head/aurora/fur name = "Fur hat" desc = "A green fur hat." icon_state = "fur" - item_state = "fur" + inhand_icon_state = "fur" /obj/item/clothing/head/aurora/furpurple name = "Fur hat, purple" desc = "A purple fur hat." icon_state = "fur_purple" - item_state = "fur_purple" + inhand_icon_state = "fur_purple" /obj/item/clothing/head/aurora/furblue name = "Fur hat, blue" desc = "A blue fur hat." icon_state = "fur_blue" - item_state = "fur_blue" + inhand_icon_state = "fur_blue" /obj/item/clothing/head/aurora/furred name = "Fur hat, red" desc = "A red fur hat." icon_state = "fur_red" - item_state = "fur_red" + inhand_icon_state = "fur_red" /obj/item/clothing/head/aurora/joku name = "Joku" desc = "A green hat with colorful feathers." icon_state = "joku" - item_state = "joku" + inhand_icon_state = "joku" /obj/item/clothing/head/aurora/jokupurple name = "Joku, purple" desc = "A purple hat with colorful feathers." icon_state = "joku_purple" - item_state = "joku_purple" + inhand_icon_state = "joku_purple" /obj/item/clothing/head/aurora/jokublue name = "Joku, blue" desc = "A blue hat with colorful feathers." icon_state = "joku_blue" - item_state = "joku_blue" + inhand_icon_state = "joku_blue" /obj/item/clothing/head/aurora/jokured name = "Joku, red" desc = "A red hat with colorful feathers." icon_state = "joku_red" - item_state = "joku_red" + inhand_icon_state = "joku_red" /obj/item/clothing/head/aurora/dainshu name = "dainshu" desc = "A colurful hat." icon_state = "dainshu" - item_state = "dainshu" + inhand_icon_state = "dainshu" /obj/item/clothing/head/aurora/sayyidah_tiara name = "Tiara" desc = "A tiara." icon_state = "sayyidah_tiara" - item_state = "sayyidah_tiara" + inhand_icon_state = "sayyidah_tiara" diff --git a/code/modules/clothing/head/beanie.dm b/code/modules/clothing/head/beanie.dm index fb7f8b5cbd..c210b3f637 100644 --- a/code/modules/clothing/head/beanie.dm +++ b/code/modules/clothing/head/beanie.dm @@ -77,6 +77,6 @@ name = "red striped bobble hat" desc = "If you're going on a worldwide hike, you'll need some cold protection." icon_state = "waldo_hat" - item_state = "waldo_hat" + inhand_icon_state = "waldo_hat" //No dog fashion sprites yet :( poor Ian can't be dope like the rest of us yet diff --git a/code/modules/clothing/head/collectable.dm b/code/modules/clothing/head/collectable.dm index 840e7a3e9c..0bd55516dc 100644 --- a/code/modules/clothing/head/collectable.dm +++ b/code/modules/clothing/head/collectable.dm @@ -25,7 +25,7 @@ name = "collectable chef's hat" desc = "A rare chef's hat meant for hat collectors!" icon_state = "chef" - item_state = "chef" + inhand_icon_state = "chef" dynamic_hair_suffix = "" dog_fashion = /datum/dog_fashion/head/chef @@ -42,7 +42,7 @@ name = "collectable top hat" desc = "A top hat worn by only the most prestigious hat collectors." icon_state = "tophat" - item_state = "that" + inhand_icon_state = "that" beepsky_fashion = /datum/beepsky_fashion/tophat @@ -50,7 +50,7 @@ name = "collectable captain's hat" desc = "A collectable hat that'll make you look just like a real comdom!" icon_state = "captain" - item_state = "caphat" + inhand_icon_state = "caphat" dog_fashion = /datum/dog_fashion/head/captain beepsky_fashion = /datum/beepsky_fashion/captain @@ -74,26 +74,26 @@ name = "collectable welding helmet" desc = "A collectable welding helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this helmet is done so at the owner's own risk!" icon_state = "welding" - item_state = "welding" + inhand_icon_state = "welding" resistance_flags = NONE /obj/item/clothing/head/collectable/slime name = "collectable slime hat" desc = "Just like a real brain slug!" icon_state = "headslime" - item_state = "headslime" + inhand_icon_state = "headslime" /obj/item/clothing/head/collectable/flatcap name = "collectable flat cap" desc = "A collectible farmer's flat cap!" icon_state = "flat_cap" - item_state = "detective" + inhand_icon_state = "detective" /obj/item/clothing/head/collectable/pirate name = "collectable pirate hat" desc = "You'd make a great Dread Syndie Roberts!" icon_state = "pirate" - item_state = "pirate" + inhand_icon_state = "pirate" dog_fashion = /datum/dog_fashion/head/pirate beepsky_fashion = /datum/beepsky_fashion/pirate @@ -102,7 +102,7 @@ name = "collectable kitty ears" desc = "The fur feels... a bit too realistic." icon_state = "kitty" - item_state = "kitty" + inhand_icon_state = "kitty" dynamic_hair_suffix = "" dog_fashion = /datum/dog_fashion/head/kitty @@ -112,7 +112,7 @@ name = "collectable rabbit ears" desc = "Not as lucky as the feet!" icon_state = "bunny" - item_state = "bunny" + inhand_icon_state = "bunny" dynamic_hair_suffix = "" dog_fashion = /datum/dog_fashion/head/rabbit @@ -134,7 +134,7 @@ name = "collectable hard hat" desc = "WARNING! Offers no real protection, or luminosity, but damn, is it fancy!" icon_state = "hardhat0_yellow" - item_state = "hardhat0_yellow" + inhand_icon_state = "hardhat0_yellow" dog_fashion = /datum/dog_fashion/head @@ -154,7 +154,7 @@ name = "collectable Thunderdome helmet" desc = "Go Red! I mean Green! I mean Red! No Green!" icon_state = "thunderdome" - item_state = "thunderdome" + inhand_icon_state = "thunderdome" resistance_flags = NONE flags_inv = HIDEHAIR @@ -162,6 +162,6 @@ name = "collectable SWAT helmet" desc = "That's not real blood. That's red paint." //Reference to the actual description icon_state = "swat" - item_state = "swat" + inhand_icon_state = "swat" resistance_flags = NONE flags_inv = HIDEHAIR diff --git a/code/modules/clothing/head/f13factionhead.dm b/code/modules/clothing/head/f13factionhead.dm index 36a58ad98d..08f502dc80 100644 --- a/code/modules/clothing/head/f13factionhead.dm +++ b/code/modules/clothing/head/f13factionhead.dm @@ -3,7 +3,7 @@ name = BODY_ZONE_HEAD icon = 'icons/obj/clothing/hats.dmi' icon_state = "top_hat" - item_state = "that" + inhand_icon_state = "that" body_parts_covered = HEAD slot_flags = INV_SLOTBIT_HEAD var/blockTracking = 0 //For AI tracking @@ -30,7 +30,7 @@ name = "helmet" desc = "Standard Security gear. Protects the head from impacts." icon_state = "helmet" - item_state = "helmet" + inhand_icon_state = "helmet" armor = list("melee" = 40, "bullet" = 40, "laser" = 40, energy = "25", "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10) flags_inv = HIDEEARS | HIDEHAIR cold_protection = HEAD @@ -52,7 +52,7 @@ name = "base raider helmet" desc = "for testing" icon_state = "supafly" - item_state = "supafly" + inhand_icon_state = "supafly" flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH armor_tokens = list(ARMOR_MODIFIER_UP_DT_T1) flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR @@ -62,7 +62,7 @@ name = "supa-fly raider helmet" desc = "It's a makeshift raider helmet, made of leather. It heavily smells with chems and sweat." icon_state = "supafly" - item_state = "supafly" + inhand_icon_state = "supafly" /* /obj/item/clothing/head/helmet/f13/raider/supafly/Initialize() //HQ parts reinforcement . = ..() @@ -73,7 +73,7 @@ name = "wastehound raider helmet" desc = "A sack hood made out of a suspicious leather with tufts of hair sticking out. This mask would make Leatherface proud." icon_state = "wastehound_hood_icon" - item_state = "raider_wastehound_hood" + inhand_icon_state = "raider_wastehound_hood" visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE /* /obj/item/clothing/head/helmet/f13/raider/wastehound/Initialize() //HQ parts reinforcement @@ -84,7 +84,7 @@ name = "arclight raider helmet" desc = "Welding mask with rare polarizing glass thats somehow still in working order. A treasured item in the wasteland." icon_state = "arclight" - item_state = "arclight" + inhand_icon_state = "arclight" visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flash_protect = 2 tint = 0.5 @@ -97,7 +97,7 @@ name = "blastmaster raider helmet" desc = "A sturdy helmet to protect against both the elements and from harm, if only it was not looking in such poor condition." icon_state = "blastmaster" - item_state = "blastmaster" + inhand_icon_state = "blastmaster" armor_tokens = list(ARMOR_MODIFIER_UP_BOMB_T3, ARMOR_MODIFIER_UP_DT_T1) dynamic_hair_suffix = "" dynamic_fhair_suffix = "" @@ -110,7 +110,7 @@ name = "yankee raider helmet" desc = "Long time ago, it has belonged to a football player, now it belongs to wasteland." icon_state = "yankee" - item_state = "yankee" + inhand_icon_state = "yankee" flags_inv = HIDEEARS|HIDEEYES|HIDEFACE /* /obj/item/clothing/head/helmet/f13/raider/yankee/Initialize() @@ -121,7 +121,7 @@ name = "eyebot helmet" desc = "It is a dismantled eyebot, hollowed out to accommodate for a humanoid head." icon_state = "eyebot" - item_state = "eyebot" + inhand_icon_state = "eyebot" flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR strip_delay = 50 @@ -137,7 +137,7 @@ name = "psycho-tic raider helmet" desc = "A leather skullcap with tufts of hair sticking from each side." icon_state = "psychotic" - item_state = "psychotic" + inhand_icon_state = "psychotic" flags_cover = HEADCOVERSEYES flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR @@ -149,14 +149,14 @@ name = "fiend helmet" desc = "A leather cap cobbled together adorned with a bighorner skull, perfect for any drug-fueled frenzy." icon_state = "fiend" - item_state = "fiend" + inhand_icon_state = "fiend" flags_inv = HIDEEARS|HIDEHAIR /obj/item/clothing/head/helmet/f13/fiend_reinforced name = "reinforced fiend helmet" desc = "A leather cap cobbled together adorned with a bighorner skull, perfect for any drug-fueled frenzy. This helmet has been reinforced with metal plates under its skull" icon_state = "fiend" - item_state = "fiend" + inhand_icon_state = "fiend" armor_tokens = list(ARMOR_MODIFIER_UP_DT_T2) flags_inv = HIDEEARS|HIDEHAIR slowdown = 0.025 @@ -165,7 +165,7 @@ name = "metal raider helmet" desc = "A metal helmet, rusty and awful." icon_state = "raidermetal" - item_state = "raidermetal" + inhand_icon_state = "raidermetal" can_toggle = TRUE armor_tokens = list(ARMOR_MODIFIER_UP_DT_T2) flags_inv = HIDEMASK|HIDEEYES|HIDEFACE @@ -177,7 +177,7 @@ name = "combat raider helmet" desc = "A combat helmet modified with metal plating" icon_state = "raider_combat_helmet" - item_state = "raider_combat_helmet" + inhand_icon_state = "raider_combat_helmet" armor_tokens = list(ARMOR_MODIFIER_UP_DT_T2) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR slowdown = 0.025 @@ -202,13 +202,13 @@ name = "peacekeeper cap" desc = "Reinforced field cap issued to the soldiers of the Enclave." icon_state = "hat_enclave_peacekeeper" - item_state = "hat_enclave_peacekeeper" + inhand_icon_state = "hat_enclave_peacekeeper" /obj/item/clothing/head/beret/enclave name = "enclave beret" desc = "A standard issue black beret of the Enclave." icon_state = "remnant" - item_state = "remnant" + inhand_icon_state = "remnant" flags_inv = HIDEEARS|HIDEFACE flags_cover = null @@ -216,18 +216,18 @@ name = "science beret" desc = "Blue beret signifying the wearer is a Science Officer of the Enclave." icon_state = "hat_enclave_science" - item_state = "hat_enclave_science" + inhand_icon_state = "hat_enclave_science" /obj/item/clothing/head/beret/enclave/intel name = "intel beret" desc = "Dark beret issued to Intelligence Officers of the Enclave." icon_state = "hat_enclave_intel" - item_state = "hat_enclave_intel" + inhand_icon_state = "hat_enclave_intel" /obj/item/clothing/head/helmet/f13/envirosuit name = "enclave envirosuit hood" icon_state = "envirohead" - item_state = "envirohead" + inhand_icon_state = "envirohead" desc = "A white hazmat helmet designed and produced by the Enclave post-war. It's probably not a good idea to be seen wearing this." clothing_flags = THICKMATERIAL flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR @@ -244,7 +244,7 @@ name = "old United States Marine Corp helmet" desc = "An advanced model of combat helmet worn by marines aboard the USS Democracy, second only to power armor in protection used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen." icon_state = "enclave_marine" - item_state = "enclave_marine" + inhand_icon_state = "enclave_marine" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH armor_tokens = list(ARMOR_MODIFIER_UP_DT_T2) @@ -257,7 +257,7 @@ name = "old United States Marine Corp riot helmet" desc = "A pre-war riot armor helmet used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen." icon_state = "modified_usmc_riot" - item_state = "modified_usmc_riot" + inhand_icon_state = "modified_usmc_riot" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH armor_tokens = list(ARMOR_MODIFIER_UP_DT_T2) @@ -266,14 +266,14 @@ name = "remnant combat helmet" desc = "A dark helmet with yellow lenses, used commonly in espionage or shadow ops." icon_state = "remnant_helmet" - item_state = "remnant_helmet" + inhand_icon_state = "remnant_helmet" // Lieutenant's hat /obj/item/clothing/head/helmet/f13/enclave/officer name = "enclave officer hat" desc = "Wheeled hat with a cap made of light-weight armored alloys beneath." icon_state = "hat_enclave_officer" - item_state = "hat_enclave_officer" + inhand_icon_state = "hat_enclave_officer" ////////// @@ -302,7 +302,7 @@ name = "priestess' headdress" desc = "A headdress made of feathers and decorated with two golden tassles." icon_state = "legion-priestess" - item_state = "legion-priestess" + inhand_icon_state = "legion-priestess" dynamic_hair_suffix = "+generic" salvage_loot = list() @@ -310,13 +310,13 @@ name = "leather skullcap" desc = "It's a leather skullcap commonly worn by more wastey wastelanders." icon_state = "legion-recruit" - item_state = "legion-recruit" + inhand_icon_state = "legion-recruit" flags_inv = HIDEEARS|HIDEHAIR /obj/item/clothing/head/helmet/f13/legion/prime name = "larper prime helmet" desc = "A helmet from reinforced leather with a red peak. Despite being a replica it seems decent quality." - item_state = "legion-prime" + inhand_icon_state = "legion-prime" icon_state = "legion-prime" flags_inv = HIDEEARS|HIDEHAIR @@ -324,7 +324,7 @@ name = "middlemanagement helmet" desc = "The distinct helmet used by cruel taskmasters." icon_state = "legion-slavemaster" - item_state = "legion-slavemaster" + inhand_icon_state = "legion-slavemaster" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR flags_cover = HEADCOVERSEYES dog_fashion = null @@ -333,83 +333,83 @@ name = "larper 'veteran' helmet" desc = "It's a 'metal' larping helmet, clearly inspired by old world sports uniforms and a love of men." icon_state = "legion-veteran" - item_state = "legion-veteran" + inhand_icon_state = "legion-veteran" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 2) /obj/item/clothing/head/helmet/f13/legion/vet/explorer name = "padded tanker's cap" desc = "It's a hooded cap with extra padding and built in voids to wear bulky headphones under. T-55 not included, sadly this alone won't let you be tank girl." icon_state = "legion-explorer" - item_state = "legion-explorer" + inhand_icon_state = "legion-explorer" /obj/item/clothing/head/helmet/f13/legion/vet/combvexil name = "larping bear vexillarius helmet" desc = "This helmet is decorated with the pelt of an assland bear and menaces with leather spikes." icon_state = "legion-vex" - item_state = "legion-vex" + inhand_icon_state = "legion-vex" /obj/item/clothing/head/helmet/f13/legion/vet/vexil name = "Furcon fox vexillarius helmet" desc = "This helmet is decorated with the pelt of a desert fox. Or... maybe its just a fursuit head missing parts. Its hard to tell." icon_state = "legion-vex-alt" - item_state = "legion-vex-alt" + inhand_icon_state = "legion-vex-alt" /obj/item/clothing/head/helmet/f13/legion/vet/nightvexil name = "larper's nightstalker vexillarius helmet" desc = "This helmet is decorated with the pelt of a nightstalkers unkempt butt fur. You should probably wash it." icon_state = "legion-vex-night" - item_state = "legion-vex-night" + inhand_icon_state = "legion-vex-night" /obj/item/clothing/head/helmet/f13/legion/venator name = "the most lost explorer's hood" desc = "A leather hood with a sturdy metal skullcap and a gold compass insignia in the front." icon_state = "legion-venator" - item_state = "legion-venator" + inhand_icon_state = "legion-venator" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 2) /obj/item/clothing/head/helmet/f13/legion/orator name = "just a bunch of leaves" desc = "A 'laurel wreath' that is made of branches and trash. It's pretending to be a laurel, a type of evergreen shrub or small tree. This one appears to be out of whatever was laying around, however. In Ancient Rome, it was worn on the head as a symbol of triumph. But who the fuck would have that here?" icon_state = "legion-orator" - item_state = "legion-orator" + inhand_icon_state = "legion-orator" flags_inv = null /obj/item/clothing/head/helmet/f13/legion/recruit/decan name = "larper recruit deci-anus helmet" desc = "This reinforced leather helmet has a plume of black and dark red feathers that are hiding ten buttholes under them. Who the fuck made this?" icon_state = "legion-decrec" - item_state = "legion-decrec" + inhand_icon_state = "legion-decrec" /obj/item/clothing/head/helmet/f13/legion/prime/decan name = "amazon prime decanus helmet" desc = "This reinforced leather helmet with a red peak has a plume of black feathers and was a steal. You should have bought four." - item_state = "legion-decprime" + inhand_icon_state = "legion-decprime" icon_state = "legion-decprime" /obj/item/clothing/head/helmet/f13/legion/heavy name = "reinforced amazon veteran decanus helmet" desc = "A metal helmet with 'ballistic' visor and a plume, denoting veteran Decanus status. You're pretty sure it was made for airsoft." icon_state = "legion-decvet" - item_state = "legion-decvet" + inhand_icon_state = "legion-decvet" actions_types = list(/datum/action/item_action/toggle) salvage_loot = list(/obj/item/stack/crafting/armor_plate = 2) /obj/item/clothing/head/helmet/f13/legion/heavy/attack_self(mob/user) weldingvisortoggle(user) icon_state = "legion-decvetup" - item_state = "legion-decvetup" + inhand_icon_state = "legion-decvetup" /obj/item/clothing/head/helmet/f13/legion/vet/decan name = "Larpers veteran decanus 'helmet'" desc = "It's a metal 'helmet' (its a pot that they beat around someones head until it was vaguely head shaped) with an array of red, white and black feathers, unmistakably a Veteran Decanus." icon_state = "legion-decvet-alt" - item_state = "legion-decvet-alt" + inhand_icon_state = "legion-decvet-alt" /obj/item/clothing/head/helmet/f13/legion/centurion name = "legion's of centurions helmet" desc = "That's a helmet of some sort, beaten out of a CN9-Ds StarGuard III armor. How this Lyran battemechs chassis managed to be collected in the wacky wastelands of this place no one knows. But it's stylish enough to make a Capellan vomit." icon_state = "legion-centurion" - item_state = "legion-centurion" + inhand_icon_state = "legion-centurion" resistance_flags = LAVA_PROOF | FIRE_PROOF salvage_loot = list(/obj/item/stack/crafting/armor_plate = 3) @@ -417,7 +417,7 @@ name = "ranger-hunter centurion helmet" desc = "Level 2 gameplay is really overrated, I prefer the succession wars personally. Wait- what does that intrusive thought even mean?" icon_state = "legion-rangercent" - item_state = "legion-rangercent" + inhand_icon_state = "legion-rangercent" resistance_flags = LAVA_PROOF | FIRE_PROOF salvage_loot = list(/obj/item/stack/crafting/armor_plate = 3) @@ -425,7 +425,7 @@ name = "paladin-slayer centurion helmet" desc = "Holding this object makes you feel like your genitals are shriveling up. If you have balls, you're certain they got smaller. Whoever wore this thing in the past had serious ego issues." icon_state = "legion-palacent" - item_state = "legion-palacent" + inhand_icon_state = "legion-palacent" resistance_flags = LAVA_PROOF | FIRE_PROOF salvage_loot = list(/obj/item/stack/crafting/armor_plate = 3) @@ -433,7 +433,7 @@ name = "canibal leg-ater helmet" desc = "A custom forged steel full helmet complete with abstract points and arches. The face is extremely intimidating, as it was meant to be. This particular one was ordered to be forged by Lil Caesar, given to his second leg-ater in exchange for his undying loyalty to the pizza chain." icon_state = "legion-legate" - item_state = "legion-legate" + inhand_icon_state = "legion-legate" flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR resistance_flags = LAVA_PROOF | FIRE_PROOF @@ -445,7 +445,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "legion-servant" - item_state = "legion-servant" + inhand_icon_state = "legion-servant" flags_inv = HIDEEARS flags_cover = null @@ -455,7 +455,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "legion-aux" - item_state = "legion-aux" + inhand_icon_state = "legion-aux" flags_inv = HIDEEARS flags_cover = null @@ -466,7 +466,7 @@ name = "NCR trooper helmet" desc = "A standard issue NCR steel helmet. Looks like you can write on it and strap a few items on the helmet band." icon_state = "ncr_steelpot" - item_state = "ncr_steelpot" + inhand_icon_state = "ncr_steelpot" strip_delay = 50 obj_flags = UNIQUE_RENAME reskinnable_component = /datum/component/reskinnable/ncr_helm @@ -480,7 +480,7 @@ name = "NCR storm helmet" desc = "A standard issue NCR steel helmet, issued with an additional pair of storm goggles for weather resistance." icon_state = "steelpot_goggles" - item_state = "steelpot_goggles" + inhand_icon_state = "steelpot_goggles" alt_toggle_message = "I push the goggles down " can_toggle = 1 flags_inv = HIDEEARS @@ -522,31 +522,31 @@ name = "NCR medic helmet" desc = "A standard issue NCR steel helmet with the addition of decalling signifying a medic." icon_state = "steelpot_med" - item_state = "steelpot_med" + inhand_icon_state = "steelpot_med" /obj/item/clothing/head/f13/ncr/steelpot_mp name = "NCR military police helmet" desc = "A standard issue NCR steel helmet emblazoned with the initials of the military police." icon_state = "steelpot_mp" - item_state = "steelpot_mp" + inhand_icon_state = "steelpot_mp" /obj/item/clothing/head/f13/ncr/steelpot_gambler name = "NCR gambler helmet" desc = "A standard issue NCR steel helmet. Stashed in the strap are decks of cards, dominoes and cigarettes for personal use." icon_state = "steelpot_gambler" - item_state = "steelpot_gambler" + inhand_icon_state = "steelpot_gambler" /obj/item/clothing/head/f13/ncr/steelpot_bandolier name = "NCR bandolier helmet" desc = "A standard issue NCR steel helmet. This one has clearly seen heavy use, as well as having additional bullets tucked into the strap." icon_state = "steelpot_bandolier" - item_state = "steelpot_bandolier" + inhand_icon_state = "steelpot_bandolier" /obj/item/clothing/head/hardhat/ncr name = "NCR engineer helmet" desc = "A standard issue NCR Infantry helmet, modified with a head lamp for engineers." icon_state = "hardhat0_ncr" - item_state = "hardhat0_ncr" + inhand_icon_state = "hardhat0_ncr" item_color = "ncr" hat_type = "ncr" flags_inv = HIDEEARS @@ -556,7 +556,7 @@ name = "NCR conscript helmet" desc = "A standard issue NCR steel helmet. Looks like you can write on it and strap a few items on the helmet band." icon_state = "ncr_steelpot" - item_state = "ncr_steelpot" + inhand_icon_state = "ncr_steelpot" flags_inv = HIDEEARS flags_cover = HEADCOVERSEYES visor_flags_cover = HEADCOVERSEYES @@ -567,67 +567,67 @@ name = "NCR field cap" desc = "A special issue canvas NCR field cap with cotton neckflap, for sun protection in arid climates." icon_state = "ncr_flapcap" - item_state = "ncr_flapcap" + inhand_icon_state = "ncr_flapcap" /obj/item/clothing/head/f13/ncr/ncr_slouch name = "NCR slouch hat" desc = "An irregular issue NCR sun hat, the left side of the brim is pinned to the crown for ease with shouldering rifles." icon_state = "ncr_slouch" - item_state = "ncr_slouch" + inhand_icon_state = "ncr_slouch" /obj/item/clothing/head/f13/ncr/ncr_stetson name = "NCR air cavalry stetson" desc = "A black brahmin leather stetson, authorized for usage amongst all troopers assigned to Air Cavalry units." icon_state = "ncr_stetson" - item_state = "ncr_stetson" + inhand_icon_state = "ncr_stetson" /obj/item/clothing/head/f13/ncr/ncr_cap name = "NCR garrison cap" desc = "A simple cloth garrison cap to be worn when a helmet isn't necessary." icon_state = "ncr_cap" - item_state = "ncr_cap" + inhand_icon_state = "ncr_cap" /obj/item/clothing/head/f13/ncr/ncr_campaign name = "NCR campaign hat" desc = "A khaki campaign hat, popularly used by senior NCOs in the NCRA." icon_state = "ncr_campaign" - item_state = "ncr_campaign" + inhand_icon_state = "ncr_campaign" /obj/item/clothing/head/beret/ncr name = "NCR officer beret" desc = "A green beret, standard issue for all commissioned NCR Officers." icon_state = "ncr_officer_beret" - item_state = "ncr_officer_beret" + inhand_icon_state = "ncr_officer_beret" /obj/item/clothing/head/beret/ncr/ncr_medic name = "NCR medical beret" desc = "A white beret, issued to officers of the medical corps." icon_state = "ncr_medical_beret" - item_state = "ncr_medical_beret" + inhand_icon_state = "ncr_medical_beret" /obj/item/clothing/head/beret/ncr/ncr_sapper name = "NCR Sapper beret" desc = "A grey beret, issued to troopers that have passed Sapper School." icon_state = "ncr_sapper_beret" - item_state = "ncr_sapper_beret" + inhand_icon_state = "ncr_sapper_beret" /obj/item/clothing/head/beret/ncr/ncr_sof name = "NCR SOF beret" desc = "A tan beret, issued members of the New California Republic Special Operations Command." icon_state = "ncr_sof_beret" - item_state = "ncr_sof_beret" + inhand_icon_state = "ncr_sof_beret" /obj/item/clothing/head/beret/ncr_dresscap name = "NCR peaked cap" desc = "A tan peaked cap with silver pin, designated for enlisted NCRA personnel." icon_state = "ncr_dresscap" - item_state = "ncr_dresscap" + inhand_icon_state = "ncr_dresscap" /obj/item/clothing/head/beret/ncr_codresscap name = "NCR peaked cap" desc = "A tan peaked cap with golden pin, designated for commissioned NCRA personnel." icon_state = "ncr_codresscap" - item_state = "ncr_codresscap" + inhand_icon_state = "ncr_codresscap" //NCR Ranger @@ -635,7 +635,7 @@ name = "NCR Ranger scout beret" desc = "A brown beret, issued to members of the NCR Recon Rangers." icon_state = "scoutberet" - item_state = "scoutberet" + inhand_icon_state = "scoutberet" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 2) /* /obj/item/clothing/head/beret/ncr_recon_ranger/Initialize() @@ -646,7 +646,7 @@ name = "NCR trail ranger hat" desc = "a rustic, homely style cowboy hat worn by NCR trail rangers. Yeehaw!" icon_state = "cowboyrang" - item_state = "cowboyrang" + inhand_icon_state = "cowboyrang" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 2) /* /obj/item/clothing/head/f13/trailranger/Initialize() @@ -657,7 +657,7 @@ name = "NCR ranger campaign hat" desc = "An NCR ranger hat, standard issue amongst all but the most elite rangers." icon_state = "rangerhat" - item_state = "rangerhat" + inhand_icon_state = "rangerhat" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 2) /* /obj/item/clothing/head/f13/ranger/Initialize() @@ -668,7 +668,7 @@ name = "NCR patrol helmet" desc = "A combat helmet hand-manufactured in the NCR and issued to patrol rangers." icon_state = "ncr_patrol_helmet" - item_state = "ncr_patrol_helmet" + inhand_icon_state = "ncr_patrol_helmet" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH salvage_loot = list(/obj/item/stack/crafting/armor_plate = 2) @@ -682,7 +682,7 @@ name = "ranger combat helmet" desc = "An old combat helmet, out of use around the time of the war." icon_state = "ranger" - item_state = "ranger" + inhand_icon_state = "ranger" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH resistance_flags = LAVA_PROOF | FIRE_PROOF @@ -702,20 +702,20 @@ name = "elite riot gear helmet" desc = "An old combat helmet seen in the divide, repurposed for higher ranking Rangers." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" /obj/item/clothing/head/helmet/f13/ncr/rangercombat/eliteriotweak name = "worn elite riot gear helmet" desc = "An old combat helmet seen in the divide, repurposed for higher ranking Rangers. This one seems aged..." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_DOWN_FIRE_T3, ARMOR_MODIFIER_DOWN_DT_T1) /obj/item/clothing/head/helmet/f13/ncr/rangercombat/desert name = "desert ranger combat helmet" desc = "An U.S Marine Corps helmet, used by the legendary Desert Rangers." icon_state = "desert_ranger" - item_state = "desert_ranger" + inhand_icon_state = "desert_ranger" /obj/item/clothing/head/helmet/f13/ncr/rangercombat/desert/whiskey name = "weathered ranger helmet" @@ -730,7 +730,7 @@ name = "reclaimed desert ranger gear" desc = "A refurbished and personalized set of pre-unification desert ranger gear." icon_state = "desert_ranger" - item_state = "desert_ranger" + inhand_icon_state = "desert_ranger" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH @@ -740,51 +740,51 @@ name = "brotherhood helmet" desc = "An improved combat helmet, bearing the symbol of the Knights." icon_state = "brotherhood_helmet_knight" - item_state = "brotherhood_helmet_knight" + inhand_icon_state = "brotherhood_helmet_knight" /obj/item/clothing/head/helmet/f13/combat/brotherhood/senior name = "brotherhood senior knight helmet" desc = "An improved combat helmet, bearing the symbol of a Senior Knight." icon_state = "brotherhood_helmet_senior" - item_state = "brotherhood_helmet_senior" + inhand_icon_state = "brotherhood_helmet_senior" /obj/item/clothing/head/helmet/f13/combat/brotherhood/captain name = "brotherhood head knight helmet" desc = "An improved combat helmet, bearing the symbol of the Head Knight." icon_state = "brotherhood_helmet_captain" - item_state = "brotherhood_helmet_captain" + inhand_icon_state = "brotherhood_helmet_captain" /obj/item/clothing/head/helmet/f13/combat/brotherhood/initiate name = "initiate helmet" desc = "An old degraded pre-war combat helmet, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_helmet" - item_state = "brotherhood_helmet" + inhand_icon_state = "brotherhood_helmet" /obj/item/clothing/head/helmet/f13/combat/brotherhood/initiate/mk2 name = "reinforced knight helmet" desc = "An advanced pre-war titanium plated, ceramic coated, kevlar, padded helmet designed to withstand extreme punishment of all forms, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_helmet" - item_state = "brotherhood_helmet" + inhand_icon_state = "brotherhood_helmet" /obj/item/clothing/head/helmet/f13/combat/brotherhood/outcast name = "brotherhood helmet" desc = " An improved combat helmet, bearing a series of red markings." icon_state = "brotherhood_helmet_outcast" - item_state = "brotherhood_helmet_outcast" + inhand_icon_state = "brotherhood_helmet_outcast" /obj/item/clothing/head/f13/boscap name = "brotherhood formal cap" desc = "A cap typically worn with the formal uniform for the local Brotherhood of Steel Chapter." icon_state = "boscap" - item_state = "boscap" + inhand_icon_state = "boscap" strip_delay = 20 /obj/item/clothing/head/f13/boscap/beret name = "brotherhood beret" desc = "A beret typically worn with the standard fatigues of the local Brotherhood of Steel Chapter." icon_state = "bos_beret" - item_state = "bos_beret" + inhand_icon_state = "bos_beret" //Oasis/Town @@ -792,7 +792,7 @@ name = "town tricorn" desc = "Why are there tricorns in the desert again?" icon_state = "tricorn" - item_state = "dethat" + inhand_icon_state = "dethat" flags_inv = HIDEHAIR /obj/item/clothing/head/f13/town/mayor @@ -819,7 +819,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "police_officer" - item_state = "police_officer" + inhand_icon_state = "police_officer" /* /obj/item/clothing/head/f13/town/officer/Initialize() . = ..() @@ -840,7 +840,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" /* /obj/item/clothing/head/f13/town/chief/Initialize() . = ..() @@ -850,7 +850,7 @@ name = "detective's fedora" desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this black hat." icon_state = "detectivealt" - item_state = "fedora" + inhand_icon_state = "fedora" flags_inv = HIDEHAIR @@ -864,7 +864,7 @@ icon = 'icons/fallout/clothing/khans.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/khaans.dmi' icon_state = "khan_helmet" - item_state = "khan_helmet" + inhand_icon_state = "khan_helmet" flags_inv = null flags_cover = null strip_delay = 20 @@ -879,7 +879,7 @@ /obj/item/clothing/head/helmet/f13/khan/pelt desc = "A helmet with traditional horns, but wasteland-chique fur trimming instead of the classic leather cover. For the horned tribals who wants to show off their hair." icon_state = "khan_helmetpelt" - item_state = "khan_helmetpelt" + inhand_icon_state = "khan_helmetpelt" /* /obj/item/clothing/head/helmet/f13/khan/pelt/Initialize() . = ..() @@ -890,7 +890,7 @@ name = "outlaw bandana" desc = "A bandana. Tougher than it looks. One side of the cloth is dark, the other red, so it can be reversed." icon_state = "khan_bandana" - item_state = "khan_bandana" + inhand_icon_state = "khan_bandana" strip_delay = 10 dynamic_hair_suffix = null dynamic_fhair_suffix = null @@ -919,11 +919,11 @@ to_chat(usr, span_notice("I turn the [src] inside out.")) if(src.helmettoggled) src.icon_state = "[initial(icon_state)]" - src.item_state = "[initial(icon_state)]" + src.inhand_icon_state = "[initial(icon_state)]" src.helmettoggled = FALSE else if(!src.helmettoggled) src.icon_state = "[initial(icon_state)]_t" - src.item_state = "[initial(icon_state)]_t" + src.inhand_icon_state = "[initial(icon_state)]_t" src.helmettoggled = TRUE usr.update_inv_head() for(var/X in actions) @@ -934,7 +934,7 @@ name = "Great Khan full helmet" desc = " A Khan helmet modified with steel horns and a full guard comprised of red sunglass lenses and a thick metal plate to conceal the lower face." icon_state = "khan_fullhelmet" - item_state = "khan_fullhelmet" + inhand_icon_state = "khan_fullhelmet" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT flags_cover = HEADCOVERSEYES strip_delay = 20 @@ -947,7 +947,7 @@ name = "infiltrator helmet" desc = "An insidious armored combat helmet with a red and black color scheme." icon_state = "infiltrator" - item_state = "infiltrator" + inhand_icon_state = "infiltrator" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT flags_cover = HEADCOVERSEYES mutantrace_variation = STYLE_MUZZLE @@ -957,7 +957,7 @@ name = "contractor helmet" desc = "An insidious armored combat helmet with a orange and black color scheme." icon_state = "syndicate-contract-helm" - item_state = "syndicate-contract-helm" + inhand_icon_state = "syndicate-contract-helm" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT flags_cover = HEADCOVERSEYES mutantrace_variation = STYLE_MUZZLE @@ -979,35 +979,35 @@ if("Black") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-helm-black" - item_state = "syndicate-helm-black" + inhand_icon_state = "syndicate-helm-black" if("Green Stripe") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-helm-black-green" - item_state = "syndicate-helm-black-green" + inhand_icon_state = "syndicate-helm-black-green" if("Orange Stripe") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-helm-black-orange" - item_state = "syndicate-helm-black-orange" + inhand_icon_state = "syndicate-helm-black-orange" if("Blue Stripe") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-helm-black-blue" - item_state = "syndicate-helm-black-blue" + inhand_icon_state = "syndicate-helm-black-blue" if("Red Stripe") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-helm-black-red" - item_state = "syndicate-helm-black-red" + inhand_icon_state = "syndicate-helm-black-red" if("Medic Marks") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-helm-black-med" - item_state = "syndicate-helm-black-med" + inhand_icon_state = "syndicate-helm-black-med" if("Engi Marks") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-helm-black-engie" - item_state = "syndicate-helm-black-engie" + inhand_icon_state = "syndicate-helm-black-engie" if("Contractor") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-contract-helm" - item_state = "syndicate-contract-helm" + inhand_icon_state = "syndicate-contract-helm" else return //Wayfarer @@ -1016,7 +1016,7 @@ name = "eerie helm" desc = "A helmet fastened from the skull of a deer. Something about it doesn't look right." icon_state = "shamskull" - item_state = "shamskull" + inhand_icon_state = "shamskull" /obj/item/clothing/head/f13/helmet/wayfarer @@ -1024,34 +1024,34 @@ name = "hunter headdress" desc = "Azure decorations dangle from the sturdy cap, it is sung that the wearers of these are watched over by the spirits." icon_state = "hunterhelm" - item_state = "hunterhelm" + inhand_icon_state = "hunterhelm" /obj/item/clothing/head/helmet/f13/wayfarer/antler name = "antler skullcap" desc = "An antler skull headdress traditionally worn by the spiritually inclined." icon_state = "antlerhelm" - item_state = "antlerhelm" + inhand_icon_state = "antlerhelm" /obj/item/clothing/head/helmet/f13/wayfarer/shamanblue name = "ritual headdress" desc = "An ancient mask fashioned at the coasts of the Great Salt Water, imbued with the ancestral blessing through a long forgotten ritual." icon_state = "shamanblue" - item_state = "shamanblue" + inhand_icon_state = "shamanblue" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR /obj/item/clothing/head/helmet/f13/wayfarer/shamanred name = "crimson mask" desc = "An uncanny helm passed down through generations, originating from a tribal culture once situated at the top of a Sonoran mesa." icon_state = "shamanred" - item_state = "shamanred" + inhand_icon_state = "shamanred" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR /obj/item/clothing/head/helmet/f13/wayfarer/chief name = "helm of the steady walk" desc = "A chief who chooses this protectron mantle embodies the defensive, a stalwart heart that protects their village above all other goals, even if it means hampering the growth of the village to do it." icon_state = "chiefblue" - item_state = "chiefblue" + inhand_icon_state = "chiefblue" actions_types = list(/datum/action/item_action/toggle) visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR @@ -1060,13 +1060,13 @@ name = "tribalized combat helmet" desc = "An old military grade pre-war combat helmet, repainted and re-purposed with bones and sinew." icon_state = "tribe_helmet" - item_state = "tribe_helmet" + inhand_icon_state = "tribe_helmet" /obj/item/clothing/head/helmet/f13/combat/mk2/tribal name = "tribalized reinforced helmet" desc = "An old military grade pre-war reinforced combat helmet, repainted and re-purposed with bones and sinew." icon_state = "tribe_helmet" - item_state = "tribe_helmet" + inhand_icon_state = "tribe_helmet" flags_inv = HIDEEARS|HIDEHAIR /obj/item/clothing/head/helmet/f13/wayfarer/chief/attack_self(mob/user) @@ -1076,13 +1076,13 @@ name = "helm of the piercing gaze" desc = "A chief who wears this assaultron helm is known for their prowess in battle, aggressiveness, intimidation and raw power in command. They are bold and strong." icon_state = "chiefred" - item_state = "chiefred" + inhand_icon_state = "chiefred" /obj/item/clothing/head/helmet/f13/wayfarer/chief/green name = "helm of the helping hand" desc = "The many eyed helper to the village and all, the Chief that chooses this Mr. Handy based mantle is clever and kind in equal measure, they embody industry and diplomacy. Though they aren't defensive, they are surgically precise in eliminating those who oppose them." icon_state = "chiefgreen" - item_state = "chiefgreen" + inhand_icon_state = "chiefgreen" //Followers @@ -1098,7 +1098,7 @@ name = "vtcc riot helmet" desc = "A riot helmet adapted from the design of most pre-war riot helmets, painted blue." icon_state = "vtcc_riot_helmet" - item_state = "vtcc_riot_helmet" + inhand_icon_state = "vtcc_riot_helmet" //Old World Militaries //US Army and PLA @@ -1109,7 +1109,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "army_cap" - item_state = "army_cap" + inhand_icon_state = "army_cap" dynamic_hair_suffix = "+generic" /obj/item/clothing/head/f13/army/officer @@ -1118,7 +1118,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "army_officer" - item_state = "army_officer" + inhand_icon_state = "army_officer" /obj/item/clothing/head/f13/army/general @@ -1127,7 +1127,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "army_general" - item_state = "army_general" + inhand_icon_state = "army_general" /obj/item/clothing/head/f13/army/beret name = "US Army beret" @@ -1135,7 +1135,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "army_beret" - item_state = "army_beret" + inhand_icon_state = "army_beret" /obj/item/clothing/head/f13/army/beret/airborne name = "US Army airborne beret" @@ -1143,7 +1143,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "army_beret_airborne" - item_state = "army_beret_airborne" + inhand_icon_state = "army_beret_airborne" /obj/item/clothing/head/f13/army/beret/rangers name = "US Army rangers beret" @@ -1151,7 +1151,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "army_beret_ranger" - item_state = "army_beret_ranger" + inhand_icon_state = "army_beret_ranger" /obj/item/clothing/head/f13/army/beret/specialforces name = "US Army special forces beret" @@ -1159,7 +1159,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "army_beret_specialforces" - item_state = "army_beret_specialforces" + inhand_icon_state = "army_beret_specialforces" //People's Liberation Army @@ -1169,7 +1169,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "chinese_soldier" - item_state = "chinese_soldier" + inhand_icon_state = "chinese_soldier" /obj/item/clothing/head/f13/chinese/officer name = "PLA officer's cap" @@ -1177,7 +1177,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "chinese_officer" - item_state = "chinese_officer" + inhand_icon_state = "chinese_officer" //Old World Law Enforcement //Police and State Police @@ -1188,7 +1188,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "police_officer" - item_state = "police_officer" + inhand_icon_state = "police_officer" /obj/item/clothing/head/f13/police/sergeant name = "police campaign hat" @@ -1196,7 +1196,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "police_sergeant" - item_state = "police_sergeant" + inhand_icon_state = "police_sergeant" /obj/item/clothing/head/f13/police/lieutenant name = "police lieutenant's cap" @@ -1204,7 +1204,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "police_lieutenant" - item_state = "police_lieutenant" + inhand_icon_state = "police_lieutenant" /obj/item/clothing/head/f13/police/chief name = "police chief's cap" @@ -1212,7 +1212,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" /obj/item/clothing/head/f13/police/trooper name = "state police campaign hat" @@ -1220,14 +1220,14 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "state_trooper" - item_state = "state_trooper" + inhand_icon_state = "state_trooper" // Unaligned Tribal /obj/item/clothing/head/helmet/f13/skull_helmet name = "skull mask" desc = "A tribal skull-mask adorned with decorative feathers and... are those real antler-horns? Ctrl + Shift to customise!" icon_state = "skullmask1" - item_state = "skullmask1" + inhand_icon_state = "skullmask1" flags_inv = HIDEEARS|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT var/is_hair_hidden = FALSE pocket_storage_component_path = null @@ -1270,55 +1270,55 @@ name = "NCR combat helmet" desc = "An old military grade pre-war combat helmet, repainted to the colour scheme of the New California Republic." icon_state = "ncr_helmet" - item_state = "ncr_helmet" + inhand_icon_state = "ncr_helmet" /obj/item/clothing/head/helmet/f13/combat/mk2/ncr name = "reinforced NCR combat helmet" desc = "An advanced pre-war titanium plated, ceramic coated, kevlar, padded helmet designed to withstand extreme punishment of all forms, repainted to the colour scheme of the New California Republic." icon_state = "ncr_helmet_mk2" - item_state = "ncr_helmet_mk2" + inhand_icon_state = "ncr_helmet_mk2" /obj/item/clothing/head/beret/ncr/ncr_recon name = "NCR First Recon beret" desc = "A red beret, issued to members of NCR First Recon." icon_state = "ncr_recon_beret" - item_state = "ncr_recon_beret" + inhand_icon_state = "ncr_recon_beret" /obj/item/clothing/head/beret/ncr/ncr_recon/worn name = "Worn NCR First Recon beret" desc = "A red beret, issued to members of NCR First Recon. This one is worn, having been kept when a soldier was transfered from the unit." icon_state = "ncr_recon_beret" - item_state = "ncr_recon_beret" + inhand_icon_state = "ncr_recon_beret" /obj/item/clothing/head/beret/ncr/ncr_scout name = "NCR Third Scout beret" desc = "A brown beret, issued to members of the NCR Third Scout Battallion." icon_state = "scoutberet" - item_state = "scoutberet" + inhand_icon_state = "scoutberet" /obj/item/clothing/head/beret/ncr/ncr_scout_lt name = "NCR Third Scout officer beret" desc = "A brown beret, issued to officers of the NCR Third Scout Battallion." icon_state = "scoutberet" - item_state = "scoutberet" + inhand_icon_state = "scoutberet" /obj/item/clothing/head/f13/ncr/medic name = "NCR medical helmet" desc = "A standard issue NCR Infantry helmet, colored to suit a medical officer." icon_state = "ncr_medical_helmet" - item_state = "ncr_medical_helmet" + inhand_icon_state = "ncr_medical_helmet" /obj/item/clothing/head/f13/ncr/mp name = "NCR military police helmet" desc = "A standard issue NCR helmet, with the letters \"MP\" scrawled on the front." icon_state = "ncr_MP" - item_state = "ncr_MP" + inhand_icon_state = "ncr_MP" /obj/item/clothing/head/f13/ncr/goggles name = "NCR storm helmet" desc = "A standard issue NCR Infantry helmet, with a pair of goggles attached to it." icon_state = "ncr_goggles_helmet" - item_state = "ncr_goggles_helmet" + inhand_icon_state = "ncr_goggles_helmet" toggle_message = "I pull the goggles down under " alt_toggle_message = "I push the goggles up onto the " can_toggle = 1 @@ -1359,7 +1359,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "legion-combat" - item_state = "legion-combat" + inhand_icon_state = "legion-combat" /obj/item/clothing/head/helmet/f13/combat/mk2/legion name = "reinforced Legion combat helmet" @@ -1367,7 +1367,7 @@ icon = 'icons/fallout/clothing/hats.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon_state = "legion-combat2" - item_state = "legion-combat2" + inhand_icon_state = "legion-combat2" //Enclave / Remnant @@ -1376,10 +1376,10 @@ name = "enclave forge cap" desc = "A resistant, black forage cap issued to Enclave Officers." icon_state = "enclave_cap" - item_state = "enclave_cap" + inhand_icon_state = "enclave_cap" /obj/item/clothing/head/helmet/f13/combat/enclave name = "enclave combat helmet" desc = "An intimidating helmet that is issued with it's corresponding suit." icon_state = "enclave_new" - item_state = "enclave_new" + inhand_icon_state = "enclave_new" diff --git a/code/modules/clothing/head/f13head.dm b/code/modules/clothing/head/f13head.dm index aca51de766..b9435320ad 100644 --- a/code/modules/clothing/head/f13head.dm +++ b/code/modules/clothing/head/f13head.dm @@ -4,7 +4,7 @@ name = BODY_ZONE_HEAD icon = 'icons/obj/clothing/hats.dmi' icon_state = "top_hat" - item_state = "that" + inhand_icon_state = "that" body_parts_covered = HEAD slot_flags = INV_SLOTBIT_HEAD var/blockTracking = 0 //For AI tracking @@ -29,7 +29,7 @@ name = "helmet" desc = "Standard Security gear. Protects the head from impacts." icon_state = "helmet" - item_state = "helmet" + inhand_icon_state = "helmet" armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 50, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20) flags_inv = HIDEEARS | HIDEHAIR cold_protection = HEAD @@ -52,7 +52,7 @@ name = "combat helmet" desc = "An old military grade pre-war combat helmet." icon_state = "combat_helmet" - item_state = "combat_helmet" + inhand_icon_state = "combat_helmet" armor = ARMOR_VALUE_MEDIUM strip_delay = 50 flags_inv = HIDEEARS|HIDEHAIR @@ -77,7 +77,7 @@ name = "reinforced combat helmet" desc = "An advanced pre-war titanium plated, ceramic coated, kevlar, padded helmet designed to withstand extreme punishment of all forms." icon_state = "combat_helmet_mk2" - item_state = "combat_helmet_mk2" + inhand_icon_state = "combat_helmet_mk2" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_MELEE_T2) flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR flags_cover = HEADCOVERSEYES @@ -87,7 +87,7 @@ name = "weathered aethergiest power armor helmet" desc = "An Enclave 'Equalizer' Advanced power armor helmet-- though this one appears to be more like a mask, to accommodate a aethergiest's uniquely shaped skull. The polarized yellow lenses have long since stopped functioning, and one of the lenses is badly cracked. It's pretty hard to see out of, but it's something, at least." icon_state = "arroyohelm" - item_state = "arroyohelm" + inhand_icon_state = "arroyohelm" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_MELEE_T2) resistance_flags = LAVA_PROOF | FIRE_PROOF slowdown = ARMOR_SLOWDOWN_NONE * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -104,7 +104,7 @@ name = "customized raider combat helmet" desc = "A reinforced combat helmet painted black with the laser designator removed." icon_state = "combat_helmet_raider" - item_state = "combat_helmet_raider" + inhand_icon_state = "combat_helmet_raider" /obj/item/clothing/head/helmet/f13/combat/rangerbroken name = "broken riot helmet" @@ -120,7 +120,7 @@ /obj/item/clothing/head/helmet/f13/combat/rangerbroken/smog name = "winterized riot helmet" icon_state = "modified_usmc_riot_smog" - item_state = "modified_usmc_riot_smog" + inhand_icon_state = "modified_usmc_riot_smog" desc = "This helmet was originally intended to be a riot helmet meant for cold climates, now it's a part of a generational heirloom, the once functional night vision has been shot out in one eye, rendering it totally useless, a bullet casing hangs from the now useless radio, tuned in to a dead frequency. an old Alaskan flag is emblazoned on the side." flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH @@ -133,7 +133,7 @@ name = "SWAT combat helmet" desc = "A prewar combat helmet issued to S.W.A.T. personnel." icon_state = "swatsyndie" - item_state = "swatsyndie" + inhand_icon_state = "swatsyndie" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -141,7 +141,7 @@ name = "environmental armor helmet" desc = "A full head helmet and gas mask, developed for use in heavily contaminated environments." icon_state = "env_helmet" - item_state = "env_helmet" + inhand_icon_state = "env_helmet" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) strip_delay = 60 equip_delay_other = 60 @@ -157,7 +157,7 @@ name = "sulphite helmet" desc = "A sulphite raider helmet, affixed with thick anti-ballistic glass over the eyes." icon_state = "sulphite_helm" - item_state = "sulphite_helm" + inhand_icon_state = "sulphite_helm" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_FIRE_T3) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH @@ -168,7 +168,7 @@ name = "metal helmet" desc = "An iron helmet forged by tribal warriors, with a unique design to protect the face from arrows and axes." icon_state = "metalhelmet" - item_state = "metalhelmet" + inhand_icon_state = "metalhelmet" flags_inv = HIDEMASK|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_MELEE_T2) mutantrace_variation = STYLE_MUZZLE @@ -176,20 +176,20 @@ /obj/item/clothing/head/helmet/knight/f13/metal/reinforced name = "reinforced metal helmet" icon_state = "metalhelmet_r" - item_state = "metalhelmet_r" + inhand_icon_state = "metalhelmet_r" armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T3, ARMOR_MODIFIER_UP_MELEE_T2) /obj/item/clothing/head/helmet/knight/f13/rider name = "rider helmet" //Not raider. Rider. desc = "It's a fancy dark metal helmet with orange spray painted flames." icon_state = "rider" - item_state = "rider" + inhand_icon_state = "rider" /obj/item/clothing/head/helmet/f13/metalmask name = "metal mask" desc = "A crudely formed metal hockey mask." icon_state = "metal_mask" - item_state = "metal_mask" + inhand_icon_state = "metal_mask" toggle_message = "I lower" alt_toggle_message = "I raise" can_toggle = 1 @@ -215,7 +215,7 @@ name = "reinforced metal mask" desc = "A reinforced metal hockey mask." icon_state = "metal_mask2" - item_state = "metal_mask2" + inhand_icon_state = "metal_mask2" armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T3, ARMOR_MODIFIER_UP_MELEE_T3) @@ -223,14 +223,14 @@ name = "hockey mask" desc = "A hockey mask made out of some pretty tough plastic, it's covered in scratches" icon_state = "metal_mask2" - item_state = "metal_mask2" + inhand_icon_state = "metal_mask2" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T1) /obj/item/clothing/head/helmet/f13/tesla name = "tesla helmet" desc = "A prewar armor design by Nikola Tesla before being confiscated by the U.S. government. Provides high energy weapons resistance." icon_state = "tesla_helmet" - item_state = "tesla_helmet" + inhand_icon_state = "tesla_helmet" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR var/hit_reflect_chance = 20 protected_zones = list(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_GROIN, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) @@ -392,7 +392,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' icon_state = "t45bhelmet" - item_state = "t45bhelmet" + inhand_icon_state = "t45bhelmet" armor = ARMOR_VALUE_HEAVY armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1) deflect_damage = 5 @@ -403,20 +403,20 @@ name = "Weathered Deathclaw Power Armor Helmet" desc = "An Enclave 'Equalizer' Advanced power armor helmet-- though this one appears to be more like a mask, to accommodate a aethergiest's uniquely shaped skull. The polarized yellow lenses have long since stopped functioning, and one of the lenses is badly cracked. It's pretty hard to see out of, but it's something, at least." icon_state = "arroyohelm" - item_state = "arroyohelm" + inhand_icon_state = "arroyohelm" flags_inv = HIDESNOUT /obj/item/clothing/head/helmet/f13/power_armor/fluff/pappavol name = "Decaying Power Armor Helmet" desc = "Big and green with hints of rust that cover its decaying metal robotic frame. It looks like it was custom built... Roughly put together with shitty welding and crude rivets that hold the green rusty metal together." icon_state = "pappavolhelm" - item_state = "pappavolhelm" + inhand_icon_state = "pappavolhelm" flags_inv = HIDESNOUT /obj/item/clothing/head/helmet/f13/power_armor/t45b name = "Power Armor Helmet Exo-Skeleton" desc = "The helmet of a power armors exo-skeleton." icon_state = "t45bhelmet" - item_state = "t45bhelmet" + inhand_icon_state = "t45bhelmet" armor = ARMOR_VALUE_SALVAGE salvaged_type = /obj/item/clothing/head/helmet/f13/heavy/salvaged_pa/t45b @@ -424,21 +424,21 @@ name = "powered scrap helmet" desc = "It's a helmet made of scrap metal and wires, some poor attempt at a power armor helmet." icon_state = "raiderpa_helm" - item_state = "raiderpa_helm" + inhand_icon_state = "raiderpa_helm" salvaged_type = /obj/item/clothing/head/helmet/f13/raidermetal /obj/item/clothing/head/helmet/f13/power_armor/t45d name = "T-45d power helmet" desc = "t's an old pre-War power armor helmet. It's pretty hot inside of it." icon_state = "t45dhelmet0" - item_state = "t45dhelmet0" + inhand_icon_state = "t45dhelmet0" actions_types = list(/datum/action/item_action/toggle_helmet_light) armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1) salvaged_type = /obj/item/clothing/head/helmet/f13/heavy/salvaged_pa/t45d /obj/item/clothing/head/helmet/f13/power_armor/t45d/update_icon_state() icon_state = "t45dhelmet[light_on]" - item_state = "t45dhelmet[light_on]" + inhand_icon_state = "t45dhelmet[light_on]" /obj/item/clothing/head/helmet/f13/power_armor/t45d/bos name = "Brotherhood T-45d power helmet" @@ -446,20 +446,20 @@ /obj/item/clothing/head/helmet/f13/power_armor/t45d/bos/update_icon_state() icon_state = "t45dhelmet[light_on]" - item_state = "t45dhelmet[light_on]" + inhand_icon_state = "t45dhelmet[light_on]" /obj/item/clothing/head/helmet/f13/power_armor/t51b name = "T-51b power helmet" desc = "It's a T-51b power helmet, typically used by the Brotherhood. It looks somewhat charming." icon_state = "t51bhelmet0" - item_state = "t51bhelmet0" + inhand_icon_state = "t51bhelmet0" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1) actions_types = list(/datum/action/item_action/toggle_helmet_light) salvaged_type = /obj/item/clothing/head/helmet/f13/heavy/salvaged_pa/t51b /obj/item/clothing/head/helmet/f13/power_armor/t51b/update_icon_state() icon_state = "t51bhelmet[light_on]" - item_state = "t51bhelmet[light_on]" + inhand_icon_state = "t51bhelmet[light_on]" /obj/item/clothing/head/helmet/f13/power_armor/t51b/bos name = "T-51b power helmet" @@ -467,20 +467,20 @@ /obj/item/clothing/head/helmet/f13/power_armor/t51b/bos/update_icon_state() icon_state = "t51bhelmet[light_on]" - item_state = "t51bhelmet[light_on]" + inhand_icon_state = "t51bhelmet[light_on]" /obj/item/clothing/head/helmet/f13/power_armor/t60 name = "T-60a power helmet" desc = "The T-60 powered helmet, equipped with targetting software suite, Friend-or-Foe identifiers, dynamic HuD, and an internal music player." icon_state = "t60helmet0" - item_state = "t60helmet0" + inhand_icon_state = "t60helmet0" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1) actions_types = list(/datum/action/item_action/toggle_helmet_light) salvaged_type = /obj/item/clothing/head/helmet/f13/heavy/salvaged_pa/t60 /obj/item/clothing/head/helmet/f13/power_armor/t60/update_icon_state() icon_state = "t60helmet[light_on]" - item_state = "t60helmet[light_on]" + inhand_icon_state = "t60helmet[light_on]" /obj/item/clothing/head/helmet/f13/power_armor/t60/pineapple name = "degraded T-60a power helmet" @@ -491,7 +491,7 @@ name = "Midwestern T-51b power helmet" desc = "This helmet belongs to the Midwestern branch of the Brotherhood of Steel." icon_state = "midwestgrey_helm" - item_state = "midwestgrey_helm" + inhand_icon_state = "midwestgrey_helm" actions_types = list(/datum/action/item_action/toggle_helmet_light) salvaged_type = /obj/item/clothing/head/helmet/f13/heavy/salvaged_pa/midwest @@ -499,7 +499,7 @@ name = "Hardened midwestern T-51b power helmet" desc = "This helmet belongs to the Midwestern branch of the Brotherhood of Steel. This particular one has gone through a chemical hardening process, increasing its armor capabilities." icon_state = "midwestpa_helm" - item_state = "midwestpa_helm" + inhand_icon_state = "midwestpa_helm" actions_types = list(/datum/action/item_action/toggle_helmet_light) salvaged_type = /obj/item/clothing/head/helmet/f13/heavy/salvaged_pa/midwest/hardened @@ -507,7 +507,7 @@ name = "excavator power helmet" desc = "The helmet of the excavator power armor suit." icon_state = "excavator" - item_state = "excavator" + inhand_icon_state = "excavator" actions_types = list(/datum/action/item_action/toggle_helmet_light) armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_BULLET_T3, ARMOR_MODIFIER_DOWN_LASER_T3, ARMOR_MODIFIER_UP_ENV_T3, ARMOR_MODIFIER_UP_DT_T1) @@ -515,14 +515,14 @@ name = "advanced power helmet" desc = "It's an advanced power armor MK1 helmet, typically used by the Enclave. It looks somewhat threatening." icon_state = "advhelmet1" - item_state = "advhelmet1" + inhand_icon_state = "advhelmet1" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_LASER_T2) /obj/item/clothing/head/helmet/f13/power_armor/advanced/hellfire name = "hellfire power armor" desc = "A deep black helmet of Enclave-manufactured heavy power armor with yellow ballistic glass, based on pre-war designs such as the T-51 and improving off of data gathered by post-war designs such as the X-01. Most commonly fielded on the East Coast, no other helmet rivals it's strength." icon_state = "hellfirehelm" - item_state = "hellfirehelm" + inhand_icon_state = "hellfirehelm" //Part of the peacekeeper enclave stuff, adjust values as needed. @@ -530,7 +530,7 @@ name = "Enclave power armor helmet" desc = "The Enclave Mark II Powered Combat Armor helmet." icon_state = "advanced" - item_state = "advanced" + inhand_icon_state = "advanced" slowdown = 0.1 armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_BULLET_T3, ARMOR_MODIFIER_UP_LASER_T3) actions_types = list(/datum/action/item_action/toggle_helmet_light) @@ -543,7 +543,7 @@ name = "tribal power helmet" desc = "This power armor helmet was salvaged by savages from the battlefield.
They believe that these helmets capture the spirits of their fallen wearers, so they painted some runes on to give it a more sacred meaning." icon_state = "tribal" - item_state = "tribal" + inhand_icon_state = "tribal" flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_DOWN_BULLET_T2, ARMOR_MODIFIER_DOWN_LASER_T2) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR @@ -558,7 +558,7 @@ name = "rastacap" desc = "Him haffi drop him fork and run,
Him can't stand up to Jah Jah son,
Him haffi lef' ya with him gun,
Dig off with him bomb." icon_state = "rastacap" - item_state = "fedora" + inhand_icon_state = "fedora" cold_protection = HEAD //This tam brings the warm reggae and Jamaican sun with it. min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT @@ -566,44 +566,44 @@ name = "hairband" desc = "Pretty yellow hairband" icon_state = "50shairband" - item_state = "50shairband" + inhand_icon_state = "50shairband" /obj/item/clothing/head/f13/nursehat name = "nursehat" desc = "White cloth headdress for nurses" icon_state = "nursehat" - item_state = "nursehat" + inhand_icon_state = "nursehat" /obj/item/clothing/head/f13/beaver name = "beaverkin" desc = "A hat made from felted beaver fur which makes the wearer feel both comfortable and elegant." icon_state = "beaver" - item_state = "that" + inhand_icon_state = "that" /obj/item/clothing/head/f13/purple name = "purple top hat" desc = "I may not own the best jail in the observed Universe, or the best chocolate factory in the entire world, but at least you can try to have that purple top hat." icon_state = "ptophat" - item_state = "that" + inhand_icon_state = "that" /obj/item/clothing/head/f13/trilby name = "feather trilby" desc = "A sharp, stylish blue hat with a feather." icon_state = "trilby" - item_state = "fedora" + inhand_icon_state = "fedora" /obj/item/clothing/head/f13/stormchaser name = "stormchaser hat" desc = "Home, home on the wastes,
Where the mole rat and the fire gecko play.
Where seldom is heard a discouraging word,
And my skin is not glowing all day." icon_state = "stormchaser" - item_state = "fedora" + inhand_icon_state = "fedora" flags_inv = HIDEEARS|HIDEHAIR /obj/item/clothing/head/f13/headscarf name = "headscarf" desc = "A piece of cloth worn on head for a variety of purposes, such as protection of the head or hair from rain, wind, dirt, cold, warmth, for sanitation, for fashion, recognition or social distinction - with religious significance, to hide baldness, out of modesty, or other forms of social convention." icon_state = "headscarf" - item_state = "dethat" + inhand_icon_state = "dethat" flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR /obj/item/clothing/head/f13/headscarf/Initialize() @@ -614,7 +614,7 @@ name = "metal cooking pot" desc = "Step one: Start with the sauce.
Step two: Add the noodles.
Step three: Stir the pasta.
Step four: Turn up the heat.
Step five: Burn the house." icon_state = "pot" - item_state = "fedora" + inhand_icon_state = "fedora" force = 20 hitsound = 'sound/items/trayhit1.ogg' flags_inv = HIDEHAIR @@ -623,7 +623,7 @@ name = "cowboy hat" desc = "I've never seen so many men wasted so badly." icon_state = "cowboy" - item_state = "dethat" + inhand_icon_state = "dethat" flags_inv = HIDEHAIR /obj/item/clothing/head/f13/cowboy/Initialize() @@ -635,7 +635,7 @@ name = "bandit hat" desc = "A black cowboy hat with a large brim that's curved to the sides.
A silver eagle pin is attached to the front." icon_state = "bandit" - item_state = "fedora" + inhand_icon_state = "fedora" flags_inv = HIDEHAIR /obj/item/clothing/head/f13/bandit/Initialize() @@ -646,7 +646,7 @@ name = "gambler hat" desc = "A perfect hat for a ramblin' gamblin' man." //But I got to ramble (ramblin' man) //Oh I got to gamble (gamblin' man) //Got to got to ramble (ramblin' man) //I was born a ramblin' gamblin' man icon_state = "gambler" - item_state = "dethat" + inhand_icon_state = "dethat" flags_inv = HIDEHAIR /obj/item/clothing/head/f13/gambler/Initialize() @@ -658,7 +658,7 @@ name = "motorcycle helmet" desc = "A type of helmet used by motorcycle riders.
The primary goal of a motorcycle helmet is motorcycle safety - to protect the rider's head during impact, thus preventing or reducing head injury and saving the rider's life." icon_state = "motorcycle" - item_state = "motorcycle" + inhand_icon_state = "motorcycle" flags_cover = HEADCOVERSEYES flags_inv = HIDEMASK|HIDEEARS|HIDEHAIR strip_delay = 10 @@ -671,7 +671,7 @@ name = "firefighter helmet" desc = "A firefighter's helmet worn on top of a fire-retardant covering and broken gas mask.
It smells heavily of sweat." icon_state = "firefighter" - item_state = "firefighter" + inhand_icon_state = "firefighter" flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR cold_protection = HEAD @@ -685,7 +685,7 @@ name = "vaquero hat" desc = "An old sombrero worn by Vaqueros to keep off the harsh sun." icon_state = "vaquerohat" - item_state = "vaquerohat" + inhand_icon_state = "vaquerohat" flags_inv = HIDEEARS|HIDEHAIR /obj/item/clothing/head/helmet/f13/wastewarhat @@ -694,7 +694,7 @@ icon = 'icons/fallout/clothing/helmets.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon_state = "wastewar" - item_state = "wastewar" + inhand_icon_state = "wastewar" flags_inv = HIDEEARS|HIDEHAIR /obj/item/clothing/head/helmet/f13/wastewarhat/Initialize() @@ -706,7 +706,7 @@ name = "hooded mask" desc = "A gask mask with the addition of a hood." icon_state = "Hooded_Gas_Mask" - item_state = "Hooded_Gas_Mask" + inhand_icon_state = "Hooded_Gas_Mask" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR dynamic_hair_suffix = "" dynamic_fhair_suffix = "" @@ -715,7 +715,7 @@ name = "brahmin leather cowboy hat" desc = "A cowboy hat made from brahmin hides." icon_state = "brahmin_leather_cowboy_hat" - item_state = "brahmin_leather_cowboy_hat" + inhand_icon_state = "brahmin_leather_cowboy_hat" flags_inv = HIDEEARS|HIDEHAIR /obj/item/clothing/head/helmet/f13/brahmincowboyhat/Initialize() @@ -726,7 +726,7 @@ name = "Rusted Cowboy Hat" desc = "A hat made from tanned leather hide." icon_state = "rusted_cowboy" - item_state = "rusted_cowboy" + inhand_icon_state = "rusted_cowboy" flags_inv = HIDEEARS|HIDEHAIR /obj/item/clothing/head/helmet/f13/rustedcowboyhat/Initialize() @@ -737,14 +737,14 @@ name = "police hat" desc = "The wasteland's finest." icon_state = "retropolice" - item_state = "fedora" + inhand_icon_state = "fedora" flags_inv = HIDEHAIR /obj/item/clothing/head/f13/unberet name = "United Nations beret" desc = "A beret in the color and with a logo of the United Nations." icon_state = "unberet" - item_state = "unberet" + inhand_icon_state = "unberet" mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon = 'icons/fallout/clothing/hats.dmi' armor = ARMOR_VALUE_CLOTHES @@ -753,7 +753,7 @@ name = "Russian VDV beret" desc = "A beret in the colors and fashion of the Russian VDV" icon_state = "rusvdv" - item_state = "rusvdv" + inhand_icon_state = "rusvdv" mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' icon = 'icons/fallout/clothing/hats.dmi' @@ -768,7 +768,7 @@ name = "Reinforced Rider Helmet" //Not raider. Rider. //Count up your sins desc = "It's a fancy two-tone metal helmet. It's been lined with additional plating and given a fresh coat of paint." icon_state = "riderw" - item_state = "riderw" + inhand_icon_state = "riderw" //Soft caps /obj/item/clothing/head/soft/f13 @@ -807,27 +807,27 @@ name = "Peaked Cap" desc = "A resistant, tan peaked cap, typically worn by pre-War Generals." icon_state = "macarthur" - item_state = "macarthur" + inhand_icon_state = "macarthur" /obj/item/clothing/head/helmet/f13/ncr/rangercombat/rigscustom name = "11th armored calvary helmet" desc = "An advanced combat helmet used by the 11th Armored Calvary Regiment before the war. There is a worn and faded 11th Armored Calvary Regiment's insignia just above the visor. The helmet itself has some scratches and dents sustained from battle." icon_state = "rigscustom_helmet" - item_state = "rigscustom_helmet" + inhand_icon_state = "rigscustom_helmet" icon = 'icons/fallout/clothing/hats.dmi' /obj/item/clothing/head/helmet/f13/ncr/rangercombat/pricecustom name = "spider riot helmet" desc = "A customised riot helmet reminiscient of the more advanced riot helmets found in the Divide, sporting purple lenses over the traditional red or green and a pair of red fangs painted over the respirator. The back of the helmet has a the face of an albino spider painted over it." icon_state = "price_ranger" - item_state = "price_ranger" + inhand_icon_state = "price_ranger" /obj/item/clothing/head/helmet/f13/ncr/rangercombat/foxcustom name = "reclaimed ranger-hunter combat helmet" desc = "A reclaimed Ranger-Hunter centurion helmet, carefully and lovingly restored to working condition with a sniper's veil wrapped around the neck. 'DE OPPRESSO LIBER' is stenciled on the front." icon_state = "foxranger" - item_state = "foxranger" + inhand_icon_state = "foxranger" actions_types = list(/datum/action/item_action/toggle) toggle_message = "I put the sniper's veil on" alt_toggle_message = "I take the sniper's veil off" @@ -838,7 +838,7 @@ name = "reclaimed ranger-hunter combat helmet" desc = "A reclaimed Ranger-Hunter centurion helmet, carefully and lovingly restored to working condition with a sniper's veil wrapped around the neck. 'DE OPPRESSO LIBER' is stenciled on the front." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" actions_types = list(/datum/action/item_action/toggle) toggle_message = "I put the sniper's veil on" alt_toggle_message = "I take the sniper's veil off" @@ -849,7 +849,7 @@ name = "veteran patrol stetson" desc = "A weathered campaign hat tightly fitted over the viscera of a ranger combat helmet. The old stetson is faded with age and heavy use, having seen the green shores of California to the white peaks of the rockies." icon_state = "mosshelmet" - item_state = "mosshelmet" + inhand_icon_state = "mosshelmet" flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACE flags_cover = HEADCOVERSEYES @@ -857,20 +857,20 @@ name = "jasons mask" desc = "A metal mask made specifically for jason." icon_state = "jasonmask" - item_state = "jasonmask" + inhand_icon_state = "jasonmask" /obj/item/clothing/head/welding/f13/fire name = "cremator welding helmet" desc = "A welding helmet with flames painted on it.
It sure is creepy but also badass." icon_state = "welding_fire" - item_state = "welding" + inhand_icon_state = "welding" tint = 1 /obj/item/clothing/head/helmet/f13/atombeliever name = "believer headdress" desc = "The headwear of the true faith." icon_state = "atombeliever" - item_state = "atombeliever" + inhand_icon_state = "atombeliever" dynamic_hair_suffix = "" dynamic_fhair_suffix = "" @@ -878,18 +878,18 @@ name = "gambler ranger hat" desc = "A rustic, homely style gambler hat adorning an Texas Ranger patch. Yeehaw!" icon_state = "gamblerrang" - item_state = "gamblerrang" + inhand_icon_state = "gamblerrang" /obj/item/clothing/head/helmet/f13/legion/venator/diohelmet name = "galerum lacertarex" desc = "The hide of a deadly green gecko affixed over a reinforced legion helmet. Its ghastly appearance serves as an intimidating gesture to those who do not yet fear the Lizard King." icon_state = "diohelmet" - item_state = "diohelmet" + inhand_icon_state = "diohelmet" /obj/item/clothing/head/helmet/f13/herbertranger name = "weathered desert ranger helmet" icon_state = "modified_usmc_riot" - item_state = "modified_usmc_riot" + inhand_icon_state = "modified_usmc_riot" desc = "An ancient USMC riot helmet. This paticular piece retains the classic colouration of the legendary Desert Rangers, and looks as if it has been worn for decades; its night vision no longer seems to be functional. Scratched into the helmet is the sentence: 'Death to the Devils that simulate our freedom.'" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH @@ -901,7 +901,7 @@ name = "boss of the plains hat" desc = "A thick undyed felt cowboy hat, bleached from excessive sun exposure and creased from heavy usage." icon_state = "marlowhat" - item_state = "marlowhat" + inhand_icon_state = "marlowhat" flags_inv = HIDEEARS|HIDEHAIR /obj/item/clothing/head/helmet/f13/marlowhat/Initialize() @@ -912,7 +912,7 @@ name = "grey cowboy hat" desc = "A simple grey cowboy hat." icon_state = "ranger_grey_hat" - item_state = "ranger_grey_hat" + inhand_icon_state = "ranger_grey_hat" flags_inv = HIDEEARS|HIDEHAIR /obj/item/clothing/head/f13/ranger_hat/Initialize() //HQ parts reinforcement @@ -924,25 +924,25 @@ desc = "A grey cowboy hat with a hat band decorated with brassen rings." icon = 'icons/mob/clothing/head.dmi' icon_state = "ranger_hat_grey_banded" - item_state = "ranger_hat_grey_banded" + inhand_icon_state = "ranger_hat_grey_banded" /obj/item/clothing/head/f13/ranger_hat/tan name = "tan cowboy hat" desc = "A thick tanned leather hat, with a Montana Peak crease." icon_state = "ranger_tan_hat" - item_state = "ranger_tan_hat" + inhand_icon_state = "ranger_tan_hat" /obj/item/clothing/head/f13/chinahelmetcosmetic name = "dysfunctional chinese stealth helmet" desc = "A bright yellow visor in a timelessly infamous shape makes this helmet immediately recognizable. It's non-ballistic, and it's power unit for the HUD has been long since removed." icon_state = "stealthhelmet" - item_state = "stealthhelmet" + inhand_icon_state = "stealthhelmet" /obj/item/clothing/glasses/f13/tribaleyepatch name = "bandage eyepatch" desc = "A set of heavy bandages wrapped around the head. Made to protect the eye from whatever injury occured." icon_state = "eyepatch_white_r" - item_state = "eyepatch_white_r" + inhand_icon_state = "eyepatch_white_r" /obj/item/clothing/head/helmet/skull/bone name = "Reinforced skull helmet" @@ -950,7 +950,7 @@ flags_inv = HIDEEARS|HIDEFACE flags_cover = HEADCOVERSEYES icon_state = "bone_dancer_helmet" - item_state = "bone_dancer_helmet" + inhand_icon_state = "bone_dancer_helmet" strip_delay = 100 /obj/item/clothing/head/helmet/f13/knighthelmet @@ -958,7 +958,7 @@ desc = "A classic metal helmet worn by all ranks of knights and horsemen of the Old Era.
This one is painted red." icon = 'icons/obj/clothing/hats.dmi' icon_state = "knight_red" - item_state = "knight_red" + inhand_icon_state = "knight_red" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -968,7 +968,7 @@ desc = "What may appear to be a simple black garment is in fact a lightly padded helmet. Standard issue ninja gear." icon = 'icons/obj/clothing/hats.dmi' icon_state = "s-ninja" - item_state = "s-ninja_mask" + inhand_icon_state = "s-ninja_mask" flags_inv = HIDEEARS|HIDEHAIR|HIDEFACIALHAIR armor = ARMOR_VALUE_LIGHT @@ -977,7 +977,7 @@ desc = "A decent durathread police hat, it's sturdy but won't stop anything too strong." icon = 'icons/obj/clothing/hats.dmi' icon_state = "police_officer" - item_state = "police_officer" + inhand_icon_state = "police_officer" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -986,7 +986,7 @@ desc = "A decent durathread police hat, it's sturdy but won't stop anything too strong, this one has silver decorations." icon = 'icons/obj/clothing/hats.dmi' icon_state = "police_lieutenant" - item_state = "police_lieutenant" + inhand_icon_state = "police_lieutenant" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -996,7 +996,7 @@ desc = "A decent durathread police hat, it's sturdy but won't stop anything too strong, this one has gold decorations." icon = 'icons/obj/clothing/hats.dmi' icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -1005,6 +1005,6 @@ desc = "A decent durathread police hat, it's sturdy but won't stop anything too strong, this one has search and rescue insignia." icon = 'icons/obj/clothing/hats.dmi' icon_state = "police_snr" - item_state = "police_snr" + inhand_icon_state = "police_snr" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) diff --git a/code/modules/clothing/head/f13heavy_helmets.dm b/code/modules/clothing/head/f13heavy_helmets.dm index c7142739e0..11cacdfb85 100644 --- a/code/modules/clothing/head/f13heavy_helmets.dm +++ b/code/modules/clothing/head/f13heavy_helmets.dm @@ -13,20 +13,20 @@ name = "salvaged T-45b helmet" desc = "It's a salvaged T-45b power armor helmet." icon_state = "t45bhelmet" - item_state = "t45bhelmet" + inhand_icon_state = "t45bhelmet" /obj/item/clothing/head/helmet/f13/heavy/salvaged_pa/t45b/raider name = "raider T-45b power helmet" desc = "a raider's attempt to duplicate a power armor helmet. The result is a fuzed mass of metal and ceramic that nonetheless provides protection" icon_state = "raiderpa_helm" - item_state = "raiderpa_helm" + inhand_icon_state = "raiderpa_helm" armor = ARMOR_VALUE_SALVAGE /obj/item/clothing/head/helmet/f13/power_armor/t45b/hotrod name = "Refurbished T-45b Hotrod helmet" desc = "This power armor helmet was restored and modified to protect against flames and high intensity lasers at the cost of some protection against blunt trauma." icon_state = "t45hotrod_helm" - item_state = "t45hotrod_helm" + inhand_icon_state = "t45hotrod_helm" armor = ARMOR_VALUE_SALVAGE armor_tokens = list( ARMOR_MODIFIER_UP_FIRE_T3, ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_UP_LASER_T3,) slowdown = ARMOR_SLOWDOWN_REPA * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -35,20 +35,20 @@ name = "ncr salvaged T-45b helmet" desc = "It's an NCR salvaged T-45b power armor helmet, better repaired than regular salvaged PA, and decorated with the NCR flag and other markings for an NCR Heavy Trooper." icon_state = "t45bhelmet_ncr" - item_state = "t45bhelmet_ncr" + inhand_icon_state = "t45bhelmet_ncr" /obj/item/clothing/head/helmet/f13/heavy/salvaged_pa/t45b/hotrod name = "hotrod T-45b power helmet" desc = "This power armor helmet is so decrepit and battle-worn that it have lost most of its capability to protect the wearer from harm." icon_state = "t45hotrod_helm" - item_state = "t45hotrod_helm" + inhand_icon_state = "t45hotrod_helm" armor_tokens = list(ARMOR_MODIFIER_UP_FIRE_T3) /obj/item/clothing/head/helmet/f13/heavy/salvaged_pa/t45b/tribal name = "tribal t-45b headdress" desc = "A salvaged T-45b powered armor, with the servos removed and a feathered headdress. Certain bits of plating have been stripped out to retain more freedom of movement." icon_state = "tribal_PA_helmet" - item_state = "tribal_PA_helmet" + inhand_icon_state = "tribal_PA_helmet" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_DOWN_BULLET_T2, ARMOR_MODIFIER_DOWN_LASER_T2) slowdown = 0 resistance_flags = LAVA_PROOF | FIRE_PROOF @@ -58,7 +58,7 @@ name = "salvaged T-45d helmet" desc = "It's a salvaged T-45d power armor helmet." icon_state = "t45dhelmet0" - item_state = "t45dhelmet0" + inhand_icon_state = "t45dhelmet0" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1) // Midwest @@ -66,7 +66,7 @@ name = "salvaged midwestern T-51b power helmet" desc = "This helmet belongs to the Midwestern branch of the Brotherhood of Steel. Its electronics appear to have been stripped out." icon_state = "midwestgrey_helm" - item_state = "midwestgrey_helm" + inhand_icon_state = "midwestgrey_helm" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2) // Hardened Midwest @@ -74,7 +74,7 @@ name = "salvaged hardened midwestern T-51b power helmet" desc = "This helmet belongs to the Midwestern branch of the Brotherhood of Steel. Its electronics appears to have been stripped out." icon_state = "midwestpa_helm" - item_state = "midwestpa_helm" + inhand_icon_state = "midwestpa_helm" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_LASER_T2) // T-51B @@ -82,7 +82,7 @@ name = "salvaged T-51b power armor" desc = "It's a salvaged T-51b power armor helmet." icon_state = "t51bhelmet0" - item_state = "t51bhelmet0" + inhand_icon_state = "t51bhelmet0" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2) // T-60A @@ -90,7 +90,7 @@ name = "salvaged T-60a helmet" desc = "It's a salvaged T-60a power armor helmet." icon_state = "t60helmet0" - item_state = "t60helmet0" + inhand_icon_state = "t60helmet0" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_LASER_T2) // X-02 @@ -98,7 +98,7 @@ name = "salvaged Enclave helmet" desc = "It's a salvaged X-02 power armor helmet." icon_state = "advanced" - item_state = "advanced" + inhand_icon_state = "advanced" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_BULLET_T3, ARMOR_MODIFIER_UP_LASER_T3) diff --git a/code/modules/clothing/head/hardhat.dm b/code/modules/clothing/head/hardhat.dm index f9b08c00f2..ad69eb59ff 100644 --- a/code/modules/clothing/head/hardhat.dm +++ b/code/modules/clothing/head/hardhat.dm @@ -2,7 +2,7 @@ name = "hard hat" desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight." icon_state = "hardhat0_yellow" - item_state = "hardhat0_yellow" + inhand_icon_state = "hardhat0_yellow" light_system = MOVABLE_LIGHT_DIRECTIONAL light_range = 4 light_power = 0.8 @@ -40,17 +40,17 @@ /obj/item/clothing/head/hardhat/update_icon_state() icon_state = "hardhat[light_on]_[hat_type]" - item_state = "hardhat[light_on]_[hat_type]" + inhand_icon_state = "hardhat[light_on]_[hat_type]" /obj/item/clothing/head/hardhat/orange icon_state = "hardhat0_orange" - item_state = "hardhat0_orange" + inhand_icon_state = "hardhat0_orange" hat_type = "orange" dog_fashion = null /obj/item/clothing/head/hardhat/red icon_state = "hardhat0_red" - item_state = "hardhat0_red" + inhand_icon_state = "hardhat0_red" hat_type = "red" dog_fashion = null name = "firefighter helmet" @@ -66,7 +66,7 @@ name = "workplace-ready firefighter helmet" desc = "By applying state of the art lighting technology to a fire helmet, and using photo-chemical hardening methods, this hardhat will protect you from robust workplace hazards." icon_state = "hardhat0_purple" - item_state = "hardhat0_purple" + inhand_icon_state = "hardhat0_purple" light_range = 5 resistance_flags = FIRE_PROOF | ACID_PROOF custom_materials = list(/datum/material/iron = 4000, /datum/material/glass = 1000, /datum/material/plastic = 3000, /datum/material/silver = 500) @@ -74,7 +74,7 @@ /obj/item/clothing/head/hardhat/white icon_state = "hardhat0_white" - item_state = "hardhat0_white" + inhand_icon_state = "hardhat0_white" hat_type = "white" clothing_flags = STOPSPRESSUREDAMAGE heat_protection = HEAD @@ -85,13 +85,13 @@ /obj/item/clothing/head/hardhat/dblue icon_state = "hardhat0_dblue" - item_state = "hardhat0_dblue" + inhand_icon_state = "hardhat0_dblue" hat_type = "dblue" dog_fashion = null /obj/item/clothing/head/hardhat/atmos icon_state = "hardhat0_atmos" - item_state = "hardhat0_atmos" + inhand_icon_state = "hardhat0_atmos" hat_type = "atmos" dog_fashion = null name = "atmospheric technician's firefighting helmet" @@ -156,13 +156,13 @@ /obj/item/clothing/head/hardhat/weldhat/orange icon_state = "hardhat0_orange" - item_state = "hardhat0_orange" + inhand_icon_state = "hardhat0_orange" hat_type = "orange" /obj/item/clothing/head/hardhat/weldhat/white desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield!" //This bulb is not smaller icon_state = "hardhat0_white" - item_state = "hardhat0_white" + inhand_icon_state = "hardhat0_white" light_range = 4 //Boss always takes the best stuff hat_type = "white" clothing_flags = STOPSPRESSUREDAMAGE @@ -173,5 +173,5 @@ /obj/item/clothing/head/hardhat/weldhat/dblue icon_state = "hardhat0_dblue" - item_state = "hardhat0_dblue" + inhand_icon_state = "hardhat0_dblue" hat_type = "dblue" diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm index 804d545fa1..35936212f7 100644 --- a/code/modules/clothing/head/helmet.dm +++ b/code/modules/clothing/head/helmet.dm @@ -2,7 +2,7 @@ name = "helmet" desc = "Standard Security gear. Protects the head from impacts." icon_state = "helmet" - item_state = "helmet" + inhand_icon_state = "helmet" slowdown = ARMOR_SLOWDOWN_NONE * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM armor_tokens = list() @@ -99,7 +99,7 @@ name = "bulletproof helmet" desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent." icon_state = "helmetalt" - item_state = "helmetalt" + inhand_icon_state = "helmetalt" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2) can_flashlight = 1 dog_fashion = null @@ -121,7 +121,7 @@ name = "Modern Russian helmet" desc = "A modern Russian 6b47. Saw use pre-war by the Russian military. Mainly in use by slavic based wastelanders, it finds itself now in the bayou." icon_state = "6b47rus" - item_state = "6b47rus" + inhand_icon_state = "6b47rus" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -129,7 +129,7 @@ name = "KGB Russian Helmet" desc = "A STSh-81 Helmet. Instead of being made of titanium alloys, it's made of the normal materials one would find in a ballistic helmet. Somehow, it's found itself in the bayou. It's far from its original home." icon_state = "kgbhelmet" - item_state = "kgbhelmet" + inhand_icon_state = "kgbhelmet" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -137,7 +137,7 @@ name = "Canadian Helmet" desc = "A Canadian CG634 standard issue helmet. It saw use in the Canadian army. Now it ends up in this region. Far from the North it seems." icon_state = "canadiancg634" - item_state = "canadiancg634" + inhand_icon_state = "canadiancg634" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -145,7 +145,7 @@ name = "U.N Helmet" desc = "A United Nations helmet. It sees use by U.N PeaceKeepers during pre-war times. Bright blue, perfect for sky camo and keeping peace." icon_state = "unhelmet" - item_state = "unhelmet" + inhand_icon_state = "unhelmet" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -153,7 +153,7 @@ name = "U.N Medical Helmet" desc = "A United Nations helmet. It sees use by U.N PeaceKeepers during pre-war times. Bright blue with a green medical cross" icon_state = "unmedical" - item_state = "unmedical" + inhand_icon_state = "unmedical" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -161,7 +161,7 @@ name = "War Press helmet" desc = "A war press helmet. This helmet saw use by pre-war War correspondents. Lets any shooters know you're just there to take a news and footage...if you have any cameras on you." icon_state = "warpress" - item_state = "warpress" + inhand_icon_state = "warpress" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -169,7 +169,7 @@ name = "American desert helmet" desc = "An desert themed PASGT American helmet. This saw heavy use in the Gulf War during pre-war times. This helmet's cover was repaired to pristine condition" icon_state = "pasgtdesert" - item_state = "pasgtdesert" + inhand_icon_state = "pasgtdesert" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -177,7 +177,7 @@ name = "Modern Chinese helmet" desc = "A QGF03 Chinese helmet. This helmet saw primary usage in the People's Liberation Army during pre-war times. The cover's been restored." icon_state = "qgf03china" - item_state = "qgf03china" + inhand_icon_state = "qgf03china" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -185,7 +185,7 @@ name = "Aircrew Helmet" desc = "A aircrewmen helmet. This helmet is outfitted for pilot's and comes with a cool cosmetic microphone. As a pilot once said 'I love the smell of vertibird fuel in the evening'." icon_state = "pilothelmet" - item_state = "pilothelmet" + inhand_icon_state = "pilothelmet" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -193,7 +193,7 @@ name = "Ghillie helmet" desc = "A steel helmet covered in the user's own macabre of leaves, grass, and flora patterns. Meant to disguise the wearer's head in grassy regions" icon_state = "ghillie" - item_state = "ghillie" + inhand_icon_state = "ghillie" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -201,7 +201,7 @@ name = "MK6 Helmet" desc = "A British MK6 helmet. It was outphased by the MK7, but the MK6 saw extensive use by the British military, PMCs, and foreign countries. Reliable, hardy, and cool looking. Who dares wins." icon_state = "mk6" - item_state = "mk6" + inhand_icon_state = "mk6" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -210,7 +210,7 @@ name = "Black bearskin hat" desc = "A very warm and well made bearskin hat. The black fur is commonly seen across the world from Kuban cossacks to the Queen's guard. The hat is remarkable soft and very useful for the winter. Take out that sabre and charge forth!" icon_state = "cossack" - item_state = "cossack" + inhand_icon_state = "cossack" armor_tokens = list( ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_LIGHT dog_fashion = null @@ -223,7 +223,7 @@ name = "White bearskin hat" desc = "A very warm and well made bearskin hat. The white fur is uncommonly seen across the world from cossacks to other groups across the world. The hat is remarkable soft and very useful for the winter. Take out that sabre and charge forth!" icon_state = "wcossack" - item_state = "wcossack" + inhand_icon_state = "wcossack" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' flags_inv = HIDEEARS @@ -232,7 +232,7 @@ name = "Black Papahka hat" desc = "A very warm and well made papakha hat. Made of wool, this hat was used throughout the Caucasus regions." icon_state = "papakha" - item_state = "papakha" + inhand_icon_state = "papakha" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' flags_inv = HIDEEARS @@ -241,7 +241,7 @@ name = "White bearskin hat" desc = "A very warm and well made papakha hat. Made of wool, this hat was used throughout the Caucasus regions. This one is white" icon_state = "papakhaw" - item_state = "papakhaw" + inhand_icon_state = "papakhaw" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' flags_inv = HIDEEARS @@ -250,7 +250,7 @@ name = "White bearskin hat" desc = "A very warm and well made papakha hat. Made of wool, this hat was used throughout the Caucasus regions. This one is based off the hats used by the Kuban Cossacks." icon_state = "papakhakuban" - item_state = "papakhakuban" + inhand_icon_state = "papakhakuban" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' flags_inv = HIDEEARS @@ -260,7 +260,7 @@ name = "Biker helmet" desc = "A biker's steel helmet. Good on style and kicking ass at the bar. 'What did you say about my mother?'-some biker probably." icon_state = "1919german" - item_state = "1919german" + inhand_icon_state = "1919german" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -268,7 +268,7 @@ name = "Outdated steel helmet" desc = "An outdated steel helmet design. The design and documents long lost to time. Now and days it's used as a nifty biker helmet. Just this one needs some new paint." icon_state = "oldgerm" - item_state = "oldgerm" + inhand_icon_state = "oldgerm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -276,7 +276,7 @@ name = "WW2 Soviet helmet" desc = "A outdated yet functional soviet helmet from WW2. It is a plain, cut, simple, and simple-designed helmet that offers the same protection as any else steel helmet." icon_state = "sovhelm" - item_state = "sovhelm" + inhand_icon_state = "sovhelm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -284,7 +284,7 @@ name = "Armored Pilotka hat" desc = "A ballistic weaved pilotka hat. The hat originated during WW2 and saw extensive use by the Red Army in WW2. After the 1980s, the pilotka was used during the summer time. It still finds use in post-war and pre-war modern times." icon_state = "pilotka" - item_state = "pilotka" + inhand_icon_state = "pilotka" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -292,7 +292,7 @@ name = "Armored British Cap" desc = "A ballistic weaved British WW1 cap. This cap was used before helmets were a thing in the Great war." icon_state = "brittcap" - item_state = "brittcap" + inhand_icon_state = "brittcap" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -300,7 +300,7 @@ name = "Armored East German Cap" desc = "A ballistic weaved East German cap. This cap was modeled after the cap used by Imperial German soldiers in WW1, which was used before helmets were a thing in the Great war." icon_state = "germcap" - item_state = "germcap" + inhand_icon_state = "germcap" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -309,7 +309,7 @@ name = "Armored Ancient West German cap" desc = "A ballistic weaved West German cap. This cap is of a very ancient design it seems!" icon_state = "comissar" - item_state = "comissar" + inhand_icon_state = "comissar" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -317,7 +317,7 @@ name = "Ancient American ballistic helmet" desc = "A ballistic helmet of an ancient American design. Very old design but might prove handy!" icon_state = "guard" - item_state = "guard" + inhand_icon_state = "guard" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -326,7 +326,7 @@ name = "Armored French Cap" desc = "A ballistic weaved French WW1 cap. This cap was used before helmets were a thing in the Great war." icon_state = "frenchcap" - item_state = "frenchcap" + inhand_icon_state = "frenchcap" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -334,7 +334,7 @@ name = "M1 battle helmet" desc = "A M1 helmet. This helmet was extensively used by the U.S during WW2. It came with a bountiful set of options and customization features..like a painted cross! Or netting! Or even a nifty camo cover! This specific helmet has none of that. A clean cut made helmet, go out and make it well worn!" icon_state = "m1helm" - item_state = "m1helm" + inhand_icon_state = "m1helm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -343,7 +343,7 @@ name = "Armored Imperial Russian cap" desc = "A clean pressed and finely made Imperial Russian cap. This cap was used throughout the Great War by Imperial Russian officers and soldiers. Don the bayonets and get the trench whistle ready to blow, you're up!" icon_state = "ww1rus" - item_state = "ww1rus" + inhand_icon_state = "ww1rus" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -352,7 +352,7 @@ name = "Old Japanese helmet" desc = "A old styled Japanese helmet. This helmet was introduced during the old wars from Japan in the Pacific. Usually came with a flag. Pick a bush and wait patiently for the enemy to fall into your trap." icon_state = "japhelm" - item_state = "japhelm" + inhand_icon_state = "japhelm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -360,7 +360,7 @@ name = "Russian Adrian helmet" desc = "A Adrian helmet, but instead of it being French, it's Russian. Used by Russian during the Great War, these helmets were the go-to of the army. Donning a red star, it was more olive in appearance." icon_state = "adrianir" - item_state = "adrianir" + inhand_icon_state = "adrianir" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -369,7 +369,7 @@ name = "Ballistic Soviet Union Ushanka" desc = "A Ushanka made with ballistic weave and kevlar in mind. Now you can rock the motherland's style while having that head of yours be protected. Still comfortable if not a shy bit more comfortable than your usual ushanka." icon_state = "newushanka" - item_state = "newushanka" + inhand_icon_state = "newushanka" armor_tokens = list( ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_LIGHT dog_fashion = null @@ -382,7 +382,7 @@ name = "M-87 'EVA' assault helmet" desc = "An assault helmet produced by Leo Armaments. The helmet is specifically made for E.V.A enviroments. Aftermarket military designs can claim to have spun off as many sub-variants as the EVA M-87 design. However the enduring popularity of the design is a testament to its reliability, ergonomics, modularity, and militaristic craftsmanship by Leo Armaments. " icon_state = "eva" - item_state = "eva" + inhand_icon_state = "eva" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -395,7 +395,7 @@ name = "M-87 'EVA' assault helmet 'Icebreaker' " desc = "An assault helmet produced by Leo Armaments. The helmet is specifically made for E.V.A enviroments. Aftermarket military designs can claim to have spun off as many sub-variants as the EVA M-87 design. However the enduring popularity of the design is a testament to its reliability, ergonomics, modularity, and militaristic craftsmanship by Leo Armaments. This one has a winter-polarized coating." icon_state = "eva2" - item_state = "eva2" + inhand_icon_state = "eva2" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -408,7 +408,7 @@ name = "M-87 'EVA' assault helmet 'Leo Patriot' " desc = "An assault helmet produced by Leo Armaments. The helmet is specifically made for E.V.A enviroments. Aftermarket military designs can claim to have spun off as many sub-variants as the EVA M-87 design. However the enduring popularity of the design is a testament to its reliability, ergonomics, modularity, and militaristic craftsmanship by Leo Armaments. This one has a Leo Armaments paint scheme to it." icon_state = "eva3" - item_state = "eva3" + inhand_icon_state = "eva3" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -422,7 +422,7 @@ name = "M-87 'Odin' assault helmet" desc = "An assault helmet produced by Leo Armaments. The helmet has a facial attachment is akin to the sniper plates one would find in WW1 trenches. The facial plate comes with a camera that can allow one to see through the faceplate. Aftermarket military designs can claim to have spun off as many sub-variants as the EVA M-87 design. However the enduring popularity of the design is a testament to its reliability, ergonomics, modularity, and militaristic craftsmanship by Leo Armaments." icon_state = "gungnir" - item_state = "gungnir" + inhand_icon_state = "gungnir" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -435,7 +435,7 @@ name = "M-87 'Odin' assault helmet 'Icebreaker' " desc = "An assault helmet produced by Leo Armaments. The helmet has a facial attachment is akin to the sniper plates one would find in WW1 trenches. The facial plate comes with a camera that can allow one to see through the faceplate. Aftermarket military designs can claim to have spun off as many sub-variants as the EVA M-87 design. However the enduring popularity of the design is a testament to its reliability, ergonomics, modularity, and militaristic craftsmanship by Leo Armaments. This one comes in a artic finish." icon_state = "gungnir2" - item_state = "gungnir2" + inhand_icon_state = "gungnir2" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -449,7 +449,7 @@ name = "M-87 UNMC DropTrooper assault helmet" desc = "An assault helmet produced by Leo Armaments. The helmet is esteemed and well known amongst Drop Troopers of the UNMC. Heavily favored for its reliable nature and downright sleek nature. It's quite the modular helmet and eventually became the baseline for the M-87 Assault Helmet modular system. The helmet is nicknamed 'Drop Trooper's best friend' by some branches of the UNMC." icon_state = "odst" - item_state = "odst" + inhand_icon_state = "odst" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -462,7 +462,7 @@ name = "M-87 Luchtmobiele Brigade assault helmet" desc = "An assault helmet produced by Leo Armaments. The helmet is esteemed and well known amongst Drop Troopers of the UNMC. However, this helmet seems to have been upgraded to fit and be equipped with Mark XI assault armor. It retains the same appearance, but dons but a stripe and polar finish. It seems it was made in collaboration between the Royal Netherlands military and Leo Armaments." icon_state = "odst3" - item_state = "odst3" + inhand_icon_state = "odst3" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -475,7 +475,7 @@ name = "M-87 HellTrooper assault helmet" desc = "An assault helmet produced by Leo Armaments. The helmet is esteemed and well known amongst Drop Troopers of the UNMC. However, this helmet seems to have been upgraded to fit and be equipped with Mark XI assault armor. It retains the same appearance, but dons but a stripe and Leo Armaments. finish. It seems it was made in collaboration between the UNMC special forces and Leo Armaments." icon_state = "odst3" - item_state = "odst3" + inhand_icon_state = "odst3" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -488,7 +488,7 @@ name = "ARG ATLAS Helmet" desc = "ATLAS, meaning Armor - Tactical Lead Assault Suite, is an extensively modified and reinforced rendition of the M-87 'Thor' helmet. This helmet includes a primitive target-acquisition program designed to help the user both deal with threats to themselves and their ward, simple user biometrics, omni-directional internal speakers for more situational awareness, ballistic reinforcements to the visor, extra helmet padding and an 'anomaly-resistant coating,' whatever that means. The helmet is developed and produced by the Augur Research Group." icon_state = "argmkvi" - item_state = "argmkvi" + inhand_icon_state = "argmkvi" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -501,7 +501,7 @@ name = "Custom fitted MidWestern B.O.S helmet" desc = "A custom fitted B.O.S themed helmet. Fitted to resemble that of medium ballistic helmets." icon_state = "midwestpa" - item_state = "midwestpa" + inhand_icon_state = "midwestpa" armor_tokens = list(ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -515,7 +515,7 @@ name = "ARG ARES Helmet" desc = "ARES, meaning Armor - Research Enhancement Suite, is an extensively modified and computerized rendition of the M-87 'Odin' assault helmet. An additional camera has been added to the faceplate to give the user better depth perception, as well as the ability to broadcast video feed through encrypted channels. The heads-up display within the helmet now includes simple user biometrics and an analysis mode, giving real-time updates concerning objects and creatures in view of the cameras. It has extra helmet padding and an 'anomaly-resistant coating,' whatever that means. The helmet is developed and produced by the Augur Research Group." icon_state = "arggungnir" - item_state = "arggungnir" + inhand_icon_state = "arggungnir" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -528,7 +528,7 @@ name = "French Adrian helmet" desc = "A French, albeit outdated, Adrian helmet. It was the first helmet used by the French military during the great war. In WW2, the helmet was used again but named the M26. Adjust that helmet and get back to the frontlines!" icon_state = "adrian" - item_state = "adrian" + inhand_icon_state = "adrian" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -536,7 +536,7 @@ name = "VeturrHjalmur" desc = "A custom Icelandic steel helmet adorned with a baby blue cross. This helmet is padded and really meant for looks than actual combative purposes. Made of the finest materials to grace the wasteland. Which is fine steel, padded interior, and adjustable ballistic silk straps." icon_state = "germed" - item_state = "germed" + inhand_icon_state = "germed" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -545,7 +545,7 @@ name = "Holy Void Priestess Hjalmur" desc = "A custom X99 skull-carapace also knowna as a full plated helmet. The helmet is made to fit the smaller snouts of anthros, mainly feline or flat faced onces. The helmet bears icelandic runes on the interior while the exterior is engraved with Void sigils. The tag on the padded and comfortable inside reads 'Tox Mckit' " icon_state = "sistertoxhelm" - item_state = "sistertoxhelm" + inhand_icon_state = "sistertoxhelm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' armor_tokens = list( ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_UP_ENV_T1) @@ -568,7 +568,7 @@ name = "German sallet helmet" desc = "A German based sallet helmet. Renowned and one of many famous helmet designs during the medieval era. It was a very popular design before being outphased and killed off by the burgonet helmet." icon_state = "gersallet" - item_state = "gersallet" + inhand_icon_state = "gersallet" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -576,7 +576,7 @@ name = "Spainard Morion helmet" desc = "An extremely popular design from Spain, this is the Morion helmet. It was famously used by Spanish Conquisitidors and made popular in pre-war films and medieval like pre-war video games. Usually comes with a loving plume." icon_state = "spanishhelm" - item_state = "spanishhelm" + inhand_icon_state = "spanishhelm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -584,7 +584,7 @@ name = "salvaged battle helmet" desc = "A salvaged bullet resistant helmet. It's made of a much weaker material." icon_state = "helmetalt" - item_state = "helmetalt" + inhand_icon_state = "helmetalt" armor = ARMOR_VALUE_LIGHT can_flashlight = FALSE @@ -598,13 +598,13 @@ name = "Vault-Tec security helmet" desc = "A light, open-faced helmet commonly worn by Vault-Tec security personnel." icon_state = "blueshift" - item_state = "blueshift" + inhand_icon_state = "blueshift" /obj/item/clothing/head/helmet/riot name = "riot helmet" desc = "It's a helmet specifically designed to protect against close range attacks." icon_state = "riot" - item_state = "helmet" + inhand_icon_state = "helmet" toggle_message = "I pull the visor down on" alt_toggle_message = "I push the visor up on" can_toggle = 1 @@ -663,7 +663,7 @@ name = "\improper SWAT helmet" desc = "An extremely robust, space-worthy helmet in a nefarious red and black stripe pattern." icon_state = "swatsyndie" - item_state = "swatsyndie" + inhand_icon_state = "swatsyndie" cold_protection = HEAD min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT heat_protection = HEAD @@ -676,14 +676,14 @@ name = "\improper SWAT helmet" desc = "An extremely robust, space-worthy helmet with the US Government logo emblazoned on the top." icon_state = "swat" - item_state = "swat" + inhand_icon_state = "swat" /obj/item/clothing/head/helmet/thunderdome name = "\improper Thunderdome helmet" desc = "'Let the battle commence!'" flags_inv = HIDEEARS|HIDEHAIR icon_state = "thunderdome" - item_state = "thunderdome" + inhand_icon_state = "thunderdome" cold_protection = HEAD min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT heat_protection = HEAD @@ -698,7 +698,7 @@ flags_cover = HEADCOVERSEYES resistance_flags = FIRE_PROOF icon_state = "roman" - item_state = "roman" + inhand_icon_state = "roman" strip_delay = 100 dog_fashion = null @@ -710,7 +710,7 @@ name = "\improper Roman legionnaire helmet" desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it." icon_state = "roman_c" - item_state = "roman_c" + inhand_icon_state = "roman_c" /obj/item/clothing/head/helmet/roman/legionnaire/fake desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it." @@ -720,7 +720,7 @@ name = "gladiator helmet" desc = "Ave, Imperator, morituri te salutant." icon_state = "gladiator" - item_state = "gladiator" + inhand_icon_state = "gladiator" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR flags_cover = HEADCOVERSEYES dog_fashion = null @@ -730,7 +730,7 @@ desc = "They have chosen their own end." icon_state = "redtaghelm" flags_cover = HEADCOVERSEYES - item_state = "redtaghelm" + inhand_icon_state = "redtaghelm" // Offer about the same protection as a hardhat. dog_fashion = null @@ -738,7 +738,7 @@ name = "Standard issue UNMC helmet" desc = "A standard issued UNMC Helmet. The flashlight mount doesn't work and it has no visor. Despite that, it seems to be in good condition. Don't lose your head now, soldier." icon_state = "unmch" - item_state = "unmch" + inhand_icon_state = "unmch" flags_inv = HIDEHAIR armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_BOMB_T1) @@ -753,13 +753,13 @@ armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) icon_state = "custominfil" - item_state = "custominfil" + inhand_icon_state = "custominfil" /obj/item/clothing/head/helmet/unmchelmet/medic name = "Standard issue UNMC Medical Helmet" desc = "A standard issued UNMC Helmet, this one seems to be resembling that of a medical personal's color scheme with a white paint and a green cross." icon_state = "unmcmh" - item_state = "unmcmh" + inhand_icon_state = "unmcmh" flags_inv = HIDEHAIR mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -767,7 +767,7 @@ name = "Old Hazmat helmet" desc = "A old style hazmat helmet. It's a bit well worn and the visor has a crack on it. But other than that, it seems to still work." icon_state = "rhazhelm" - item_state = "rhazhelm" + inhand_icon_state = "rhazhelm" flags_inv = HIDEHAIR armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T4) @@ -778,7 +778,7 @@ name = "American infiltrator helmet" desc = "A helmet belonging, albeit dysfunctional, to the American stealth suit. Now when you get to look cool while chanting 'USA' from the shadows" icon_state = "usainfilhelm" - item_state = "usainfilhelm" + inhand_icon_state = "usainfilhelm" flags_inv = HIDEHAIR|HIDESNOUT armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -789,7 +789,7 @@ name = "Chinese Stealth helmet" desc = "A helmet belonging, albeit dysfunctional, to the Chinese stealth armor. Once belonging to a feared Chinese Crimson Dragoon." icon_state = "chinastealthhelm" - item_state = "chinastealthhelm" + inhand_icon_state = "chinastealthhelm" flags_inv = HIDEHAIR|HIDESNOUT armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -800,7 +800,7 @@ name = "Winter UNMC Helmet" desc = "A standard issued UNMC Helmet.This version seems to have white paint all over it, a type of camoflauge. As an added bonus, it seems a bit more sturdy to laser based weaponary. The flashlight mount doesn't work and it has no visor. Despite that, it seems to be in good condition. Don't lose your head now, soldier." icon_state = "unmcwh" - item_state = "unmcwh" + inhand_icon_state = "unmcwh" flags_inv = HIDEHAIR armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_BOMB_T1) @@ -813,7 +813,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' icon_state = "banditmask" - item_state = "banditmask" + inhand_icon_state = "banditmask" flags_inv = HIDESNOUT armor = ARMOR_VALUE_LIGHT @@ -823,7 +823,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' icon_state = "psychomask" - item_state = "psychomask" + inhand_icon_state = "psychomask" flags_inv = HIDESNOUT armor = ARMOR_VALUE_LIGHT @@ -839,38 +839,38 @@ name = "bandit helmet" desc = "A standard helmet that entirely covers the wearer's head. This one comes in a deep red and navy blue." icon_state = "bandithelm" - item_state = "bandithelm" + inhand_icon_state = "bandithelm" /obj/item/clothing/head/helmet/borderlandshelm/banditv name = "looter bandit helmet" desc = "A red and blue helmet sporting an upside down, silver 'V' on the front." icon_state = "vbandithelm" - item_state = "vbandithelm" + inhand_icon_state = "vbandithelm" /obj/item/clothing/head/helmet/borderlandshelm/banditstripe name = "striped bandit helmet" desc = "A red and blue helmet with a silver stripe running down the center." icon_state = "stripebandithelm" - item_state = "stripebandithelm" + inhand_icon_state = "stripebandithelm" /obj/item/clothing/head/helmet/borderlandshelm/merc name = "mercenary helmet" desc = "A professional-looking helmet that completely covers the head." icon_state = "merchelm" - item_state = "merchelm" + inhand_icon_state = "merchelm" /obj/item/clothing/head/helmet/borderlandshelm/promerc name = "professional mercenary helmet" desc = "A tactical-looking, matte black helmet -- complete with red visors!" icon_state = "promerchelm" - item_state = "promerchelm" + inhand_icon_state = "promerchelm" /obj/item/clothing/head/helmet/bluetaghelm name = "blue laser tag helmet" desc = "They'll need more men." icon_state = "bluetaghelm" flags_cover = HEADCOVERSEYES - item_state = "bluetaghelm" + inhand_icon_state = "bluetaghelm" // Offer about the same protection as a hardhat. dog_fashion = null @@ -878,7 +878,7 @@ name = "medieval helmet" desc = "A classic metal helmet worn by all ranks of knights and horsemen of the Old Era." icon_state = "knight_green" - item_state = "knight_green" + inhand_icon_state = "knight_green" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH @@ -896,25 +896,25 @@ name = "blue medieval helmet" desc = "A classic metal helmet worn by all ranks of knights and horsemen of the Old Era.
This one is painted blue." icon_state = "knight_blue" - item_state = "knight_blue" + inhand_icon_state = "knight_blue" /obj/item/clothing/head/helmet/knight/yellow name = "yellow medieval helmet" desc = "A classic metal helmet worn by all ranks of knights and horsemen of the Old Era.
This one is painted yellow." icon_state = "knight_yellow" - item_state = "knight_yellow" + inhand_icon_state = "knight_yellow" /obj/item/clothing/head/helmet/knight/templar name = "crusader helmet" desc = "Deus Vult." icon_state = "knight_templar" - item_state = "knight_templar" + inhand_icon_state = "knight_templar" /obj/item/clothing/head/helmet/knight/greyscale name = "knight helmet" desc = "A classic medieval helmet, if you hold it upside down you could see that it's actually a bucket." icon_state = "knight_greyscale" - item_state = "knight_greyscale" + inhand_icon_state = "knight_greyscale" material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix /obj/item/clothing/head/helmet/skull @@ -924,7 +924,7 @@ flags_cover = HEADCOVERSEYES armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) icon_state = "skull" - item_state = "skull" + inhand_icon_state = "skull" strip_delay = 100 mutantrace_variation = STYLE_MUZZLE @@ -932,7 +932,7 @@ name = "insidious helmet" desc = "An insidious armored combat helmet signed with Syndicate insignia. The visor is coated with a resistant paste guaranteed to withstand bright flashes perfectly." icon_state = "infiltrator" - item_state = "infiltrator" + inhand_icon_state = "infiltrator" resistance_flags = FIRE_PROOF | ACID_PROOF flash_protect = 2 flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT @@ -1032,20 +1032,20 @@ name = "makeshift helmet" desc = "A hardhat with strips of leather and durathread for additional blunt protection." icon_state = "durathread" - item_state = "durathread" + inhand_icon_state = "durathread" /obj/item/clothing/head/helmet/rus_helmet name = "russian helmet" desc = "It can hold a bottle of vodka." icon_state = "rus_helmet" - item_state = "rus_helmet" + inhand_icon_state = "rus_helmet" /obj/item/clothing/head/helmet/rus_ushanka name = "battle ushanka" desc = "100% bear." icon_state = "rus_ushanka" - item_state = "rus_ushanka" + inhand_icon_state = "rus_ushanka" clothing_flags = THICKMATERIAL body_parts_covered = HEAD cold_protection = HEAD @@ -1063,12 +1063,12 @@ icon = 'icons/fallout/clothing/helmets.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon_state = "armyhelmet" - item_state = "armyhelmet" + inhand_icon_state = "armyhelmet" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1) /obj/item/clothing/head/helmet/armyhelmet/heavy name = "heavy steel helmet" desc = "a steel helmet, inspired by several pre-war designs. This one has been modified by Nash citizens to provide more protection to the face and neck." icon_state = "armyhelmetheavy" - item_state = "armyhelmetheavy" + inhand_icon_state = "armyhelmetheavy" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T3) diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm index e7e7ce87aa..241bf81b72 100644 --- a/code/modules/clothing/head/jobs.dm +++ b/code/modules/clothing/head/jobs.dm @@ -7,7 +7,7 @@ //Chef /obj/item/clothing/head/chefhat name = "chef's hat" - item_state = "chef" + inhand_icon_state = "chef" icon_state = "chef" desc = "The commander in chef's head wear." strip_delay = 10 @@ -22,7 +22,7 @@ name = "captain's hat" desc = "It's good being the king." icon_state = "captain" - item_state = "that" + inhand_icon_state = "that" flags_inv = 0 strip_delay = 60 @@ -186,7 +186,7 @@ name = "warden's campaign hat" desc = "A special armored campaign hat with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection. Has the letters 'FMJ' enscribed on its side." icon_state = "wardendrill" - item_state = "wardendrill" + inhand_icon_state = "wardendrill" dog_fashion = null var/mode = DRILL_DEFAULT diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index 77bb8f58a2..689e4a4b51 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -4,7 +4,7 @@ name = "\improper CentCom hat" icon_state = "centcom" desc = "It's good to be emperor." - item_state = "that" + inhand_icon_state = "that" flags_inv = 0 armor = ARMOR_VALUE_HEAVY strip_delay = 80 @@ -13,14 +13,14 @@ name = "powdered wig" desc = "A powdered wig." icon_state = "pwig" - item_state = "pwig" + inhand_icon_state = "pwig" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/that name = "top-hat" desc = "It's an amish looking hat." icon_state = "tophat" - item_state = "that" + inhand_icon_state = "that" throwforce = 1 dog_fashion = /datum/dog_fashion/head beepsky_fashion = /datum/beepsky_fashion/tophat @@ -30,7 +30,7 @@ name = "striped red tophat" desc = "It smells like fresh donut holes. / Il sent comme des trous de beignets frais." icon_state = "canada" - item_state = "canada" + inhand_icon_state = "canada" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -77,7 +77,7 @@ /obj/item/clothing/head/syndicatefake name = "black space-helmet replica" icon_state = "syndicate-helm-black-red" - item_state = "syndicate-helm-black-red" + inhand_icon_state = "syndicate-helm-black-red" desc = "A plastic replica of a Syndicate agent's space helmet. You'll look just like a real murderous Syndicate agent in this! This is a toy, it is not made for use in space!" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT mutantrace_variation = STYLE_MUZZLE @@ -87,7 +87,7 @@ name = "cueball helmet" desc = "A large, featureless white orb meant to be worn on your head. How do you even see out of this thing?" icon_state = "cueball" - item_state="cueball" + inhand_icon_state="cueball" flags_cover = HEADCOVERSEYES|HEADCOVERSMOUTH flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -96,7 +96,7 @@ name = "Snowman Head" desc = "A ball of white styrofoam. So festive." icon_state = "snowman_h" - item_state = "snowman_h" + inhand_icon_state = "snowman_h" flags_cover = HEADCOVERSEYES flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -105,26 +105,26 @@ name = "justice hat" desc = "Fight for what's righteous!" icon_state = "justicered" - item_state = "justicered" + inhand_icon_state = "justicered" flags_inv = HIDEHAIR|HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT flags_cover = HEADCOVERSEYES pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/justice/blue icon_state = "justiceblue" - item_state = "justiceblue" + inhand_icon_state = "justiceblue" /obj/item/clothing/head/justice/yellow icon_state = "justiceyellow" - item_state = "justiceyellow" + inhand_icon_state = "justiceyellow" /obj/item/clothing/head/justice/green icon_state = "justicegreen" - item_state = "justicegreen" + inhand_icon_state = "justicegreen" /obj/item/clothing/head/justice/pink icon_state = "justicepink" - item_state = "justicepink" + inhand_icon_state = "justicepink" /obj/item/clothing/head/rabbitears name = "rabbit ears" @@ -138,14 +138,14 @@ name = "flat cap" desc = "A working man's cap." icon_state = "flat_cap" - item_state = "detective" + inhand_icon_state = "detective" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/pirate name = "pirate hat" desc = "Yarr." icon_state = "pirate" - item_state = "pirate" + inhand_icon_state = "pirate" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet dog_fashion = /datum/dog_fashion/head/pirate @@ -154,20 +154,20 @@ /obj/item/clothing/head/pirate/captain name = "pirate captain hat" icon_state = "hgpiratecap" - item_state = "hgpiratecap" + inhand_icon_state = "hgpiratecap" /obj/item/clothing/head/bandana name = "pirate bandana" desc = "Yarr." icon_state = "bandana" - item_state = "bandana" + inhand_icon_state = "bandana" dynamic_hair_suffix = "" /obj/item/clothing/head/bowler name = "bowler-hat" desc = "Gentleman, elite aboard!" icon_state = "bowler" - item_state = "bowler" + inhand_icon_state = "bowler" dynamic_hair_suffix = "" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -175,7 +175,7 @@ name = "witch costume wig" desc = "Eeeee~heheheheheheh!" icon_state = "witch" - item_state = "witch" + inhand_icon_state = "witch" flags_inv = HIDEHAIR pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -183,7 +183,7 @@ name = "chicken suit head" desc = "Bkaw!" icon_state = "chickenhead" - item_state = "chickensuit" + inhand_icon_state = "chickensuit" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -191,7 +191,7 @@ name = "griffon head" desc = "Why not 'eagle head'? Who knows." icon_state = "griffinhat" - item_state = "griffinhat" + inhand_icon_state = "griffinhat" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -199,13 +199,13 @@ name = "bear pelt hat" desc = "Fuzzy." icon_state = "bearpelt" - item_state = "bearpelt" + inhand_icon_state = "bearpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/xenos name = "xenos helmet" icon_state = "xenos" - item_state = "xenos_helm" + inhand_icon_state = "xenos_helm" desc = "A helmet made out of chitinous alien hide." alternate_screams = list('sound/voice/hiss6.ogg') flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT @@ -214,7 +214,7 @@ /obj/item/clothing/head/fedora name = "fedora" icon_state = "fedora" - item_state = "fedora" + inhand_icon_state = "fedora" desc = "A really cool hat if you're a mobster. A really lame hat if you're not." pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -223,7 +223,7 @@ /obj/item/clothing/head/sombrero name = "sombrero" icon_state = "sombrero" - item_state = "sombrero" + inhand_icon_state = "sombrero" desc = "Bury me con mi sombrero." flags_inv = HIDEHAIR pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -234,7 +234,7 @@ /obj/item/clothing/head/sombrero/green name = "green sombrero" icon_state = "greensombrero" - item_state = "greensombrero" + inhand_icon_state = "greensombrero" desc = "As elegant as a dancing cactus." flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS @@ -243,7 +243,7 @@ /obj/item/clothing/head/sombrero/shamebrero name = "shamebrero" icon_state = "shamebrero" - item_state = "shamebrero" + inhand_icon_state = "shamebrero" desc = "Once it's on, it never comes off." dog_fashion = null @@ -257,7 +257,7 @@ name = "safety cone" icon = 'icons/obj/janitor.dmi' icon_state = "cone" - item_state = "cone" + inhand_icon_state = "cone" force = 1 throwforce = 3 throw_speed = 2 @@ -272,7 +272,7 @@ name = "santa hat" desc = "On the first day of christmas my employer gave to me!" icon_state = "santahatnorm" - item_state = "that" + inhand_icon_state = "that" cold_protection = HEAD min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -405,7 +405,7 @@ /obj/item/clothing/head/assu_helmet name = "DAB helmet" icon_state = "assu_helmet" - item_state = "assu_helmet" + inhand_icon_state = "assu_helmet" desc = "A cheap replica of old riot helmet without visor. It has \"D.A.B.\" written on the front." flags_inv = HIDEHAIR pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -421,21 +421,21 @@ name = "red santa hat" desc = "A red Christmas Hat! How festive!" icon_state = "christmashat" - item_state = "christmashat" + inhand_icon_state = "christmashat" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/christmashatg name = "green santa hat" desc = "A green Christmas Hat! How festive!" icon_state = "christmashatg" - item_state = "christmashatg" + inhand_icon_state = "christmashatg" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/cowboyhat name = "cowboy hat" desc = "A standard brown cowboy hat, yeehaw." icon_state = "cowboyhat" - item_state = "cowboyhat" + inhand_icon_state = "cowboyhat" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet beepsky_fashion = /datum/beepsky_fashion/cowboy @@ -444,30 +444,30 @@ name = "black cowboy hat" desc = "A a black cowboy hat, perfect for any outlaw" icon_state = "cowboyhat_black" - item_state= "cowboyhat_black" + inhand_icon_state= "cowboyhat_black" /obj/item/clothing/head/cowboyhat/white name = "white cowboy hat" desc = "A white cowboy hat, perfect for your every day rancher" icon_state = "cowboyhat_white" - item_state= "cowboyhat_white" + inhand_icon_state= "cowboyhat_white" /obj/item/clothing/head/cowboyhat/pink name = "pink cowboy hat" desc = "A pink cowboy? more like cowgirl hat, just don't be a buckle bunny." icon_state = "cowboyhat_pink" - item_state= "cowboyhat_pink" + inhand_icon_state= "cowboyhat_pink" /obj/item/clothing/head/cowboyhat/sec name = "security cowboy hat" desc = "A security cowboy hat, perfect for any true lawman" icon_state = "cowboyhat_sec" - item_state= "cowboyhat_sec" + inhand_icon_state= "cowboyhat_sec" /obj/item/clothing/head/squatter_hat name = "slav squatter hat" icon_state = "squatter_hat" - item_state = "squatter_hat" + inhand_icon_state = "squatter_hat" desc = "Cyka blyat." pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -475,7 +475,7 @@ name = "russian blue camo beret" desc = "A symbol of discipline, honor, and lots and lots of removal of some type of skewered food." icon_state = "russobluecamohat" - item_state = "russobluecamohat" + inhand_icon_state = "russobluecamohat" dynamic_hair_suffix = "" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -483,7 +483,7 @@ name = "bounty hunting hat" desc = "Ain't nobody gonna cheat the hangman in my town." icon_state = "hunter" - item_state = "hunter" + inhand_icon_state = "hunter" armor = ARMOR_VALUE_LIGHT resistance_flags = FIRE_PROOF | ACID_PROOF pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -503,7 +503,7 @@ name = "maid headband" desc = "Maid in the USA!" icon_state = "maid" - item_state = "maid" + inhand_icon_state = "maid" dynamic_hair_suffix = "" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -511,14 +511,14 @@ name = "Wide red hat" desc = "It is both wide, and red. Stylish!" icon_state = "widehat_red" - item_state = "widehat_red" + inhand_icon_state = "widehat_red" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/kabuto name = "Kabuto helmet" desc = "A traditional kabuto helmet." icon_state = "kabuto" - item_state = "kabuto" + inhand_icon_state = "kabuto" flags_inv = HIDEHAIR|HIDEEARS pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -526,21 +526,21 @@ name = "bandit hat" desc = "A black cowboy hat with a large brim, curved to the sides, and a silver eagle pinned to the front." icon_state = "bandit" - item_state = "fedora" + inhand_icon_state = "fedora" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/fluff/gambler name = "gambler hat" desc = "Perfect for a ramblin' gamblin' man." //But I got to ramble (ramblin' man) //Oh I got to gamble (gamblin' man) //Got to got to ramble (ramblin' man) //I was born a ramblin' gamblin' man icon_state = "gambler" - item_state = "dethat" + inhand_icon_state = "dethat" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/fluff/Bikerhelmet name = "Future Helmet" desc = "A helmet of some sort as if from the distant future." icon_state = "biker_helmet" - item_state = "biker_helmet" + inhand_icon_state = "biker_helmet" resistance_flags = FIRE_PROOF flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -596,121 +596,121 @@ name = "MK2 helment" desc = "The mk2 helmet commonly refered as the brodie due to its inventor Latvian inventor John Leopold Brodie, it was commonly used by Commonwealth nations, its also refered as the battle bowler.." icon_state = "mk2_nettan_1" - item_state= "mk2_nettan_1" + inhand_icon_state= "mk2_nettan_1" /obj/item/clothing/head/mk2/two name = "MK2 helment" desc = "The mk2 helmet commonly refered as the brodie due to its inventor Latvian inventor John Leopold Brodie, it was commonly used by Commonwealth nations, its also refered as the battle bowler.." icon_state = "mk2_nettan_2" - item_state= "mk2_nettan_2" + inhand_icon_state= "mk2_nettan_2" /obj/item/clothing/head/mk2/four name = "MK2 helment" desc = "The mk2 helmet commonly refered as the brodie due to its inventor Latvian inventor John Leopold Brodie, it was commonly used by Commonwealth nations, its also refered as the battle bowler.." icon_state = "mk2_nettan_4" - item_state= "mk2_nettan_4" + inhand_icon_state= "mk2_nettan_4" /obj/item/clothing/head/mk2/two name = "MK2 helment" desc = "The mk2 helmet commonly refered as the brodie due to its inventor Latvian inventor John Leopold Brodie, it was commonly used by Commonwealth nations, its also refered as the battle bowler.." icon_state = "mk2_nettan_2" - item_state= "mk2_nettan_2" + inhand_icon_state= "mk2_nettan_2" /obj/item/clothing/head/mk2/two name = "MK2 helment" desc = "The mk2 helmet commonly refered as the brodie due to its inventor Latvian inventor John Leopold Brodie, it was commonly used by Commonwealth nations, its also refered as the battle bowler.." icon_state = "mk2_nettan_2" - item_state= "mk2_nettan_2" + inhand_icon_state= "mk2_nettan_2" /obj/item/clothing/head/military_turban name = "Military Turban" desc = "A Military green Turban used by pre war Raj recently freed of its British overlords." icon_state = "turban_mil" - item_state = "turban_mil" + inhand_icon_state = "turban_mil" /obj/item/clothing/head/burma/cowboy/black name = "Burma Cowboy hat, black" desc = "A wide brimmed hat in an aussie style brim more common around the wastes now a days being an easily replicate able style of fur felt hat. This one is a dark colour,...some what stupid if your trying to get heat away from you..." icon_state = "burma_cowboy_black" - item_state = "burma_cowboy_black" + inhand_icon_state = "burma_cowboy_black" /obj/item/clothing/head/burma/cowboy/black/ribbon name = "Burma Cowboy hat, black with ribbon" desc = "A wide brimmed hat in an aussie style brim more common around the wastes now a days being an easily replicate able style of fur felt hat. This one is a dark colour,...some what stupid if your trying to get heat away from you..." icon_state = "burma_cowboy_black_ribbon" - item_state = "burma_cowboy_black_ribon" + inhand_icon_state = "burma_cowboy_black_ribon" /obj/item/clothing/head/burma/cowboy/brown name = "Burma Cowboy hat, brown" desc = "A wide brimmed hat in an aussie style brim more common around the wastes now a days being an easily replicate able style of fur felt hat." icon_state = "burma_cowboy_brown" - item_state = "burma_cowboy_brown" + inhand_icon_state = "burma_cowboy_brown" /obj/item/clothing/head/burma/pith name = "Pith" desc = "A lightweight sun helmet with a puggaree hat band, commonly worn by imperalists. Some post war gangs and Nations have adopted this style of hat, all though some noticeably different shapes but still its a useful garment." icon_state = "pith_burma" - item_state = "pith_burma" + inhand_icon_state = "pith_burma" /obj/item/clothing/head/burma/glengarry name = "Glengarry" desc = "A woolen Scottish military hat, with a plaid pattern and tails that come off it. Notably in the pre war this was used by several different specific bagpipe regiments of Commonwealth nations..And was used primarly by the british for its scottish brigades." icon_state = "glengarry" - item_state = "glengarry" + inhand_icon_state = "glengarry" /obj/item/clothing/head/fifi name = "fifi" desc = "A colorful firlly hat" icon_state = "fifi_hat" - item_state = "fifi_hat" + inhand_icon_state = "fifi_hat" /obj/item/clothing/head/croc_hat name = "Croc teeth lined hat" desc = "A black hat with sharp looking teeth. Crikey!" icon_state = "croc_hat" - item_state = "croc_hat" + inhand_icon_state = "croc_hat" /obj/item/clothing/head/pinched_cowboy name = "Pinched Cowboy" desc = "A brown felt cowboy hat with a pinched look in the middle. Snazy." icon_state = "pinched_cowboy" - item_state = "pinched_cowboy" + inhand_icon_state = "pinched_cowboy" /obj/item/clothing/head/floppy_hat name = "floppy bush hat" desc = "commonly used by military forces in hot tropical climates. Its design is similar to a bucket hat but with a stiffer brim" icon_state = "giggle_hat" - item_state = "giggle_hat" + inhand_icon_state = "giggle_hat" /obj/item/clothing/head/japan_cap name = "green floppy cap" desc = "A pre war japanese cap used for soldiers in the Japanese defense force for pacific and jungle combat." icon_state = "japan_cap" - item_state = "japan_cap" + inhand_icon_state = "japan_cap" /* /obj/item/clothing/head/tribal_helmant name = "tribal helmet" desc = "A helmet, for tribals! Probably." icon_state = "tribal_helmant" - item_state = "tribal_helmant" + inhand_icon_state = "tribal_helmant" */ /obj/item/clothing/head/adrian name = "adrian helmet" desc = "A helmet, amazing!" icon_state = "adrian" - item_state = "adrian" + inhand_icon_state = "adrian" /obj/item/clothing/head/mk2_nettan_5 name = "Nettan Helmet" desc = "A helmet, amazing!" icon_state = "mk2_nettan_5" - item_state = "mk2_nettan_5" + inhand_icon_state = "mk2_nettan_5" /obj/item/clothing/head/m1_standard name = "Standard Helmet" desc = "A helmet, amazing!" icon_state = "m1_standard" - item_state = "m1_standard" + inhand_icon_state = "m1_standard" //Wizard/Witch hats from Paradise @@ -718,74 +718,74 @@ name = "good witch" desc = "A yellow witch hat" icon_state = "good_witch" - item_state = "good_witch" + inhand_icon_state = "good_witch" /obj/item/clothing/head/dark_witch name = "dark witch" desc = "A black witch hat" icon_state = "dark_witch" - item_state = "dark_witch" + inhand_icon_state = "dark_witch" /obj/item/clothing/head/classic_witch name = "classic witch" desc = "A classic witch hat" icon_state = "classic_witch" - item_state = "classic_witch" + inhand_icon_state = "classic_witch" /obj/item/clothing/head/healer_witch name = "healer witch" desc = "A light blue witch hat" icon_state = "healer_witch" - item_state = "healer_witch" + inhand_icon_state = "healer_witch" /obj/item/clothing/head/cutie_witch name = "cute witch" desc = "A cute witch hat" icon_state = "cutie_witch" - item_state = "cutie_witch" + inhand_icon_state = "cutie_witch" /obj/item/clothing/head/shy_witch name = "shy witch" desc = "A cute witch hat" icon_state = "shy_witch" - item_state = "shy_witch" + inhand_icon_state = "shy_witch" /obj/item/clothing/head/sexy_witch name = "sexy witch hat" desc = "A witch hat" icon_state = "sexy_witch" - item_state = "sexy_witch" + inhand_icon_state = "sexy_witch" /obj/item/clothing/head/bunny_witch name = "bunny witch hat" desc = "A witch hat" icon_state = "bunny_witch" - item_state = "bunny_witch" + inhand_icon_state = "bunny_witch" /obj/item/clothing/head/potions_witch name = "potions witch hat" desc = "A witch hat" icon_state = "potions_witch" - item_state = "potions_witch" + inhand_icon_state = "potions_witch" /obj/item/clothing/head/syndie_witch name = "syndie witch hat" desc = "A witch hat" icon_state = "syndie_witch" - item_state = "syndie_witch" + inhand_icon_state = "syndie_witch" /obj/item/clothing/head/nt_witch name = "blue witch hat" desc = "A witch hat" icon_state = "nt_witch" - item_state = "nt_witch" + inhand_icon_state = "nt_witch" /obj/item/clothing/head/hoodcowl name = "Hood cowl" desc = "A dirty, worn-down rag with crudely cut-out eyeholes that barely qualifies as clothing." icon = 'icons/obj/clothing/hats.dmi' icon_state = "hoodcowl" - item_state = "hoodcowl" + inhand_icon_state = "hoodcowl" flags_inv = HIDEHAIR dynamic_hair_suffix = "" @@ -793,10 +793,10 @@ name = "canadian mounty hat" desc = "smells like maple syrup" icon_state = "canadian" - item_state = "canadian" + inhand_icon_state = "canadian" /obj/item/clothing/head/ncr_ranger name = "ncr ranger helmet" desc = "Is a helmet. Yep." icon_state = "ncr_ranger" - item_state = "ncr_ranger" + inhand_icon_state = "ncr_ranger" diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index 2da1da9a8a..292de1a8da 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -18,7 +18,7 @@ desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye." icon_state = "welding" flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH - item_state = "welding" + inhand_icon_state = "welding" w_class = WEIGHT_CLASS_NORMAL //needs a disadvantage over welding goggles custom_materials = list(/datum/material/iron=1750, /datum/material/glass=400) flash_protect = 2 @@ -40,7 +40,7 @@ name = "cakehat" desc = "I put the cake on your head. Brilliant." icon_state = "hardhat0_cakehat" - item_state = "hardhat0_cakehat" + inhand_icon_state = "hardhat0_cakehat" hat_type = "cakehat" hitsound = 'sound/weapons/tap.ogg' flags_inv = HIDEEARS|HIDEHAIR @@ -87,7 +87,7 @@ name = "ushanka" desc = "Perfect for winter in Siberia, da?" icon_state = "ushankadown" - item_state = "ushankadown" + inhand_icon_state = "ushankadown" alternate_screams = list('sound/voice/human/cyka1.ogg', 'sound/voice/human/cheekibreeki.ogg') flags_inv = HIDEEARS|HIDEHAIR var/earflaps = 1 @@ -100,12 +100,12 @@ /obj/item/clothing/head/ushanka/attack_self(mob/user) if(earflaps) src.icon_state = "ushankaup" - src.item_state = "ushankaup" + src.inhand_icon_state = "ushankaup" earflaps = 0 to_chat(user, span_notice("I raise the ear flaps on the ushanka.")) else src.icon_state = "ushankadown" - src.item_state = "ushankadown" + src.inhand_icon_state = "ushankadown" earflaps = 1 to_chat(user, span_notice("I lower the ear flaps on the ushanka.")) @@ -116,7 +116,7 @@ name = "carved pumpkin" desc = "A jack o' lantern! Believed to ward off evil spirits." icon_state = "hardhat0_pumpkin" - item_state = "hardhat0_pumpkin" + inhand_icon_state = "hardhat0_pumpkin" hat_type = "pumpkin" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT light_system = MOVABLE_LIGHT @@ -128,7 +128,7 @@ name = "carved blumpkin" desc = "A very blue jack o' lantern! Believed to ward off vengeful chemists." icon_state = "hardhat0_blumpkin" - item_state = "hardhat0_blumpkin" + inhand_icon_state = "hardhat0_blumpkin" hat_type = "blumpkin" light_color = "#76ff8e" @@ -163,7 +163,7 @@ name = "novelty reindeer hat" desc = "Some fake antlers and a very fake red nose." icon_state = "hardhat0_reindeer" - item_state = "hardhat0_reindeer" + inhand_icon_state = "hardhat0_reindeer" hat_type = "reindeer" flags_inv = 0 light_system = MOVABLE_LIGHT @@ -177,7 +177,7 @@ name = "cardborg helmet" desc = "A helmet made out of a box." icon_state = "cardborg_h" - item_state = "cardborg_h" + inhand_icon_state = "cardborg_h" flags_cover = HEADCOVERSEYES alternate_screams = list('modular_citadel/sound/voice/scream_silicon.ogg') flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT @@ -200,11 +200,11 @@ /obj/item/clothing/head/welding/weldingfire icon_state = "weldingfire" - item_state = "weldingfire" + inhand_icon_state = "weldingfire" /obj/item/clothing/head/welding/weldingjapan icon_state = "weldingjapan" - item_state = "weldingjapan" + inhand_icon_state = "weldingjapan" /obj/item/clothing/head/wig name = "wig" @@ -258,7 +258,7 @@ name = "tinfoil hat" desc = "Thought control rays, psychotronic scanning. Don't mind that, I'm protected cause I made this hat." icon_state = "foilhat" - item_state = "foilhat" + inhand_icon_state = "foilhat" equip_delay_other = 140 var/datum/brain_trauma/mild/phobia/conspiracies/paranoia var/warped = FALSE @@ -327,14 +327,14 @@ name = "flak helmet" desc = "A dilapidated helmet, obsolete even by pre-war standards. An ace of spades is tucked into the band around the outer shell." icon_state = "m1helm" - item_state = "helmet" + inhand_icon_state = "helmet" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/slouch name = "Khaki Slouch Hat" desc = "A khaki fur felt hat adopted by the Australian army in the late 1800s, it has a puggaree hat band and has a cattleman esk crease. Was in use as its standard head gear before the bombs fell" icon_state = "slouch_khaki" - item_state = "slouch_khaki" + inhand_icon_state = "slouch_khaki" can_toggle = 1 actions_types = list(/datum/action/item_action/toggle) @@ -353,7 +353,7 @@ name = "Khaki Slouch Hat, Alt" desc = "A khaki fur felt hat adopted by the Australian army in the late 1800s, it has a puggaree hat band and has a cattleman esk crease. Was in use as its standard head gear before the bombs fell" icon_state = "slouch_khaki_alt" - item_state = "slouch_khaki_alt" + inhand_icon_state = "slouch_khaki_alt" can_toggle = 1 actions_types = list(/datum/action/item_action/toggle) @@ -372,7 +372,7 @@ name = "Colorable Slouch Hat" desc = "A fur felt hat adopted by the Australian army in the late 1800s, it has a puggaree hat band and has a cattleman esk crease. Was in use as its standard head gear before the bombs fell" icon_state = "slouch_colorable" - item_state = "slouch_colorable" + inhand_icon_state = "slouch_colorable" can_toggle = 1 actions_types = list(/datum/action/item_action/toggle) @@ -399,21 +399,21 @@ mob_overlay_icon = 'modular_coyote/icons/objects/head.dmi' icon = 'modular_coyote/icons/objects/hats.dmi' icon_state = "tophat" - item_state = "tophat" + inhand_icon_state = "tophat" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/yellowtricorne name = "Yellow Tricorne" desc = "A yellow tricorne hat, it conjures images of conquistadors and gold." icon_state = "tricorne_spanish" - item_state = "tricorne_spanish" + inhand_icon_state = "tricorne_spanish" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/whiteandbluetricorne name = "White & Blue Tricorne" desc = "A white and blue tricorne hat; very dashing mon ami." icon_state = "tricorne_french" - item_state = "tricorne_french" + inhand_icon_state = "tricorne_french" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -421,35 +421,35 @@ name = "Orange Tricorne" desc = "An odd orange tricorne, something about it reminds you of windmills." icon_state = "tricorne_dutch" - item_state = "tricorne_dutch" + inhand_icon_state = "tricorne_dutch" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/kerchief name = "Kerchief" desc = "A light head covering for those with a pale complexion." icon_state = "kerchief" - item_state = "kerchief" + inhand_icon_state = "kerchief" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/britishtricorne name = "Black Tricorne" desc = "An odd black tricorne hat, it smells like earl gray." icon_state = "tricorne_british_soldier" - item_state = "tricorne_british_soldier" + inhand_icon_state = "tricorne_british_soldier" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/britishtricornetwo name = "Red Tricorne" desc = "A red tricorne hat, it has a tag in the back saying 'for king and country.'" icon_state = "tricorne_british2" - item_state = "tricorne_british2" + inhand_icon_state = "tricorne_british2" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/chasseur_pt name = "Chasseurs Hat - Green Feather" desc = "The hat of a man who chases, green feather edition." icon_state = "chasseur_pt" - item_state = "chasseur_pt" + inhand_icon_state = "chasseur_pt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -457,7 +457,7 @@ name = "Chasseurs Hat - Pro" desc = "The hat of a man who chases professionally, it might give you a complex." icon_state = "chasseur_nl" - item_state = "chasseur_nl" + inhand_icon_state = "chasseur_nl" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -465,7 +465,7 @@ name = "Chasseurs Hat - Light Blue Feather" desc = "The hat of a man who chases, blue feather edition." icon_state = "chasseur_fr" - item_state = "chasseur_fr" + inhand_icon_state = "chasseur_fr" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -473,21 +473,21 @@ name = "Chasseurs Hat - Red Feather" desc = "The hat of aman who chases, red feather edition." icon_state = "chasseur_br" - item_state = "chasseur_br" + inhand_icon_state = "chasseur_br" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/bearpelt name = "Bear Pelt" desc = "A bear pelt, keeps you comfy and impresses the cavewomen." icon_state = "bearpelt" - item_state = "bearpelt" + inhand_icon_state = "bearpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/wolfpelt name = "Wolf Pelt" desc = "A wolf pelt, keeps you comfy and impresses the cavewomen." icon_state = "wolfpelt" - item_state = "wolfpelt" + inhand_icon_state = "wolfpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -495,14 +495,14 @@ name = "White Wolf Pelt" desc = "The world of darkness could never contain you." icon_state = "wolfpelt" - item_state = "whitewolfpelt" + inhand_icon_state = "whitewolfpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/knightsimple name = "Knights Helmet" desc = "A decently made bit of steel to cover your head. For honest work only." icon_state = "knight_simple" - item_state = "knight_simple" + inhand_icon_state = "knight_simple" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -510,42 +510,42 @@ name = "Guards Helmet" desc = "Wearing this you can't help but want to pick up a spear and guard a gate." icon_state = "medieval_helmet1" - item_state = "medieval_helmet1" + inhand_icon_state = "medieval_helmet1" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/medievalhelmet2 name = "Flat Guards Helmet" desc = "Wearing this you can't help but want to pick up a spear and guard a gate, but it might make an okay soup bowl too." icon_state = "medieval_helmet2" - item_state = "medieval_helmet2" + inhand_icon_state = "medieval_helmet2" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/medievalhelmet3 name = "Guards Helmet with nose guard" desc = "You've broken your nose enough times, it's time for this to stop." icon_state = "medieval_helmet3" - item_state = "medieval_helmet3" + inhand_icon_state = "medieval_helmet3" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/coif name = "Chainmail Coif" desc = "An honest to god chainmail coif, made by some blacksmith after the fall of the old world." icon_state = "coif" - item_state = "coif" + inhand_icon_state = "coif" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/coifhelmet name = "Chainmail Coif with Helmet" desc = "An honest to god chainmail coif, made by some blacksmith after the fall of the old world. You even found a helmet to put on too!" icon_state = "coif_helmet" - item_state = "coif_helmet" + inhand_icon_state = "coif_helmet" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/leatherhelmet name = "Leather Helmet" desc = "I got a great deal for this, only three silver pieces!" icon_state = "leatherhelmet" - item_state = "leatherhelmet" + inhand_icon_state = "leatherhelmet" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -553,14 +553,14 @@ name = "Exotic Headdress" desc = "If it was up to you? The lever would be pulled." icon_state = "mayan_headdress" - item_state = "mayan_headdress" + inhand_icon_state = "mayan_headdress" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/featheredhat name = "Feathered Hat" desc = "They told you to stick a feather in your hat, so you did." icon_state = "feathered_hat" - item_state = "feathered_hat" + inhand_icon_state = "feathered_hat" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -568,14 +568,14 @@ name = "Adrian Helmet" desc = "You're pretty sure this is supposed to be a firefighting helmet, but you'd rather play in the mud." icon_state = "adrian" - item_state = "adrian" + inhand_icon_state = "adrian" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/pickelhaube name = "Pickelhaube Helmet" desc = "Motorcycle not included." icon_state = "pickelhaube" - item_state = "pickelhaube" + inhand_icon_state = "pickelhaube" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -583,14 +583,14 @@ name = "Stylish Samurai Helmet" desc = "Oda Nobunag-on-my-balls." icon_state = "samurai_warrior1" - item_state = "samurai_warrior1" + inhand_icon_state = "samurai_warrior1" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/samuraiwarriortwo name = "Stylish Samurai Helmet - Blue" desc = "Oda Nobunag-on-my-balls." icon_state = "samurai_warrior2" - item_state = "samurai_warrior2" + inhand_icon_state = "samurai_warrior2" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -598,56 +598,56 @@ name = "Stylish Samurai Helmet - Brown" desc = "Oda Nobunag-on-my-balls." icon_state = "samurai_warrior3" - item_state = "samurai_warrior3" + inhand_icon_state = "samurai_warrior3" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/samuraiwarriorfour name = "Stylish Samurai Helmet - Black" desc = "Oda Nobunag-on-my-balls." icon_state = "samurai_warrior4" - item_state = "samurai_warrior4" + inhand_icon_state = "samurai_warrior4" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/samuraiwarriorfive name = "Stylish Samurai Helmet - White" desc = "Oda Nobunag-on-my-balls." icon_state = "samurai_warrior5" - item_state = "samurai_warrior5" + inhand_icon_state = "samurai_warrior5" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/samuraiguard1 name = "Simple Samurai Helmet - Reddish Brown" desc = "Oda Nobunag-on-my-balls." icon_state = "samurai_guard1" - item_state = "samurai_guard1" + inhand_icon_state = "samurai_guard1" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/samuraiguard2 name = "Simple Samurai Helmet - Blue" desc = "Oda Nobunag-on-my-balls." icon_state = "samurai_guard2" - item_state = "samurai_guard2" + inhand_icon_state = "samurai_guard2" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/samuraiguard3 name = "Simple Samurai Helmet - Brown" desc = "Oda Nobunag-on-my-balls." icon_state = "samurai_guard3" - item_state = "samurai_guard3" + inhand_icon_state = "samurai_guard3" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/samuraiguard4 name = "Simple Samurai Helmet - Black" desc = "Oda Nobunag-on-my-balls." icon_state = "samurai_guard4" - item_state = "samurai_guard4" + inhand_icon_state = "samurai_guard4" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/samuraiguard5 name = "Simple Samurai Helmet - White" desc = "Oda Nobunag-on-my-balls." icon_state = "samurai_guard5" - item_state = "samurai_guard5" + inhand_icon_state = "samurai_guard5" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -656,7 +656,7 @@ name = "Lion Pelt" desc = "It's good to be king." icon_state = "lionpelt" - item_state = "lionpelt" + inhand_icon_state = "lionpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -664,42 +664,42 @@ name = "Fox Pelt" desc = "The fox doesn't say much anymore." icon_state = "foxpelt" - item_state = "foxpelt" + inhand_icon_state = "foxpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/whitefoxpelt name = "White Fox Pelt" desc = "The fox doesn't say much anymore." icon_state = "whitefoxpelt" - item_state = "whitefoxpelt" + inhand_icon_state = "whitefoxpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/gatorpelt name = "Gator Pelt" desc = "It's not from a croc, you're sure of it." icon_state = "gatorpelt" - item_state = "gatorpelt" + inhand_icon_state = "gatorpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/blackcape name = "Black Cape" desc = "You're really not Batman." icon_state = "black_cape" - item_state = "black_cape" + inhand_icon_state = "black_cape" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/sheeppelt name = "Sheep Pelt" desc = "Are you the wolf?" icon_state = "sheeppelt" - item_state = "sheeppelt" + inhand_icon_state = "sheeppelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/goatpelt name = "Goat Pelt" desc = "Menudo anyone?" icon_state = "goatpelt" - item_state = "goatpelt" + inhand_icon_state = "goatpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -707,14 +707,14 @@ name = "Lizard Pelt" desc = "Why is this so crinkly?" icon_state = "lizardpelt" - item_state = "lizardpelt" + inhand_icon_state = "lizardpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/tengallon name = "Ten Gallon Hat" desc = "A ten gallong hat for a 2 gallon genius." icon_state = "ten_gallon_hat_white" - item_state = "ten_gallon_hat_white" + inhand_icon_state = "ten_gallon_hat_white" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -722,14 +722,14 @@ name = "Cavalier" desc = "I lost a donkey around here somewhere..." icon_state = "cavalier" - item_state = "cavalier" + inhand_icon_state = "cavalier" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/bisonpelt name = "Bison Pelt" desc = "The little horns really sold it to you." icon_state = "bisonpelt" - item_state = "bisonpelt" + inhand_icon_state = "bisonpelt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet @@ -737,56 +737,56 @@ name = "Raccoon Fur Cap" desc = "You'll be an American legend yet." icon_state = "raccoonfurcap_hat" - item_state = "raccoonfurcap_hat" + inhand_icon_state = "raccoonfurcap_hat" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/greek name = "Hoplite Helmet" desc = "Shade not included." icon_state = "greek" - item_state = "greek" + inhand_icon_state = "greek" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/greek name = "Crested Greek Helmet" desc = "Shade included." icon_state = "greek_c" - item_state = "greek_c" + inhand_icon_state = "greek_c" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/greekcrested name = "Crested Greek Helmet" desc = "Shade included." icon_state = "greek_c" - item_state = "greek_c" + inhand_icon_state = "greek_c" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/hennin name = "Hennin" desc = "Doesn't make you a maid, fox or not." icon_state = "hennin" - item_state = "hennin" + inhand_icon_state = "hennin" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/kasa name = "Kasa" desc = "A coin for a wandering monk?" icon_state = "kasa" - item_state = "kasa" + inhand_icon_state = "kasa" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/jingasa name = "Jingasa" desc = "Shade in hat form, nice." icon_state = "jingasa" - item_state = "jingasa" + inhand_icon_state = "jingasa" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/coyote/crusaderhelmweak name = "Crusader Helmet" desc = "A full, closed plate helmet with a cross engraved into it. Deus vult!" icon_state = "knight_templar" - item_state = "knight_templar" + inhand_icon_state = "knight_templar" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet diff --git a/code/modules/clothing/head/soft_caps.dm b/code/modules/clothing/head/soft_caps.dm index 9670b4540c..ac9914b09f 100644 --- a/code/modules/clothing/head/soft_caps.dm +++ b/code/modules/clothing/head/soft_caps.dm @@ -2,7 +2,7 @@ name = "cargo cap" desc = "It's a baseball hat in a tasteless yellow colour." icon_state = "cargosoft" - item_state = "helmet" + inhand_icon_state = "helmet" var/soft_type = "cargo" dog_fashion = /datum/dog_fashion/head/cargo_tech @@ -134,7 +134,7 @@ desc = "It's a robust baseball hat, this one belongs to syndicate major league team." icon_state = "baseballsoft" soft_type = "baseball" - item_state = "baseballsoft" + inhand_icon_state = "baseballsoft" flags_inv = HIDEEYES|HIDEFACE strip_delay = 90 //You dont take a Major Leage cap dog_fashion = null diff --git a/code/modules/clothing/masks/boxing.dm b/code/modules/clothing/masks/boxing.dm index b2e35c7071..9ee93b8dba 100644 --- a/code/modules/clothing/masks/boxing.dm +++ b/code/modules/clothing/masks/boxing.dm @@ -2,7 +2,7 @@ name = "balaclava" desc = "LOADSAMONEY" icon_state = "balaclava" - item_state = "balaclava" + inhand_icon_state = "balaclava" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR visor_flags_inv = HIDEFACE|HIDEFACIALHAIR w_class = WEIGHT_CLASS_SMALL @@ -20,7 +20,7 @@ name = "insidious balaclava" desc = "An incredibly suspicious balaclava made by the Enclave, obfuscating the voice and face using a garbled vocoder." icon_state = "syndicate_balaclava" - item_state = "syndicate_balaclava" + inhand_icon_state = "syndicate_balaclava" clothing_flags = ALLOWINTERNALS flags_cover = HEADCOVERSEYES flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR @@ -34,7 +34,7 @@ name = "Luchador Mask" desc = "Worn by robust fighters, flying high to defeat their foes!" icon_state = "luchag" - item_state = "luchag" + inhand_icon_state = "luchag" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR w_class = WEIGHT_CLASS_SMALL mutantrace_variation = STYLE_MUZZLE @@ -68,19 +68,19 @@ name = "Tecnicos Mask" desc = "Worn by robust fighters who uphold justice and fight honorably." icon_state = "luchador" - item_state = "luchador" + inhand_icon_state = "luchador" /obj/item/clothing/mask/luchador/rudos name = "Rudos Mask" desc = "Worn by robust fighters who are willing to do anything to win." icon_state = "luchar" - item_state = "luchar" + inhand_icon_state = "luchar" /obj/item/clothing/mask/russian_balaclava name = "russian balaclava" desc = "Protects your face from snow." icon_state = "rus_balaclava" - item_state = "rus_balaclava" + inhand_icon_state = "rus_balaclava" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR visor_flags_inv = HIDEFACE|HIDEFACIALHAIR w_class = WEIGHT_CLASS_SMALL diff --git a/code/modules/clothing/masks/breath.dm b/code/modules/clothing/masks/breath.dm index 6149a096b6..5f050e53ce 100644 --- a/code/modules/clothing/masks/breath.dm +++ b/code/modules/clothing/masks/breath.dm @@ -2,7 +2,7 @@ desc = "A close-fitting mask that can be connected to an air supply." name = "breath mask" icon_state = "breath" - item_state = "m_mask" + inhand_icon_state = "m_mask" body_parts_covered = 0 clothing_flags = ALLOWINTERNALS visor_flags = ALLOWINTERNALS @@ -33,6 +33,6 @@ desc = "A close-fitting sterile mask that can be connected to an air supply." name = "medical mask" icon_state = "medical" - item_state = "m_mask" + inhand_icon_state = "m_mask" permeability_coefficient = 0.01 equip_delay_other = 10 diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index d887a37085..a67010b8a7 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -6,7 +6,7 @@ flags_inv = HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT w_class = WEIGHT_CLASS_NORMAL armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) - item_state = "gas_alt" + inhand_icon_state = "gas_alt" gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH @@ -17,7 +17,7 @@ name = "gas mask mk 2" desc = "An advanced gas mask with efficient cleanable filters and flash protected lenses." icon_state = "gasmask_enclave" - item_state = "gasmask_enclave" + inhand_icon_state = "gasmask_enclave" flash_protect = 2 /obj/item/clothing/mask/gas/glass @@ -60,14 +60,14 @@ name = "plague doctor mask" desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply." icon_state = "plaguedoctor" - item_state = "gas_mask" + inhand_icon_state = "gas_mask" /obj/item/clothing/mask/gas/clown_hat name = "clown wig and mask" desc = "A true prankster's facial attire. A clown is incomplete without his wig and mask." clothing_flags = ALLOWINTERNALS icon_state = "clown" - item_state = "clown_hat" + inhand_icon_state = "clown_hat" dye_color = "clown" flags_cover = MASKCOVERSEYES resistance_flags = FLAMMABLE @@ -108,7 +108,7 @@ desc = "A feminine clown mask for the dabbling crossdressers or female entertainers." clothing_flags = ALLOWINTERNALS icon_state = "sexyclown" - item_state = "sexyclown" + inhand_icon_state = "sexyclown" flags_cover = MASKCOVERSEYES resistance_flags = FLAMMABLE @@ -117,7 +117,7 @@ desc = "The traditional mime's mask. It has an eerie facial posture." clothing_flags = ALLOWINTERNALS icon_state = "mime" - item_state = "mime" + inhand_icon_state = "mime" flags_cover = MASKCOVERSEYES resistance_flags = FLAMMABLE actions_types = list(/datum/action/item_action/adjust) @@ -160,7 +160,7 @@ desc = "A mask used when acting as a monkey." clothing_flags = ALLOWINTERNALS icon_state = "monkeymask" - item_state = "monkeymask" + inhand_icon_state = "monkeymask" flags_cover = MASKCOVERSEYES resistance_flags = FLAMMABLE @@ -169,14 +169,14 @@ desc = "A traditional female mime's mask." clothing_flags = ALLOWINTERNALS icon_state = "sexymime" - item_state = "sexymime" + inhand_icon_state = "sexymime" flags_cover = MASKCOVERSEYES resistance_flags = FLAMMABLE /obj/item/clothing/mask/gas/death_commando name = "Death Commando Mask" icon_state = "death_commando_mask" - item_state = "death_commando_mask" + inhand_icon_state = "death_commando_mask" /obj/item/clothing/mask/gas/cyborg name = "cyborg visor" @@ -201,7 +201,7 @@ name = "tiki mask" desc = "A creepy wooden mask. Surprisingly expressive for a poorly carved bit of wood." icon_state = "tiki_eyebrow" - item_state = "tiki_eyebrow" + inhand_icon_state = "tiki_eyebrow" custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 1.25) resistance_flags = FLAMMABLE max_integrity = 100 @@ -238,14 +238,14 @@ /obj/item/clothing/mask/gas/tiki_mask/yalp_elor icon_state = "tiki_yalp" - item_state = "tiki_yalp" + inhand_icon_state = "tiki_yalp" actions_types = list() /obj/item/clothing/mask/gas/hunter name = "bounty hunting mask" desc = "A custom tactical mask with decals added." icon_state = "hunter" - item_state = "hunter" + inhand_icon_state = "hunter" resistance_flags = FIRE_PROOF | ACID_PROOF flags_inv = HIDEFACIALHAIR|HIDEFACE|HIDEEYES|HIDEEARS|HIDEHAIR @@ -253,6 +253,6 @@ name = "ranger gas mask" desc = "A close-fitting tactical mask issued to all NCR Rangers." icon_state = "rangermask" - item_state = "rangermask" + inhand_icon_state = "rangermask" flags_inv = HIDEFACIALHAIR|HIDEFACE|HIDEEYES|HIDEEARS|HIDEHAIR visor_flags_inv = 0 diff --git a/code/modules/clothing/masks/hailer.dm b/code/modules/clothing/masks/hailer.dm index 874131780c..d086e63be4 100644 --- a/code/modules/clothing/masks/hailer.dm +++ b/code/modules/clothing/masks/hailer.dm @@ -6,7 +6,7 @@ desc = "A standard issue Security gas mask with integrated 'Compli-o-nator 3000' device. Plays over a dozen pre-recorded compliance phrases designed to get scumbags to stand still whilst you tase them. Do not tamper with the device." actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/adjust) icon_state = "sechailer" - item_state = "sechailer" + inhand_icon_state = "sechailer" clothing_flags = BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS flags_inv = HIDEFACIALHAIR|HIDEFACE w_class = WEIGHT_CLASS_SMALL @@ -25,7 +25,7 @@ desc = "A close-fitting tactical mask with an especially aggressive Compli-o-nator 3000." actions_types = list(/datum/action/item_action/halt) icon_state = "swat" - item_state = "swat" + inhand_icon_state = "swat" aggressiveness = 3 flags_inv = HIDEFACIALHAIR|HIDEFACE|HIDEEYES|HIDEEARS|HIDEHAIR visor_flags_inv = 0 @@ -190,4 +190,4 @@ name = "spacepol mask" desc = "A close-fitting tactical mask created in cooperation with a certain megacorporation, comes with an especially aggressive Compli-o-nator 3000." icon_state = "spacepol" - item_state = "spacepol" + inhand_icon_state = "spacepol" diff --git a/code/modules/clothing/masks/miscellaneous.dm b/code/modules/clothing/masks/miscellaneous.dm index 64a1086b6d..62601ff59f 100644 --- a/code/modules/clothing/masks/miscellaneous.dm +++ b/code/modules/clothing/masks/miscellaneous.dm @@ -2,7 +2,7 @@ name = "muzzle" desc = "To stop that awful noise." icon_state = "muzzle" - item_state = "blindfold" + inhand_icon_state = "blindfold" flags_cover = MASKCOVERSMOUTH w_class = WEIGHT_CLASS_SMALL gas_transfer_coefficient = 0.9 @@ -23,7 +23,7 @@ icon = 'icons/fallout/clothing/masks.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mask.dmi' icon_state = "sterile" - item_state = "sterile" + inhand_icon_state = "sterile" w_class = WEIGHT_CLASS_TINY flags_inv = HIDEFACE flags_cover = MASKCOVERSMOUTH @@ -79,7 +79,7 @@ name = "pig mask" desc = "A rubber pig mask with a builtin voice modulator." icon_state = "pig" - item_state = "pig" + inhand_icon_state = "pig" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR clothing_flags = VOICEBOX_TOGGLABLE w_class = WEIGHT_CLASS_SMALL @@ -105,7 +105,7 @@ name = "frog mask" desc = "An ancient mask carved in the shape of a frog.
Sanity is like gravity, all it needs is a push." icon_state = "frog" - item_state = "frog" + inhand_icon_state = "frog" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR w_class = WEIGHT_CLASS_SMALL clothing_flags = VOICEBOX_TOGGLABLE @@ -135,7 +135,7 @@ name = "Cow mask with a builtin voice modulator." desc = "A rubber cow mask," icon_state = "cowmask" - item_state = "cowmask" + inhand_icon_state = "cowmask" clothing_flags = VOICEBOX_TOGGLABLE flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR w_class = WEIGHT_CLASS_SMALL @@ -161,7 +161,7 @@ name = "horse head mask" desc = "A mask made of soft vinyl and latex, representing the head of a horse." icon_state = "horsehead" - item_state = "horsehead" + inhand_icon_state = "horsehead" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEYES|HIDEEARS w_class = WEIGHT_CLASS_SMALL clothing_flags = VOICEBOX_TOGGLABLE @@ -186,7 +186,7 @@ name = "rat mask" desc = "A mask made of soft vinyl and latex, representing the head of a rat." icon_state = "rat" - item_state = "rat" + inhand_icon_state = "rat" flags_inv = HIDEFACE flags_cover = MASKCOVERSMOUTH @@ -194,43 +194,43 @@ name = "fox mask" desc = "A mask made of soft vinyl and latex, representing the head of a fox." icon_state = "fox" - item_state = "fox" + inhand_icon_state = "fox" /obj/item/clothing/mask/rat/bee name = "bee mask" desc = "A mask made of soft vinyl and latex, representing the head of a bee." icon_state = "bee" - item_state = "bee" + inhand_icon_state = "bee" /obj/item/clothing/mask/rat/bear name = "bear mask" desc = "A mask made of soft vinyl and latex, representing the head of a bear." icon_state = "bear" - item_state = "bear" + inhand_icon_state = "bear" /obj/item/clothing/mask/rat/bat name = "bat mask" desc = "A mask made of soft vinyl and latex, representing the head of a bat." icon_state = "bat" - item_state = "bat" + inhand_icon_state = "bat" /obj/item/clothing/mask/rat/raven name = "raven mask" desc = "A mask made of soft vinyl and latex, representing the head of a raven." icon_state = "raven" - item_state = "raven" + inhand_icon_state = "raven" /obj/item/clothing/mask/rat/jackal name = "jackal mask" desc = "A mask made of soft vinyl and latex, representing the head of a jackal." icon_state = "jackal" - item_state = "jackal" + inhand_icon_state = "jackal" /obj/item/clothing/mask/rat/tribal name = "tribal mask" desc = "A mask carved out of wood, detailed carefully by hand." icon_state = "bumba" - item_state = "bumba" + inhand_icon_state = "bumba" /obj/item/clothing/mask/bandana name = "botany bandana" @@ -306,21 +306,21 @@ name = "mummy mask" desc = "Ancient bandages." icon_state = "mummy_mask" - item_state = "mummy_mask" + inhand_icon_state = "mummy_mask" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR /obj/item/clothing/mask/scarecrow name = "sack mask" desc = "A burlap sack with eyeholes." icon_state = "scarecrow_sack" - item_state = "scarecrow_sack" + inhand_icon_state = "scarecrow_sack" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR /obj/item/clothing/mask/gondola name = "gondola mask" desc = "Genuine gondola fur." icon_state = "gondola" - item_state = "gondola" + inhand_icon_state = "gondola" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR w_class = WEIGHT_CLASS_SMALL modifies_speech = TRUE @@ -349,7 +349,7 @@ name = "paper mask" desc = "A neat, circular mask made out of paper." icon_state = "plainmask" - item_state = "plainmask" + inhand_icon_state = "plainmask" flags_inv = HIDEFACE|HIDEFACIALHAIR resistance_flags = FLAMMABLE max_integrity = 100 @@ -473,7 +473,7 @@ name = "desert headwrap" desc = "A headwrap to help shield the face from sand and other dirt." icon_state = "facewrap" - item_state = "facewrap" + inhand_icon_state = "facewrap" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR flags_cover = MASKCOVERSMOUTH visor_flags_inv = HIDEFACE @@ -485,7 +485,7 @@ name = "golden facemask" desc = "A burlap sack with eyeholes." icon_state = "societymask" - item_state = "societymask" + inhand_icon_state = "societymask" flags_inv = HIDEFACE /obj/item/clothing/mask/bandana/momentobandana @@ -501,10 +501,10 @@ name = "kitsune mask" desc = "A mask made of plastic and paint." icon_state = "whitekitsunemask" - item_state = "whitekitsunemask" + inhand_icon_state = "whitekitsunemask" /obj/item/clothing/mask/kitsune/black name = "kitsune mask - black" desc = "A mask made of plastic and paint." icon_state = "blackkitsunemask" - item_state = "blackkitsunemask" + inhand_icon_state = "blackkitsunemask" diff --git a/code/modules/clothing/neck/_neck.dm b/code/modules/clothing/neck/_neck.dm index c4f5305bdf..3bb055bdaa 100644 --- a/code/modules/clothing/neck/_neck.dm +++ b/code/modules/clothing/neck/_neck.dm @@ -33,7 +33,7 @@ desc = "A neosilk clip-on tie." icon = 'icons/obj/clothing/neck.dmi' icon_state = "bluetie" - item_state = "" //no inhands + inhand_icon_state = "" //no inhands w_class = WEIGHT_CLASS_SMALL /obj/item/clothing/neck/tie/blue @@ -415,14 +415,14 @@ desc = "People say having a glass jaw is a bad thing but when that jaw is a RobCo alloy-infused combat facial prosthetic made for the U.S army and the American Elite, they are inclined to think twice about throwing a punch. At least a bare fisted one." icon_state = "corditeclamps" item_color = "corditeclamps" - item_state = "corditeclamps" + inhand_icon_state = "corditeclamps" /obj/item/clothing/neck/jamrock name = "Eldritch Tie" desc = "The necktie is adorned with a garish pattern. It's disturbingly vivid. Somehow you feel as if it would be wrong to ever take it off. It's your friend now. You will betray it if you change it for some boring scarf." icon_state = "eldritch_tie" item_color = "eldritch_tie" - item_state = "eldritch_tie" + inhand_icon_state = "eldritch_tie" w_class = WEIGHT_CLASS_SMALL // Necklace and Collars! @@ -431,66 +431,66 @@ name = "cursed necklace" desc = "A necklace with a spooky aura about it." icon_state = "cursed_necklace" - item_state = "cursed_necklace" + inhand_icon_state = "cursed_necklace" mood_event_on_equip = /datum/mood_event/equipped_necklace/cursed_necklace /obj/item/clothing/neck/sapphirecollar name = "Sapphire Collar" desc = "A gold and platinum collar, with a embedded sapphire gem." icon_state = "sapphirecollar" - item_state = "sapphirecollar" + inhand_icon_state = "sapphirecollar" mood_event_on_equip = /datum/mood_event/equipped_necklace/sapphire /obj/item/clothing/neck/rubycollar name = "Ruby Collar" desc = "A gold and platinum collar, with a embedded ruby gem." icon_state = "rubycollar" - item_state = "rubycollar" + inhand_icon_state = "rubycollar" mood_event_on_equip = /datum/mood_event/equipped_necklace/ruby /obj/item/clothing/neck/heartcollar name = "Heart Collar" desc = "This collar appears to have a heart shaped pin on the front." icon_state = "heartcollar" - item_state = "heartcollar" + inhand_icon_state = "heartcollar" mood_event_on_equip = /datum/mood_event/equipped_necklace/heart /obj/item/clothing/neck/wolfpendant name = "Wolf Pendant" desc = "It is a black pendant with what looks like a wolf head with tentacles coming out from the sides." icon_state = "wolfpendant" - item_state = "wolfpendant" + inhand_icon_state = "wolfpendant" mood_event_on_equip = /datum/mood_event/equipped_necklace/wolf /obj/item/clothing/neck/spikecollar name = "Spiked Collar" desc = "A black synthleather collar with spikey studs." icon_state = "spikecollar" - item_state = "spikecollar" + inhand_icon_state = "spikecollar" /obj/item/clothing/neck/redcowbell name = "Red cowbell collar" desc = "This collar appears to have red band and a yellow bell. Moo!" icon_state = "collar_cowbell" - item_state = "collar_cowbell" + inhand_icon_state = "collar_cowbell" /obj/item/clothing/neck/whitecowbell name = "white cowbell collar" desc = "This collar appears to have white band and a grey bell. Moo!" icon_state = "collar_cowbell_white" - item_state = "collar_cowbell_white" + inhand_icon_state = "collar_cowbell_white" /obj/item/clothing/neck/bluecowbell name = "blue cowbell collar" desc = "This collar appears to have blue band and a grey bell. Moo!" icon_state = "collar_cowbell_bluu" - item_state = "collar_cowbell_blue" + inhand_icon_state = "collar_cowbell_blue" /obj/item/clothing/neck/customfleur name = "Fluer's necklace" desc = "A simple but handmade necklace. The chain was of a soft, glistening silver, carefully linked together. On the end of the necklace was a small heart in the most pristine sliver. Gently glistening in the light. On the back, in-graved in small careful words was, 'Never lose sight of hope or love.' Along with an image of two tails carefully intertwining." icon_state = "fleurnecklace" - item_state = "fleurnecklace" + inhand_icon_state = "fleurnecklace" icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' diff --git a/code/modules/clothing/neck/mantle.dm b/code/modules/clothing/neck/mantle.dm index 041a61d11b..0f7911b6e9 100644 --- a/code/modules/clothing/neck/mantle.dm +++ b/code/modules/clothing/neck/mantle.dm @@ -87,7 +87,7 @@ icon = 'icons/fallout/clothing/custom/custom.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/custom/custom.dmi' icon_state = "mantle_wintergreen" - item_state = "mantle_wintergreen" + inhand_icon_state = "mantle_wintergreen" /obj/item/clothing/neck/mantle/commander name = "commanders mantle" @@ -362,7 +362,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "polanda" - item_state = "polanda" + inhand_icon_state = "polanda" /obj/item/clothing/neck/tie/flagcapesaccessories/no2 name = "Icelandic flag cape" @@ -370,7 +370,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "icelanda" - item_state = "icelanda" + inhand_icon_state = "icelanda" /obj/item/clothing/neck/tie/flagcapesaccessories/no3 name = "Finland flag cape" @@ -378,7 +378,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "finlanda" - item_state = "finlanda" + inhand_icon_state = "finlanda" /obj/item/clothing/neck/tie/flagcapesaccessories/no4 name = "Norwegian flag cape" @@ -386,7 +386,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "norwaya" - item_state = "norwaya" + inhand_icon_state = "norwaya" /obj/item/clothing/neck/tie/flagcapesaccessories/no5 name = "West German flag cape" @@ -394,7 +394,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "germanya" - item_state = "germanya" + inhand_icon_state = "germanya" /obj/item/clothing/neck/tie/flagcapesaccessories/no6 name = "French flag cape" @@ -402,7 +402,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "francea" - item_state = "francea" + inhand_icon_state = "francea" /obj/item/clothing/neck/tie/flagcapesaccessories/no7 name = "Danish flag cape" @@ -410,7 +410,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "denmarka" - item_state = "denmarka" + inhand_icon_state = "denmarka" /obj/item/clothing/neck/tie/flagcapesaccessories/no8 name = "Swedish flag cape" @@ -418,7 +418,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "swedena" - item_state = "swedena" + inhand_icon_state = "swedena" /obj/item/clothing/neck/tie/flagcapesaccessories/no9 name = "Imperial Tsar flag cape" @@ -426,7 +426,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "imperialrusa" - item_state = "imperialrusa" + inhand_icon_state = "imperialrusa" /obj/item/clothing/neck/tie/flagcapesaccessories/no10 name = "Irish flag cape" @@ -434,7 +434,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "irelanda" - item_state = "irelanda" + inhand_icon_state = "irelanda" /obj/item/clothing/neck/tie/flagcapesaccessories/no11 name = "Brazilian flag cape" @@ -442,7 +442,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "brazila" - item_state = "brazila" + inhand_icon_state = "brazila" /obj/item/clothing/neck/tie/flagcapesaccessories/no12 name = "Canadian flag cape" @@ -450,7 +450,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "canadaa" - item_state = "canadaa" + inhand_icon_state = "canadaa" /obj/item/clothing/neck/tie/flagcapesaccessories/no13 name = "British flag cape" @@ -458,7 +458,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "uka" - item_state = "uka" + inhand_icon_state = "uka" /obj/item/clothing/neck/tie/flagcapesaccessories/no14 name = "Australian flag cape" @@ -466,7 +466,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "australiaa" - item_state = "australiaa" + inhand_icon_state = "australiaa" /obj/item/clothing/neck/tie/flagcapesaccessories/no15 name = "New Zealander flag cape" @@ -474,7 +474,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "newzealanda" - item_state = "newzealanda" + inhand_icon_state = "newzealanda" /obj/item/clothing/neck/tie/flagcapesaccessories/no16 @@ -483,7 +483,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "italya" - item_state = "italya" + inhand_icon_state = "italya" /obj/item/clothing/neck/tie/warriorcataccessories name = "Thunderous flag cape" @@ -491,7 +491,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "thundera" - item_state = "thundera" + inhand_icon_state = "thundera" /obj/item/clothing/neck/tie/warriorcataccessories/shadows @@ -500,7 +500,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "shadowa" - item_state = "shadowa" + inhand_icon_state = "shadowa" /obj/item/clothing/neck/tie/warriorcataccessories/winds name = "Windy flag cape" @@ -508,7 +508,7 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "winda" - item_state = "winda" + inhand_icon_state = "winda" /obj/item/clothing/neck/tie/warriorcataccessories/rivers @@ -517,4 +517,4 @@ icon = 'icons/fallout/clothing/mantles.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/mantle.dmi' icon_state = "rivera" - item_state = "rivera" + inhand_icon_state = "rivera" diff --git a/code/modules/clothing/shoes/f13.dm b/code/modules/clothing/shoes/f13.dm index f5bc571db5..3881e29f24 100644 --- a/code/modules/clothing/shoes/f13.dm +++ b/code/modules/clothing/shoes/f13.dm @@ -11,20 +11,20 @@ name = "enclave service boots" desc = "Tall shiny boots with kevlar layers." icon_state = "boots_enclave" - item_state = "boots_enclave" + inhand_icon_state = "boots_enclave" /obj/item/clothing/shoes/f13/rag name = "footcloths" desc = "Ripped cloth used as improvised foot strips, instead of shoes. Crude and gets dirty fast." icon_state = "rag" - item_state = "rag" + inhand_icon_state = "rag" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/shoes/f13/rag/pawb name = "tough feet" desc = "For one reason or another your feet are too tough to need shoes. Or maybe you're just very agile. Who knows." icon_state = "pawb" //uwu// - item_state = "pawb" + inhand_icon_state = "pawb" resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF can_be_tied = FALSE rad_flags = RAD_NO_CONTAMINATE @@ -38,7 +38,7 @@ name = "tan shoes" desc = "A pair of tanned leather shoes." icon_state = "tan" - item_state = "tan" + inhand_icon_state = "tan" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/shoes/f13/ninja @@ -51,20 +51,20 @@ name = "brown shoes" desc = "A pair of brown leather shoes made of wasteland animals hides." icon_state = "brownie" - item_state = "brownie" + inhand_icon_state = "brownie" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/shoes/f13/fancy name = "black shoes" desc = "A pair of fancy black shoes." //Nice shoes! icon_state = "fancy" - item_state = "fancy" + inhand_icon_state = "fancy" /obj/item/clothing/shoes/f13/cowboy name = "cowboy boots" desc = "A pair of cowhide boots with spurs.
They have a Cuban heel, rounded to pointed toe, high shaft, and, traditionally, no lacing." icon_state = "cowboy" - item_state = "cowboy" + inhand_icon_state = "cowboy" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/shoes/f13/explorer @@ -78,14 +78,14 @@ name = "raider treads" desc = "A decrepit boot on one foot, fuckall on the other, the height of raider fashion." icon_state = "raidertreads" - item_state = "raidertreads" + inhand_icon_state = "raidertreads" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/shoes/f13/diesel name = "male diesel boots" desc = "Fancy mens' steel-toed boots." icon_state = "diesel_m" - item_state = "diesel_m" + inhand_icon_state = "diesel_m" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) cold_protection = FEET @@ -96,13 +96,13 @@ name = "female diesel boots" desc = "Fancy womens' knee-high platform boots with shiny steel clasps." icon_state = "diesel_f" - item_state = "diesel_f" + inhand_icon_state = "diesel_f" /obj/item/clothing/shoes/f13/military name = "military boots" desc = "High speed, no-drag combat boots, designed for use by the U.S. Army before the Great War." icon_state = "military" - item_state = "military" + inhand_icon_state = "military" permeability_coefficient = 0.05 armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T3, ARMOR_MODIFIER_DOWN_LASER_T1) @@ -118,7 +118,7 @@ name = "leather combat boots" desc = "A pair of laced, heavy-duty leather boots designed for hard combat." icon_state = "laced" - item_state = "laced" + inhand_icon_state = "laced" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -126,7 +126,7 @@ name = "desert combat boots" desc = "An old pair of desert combat boots. This one seems to have a tighter fit, and a padded interior." icon_state = "laced" - item_state = "erin_boot" + inhand_icon_state = "erin_boot" ///// "NCR" boots below @@ -134,13 +134,13 @@ name = "patrol boots" desc = "A pair of standard issue brown boots, with a puttee." icon_state = "ncr_boots" - item_state = "ncr" + inhand_icon_state = "ncr" /obj/item/clothing/shoes/f13/military/ncr_officer_boots name = "officer boots" desc = "A pair of well-polished brown leather calf boots fitted with straps." icon_state = "ncr_officer_boots" - item_state = "ncr_officer_boots" + inhand_icon_state = "ncr_officer_boots" //// "Legion" Stuff below @@ -151,7 +151,7 @@ icon = 'icons/fallout/clothing/shoes.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/shoe.dmi' icon_state = "legion_sandals" - item_state = "legion_sandals" + inhand_icon_state = "legion_sandals" strip_delay = 100 equip_delay_other = 100 permeability_coefficient = 0.9 @@ -166,7 +166,7 @@ armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T3, ARMOR_MODIFIER_DOWN_BULLET_T3) icon_state = "legion_pelt" - item_state = "legion_pelt" + inhand_icon_state = "legion_pelt" cold_protection = FEET min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT mutantrace_variation = STYLE_DIGITIGRADE @@ -179,7 +179,7 @@ armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T3, ARMOR_MODIFIER_DOWN_BULLET_T3) mob_overlay_icon = 'icons/fallout/onmob/clothes/shoe.dmi' icon_state = "legion_leather" - item_state = "legion_leather" + inhand_icon_state = "legion_leather" /obj/item/clothing/shoes/f13/military/plated name = "plated war boots" @@ -187,7 +187,7 @@ icon = 'icons/fallout/clothing/shoes.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/shoe.dmi' icon_state = "legion_war" - item_state = "legion_war" + inhand_icon_state = "legion_war" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -197,7 +197,7 @@ icon = 'icons/fallout/clothing/shoes.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/shoe.dmi' icon_state = "legion_legate" - item_state = "legion_legate" + inhand_icon_state = "legion_legate" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T3 ) @@ -210,7 +210,7 @@ icon = 'icons/fallout/clothing/khans.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/khaans.dmi' icon_state = "khan_boots" - item_state = "khan_boots" + inhand_icon_state = "khan_boots" var/boottoggled = FALSE /obj/item/clothing/shoes/f13/military/khan/Goji @@ -218,7 +218,7 @@ desc = "A pair of Snakeskin Loafers reinforced with metal toe caps." icon = 'icons/fallout/clothing/khans.dmi' icon_state = "Gojishoes" - item_state = "Gojishoes" + inhand_icon_state = "Gojishoes" /obj/item/clothing/shoes/f13/military/khan/AltClick(mob/user) . = ..() @@ -239,11 +239,11 @@ to_chat(usr, span_notice("I mess around with the shin guards.")) if(src.boottoggled) src.icon_state = "[initial(icon_state)]" - src.item_state = "[initial(icon_state)]" + src.inhand_icon_state = "[initial(icon_state)]" src.boottoggled = FALSE else if(!src.boottoggled) src.icon_state = "[initial(icon_state)]_t" - src.item_state = "[initial(icon_state)]_t" + src.inhand_icon_state = "[initial(icon_state)]_t" src.boottoggled = TRUE usr.update_inv_shoes() for(var/X in actions) @@ -257,7 +257,7 @@ icon = 'icons/fallout/clothing/khans.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/khaans.dmi' icon_state = "khan_peltboots" - item_state = "khan_peltboots" + inhand_icon_state = "khan_peltboots" ///// End of "khans" @@ -265,14 +265,14 @@ name = "duty boots" desc = "A pair of laced old combat boots used by pre-war riot police. These have a very shining front as if they were made from rubber. (can be reskinned by alt clicking once)" icon_state = "duty" - item_state = "duty" + inhand_icon_state = "duty" reskinnable_component = /datum/component/reskinnable/khan_boots /obj/item/clothing/shoes/f13/military/patrol name = "patrol boots" desc = "A pair of hardened leather boots made for combat." icon_state = "patrol" - item_state = "patrol" + inhand_icon_state = "patrol" //Fluff @@ -280,14 +280,14 @@ name = "swimming fins" desc = "I see, Ivan, when you wear fin in desert, they help you swim good if you find much water." icon_state = "flippers" - item_state = "flippers" + inhand_icon_state = "flippers" clothing_flags = NOSLIP /obj/item/clothing/shoes/f13/moon name = "moon boots" desc = "These boots are constructed with a thin rubber exterior and cellular rubber midsole covered by colorful nylon fabrics and using polyurethane foams.
To the Moon!" icon_state = "moon" - item_state = "moon" + inhand_icon_state = "moon" cold_protection = FEET min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT heat_protection = FEET @@ -298,7 +298,7 @@ name = "mars boots" desc = "These boots are constructed with a titanium alloy. There are some runes engraved on the side.
To Mars!" icon_state = "mars" - item_state = "mars" + inhand_icon_state = "mars" cold_protection = FEET min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT heat_protection = FEET @@ -309,7 +309,7 @@ name = "mining boots" desc = "Heavy-duty work boots with steel-reinforced toes and some fluffy wool for extra warmth." icon_state = "miner" - item_state = "miner" + inhand_icon_state = "miner" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) cold_protection = FEET @@ -319,7 +319,7 @@ name = "Green Snakeskin Shoes" desc = "They may have lost some of their lustre over the years, but these green crocodile leather shoes fit you perfectly." icon_state = "jamrock_skins" - item_state = "jamrock_skins" + inhand_icon_state = "jamrock_skins" cold_protection = FEET min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm index 09be583295..db0074011c 100644 --- a/code/modules/clothing/shoes/miscellaneous.dm +++ b/code/modules/clothing/shoes/miscellaneous.dm @@ -21,7 +21,7 @@ name = "combat boots" desc = "High speed, low drag combat boots." icon_state = "combat" - item_state = "jackboots" + inhand_icon_state = "jackboots" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' armor = ARMOR_VALUE_LIGHT @@ -36,7 +36,7 @@ name = "insidious sneakboots" desc = "A pair of insidious boots with special noise muffling soles which very slightly drown out your footsteps. They would be absolutely perfect for stealth operations were it not for the iconic Syndicate flairs." icon_state = "sneakboots" - item_state = "sneakboots" + inhand_icon_state = "sneakboots" resistance_flags = FIRE_PROOF | ACID_PROOF /obj/item/clothing/shoes/combat/sneakboots/equipped(mob/user, slot) @@ -126,7 +126,7 @@ name = "infiltrator sneakboots" desc = "A pair of insidious boots with special noise muffling soles which very slightly drown out your footsteps. They would be absolutely perfect for stealth operations were it not for the the padding being worn out." icon_state = "sneakboots" - item_state = "sneakboots" + inhand_icon_state = "sneakboots" /obj/item/clothing/shoes/jackboots/fast slowdown = -1 @@ -147,7 +147,7 @@ name = "ice hiking boots" desc = "A pair of winter boots with special grips on the bottom, designed to prevent slipping on frozen surfaces." icon_state = "iceboots" - item_state = "iceboots" + inhand_icon_state = "iceboots" clothing_flags = NOSLIP_ICE /obj/item/clothing/shoes/winterboots/christmasbootsr @@ -352,7 +352,7 @@ name = "russian boots" desc = "Comfy shoes." icon_state = "rus_shoes" - item_state = "rus_shoes" + inhand_icon_state = "rus_shoes" pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes lace_time = 8 SECONDS @@ -415,7 +415,7 @@ name = "Standard UNMC boots" desc = "A set of standard UMC boots. The shin guards, knee pads, and thigh armor are mainly used to prevent scraping than actual combat. The material seems to be of a lightweight material." icon_state = "unmcb" - item_state = "unmcb" + inhand_icon_state = "unmcb" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1 , ARMOR_MODIFIER_UP_MELEE_T1) can_be_tied = FALSE @@ -431,7 +431,7 @@ name = "Thigh High Exo-Jack boots" desc = "A set of luxuriously made exo-jack thigh high boots. Extending to the thighs, these boots have both style and comfort in mind. They seem to be made of a light mateial on the exterior while the interior is padded and made with comfort in mind. For the choom who desires style and functionality." icon_state = "toxboots" - item_state = "toxboots" + inhand_icon_state = "toxboots" armor = ARMOR_VALUE_CLOTHES can_be_tied = FALSE pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes @@ -444,7 +444,7 @@ name = "Winterized UNMC Boots" desc = "A set of UNMC boots, these are painted in white dye to resemble basic winter camoflauge" icon_state = "unmcsnow" - item_state = "unmcsnow" + inhand_icon_state = "unmcsnow" mob_overlay_icon = 'icons/fallout/onmob/clothes/shoe.dmi' icon = 'icons/fallout/clothing/shoes.dmi' @@ -596,13 +596,13 @@ name = "bunny slippers" desc = "Fluffy!" icon_state = "slippers" - item_state = "slippers" + inhand_icon_state = "slippers" /obj/item/clothing/shoes/ducky name = "rubber ducky shoes" desc = "These shoes are made for quacking, and thats just what they'll do." icon_state = "ducky" - item_state = "ducky" + inhand_icon_state = "ducky" /obj/item/clothing/shoes/meown_shoes name = "meown shoes" diff --git a/code/modules/clothing/spacesuits/_spacesuits.dm b/code/modules/clothing/spacesuits/_spacesuits.dm index 00e8244617..58d98ecc28 100644 --- a/code/modules/clothing/spacesuits/_spacesuits.dm +++ b/code/modules/clothing/spacesuits/_spacesuits.dm @@ -5,7 +5,7 @@ icon_state = "spaceold" desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays." clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS - item_state = "spaceold" + inhand_icon_state = "spaceold" permeability_coefficient = 0.01 armor = ARMOR_VALUE_LIGHT flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT @@ -28,7 +28,7 @@ name = "space suit" desc = "A suit that protects against low pressure environments. Has a big 13 on the back." icon_state = "spaceold" - item_state = "s_suit" + inhand_icon_state = "s_suit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.01 permeability_coefficient = 0.02 diff --git a/code/modules/clothing/spacesuits/chronosuit.dm b/code/modules/clothing/spacesuits/chronosuit.dm index b983f6519b..f4039d11a7 100644 --- a/code/modules/clothing/spacesuits/chronosuit.dm +++ b/code/modules/clothing/spacesuits/chronosuit.dm @@ -2,7 +2,7 @@ name = "Chronosuit Helmet" desc = "A white helmet with an opaque blue visor." icon_state = "chronohelmet" - item_state = "chronohelmet" + inhand_icon_state = "chronohelmet" slowdown = 1 armor = ARMOR_VALUE_LIGHT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -17,7 +17,7 @@ name = "Chronosuit" desc = "An advanced spacesuit equipped with time-bluespace teleportation and anti-compression technology." icon_state = "chronosuit" - item_state = "chronosuit" + inhand_icon_state = "chronosuit" actions_types = list(/datum/action/item_action/toggle) armor = ARMOR_VALUE_LIGHT resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/clothing/spacesuits/flightsuit.dm b/code/modules/clothing/spacesuits/flightsuit.dm index 206fa93585..7bd5149473 100644 --- a/code/modules/clothing/spacesuits/flightsuit.dm +++ b/code/modules/clothing/spacesuits/flightsuit.dm @@ -18,7 +18,7 @@ desc = "An advanced back-worn system that has dual ion engines powerful enough to grant a humanoid flight. Contains an internal self-recharging high-current capacitor for short, powerful boosts." icon = 'icons/obj/device.dmi' icon_state = FLIGHTPACK_SPRITE_BASE - item_state = FLIGHTPACK_SPRITE_BASE + inhand_icon_state = FLIGHTPACK_SPRITE_BASE 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 = ARMOR_VALUE_LIGHT w_class = WEIGHT_CLASS_BULKY @@ -338,14 +338,14 @@ /obj/item/flightpack/update_icon() if(!flight) icon_state = "[FLIGHTPACK_SPRITE_BASE][FLIGHTPACK_SPRITE_OFF_APPEND]" - item_state = "[FLIGHTPACK_SPRITE_BASE][FLIGHTPACK_SPRITE_OFF_APPEND]" + inhand_icon_state = "[FLIGHTPACK_SPRITE_BASE][FLIGHTPACK_SPRITE_OFF_APPEND]" if(flight) if(!boost) icon_state = "[FLIGHTPACK_SPRITE_BASE][FLIGHTPACK_SPRITE_ON_APPEND]" - item_state = "[FLIGHTPACK_SPRITE_BASE][FLIGHTPACK_SPRITE_ON_APPEND]" + inhand_icon_state = "[FLIGHTPACK_SPRITE_BASE][FLIGHTPACK_SPRITE_ON_APPEND]" else icon_state = "[FLIGHTPACK_SPRITE_BASE][FLIGHTPACK_SPRITE_BOOST_APPEND]" - item_state = "[FLIGHTPACK_SPRITE_BASE][FLIGHTPACK_SPRITE_BOOST_APPEND]" + inhand_icon_state = "[FLIGHTPACK_SPRITE_BASE][FLIGHTPACK_SPRITE_BOOST_APPEND]" if(wearer) wearer.update_inv_wear_suit() wearer.update_inv_back() @@ -708,7 +708,7 @@ name = "flight shoes" desc = "A pair of specialized boots that contain stabilizers and sensors necessary for flight gear to work." //Apparently you need these to detect mob movement. icon_state = "flightshoes" - item_state = "flightshoes_mob" + inhand_icon_state = "flightshoes_mob" var/obj/item/clothing/suit/space/hardsuit/flightsuit/suit = null var/obj/item/flightpack/pack = null var/mob/living/carbon/human/wearer = null @@ -757,7 +757,7 @@ name = "flight suit" desc = "An advanced suit that allows the wearer flight via two high powered miniature jet engines on a deployable back-mounted unit." icon_state = "flightsuit" - item_state = "flightsuit" + inhand_icon_state = "flightsuit" strip_delay = 30 w_class = WEIGHT_CLASS_BULKY resistance_flags = FIRE_PROOF | ACID_PROOF @@ -1079,7 +1079,7 @@ name = "flight helmet" desc = "A sealed helmet attached to a flight suit for EVA usage scenarios. Its visor contains an information uplink HUD." icon_state = "flighthelmet" - item_state = "flighthelmet" + inhand_icon_state = "flighthelmet" item_color = "flight" resistance_flags = FIRE_PROOF | ACID_PROOF brightness_on = 7 diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm index a1223bd03b..34330d3896 100644 --- a/code/modules/clothing/spacesuits/hardsuit.dm +++ b/code/modules/clothing/spacesuits/hardsuit.dm @@ -3,7 +3,7 @@ armor //Baseline hardsuits name = "hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding." icon_state = "hardsuit0-engineering" - item_state = "eng_helm" + inhand_icon_state = "eng_helm" max_integrity = 300 armor = ARMOR_VALUE_MEDIUM light_system = MOVABLE_LIGHT @@ -100,7 +100,7 @@ armor //Baseline hardsuits name = "hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding." icon_state = "hardsuit-engineering" - item_state = "eng_hardsuit" + inhand_icon_state = "eng_hardsuit" max_integrity = 300 siemens_coefficient = 0 // pocket_storage_component_path = /datum/component/storage/concrete/pockets/armor @@ -175,7 +175,7 @@ armor //Baseline hardsuits name = "engineering hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding." icon_state = "hardsuit0-engineering" - item_state = "eng_helm" + inhand_icon_state = "eng_helm" hardsuit_type = "engineering" resistance_flags = FIRE_PROOF @@ -183,7 +183,7 @@ armor //Baseline hardsuits name = "engineering hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding." icon_state = "hardsuit-engineering" - item_state = "eng_hardsuit" + inhand_icon_state = "eng_hardsuit" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine resistance_flags = FIRE_PROOF mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC @@ -193,7 +193,7 @@ armor //Baseline hardsuits name = "atmospherics hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has thermal shielding." icon_state = "hardsuit0-atmospherics" - item_state = "atmo_helm" + inhand_icon_state = "atmo_helm" hardsuit_type = "atmospherics" heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -202,7 +202,7 @@ armor //Baseline hardsuits name = "atmospherics hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding." icon_state = "hardsuit-atmospherics" - item_state = "atmo_hardsuit" + inhand_icon_state = "atmo_hardsuit" heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos @@ -212,7 +212,7 @@ armor //Baseline hardsuits name = "advanced hardsuit helmet" desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish." icon_state = "hardsuit0-white" - item_state = "ce_helm" + inhand_icon_state = "ce_helm" hardsuit_type = "white" heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -221,7 +221,7 @@ armor //Baseline hardsuits icon_state = "hardsuit-white" name = "advanced hardsuit" desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish." - item_state = "ce_hardsuit" + inhand_icon_state = "ce_hardsuit" heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite @@ -232,7 +232,7 @@ armor //Baseline hardsuits name = "mining hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating for wildlife encounters and dual floodlights." icon_state = "hardsuit0-mining" - item_state = "mining_helm" + inhand_icon_state = "mining_helm" hardsuit_type = "mining" max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF @@ -247,7 +247,7 @@ armor //Baseline hardsuits icon_state = "hardsuit-mining" name = "mining hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating for wildlife encounters." - item_state = "mining_hardsuit" + inhand_icon_state = "mining_hardsuit" max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining @@ -264,7 +264,7 @@ armor //Baseline hardsuits desc = "A dual-mode advanced helmet designed for work in special operations. It is in EVA mode. Property of Gorlex Marauders." alt_desc = "A dual-mode advanced helmet designed for work in special operations. It is in combat mode. Property of Gorlex Marauders." icon_state = "hardsuit1-syndi" - item_state = "syndie_helm" + inhand_icon_state = "syndie_helm" hardsuit_type = "syndi" on = FALSE var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null @@ -340,7 +340,7 @@ armor //Baseline hardsuits desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in EVA mode. Property of Gorlex Marauders." alt_desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in combat mode. Property of Gorlex Marauders." icon_state = "hardsuit1-syndi" - item_state = "syndie_hardsuit" + inhand_icon_state = "syndie_hardsuit" hardsuit_type = "syndi" w_class = WEIGHT_CLASS_NORMAL helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi @@ -386,7 +386,7 @@ armor //Baseline hardsuits desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in travel mode." alt_desc = "A dual-mode advanced helmet designed for any crime-fighting situation. It is in combat mode." icon_state = "hardsuit1-owl" - item_state = "s_helmet" + inhand_icon_state = "s_helmet" hardsuit_type = "owl" visor_flags_inv = 0 visor_flags = 0 @@ -397,7 +397,7 @@ armor //Baseline hardsuits desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in travel mode." alt_desc = "A dual-mode advanced hardsuit designed for any crime-fighting situation. It is in combat mode." icon_state = "hardsuit1-owl" - item_state = "s_suit" + inhand_icon_state = "s_suit" hardsuit_type = "owl" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/owl mutantrace_variation = STYLE_DIGITIGRADE @@ -407,7 +407,7 @@ armor //Baseline hardsuits name = "gem-encrusted hardsuit helmet" desc = "A bizarre gem-encrusted helmet that radiates magical energies." icon_state = "hardsuit0-wiz" - item_state = "wiz_helm" + inhand_icon_state = "wiz_helm" hardsuit_type = "wiz" resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles! heat_protection = HEAD //Uncomment to enable firesuit protection @@ -421,7 +421,7 @@ armor //Baseline hardsuits icon_state = "hardsuit-wiz" name = "gem-encrusted hardsuit" desc = "A bizarre gem-encrusted suit that radiates magical energies." - item_state = "wiz_hardsuit" + inhand_icon_state = "wiz_hardsuit" w_class = WEIGHT_CLASS_NORMAL resistance_flags = FIRE_PROOF | ACID_PROOF heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection @@ -439,7 +439,7 @@ armor //Baseline hardsuits name = "medical hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low pressure environment. Built with lightweight materials for extra comfort, but does not protect the eyes from intense light." icon_state = "hardsuit0-medical" - item_state = "medical_helm" + inhand_icon_state = "medical_helm" hardsuit_type = "medical" flash_protect = 0 flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR @@ -461,7 +461,7 @@ armor //Baseline hardsuits icon_state = "hardsuit-medical" name = "medical hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement." - item_state = "medical_hardsuit" + inhand_icon_state = "medical_hardsuit" slowdown = 0.8 helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC @@ -498,7 +498,7 @@ armor //Baseline hardsuits icon_state = "hardsuit-rd" name = "prototype hardsuit" desc = "A prototype suit that protects against hazardous, low pressure environments. Fitted with extensive plating for handling explosives and dangerous research materials." - item_state = "hardsuit-rd" + inhand_icon_state = "hardsuit-rd" resistance_flags = ACID_PROOF | FIRE_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure. helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd @@ -508,14 +508,14 @@ armor //Baseline hardsuits name = "security hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." icon_state = "hardsuit0-sec" - item_state = "sec_helm" + inhand_icon_state = "sec_helm" hardsuit_type = "sec" /obj/item/clothing/suit/space/hardsuit/security icon_state = "hardsuit-sec" name = "security hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor." - item_state = "sec_hardsuit" + inhand_icon_state = "sec_hardsuit" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC @@ -541,7 +541,7 @@ armor //Baseline hardsuits /obj/item/clothing/head/helmet/space/hardsuit/captain name = "captain's hardsuit helmet" icon_state = "capspace" - item_state = "capspacehelmet" + inhand_icon_state = "capspacehelmet" desc = "A tactical SWAT helmet MK.II boasting better protection and a horrible fashion sense." resistance_flags = FIRE_PROOF | ACID_PROOF flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR //we want to see the mask @@ -556,7 +556,7 @@ armor //Baseline hardsuits name = "captain's SWAT suit" desc = "A MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat. The most advanced tactical armor available Usually reserved for heavy hitter corporate security, this one has a regal finish in US Government company colors. Better not let the assistants get a hold of it." icon_state = "caparmor" - item_state = "capspacesuit" + inhand_icon_state = "capspacesuit" resistance_flags = FIRE_PROOF | ACID_PROOF heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT //this needed to be added a long fucking time ago @@ -571,7 +571,7 @@ armor //Baseline hardsuits name = "prototype RIG hardsuit helmet" desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability." icon_state = "hardsuit0-ancient" - item_state = "anc_helm" + inhand_icon_state = "anc_helm" hardsuit_type = "ancient" resistance_flags = FIRE_PROOF @@ -579,7 +579,7 @@ armor //Baseline hardsuits name = "prototype RIG hardsuit" desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however." icon_state = "hardsuit-ancient" - item_state = "anc_hardsuit" + inhand_icon_state = "anc_hardsuit" slowdown = 3 helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient resistance_flags = FIRE_PROOF @@ -591,7 +591,7 @@ armor //Baseline hardsuits name = "M.A.S.O.N RIG" desc = "The Multi-Augmented Severe Operations Networked Resource Integration Gear is an man-portable tank designed for extreme environmental situations. It is excessively bulky, but rated for all but the most atomic of hazards. The specialized armor is surprisingly weak to conventional weaponry. The exo slot can attach most storage bags on to the suit." icon_state = "hardsuit-ancient" - item_state = "anc_hardsuit" + inhand_icon_state = "anc_hardsuit" slowdown = 6 //Slow helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient/mason max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -602,7 +602,7 @@ armor //Baseline hardsuits name = "M.A.S.O.N RIG helmet" desc = "The M.A.S.O.N RIG helmet is complimentary to the rest of the armor. It features a very large, high powered flood lamp and robust flash protection." icon_state = "hardsuit0-ancient" - item_state = "anc_helm" + inhand_icon_state = "anc_helm" hardsuit_type = "ancient" light_range = 16 flash_protect = 5 //We will not be flash by bombs @@ -665,7 +665,7 @@ armor //Baseline hardsuits /obj/item/clothing/head/helmet/space/hardsuit/soviet name = "soviet hardhelmet" desc = "Crafted with the pride of the proletariat. The vengeful gaze of the visor roots out all fascists and capitalists." - item_state = "rig0-soviet" + inhand_icon_state = "rig0-soviet" hardsuit_type = "soviet" icon_state = "rig0-soviet" armor = ARMOR_VALUE_MEDIUM @@ -677,7 +677,7 @@ armor //Baseline hardsuits /obj/item/clothing/suit/space/hardsuit/soviet name = "soviet hardsuit" desc = "Crafted with the pride of the proletariat. The last thing the enemy sees is the bottom of this armor's boot." - item_state = "rig-soviet" + inhand_icon_state = "rig-soviet" icon_state = "rig-soviet" armor = ARMOR_VALUE_MEDIUM armor_tier_desc = ARMOR_CLOTHING_MEDIUM @@ -720,7 +720,7 @@ armor //Baseline hardsuits name = "white shielded hardsuit" desc = "Standard issue hardsuit for playing capture the flag." icon_state = "ert_medical" - item_state = "ert_medical" + inhand_icon_state = "ert_medical" hardsuit_type = "ert_medical" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf slowdown = 0 @@ -733,7 +733,7 @@ armor //Baseline hardsuits /obj/item/clothing/suit/space/hardsuit/shielded/ctf/red name = "red shielded hardsuit" icon_state = "ert_security" - item_state = "ert_security" + inhand_icon_state = "ert_security" hardsuit_type = "ert_security" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red shield_state = "shield-red" @@ -742,26 +742,26 @@ armor //Baseline hardsuits name = "blue shielded hardsuit" desc = "Standard issue hardsuit for playing capture the flag." icon_state = "ert_command" - item_state = "ert_command" + inhand_icon_state = "ert_command" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/blue /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf name = "shielded hardsuit helmet" desc = "Standard issue hardsuit helmet for playing capture the flag." icon_state = "hardsuit0-ert_medical" - item_state = "hardsuit0-ert_medical" + inhand_icon_state = "hardsuit0-ert_medical" hardsuit_type = "ert_medical" /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red icon_state = "hardsuit0-ert_security" - item_state = "hardsuit0-ert_security" + inhand_icon_state = "hardsuit0-ert_security" hardsuit_type = "ert_security" /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/blue name = "shielded hardsuit helmet" desc = "Standard issue hardsuit helmet for playing capture the flag." icon_state = "hardsuit0-ert_commander" - item_state = "hardsuit0-ert_commander" + inhand_icon_state = "hardsuit0-ert_commander" hardsuit_type = "ert_commander" //////Syndicate Version @@ -770,7 +770,7 @@ armor //Baseline hardsuits name = "blood-red hardsuit" desc = "An advanced hardsuit with built in energy shielding." icon_state = "hardsuit1-syndi" - item_state = "syndie_hardsuit" + inhand_icon_state = "syndie_hardsuit" hardsuit_type = "syndi" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi slowdown = 0 @@ -784,7 +784,7 @@ armor //Baseline hardsuits name = "blood-red hardsuit helmet" desc = "An advanced hardsuit helmet with built in energy shielding." icon_state = "hardsuit1-syndi" - item_state = "syndie_helm" + inhand_icon_state = "syndie_helm" hardsuit_type = "syndi" ///SWAT version @@ -792,7 +792,7 @@ armor //Baseline hardsuits name = "death commando spacesuit" desc = "An advanced hardsuit favored by commandos for use in special operations." icon_state = "deathsquad" - item_state = "swat_suit" + inhand_icon_state = "swat_suit" hardsuit_type = "syndi" max_charges = 4 recharge_delay = 15 @@ -806,7 +806,7 @@ armor //Baseline hardsuits name = "death commando helmet" desc = "A tactical helmet with built in energy shielding." icon_state = "deathsquad" - item_state = "deathsquad" + inhand_icon_state = "deathsquad" hardsuit_type = "syndi" armor = ARMOR_VALUE_PA strip_delay = 130 @@ -821,7 +821,7 @@ armor //Baseline hardsuits name = "cydonian helmet" desc = "A helmet designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips." icon_state = "knight_cydonia" - item_state = "knight_yellow" + inhand_icon_state = "knight_yellow" hardsuit_type = null max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | LAVA_PROOF @@ -862,7 +862,7 @@ armor //Baseline hardsuits icon_state = "knight_cydonia" name = "cydonian powersuit" desc = "A suit of semi-powered armor produced by Cydonian Arms and Armor. It sports less armor than its contemporaries, but allows for improved mobility and recoloring of the inbuilt light strips." - item_state = "swat_suit" + inhand_icon_state = "swat_suit" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T3 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENERGY_T1, ARMOR_MODIFIER_DOWN_MELEE_T3, ARMOR_MODIFIER_UP_ENV_T3, ARMOR_MODIFIER_UP_DT_T2) // combat armor but bad melee; use that speed dummy max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index 6afe6dddce..3974c83bf7 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -21,7 +21,7 @@ Contains: name = "MK.III SWAT Helmet" desc = "An advanced tactical space helmet." icon_state = "deathsquad" - item_state = "deathsquad" + inhand_icon_state = "deathsquad" armor = ARMOR_VALUE_PA strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -35,7 +35,7 @@ Contains: name = "MK.III SWAT Suit" desc = "A prototype designed to replace the ageing MK.II SWAT suit. Based on the streamlined MK.II model, the traditional ceramic and graphene plate construction was replaced with plasteel, allowing superior armor against most threats. There's room for some kind of energy projection device on the back." icon_state = "deathsquad" - item_state = "swat_suit" + inhand_icon_state = "swat_suit" armor = ARMOR_VALUE_PA strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -48,7 +48,7 @@ Contains: name = "MK.I SWAT Suit" desc = "A tactical space suit first developed in a joint effort by the defunct IS-ERI and US Government in 20XX for military space operations. A tried and true workhorse, it is very difficult to move in but offers robust protection against all threats!" icon_state = "heavy" - item_state = "swat_suit" + inhand_icon_state = "swat_suit" armor = ARMOR_VALUE_MEDIUM strip_delay = 120 resistance_flags = FIRE_PROOF | ACID_PROOF @@ -70,7 +70,7 @@ Contains: name = "officer's jacket" desc = "An armored, space-proof jacket used in special operations." icon_state = "detective" - item_state = "det_suit" + inhand_icon_state = "det_suit" blood_overlay_type = "coat" slowdown = 0 flags_inv = 0 @@ -86,12 +86,12 @@ Contains: name = "NASA Void Helmet" desc = "An old, NASA CentCom branch designed, dark red space suit helmet." icon_state = "void" - item_state = "void" + inhand_icon_state = "void" /obj/item/clothing/suit/space/nasavoid name = "NASA Voidsuit" icon_state = "void" - item_state = "void" + inhand_icon_state = "void" desc = "An old, NASA CentCom branch designed, dark red space suit." mutantrace_variation = STYLE_DIGITIGRADE @@ -99,12 +99,12 @@ Contains: name = "Engineering Void Helmet" desc = "A CentCom engineering dark red space suit helmet. While old and dusty, it still gets the job done." icon_state = "void" - item_state = "void" + inhand_icon_state = "void" /obj/item/clothing/suit/space/nasavoid/old name = "Engineering Voidsuit" icon_state = "void" - item_state = "void" + inhand_icon_state = "void" desc = "A CentCom engineering dark red space suit. Age has degraded the suit making is difficult to move around in." slowdown = 4 @@ -122,7 +122,7 @@ Contains: name = "Santa's suit" desc = "Festive!" icon_state = "santa" - item_state = "santa" + inhand_icon_state = "santa" slowdown = 0 allowed = list(/obj/item) //for stuffing exta special presents mutantrace_variation = STYLE_DIGITIGRADE @@ -133,7 +133,7 @@ Contains: name = "royal tricorne" desc = "A thick, space-proof tricorne from the royal Space Queen. It's lined with a layer of reflective kevlar." icon_state = "pirate" - item_state = "pirate" + inhand_icon_state = "pirate" flags_inv = HIDEHAIR strip_delay = 40 equip_delay_other = 20 @@ -144,14 +144,14 @@ Contains: name = "royal bandana" desc = "A space-proof bandanna crafted with reflective kevlar." icon_state = "bandana" - item_state = "bandana" + inhand_icon_state = "bandana" mutantrace_variation = NONE /obj/item/clothing/suit/space/pirate name = "royal waistcoat " desc = "A royal, space-proof waistcoat. The inside of it is lined with reflective kevlar." icon_state = "pirate" - item_state = "pirate" + inhand_icon_state = "pirate" w_class = WEIGHT_CLASS_NORMAL flags_inv = 0 slowdown = 0 @@ -164,7 +164,7 @@ Contains: name = "emergency response unit helmet" desc = "Standard issue command helmet for the ERT." icon_state = "hardsuit0-ert_commander" - item_state = "hardsuit0-ert_commander" + inhand_icon_state = "hardsuit0-ert_commander" hardsuit_type = "ert_commander" armor = ARMOR_VALUE_PA strip_delay = 130 @@ -179,7 +179,7 @@ Contains: name = "emergency response team suit" desc = "Standard issue command suit for the ERT." icon_state = "ert_command" - item_state = "ert_command" + inhand_icon_state = "ert_command" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert armor = ARMOR_VALUE_PA slowdown = 0 @@ -190,39 +190,39 @@ Contains: /obj/item/clothing/head/helmet/space/hardsuit/ert/sec desc = "Standard issue security helmet for the ERT." icon_state = "hardsuit0-ert_security" - item_state = "hardsuit0-ert_security" + inhand_icon_state = "hardsuit0-ert_security" hardsuit_type = "ert_security" /obj/item/clothing/suit/space/hardsuit/ert/sec desc = "Standard issue security suit for the ERT." icon_state = "ert_security" - item_state = "ert_security" + inhand_icon_state = "ert_security" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/sec //ERT Engineering /obj/item/clothing/head/helmet/space/hardsuit/ert/engi desc = "Standard issue engineer helmet for the ERT." icon_state = "hardsuit0-ert_engineer" - item_state = "hardsuit0-ert_engineer" + inhand_icon_state = "hardsuit0-ert_engineer" hardsuit_type = "ert_engineer" /obj/item/clothing/suit/space/hardsuit/ert/engi desc = "Standard issue engineer suit for the ERT." icon_state = "ert_engineer" - item_state = "ert_engineer" + inhand_icon_state = "ert_engineer" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engi //ERT Medical /obj/item/clothing/head/helmet/space/hardsuit/ert/med desc = "Standard issue medical helmet for the ERT." icon_state = "hardsuit0-ert_medical" - item_state = "hardsuit0-ert_medical" + inhand_icon_state = "hardsuit0-ert_medical" hardsuit_type = "ert_medical" /obj/item/clothing/suit/space/hardsuit/ert/med desc = "Standard issue medical suit for the ERT." icon_state = "ert_medical" - item_state = "ert_medical" + inhand_icon_state = "ert_medical" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/med species_exception = list(/datum/species/angel) @@ -232,7 +232,7 @@ Contains: name = "emergency response unit helmet" desc = "Red alert command helmet for the ERT. This one is more armored than its standard version." icon_state = "hardsuit0-ert_commander-alert" - item_state = "hardsuit0-ert_commander-alert" + inhand_icon_state = "hardsuit0-ert_commander-alert" hardsuit_type = "ert_commander-alert" light_range = 8 resistance_flags = FIRE_PROOF | ACID_PROOF @@ -241,7 +241,7 @@ Contains: name = "emergency response team suit" desc = "Red alert command suit for the ERT. This one is more armored than its standard version." icon_state = "ert_command-alert" - item_state = "ert_command-alert" + inhand_icon_state = "ert_command-alert" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert resistance_flags = FIRE_PROOF | ACID_PROOF mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC @@ -250,52 +250,52 @@ Contains: /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/sec desc = "Red alert security helmet for the ERT. This one is more armored than its standard version." icon_state = "hardsuit0-ert_security-alert" - item_state = "hardsuit0-ert_security-alert" + inhand_icon_state = "hardsuit0-ert_security-alert" hardsuit_type = "ert_security-alert" /obj/item/clothing/suit/space/hardsuit/ert/alert/sec desc = "Red alert security suit for the ERT. This one is more armored than its standard version." icon_state = "ert_security-alert" - item_state = "ert_security-alert" + inhand_icon_state = "ert_security-alert" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/sec //ERT Engineering /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/engi desc = "Red alert engineer helmet for the ERT. This one is more armored than its standard version." icon_state = "hardsuit0-ert_engineer-alert" - item_state = "hardsuit0-ert_engineer-alert" + inhand_icon_state = "hardsuit0-ert_engineer-alert" hardsuit_type = "ert_engineer-alert" /obj/item/clothing/suit/space/hardsuit/ert/alert/engi desc = "Red alert engineer suit for the ERT. This one is more armored than its standard version." icon_state = "ert_engineer-alert" - item_state = "ert_engineer-alert" + inhand_icon_state = "ert_engineer-alert" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/engi //ERT Medical /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/med desc = "Red alert medical helmet for the ERT. This one is more armored than its standard version." icon_state = "hardsuit0-ert_medical-alert" - item_state = "hardsuit0-ert_medical-alert" + inhand_icon_state = "hardsuit0-ert_medical-alert" hardsuit_type = "ert_medical-alert" /obj/item/clothing/suit/space/hardsuit/ert/alert/med desc = "Red alert medical suit for the ERT. This one is more armored than its standard version." icon_state = "ert_medical-alert" - item_state = "ert_medical-alert" + inhand_icon_state = "ert_medical-alert" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert/med species_exception = list(/datum/species/angel) /obj/item/clothing/suit/space/eva name = "EVA suit" icon_state = "space" - item_state = "s_suit" + inhand_icon_state = "s_suit" desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies." /obj/item/clothing/head/helmet/space/eva name = "EVA helmet" icon_state = "space" - item_state = "space" + inhand_icon_state = "space" desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies." flash_protect = 0 @@ -304,7 +304,7 @@ Contains: name = "radiation voidsuit helmet" desc = "A special helmet that protects against radiation and space. Not much else unfortunately." icon_state = "cespace_helmet" - item_state = "nothing" + inhand_icon_state = "nothing" resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE actions_types = list() @@ -313,7 +313,7 @@ Contains: name = "radiation voidsuit" desc = "A special suit that protects against radiation and space. Not much else unfortunately." icon_state = "hardsuit-rad" - item_state = "nothing" + inhand_icon_state = "nothing" resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE mutantrace_variation = NONE @@ -322,7 +322,7 @@ Contains: name = "eagle helmet" desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle." icon_state = "griffinhat" - item_state = "griffinhat" + inhand_icon_state = "griffinhat" strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF | FIRE_PROOF @@ -332,7 +332,7 @@ Contains: name = "eagle suit" desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be integrated into the suit and the wings appear to be stuck in 'freedom' mode." icon_state = "freedom" - item_state = "freedom" + inhand_icon_state = "freedom" strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF | FIRE_PROOF @@ -344,7 +344,7 @@ Contains: name = "carp helmet" desc = "Spaceworthy and it looks like a space carp's head, smells like one too." icon_state = "carp_helm" - item_state = "syndicate" + inhand_icon_state = "syndicate" light_range = 0 //luminosity when on actions_types = list() mutantrace_variation = NONE @@ -358,7 +358,7 @@ Contains: name = "carp space suit" desc = "A slimming piece of dubious space carp technology, you suspect it won't stand up to hand-to-hand blows." icon_state = "carp_suit" - item_state = "space_suit_syndicate" + inhand_icon_state = "space_suit_syndicate" slowdown = 0 //Space carp magic, never stop believing helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp mutantrace_variation = STYLE_DIGITIGRADE @@ -367,7 +367,7 @@ Contains: name = "paranormal response unit helmet" desc = "A helmet worn by those who deal with paranormal threats for a living." icon_state = "hardsuit0-prt" - item_state = "hardsuit0-prt" + inhand_icon_state = "hardsuit0-prt" hardsuit_type = "knight_grey" max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT actions_types = list() @@ -390,7 +390,7 @@ Contains: name = "paranormal response team suit" desc = "Powerful wards are built into this hardsuit, protecting the user from all manner of paranormal threats." icon_state = "knight_grey" - item_state = "knight_grey" + inhand_icon_state = "knight_grey" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF @@ -410,13 +410,13 @@ Contains: /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor name = "inquisitor's hardsuit" icon_state = "hardsuit-inq" - item_state = "hardsuit-inq" + inhand_icon_state = "hardsuit-inq" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor name = "inquisitor's helmet" icon_state = "hardsuit0-inq" - item_state = "hardsuit0-inq" + inhand_icon_state = "hardsuit0-inq" /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor/old desc = "Who you going to call? Definitely not vault-tec! Protects against abnormal oddities. Or so it says...such things don't really exist!" @@ -436,14 +436,14 @@ Contains: name = "champion's hardsuit" desc = "Voices echo from the hardsuit, driving the user insane." icon_state = "hardsuit-beserker" - item_state = "hardsuit-beserker" + inhand_icon_state = "hardsuit-beserker" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker name = "champion's helmet" desc = "Peering into the eyes of the helmet is enough to seal damnation." icon_state = "hardsuit0-beserker" - item_state = "hardsuit0-beserker" + inhand_icon_state = "hardsuit0-beserker" /obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker/old desc = "Voices echo from the hardsuit, driving the user insane. This one is pretty battle-worn, but still fearsome." @@ -459,7 +459,7 @@ Contains: name = "emergency space helmet" desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable." icon_state = "syndicate-helm-orange" - item_state = "syndicate-helm-orange" + inhand_icon_state = "syndicate-helm-orange" strip_delay = 65 /obj/item/clothing/suit/space/fragile @@ -467,7 +467,7 @@ Contains: desc = "A bulky, air-tight suit meant to protect the user during emergency situations. It doesn't look very durable." var/torn = FALSE icon_state = "syndicate-orange" - item_state = "syndicate-orange" + inhand_icon_state = "syndicate-orange" slowdown = 2 strip_delay = 65 @@ -485,20 +485,20 @@ Contains: /obj/item/clothing/suit/space/eva/paramedic name = "paramedic EVA suit" icon_state = "paramedic-eva" - item_state = "paramedic-eva" + inhand_icon_state = "paramedic-eva" desc = "A deep blue space suit decorated with red and white crosses to indicate that the wearer is trained emergency medical personnel." /obj/item/clothing/head/helmet/space/eva/paramedic name = "paramedic EVA helmet" desc = "A deep blue space helmet with a large red cross on the faceplate to designate the wearer as trained emergency medical personnel." icon_state = "paramedic-eva-helmet" - item_state = "paramedic-eva-helmet" + inhand_icon_state = "paramedic-eva-helmet" /obj/item/clothing/suit/space/hunter name = "bounty hunting suit" desc = "A custom version of the MK.II SWAT suit, modified to look rugged and tough. Works as a space suit, if you can find a helmet." icon_state = "hunter" - item_state = "swat_suit" + inhand_icon_state = "swat_suit" strip_delay = 130 resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/clothing/spacesuits/plasmamen.dm b/code/modules/clothing/spacesuits/plasmamen.dm index c17620ccd4..7d33165ec7 100644 --- a/code/modules/clothing/spacesuits/plasmamen.dm +++ b/code/modules/clothing/spacesuits/plasmamen.dm @@ -7,7 +7,7 @@ allowed = list(/obj/item/gun, /obj/item/ammo_casing, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/plasmacutter/sword, /obj/item/restraints/handcuffs, /obj/item/tank) resistance_flags = FIRE_PROOF icon_state = "plasmaman_suit" - item_state = "plasmaman_suit" + inhand_icon_state = "plasmaman_suit" var/next_extinguish = 0 var/extinguish_cooldown = 100 var/extinguishes_left = 10 @@ -37,7 +37,7 @@ name = "plasma envirosuit helmet" desc = "A special containment helmet that allows plasma-based lifeforms to exist safely in an oxygenated environment. It is space-worthy, and may be worn in tandem with other EVA gear." icon_state = "plasmaman-helm" - item_state = "plasmaman-helm" + inhand_icon_state = "plasmaman-helm" strip_delay = 80 resistance_flags = FIRE_PROOF light_system = MOVABLE_LIGHT @@ -75,127 +75,127 @@ name = "security plasma envirosuit helmet" desc = "A plasmaman containment helmet designed for security officers, protecting them from being flashed and burning alive, along-side other undesirables." icon_state = "security_envirohelm" - item_state = "security_envirohelm" + inhand_icon_state = "security_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/security/warden name = "warden's plasma envirosuit helmet" desc = "A plasmaman containment helmet designed for the warden, a pair of white stripes being added to differeciate them from other members of security." icon_state = "warden_envirohelm" - item_state = "warden_envirohelm" + inhand_icon_state = "warden_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/security/hos name = "head of security's plasma envirosuit helmet" desc = "A plasmaman containment helmet designed for the head of security, manacing black with red stripes, to differenciate them from other members of security." icon_state = "hos_envirohelm" - item_state = "hos_envirohelm" + inhand_icon_state = "hos_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/medical name = "medical's plasma envirosuit helmet" desc = "An envirohelmet designed for plasmaman medical doctors, having two stripes down its length to denote as much." icon_state = "doctor_envirohelm" - item_state = "doctor_envirohelm" + inhand_icon_state = "doctor_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/cmo name = "chief medical officer's plasma envirosuit helmet" desc = "A blue and white envirohelmet designed for the chief medical officer." icon_state = "cmo_envirohelm" - item_state = "cmo_envirohelm" + inhand_icon_state = "cmo_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/genetics name = "geneticist's plasma envirosuit helmet" desc = "A plasmaman envirohelmet designed for geneticists." icon_state = "geneticist_envirohelm" - item_state = "geneticist_envirohelm" + inhand_icon_state = "geneticist_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/viro name = "virology plasma envirosuit helmet" desc = "The helmet worn by the safest people on the station, those who are completely immune to the monstrosities they create." icon_state = "virologist_envirohelm" - item_state = "virologist_envirohelm" + inhand_icon_state = "virologist_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/chemist name = "chemistry plasma envirosuit helmet" desc = "A plasmaman envirosuit designed for chemists, two orange stripes going down its face." icon_state = "chemist_envirohelm" - item_state = "chemist_envirohelm" + inhand_icon_state = "chemist_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/science name = "science plasma envirosuit helmet" desc = "A plasmaman envirohelmet designed for scientists." icon_state = "scientist_envirohelm" - item_state = "scientist_envirohelm" + inhand_icon_state = "scientist_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/rd name = "research director's plasma envirosuit helmet" desc = "A sturdier plasmaman envirohelmet designed for research directors." icon_state = "rd_envirohelm" - item_state = "rd_envirohelm" + inhand_icon_state = "rd_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/robotics name = "robotics plasma envirosuit helmet" desc = "A plasmaman envirohelmet designed for roboticists." icon_state = "roboticist_envirohelm" - item_state = "roboticist_envirohelm" + inhand_icon_state = "roboticist_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/engineering name = "engineering plasma envirosuit helmet" desc = "A space-worthy helmet specially designed for engineer plasmamen, the usual purple stripes being replaced by engineering's orange." icon_state = "engineer_envirohelm" - item_state = "engineer_envirohelm" + inhand_icon_state = "engineer_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/engineering/ce name = "chief engineer's plasma envirosuit helmet" desc = "A space-worthy helmet specially designed for the chief engineer, white with gold stripes designed for high visibility." icon_state = "ce_envirohelm" - item_state = "ce_envirohelm" + inhand_icon_state = "ce_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/atmospherics name = "atmospherics plasma envirosuit helmet" desc = "A space-worthy helmet specially designed for atmos technician plasmamen, the usual purple stripes being replaced by engineering's blue." icon_state = "atmos_envirohelm" - item_state = "atmos_envirohelm" + inhand_icon_state = "atmos_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/cargo name = "cargo plasma envirosuit helmet" desc = "An plasmaman envirohelmet designed for cargo techs and quartermasters." icon_state = "cargo_envirohelm" - item_state = "cargo_envirohelm" + inhand_icon_state = "cargo_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/mining name = "mining plasma envirosuit helmet" desc = "A khaki helmet given to plasmamen miners operating on lavaland." icon_state = "explorer_envirohelm" - item_state = "explorer_envirohelm" + inhand_icon_state = "explorer_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/chaplain name = "chaplain's plasma envirosuit helmet" desc = "An envirohelmet specially designed for only the most pious of plasmamen." icon_state = "chap_envirohelm" - item_state = "chap_envirohelm" + inhand_icon_state = "chap_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/white name = "white plasma envirosuit helmet" desc = "A generic white envirohelm." icon_state = "white_envirohelm" - item_state = "white_envirohelm" + inhand_icon_state = "white_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/hop name = "head of personell's plasma envirosuit helmet" desc = "A finely tailored azure envirohelm designed for head of personell." icon_state = "hop_envirohelm" - item_state = "hop_envirohelm" + inhand_icon_state = "hop_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/captain name = "captain's plasma envirosuit helmet" desc = "A blue and gold envirohelm designed for the station's captain, nonetheless. Made of superior materials to protect them from the station hazards and more." icon_state = "captain_envirohelm" - item_state = "captain_envirohelm" + inhand_icon_state = "captain_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/curator name = "curator's plasma envirosuit helmet" desc = "A slight modification on a tradiational voidsuit helmet, this helmet was Nano-Trasen's first solution to the *logistical problems* that come with employing plasmamen. Despite their limitations, these helmets still see use by historian and old-styled plasmamen alike." icon_state = "prototype_envirohelm" - item_state = "prototype_envirohelm" + inhand_icon_state = "prototype_envirohelm" light_overlay = null actions_types = list() @@ -203,10 +203,10 @@ name = "botany plasma envirosuit helmet" desc = "A green and blue envirohelmet designating its wearer as a botanist. While not specially designed for it, it would protect against minor planet-related injuries." icon_state = "botany_envirohelm" - item_state = "botany_envirohelm" + inhand_icon_state = "botany_envirohelm" /obj/item/clothing/head/helmet/space/plasmaman/janitor name = "janitor's plasma envirosuit helmet" desc = "A grey helmet bearing a pair of purple stripes, designating the wearer as a janitor." icon_state = "janitor_envirohelm" - item_state = "janitor_envirohelm" + inhand_icon_state = "janitor_envirohelm" diff --git a/code/modules/clothing/spacesuits/syndi.dm b/code/modules/clothing/spacesuits/syndi.dm index f615c9e9a2..a8c1a3246d 100644 --- a/code/modules/clothing/spacesuits/syndi.dm +++ b/code/modules/clothing/spacesuits/syndi.dm @@ -2,13 +2,13 @@ /obj/item/clothing/head/helmet/space/syndicate name = "red space helmet" icon_state = "syndicate" - item_state = "syndicate" + inhand_icon_state = "syndicate" desc = "Has a tag on it: Totally not property of an enemy corporation, honest!" /obj/item/clothing/suit/space/syndicate name = "red space suit" icon_state = "syndicate" - item_state = "space_suit_syndicate" + inhand_icon_state = "space_suit_syndicate" desc = "Has a tag on it: Totally not property of an enemy corporation, honest!" w_class = WEIGHT_CLASS_NORMAL mutantrace_variation = STYLE_DIGITIGRADE @@ -17,60 +17,60 @@ /obj/item/clothing/head/helmet/space/syndicate/green name = "green space helmet" icon_state = "syndicate-helm-green" - item_state = "syndicate-helm-green" + inhand_icon_state = "syndicate-helm-green" /obj/item/clothing/suit/space/syndicate/green name = "green space suit" icon_state = "syndicate-green" - item_state = "syndicate-green" + inhand_icon_state = "syndicate-green" //Dark green syndicate space suit /obj/item/clothing/head/helmet/space/syndicate/green/dark name = "dark green space helmet" icon_state = "syndicate-helm-green-dark" - item_state = "syndicate-helm-green-dark" + inhand_icon_state = "syndicate-helm-green-dark" /obj/item/clothing/suit/space/syndicate/green/dark name = "dark green space suit" icon_state = "syndicate-green-dark" - item_state = "syndicate-green-dark" + inhand_icon_state = "syndicate-green-dark" //Orange syndicate space suit /obj/item/clothing/head/helmet/space/syndicate/orange name = "orange space helmet" icon_state = "syndicate-helm-orange" - item_state = "syndicate-helm-orange" + inhand_icon_state = "syndicate-helm-orange" /obj/item/clothing/suit/space/syndicate/orange name = "orange space suit" icon_state = "syndicate-orange" - item_state = "syndicate-orange" + inhand_icon_state = "syndicate-orange" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC //Blue syndicate space suit /obj/item/clothing/head/helmet/space/syndicate/blue name = "blue space helmet" icon_state = "syndicate-helm-blue" - item_state = "syndicate-helm-blue" + inhand_icon_state = "syndicate-helm-blue" /obj/item/clothing/suit/space/syndicate/blue name = "blue space suit" icon_state = "syndicate-blue" - item_state = "syndicate-blue" + inhand_icon_state = "syndicate-blue" //Black syndicate space suit /obj/item/clothing/head/helmet/space/syndicate/black name = "black space helmet" icon_state = "syndicate-helm-black" - item_state = "syndicate-helm-black" + inhand_icon_state = "syndicate-helm-black" /obj/item/clothing/suit/space/syndicate/black name = "black space suit" icon_state = "syndicate-black" - item_state = "syndicate-black" + inhand_icon_state = "syndicate-black" //Black-red syndicate contract varient /obj/item/clothing/head/helmet/space/syndicate/contract @@ -78,7 +78,7 @@ desc = "A specialised black and gold helmet that's more compact than its standard Syndicate counterpart. Can be ultra-compressed into even the tightest of spaces." w_class = WEIGHT_CLASS_SMALL icon_state = "syndicate-contract-helm" - item_state = "syndicate-contract-helm" + inhand_icon_state = "syndicate-contract-helm" /obj/item/clothing/suit/space/syndicate/contract name = "contractor space suit" @@ -86,67 +86,67 @@ slowdown = 0.55 w_class = WEIGHT_CLASS_SMALL icon_state = "syndicate-contract" - item_state = "syndicate-contract" + inhand_icon_state = "syndicate-contract" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC //Black-green syndicate space suit /obj/item/clothing/head/helmet/space/syndicate/black/green name = "black space helmet" icon_state = "syndicate-helm-black-green" - item_state = "syndicate-helm-black-green" + inhand_icon_state = "syndicate-helm-black-green" /obj/item/clothing/suit/space/syndicate/black/green name = "black and green space suit" icon_state = "syndicate-black-green" - item_state = "syndicate-black-green" + inhand_icon_state = "syndicate-black-green" //Black-blue syndicate space suit /obj/item/clothing/head/helmet/space/syndicate/black/blue name = "black space helmet" icon_state = "syndicate-helm-black-blue" - item_state = "syndicate-helm-black-blue" + inhand_icon_state = "syndicate-helm-black-blue" /obj/item/clothing/suit/space/syndicate/black/blue name = "black and blue space suit" icon_state = "syndicate-black-blue" - item_state = "syndicate-black-blue" + inhand_icon_state = "syndicate-black-blue" //Black medical syndicate space suit /obj/item/clothing/head/helmet/space/syndicate/black/med name = "black space helmet" icon_state = "syndicate-helm-black-med" - item_state = "syndicate-helm-black" + inhand_icon_state = "syndicate-helm-black" /obj/item/clothing/suit/space/syndicate/black/med name = "green space suit" icon_state = "syndicate-black-med" - item_state = "syndicate-black" + inhand_icon_state = "syndicate-black" //Black-orange syndicate space suit /obj/item/clothing/head/helmet/space/syndicate/black/orange name = "black space helmet" icon_state = "syndicate-helm-black-orange" - item_state = "syndicate-helm-black" + inhand_icon_state = "syndicate-helm-black" /obj/item/clothing/suit/space/syndicate/black/orange name = "black and orange space suit" icon_state = "syndicate-black-orange" - item_state = "syndicate-black" + inhand_icon_state = "syndicate-black" //Black-red syndicate space suit /obj/item/clothing/head/helmet/space/syndicate/black/red name = "black space helmet" icon_state = "syndicate-helm-black-red" - item_state = "syndicate-helm-black-red" + inhand_icon_state = "syndicate-helm-black-red" /obj/item/clothing/suit/space/syndicate/black/red name = "black and red space suit" icon_state = "syndicate-black-red" - item_state = "syndicate-black-red" + inhand_icon_state = "syndicate-black-red" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC @@ -154,9 +154,9 @@ /obj/item/clothing/head/helmet/space/syndicate/black/engie name = "black space helmet" icon_state = "syndicate-helm-black-engie" - item_state = "syndicate-helm-black" + inhand_icon_state = "syndicate-helm-black" /obj/item/clothing/suit/space/syndicate/black/engie name = "black engineering space suit" icon_state = "syndicate-black-engie" - item_state = "syndicate-black" + inhand_icon_state = "syndicate-black" diff --git a/code/modules/clothing/suits/arfsuits.dm b/code/modules/clothing/suits/arfsuits.dm index 37e34dea10..960119d037 100644 --- a/code/modules/clothing/suits/arfsuits.dm +++ b/code/modules/clothing/suits/arfsuits.dm @@ -96,7 +96,7 @@ icon = 'icons/obj/clothing/suits.dmi' //mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "overalls_farmer" - item_state = "overalls_farmer" + inhand_icon_state = "overalls_farmer" pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket //fuck it everyone gets pockets cold_protection = CHEST|GROIN heat_protection = CHEST|GROIN @@ -117,7 +117,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "overalls_farmer" - item_state = "overalls_farmer" + inhand_icon_state = "overalls_farmer" pocket_storage_component_path = /datum/component/storage/concrete/pockets // big pockets! body_parts_hidden = CHEST|GROIN|LEGS @@ -127,7 +127,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "overalls_farmer" - item_state = "overalls_farmer" + inhand_icon_state = "overalls_farmer" pocket_storage_component_path = /datum/component/storage/concrete/pockets/service/overalls /obj/item/clothing/suit/armor/outfit/overalls/farmer/Initialize() @@ -140,7 +140,7 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = 'icons/mob/clothing/suit.dmi' icon_state = "sexymaid_s" - item_state = "sexymaid_s" + inhand_icon_state = "sexymaid_s" pocket_storage_component_path = /datum/component/storage/concrete/pockets/service/overalls /obj/item/clothing/suit/armor/outfit/overalls/sexymaid/Initialize() @@ -152,14 +152,14 @@ desc = "A heavy leather apron designed for protecting the user when metalforging." icon = 'icons/fallout/clothing/aprons.dmi' icon_state = "forge" - item_state = "forge" + inhand_icon_state = "forge" blood_overlay_type = "armor" pocket_storage_component_path = /datum/component/storage/concrete/pockets/service/overalls body_parts_hidden = CHEST /* icon = 'icons/obj/clothing/suits.dmi' icon_state = "opifex_apron" - item_state = "opifex_apron" */ // cus this darn sprite is hidden so well I cant find it + inhand_icon_state = "opifex_apron" */ // cus this darn sprite is hidden so well I cant find it /obj/item/clothing/suit/armor/outfit/overalls/blacksmith/Initialize() . = ..() @@ -173,7 +173,7 @@ name = "tan vest" desc = "It's a vest made of tanned leather." icon_state = "tanleather" - item_state = "det_suit" + inhand_icon_state = "det_suit" pocket_storage_component_path = /datum/component/storage/concrete/pockets/armor body_parts_hidden = CHEST @@ -181,26 +181,26 @@ name = "brown vest" desc = "A brown vest, typically worn by wannabe cowboys and prospectors. It has a few pockets for tiny items." icon_state = "cowboybvest" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" /obj/item/clothing/suit/armor/outfit/vest/bartender name = "bartenders vest" desc = "A grey vest, adorned with bartenders arm cuffs, a classic western look." icon_state = "westender" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" pocket_storage_component_path = /datum/component/storage/concrete/pockets/service/overalls /obj/item/clothing/suit/armor/outfit/vest/cowboy/grey name = "grey vest" desc = "A grey vest, typically worn by wannabe cowboys and prospectors. It has a few pockets for tiny items." icon_state = "cowboygvest" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" /obj/item/clothing/suit/armor/outfit/vest/utility name = "utility vest" desc = "A practical vest with pockets for tools and such." icon_state = "vest_utility" - item_state = "vest_utility" + inhand_icon_state = "vest_utility" icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/four @@ -210,7 +210,7 @@ name = "Custom Midwestern B.O.S Power Armor" desc = "A set of reftted custom Power Armor made to function akin to medium armor. Stylish and fitted well!" icon_state = "midwestpa" - item_state = "midwestpa" + inhand_icon_state = "midwestpa" armor_tier_desc = ARMOR_CLOTHING_MEDIUM slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM @@ -224,7 +224,7 @@ name = "secondary gear harness" desc = "A collection of practically invisible straps useful for holding items. And that's about it." icon_state = "gear_harness" - item_state = "gear_harness" + inhand_icon_state = "gear_harness" w_class = WEIGHT_CLASS_TINY /obj/item/clothing/suit/armor/outfit/vest/utility/logisticsofficer //same as his beret @@ -235,7 +235,7 @@ name = "flak jacket" desc = "A dilapidated jacket made of ballistic nylon. Smells faintly of napalm." icon_state = "flakjack" - item_state = "redtag" + inhand_icon_state = "redtag" blood_overlay_type = "armor" body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS|HEAD resistance_flags = NONE @@ -253,7 +253,7 @@ name = "jacket template" desc = "its a jacket!!" icon_state = "veteran" - item_state = "suit-command" + inhand_icon_state = "suit-command" pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) body_parts_hidden = CHEST|ARMS @@ -262,7 +262,7 @@ name = "CrystalJock Bomber jacket" desc = "A very cyberpunk looking jacket. It is quite comfortable to wear and gives you an estimated added coolness factor of 20%. For the chooms and wastelander looking to make their wardrobe extra spiffy." icon_state = "cyberjacket" - item_state = "cyberjacket" + inhand_icon_state = "cyberjacket" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -276,7 +276,7 @@ name = "Darkened Crystaljock jacket" desc = "A darkened version of a very cyberpunk looking jacket. Looks very comfortable to wear." icon_state = "cyberjacket2" - item_state = "cyberjacket2" + inhand_icon_state = "cyberjacket2" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -284,7 +284,7 @@ name = "Highlighted Crystaljock jacket" desc = "A highlighted version of a very cyberpunk looking jacket. Looks very comfortable to wear." icon_state = "cyberjacket3" - item_state = "cyberjacket3" + inhand_icon_state = "cyberjacket3" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -293,7 +293,7 @@ name = "Luxurious Cropped Crystaljock jacket" desc = "An extremely pristine and luxuriously made custom crystaljock jacket from Latos Systems finest tailors. Made with a quilted interior, white leather, and quality stitching. This is a jacket to behold with those golden zippers and a lovely symbol of a moth and cat on the back of the jacket. A jacket for the most luxuriously and lavish living chooms." icon_state = "cyberjacketcustom" - item_state = "cyberjacketcustom" + inhand_icon_state = "cyberjacketcustom" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -306,7 +306,7 @@ name = "Blue cyber themed coat" desc = "A very well made cyberpunk themed coat. It is made of a material that allows images and text to be displayed. This one seems to show off the name of some corporation. It's quite comfortable to wear as well." icon_state = "cybercoat" - item_state = "cybercoat" + inhand_icon_state = "cybercoat" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster @@ -320,7 +320,7 @@ name = "Purple cyber themed coat" desc = "A very well made cyberpunk themed coat. It is made of a material that allows images and text to be displayed. This one seems to show off the name of a skull. It's quite comfortable to wear as well." icon_state = "cybercoat2" - item_state = "cybercoat2" + inhand_icon_state = "cybercoat2" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -328,7 +328,7 @@ name = "Red cyber themed coat" desc = "A very well made cyberpunk themed coat. It is made of a material that allows images and text to be displayed. This one seems to show off the name of some corporation. It's quite comfortable to wear as well." icon_state = "cybercoat3" - item_state = "cybercoat3" + inhand_icon_state = "cybercoat3" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -336,7 +336,7 @@ name = "Black and red cloak" desc = "A black and red themed cloak. It seems to signal power to those who wear it, like they are the head of staff somewhere. Or could just be you, it's a damn nice cloak, however." icon_state = "hoscloak" - item_state = "hoscloak" + inhand_icon_state = "hoscloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -350,7 +350,7 @@ name = "Merchant cloak" desc = "A lovingly lavish cloak made of fine brown-dyed silk and golden accents. A fitting cloak for the merchants of the wasteland." icon_state = "qmcloak" - item_state = "qmcloak" + inhand_icon_state = "qmcloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -364,7 +364,7 @@ name = "Medic's cloak" desc = "A medical themed cloak that screams out 'I am here to save the day'. Or so you believe. None the less, it's comfortable and easy to wear. Good for the summer occassion." icon_state = "cmocloak" - item_state = "cmocloak" + inhand_icon_state = "cmocloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -378,7 +378,7 @@ name = "Engineer's geometric cloak" desc = "A cloak that has some unique geometric designs to it. It gives one the sensation of wanting to use a wrench and yelling out 'Gotta move that gear up!'. It is comfortable and easy to wear." icon_state = "cecloak" - item_state = "cecloak" + inhand_icon_state = "cecloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -392,7 +392,7 @@ name = "Researcher's cloak" desc = "A cloak that is fitting for a researcher. Purple colored and soft to the touch." icon_state = "rdcloak" - item_state = "rdcloak" + inhand_icon_state = "rdcloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -406,7 +406,7 @@ name = "Royal Captain's cloak" desc = "A cloak that is fitting for the most prestigious captain. A royal blue with gold accents and gold fittings, it's made to be shown off while showcasing just how important you are. Or so one believes so." icon_state = "capcloak" - item_state = "capcloak" + inhand_icon_state = "capcloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -420,7 +420,7 @@ name = "Janitor's bubbly cloak" desc = "A cloak made from animated materials. This one is a light purple, soft to the touch and animated!. The animation depicts bubbles forming from the back of the cloak, how cute." icon_state = "cleanercloak" - item_state = "cleanercloak" + inhand_icon_state = "cleanercloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -434,7 +434,7 @@ name = "Healer's cloak" desc = "A cloak made from animated materials. This one is a cloak with a animated medical symbol on the back. Made from sterile materials, it's befitting for a medical practitioner of the wasteland." icon_state = "healercloak" - item_state = "healercloak" + inhand_icon_state = "healercloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -448,7 +448,7 @@ name = "Miner's cloak" desc = "A cloak made from animated materials. This one is a cloak with a animated pickxe hitting a mineral. It is a cloak befitting a miner and made from hardy materials suited for caves and the such." icon_state = "minercloak" - item_state = "minercloak" + inhand_icon_state = "minercloak" armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -464,27 +464,27 @@ name = "merc veteran coat" desc = " A blue leather coat adorned with war medals.
This type of outfit is common for professional mercenaries and bounty hunters." icon_state = "veteran" - item_state = "suit-command" + inhand_icon_state = "suit-command" body_parts_hidden = CHEST /obj/item/clothing/suit/armor/outfit/jacket/battlecruiser //Do we have Star Craft here as well?! name = "captain's coat" desc = "Battlecruiser operational!" icon_state = "battlecruiser" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/armor/outfit/jacket/mantle name = "hide mantle" desc = " A rather grisly selection of cured hides and skin, sewn together to form a ragged mantle." icon_state = "mantle_liz" - item_state = "det_suit" + inhand_icon_state = "det_suit" body_parts_hidden = 0 /obj/item/clothing/suit/armor/outfit/jacket/mfp //Mad Max 1 1979 babe! name = "MFP jacket" desc = "A Main Force Patrol leather jacket.
Offbeat." icon_state = "mfp" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/armor/outfit/jacket/mfp/raider name = "offbeat jacket" @@ -496,7 +496,7 @@ name = "security officer's jacket" desc = "This jacket is for those special occasions when a security officer isn't required to wear their armor." icon_state = "officerbluejacket" - item_state = "officerbluejacket" + inhand_icon_state = "officerbluejacket" // body_parts_covered = CHEST|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON body_parts_hidden = CHEST|ARMS @@ -505,7 +505,7 @@ name = "bankers tailcoat" desc = " A long black jacket, finely crafted black leather and smooth finishings make this an extremely fancy piece of rich-mans apparel." icon_state = "banker" - item_state = "banker" + inhand_icon_state = "banker" // body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS body_parts_hidden = ARMS @@ -513,14 +513,14 @@ name = "disco-ass blazer" desc = "Looks like someone skinned this blazer off some long extinct disco-animal. It has an enigmatic white rectangle on the back and the right sleeve." icon_state = "jamrock_blazer" - item_state = "jamrock_blazer" + inhand_icon_state = "jamrock_blazer" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/outfit/jacket/blackformaljacket name = "black formal overcoat" desc = "A neat black overcoat that's only slightly weathered from a nuclear apocalypse." icon_state = "black_oversuit" - item_state = "banker" + inhand_icon_state = "banker" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/outfit/jacket/police @@ -529,7 +529,7 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_officer" - item_state = "police_officer" + inhand_icon_state = "police_officer" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/outfit/jacket/police/lieutenant @@ -538,7 +538,7 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_lieutenant" - item_state = "police_lieutenant" + inhand_icon_state = "police_lieutenant" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/outfit/jacket/police/chief @@ -547,14 +547,14 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/outfit/jacket/ncrcfjacket name = "blue denim jacket" desc = "A simple breezy denim jacket." icon_state = "ncrcfjacket" - item_state = "ncrcfjacket" + inhand_icon_state = "ncrcfjacket" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/outfit/jacket/denison_smock @@ -563,7 +563,7 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = 'icons/mob/clothing/suit.dmi' icon_state = "denison_smock" - item_state = "police_chief" + inhand_icon_state = "police_chief" /obj/item/clothing/suit/armor/outfit/jacket/rdashjacket @@ -572,7 +572,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "rainbowdash" - item_state = "rainbowdash" + inhand_icon_state = "rainbowdash" /obj/item/clothing/suit/armor/outfit/jacket/rarityjacket name = "Pristine parka" @@ -580,7 +580,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "rarecoat" - item_state = "rarecoat" + inhand_icon_state = "rarecoat" /obj/item/clothing/suit/armor/outfit/jacket/flutterjacket name = "Cuddly and soft parka" @@ -588,7 +588,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "shycoat" - item_state = "shycoat" + inhand_icon_state = "shycoat" /obj/item/clothing/suit/armor/outfit/jacket/ww1trench @@ -597,7 +597,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "britishtrench" - item_state = "britishtrench" + inhand_icon_state = "britishtrench" /obj/item/clothing/suit/armor/outfit/jacket/ww1trench/latewar name = "Anglo trench coat" @@ -605,7 +605,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "britishtrenchlate" - item_state = "britishtrenchlate" + inhand_icon_state = "britishtrenchlate" /obj/item/clothing/suit/armor/outfit/jacket/ww1trenchgerman name = "Grey trench raider coat." @@ -613,7 +613,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "germtrench" - item_state = "germtrench" + inhand_icon_state = "germtrench" /obj/item/clothing/suit/armor/outfit/jacket/ww1trenchfrench name = "Blue trench raider coat." @@ -621,7 +621,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "frenchtrench" - item_state = "frenchtrench" + inhand_icon_state = "frenchtrench" /obj/item/clothing/suit/armor/outfit/jacket/sovietpadded name = "Padded Soviet jacket" @@ -629,13 +629,13 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "sovjacket" - item_state = "sovjacket" + inhand_icon_state = "sovjacket" /obj/item/clothing/suit/armor/outfit/flagcapes name = "base for the flag capes" desc = "Base stuff for the flag capes, no peekie ;3" icon_state = "poland" - item_state = "poland" + inhand_icon_state = "poland" pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_LIGHT @@ -647,7 +647,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "poland" - item_state = "poland" + inhand_icon_state = "poland" /obj/item/clothing/suit/armor/outfit/flagcapes/iceland name = "Armored Icelandic flag cape" @@ -655,7 +655,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "iceland" - item_state = "iceland" + inhand_icon_state = "iceland" /obj/item/clothing/suit/armor/outfit/flagcapes/norway name = "Armored Norwegian flag cape" @@ -663,7 +663,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "norway" - item_state = "norway" + inhand_icon_state = "norway" /obj/item/clothing/suit/armor/outfit/flagcapes/finland name = "Armored Finnish flag cape" @@ -671,7 +671,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "finland" - item_state = "finland" + inhand_icon_state = "finland" /obj/item/clothing/suit/armor/outfit/flagcapes/germanynato name = "Armored West German flag cape" @@ -679,7 +679,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "germany" - item_state = "germany" + inhand_icon_state = "germany" /obj/item/clothing/suit/armor/outfit/flagcapes/sweden name = "Armored Swedish flag cape" @@ -687,7 +687,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "sweden" - item_state = "sweden" + inhand_icon_state = "sweden" /obj/item/clothing/suit/armor/outfit/flagcapes/denmark name = "Armored Danish flag cape" @@ -695,7 +695,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "denmark" - item_state = "denmark" + inhand_icon_state = "denmark" /obj/item/clothing/suit/armor/outfit/flagcapes/france name = "Armored French flag cape" @@ -703,7 +703,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "france" - item_state = "france" + inhand_icon_state = "france" /obj/item/clothing/suit/armor/outfit/flagcapes/tsaristrussia name = "Armored Tsarist flag cape" @@ -711,7 +711,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "imperialrus" - item_state = "imperialrus" + inhand_icon_state = "imperialrus" /obj/item/clothing/suit/armor/outfit/flagcapes/ireland name = "Armored Irish flag cape" @@ -719,7 +719,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "ireland" - item_state = "ireland" + inhand_icon_state = "ireland" /obj/item/clothing/suit/armor/outfit/flagcapes/brazil name = "Armored Brazilian flag cape" @@ -727,7 +727,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "brazil" - item_state = "brazil" + inhand_icon_state = "brazil" /obj/item/clothing/suit/armor/outfit/flagcapes/italy name = "Armored Italian flag cape" @@ -735,7 +735,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "italy" - item_state = "italy" + inhand_icon_state = "italy" /obj/item/clothing/suit/armor/outfit/flagcapes/canada name = "Armored Canadian flag cape" @@ -743,7 +743,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "canada" - item_state = "canada" + inhand_icon_state = "canada" /obj/item/clothing/suit/armor/outfit/flagcapes/unitedkingdom name = "Armored british flag cape" @@ -751,7 +751,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "uk" - item_state = "uk" + inhand_icon_state = "uk" /obj/item/clothing/suit/armor/outfit/flagcapes/australia name = "Armored Australian flag cape" @@ -759,7 +759,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "australia" - item_state = "australia" + inhand_icon_state = "australia" /obj/item/clothing/suit/armor/outfit/flagcapes/newzealand name = "Armored New Zealander flag cape" @@ -767,7 +767,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "newzealand" - item_state = "newzealand" + inhand_icon_state = "newzealand" /obj/item/clothing/suit/armor/outfit/warriorcats name = "Armored Thunderous flag cape" @@ -775,7 +775,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "thunder" - item_state = "thunder" + inhand_icon_state = "thunder" /obj/item/clothing/suit/armor/outfit/warriorcats/shadow name = "Armored Shadowed flag cape" @@ -783,7 +783,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "shadow" - item_state = "shadow" + inhand_icon_state = "shadow" /obj/item/clothing/suit/armor/outfit/warriorcats/wind name = "Armored Windy flag cape" @@ -791,7 +791,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "wind" - item_state = "wind" + inhand_icon_state = "wind" /obj/item/clothing/suit/armor/outfit/warriorcats/river name = "Armored Rivulet flag cape" @@ -799,7 +799,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "river" - item_state = "river" + inhand_icon_state = "river" /obj/item/clothing/suit/armor/outfit/warriorcats/customshadow name = "Custom Shadowclan greatcoat" @@ -807,7 +807,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "kriegshadowfanatic" - item_state = "kriegshadowfanatic" + inhand_icon_state = "kriegshadowfanatic" armor_tokens = list(ARMOR_MODIFIER_UP_DT_T1) // until togglesuits are made into normal suits, treat these as jackets @@ -815,7 +815,7 @@ name = "labcoat" desc = "A suit that protects against minor chemical spills." icon_state = "labcoat" - item_state = "labcoat" + inhand_icon_state = "labcoat" blood_overlay_type = "coat" // body_parts_covered = CHEST|ARMS pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -831,14 +831,14 @@ name = "chief medical officer's labcoat" desc = "Bluer than the standard model." icon_state = "labcoat_cmo" - item_state = "labcoat_cmo" + inhand_icon_state = "labcoat_cmo" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) /obj/item/clothing/suit/toggle/labcoat/mad name = "\proper The Mad's labcoat" desc = "It makes you look capable of konking someone on the noggin and shooting them into space." icon_state = "labgreen" - item_state = "labgreen" + inhand_icon_state = "labgreen" /obj/item/clothing/suit/toggle/labcoat/genetics name = "geneticist labcoat" @@ -869,39 +869,39 @@ name = "science jacket" desc = "A comfortable jacket in science purple." icon_state = "sci_dep_jacket" - item_state = "sci_dep_jacket" + inhand_icon_state = "sci_dep_jacket" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) /obj/item/clothing/suit/toggle/labcoat/depjacket/med name = "medical jacket" desc = "A comfortable jacket in medical blue." icon_state = "med_dep_jacket" - item_state = "med_dep_jacket" + inhand_icon_state = "med_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/sec name = "security jacket" desc = "A comfortable jacket in security red." icon_state = "sec_dep_jacket" - item_state = "sec_dep_jacket" + inhand_icon_state = "sec_dep_jacket" armor_tokens = list(ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/toggle/labcoat/depjacket/sup name = "supply jacket" desc = "A comfortable jacket in supply brown." icon_state = "supply_dep_jacket" - item_state = "supply_dep_jacket" + inhand_icon_state = "supply_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/sup/qm name = "quartermaster's jacket" desc = "A loose covering often warn by station quartermasters." icon_state = "qmjacket" - item_state = "qmjacket" + inhand_icon_state = "qmjacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/eng name = "engineering jacket" desc = "A comfortable jacket in engineering yellow." icon_state = "engi_dep_jacket" - item_state = "engi_dep_jacket" + inhand_icon_state = "engi_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/fieldscribe name = "fieldscribe suit" @@ -919,28 +919,28 @@ name = "first responder jacket" desc = "A high-visibility jacket worn by medical first responders." icon_state = "fr_jacket" - item_state = "fr_jacket" + inhand_icon_state = "fr_jacket" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/toggle/labcoat/warriors name = "warriors jacket" desc = "A red leather jacket, with the word \"Warriors\" sewn above the white wings on the back." icon_state = "warriors" - item_state = "owl" + inhand_icon_state = "owl" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/toggle/labcoat/wanderer name = "wanderer jacket" desc = "A zipped-up hoodie made of tanned leather." icon_state = "wanderer" - item_state = "owl" + inhand_icon_state = "owl" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/toggle/labcoat/followers name = "clinic lab coat" desc = "A worn-down white labcoat with some wiring hanging from the right side.
Upon closer inspection, you can see an ancient bloodstains that could tell an entire story about thrilling adventures of a previous owner." icon_state = "followers" - item_state = "labcoat" + inhand_icon_state = "labcoat" //these are jackets too /obj/item/clothing/suit/hooded/parka/medical @@ -980,7 +980,7 @@ name = "ghost sheet" desc = "The hands float by themselves, so it's extra spooky." icon_state = "ghost_sheet" - item_state = "ghost_sheet" + inhand_icon_state = "ghost_sheet" throwforce = 0 throw_speed = 1 throw_range = 2 @@ -993,7 +993,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "legion_slaveleather" - item_state = "legion_slaveleather" + inhand_icon_state = "legion_slaveleather" body_parts_hidden = 0 mutantrace_variation = STYLE_DIGITIGRADE @@ -1044,7 +1044,7 @@ name = "tribal armor" desc = "A set of armor made of gecko hides.
It's pretty good for makeshift armor." icon_state = "tribal" - item_state = "tribal" + inhand_icon_state = "tribal" // flags_inv = HIDEJUMPSUIT //icon = 'icons/fallout/clothing/armored_light.dmi' //mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -1060,14 +1060,14 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "tribal" - item_state = "tribal" + inhand_icon_state = "tribal" body_parts_hidden = GROIN|ARMS|LEGS /obj/item/clothing/suit/armor/light/tribal/cloak name = "light tribal cloak" desc = "A light cloak made from gecko skins and small metal plates at vital areas to give some protection, a favorite amongst scouts of the tribe." icon_state = "lightcloak" - item_state = "lightcloak" + inhand_icon_state = "lightcloak" body_parts_hidden = CHEST|ARMS|LEGS @@ -1075,14 +1075,14 @@ name = "simple tribal armor" desc = "Armor made of leather strips and a large, flat piece of turquoise. The wearer is displaying the Mountain River traditional garb." icon_state = "tribal_armor" - item_state = "tribal_armor" + inhand_icon_state = "tribal_armor" body_parts_hidden = CHEST|ARMS|LEGS /obj/item/clothing/suit/armor/light/tribal/sorrows name = "Sorrows armour" desc = "A worn ballistic vest from Salt Lake, adorned with feathers and turqoise beads, with an ornamental pattern painted over the sides. Commonly worn by the members of the peaceful Sorrows tribe." icon_state = "sorrows_armour" - item_state = "sorrows_armour" + inhand_icon_state = "sorrows_armour" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/light/tribal/westernwayfarer @@ -1091,13 +1091,13 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "western_wayfarer_armor" - item_state = "western_wayfarer_armor" + inhand_icon_state = "western_wayfarer_armor" /obj/item/clothing/suit/armor/light/tribal/bone name = "Bone armor" desc = "A tribal armor plate, crafted from animal bone." icon_state = "bone_dancer_armor_light" - item_state = "bone_dancer_armor_light" + inhand_icon_state = "bone_dancer_armor_light" mutantrace_variation = STYLE_DIGITIGRADE blood_overlay_type = "armor" @@ -1105,14 +1105,14 @@ name = "bone armor suit" desc = "A tribal armor plate, crafted from animal bone." icon_state = "bonearmor_light" - item_state = "bonearmor_light" + inhand_icon_state = "bonearmor_light" blood_overlay_type = "armor" /obj/item/clothing/suit/armor/light/tribal/rustwalkers name = "Rustwalkers light armor" desc = "A chestplate, pauldron and vambrace that bear a distinct resemblance to a coolant tank, engine valves and an exhaust. Commonly worn by members of the Rustwalkers tribe" icon_state = "rustwalkers_armour_light" - item_state = "rustwalkers_armour_light" + inhand_icon_state = "rustwalkers_armour_light" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = ARMS @@ -1120,7 +1120,7 @@ name = "White Legs light armour" desc = "A series of tan and khaki armour plates, held in place with a considerable amount of strapping. Commonly worn by members of the White Legs tribe." icon_state = "white_legs_armour_light" - item_state = "white_legs_armour_light" + inhand_icon_state = "white_legs_armour_light" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = ARMS @@ -1128,7 +1128,7 @@ name = "80s light armour" desc = "A plain, slightly cropped leather jacket with a black lining and neck brace, paired with a set of metal vambraces and a black belt of pouches. Commonly worn by the members of the 80s tribe." icon_state = "80s_armour_light" - item_state = "80s_armour_light" + inhand_icon_state = "80s_armour_light" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = ARMS @@ -1136,7 +1136,7 @@ name = "Dead Horses light armour" desc = "A simple leather bandolier and gecko hide chest covering, with an engraved metal pauldron and a pair of black leather straps. Commonly worn by the members of the Dead Horses tribe." icon_state = "dead_horses_armour_light" - item_state = "dead_horses_armour_light" + inhand_icon_state = "dead_horses_armour_light" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = 0 @@ -1144,7 +1144,7 @@ name = "light tribal cloak" desc = "Light cloak armor, made of gecko skins and minor metal plating to protect against light weaponry, a favorite amongst scouts of the tribe." icon_state = "lightcloak" - item_state = "lightcloak" + inhand_icon_state = "lightcloak" body_parts_hidden = ARMS armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -1152,7 +1152,7 @@ name = "light tribal armor" desc = "Light armor made of leather stips and a large, flat piece of turquoise. Armor commonplace among the local tribe." icon_state = "tribal_armor" - item_state = "tribal_armor" + inhand_icon_state = "tribal_armor" body_parts_hidden = CHEST armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -1357,7 +1357,7 @@ name = "Raven cloak" desc = "A huge cloak made out of hundreds of knife-like black bird feathers. It glitters in the light, ranging from blue to dark green and purple." icon_state = "raven_cloak" - item_state = "raven_cloak" + inhand_icon_state = "raven_cloak" hoodtype = /obj/item/clothing/head/hooded/cloakhood/desert/raven_hood mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -1365,7 +1365,7 @@ name = "Raven cloak hood" desc = "A hood fashioned out of patchwork and feathers" icon_state = "raven_hood" - item_state = "raven_hood" + inhand_icon_state = "raven_hood" /obj/item/clothing/suit/hooded/outcast name = "patched heavy leather cloak" @@ -1373,7 +1373,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "cloak_outcast" - item_state = "cloak_outcast" + inhand_icon_state = "cloak_outcast" hoodtype = /obj/item/clothing/head/hooded/cloakhood/outcast // body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -1388,7 +1388,7 @@ icon = 'icons/fallout/clothing/hats.dmi' icon_state = "hood_tribaloutcast" mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' - item_state = "hood_tribaloutcast" + inhand_icon_state = "hood_tribaloutcast" flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -1400,7 +1400,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' icon_state = "cloak_outcast" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' - item_state = "cloak_outcast" + inhand_icon_state = "cloak_outcast" strip_delay = 40 hoodtype = /obj/item/clothing/head/hooded/cloakhood/tribaloutcast // body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -1416,7 +1416,7 @@ icon = 'icons/fallout/clothing/hats.dmi' icon_state = "hood_tribaloutcast" mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' - item_state = "hood_tribaloutcast" + inhand_icon_state = "hood_tribaloutcast" flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -1433,7 +1433,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "krieg" - item_state = "krieg" + inhand_icon_state = "krieg" /obj/item/clothing/suit/armor/light/outfit/jacket/warhammersuits/medical name = "Ancient Medical West german greatcoat" @@ -1441,7 +1441,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "mkrieg" - item_state = "mkrieg" + inhand_icon_state = "mkrieg" /obj/item/clothing/suit/armor/light/outfit/jacket/warhammersuits/officer name = "Ancient West German Officer greatcoat" @@ -1449,7 +1449,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "Kriegissar" - item_state = "Kriegissar" + inhand_icon_state = "Kriegissar" /obj/item/clothing/suit/armor/light/outfit/jacket/warhammersuits/americanofficer name = "Ancient Officer's American greatcoat" @@ -1457,7 +1457,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "40kofficer" - item_state = "40kofficer" + inhand_icon_state = "40kofficer" /obj/item/clothing/suit/armor/light/outfit/jacket/warhammersuits/genericofficer name = "Ancient Officer's greatcoat" @@ -1465,7 +1465,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "ancientofficer" - item_state = "ancientofficer" + inhand_icon_state = "ancientofficer" /obj/item/clothing/suit/armor/light/outfit/jacket/warhammersuits/techpriesting name = "Cyber priest outfit." @@ -1473,7 +1473,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "cyberpriest" - item_state = "cyberpriest" + inhand_icon_state = "cyberpriest" /obj/item/clothing/suit/armor/light/outfit/jacket/warhammersuits/cyberpriesting name = "Cyber-pyscho priest outfit." @@ -1481,7 +1481,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "tecpriest" - item_state = "tecpriest" + inhand_icon_state = "tecpriest" /obj/item/clothing/suit/armor/light/outfit/jacket/warhammersuits/fanaticalpriest name = "Town crier outfit." @@ -1489,7 +1489,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "acolytecoat" - item_state = "acolytecoat" + inhand_icon_state = "acolytecoat" /obj/item/clothing/suit/armor/light/outfit/jacket/warhammersuits/urmandoutfit name = "Ancient West German fanatic outfit." @@ -1497,7 +1497,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "fanatic" - item_state = "fanatic" + inhand_icon_state = "fanatic" ////////////////// // LIGHT RAIDER // @@ -1519,7 +1519,7 @@ name = "badlands raider armor" desc = "A leather top with a bandolier over it and a straps that cover the arms. Suited for warm climates, comes with storage space." icon_state = "badlands" - item_state = "badlands" + inhand_icon_state = "badlands" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/raider/tribalraider @@ -1528,26 +1528,26 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "tribal_outcast" - item_state = "tribal_outcast" + inhand_icon_state = "tribal_outcast" body_parts_hidden = ARMS | GROIN /obj/item/clothing/suit/armor/light/raider/supafly name = "supa-fly raider armor" desc = "Fabulous mutant powers were revealed to me the day I held aloft my bumper sword and said...
BY THE POWER OF Cosmic-COLA, I AM RAIDER MAN!" icon_state = "supafly" - item_state = "supafly" + inhand_icon_state = "supafly" /obj/item/clothing/suit/armor/light/raider/sadist name = "sadist raider armor" desc = "A bunch of metal chaps adorned with severed hands at the waist with a leather plate worn on the left shoulder. Very intimidating." icon_state = "sadist" - item_state = "sadist" + inhand_icon_state = "sadist" /obj/item/clothing/suit/armor/light/raider/painspike name = "painspike raider armor" desc = "A particularly unhuggable armor, even by raider standards. Extremely spiky." icon_state = "painspike" - item_state = "painspike" + inhand_icon_state = "painspike" ///////////////////// @@ -1558,7 +1558,7 @@ name = "duster" desc = "A long brown leather overcoat with discrete protective reinforcements sewn into the lining." icon_state = "duster" - item_state = "duster" + inhand_icon_state = "duster" permeability_coefficient = 0.5 heat_protection = CHEST|GROIN|ARMS|LEGS cold_protection = CHEST|GROIN|ARMS|LEGS @@ -1576,7 +1576,7 @@ name = "outlaw coat" desc = "An ugly looking combat duster" icon_state = "harperduster" - item_state = "combatduster" + inhand_icon_state = "combatduster" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -1587,7 +1587,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "duster_courier" - item_state = "duster_courier" + inhand_icon_state = "duster_courier" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/duster/autumn //Based of Colonel Autumn's uniform. @@ -1596,7 +1596,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "duster_autumn" - item_state = "duster_autumn" + inhand_icon_state = "duster_autumn" /obj/item/clothing/suit/armor/light/duster/vet name = "merc veteran coat" @@ -1604,27 +1604,27 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "duster_vet" - item_state = "duster_vet" + inhand_icon_state = "duster_vet" body_parts_hidden = CHEST /obj/item/clothing/suit/armor/light/duster/brahmin name = "brahmin leather duster" desc = "A duster made from tanned brahmin hide. It has a thick waxy surface from the processing, making it surprisingly laser resistant." icon_state = "duster" - item_state = "duster" + inhand_icon_state = "duster" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/duster/brahmin/biker name = "sleeveless brahmin leather duster" desc = "A duster made from tanned brahmin hide. Seems to be missing its arms. Seems like it was on purpose.." icon_state = "brahmin_leather_duster_sleeveless" - item_state = "duster" + inhand_icon_state = "duster" body_parts_hidden = 0 /* icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "duster_brahmin" - item_state = "duster_brahmin" */ + inhand_icon_state = "duster_brahmin" */ /obj/item/clothing/suit/armor/light/duster/desperado name = "desperado's duster" @@ -1632,7 +1632,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "duster_lawman" - item_state = "duster_lawman" + inhand_icon_state = "duster_lawman" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_DT_T1) body_parts_hidden = ARMS @@ -1640,14 +1640,14 @@ name = "town trenchcoat" desc = "A non-descript black trenchcoat." icon_state = "towntrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/duster/greatcoatgrey name = "Grey greatcoat" desc = "A greyed out greatcoat. This coat also comes with a furred interior for the toughest of winters" icon_state = "gerparka" - item_state = "gerparka" + inhand_icon_state = "gerparka" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -1655,7 +1655,7 @@ name = "Black winter greatcoat" desc = "A black greatcoat that resembles the coats used by Kuban cossacks. A greatcoat, fitting for your cold weather needs." icon_state = "bcossack" - item_state = "bcossack" + inhand_icon_state = "bcossack" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -1663,7 +1663,7 @@ name = "Blue winter greatcoat" desc = "A blue greatcoat that resembles the coats used by Don cossacks. A greatcoat, fitting for your cold weather needs." icon_state = "blcossack" - item_state = "blcossack" + inhand_icon_state = "blcossack" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -1671,7 +1671,7 @@ name = "leather trenchcoat" desc = "A snazzy black trenchcoat, fit for a dragon." icon_state = "leathercoat" - item_state = "hostrench" + inhand_icon_state = "hostrench" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/duster/town/mayor @@ -1682,7 +1682,7 @@ name = "rusted cowboy outfit" desc = "A weather treated leather cowboy outfit. Yeehaw Pard'!" icon_state = "rusted_cowboy" - item_state = "rusted_cowboy" + inhand_icon_state = "rusted_cowboy" flags_inv = HIDEJUMPSUIT permeability_coefficient = 0.5 @@ -1691,14 +1691,14 @@ desc = "An old overcoat with a crude peace symbol painted on the back in white with white spraypaint. Whatever symbols the coat originally came with have long since been worn away by time." body_parts_covered = CHEST|GROIN|LEGS|ARMS icon_state = "ghostechoe" - item_state = "ghostechoe" + inhand_icon_state = "ghostechoe" body_parts_hidden = ARMS /obj/item/clothing/suit/armor/light/duster/vaquero name = "vaquero suit" desc = "An ornate suit popularized by traders from the south, using tiny metal studs and plenty of silver thread wich serves as decoration and also reflects energy very well, useful when facing the desert sun or a rogue Eyebot." icon_state = "vaquero" - item_state = "vaquero" + inhand_icon_state = "vaquero" flags_inv = HIDEJUMPSUIT heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 1.1 @@ -1708,7 +1708,7 @@ name = "battlecoat" desc = "A heavy padded leather coat, worn by pre-War bomber pilots in the past and post-War zeppelin pilots in the future." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -1716,26 +1716,26 @@ name = "command coat" desc = "A heavy pre-war bomber coat, dyed blue with the number '113' embroidered on the back. Most often worn by leaders, such as the Overseer." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" /obj/item/clothing/suit/armor/light/duster/battlecoat/vault/overseer name = "Overseer's battlecoat" desc = "A heavy pre-war bomber coat, dyed blue with the insignia of the Vault-Tec embroidered on the back. This one is worn by the Coalition's Overseer." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" /obj/item/clothing/suit/armor/light/duster/battlecoat/vault/marshal name = "Marhsal's battlecoat" desc = "A heavy pre-war bomber coat, dyed blue with the insignia of the Vault-Tec City Coalition embroidered on the back. This one is worn by the Marshals of the Coalition." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" /obj/item/clothing/suit/armor/light/duster/herbertranger //Armor wise, it's reskinned raider armor. name = "weathered desert ranger armor" desc = "A set of pre-unification desert ranger armor, made using parts of what was once USMC riot armor. It looks as if it has been worn for decades; the coat has become discoloured from years under the Mojave sun and has multiple tears and bullet holes in its leather. The armor plating itself seems to be in relatively good shape, though it could do with some maintenance." body_parts_covered = CHEST|GROIN|LEGS|ARMS icon_state = "usmc_riot_gear" - item_state = "usmc_riot_gear" + inhand_icon_state = "usmc_riot_gear" body_parts_hidden = CHEST|ARMS /obj/item/clothing/suit/armor/light/duster/marlowsuit //Raider armour reskin. @@ -1743,7 +1743,7 @@ desc = "A heavy raw buckskin overcoat littered with aged bullet holes and frays from regular wear-and-tear." body_parts_covered = CHEST|GROIN|LEGS|ARMS icon_state = "marlowsuit" - item_state = "marlowsuit" + inhand_icon_state = "marlowsuit" strip_delay = 40 body_parts_hidden = ARMS @@ -1751,13 +1751,13 @@ name = "gunfighter's overcoat" desc = "A thick double-breasted red leather overcoat worn through with scattered tears and bullet holes." icon_state = "ikesuit" - item_state = "ikesuit" + inhand_icon_state = "ikesuit" /obj/item/clothing/suit/armor/light/duster/marlowsuit/masonsuit name = "vagabond's vest" desc = "A padded thick red leather vest, coated in stitched pockets and other mends." icon_state = "masonsuit" - item_state = "masonsuit" + inhand_icon_state = "masonsuit" body_parts_hidden = 0 /obj/item/clothing/suit/armor/light/duster/rustedcowboy @@ -1766,26 +1766,26 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "rusted_cowboy" - item_state = "rusted_cowboy" + inhand_icon_state = "rusted_cowboy" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_MELEE_T1) /obj/item/clothing/suit/armor/light/duster/tan_robe name = "tan robe" desc = "Only a monk would find this robe nice and comfortable." icon_state = "robe_liz" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" /obj/item/clothing/suit/armor/light/duster/town name = "town trenchcoat" desc = "A non-descript black trenchcoat." icon_state = "towntrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/armor/light/duster/robe_hubologist name = "hubologist robe" desc = "A black robe worn by Adepts of Hubology Studies.
Beware - the spirits of the dead are all around us!" icon_state = "hubologist" - item_state = "wcoat" + inhand_icon_state = "wcoat" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR /obj/item/clothing/suit/armor/light/duster/goner @@ -1795,7 +1795,7 @@ mob_overlay_icon = 'modular_sunset/icons/mob/clothing/suit.dmi' anthro_mob_worn_overlay = 'modular_sunset/icons/mob/clothing/suit_digi.dmi' icon_state = "goner_suit" - item_state = "ro_suit" + inhand_icon_state = "ro_suit" // body_parts_covered = CHEST|GROIN|LEGS|ARMS mutantrace_variation = STYLE_DIGITIGRADE @@ -1827,7 +1827,7 @@ name = "dev-patched brown trenchcoat" desc = "A non-existent ugly trenchcoat." icon_state = "goner_suitb" - item_state = "duster" + inhand_icon_state = "duster" /obj/item/clothing/suit/armor/light/duster/goner/alt/red name = "red-patched brown trenchcoat" @@ -1853,7 +1853,7 @@ name = "russian battle coat" desc = "Used in extremly cold fronts, made out of real bears." icon_state = "rus_coat" - item_state = "rus_coat" + inhand_icon_state = "rus_coat" clothing_flags = THICKMATERIAL // body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -1863,35 +1863,35 @@ name = "Brotherhood Scribe's robe" desc = "A red cloth robe worn by the Brotherhood of Steel Scribes." icon_state = "scribe" - item_state = "scribe" + inhand_icon_state = "scribe" armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/light/duster/bos/scribe/headscribe name = "brotherhood head scribe robe" desc = " A red cloth robe with gold trimmings, worn eclusively by the Head Scribe of a chapter." icon_state = "headscribe" - item_state = "headscribe" + inhand_icon_state = "headscribe" armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/light/duster/bos/scribe/seniorscribe name = "Brotherhood Senior Scribe's robe" desc = "A red cloth robe with silver gildings worn by the Brotherhood of Steel Senior Scribes." icon_state = "seniorscribe" - item_state = "seniorscribe" + inhand_icon_state = "seniorscribe" armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/light/duster/bos/scribe/elder name = "Brotherhood Elder's robe" desc = "A blue cloth robe with some scarlet red parts, traditionally worn by the Brotherhood of Steel Elder." icon_state = "elder" - item_state = "elder" + inhand_icon_state = "elder" armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/light/duster/bos/outcast name = "outcast's breastplate" desc = "A generic light piece of armor for the Southern Brotherhood Outcasts. In their hasty retreat, there was little time to delegate supplies; and so, a frock of kevlar, polypropylene, and alloy was woven. Obviously, does not protect your arms or legs- but it does its job fine, otherwise." icon_state = "brotherhood_armor_light" - item_state = "brotherhood_armor_light" + inhand_icon_state = "brotherhood_armor_light" body_parts_covered = CHEST|GROIN armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -1899,13 +1899,13 @@ name = "town trenchcoat" desc = "A non-descript black trenchcoat." icon_state = "towntrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/armor/light/duster/bomberjacket name = "armored bomber jacket" desc = "It looks like someone dragged this out of a muddy lake. This one has metal plates attached..." icon_state = "bomberalt" - item_state = "bomberalt" + inhand_icon_state = "bomberalt" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -1916,7 +1916,7 @@ icon = 'icons/fallout/clothing/khans.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/khaans.dmi' icon_state = "khan_heavy" - item_state = "khan_heavy" + inhand_icon_state = "khan_heavy" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T3, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -1925,7 +1925,7 @@ name = "armored formal overcoat" desc = "A neat black overcoat that's only slightly weathered from a nuclear apocalypse. This one has armor plating..." icon_state = "black_oversuit" - item_state = "banker" + inhand_icon_state = "banker" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -1934,7 +1934,7 @@ name = "winterized riot coat" desc = "This coat was originally intended to be a riot jacket and armour meant for cold climates, now it's some sort of heirloom, the fur of some animal sewn inside the coat and the armour replaced with some fine leather, it'd probably stop a bullet or two.. maybe." icon_state = "duster_recon_smog" - item_state = "duster_recon_smog" + inhand_icon_state = "duster_recon_smog" icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = 'icons/mob/clothing/suit.dmi' @@ -1948,7 +1948,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "leather_armor" - item_state = "leather_armor" + inhand_icon_state = "leather_armor" permeability_coefficient = 0.9 heat_protection = CHEST|GROIN|ARMS|LEGS cold_protection = CHEST|GROIN|ARMS|LEGS @@ -1966,14 +1966,14 @@ name = "leather armor mk II" desc = "Armor in the motorcycle-football style, either with intact original polymer plating, or reinforced with gecko hide." icon_state = "leather_armor_mk2" - item_state = "leather_armor_mk2" + inhand_icon_state = "leather_armor_mk2" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_FIRE_T2, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_DT_T3) /obj/item/clothing/suit/armor/light/leather/leathersuit name = "leather suit" desc = "Comfortable suit of tanned leather leaving one arm mostly bare. Keeps you warm and cozy." icon_state = "leather_suit" - item_state = "leather_suit" + inhand_icon_state = "leather_suit" flags_inv = HIDEJUMPSUIT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_DT_T1) cold_protection = CHEST | GROIN | LEGS| ARMS | HEAD @@ -1986,14 +1986,14 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/mob/clothing/suit.dmi' icon_state = "s-ninja" - item_state = "s-ninja" + inhand_icon_state = "s-ninja" flags_inv = HIDEJUMPSUIT body_parts_hidden = ARMS | CHEST | GROIN | LEGS /obj/item/clothing/suit/armor/light/leather/leather_jacket name = "bouncer jacket" icon_state = "leather_jacket_fighter" - item_state = "leather_jacket_fighter" + inhand_icon_state = "leather_jacket_fighter" desc = "A very stylish pre-War black, heavy leather jacket. Not always a good choice to wear this the scorching sun of the desert, and one of the arms has been torn off" body_parts_hidden = ARMS | CHEST @@ -2001,7 +2001,7 @@ name = "thick leather jacket" desc = "This heavily padded leather jacket is unusual in that it has two sleeves. You'll definitely make a fashion statement whenever, and wherever, you rumble." icon_state = "leather_jacket_thick" - item_state = "leather_jacket_thick" + inhand_icon_state = "leather_jacket_thick" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_UP_DT_T2) body_parts_hidden = ARMS | CHEST | LEGS @@ -2010,7 +2010,7 @@ name = "thick leather coat" desc = "Reinforced leather jacket with a overcoat. Well insulated, creaks a lot while moving." icon_state = "leather_coat_fighter" - item_state = "leather_coat_fighter" + inhand_icon_state = "leather_coat_fighter" siemens_coefficient = 0.8 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_DOWN_FIRE_T2, ARMOR_MODIFIER_UP_DT_T3) body_parts_hidden = ARMS | CHEST @@ -2018,7 +2018,7 @@ /obj/item/clothing/suit/armor/light/leather/tanvest name = "tanned vest" icon_state = "tanleather" - item_state = "tanleather" + inhand_icon_state = "tanleather" desc = "Layers of leather glued together to make a stiff vest, crude but gives some protection against wild beasts and knife stabs to the liver." armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T2, ARMOR_MODIFIER_DOWN_DT_T1) body_parts_hidden = 0 @@ -2026,7 +2026,7 @@ /obj/item/clothing/suit/armor/light/leather/cowboyvest name = "cowboy vest" icon_state = "cowboybvest" - item_state = "cowboybvest" + inhand_icon_state = "cowboybvest" desc = "Stylish and has discrete lead plates inserted, just in case someone brings a laser to a fistfight." armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_DOWN_DT_T1, ARMOR_MODIFIER_UP_LASER_T1) @@ -2036,14 +2036,14 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = null icon_state = "durathread" - item_state = "durathread" + inhand_icon_state = "durathread" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_DT_T1) /obj/item/clothing/suit/armor/light/leather/rig name = "chest gear harness" desc = "A handmade tactical rig. The actual rig is made of a black, fiberous cloth, being attached to a dusty desert-colored belt with enough room for four small items." icon_state = "r_gear_rig" - item_state = "r_gear_rig" + inhand_icon_state = "r_gear_rig" body_parts_hidden = 0 pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_DOWN_DT_T1) @@ -2053,14 +2053,14 @@ desc = "A series of leather straps criss-crossing the body paired with stragetically placed leather and scrap plates. It looks like it'd provide okay protection against lighter strikes." armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_FIRE_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_DT_T1) icon_state = "slimscrap" - item_state = "slimscrap" + inhand_icon_state = "slimscrap" /obj/item/clothing/suit/armor/light/leather/scrapalt name = "scrap armor" desc = "A series of leather straps criss-crossing the body paired with liberally placed leather and scrap plates. It looks like it'd stop small bullets and bludgeons, at least." armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_FIRE_T1, ARMOR_MODIFIER_DOWN_LASER_T1) icon_state = "scrap" - item_state = "scrap" + inhand_icon_state = "scrap" /obj/item/clothing/suit/armor/light/leather/scrapheavy // not actually heavy armor name = "heavy scrap armor" @@ -2071,14 +2071,14 @@ stiffness = MEDIUM_STIFFNESS armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_FIRE_T1, ARMOR_MODIFIER_DOWN_LASER_T1) icon_state = "scrapheavy" - item_state = "scrapheavy" + inhand_icon_state = "scrapheavy" /obj/item/clothing/suit/armor/light/leather/lightscoutarmor name = "light scout armor" desc = "A makeshift set of pauldrons made of leather and scrap metal. It offers minimal protection, but is pretty light." armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_FIRE_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_DT_T1) icon_state = "lightscout" - item_state = "lightscout" + inhand_icon_state = "lightscout" //-->Taur armored saddles //the main gimmick about taur saddles is that obviously only taurs can equip it @@ -2099,7 +2099,7 @@ desc = "A simple leather saddle made out of leather to allow a much more comfortable ride and probably some better dexterity for the knight!" icon = 'icons/fallout/clothing/taursaddles_inhand.dmi' icon_state = "taursaddle" - item_state = "taursaddle" + inhand_icon_state = "taursaddle" mutantrace_variation = STYLE_ALL_TAURIC pocket_storage_component_path = /datum/component/storage/concrete/pockets/saddlebag //////////////////////////////////////////////////////////////// @@ -2109,7 +2109,7 @@ desc = "A simple leather saddle made out of leather to allow a much more comfortable ride and probably some better dexterity for the knight!" icon = 'icons/fallout/clothing/taursaddles_inhand.dmi' icon_state = "taursaddle_light" - item_state = "taursaddle_light" + inhand_icon_state = "taursaddle_light" cold_protection = CHEST|GROIN heat_protection = CHEST|GROIN min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT @@ -2128,7 +2128,7 @@ desc = "A simple leather saddle made out of leather to allow a much more comfortable ride and probably some better dexterity for the knight!" icon = 'icons/fallout/clothing/taursaddles_inhand.dmi' icon_state = "taursaddle_medium" - item_state = "taursaddle_medium" + inhand_icon_state = "taursaddle_medium" cold_protection = CHEST|GROIN heat_protection = CHEST|GROIN min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT @@ -2147,7 +2147,7 @@ desc = "A simple leather saddle made out of leather to allow a much more comfortable ride and probably some better dexterity for the knight!" icon = 'icons/fallout/clothing/taursaddles_inhand.dmi' icon_state = "taursaddle_heavy" - item_state = "taursaddle_heavy" + inhand_icon_state = "taursaddle_heavy" strip_delay = 50 equip_delay_other = 50 max_integrity = 300 @@ -2168,7 +2168,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "armorkit" - item_state = "armorkit" + inhand_icon_state = "armorkit" heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 1.1 body_parts_hidden = 0 @@ -2178,7 +2178,7 @@ name = "punk armor kit" desc = "A couple of armor parts that can be worn over the clothing for moderate protection against the dangers of wasteland.
Do you feel lucky now? Well, do ya, punk?" icon_state = "armorkit_punk" - item_state = "armorkit_punk" + inhand_icon_state = "armorkit_punk" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -2188,7 +2188,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "armorkit_shoulder" - item_state = "armorkit_shoulder" + inhand_icon_state = "armorkit_shoulder" /obj/item/clothing/suit/armor/light/kit/plates name = "light armor plates" @@ -2208,7 +2208,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "mutie_armorkit" - item_state = "mutie_armorkit" + inhand_icon_state = "mutie_armorkit" heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 1.1 @@ -2220,7 +2220,7 @@ name = "old bronze chestplate" desc = "A bronze chestplate caste after the fall of the old world, it's in okay shape, if a little banged up." icon_state = "old_bronze_chestplate" - item_state = "old_bronze_chestplate" + inhand_icon_state = "old_bronze_chestplate" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2229,7 +2229,7 @@ name = "leather armor" desc = "A rough leather chestpiece, hardened to help keep the owies out." icon_state = "leather_armor" - item_state = "leather_armor" + inhand_icon_state = "leather_armor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -2237,7 +2237,7 @@ name = "iron chestplate" desc = "An iron breastplate made after the fall of the old world, its only a little rusted on the inside." icon_state = "iron_chestplate" - item_state = "iron_chestplate" + inhand_icon_state = "iron_chestplate" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2246,7 +2246,7 @@ name = "scaled armor" desc = "Overlapping scaled armor made by a smith after the fall of the old world." icon_state = "scaled_armor" - item_state = "scaled_armor" + inhand_icon_state = "scaled_armor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2255,7 +2255,7 @@ name = "rough chainmail" desc = "A roughly made, but workable, set of chainmail" icon_state = "early_chainmail" - item_state = "early_chainmail" + inhand_icon_state = "early_chainmail" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2264,7 +2264,7 @@ name = "chainmail shirt" desc = "A solidly made bit of chainmail in the shape of a shirt, protects the nips but may chafe." icon_state = "chainmail" - item_state = "chainmail" + inhand_icon_state = "chainmail" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2273,7 +2273,7 @@ name = "crusader chainmail with tabard" desc = "A full set of chainmail that covers the torso and arms. This one has a tabard with a red cross!" icon_state = "knight_templar" - item_state = "knight_templar" + inhand_icon_state = "knight_templar" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2282,7 +2282,7 @@ name = "iron chestplate with red cape" desc = "An iron breastplate made after the fall of the old world, includes a dashing red cape." icon_state = "iron_chestplater" - item_state = "iron_chestplater" + inhand_icon_state = "iron_chestplater" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2291,7 +2291,7 @@ name = "iron chestplate with blue cape" desc = "An iron breastplate made after the fall of the old world, includes a cool blue cape." icon_state = "iron_chestplateb" - item_state = "iron_chestplateb" + inhand_icon_state = "iron_chestplateb" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2300,7 +2300,7 @@ name = "old scale armor" desc = "A set of dull scale armor, overlaps just right in all the wrong places." icon_state = "old_scale_armor" - item_state = "old_scale_armor" + inhand_icon_state = "old_scale_armor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2309,7 +2309,7 @@ name = "scale armor" desc = "A decent set of scale armor made in the last few years by a smith in the wastes." icon_state = "scale_armor" - item_state = "scale_armor" + inhand_icon_state = "scale_armor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2318,7 +2318,7 @@ name = "Lamellar Armor" desc = "A decent set of lamellar armor, no need to be byzantine about it." icon_state = "varangian_lamellar" - item_state = "varangian_lamellar" + inhand_icon_state = "varangian_lamellar" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2327,7 +2327,7 @@ name = "Dusty Lamellar Armor" desc = "You're in denial if you like this armor, but that's okay." icon_state = "egyptian_lamellar" - item_state = "egyptian_lamellar" + inhand_icon_state = "egyptian_lamellar" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2336,7 +2336,7 @@ name = "Fire Ant Breastplate" desc = "A tough armor made out of the hide of gigantic fireants, pretty hot to be honest." icon_state = "chitin_chestplate" - item_state = "chitin_chestplate" + inhand_icon_state = "chitin_chestplate" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2345,7 +2345,7 @@ name = "Full Leather Armor" desc = "Creaking leather armor with shoulder pads and thigh protection. Mongol Tested, Wasteland approved." icon_state = "steppe_leather_armor" - item_state = "steppe_leather_armor" + inhand_icon_state = "steppe_leather_armor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -2353,7 +2353,7 @@ name = "Lamellar Armor with Red Tunic" desc = "My ancestors protect you more thant his armor likely does, but at least it looks nice." icon_state = "chinese_lamellar" - item_state = "chinese_lamellar" + inhand_icon_state = "chinese_lamellar" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2362,7 +2362,7 @@ name = "Steel Armor with Red Tunic" desc = "This steel breastplate and red shirt are quite stylish, if you like being imortalized in a clay statue." icon_state = "imperial_chinese" - item_state = "imperial_chinese" + inhand_icon_state = "imperial_chinese" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2371,7 +2371,7 @@ name = "Wooden Breastplate" desc = "This is exactly what it would feel like to be a monkey wearing a coconut for armor." icon_state = "wooden_chestarmor" - item_state = "wooden_chestarmor" + inhand_icon_state = "wooden_chestarmor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -2380,7 +2380,7 @@ name = "Unpainted Steel Breastplate" desc = "A relatively recently made breastplate, put together by god knows who in this swamp." icon_state = "imperial_breastplate" - item_state = "imperial_breastplate" + inhand_icon_state = "imperial_breastplate" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2389,7 +2389,7 @@ name = "Bronze Breastplate" desc = "Abs not included." icon_state = "bronze_chestplate" - item_state = "bronze_chestplate" + inhand_icon_state = "bronze_chestplate" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2398,7 +2398,7 @@ name = "Yoroi - Reddish Brown" desc = "A samurais true armor is their ability to not be cringe." icon_state = "samurai1" - item_state = "samurai1" + inhand_icon_state = "samurai1" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2407,7 +2407,7 @@ name = "Yoroi - Blue" desc = "A samurais true armor is their ability to not be cringe." icon_state = "samurai2" - item_state = "samurai2" + inhand_icon_state = "samurai2" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2416,7 +2416,7 @@ name = "Yoroi - Brown" desc = "A samurais true armor is their ability to not be cringe." icon_state = "samurai3" - item_state = "samurai3" + inhand_icon_state = "samurai3" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2425,7 +2425,7 @@ name = "Yoroi - Black" desc = "A samurais true armor is their ability to not be cringe." icon_state = "samurai4" - item_state = "samurai4" + inhand_icon_state = "samurai4" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2435,7 +2435,7 @@ name = "Yoroi - Black" desc = "A samurais true armor is their ability to not be cringe. This one should be good for painting." icon_state = "samurai5" - item_state = "samurai5" + inhand_icon_state = "samurai5" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2444,7 +2444,7 @@ name = "Yoroi Lightened - Reddish Brown" desc = "You're one broke ass samurai, pal." icon_state = "samuraipoor1" - item_state = "samuraipoor1" + inhand_icon_state = "samuraipoor1" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2453,7 +2453,7 @@ name = "Yoroi Lightened - Blue" desc = "You're one broke ass samurai, pal." icon_state = "samuraipoor2" - item_state = "samuraipoor2" + inhand_icon_state = "samuraipoor2" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2463,7 +2463,7 @@ name = "Yoroi Lightened - Brown" desc = "You're one broke ass samurai, pal." icon_state = "samuraipoor3" - item_state = "samuraipoor3" + inhand_icon_state = "samuraipoor3" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2472,7 +2472,7 @@ name = "Yoroi Lightened - Black" desc = "You're one broke ass samurai, pal." icon_state = "samuraipoor4" - item_state = "samuraipoor4" + inhand_icon_state = "samuraipoor4" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2481,7 +2481,7 @@ name = "Padded Yoroi - Red" desc = "A slightly higher quality samurai armor that still won't stop anything more than the occasion melee attack." icon_state = "samurai_warrior1" - item_state = "samurai_warrior1" + inhand_icon_state = "samurai_warrior1" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2490,7 +2490,7 @@ name = "Padded Yoroi - Blue" desc = "A slightly higher quality samurai armor that still won't stop anything more than the occasion melee attack." icon_state = "samurai_warrior2" - item_state = "samurai_warrior2" + inhand_icon_state = "samurai_warrior2" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2499,7 +2499,7 @@ name = "Padded Yoroi - Brown" desc = "A slightly higher quality samurai armor that still won't stop anything more than the occasion melee attack." icon_state = "samurai_warrior3" - item_state = "samurai_warrior3" + inhand_icon_state = "samurai_warrior3" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2508,7 +2508,7 @@ name = "Padded Yoroi - Black" desc = "A slightly higher quality samurai armor that still won't stop anything more than the occasion melee attack." icon_state = "samurai_warrior4" - item_state = "samurai_warrior4" + inhand_icon_state = "samurai_warrior4" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2517,7 +2517,7 @@ name = "Padded Yoroi - White" desc = "A slightly higher quality samurai armor that still won't stop anything more than the occasion melee attack." icon_state = "samurai_warrior5" - item_state = "samurai_warrior5" + inhand_icon_state = "samurai_warrior5" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2526,7 +2526,7 @@ name = "Beefy Scrap Armor" desc = "This is a whole pile of trash, just sitting on your chest. Maybe it'll even stop someone from beating you to death. No promises though." icon_state = "scraparmor" - item_state = "scraparmor" + inhand_icon_state = "scraparmor" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) @@ -2535,7 +2535,7 @@ name = "Messy furs" desc = "That is definitely something you could wear." icon_state = "prehistoric_fur1" - item_state = "prehistoric_fur1" + inhand_icon_state = "prehistoric_fur1" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2544,7 +2544,7 @@ name = "Messier furs" desc = "That is definitely something you could wear." icon_state = "prehistoric_fur2" - item_state = "prehistoric_fur2" + inhand_icon_state = "prehistoric_fur2" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2553,7 +2553,7 @@ name = "Messier furs - White" desc = "That is definitely something you could wear." icon_state = "prehistoric_fur3" - item_state = "prehistoric_fur3" + inhand_icon_state = "prehistoric_fur3" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2562,7 +2562,7 @@ name = "Messier furs - Gray" desc = "That is definitely something you could wear." icon_state = "prehistoric_fur4" - item_state = "prehistoric_fur4" + inhand_icon_state = "prehistoric_fur4" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1) @@ -2577,7 +2577,7 @@ desc = "A classic suit of plate armour, highly effective at stopping melee attacks." icon = 'icons/obj/clothing/suits.dmi' icon_state = "knight_red" - item_state = "knight_red" + inhand_icon_state = "knight_red" armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) body_parts_hidden = ARMS | CHEST @@ -2588,7 +2588,7 @@ icon = 'icons/fallout/clothing/belts.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/belt.dmi' icon_state = "poachervest" - item_state = "poachervest" + inhand_icon_state = "poachervest" pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -2597,7 +2597,7 @@ name = "lightly armored labcoat" desc = "A tattered labocat with a faded silver emblem of wings, cogwheels and a sword on it's back. It has a couple of armor parts affixed over a leg and the shoulders for moderate protection against the dangers of wasteland." icon_state = "armored_labcoat" - item_state = "armorkit_punk" + inhand_icon_state = "armorkit_punk" icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' @@ -2606,7 +2606,7 @@ desc = "An ostentatious jacket decorated with brass metals and gold cloth. It won't do much to protect the wearer, but it does let them style all over their opponents." armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T1) icon_state = "capformal" - item_state = "capformal" + inhand_icon_state = "capformal" ///////////// // MEDIUM // @@ -2671,7 +2671,7 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "insect" - item_state = "insect" + inhand_icon_state = "insect" flags_inv = HIDEJUMPSUIT heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD resistance_flags = FIRE_PROOF | ACID_PROOF @@ -2683,7 +2683,7 @@ name = "Rustwalkers armor" desc = "A car seat leather duster, a timing belt bandolier, and armour plating made from various parts of a car, it surely would weigh the wearer down. Commonly worn by members of the Rustwalkers tribe." icon_state = "rustwalkers_armour" - item_state = "rustwalkers_armour" + inhand_icon_state = "rustwalkers_armour" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = CHEST @@ -2692,7 +2692,7 @@ desc = "A series of tan and khaki armour plates, held in place with a considerable amount of strapping and possibly duct tape. Commonly worn by members of the White Legs tribe." anthro_mob_worn_overlay = 'icons/fallout/onmob/clothes/armor_medium_digi.dmi' icon_state = "white_legs_armour" - item_state = "white_legs_armour" + inhand_icon_state = "white_legs_armour" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = ARMS | LEGS @@ -2700,7 +2700,7 @@ name = "80s armour" desc = "A ballistic duster with the number 80 stitched onto the back worn over a breastplate made from a motorcycle's engine housing, with kneepads made from stirrups. Worn by the members of the 80s tribe." icon_state = "80s_armour" - item_state = "80s_armour" + inhand_icon_state = "80s_armour" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = ARMS | CHEST @@ -2708,7 +2708,7 @@ name = "Dead Horses armour" desc = "A simple leather bandolier and gecko hide chest covering, with an engraved metal pauldron and a set of black leather straps, one holding a shinpad in place. Commonly worn by the members of the Dead Horses tribe." icon_state = "dead_horses_armour" - item_state = "dead_horses_armour" + inhand_icon_state = "dead_horses_armour" mutantrace_variation = STYLE_DIGITIGRADE body_parts_hidden = 0 @@ -2716,7 +2716,7 @@ name = "Reinforced Bone armor" desc = "A tribal armor plate, reinforced with leather and a few metal parts." icon_state = "bone_dancer_armor" - item_state = "bone_dancer_armor" + inhand_icon_state = "bone_dancer_armor" mutantrace_variation = STYLE_DIGITIGRADE blood_overlay_type = "armor" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -2725,7 +2725,7 @@ name = "Western Wayfarer armor" desc = "A Suit of armor crafted by Tribals using pieces of scrap metals and the armor of fallen foes, a bighorner's skull sits on the right pauldron along with bighorner fur lining the collar of the leather bound chest. Along the leather straps adoring it are multiple bone charms with odd markings on them." icon_state = "western_wayfarer_armor" - item_state = "western_wayfarer_armor" + inhand_icon_state = "western_wayfarer_armor" // body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS */ @@ -2735,7 +2735,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "tribal_heavy" - item_state = "tribal_heavy" + inhand_icon_state = "tribal_heavy" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_DT_T3) //////////////////////////////// @@ -2747,7 +2747,7 @@ name = "light armor vest" desc = "A slim vest made of kevlar. Popular pre-war for their concealability, but popular in the Wasteland for their light weight and ability to stop most pistol rounds. Won't do much against bigger bullets, though." icon_state = "armoralt" - item_state = "armoralt" + inhand_icon_state = "armoralt" blood_overlay_type = "armor" dog_fashion = /datum/dog_fashion/back armor_tier_desc = ARMOR_CLOTHING_LIGHT @@ -2788,7 +2788,7 @@ desc = "A World War 1 steel bib that was in use by the sentry units and stationary units of numerous nations and factions. It protected mainly against shrapnel and aerial darts thrown from biplanes. Seems to offer better melee and shrapnel resistance." pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster icon_state = "ww1bib" - item_state = "ww1bib" + inhand_icon_state = "ww1bib" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' armor_tier_desc = ARMOR_CLOTHING_LIGHT @@ -2801,7 +2801,7 @@ name = "6b3 body armor" desc = "A 6b3 plate carrier. This plate carrier saw primary usage in the Russian Army." icon_state = "russianlight" - item_state = "russianlight" + inhand_icon_state = "russianlight" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2809,7 +2809,7 @@ name = "Foreign body armor" desc = "A foreign plate carrier. This plate carrier saw primary usage by foreign nations and PMCs" icon_state = "foreignplate" - item_state = "foreignplate" + inhand_icon_state = "foreignplate" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2817,7 +2817,7 @@ name = "6b45 body armor" desc = "A 6b45 plate carrier. This plate carrier saw primary usage in the Russian Army. It's bulkier than its lightweight cousins." icon_state = "russianheavy" - item_state = "russianheavy" + inhand_icon_state = "russianheavy" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2825,7 +2825,7 @@ name = "War Press vest" desc = "A War correspondent ballistic vest. It's lightweight and quite slim with the words 'WAR PRESS' on the back. It's a blue colored with the text being white." icon_state = "warpressvest" - item_state = "warpressvest" + inhand_icon_state = "warpressvest" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2833,7 +2833,7 @@ name = "Civilian grade bodyarmor" desc = "A basic and lightweight Tier IIA+ vest. Meant for the civilian markets of pre-war times." icon_state = "civplate" - item_state = "civplate" + inhand_icon_state = "civplate" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2841,7 +2841,7 @@ name = "5.11 Tactical plate carrier" desc = "A 5.11 Tact Plate Carrier. This plate carrier was made by the famous 5.11 company during pre-war times. Now it finds usage by the wearer who finds such armor" icon_state = "511tact" - item_state = "511tact" + inhand_icon_state = "511tact" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2849,7 +2849,7 @@ name = "Ghillie suit" desc = "A basic kevlar vest with a whole ghillie suit over it. The ghillie suit is a macabre of leaves, plants, grass, and flora patterns by the wearer. Meant to disguise the user in grassy enviroments. A man once said 'Keep a low profile and hold your fire. Try to anticipate their paths'" icon_state = "ghilliesuit" - item_state = "ghilliesuit" + inhand_icon_state = "ghilliesuit" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2857,7 +2857,7 @@ name = "Police vest" desc = "A basic and lightweight Tier IIA+ vest. Meant for the civilian markets of pre-war times." icon_state = "nashpolicevest" - item_state = "nashpolicevest" + inhand_icon_state = "nashpolicevest" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2865,7 +2865,7 @@ name = "Baily vest" desc = "A basic and lightweight Tier IIA+ vest. Meant for the civilian markets of pre-war times." icon_state = "bailyvest" - item_state = "bailyvest" + inhand_icon_state = "bailyvest" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2873,7 +2873,7 @@ name = "Medical ballistic vest" desc = "A medical themed basic and lightweight Tier IIA+ vest. Meant for the civilian markets of pre-war times." icon_state = "vestmed" - item_state = "vestmed" + inhand_icon_state = "vestmed" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2881,7 +2881,7 @@ name = "Armored Priestess ballistic suit" desc = "A French based suit of ballistic plating. It was an expiremental armor used by chaplin soldiers before the war. Their armor being of white, black, and gold. Adorned with whatever the user could find that suited their religious needs." icon_state = "40ksister" - item_state = "40ksister" + inhand_icon_state = "40ksister" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2889,7 +2889,7 @@ name = "Armored Russian Priestess ballistic suit" desc = "A Russian designed suit of ballistic plating. This one takes after the french counterpart! It was an expiremental armor used by chaplin soldiers before the war. Their armor being of red and gold. It is adorned with whatever the user could find that suited their religious needs." icon_state = "brsister" - item_state = "brsister" + inhand_icon_state = "brsister" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2897,7 +2897,7 @@ name = "Armored Irish Priestess ballistic suit" desc = "A French designed suit of ballistic plating. This one originates from Ireland it seems. It was an expiremental armor used by chaplin soldiers before the war. Their armor being of red and black. It is adorned with whatever the user could find that suited their religious needs." icon_state = "mlsister" - item_state = "mlsister" + inhand_icon_state = "mlsister" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2905,7 +2905,7 @@ name = "Armored Soviet priest robes" desc = "A set of silk robes with a steel plate carrier, it was used by ancient Soviet priests who needed a bit of protection as they went about life." icon_state = "chaos" - item_state = "chaos" + inhand_icon_state = "chaos" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2913,7 +2913,7 @@ name = "Armored Special Forces ballistic armor" desc = "An expiremental american plating system. It consisted of chest, back, thigh, and grieves. It wasn't the best, sure, but it looks stylish and was used by very few units before the war. It was replaced by the true and tested combat armor one sees today. This one comes in a black color scheme" icon_state = "cadian" - item_state = "cadian" + inhand_icon_state = "cadian" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2921,7 +2921,7 @@ name = "Infected ancient american ballistic armor" desc = "An expiremental american plating system. It consisted of chest, back, thigh, and grieves. It wasn't the best, sure, but it looks stylish and was used by very few units before the war. It was replaced by the true and tested combat armor one sees today. This one seems to be infected and looks much more streamline.." icon_state = "necron" - item_state = "necron" + inhand_icon_state = "necron" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2929,7 +2929,7 @@ name = "Armored C.J ballistic armor" desc = "An expiremental Communist Japanese based armor. Used by The People's Republic of Japan or 'C.J' short for Communist Japan, this armor was adorned in a red and white armor. It's not as good as the original thing but can be nifty for style points." icon_state = "tau" - item_state = "tau" + inhand_icon_state = "tau" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2937,7 +2937,7 @@ name = "Armored American ballistic armor" desc = "An expiremental american plating system. It consisted of chest, back, thigh, and grieves. It wasn't the best, sure, but it looks stylish and was used by very few units before the war. It was replaced by the true and tested combat armor one sees today." icon_state = "40kpublicarmor" - item_state = "40kpublicarmor" + inhand_icon_state = "40kpublicarmor" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2951,7 +2951,7 @@ armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1 , ARMOR_MODIFIER_UP_BULLET_T2 , ARMOR_MODIFIER_UP_ENV_T1 , ARMOR_MODIFIER_UP_DT_T1) vis_flags = GROIN icon_state = "toxsister" - item_state = "toxsister" + inhand_icon_state = "toxsister" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -2959,7 +2959,7 @@ name = "Leo Armaments MARK XI armor" desc = "A unpowered and redone set of Mark XI assault armor which was created by Leo Armaments. The armor itself is outfitted with a comfortable and nifty ballistic weave nanocomposite bodysuit. While form fitting, this armor itself can be quite protective of the user's body. Albeit it leaves crucial spots such as the stomach region exposed, which is only protected by the bodysuit." icon_state = "markvi" - item_state = "markvi" + inhand_icon_state = "markvi" equip_delay_self = 5 pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_MEDIUM @@ -2974,7 +2974,7 @@ name = "ARG AEGIS Armor" desc = "This set of armor is a heavily modified Leo Armaments MARK XI suit, designated the Anomalous Environment General Infantry Suit. The modified set includes sample collection pouches, a mounting point for a trauma kit, an internal compass, emergency power cell, life support monitor and armor plating. This suit is a good starting point for the soldier-scientist, produced by the Augur Research Group." icon_state = "argmkvi" - item_state = "argmkvi" + inhand_icon_state = "argmkvi" equip_delay_self = 5 pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_MEDIUM @@ -2988,7 +2988,7 @@ name = "Leo Armaments MARK XI armor 'Icebreaker'" desc = "A unpowered and redone set of Mark XI assault armor which was created by Leo Armaments. The armor itself is outfitted with a comfortable and nifty ballistic weave nanocomposite bodysuit. While form fitting, this armor itself can be quite protective of the user's body. Albeit it leaves crucial spots such as the stomach region exposed, which is only protected by the bodysuit. This one has the armor coated in a winter finish." icon_state = "markvi2" - item_state = "markvi2" + inhand_icon_state = "markvi2" equip_delay_self = 5 pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_MEDIUM @@ -3002,7 +3002,7 @@ name = "Democratic EA-5 assault armor" desc = "A black and yellow colored set of armor. There is a skull isignia directly on the chest plate. This armor was manufactured by America in the late 2220s. Used for troopers sent out to explore hostile xenoplanets. Its official name is EA-5 exoarmor. " icon_state = "helldiver" - item_state = "helldiver" + inhand_icon_state = "helldiver" equip_delay_self = 3 pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_MEDIUM @@ -3018,7 +3018,7 @@ name = "Hardened Combat Carapace" desc = "A unique set of heavy carapace with a skull within a bunker an wings upon the shoulder, underneath the skull. A simple '43rd' Was labeled with a sword stabbing through it. On the chest embrassened was 'Kas-'' the rest was scarred off. Beyond the name 'Relt' on the pectoral. Along the blackened armor, was a bunch of different bits of graffite in chalkwhite..." icon_state = "wolfsquad" - item_state = "wolfsquad" + inhand_icon_state = "wolfsquad" icon = 'icons/fallout/clothing/armored_power.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_power.dmi' armor = ARMOR_VALUE_HEAVY @@ -3032,7 +3032,7 @@ name = "Leo Armaments MARK XI armor 'Patriot'" desc = "A unpowered and redone set of Mark XI assault armor which was created by Leo Armaments. The armor itself is outfitted with a comfortable and nifty ballistic weave nanocomposite bodysuit. While form fitting, this armor itself can be quite protective of the user's body. Albeit it leaves crucial spots such as the stomach region exposed, which is only protected by the bodysuit. This one has the armor coated in a Leo Armaments colored finish." icon_state = "markvi3" - item_state = "markvi3" + inhand_icon_state = "markvi3" equip_delay_self = 5 pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_MEDIUM @@ -3046,7 +3046,7 @@ name = "Leo Armaments MARK XI armor 'Patriot'" desc = "A set of royal themed Mark XI assault armor.This armo was made to fit more curvy and hourglass shaped feminine bodies. The armor is the same as any other, however it seems to have the name 'Tox' scratched onto the right plate of the armor. The interior of the armor is made for comfort, foregoing protection for comfort fitting and enjoyment. The bodysuit is more skimpier and skin-tighter than usual, hugging the body as the user moves about." icon_state = "markvi2" - item_state = "markvi2" + inhand_icon_state = "markvi2" pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch armor = ARMOR_VALUE_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3071,7 +3071,7 @@ name = "Full plate armor" desc = "A suit of full plated armor. It's certainly not good for bullets but good against melee attacks. Unpainted and awaiting your personalization. 'For that guy we like er..no the one in the blue.' " icon_state = "basicknight" - item_state = "basicknight" + inhand_icon_state = "basicknight" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon = 'icons/fallout/clothing/armored_medium.dmi' @@ -3084,7 +3084,7 @@ slowdown = ARMOR_SLOWDOWN_NONE * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1 , ARMOR_MODIFIER_UP_DT_T1) icon_state = "fancycape" - item_state = "fancycape" + inhand_icon_state = "fancycape" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -3099,7 +3099,7 @@ name = "UNMC Shock Armor" desc = "A set of United Nations Marine Corps Shock Armor. This armor is in pristine condition and can take quite a beating. Albeit it's very prone to breaking due to any melee or plasma/laser based attacks. A wise man once said, In times like these, it pays to be the strong, silent type." icon_state = "odst1" - item_state = "odst1" + inhand_icon_state = "odst1" armor_tier_desc = ARMOR_CLOTHING_MEDIUM slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM @@ -3112,7 +3112,7 @@ name = "UNMC standard armor" desc = "A set of UNMC standard issue armor. It's generally weak and only really made to stop light projectiles and blows. Albeit whack it lacks in light to null armor, it makes up for sub-par enviromental resistance. OORAH soldier, double time!" icon_state = "unmct" - item_state = "unmct" + inhand_icon_state = "unmct" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3126,7 +3126,7 @@ name = "Old Hazmat suit" desc = "A old set of some sort of hazmat suit. Just shy better than most hazmat suits, but has extra pocket space and one hell of a color scheme." icon_state = "rhaz" - item_state = "rhaz" + inhand_icon_state = "rhaz" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3139,7 +3139,7 @@ name = "American dysfunctional stealth suit" desc = "A suit of dysfunctional, albeit repaired to look good enough, American made stealth gear. Offers little protection." icon_state = "usainfil" - item_state = "usainfil" + inhand_icon_state = "usainfil" armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -3152,7 +3152,7 @@ name = "Chinese dysfunctional stealth armor" desc = "A suit of dysfunctional Chinese Stealth Armor, albeit repaired to look good enough, once belonging to a feared Crimson Dragoon. Offers little protection." icon_state = "chinastealth" - item_state = "chinastealth" + inhand_icon_state = "chinastealth" armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -3167,7 +3167,7 @@ name = "UNMC standard medical armor" desc = "A set of a medic's armor set from the UNMC before pre-war times. Repainted, repaired, and now in-use by the wearer, it's mainly used by frontline medics to tank in just a tiny bit extra punishment as they tend to the fallen and wounded." icon_state = "unmcmedic" - item_state = "unmcmedic" + inhand_icon_state = "unmcmedic" armor_tier_desc = ARMOR_CLOTHING_MEDIUM slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM @@ -3180,7 +3180,7 @@ name = "UNMC Winter armor" desc = "A set of UNMC standard issue armor.This one seems to be a winter camo painted version. It's generally weak and only really made to stop light projectiles and blows. Albeit whack it lacks in light to null armor, it makes up for sub-par enviromental resistance. The winter coating gives it a boost in more unconventional based attacks. Let's get a move on, the enemy won't kick its own ass!" icon_state = "unmcwi" - item_state = "unmcwi" + inhand_icon_state = "unmcwi" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3193,7 +3193,7 @@ name = "UNMC Leader Armor" desc = "A set of United Nations Marine Corps Leader Armor. This armor is in pristine condition and is suited for true hardened combat. The armor itself has quite the padding, but leaves the user slow and a sitting duck. Due to the material it is made from, it's weak to laser fire. Painted on the chest is a skull with the words below it 'get sum' " icon_state = "odstlead" - item_state = "odstlead" + inhand_icon_state = "odstlead" equip_delay_self = 60 equip_delay_other = 60 armor_tier_desc = ARMOR_CLOTHING_HEAVY @@ -3208,7 +3208,7 @@ name = "salvaged UNMC armor" desc = "A set of salvaged UNMC armor. Most of what made this armor completely terrifying to deal with is now gone or repurposed. It feels much lighter and offers much less protection than the usual set of UNMC armor. Personalized by the scavenger who found this." icon_state = "odstcqb" - item_state = "odstcqb" + inhand_icon_state = "odstcqb" armor_tier_desc = ARMOR_CLOTHING_LIGHT armor = ARMOR_VALUE_LIGHT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -3221,7 +3221,7 @@ name = "UNMC CQB Armor" desc = "A set of United Nations Marine Corps CQB Armor. This armor is in pristine condition and is suited for CQC related situations. Weaker than its bulkier more armored counterparts and has far less padding and less enviromental equipment. But with less padding, means greater speed." icon_state = "odstcqb" - item_state = "odstcqb" + inhand_icon_state = "odstcqb" armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -3234,7 +3234,7 @@ name = "Custom fitted UNMC Trooper armor" desc = "A set of modified UNMC Trooper armor. This one has red accents on it and seems to have been designed to withstand the harshness of the wastes. The name 'Corrigan' is stenciled on the chestplate." icon_state = "zeroodst" - item_state = "zeroodst" + inhand_icon_state = "zeroodst" armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM @@ -3247,7 +3247,7 @@ name = "MIRAGE Class Assault Armor" desc = "A set of MIRAGE Class Assault armor. Used for infiltration while providing a good set of resistance. Performs very well for enviromental hazards" icon_state = "miragearmor" - item_state = "miragearmor" + inhand_icon_state = "miragearmor" armor_tier_desc = ARMOR_CLOTHING_LIGHT slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -3262,7 +3262,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "vest_flak" - item_state = "vest_flak" + inhand_icon_state = "vest_flak" /obj/item/clothing/suit/armor/medium/vest/polis name = "police jacket" @@ -3271,7 +3271,7 @@ mob_overlay_icon = 'icons/mob/clothing/suit.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_officer" - item_state = "police_officer" + inhand_icon_state = "police_officer" /obj/item/clothing/suit/armor/medium/vest/polislt name = "police lieutenant's jacket" @@ -3280,7 +3280,7 @@ mob_overlay_icon = 'icons/mob/clothing/suit.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_lieutenant" - item_state = "police_lieutenant" + inhand_icon_state = "police_lieutenant" /obj/item/clothing/suit/armor/medium/vest/polischief name = "police chief's jacket" @@ -3289,7 +3289,7 @@ mob_overlay_icon = 'icons/mob/clothing/suit.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" /obj/item/clothing/suit/armor/medium/vest/polissnr name = "police search and rescue jacket" @@ -3298,7 +3298,7 @@ mob_overlay_icon = 'icons/mob/clothing/suit.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_snr" - item_state = "police_snr" + inhand_icon_state = "police_snr" /obj/item/clothing/suit/armor/medium/vest/kevlar name = "kevlar vest" @@ -3306,7 +3306,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "vest_kevlar" - item_state = "vest_kevlar" + inhand_icon_state = "vest_kevlar" /obj/item/clothing/suit/armor/medium/vest/bulletproof name = "bulletproof vest" @@ -3314,7 +3314,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "vest_bullet" - item_state = "vest_bullet" + inhand_icon_state = "vest_bullet" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T3, ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T2, ARMOR_MODIFIER_UP_DT_T2) /obj/item/clothing/suit/armor/medium/vest/bulletproof/armor @@ -3323,7 +3323,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "vest_armor" - item_state = "vest_armor" + inhand_icon_state = "vest_armor" /obj/item/clothing/suit/armor/medium/vest/bulletproof/big name = "security vest" @@ -3331,7 +3331,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "vest_armor" - item_state = "vest_armor" + inhand_icon_state = "vest_armor" /obj/item/clothing/suit/armor/medium/vest/followers name = "followers armor vest" @@ -3339,7 +3339,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "vest_follower" - item_state = "vest_follower" + inhand_icon_state = "vest_follower" /obj/item/clothing/suit/armor/medium/vest/town name = "New Boston flak vest" @@ -3347,19 +3347,19 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "vest_flak" - item_state = "vest_flak" + inhand_icon_state = "vest_flak" /obj/item/clothing/suit/armor/medium/vest/oasis name = "Vault-Sec vest" desc = "a lightweight ballistic vest that is commonly worn by Vault-Tec security personnel. This one still has the badge attached." icon_state = "blueshift" - item_state = "blueshift" + inhand_icon_state = "blueshift" /obj/item/clothing/suit/armor/light/vest/russian name = "russian vest" desc = "A bulletproof vest with forest camo. Good thing there's plenty of forests to hide in around here, right?" icon_state = "rus_armor" - item_state = "rus_armor" + inhand_icon_state = "rus_armor" /obj/item/clothing/suit/armor/medium/vest/chinese name = "chinese flak vest" @@ -3367,37 +3367,37 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "vest_chicom" - item_state = "vest_chicom" + inhand_icon_state = "vest_chicom" /obj/item/clothing/suit/armor/medium/vest/trench name = "followers trenchcoat" desc = "A grey and white trench coat with dark blue highlights, on the sides and back it has the unique symbol of the followers. Under said coat is an armor vest, perfect for light weight protection." icon_state = "followerstrench" - item_state = "followerstrench" + inhand_icon_state = "followerstrench" /obj/item/clothing/suit/armor/medium/vest/alt desc = "A thick armored vest that provides decent protection against most types of damage." icon_state = "armor" - item_state = "armor" + inhand_icon_state = "armor" /obj/item/clothing/suit/armor/medium/vest/old name = "degrading armor vest" desc = "Older generation Type 1 armored vest. It looks like a fixer-upper, but it could still stop a bullet." icon_state = "armor" - item_state = "armor" + inhand_icon_state = "armor" /obj/item/clothing/suit/armor/medium/vest/blueshirt name = "large armor vest" desc = "A large, yet comfortable piece of armor, protecting you from some threats." icon_state = "blueshift" - item_state = "blueshift" + inhand_icon_state = "blueshift" custom_premium_price = PRICE_ABOVE_EXPENSIVE /obj/item/clothing/suit/armor/medium/vest/warden name = "warden's jacket" desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets." icon_state = "warden_alt" - item_state = "armor" + inhand_icon_state = "armor" resistance_flags = FLAMMABLE dog_fashion = null mutantrace_variation = STYLE_DIGITIGRADE @@ -3411,7 +3411,7 @@ name = "warden's jacket" desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig." icon_state = "wardenbluejacket" - item_state = "wardenbluejacket" + inhand_icon_state = "wardenbluejacket" // body_parts_covered = CHEST|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -3419,14 +3419,14 @@ name = "security overcoat" desc = "Lightly armored leather overcoat meant as casual wear for high-ranking officers." icon_state = "leathercoat-sec" - item_state = "hostrench" + inhand_icon_state = "hostrench" dog_fashion = null /obj/item/clothing/suit/armor/medium/vest/capcarapace name = "captain's carapace" desc = "A fireproof armored chestpiece reinforced with ceramic plates and plasteel pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples." icon_state = "capcarapace" - item_state = "armor" + inhand_icon_state = "armor" dog_fashion = null resistance_flags = FIRE_PROOF @@ -3440,7 +3440,7 @@ name = "captain's parade jacket" desc = "For when an armoured vest isn't fashionable enough." icon_state = "capformal" - item_state = "capspacesuit" + inhand_icon_state = "capspacesuit" /obj/item/clothing/suit/armor/medium/vest/det_suit name = "detective's armor vest" @@ -3453,7 +3453,7 @@ name = "insidious combat vest" desc = "An insidious combat vest designed using Syndicate nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts." icon_state = "infiltrator" - item_state = "infiltrator" + inhand_icon_state = "infiltrator" resistance_flags = FIRE_PROOF | ACID_PROOF strip_delay = 80 @@ -3461,7 +3461,7 @@ name = "armored vest" desc = "Efficient prewar design issued to Enclave personell." icon_state = "armor_enclave_peacekeeper" - item_state = "armor_enclave_peacekeeper" + inhand_icon_state = "armor_enclave_peacekeeper" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T3, ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T2, ARMOR_MODIFIER_UP_DT_T3) @@ -3477,7 +3477,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "steel_bib" - item_state = "steel_bib" + inhand_icon_state = "steel_bib" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -3487,7 +3487,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "light_plates" - item_state = "armorkit" + inhand_icon_state = "armorkit" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T2, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -3497,7 +3497,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "steel_bib" - item_state = "steel_bib" + inhand_icon_state = "steel_bib" /obj/item/clothing/suit/armor/medium/vest/breastplate/town name = "steel breastplate" @@ -3511,7 +3511,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "steel_bib_rein" - item_state = "steel_bib_rein" + inhand_icon_state = "steel_bib_rein" armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T3) /obj/item/clothing/suit/armor/medium/vest/breastplate/scrap @@ -3520,7 +3520,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "metal_chestplate" - item_state = "metal_chestplate" + inhand_icon_state = "metal_chestplate" siemens_coefficient = 1.3 mutantrace_variation = STYLE_PAW_TAURIC @@ -3530,7 +3530,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "metal_chestplate2" - item_state = "metal_chestplate2" + inhand_icon_state = "metal_chestplate2" armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T3) mutantrace_variation = STYLE_PAW_TAURIC @@ -3540,7 +3540,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "combat_chestpiece" - item_state = "combat_chestpiece" + inhand_icon_state = "combat_chestpiece" mutantrace_variation = NONE /obj/item/clothing/suit/armor/medium/vest/breastplate/scrap/mutant @@ -3549,7 +3549,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "mutie_heavy_metal" - item_state = "mutie_heavy_metal" + inhand_icon_state = "mutie_heavy_metal" mutantrace_variation = NONE /////////////////////// @@ -3560,7 +3560,7 @@ name = "armored greatcoat" desc = "A greatcoat enhanced with a special alloy for some extra protection and style for those with a commanding presence." icon_state = "hos" - item_state = "greatcoat" + inhand_icon_state = "greatcoat" // body_parts_covered = CHEST|GROIN|ARMS|LEGS cold_protection = CHEST|GROIN|LEGS|ARMS heat_protection = CHEST|GROIN|LEGS|ARMS @@ -3576,13 +3576,13 @@ name = "head of security's jacket" desc = "This piece of clothing was specifically designed for asserting superior authority." icon_state = "hosbluejacket" - item_state = "hosbluejacket" + inhand_icon_state = "hosbluejacket" /obj/item/clothing/suit/armor/medium/duster/trenchcoat name = "armored trenchcoat" desc = "A trenchcoat enhanced with a special lightweight kevlar. The epitome of tactical plainclothes." icon_state = "hostrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" flags_inv = 0 reskinnable_component = /datum/component/reskinnable/hos_trench_coat @@ -3590,13 +3590,13 @@ name = "armored battlecoat" desc = "A heavy padded leather coat with faded colors, worn over a armor vest." icon_state = "battlecoat_tan" - item_state = "battlecoat_tan" + inhand_icon_state = "battlecoat_tan" /obj/item/clothing/suit/armor/medium/duster/armoredcoat/panzer name = "dishevelled tan battlecoat" desc = "A heavy padded leather coat with faded colors, worn over an armor vest. This particular coat is torn around the edges with small holes along the shoulders and arms wherein one might denote their rank, while the underlying armor vest would be marred by burn marks and bullet holes - clearly having seen better days." icon_state = "battlecoat_tan" - item_state = "battlecoat_tan" + inhand_icon_state = "battlecoat_tan" /obj/item/clothing/suit/armor/medium/duster/duster_renegade name = "renegade duster" @@ -3604,19 +3604,19 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "duster-renegade" - item_state = "duster-renegade" + inhand_icon_state = "duster-renegade" /obj/item/clothing/suit/armor/medium/duster/town name = "deputy trenchcoat" desc = "An armored trench coat with added shoulderpads, a chestplate, and leg guards." icon_state = "towntrench_medium" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/armor/medium/duster/town/embroidered name = "embroidered trenchcoat" desc = "A custom armored trench coat with extra-length and a raised collar. There's a flower embroidered onto the back, although the color is a little faded." icon_state = "towntrench_special" - item_state = "towntrench_special" + inhand_icon_state = "towntrench_special" /obj/item/clothing/suit/armor/medium/duster/town/deputy name = "armored town trenchcoat" @@ -3632,13 +3632,13 @@ name = "sheriff duster" desc = "A long brown leather overcoat.
A powerful accessory of a respectful sheriff, bringer of justice." icon_state = "sheriff" - item_state = "det_suit" + inhand_icon_state = "det_suit" /obj/item/clothing/suit/armor/medium/duster/town/commissioner name = "commissioner's jacket" desc = "A navy-blue jacket with blue shoulder designations, '/NPD/' stitched into one of the chest pockets, and hidden ceramic trauma plates. It has a small compartment for a holdout pistol." icon_state = "warden_alt" - item_state = "armor" + inhand_icon_state = "armor" /obj/item/clothing/suit/armor/medium/duster/town/chief name = "NPD Chief's jacket" @@ -3646,7 +3646,7 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" /obj/item/clothing/suit/armor/medium/duster/town/mayor name = "mayor trenchcoat" @@ -3658,13 +3658,13 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "motorball" - item_state = "motorball" + inhand_icon_state = "motorball" /obj/item/clothing/suit/armor/medium/duster/mutant name = "mutant poncho" desc = "An oversized poncho, made to fit the frame of a super mutant. Maybe he's the big ranger with an iron on his hip?" icon_state = "mutie_poncho" - item_state = "mutie_poncho" + inhand_icon_state = "mutie_poncho" /obj/item/clothing/suit/armor/medium/duster/cloak_armored name = "armored cloak" @@ -3672,19 +3672,19 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "cloak_armored" - item_state = "cloak_armored" + inhand_icon_state = "cloak_armored" /obj/item/clothing/suit/armor/medium/duster/enclave name = "enclave officer trenchcoat" desc = "Premium prewar military armor worn under a coat for Enclave officers." icon_state = "armor_enclave_officer" - item_state = "armor_enclave_officer" + inhand_icon_state = "armor_enclave_officer" /obj/item/clothing/suit/armor/medium/duster/follower name = "follower's duster" desc = "An old military-grade pre-war combat armor under a white weathered duster. An emblem of the Followers is painted on the back of it. It appears to be fitted with metal plates to replace the crumbling ceramic." icon_state = "shank_follower" - item_state = "shank_follower" + inhand_icon_state = "shank_follower" ////////////////////// //// COMBAT ARMOR //// @@ -3694,7 +3694,7 @@ name = "combat armor" desc = "An old military grade pre war combat armor." icon_state = "combat_armor" - item_state = "combat_armor" + inhand_icon_state = "combat_armor" mutantrace_variation = STYLE_DIGITIGRADE salvage_loot = list(/obj/item/stack/crafting/armor_plate = 5) equip_delay_other = 50 @@ -3732,7 +3732,7 @@ name = "weathered aethergiest power armor" desc = "A suit of heavily customized Enclave 'Equalizer' Advanced power armor, modified extensively to be wearable by a aethergiest, not too unlike the suits worn by Frank Horrigan, and Captain Arlem, arm-blade and all. While it is indeed a genuine Mk. 1 set of Advanced power armor, it looks like it hasn't seen any maintenance in the better part of two decades. Much of its protection has eroded, but it remains functional with a myriad of ad-hoc bandaid repairs that would make a brotherhood scribe cry in anguish." icon_state = "arroyoapa" - item_state = "arroyoapa" + inhand_icon_state = "arroyoapa" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_power.dmi' icon = 'icons/fallout/clothing/armored_power.dmi' slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3745,7 +3745,7 @@ desc = "A reinforced set of bracers, greaves, and torso plating of prewar design. This one is kitted with additional plates." icon = 'icons/obj/clothing/suits.dmi' icon_state = "combat_armor_mk2" - item_state = "combat_armor_mk2" + inhand_icon_state = "combat_armor_mk2" mutantrace_variation = STYLE_DIGITIGRADE salvage_loot = list(/obj/item/stack/crafting/armor_plate = 8) slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -3761,24 +3761,24 @@ name = "remnant combat armor" desc = "A dark armor, used commonly in espionage or shadow ops." icon_state = "remnant" - item_state = "remnant" + inhand_icon_state = "remnant" /obj/item/clothing/suit/armor/medium/combat/mk2/desert_ranger name = "reinforced desert ranger armor" desc = "A suit of armor styled after those used by the Desert Rangers, with extra plates strapped to it to boot." icon_state = "ncr_patrol" - item_state = "ncr_patrol" + inhand_icon_state = "ncr_patrol" /obj/item/clothing/suit/armor/medium/combat/mk2/desert_ranger/pro name = "reinforced desert ranger suit" desc = "A set of armor styled after those used by the Desert Rangers, with extra plates strapped to it to boot." icon_state = "ncr_armor_mk2" - item_state = "ncr_armor_mk2" + inhand_icon_state = "ncr_armor_mk2" /obj/item/clothing/suit/armor/medium/combat/mk2/raider name = "raider combat armor" desc = "An old set of reinforced combat armor with some parts supplanted with painspike armor. It seems less protective than a mint-condition set of combat armor. Can probably be used to make a better set, though..." - item_state = "combat_armor_raider" + inhand_icon_state = "combat_armor_raider" mutantrace_variation = STYLE_DIGITIGRADE armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_DOWN_ENV_T1) @@ -3787,7 +3787,7 @@ desc = "An old military grade pre-war reinforced combat armor, now decorated with sinew and the bones of the hunted for its new wearer." anthro_mob_worn_overlay = 'icons/fallout/onmob/clothes/armor_medium_digi.dmi' icon_state = "tribecombatarmor" - item_state = "tribecombatarmor" + inhand_icon_state = "tribecombatarmor" mutantrace_variation = STYLE_DIGITIGRADE slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -3796,86 +3796,86 @@ name = "SWAT combat armor" desc = "A custom version of the pre-war combat armor, slimmed down and minimalist for domestic S.W.A.T. teams." icon_state = "armoralt" - item_state = "armoralt" + inhand_icon_state = "armoralt" /obj/item/clothing/suit/armor/medium/combat/chinese name = "chinese combat armor" desc = "An uncommon suit of pre-war Chinese combat armor. It's a very basic and straightforward piece of armor that covers the front of the user." icon_state = "chicom_armor" - item_state = "chicom_armor" + inhand_icon_state = "chicom_armor" /obj/item/clothing/suit/armor/medium/combat/desert_ranger name = "desert ranger combat armor" desc = "A suit of combat armor styled after those used by the Desert Rangers. It smells like red mist." icon_state = "desert_ranger" - item_state = "desert_ranger" + inhand_icon_state = "desert_ranger" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/combat name = "desert ranger combat suit" desc = "A suit of combat armor styled after those used by the Desert Rangers. It smells like red mist." icon_state = "ncr_armor" - item_state = "ncr_armor" + inhand_icon_state = "ncr_armor" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/scout name = "desert ranger scout armor" desc = "A refurbished set of desert ranger scout armor, refitted for use in the swamps. A few shiny platinum shards stick out of the webbing." icon_state = "refurb_scout" - item_state = "refurb_scout" + inhand_icon_state = "refurb_scout" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/officer name = "desert ranger officer armor" desc = "A suit of desert ranger styled armor, now with a fancy-looking coat to boot. Very official." icon_state = "ncr_officer_coat" - item_state = "ncr_officer_coat" + inhand_icon_state = "ncr_officer_coat" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/officer/colonel name = "NCR colonels armor" desc = "A suit of desert ranger styled armor, decorated to look more official. Very, very official." icon_state = "ncr_captain_armour" - item_state = "ncr_captain_armour" + inhand_icon_state = "ncr_captain_armour" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/outlaw name = "desert outlaw armor" desc = "A modified detoriated armor kit consisting of Desert Ranger style combat armor and scrap metal." icon_state = "ncrexile" - item_state = "ncrexile" + inhand_icon_state = "ncrexile" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/mutant name = "NCR mutant armor" desc = "Multiple sets of NCR patrol vests that have been fused, stitched and welded together in order to fit the frame of a Super Mutant." icon_state = "mutie_ncr" - item_state = "mutie_ncr" + inhand_icon_state = "mutie_ncr" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/patrol name = "desert ranger patrol armor" desc = "A set of desert ranger patrol armor, modified to be light and breezy here in the swamps, perfect for making blood sausage." icon_state = "ncr_patrol" - item_state = "ncr_patrol" + inhand_icon_state = "ncr_patrol" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/patrol/mutant name = "mutant desert ranger armor" desc = "Multiple sets of desert ranger patrol armor made to protect a massive humanoid, modified to be light and breezy here in the swamps, and smelling like blood sausage." icon_state = "mutie_ranger_armour" - item_state = "mutie_ranger_armour" + inhand_icon_state = "mutie_ranger_armour" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/patrol/thax name = "desert ranger patrol duster" desc = "A customized and moderately-worn suit of desert ranger armor. A sun-worn thick olive duster is worn over the armor." icon_state = "thaxarmor" - item_state = "thaxarmor" + inhand_icon_state = "thaxarmor" /obj/item/clothing/suit/armor/medium/combat/rusted name = "rusted combat armor" desc = "An old military grade pre war combat armor. This set has seen better days, weathered by time. The composite plates, meant for bullets and lasers, look sound and intact still. Everything else...uh..." icon_state = "rusted_combat_armor" - item_state = "rusted_combat_armor" + inhand_icon_state = "rusted_combat_armor" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T1, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_DOWN_DT_T1) /obj/item/clothing/suit/armor/medium/combat/environmental name = "environmental armor" desc = "A pre-war suit developed for use in heavily contaminated environments, and is prized in the Wasteland for its ability to protect against biological threats." icon_state = "environmental_armor" - item_state = "environmental_armor" + inhand_icon_state = "environmental_armor" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.9 permeability_coefficient = 0.1 @@ -3894,7 +3894,7 @@ name = "combat duster" desc = "Refurbished combat armor under a weathered duster. Simple metal plates replace the ceramic plates that has gotten damaged." icon_state = "combatduster" - item_state = "combatduster" + inhand_icon_state = "combatduster" permeability_coefficient = 0.9 pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_DOWN_DT_T2) @@ -3904,7 +3904,7 @@ name = "brotherhood armor" desc = "A combat armor set made by the Brotherhood of Steel, standard issue for all Knights. It bears a red stripe." icon_state = "brotherhood_armor_knight" - item_state = "brotherhood_armor_knight" + inhand_icon_state = "brotherhood_armor_knight" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -3912,33 +3912,33 @@ name = "brotherhood senior knight armor" desc = "A renforced combat armor set made by the Brotherhood of Steel, standard issue for all Senior Knights. It bears a silver stripe." icon_state = "brotherhood_armor_senior" - item_state = "brotherhood_armor_senior" + inhand_icon_state = "brotherhood_armor_senior" /obj/item/clothing/suit/armor/medium/combat/brotherhood/captain name = "brotherhood head knight armor" desc = "A renforced combat armor set made by the Brotherhood of Steel, standard issue for all Head Knights. It bears golden embroidery." icon_state = "brotherhood_armor_captain" - item_state = "brotherhood_armor_captain" + inhand_icon_state = "brotherhood_armor_captain" /obj/item/clothing/suit/armor/medium/combat/brotherhood/initiate name = "initiate armor" desc = "An old degraded pre war combat armor, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_armor" - item_state = "brotherhood_armor" + inhand_icon_state = "brotherhood_armor" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/medium/combat/brotherhood/initiate/mk2 name = "reinforced knight armor" desc = "A reinforced set of bracers, greaves, and torso plating of prewar design This one is kitted with additional plates and, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_armor_mk2" - item_state = "brotherhood_armor_mk2" + inhand_icon_state = "brotherhood_armor_mk2" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/medium/combat/brotherhood/outcast name = "brotherhood armor" //unused? desc = "A superior combat armor set made by the Brotherhood of Steel, bearing a series of red markings." icon_state = "brotherhood_armor_outcast" - item_state = "brotherhood_armor_outcast" + inhand_icon_state = "brotherhood_armor_outcast" /obj/item/clothing/suit/armor/medium/combat/brotherhood/exile name = "modified Brotherhood armor" @@ -3946,7 +3946,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "exile_bos" - item_state = "exile_bos" + inhand_icon_state = "exile_bos" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_DOWN_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -3954,7 +3954,7 @@ name = "tribal combat armor" desc = "An old military grade pre war combat armor, now decorated with sinew and the bones of the hunted for its new wearer." icon_state = "tribecombatarmor" - item_state = "tribecombatarmor" + inhand_icon_state = "tribecombatarmor" body_parts_covered = CHEST|GROIN|ARMS|LEGS slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) @@ -3963,24 +3963,24 @@ name = "old United States Marine Corp Armor" desc = "An advanced model of combat armor worn by marines aboard the USS Democracy, second only to power armor in protection used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen." icon_state = "enclave_marine" - item_state = "enclave_marine" + inhand_icon_state = "enclave_marine" /obj/item/clothing/suit/armor/medium/combat/enclave name = "enclave combat armor" desc = "An old set of pre-war combat armor, painted black." icon_state = "enclave_new" - item_state = "enclave_new" + inhand_icon_state = "enclave_new" /obj/item/clothing/suit/armor/medium/combat/enclave/aldric name = "Intercessors Exoskeleton" desc = "A lightly-armored full-body powered exoskeleton. Primarily designed for psionic officers, it features a multistage cascaded psionic amplifier that aids in focus and projection of their psionic abilities, especially those that require nuance and precision" icon_state = "enclave_new" - item_state = "enclave_new" + inhand_icon_state = "enclave_new" /obj/item/clothing/suit/armor/medium/pilotcarapace name = "pilot's combat carapace" desc = "A compact, if bulky, set of armor marking the wearer as one of Nash's pilots. The materials used offer solid physical protection, but does little against heat." icon_state = "capcarapace" - item_state = "capcarapace" + inhand_icon_state = "capcarapace" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) /////////////////// @@ -3999,7 +3999,7 @@ name = "slammer raider armor" desc = "Crude armor that appears to employ a tire of some kind as the shoulder pad. What appears to be a quilt is tied around the waist.
Come on and slam and turn your foes to jam!" icon_state = "slam" - item_state = "slam" + inhand_icon_state = "slam" flags_inv = HIDEJUMPSUIT strip_delay = 40 icon = 'icons/fallout/clothing/armored_medium.dmi' @@ -4012,19 +4012,19 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "raider_rebel_icon" - item_state = "raider_rebel_armor" + inhand_icon_state = "raider_rebel_armor" /obj/item/clothing/suit/armor/medium/raider/scrapcombat name = "scrap combat armor" desc = "Scavenged military combat armor, repaired by unskilled hands many times, most of the original plating having cracked or crumbled to dust." icon_state = "raider_combat" - item_state = "raider_combat" + inhand_icon_state = "raider_combat" /obj/item/clothing/suit/armor/medium/raider/badlands name = "badlands raider armor" desc = "A leather top with a bandolier over it and a straps that cover the arms." icon_state = "badlands" - item_state = "badlands" + inhand_icon_state = "badlands" pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch body_parts_hidden = ARMS | LEGS | GROIN @@ -4032,7 +4032,7 @@ name = "combat duster" desc = "An old military-grade pre-war combat armor under a weathered duster. It appears to be fitted with metal plates to replace the crumbling ceramic." icon_state = "combatduster" - item_state = "combatduster" + inhand_icon_state = "combatduster" pocket_storage_component_path = /datum/component/storage/concrete/pockets/duster/armored slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -4041,13 +4041,13 @@ name = "Patrol Duster" desc = "What appears to be an NCR patrol ranger's armor under a green tinted duster. The armor itself looks much more well kept then the duster itself, said duster looking somewhat faded. On the back of the duster, is a symbol of a skull with an arrow piercing through the eye." icon_state = "patrolduster" - item_state = "patrolduster" + inhand_icon_state = "patrolduster" /obj/item/clothing/suit/armor/medium/raider/raidercombat name = "combat raider armor" desc = "An old military-grade pre-war combat armor. It appears to be fitted with metal plates to replace the crumbling ceramic." icon_state = "raider_combat" - item_state = "raider_combat" + inhand_icon_state = "raider_combat" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T1) @@ -4055,7 +4055,7 @@ name = "metal raider armor" desc = "A suit of welded, fused metal plates. Looks bulky, with great protection." icon_state = "raider_metal" - item_state = "raider_metal" + inhand_icon_state = "raider_metal" resistance_flags = FIRE_PROOF slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_DT_T2) @@ -4064,7 +4064,7 @@ name = "wasteland warrior armor" desc = "a mad attempt to recreate armor based of images of japanese samurai, using a sawn up old car tire as shoulder pads, bits of chain to cover the hips and pieces of furniture for a breastplate. Might stop a blade but nothing else, burns easily too. Comes with an enormous scabbard welded to the back!" icon_state = "wastewar" - item_state = "wastewar" + inhand_icon_state = "wastewar" resistance_flags = FLAMMABLE pocket_storage_component_path = /datum/component/storage/concrete/pockets/massive/swords body_parts_hidden = CHEST | GROIN @@ -4073,7 +4073,7 @@ name = "blastmaster raider armor" desc = "A suit composed largely of blast plating, though there's so many holes it's hard to say if it will protect against much." icon_state = "blastmaster" - item_state = "blastmaster" + inhand_icon_state = "blastmaster" flash_protect = 2 armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_BOMB_T2) @@ -4081,7 +4081,7 @@ name = "yankee raider armor" desc = "A set of armor made from bulky plastic and rubber. A faded sports team logo is printed in various places. Go Desert Rats!" icon_state = "yankee" - item_state = "yankee" + inhand_icon_state = "yankee" body_parts_hidden = ARMS | CHEST /// Environmental raider armor @@ -4089,7 +4089,7 @@ name = "iconoclast raider armor" desc = "A rigid armor set that appears to be fashioned from a radiation suit, or a mining suit." icon_state = "iconoclast" - item_state = "iconoclast" + inhand_icon_state = "iconoclast" slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T2) @@ -4134,7 +4134,7 @@ name = "heavy bulletproof armor" desc = "A heavy bulletproof vest that excels in protecting the wearer against traditional projectile weaponry." icon_state = "bulletproof" - item_state = "armor" + inhand_icon_state = "armor" blood_overlay_type = "armor" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch // 4 slots for ammo! @@ -4151,7 +4151,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "tribal_heavy" - item_state = "tribal_heavy" + inhand_icon_state = "tribal_heavy" pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_LASER_T1) @@ -4163,7 +4163,7 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = null icon_state = "bone_dancer_armor_heavy" - item_state = "bone_dancer_armor_heavy" + inhand_icon_state = "bone_dancer_armor_heavy" mutantrace_variation = STYLE_DIGITIGRADE blood_overlay_type = "armor" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_DOWN_LASER_T1) @@ -4175,49 +4175,49 @@ icon = 'icons/obj/clothing/suits.dmi' mob_overlay_icon = null icon_state = "raider_metal" - item_state = "raider_metal" + inhand_icon_state = "raider_metal" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T1) /obj/item/clothing/suit/armor/heavy/tribal/rustwalkers name = "Rustwalkers heavy armor" desc = "A car seat leather duster, a timing belt bandolier, and armour plating made from various parts of a car, it surely would weigh the wearer down. Commonly worn by members of the Rustwalkers tribe." icon_state = "rustwalkers_armour_heavy" - item_state = "rustwalkers_armour_heavy" + inhand_icon_state = "rustwalkers_armour_heavy" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/heavy/tribal/whitelegs name = "White Legs heavy armour" desc = "A series of tan and khaki armour plates, held in place with a considerable amount of strapping and possibly duct tape. Commonly worn by members of the White Legs tribe." icon_state = "white_legs_armour_heavy" - item_state = "white_legs_armour_heavy" + inhand_icon_state = "white_legs_armour_heavy" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/heavy/tribal/eighties name = "80s heavy armour" desc = "A ballistic duster with the number 80 stitched onto the back worn over a breastplate made from a motorcycle's engine housing, with kneepads made from stirrups. Worn by the members of the 80s tribe." icon_state = "80s_armour_heavy" - item_state = "80s_armour_heavy" + inhand_icon_state = "80s_armour_heavy" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/heavy/tribal/deadhorses name = "Dead Horses heavy armour" desc = "A simple leather bandolier and gecko hide chest covering, with an engraved metal pauldron and a set of black leather straps, one holding a shinpad in place. Commonly worn by the members of the Dead Horses tribe." icon_state = "dead_horses_armour_heavy" - item_state = "dead_horses_armour_heavy" + inhand_icon_state = "dead_horses_armour_heavy" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/heavy/tribal/westernwayfarer name = "Western Wayfarer heavy armor" desc = "A Suit of armor crafted by Tribals using pieces of scrap metals and the armor of fallen foes, a bighorner's skull sits on the right pauldron along with bighorner fur lining the collar of the leather bound chest. Along the leather straps adoring it are multiple bone charms with odd markings on them." icon_state = "western_wayfarer_armor_heavy" - item_state = "western_wayfarer_armor_heavy" + inhand_icon_state = "western_wayfarer_armor_heavy" body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS /obj/item/clothing/suit/armor/heavy/tribal/bone name = "Heavy Bone armor" desc = "A tribal full armor plate, crafted from animal bone, metal and leather. Usually worn by the Bone Dancers" icon_state = "bone_dancer_armor_heavy" - item_state = "bone_dancer_armor_heavy" + inhand_icon_state = "bone_dancer_armor_heavy" mutantrace_variation = STYLE_DIGITIGRADE blood_overlay_type = "armor" body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS @@ -4232,7 +4232,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "metal_chestplate" - item_state = "metal_chestplate" + inhand_icon_state = "metal_chestplate" slowdown = ARMOR_SLOWDOWN_HEAVY * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_LASER_T3, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) mutantrace_variation = STYLE_PAW_TAURIC @@ -4243,7 +4243,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "armor_enclave_peacekeeper" - item_state = "armor_enclave_peacekeeper" + inhand_icon_state = "armor_enclave_peacekeeper" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_LASER_T3, ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_DT_T2) mutantrace_variation = NONE @@ -4252,7 +4252,7 @@ desc = "A vest that excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them." icon = 'icons/obj/clothing/suits.dmi' icon_state = "armor_reflec" - item_state = "armor_reflec" + inhand_icon_state = "armor_reflec" blood_overlay_type = "armor" mob_overlay_icon = null resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF @@ -4282,7 +4282,7 @@ desc = "A prewar armor design by Nikola Tesla before being confinscated by the U.S. government. Has a chance to deflect energy projectiles." icon = 'icons/obj/clothing/suits.dmi' icon_state = "tesla_armor" - item_state = "tesla_armor" + inhand_icon_state = "tesla_armor" blood_overlay_type = "armor" mob_overlay_icon = null resistance_flags = FIRE_PROOF @@ -4311,7 +4311,7 @@ name = "reinforced metal armor" desc = "A set of well-fitted plates formed together to provide effective protection." icon_state = "metal_chestplate2" - item_state = "metal_chestplate2" + inhand_icon_state = "metal_chestplate2" slowdown = ARMOR_SLOWDOWN_HEAVY * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) mutantrace_variation = STYLE_PAW_TAURIC @@ -4321,14 +4321,14 @@ desc = "An oversized set of metal armour, made to fit the frame of a super mutant. Maybe he's the big iron with a ranger on his hip?" icon = 'icons/obj/clothing/suits.dmi' icon_state = "mutie_metal_armour" - item_state = "mutie_metal_armour" + inhand_icon_state = "mutie_metal_armour" mutantrace_variation = NONE /obj/item/clothing/suit/armor/heavy/metal/mutant/reinforced name = "mutant armour" desc = "An oversized boiler plate, hammered to fit the frame of a super mutant. Maybe he's the big iron with a ranger on his hip?" icon_state = "mutie_metal_armour_mk2" - item_state = "mutie_metal_armour_mk2" + inhand_icon_state = "mutie_metal_armour_mk2" slowdown = ARMOR_SLOWDOWN_HEAVY * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_DT_T1) mutantrace_variation = NONE @@ -4340,7 +4340,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' resistance_flags = FIRE_PROOF icon_state = "sulphite" - item_state = "sulphite" + inhand_icon_state = "sulphite" slowdown = ARMOR_SLOWDOWN_HEAVY * ARMOR_SLOWDOWN_MORE_T1 * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_FIRE_T3) mutantrace_variation = NONE @@ -4353,7 +4353,7 @@ name = "riot suit" desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Helps the wearer resist shoving in close quarters." icon_state = "riot" - item_state = "swat_suit" + inhand_icon_state = "swat_suit" pocket_storage_component_path = /datum/component/storage/concrete/pockets/magpouch // 4 slots for ammo! blocks_shove_knockdown = TRUE slowdown = ARMOR_SLOWDOWN_HEAVY * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -4362,39 +4362,39 @@ /obj/item/clothing/suit/armor/heavy/riot/combat name = "combat riot armor" icon_state = "combat_coat" - item_state = "combat_coat" + inhand_icon_state = "combat_coat" desc = "A heavy armor with ballistic inserts, sewn into a padded riot police coat." /obj/item/clothing/suit/armor/heavy/riot/police name = "riot police armor" icon_state = "bulletproof_heavy" - item_state = "bulletproof_heavy" + inhand_icon_state = "bulletproof_heavy" desc = "Heavy armor with ballistic inserts, sewn into a padded riot police coat." /obj/item/clothing/suit/armor/heavy/riot/vault name = "VTCC riot armour" desc = "(VII) A suit of riot armour adapted from the design of the pre-war U.S.M.C. armour, painted blue and white." icon_state = "vtcc_riot_gear" - item_state = "vtcc_riot_gear" + inhand_icon_state = "vtcc_riot_gear" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3) /obj/item/clothing/suit/armor/heavy/riot/marine name = "old United States Marine Corp riot suit" desc = "A pre-war riot suit helmet used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen." icon_state = "usmc_riot_gear" - item_state = "usmc_riot_gear" + inhand_icon_state = "usmc_riot_gear" /*/obj/item/clothing/suit/armor/heavy/riot/retrofitted name = "retro fitted riot combat armor" desc = "A pre-war riot suit helmet used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen, and has been heavily modified with extra pockets and armor-plates. Heavy as sin." icon_state = "usmc_riot_gear" - item_state = "usmc_riot_gear" + inhand_icon_state = "usmc_riot_gear" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_DOWN_FIRE_T3, ARMOR_MODIFIER_DOWN_DT_T1) /obj/item/clothing/suit/armor/heavy/riot/retrofitted/worn name = "Enclave exile armor" icon_state = "unmct" - item_state = "unmct" + inhand_icon_state = "unmct" desc = "A slimmed down set of reinforced combat armor. While not as effective as the standard issue, it makes up for it in more room for holding things and keeping you light on your feet." armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_DT_T2) slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -4408,14 +4408,14 @@ name = "elite riot gear" desc = "A heavily reinforced set of military grade armor." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" icon = 'icons/obj/clothing/suits.dmi' /obj/item/clothing/suit/armor/heavy/riot/eliteweak name = "worn elite riot gear" desc = "A heavily reinforced set of military grade armor. This one appears to be aged..." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" icon = 'icons/obj/clothing/suits.dmi' slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_DOWN_FIRE_T3, ARMOR_MODIFIER_DOWN_DT_T1) @@ -4444,20 +4444,20 @@ name = "salvaged T-45b power armor" desc = "It's a set of early-model T-45 power armor with a custom air conditioning module and stripped out servomotors. Bulky and slow, but almost as good as the real thing." icon_state = "t45b_salvaged" - item_state = "t45b_salvaged" + inhand_icon_state = "t45b_salvaged" /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/raider name = "salvaged raider power armor" desc = "A destroyed T-45b power armor has been brought back to life with the help of a welder and lots of scrap metal." icon_state = "raider_salvaged" - item_state = "raider_salvaged" + inhand_icon_state = "raider_salvaged" /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/hotrod name = "salvaged hotrod T-45b power armor" desc = " It's a set of T-45b power armor with a with some of its plating removed. This set has exhaust pipes piped to the pauldrons, flames erupting from them." mob_overlay_icon = 'icons/fallout/clothing/armored_heavy.dmi' icon_state = "t45hotrod" - item_state = "t45hotrod" + inhand_icon_state = "t45hotrod" armor_tokens = list(ARMOR_MODIFIER_UP_FIRE_T3, ARMOR_MODIFIER_DOWN_MELEE_T2, ARMOR_MODIFIER_UP_LASER_T3, ARMOR_MODIFIER_DOWN_DT_T2) @@ -4465,7 +4465,7 @@ name = "salvaged tribal T45-b power armor" desc = "A set of salvaged power armor, with certain bits of plating stripped out to retain more freedom of movement. No cooling module, though." icon_state = "tribal_power_armor" - item_state = "tribal_power_armor" + inhand_icon_state = "tribal_power_armor" // body_parts_covered = CHEST|GROIN|ARMS|LEGS mutantrace_variation = STYLE_DIGITIGRADE slowdown = ARMOR_SLOWDOWN_SALVAGE * ARMOR_SLOWDOWN_LESS_T3 * ARMOR_SLOWDOWN_GLOBAL_MULT // zooom @@ -4475,7 +4475,7 @@ name = "salvaged weathered tribal T45-b power armor" desc = "A set of salvaged tribal power armor, one that's seen better days. Proof that power armor doesn't age like wine, especially dragged through the swamp as much as this one has. All that weathered off armor plating's sure made it light, though!" icon_state = "tribal_power_armor" - item_state = "tribal_power_armor" + inhand_icon_state = "tribal_power_armor" // body_parts_covered = CHEST|GROIN|ARMS|LEGS armor = ARMOR_VALUE_HEAVY mutantrace_variation = STYLE_DIGITIGRADE @@ -4486,7 +4486,7 @@ name = "salvaged T-45d power armor" desc = "T-45d power armor with servomotors and all valuable components stripped out of it." icon_state = "t45d_salvaged" - item_state = "t45d_salvaged" + inhand_icon_state = "t45d_salvaged" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1) // T-51B @@ -4494,7 +4494,7 @@ name = "salvaged T-51b power armor" desc = "T-51b power armor with servomotors and all valuable components stripped out of it." icon_state = "t51b_salvaged" - item_state = "t51b_salvaged" + inhand_icon_state = "t51b_salvaged" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_DT_T1) @@ -4503,7 +4503,7 @@ name = "salvaged Enclave power armor" desc = "X-02 power armor with servomotors and all valuable components stripped out of it." icon_state = "advanced_salvaged" - item_state = "advanced_salvaged" + inhand_icon_state = "advanced_salvaged" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_UP_BULLET_T3, ARMOR_MODIFIER_UP_LASER_T2, ARMOR_MODIFIER_UP_DT_T2) @@ -4896,7 +4896,7 @@ icon = 'icons/fallout/clothing/armored_power.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_power.dmi' icon_state = "t45bpowerarmor" - item_state = "t45bpowerarmor" + inhand_icon_state = "t45bpowerarmor" armor = ARMOR_VALUE_HEAVY armor_tokens = list(ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_UP_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1) slowdown = ARMOR_SLOWDOWN_REPA * ARMOR_SLOWDOWN_GLOBAL_MULT @@ -4907,19 +4907,19 @@ name = "Weathered Deathclaw Power Armor" desc = "A suit of heavily customized Enclave 'Equalizer' Advanced power armor, modified extensively to be wearable by a aethergiest, not too unlike the suits worn by Frank Horrigan, and Captain Arlem, arm-blade and all. While it is indeed a genuine Mk. 1 set of Advanced power armor, it looks like it hasn't seen any maintenance in the better part of two decades. Much of its protection has eroded, but it remains functional with a myriad of ad-hoc bandaid repairs that would make a brotherhood scribe cry in anguish." icon_state = "arroyoapa" - item_state = "arroyoapa" + inhand_icon_state = "arroyoapa" /obj/item/clothing/suit/armor/power_armor/fluff/pappavol name = "Decaying Power Armor" desc = "Large big and green with hints of rust that cover its decaying metal robotic frame. It looks like it was custom built... roughly put together with shitty welding and crude rivets that hold the green rusty armor together." icon_state = "pappavolarmor" - item_state = "pappavolarmor" + inhand_icon_state = "pappavolarmor" /obj/item/clothing/suit/armor/power_armor/t45b name = "Power Armor Exo-Skeleton" desc = "A set of power armor with the metallic outer workings removed, fit for any form of addition to make a proper set of power armor!" icon_state = "t45bpowerarmor" - item_state = "t45bpowerarmor" + inhand_icon_state = "t45bpowerarmor" armor = ARMOR_VALUE_SALVAGE slowdown = ARMOR_SLOWDOWN_REPA * ARMOR_SLOWDOWN_GLOBAL_MULT salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b @@ -4936,7 +4936,7 @@ name = "powered scrap suit" desc = "A monumentously heavy suit of rusty metal and car parts. Either an actual power armor exoskeleton or some home-built substitute sits embedded under all that rust. Is this some attempt at power armor???" icon_state = "raiderpa" - item_state = "raiderpa" + inhand_icon_state = "raiderpa" armor = ARMOR_VALUE_SALVAGE slowdown = ARMOR_SLOWDOWN_REPA * ARMOR_SLOWDOWN_GLOBAL_MULT mutantrace_variation = STYLE_DIGITIGRADE @@ -4946,7 +4946,7 @@ name = "Refurbished T-45b Hotrod power armor" desc = "It's a set of T-45b power armor with a with some of its plating replaced by ablative, fire resistant armor. This set has exhaust pipes piped to the pauldrons, flames erupting from them." icon_state = "t45hotrod" - item_state = "t45hotrod" + inhand_icon_state = "t45hotrod" armor = ARMOR_VALUE_SALVAGE slowdown = ARMOR_SLOWDOWN_REPA * ARMOR_SLOWDOWN_GLOBAL_MULT salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/hotrod @@ -4955,26 +4955,26 @@ name = "T-45d power armor" desc = "Originally developed and manufactured for the United States Army by American defense contractor West Tek, the T-45d power armor was the first version of power armor to be successfully deployed in battle." icon_state = "t45dpowerarmor" - item_state = "t45dpowerarmor" + inhand_icon_state = "t45dpowerarmor" salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45d /obj/item/clothing/suit/armor/power_armor/t45d/knightcaptain name = "Head-Knight's T-45d Power Armour" desc = "A classic set of T-45d Power Armour only to be used in armed combat, it signifies the Head Knight and their place in the Brotherhood. A leader, and a beacon of structure in a place where chaos reigns. All must rally to his call, for he is the Head Knight and your safety is his duty." icon_state = "t45dkc" - item_state = "t45dkc" + inhand_icon_state = "t45dkc" /obj/item/clothing/suit/armor/power_armor/t45d/bos name = "Brotherhood T-45d Power Armour" desc = "A suit of T-45d Power Armour adorned with the markings of the Brotherhood of Steel. Commonly used by the Paladins of the Brotherhood." icon_state = "t45dpowerarmor_bos" - item_state = "t45dpowerarmor_bos" + inhand_icon_state = "t45dpowerarmor_bos" /obj/item/clothing/suit/armor/power_armor/t51b name = "T-51b power armor" desc = "The pinnacle of pre-war technology. This suit of power armor provides substantial protection to the wearer." icon_state = "t51bpowerarmor" - item_state = "t51bpowerarmor" + inhand_icon_state = "t51bpowerarmor" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 25) salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/t51b @@ -4985,33 +4985,33 @@ lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi' righthand_file = 'icons/mob/inhands/clothing_righthand.dmi' icon_state = "t51forpony" - item_state = "midwestpa" + inhand_icon_state = "midwestpa" mutantrace_variation = null /obj/item/clothing/suit/armor/power_armor/t51b/hardened name = "Hardened T-51b power armor" desc = "The pinnacle of pre-war technology. This suit of power armor provides substantial protection to the wearer. It's plates have been chemially treated to be stronger." icon_state = "t51green" - item_state = "t51green" + inhand_icon_state = "t51green" /obj/item/clothing/suit/armor/power_armor/t51b/bos name = "Brotherhood T-51b Power Armour" desc = "The pinnacle of pre-war technology, appropriated by the Brotherhood of Steel. Commonly worn by Head Paladins." icon_state = "t51bpowerarmor_bos" - item_state = "t51bpowerarmor_bos" + inhand_icon_state = "t51bpowerarmor_bos" /obj/item/clothing/suit/armor/power_armor/excavator name = "excavator power armor" desc = "Developed by Garrahan Mining Co. in collaboration with West Tek, the Excavator-class power armor was designed to protect miners from rockfalls and airborne contaminants while increasing the speed at which they could work. " icon_state = "excavator" - item_state = "excavator" + inhand_icon_state = "excavator" /obj/item/clothing/suit/armor/power_armor/advanced name = "advanced power armor" desc = "An advanced suit of armor typically used by the Enclave.
It is composed of lightweight metal alloys, reinforced with ceramic castings at key stress points.
Additionally, like the T-51b power armor, it includes a recycling system that can convert human waste into drinkable water, and an air conditioning system for its user's comfort." icon_state = "advpowerarmor1" - item_state = "advpowerarmor1" + inhand_icon_state = "advpowerarmor1" /obj/item/clothing/suit/armor/power_armor/hellfire // Event only - Deathsquad tier name = "Hellfire power armor" @@ -5019,7 +5019,7 @@ icon = 'icons/fallout/clothing/armored_power.dmi' mob_overlay_icon = 'icons/mob/clothing/suit.dmi' icon_state = "hellfire" - item_state = "hellfire" + inhand_icon_state = "hellfire" armor_tokens = null armor = list("melee" = 80, "bullet" = 85, "laser" = 90, "energy" = 75, "bomb" = 75, "bio" = 80, "rad" = 75, "fire" = 60, "acid" = 60, "wound" = 120, "damage_threshold" = 15) usage_cost = 15 // 3x the passive drain of normal PA, 11 minutes on a basic cell. Basically makes using e-guns with it impossible unless you have literal boxes of cells. But it's also Deathsquad tier armor so y'know. @@ -5029,7 +5029,7 @@ name = "Enclave power armor" desc = "Upgraded pre-war power armor design used by the Enclave. It is mildly worn due to it's age and lack of maintenance after the fall of the Enclave." icon_state = "advanced" - item_state = "advanced" + inhand_icon_state = "advanced" salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/x02 // Oh the misery /obj/item/clothing/suit/toggle/armor @@ -5063,7 +5063,7 @@ name = "Texas militia vest" desc = "A slim kevlar vest with a brown, cloth covering. Originally modified by the First Texas Militia, these vests are now scattered across the wasteland since its fall." icon_state = "ncr_kelvar_vest" - item_state = "ncr_kelvar_vest" + inhand_icon_state = "ncr_kelvar_vest" blood_overlay_type = "armor" dog_fashion = /datum/dog_fashion/back armor_tier_desc = ARMOR_CLOTHING_LIGHT @@ -5077,7 +5077,7 @@ name = "Texas militia armor" desc = "A light vest produced by the First Texas Militia over a century ago. Even now it still provides decent protection with minimal encumbrance." icon_state = "ncr_infantry_vest" - item_state = "ncr_infantry_vest" + inhand_icon_state = "ncr_infantry_vest" slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT @@ -5088,13 +5088,13 @@ name = "mantled Texas militia armor" desc = "A light vest produced by the First Texas Militia over a century ago. This one has some cloth thrown over the shoulder." icon_state = "ncr_standard_mantle" - item_state = "ncr_standard_mantle" + inhand_icon_state = "ncr_standard_mantle" /obj/item/clothing/suit/armor/texasmed name = "Texas militia breastplate" desc = "A medium set of armor used by the First Texas Militia. While once famous for their effectiveness in the Battle of Round Rock, these days it's more known for being popular among caravaneers and salvagers." icon_state = "ncr_reinforced_vest" - item_state = "ncr_reinforced_vest" + inhand_icon_state = "ncr_reinforced_vest" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON slowdown = ARMOR_SLOWDOWN_MEDIUM * ARMOR_SLOWDOWN_LESS_T2 * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM @@ -5107,14 +5107,14 @@ name = "infiltrator combat vest" desc = "An insidious combat vest designed for covert operations using kevlar nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts." icon_state = "infiltrator" - item_state = "infiltrator" + inhand_icon_state = "infiltrator" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2, ARMOR_MODIFIER_DOWN_LASER_T2, ARMOR_MODIFIER_UP_ENV_T1) /obj/item/clothing/suit/armor/texasmed/infiltrator/contractor name = "contractor combat suit" desc = "An suspicious looking combat suit designed for covert operations using kevlar nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts." icon_state = "syndicate-contract" - item_state = "syndicate-contract" + inhand_icon_state = "syndicate-contract" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/armor/texasmed/infiltrator/contractor/CtrlShiftClick(mob/user) @@ -5133,35 +5133,35 @@ if("Black") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-black" - item_state = "syndicate-black" + inhand_icon_state = "syndicate-black" if("Green Stripe") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-black-green" - item_state = "syndicate-black-green" + inhand_icon_state = "syndicate-black-green" if("Orange Stripe") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-black-orange" - item_state = "syndicate-black-orange" + inhand_icon_state = "syndicate-black-orange" if("Blue Stripe") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-black-blue" - item_state = "syndicate-black-blue" + inhand_icon_state = "syndicate-black-blue" if("Red Stripe") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-black-red" - item_state = "syndicate-black-red" + inhand_icon_state = "syndicate-black-red" if("Medic Marks") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-black-med" - item_state = "syndicate-black-med" + inhand_icon_state = "syndicate-black-med" if("Engi Marks") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-black-engie" - item_state = "syndicate-black-engie" + inhand_icon_state = "syndicate-black-engie" if("Contractor") balloon_alert(user, "My suit changes color.") icon_state = "syndicate-contract" - item_state = "syndicate-contract" + inhand_icon_state = "syndicate-contract" else return @@ -5169,7 +5169,7 @@ name = "mantled Texas militia breastplate" desc = "A medium set of armor used by the First Texas Militia. This one has some cloth thrown over the shoulder." icon_state = "ncr_reinforced_mantle" - item_state = "ncr_reinforced_mantle" + inhand_icon_state = "ncr_reinforced_mantle" /obj/item/clothing/suit/armor/heavy/texasheavy name = "heavy Texas militia armor" @@ -5177,13 +5177,13 @@ armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T1) mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON icon_state = "ncr_lt_armour" - item_state = "ncr_lt_armour" + inhand_icon_state = "ncr_lt_armour" /obj/item/clothing/suit/armor/heavy/texasheavy/mantle name = "mantled heavy Texas militia armor" desc = "Some of the heaviest armor the First Texas Militia ever fielded. Some madman has thrown a heavy, cloth mantle over one shoulder making the already hot armor even warmer." icon_state = "ncr_lt_armour_mantle" - item_state = "ncr_lt_armour_mantle" + inhand_icon_state = "ncr_lt_armour_mantle" //Biosuit complete with shoes (in the item sprite) /obj/item/clothing/head/bio_hood @@ -5204,7 +5204,7 @@ name = "bio suit" desc = "A suit that protects against biological contamination." icon_state = "bio" - item_state = "bio_suit" + inhand_icon_state = "bio_suit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 @@ -5223,7 +5223,7 @@ name = "enclave envirosuit" desc = "An advanced white and airtight environmental suit. It seems to be equipped with a fire-resistant seal, enhanced armor inserts, and a refitted internals system. Designed and produced exclusively by the Enclave post-war, it's probably not a good idea to be seen wearing this." icon_state = "envirosuit" - item_state = "envirosuit" + inhand_icon_state = "envirosuit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.9 permeability_coefficient = 0.5 @@ -5293,7 +5293,7 @@ name = "plague doctor suit" desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses." icon_state = "plaguedoctor" - item_state = "bio_suit" + inhand_icon_state = "bio_suit" strip_delay = 40 equip_delay_other = 20 @@ -5303,14 +5303,14 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "hazmat" - item_state = "hazmat" + inhand_icon_state = "hazmat" /obj/item/clothing/head/bio_hood/hazmat name = "hazmat hood" desc = "My star, my perfect silence." icon = 'icons/fallout/clothing/hats.dmi' icon_state = "hazmat" - item_state = "hazmat_helmet" + inhand_icon_state = "hazmat_helmet" // Magic armors - bizarre stats, don't fit into normal categories? Probably will need tweaking down the line. diff --git a/code/modules/clothing/suits/arfsuits_unused.dm b/code/modules/clothing/suits/arfsuits_unused.dm index 3975a9cc38..47dda5e920 100644 --- a/code/modules/clothing/suits/arfsuits_unused.dm +++ b/code/modules/clothing/suits/arfsuits_unused.dm @@ -33,7 +33,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "lil ceaser's breacher armor" desc = "A suit with the standard metal reinforcements of a veteran and a patched bulletproof vest worn over it. Why does it smell like overcooked mozzarella?" icon_state = "legion_heavy" - item_state = "legion_heavy" + inhand_icon_state = "legion_heavy" /obj/item/clothing/suit/armor/heavy/legion/centurion name = "larper centurion armor" @@ -49,7 +49,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "wanger-huntew centuwion awmow" //uwu// desc = "A suit of armor collected over the years by the deaths of countless femboys out west. The inner padding has a photo of a blonde catgirl with red eyes stored in a pocket and you can't bring yourself to remove it." icon_state = "legion_rangercent" - item_state = "legion_rangercent" + inhand_icon_state = "legion_rangercent" /obj/item/clothing/suit/armor/heavy/legion/legate name = "legion's of leg-ater 'armor'" @@ -71,13 +71,13 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "modified NCR armor" desc = "A modified detoriated armor kit consisting of NCR gear and scrap metal." icon_state = "ncrexile" - item_state = "ncrexile" + inhand_icon_state = "ncrexile" /obj/item/clothing/suit/armor/exile/legexile name = "modified larper armor" desc = "A modified detoriated armor kit consisting of larping gear and scrap metal. You've never been able to get the smell of fresh breadsticks out of it." icon_state = "legexile" - item_state = "legexile" + inhand_icon_state = "legexile" ////////// //LEGION// @@ -89,7 +89,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "legrecruit" - item_state = "legarmor" + inhand_icon_state = "legarmor" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 2) // Because shit armor /datum/component/storage/concrete/pockets/tiny/legion @@ -99,7 +99,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "Lil Ceasar's Larpers recruit armor" desc = "Well, it's better than nothing. Except it's weirdly sticky." icon_state = "legion_recruit" - item_state = "legion_recruit" + inhand_icon_state = "legion_recruit" /obj/item/clothing/suit/armor/legion/recruit/decan name = "Lil Ceasar's recruitn't armor" @@ -109,7 +109,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "amazon prime armor" desc = "Oh my god Becky, look at all these deals!" icon_state = "legion_prime" - item_state = "legion_prime" + inhand_icon_state = "legion_prime" /obj/item/clothing/suit/armor/legion/prime/decan name = "Larper amazon prime decanus armor" @@ -119,13 +119,13 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "big talkers skirt suit" desc = "Damn bitch, you go hard." icon_state = "legion-orator" - item_state = "legion-orator" + inhand_icon_state = "legion-orator" /obj/item/clothing/suit/armor/legion/prime/slavemaster name = "middle management armor" desc = "Issued to Lil Ceasars worker-watchers to keep them from getting their dainty toes burnt or something." icon_state = "legion-master" - item_state = "legion-master" + inhand_icon_state = "legion-master" /obj/item/clothing/suit/armor/legion/vet name = "pizza wars veteran armor" @@ -133,7 +133,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "legion_veteran" - item_state = "legion_veteran" + inhand_icon_state = "legion_veteran" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 4) // Slightly better armor /obj/item/clothing/suit/armor/legion/heavy @@ -142,7 +142,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "legion_heavy" - item_state = "legion_heavy" + inhand_icon_state = "legion_heavy" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 5) /obj/item/clothing/suit/armor/legion/vet/explorer @@ -151,20 +151,20 @@ Suits. 0-10 in its primary value, slowdown 0, various utility icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "legion_explorer" - item_state = "legion_explorer" + inhand_icon_state = "legion_explorer" /obj/item/clothing/suit/armor/legion/vet/vexil name = "lil ceasar's vexillarius armor" icon = 'icons/fallout/clothing/armored_medium.dmi' desc = " Worn by Vexillarius (You're pretty sure you've seen a guy named this in a comic book once), this armor has been reinforced with circular metal plates that look a bit like pizzas on the chest and a back mounted pole for the flag of the baby cow, making the wearer easy to see at a distance." icon_state = "legion_vex" - item_state = "legion_vex" + inhand_icon_state = "legion_vex" /obj/item/clothing/suit/armor/legion/venator name = "pizza wars explorer's armor" desc = "Explorer's armor reinforced with metal plates (they're clearly stylized pepperonis) and chainmail." icon_state = "legion-venator" - item_state = "legion-venator" + inhand_icon_state = "legion-venator" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 5) /obj/item/clothing/suit/armor/legion/centurion //good all around @@ -173,7 +173,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "legion_centurion" - item_state = "legion_centurion" + inhand_icon_state = "legion_centurion" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 10) // Rest in pieces /obj/item/clothing/suit/armor/legion/palacent //laser resist spec @@ -182,7 +182,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' // Inconsistent naming, clean all of the sprites and code up sometime desc = "A Pizza Centurion able to defeat a Brotherhood Paladin gets the honorific title 'Paladin-Slayer', and adds bits of the looted armor to his own. The biggest downside is that he often gets called a dweeb for if he dares to demand that title." icon_state = "legion_palacent" - item_state = "legion_palacent" + inhand_icon_state = "legion_palacent" /obj/item/clothing/suit/armor/legion/rangercent //speed and bullet resist, sacrifices all else @@ -191,7 +191,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' desc = "Centurions who have led many patrols and ambushes have a distinct look from the many looted pieces of the armor they pulled off femboys out west, and are often experienced in 'skirmishing'." icon_state = "legion_rangercent" - item_state = "legion_rangercent" + inhand_icon_state = "legion_rangercent" /obj/item/clothing/suit/armor/legion/legate name = "leg-ater armor" @@ -199,7 +199,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "legion_legate" - item_state = "legion_legate" + inhand_icon_state = "legion_legate" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 15) // Wouldn't it be hilarious if we just tore apart Legate's armor? /obj/item/clothing/suit/armor/medium/combat/legion @@ -208,7 +208,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "legion_combat" - item_state = "legion_combat" + inhand_icon_state = "legion_combat" /obj/item/clothing/suit/armor/medium/combat/mk2/legion name = "reinforced pizza combat armor" @@ -216,7 +216,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' desc = "Pre-war military style armor, a full set with bracers and reinforcements. Modified and repainted to declare the user a fighter for Lil Caesar's Pizza Larpers Legion." icon_state = "legion_combat2" - item_state = "legion_combat2" + inhand_icon_state = "legion_combat2" /obj/item/clothing/suit/armor/legion/vet/explorercanada name = "custom explorer armor" @@ -224,13 +224,13 @@ Suits. 0-10 in its primary value, slowdown 0, various utility icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "legion-explorercustom" - item_state = "legion-explorercustom" + inhand_icon_state = "legion-explorercustom" /obj/item/clothing/suit/armor/ncrarmor name = "NCR patrol vest" desc = "A standard issue NCR Infantry vest." icon_state = "ncr_infantry_vest" - item_state = "ncr_infantry_vest" + inhand_icon_state = "ncr_infantry_vest" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 2) /datum/component/storage/concrete/pockets/bulletbelt/ncr @@ -240,25 +240,25 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "NCR mantle vest" desc = "A standard issue NCR Infantry vest with a mantle on the shoulder." icon_state = "ncr_standard_mantle" - item_state = "ncr_standard_mantle" + inhand_icon_state = "ncr_standard_mantle" /obj/item/clothing/suit/armor/ncrarmor/reserve name = "reserve NCR patrol vest" desc = "A standard issue NCR Infantry vest." icon_state = "ncr_infantry_vest" - item_state = "ncr_infantry_vest" + inhand_icon_state = "ncr_infantry_vest" /obj/item/clothing/suit/armor/ncrarmor/conscript name = "NCR flak vest" desc = "A standard issue NCR Infantry vest reinforced with a thin kelvar sheet." icon_state = "ncr_kelvar_vest" - item_state = "ncr_kelvar_vest" + inhand_icon_state = "ncr_kelvar_vest" /obj/item/clothing/suit/armor/ncrarmor/reinforced name = "NCR reinforced patrol vest" desc = "A standard issue NCR Infantry vest reinforced with a groinpad." icon_state = "ncr_reinforced_vest" - item_state = "ncr_reinforced_vest" + inhand_icon_state = "ncr_reinforced_vest" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 3) /obj/item/clothing/suit/armor/ncrarmor/reinforced/engineer @@ -278,39 +278,39 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "NCR medical labcoat" desc = "An armored labcoat typically issued to NCR Medical Officers. It's a standard white labcoat with the Medical Officer's name stitched into the breast and a two headed bear sewn into the shoulder." icon_state = "ncr_labcoat" - item_state = "ncr_labcoat" + inhand_icon_state = "ncr_labcoat" /obj/item/clothing/suit/armor/ncrarmor/lieutenant name = "NCR officer vest" desc = "A reinforced set of NCR mantle armour, with added padding on the groin, neck and shoulders. Intended for use by the officer class." icon_state = "ncr_lt_armour" - item_state = "ncr_lt_armour" + inhand_icon_state = "ncr_lt_armour" /obj/item/clothing/suit/armor/ncrarmor/captain/ncr_officer_coat name = "NCR officer vest" desc = "A special issue NCR officer's armour with an added thick overcoat for protection from the elements." icon_state = "ncr_officer_coat" - item_state = "ncr_officer_coat" + inhand_icon_state = "ncr_officer_coat" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 5) /obj/item/clothing/suit/armor/ncrarmor/captain name = "NCR reinforced officer vest" desc = "A heavily reinforced set of NCR mantle armour, with large ceramic plating fitted to cover the torso and back, with additional plating on the shoulders and arms. Intended for use by high ranking officers." icon_state = "ncr_captain_armour" - item_state = "ncr_captain_armour" + inhand_icon_state = "ncr_captain_armour" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 10) // Le captain /obj/item/clothing/suit/armor/ncrarmor/ncr_dressjack name = "NCR dress jacket" desc = "A brown dress uniform jacket intended for enlisted NCRA personnel." icon_state = "ncr_dressjack" - item_state = "ncr_dressjack" + inhand_icon_state = "ncr_dressjack" /obj/item/clothing/suit/armor/ncrarmor/ncr_codressjack name = "NCR dress jacket" desc = "A brown dress uniform jacket for commissioned NCRA personnel." icon_state = "ncr_codressjack" - item_state = "ncr_codressjack" + inhand_icon_state = "ncr_codressjack" //NCR Ranger @@ -318,21 +318,21 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "ranger recon duster" desc = "A thicker than average duster worn by NCR recon rangers out in the field. It's not heavily armored by any means, but is easy to move around in and provides excellent protection from the harsh desert environment." icon_state = "duster_recon" - item_state = "duster_recon" + inhand_icon_state = "duster_recon" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 4) /obj/item/clothing/suit/armor/trailranger name = "ranger vest" desc = "A quaint little jacket and scarf worn by NCR trail rangers." icon_state = "cowboyrang" - item_state = "cowboyrang" + inhand_icon_state = "cowboyrang" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 4) /obj/item/clothing/suit/armor/modif_r_vest name = "subdued ranger vest" desc = "A quaint little jacket and scarf worn by NCR trail rangers. This one has the leather bleached and the scarf dyed black." icon_state = "modif_r_vest" - item_state = "modif_r_vest" + inhand_icon_state = "modif_r_vest" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 4) @@ -340,7 +340,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "veteran ranger combat armor" desc = "The NCR veteran ranger combat armor, or black armor consists of a pre-war L.A.P.D. riot suit under a duster with rodeo jeans. Considered one of the most prestigious suits of armor to earn and wear while in service of the NCR Rangers." icon_state = "ranger" - item_state = "ranger" + inhand_icon_state = "ranger" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 8) //Great Khan @@ -348,7 +348,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "khan armored jacket" desc = "The symbol of the greatest pushers." icon_state = "khan_jacket" - item_state = "khan_jacket" + inhand_icon_state = "khan_jacket" //All of the armor below is mostly unused @@ -356,7 +356,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "\improper CentCom armor" desc = "A suit that protects against some damage." icon_state = "centcom" - item_state = "centcom" + inhand_icon_state = "centcom" w_class = WEIGHT_CLASS_BULKY body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS clothing_flags = THICKMATERIAL @@ -371,7 +371,7 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "heavy armor" desc = "A heavily armored suit that protects against moderate damage." icon_state = "heavy" - item_state = "swat_suit" + inhand_icon_state = "swat_suit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.9 clothing_flags = THICKMATERIAL @@ -390,58 +390,58 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "thunderdome suit" desc = "Reddish armor." icon_state = "tdred" - item_state = "tdred" + inhand_icon_state = "tdred" /obj/item/clothing/suit/armor/tdome/green name = "thunderdome suit" desc = "Pukish armor." //classy. icon_state = "tdgreen" - item_state = "tdgreen" + inhand_icon_state = "tdgreen" /obj/item/clothing/suit/armor/heavy/riot/knight name = "plate armour" desc = "A classic suit of plate armour, highly effective at stopping melee attacks." icon_state = "knight_green" - item_state = "knight_green" + inhand_icon_state = "knight_green" /obj/item/clothing/suit/armor/heavy/riot/knight/yellow icon_state = "knight_yellow" - item_state = "knight_yellow" + inhand_icon_state = "knight_yellow" /obj/item/clothing/suit/armor/heavy/riot/knight/blue icon_state = "knight_blue" - item_state = "knight_blue" + inhand_icon_state = "knight_blue" /obj/item/clothing/suit/armor/heavy/riot/knight/red icon_state = "knight_red" - item_state = "knight_red" + inhand_icon_state = "knight_red" /obj/item/clothing/suit/armor/heavy/riot/knight/tabard name = "tabard plate armor" desc = "A set of plate armor with tabard for the user's high-visibility during combat." icon_state = "knight_tabard" - item_state = "knight_tabard" + inhand_icon_state = "knight_tabard" /obj/item/clothing/suit/armor/heavy/riot/knight/greyscale name = "knight armour" desc = "A classic suit of armour, able to be made from many different materials." icon_state = "knight_greyscale" - item_state = "knight_greyscale" + inhand_icon_state = "knight_greyscale" material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix //Custom/Patreon/Donor - A lot of this likely needs putting in the graveyard /obj/item/clothing/suit/armor/power_armor/midwest/reinforced // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. name = "hardened midwestern power armor" // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. icon_state = "midwestpa" // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. - item_state = "midwestpa" // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. + inhand_icon_state = "midwestpa" // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. desc = "This set of power armor once belonged to the Midwestern branch of the Brotherhood of Steel, and now resides here. This particular one has gone through a chemical hardening process, increasing its armor capabilities." // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. /obj/item/clothing/suit/armor/exile/cust0m name = "Lorica Iudicis" desc = "A set of well maintained though still quite clearly worn armor consisting of a metal vest, a Centurion's shoulder pad, a pair of Centurion's arm guards and an incredibly large, perhaps even over-sized fur cloak. Upon basic examination, one can see that every piece of metal bar the buckles on the leather straps and whatever scratches and blemishes are yet to be retouched is masterfully decorated with silver, in complete contrast to the blackness of the cloak. Though only upon closer examination can the intricacies of the armor set be observed. The most obvious piece is the metal vest which has clearly been engraved, mostly decorationally besides the name 'Iudex Flammae' near the top. Though the engravings provide no tactical advantage whatsoever, the sharp geometric shapes accompanied by smooth, tastefully placed curves would catch the eye of even the most skeptical engraving enjoyer. As for the shoulder pad and arm guards, they hold the same engravings, and though they are recognizable as salvage, they still look incredibly beautiful yet simultaneously sturdy. Not much of the metal seems to exist on the back though that is only due to the fact that the incredibly thick, durable and flexible bear pelt that covers it would definitely provide ample protection. The pelt itself is absolutely covered in thick, almost jet black fur. One can tell from touch that the skin underneath is about as sturdy as skin gets. The pelt hangs across the wearer's back, held up by the neck and shoulders. This armor was competently made, and it shows." icon_state = "exilecust0m" - item_state = "exilecust0m" + inhand_icon_state = "exilecust0m" var/adjusted = FALSE /obj/item/clothing/suit/armor/exile/cust0m/verb/armor_adjust() @@ -470,56 +470,56 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "Reptilia Tenebris" desc = "An old military-grade pre-war combat armor under a weathered duster. It appears to be fitted with metal plates to replace the crumbling ceramic. The color of this duster has been washed out time and time again, giving it a more faded look as if time gripped it heavily. Along with that, the duster has been dyed a deep shade of grey, and the body armor a darker shade of green." icon_state = "reptiliatenebris" - item_state = "reptiliatenebris" + inhand_icon_state = "reptiliatenebris" /obj/item/clothing/suit/toggle/armor/rangercustomdark name = "tattered recon duster" desc = "A thicker than average duster worn by rangers out in the field. This one has been dyed black and appears to be a little more heavily armoured." icon_state = "duster_recon_custom" - item_state = "duster_recon_custom" + inhand_icon_state = "duster_recon_custom" /obj/item/clothing/suit/armor/legion/palacent/custom_excess name = "Champion of Kanab's Armor" desc = "The armor of the Champion and Conqueror of the city in Utah named Kanab. The armor is made up of pieces of Power Armor and pre-war Riot Gear, the shin guards are spraypainted a dark crimson and the Power Armour pauldron has a red trim. The symbol of a Pheonix is carefully engraved and painted upon the chest piece... I wonder what it means.." icon_state = "palacent_excess" - item_state = "palacent_excess" + inhand_icon_state = "palacent_excess" /obj/item/clothing/suit/donor/soldier name = "Soldier's Greatcoat" desc = "A resistant, tan greatcoat, typically worn by pre-War Generals." icon_state = "soldier" - item_state = "soldier" + inhand_icon_state = "soldier" /obj/item/clothing/suit/armor/rangercombat/foxcustom name = "sniper riot gear" desc = "A customized and well-worn suit of riot gear with parts of the suit reinforced with leather armor and slain Centurion armor pieces by the wearer. A sniper's veil is wrapped around the neck." icon_state = "foxranger" - item_state = "foxranger" + inhand_icon_state = "foxranger" /obj/item/clothing/suit/armor/rangercombat/degancustom name = "sniper riot gear" desc = "A customized and well-worn suit of riot gear with parts of the suit reinforced with leather armor and slain Centurion armor pieces by the wearer. A sniper's veil is wrapped around the neck." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" /obj/item/clothing/suit/armor/rangercombat/rigscustom name = "11th armored calvary armor" desc = "A suit of special military grade riot control gear and a duster, worn by 11th Armored Calvary Regiment members in The Divide before the war. Yellow markings are painted on the shoulderpads and forearm guards." icon_state = "rigscustom_suit" - item_state = "rigscustom_suit" + inhand_icon_state = "rigscustom_suit" /obj/item/clothing/suit/armor/rangercombat/pricecustom name = "spider riot gear" desc = "A customised and faded suit of riot gear, reminiscient of that found near Hopeville in the Divide, with a pair of wrist mounted ammo pouches for easy access to spare munitions with a pair of stripes down the back made from a fire-proof material." icon_state = "price_ranger" - item_state = "price_ranger" + inhand_icon_state = "price_ranger" /obj/item/clothing/suit/toggle/armor/cloakranger //Reskinned trail ranger gear name = "ranger poncho" desc = "A durable muslin poncho. Tough enough to bear the elements and serve as handy blanket." icon_state = "ranger_cloak" - item_state = "ranger_cloak" + inhand_icon_state = "ranger_cloak" @@ -531,31 +531,31 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "warriors armored vest" desc = "The symbol of the greatest gangers." icon_state = "warriors" - item_state = "warriors" + inhand_icon_state = "warriors" /obj/item/clothing/suit/armor/atomzealot name = "zealot armor" desc = "The armor of those true to the Division." icon_state = "atomzealot" - item_state = "atomzealot" + inhand_icon_state = "atomzealot" /obj/item/clothing/suit/armor/atomwitch name = "atomic seer robes" desc = "The robes worn by female seers of the Division." icon_state = "atomwitch" - item_state = "atomwitch" + inhand_icon_state = "atomwitch" /obj/item/clothing/suit/armor/harbingermantle name = "Harbinger's Mantle" desc = "An eerie, silken cloth that seems to be dripping with a thick mist. It is in truth a high-tech stealth device that allows for psionic amplification. The capacitors and manipulators in it utilise quantum technology and are highly volatile." icon_state = "scloak" - item_state = "scloak" + inhand_icon_state = "scloak" /obj/item/clothing/suit/armor/medium/combat/vetranger name = "veteran ranger combat armor" desc = "The NCR veteran ranger combat armor, or black armor consists of a pre-war L.A.P.D. riot suit under a duster with rodeo jeans. Considered one of the most prestigious suits of armor to earn and wear while in service of the NCR Rangers." icon_state = "ranger" - item_state = "ranger" + inhand_icon_state = "ranger" ///////// // NCR // @@ -565,31 +565,31 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "NCR armor vest" desc = "A standard issue NCR Infantry armor vest." icon_state = "ncr_infantry_vest" - item_state = "ncr_infantry_vest" + inhand_icon_state = "ncr_infantry_vest" /obj/item/clothing/suit/armor/medium/vest/ncr/mant name = "NCR mantle vest" desc = "A standard issue NCR Infantry vest with a mantle on the shoulder." icon_state = "ncr_standard_mantle" - item_state = "ncr_standard_mantle" + inhand_icon_state = "ncr_standard_mantle" /obj/item/clothing/suit/armor/medium/vest/ncr/reinf name = "NCR reinforced armor vest" desc = "A standard issue NCR Infantry vest reinforced with a groinpad." icon_state = "ncr_reinforced_vest" - item_state = "ncr_reinforced_vest" + inhand_icon_state = "ncr_reinforced_vest" /obj/item/clothing/suit/armor/medium/vest/ncr/mantreinf name = "NCR reinforced mantle vest" desc = "A standard issue NCR Infantry vest reinforced with a groinpad and a mantle." icon_state = "ncr_reinforced_mantle" - item_state = "ncr_reinforced_mantle" + inhand_icon_state = "ncr_reinforced_mantle" /obj/item/clothing/suit/armor/medium/vest/ncr/officer name = "NCR officer armor vest" desc = "A reinforced set of NCR mantle armour, with added padding on the groin, neck and shoulders. Intended for use by the officer class." icon_state = "ncr_lt_armour" - item_state = "ncr_lt_armour" + inhand_icon_state = "ncr_lt_armour" @@ -626,13 +626,13 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "modified Legion armor" desc = "A modified detoriated armor kit consisting of Legion gear and scrap metal." icon_state = "legexile" - item_state = "legexile" + inhand_icon_state = "legexile" /obj/item/clothing/suit/armor/medium/tribal/legion/forgemaster name = "Ovenkeepers Armor" desc = "The only true protection from the heat of the pizza ovens is your faith in Lil' Ceasar's love." icon_state = "opifex_apron" - item_state = "opifex_apron" + inhand_icon_state = "opifex_apron" blood_overlay_type = "armor" /obj/item/clothing/suit/armor/medium/tribal/legion/vet @@ -649,45 +649,45 @@ Suits. 0-10 in its primary value, slowdown 0, various utility name = "lil ceasar's combat armor" desc = "An old military grade pre war combat armor and, repainted to the colour scheme of Lil Caesar's Pizza Legion." icon_state = "legion_combat" - item_state = "legion_combat" + inhand_icon_state = "legion_combat" /// Brotherhood of steel -- unused /obj/item/clothing/suit/armor/medium/combat/bos name = "initiate armor" desc = "An old military grade pre war combat armor, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_armor" - item_state = "brotherhood_armor" + inhand_icon_state = "brotherhood_armor" /obj/item/clothing/suit/armor/medium/combat/bos/cylphie name = "Singed Brotherhood Armor" desc = "A suit of scrap brotherhood combat armor with burn marks across every piece. There are broken holotags welded across the numerous plates, and a scratched to shit dogtag with the name 'Blue Blaze' cut into it." mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "cylphieexilearmor" - item_state = "cylphieexilearmor" + inhand_icon_state = "cylphieexilearmor" /obj/item/clothing/suit/armor/medium/combat/mk2/bos name = "reinforced initiate armor" desc = "A reinforced set of bracers, greaves, and torso plating of prewar design This one is kitted with additional plates and, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_armor_mk2" - item_state = "brotherhood_armor_mk2" + inhand_icon_state = "brotherhood_armor_mk2" /obj/item/clothing/suit/armor/medium/combat/mk2/knight name = "brotherhood armor" desc = "A combat armor set made by the Brotherhood of Steel, standard issue for all Knights. It bears a red stripe." icon_state = "brotherhood_armor_knight" - item_state = "brotherhood_armor_knight" + inhand_icon_state = "brotherhood_armor_knight" /obj/item/clothing/suit/armor/medium/combat/mk2/senknight name = "brotherhood senior knight armor" desc = "A combat armor set made by the Brotherhood of Steel, standard issue for all Senior Knight. It bears a silver stripe." icon_state = "brotherhood_armor_senior" - item_state = "brotherhood_armor_senior" + inhand_icon_state = "brotherhood_armor_senior" /obj/item/clothing/suit/armor/medium/combat/mk2/headknight name = "brotherhood knight-captain armor" desc = "A combat armor set made by the Brotherhood of Steel, standard issue for all Knight-Captains. It bears golden embroidery." icon_state = "brotherhood_armor_captain" - item_state = "brotherhood_armor_captain" + inhand_icon_state = "brotherhood_armor_captain" /////////////////////// // GREAT KHANS ARMOR // @@ -700,28 +700,28 @@ Suits. 0-10 in its primary value, slowdown 0, various utility icon = 'icons/fallout/clothing/khans.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/khaans.dmi' icon_state = "khan_jacket" - item_state = "khan_jacket" + inhand_icon_state = "khan_jacket" //Armored jacket /obj/item/clothing/suit/toggle/labcoat/khan_jacket/armored name = "Great Khan armored jacket" desc = "A black leather jacket with ballistic plates and a big Great Khan logo on the back. Some prefer to wear a leather vest (alt-click)." icon_state = "khan_jacket_armored" - item_state = "khan_jacket_armored" + inhand_icon_state = "khan_jacket_armored" //Battlecoat /obj/item/clothing/suit/toggle/labcoat/khan_jacket/coat name = "Leather battle coat" desc = "Heavy leather coat lined with a patchwork of metal plates on the inside." icon_state = "khan_heavy" - item_state = "khan_heavy" + inhand_icon_state = "khan_heavy" //Battlecoat/Goji /obj/item/clothing/suit/toggle/labcoat/khan_jacket/coat/goji name = "Golden Geckoskin jacket" desc = "Heavy Geckoskin jacket lined with a bulletproof lining on the inside. On the back the symbol of the Great Khans is displayed proudly." icon_state = "GojiSuit" - item_state = "GojiSuit" + inhand_icon_state = "GojiSuit" //Special Biosuit @@ -825,7 +825,7 @@ Just leaving this here for quick copy-pasting, for future contributors. name = "armored winter coat" desc = "Fur lined coat with armor kit bits added to it." icon_state = "winter_kit" - item_state = "winter_kit" + inhand_icon_state = "winter_kit" /* // Heavy @@ -833,14 +833,14 @@ Just leaving this here for quick copy-pasting, for future contributors. name = "zealot armor" desc = "Praise be to Atom." icon_state = "atomzealot" - item_state = "atomzealot" + inhand_icon_state = "atomzealot" armor = list("melee" = 15, "bullet" = 10, "laser" = 30, "energy" = 45, "bomb" = 55, "bio" = 65, "rad" = 100, "fire" = 60, "acid" = 20) /obj/item/clothing/suit/armor/atomwitch name = "atomic seer robes" desc = "Atom be praised." icon_state = "atomwitch" - item_state = "atomwitch" + inhand_icon_state = "atomwitch" armor = list("melee" = 5, "bullet" = 10, "laser" = 30, "energy" = 45, "bomb" = 55, "bio" = 65, "rad" = 100, "fire" = 60, "acid" = 20) */ @@ -868,21 +868,21 @@ Just leaving this here for quick copy-pasting, for future contributors. name = "enclave combat armor" desc = "A set of matte black advanced pre-war combat armor." icon_state = "enclave_new" - item_state = "enclave_new" + inhand_icon_state = "enclave_new" armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 20, "bomb" = 30, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) /obj/item/clothing/suit/armor/medium/vest/enclave name = "armored vest" desc = "Efficient prewar design issued to Enclave personell." icon_state = "armor_enclave_peacekeeper" - item_state = "armor_enclave_peacekeeper" + inhand_icon_state = "armor_enclave_peacekeeper" armor = list("melee" = 35, "bullet" = 50, "laser" = 30, "energy" = 30, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) /obj/item/clothing/suit/armor/enclave/officercoat name = "armored coat" desc = "Premium prewar armor fitted into a coat for Enclave officers." icon_state = "armor_enclave_officer" - item_state = "armor_enclave_officer" + inhand_icon_state = "armor_enclave_officer" armor = list("melee" = 60, "bullet" = 45, "energy" = 40, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) */ @@ -902,91 +902,91 @@ Just leaving this here for quick copy-pasting, for future contributors. name = "khan battlecoat" desc = "Affluent pushers can affort fancy coats with a lot of metal and ceramic plates stuffed inside." icon_state = "khanbattle" - item_state = "khanbattle" + inhand_icon_state = "khanbattle" // Outlaw /obj/item/clothing/suit/toggle/armored/khanlight name = "great khan jacket" desc = "With small lead plate inserts giving some defense, the jackets and vests popular with the Great Khans show off their emblem on the back." icon_state = "khanjacket" - item_state = "khanjacket" + inhand_icon_state = "khanjacket" /obj/item/clothing/suit/armor/light/tribal/ncr name = "tribalized NCR armor vest" desc = "A suit of worn dated NCR armor, it seems to have seen better days." icon_state = "ncr_tribal_armor" - item_state = "ncr_tribal_armor" + inhand_icon_state = "ncr_tribal_armor" /obj/item/clothing/suit/armor/light/rangerrig name = "chest gear harness" desc = "A handmade tactical rig made of black cloth, attached to a dusty desert-colored belt. A flask and two ammo pouches hang from the belt. Very cool to move about in." icon_state = "r_gear_rig" - item_state = "r_gear_rig" + inhand_icon_state = "r_gear_rig" /obj/item/clothing/suit/armor/light/trailranger name = "ranger vest" desc = "A quaint little jacket and scarf worn by NCR trail rangers." icon_state = "cowboyrang" - item_state = "cowboyrang" + inhand_icon_state = "cowboyrang" /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/ncr name = "salvaged NCR power armor" desc = "It's a set of T-45b power armor with a air conditioning module installed, sadly it lacks servomotors to enhance the users strength. The paintjob and the two headed bear painted onto the chestplate shows it belongs to the NCR." icon_state = "ncr_salvaged" - item_state = "ncr_salvaged" + inhand_icon_state = "ncr_salvaged" /obj/item/clothing/suit/armor/power_armor/t45d/sierra name = "Scorched Sierra power armor" desc = "A captured set of T-45d power armor put into use by the NCR, it's been heavily modified and decorated with the head of a bear and intricate gold trimming. A two headed bear is scorched into the breastplate." icon_state = "sierra" - item_state = "sierra" + inhand_icon_state = "sierra" // Recipe Firesuit + metal chestplate + 50 welding fuel + 1 HQ + 1 plasteel /obj/item/clothing/suit/armor/heavy/metal/sulphite/old name = "sulphite raider suit" desc = "There are still some old asbestos fireman suits laying around from before the war. How about adding a ton of metal, plasteel and a combustion engine to one? The resulting armor is surprisingly effective at dissipating energy." icon_state = "sulphite" - item_state = "sulphite" + inhand_icon_state = "sulphite" /obj/item/clothing/suit/armor/heavy/tribal/metal/old name = "iron raider suit" desc = "More rust than metal, with gaping holes in it, this armor looks like a pile of junk. Under the rust some quality steel still remains however." icon_state = "raider_metal" - item_state = "raider_metal" + inhand_icon_state = "raider_metal" // Midwest /obj/item/clothing/suit/armor/heavy/salvaged_pa/midwest name = "Salvaged midwestern T-51b power armor" desc = "This set of power armor belongs to the Midwestern branch of the Brotherhood of Steel. Its servomotors and valauble components have been stripped out of it." icon_state = "midwestgrey_pa_salvaged" - item_state = "midwestgrey_pa_salvaged" + inhand_icon_state = "midwestgrey_pa_salvaged" // Hardened Midwest /obj/item/clothing/suit/armor/heavy/salvaged_pa/midwest/hardened name = "Salvaged hardened midwestern T-51b power armor" desc = "This set of power armor belongs to the Midwestern branch of the Brotherhood of Steel. This particular one has gone through a chemical hardening process, increasing its armor capabilities. Its servomotors and valuable components have been stripped out of it." icon_state = "midwestpa_salvaged" - item_state = "midwestpa_salvaged" + inhand_icon_state = "midwestpa_salvaged" // T-60A /obj/item/clothing/suit/armor/heavy/salvaged_pa/t60 name = "salvaged T-60a power armor" desc = "T-60a power armor with servomotors and all valuable components stripped out of it." icon_state = "t60_salvaged" - item_state = "t60_salvaged" + inhand_icon_state = "t60_salvaged" /obj/item/clothing/suit/armor/power_armor/midwest name = "Midwestern T-51b power armor" desc = "This set of power armor belongs to the Midwestern branch of the Brotherhood of Steel." icon_state = "midwestgrey_pa" - item_state = "midwestgrey_pa" + inhand_icon_state = "midwestgrey_pa" salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/midwest /obj/item/clothing/suit/armor/power_armor/midwest/hardened name = "Hardened midwestern T-51b power armor" desc = "This set of power armor belongs to the Midwestern branch of the Brotherhood of Steel. This particular one has gone through a chemical hardening process, increasing its armor capabilities." icon_state = "midwestpa" - item_state = "midwestpa" + inhand_icon_state = "midwestpa" salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/midwest/hardened @@ -994,7 +994,7 @@ Just leaving this here for quick copy-pasting, for future contributors. name = "T-60a power armor" desc = "Developed in early 2077 after the Anchorage Reclamation, the T-60 series of power armor was designed to eventually replace the T-51b as the pinnacle of powered armor technology in the U.S. military arsenal." icon_state = "t60powerarmor" - item_state = "t60powerarmor" + inhand_icon_state = "t60powerarmor" salvage_loot = list(/obj/item/stack/crafting/armor_plate = 30) salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/t60 @@ -1008,7 +1008,7 @@ Just leaving this here for quick copy-pasting, for future contributors. icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "insect" - item_state = "insect" + inhand_icon_state = "insect" armor = list("melee" = 40, "bullet" = 35,"laser" = 20, "energy" = 25, "bomb" = 25, "bio" = 70, "rad" = 65, "fire" = 80, "acid" = 100) flags_inv = HIDEJUMPSUIT strip_delay = 40 @@ -1017,13 +1017,13 @@ Just leaving this here for quick copy-pasting, for future contributors. name = "Yuma 1st Irregular General Uniform" desc = "A uniform created by Kaleb alongside the laser muskets. On the breast is a patch of the Yuma 1st Irregulars, a sun over a wasteland desert, a cactus standing lonely in the middle. It denotes him as the Leader of the militia company." icon_state = "gen_uniform" - item_state = "gen_uniform" */ + inhand_icon_state = "gen_uniform" */ /* /obj/item/clothing/suit/armor/light/duster name = "duster" desc = "A long brown leather overcoat.
A powerful accessory of fearsome bounty hunter." icon_state = "duster" - item_state = "det_suit" + inhand_icon_state = "det_suit" body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS */ //these are dusters @@ -1031,6 +1031,6 @@ Just leaving this here for quick copy-pasting, for future contributors. name = "ranger recon duster" desc = "A light bulletproof vest under a high-quality duster. Popular with Rangers." icon_state = "duster_recon" - item_state = "duster_recon" + inhand_icon_state = "duster_recon" permeability_coefficient = 0.9 diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 466f5bb243..04516fdac3 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -21,7 +21,7 @@ name = "security officer's jacket" desc = "This jacket is for those special occasions when a security officer isn't required to wear their armor." icon_state = "officerbluejacket" - item_state = "officerbluejacket" + inhand_icon_state = "officerbluejacket" body_parts_covered = CHEST|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -29,7 +29,7 @@ name = "armor vest" desc = "A slim armored vest with a rigid exterior that provides decent protection against pistol rounds, stabs, and bludgeons." icon_state = "armoralt" - item_state = "armoralt" + inhand_icon_state = "armoralt" blood_overlay_type = "armor" dog_fashion = /datum/dog_fashion/back mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -42,7 +42,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "vest_armor" - item_state = "vest_armor" + inhand_icon_state = "vest_armor" armor = list("melee" = 50, "bullet" = 50, "laser" = 25, "energy" = 20, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 40) slowdown = 0.18 @@ -50,7 +50,7 @@ name = "followers trenchcoat" desc = "A grey and white trench coat with dark blue highlights, on the sides and back it has the unique symbol of the followers. Under said coat is an armor vest, perfect for light weight protection." icon_state = "followerstrench" - item_state = "followerstrench" + inhand_icon_state = "followerstrench" armor = list("melee" = 15, "bullet" = 45, "laser" = 15, "energy" = 25, "bomb" = 35, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 30) slowdown = 0.05 @@ -58,7 +58,7 @@ /obj/item/clothing/suit/armor/medium/vest/alt desc = "A thick armored vest that provides decent protection against most types of damage." icon_state = "armor" - item_state = "armor" + inhand_icon_state = "armor" armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 25, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 30) slowdown = 0.1 @@ -66,21 +66,21 @@ name = "degrading armor vest" desc = "Older generation Type 1 armored vest. Due to degradation over time the vest is far less maneuverable to move in." icon_state = "armor" - item_state = "armor" + inhand_icon_state = "armor" slowdown = 0.1 /obj/item/clothing/suit/armor/medium/vest/blueshirt name = "large armor vest" desc = "A large, yet comfortable piece of armor, protecting you from some threats." icon_state = "blueshift" - item_state = "blueshift" + inhand_icon_state = "blueshift" custom_premium_price = PRICE_ABOVE_EXPENSIVE /obj/item/clothing/suit/armor/medium/duster name = "armored greatcoat" desc = "A greatcoat enhanced with a special alloy for some extra protection and style for those with a commanding presence." icon_state = "hos" - item_state = "greatcoat" + inhand_icon_state = "greatcoat" body_parts_covered = CHEST|GROIN|ARMS|LEGS cold_protection = CHEST|GROIN|LEGS|ARMS heat_protection = CHEST|GROIN|LEGS|ARMS @@ -91,7 +91,7 @@ name = "head of security's jacket" desc = "This piece of clothing was specifically designed for asserting superior authority." icon_state = "hosbluejacket" - item_state = "hosbluejacket" + inhand_icon_state = "hosbluejacket" body_parts_covered = CHEST|ARMS cold_protection = CHEST|ARMS heat_protection = CHEST|ARMS @@ -100,7 +100,7 @@ name = "armored trenchcoat" desc = "A trenchcoat enhanced with a special lightweight kevlar. The epitome of tactical plainclothes." icon_state = "hostrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" flags_inv = 0 strip_delay = 80 reskinnable_component = /datum/component/reskinnable/hos_trench_coat @@ -109,7 +109,7 @@ name = "warden's jacket" desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets." icon_state = "warden_alt" - item_state = "armor" + inhand_icon_state = "armor" body_parts_covered = CHEST|GROIN|ARMS cold_protection = CHEST|GROIN|ARMS|HANDS heat_protection = CHEST|GROIN|ARMS|HANDS @@ -127,7 +127,7 @@ name = "warden's jacket" desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig." icon_state = "wardenbluejacket" - item_state = "wardenbluejacket" + inhand_icon_state = "wardenbluejacket" body_parts_covered = CHEST|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -135,7 +135,7 @@ name = "security overcoat" desc = "Lightly armored leather overcoat meant as casual wear for high-ranking officers." icon_state = "leathercoat-sec" - item_state = "hostrench" + inhand_icon_state = "hostrench" body_parts_covered = CHEST|GROIN|ARMS|LEGS cold_protection = CHEST|GROIN|LEGS|ARMS heat_protection = CHEST|GROIN|LEGS|ARMS @@ -145,7 +145,7 @@ name = "captain's carapace" desc = "A fireproof armored chestpiece reinforced with ceramic plates and plasteel pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples." icon_state = "capcarapace" - item_state = "armor" + inhand_icon_state = "armor" body_parts_covered = CHEST|GROIN armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90, "wound" = 10) dog_fashion = null @@ -161,13 +161,13 @@ name = "captain's parade jacket" desc = "For when an armoured vest isn't fashionable enough." icon_state = "capformal" - item_state = "capspacesuit" + inhand_icon_state = "capspacesuit" /obj/item/clothing/suit/armor/heavy/riot name = "riot suit" desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Helps the wearer resist shoving in close quarters." icon_state = "riot" - item_state = "swat_suit" + inhand_icon_state = "swat_suit" body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -180,7 +180,7 @@ name = "reflector vest" desc = "A vest that excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them." icon_state = "armor_reflec" - item_state = "armor_reflec" + inhand_icon_state = "armor_reflec" blood_overlay_type = "armor" armor = list("melee" = 25, "bullet" = 25,"laser" = 99, "energy" = 60, "bomb" = 40, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0) resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF @@ -209,7 +209,7 @@ name = "insidious combat vest" desc = "An insidious combat vest designed using Syndicate nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts." icon_state = "infiltrator" - item_state = "infiltrator" + inhand_icon_state = "infiltrator" resistance_flags = FIRE_PROOF | ACID_PROOF strip_delay = 80 @@ -219,7 +219,7 @@ name = "\improper CentCom armor" desc = "A suit that protects against some damage." icon_state = "centcom" - item_state = "centcom" + inhand_icon_state = "centcom" w_class = WEIGHT_CLASS_BULKY body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS clothing_flags = THICKMATERIAL @@ -234,7 +234,7 @@ name = "heavy armor" desc = "A heavily armored suit that protects against moderate damage." icon_state = "heavy" - item_state = "swat_suit" + inhand_icon_state = "swat_suit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.9 clothing_flags = THICKMATERIAL @@ -254,57 +254,57 @@ name = "thunderdome suit" desc = "Reddish armor." icon_state = "tdred" - item_state = "tdred" + inhand_icon_state = "tdred" /obj/item/clothing/suit/armor/tdome/green name = "thunderdome suit" desc = "Pukish armor." //classy. icon_state = "tdgreen" - item_state = "tdgreen" + inhand_icon_state = "tdgreen" /obj/item/clothing/suit/armor/heavy/riot/knight name = "plate armour" desc = "A classic suit of plate armour, highly effective at stopping melee attacks." icon_state = "knight_green" - item_state = "knight_green" + inhand_icon_state = "knight_green" /obj/item/clothing/suit/armor/heavy/riot/knight/yellow icon_state = "knight_yellow" - item_state = "knight_yellow" + inhand_icon_state = "knight_yellow" /obj/item/clothing/suit/armor/heavy/riot/knight/blue icon_state = "knight_blue" - item_state = "knight_blue" + inhand_icon_state = "knight_blue" /obj/item/clothing/suit/armor/heavy/riot/knight/red icon_state = "knight_red" - item_state = "knight_red" + inhand_icon_state = "knight_red" /obj/item/clothing/suit/armor/knight name = "preacher plate armour" desc = "A classic suit of plate armour, highly effective at stopping melee attacks." icon_state = "knight_red" - item_state = "knight_red" + inhand_icon_state = "knight_red" /obj/item/clothing/suit/armor/heavy/riot/knight/tabard name = "tabard plate armor" desc = "A set of plate armor with tabard for the user's high-visibility during combat." icon_state = "knight_tabard" - item_state = "knight_tabard" + inhand_icon_state = "knight_tabard" /obj/item/clothing/suit/armor/heavy/riot/knight/greyscale name = "knight armour" desc = "A classic suit of armour, able to be made from many different materials." icon_state = "knight_greyscale" - item_state = "knight_greyscale" + inhand_icon_state = "knight_greyscale" material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix /obj/item/clothing/suit/armor/light/leather/durathread name = "makeshift vest" desc = "A makeshift vest made of heat-resistant fiber." icon_state = "durathread" - item_state = "durathread" + inhand_icon_state = "durathread" strip_delay = 60 equip_delay_other = 40 max_integrity = 200 @@ -314,13 +314,13 @@ name = "russian vest" desc = "A bulletproof vest with forest camo. Good thing there's plenty of forests to hide in around here, right?" icon_state = "rus_armor" - item_state = "rus_armor" + inhand_icon_state = "rus_armor" /obj/item/clothing/suit/armor/light/duster/russian_coat name = "russian battle coat" desc = "Used in extremly cold fronts, made out of real bears." icon_state = "rus_coat" - item_state = "rus_coat" + inhand_icon_state = "rus_coat" clothing_flags = THICKMATERIAL body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS diff --git a/code/modules/clothing/suits/aurora_suits.dm b/code/modules/clothing/suits/aurora_suits.dm index 8b330c024a..0cc7843aa0 100644 --- a/code/modules/clothing/suits/aurora_suits.dm +++ b/code/modules/clothing/suits/aurora_suits.dm @@ -7,77 +7,77 @@ name = "Officer Coat" desc = "A black, trench coat looking, well. Coat." icon_state = "officercoat" - item_state = "officercoat" + inhand_icon_state = "officercoat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/greatcoatred name = "Red long Great Coat" desc = "A red trimmed black coat that reachces all the way to your waist. Snazzy." icon_state = "greatcoat_red" - item_state = "greatcoat_red" + inhand_icon_state = "greatcoat_red" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/greatcoatgold name = "Gold great coat" desc = "A gold trimmed black coat that reachces all the way to your waist. Snazzy." icon_state = "greatcoat_gold" - item_state = "greatcoat_gold" + inhand_icon_state = "greatcoat_gold" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/greatcoatblack name = "Black great coat" desc = "A black trimmed black coat that reachces all the way to your waist. Snazzy." icon_state = "greatcoat_black" - item_state = "greatcoat_black" + inhand_icon_state = "greatcoat_black" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/coatred name = "Red short coat" desc = "A red trimmed black coat that that sits shortly." icon_state = "coat_red" - item_state = "coat_red" + inhand_icon_state = "coat_red" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/coatgold name = "Gold short coat" desc = "A gold trimmed black coat that that sits shortly." icon_state = "coat_gold" - item_state = "coat_gold" + inhand_icon_state = "coat_gold" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/coatblack name = "Black short coat" desc = "A black trimmed black coat that that sits shortly." icon_state = "coat_red" - item_state = "coat_red" + inhand_icon_state = "coat_red" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/winterchokha name = "Green Winter Chokha coat" desc = "A green fluffy coat." icon_state = "winterchokha" - item_state = "winterchokha" + inhand_icon_state = "winterchokha" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/winterchokhapurple name = "Purple Winter Chokha coat" desc = "A purple fluffy coat." icon_state = "winterchokha_purple" - item_state = "winterchokha_purple" + inhand_icon_state = "winterchokha_purple" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/winterchokhablue name = "Blue Winter Chokha coat" desc = "A blue fluffy coat." icon_state = "winterchokha_blue" - item_state = "winterchokha_blue" + inhand_icon_state = "winterchokha_blue" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/winterchokhared name = "Red Winter Chokha coat" desc = "A red fluffy coat." icon_state = "winterchokha_red" - item_state = "winterchokha_red" + inhand_icon_state = "winterchokha_red" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora @@ -89,217 +89,217 @@ name = "Leather mid coat" desc = "A short black leather jacket" icon_state = "mid" - item_state = "mid" + inhand_icon_state = "mid" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/bomber name = "Domina Bomber short" desc = "A short brown bomber jacket" icon_state = "dominia_bomber" - item_state = "dominia_bomber" + inhand_icon_state = "dominia_bomber" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/bomberlong name = "Domina Bomber long" desc = "A long brown bomber jacket" icon_state = "dominia_bomber_long" - item_state = "dominia_bomber_long" + inhand_icon_state = "dominia_bomber_long" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/gadpathurcoat name = "Gadpathur Coat" desc = "A tan coat of some sort." icon_state = "gadpathur_coat" - item_state = "gadpathur_coat" + inhand_icon_state = "gadpathur_coat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/gadpathurleather name = "Gadpathur leather coat" desc = "A tan coat of some sort made of leather." icon_state = "gadpathurleather" - item_state = "gadpathurleather" + inhand_icon_state = "gadpathurleather" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/gadpathurtrench name = "Gadpathur trench coat" desc = "A tan trench of some sort made of leather." icon_state = "gadpathurtrench" - item_state = "gadpathurtrench" + inhand_icon_state = "gadpathurtrench" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/gadpathurthermal name = "Gadpathur thermal coat" desc = "A thermal Coat of some sort." icon_state = "gadpathurthermal" - item_state = "gadpathurthermal" + inhand_icon_state = "gadpathurthermal" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/abbasi_carrier name = "Abbasi Armor" desc = "A black armor with gold trim." icon_state = "abbasi_carrier" - item_state = "abbasi_carrier" + inhand_icon_state = "abbasi_carrier" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/bells_zora_cloak name = "Zora Cloak" desc = "A long white cloak/jacket." icon_state = "bells_zora_cloak" - item_state = "bells_zora_cloak" + inhand_icon_state = "bells_zora_cloak" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/coat_himeo name = "Himeo Coat" desc = "A long brown coat outlined in white." icon_state = "coat_himeo" - item_state = "coat_himeo" + inhand_icon_state = "coat_himeo" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/coat_himeogrey name = "Himeo Coat, Grey" desc = "A long Grey coat outlined in white." icon_state = "coat_himeo_grey" - item_state = "coat_himeo_grey" + inhand_icon_state = "coat_himeo_grey" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_coat name = "Idris Coat " desc = "A black coat with Turqoise lining." icon_state = "idris_coat" - item_state = "idris_coat" + inhand_icon_state = "idris_coat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_coatlong name = "Idris long Coat " desc = "A black long coat with Turqoise lining." icon_state = "idris_longcoat" - item_state = "idris_longcoat" + inhand_icon_state = "idris_longcoat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_trenchcoat name = "Idris trench coat " desc = "A black trench coat with Turqoise lining." icon_state = "idris_trenchcoat" - item_state = "idris_trenchcoat" + inhand_icon_state = "idris_trenchcoat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_duster name = "Idris duster coat " desc = "A black duster coat with Turqoise lining." icon_state = "idris_duster" - item_state = "idris_duster" + inhand_icon_state = "idris_duster" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_coatwhite name = "Idris Coat, white " desc = "A white coat with Turqoise lining." icon_state = "idris_coat_white" - item_state = "idris_coat_white" + inhand_icon_state = "idris_coat_white" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_longcoatwhite name = "Idris long Coat, white " desc = "A white long coat with Turqoise lining." icon_state = "idris_longcoat_white" - item_state = "idris_longcoat_white" + inhand_icon_state = "idris_longcoat_white" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_trenchcoatwhite name = "Idris trench Coat, white " desc = "A white trench coat with Turqoise lining." icon_state = "idris_trenchcoat_white" - item_state = "idris_trenchcoat_white" + inhand_icon_state = "idris_trenchcoat_white" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_dusterwhite name = "Idris Duster Coat, white " desc = "A white duster coat with Turqoise lining." icon_state = "idris_duster_white" - item_state = "idris_duster_white" + inhand_icon_state = "idris_duster_white" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_coatbrown name = "Idris Coat, brown" desc = "A brown coat with cream lining." icon_state = "idris_coat_brown" - item_state = "idris_coat_brown" + inhand_icon_state = "idris_coat_brown" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_longcoatbrown name = "Idris Long Coat, brown" desc = "A brown long coat with cream lining." icon_state = "idris_longcoat_brown" - item_state = "idris_longcoat_brown" + inhand_icon_state = "idris_longcoat_brown" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_trenchcoatbrown name = "Idris Trench Coat, brown" desc = "A brown Trench coat with cream lining." icon_state = "idris_trenchcoat_brown" - item_state = "idris_trenchcoat_brown" + inhand_icon_state = "idris_trenchcoat_brown" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_dusterbrown name = "Idris Duster Coat, brown" desc = "A brown duster with cream lining." icon_state = "idris_duster_brown" - item_state = "idris_duster_brown" + inhand_icon_state = "idris_duster_brown" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/idris_windbreaker name = "Idris Windbreaker" desc = "A Grey coat with turqoise lining that might help with the wind." icon_state = "idris_windbreaker" - item_state = "idris_windbreaker" + inhand_icon_state = "idris_windbreaker" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/dominian_noble name = "Noble Coat red with zipper" desc = "A zipped up noble coat in red." icon_state = "dominian_noble" - item_state = "dominian_noble" + inhand_icon_state = "dominian_noble" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/dominian_noble2 name = "Noble Coat red with buttons" desc = "A buttoned up noble coat in red." icon_state = "dominian_noble2" - item_state = "dominian_noble2" + inhand_icon_state = "dominian_noble2" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/dominian_noble3 name = "Noble Coat red with a clasp" desc = "A clasped noble coat in red." icon_state = "dominian_noble3" - item_state = "dominian_noble3" + inhand_icon_state = "dominian_noble3" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/dominian_noble4 name = "Noble Coat black with a zipper" desc = "A zipped up noble coat in black." icon_state = "dominian_noble4" - item_state = "dominian_noble4" + inhand_icon_state = "dominian_noble4" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/dominian_noble5 name = "Noble Coat black with a clasp" desc = "A clasped noble coat in black." icon_state = "dominian_noble5" - item_state = "dominian_noble5" + inhand_icon_state = "dominian_noble5" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/dominian_surcoat name = "Noble Coat, long red" desc = "A long red coat." icon_state = "dominian_surcoat" - item_state = "dominian_surcoat" + inhand_icon_state = "dominian_surcoat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/freedom_coat name = "Freedom Coat" desc = "A teal coat with a golden trim" icon_state = "freedom_coat" - item_state = "freedom_coat" + inhand_icon_state = "freedom_coat" armor = ARMOR_VALUE_LIGHT //Capes @@ -313,159 +313,159 @@ name = "Assunzione Robe" desc = "A pink robe." icon_state = "assunzione_robe" - item_state = "assunzione_robe" + inhand_icon_state = "assunzione_robe" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/assunzione_robe_vine name = "Assunzione Robe, accented" desc = "A pink robe with accents." icon_state = "assunzione_robe_vine" - item_state = "assunzione_robe_vine" + inhand_icon_state = "assunzione_robe_vine" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/assunzione_robe_gold name = "Assunzione Robe, gold" desc = "A pink robe with gold on it" icon_state = "assunzione_robe_gold" - item_state = "assunzione_robe_gold" + inhand_icon_state = "assunzione_robe_gold" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/assunzione_robe_gold name = "Assunzione Robe, gold" desc = "A pink robe with gold on it" icon_state = "assunzione_robe_gold" - item_state = "assunzione_robe_gold" + inhand_icon_state = "assunzione_robe_gold" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/dominian_cape name = "Dominian Cape" desc = "A Black cape with a yellow stripe" icon_state = "dominian_cape" - item_state = "dominian_cape" + inhand_icon_state = "dominian_cape" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/dominian_capewhite name = "Dominian Cape, white" desc = "A white cape with a yellow stripe" icon_state = "dominian_capew" - item_state = "dominian_capew" + inhand_icon_state = "dominian_capew" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/strelitz_cape name = "Strelitz Cape" desc = "A Black cape with a red stripe" icon_state = "strelitz_cape" - item_state = "strelitz_cape" + inhand_icon_state = "strelitz_cape" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/strelitz_capew name = "Strelitz Cape, white" desc = "A white cape with a red stripe" icon_state = "strelitz_capew" - item_state = "strelitz_capew" + inhand_icon_state = "strelitz_capew" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/volvalaad_cape name = "Volvalaad Cape" desc = "A Black cape with a green stripe" icon_state = "volvalaad_cape" - item_state = "volvalaad_cape" + inhand_icon_state = "volvalaad_cape" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/volvalaad_capew name = "Volvalaad Cape, white" desc = "A white cape with a green stripe" icon_state = "volvalaad_capew" - item_state = "volvalaad_capew" + inhand_icon_state = "volvalaad_capew" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/kazhkz_cape name = "Kazhkz Cape" desc = "A Black cape with a yellow stripe" icon_state = "kazhkz_cape" - item_state = "kazhkz_cape" + inhand_icon_state = "kazhkz_cape" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/kazhkz_capew name = "Kazhkz Cape, white" desc = "A white cape with a yellow stripe" icon_state = "kazhkz_capew" - item_state = "kazhkz_capew" + inhand_icon_state = "kazhkz_capew" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/caladius_cape name = "Caladius Cape" desc = "A Black cape with a purple stripe" icon_state = "caladius_cape" - item_state = "caladius_cape" + inhand_icon_state = "caladius_cape" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/caladius_capew name = "Caladius Cape, white" desc = "A white cape with a purple stripe" icon_state = "caladius_capew" - item_state = "caladius_capew" + inhand_icon_state = "caladius_capew" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/zhao_cape name = "Zhao Cape" desc = "A Black cape with a white stripe" icon_state = "zhao_cape" - item_state = "zhao_cape" + inhand_icon_state = "zhao_cape" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/zhao_capew name = "Zhao Cape, white" desc = "A white cape with a white stripe" icon_state = "zhao_capew" - item_state = "zhao_capew" + inhand_icon_state = "zhao_capew" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/armsman_mantle name = "Armsan Mantle" desc = "A Grey mantle." icon_state = "armsman_mantle" - item_state = "armsman_mantle" + inhand_icon_state = "armsman_mantle" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/dominia_cape_consular name = "Dominia Cape" desc = "A red cape." icon_state = "dominia_cape_consular" - item_state = "dominia_cape_consular" + inhand_icon_state = "dominia_cape_consular" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/dominian_doublecape name = "Dominia Cape, full" desc = "A full red cape." icon_state = "dominian_doublecape" - item_state = "dominian_doublecape" + inhand_icon_state = "dominian_doublecape" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/dominian_cape_red name = "Dominia Cape, half" desc = "A half red cape." icon_state = "dominian_cape_red" - item_state = "dominian_cape_red" + inhand_icon_state = "dominian_cape_red" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/neck/tie/aurora/ozuhacape name = "Ozuha Cape" desc = "A red and yellow cape" icon_state = "ozuha_cape" - item_state = "ozuha_cape" + inhand_icon_state = "ozuha_cape" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/aurora/ashjacket name = "Ash Jacket" desc = "A nice brown leather jacket." icon_state = "ash_jacket" - item_state = "ash_jacket" + inhand_icon_state = "ash_jacket" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/aurora/robesuit name = "Green and yellow robe." desc = "A green and yellow robe, simple!." icon_state = "robe_coat" - item_state = "robe_coat" + inhand_icon_state = "robe_coat" armor = ARMOR_VALUE_LIGHT diff --git a/code/modules/clothing/suits/bio.dm b/code/modules/clothing/suits/bio.dm index a98270533f..fa7f76d452 100644 --- a/code/modules/clothing/suits/bio.dm +++ b/code/modules/clothing/suits/bio.dm @@ -15,7 +15,7 @@ name = "bio suit" desc = "A suit that protects against biological contamination." icon_state = "bio" - item_state = "bio_suit" + inhand_icon_state = "bio_suit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 @@ -84,7 +84,7 @@ name = "plague doctor suit" desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses." icon_state = "plaguedoctor" - item_state = "bio_suit" + inhand_icon_state = "bio_suit" strip_delay = 40 equip_delay_other = 20 */ diff --git a/code/modules/clothing/suits/f13armor.dm b/code/modules/clothing/suits/f13armor.dm index 16563115f8..17e9b3c1ad 100644 --- a/code/modules/clothing/suits/f13armor.dm +++ b/code/modules/clothing/suits/f13armor.dm @@ -25,7 +25,7 @@ /obj/item/clothing/suit/armor/light/leather/leather_jacket name = "leather jacket" icon_state = "leather_jacket" - item_state = "leather_jacket" + inhand_icon_state = "leather_jacket" desc = "A black, heavy leather jacket. Looks like it has spare pockets." armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0, "wound" = 25) slowdown = 0.025 //token slowdown @@ -34,7 +34,7 @@ /obj/item/clothing/suit/armor/light/leather/leather_jacketmk2 name = "combat leather jacket" icon_state = "combat_jacket" - item_state = "combat_jacket" + inhand_icon_state = "combat_jacket" desc = "This heavily padded leather jacket is unusual in that it has two sleeves and bullet belts draped across it. You'll definitely make a fashion statement whenever, and wherever, you rumble." armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 15, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25, "wound" = 30) pocket_storage_component_path = /datum/component/storage/concrete/pockets/bulletbelt @@ -42,7 +42,7 @@ /obj/item/clothing/suit/armor/light/leather/leathercoat name = "combat leather coat" icon_state = "combat_coat" - item_state = "combat_coat" + inhand_icon_state = "combat_coat" desc = "A combat leather jacket, outfitted with a special armored leather coat." armor = list("melee" = 35, "bullet" = 22, "laser" = 22, "energy" = 15, "bomb" = 45, "bio" = 30, "rad" = 5, "fire" = 50, "acid" = 35, "wound" = 35) @@ -51,7 +51,7 @@ name = "armor kit" desc = "Separate armor parts you can wear over the clothing to get the most basic protection from the dangers of wasteland.
It sure is better than going into the battle without any armor at all." icon_state = "armorkit" - item_state = "armorkit" + inhand_icon_state = "armorkit" armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 20, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0, "wound" = 30) strip_delay = 30 slowdown = 0.025 @@ -64,7 +64,7 @@ name = "armor kit" desc = "A couple of armor parts that can be worn over the clothing for moderate protection against the dangers of wasteland.
Do you feel lucky now? Well, do ya, punk?" icon_state = "armorkit_punk" - item_state = "armorkit_punk" + inhand_icon_state = "armorkit_punk" armor = list("melee" = 20, "bullet" = 40, "laser" = 15, "energy" = 15, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0, "wound" = 30) strip_delay = 30 icon = 'icons/fallout/clothing/armored_light.dmi' @@ -81,7 +81,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "light_plates" - item_state = "armorkit" + inhand_icon_state = "armorkit" armor = list("melee" = 33, "bullet" = 33, "laser" = 40, "energy" = 15, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) slowdown = 0.08 @@ -89,7 +89,7 @@ name = "leather armor" desc = "My basic all leather apparel. Finely crafted from tanned brahmin hide." icon_state = "leather_armor" - item_state = "leather_armor" + inhand_icon_state = "leather_armor" armor = list("melee" = 35, "bullet" = 20, "laser" = 35, "energy" = 25, "bomb" = 32, "bio" = 0, "rad" = 10, "fire" = 30, "acid" = 35, "wound" = 30) strip_delay = 40 slowdown = 0.06 @@ -97,7 +97,7 @@ /obj/item/clothing/suit/armor/light/leather/leathermk2 name = "reinforced leather armor" icon_state = "leather_armor_2" - item_state = "leather_armor_2" + inhand_icon_state = "leather_armor_2" desc = "An enhanced version of the basic leather armor with extra layers of protection. Finely crafted from tanned brahmin hide." armor = list("melee" = 37, "bullet" = 22, "laser" = 37, "energy" = 27, "bomb" = 35, "bio" = 0, "rad" = 15, "fire" = 40, "acid" = 35, "wound" = 35) slowdown = 0.08 @@ -109,7 +109,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "metal_chestplate" - item_state = "metal_chestplate" + inhand_icon_state = "metal_chestplate" armor = list("melee" = 40, "bullet" = 45, "laser" = 50, "energy" = 15, "bomb" = 45, "bio" = 30, "rad" = 15, "fire" = 60, "acid" = 0, "wound" = 45) slowdown = 0.22 strip_delay = 10 @@ -120,7 +120,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "armor_enclave_peacekeeper" - item_state = "armor_enclave_peacekeeper" + inhand_icon_state = "armor_enclave_peacekeeper" armor = list("melee" = 38, "bullet" = 38, "laser" = 72, "energy" = 25, "bomb" = 45, "bio" = 30, "rad" = 15, "fire" = 60, "acid" = 0, "wound" = 45) slowdown = 0.2 strip_delay = 10 @@ -138,7 +138,7 @@ name = "reinforced metal armor" desc = "A set of well-fitted plates formed together to provide effective protection." icon_state = "metal_chestplate2" - item_state = "metal_chestplate2" + inhand_icon_state = "metal_chestplate2" armor = list("melee" = 45, "bullet" = 50, "laser" = 55, "energy" = 15, "bomb" = 45, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 50) slowdown = 0.25 strip_delay = 10 @@ -147,7 +147,7 @@ name = "steel breastplate" desc = "a steel breastplate, inspired by a pre-war design. It provides some protection against impacts, cuts, and medium-velocity bullets." icon_state = "steel_bib" - item_state = "steel_bib" + inhand_icon_state = "steel_bib" armor = list("melee" = 20, "bullet" = 45, "laser" = 50, "energy" = 15, "bomb" = 20, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) slowdown = 0.06 strip_delay = 5 @@ -157,7 +157,7 @@ name = "combat armor" desc = "An old military grade pre war combat armor." icon_state = "combat_armor" - item_state = "combat_armor" + inhand_icon_state = "combat_armor" armor = list("melee" = 45, "bullet" = 45, "laser" = 45, "energy" = 20, "bomb" = 50, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 50) slowdown = 0.12 salvage_loot = list(/obj/item/stack/crafting/armor_plate = 5) @@ -184,7 +184,7 @@ /obj/item/clothing/suit/armor/heavy/riot/combat name = "combat body armor" icon_state = "combat_coat" - item_state = "combat_coat" + inhand_icon_state = "combat_coat" desc = "A heavy armor with ballistic inserts, sewn into a padded riot police coat." armor = list("melee" = 55, "bullet" = 55, "laser" = 45, "energy" = 35, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 5, "acid" = 35, "wound" = 45) slowdown = 0.15 @@ -194,7 +194,7 @@ desc = "A reinforced set of bracers, greaves, and torso plating of prewar design. This one is kitted with additional plates." icon = 'icons/obj/clothing/suits.dmi' icon_state = "combat_armor_mk2" - item_state = "combat_armor_mk2" + inhand_icon_state = "combat_armor_mk2" armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 22, "bomb" = 55, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 55) slowdown = 0.15 salvage_loot = list(/obj/item/stack/crafting/armor_plate = 8) @@ -208,20 +208,20 @@ name = "SWAT combat armor" desc = "A custom version of the pre-war combat armor, slimmed down and minimalist for domestic S.W.A.T. teams." icon_state = "armoralt" - item_state = "armoralt" + inhand_icon_state = "armoralt" armor = list("melee" = 35, "bullet" = 50, "laser" = 40, "energy" = 25, "bomb" = 55, "bio" = 60, "rad" = 15, "fire" = 60, "acid" = 30, "wound" = 55) /obj/item/clothing/suit/armor/medium/combat/chinese name = "chinese combat armor" desc = "(An uncommon suit of pre-war Chinese combat armor. It's a very basic and straightforward piece of armor that covers the front of the user." icon_state = "chicom_armor" - item_state = "chicom_armor" + inhand_icon_state = "chicom_armor" /obj/item/clothing/suit/armor/medium/combat/rusted name = "rusted combat armor" desc = "An old military grade pre war combat armor. This set has seen better days, weathered by time. The composite plates look sound and intact still." icon_state = "rusted_combat_armor" - item_state = "rusted_combat_armor" + inhand_icon_state = "rusted_combat_armor" armor = list("melee" = 38, "bullet" = 45, "laser" = 38, "energy" = 18, "bomb" = 45, "bio" = 55, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 45) slowdown = 0.12 @@ -229,7 +229,7 @@ name = "environmental armor" desc = "A pre-war suit developed for use in heavily contaminated environments, and is prized in the Wasteland for its ability to protect against biological threats." icon_state = "environmental_armor" - item_state = "environmental_armor" + inhand_icon_state = "environmental_armor" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.9 permeability_coefficient = 0.5 @@ -248,7 +248,7 @@ desc = "An old set of reinforced combat armor with some parts supplanted with painspike armor. It seems less protective than a mint-condition set of combat armor." armor = list("melee" = 35, "bullet" = 40, "laser" = 40, "energy" = 35, "bomb" = 50, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 45) slowdown = 0.05 - item_state = "combat_armor_raider" + inhand_icon_state = "combat_armor_raider" ///////////////// // Power armor // @@ -573,7 +573,7 @@ name = "T-45d power armor" desc = "Originally developed and manufactured for the United States Army by American defense contractor West Tek, the T-45d power armor was the first version of power armor to be successfully deployed in battle." icon_state = "t45dpowerarmor" - item_state = "t45dpowerarmor" + inhand_icon_state = "t45dpowerarmor" slowdown = 0.25 armor = list("melee" = 72.5, "bullet" = 72.5, "laser" = 72.5, "energy" = 25, "bomb" = 65, "bio" = 75, "rad" = 80, "fire" = 85, "acid" = 30, "wound" = 70) salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45d @@ -582,26 +582,26 @@ name = "Head-Knight's T-45d Power Armour" desc = "A classic set of T-45d Power Armour only to be used in armed combat, it signifies the Head Knight and their place in the Brotherhood. A leader, and a beacon of structure in a place where chaos reigns. All must rally to his call, for he is the Head Knight and your safety is his duty." icon_state = "t45dkc" - item_state = "t45dkc" + inhand_icon_state = "t45dkc" slowdown = 0.16 /obj/item/clothing/suit/armor/power_armor/t45d/bos name = "Brotherhood T-45d Power Armour" desc = "A suit of T-45d Power Armour adorned with the markings of the Brotherhood of Steel. Commonly used by the Paladins of the Brotherhood." icon_state = "t45dpowerarmor_bos" - item_state = "t45dpowerarmor_bos" + inhand_icon_state = "t45dpowerarmor_bos" /obj/item/clothing/suit/armor/power_armor/t45d/sierra name = "Scorched Sierra power armor" desc = "A captured set of T-45d power armor put into use by the NCR, it's been heavily modified and decorated with the head of a bear and intricate gold trimming. A two headed bear is scorched into the breastplate." icon_state = "sierra" - item_state = "sierra" + inhand_icon_state = "sierra" /obj/item/clothing/suit/armor/power_armor/t51b name = "T-51b power armor" desc = "The pinnacle of pre-war technology. This suit of power armor provides substantial protection to the wearer." icon_state = "t51bpowerarmor" - item_state = "t51bpowerarmor" + inhand_icon_state = "t51bpowerarmor" slowdown = 0.25 //+0.05 from helmet = total 0.255 armor = list("melee" = 72.5, "bullet" = 72.5, "laser" = 72.5, "energy" = 30, "bomb" = 62, "bio" = 100, "rad" = 99, "fire" = 90, "acid" = 40, "wound" = 72) salvage_loot = list(/obj/item/stack/crafting/armor_plate = 25) @@ -611,7 +611,7 @@ name = "Hardened T-51b power armor" desc = "The pinnacle of pre-war technology. This suit of power armor provides substantial protection to the wearer. It's plates have been chemially treated to be stronger." icon_state = "t51green" - item_state = "t51green" + inhand_icon_state = "t51green" slowdown = 0.25 //+0.05 from helmet = total 0.255 armor = list("melee" = 75, "bullet" = 75, "laser" = 75, "energy" = 27, "bomb" = 64, "bio" = 100, "rad" = 99, "fire" = 90, "acid" = 40, "wound" = 75) @@ -619,7 +619,7 @@ name = "Midwestern T-51b power armor" desc = "This set of power armor belongs to the Midwestern branch of the Brotherhood of Steel." icon_state = "midwestgrey_pa" - item_state = "midwestgrey_pa" + inhand_icon_state = "midwestgrey_pa" slowdown = 0.25 //+0.05 from helmet = total 0.255 armor = list("melee" = 72.5, "bullet" = 72.5, "laser" = 72.5, "energy" = 30, "bomb" = 62, "bio" = 100, "rad" = 99, "fire" = 90, "acid" = 40, "wound" = 72) salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/midwest @@ -628,7 +628,7 @@ name = "Hardened midwestern T-51b power armor" desc = "This set of power armor belongs to the Midwestern branch of the Brotherhood of Steel. This particular one has gone through a chemical hardening process, increasing its armor capabilities." icon_state = "midwestpa" - item_state = "midwestpa" + inhand_icon_state = "midwestpa" slowdown = 0.25 //+0.05 from helmet = total 0.255 armor = list("melee" = 75, "bullet" = 75, "laser" = 75, "energy" = 27, "bomb" = 64, "bio" = 100, "rad" = 99, "fire" = 90, "acid" = 40, "wound" = 75) salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/midwest/hardened @@ -637,13 +637,13 @@ name = "Brotherhood T-51b Power Armour" desc = "The pinnacle of pre-war technology, appropriated by the Brotherhood of Steel. Commonly worn by Head Paladins." icon_state = "t51bpowerarmor_bos" - item_state = "t51bpowerarmor_bos" + inhand_icon_state = "t51bpowerarmor_bos" /obj/item/clothing/suit/armor/power_armor/t60 name = "T-60a power armor" desc = "Developed in early 2077 after the Anchorage Reclamation, the T-60 series of power armor was designed to eventually replace the T-51b as the pinnacle of powered armor technology in the U.S. military arsenal." icon_state = "t60powerarmor" - item_state = "t60powerarmor" + inhand_icon_state = "t60powerarmor" slowdown = 0.2 armor = list("melee" = 80, "bullet" = 70, "laser" = 80, "energy" = 30, "bomb" = 82, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 50, "wound" = 80) salvage_loot = list(/obj/item/stack/crafting/armor_plate = 30) @@ -659,7 +659,7 @@ name = "excavator power armor" desc = "Developed by Garrahan Mining Co. in collaboration with West Tek, the Excavator-class power armor was designed to protect miners from rockfalls and airborne contaminants while increasing the speed at which they could work. " icon_state = "excavator" - item_state = "excavator" + inhand_icon_state = "excavator" slowdown = 0.4 armor = list("melee" = 80, "bullet" = 50, "laser" = 50, "energy" = 15, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 80, "wound" = 80) @@ -667,7 +667,7 @@ name = "advanced power armor" desc = "An advanced suit of armor typically used by the Enclave.
It is composed of lightweight metal alloys, reinforced with ceramic castings at key stress points.
Additionally, like the T-51b power armor, it includes a recycling system that can convert human waste into drinkable water, and an air conditioning system for its user's comfort." icon_state = "advpowerarmor1" - item_state = "advpowerarmor1" + inhand_icon_state = "advpowerarmor1" armor = list("melee" = 80, "bullet" = 80, "laser" = 85, "energy" = 35, "bomb" = 72, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50, "wound" = 90) //Peacekeeper armor adjust as needed @@ -675,7 +675,7 @@ name = "Enclave power armor" desc = "Upgraded pre-war power armor design used by the Enclave. It is mildly worn due to it's age and lack of maintenance after the fall of the Enclave." icon_state = "advanced" - item_state = "advanced" + inhand_icon_state = "advanced" slowdown = 0.25 //+0.1 from helmet = total 0.35 armor = list("melee" = 85, "bullet" = 85, "laser" = 85, "energy" = 65, "bomb" = 70, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50, "wound" = 75) salvaged_type = /obj/item/clothing/suit/armor/heavy/salvaged_pa/x02 // Oh the misery @@ -684,7 +684,7 @@ name = "armored vest" desc = "Efficient prewar design issued to Enclave personell." icon_state = "armor_enclave_peacekeeper" - item_state = "armor_enclave_peacekeeper" + inhand_icon_state = "armor_enclave_peacekeeper" armor = list("melee" = 35, "bullet" = 50, "laser" = 30, "energy" = 30, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) @@ -696,7 +696,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' icon_state = "cloak_outcast" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' - item_state = "cloak_outcast" + inhand_icon_state = "cloak_outcast" armor = list("melee" = 40, "bullet" = 30, "laser" = 5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) strip_delay = 40 hoodtype = /obj/item/clothing/head/hooded/cloakhood/tribaloutcast @@ -708,7 +708,7 @@ icon = 'icons/fallout/clothing/hats.dmi' icon_state = "hood_tribaloutcast" mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' - item_state = "hood_tribaloutcast" + inhand_icon_state = "hood_tribaloutcast" armor = list("melee" = 40, "bullet" = 30,"laser" = 5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR @@ -716,7 +716,7 @@ name = "tribal armor" desc = "A set of armor made of gecko hides.
It's pretty good for makeshift armor." icon_state = "tribal" - item_state = "tribal" + inhand_icon_state = "tribal" armor = list("melee" = 55, "bullet" = 35,"laser" = 20, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) flags_inv = HIDEJUMPSUIT strip_delay = 40 @@ -729,7 +729,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "insect" - item_state = "insect" + inhand_icon_state = "insect" armor = list("melee" = 40, "bullet" = 35,"laser" = 20, "energy" = 25, "bomb" = 25, "bio" = 70, "rad" = 65, "fire" = 80, "acid" = 100) flags_inv = HIDEJUMPSUIT strip_delay = 40 @@ -740,7 +740,7 @@ name = "tesla armor" desc = "A prewar armor design by Nikola Tesla before being confinscated by the U.S. government. Has a chance to deflect energy projectiles." icon_state = "tesla_armor" - item_state = "tesla_armor" + inhand_icon_state = "tesla_armor" blood_overlay_type = "armor" armor = list("melee" = 25, "bullet" = 25,"laser" = 99, "energy" = 60, "bomb" = 40, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0) resistance_flags = FIRE_PROOF @@ -761,7 +761,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' resistance_flags = FIRE_PROOF icon_state = "sulphite" - item_state = "sulphite" + inhand_icon_state = "sulphite" armor = list("melee" = 25, "bullet" = 55,"laser" = 40, "energy" = 20, "bomb" = 50, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 45) slowdown = 0.20 @@ -781,7 +781,7 @@ name = "vaquero suit" desc = "an ornate suit worn by Mexican gunfighters in the Old West, padded with leather for extra protection." icon_state = "vaquero" - item_state = "vaquero" + inhand_icon_state = "vaquero" armor = list("melee" = 30, "bullet" = 25,"laser" = 25, "energy" = 10, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 0) flags_inv = HIDEJUMPSUIT @@ -791,7 +791,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "wastewar" - item_state = "wastewar" + inhand_icon_state = "wastewar" armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 0, "wound" = 35) slowdown = 0.07 @@ -799,7 +799,7 @@ name = "slammer raider armor" desc = "Crude armor that appears to employ a tire of some kind as the shoulder pad. What appears to be a quilt is tied around the waist.
Come on and slam and turn your foes to jam!" icon_state = "slam" - item_state = "slam" + inhand_icon_state = "slam" armor = list("melee" = 45, "bullet" = 20,"laser" = 20, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) flags_inv = HIDEJUMPSUIT strip_delay = 40 @@ -810,7 +810,7 @@ name = "battlecoat" desc = "A heavy padded leather coat, worn by pre-War bomber pilots in the past and post-War zeppelin pilots in the future." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" armor = list("melee" = 30, "bullet" = 20,"laser" = 20, "energy" = 20, "bomb" = 30, "bio" = 0, "rad" = 30, "fire" = 30, "acid" = 30, "wound" = 35) strip_delay = 30 icon = 'icons/fallout/clothing/armored_light.dmi' @@ -821,27 +821,27 @@ name = "command coat" desc = "A heavy pre-war bomber coat, dyed blue with the number '113' embroidered on the back. Most often worn by leaders, such as the Overseer." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" /obj/item/clothing/suit/armor/light/duster/battlecoat/vault/overseer name = "Overseer's battlecoat" desc = "A heavy pre-war bomber coat, dyed blue with the insignia of the Vault-Tec embroidered on the back. This one is worn by the Coalition's Overseer." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" /obj/item/clothing/suit/armor/light/duster/battlecoat/vault/marshal name = "Marhsal's battlecoat" desc = "A heavy pre-war bomber coat, dyed blue with the insignia of the Vault-Tec City Coalition embroidered on the back. This one is worn by the Marshals of the Coalition." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" /obj/item/clothing/suit/armor/light/duster/brahmin name = "brahmin leather duster" desc = "A duster fashioned with tanned brahmin hide. It appears to be more durable than a normal duster. The leather is laser resistant." icon_state = "brahmin_leather_duster" - item_state = "brahmin_leather_duster" + inhand_icon_state = "brahmin_leather_duster" armor = list("melee" = 25, "bullet" = 25, "laser" = 35, "energy" = 35, "bomb" = 35, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10, "wound" = 40) pocket_storage_component_path = /datum/component/storage/concrete/pockets @@ -849,7 +849,7 @@ name = "rusted cowboy outfit" desc = " A weather treated leather cowboy outfit. Yeehaw Pard'!" icon_state = "rusted_cowboy" - item_state = "rusted_cowboy" + inhand_icon_state = "rusted_cowboy" armor = list("melee" = 25, "bullet" = 25, "laser" = 35, "energy" = 35, "bomb" = 35, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) //Inherited from SS13 @@ -857,7 +857,7 @@ name = "bulletproof armor" desc = "A heavy bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent." icon_state = "bulletproof" - item_state = "armor" + inhand_icon_state = "armor" blood_overlay_type = "armor" armor = list("melee" = 27, "bullet" = 60, "laser" = 27, "energy" = 35, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10, "wound" = 50) strip_delay = 70 @@ -869,7 +869,7 @@ name = "bone armor" desc = "A tribal armor plate, crafted from animal bone." icon_state = "bonearmor" - item_state = "bonearmor" + inhand_icon_state = "bonearmor" blood_overlay_type = "armor" armor = list("melee" = 65, "bullet" = 5, "laser" = 0, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 45) body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS @@ -878,14 +878,14 @@ /obj/item/clothing/suit/armor/power_armor/midwest/reinforced // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. name = "hardened midwestern power armor" // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. icon_state = "midwestpa" // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. - item_state = "midwestpa" // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. + inhand_icon_state = "midwestpa" // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. desc = "This set of power armor once belonged to the Midwestern branch of the Brotherhood of Steel, and now resides here. This particular one has gone through a chemical hardening process, increasing its armor capabilities." // PATREON SUPPORTER CUSTOM GEAR, DO NOT USE. obj/item/clothing/suit/armor/exile/cust0m name = "Lorica Iudicis" desc = "A set of well maintained though still quite clearly worn armor consisting of a metal vest, a Centurion's shoulder pad, a pair of Centurion's arm guards and an incredibly large, perhaps even over-sized fur cloak. Upon basic examination, one can see that every piece of metal bar the buckles on the leather straps and whatever scratches and blemishes are yet to be retouched is masterfully decorated with silver, in complete contrast to the blackness of the cloak. Though only upon closer examination can the intricacies of the armor set be observed. The most obvious piece is the metal vest which has clearly been engraved, mostly decorationally besides the name 'Iudex Flammae' near the top. Though the engravings provide no tactical advantage whatsoever, the sharp geometric shapes accompanied by smooth, tastefully placed curves would catch the eye of even the most skeptical engraving enjoyer. As for the shoulder pad and arm guards, they hold the same engravings, and though they are recognizable as salvage, they still look incredibly beautiful yet simultaneously sturdy. Not much of the metal seems to exist on the back though that is only due to the fact that the incredibly thick, durable and flexible bear pelt that covers it would definitely provide ample protection. The pelt itself is absolutely covered in thick, almost jet black fur. One can tell from touch that the skin underneath is about as sturdy as skin gets. The pelt hangs across the wearer's back, held up by the neck and shoulders. This armor was competently made, and it shows." icon_state = "exilecust0m" - item_state = "exilecust0m" + inhand_icon_state = "exilecust0m" var/adjusted = FALSE /obj/item/clothing/suit/armor/exile/cust0m/verb/armor_adjust() @@ -920,7 +920,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "Reptilia Tenebris" desc = "An old military-grade pre-war combat armor under a weathered duster. It appears to be fitted with metal plates to replace the crumbling ceramic. The color of this duster has been washed out time and time again, giving it a more faded look as if time gripped it heavily. Along with that, the duster has been dyed a deep shade of grey, and the body armor a darker shade of green." icon_state = "reptiliatenebris" - item_state = "reptiliatenebris" + inhand_icon_state = "reptiliatenebris" /obj/item/clothing/suit/armor/medium/raider/reptiliatenebris/Initialize() . = ..() @@ -930,7 +930,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "follower's duster" desc = "An old military-grade pre-war combat armor under a white weathered duster. An emblem of the Followers is painted on the back of it. It appears to be fitted with metal plates to replace the crumbling ceramic." icon_state = "shank_follower" - item_state = "shank_follower" + inhand_icon_state = "shank_follower" body_parts_covered = CHEST|GROIN|LEGS|ARMS armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 35, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25) strip_delay = 40 @@ -943,20 +943,20 @@ obj/item/clothing/suit/armor/exile/cust0m name = "tattered recon duster" desc = "A thicker than average duster worn by rangers out in the field. This one has been dyed black and appears to be a little more heavily armoured." icon_state = "duster_recon_custom" - item_state = "duster_recon_custom" + inhand_icon_state = "duster_recon_custom" armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0) /obj/item/clothing/suit/armor/legion/palacent/custom_excess name = "Champion of Kanab's Armor" desc = "The armor of the Champion and Conqueror of the city in Utah named Kanab. The armor is made up of pieces of Power Armor and pre-war Riot Gear, the shin guards are spraypainted a dark crimson and the Power Armour pauldron has a red trim. The symbol of a Pheonix is carefully engraved and painted upon the chest piece... I wonder what it means.." icon_state = "palacent_excess" - item_state = "palacent_excess" + inhand_icon_state = "palacent_excess" /obj/item/clothing/suit/donor/soldier name = "Soldier's Greatcoat" desc = "A resistant, tan greatcoat, typically worn by pre-War Generals." icon_state = "soldier" - item_state = "soldier" + inhand_icon_state = "soldier" armor = list("melee" = 30, "bullet" = 33, "laser" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0) pocket_storage_component_path = /datum/component/storage/concrete/pockets @@ -964,32 +964,32 @@ obj/item/clothing/suit/armor/exile/cust0m name = "sniper riot gear" desc = "A customized and well-worn suit of riot gear with parts of the suit reinforced with leather armor and slain Centurion armor pieces by the wearer. A sniper's veil is wrapped around the neck." icon_state = "foxranger" - item_state = "foxranger" + inhand_icon_state = "foxranger" /obj/item/clothing/suit/armor/rangercombat/degancustom name = "sniper riot gear" desc = "A customized and well-worn suit of riot gear with parts of the suit reinforced with leather armor and slain Centurion armor pieces by the wearer. A sniper's veil is wrapped around the neck." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0) /obj/item/clothing/suit/armor/rangercombat/rigscustom name = "11th armored calvary armor" desc = "A suit of special military grade riot control gear and a duster, worn by 11th Armored Calvary Regiment members in The Divide before the war. Yellow markings are painted on the shoulderpads and forearm guards." icon_state = "rigscustom_suit" - item_state = "rigscustom_suit" + inhand_icon_state = "rigscustom_suit" /obj/item/clothing/suit/armor/rangercombat/pricecustom name = "spider riot gear" desc = "A customised and faded suit of riot gear, reminiscient of that found near Hopeville in the Divide, with a pair of wrist mounted ammo pouches for easy access to spare munitions with a pair of stripes down the back made from a fire-proof material." icon_state = "price_ranger" - item_state = "price_ranger" + inhand_icon_state = "price_ranger" /obj/item/clothing/suit/toggle/armor/cloakranger //Reskinned trail ranger gear name = "ranger poncho" desc = "A durable muslin poncho. Tough enough to bear the elements and serve as handy blanket." icon_state = "ranger_cloak" - item_state = "ranger_cloak" + inhand_icon_state = "ranger_cloak" armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0) @@ -998,7 +998,7 @@ obj/item/clothing/suit/armor/exile/cust0m desc = "A set of pre-unification desert ranger armor, made using parts of what was once USMC riot armor. It looks as if it has been worn for decades; the coat has become discoloured from years under the Mojave sun and has multiple tears and bullet holes in its leather. The armor plating itself seems to be in relatively good shape, though it could do with some maintenance." body_parts_covered = CHEST|GROIN|LEGS|ARMS icon_state = "usmc_riot_gear" - item_state = "usmc_riot_gear" + inhand_icon_state = "usmc_riot_gear" armor = list("melee" = 30, "bullet" = 30, "laser" = 25, "energy" = 10, "bomb" = 15, "bio" = 60, "rad" = 15, "fire" = 60, "acid" = 30) strip_delay = 40 @@ -1011,7 +1011,7 @@ obj/item/clothing/suit/armor/exile/cust0m desc = "A heavy raw buckskin overcoat littered with aged bullet holes and frays from regular wear-and-tear." body_parts_covered = CHEST|GROIN|LEGS|ARMS icon_state = "marlowsuit" - item_state = "marlowsuit" + inhand_icon_state = "marlowsuit" armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0) strip_delay = 40 @@ -1023,7 +1023,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "gunfighter's overcoat" desc = "A thick double-breasted red leather overcoat worn through with scattered tears and bullet holes." icon_state = "ikesuit" - item_state = "ikesuit" + inhand_icon_state = "ikesuit" /obj/item/clothing/suit/armor/ikesuit/Initialize() . = ..() @@ -1033,7 +1033,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "vagabond's vest" desc = "A padded thick red leather vest, coated in stitched pockets and other mends." icon_state = "masonsuit" - item_state = "masonsuit" + inhand_icon_state = "masonsuit" /obj/item/clothing/suit/armor/masonsuit/Initialize() . = ..() @@ -1047,34 +1047,34 @@ obj/item/clothing/suit/armor/exile/cust0m name = "warriors armored vest" desc = "The symbol of the greatest gangers." icon_state = "warriors" - item_state = "warriors" + inhand_icon_state = "warriors" /obj/item/clothing/suit/armor/atomzealot name = "zealot armor" desc = "The armor of those true to the Division." icon_state = "atomzealot" - item_state = "atomzealot" + inhand_icon_state = "atomzealot" armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 10) /obj/item/clothing/suit/armor/atomwitch name = "atomic seer robes" desc = "The robes worn by female seers of the Division." icon_state = "atomwitch" - item_state = "atomwitch" + inhand_icon_state = "atomwitch" armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 10) /obj/item/clothing/suit/armor/harbingermantle name = "Harbinger's Mantle" desc = "An eerie, silken cloth that seems to be dripping with a thick mist. It is in truth a high-tech stealth device that allows for psionic amplification. The capacitors and manipulators in it utilise quantum technology and are highly volatile." icon_state = "scloak" - item_state = "scloak" + inhand_icon_state = "scloak" armor = list("melee" = 45, "bullet" = 45, "laser" = 45, "energy" = 20, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) /obj/item/clothing/suit/armor/ghostechoe name = "tattered peace coat" desc = "An old coat belonging to a Desert Ranger once. It has been stripped of most useful protection, and has seen better days. A crude peace symbol has been painted on the back in white." icon_state = "ghostechoe" - item_state = "ghostechoe" + inhand_icon_state = "ghostechoe" armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 10) @@ -1084,21 +1084,21 @@ obj/item/clothing/suit/armor/exile/cust0m name = "mutant poncho" desc = "An oversized poncho, made to fit the frame of a super mutant. Maybe he's the big ranger with an iron on his hip?" icon_state = "mutie_poncho" - item_state = "mutie_poncho" + inhand_icon_state = "mutie_poncho" armor = list("melee" = 35, "bullet" = 25, "laser" = 35, "energy" = 15, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10, "wound" = 40) /obj/item/clothing/suit/armor/heavy/metal/mutant name = "mutant armour" desc = "An oversized set of metal armour, made to fit the frame of a super mutant. Maybe he's the big iron with a ranger on his hip?" icon_state = "mutie_metal_armour" - item_state = "mutie_metal_armour" + inhand_icon_state = "mutie_metal_armour" armor = list("melee" = 35, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) /obj/item/clothing/suit/armor/heavy/metal/mutant/reinforced name = "mutant armour" desc = "An oversized boiler plate, hammered to fit the frame of a super mutant. Maybe he's the big iron with a ranger on his hip?" icon_state = "mutie_metal_armour_mk2" - item_state = "mutie_metal_armour_mk2" + inhand_icon_state = "mutie_metal_armour_mk2" armor = list("melee" = 45, "bullet" = 45, "laser" = 45, "energy" = 20, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) //TRIBALS @@ -1107,7 +1107,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "tribal armor" desc = "A set of armor made of gecko hides.
It's pretty good for makeshift armor." icon_state = "tribal" - item_state = "tribal" + inhand_icon_state = "tribal" armor = list("melee" = 35, "bullet" = 25, "laser" = 35, "energy" = 15, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10, "wound" = 40) slowdown = 0.05 @@ -1127,14 +1127,14 @@ obj/item/clothing/suit/armor/exile/cust0m name = "tribalized NCR armor vest" desc = "A suit of worn dated NCR armor, it seems to have seen better days." icon_state = "ncr_tribal_armor" - item_state = "ncr_tribal_armor" + inhand_icon_state = "ncr_tribal_armor" armor = list("melee" = 25, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) /obj/item/clothing/suit/armor/light/tribal/rustwalkers name = "Rustwalkers light armor" desc = "A duster made from some combination of leather and cloth, probably torn out of an old car. The shoulders appear to have had parts of an engine either strapped or stitched onto them. Commonly worn by members of the Rustwalkers tribe." icon_state = "rustwalkers_armour_light" - item_state = "rustwalkers_armour_light" + inhand_icon_state = "rustwalkers_armour_light" pocket_storage_component_path = /datum/component/storage/concrete/pockets armor = list("melee" = 35, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) @@ -1142,7 +1142,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "Rustwalkers armor" desc = "A chestplate, pauldron and vambrace that bear a distinct resemblance to a coolant tank, engine valves and an exhaust. Commonly worn by members of the Rustwalkers tribe" icon_state = "rustwalkers_armour" - item_state = "rustwalkers_armour" + inhand_icon_state = "rustwalkers_armour" armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) pocket_storage_component_path = /datum/component/storage/concrete/pockets/small slowdown = 0.1 @@ -1151,7 +1151,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "Rustwalkers heavy armor" desc = "A car seat leather duster, a timing belt bandolier, and armour plating made from various parts of a car, it surely would weigh the wearer down. Commonly worn by members of the Rustwalkers tribe." icon_state = "rustwalkers_armour_heavy" - item_state = "rustwalkers_armour_heavy" + inhand_icon_state = "rustwalkers_armour_heavy" armor = list("melee" = 45, "bullet" = 45, "laser" = 45, "energy" = 20, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) pocket_storage_component_path = /datum/component/storage/concrete/pockets/small slowdown = 0.15 @@ -1160,41 +1160,41 @@ obj/item/clothing/suit/armor/exile/cust0m name = "White Legs light armour" desc = "A small series of tan and khaki armour plates, held in place with a thin bandolier. Commonly worn by members of the White Legs tribe." icon_state = "white_legs_armour_light" - item_state = "white_legs_armour_light" + inhand_icon_state = "white_legs_armour_light" /obj/item/clothing/suit/armor/light/tribal/whitelegs name = "White Legs armour" desc = "A series of tan and khaki armour plates, held in place with a considerable amount of strapping. Commonly worn by members of the White Legs tribe." pocket_storage_component_path = /datum/component/storage/concrete/pockets/tiny icon_state = "white_legs_armour" - item_state = "white_legs_armour" + inhand_icon_state = "white_legs_armour" /obj/item/clothing/suit/armor/medium/tribal/whitelegs name = "White Legs heavy armour" desc = "A series of tan and khaki armour plates, held in place with a considerable amount of strapping and possibly duct tape. Commonly worn by members of the White Legs tribe." pocket_storage_component_path = /datum/component/storage/concrete/pockets/tiny icon_state = "white_legs_armour_heavy" - item_state = "white_legs_armour_heavy" + inhand_icon_state = "white_legs_armour_heavy" /obj/item/clothing/suit/armor/light/tribal/eighties name = "80s light armour" desc = "A black leather jacket with the number 80 stitched onto the back. Worn by the members of the 80s tribe." pocket_storage_component_path = /datum/component/storage/concrete/pockets icon_state = "80s_armour_light" - item_state = "80s_armour_light" + inhand_icon_state = "80s_armour_light" /obj/item/clothing/suit/armor/light/tribal/eighties name = "80s armour" desc = "A plain, slightly cropped leather jacket with a black lining and neck brace, paired with a set of metal vambraces and a black belt of pouches. Commonly worn by the members of the 80s tribe." pocket_storage_component_path = /datum/component/storage/concrete/pockets icon_state = "80s_armour" - item_state = "80s_armour" + inhand_icon_state = "80s_armour" /obj/item/clothing/suit/armor/medium/tribal/eighties name = "80s heavy armour" desc = "A ballistic duster with the number 80 stitched onto the back worn over a breastplate made from a motorcycle's engine housing, with kneepads made from stirrups. Worn by the members of the 80s tribe." icon_state = "80s_armour_heavy" - item_state = "80s_armour_heavy" + inhand_icon_state = "80s_armour_heavy" pocket_storage_component_path = /datum/component/storage/concrete/pockets armor = list("melee" = 35, "bullet" = 45, "laser" = 25, "energy" = 20, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) @@ -1204,7 +1204,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "Dead Horses light armour" desc = "A simple leather bandolier and gecko hide chest covering. Worn by the members of the Dead Horses tribe." icon_state = "dead_horses_armour_light" - item_state = "dead_horses_armour_light" + inhand_icon_state = "dead_horses_armour_light" pocket_storage_component_path = /datum/component/storage/concrete/pockets/bulletbelt armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) slowdown = 0.01 @@ -1214,7 +1214,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "Dead Horses armour" desc = "A simple leather bandolier and gecko hide chest covering, with an engraved metal pauldron and a pair of black leather straps. Commonly worn by the members of the Dead Horses tribe." icon_state = "dead_horses_armour" - item_state = "dead_horses_armour" + inhand_icon_state = "dead_horses_armour" pocket_storage_component_path = /datum/component/storage/concrete/pockets/bulletbelt armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) slowdown = 0.025 @@ -1223,7 +1223,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "Dead Horses heavy armour" desc = "A simple leather bandolier and gecko hide chest covering, with an engraved metal pauldron and a set of black leather straps, one holding a shinpad in place. Commonly worn by the members of the Dead Horses tribe." icon_state = "dead_horses_armour_heavy" - item_state = "dead_horses_armour_heavy" + inhand_icon_state = "dead_horses_armour_heavy" pocket_storage_component_path = /datum/component/storage/concrete/pockets/bulletbelt armor = list("melee" = 35, "bullet" = 35, "laser" = 30, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) slowdown = 0.05 @@ -1232,7 +1232,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "Sorrows armour" desc = "A worn ballistic vest from Salt Lake, adorned with feathers and turqoise beads, with an ornamental pattern painted over the sides. Commonly worn by the members of the peaceful Sorrows tribe." icon_state = "sorrows_armour" - item_state = "sorrows_armour" + inhand_icon_state = "sorrows_armour" armor = list("melee" = 20, "bullet" = 45, "laser" = 20, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) slowdown = 0.08 @@ -1240,7 +1240,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "Bone armor" desc = "A tribal armor plate, crafted from animal bone." icon_state = "bone_dancer_armor_light" - item_state = "bone_dancer_armor_light" + inhand_icon_state = "bone_dancer_armor_light" blood_overlay_type = "armor" armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) pocket_storage_component_path = /datum/component/storage/concrete/pockets @@ -1250,7 +1250,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "Reinforced Bone armor" desc = "A tribal armor plate, reinforced with leather and a few metal parts." icon_state = "bone_dancer_armor" - item_state = "bone_dancer_armor" + inhand_icon_state = "bone_dancer_armor" blood_overlay_type = "armor" armor = list("melee" = 40, "bullet" = 35, "laser" = 30, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) pocket_storage_component_path = /datum/component/storage/concrete/pockets/small @@ -1261,7 +1261,7 @@ obj/item/clothing/suit/armor/exile/cust0m name = "Heavy Bone armor" desc = "A tribal full armor plate, crafted from animal bone, metal and leather. Usually worn by the Bone Dancers" icon_state = "bone_dancer_armor_heavy" - item_state = "bone_dancer_armor_heavy" + inhand_icon_state = "bone_dancer_armor_heavy" blood_overlay_type = "armor" armor = list("melee" = 45, "bullet" = 45, "laser" = 35, "energy" = 20, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10, "wound" = 45) pocket_storage_component_path = /datum/component/storage/concrete/pockets/small @@ -1274,7 +1274,7 @@ obj/item/clothing/suit/armor/exile/cust0m icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "western_wayfarer_armor" - item_state = "western_wayfarer_armor" + inhand_icon_state = "western_wayfarer_armor" armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) pocket_storage_component_path = /datum/component/storage/concrete/pockets body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS @@ -1286,7 +1286,7 @@ obj/item/clothing/suit/armor/exile/cust0m icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "western_wayfarer_armor_heavy" - item_state = "western_wayfarer_armor_heavy" + inhand_icon_state = "western_wayfarer_armor_heavy" armor = list("melee" = 37, "bullet" = 40, "laser" = 25, "energy" = 20, "bomb" = 50, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) pocket_storage_component_path = /datum/component/storage/concrete/pockets/small body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS diff --git a/code/modules/clothing/suits/f13armoraccessory.dm b/code/modules/clothing/suits/f13armoraccessory.dm index fa3cfb630c..409be1680f 100644 --- a/code/modules/clothing/suits/f13armoraccessory.dm +++ b/code/modules/clothing/suits/f13armoraccessory.dm @@ -3,7 +3,7 @@ desc = "Something has gone wrong!" icon = 'icons/obj/clothing/accessories.dmi' icon_state = "plasma" - item_state = "" //no inhands + inhand_icon_state = "" //no inhands slot_flags = 0 w_class = WEIGHT_CLASS_SMALL var/above_suit = FALSE diff --git a/code/modules/clothing/suits/f13factionarmor.dm b/code/modules/clothing/suits/f13factionarmor.dm index 449e1306ab..cc12228674 100644 --- a/code/modules/clothing/suits/f13factionarmor.dm +++ b/code/modules/clothing/suits/f13factionarmor.dm @@ -16,7 +16,7 @@ armor = list("melee" = 45, "bullet" = 20, "laser" = 20, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25, "wound" = 40) slowdown = 0.01 icon_state = "supafly" - item_state = "supafly" + inhand_icon_state = "supafly" /obj/item/clothing/suit/armor/light/raider/supafly/Initialize() //HQ parts reinforcement . = ..() @@ -26,7 +26,7 @@ name = "rebel raider armor" desc = "Rebel, rebel. Your face is a mess." icon_state = "raider_rebel_icon" - item_state = "raider_rebel_armor" + inhand_icon_state = "raider_rebel_armor" /obj/item/clothing/suit/armor/medium/raider/rebel/Initialize() //HQ parts reinforcement . = ..() @@ -36,7 +36,7 @@ name = "sadist raider armor" desc = "A bunch of metal chaps adorned with severed hands at the waist with a leather plate worn on the left shoulder. Very intimidating." icon_state = "sadist" - item_state = "sadist" + inhand_icon_state = "sadist" /obj/item/clothing/suit/armor/light/raider/sadist/Initialize() . = ..() @@ -46,7 +46,7 @@ name = "blastmaster raider armor" desc = "A suit composed largely of blast plating, though there's so many holes it's hard to say if it will protect against much." icon_state = "blastmaster" - item_state = "blastmaster" + inhand_icon_state = "blastmaster" max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT armor = list("melee" = 40, "bullet" = 15, "laser" = 40, "bio" = 0, "bomb" = 90, "rad" = 0, "fire" = 25, "acid" = 25, "wound" = 40) flash_protect = 2 @@ -59,7 +59,7 @@ name = "yankee raider armor" desc = "A set of armor made from bulky plastic and rubber. A faded sports team logo is printed in various places. Go Desert Rats!" icon_state = "yankee" - item_state = "yankee" + inhand_icon_state = "yankee" /obj/item/clothing/suit/armor/medium/raider/yankee/Initialize() . = ..() @@ -70,7 +70,7 @@ name = "badlands raider armor" desc = "A leather top with a bandolier over it and a straps that cover the arms." icon_state = "badlands" - item_state = "badlands" + inhand_icon_state = "badlands" armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25) pocket_storage_component_path = /datum/component/storage/concrete/pockets/bulletbelt @@ -82,7 +82,7 @@ name = "painspike raider armor" desc = "A particularly unhuggable armor, even by raider standards. Extremely spiky." icon_state = "painspike" - item_state = "painspike" + inhand_icon_state = "painspike" armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25) /obj/item/clothing/suit/armor/light/raider/painspike/Initialize() @@ -93,7 +93,7 @@ name = "iconoclast raider armor" desc = "A rigid armor set that appears to be fashioned from a radiation suit, or a mining suit." icon_state = "iconoclast" - item_state = "iconoclast" + inhand_icon_state = "iconoclast" armor = list("melee" = 35, "bullet" = 35, "laser" = 35, "bio" = 0, "rad" = 60, "fire" = 25, "acid" = 25, "wound" = 35) /obj/item/clothing/suit/armor/medium/raider/iconoclast/Initialize() @@ -105,14 +105,14 @@ desc = "An old military-grade pre-war combat armor under a weathered duster. It appears to be fitted with metal plates to replace the crumbling ceramic." armor = list("melee" = 25, "bullet" = 50, "laser" = 25, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25) icon_state = "combatduster" - item_state = "combatduster" + inhand_icon_state = "combatduster" slowdown = 0.07 /obj/item/clothing/suit/armor/medium/raider/combatduster/patrolduster name = "Patrol Duster" desc = "What appears to be an NCR patrol ranger's armor under a green tinted duster. The armor itself looks much more well kept then the duster itself, said duster looking somewhat faded. On the back of the duster, is a symbol of a skull with an arrow piercing through the eye." icon_state = "patrolduster" - item_state = "patrolduster" + inhand_icon_state = "patrolduster" /obj/item/clothing/suit/armor/medium/raider/combatduster/Initialize() . = ..() @@ -131,7 +131,7 @@ name = "modified NCR armor" desc = "A modified detoriated armor kit consisting of NCR gear and scrap metal." icon_state = "ncrexile" - item_state = "ncrexile" + inhand_icon_state = "ncrexile" /obj/item/clothing/suit/armor/exile/ncrexile/Initialize() . = ..() @@ -142,7 +142,7 @@ desc = "A modified detoriated armor kit consisting of Legion gear and scrap metal." armor = list("melee" = 40, "bullet" = 30, "laser" = 35, "energy" = 20, "bomb" = 40, "bio" = 40, "rad" = 20, "fire" = 60, "acid" = 20) icon_state = "legexile" - item_state = "legexile" + inhand_icon_state = "legexile" /obj/item/clothing/suit/armor/exile/legexile/Initialize() . = ..() @@ -154,7 +154,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "exile_bos" - item_state = "exile_bos" + inhand_icon_state = "exile_bos" /obj/item/clothing/suit/armor/medium/combat/brotherhood/exile/Initialize() . = ..() @@ -164,7 +164,7 @@ name = "combat raider armor" desc = "An old military-grade pre-war combat armor. It appears to be fitted with metal plates to replace the crumbling ceramic." icon_state = "raider_combat" - item_state = "raider_combat" + inhand_icon_state = "raider_combat" armor = list("melee" = 40, "bullet" = 40 , "laser" = 40,"energy" = 25, "bomb" = 50, "bio" = 50, "rad" = 10, "fire" = 60, "acid" = 10) slowdown = 0.1 @@ -172,7 +172,7 @@ name = "metal raider armor" desc = "A suit of welded, fused metal plates. Looks bulky, with great protection." icon_state = "raider_metal" - item_state = "raider_metal" + inhand_icon_state = "raider_metal" armor = list("melee" = 55, "bullet" = 35, "laser" = 55, "energy" = 25, "bomb" = 45, "bio" = 30, "rad" = 15, "fire" = 60, "acid" = 0, "wound" = 40) resistance_flags = FIRE_PROOF slowdown = 0.25 @@ -187,7 +187,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "legrecruit" - item_state = "legarmor" + inhand_icon_state = "legarmor" body_parts_covered = CHEST|GROIN|ARMS|LEGS allowed = list(/obj/item/gun, /obj/item/melee/onehanded, /obj/item/throwing_star/spear, /obj/item/restraints/legcuffs/bola, /obj/item/twohanded, /obj/item/melee/powered, /obj/item/melee/smith, /obj/item/melee/smith/twohand) armor = list("melee" = 30, "bullet" = 30, "laser" = 10, "energy" = 10, "bomb" = 15, "bio" = 20, "rad" = 20, "fire" = 25, "acid" = 0, "wound" = 40) @@ -206,7 +206,7 @@ name = "legion recruit armor" desc = "Well, it's better than nothing." icon_state = "legion_recruit" - item_state = "legion_recruit" + inhand_icon_state = "legion_recruit" armor = list("melee" = 33, "bullet" = 25, "laser" = 5, "energy" = 10, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 25, "acid" = 0, "wound" = 40) slowdown = 0.04 @@ -219,7 +219,7 @@ name = "legion prime armor" desc = "Legion Primes have survived some skirmishes, and when promoted often recieve a set of armor, padded leather modeled on ancient baseball catcher uniforms and various plates of metal or boiled leather." icon_state = "legion_prime" - item_state = "legion_prime" + inhand_icon_state = "legion_prime" armor = list("melee" = 45, "bullet" = 30, "laser" = 10, "energy" = 10, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 25, "acid" = 0, "wound" = 40) /obj/item/clothing/suit/armor/legion/prime/decan @@ -231,14 +231,14 @@ name = "Legion Orator armor" desc = "The armor appears to be based off of a suit of Legion veteran armor, with the addition of bracers, a chainmail skirt, and large pauldrons. A tabard emblazoned with the bull is loosely draped over the torso." icon_state = "legion-orator" - item_state = "legion-orator" + inhand_icon_state = "legion-orator" armor = list("melee" = 50, "bullet" = 35, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 25, "acid" = 0) /obj/item/clothing/suit/armor/legion/prime/slavemaster name = "slavemaster armor" desc = "Issued to slave masters to keep them cool during long hours of watching the slaves work in the sun." icon_state = "legion-master" - item_state = "legion-master" + inhand_icon_state = "legion-master" /obj/item/clothing/suit/armor/legion/vet name = "legion veteran armor" @@ -246,7 +246,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "legion_veteran" - item_state = "legion_veteran" + inhand_icon_state = "legion_veteran" armor = list("melee" = 67, "bullet" = 37, "laser" = 25, "energy" = 15, "bomb" = 30, "bio" = 5, "rad" = 5, "fire" = 35, "acid" = 0, "wound" = 40) slowdown = 0.05 salvage_loot = list(/obj/item/stack/crafting/armor_plate = 4) // Slightly better armor @@ -257,7 +257,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "legion_heavy" - item_state = "legion_heavy" + inhand_icon_state = "legion_heavy" armor = list("melee" = 70, "bullet" = 50, "laser" = 25, "energy" = 15, "bomb" = 25, "bio" = 50, "rad" = 20, "fire" = 70, "acid" = 0, "wound" = 50) slowdown = 0.1 salvage_loot = list(/obj/item/stack/crafting/armor_plate = 5) @@ -268,7 +268,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "legion_explorer" - item_state = "legion_explorer" + inhand_icon_state = "legion_explorer" armor = list("melee" = 45, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 40, "bio" = 20, "rad" = 20, "fire" = 25, "acid" = 0, "wound" = 40) slowdown = 0.03 @@ -277,7 +277,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' desc = " Worn by Vexillarius, this armor has been reinforced with circular metal plates on the chest and a back mounted pole for the flag of the Bull, making the wearer easy to see at a distance." icon_state = "legion_vex" - item_state = "legion_vex" + inhand_icon_state = "legion_vex" armor = list("melee" = 70, "bullet" = 37, "laser" = 42, "energy" = 20, "bomb" = 25, "bio" = 20, "rad" = 20, "fire" = 25, "acid" = 0, "wound" = 40) slowdown = 0.12 @@ -285,7 +285,7 @@ name = "legion explorer armor" desc = "Explorer armor reinforced with metal plates and chainmail." icon_state = "legion-venator" - item_state = "legion-venator" + inhand_icon_state = "legion-venator" armor = list("melee" = 50, "bullet" = 35, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 25, "acid" = 0, "wound" = 40) salvage_loot = list(/obj/item/stack/crafting/armor_plate = 5) @@ -295,7 +295,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "legion_centurion" - item_state = "legion_centurion" + inhand_icon_state = "legion_centurion" armor = list("melee" = 70, "bullet" = 45, "laser" = 45, "energy" = 25, "bomb" = 45, "bio" = 20, "rad" = 20, "fire" = 45, "acid" = 45, "wound" = 55) slowdown = 0.1 salvage_loot = list(/obj/item/stack/crafting/armor_plate = 10) // Rest in pieces @@ -306,7 +306,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' // Inconsistent naming, clean all of the sprites and code up sometime desc = "A Centurion able to defeat a Brotherhood Paladin gets the honorific title 'Paladin-Slayer', and adds bits of the looted armor to his own." icon_state = "legion_palacent" - item_state = "legion_palacent" + inhand_icon_state = "legion_palacent" armor = list("melee" = 50, "bullet" = 50, "laser" = 70, "energy" = 35, "bomb" = 35, "bio" = 20, "rad" = 20, "fire" = 25, "acid" = 0, "wound" = 75) slowdown = 0.3 @@ -317,7 +317,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' desc = "Centurions who have led many patrols and ambushes against NCR Rangers have a distinct look from the many looted pieces of Ranger armor, and are often experienced in skirmishing." icon_state = "legion_rangercent" - item_state = "legion_rangercent" + inhand_icon_state = "legion_rangercent" armor = list("melee" = 40, "bullet" = 50, "laser" = 35, "energy" = 25, "bomb" = 35, "bio" = 60, "rad" = 20, "fire" = 80, "acid" = 0, "wound" = 55) slowdown = 0.08 @@ -327,7 +327,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "legion_legate" - item_state = "legion_legate" + inhand_icon_state = "legion_legate" body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS armor = list("melee" = 60, "bullet" = 60, "laser" = 40, "energy" = 35, "bomb" = 45, "bio" = 60, "rad" = 20, "fire" = 80, "acid" = 0) salvage_loot = list(/obj/item/stack/crafting/armor_plate = 15) // Wouldn't it be hilarious if we just tore apart Legate's armor? @@ -338,7 +338,7 @@ icon = 'icons/fallout/clothing/armored_medium.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' icon_state = "legion_combat" - item_state = "legion_combat" + inhand_icon_state = "legion_combat" /obj/item/clothing/suit/armor/medium/combat/mk2/legion name = "reinforced Legion combat armor" @@ -346,7 +346,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_medium.dmi' desc = "Pre-war military style armor, a full set with bracers and reinforcements. Modified and repainted to declare the user a fighter for Caesar's Legion." icon_state = "legion_combat2" - item_state = "legion_combat2" + inhand_icon_state = "legion_combat2" /obj/item/clothing/suit/armor/outfit/slavelabor name = "old leather strips" @@ -354,7 +354,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "legion_slaveleather" - item_state = "legion_slaveleather" + inhand_icon_state = "legion_slaveleather" allowed = list(/obj/item/hatchet, /obj/item/scythe, /obj/item/cultivator, /obj/item/shovel) armor = list("melee" = 20, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 20, "fire" = 20, "acid" = 0) @@ -365,7 +365,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "legion-explorercustom" - item_state = "legion-explorercustom" + inhand_icon_state = "legion-explorercustom" armor = list("melee" = 45, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 40, "bio" = 20, "rad" = 20, "fire" = 25, "acid" = 0, "wound" = 40) slowdown = 0.03 /* @@ -378,7 +378,7 @@ name = "Champion of Kanab's Armor" desc = "(VI) The armor of the Champion and Conqueror of the city in Utah named Kanab. The armor is made up of pieces of Power Armor and pre-war Riot Gear, the shin guards are spraypainted a dark crimson and the Power Armour pauldron has a red trim. The symbol of a Pheonix is carefully engraved and painted upon the chest piece... I wonder what it means.." icon_state = "palacent_excess" - item_state = "palacent_excess" + inhand_icon_state = "palacent_excess" */ //NCR @@ -386,7 +386,7 @@ name = "utility vest" desc = "A practical vest with pockets for tools and such." icon_state = "vest_utility" - item_state = "vest_utility" + inhand_icon_state = "vest_utility" icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 15, "bio" = 10, "rad" = 20, "fire" = 30, "acid" = 0, "wound" = 30) @@ -413,7 +413,7 @@ name = "NCR patrol vest" desc = "A standard issue NCR Infantry vest." icon_state = "ncr_infantry_vest" - item_state = "ncr_infantry_vest" + inhand_icon_state = "ncr_infantry_vest" body_parts_covered = CHEST|GROIN|ARMS|LEGS armor = list("melee" = 25, "bullet" = 42, "laser" = 40, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) slowdown = 0.1 @@ -431,13 +431,13 @@ name = "NCR mantle vest" desc = "A standard issue NCR Infantry vest with a mantle on the shoulder." icon_state = "ncr_standard_mantle" - item_state = "ncr_standard_mantle" + inhand_icon_state = "ncr_standard_mantle" /obj/item/clothing/suit/armor/ncrarmor/reserve name = "reserve NCR patrol vest" desc = "A standard issue NCR Infantry vest." icon_state = "ncr_infantry_vest" - item_state = "ncr_infantry_vest" + inhand_icon_state = "ncr_infantry_vest" body_parts_covered = CHEST|GROIN|ARMS|LEGS armor = list("melee" = 20, "bullet" = 30, "laser" = 10, "energy" = 20, "bomb" = 30, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) @@ -445,14 +445,14 @@ name = "NCR flak vest" desc = "A standard issue NCR Infantry vest reinforced with a thin kelvar sheet." icon_state = "ncr_kelvar_vest" - item_state = "ncr_kelvar_vest" + inhand_icon_state = "ncr_kelvar_vest" armor = list("melee" = 20, "bullet" = 30, "laser" = 10, "energy" = 20, "bomb" = 30, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) /obj/item/clothing/suit/armor/ncrarmor/reinforced name = "NCR reinforced patrol vest" desc = "A standard issue NCR Infantry vest reinforced with a groinpad." icon_state = "ncr_reinforced_vest" - item_state = "ncr_reinforced_vest" + inhand_icon_state = "ncr_reinforced_vest" armor = list("melee" = 25, "bullet" = 44, "laser" = 40, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) slowdown = 0.12 salvage_loot = list(/obj/item/stack/crafting/armor_plate = 3) @@ -479,7 +479,7 @@ name = "NCR medical labcoat" desc = "An armored labcoat typically issued to NCR Medical Officers. It's a standard white labcoat with the Medical Officer's name stitched into the breast and a two headed bear sewn into the shoulder." icon_state = "ncr_labcoat" - item_state = "ncr_labcoat" + inhand_icon_state = "ncr_labcoat" armor = list("melee" = 15, "bullet" = 50, "laser" = 40, "energy" = 20, "bomb" = 50, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 55) allowed = list(/obj/item/gun, /obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/soap, /obj/item/sensor_device, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) salvage_loot = list() // It's a labcoat @@ -488,7 +488,7 @@ name = "NCR officer vest" desc = "A reinforced set of NCR mantle armour, with added padding on the groin, neck and shoulders. Intended for use by the officer class." icon_state = "ncr_lt_armour" - item_state = "ncr_lt_armour" + inhand_icon_state = "ncr_lt_armour" armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 20, "bomb" = 50, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 50) pocket_storage_component_path = /datum/component/storage/concrete/pockets/treasurer @@ -496,7 +496,7 @@ name = "NCR officer vest" desc = "A special issue NCR officer's armour with an added thick overcoat for protection from the elements." icon_state = "ncr_officer_coat" - item_state = "ncr_officer_coat" + inhand_icon_state = "ncr_officer_coat" armor = list("melee" = 25, "bullet" = 50, "laser" = 45, "energy" = 20, "bomb" = 50, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 55) salvage_loot = list(/obj/item/stack/crafting/armor_plate = 5) @@ -504,7 +504,7 @@ name = "NCR reinforced officer vest" desc = "A heavily reinforced set of NCR mantle armour, with large ceramic plating fitted to cover the torso and back, with additional plating on the shoulders and arms. Intended for use by high ranking officers." icon_state = "ncr_captain_armour" - item_state = "ncr_captain_armour" + inhand_icon_state = "ncr_captain_armour" armor = list("melee" = 25, "bullet" = 50, "laser" = 45, "energy" = 20, "bomb" = 50, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) pocket_storage_component_path = /datum/component/storage/concrete/pockets/treasurer salvage_loot = list(/obj/item/stack/crafting/armor_plate = 10) // Le captain @@ -513,28 +513,28 @@ name = "NCR dress jacket" desc = "A brown dress uniform jacket intended for enlisted NCRA personnel." icon_state = "ncr_dressjack" - item_state = "ncr_dressjack" + inhand_icon_state = "ncr_dressjack" armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 30) /obj/item/clothing/suit/armor/ncrarmor/ncr_codressjack name = "NCR dress jacket" desc = "A brown dress uniform jacket for commissioned NCRA personnel." icon_state = "ncr_codressjack" - item_state = "ncr_codressjack" + inhand_icon_state = "ncr_codressjack" armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 30) /obj/item/clothing/suit/armor/medium/combat/desert_ranger/mutant name = "NCR mutant armor" desc = "Multiple sets of NCR patrol vests that have been fused, stitched and welded together in order to fit the frame of a Super Mutant." icon_state = "mutie_ncr" - item_state = "mutie_ncr" + inhand_icon_state = "mutie_ncr" //NCR Ranger /obj/item/clothing/suit/toggle/armor/rangerrecon name = "ranger recon duster" desc = "A thicker than average duster worn by NCR recon rangers out in the field. It's not heavily armored by any means, but is easy to move around in and provides excellent protection from the harsh desert environment." icon_state = "duster_recon" - item_state = "duster_recon" + inhand_icon_state = "duster_recon" armor = list("melee" = 35, "bullet" = 45, "laser" = 25, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) slowdown = 0.05 salvage_loot = list(/obj/item/stack/crafting/armor_plate = 4) @@ -547,7 +547,7 @@ name = "ranger vest" desc = "A quaint little jacket and scarf worn by NCR trail rangers." icon_state = "cowboyrang" - item_state = "cowboyrang" + inhand_icon_state = "cowboyrang" armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) slowdown = 0.01 salvage_loot = list(/obj/item/stack/crafting/armor_plate = 4) @@ -560,7 +560,7 @@ name = "subdued ranger vest" desc = "A quaint little jacket and scarf worn by NCR trail rangers. This one has the leather bleached and the scarf dyed black." icon_state = "modif_r_vest" - item_state = "modif_r_vest" + inhand_icon_state = "modif_r_vest" armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0) slowdown = 0.05 salvage_loot = list(/obj/item/stack/crafting/armor_plate = 4) @@ -573,7 +573,7 @@ name = "ranger patrol armor" desc = "A set of standard issue ranger patrol armor that provides defense similar to a suit of pre-war combat armor. It's got NCR markings, making it clear who it was made by." icon_state = "ncr_patrol" - item_state = "ncr_patrol" + inhand_icon_state = "ncr_patrol" armor = list("melee" = 30, "bullet" = 45, "laser" = 40, "energy" = 20, "bomb" = 55, "bio" = 60, "rad" = 15, "fire" = 60, "acid" = 30, "wound" = 40) /obj/item/clothing/suit/armor/medium/combat/desert_ranger/patrol/Initialize() @@ -584,19 +584,19 @@ name = "mutant ranger armor" desc = "A set of standard issue ranger patrol armor that provides defense similar to a suit of pre-war combat armor. It's got NCR markings, making it clear who it was made by." icon_state = "mutie_ranger_armour" - item_state = "mutie_ranger_armour" + inhand_icon_state = "mutie_ranger_armour" /obj/item/clothing/suit/armor/medium/combat/desert_ranger/patrol/thax name = "modified patrol armor" desc = "A customized and moderately-worn suit of patrol ranger armor. A sun-worn thick olive duster is worn over the armor." icon_state = "thaxarmor" - item_state = "thaxarmor" + inhand_icon_state = "thaxarmor" /obj/item/clothing/suit/armor/rangercombat name = "veteran ranger combat armor" desc = "The NCR veteran ranger combat armor, or black armor consists of a pre-war L.A.P.D. riot suit under a duster with rodeo jeans. Considered one of the most prestigious suits of armor to earn and wear while in service of the NCR Rangers." icon_state = "ranger" - item_state = "ranger" + inhand_icon_state = "ranger" body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS slowdown = 0.01 armor = list("melee" = 40, "bullet" = 50, "laser" = 40, "energy" = 15, "bomb" = 55, "bio" = 60, "rad" = 60, "fire" = 90, "acid" = 20, "wound" = 55) @@ -609,7 +609,7 @@ /obj/item/clothing/suit/armor/outfit/jacket/ncrcfjacket name = "NCRCF jacket" icon_state = "ncrcfjacket" - item_state = "ncrcfjacket" + inhand_icon_state = "ncrcfjacket" desc = "A cheap, standard issue teal canvas jacket issued to poor suckers who find themselves at the butt-end of the NCR's judiciary system." //Brotherhood of Steel (PA in f13armor.dm) @@ -618,7 +618,7 @@ name = "brotherhood head scribe robe" desc = " A red cloth robe with gold trimmings, worn eclusively by the Head Scribe of a chapter." icon_state = "headscribe" - item_state = "headscribe" + inhand_icon_state = "headscribe" body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS armor = list("melee" = 10, "bullet" = 35, "laser" = 35, "energy" = 40, "bomb" = 36, "bio" = 50, "rad" = 69, "fire" = 10, "acid" = 70, "wound" = 30) @@ -626,7 +626,7 @@ name = "Brotherhood Scribe's robe" desc = "A red cloth robe worn by the Brotherhood of Steel Scribes." icon_state = "scribe" - item_state = "scribe" + inhand_icon_state = "scribe" body_parts_covered = CHEST|ARMS|LEGS armor = list("melee" = 10, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 16, "bio" = 100, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 30) @@ -634,7 +634,7 @@ name = "Brotherhood Senior Scribe's robe" desc = "A red cloth robe with silver gildings worn by the Brotherhood of Steel Senior Scribes." icon_state = "seniorscribe" - item_state = "seniorscribe" + inhand_icon_state = "seniorscribe" body_parts_covered = CHEST|ARMS|LEGS armor = list("melee" = 10, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 16, "bio" = 100, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 30) @@ -642,7 +642,7 @@ name = "Brotherhood Elder's robe" desc = "A blue cloth robe with some scarlet red parts, traditionally worn by the Brotherhood of Steel Elder." icon_state = "elder" - item_state = "elder" + inhand_icon_state = "elder" body_parts_covered = CHEST|ARMS|LEGS armor = list("melee" = 20, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 30) allowed = list(/obj/item/gun) @@ -651,35 +651,35 @@ name = "brotherhood armor" desc = "A combat armor set made by the Brotherhood of Steel, standard issue for all Knights. It bears a red stripe." icon_state = "brotherhood_armor_knight" - item_state = "brotherhood_armor_knight" + inhand_icon_state = "brotherhood_armor_knight" armor = list("melee" = 45, "bullet" = 45, "laser" = 45, "energy" = 40, "bomb" = 50, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 50) /obj/item/clothing/suit/armor/medium/combat/brotherhood/senior name = "brotherhood senior knight armor" desc = "A renforced combat armor set made by the Brotherhood of Steel, standard issue for all Senior Knights. It bears a silver stripe." icon_state = "brotherhood_armor_senior" - item_state = "brotherhood_armor_senior" + inhand_icon_state = "brotherhood_armor_senior" armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 50, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 50) /obj/item/clothing/suit/armor/medium/combat/brotherhood/captain name = "brotherhood head knight armor" desc = "A renforced combat armor set made by the Brotherhood of Steel, standard issue for all Head Knights. It bears golden embroidery." icon_state = "brotherhood_armor_captain" - item_state = "brotherhood_armor_captain" + inhand_icon_state = "brotherhood_armor_captain" armor = list("melee" = 55, "bullet" = 55, "laser" = 55, "energy" = 60, "bomb" = 50, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 50) /obj/item/clothing/suit/armor/medium/combat/brotherhood/initiate name = "initiate armor" desc = "An old degraded pre war combat armor, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_armor" - item_state = "brotherhood_armor" + inhand_icon_state = "brotherhood_armor" slowdown = 0.13 /obj/item/clothing/suit/armor/medium/combat/brotherhood/initiate/mk2 name = "reinforced knight armor" desc = "A reinforced set of bracers, greaves, and torso plating of prewar design This one is kitted with additional plates and, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_armor_mk2" - item_state = "brotherhood_armor_mk2" + inhand_icon_state = "brotherhood_armor_mk2" armor = list("melee" = 45, "bullet" = 45, "laser" = 45, "energy" = 40, "bomb" = 50, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 50) slowdown = 0.13 @@ -687,14 +687,14 @@ name = "brotherhood armor" //unused? desc = "A superior combat armor set made by the Brotherhood of Steel, bearing a series of red markings." icon_state = "brotherhood_armor_outcast" - item_state = "brotherhood_armor_outcast" + inhand_icon_state = "brotherhood_armor_outcast" //Oasis/Town /obj/item/clothing/suit/armor/light/duster/town name = "town trenchcoat" desc = "A non-descript black trenchcoat." icon_state = "towntrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" body_parts_covered = CHEST|GROIN|LEGS|ARMS armor = list("melee" = 33, "bullet" = 25, "laser" = 33, "energy" = 25, "bomb" = 20, "bio" = 40, "rad" = 40, "fire" = 50, "acid" = 10, "wound" = 40) slowdown = 0.025 // zoom zoom @@ -719,7 +719,7 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" armor = list("melee" = 45, "bullet" = 65, "laser" = 45, "energy" = 35, "bomb" = 40, "bio" = 40, "rad" = 40, "fire" = 50, "acid" = 10, "wound" = 55) pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/holdout slowdown = 0.1 //CA statline @@ -741,14 +741,14 @@ pocket_storage_component_path = /datum/component/storage/concrete/pockets armor = list("melee" = 15, "bullet" = 45, "laser" = 15, "energy" = 30, "bomb" = 40, "bio" = 40, "rad" = 40, "fire" = 50, "acid" = 10, "wound" = 50) icon_state = "blueshift" - item_state = "blueshift" + inhand_icon_state = "blueshift" slowdown = 0.02 /obj/item/clothing/suit/armor/medium/vest/breastplate/oasis name = "heavy steel breastplate" desc = "a steel breastplate, inspired by a pre-war design. Looks like oasis citizens added an additional layer of metal on the front face." icon_state = "steel_bib" - item_state = "steel_bib" + inhand_icon_state = "steel_bib" armor = list( "melee" = 30, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 20, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 45) slowdown = 0.1 strip_delay = 5 @@ -758,7 +758,7 @@ name = "khan armored jacket" desc = "The symbol of the greatest pushers." icon_state = "khan_jacket" - item_state = "khan_jacket" + inhand_icon_state = "khan_jacket" armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 30, "bio" = 40, "rad" = 40, "fire" = 50, "acid" = 10, "wound" = 37) slowdown = 0.05 pocket_storage_component_path = /datum/component/storage/concrete/pockets @@ -772,7 +772,7 @@ name = "light tribal cloak" desc = "Light cloak armor, made of gecko skins and minor metal plating to protect against light weaponry, a favorite amongst scouts of the tribe." icon_state = "lightcloak" - item_state = "lightcloak" + inhand_icon_state = "lightcloak" body_parts_covered = CHEST|GROIN|ARMS|LEGS slowdown = 0.05 pocket_storage_component_path = /datum/component/storage/concrete/pockets/small @@ -781,21 +781,21 @@ name = "tribal combat armor" desc = "An old military grade pre war combat armor, now decorated with sinew and the bones of the hunted for its new wearer." icon_state = "tribecombatarmor" - item_state = "tribecombatarmor" + inhand_icon_state = "tribecombatarmor" body_parts_covered = CHEST|GROIN|ARMS|LEGS /obj/item/clothing/suit/armor/medium/combat/mk2/tribal name = "tribal reinforced combat armor" desc = "An old military grade pre-war reinforced combat armor, now decorated with sinew and the bones of the hunted for its new wearer." icon_state = "tribecombatarmor" - item_state = "tribecombatarmor" + inhand_icon_state = "tribecombatarmor" body_parts_covered = CHEST|GROIN|ARMS|LEGS /obj/item/clothing/suit/armor/light/tribal/strips name = "light tribal armor" desc = "Light armor made of leather stips and a large, flat piece of turquoise. Armor commonplace among the Wayfinders." icon_state = "tribal_armor" - item_state = "tribal_armor" + inhand_icon_state = "tribal_armor" body_parts_covered = CHEST|GROIN|ARMS armor = list("melee" = 35, "bullet" = 35, "laser" = 35, "energy" = 25, "bomb" = 25, "bio" = 70, "rad" = 65, "fire" = 80, "acid" = 100, "wound" = 50) slowdown = 0.04 @@ -806,7 +806,7 @@ icon = 'icons/fallout/clothing/armored_heavy.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_heavy.dmi' icon_state = "tribal_heavy" - item_state = "tribal_heavy" + inhand_icon_state = "tribal_heavy" armor = list("melee" = 40, "bullet" = 40, "laser" = 35, "energy" = 30, "bomb" = 55, "bio" = 60, "rad" = 15, "fire" = 60, "acid" = 30, "wound" = 50) slowdown = 0.10 @@ -814,7 +814,7 @@ name = "light tribal cloak" desc = "Light cloak armor, made of gecko skins and minor metal plating to protect against light weaponry, a favorite amongst scouts of the tribe." icon_state = "lightcloak" - item_state = "lightcloak" + inhand_icon_state = "lightcloak" body_parts_covered = CHEST|GROIN|ARMS|LEGS armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 25, "bomb" = 25, "bio" = 70, "rad" = 65, "fire" = 80, "acid" = 100, "wound" = 50) slowdown = 0.025 @@ -823,7 +823,7 @@ name = "tribal salvaged t45-b" desc = "A set of salvaged power armor, with certain bits of plating stripped out to retain more freedom of movement. No cooling module, though." icon_state = "tribal_power_armor" - item_state = "tribal_power_armor" + inhand_icon_state = "tribal_power_armor" body_parts_covered = CHEST|GROIN|ARMS|LEGS armor = list("melee" = 65, "bullet" = 65, "laser" = 65, "energy" = 20, "bomb" = 50, "bio" = 60, "rad" = 50, "fire" = 80, "acid" = 0, "wound" = 65) slowdown = 0.3 @@ -838,7 +838,7 @@ name = "VTCC riot armour" desc = "(VII) A suit of riot armour adapted from the design of the pre-war U.S.M.C. armour, painted blue and white." icon_state = "vtcc_riot_gear" - item_state = "vtcc_riot_gear" + inhand_icon_state = "vtcc_riot_gear" armor = list("tier" = 7, "energy" = 35, "bomb" = 35, "bio" = 40, "rad" = 10, "fire" = 60, "acid" = 10) //Old World Law Enforcement @@ -850,7 +850,7 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_officer" - item_state = "police_officer" + inhand_icon_state = "police_officer" armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 20, "bio" = 5, "rad" = 0, "fire" = 15, "acid" = 5, "wound" = 30) /obj/item/clothing/suit/armor/outfit/jacket/police/lieutenant @@ -859,7 +859,7 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_lieutenant" - item_state = "police_lieutenant" + inhand_icon_state = "police_lieutenant" armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 20, "bio" = 5, "rad" = 0, "fire" = 15, "acid" = 5, "wound" = 30) /obj/item/clothing/suit/armor/outfit/jacket/police/chief @@ -868,7 +868,7 @@ icon = 'icons/fallout/clothing/suits_cosmetic.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_cosmetic.dmi' icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 20, "bio" = 5, "rad" = 0, "fire" = 15, "acid" = 5, "wound" = 30) @@ -878,7 +878,7 @@ name = "old United States Marine Corp Armor" desc = "An advanced model of combat armor worn by marines aboard the USS Democracy, second only to power armor in protection used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen." icon_state = "enclave_marine" - item_state = "enclave_marine" + inhand_icon_state = "enclave_marine" body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS armor = list("melee" = 50, "bullet" = 50, "laser" = 40, "energy" = 25, "bomb" = 55, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 50) slowdown = 0.1 @@ -892,7 +892,7 @@ name = "old United States Marine Corp riot suit" desc = "A pre-war riot suit helmet used by the USCM For various tasks and operations, it's handled the nuclear wasteland somewhat better than the rest of the armors you've seen." icon_state = "usmc_riot_gear" - item_state = "usmc_riot_gear" + inhand_icon_state = "usmc_riot_gear" body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS armor = list("melee" = 50, "bullet" = 50, "laser" = 40, "energy" = 22, "bomb" = 55, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 50) @@ -904,7 +904,7 @@ name = "enclave officer trenchcoat" desc = "Premium prewar military armor worn under a coat for Enclave officers." icon_state = "armor_enclave_officer" - item_state = "armor_enclave_officer" + inhand_icon_state = "armor_enclave_officer" body_parts_covered = CHEST|GROIN|ARMS|LEGS armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 22, "bomb" = 55, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 55) @@ -916,7 +916,7 @@ name = "enclave envirosuit" desc = "An advanced white and airtight environmental suit. It seems to be equipped with a fire-resistant seal and a refitted internals system. This one looks to have been developed by the Enclave sometime after the Great War. You'd usually exclusively see this on scientists of the Enclave." icon_state = "envirosuit" - item_state = "envirosuit" + inhand_icon_state = "envirosuit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.9 permeability_coefficient = 0.5 @@ -932,7 +932,7 @@ name = "remnant combat armor" desc = "A dark armor, used commonly in espionage or shadow ops." icon_state = "remnant" - item_state = "remnant" + inhand_icon_state = "remnant" armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 22, "bomb" = 55, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 55) @@ -944,14 +944,14 @@ name = "embroidered trenchcoat" desc = "A custom armored trench coat with extra-length and a raised collar. There's a flower embroidered onto the back, although the color is a little faded." icon_state = "towntrench_special" - item_state = "towntrench_special" + inhand_icon_state = "towntrench_special" armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 40, "bomb" = 55, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 55) /obj/item/clothing/suit/armor/heavy/riot/elite name = "elite riot gear" desc = "A heavily reinforced set of military grade armor, commonly seen in the Divide now repurposed and reissued to Chief Rangers." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 40, "bomb" = 55, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 55) icon = 'icons/obj/clothing/suits.dmi' @@ -959,7 +959,7 @@ name = "desert ranger combat armor" desc = "This is the original armor the NCR Ranger Combat armor was based off of. An awe inspiring suit of armor used by the legendary Desert Rangers." icon_state = "desert_ranger" - item_state = "desert_ranger" + inhand_icon_state = "desert_ranger" //NCR @@ -967,7 +967,7 @@ name = "chest gear harness" desc = "a handmade tactical rig. The actual rig is made of a black, fiberous cloth, being attached to a dusty desert-colored belt. A flask and two ammo pouches hang from the belt." icon_state = "r_gear_rig" - item_state = "r_gear_rig" + inhand_icon_state = "r_gear_rig" armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) slowdown = 0.05 pocket_storage_component_path = /datum/component/storage/concrete/pockets/bulletbelt/ncr @@ -976,14 +976,14 @@ name = "ranger scout armor" desc = "A refurbished set of NCRA 3rd Scouts armor, now with heavier plating together with arm and leg guards. A two-headed bear has been painted on its chest." icon_state = "refurb_scout" - item_state = "refurb_scout" + inhand_icon_state = "refurb_scout" armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) /obj/item/clothing/suit/armor/ncrarmor/scout name = "NCR 3rd Scout combat armor" desc = "A specialized variant of combat armor issued to members of the 3rd Scout Battalion." icon_state = "scoutarmor" - item_state = "scoutarmor" + inhand_icon_state = "scoutarmor" slowdown = 0.01 /obj/item/clothing/suit/armor/ncrarmor/scout/veteran @@ -994,7 +994,7 @@ /obj/item/clothing/suit/armor/ncrarmor/scout/officer name = " NCR 3rd Scout officer combat armor" icon_state = "scout_armor_lt" - item_state = "scout_armor_lt" + inhand_icon_state = "scout_armor_lt" desc = "A specialized variant of combat armor issued to officers of the 3rd Scout Battalion." armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) @@ -1002,13 +1002,13 @@ name = "NCR combat armor" desc = "An old military grade pre war combat armor and, repainted to the colour scheme of the New California Republic." icon_state = "ncr_armor" - item_state = "ncr_armor" + inhand_icon_state = "ncr_armor" /o/obj/item/clothing/suit/armor/medium/combat/mk2/desert_ranger name = "reinforced NCR combat armor" desc = "A reinforced set of bracers, greaves, and torso plating of prewar design. This one is kitted with additional plates and, repainted to the colour scheme of the New California Republic." icon_state = "ncr_armor_mk2" - item_state = "ncr_armor_mk2" + inhand_icon_state = "ncr_armor_mk2" //Enclave/Remnants @@ -1017,6 +1017,6 @@ name = "enclave combat armor" desc = "An old set of pre-war combat armor, painted black." icon_state = "enclave_new" - item_state = "enclave_new" + inhand_icon_state = "enclave_new" armor = list("melee" = 45, "bullet" = 45, "laser" = 45, "energy" = 20, "bomb" = 50, "bio" = 60, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 50) */ diff --git a/code/modules/clothing/suits/f13suits.dm b/code/modules/clothing/suits/f13suits.dm index 242854723a..ab02872abe 100644 --- a/code/modules/clothing/suits/f13suits.dm +++ b/code/modules/clothing/suits/f13suits.dm @@ -49,7 +49,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "overalls_farmer" - item_state = "overalls_farmer" + inhand_icon_state = "overalls_farmer" armor = list("melee" = 15, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) allowed = list(/obj/item/hatchet, /obj/item/scythe, /obj/item/cultivator, /obj/item/shovel) @@ -57,7 +57,7 @@ name = "tan vest" desc = "It's a vest made of tanned leather." icon_state = "tanleather" - item_state = "det_suit" + inhand_icon_state = "det_suit" body_parts_covered = CHEST|GROIN|LEGS armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) @@ -65,14 +65,14 @@ name = "captain's coat" desc = "Battlecruiser operational!" icon_state = "battlecruiser" - item_state = "hostrench" + inhand_icon_state = "hostrench" armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/suit/armor/outfit/vest/cowboy //Originally cowboy stuff by Nienhaus name = "brown vest" desc = "A brown vest, typically worn by wannabe cowboys and prospectors. It has a few pockets for tiny items." icon_state = "cowboybvest" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) body_parts_covered = CHEST|GROIN|LEGS @@ -80,7 +80,7 @@ name = "bartenders vest" desc = "A grey vest, adorned with bartenders arm cuffs, a classic western look." icon_state = "westender" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) pocket_storage_component_path = /datum/component/storage/concrete/pockets/service @@ -88,7 +88,7 @@ name = "grey vest" desc = "A grey vest, typically worn by wannabe cowboys and prospectors. It has a few pockets for tiny items." icon_state = "cowboygvest" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" body_parts_covered = CHEST|GROIN|LEGS armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) @@ -96,7 +96,7 @@ name = "ghost sheet" desc = "The hands float by themselves, so it's extra spooky." icon_state = "ghost_sheet" - item_state = "ghost_sheet" + inhand_icon_state = "ghost_sheet" throwforce = 0 throw_speed = 1 throw_range = 2 @@ -108,19 +108,19 @@ name = "tan robe" desc = "Only a monk would find this robe nice and comfortable." icon_state = "robe_liz" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" /obj/item/clothing/suit/armor/outfit/jacket/mantle name = "hide mantle" desc = " A rather grisly selection of cured hides and skin, sewn together to form a ragged mantle." icon_state = "mantle_liz" - item_state = "det_suit" + inhand_icon_state = "det_suit" /obj/item/clothing/suit/armor/outfit/jacket/mfp //Mad Max 1 1979 babe! name = "MFP jacket" desc = "A Main Force Patrol leather jacket.
Offbeat." icon_state = "mfp" - item_state = "hostrench" + inhand_icon_state = "hostrench" armor = list("melee" = 25, "bullet" = 20, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/suit/armor/outfit/jacket/mfp/raider @@ -133,7 +133,7 @@ name = "lonesome duster" desc = "A blue leather coat with the number 21 on the back.
If war doesn't change, men must change, and so must their symbols.
Even if there is nothing at all, know what you follow." icon_state = "courier" - item_state = "suit-command" + inhand_icon_state = "suit-command" armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) pocket_storage_component_path = /datum/component/storage/concrete/pockets/small @@ -141,14 +141,14 @@ name = "merc veteran coat" desc = " A blue leather coat adorned with war medals.
This type of outfit is common for professional mercenaries and bounty hunters." icon_state = "veteran" - item_state = "suit-command" + inhand_icon_state = "suit-command" armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/suit/armor/light/duster name = "duster" desc = "A long brown leather overcoat.
A powerful accessory of fearsome bounty hunter." icon_state = "duster" - item_state = "det_suit" + inhand_icon_state = "det_suit" armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS @@ -156,7 +156,7 @@ name = "sheriff duster" desc = "A long brown leather overcoat.
A powerful accessory of a respectful sheriff, bringer of justice." icon_state = "sheriff" - item_state = "det_suit" + inhand_icon_state = "det_suit" armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS pocket_storage_component_path = /datum/component/storage/concrete/pockets/small @@ -165,7 +165,7 @@ name = "bankers tailcoat" desc = " A long black jacket, finely crafted black leather and smooth finishings make this an extremely fancy piece of rich-mans apparel." icon_state = "banker" - item_state = "banker" + inhand_icon_state = "banker" armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS @@ -173,7 +173,7 @@ name = "tan trenchcoat" desc = "A heavy-duty tan trenchcoat typically worn by pre-War generals." icon_state = "autumn" - item_state = "autumn" + inhand_icon_state = "autumn" body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS armor = list("melee" = 30, "bullet" = 30, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) pocket_storage_component_path = /datum/component/storage/concrete/pockets @@ -183,7 +183,7 @@ name = "hubologist robe" desc = "A black robe worn by Adepts of Hubology Studies.
Beware - the spirits of the dead are all around us!" icon_state = "hubologist" - item_state = "wcoat" + inhand_icon_state = "wcoat" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) @@ -191,14 +191,14 @@ name = "sexy maid outfit" desc = "A maid outfit that shows just a little more skin than needed for cleaning duties." icon_state = "sexymaid_s" - item_state = "sexymaid_s" + inhand_icon_state = "sexymaid_s" body_parts_covered = CHEST /obj/item/clothing/suit/armor/outfit/overalls/blacksmith name = "blacksmith apron" desc = "A heavy leather apron designed for protecting the user when metalforging." icon_state = "opifex_apron" - item_state = "opifex_apron" + inhand_icon_state = "opifex_apron" blood_overlay_type = "armor" allowed = list(/obj/item/crowbar, /obj/item/screwdriver, @@ -227,7 +227,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "hazmat" - item_state = "hazmat" + inhand_icon_state = "hazmat" armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 25, "bomb" = 16, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0) /obj/item/clothing/head/bio_hood/hazmat @@ -235,7 +235,7 @@ desc = "My star, my perfect silence." icon = 'icons/fallout/clothing/hats.dmi' icon_state = "hazmat" - item_state = "hazmat_helmet" + inhand_icon_state = "hazmat_helmet" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR armor = list("melee" = 29, "bullet" = 10, "laser" = 30, "energy" = 25, "bomb" = 16, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0) @@ -244,20 +244,20 @@ name = "first responder jacket" desc = "A high-visibility jacket worn by medical first responders." icon_state = "fr_jacket" - item_state = "fr_jacket" + inhand_icon_state = "fr_jacket" /obj/item/clothing/suit/toggle/labcoat/warriors name = "warriors jacket" desc = "A red leather jacket, with the word \"Warriors\" sewn above the white wings on the back." icon_state = "warriors" - item_state = "owl" + inhand_icon_state = "owl" armor = list("melee" = 25, "bullet" = 10, "laser" = 30, "energy" = 25, "bomb" = 16, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0) /obj/item/clothing/suit/toggle/labcoat/wanderer name = "wanderer jacket" desc = "A zipped-up hoodie made of tanned leather." icon_state = "wanderer" - item_state = "owl" + inhand_icon_state = "owl" armor = list("melee" = 25, "bullet" = 10, "laser" = 30, "energy" = 25, "bomb" = 16, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) @@ -272,7 +272,7 @@ icon = 'icons/fallout/clothing/khans.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/khaans.dmi' icon_state = "khan_jacket" - item_state = "khan_jacket" + inhand_icon_state = "khan_jacket" body_parts_covered = CHEST|GROIN|ARMS|LEGS|HANDS|FEET armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 20, "bomb" = 30, "bio" = 10, "rad" = 10, "fire" = 10, "acid" = 0, "wound" = 30) slowdown = 0.05 @@ -287,7 +287,7 @@ name = "Great Khan armored jacket" desc = "A black leather jacket with ballistic plates and a big Great Khan logo on the back. Some prefer to wear a leather vest (alt-click)." icon_state = "khan_jacket_armored" - item_state = "khan_jacket_armored" + inhand_icon_state = "khan_jacket_armored" body_parts_covered = CHEST|GROIN|ARMS|LEGS|HANDS|FEET armor = list("melee" = 37, "bullet" = 37, "laser" = 40, "energy" = 25, "bomb" = 30, "bio" = 10, "rad" = 10, "fire" = 10, "acid" = 0, "wound" = 30) slowdown = 0.08 @@ -302,7 +302,7 @@ name = "Great Khan battle coat" desc = "Heavy leather coat lined with a patchwork of metal plates on the inside. On the back the symbol of the Great Khans is displayed proudly." icon_state = "khan_heavy" - item_state = "khan_heavy" + inhand_icon_state = "khan_heavy" body_parts_covered = CHEST|GROIN|ARMS|LEGS|HANDS|FEET armor = list("melee" = 40, "bullet" = 40, "laser" = 47, "energy" = 25, "bomb" = 35, "bio" = 10, "rad" = 10, "fire" = 10, "acid" = 0, "wound" = 40) pocket_storage_component_path = /datum/component/storage/concrete/pockets/small @@ -313,7 +313,7 @@ name = "Golden Geckoskin jacket" desc = "Heavy Geckoskin jacket lined with a bulletproof lining on the inside. On the back the symbol of the Great Khans is displayed proudly." icon_state = "GojiSuit" - item_state = "GojiSuit" + inhand_icon_state = "GojiSuit" body_parts_covered = CHEST|GROIN|ARMS|LEGS|HANDS|FEET armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 20, "bomb" = 30, "bio" = 10, "rad" = 10, "fire" = 10, "acid" = 0, "wound" = 30) slowdown = 0.05 @@ -329,7 +329,7 @@ name = "followers lab coat" desc = "A worn-down white labcoat with some wiring hanging from the right side.
Upon closer inspection, you can see an ancient bloodstains that could tell an entire story about thrilling adventures of a previous owner." icon_state = "followers" - item_state = "labcoat" + inhand_icon_state = "labcoat" armor = list("melee" = 25, "bullet" = 15, "laser" = 20, "energy" = 25, "bomb" = 20, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0) pocket_storage_component_path = /datum/component/storage/concrete/pockets/medical @@ -337,7 +337,7 @@ name = "Yuma 1st Irregular General Uniform" desc = "A uniform created by Kaleb alongside the laser muskets. On the breast is a patch of the Yuma 1st Irregulars, a sun over a wasteland desert, a cactus standing lonely in the middle. It denotes him as the Leader of the militia company." icon_state = "gen_uniform" - item_state = "gen_uniform" + inhand_icon_state = "gen_uniform" armor = list("melee" = 25, "bullet" = 15, "laser" = 20, "energy" = 25, "bomb" = 20, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0) //change those values /obj/item/clothing/suit/hooded/cloak/desert @@ -360,14 +360,14 @@ name = "Raven cloak" desc = "A huge cloak made out of hundreds of knife-like black bird feathers. It glitters in the light, ranging from blue to dark green and purple." icon_state = "raven_cloak" - item_state = "raven_cloak" + inhand_icon_state = "raven_cloak" hoodtype = /obj/item/clothing/head/hooded/cloakhood/desert/raven_hood /obj/item/clothing/head/hooded/cloakhood/desert/raven_hood name = "Raven cloak hood" desc = "A hood fashioned out of patchwork and feathers" icon_state = "raven_hood" - item_state = "raven_hood" + inhand_icon_state = "raven_hood" /obj/item/clothing/suit/hooded/cloak/goliath name = "aethergiest cloak" @@ -472,7 +472,7 @@ name = "disco-ass blazer" desc = "Looks like someone skinned this blazer off some long extinct disco-animal. It has an enigmatic white rectangle on the back and the right sleeve." icon_state = "jamrock_blazer" - item_state = "jamrock_blazer" + inhand_icon_state = "jamrock_blazer" /obj/item/clothing/suit/hooded/cloak/shunter diff --git a/code/modules/clothing/suits/heavy_armor.dm b/code/modules/clothing/suits/heavy_armor.dm index 2e1cefd3af..7c461147a0 100644 --- a/code/modules/clothing/suits/heavy_armor.dm +++ b/code/modules/clothing/suits/heavy_armor.dm @@ -10,7 +10,7 @@ name = "sulphite raider suit" desc = "There are still some old asbestos fireman suits laying around from before the war. How about adding a ton of metal, plasteel and a combustion engine to one? The resulting armor is surprisingly effective at dissipating energy." icon_state = "sulphite" - item_state = "sulphite" + inhand_icon_state = "sulphite" armor = list("melee" = 55, "bullet" = 40, "laser" = 50, "energy" = 50, "bomb" = 30, "bio" = 25, "rad" = 30, "fire" = 95, "acid" = 15) resistance_flags = FIRE_PROOF @@ -18,7 +18,7 @@ name = "metal armor suit" desc = "A suit of welded, fused metal plates. Bulky, but with great protection." icon_state = "raider_metal" - item_state = "raider_metal" + inhand_icon_state = "raider_metal" armor = list("melee" = 60, "bullet" = 45, "laser" = 30, "energy" = 20, "bomb" = 30, "bio" = 10, "rad" = 25, "fire" = 20, "acid" = 20) /obj/item/clothing/suit/armor/heavy/salvaged_pa/recycled @@ -31,7 +31,7 @@ name = "iron raider suit" desc = "More rust than metal, with gaping holes in it, this armor looks like a pile of junk. Under the rust some quality steel still remains however." icon_state = "raider_metal" - item_state = "raider_metal" + inhand_icon_state = "raider_metal" armor = list("melee" = 55, "bullet" = 40, "laser" = 15, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 15, "fire" = 20, "acid" = 0) /obj/item/clothing/suit/armor/heavy/wardenplate @@ -44,13 +44,13 @@ name = "modified Brotherhood armor" desc = "A modified detoriated armor kit consisting of brotherhood combat armor and lots of scrap metal." icon_state = "exile_bos" - item_state = "exile_bos" + inhand_icon_state = "exile_bos" armor = list("melee" = 30, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) /obj/item/clothing/suit/armor/heavy/riot name = "riot police armor" icon_state = "bulletproof_heavy" - item_state = "bulletproof_heavy" + inhand_icon_state = "bulletproof_heavy" desc = "Heavy armor with ballistic inserts, sewn into a padded riot police coat." armor = list("melee" = 70, "bullet" = 45, "laser" = 20, "energy" = 20, "bomb" = 45, "bio" = 35, "rad" = 10, "fire" = 50, "acid" = 10) @@ -59,7 +59,7 @@ name = "tribal heavy carapace" desc = "Thick layers of leather and bone, with metal reinforcements, surely this will make the wearer tough and uncaring for claws and blades." icon_state = "tribal_heavy" - item_state = "tribal_heavy" + inhand_icon_state = "tribal_heavy" armor = list("melee" = 55, "bullet" = 20, "laser" = 25, "energy" = 20, "bomb" = 45, "bio" = 5, "rad" = 10, "fire" = 30, "acid" = 10) allowed = list(/obj/item/twohanded, /obj/item/melee/onehanded, /obj/item/melee/smith, /obj/item/melee/smith/twohand) @@ -82,34 +82,34 @@ name = "salvaged T-45b power armor" desc = "It's a set of early-model T-45 power armor with a custom air conditioning module and stripped out servomotors. Bulky and slow, but almost as good as the real thing." icon_state = "t45b_salvaged" - item_state = "t45b_salvaged" + inhand_icon_state = "t45b_salvaged" armor = list("melee" = 65, "bullet" = 65, "laser" = 55, "energy" = 15, "bomb" = 45, "bio" = 60, "rad" = 30, "fire" = 60, "acid" = 20, "wound" = 30) /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/raider name = "salvaged raider power armor" desc = "A destroyed T-45b power armor has been brought back to life with the help of a welder and lots of scrap metal." icon_state = "raider_salvaged" - item_state = "raider_salvaged" + inhand_icon_state = "raider_salvaged" armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 15, "bomb" = 40, "bio" = 55, "rad" = 25, "fire" = 55, "acid" = 15, "wound" = 25) /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/ncr name = "salvaged NCR power armor" desc = "It's a set of T-45b power armor with a air conditioning module installed, sadly it lacks servomotors to enhance the users strength. The paintjob and the two headed bear painted onto the chestplate shows it belongs to the NCR." icon_state = "ncr_salvaged" - item_state = "ncr_salvaged" + inhand_icon_state = "ncr_salvaged" /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/hotrod name = "salvaged hotrod T-45b power armor" desc = " It's a set of T-45b power armor with a with some of its plating removed. This set has exhaust pipes piped to the pauldrons, flames erupting from them." icon_state = "t45hotrod" - item_state = "t45hotrod" + inhand_icon_state = "t45hotrod" armor = list("melee" = 55, "bullet" = 55, "laser" = 55, "energy" = 10, "bomb" = 40, "bio" = 50, "rad" = 30, "fire" = 80, "acid" = 10, "wound" = 30) /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/tribal name = "salvaged tribal T45-b power armor" desc = "A set of salvaged power armor, with certain bits of plating stripped out to retain more freedom of movement. No cooling module, though." icon_state = "tribal_power_armor" - item_state = "tribal_power_armor" + inhand_icon_state = "tribal_power_armor" body_parts_covered = CHEST|GROIN|ARMS|LEGS armor = list("melee" = 65, "bullet" = 55, "laser" = 55, "energy" = 10, "bomb" = 30, "bio" = 40, "rad" = 20, "fire" = 40, "acid" = 0, "wound" = 25) @@ -118,7 +118,7 @@ name = "salvaged T-45d power armor" desc = "T-45d power armor with servomotors and all valuable components stripped out of it." icon_state = "t45d_salvaged" - item_state = "t45d_salvaged" + inhand_icon_state = "t45d_salvaged" armor = list("melee" = 70, "bullet" = 70, "laser" = 60, "energy" = 15, "bomb" = 45, "bio" = 65, "rad" = 40, "fire" = 70, "acid" = 25, "wound" = 40) slowdown = 0.85 @@ -127,7 +127,7 @@ name = "salvaged T-51b power armor" desc = "T-51b power armor with servomotors and all valuable components stripped out of it." icon_state = "t51b_salvaged" - item_state = "t51b_salvaged" + inhand_icon_state = "t51b_salvaged" armor = list("melee" = 70, "bullet" = 70, "laser" = 60, "energy" = 20, "bomb" = 45, "bio" = 70, "rad" = 50, "fire" = 75, "acid" = 35, "wound" = 40) slowdown = 0.85 @@ -136,7 +136,7 @@ name = "Salvaged midwestern T-51b power armor" desc = "This set of power armor belongs to the Midwestern branch of the Brotherhood of Steel. Its servomotors and valauble components have been stripped out of it." icon_state = "midwestgrey_pa_salvaged" - item_state = "midwestgrey_pa_salvaged" + inhand_icon_state = "midwestgrey_pa_salvaged" armor = list("melee" = 70, "bullet" = 70, "laser" = 60, "energy" = 20, "bomb" = 45, "bio" = 70, "rad" = 50, "fire" = 75, "acid" = 35, "wound" = 40) slowdown = 0.85 @@ -145,7 +145,7 @@ name = "Salvaged hardened midwestern T-51b power armor" desc = "This set of power armor belongs to the Midwestern branch of the Brotherhood of Steel. This particular one has gone through a chemical hardening process, increasing its armor capabilities. Its servomotors and valuable components have been stripped out of it." icon_state = "midwestpa_salvaged" - item_state = "midwestpa_salvaged" + inhand_icon_state = "midwestpa_salvaged" armor = list("melee" = 70, "bullet" = 70, "laser" = 65, "energy" = 20, "bomb" = 50, "bio" = 80, "rad" = 60, "fire" = 80, "acid" = 35, "wound" = 50) slowdown = 0.85 @@ -154,7 +154,7 @@ name = "salvaged T-60a power armor" desc = "T-60a power armor with servomotors and all valuable components stripped out of it." icon_state = "t60_salvaged" - item_state = "t60_salvaged" + inhand_icon_state = "t60_salvaged" armor = list("melee" = 75, "bullet" = 70, "laser" = 65, "energy" = 30, "bomb" = 55, "bio" = 70, "rad" = 60, "fire" = 80, "acid" = 35, "wound" = 45) slowdown = 0.8 @@ -163,7 +163,7 @@ name = "salvaged Enclave power armor" desc = "X-02 power armor with servomotors and all valuable components stripped out of it." icon_state = "advanced_salvaged" - item_state = "advanced_salvaged" + inhand_icon_state = "advanced_salvaged" armor = list("melee" = 80, "bullet" = 80, "laser" = 70, "energy" = 35, "bomb" = 60, "bio" = 70, "rad" = 65, "fire" = 85, "acid" = 45, "wound" = 50) slowdown = 0.85 @@ -176,7 +176,7 @@ name = "legion breacher armor" desc = "A suit with the standard metal reinforcements of a veteran and a patched bulletproof vest worn over it." icon_state = "legion_heavy" - item_state = "legion_heavy" + inhand_icon_state = "legion_heavy" armor = list("melee" = 65, "bullet" = 45, "laser" = 30, "energy" = 20, "bomb" = 30, "bio" = 20, "rad" = 25, "fire" = 30, "acid" = 5) /obj/item/clothing/suit/armor/heavy/legion/centurion @@ -195,7 +195,7 @@ name = "ranger-hunter centurion armor" desc = "A suit of armor collected over the years by the deaths of countless NCR rangers." icon_state = "legion_rangercent" - item_state = "legion_rangercent" + inhand_icon_state = "legion_rangercent" armor = list("melee" = 65, "bullet" = 50, "laser" = 30, "energy" = 30, "bomb" = 35, "bio" = 30, "rad" = 25, "fire" = 50, "acid" = 10) slowdown = 0.05 @@ -212,14 +212,14 @@ name = "elite riot gear" desc = "A heavily reinforced set of military grade armor, commonly seen in the Divide now repurposed and reissued to Chief Rangers." icon_state = "elite_riot" - item_state = "elite_riot" + inhand_icon_state = "elite_riot" armor = list("melee" = 70, "bullet" = 60, "laser" = 40, "energy" = 35, "bomb" = 45, "bio" = 40, "rad" = 30, "fire" = 50, "acid" = 0) /obj/item/clothing/suit/armor/heavy/tesla name = "tesla armor" desc = "A prewar armor design by Nikola Tesla before being confinscated by the U.S. government. Has a chance to deflect energy projectiles." icon_state = "tesla_armor" - item_state = "tesla_armor" + inhand_icon_state = "tesla_armor" blood_overlay_type = "armor" armor = list("melee" = 35, "bullet" = 35, "laser" = 60, "energy" = 60, "bomb" = 35, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90) resistance_flags = FIRE_PROOF @@ -237,7 +237,7 @@ name = "tribal full plate armor" desc = "A set of power armor, now reborn in the paints of the Wayfarers, it serves its new owners as an idol to Kwer, as well as being a piece of heavy covering, with removed parts to allow for quick nimble speed, its hardly what it used to be long ago." icon_state = "tribal_power_armor" - item_state = "tribal_power_armor" + inhand_icon_state = "tribal_power_armor" armor = list("melee" = 65, "bullet" = 65, "laser" = 45, "energy" = 40, "bomb" = 45, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 10) allowed = list(/obj/item/twohanded, /obj/item/melee/onehanded, /obj/item/melee/smith, /obj/item/melee/smith/twohand) @@ -246,7 +246,7 @@ name = "environmental armor" desc = "Developed for use in heavily contaminated environments, this suit is prized in the Wasteland for its ability to protect against biological threats." icon_state = "environmental_armor" - item_state = "environmental_armor" + inhand_icon_state = "environmental_armor" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.9 permeability_coefficient = 0.5 diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm index 5a1f06cff1..82f5fc619a 100644 --- a/code/modules/clothing/suits/jobs.dm +++ b/code/modules/clothing/suits/jobs.dm @@ -7,7 +7,7 @@ name = "captain's parade tunic" desc = "Worn by a Captain to show their class." icon_state = "captunic" - item_state = "bio_suit" + inhand_icon_state = "bio_suit" flags_inv = HIDEJUMPSUIT pocket_storage_component_path = /datum/component/storage/concrete/pockets/jacket @@ -21,7 +21,7 @@ name = "nun robe" desc = "Maximum piety in this star system." icon_state = "nun" - item_state = "nun" + inhand_icon_state = "nun" body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS flags_inv = HIDESHOES|HIDEJUMPSUIT mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -30,14 +30,14 @@ name = "student robe" desc = "The uniform of a bygone institute of learning." icon_state = "studentuni" - item_state = "studentuni" + inhand_icon_state = "studentuni" body_parts_covered = ARMS|CHEST /obj/item/clothing/suit/chaplain/witchhunter name = "witchunter garb" desc = "This worn outfit saw much use back in the day." icon_state = "witchhunter" - item_state = "witchhunter" + inhand_icon_state = "witchhunter" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/suit/chaplain/pharaoh @@ -50,7 +50,7 @@ name = "holiday priest" desc = "This is a nice holiday, my son." icon_state = "holidaypriest" - item_state = "w_suit" + inhand_icon_state = "w_suit" flags_inv = HIDEJUMPSUIT mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -60,7 +60,7 @@ name = "chef's apron" desc = "An apron-jacket used by a high class chef." icon_state = "chef" - item_state = "chef" + inhand_icon_state = "chef" gas_transfer_coefficient = 0.9 permeability_coefficient = 0.5 allowed = list(/obj/item/kitchen) @@ -73,7 +73,7 @@ name = "trenchcoat" desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business." icon_state = "detective" - item_state = "det_suit" + inhand_icon_state = "det_suit" blood_overlay_type = "coat" armor = ARMOR_VALUE_LIGHT cold_protection = CHEST|GROIN|LEGS|ARMS @@ -89,27 +89,27 @@ name = "noir trenchcoat" desc = "A hard-boiled private investigator's grey trenchcoat." icon_state = "greydet" - item_state = "greydet" + inhand_icon_state = "greydet" /obj/item/clothing/suit/det_suit/forensicsred name = "red forensics coat" icon_state = "forensics_red" - item_state = "forensics_red" + inhand_icon_state = "forensics_red" /obj/item/clothing/suit/det_suit/forensicsred/long name = "long red forensics coat" icon_state = "forensics_red_long" - item_state = "forensics_red_long" + inhand_icon_state = "forensics_red_long" /obj/item/clothing/suit/det_suit/forensicsblue name = "blue forensics coat" icon_state = "forensics_blue" - item_state = "forensics_blue" + inhand_icon_state = "forensics_blue" /obj/item/clothing/suit/det_suit/forensicsblue/long name = "long blue forensics coat" icon_state = "forensics_blue_long" - item_state = "forensics_blue_long" + inhand_icon_state = "forensics_blue_long" //Engineering @@ -117,7 +117,7 @@ name = "hazard vest" desc = "A high-visibility vest used in work zones." icon_state = "hazard" - item_state = "hazard" + inhand_icon_state = "hazard" blood_overlay_type = "armor" resistance_flags = NONE armor = ARMOR_VALUE_LIGHT @@ -130,7 +130,7 @@ name = "blue suit jacket" desc = "A snappy dress jacket." icon_state = "suitjacket_blue" - item_state = "suitjacket_blue" + inhand_icon_state = "suitjacket_blue" blood_overlay_type = "coat" body_parts_covered = CHEST|ARMS togglename = "buttons" @@ -141,13 +141,13 @@ name = "purple suit jacket" desc = "A foppish dress jacket." icon_state = "suitjacket_purp" - item_state = "suitjacket_purp" + inhand_icon_state = "suitjacket_purp" /obj/item/clothing/suit/toggle/lawyer/black name = "black suit jacket" desc = "A professional suit jacket." icon_state = "suitjacket_black" - item_state = "ro_suit" + inhand_icon_state = "ro_suit" /obj/item/clothing/suit/toggle/lawyer/black/syndie desc = "A snappy dress jacket. Suspiciously has no tags or branding." @@ -166,7 +166,7 @@ name = "treasure hunter's coat" desc = "Both fashionable and lightly armoured, this jacket is favoured by treasure hunters the wasteland over." icon_state = "curator" - item_state = "curator" + inhand_icon_state = "curator" blood_overlay_type = "coat" cold_protection = CHEST|ARMS heat_protection = CHEST|ARMS @@ -180,7 +180,7 @@ name = "techpriest robes" desc = "For those who REALLY love their toasters." icon_state = "techpriest" - item_state = "techpriest" + inhand_icon_state = "techpriest" body_parts_covered = CHEST|GROIN|LEGS|ARMS hoodtype = /obj/item/clothing/head/hooded/techpriest mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -190,7 +190,7 @@ name = "techpriest's hood" desc = "A hood for those who REALLY love their toasters." icon_state = "techpriesthood" - item_state = "techpriesthood" + inhand_icon_state = "techpriesthood" body_parts_covered = HEAD flags_inv = HIDEHAIR|HIDEEARS mutantrace_variation = STYLE_MUZZLE @@ -202,7 +202,7 @@ name = "paramedic vest" desc = "A dark blue vest with reflective strips for emergency medical technicians." icon_state = "paramedic-vest" - item_state = "paramedic-vest" + inhand_icon_state = "paramedic-vest" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -214,7 +214,7 @@ name = "emt vest" desc = "A dark blue vest with reflective strips for emergency medical technicians." icon_state = "labcoat_emt" - item_state = "labcoat_emt" + inhand_icon_state = "labcoat_emt" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT @@ -226,7 +226,7 @@ name = "red emt vest" desc = "A red vest with reflective strips for emergency medical technicians." icon_state = "labcoat_emtred" - item_state = "labcoat_emtred" + inhand_icon_state = "labcoat_emtred" slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT @@ -237,7 +237,7 @@ name = "high visibility emt vest" desc = "a high visibility vest for emergency medical technicians." icon_state = "labcoat_highvis" - item_state = "labcoat_highvis" + inhand_icon_state = "labcoat_highvis" slowdown = ARMOR_SLOWDOWN_LIGHT * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_LIGHT armor_tier_desc = ARMOR_CLOTHING_LIGHT diff --git a/code/modules/clothing/suits/labcoat.dm b/code/modules/clothing/suits/labcoat.dm index 8cdd5f979c..15567a1c60 100644 --- a/code/modules/clothing/suits/labcoat.dm +++ b/code/modules/clothing/suits/labcoat.dm @@ -2,7 +2,7 @@ name = "labcoat" desc = "A suit that protects against minor chemical spills." icon_state = "labcoat" - item_state = "labcoat" + inhand_icon_state = "labcoat" blood_overlay_type = "coat" body_parts_covered = CHEST|ARMS pocket_storage_component_path = /datum/component/storage/concrete/pockets/medical @@ -14,13 +14,13 @@ name = "chief medical officer's labcoat" desc = "Bluer than the standard model." icon_state = "labcoat_cmo" - item_state = "labcoat_cmo" + inhand_icon_state = "labcoat_cmo" /obj/item/clothing/suit/toggle/labcoat/mad name = "\proper The Mad's labcoat" desc = "It makes you look capable of konking someone on the noggin and shooting them into space." icon_state = "labgreen" - item_state = "labgreen" + inhand_icon_state = "labgreen" /obj/item/clothing/suit/toggle/labcoat/genetics name = "geneticist labcoat" @@ -48,37 +48,37 @@ name = "science jacket" desc = "A comfortable jacket in science purple." icon_state = "sci_dep_jacket" - item_state = "sci_dep_jacket" + inhand_icon_state = "sci_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/med name = "medical jacket" desc = "A comfortable jacket in medical blue." icon_state = "med_dep_jacket" - item_state = "med_dep_jacket" + inhand_icon_state = "med_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/sec name = "security jacket" desc = "A comfortable jacket in security red." icon_state = "sec_dep_jacket" - item_state = "sec_dep_jacket" + inhand_icon_state = "sec_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/sup name = "supply jacket" desc = "A comfortable jacket in supply brown." icon_state = "supply_dep_jacket" - item_state = "supply_dep_jacket" + inhand_icon_state = "supply_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/sup/qm name = "quartermaster's jacket" desc = "A loose covering often warn by station quartermasters." icon_state = "qmjacket" - item_state = "qmjacket" + inhand_icon_state = "qmjacket" /obj/item/clothing/suit/toggle/labcoat/depjacket/eng name = "engineering jacket" desc = "A comfortable jacket in engineering yellow." icon_state = "engi_dep_jacket" - item_state = "engi_dep_jacket" + inhand_icon_state = "engi_dep_jacket" /obj/item/clothing/suit/toggle/labcoat/fieldscribe name = "fieldscribe suit" diff --git a/code/modules/clothing/suits/light_armor.dm b/code/modules/clothing/suits/light_armor.dm index b69967a4f6..39a2d330b3 100644 --- a/code/modules/clothing/suits/light_armor.dm +++ b/code/modules/clothing/suits/light_armor.dm @@ -9,7 +9,7 @@ name = "duster" desc = "A long brown leather overcoat with discrete protective reinforcements sewn into the lining." icon_state = "duster" - item_state = "duster" + inhand_icon_state = "duster" permeability_coefficient = 0.9 heat_protection = CHEST | GROIN cold_protection = CHEST | GROIN @@ -19,42 +19,42 @@ name = "lonesome duster" desc = "A blue leather coat with the number 21 on the back.
If war doesn't change, men must change, and so must their symbols.
Even if there is nothing at all, know what you follow." icon_state = "duster_courier" - item_state = "duster_courier" + inhand_icon_state = "duster_courier" armor = list("melee" = 25, "bullet" = 30, "laser" = 25, "energy" = 25, "bomb" = 25, "bio" = 5, "rad" = 15, "fire" = 20, "acid" = 10) /obj/item/clothing/suit/armor/light/duster/autumn //Based of Colonel Autumn's uniform. name = "tan trenchcoat" desc = "A heavy-duty tan trenchcoat typically worn by pre-War generals." icon_state = "duster_autumn" - item_state = "duster_autumn" + inhand_icon_state = "duster_autumn" armor = list("melee" = 15, "bullet" = 15, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 5, "rad" = 0, "fire" = 15, "acid" = 5) /obj/item/clothing/suit/armor/light/duster/battlecoat name = "battlecoat" desc = "A heavy padded coat that distributes heat efficiently, designed to protect pre-War bomber pilots from anti-aircraft lasers." icon_state = "maxson_battlecoat" - item_state = "maxson_battlecoat" + inhand_icon_state = "maxson_battlecoat" armor = list("melee" = 10, "bullet" = 10, "laser" = 25, "energy" = 25, "bomb" = 10, "bio" = 5, "rad" = 10, "fire" = 25, "acid" = 5) /obj/item/clothing/suit/armor/light/duster/vet name = "merc veteran coat" desc = "A blue leather coat with its sleeves cut off, adorned with war medals.
This type of outfit is common for professional mercenaries and bounty hunters." icon_state = "duster_vet" - item_state = "duster_vet" + inhand_icon_state = "duster_vet" armor = list("melee" = 20, "bullet" = 20, "laser" = 10, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 5, "fire" = 10, "acid" = 5) /obj/item/clothing/suit/armor/light/duster/brahmin name = "brahmin leather duster" desc = "A duster made from tanned brahmin hide. It has a thick waxy surface from the processing, making it surprisingly laser resistant." icon_state = "duster_brahmin" - item_state = "duster_brahmin" + inhand_icon_state = "duster_brahmin" armor = list("melee" = 14, "bullet" = 14, "laser" = 25, "energy" = 20, "bomb" = 10, "bio" = 5, "rad" = 0, "fire" = 25, "acid" = 5) /obj/item/clothing/suit/armor/light/duster/desperado name = "desperado's duster" desc = "A dyed brahmin hide duster, with a thick waxy surface, making it less vulnerable to lasers and energy based weapons." icon_state = "duster_lawman" - item_state = "duster_lawman" + inhand_icon_state = "duster_lawman" armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 20, "bomb" = 25, "bio" = 30, "rad" = 20, "fire" = 60, "acid" = 0, "wound" = 40) @@ -67,28 +67,28 @@ name = "ancient flak vest" desc = "Poorly maintained, this patched vest will still still stop some bullets, but don't expect any miracles. The ballistic nylon used in its construction is inferior to kevlar, and very weak to acid, but still quite tough." icon_state = "vest_flak" - item_state = "vest_flak" + inhand_icon_state = "vest_flak" armor = list("melee" = 0, "bullet" = 30, "laser" = 0, "energy" = 0, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = -50) /obj/item/clothing/suit/armor/medium/vest/kevlar name = "kevlar vest" desc = "Worn but serviceable, the vest is is effective against ballistic impacts." icon_state = "vest_kevlar" - item_state = "vest_kevlar" + inhand_icon_state = "vest_kevlar" armor = list("melee" = 5, "bullet" = 35, "laser" = 5, "energy" = 0, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/suit/armor/medium/vest/bulletproof name = "bulletproof vest" desc = "This vest is in good shape, the layered kevlar lightweight yet very good at stopping bullets." icon_state = "vest_bullet" - item_state = "vest_bullet" + inhand_icon_state = "vest_bullet" armor = list("melee" = 10, "bullet" = 40, "laser" = 5, "energy" = 5, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/suit/armor/medium/vest/followers name = "followers armor vest" desc = "A coat in light colors with the markings of the Followers, concealing a bullet-proof vest." icon_state = "vest_follower" - item_state = "vest_follower" + inhand_icon_state = "vest_follower" armor = list("melee" = 10, "bullet" = 35, "laser" = 5, "energy" = 0, "bomb" = 5, "bio" = 10, "rad" = 0, "fire" = 5, "acid" = 0) @@ -100,7 +100,7 @@ name = "rusted cowboy outfit" desc = "A weather treated leather cowboy outfit. Yeehaw Pard'!" icon_state = "rusted_cowboy" - item_state = "rusted_cowboy" + inhand_icon_state = "rusted_cowboy" flags_inv = HIDEJUMPSUIT heat_protection = CHEST | GROIN | LEGS | ARMS cold_protection = CHEST | GROIN | LEGS | ARMS @@ -111,7 +111,7 @@ name = "insect chitin armor" desc = "A suit made from gleaming insect chitin. The glittering black scales are remarkably resistant to hostile environments, except cold." icon_state = "insect" - item_state = "insect" + inhand_icon_state = "insect" flags_inv = HIDEJUMPSUIT heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD resistance_flags = FIRE_PROOF | ACID_PROOF @@ -123,7 +123,7 @@ name = "wasteland tribe armor" desc = "Soft armor made from layered dog hide strips glued together, with some metal bits here and there." icon_state = "tribal" - item_state = "tribal" + inhand_icon_state = "tribal" flags_inv = HIDEJUMPSUIT armor = list("melee" = 22, "bullet" = 5, "laser" = 10, "energy" = 10, "bomb" = 5, "bio" = 0, "rad" = 5, "fire" = 5, "acid" = 0) @@ -131,7 +131,7 @@ name = "vaquero suit" desc = "An ornate suit popularized by traders from the south, using tiny metal studs and plenty of silver thread wich serves as decoration and also reflects energy very well, useful when facing the desert sun or a rogue Eyebot." icon_state = "vaquero" - item_state = "vaquero" + inhand_icon_state = "vaquero" flags_inv = HIDEJUMPSUIT heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 1.1 @@ -141,7 +141,7 @@ name = "wasteland warrior armor" desc = "a mad attempt to recreate armor based of images of japanese samurai, using a sawn up old car tire as shoulder pads, bits of chain to cover the hips and pieces of furniture for a breastplate. Might stop a blade but nothing else, burns easily too." icon_state = "wastewar" - item_state = "wastewar" + inhand_icon_state = "wastewar" resistance_flags = FLAMMABLE armor = list("melee" = 25, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = 0) @@ -150,14 +150,14 @@ name = "great khan jacket" desc = "With small lead plate inserts giving some defense, the jackets and vests popular with the Great Khans show off their emblem on the back." icon_state = "khanjacket" - item_state = "khanjacket" + inhand_icon_state = "khanjacket" armor = list("melee" = 30, "bullet" = 20, "laser" = 15, "energy" = 10, "bomb" = 5, "bio" = 0, "rad" = 30, "fire" = 0, "acid" = 5) /obj/item/clothing/suit/armor/light/badlands name = "badlands raider armor" desc = "A leather top with a bandolier over it and a straps that cover the arms. Suited for warm climates, comes with storage space." icon_state = "badlands" - item_state = "badlands" + inhand_icon_state = "badlands" pocket_storage_component_path = /datum/component/storage/concrete/pockets heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD armor = list("melee" = 25, "bullet" = 25, "laser" = 10, "energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 5, "acid" = 0) @@ -166,7 +166,7 @@ name = "tribal raider wear" desc = "Very worn bits of clothing and armor in a style favored by many tribes." icon_state = "tribal_outcast" - item_state = "tribal_outcast" + inhand_icon_state = "tribal_outcast" heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD armor = list("melee" = 30, "bullet" = 20, "laser" = 15, "energy" = 10, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = 15, "acid" = 0) allowed = list(/obj/item/gun, /obj/item/kitchen, /obj/item/twohanded, /obj/item/melee/onehanded, /obj/item/twohanded/spear, /obj/item/melee/smith, /obj/item/melee/smith/twohand @@ -178,7 +178,7 @@ icon = 'icons/fallout/clothing/armored_light.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon_state = "cloak_outcast" - item_state = "cloak_outcast" + inhand_icon_state = "cloak_outcast" armor = list("melee" = 35, "bullet" = 20, "laser" = 10, "energy" = 10, "bomb" = 25, "bio" = 20, "rad" = 30, "fire" = 30, "acid" = 20) hoodtype = /obj/item/clothing/head/hooded/cloakhood/tribaloutcast body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -189,7 +189,7 @@ icon = 'icons/fallout/clothing/hats.dmi' icon_state = "hood_tribaloutcast" mob_overlay_icon = 'icons/fallout/onmob/clothes/head.dmi' - item_state = "hood_tribaloutcast" + inhand_icon_state = "hood_tribaloutcast" armor = list("melee" = 35, "bullet" = 20, "laser" = 10, "energy" = 10, "bomb" = 25, "bio" = 20, "rad" = 30, "fire" = 30, "acid" = 20) flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR @@ -202,7 +202,7 @@ name = "armor kit" desc = "Separate armor parts you can wear over your clothing, giving basic protection against bullets entering some of your organs. Very well ventilated." icon_state = "armorkit" - item_state = "armorkit" + inhand_icon_state = "armorkit" heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 1.1 armor = list("melee" = 15, "bullet" = 25, "laser" = 10, "energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) @@ -211,14 +211,14 @@ name = "armor kit" desc = "A few pieces of metal strapped to protect choice parts against sudden lead poisoning. Excellent ventilation included." icon_state = "armorkit_punk" - item_state = "armorkit_punk" + inhand_icon_state = "armorkit_punk" armor = list("melee" = 18, "bullet" = 22, "laser" = 10, "energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/suit/armor/light/kit/shoulder name = "armor kit" desc = "A single big metal shoulderplate for the right side, keeping it turned towards the enemy is advisable." icon_state = "armorkit_shoulder" - item_state = "armorkit_shoulder" + inhand_icon_state = "armorkit_shoulder" armor = list("melee" = 20, "bullet" = 20, "laser" = 7, "energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/suit/armor/light/kit/plates @@ -236,7 +236,7 @@ name = "leather armor" desc = "Before the war motorcycle-football was one of the largest specator sports in America. This armor copies the style of armor used by the players, using leather boiled in corn oil to make hard sheets to emulate the light weight and toughness of the original polymer armor." icon_state = "leather_armor" - item_state = "leather_armor" + inhand_icon_state = "leather_armor" armor = list("melee" = 23, "bullet" = 18, "laser" = 12, "energy" = 5, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = 5, "acid" = 0) // Recipe the above + 2 gecko hides @@ -244,14 +244,14 @@ name = "leather armor mk II" desc = "Armor in the motorcycle-football style, either with intact original polymer plating, or reinforced with gecko hide." icon_state = "leather_armor_mk2" - item_state = "leather_armor_mk2" + inhand_icon_state = "leather_armor_mk2" armor = list("melee" = 30, "bullet" = 25, "laser" = 12, "energy" = 5, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = 5, "acid" = 0) /obj/item/clothing/suit/armor/light/leathersuit name = "leather suit" desc = "Comfortable suit of tanned leather leaving one arm mostly bare. Keeps you warm and cozy." icon_state = "leather_suit" - item_state = "leather_suit" + inhand_icon_state = "leather_suit" flags_inv = HIDEJUMPSUIT cold_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 0.9 @@ -260,7 +260,7 @@ /obj/item/clothing/suit/armor/light/leather_jacket name = "bouncer jacket" icon_state = "leather_jacket_fighter" - item_state = "leather_jacket_fighter" + inhand_icon_state = "leather_jacket_fighter" desc = "A very stylish pre-War black, heavy leather jacket. Not always a good choice to wear this the scorching sun of the desert, and one of the arms has been torn off" armor = list("melee" = 15, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 0, "bio" = 5, "rad" = 0, "fire" = 5, "acid" = 0) @@ -268,7 +268,7 @@ name = "thick leather jacket" desc = "This heavily padded leather jacket is unusual in that it has two sleeves. You'll definitely make a fashion statement whenever, and wherever, you rumble." icon_state = "leather_jacket_thick" - item_state = "leather_jacket_thick" + inhand_icon_state = "leather_jacket_thick" armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 15, "rad" = 0, "fire" = 10, "acid" = 0) // Recipe : one of the above + a suit_fashion leather coat @@ -276,7 +276,7 @@ name = "thick leather coat" desc = "Reinforced leather jacket with a overcoat. Well insulated, creaks a lot while moving." icon_state = "leather_coat_fighter" - item_state = "leather_coat_fighter" + inhand_icon_state = "leather_coat_fighter" siemens_coefficient = 0.8 cold_protection = CHEST | GROIN | LEGS| ARMS | HEAD armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 20, "rad" = 10, "fire" = 15, "acid" = 5) @@ -284,14 +284,14 @@ /obj/item/clothing/suit/armor/light/tanvest name = "tanned vest" icon_state = "tanleather" - item_state = "tanleather" + inhand_icon_state = "tanleather" desc = "Layers of leather glued together to make a stiff vest, crude but gives some protection against wild beasts and knife stabs to the liver." armor = list("melee" = 18, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/suit/armor/light/cowboyvest name = "cowboy vest" icon_state = "cowboybvest" - item_state = "cowboybvest" + inhand_icon_state = "cowboybvest" desc = "Stylish and has discrete lead plates inserted, just in case someone brings a laser to a fistfight." armor = list("melee" = 15, "bullet" = 10, "laser" = 10, "energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 30, "fire" = 0, "acid" = 0) @@ -303,7 +303,7 @@ name = "town trenchcoat" desc = "A non-descript black trenchcoat." icon_state = "towntrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" armor = list("melee" = 20, "bullet" = 15, "laser" = 10, "energy" = 10, "bomb" = 15, "bio" = 10, "rad" = 0, "fire" = 20, "acid" = 5) /obj/item/clothing/suit/armor/light/town/mayor @@ -315,7 +315,7 @@ name = "Oasis flak vest" desc = "A refurbished flak vest, repaired by the Oasis Police Department. The ballistic nylon has a much tougher weave, but it still will not take acid or most high-powered rounds." icon_state = "vest_flak" - item_state = "vest_flak" + inhand_icon_state = "vest_flak" armor = list("melee" = 10, "bullet" = 30, "laser" = 10, "energy" = 0, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = -50) //////////// @@ -356,7 +356,7 @@ name = "ranger recon duster" desc = "A light bulletproof vest under a high-quality duster. Popular with Rangers." icon_state = "duster_recon" - item_state = "duster_recon" + inhand_icon_state = "duster_recon" permeability_coefficient = 0.9 heat_protection = CHEST | GROIN | LEGS cold_protection = CHEST | GROIN | LEGS @@ -366,7 +366,7 @@ name = "chest gear harness" desc = "A handmade tactical rig made of black cloth, attached to a dusty desert-colored belt. A flask and two ammo pouches hang from the belt. Very cool to move about in." icon_state = "r_gear_rig" - item_state = "r_gear_rig" + inhand_icon_state = "r_gear_rig" heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD armor = list("melee" = 25, "bullet" = 25, "laser" = 20, "energy" = 10, "bomb" = 10, "bio" = 20, "rad" = 10, "fire" = 25, "acid" = 0) @@ -374,7 +374,7 @@ name = "ranger vest" desc = "A quaint little jacket and scarf worn by NCR trail rangers." icon_state = "cowboyrang" - item_state = "cowboyrang" + inhand_icon_state = "cowboyrang" armor = list("melee" = 25, "bullet" = 25, "laser" = 20, "energy" = 10, "bomb" = 10, "bio" = 20, "rad" = 10, "fire" = 25, "acid" = 0) @@ -386,14 +386,14 @@ name = "light tribal cloak" desc = "A light cloak made from gecko skins and small metal plates at vital areas to give some protection, a favorite amongst scouts of the tribe." icon_state = "lightcloak" - item_state = "lightcloak" + inhand_icon_state = "lightcloak" armor = list("melee" = 30, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 5, "rad" = 15, "fire" = 25, "acid" = 5) /obj/item/clothing/suit/armor/light/tribal/simple name = "simple tribal armor" desc = "Armor made of leather strips and a large, flat piece of turquoise. The wearer is displaying the Wayfinders traditional garb." icon_state = "tribal_armor" - item_state = "tribal_armor" + inhand_icon_state = "tribal_armor" armor = list("melee" = 30, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 15, "bio" = 5, "rad" = 5, "fire" = 20, "acid" = 0) /obj/item/clothing/suit/hooded/cloak/birdclaw @@ -458,7 +458,7 @@ name = "armored winter coat" desc = "Fur lined coat with armor kit bits added to it." icon_state = "winter_kit" - item_state = "winter_kit" + inhand_icon_state = "winter_kit" resistance_flags = FLAMMABLE cold_protection = CHEST | GROIN | LEGS | ARMS armor = list("melee" = 15, "bullet" = 25, "laser" = 10, "energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) @@ -467,7 +467,7 @@ name = "oversized armor kit" desc = "Bits of armor fitted to a giant harness. Clearly not made for use by humans." icon_state = "mutie_armorkit" - item_state = "mutie_armorkit" + inhand_icon_state = "mutie_armorkit" heat_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 1.1 armor = list("melee" = 15, "bullet" = 25, "laser" = 10, "energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) @@ -478,14 +478,14 @@ name = "zealot armor" desc = "Praise be to Atom." icon_state = "atomzealot" - item_state = "atomzealot" + inhand_icon_state = "atomzealot" armor = list("melee" = 15, "bullet" = 10, "laser" = 30, "energy" = 45, "bomb" = 55, "bio" = 65, "rad" = 100, "fire" = 60, "acid" = 20) /obj/item/clothing/suit/armor/atomwitch name = "atomic seer robes" desc = "Atom be praised." icon_state = "atomwitch" - item_state = "atomwitch" + inhand_icon_state = "atomwitch" armor = list("melee" = 5, "bullet" = 10, "laser" = 30, "energy" = 45, "bomb" = 55, "bio" = 65, "rad" = 100, "fire" = 60, "acid" = 20) */ */ diff --git a/code/modules/clothing/suits/medium_armor.dm b/code/modules/clothing/suits/medium_armor.dm index 3941cc72ef..590780a814 100644 --- a/code/modules/clothing/suits/medium_armor.dm +++ b/code/modules/clothing/suits/medium_armor.dm @@ -10,14 +10,14 @@ name = "armored vest" desc = "Large bulletproof vest with ballistic plates." icon_state = "vest_armor" - item_state = "vest_armor" + inhand_icon_state = "vest_armor" armor = list("melee" = 15, "bullet" = 45, "laser" = 10, "energy" = 10, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 5, "acid" = -5) /obj/item/clothing/suit/armor/medium/vestchinese name = "chinese flak vest" desc = "An uncommon suit of pre-war Chinese armor. It's a very basic and straightforward piece of armor that covers the front of the user." icon_state = "vest_chicom" - item_state = "vest_chicom" + inhand_icon_state = "vest_chicom" armor = list("melee" = 20, "bullet" = 35, "laser" = 5, "energy" = 5, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = -10) // Plated medium armor @@ -25,7 +25,7 @@ name = "scrap metal chestplate" desc = "Various metal bits welded together to form a crude chestplate." icon_state = "metal_chestplate" - item_state = "metal_chestplate" + inhand_icon_state = "metal_chestplate" siemens_coefficient = 1.3 armor = list("melee" = 40, "bullet" = 30, "laser" = 15, "energy" = 15, "bomb" = 30, "bio" = 0, "rad" = 5, "fire" = 10, "acid" = 0) slowdown = 0.125 @@ -34,21 +34,21 @@ name = "reinforced metal chestplate" desc = "Various metal bits welded together to form a crude chestplate, with extra bits of metal top of the first layer. Heavy." icon_state = "metal_chestplate2" - item_state = "metal_chestplate2" + inhand_icon_state = "metal_chestplate2" armor = list("melee" = 40, "bullet" = 35, "laser" = 20, "energy" = 15, "bomb" = 30, "bio" = 0, "rad" = 5, "fire" = 10, "acid" = 0) /obj/item/clothing/suit/armor/medium/brokencombat name = "broken combat armor chestpiece" desc = "It's barely holding together, but the plates might still work, you hope." icon_state = "combat_chestpiece" - item_state = "combat_chestpiece" + inhand_icon_state = "combat_chestpiece" armor = list("melee" = 20, "bullet" = 20, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/suit/armor/medium/vest/breastplate/reinforced name = "steel breastplate" desc = "a steel breastplate inspired by a pre-war design. It provides some protection against impacts, cuts, and medium-velocity bullets. It's pressed steel construction feels heavy." icon_state = "steel_bib" - item_state = "steel_bib" + inhand_icon_state = "steel_bib" armor = list("melee" = 25, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = -10) slowdown = 0.11 @@ -57,7 +57,7 @@ name = "combat armor" desc = "Military grade pre-war combat armor." icon_state = "combat_armor" - item_state = "combat_armor" + inhand_icon_state = "combat_armor" armor = list("melee" = 35, "bullet" = 35, "laser" = 30, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) //recipe any combat armor + duster @@ -65,7 +65,7 @@ name = "combat duster" desc = "Refurbished combat armor under a weathered duster. Simple metal plates replace the ceramic plates that has gotten damaged." icon_state = "combatduster" - item_state = "combatduster" + inhand_icon_state = "combatduster" permeability_coefficient = 0.9 heat_protection = CHEST | GROIN | LEGS cold_protection = CHEST | GROIN | LEGS @@ -75,28 +75,28 @@ name = "SWAT combat armor" desc = "A custom version of the pre-war combat armor, slimmed down and minimalist for domestic S.W.A.T. teams." icon_state = "armoralt" - item_state = "armoralt" + inhand_icon_state = "armoralt" armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 15, "bomb" = 30, "bio" = 10, "rad" = 10, "fire" = 25, "acid" = 10) /obj/item/clothing/suit/armor/medium/combat/rusted name = "rusted combat armor" desc = "Weathered set of combat armor, it has clearly seen use for a long time by various previous owners, judging by the patched holes. The composite plates are a little cracked but it should still work. Probably." icon_state = "combat_rusted" - item_state = "combat_rusted" + inhand_icon_state = "combat_rusted" armor = list("melee" = 35, "bullet" = 30, "laser" = 25, "energy" = 15, "bomb" = 20, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) /obj/item/clothing/suit/armor/medium/combat/mk2 name = "reinforced combat armor" desc = "A reinforced set of bracers, greaves, and torso plating of prewar design. This one is kitted with additional plates." icon_state = "combat_armor_mk2" - item_state = "combat_armor_mk2" + inhand_icon_state = "combat_armor_mk2" armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 20, "bomb" = 30, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) /obj/item/clothing/suit/armor/medium/combat/mk2/raider name = "painspike combat armor" desc = "Take one set of combat armor, add a classic suit of painspike armor, forget hugging your friends ever again." icon_state = "combat_painspike" - item_state = "combat_painspike" + inhand_icon_state = "combat_painspike" //////////// // OUTLAW // @@ -106,28 +106,28 @@ name = "supa-fly raider armor" desc = "Fabulous mutant powers were revealed to me the day I held aloft my bumper sword and said...
BY THE POWER OF NUKA-COLA, I AM RAIDER MAN!" icon_state = "supafly" - item_state = "supafly" + inhand_icon_state = "supafly" armor = list("melee" = 25, "bullet" = 40, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25) /obj/item/clothing/suit/armor/medium/rebel name = "rebel raider armor" desc = "Rebel, rebel. Your face is a mess." icon_state = "raider_rebel_icon" - item_state = "raider_rebel_armor" + inhand_icon_state = "raider_rebel_armor" armor = list("melee" = 25, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 20) /obj/item/clothing/suit/armor/medium/sadist name = "sadist raider armor" desc = "A bunch of metal chaps adorned with severed hands at the waist with a leather plate worn on the left shoulder. Very intimidating." icon_state = "sadist" - item_state = "sadist" + inhand_icon_state = "sadist" armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 15, "acid" = 5) /obj/item/clothing/suit/armor/medium/blastmaster name = "blastmaster raider armor" desc = "A suit composed largely of blast plating, though there's so many holes it's hard to say if it will protect against much." icon_state = "blastmaster" - item_state = "blastmaster" + inhand_icon_state = "blastmaster" flash_protect = 2 armor = list("melee" = 25, "bullet" = 25, "laser" = 20, "energy" = 25, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 25) @@ -135,21 +135,21 @@ name = "yankee raider armor" desc = "A set of armor made from bulky plastic and rubber. A faded sports team logo is printed in various places. Go Desert Rats!" icon_state = "yankee" - item_state = "yankee" + inhand_icon_state = "yankee" armor = list("melee" = 40, "bullet" = 20, "laser" = 15, "energy" = 15, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25) /obj/item/clothing/suit/armor/medium/painspike name = "painspike raider armor" desc = "A particularly unhuggable armor, even by raider standards. Extremely spiky." icon_state = "painspike" - item_state = "painspike" + inhand_icon_state = "painspike" armor = list("melee" = 40, "bullet" = 25, "laser" = 10, "energy" = 5, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 5) /obj/item/clothing/suit/armor/medium/iconoclast name = "iconoclast raider armor" desc = "A rigid armor set that appears to be fashioned from a radiation suit, or a mining suit." icon_state = "iconoclast" - item_state = "iconoclast" + inhand_icon_state = "iconoclast" permeability_coefficient = 0.8 armor = list("melee" = 25, "bullet" = 30, "laser" = 25, "energy" = 30, "bomb" = 30, "bio" = 40, "rad" = 60, "fire" = 25, "acid" = 40) @@ -157,21 +157,21 @@ name = "khan battlecoat" desc = "Affluent pushers can affort fancy coats with a lot of metal and ceramic plates stuffed inside." icon_state = "khanbattle" - item_state = "khanbattle" + inhand_icon_state = "khanbattle" armor = list("melee" = 35, "bullet" = 25, "laser" = 15, "energy" = 20, "bomb" = 20, "bio" = 5, "rad" = 10, "fire" = 20, "acid" = 10) /obj/item/clothing/suit/armor/medium/ncrexile name = "modified NCR armor" desc = "A modified detoriated armor kit consisting of NCR gear and scrap metal." icon_state = "ncrexile" - item_state = "ncrexile" + inhand_icon_state = "ncrexile" armor = list("melee" = 30, "bullet" = 35, "laser" = 30, "energy" = 25, "bomb" = 30, "bio" = 20, "rad" = 20, "fire" = 15, "acid" = 0) /obj/item/clothing/suit/armor/medium/legexile name = "modified Legion armor" desc = "A modified detoriated armor kit consisting of Legion gear and scrap metal." icon_state = "legexile" - item_state = "legexile" + inhand_icon_state = "legexile" armor = list("melee" = 45, "bullet" = 30, "laser" = 20, "energy" = 15, "bomb" = 30, "bio" = 25, "rad" = 20, "fire" = 35, "acid" = 0) @@ -179,21 +179,21 @@ name = "armored battlecoat" desc = "A heavy padded leather coat with faded colors, worn over a armor vest." icon_state = "battlecoat_tan" - item_state = "battlecoat_tan" + inhand_icon_state = "battlecoat_tan" armor = list("melee" = 20, "bullet" = 35, "laser" = 30, "energy" = 25, "bomb" = 20, "bio" = 5, "rad" = 10, "fire" = 25, "acid" = 5) /obj/item/clothing/suit/armor/medium/duster_renegade name = "renegade duster" desc = "Metal armor worn under a stylish duster. For the bad boy who wants to look good while commiting murder." icon_state = "duster-renegade" - item_state = "duster-renegade" + inhand_icon_state = "duster-renegade" armor = list("melee" = 20, "bullet" = 35, "laser" = 30, "energy" = 25, "bomb" = 20, "bio" = 5, "rad" = 10, "fire" = 25, "acid" = 5) /obj/item/clothing/suit/armor/medium/slam name = "slammer raider armor" desc = "Crude armor using a premium selection of sawn up tires and thick layers of filthy cloth to give that murderous hobo look.
Come on and slam and turn your foes to jam! Pretty warm, but it is made of very flammable stuff. It's probably fine." icon_state = "slam" - item_state = "slam" + inhand_icon_state = "slam" flags_inv = HIDEJUMPSUIT cold_protection = CHEST | GROIN | LEGS| ARMS | HEAD siemens_coefficient = 0.9 @@ -203,7 +203,7 @@ name = "scrap combat armor" desc = "Scavenged military combat armor, repaired by unskilled hands many times, most of the original plating having cracked or crumbled to dust." icon_state = "raider_combat" - item_state = "raider_combat" + inhand_icon_state = "raider_combat" armor = list("melee" = 35, "bullet" = 25, "laser" = 15, "energy" = 10, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 5) @@ -215,7 +215,7 @@ name = "forgemaster armor" desc = "Legion armor reinforced with metal, worn with a Forgemaster apron with the bull insignia over it." icon_state = "opifex_apron" - item_state = "opifex_apron" + inhand_icon_state = "opifex_apron" blood_overlay_type = "armor" armor = list("melee" = 45, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 30, "bio" = 5, "rad" = 10, "fire" = 45, "acid" = 10) @@ -237,7 +237,7 @@ name = "Legion combat armor" desc = "An old military grade pre war combat armor and, repainted to the colour scheme of Caesar's Legion." icon_state = "legion_combat" - item_state = "legion_combat" + inhand_icon_state = "legion_combat" armor = list("melee" = 35, "bullet" = 35, "laser" = 30, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) @@ -250,69 +250,69 @@ name = "NCR armor vest" desc = "A standard issue NCR Infantry armor vest." icon_state = "ncr_infantry_vest" - item_state = "ncr_infantry_vest" + inhand_icon_state = "ncr_infantry_vest" armor = list("melee" = 15, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 5, "acid" = 0) /obj/item/clothing/suit/armor/medium/ncrarmormant name = "NCR mantle vest" desc = "A standard issue NCR Infantry vest with a mantle on the shoulder." icon_state = "ncr_standard_mantle" - item_state = "ncr_standard_mantle" + inhand_icon_state = "ncr_standard_mantle" armor = list("melee" = 15, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 5) /obj/item/clothing/suit/armor/medium/ncrarmorreinf name = "NCR reinforced armor vest" desc = "A standard issue NCR Infantry vest reinforced with a groinpad." icon_state = "ncr_reinforced_vest" - item_state = "ncr_reinforced_vest" + inhand_icon_state = "ncr_reinforced_vest" armor = list("melee" = 20, "bullet" = 40, "laser" = 15, "energy" = 10, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 5, "acid" = 0) /obj/item/clothing/suit/armor/medium/ncrarmormantreinf name = "NCR reinforced mantle vest" desc = "A standard issue NCR Infantry vest reinforced with a groinpad and a mantle." icon_state = "ncr_reinforced_mantle" - item_state = "ncr_reinforced_mantle" + inhand_icon_state = "ncr_reinforced_mantle" armor = list("melee" = 20, "bullet" = 40, "laser" = 15, "energy" = 10, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 5) /obj/item/clothing/suit/armor/medium/ncrarmorofficer name = "NCR officer armor vest" desc = "A reinforced set of NCR mantle armour, with added padding on the groin, neck and shoulders. Intended for use by the officer class." icon_state = "ncr_lt_armour" - item_state = "ncr_lt_armour" + inhand_icon_state = "ncr_lt_armour" armor = list("melee" = 25, "bullet" = 45, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 5) /obj/item/clothing/suit/armor/medium/ncrarmorofficer/captain name = "NCR captain's armor" desc = "The captain gets to wear a non-regulation coat over his armor because he is in charge, and don't you forget it." icon_state = "ncr_officer_coat" - item_state = "ncr_officer_coat" + inhand_icon_state = "ncr_officer_coat" /obj/item/clothing/suit/armor/medium/combat/desert_ranger name = "NCR combat armor" desc = "Combat armor painted in the khaki of the New California Republic, displaying its flag on the chest." icon_state = "ncr_armor" - item_state = "ncr_armor" + inhand_icon_state = "ncr_armor" armor = list("melee" = 35, "bullet" = 35, "laser" = 15, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 10, "fire" = 15, "acid" = 10) /obj/item/clothing/suit/armor/medium/ncrarmorcolonel name = "NCR colonels armor" desc = "A heavily reinforced set of NCR mantle armour, ceramic inserts protects the vital organs quite well. Used by high ranking NCR officers in dangerous zones." icon_state = "ncr_captain_armour" - item_state = "ncr_captain_armour" + inhand_icon_state = "ncr_captain_armour" armor = list("melee" = 45, "bullet" = 45, "laser" = 40, "energy" = 40, "bomb" = 45, "bio" = 40, "rad" = 45, "fire" = 45, "acid" = 20) /obj/item/clothing/suit/armor/medium/combat/mk2/desert_ranger name = "ranger patrol armor" desc = "The standard issue ranger patrol armor is based on pre-war combat armor design, and has similar capabilities." icon_state = "ncr_patrol" - item_state = "ncr_patrol" + inhand_icon_state = "ncr_patrol" armor = list("melee" = 35, "bullet" = 35, "laser" = 30, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) /obj/item/clothing/suit/armor/medium/combat/vetranger name = "veteran ranger combat armor" desc = "The NCR veteran ranger combat armor, or black armor consists of a pre-war L.A.P.D. riot suit under a duster with rodeo jeans. Considered one of the most prestigious suits of armor to earn and wear while in service of the NCR Rangers." icon_state = "ranger" - item_state = "ranger" + inhand_icon_state = "ranger" armor = list("melee" = 45, "bullet" = 45, "laser" = 30, "energy" = 25, "bomb" = 25, "bio" = 10, "rad" = 20, "fire" = 35, "acid" = 10) @@ -324,35 +324,35 @@ name = "initiate armor" desc = "An old military grade pre war combat armor, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_armor" - item_state = "brotherhood_armor" + inhand_icon_state = "brotherhood_armor" armor = list("melee" = 35, "bullet" = 35, "laser" = 30, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) /obj/item/clothing/suit/armor/medium/combat/mk2/bos name = "reinforced initiate armor" desc = "A reinforced set of bracers, greaves, and torso plating of prewar design This one is kitted with additional plates and, repainted to the colour scheme of the Brotherhood of Steel." icon_state = "brotherhood_armor_mk2" - item_state = "brotherhood_armor_mk2" + inhand_icon_state = "brotherhood_armor_mk2" armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 20, "bomb" = 30, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) /obj/item/clothing/suit/armor/medium/combat/mk2/knight name = "brotherhood armor" desc = "A combat armor set made by the Brotherhood of Steel, standard issue for all Knights. It bears a red stripe." icon_state = "brotherhood_armor_knight" - item_state = "brotherhood_armor_knight" + inhand_icon_state = "brotherhood_armor_knight" armor = list("melee" = 35, "bullet" = 40, "laser" = 40, "energy" = 30, "bomb" = 30, "bio" = 10, "rad" = 20, "fire" = 25, "acid" = 10) /obj/item/clothing/suit/armor/medium/combat/mk2/senknight name = "brotherhood senior knight armor" desc = "A combat armor set made by the Brotherhood of Steel, standard issue for all Senior Knight. It bears a silver stripe." icon_state = "brotherhood_armor_senior" - item_state = "brotherhood_armor_senior" + inhand_icon_state = "brotherhood_armor_senior" armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 30, "bomb" = 30, "bio" = 10, "rad" = 25, "fire" = 25, "acid" = 10) /obj/item/clothing/suit/armor/medium/combat/mk2/headknight name = "brotherhood knight-captain armor" desc = "A combat armor set made by the Brotherhood of Steel, standard issue for all Knight-Captains. It bears golden embroidery." icon_state = "brotherhood_armor_captain" - item_state = "brotherhood_armor_captain" + inhand_icon_state = "brotherhood_armor_captain" armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 30, "bomb" = 30, "bio" = 15, "rad" = 25, "fire" = 30, "acid" = 15) //////////////// @@ -363,7 +363,7 @@ name = "deputy trenchcoat" desc = "An armored trench coat with added shoulderpads, a chestplate, and leg guards." icon_state = "towntrench_medium" - item_state = "hostrench" + inhand_icon_state = "hostrench" armor = list("melee" = 40, "bullet" = 40, "laser" = 30, "energy" = 25, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 5) /obj/item/clothing/suit/armor/medium/lawcoat/sheriff @@ -376,7 +376,7 @@ name = "commissioner's jacket" desc = "A navy-blue jacket with blue shoulder designations, '/OPD/' stitched into one of the chest pockets, and hidden ceramic trauma plates. It has a small compartment for a holdout pistol." icon_state = "warden_alt" - item_state = "armor" + inhand_icon_state = "armor" armor = list("melee" = 40, "bullet" = 60, "laser" = 30, "energy" = 35, "bomb" = 30, "bio" = 40, "rad" = 40, "fire" = 50, "acid" = 10) pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/holdout @@ -394,7 +394,7 @@ name = "tribal combat armor" desc = "Military grade pre war combat armor, now decorated with sinew and the bones of the hunted for its new wearer." icon_state = "tribecombatarmor" - item_state = "tribecombatarmor" + inhand_icon_state = "tribecombatarmor" armor = list("melee" = 35, "bullet" = 35, "laser" = 30, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) @@ -406,14 +406,14 @@ name = "armored cloak" desc = "A dark cloak worn over protective plating." icon_state = "cloak_armored" - item_state = "cloak_armored" + inhand_icon_state = "cloak_armored" armor = list("melee" = 25, "bullet" = 35, "laser" = 20, "energy" = 15, "bomb" = 20, "bio" = 5, "rad" = 10, "fire" = 25, "acid" = 5) /obj/item/clothing/suit/armor/medium/scrapchest/mutant name = "mutant armour" desc = "Metal plates rigged to fit the frame of a super mutant. Maybe he's the big iron with a ranger on his hip?" icon_state = "mutie_heavy_metal" - item_state = "mutie_heavy_metal" + inhand_icon_state = "mutie_heavy_metal" armor = list("melee" = 40, "bullet" = 30, "laser" = 15, "energy" = 15, "bomb" = 30, "bio" = 0, "rad" = 5, "fire" = 10, "acid" = 0) slowdown = 0.1 allowed = list(/obj/item/gun, /obj/item/melee/onehanded, /obj/item/twohanded, /obj/item/melee/smith, /obj/item/melee/smith/twohand) @@ -422,7 +422,7 @@ name = "motorball suit" desc = "Reproduction motorcycle-football suit, made in vault 75 that was dedicated to a pure sports oriented culture." icon_state = "motorball" - item_state = "motorball" + inhand_icon_state = "motorball" armor = list("melee" = 40, "bullet" = 25, "laser" = 15, "energy" = 15, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 10) //THE GRAVEYARD @@ -441,21 +441,21 @@ name = "enclave combat armor" desc = "A set of matte black advanced pre-war combat armor." icon_state = "enclave_new" - item_state = "enclave_new" + inhand_icon_state = "enclave_new" armor = list("melee" = 35, "bullet" = 40, "laser" = 35, "energy" = 20, "bomb" = 30, "bio" = 10, "rad" = 10, "fire" = 20, "acid" = 10) /obj/item/clothing/suit/armor/medium/vest/enclave name = "armored vest" desc = "Efficient prewar design issued to Enclave personell." icon_state = "armor_enclave_peacekeeper" - item_state = "armor_enclave_peacekeeper" + inhand_icon_state = "armor_enclave_peacekeeper" armor = list("melee" = 35, "bullet" = 50, "laser" = 30, "energy" = 30, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) /obj/item/clothing/suit/armor/enclave/officercoat name = "armored coat" desc = "Premium prewar armor fitted into a coat for Enclave officers." icon_state = "armor_enclave_officer" - item_state = "armor_enclave_officer" + inhand_icon_state = "armor_enclave_officer" armor = list("melee" = 60, "bullet" = 45, "energy" = 40, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) */ */ diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm index f51717445b..7b4c807fd9 100644 --- a/code/modules/clothing/suits/miscellaneous.dm +++ b/code/modules/clothing/suits/miscellaneous.dm @@ -12,7 +12,7 @@ name = "blue laser tag armor" desc = "A piece of plastic armor. It has sensors that react to red light." //Lasers are concentrated light icon_state = "bluetag" - item_state = "bluetag" + inhand_icon_state = "bluetag" blood_overlay_type = "armor" allowed = list (/obj/item/gun/energy/laser/bluetag) resistance_flags = NONE @@ -22,7 +22,7 @@ name = "red laser tag armor" desc = "A piece of plastic armor. It has sensors that react to blue light." icon_state = "redtag" - item_state = "redtag" + inhand_icon_state = "redtag" blood_overlay_type = "armor" allowed = list (/obj/item/gun/energy/laser/redtag) resistance_flags = NONE @@ -35,7 +35,7 @@ name = "flashy costume" desc = "What did you expect?" icon_state = "flashsuit" - item_state = "armor" + inhand_icon_state = "armor" hoodtype = /obj/item/clothing/head/hooded/flashsuit mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -50,13 +50,13 @@ name = "pirate coat" desc = "Yarr." icon_state = "pirate" - item_state = "pirate" + inhand_icon_state = "pirate" /obj/item/clothing/suit/pirate/captain name = "pirate captain coat" desc = "Yarr." icon_state = "hgpirate" - item_state = "hgpirate" + inhand_icon_state = "hgpirate" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -64,7 +64,7 @@ name = "cyborg suit" desc = "Suit for a cyborg costume." icon_state = "death" - item_state = "death" + inhand_icon_state = "death" flags_1 = CONDUCT_1 fire_resist = T0C+5200 body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS|FEET @@ -75,7 +75,7 @@ name = "justice suit" desc = "this pretty much looks ridiculous" //Needs no fixing icon_state = "justice" - item_state = "justice" + inhand_icon_state = "justice" body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS|FEET flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT @@ -84,7 +84,7 @@ name = "judge's robe" desc = "This robe commands authority." icon_state = "judge" - item_state = "judge" + inhand_icon_state = "judge" flags_inv = HIDEJUMPSUIT mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -92,24 +92,24 @@ name = "tailcoat" desc = "A rather impractical, long coat." icon_state = "tailcoat" - item_state = "tailcoat" + inhand_icon_state = "tailcoat" /obj/item/clothing/suit/vickyblack name = "black victorian coat" desc = "An overbearing black coat, it looks far older than you are." icon_state = "vickyblack" - item_state = "vickyblack" + inhand_icon_state = "vickyblack" /obj/item/clothing/suit/vickyred name = "red victorian coat" desc = "An overbearing red coat, it looks far older than you are." icon_state = "vickyred" - item_state = "vickyred" + inhand_icon_state = "vickyred" /obj/item/clothing/suit/syndicatefake name = "black and red space suit replica" icon_state = "syndicate-black-red" - item_state = "syndicate-black-red" + inhand_icon_state = "syndicate-black-red" desc = "A plastic replica of the Syndicate space suit. You'll look just like a real murderous Syndicate agent in this! This is a toy, it is not made for use in space!" body_parts_covered = CHEST|ARMS|GROIN|LEGS|FEET|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT @@ -119,7 +119,7 @@ name = "\improper Hastur's robe" desc = "Robes not meant to be worn by man." icon_state = "hastur" - item_state = "hastur" + inhand_icon_state = "hastur" flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT mutantrace_variation = NONE @@ -127,7 +127,7 @@ name = "\improper Imperium monk suit" desc = "Have YOU killed a xeno today?" icon_state = "imperium_monk" - item_state = "imperium_monk" + inhand_icon_state = "imperium_monk" flags_inv = HIDESHOES|HIDEJUMPSUIT mutantrace_variation = NONE @@ -135,7 +135,7 @@ name = "chicken suit" desc = "A suit made long ago by the ancient empire KFC." icon_state = "chickensuit" - item_state = "chickensuit" + inhand_icon_state = "chickensuit" body_parts_covered = CHEST|ARMS|GROIN|LEGS|FEET flags_inv = HIDESHOES|HIDEJUMPSUIT @@ -144,7 +144,7 @@ name = "monkey suit" desc = "A suit that looks like a primate." icon_state = "monkeysuit" - item_state = "monkeysuit" + inhand_icon_state = "monkeysuit" body_parts_covered = CHEST|ARMS|GROIN|LEGS|FEET|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT @@ -152,7 +152,7 @@ name = "owl cloak" desc = "A soft brown cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive the ladies mad." icon_state = "owl_wings" - item_state = "owl_wings" + inhand_icon_state = "owl_wings" togglename = "wings" actions_types = list(/datum/action/item_action/toggle_wings) @@ -164,13 +164,13 @@ name = "griffon cloak" desc = "A plush white cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive your captives mad." icon_state = "griffin_wings" - item_state = "griffin_wings" + inhand_icon_state = "griffin_wings" /obj/item/clothing/suit/cardborg name = "cardborg suit" desc = "An ordinary cardboard box with holes cut in the sides." icon_state = "cardborg" - item_state = "cardborg" + inhand_icon_state = "cardborg" flags_inv = HIDEJUMPSUIT dog_fashion = /datum/dog_fashion/back @@ -198,7 +198,7 @@ name = "snowman outfit" desc = "Two white spheres covered in white glitter. 'Tis the season." icon_state = "snowman" - item_state = "snowman" + inhand_icon_state = "snowman" flags_inv = HIDEJUMPSUIT mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -206,7 +206,7 @@ name = "white dress" desc = "A fancy white dress." icon_state = "white_dress" - item_state = "w_suit" + inhand_icon_state = "w_suit" flags_inv = HIDEJUMPSUIT|HIDESHOES mutantrace_variation = NONE @@ -214,7 +214,7 @@ name = "thick brown robes" desc = "When was the last time these things were washed?" icon_state = "brownrobes" - item_state = "brownrobes" + inhand_icon_state = "brownrobes" flags_inv = HIDESHOES|HIDEJUMPSUIT body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS hoodtype = /obj/item/clothing/head/hooded/robes @@ -238,20 +238,20 @@ name = "grey robes" desc = "Requisite attire for the monthly meetings of your local cult." icon_state = "greyrobes" - item_state = "greyrobes" + inhand_icon_state = "greyrobes" hoodtype = /obj/item/clothing/head/hooded/robes/grey /obj/item/clothing/head/hooded/robes/grey name = "grey hood" desc = "Keeps the sun out of your face, so you can brood in peace." - item_state = "greyrobes" + inhand_icon_state = "greyrobes" icon_state = "greyrobes" /obj/item/clothing/suit/hooded/carp_costume name = "carp costume" desc = "A costume made from 'synthetic' carp scales, it smells." icon_state = "carp_casual" - item_state = "labcoat" + inhand_icon_state = "labcoat" body_parts_covered = CHEST|GROIN|ARMS|LEGS|FEET cold_protection = CHEST|GROIN|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT //Space carp like space, so you should too @@ -270,7 +270,7 @@ name = "corgi costume" desc = "A costume that looks like someone made a human-like corgi, it won't guarantee belly rubs." icon_state = "ian" - item_state = "labcoat" + inhand_icon_state = "labcoat" body_parts_covered = CHEST|GROIN|ARMS|LEGS|FEET hoodtype = /obj/item/clothing/head/hooded/ian_hood dog_fashion = /datum/dog_fashion/back @@ -286,7 +286,7 @@ name = "bee costume" desc = "Bee the true Queen!" icon_state = "bee" - item_state = "labcoat" + inhand_icon_state = "labcoat" clothing_flags = THICKMATERIAL hoodtype = /obj/item/clothing/head/hooded/bee_hood mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -304,7 +304,7 @@ name = "bloated human suit" desc = "A horribly bloated suit made from human skins." icon_state = "lingspacesuit" - item_state = "labcoat" + inhand_icon_state = "labcoat" body_parts_covered = CHEST|GROIN|ARMS|LEGS|FEET|HANDS actions_types = list(/datum/action/item_action/toggle_human_head) hoodtype = /obj/item/clothing/head/hooded/human_head @@ -322,7 +322,7 @@ name = "\improper Russian officer's jacket" desc = "This jacket is for those special occasions when a russian officer isn't required to wear their armor." icon_state = "officertanjacket" - item_state = "officertanjacket" + inhand_icon_state = "officertanjacket" body_parts_covered = CHEST|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -330,7 +330,7 @@ name = "shikigami costume" desc = "A costume that looks like a certain shikigami, is super fluffy." icon_state = "ran_suit" - item_state = "ran_suit" + inhand_icon_state = "ran_suit" flags_inv = HIDEJUMPSUIT|HIDETAUR heat_protection = CHEST|GROIN|LEGS //fluffy tails! mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -339,7 +339,7 @@ name = "shikigami hat" desc = "A hat that looks like it keeps any fluffy ears contained super warm, has little charms over it." icon_state = "ran_hat" - item_state = "ran_hat" + inhand_icon_state = "ran_hat" flags_inv = HIDEEARS /obj/item/clothing/suit/armor/heavy/salvaged_pa/t45b/costume @@ -355,7 +355,7 @@ name = "straight jacket" desc = "A suit that completely restrains the wearer. Manufactured by Antyphun Corp." //Straight jacket is antifun icon_state = "straight_jacket" - item_state = "straight_jacket" + inhand_icon_state = "straight_jacket" body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT equip_delay_self = 50 @@ -366,52 +366,52 @@ name = "worn shirt" desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it, but it's pretty close. Good for sleeping in." icon_state = "ianshirt" - item_state = "ianshirt" + inhand_icon_state = "ianshirt" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/suit/nerdshirt name = "gamer shirt" desc = "A baggy shirt with vintage game character Phanic the Weasel. Why would anyone wear this?" icon_state = "nerdshirt" - item_state = "nerdshirt" + inhand_icon_state = "nerdshirt" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/suit/vapeshirt //wearing this is asking to get beat. name = "Vape Naysh shirt" desc = "A cheap white T-shirt with a big tacky \"VN\" on the front, Why would you wear this unironically?" icon_state = "vapeshirt" - item_state = "vapeshirt" + inhand_icon_state = "vapeshirt" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/suit/jacket/flannel name = "black flannel jacket" desc = "Comfy and supposedly flammable." icon_state = "flannel" - item_state = "flannel" + inhand_icon_state = "flannel" /obj/item/clothing/suit/jacket/flannel/red name = "red flannel jacket" desc = "Comfy and supposedly flammable." icon_state = "flannel_red" - item_state = "flannel_red" + inhand_icon_state = "flannel_red" /obj/item/clothing/suit/jacket/flannel/aqua name = "aqua flannel jacket" desc = "Comfy and supposedly flammable." icon_state = "flannel_aqua" - item_state = "flannel_aqua" + inhand_icon_state = "flannel_aqua" /obj/item/clothing/suit/jacket/flannel/brown name = "brown flannel jacket" desc = "Comfy and supposedly flammable." icon_state = "flannel_brown" - item_state = "flannel_brown" + inhand_icon_state = "flannel_brown" /obj/item/clothing/suit/jacket/leather name = "leather jacket" desc = "Pompadour not included." icon_state = "leatherjacket" - item_state = "hostrench" + inhand_icon_state = "hostrench" resistance_flags = NONE max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT armor = ARMOR_VALUE_CLOTHES @@ -431,20 +431,20 @@ name = "puffer jacket" desc = "A thick jacket with a rubbery, water-resistant shell." icon_state = "pufferjacket" - item_state = "hostrench" + inhand_icon_state = "hostrench" /obj/item/clothing/suit/jacket/puffer/vest name = "puffer vest" desc = "A thick vest with a rubbery, water-resistant shell." icon_state = "puffervest" - item_state = "armor" + inhand_icon_state = "armor" cold_protection = CHEST|GROIN /obj/item/clothing/suit/jacket/miljacket name = "military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable." icon_state = "militaryjacket" - item_state = "militaryjacket" + inhand_icon_state = "militaryjacket" armor = ARMOR_VALUE_CLOTHES armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_BULLET_T1) @@ -452,7 +452,7 @@ name = "letterman jacket" desc = "A classic brown letterman jacket. Looks pretty hot and heavy." icon_state = "letterman" - item_state = "letterman" + inhand_icon_state = "letterman" armor = ARMOR_VALUE_CLOTHES armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -460,46 +460,46 @@ name = "red letterman jacket" desc = "A letterman jacket in a sick red color. Radical." icon_state = "letterman_red" - item_state = "letterman_red" + inhand_icon_state = "letterman_red" /obj/item/clothing/suit/jacket/letterman_syndie name = "blood-red letterman jacket" desc = "Oddly, this jacket seems to have a large S on the back..." icon_state = "letterman_s" - item_state = "letterman_s" + inhand_icon_state = "letterman_s" /obj/item/clothing/suit/jacket/letterman_nanotrasen name = "blue letterman jacket" desc = "A blue letterman jacket with a proud US Government N on the back. The tag says that it was made in Space China." icon_state = "letterman_n" - item_state = "letterman_n" + inhand_icon_state = "letterman_n" /obj/item/clothing/suit/dracula name = "dracula coat" desc = "Looks like this belongs in a very old movie set." icon_state = "draculacoat" - item_state = "draculacoat" + inhand_icon_state = "draculacoat" body_parts_covered = CHEST|ARMS /obj/item/clothing/suit/drfreeze_coat name = "doctor freeze's labcoat" desc = "A labcoat imbued with the power of features and freezes." icon_state = "drfreeze_coat" - item_state = "drfreeze_coat" + inhand_icon_state = "drfreeze_coat" body_parts_covered = CHEST|GROIN|ARMS /obj/item/clothing/suit/gothcoat name = "gothic coat" desc = "Perfect for those who want stalk in a corner of a bar." icon_state = "gothcoat" - item_state = "gothcoat" + inhand_icon_state = "gothcoat" body_parts_covered = CHEST|ARMS|HAND_LEFT //peculiar /obj/item/clothing/suit/xenos name = "xenos suit" desc = "A suit made out of chitinous alien hide." icon_state = "xenos" - item_state = "xenos_helm" + inhand_icon_state = "xenos_helm" body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT @@ -509,7 +509,7 @@ name = "winter coat" desc = "A heavy jacket made from 'synthetic' animal furs." icon_state = "coatwinter" - item_state = "coatwinter" + inhand_icon_state = "coatwinter" body_parts_covered = CHEST|GROIN|ARMS cold_protection = CHEST|GROIN|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT @@ -533,7 +533,7 @@ name = "centcom winter coat" desc = "A coat layered with both insulation and armor." icon_state = "coatcentcom" - item_state = "coatcentcom" + inhand_icon_state = "coatcentcom" hoodtype = /obj/item/clothing/head/hooded/winterhood/centcom armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_BULLET_T1) @@ -549,7 +549,7 @@ name = "captain's winter coat" desc = "A luxurious winter coat, stuffed with the down of the endangered Uka bird and trimmed with genuine sable. The fabric is an indulgently soft micro-fiber, and the deep ultramarine color is only one that could be achieved with minute amounts of crystalline bluespace dust woven into the thread between the plectrums. Extremely lavish, and extremely durable. The tiny flakes of protective material make it nothing short of extremely light lamellar armor." icon_state = "coatcaptain" - item_state = "coatcaptain" + inhand_icon_state = "coatcaptain" hoodtype = /obj/item/clothing/head/hooded/winterhood/captain armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_BULLET_T1) @@ -566,7 +566,7 @@ name = "head of personnel's winter coat" desc = "A cozy winter coat, covered in thick fur. The breast features a proud yellow chevron, reminding everyone that you're the second banana." icon_state = "coathop" - item_state = "coathop" + inhand_icon_state = "coathop" hoodtype = /obj/item/clothing/head/hooded/winterhood/hop armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_BULLET_T1) @@ -579,7 +579,7 @@ name = "security winter coat" desc = "A red, armor-padded winter coat. It glitters with a mild ablative coating and a robust air of authority. The zipper tab is a pair of jingly little handcuffs that get annoying after the first ten seconds." icon_state = "coatsecurity" - item_state = "coatsecurity" + inhand_icon_state = "coatsecurity" hoodtype = /obj/item/clothing/head/hooded/winterhood/security armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_BULLET_T1) @@ -597,7 +597,7 @@ name = "head of security's winter coat" desc = "A red, armor-padded winter coat, lovingly woven with a Kevlar interleave and reinforced with semi-ablative polymers and a silver azide fill material. The zipper tab looks like a tiny replica of Beepsky." icon_state = "coathos" - item_state = "coathos" + inhand_icon_state = "coathos" hoodtype = /obj/item/clothing/head/hooded/winterhood/hos armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1, ARMOR_MODIFIER_UP_BULLET_T1) @@ -614,7 +614,7 @@ name = "medical winter coat" desc = "An arctic white winter coat with a small blue caduceus instead of a plastic zipper tab. Snazzy." icon_state = "coatmedical" - item_state = "coatmedical" + inhand_icon_state = "coatmedical" hoodtype = /obj/item/clothing/head/hooded/winterhood/medical /obj/item/clothing/head/hooded/winterhood/medical @@ -625,7 +625,7 @@ name = "chief medical officer's winter coat" desc = "An arctic white winter coat with a small blue caduceus instead of a plastic zipper tab. The normal liner is replaced with an exceptionally thick, soft layer of fur." icon_state = "coatcmo" - item_state = "coatcmo" + inhand_icon_state = "coatcmo" hoodtype = /obj/item/clothing/head/hooded/winterhood/cmo armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) @@ -638,7 +638,7 @@ name = "chemistry winter coat" desc = "A lab-grade winter coat made with acid resistant polymers. For the enterprising chemist who was exiled to a frozen wasteland on the go." icon_state = "coatchemistry" - item_state = "coatchemistry" + inhand_icon_state = "coatchemistry" hoodtype = /obj/item/clothing/head/hooded/winterhood/chemistry armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) @@ -651,7 +651,7 @@ name = "virology winter coat" desc = "A white winter coat with green markings. Warm, but wont fight off the common cold or any other disease. Might make people stand far away from you in the hallway. The zipper tab looks like an oversized bacteriophage." icon_state = "coatviro" - item_state = "coatviro" + inhand_icon_state = "coatviro" hoodtype = /obj/item/clothing/head/hooded/winterhood/viro armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) @@ -664,7 +664,7 @@ name = "paramedic winter coat" desc = "A winter coat with blue markings. Warm, but probably won't protect from biological agents. For the cozy doctor on the go." icon_state = "coatparamed" - item_state = "coatparamed" + inhand_icon_state = "coatparamed" hoodtype = /obj/item/clothing/head/hooded/winterhood/paramedic /obj/item/clothing/head/hooded/winterhood/paramedic @@ -675,7 +675,7 @@ name = "science winter coat" desc = "A white winter coat with an outdated atomic model instead of a plastic zipper tab." icon_state = "coatscience" - item_state = "coatscience" + inhand_icon_state = "coatscience" hoodtype = /obj/item/clothing/head/hooded/winterhood/science armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) @@ -688,7 +688,7 @@ name = "robotics winter coat" desc = "A black winter coat with a badass flaming robotic skull for the zipper tab. This one has bright red designs and a few useless buttons." icon_state = "coatrobotics" - item_state = "coatrobotics" + inhand_icon_state = "coatrobotics" hoodtype = /obj/item/clothing/head/hooded/winterhood/robotics /obj/item/clothing/head/hooded/winterhood/robotics @@ -699,7 +699,7 @@ name = "genetics winter coat" desc = "A white winter coat with a DNA helix for the zipper tab. " icon_state = "coatgenetics" - item_state = "coatgenetics" + inhand_icon_state = "coatgenetics" hoodtype = /obj/item/clothing/head/hooded/winterhood/genetics /obj/item/clothing/head/hooded/winterhood/genetics @@ -710,7 +710,7 @@ name = "research director's winter coat" desc = "A thick arctic winter coat with an outdated atomic model instead of a plastic zipper tab. Most in the know are heavily aware that Bohr's model of the atom was outdated by the time of the 1930s when the Heisenbergian and Schrodinger models were generally accepted for true. Nevertheless, we still see its use in anachronism, roleplaying, and, in this case, as a zipper tab. At least it should keep you warm on your ivory pillar." icon_state = "coatrd" - item_state = "coatrd" + inhand_icon_state = "coatrd" hoodtype = /obj/item/clothing/head/hooded/winterhood/rd armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) @@ -723,7 +723,7 @@ name = "chief engineer's winter coat" desc = "A white winter coat with reflective green and yellow stripes. Stuffed with asbestos, treated with fire retardant PBDE, lined with a micro thin sheet of lead foil and snugly fitted to your body's measurements. This baby's ready to save you from anything except the thyroid cancer and systemic fibrosis you'll get from wearing it. The zipper tab is a tiny golden wrench." icon_state = "coatce" - item_state = "coatce" + inhand_icon_state = "coatce" hoodtype = /obj/item/clothing/head/hooded/winterhood/ce armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T3) @@ -736,7 +736,7 @@ name = "engineering winter coat" desc = "A surprisingly heavy yellow winter coat with reflective orange stripes. It has a small wrench for its zipper tab, and the inside layer is covered with a radiation-resistant silver-nylon blend. Because you're worth it." icon_state = "coatengineer" - item_state = "coatengineer" + inhand_icon_state = "coatengineer" hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) @@ -749,7 +749,7 @@ name = "atmospherics winter coat" desc = "A yellow and blue winter coat. The zipper pull-tab is made to look like a miniature breath mask." icon_state = "coatatmos" - item_state = "coatatmos" + inhand_icon_state = "coatatmos" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) /obj/item/clothing/head/hooded/winterhood/engineering/atmos @@ -761,7 +761,7 @@ name = "hydroponics winter coat" desc = " A green and blue winter coat. The zipper tab looks like the flower from a member of Rosa Hesperrhodos, a pretty pink-and-white rose. The colors absolutely clash." icon_state = "coathydro" - item_state = "coathydro" + inhand_icon_state = "coathydro" hoodtype = /obj/item/clothing/head/hooded/winterhood/hydro /obj/item/clothing/head/hooded/winterhood/hydro @@ -772,7 +772,7 @@ name = "bartender winter coat" desc = "A fancy winter coat with a waistcoat and flamboyant bowtie stuck onto it. The zipper tab is actually the bowtie." icon_state = "coatbar" - item_state = "coatbar" + inhand_icon_state = "coatbar" hoodtype = /obj/item/clothing/head/hooded/winterhood/bar /obj/item/clothing/head/hooded/winterhood/bar @@ -783,7 +783,7 @@ name = "janitors winter coat" desc = "A purple-and-beige winter coat that smells of Abraxo-brand cleaner." icon_state = "coatjanitor" - item_state = "coatjanitor" + inhand_icon_state = "coatjanitor" hoodtype = /obj/item/clothing/head/hooded/winterhood/janitor /obj/item/clothing/head/hooded/winterhood/janitor @@ -794,7 +794,7 @@ name = "cargo winter coat" desc = "A tan-and-grey winter coat that has a crate for its zipper pull tab. It fills you with the warmth of a fierce independence." icon_state = "coatcargo" - item_state = "coatcargo" + inhand_icon_state = "coatcargo" hoodtype = /obj/item/clothing/head/hooded/winterhood/cargo /obj/item/clothing/head/hooded/winterhood/cargo @@ -805,7 +805,7 @@ name = "quartermaster's winter coat" desc = "A dark brown winter coat that has a golden crate pin for its zipper pully." icon_state = "coatqm" - item_state = "coatqm" + inhand_icon_state = "coatqm" hoodtype = /obj/item/clothing/head/hooded/winterhood/qm /obj/item/clothing/head/hooded/winterhood/qm @@ -816,7 +816,7 @@ name = "assistant's formal winter coat" desc = "A black button up winter coat." icon_state = "coataformal" - item_state = "coataformal" + inhand_icon_state = "coataformal" hoodtype = /obj/item/clothing/head/hooded/winterhood/aformal /obj/item/clothing/head/hooded/winterhood/aformal @@ -827,7 +827,7 @@ name = "mining winter coat" desc = "A dusty button up winter coat. The zipper tab looks like a tiny pickaxe." icon_state = "coatminer" - item_state = "coatminer" + inhand_icon_state = "coatminer" hoodtype = /obj/item/clothing/head/hooded/winterhood/miner /obj/item/clothing/head/hooded/winterhood/miner @@ -838,7 +838,7 @@ name = "ratvarian winter coat" desc = "A brass-plated button up winter coat. Instead of a zipper tab, it has a brass cog with a tiny red gemstone inset." icon_state = "coatratvar" - item_state = "coatratvar" + inhand_icon_state = "coatratvar" hoodtype = /obj/item/clothing/head/hooded/winterhood/ratvar var/real = TRUE @@ -865,7 +865,7 @@ name = "narsian winter coat" desc = "A somber button-up in tones of grey entropy and a wicked crimson zipper. When pulled all the way up, the zipper looks like a bloody gash. The zipper pull looks like a single drop of blood." icon_state = "coatnarsie" - item_state = "coatnarsie" + inhand_icon_state = "coatnarsie" hoodtype = /obj/item/clothing/head/hooded/winterhood/narsie var/real = TRUE @@ -889,21 +889,21 @@ name = "brass winter coat" desc = "A brass-plated button up winter coat. Instead of a zipper tab, it has a brass cog with a tiny red piece of plastic as an inset." icon_state = "coatratvar" - item_state = "coatratvar" + inhand_icon_state = "coatratvar" real = FALSE*/ /obj/item/clothing/suit/hooded/wintercoat/narsie/fake name = "runed winter coat" desc = "A dusty button up winter coat in the tones of oblivion and ash. The zipper pull looks like a single drop of blood." icon_state = "coatnarsie" - item_state = "coatnarsie" + inhand_icon_state = "coatnarsie" real = FALSE /obj/item/clothing/suit/hooded/wintercoat/durathread name = "durathread winter coat" desc = "The one coat to rule them all. Extremely durable while providing the utmost comfort." icon_state = "coatdurathread" - item_state = "coatdurathread" + inhand_icon_state = "coatdurathread" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2, ARMOR_MODIFIER_UP_BULLET_T1, ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_DOWN_LASER_T1) hoodtype = /obj/item/clothing/head/hooded/winterhood/durathread @@ -936,7 +936,7 @@ name = "ghost sheet" desc = "The hands float by themselves, so it's extra spooky." icon_state = "ghost_sheet" - item_state = "ghost_sheet" + inhand_icon_state = "ghost_sheet" throwforce = 0 throw_speed = 1 throw_range = 2 @@ -950,7 +950,7 @@ name = "DAB suit" desc = "A cheap replica of old SWAT armor. On its back, it is written: \"Desperate Assistance Battleforce\"." icon_state = "assu_suit" - item_state = "assu_suit" + inhand_icon_state = "assu_suit" blood_overlay_type = "armor" body_parts_covered = CHEST|GROIN|ARMS|LEGS flags_inv = HIDEJUMPSUIT @@ -961,7 +961,7 @@ name = "red christmas coat" desc = "A festive red Christmas coat! Smells like Candy Cane!" icon_state = "christmascoatr" - item_state = "christmascoatr" + inhand_icon_state = "christmascoatr" hoodtype = /obj/item/clothing/head/hooded/winterhood/christmashoodr /obj/item/clothing/head/hooded/winterhood/christmashoodr @@ -971,7 +971,7 @@ name = "green christmas coat" desc = "A festive green Christmas coat! Smells like Candy Cane!" icon_state = "christmascoatg" - item_state = "christmascoatg" + inhand_icon_state = "christmascoatg" hoodtype = /obj/item/clothing/head/hooded/winterhood/christmashoodg /obj/item/clothing/head/hooded/winterhood/christmashoodg @@ -981,7 +981,7 @@ name = "red and green christmas coat" desc = "A festive red and green Christmas coat! Smells like Candy Cane!" icon_state = "christmascoatrg" - item_state = "christmascoatrg" + inhand_icon_state = "christmascoatrg" hoodtype = /obj/item/clothing/head/hooded/winterhood/christmashoodrg /obj/item/clothing/head/hooded/winterhood/christmashoodrg @@ -990,7 +990,7 @@ /obj/item/clothing/suit/hooded/wintercoat/polychromic name = "polychromic winter coat" icon_state = "coatpoly" - item_state = "coatpoly" + inhand_icon_state = "coatpoly" hoodtype = /obj/item/clothing/head/hooded/winterhood/polychromic /obj/item/clothing/suit/hooded/wintercoat/polychromic/ComponentInitialize() @@ -999,19 +999,19 @@ /obj/item/clothing/head/hooded/winterhood/polychromic icon_state = "winterhood_poly" - item_state = "winterhood_poly" + inhand_icon_state = "winterhood_poly" /obj/item/clothing/suit/striped_sweater name = "striped sweater" desc = "Reminds you of someone, but you just can't put your finger on it..." icon_state = "waldo_shirt" - item_state = "waldo_shirt" + inhand_icon_state = "waldo_shirt" /obj/item/clothing/suit/samurai name = "Samurai outfit" desc = "An outfit used by traditional japanese warriors." icon_state = "samurai" - item_state = "samurai" + inhand_icon_state = "samurai" armor = ARMOR_VALUE_LIGHT //NCR Ranger Stuff @@ -1020,336 +1020,336 @@ name = "Commonwealth sniper rain coat" desc = "Used in jungle envrioments its a soft canvas cloak with a black mesh over it, with green foliage sticking out the front half." icon_state = "rain_coat_sniper" - item_state = "rain_coat_sniper" + inhand_icon_state = "rain_coat_sniper" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/pip_cloak name = "heart cloak" desc = "A pretty blue cloak with a heart on the back." icon_state = "pip_cloak" - item_state = "pip_cloak" + inhand_icon_state = "pip_cloak" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/flintlock name = "flintlock coat" desc = "A green jacket with a brown fur lined inner." icon_state = "flintlock" - item_state = "flintlock" + inhand_icon_state = "flintlock" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/dension name = "Denison jacket" desc = "A coverall jacket created by the British during the second world war, its still in use by commonwealth units by specifically Paratroopers and units working in colder climates." icon_state = "dension" - item_state = "dension" + inhand_icon_state = "dension" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/canadian_coat name = "flintlock coat" desc = "A pre war standard issue service coat for the Canadian army but is a man stake for all British commonwealth Nations Winterwear." icon_state = "Canadian_coat" - item_state = "Canadian_coat" + inhand_icon_state = "Canadian_coat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/adamantite name = "adamantite coat" desc = "A purple kinda fancy looking coat." icon_state = "adamantite" - item_state = "adamantite" + inhand_icon_state = "adamantite" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/arcanium name = "arcanium coat" desc = "A blue and white kinda fancy looking coat." icon_state = "arcanium" - item_state = "arcanium" + inhand_icon_state = "arcanium" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/gladiator name = "gladiator armor" desc = "A red and sliver piece of armor!" icon_state = "gladiator" - item_state = "gladiator" + inhand_icon_state = "gladiator" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/black name = "Black Coat" desc = "A fancy looking black coat" icon_state = "black" - item_state = "black" + inhand_icon_state = "black" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/black_gold name = "black and gold coat" desc = "A fancy looking black and gold coat." icon_state = "black_gold" - item_state = "black_gold" + inhand_icon_state = "black_gold" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/copper name = "copper coat" desc = "A copper colored coat." icon_state = "copper" - item_state = "copper" + inhand_icon_state = "copper" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/dark_knight name = "dark knight coat" desc = "A grey and sliver coat with a cross on the chest. Avast Ye! Wait, that's pirates." icon_state = "dark_knight" - item_state = "dark_knight" + inhand_icon_state = "dark_knight" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/holy_knight name = "holy knight coat" desc = "A fancy coat!" icon_state = "holy_knight" - item_state = "holy_knight" + inhand_icon_state = "holy_knight" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/iron name = "iron coat" desc = "A fancy coat!" icon_state = "iron" - item_state = "iron" + inhand_icon_state = "iron" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/kraus name = "kraus armor" desc = "A shiny suit of armor!" icon_state = "kraus" - item_state = "kraus" + inhand_icon_state = "kraus" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/leather name = "leahter coat" desc = "A leather coat! Don't call peta." icon_state = "leather" - item_state = "leather" + inhand_icon_state = "leather" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/gob/steel name = "Steel coat" desc = "A Steel coat! Jet fuel might melt this.." icon_state = "steel" - item_state = "steel" + inhand_icon_state = "steel" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/ranger/ned name = "Ned Armor" desc = "Maybe it will protect you, maybe it won't. Who's to know." icon_state = "ned" - item_state = "ned" + inhand_icon_state = "ned" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/ranger/us_coat name = "US coat" desc = "A nice enough looking coat" icon_state = "us_coat" - item_state = "us_coat" + inhand_icon_state = "us_coat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/ranger/trench_colorable name = "Trench, colorable" desc = "Trench coat! Colorable verision." icon_state = "trench_colorable" - item_state = "trench_colorable" + inhand_icon_state = "trench_colorable" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/ranger/sack_coat name = "Sack coat, colorable" desc = "It's a coat. Might keep you warm. Or not.." icon_state = "sack_coat" - item_state = "sack_coat" + inhand_icon_state = "sack_coat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/poncho name = "Rainbow Poncho" desc = "A rainbow poncho" icon_state = "poncho" - item_state = "poncho" + inhand_icon_state = "poncho" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/cyberpunksleek name = "Cyperpunk Brown" desc = "A brown jacket!" icon_state = "cyberpunksleek" - item_state = "cyberpunksleek" + inhand_icon_state = "cyberpunksleek" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/cyberpunksleek_black name = "Cyperpunk Black" desc = "A black jacket!" icon_state = "cyberpunksleek_black" - item_state = "cyberpunksleek_black" + inhand_icon_state = "cyberpunksleek_black" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/cyberpunksleek_green name = "Cyperpunk Green" desc = "A green jacket!" icon_state = "cyberpunksleek_green" - item_state = "cyberpunksleek_green" + inhand_icon_state = "cyberpunksleek_green" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/cyberpunksleek_white name = "Cyperpunk White" desc = "A white jacket!" icon_state = "cyberpunksleek_white" - item_state = "cyberpunksleek_white" + inhand_icon_state = "cyberpunksleek_white" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/cyberpunksleek_long_green name = "Cyperpunk Long Green" desc = "A green jacket!" icon_state = "cyberpunksleek_long_green" - item_state = "cyberpunksleek_long_green" + inhand_icon_state = "cyberpunksleek_long_green" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/cyberpunksleek_long_black name = "Cyperpunk Long Black" desc = "A black jacket!" icon_state = "cyberpunksleek_long_black" - item_state = "cyberpunksleek_long_black" + inhand_icon_state = "cyberpunksleek_long_black" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/cyberpunksleek_long_white name = "Cyperpunk Long white" desc = "A white jacket!" icon_state = "cyberpunksleek_long_white" - item_state = "cyberpunksleek_long_white" + inhand_icon_state = "cyberpunksleek_long_white" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/cyberpunksleek_long name = "Cyperpunk Long brown" desc = "A brown jacket!" icon_state = "cyberpunksleek_long" - item_state = "cyberpunksleek_long" + inhand_icon_state = "cyberpunksleek_long" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/overcoat_brown name = "Brown Overcoat" desc = "A brown jacket!" icon_state = "overcoat_brown" - item_state = "overcoat_brown" + inhand_icon_state = "overcoat_brown" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/overcoat_black name = "Black Overcoat" desc = "A black jacket!" icon_state = "overcoat_black" - item_state = "overcoat_black" + inhand_icon_state = "overcoat_black" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/bladerunner_coat name = "Blade Runner Coat" desc = "A black jacket!" icon_state = "bladerunner_coat" - item_state = "bladerunner_coat" + inhand_icon_state = "bladerunner_coat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/boxer_jacket name = "boxing jacket" desc = "A nice looking jacket" icon_state = "boxer_jacket" - item_state = "boxer_jacket" + inhand_icon_state = "boxer_jacket" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/drive_jacket name = "drive jacket" desc = "A nice looking jacket" icon_state = "drive_jacket" - item_state = "drive_jacket" + inhand_icon_state = "drive_jacket" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/violet_jacket name = "Violet Jacket" desc = "A nice looking jacket" icon_state = "violet_jacket" - item_state = "violet_jacket" + inhand_icon_state = "violet_jacket" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/tunnelsnake name = "Tunnel Snake" desc = "A nice looking jacket" icon_state = "tunnelsnake" - item_state = "tunnelsnake" + inhand_icon_state = "tunnelsnake" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/eris/dante name = "Dante jacket" desc = "A nice looking jacket" icon_state = "dante" - item_state = "dante" + inhand_icon_state = "dante" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/chomp/warden name = "Warden jacket" desc = "A nice looking jacket" icon_state = "warden" - item_state = "warden" + inhand_icon_state = "warden" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/chomp/hos_trench name = "Black Trench Coat" desc = "A nice looking jacket" icon_state = "hos_trench" - item_state = "hos_trench" + inhand_icon_state = "hos_trench" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/chomp/talon name = "Dark blue coat" desc = "A nice looking jacket" icon_state = "taloncoat" - item_state = "taloncoat" + inhand_icon_state = "taloncoat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/chomp/talon name = "Dark blue coat" desc = "A nice looking jacket" icon_state = "taloncoat" - item_state = "taloncoat" + inhand_icon_state = "taloncoat" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/chomp/redjacket name = "Red Hoodie" desc = "A nice looking jacket" icon_state = "hoodie_redtrim" - item_state = "hoodie_redtrim" + inhand_icon_state = "hoodie_redtrim" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/chomp/bluejacket name = "Blue Hoodie" desc = "A nice looking jacket" icon_state = "hoodie_bluetrim" - item_state = "hoodie_bluetrim" + inhand_icon_state = "hoodie_bluetrim" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/chomp/greenjacket name = "Green Hoodie" desc = "A nice looking jacket" icon_state = "hoodie_greentrim" - item_state = "hoodie_greentrim" + inhand_icon_state = "hoodie_greentrim" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/chomp/purplejacket name = "Purple Hoodie" desc = "A nice looking jacket" icon_state = "hoodie_purpletrim" - item_state = "hoodie_purpletrim" + inhand_icon_state = "hoodie_purpletrim" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/chomp/yellowjacket name = "Yellow Hoodie" desc = "A nice looking jacket" icon_state = "hoodie_yellowtrim" - item_state = "hoodie_yellowtrim" + inhand_icon_state = "hoodie_yellowtrim" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/toggle/labcoat/dinosaur name = "Dinosaur costume" desc = "Life...life finds a way." icon_state = "dinosaur" - item_state = "dinosaur" + inhand_icon_state = "dinosaur" flags_inv = HIDESHOES|HIDEJUMPSUIT | HIDEEARS | HIDEHAIR body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS @@ -1362,21 +1362,21 @@ name = "short nurse dress" desc = "A short, easy to move in nurse dress. Give it a twirl!" icon_state = "short-nurse-dress" - item_state = "short-nurse-dress" + inhand_icon_state = "short-nurse-dress" body_parts_covered = CHEST|ARMS /obj/item/clothing/suit/coat/coyote/nurse_coat name = "nurse coat" desc = "A pristine medical coat, the inside is very soft to the touch." icon_state = "nurse-coat" - item_state = "nurse-coat" + inhand_icon_state = "nurse-coat" body_parts_covered = CHEST|ARMS /obj/item/clothing/suit/coat/coyote/science_puffer name = "science puffer" desc = "A big comfy puffer jacket, perfect for the lab!" icon_state = "science-puffer" - item_state = "science-puffer" + inhand_icon_state = "science-puffer" body_parts_covered = CHEST|ARMS @@ -1384,62 +1384,62 @@ name = "hi-vis coat" desc = "A coat that makes you even more visible!" icon_state = "hi-vis-coat" - item_state = "hi-vis-coat" + inhand_icon_state = "hi-vis-coat" body_parts_covered = CHEST|ARMS /obj/item/clothing/suit/coat/coyote/engineering_puffer name = "engineering puffer" desc = "A big comfy puffer jacket, perfect for the engine!" icon_state = "engineering-puffer" - item_state = "engineering-puffer" + inhand_icon_state = "engineering-puffer" body_parts_covered = CHEST|ARMS /obj/item/clothing/suit/coat/coyote/security_puffer name = "security puffer" desc = "A big comfy puffer jacket, perfect for catching criminals!" icon_state = "sec-puffer" - item_state = "sec-puffer" + inhand_icon_state = "sec-puffer" body_parts_covered = CHEST|ARMS /obj/item/clothing/suit/coat/coyote/botany_puffer name = "botanist puffer" desc = "A big comfy puffer jacket, perfect for gardening!" icon_state = "botanist-puffer" - item_state = "botanist-puffer" + inhand_icon_state = "botanist-puffer" /obj/item/clothing/suit/coat/coyote/geneticist_puffer name = "geneticist puffer" desc = "A big comfy puffer jacket, perfect for defying nature!" icon_state = "geneticist-puffer" - item_state = "geneticist-puffer" + inhand_icon_state = "geneticist-puffer" body_parts_covered = CHEST|ARMS /obj/item/clothing/suit/coat/coyote/janitor_jacket name = "janitorial jacket" desc = "Sturdy and easy to wash, inevitably going to be splashed with blood." icon_state = "janitor-jacket" - item_state = "janitor-jacket" + inhand_icon_state = "janitor-jacket" body_parts_covered = CHEST|ARMS /obj/item/clothing/suit/coat/coyote/rancher_puffer name = "rancher puffer" desc = "A big comfy puffer jacket, perfect for chicken care!" icon_state = "rancher-puffer" - item_state = "rancher-puffer" + inhand_icon_state = "rancher-puffer" body_parts_covered = CHEST|ARMS /obj/item/clothing/suit/toggle/labcoat/detvest name = "Colorable Detective Vest" desc = "A colorable detective vest." icon_state = "det_vest" - item_state = "det_vest" + inhand_icon_state = "det_vest" armor = ARMOR_VALUE_LIGHT /obj/item/clothing/suit/civ13/coat/black name = "Thick Black Coat" desc = "Bro, why are you wearing this in humid ass east Texas?" icon_state = "japcoat" - item_state = "japcoat" + inhand_icon_state = "japcoat" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1447,7 +1447,7 @@ name = "Thick Tan Coat" desc = "Bro, why are you wearing this in humid ass east Texas?" icon_state = "japcoat2" - item_state = "japcoat2" + inhand_icon_state = "japcoat2" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1455,7 +1455,7 @@ name = "Thick Gray Coat" desc = "Bro, why are you wearing this in humid ass east Texas?" icon_state = "russcoat" - item_state = "russcoat" + inhand_icon_state = "russcoat" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1463,7 +1463,7 @@ name = "Thick Brown Coat" desc = "Bro, why are you wearing this in humid ass east Texas?" icon_state = "sov_offcoat" - item_state = "sov_offcoat" + inhand_icon_state = "sov_offcoat" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1471,7 +1471,7 @@ name = "Thick Brown Waistcoat" desc = "Bro, why are you wearing this in humid ass east Texas?" icon_state = "ger_offcoat" - item_state = "ger_offcoat" + inhand_icon_state = "ger_offcoat" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1480,7 +1480,7 @@ name = "Overcoat - Tan with sidebuttons" desc = "Bro, why are you wearing this in humid ass east Texas?" icon_state = "chi_korea_offcoat" - item_state = "chi_korea_offcoat" + inhand_icon_state = "chi_korea_offcoat" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1489,7 +1489,7 @@ name = "Kozhanka Coat" desc = "Our Coat™" icon_state = "kozhanka" - item_state = "kozhanka" + inhand_icon_state = "kozhanka" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1497,7 +1497,7 @@ name = "Kozhanka Coat - White" desc = "Our Coat™" icon_state = "kozhanka_w" - item_state = "kozhanka_w" + inhand_icon_state = "kozhanka_w" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1505,7 +1505,7 @@ name = "Leather Vest with Belt" desc = "A nice lether vest with a smart belt around your midsection." icon_state = "japvest" - item_state = "japvest" + inhand_icon_state = "japvest" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1513,7 +1513,7 @@ name = "Black vest - Half buttoned" desc = "Great for showing off your chest hair. Or cleavage. Your call, really." icon_state = "blackvest" - item_state = "blackvest" + inhand_icon_state = "blackvest" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1521,7 +1521,7 @@ name = "Olive vest - Half buttoned" desc = "Great for showing off your chest hair. Or cleavage. Your call, really." icon_state = "olivevest" - item_state = "olivevest" + inhand_icon_state = "olivevest" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1529,7 +1529,7 @@ name = "Blue vest - Half buttoned" desc = "Great for showing off your chest hair. Or cleavage. Your call, really." icon_state = "bluevest" - item_state = "bluevest" + inhand_icon_state = "bluevest" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1538,7 +1538,7 @@ name = "US Jacket - Green" desc = "2000 push ups not required. Smells like mildew though." icon_state = "us_jacket" - item_state = "us_jacket" + inhand_icon_state = "us_jacket" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1547,7 +1547,7 @@ name = "Ghillie Suit - no hood" desc = "Are you sure that's just not a bunch of fucking grass?" icon_state = "ghillie" - item_state = "ghillie" + inhand_icon_state = "ghillie" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1555,7 +1555,7 @@ name = "Overcoat - Tan" desc = "A nice jacket, you know, if it ever got cold around here." icon_state = "ww2_japcoat" - item_state = "ww2_japcoat" + inhand_icon_state = "ww2_japcoat" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1563,7 +1563,7 @@ name = "Pilots Jacket - Fluffy" desc = "A nice pilots jacket. This ones lined with kitsun- fox... fur... Yeah..." icon_state = "jappilotcoat" - item_state = "jappilotcoat" + inhand_icon_state = "jappilotcoat" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1571,7 +1571,7 @@ name = "Nasty Monk Robes" desc = "Damn bitch, you sure that isn't a potato sack?" icon_state = "monk_robes" - item_state = "monk_robes" + inhand_icon_state = "monk_robes" icon = 'modular_coyote/icons/objects/civ13suitobj.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/civ13suitonmob.dmi' @@ -1580,18 +1580,18 @@ name = "White Mage Robes" desc = "Hammer not included" icon_state = "whitemagerobes" - item_state = "whitemagerobes" + inhand_icon_state = "whitemagerobes" hoodtype = /obj/item/clothing/head/hooded/robes/whitemage /obj/item/clothing/head/hooded/robes/whitemage name = "grey hood" desc = "Keeps the sun out of your face, so you can brood in peace." - item_state = "whitemagerobes" + inhand_icon_state = "whitemagerobes" icon_state = "whitemagerobes" /obj/item/clothing/suit/coat/coyote/british_jacket name = "british jacket" desc = "A big comfy jacket!" icon_state = "british_jacket" - item_state = "british_jacket" + inhand_icon_state = "british_jacket" body_parts_covered = CHEST|ARMS diff --git a/code/modules/clothing/suits/power_armor.dm b/code/modules/clothing/suits/power_armor.dm index 1e914568a0..b708736fa4 100644 --- a/code/modules/clothing/suits/power_armor.dm +++ b/code/modules/clothing/suits/power_armor.dm @@ -38,7 +38,7 @@ desc = "Some fusion fuel used to recharge the fusion cores of Power Armor." icon = 'icons/obj/power.dmi' icon_state = "cell" - item_state = "cell" + inhand_icon_state = "cell" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' var/fuel = 20000 @@ -172,7 +172,7 @@ name = "Vault-Tec power armour" desc = "A refined suit of power armour, purpose-built by the residents of Vault-115 in order to better keep the peace in their new settlement." icon_state = "vaultpa" - item_state = "vaultpa" + inhand_icon_state = "vaultpa" armor = list("melee" = 70, "bullet" = 70, "laser" = 55, "energy" = 50, "bomb" = 50, "bio" = 60, "rad" = 30, "fire" = 65, "acid" = 15, "wound" = 35) slowdown = 0 armor_block_chance = 40 @@ -182,7 +182,7 @@ name = "excavator power armor" desc = "Developed by Garrahan Mining Co. in collaboration with West Tek, the Excavator-class power armor was designed to protect miners from rockfalls and airborne contaminants while increasing the speed at which they could work. " icon_state = "excavator" - item_state = "excavator" + inhand_icon_state = "excavator" slowdown = 0.5 //+0.1 from helmet armor = list("melee" = 70, "bullet" = 60, "laser" = 40, "energy" = 35, "bomb" = 45, "bio" = 50, "rad" = 50, "fire" = 60, "acid" = 15, "wound" = 20) armor_block_chance = 40 @@ -192,7 +192,7 @@ name = "T-45d power armor" desc = "Originally developed and manufactured for the United States Army by American defense contractor West Tek, the T-45d power armor was the first version of power armor to be successfully deployed in battle." icon_state = "t45dpowerarmor" - item_state = "t45dpowerarmor" + inhand_icon_state = "t45dpowerarmor" slowdown = 0.24 armor = list("melee" = 75, "bullet" = 70, "laser" = 45, "energy" = 45, "bomb" = 65, "bio" = 75, "rad" = 80, "fire" = 85, "acid" = 30, "wound" = 40) armor_block_chance = 50 @@ -202,13 +202,13 @@ name = "sierra power armor" desc = "A captured set of T-45d power armor put into use by the NCR, it's been heavily modified and decorated with the head of a bear and intricate gold trimming. A two headed bear is scorched into the breastplate." icon_state = "sierra" - item_state = "sierra" + inhand_icon_state = "sierra" /obj/item/clothing/suit/armor/power_armor/t45d/knightcaptain name = "Knight-Captain's T-45d Power Armour" desc = "A classic set of T-45d Power Armour only to be used in armed combat, it signifies the Knight Captain and their place in the Brotherhood. A leader, and a beacon of structure in a place where chaos reigns. All must rally to his call, for he is the Knight Captain and your safety is his duty." icon_state = "t45dkc" - item_state = "t45dkc" + inhand_icon_state = "t45dkc" slowdown = 0.16 armor = list("melee" = 75, "bullet" = 70, "laser" = 45, "energy" = 45, "bomb" = 65, "bio" = 75, "rad" = 80, "fire" = 85, "acid" = 30, "wound" = 40) @@ -216,7 +216,7 @@ name = "midwestern power armor" desc = "This set of power armor once belonged to the Midwestern branch of the Brotherhood of Steel, and now resides here." icon_state = "midwestgrey_pa" - item_state = "midwestgrey_pa" + inhand_icon_state = "midwestgrey_pa" armor = list("melee" = 75, "bullet" = 70, "laser" = 45, "energy" = 45, "bomb" = 65, "bio" = 75, "rad" = 80, "fire" = 85, "acid" = 30, "wound" = 40) armor_block_chance = 50 deflection_chance = 10 //20% chance to block damage from blockable bullets and redirect the bullet at a random angle @@ -225,7 +225,7 @@ name = "T-51b power armor" desc = "The pinnacle of pre-war technology. This suit of power armor provides substantial protection to the wearer." icon_state = "t51bpowerarmor" - item_state = "t51bpowerarmor" + inhand_icon_state = "t51bpowerarmor" slowdown = 0.15 //+0.1 from helmet = total 0.25 armor_block_chance = 50 deflection_chance = 10 //35% chance to block damage from blockable bullets and redirect the bullet at a random angle. Less overall armor compared to T-60, but higher deflection. @@ -237,7 +237,7 @@ name = "T-51b tesla armor" desc = "The pinnacle of pre-war technology. This suit of power armor provides substantial protection to the wearer, with the added benefit of tesla coils." icon_state = "t51tesla" - item_state = "t51tesla" + inhand_icon_state = "t51tesla" slowdown = 0.15 //+0.1 from helmet = total 0.25 armor = list("melee" = 75, "bullet" = 70, "laser" = 50, "energy" = 45, "bomb" = 70, "bio" = 75, "rad" = 80, "fire" = 85, "acid" = 30, "wound" = 45) @@ -246,7 +246,7 @@ name = "T-60a power armor" desc = "Developed in early 2077 after the Anchorage Reclamation, the T-60 series of power armor was designed to eventually replace the T-51b as the pinnacle of powered armor technology in the U.S. military arsenal." icon_state = "t60powerarmor" - item_state = "t60powerarmor" + inhand_icon_state = "t60powerarmor" slowdown = 0.16 armor = list("melee" = 75, "bullet" = 75, "laser" = 55, "energy" = 50, "bomb" = 70, "bio" = 80, "rad" = 80, "fire" = 90, "acid" = 30, "wound" = 50) melee_block_threshold = 40 @@ -258,7 +258,7 @@ name = "T-60b tesla armor" desc = "An experimental variant of T-60a power armor featuring an array of tesla coils. A small amount of protection has been sacrificed to give a chance to deflect energy projectiles." icon_state = "t60tesla" - item_state = "t60tesla" + inhand_icon_state = "t60tesla" slowdown = 0.15 armor = list("melee" = 75, "bullet" = 75, "laser" = 70, "energy" = 50, "bomb" = 70, "bio" = 80, "rad" = 80, "fire" = 90, "acid" = 30, "wound" = 50) var/hit_reflect_chance = 20 @@ -274,7 +274,7 @@ name = "advanced power armor" desc = "An advanced suit of armor typically used by the Enclave.
It is composed of lightweight metal alloys, reinforced with ceramic castings at key stress points.
Additionally, like the T-51b power armor, it includes a recycling system that can convert human waste into drinkable water, and an air conditioning system for its user's comfort." icon_state = "advpowerarmor1" - item_state = "advpowerarmor1" + inhand_icon_state = "advpowerarmor1" armor = list("melee" = 80, "bullet" = 80, "laser" = 60, "energy" = 55, "bomb" = 70, "bio" = 80, "rad" = 90, "fire" = 90, "acid" = 40, "wound" = 70) melee_block_threshold = 45 armor_block_threshold = 0.45 @@ -285,7 +285,7 @@ name = "hellfire power armor" desc = "A deep black suit of Enclave-manufactured heavy power armor, based on pre-war designs such as the T-51 and improving off of data gathered by post-war designs such as the X-01. Most commonly fielded on the East Coast, no suit rivals it's strength." icon_state = "hellfire" - item_state = "hellfire" + inhand_icon_state = "hellfire" melee_block_threshold = 50 armor_block_threshold = 0.5 armor_block_chance = 70 @@ -296,7 +296,7 @@ name = "tesla power armor" desc = "A variant of the Enclave's advanced power armor Mk I, jury-rigged with a Tesla device that is capable of dispersing a large percentage of the damage done by directed-energy attacks.
As it's made of complex composite materials designed to block most of energy damage - it's notably weaker against kinetic impacts." icon_state = "tesla" - item_state = "tesla" + inhand_icon_state = "tesla" armor = list("melee" = 75, "bullet" = 75, "laser" = 70, "energy" = 55, "bomb" = 70, "bio" = 80, "rad" = 90, "fire" = 95, "acid" = 30, "wound" = 70) var/hit_reflect_chance = 35 diff --git a/code/modules/clothing/suits/reactive_armour.dm b/code/modules/clothing/suits/reactive_armour.dm index 3f5bc798fd..e951479fc9 100644 --- a/code/modules/clothing/suits/reactive_armour.dm +++ b/code/modules/clothing/suits/reactive_armour.dm @@ -31,7 +31,7 @@ var/reactivearmor_cooldown_duration = 0 //cooldown specific to reactive armor var/reactivearmor_cooldown = 0 icon_state = "reactiveoff" - item_state = "reactiveoff" + inhand_icon_state = "reactiveoff" blood_overlay_type = "armor" armor = ARMOR_VALUE_LIGHT actions_types = list(/datum/action/item_action/toggle) @@ -45,11 +45,11 @@ if(active) to_chat(user, span_notice("[src] is now active.")) icon_state = "reactive" - item_state = "reactive" + inhand_icon_state = "reactive" else to_chat(user, span_notice("[src] is now inactive.")) icon_state = "reactiveoff" - item_state = "reactiveoff" + inhand_icon_state = "reactiveoff" add_fingerprint(user) if(user.get_item_by_slot(SLOT_WEAR_SUIT) == src) user.update_inv_wear_suit() @@ -60,7 +60,7 @@ return active = 0 icon_state = "reactiveoff" - item_state = "reactiveoff" + inhand_icon_state = "reactiveoff" reactivearmor_cooldown = world.time + 200 /obj/item/clothing/suit/armor/reactive/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return) diff --git a/code/modules/clothing/suits/suit_fashion.dm b/code/modules/clothing/suits/suit_fashion.dm index a804d4e5f4..31f4893017 100644 --- a/code/modules/clothing/suits/suit_fashion.dm +++ b/code/modules/clothing/suits/suit_fashion.dm @@ -10,7 +10,7 @@ name = "labcoat" desc = "A suit that protects against minor chemical spills." icon_state = "labcoat" - item_state = "labcoat" + inhand_icon_state = "labcoat" blood_overlay_type = "coat" body_parts_covered = CHEST|ARMS armor = ARMOR_VALUE_CLOTHES @@ -34,7 +34,7 @@ name = "cyborg suit" desc = "Suit for a cyborg costume." icon_state = "death" - item_state = "death" + inhand_icon_state = "death" flags_1 = CONDUCT_1 fire_resist = T0C+5200 body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS|FEET @@ -44,7 +44,7 @@ name = "justice suit" desc = "this pretty much looks ridiculous" //Needs no fixing icon_state = "justice" - item_state = "justice" + inhand_icon_state = "justice" body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS|FEET flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT @@ -52,7 +52,7 @@ name = "judge's robe" desc = "This robe commands authority." icon_state = "judge" - item_state = "judge" + inhand_icon_state = "judge" flags_inv = HIDEJUMPSUIT mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -60,33 +60,33 @@ name = "tailcoat" desc = "A rather impractical, long coat." icon_state = "tailcoat" - item_state = "tailcoat" + inhand_icon_state = "tailcoat" body_parts_hidden = ARMS /obj/item/clothing/suit/vickyblack name = "black victorian coat" desc = "An overbearing black coat, it looks far older than you are." icon_state = "vickyblack" - item_state = "vickyblack" + inhand_icon_state = "vickyblack" /obj/item/clothing/suit/vickyred name = "red victorian coat" desc = "An overbearing red coat, it looks far older than you are." icon_state = "vickyred" - item_state = "vickyred" + inhand_icon_state = "vickyred" body_parts_hidden = ARMS /obj/item/clothing/suit/apron/overalls name = "coveralls" desc = "A set of denim overalls." icon_state = "overalls" - item_state = "overalls" + inhand_icon_state = "overalls" /obj/item/clothing/suit/apron/purple_bartender name = "purple bartender apron" desc = "A fancy purple apron for a stylish person." icon_state = "purplebartenderapron" - item_state = "purplebartenderapron" + inhand_icon_state = "purplebartenderapron" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON body_parts_hidden = CHEST @@ -99,7 +99,7 @@ name = "bomber jacket" desc = "Aviators not included." icon_state = "bomberjacket" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" cold_protection = CHEST|GROIN|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -111,28 +111,28 @@ name = "red flannel jacket" desc = "Comfy and supposedly flammable." icon_state = "flannel_red" - item_state = "flannel_red" + inhand_icon_state = "flannel_red" body_parts_hidden = ARMS /obj/item/clothing/suit/jacket/flannel/aqua name = "aqua flannel jacket" desc = "Comfy and supposedly flammable." icon_state = "flannel_aqua" - item_state = "flannel_aqua" + inhand_icon_state = "flannel_aqua" body_parts_hidden = ARMS /obj/item/clothing/suit/jacket/flannel/brown name = "brown flannel jacket" desc = "Comfy and supposedly flammable." icon_state = "flannel_brown" - item_state = "flannel_brown" + inhand_icon_state = "flannel_brown" body_parts_hidden = ARMS /obj/item/clothing/suit/jacket/leather name = "leather jacket" desc = "Pompadour not included." icon_state = "leatherjacket" - item_state = "hostrench" + inhand_icon_state = "hostrench" resistance_flags = NONE body_parts_hidden = ARMS max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT @@ -147,7 +147,7 @@ name = "puffer vest" desc = "A thick fluffy vest that keeps you warm. Keep away from fire." icon_state = "puffervest" - item_state = "armor" + inhand_icon_state = "armor" cold_protection = CHEST|GROIN body_parts_hidden = ARMS @@ -155,42 +155,42 @@ name = "military jacket" desc = "A canvas jacket styled after classical American military garb. Very durable, yet comfortable." icon_state = "militaryjacket" - item_state = "militaryjacket" + inhand_icon_state = "militaryjacket" body_parts_hidden = ARMS /obj/item/clothing/suit/jacket/letterman name = "letterman jacket" desc = "A classic brown letterman jacket. Looks pretty hot and heavy." icon_state = "letterman" - item_state = "letterman" + inhand_icon_state = "letterman" body_parts_hidden = CHEST|ARMS /obj/item/clothing/suit/jacket/letterman_red name = "red letterman jacket" desc = "A letterman jacket in a sick red color. Radical." icon_state = "letterman_red" - item_state = "letterman_red" + inhand_icon_state = "letterman_red" body_parts_hidden = CHEST|ARMS /obj/item/clothing/suit/dracula name = "dracula coat" desc = "Looks like this belongs in a very old movie set." icon_state = "draculacoat" - item_state = "draculacoat" + inhand_icon_state = "draculacoat" body_parts_covered = CHEST|ARMS /obj/item/clothing/suit/drfreeze_coat name = "doctor freeze's labcoat" desc = "A labcoat imbued with the power of features and freezes." icon_state = "drfreeze_coat" - item_state = "drfreeze_coat" + inhand_icon_state = "drfreeze_coat" body_parts_covered = CHEST|GROIN|ARMS /obj/item/clothing/suit/gothcoat name = "gothic coat" desc = "Perfect for those who want stalk in a corner of a bar." icon_state = "gothcoat" - item_state = "gothcoat" + inhand_icon_state = "gothcoat" body_parts_covered = CHEST|ARMS|HAND_LEFT //peculiar /obj/item/clothing/suit/bronze @@ -203,7 +203,7 @@ name = "red christmas coat" desc = "A festive red Christmas coat! Smells like Candy Cane!" icon_state = "christmascoatr" - item_state = "christmascoatr" + inhand_icon_state = "christmascoatr" hoodtype = /obj/item/clothing/head/hooded/winterhood/christmashoodr /obj/item/clothing/head/hooded/winterhood/christmashoodr @@ -213,7 +213,7 @@ name = "old bomber jacket" desc = "It looks like someone dragged this out of a muddy lake." icon_state = "bomberalt" - item_state = "bomberalt" + inhand_icon_state = "bomberalt" // "Funny" Masquerade suits. Keep off the maps. @@ -230,7 +230,7 @@ name = "shikigami costume" desc = "A costume that looks like a certain shikigami, is super fluffy." icon_state = "ran_suit" - item_state = "ran_suit" + inhand_icon_state = "ran_suit" flags_inv = HIDEJUMPSUIT|HIDETAUR heat_protection = CHEST|GROIN|LEGS //fluffy tails! mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -239,14 +239,14 @@ name = "shikigami hat" desc = "A hat that looks like it keeps any fluffy ears contained super warm, has little charms over it." icon_state = "ran_hat" - item_state = "ran_hat" + inhand_icon_state = "ran_hat" flags_inv = HIDEEARS /obj/item/clothing/suit/chickensuit name = "chicken suit" desc = "A suit made long ago by the ancient empire KFC." icon_state = "chickensuit" - item_state = "chickensuit" + inhand_icon_state = "chickensuit" body_parts_covered = CHEST|ARMS|GROIN|LEGS|FEET flags_inv = HIDESHOES|HIDEJUMPSUIT @@ -254,7 +254,7 @@ name = "owl cloak" desc = "A soft brown cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive the ladies mad." icon_state = "owl_wings" - item_state = "owl_wings" + inhand_icon_state = "owl_wings" togglename = "wings" actions_types = list(/datum/action/item_action/toggle_wings) @@ -262,13 +262,13 @@ name = "griffon cloak" desc = "A plush white cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive your captives mad." icon_state = "griffin_wings" - item_state = "griffin_wings" + inhand_icon_state = "griffin_wings" /obj/item/clothing/suit/cardborg name = "cardborg suit" desc = "An ordinary cardboard box with holes cut in the sides." icon_state = "cardborg" - item_state = "cardborg" + inhand_icon_state = "cardborg" flags_inv = HIDEJUMPSUIT dog_fashion = /datum/dog_fashion/back /* uncomment when old system cleaned out diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm index 988565d159..e24543e9a1 100644 --- a/code/modules/clothing/suits/utility.dm +++ b/code/modules/clothing/suits/utility.dm @@ -30,7 +30,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "hood_surgical_scrubs" - item_state = "hood_surgical_scrubs" + inhand_icon_state = "hood_surgical_scrubs" flags_inv = HIDEHAIR @@ -44,7 +44,7 @@ icon = 'icons/fallout/clothing/suits_utility.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/suit_utility.dmi' icon_state = "firesuit" - item_state = "firesuit" + inhand_icon_state = "firesuit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.9 permeability_coefficient = 0.5 @@ -95,7 +95,7 @@ name = "bomb suit" desc = "A suit designed for safety when handling explosives." icon_state = "bombsuit" - item_state = "bombsuit" + inhand_icon_state = "bombsuit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 @@ -120,20 +120,20 @@ /obj/item/clothing/head/bomb_hood/security icon_state = "bombsuit_sec" - item_state = "bombsuit_sec" + inhand_icon_state = "bombsuit_sec" /obj/item/clothing/suit/bomb_suit/security icon_state = "bombsuit_sec" - item_state = "bombsuit_sec" + inhand_icon_state = "bombsuit_sec" /obj/item/clothing/head/bomb_hood/white icon_state = "bombsuit_white" - item_state = "bombsuit_white" + inhand_icon_state = "bombsuit_white" /obj/item/clothing/suit/bomb_suit/white icon_state = "bombsuit_white" - item_state = "bombsuit_white" + inhand_icon_state = "bombsuit_white" /* * Radiation protection @@ -158,7 +158,7 @@ name = "radiation suit" desc = "A suit that protects against radiation. The label reads, 'Made with lead. Please do not consume insulation.'" icon_state = "rad" - item_state = "rad_suit" + inhand_icon_state = "rad_suit" w_class = WEIGHT_CLASS_NORMAL gas_transfer_coefficient = 0.9 permeability_coefficient = 0.5 diff --git a/code/modules/clothing/suits/wiz_robe.dm b/code/modules/clothing/suits/wiz_robe.dm index 37d3ae4d5f..7f3b8fb715 100644 --- a/code/modules/clothing/suits/wiz_robe.dm +++ b/code/modules/clothing/suits/wiz_robe.dm @@ -59,7 +59,7 @@ name = "\improper Magus helm" desc = "A mysterious helmet that hums with an unearthly power." icon_state = "magus" - item_state = "magus" + inhand_icon_state = "magus" dog_fashion = null // magic_flags = SPELL_WIZARD_HAT|SPELL_CULT_HELMET @@ -74,7 +74,7 @@ name = "wizard robe" desc = "A magnificent, gem-lined robe that seems to radiate power." icon_state = "wizard" - item_state = "wizrobe" + inhand_icon_state = "wizrobe" // gas_transfer_coefficient = 0.01 // permeability_coefficient = 0.01 body_parts_covered = CHEST|GROIN|ARMS|LEGS @@ -95,31 +95,31 @@ name = "red wizard robe" desc = "A magnificent red gem-lined robe that seems to radiate power." icon_state = "redwizard" - item_state = "redwizrobe" + inhand_icon_state = "redwizrobe" /obj/item/clothing/suit/wizrobe/yellow name = "yellow wizard robe" desc = "A magnificent yellow gem-lined robe that seems to radiate power." icon_state = "yellowwizard" - item_state = "yellowwizrobe" + inhand_icon_state = "yellowwizrobe" /obj/item/clothing/suit/wizrobe/black name = "black wizard robe" desc = "An unnerving black gem-lined robe that reeks of death and decay." icon_state = "blackwizard" - item_state = "blackwizrobe" + inhand_icon_state = "blackwizrobe" /obj/item/clothing/suit/wizrobe/marisa name = "witch robe" desc = "Magic is all about the spell power, ZE!" icon_state = "marisa" - item_state = "marisarobe" + inhand_icon_state = "marisarobe" /obj/item/clothing/suit/wizrobe/magusblue name = "\improper Magus robe" desc = "A set of wizard robes." icon_state = "magusblue" - item_state = "magusblue" + inhand_icon_state = "magusblue" mutantrace_variation = STYLE_DIGITIGRADE // magic_flags = SPELL_WIZARD_ROBE|SPELL_CULT_ARMOR @@ -127,7 +127,7 @@ name = "\improper Magus robe" desc = "A set of wizard robes." icon_state = "magusred" - item_state = "magusred" + inhand_icon_state = "magusred" mutantrace_variation = STYLE_DIGITIGRADE // magic_flags = SPELL_WIZARD_ROBE|SPELL_CULT_ARMOR @@ -135,7 +135,7 @@ name = "Santa's suit" desc = "Festive!" icon_state = "santa" - item_state = "santa" + inhand_icon_state = "santa" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/wizrobe/fake @@ -164,7 +164,7 @@ name = "papier-mache robe" // no non-latin characters! desc = "A robe held together by various bits of clear-tape and paste." icon_state = "wizard-paper" - item_state = "wizard-paper" + inhand_icon_state = "wizard-paper" // var/robe_charge = TRUE // actions_types = list(/datum/action/item_action/stickmen) @@ -303,7 +303,7 @@ name = "battlemage armour" desc = "Not all wizards are afraid of getting up close and personal." icon_state = "battlemage" - item_state = "battlemage" + inhand_icon_state = "battlemage" recharge_rate = 0 max_charges = INFINITY current_charges = 15 @@ -322,7 +322,7 @@ name = "battlemage helmet" desc = "A suitably impressive helmet.." icon_state = "battlemage" - item_state = "battlemage" + inhand_icon_state = "battlemage" min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT actions_types = null //No inbuilt light diff --git a/code/modules/clothing/under/accessories.dm b/code/modules/clothing/under/accessories.dm index f83994feb6..5d96374038 100644 --- a/code/modules/clothing/under/accessories.dm +++ b/code/modules/clothing/under/accessories.dm @@ -3,7 +3,7 @@ desc = "Something has gone wrong!" icon = 'icons/obj/clothing/accessories.dmi' icon_state = "plasma" - item_state = "" //no inhands + inhand_icon_state = "" //no inhands slot_flags = 0 w_class = WEIGHT_CLASS_SMALL var/above_suit = FALSE @@ -95,20 +95,20 @@ name = "waistcoat" desc = "For some classy, murderous fun." icon_state = "waistcoat" - item_state = "waistcoat" + inhand_icon_state = "waistcoat" minimize_when_attached = FALSE /obj/item/clothing/accessory/waistcoat/sheepskin name = "sheepskin vest" desc = "A warm, homemade, bighorner skin vest." icon_state = "sheepskin_vest" - item_state = "sheepskin_vest" + inhand_icon_state = "sheepskin_vest" /obj/item/clothing/accessory/maidapron name = "maid apron" desc = "The best part of a maid costume. Comes with lots of pockets for cooking, cleaning, and making a house a home." icon_state = "maidapron" - item_state = "maidapron" + inhand_icon_state = "maidapron" minimize_when_attached = FALSE pocket_storage_component_path = /datum/component/storage/concrete/pockets/service/overalls @@ -691,147 +691,147 @@ name = "\improper CIA Badge" desc = "A strange pre-war badge, the letters 'CIA' are written at the top, a seal reading 'Central Intelligence Agency, United States of America' sits in the middle of it with the letters 'U S' flanking it, and the words 'Special Agent' are written at the bottom." icon_state = "cia_badge" - item_state = "cia_badge" + inhand_icon_state = "cia_badge" minimize_when_attached = FALSE //Skirts /obj/item/clothing/accessory/pinkishskirt name = "\improper Pinkish Skirt - Accessory" desc = "A pinkish Skirt that can be worn over underwear or clothing. Or nothing, I guess. Usually has a black top, but this is just the skirt!" - item_state = "pinkskirt" + inhand_icon_state = "pinkskirt" icon_state = "pinkskirt" minimize_when_attached = FALSE /obj/item/clothing/accessory/brownskirt name = "\improper Brown Skirt - Accessory" desc = "A brown Skirt that can be worn over underwear or clothing. Or nothing, I guess." - item_state = "pinkskirt" + inhand_icon_state = "pinkskirt" icon_state = "pinkskirt" minimize_when_attached = FALSE /obj/item/clothing/accessory/priestess name = "\improper Reddish Skirt w/ Belt - Accessory" desc = "A reddish Skirt that can be worn over underwear or clothing. Or nothing, I guess." - item_state = "priestess" + inhand_icon_state = "priestess" icon_state = "priestess" minimize_when_attached = FALSE /obj/item/clothing/accessory/greenfrillyskirt name = "\improper Green and Purple Frilly Skirt - Accessory" desc = "There's something funny about this skirt." - item_state = "greenfrilly" + inhand_icon_state = "greenfrilly" icon_state = "greenfrilly" minimize_when_attached = FALSE /obj/item/clothing/accessory/checkerskirt name = "\improper Black and White Checker Skirt - Accessory" desc = "Is there something you should keep quiet about?" - item_state = "checker" + inhand_icon_state = "checker" icon_state = "checker" minimize_when_attached = FALSE /obj/item/clothing/accessory/maidskirt name = "\improper Maid Skirt - Accessory" desc = "I feel like cleaning something by just holding this." - item_state = "maid" + inhand_icon_state = "maid" icon_state = "maid" minimize_when_attached = FALSE /obj/item/clothing/accessory/plaidredlongskirt name = "\improper Plaid Red Skirt, Long - Accessory" desc = "At this length you don't even feel like this would make most folks feel like a stripper." - item_state = "plaid_red" + inhand_icon_state = "plaid_red" icon_state = "plaid_red" minimize_when_attached = FALSE /obj/item/clothing/accessory/plaidredshortskirt name = "\improper Plaid Red Skirt, Short - Accessory" desc = "Pole not included." - item_state = "plaid_red_short" + inhand_icon_state = "plaid_red_short" icon_state = "plaid_red_short" minimize_when_attached = FALSE /obj/item/clothing/accessory/plaidbluelongskirt name = "\improper Plaid Blue Skirt, Long - Accessory" desc = "At this length you don't even feel like this would make most folks feel like a stripper." - item_state = "plaid_blue" + inhand_icon_state = "plaid_blue" icon_state = "plaid_blue" minimize_when_attached = FALSE /obj/item/clothing/accessory/plaidblueshortskirt name = "\improper Plaid Blue Skirt, Short - Accessory" desc = "Pole not included." - item_state = "plaid_blue_short" + inhand_icon_state = "plaid_blue_short" icon_state = "plaid_blue_short" minimize_when_attached = FALSE /obj/item/clothing/accessory/plaidpurplelongskirt name = "\improper Plaid Purple Skirt, Long - Accessory" desc = "At this length you don't even feel like this would make most folks feel like a stripper." - item_state = "plaid_purple" + inhand_icon_state = "plaid_purple" icon_state = "plaid_purple" minimize_when_attached = FALSE /obj/item/clothing/accessory/plaidpurpleshortskirt name = "\improper Plaid Purple Skirt, Short - Accessory" desc = "Pole not included." - item_state = "plaid_purple_short" + inhand_icon_state = "plaid_purple_short" icon_state = "plaid_purple_short" minimize_when_attached = FALSE /obj/item/clothing/accessory/plaidgreenlongskirt name = "\improper Plaid Green Skirt, Long - Accessory" desc = "At this length you don't even feel like this would make most folks feel like a stripper." - item_state = "plaid_green" + inhand_icon_state = "plaid_green" icon_state = "plaid_green" minimize_when_attached = FALSE /obj/item/clothing/accessory/plaidgreenshortskirt name = "\improper Plaid Green Skirt, Short - Accessory" desc = "Pole not included." - item_state = "plaid_green_short" + inhand_icon_state = "plaid_green_short" icon_state = "plaid_green_short" minimize_when_attached = FALSE /obj/item/clothing/accessory/engineskirt name = "Orange and Yellow Skirt" desc = "For some reason, this makes you feel industrious!" - item_state = "engine_skirt" + inhand_icon_state = "engine_skirt" icon_state = "engine_skirt" minimize_when_attached = FALSE /obj/item/clothing/accessory/cmoskirt name = "\improper Soft Blue and White Skirt" desc = "Something about this skirt feels healthy." - item_state = "cmo_skirt" + inhand_icon_state = "cmo_skirt" icon_state = "cmo_skirt" minimize_when_attached = FALSE /obj/item/clothing/accessory/hopskirt name = "\improper Navy Blue Skirt" desc = "A nice blue skirt, nothing about it seems to stand out." - item_state = "hop_skirt" + inhand_icon_state = "hop_skirt" icon_state = "hop_skirt" minimize_when_attached = FALSE /obj/item/clothing/accessory/draculass name = "\improper Goth Skirt w/ Stockings" desc = "I probably are a bloodsucker, or at least you tell people you are." - item_state = "draculass" + inhand_icon_state = "draculass" icon_state = "draculass" minimize_when_attached = FALSE /obj/item/clothing/accessory/prisonerskirt name = "\improper Orange Skirt with Belt" desc = "This skirt is so freeing!" - item_state = "prisoner_skirt" + inhand_icon_state = "prisoner_skirt" icon_state = "prisoner_skirt" minimize_when_attached = FALSE /obj/item/clothing/accessory/ncrfjacketcrop name = "\improper Cropped Denim Jacket" desc = "Yeah, you go hard." - item_state = "ncrcfjacketcrop" + inhand_icon_state = "ncrcfjacketcrop" icon_state = "ncrcfjacketcrop" minimize_when_attached = FALSE @@ -912,7 +912,7 @@ /obj/item/clothing/accessory/heart name = "frisky attitude" desc = "I really do wear your heart on your sleeve, don't you?" - item_state = "heart" + inhand_icon_state = "heart" icon_state = "heart" minimize_when_attached = FALSE item_flags = DROPDEL | ABSTRACT | HAND_ITEM @@ -921,7 +921,7 @@ /obj/item/clothing/accessory/looking name = "looking for a group" desc = "Man where is everyone" - item_state = "looking" + inhand_icon_state = "looking" icon_state = "looking" minimize_when_attached = FALSE item_flags = DROPDEL | ABSTRACT | HAND_ITEM @@ -930,7 +930,7 @@ /obj/item/clothing/accessory/melee name = "melee specialist" desc = "I like beating people with a club dont you?" - item_state = "melee" + inhand_icon_state = "melee" icon_state = "melee" minimize_when_attached = FALSE item_flags = DROPDEL | ABSTRACT | HAND_ITEM @@ -939,7 +939,7 @@ /obj/item/clothing/accessory/ranged name = "ranged specialist" desc = "I like shooting people dont you?" - item_state = "ranged" + inhand_icon_state = "ranged" icon_state = "ranged" minimize_when_attached = FALSE item_flags = DROPDEL | ABSTRACT | HAND_ITEM @@ -948,7 +948,7 @@ /obj/item/clothing/accessory/newbsprout name = "new sprout" desc = "I amnt sure what your doing, but you want people to help" - item_state = "sprout" + inhand_icon_state = "sprout" icon_state = "sprout" minimize_when_attached = FALSE item_flags = DROPDEL | ABSTRACT | HAND_ITEM @@ -957,7 +957,7 @@ /obj/item/clothing/accessory/mentorcrown name = "mentor crown" desc = "I am sure of what your doing, and are willing to help" - item_state = "crown" + inhand_icon_state = "crown" icon_state = "crown" minimize_when_attached = FALSE item_flags = DROPDEL | ABSTRACT | HAND_ITEM @@ -966,7 +966,7 @@ /obj/item/clothing/accessory/healer name = "support specialist" desc = "Doesnt come with the bottom perk for free" - item_state = "healer" + inhand_icon_state = "healer" icon_state = "healer" minimize_when_attached = FALSE item_flags = DROPDEL | ABSTRACT | HAND_ITEM @@ -975,7 +975,7 @@ /obj/item/clothing/accessory/pvpindicator name = "PVP Intent" desc = "I just want to kill someone, well, if two characters have this floating next to eachother, they should just go to town on one another!" - item_state = "antag" + inhand_icon_state = "antag" icon_state = "antag" minimize_when_attached = FALSE item_flags = DROPDEL | ABSTRACT | HAND_ITEM @@ -984,7 +984,7 @@ /obj/item/clothing/accessory/tank name = "tank specialist" desc = "Doesnt come with the top perk for free" - item_state = "shield" + inhand_icon_state = "shield" icon_state = "shield" minimize_when_attached = FALSE item_flags = DROPDEL | ABSTRACT | HAND_ITEM @@ -995,6 +995,6 @@ /obj/item/clothing/accessory/braceletpair name = "\improper Recolorable Bracelets (pair)" desc = "Yep, bracelets." - item_state = "braceletpair" + inhand_icon_state = "braceletpair" icon_state = "braceletpair" minimize_when_attached = FALSE diff --git a/code/modules/clothing/under/aurora_uniform.dm b/code/modules/clothing/under/aurora_uniform.dm index cf9ba1ed01..a1596a661f 100644 --- a/code/modules/clothing/under/aurora_uniform.dm +++ b/code/modules/clothing/under/aurora_uniform.dm @@ -9,616 +9,616 @@ name = "dominian Short Sleeve, male" desc = "The traditional red-black-gold uniform of a member of His Majesty's Diplomatic Service." icon_state = "dominia_shortsleeve" - item_state = "dominia_shortsleeve" + inhand_icon_state = "dominia_shortsleeve" /obj/item/clothing/under/aurora/dominia/consular/longsleevemale name = "dominian long sleeve, male." desc = "The traditional red-black-gold uniform of a member of His Majesty's Diplomatic Service." icon_state = "dominia_longsleeve" - item_state = "dominia_longsleeve" + inhand_icon_state = "dominia_longsleeve" /obj/item/clothing/under/aurora/dominia/consular/shortsleevefemale name = "dominian Short Sleeve, female" desc = "The traditional red-black-gold uniform of a member of His Majesty's Diplomatic Service. This one has a skirt!" icon_state = "dominia_shortsleeve_fem" - item_state = "dominia_shortsleeve_fem" + inhand_icon_state = "dominia_shortsleeve_fem" /obj/item/clothing/under/aurora/dominia/consular/longsleevefemale name = "dominian long sleeve, female." desc = "The traditional red-black-gold uniform of a member of His Majesty's Diplomatic Service. This one has a skirt!" icon_state = "dominia_longsleeve_fem" - item_state = "dominia_longsleeve_fem" + inhand_icon_state = "dominia_longsleeve_fem" /obj/item/clothing/under/aurora/dominia/priest name = "dominian priest" desc = "A high-quality robe woven in black fabric with a golden trim with a red sash to fasten it." icon_state = "dominia_priest" - item_state = "dominia_priest" + inhand_icon_state = "dominia_priest" can_adjust = FALSE /obj/item/clothing/under/aurora/dominia/imperial name = "Red royal dress, with bowtie" desc = "A high-quality dress that is black and red with an accent of white. This one has a bow! Adjustable." icon_state = "dress_imperial" - item_state = "dress_imperial" + inhand_icon_state = "dress_imperial" can_adjust = FALSE /obj/item/clothing/under/aurora/dominia/strelitz name = "Red royal dress" desc = "A high-quality dress that is black and red with an accent of white. Adjustable." icon_state = "dress_strelitz" - item_state = "dress_strelitz" + inhand_icon_state = "dress_strelitz" can_adjust = FALSE /obj/item/clothing/under/aurora/dominia/volvalaad name = "blue royal dress" desc = "A high-quality dress that is black and blue with an accent of white. Adjustable." icon_state = "dress_volvalaad" - item_state = "dress_volvalaad" + inhand_icon_state = "dress_volvalaad" can_adjust = FALSE /obj/item/clothing/under/aurora/dominia/kazhkz name = "orange royal dress" desc = "A high-quality dress that is black and orange with an accent of white. Adjustable." icon_state = "dress_kazhkz" - item_state = "dress_kazhkz" + inhand_icon_state = "dress_kazhkz" can_adjust = FALSE /obj/item/clothing/under/aurora/dominia/caladius name = "purple royal dress" desc = "A high-quality dress that is black and purple with an accent of white. Adjustable." icon_state = "dress_caladius" - item_state = "dress_caladius" + inhand_icon_state = "dress_caladius" can_adjust = FALSE /obj/item/clothing/under/aurora/dominia/zhao name = "white royal dress" desc = "A high-quality dress that is black and white with an accent of white. Adjustable." icon_state = "dress_zhao" - item_state = "dress_zhao" + inhand_icon_state = "dress_zhao" can_adjust = FALSE /obj/item/clothing/under/aurora/voidsman name = "Voids Man Uniform" desc = "A light grey uniform with black pants. Snazzy." icon_state = "voidsman" - item_state = "voidsman" + inhand_icon_state = "voidsman" can_adjust = FALSE /obj/item/clothing/under/aurora/officer name = "Officer Uniform" desc = "A white uniform with a fancy collar and black pants." icon_state = "officer" - item_state = "officer" + inhand_icon_state = "officer" can_adjust = FALSE /obj/item/clothing/under/aurora/armsman name = "Arms Man Uniform" desc = "A greynish grey uniform that looks to be a bit padded." icon_state = "armsman" - item_state = "armsman" + inhand_icon_state = "armsman" can_adjust = FALSE /obj/item/clothing/under/aurora/initiate name = "White initiate Robe" desc = "A white robe with a red sash among the middle." icon_state = "dominia_initiate" - item_state = "dominia_initiate" + inhand_icon_state = "dominia_initiate" can_adjust = FALSE /obj/item/clothing/under/aurora/initiate_black name = "Black initiate Robe" desc = "A black robe with a red sash among the middle." icon_state = "dominia_priest_alt" - item_state = "dominia_priest_alt" + inhand_icon_state = "dominia_priest_alt" can_adjust = FALSE /obj/item/clothing/under/aurora/dom_dress name = "Fire red dress" desc = "A long fire red dress with a slit in the middle, showing a bit of leg." icon_state = "dom_dress" - item_state = "dom_dress" + inhand_icon_state = "dom_dress" can_adjust = FALSE /obj/item/clothing/under/aurora/altdress_imperial name = "Fancy Royal Dress, Red" desc = "A very fancy, almost royal dress." icon_state = "altdress_imperial" - item_state = "altdress_imperial" + inhand_icon_state = "altdress_imperial" can_adjust = FALSE /obj/item/clothing/under/aurora/altdress_imperialb name = "Fancy Royal Dress, red and black" desc = "A very fancy, almost royal dress." icon_state = "altdress_imperialb" - item_state = "altdress_imperialb" + inhand_icon_state = "altdress_imperialb" can_adjust = FALSE /obj/item/clothing/under/aurora/altdress_volvalaad name = "Fancy Royal Dress, Blue" desc = "A very fancy, almost royal dress." icon_state = "altdress_volvalaad" - item_state = "altdress_volvalaad" + inhand_icon_state = "altdress_volvalaad" can_adjust = FALSE /obj/item/clothing/under/aurora/altdress_volvalaadb name = "Fancy Royal Dress, Blue and black" desc = "A very fancy, almost royal dress." icon_state = "altdress_volvalaadb" - item_state = "altdress_volvalaadb" + inhand_icon_state = "altdress_volvalaadb" can_adjust = FALSE /obj/item/clothing/under/aurora/altdress_kazhkz name = "Fancy Royal Dress, yellow" desc = "A very fancy, almost royal dress." icon_state = "altdress_kazhkz" - item_state = "altdress_kazhkz" + inhand_icon_state = "altdress_kazhkz" can_adjust = FALSE /obj/item/clothing/under/aurora/altdress_kazhkzb name = "Fancy Royal Dress, yellow and black" desc = "A very fancy, almost royal dress." icon_state = "altdress_kazhkzb" - item_state = "altdress_kazhkzb" + inhand_icon_state = "altdress_kazhkzb" can_adjust = FALSE /obj/item/clothing/under/aurora/altdress_caladius name = "Fancy Royal Dress, purple" desc = "A very fancy, almost royal dress." icon_state = "altdress_caladius" - item_state = "altdress_caladius" + inhand_icon_state = "altdress_caladius" can_adjust = FALSE /obj/item/clothing/under/aurora/altdress_caladiusb name = "Fancy Royal Dress, purple and black" desc = "A very fancy, almost royal dress." icon_state = "altdress_caladiusb" - item_state = "altdress_caladiusb" + inhand_icon_state = "altdress_caladiusb" can_adjust = FALSE /obj/item/clothing/under/aurora/altdress_zhao name = "Fancy Royal Dress, white" desc = "A very fancy, almost royal dress." icon_state = "altdress_zhao" - item_state = "altdress_zhao" + inhand_icon_state = "altdress_zhao" can_adjust = FALSE /obj/item/clothing/under/aurora/altdress_zhaob name = "Fancy Royal Dress, white and black" desc = "A very fancy, almost royal dress." icon_state = "altdress_zhaob" - item_state = "altdress_zhaob" + inhand_icon_state = "altdress_zhaob" can_adjust = FALSE /obj/item/clothing/under/aurora/suit_imperial name = "Royal Suit, red" desc = "A very fancy, almost royal suit." icon_state = "suit_imperial" - item_state = "suit_imperial" + inhand_icon_state = "suit_imperial" /obj/item/clothing/under/aurora/suit_imperial_black name = "Royal Suit, black" desc = "A very fancy, almost royal suit." icon_state = "suit_imperial_black" - item_state = "suit_imperial_black" + inhand_icon_state = "suit_imperial_black" /obj/item/clothing/under/aurora/suit_volvalaad name = "Royal Suit, blue" desc = "A very fancy, almost royal suit." icon_state = "suit_volvalaad" - item_state = "suit_volvalaad" + inhand_icon_state = "suit_volvalaad" /obj/item/clothing/under/aurora/suit_kazhkz name = "Royal Suit, yellow" desc = "A very fancy, almost royal suit." icon_state = "suit_kazhkz" - item_state = "suit_kazhkz" + inhand_icon_state = "suit_kazhkz" /obj/item/clothing/under/aurora/suit_caladius name = "Royal Suit, purple" desc = "A very fancy, almost royal suit." icon_state = "suit_caladius" - item_state = "suit_caladius" + inhand_icon_state = "suit_caladius" /obj/item/clothing/under/aurora/suit_zhao name = "Royal Suit, white" desc = "A very fancy, almost royal suit." icon_state = "suit_zhao" - item_state = "suit_zhao" + inhand_icon_state = "suit_zhao" /obj/item/clothing/under/aurora/dom_sweater name = "Grey Sweater" desc = "A nice looking grey sweater with brown pants." icon_state = "dom_sweater" - item_state = "dom_sweater" + inhand_icon_state = "dom_sweater" can_adjust = FALSE /obj/item/clothing/under/aurora/holosuit_fem name = "Dark blue skin suit, female" desc = "A skin tight cozy suit!" icon_state = "holosuit_fem" - item_state = "holosuit_fem" + inhand_icon_state = "holosuit_fem" can_adjust = FALSE /obj/item/clothing/under/aurora/holosuit_masc name = "Dark blue skin suit, male" desc = "A skin tight cozy suit!" icon_state = "holosuit_masc" - item_state = "holosuit_masc" + inhand_icon_state = "holosuit_masc" can_adjust = FALSE /obj/item/clothing/under/aurora/holosuit_fem_1 name = "Purple skin suit" desc = "A skin tight cozy suit!" icon_state = "holosuit_fem_1" - item_state = "holosuit_fem_1" + inhand_icon_state = "holosuit_fem_1" can_adjust = FALSE /obj/item/clothing/under/aurora/holosuit_fem_2 name = "Blue skin suit" desc = "A skin tight cozy suit!" icon_state = "holosuit_fem_2" - item_state = "holosuit_fem_2" + inhand_icon_state = "holosuit_fem_2" can_adjust = FALSE /obj/item/clothing/under/aurora/holosuit_fem_3 name = "Yellow skin suit" desc = "A skin tight cozy suit!" icon_state = "holosuit_fem_3" - item_state = "holosuit_fem_3" + inhand_icon_state = "holosuit_fem_3" can_adjust = FALSE /obj/item/clothing/under/aurora/holosuit_masc_1 name = "Red skin suit, male" desc = "A skin tight cozy suit!" icon_state = "holosuit_masc_1" - item_state = "holosuit_masc_1" + inhand_icon_state = "holosuit_masc_1" can_adjust = FALSE /obj/item/clothing/under/aurora/holosuit_masc_2 name = "Pink skin suit, male" desc = "A skin tight cozy suit!" icon_state = "holosuit_masc_2" - item_state = "holosuit_masc_2" + inhand_icon_state = "holosuit_masc_2" can_adjust = FALSE /obj/item/clothing/under/aurora/holosuit_masc_3 name = "Green skin suit, male" desc = "A skin tight cozy suit!" icon_state = "holosuit_masc_3" - item_state = "holosuit_masc_3" + inhand_icon_state = "holosuit_masc_3" can_adjust = FALSE /obj/item/clothing/under/aurora/gadpathur_uniform name = "Gadpathur Uniform" desc = "A simple black cloth shirt and brown" icon_state = "gadpathur_uniform" - item_state = "gadpathur_uniform" + inhand_icon_state = "gadpathur_uniform" can_adjust = FALSE /obj/item/clothing/under/aurora/goldendeep_dress name = "Golden Dress" desc = "A simple dress with a flowing skirt!" icon_state = "goldendeep_dress" - item_state = "goldendeep_dress" + inhand_icon_state = "goldendeep_dress" can_adjust = FALSE /obj/item/clothing/under/aurora/goldendeep_suit name = "Golden Suit" desc = "A two piece suit" icon_state = "goldendeep_suit" - item_state = "goldendeep_suit" + inhand_icon_state = "goldendeep_suit" can_adjust = FALSE /obj/item/clothing/under/aurora/goldendeep_vest name = "Golden Vest" desc = "A light feeling vest" icon_state = "goldendeep_vest" - item_state = "goldendeep_vest" + inhand_icon_state = "goldendeep_vest" can_adjust = FALSE /obj/item/clothing/under/aurora/goldendeep_wrap name = "Golden Wrap" desc = "A simple dress made with a flowing skirt" icon_state = "goldendeep_wrap" - item_state = "goldendeep_wrap" + inhand_icon_state = "goldendeep_wrap" can_adjust = FALSE /obj/item/clothing/under/aurora/goldendeep_skirtsuit name = "Golden Skirt Suit" desc = "A flowing skirt suit!" icon_state = "goldendeep_skirtsuit" - item_state = "goldendeep_skirtsuit" + inhand_icon_state = "goldendeep_skirtsuit" can_adjust = FALSE /obj/item/clothing/under/aurora/iac name = "Light blue Medical suit" desc = "A light blue medical suit with dark blue stripes" icon_state = "iac" - item_state = "iac" + inhand_icon_state = "iac" can_adjust = TRUE /obj/item/clothing/under/aurora/color/black name = "black jumpsuit" desc = "A black jumpsuit." icon_state = "black" - item_state = "black" + inhand_icon_state = "black" /obj/item/clothing/under/aurora/color/grey name = "grey jumpsuit" desc = "A grey jumpsuit." icon_state = "grey" - item_state = "grey" + inhand_icon_state = "grey" /obj/item/clothing/under/aurora/color/white name = "white jumpsuit" desc = "A white jumpsuit." icon_state = "white" - item_state = "white" + inhand_icon_state = "white" /obj/item/clothing/under/aurora/color/darkred name = "darkred jumpsuit" desc = "A dark red jumpsuit." icon_state = "darkred" - item_state = "darkred" + inhand_icon_state = "darkred" /obj/item/clothing/under/aurora/color/red name = "red jumpsuit" desc = "A red jumpsuit." icon_state = "red" - item_state = "red" + inhand_icon_state = "red" /obj/item/clothing/under/aurora/color/lightred name = "lightred jumpsuit" desc = "A light red jumpsuit." icon_state = "lightred" - item_state = "lightred" + inhand_icon_state = "lightred" /obj/item/clothing/under/aurora/color/lightbrown name = "lightbrown jumpsuit" desc = "A light brown jumpsuit." icon_state = "lightbrown" - item_state = "lightbrown" + inhand_icon_state = "lightbrown" /obj/item/clothing/under/aurora/color/brown name = "brown jumpsuit" desc = "A brown jumpsuit." icon_state = "brown" - item_state = "brown" + inhand_icon_state = "brown" /obj/item/clothing/under/aurora/color/yellow name = "yellow jumpsuit" desc = "A yellow jumpsuit." icon_state = "yellow" - item_state = "yellow" + inhand_icon_state = "yellow" /obj/item/clothing/under/aurora/color/yellowgreen name = "yellowgreen jumpsuit" desc = "A yellow green jumpsuit." icon_state = "yellowgreen" - item_state = "yellowgreen" + inhand_icon_state = "yellowgreen" /obj/item/clothing/under/aurora/color/lightgreen name = "lightgreen jumpsuit" desc = "A light green jumpsuit." icon_state = "lightgreen" - item_state = "lightgreen" + inhand_icon_state = "lightgreen" /obj/item/clothing/under/aurora/color/green name = "green jumpsuit" desc = "A green jumpsuit." icon_state = "green" - item_state = "green" + inhand_icon_state = "green" /obj/item/clothing/under/aurora/color/aqua name = "aqua jumpsuit" desc = "An aqua jumpsuit." icon_state = "aqua" - item_state = "aqua" + inhand_icon_state = "aqua" /obj/item/clothing/under/aurora/color/lightblue name = "lightblue jumpsuit" desc = "A light blue jumpsuit." icon_state = "lightblue" - item_state = "lightblue" + inhand_icon_state = "lightblue" /obj/item/clothing/under/aurora/color/blue name = "blue jumpsuit" desc = "A blue jumpsuit." icon_state = "blue" - item_state = "blue" + inhand_icon_state = "blue" /obj/item/clothing/under/aurora/color/darkblue name = "darkblue jumpsuit" desc = "A dark blue jumpsuit." icon_state = "darkblue" - item_state = "darkblue" + inhand_icon_state = "darkblue" /obj/item/clothing/under/aurora/color/purple name = "purple jumpsuit" desc = "A purple jumpsuit." icon_state = "purple" - item_state = "purple" + inhand_icon_state = "purple" /obj/item/clothing/under/aurora/color/lightpurple name = "lightpurple jumpsuit" desc = "A light purple jumpsuit." icon_state = "lightpurple" - item_state = "lightpurple" + inhand_icon_state = "lightpurple" /obj/item/clothing/under/aurora/color/pink name = "pink jumpsuit" desc = "A pink jumpsuit." icon_state = "pink" - item_state = "pink" + inhand_icon_state = "pink" /obj/item/clothing/under/aurora/kimono name = "Ronin Kimono" desc = "A black flow type kimono." icon_state = "ronin_kimono" - item_state = "ronin_kimono" + inhand_icon_state = "ronin_kimono" /obj/item/clothing/under/aurora/konyang name = "magenta hanbok" desc = "A traditional Konyanger hanbok." icon_state = "hanbok_magenta" - item_state = "hanbok_magenta" + inhand_icon_state = "hanbok_magenta" can_adjust = FALSE /obj/item/clothing/under/aurora/konyang/pink name = "pink hanbok" desc = "A traditional Konyanger hanbok. This one is pink and white." icon_state = "hanbok_pink" - item_state = "hanbok_pink" + inhand_icon_state = "hanbok_pink" can_adjust = FALSE /obj/item/clothing/under/aurora/konyang/blue name = "blue hanbok" desc = "A traditional Konyanger hanbok. This one is blue and white." icon_state = "hanbok_blue" - item_state = "hanbok_blue" + inhand_icon_state = "hanbok_blue" can_adjust = FALSE /obj/item/clothing/under/aurora/konyang/male name = "hanbok" desc = "A traditional Konyanger hanbok tailored for men." icon_state = "hanbok_male" - item_state = "hanbok_male" + inhand_icon_state = "hanbok_male" can_adjust = FALSE /obj/item/clothing/under/aurora/konyangdresstraditional name = "konyanger traditional dress" desc = "A traditional hakama and kosode. This one features a pink hakama and white kosode." icon_state = "konyang_dress_traditional" - item_state = "konyang_dress_traditional" + inhand_icon_state = "konyang_dress_traditional" can_adjust = FALSE /obj/item/clothing/under/aurora/konyangdresstraditional/red desc = "A traditional red hakama and white kosode pairing worn by Shintoist shrine maidens." icon_state = "konyang_dress_traditional_red" - item_state = "konyang_dress_traditional_red" + inhand_icon_state = "konyang_dress_traditional_red" can_adjust = FALSE /obj/item/clothing/under/aurora/konyangdresstraditional/green desc = "A traditional hakama and kosode. This one features a green hakama and white kosode." icon_state = "konyang_dress_traditional_green" - item_state = "konyang_dress_traditional_green" + inhand_icon_state = "konyang_dress_traditional_green" can_adjust = FALSE /obj/item/clothing/under/aurora/konyangdresstraditional/blue desc = "A traditional hakama and kosode, This one features a blue hakama and white kosode." icon_state = "konyang_dress_traditional_blue" - item_state = "konyang_dress_traditional_blue" + inhand_icon_state = "konyang_dress_traditional_blue" can_adjust = FALSE /obj/item/clothing/under/aurora/konyangdresstraditional/national desc = "A traditional hakama and kosode." icon_state = "konyang_dress_traditional_national" - item_state = "konyang_dress_traditional_national" + inhand_icon_state = "konyang_dress_traditional_national" can_adjust = FALSE /obj/item/clothing/under/aurora/konyangdresstraditional/national/vest desc = "A traditional hakama and kosode. This one features a blue hakama, white vest, and yellow kosode." icon_state = "konyang_dress_traditional_national_vest" - item_state = "konyang_dress_traditional_national_vest" + inhand_icon_state = "konyang_dress_traditional_national_vest" can_adjust = FALSE /obj/item/clothing/under/aurora/konyang_dress name = "White Konyang Dress" desc = "A traditional Konyang dress in white." icon_state = "konyang_dress" - item_state = "konyang_dress" + inhand_icon_state = "konyang_dress" can_adjust = FALSE /obj/item/clothing/under/aurora/fetil name = "Fetil Dress" desc = "A white..blue..? Dress. It's a color I'm sure." icon_state = "fetil_dress" - item_state = "fetil_dress" + inhand_icon_state = "fetil_dress" can_adjust = FALSE /obj/item/clothing/under/aurora/agent name = "Blue fancy uniform" desc = "A blue fancy uniform with golden trim." icon_state = "sec_agent" - item_state = "sec_agent" + inhand_icon_state = "sec_agent" can_adjust = FALSE /obj/item/clothing/under/aurora/executive name = "Purple fancy uniform" desc = "A purple fancy uniform with golden trim." icon_state = "scc_executive" - item_state = "scc_executive" + inhand_icon_state = "scc_executive" can_adjust = FALSE /obj/item/clothing/under/aurora/thermal name = "White fancy uniform" desc = "A white fancy uniform with golden trim." icon_state = "dom_thermal" - item_state = "dom_thermal" + inhand_icon_state = "dom_thermal" can_adjust = FALSE /obj/item/clothing/under/aurora/aodai name = "White aodai tunic" desc = "A white aodai tunic with sleeves" icon_state = "aodai" - item_state = "aodai" + inhand_icon_state = "aodai" can_adjust = FALSE /obj/item/clothing/under/aurora/aodaip name = "White aodai tunic" desc = "A white aodai tunic with no sleeves" icon_state = "aodaip" - item_state = "aodaip" + inhand_icon_state = "aodaip" can_adjust = FALSE /obj/item/clothing/under/aurora/chokha name = "green chokha dress" desc = "A green dress tunic" icon_state = "chokha" - item_state = "chokha" + inhand_icon_state = "chokha" can_adjust = FALSE /obj/item/clothing/under/aurora/chokhapurple name = "purple chokha dress" desc = "A purple dress tunic" icon_state = "chokha_purple" - item_state = "chokha_purple" + inhand_icon_state = "chokha_purple" can_adjust = FALSE /obj/item/clothing/under/aurora/chokhablue name = "blue chokha dress" desc = "A blue dress tunic" icon_state = "chokha_blue" - item_state = "chokha_blue" + inhand_icon_state = "chokha_blue" can_adjust = FALSE /obj/item/clothing/under/aurora/chokhared name = "red chokha dress" desc = "A red dress tunic" icon_state = "chokha_red" - item_state = "chokha_red" + inhand_icon_state = "chokha_red" can_adjust = FALSE /obj/item/clothing/under/aurora/sayyidah_dress name = "Sayyidah dress" desc = "A white dress with a blue tunic" icon_state = "sayyidah_dress" - item_state = "sayyidah_dress" + inhand_icon_state = "sayyidah_dress" can_adjust = FALSE /obj/item/clothing/under/aurora/mar_dress name = "Mar dress" desc = "A black bottom dress with green uppers" icon_state = "mar_dress" - item_state = "mar_dress" + inhand_icon_state = "mar_dress" can_adjust = FALSE /obj/item/clothing/under/aurora/ameline_dress name = "Ameline dress" desc = "A white dress with red and black tunic" icon_state = "ameline_dress" - item_state = "ameline_dress" + inhand_icon_state = "ameline_dress" can_adjust = FALSE /obj/item/clothing/under/civ13 @@ -631,37 +631,37 @@ name = "haori" desc = "This makes you feel like you need to clap wood blocks together." icon_state = "haori" - item_state = "haori" + inhand_icon_state = "haori" /obj/item/clothing/under/civ13/haori2 name = "haori - red" desc = "This makes you feel like you need to clap wood blocks together." icon_state = "haori2" - item_state = "haori2" + inhand_icon_state = "haori2" /obj/item/clothing/under/civ13/haori3 name = "haori - gray" desc = "This makes you feel like you need to clap wood blocks together." icon_state = "haori3" - item_state = "haori3" + inhand_icon_state = "haori3" /obj/item/clothing/under/civ13/haorisamurai2 name = "haori w/ Jacket - grey" desc = "A sort of jacket, or something. Looks odd." icon_state = "haori_samurai2" - item_state = "haori_samurai2" + inhand_icon_state = "haori_samurai2" /obj/item/clothing/under/civ13/haorisamurai3 name = "haori w/ Jacket - red" desc = "A sort of jacket, or something. Looks odd." icon_state = "haori_samurai3" - item_state = "haori_samurai3" + inhand_icon_state = "haori_samurai3" /obj/item/clothing/under/aurora/dress name = "colorable dress" desc = "A white dress" icon_state = "dress" - item_state = "dress" + inhand_icon_state = "dress" can_adjust = FALSE body_parts_covered = CHEST|GROIN|ARMS|LEGS @@ -669,7 +669,7 @@ name = "colorable dress" desc = "A white dress" icon_state = "shortsleeve_dress" - item_state = "shortsleeve_dress" + inhand_icon_state = "shortsleeve_dress" can_adjust = FALSE body_parts_covered = CHEST|GROIN|ARMS|LEGS @@ -677,7 +677,7 @@ name = "colorable dress" desc = "A white dress" icon_state = "evening_gown" - item_state = "evening_gown" + inhand_icon_state = "evening_gown" can_adjust = FALSE body_parts_covered = CHEST|GROIN|ARMS|LEGS @@ -685,7 +685,7 @@ name = "colorable dress" desc = "A white dress" icon_state = "open_shoulder_dress" - item_state = "open_shoulder_dress" + inhand_icon_state = "open_shoulder_dress" can_adjust = FALSE body_parts_covered = CHEST|GROIN|ARMS|LEGS @@ -693,7 +693,7 @@ name = "colorable dress" desc = "A white dress" icon_state = "asymm_dress" - item_state = "asymm_dress" + inhand_icon_state = "asymm_dress" can_adjust = FALSE body_parts_covered = CHEST|GROIN|ARMS|LEGS @@ -701,7 +701,7 @@ name = "colorable dress" desc = "A white dress" icon_state = "tea_dress" - item_state = "tea_dress" + inhand_icon_state = "tea_dress" can_adjust = FALSE body_parts_covered = CHEST|GROIN|ARMS|LEGS @@ -709,6 +709,6 @@ name = "colorable dress" desc = "A white dress" icon_state = "longsleeve_dress" - item_state = "longsleeve_dress" + inhand_icon_state = "longsleeve_dress" can_adjust = FALSE body_parts_covered = CHEST|GROIN|ARMS|LEGS diff --git a/code/modules/clothing/under/color.dm b/code/modules/clothing/under/color.dm index 824f026e8c..f5d9178c5c 100644 --- a/code/modules/clothing/under/color.dm +++ b/code/modules/clothing/under/color.dm @@ -39,7 +39,7 @@ /obj/item/clothing/under/color/black name = "black jumpsuit" icon_state = "black" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" resistance_flags = NONE /obj/item/clothing/under/color/black/trackless @@ -49,7 +49,7 @@ /obj/item/clothing/under/color/jumpskirt/black name = "black jumpskirt" icon_state = "black_skirt" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" /obj/item/clothing/under/color/black/ghost item_flags = DROPDEL @@ -65,13 +65,13 @@ name = "grey jumpsuit" desc = "A tasteful grey jumpsuit that reminds you of the good old days." icon_state = "grey" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" /obj/item/clothing/under/color/jumpskirt/grey name = "grey jumpskirt" desc = "A tasteful grey jumpskirt that reminds you of the good old days." icon_state = "grey_skirt" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" /obj/item/clothing/under/color/grey/glorf name = "ancient jumpsuit" @@ -86,99 +86,99 @@ /obj/item/clothing/under/color/blue name = "blue jumpsuit" icon_state = "blue" - item_state = "b_suit" + inhand_icon_state = "b_suit" /obj/item/clothing/under/color/jumpskirt/blue name = "blue jumpskirt" icon_state = "blue_skirt" - item_state = "b_suit" + inhand_icon_state = "b_suit" /obj/item/clothing/under/color/green name = "green jumpsuit" icon_state = "green" - item_state = "g_suit" + inhand_icon_state = "g_suit" /obj/item/clothing/under/color/jumpskirt/green name = "green jumpskirt" icon_state = "green_skirt" - item_state = "g_suit" + inhand_icon_state = "g_suit" /obj/item/clothing/under/color/orange name = "orange jumpsuit" desc = "Don't wear this near paranoid security officers." icon_state = "orange" - item_state = "o_suit" + inhand_icon_state = "o_suit" /obj/item/clothing/under/color/jumpskirt/orange name = "orange jumpskirt" icon_state = "orange_skirt" - item_state = "o_suit" + inhand_icon_state = "o_suit" /obj/item/clothing/under/color/pink name = "pink jumpsuit" icon_state = "pink" desc = "Just looking at this makes you feel fabulous." - item_state = "p_suit" + inhand_icon_state = "p_suit" /obj/item/clothing/under/color/jumpskirt/pink name = "pink jumpskirt" icon_state = "pink_skirt" - item_state = "p_suit" + inhand_icon_state = "p_suit" /obj/item/clothing/under/color/red name = "red jumpsuit" icon_state = "red" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/color/jumpskirt/red name = "red jumpskirt" icon_state = "red_skirt" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/color/white name = "white jumpsuit" icon_state = "white" - item_state = "w_suit" + inhand_icon_state = "w_suit" /obj/item/clothing/under/color/jumpskirt/white name = "white jumpskirt" icon_state = "white_skirt" - item_state = "w_suit" + inhand_icon_state = "w_suit" /obj/item/clothing/under/color/yellow name = "yellow jumpsuit" icon_state = "yellow" - item_state = "y_suit" + inhand_icon_state = "y_suit" /obj/item/clothing/under/color/jumpskirt/yellow name = "yellow jumpskirt" icon_state = "yellow_skirt" - item_state = "y_suit" + inhand_icon_state = "y_suit" /obj/item/clothing/under/color/darkblue name = "darkblue jumpsuit" icon_state = "darkblue" - item_state = "b_suit" + inhand_icon_state = "b_suit" /obj/item/clothing/under/color/jumpskirt/darkblue name = "darkblue jumpskirt" icon_state = "darkblue_skirt" - item_state = "b_suit" + inhand_icon_state = "b_suit" /obj/item/clothing/under/color/teal name = "teal jumpsuit" icon_state = "teal" - item_state = "b_suit" + inhand_icon_state = "b_suit" /obj/item/clothing/under/color/jumpskirt/teal name = "teal jumpskirt" icon_state = "teal_skirt" - item_state = "b_suit" + inhand_icon_state = "b_suit" /obj/item/clothing/under/color/lightpurple name = "purple jumpsuit" icon_state = "lightpurple" - item_state = "p_suit" + inhand_icon_state = "p_suit" /obj/item/clothing/under/color/lightpurple/trackless desc = "A magically colored jumpsuit. No sensors are attached!" @@ -187,58 +187,58 @@ /obj/item/clothing/under/color/jumpskirt/lightpurple name = "lightpurple jumpskirt" icon_state = "lightpurple_skirt" - item_state = "p_suit" + inhand_icon_state = "p_suit" /obj/item/clothing/under/color/darkgreen name = "darkgreen jumpsuit" icon_state = "darkgreen" - item_state = "g_suit" + inhand_icon_state = "g_suit" /obj/item/clothing/under/color/jumpskirt/darkgreen name = "darkgreen jumpskirt" icon_state = "darkgreen_skirt" - item_state = "g_suit" + inhand_icon_state = "g_suit" /obj/item/clothing/under/color/lightbrown name = "lightbrown jumpsuit" icon_state = "lightbrown" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" /obj/item/clothing/under/color/jumpskirt/lightbrown name = "lightbrown jumpskirt" icon_state = "lightbrown_skirt" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" /obj/item/clothing/under/color/brown name = "brown jumpsuit" icon_state = "brown" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" /obj/item/clothing/under/color/jumpskirt/brown name = "brown jumpskirt" icon_state = "brown_skirt" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" /obj/item/clothing/under/color/maroon name = "maroon jumpsuit" icon_state = "maroon" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/color/jumpskirt/maroon name = "maroon jumpskirt" icon_state = "maroon_skirt" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/color/rainbow name = "rainbow jumpsuit" desc = "A multi-colored jumpsuit!" icon_state = "rainbow" - item_state = "rainbow" + inhand_icon_state = "rainbow" can_adjust = FALSE /obj/item/clothing/under/color/jumpskirt/rainbow name = "rainbow jumpskirt" desc = "A multi-colored jumpskirt!" icon_state = "rainbow_skirt" - item_state = "rainbow" + inhand_icon_state = "rainbow" can_adjust = FALSE diff --git a/code/modules/clothing/under/costume.dm b/code/modules/clothing/under/costume.dm index 6f5059982c..21414185b7 100644 --- a/code/modules/clothing/under/costume.dm +++ b/code/modules/clothing/under/costume.dm @@ -2,7 +2,7 @@ name = "\improper Roman armor" desc = "Ancient Roman armor. Made of metallic and leather straps." icon_state = "roman" - item_state = "armor" + inhand_icon_state = "armor" can_adjust = FALSE strip_delay = 100 resistance_flags = NONE @@ -12,7 +12,7 @@ name = "Jabroni Outfit" desc = "The leather club is two blocks down." icon_state = "darkholme" - item_state = "darkholme" + inhand_icon_state = "darkholme" can_adjust = FALSE /obj/item/clothing/under/costume/owl @@ -31,7 +31,7 @@ name = "blue schoolgirl uniform" desc = "It's just like one of my Japanese animes!" icon_state = "schoolgirl" - item_state = "schoolgirl" + inhand_icon_state = "schoolgirl" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -40,44 +40,44 @@ /obj/item/clothing/under/costume/schoolgirl/red name = "red schoolgirl uniform" icon_state = "schoolgirlred" - item_state = "schoolgirlred" + inhand_icon_state = "schoolgirlred" /obj/item/clothing/under/costume/schoolgirl/green name = "green schoolgirl uniform" icon_state = "schoolgirlgreen" - item_state = "schoolgirlgreen" + inhand_icon_state = "schoolgirlgreen" /obj/item/clothing/under/costume/schoolgirl/orange name = "orange schoolgirl uniform" icon_state = "schoolgirlorange" - item_state = "schoolgirlorange" + inhand_icon_state = "schoolgirlorange" /obj/item/clothing/under/costume/pirate name = "pirate outfit" desc = "Yarr." icon_state = "pirate" - item_state = "pirate" + inhand_icon_state = "pirate" can_adjust = FALSE /obj/item/clothing/under/costume/soviet name = "soviet uniform" desc = "For the Motherland!" icon_state = "soviet" - item_state = "soviet" + inhand_icon_state = "soviet" can_adjust = FALSE /obj/item/clothing/under/costume/redcoat name = "redcoat uniform" desc = "Looks old." icon_state = "redcoat" - item_state = "redcoat" + inhand_icon_state = "redcoat" can_adjust = FALSE /obj/item/clothing/under/costume/kilt name = "kilt" desc = "Includes shoes and plaid." icon_state = "kilt" - item_state = "kilt" + inhand_icon_state = "kilt" body_parts_covered = CHEST|GROIN|LEGS|FEET fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -104,7 +104,7 @@ name = "gladiator uniform" desc = "Are you not entertained? Is that not why you are here?" icon_state = "gladiator" - item_state = "gladiator" + inhand_icon_state = "gladiator" body_parts_covered = CHEST|GROIN|ARMS fitted = NO_FEMALE_UNIFORM can_adjust = FALSE @@ -119,7 +119,7 @@ name = "maid costume" desc = "Maid in China." icon_state = "maid" - item_state = "maid" + inhand_icon_state = "maid" body_parts_covered = CHEST|GROIN fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -140,7 +140,7 @@ /obj/item/clothing/under/costume/singer/yellow name = "yellow performer's outfit" icon_state = "ysing" - item_state = "ysing" + inhand_icon_state = "ysing" body_parts_covered = CHEST|GROIN|ARMS fitted = NO_FEMALE_UNIFORM can_adjust = FALSE @@ -148,7 +148,7 @@ /obj/item/clothing/under/costume/singer/blue name = "blue performer's outfit" icon_state = "bsing" - item_state = "bsing" + inhand_icon_state = "bsing" alternate_worn_layer = ABOVE_SHOES_LAYER fitted = FEMALE_UNIFORM_TOP @@ -171,20 +171,20 @@ name = "sailor suit" desc = "Skipper's in the wardroom drinkin gin'." icon_state = "sailor" - item_state = "b_suit" + inhand_icon_state = "b_suit" can_adjust = FALSE /obj/item/clothing/under/costume/russian_officer name = "\improper Russian officer's uniform" desc = "The latest in fashionable russian outfits." icon_state = "hostanclothes" - item_state = "hostanclothes" + inhand_icon_state = "hostanclothes" /obj/item/clothing/under/costume/mummy name = "mummy wrapping" desc = "Return the slab or suffer my stale references." icon_state = "mummy" - item_state = "mummy" + inhand_icon_state = "mummy" body_parts_covered = CHEST|GROIN|ARMS|LEGS fitted = NO_FEMALE_UNIFORM can_adjust = FALSE @@ -194,7 +194,7 @@ name = "scarecrow clothes" desc = "Perfect camouflage for hiding in the fields." icon_state = "scarecrow" - item_state = "scarecrow" + inhand_icon_state = "scarecrow" body_parts_covered = CHEST|GROIN|ARMS|LEGS fitted = NO_FEMALE_UNIFORM can_adjust = FALSE @@ -204,7 +204,7 @@ name = "draculass coat" desc = "A dress inspired by the ancient \"Victorian\" era." icon_state = "draculass" - item_state = "draculass" + inhand_icon_state = "draculass" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -214,7 +214,7 @@ name = "doctor freeze's jumpsuit" desc = "A modified scientist jumpsuit to look extra cool." icon_state = "drfreeze" - item_state = "drfreeze" + inhand_icon_state = "drfreeze" can_adjust = FALSE mutantrace_variation = USE_TAUR_CLIP_MASK @@ -222,7 +222,7 @@ name = "foam lobster suit" desc = "Who beheaded the college mascot?" icon_state = "lobster" - item_state = "lobster" + inhand_icon_state = "lobster" fitted = NO_FEMALE_UNIFORM can_adjust = FALSE mutantrace_variation = USE_TAUR_CLIP_MASK @@ -231,14 +231,14 @@ name = "gondola hide suit" desc = "Now you're cooking." icon_state = "gondola" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" can_adjust = FALSE /obj/item/clothing/under/costume/skeleton name = "skeleton jumpsuit" desc = "A black jumpsuit with a white bone pattern printed on it. Spooky!" icon_state = "skeleton" - item_state = "skeleton" + inhand_icon_state = "skeleton" body_parts_covered = CHEST|GROIN|ARMS|LEGS fitted = NO_FEMALE_UNIFORM can_adjust = FALSE @@ -249,7 +249,7 @@ name = "red christmas suit" desc = "A simple red christmas suit that looks close to Santa's!" icon_state = "christmasmaler" - item_state = "christmasmaler" + inhand_icon_state = "christmasmaler" can_adjust = FALSE mutantrace_variation = USE_TAUR_CLIP_MASK @@ -257,13 +257,13 @@ name = "green christmas suit" desc = "A simple green christmas suit. Smells minty!" icon_state = "christmasmaleg" - item_state = "christmasmaleg" + inhand_icon_state = "christmasmaleg" /obj/item/clothing/under/costume/christmas/croptop name = "red croptop christmas suit" desc = "A simple red christmas suit that doesn't quite looks like Mrs Claus'." icon_state = "christmasfemaler" - item_state = "christmasfemaler" + inhand_icon_state = "christmasfemaler" body_parts_covered = CHEST|GROIN mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON|USE_TAUR_CLIP_MASK @@ -271,14 +271,14 @@ name = "green croptop christmas suit" desc = "A simple green christmas suit. Smells minty!" icon_state = "christmasfemaleg" - item_state = "christmasfemaleg" + inhand_icon_state = "christmasfemaleg" // Lunar Clothes /obj/item/clothing/under/costume/qipao name = "Black Qipao" desc = "A Qipao, traditionally worn in ancient China by women during social events and lunar new years. This one is black." icon_state = "qipao" - item_state = "qipao" + inhand_icon_state = "qipao" body_parts_covered = CHEST|GROIN can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -288,21 +288,21 @@ name = "White Qipao" desc = "A Qipao, traditionally worn in ancient China by women during social events and lunar new years. This one is white." icon_state = "qipao_white" - item_state = "qipao_white" + inhand_icon_state = "qipao_white" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/under/costume/qipao/red name = "Red Qipao" desc = "A Qipao, traditionally worn in ancient China by women during social events and lunar new years. This one is red." icon_state = "qipao_red" - item_state = "qipao_red" + inhand_icon_state = "qipao_red" mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/under/costume/cheongsam name = "Black Cheongsam" desc = "A Cheongsam, traditionally worn in ancient China by men during social events and lunar new years. This one is black." icon_state = "cheong" - item_state = "cheong" + inhand_icon_state = "cheong" body_parts_covered = CHEST|GROIN can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE @@ -311,7 +311,7 @@ name = "White Cheongsam" desc = "A Cheongsam, traditionally worn in ancient China by men during social events and lunar new years. This one is white." icon_state = "cheongw" - item_state = "cheongw" + inhand_icon_state = "cheongw" body_parts_covered = CHEST|GROIN can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE @@ -320,7 +320,7 @@ name = "Red Cheongsam" desc = "A Cheongsam, traditionally worn in ancient China by men during social events and lunar new years. This one is red.." icon_state = "cheongr" - item_state = "cheongr" + inhand_icon_state = "cheongr" body_parts_covered = CHEST|GROIN can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE @@ -335,56 +335,56 @@ name = "Kimono" desc = "A traditional piece of clothing from Japan." icon_state = "kimono" - item_state = "kimono" + inhand_icon_state = "kimono" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE /obj/item/clothing/under/costume/kimono/black name = "Black Kimono" icon_state = "kimono_a" - item_state = "kimono_a" + inhand_icon_state = "kimono_a" /obj/item/clothing/under/costume/kimono/kamishimo name = "Kamishimo" icon_state = "kamishimo" - item_state = "kamishimo" + inhand_icon_state = "kamishimo" /obj/item/clothing/under/costume/kimono/fancy name = "Fancy Kimono" icon_state = "fancy_kimono" - item_state = "fancy_kimono" + inhand_icon_state = "fancy_kimono" /obj/item/clothing/under/costume/kimono/sakura name = "Sakura Kimono'" icon_state = "sakura_kimono" - item_state = "sakura_kimono" + inhand_icon_state = "sakura_kimono" //clown and mime /obj/item/clothing/under/jester name = "Green and Red Jester outfit" icon_state = "jester" - item_state = "jester" + inhand_icon_state = "jester" /obj/item/clothing/under/jester2 name = "Yellow and Red Jester Outfit" icon_state = "jester2" - item_state = "jester2" + inhand_icon_state = "jester2" /obj/item/clothing/under/jesterdark name = "Dark Jester Outfit" icon_state = "d_jester" - item_state = "d_jester" + inhand_icon_state = "d_jester" /obj/item/clothing/under/clown name = "clown outfit" icon_state = "clown" - item_state = "clown" + inhand_icon_state = "clown" /obj/item/clothing/under/fifi name = "Fifi" icon_state = "fifi" - item_state = "fifi" + inhand_icon_state = "fifi" item_color = "fifi" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -395,7 +395,7 @@ icon = 'icons/obj/clothing/uniforms.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_officer" - item_state = "police_officer" + inhand_icon_state = "police_officer" /obj/item/clothing/under/f13/police/lieutenant name = "police lieutenant's uniform" @@ -403,7 +403,7 @@ icon = 'icons/obj/clothing/uniforms.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_lieutenant" - item_state = "police_lieutenant" + inhand_icon_state = "police_lieutenant" /obj/item/clothing/under/f13/police/chief name = "police chief's uniform" @@ -411,7 +411,7 @@ icon = 'icons/obj/clothing/uniforms.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" /obj/item/clothing/under/f13/police/snr name = "police snr uniform" @@ -419,4 +419,4 @@ icon = 'icons/obj/clothing/uniforms.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "police_snr" - item_state = "police_snr" + inhand_icon_state = "police_snr" diff --git a/code/modules/clothing/under/f13.dm b/code/modules/clothing/under/f13.dm index bcec497399..f90ab65960 100644 --- a/code/modules/clothing/under/f13.dm +++ b/code/modules/clothing/under/f13.dm @@ -15,33 +15,33 @@ name = "science officer uniform" desc = "Off-white military style uniform for scientists." icon_state = "uniform_enclave_science" - item_state = "uniform_enclave_science" + inhand_icon_state = "uniform_enclave_science" /obj/item/clothing/under/f13/enclave/peacekeeper name = "peacekeeper uniform" desc = "Khaki standard issue uniform over a black turtleneck." icon_state = "uniform_enclave_peacekeeper" - item_state = "uniform_enclave_peacekeeper" + inhand_icon_state = "uniform_enclave_peacekeeper" /obj/item/clothing/under/f13/enclave/officer name = "officer uniform" desc = "Khaki officers uniform with gold trimming over a black turtleneck." icon_state = "uniform_enclave_officer" - item_state = "uniform_enclave_officer" + inhand_icon_state = "uniform_enclave_officer" /obj/item/clothing/under/f13/enclave/intel name = "intel officer uniform" desc = "Dark pants and turtleneck with hidden kevlar layers, since intel officers often wear no proper armor." icon_state = "uniform_enclave_intel" - item_state = "uniform_enclave_intel" + inhand_icon_state = "uniform_enclave_intel" // Modern-Cold War uniforms /obj/item/clothing/under/f13/modernbdu name = "Russian uniform with telnyashka" desc = "A military uniform from Russia, it comes with a summer long sleeve telnyashka, which is a 100% pure cotton shirt. Quite comfortable" icon_state = "milrus" - item_state = "milrus" + inhand_icon_state = "milrus" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -49,7 +49,7 @@ name = "Modern Chinese uniform" desc = "A modern Chinese Type 07 uniform. Mainly used by the PLA's Navy. Quite comfortable." icon_state = "type07" - item_state = "type07" + inhand_icon_state = "type07" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -57,7 +57,7 @@ name = "Modern Canadian uniform" desc = "A modern CadPat Canadian uniform. It was in service by the Canadian army. Quite comfortable." icon_state = "cadpat" - item_state = "cadpat" + inhand_icon_state = "cadpat" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -65,7 +65,7 @@ name = "American DCU uniform" desc = "An American DCU uniform, saw extensive use during the Gulf War." icon_state = "usdcu" - item_state = "usdcu" + inhand_icon_state = "usdcu" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -73,7 +73,7 @@ name = "Pilot Uniform" desc = "An American themed pilot's uniform. Doesn't offer much aside from covering the bare essentials. Might wanna pair this with a bright white helmet and a flak vest. 'This is..someone, arriving at LZ'" icon_state = "uspilot" - item_state = "uspilot" + inhand_icon_state = "uspilot" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -82,7 +82,7 @@ name = "Universal Navy BDU" desc = "A Universal Navy Camo or UNC BDU. This naval based camo was used extensively by many nations before the war. Very good against blue backgrounds, horrible if you decide to hide in a bush. " icon_state = "navycamo" - item_state = "navycamo" + inhand_icon_state = "navycamo" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -91,7 +91,7 @@ name = "Multicam uniform" desc = "An Multicam camo uniform, saw extensive use by numerous PMCs and nations. Also was favored heavily by American citizens." icon_state = "multicam" - item_state = "multicam" + inhand_icon_state = "multicam" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -100,7 +100,7 @@ name = "KLMK camo suit" desc = "A Soviet era Russian KLMK camo suit. This camo suit saw usage because of the widespread usage of NVG by NATO troops." icon_state = "sovcamo" - item_state = "sovcamo" + inhand_icon_state = "sovcamo" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -108,7 +108,7 @@ name = "Serbian winter suit" desc = "A Serbian winter suit. This specific suit is a copy of a Russian Amoeba winter suit, which was the winter camo version of the russian 'amoeba' pattern. Quite comfy to wear actually, toasty." icon_state = "sovwinter" - item_state = "sovwinter" + inhand_icon_state = "sovwinter" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -116,7 +116,7 @@ name = "EMR Russian uniform" desc = "A more modern Russian uniform. Painting it is the EMR camoflauge scheme. Comes with a Telyshanka underneath." icon_state = "modernrus" - item_state = "modernrus" + inhand_icon_state = "modernrus" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -125,7 +125,7 @@ name = "NWU Uniform" desc = "An American NWU uniform. Was once apart of a selection of uniforms by the American armed forces before the war. Now it finds use elsewhere in the region." icon_state = "nwu" - item_state = "nwu" + inhand_icon_state = "nwu" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -133,7 +133,7 @@ name = "Tropentarn uniform" desc = "A modern uniform that resembles tropentarn, a type of camoflauge that saw usage by the West German forces and by selective NATO nations. It was mainly effective in dry and arid climates, as opposed to its original counterpart. Quite comfy but needs indrustial solvent to clean." icon_state = "tropentarn" - item_state = "tropentarn" + inhand_icon_state = "tropentarn" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -141,7 +141,7 @@ name = "Standard UCP uniform" desc = "A modern albeit outdated American UCP uniform. UCP was an american uniform before it was outphased by much better camoflauge patterns selected by the U.S government. This uniform didn't see active service and was eventually replaced by OCP and NWU." icon_state = "ucp" - item_state = "ucp" + inhand_icon_state = "ucp" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -149,7 +149,7 @@ name = "Standard OCP uniform" desc = "A modern OCP uniform that was in service by the American military. It was apart of a selection of active camoflauge patterns. Some saw service, some only was used by specific branches. None the less, it finds a home here, in this region. Double time soldier, move it." icon_state = "ocp" - item_state = "ocp" + inhand_icon_state = "ocp" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -157,7 +157,7 @@ name = "Standard digital forest uniform" desc = "A more generic digital forest uniform. It saw usage by numerous pre-war and post-war PMC/raider companies. Also in use by post-war radstag hunters. Quite a comfortable uniform." icon_state = "forestdigital" - item_state = "forestdigital" + inhand_icon_state = "forestdigital" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -165,7 +165,7 @@ name = "American Tigertripe uniform" desc = "An American tigerstripe uniform. A rather old fashioned camoflauge scheme that saw use during the Vietnam and Korean war. Quite comfortable and comes in a more modern uniform. Burn baby burn. " icon_state = "tigerstripe" - item_state = "tigerstripe" + inhand_icon_state = "tigerstripe" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -173,7 +173,7 @@ name = "Modern Flektarn uniform" desc = "A forest themed camo pattern that saw extensive use throughout the world and to, if there's any remnants left, this day. From Norway to the maker itself of West Germany in the 90s, this camo scheme was popular back then in the day and contains a few variants I.E tropentarn and its commercial variants." icon_state = "flektarn" - item_state = "flektarn" + inhand_icon_state = "flektarn" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -181,7 +181,7 @@ name = "Tattered scavenger outfit" desc = "A torn and tattered wastelander's outfit. Dirtied, well worn, it's the perfect set of garnments for a scavenger in a metro tunnel system." icon_state = "scavtorn" - item_state = "scavtorn" + inhand_icon_state = "scavtorn" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -189,7 +189,7 @@ name = "Tattered wastelander outfit" desc = "A torn and tattered wastelander's outfit. Dirtied, well worn, it's the perfect set of garnments for a scavenger in a metro tunnel system." icon_state = "scavwaste" - item_state = "scavwaste" + inhand_icon_state = "scavwaste" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -197,7 +197,7 @@ name = "Ancient West German uniform" desc = "An ancient albeit cleanly pressed and unwrinkled West german uniform." icon_state = "40krieg" - item_state = "40krieg" + inhand_icon_state = "40krieg" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -205,7 +205,7 @@ name = "German Tactical swimsuit" desc = "A very revealing and skimpy militaristic swimsuit from World War One. The fact this thing exists is a biproduct of the portal storms that plague the bayou..how peculiar. This one is from Imperial germany, 1917" icon_state = "igss" - item_state = "igss" + inhand_icon_state = "igss" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -213,7 +213,7 @@ name = "French Tactical swimsuit" desc = "A very revealing and skimpy militaristic swimsuit from World War One. The fact this thing exists is a biproduct of the portal storms that plague the bayou..how peculiar. This one is from France, 1916" icon_state = "fss" - item_state = "fss" + inhand_icon_state = "fss" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -222,7 +222,7 @@ name = "Decorated White Army Officer uniform" desc = "A decorated uniform. There's three medals and a cross on the right side of the chest. This cleanly pressed and very formal uniform seems to have a tag on the tunic's interior, it reads 'Night Z. 1921'. It seems to be quite an old uniform." icon_state = "nightoutfit" - item_state = "nightoutfit" + inhand_icon_state = "nightoutfit" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -230,7 +230,7 @@ name = "Ancient West German Officer uniform" desc = "An ancient albeit cleanly pressed and unwrinkled West german uniform. This one is quite fancy looking." icon_state = "40kkriegofficer" - item_state = "40kkriegofficer" + inhand_icon_state = "40kkriegofficer" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -238,7 +238,7 @@ name = "Ancient American uniform" desc = "An ancient albeit cleanly pressed and unwrinkled American uniform." icon_state = "40kguard" - item_state = "40kguard" + inhand_icon_state = "40kguard" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -246,7 +246,7 @@ name = "Old Japanese uniform" desc = "A cleanly pressed and brand new Japanese modeled uniform." icon_state = "ww2jap" - item_state = "ww2jap" + inhand_icon_state = "ww2jap" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -256,7 +256,7 @@ name = "Landsknecht gear" desc = "A set of Landsknecht gear. This 'uniform' mainly saw usage by Landsknecht units, which were Germanic mercenaries used in pike and shoot formations. Quite a vibrant uniform and stylish. Go out and stick those pesky raiders." icon_state = "germanmerc1" - item_state = "germanmerc1" + inhand_icon_state = "germanmerc1" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -264,7 +264,7 @@ name = "Landsknecht gear" desc = "A set of Landsknecht gear. This 'uniform' mainly saw usage by Landsknecht units, which were Germanic mercenaries used in pike and shoot formations. Quite a vibrant uniform and stylish. Go out and stick those pesky raiders." icon_state = "germanmerc2" - item_state = "germanmerc2" + inhand_icon_state = "germanmerc2" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -272,7 +272,7 @@ name = "Landsknecht gear" desc = "A set of Landsknecht gear. This 'uniform' mainly saw usage by Landsknecht units, which were Germanic mercenaries used in pike and shoot formations. Quite a vibrant uniform and stylish. Go out and stick those pesky raiders." icon_state = "germanmerc3" - item_state = "germanmerc3" + inhand_icon_state = "germanmerc3" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -280,7 +280,7 @@ name = "Old french uniform" desc = "An outdated yet classy french uniform. It saw service in the great war. During this time, it was dubbed the 'sky uniform' on account of its baby blue appearance. Steel yourself and fix bayonets!" icon_state = "frenchuniform" - item_state = "frenchuniform" + inhand_icon_state = "frenchuniform" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -288,7 +288,7 @@ name = "Old East german uniform" desc = "An old and outdated East German uniform. It resembles the uniform used by Imperial Germany during the Great War or 'The war to end all wars'. Dull, grey, it matches perfectly with the incoming artillery smoke. Adjust those buttons and prepare to charge." icon_state = "imperialuniform" - item_state = "imperialuniform" + inhand_icon_state = "imperialuniform" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -296,7 +296,7 @@ name = "Old British uniform" desc = "An old and outdated British uniform. This uniform was used during the Great War, also known as 'World War 1' which was a global conflict consisting of the Triple Entente and the Central Powers. Classy, pristine, and well tailored. Prepare your bayonets and charge with elegance." icon_state = "britishuniform" - item_state = "britishuniform" + inhand_icon_state = "britishuniform" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -304,7 +304,7 @@ name = "Old Russian uniform" desc = "An old and outdated Imperial Russian uniform. This uniform was used in both the Great War and the October revolution by the White army, which was Imperial Russia. This uniform is quite comfortable and made of good material. Prepare the flag and steel your nerves. " icon_state = "ww1russian" - item_state = "ww1russian" + inhand_icon_state = "ww1russian" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -312,7 +312,7 @@ name = "Padded Soviet uniform" desc = "A padded and well made Soviet uniform. The padding is included to allow extra warmth for the wearer. It saw use in the very cold soviet winters and pairs nicely and warmly with other warm-esq gear like coats, great coats, and furred jackets." icon_state = "ww2sov" - item_state = "ww2sov" + inhand_icon_state = "ww2sov" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -320,7 +320,7 @@ name = "Cossack uniform" desc = "A cossack uniform that resembles the uniforms and garnments used by Kuban Cossacks. Quite comfortable and oh so stylish. Now you can ride on a horse into battle with regal flair, onwards!" icon_state = "kubanc" - item_state = "kubanc" + inhand_icon_state = "kubanc" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -332,7 +332,7 @@ name = "Mech Pilot bodysuit" desc = "A form fitting yet comfortable bodysuit that saw service by mech pilots. The back of the uniform provides ports for installing neuro-cybernetics and wiring to hook the pilot up to a mech. Get out your chromehound and stomp the competition." icon_state = "mechuni1" - item_state = "mechuni1" + inhand_icon_state = "mechuni1" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -340,7 +340,7 @@ name = "Mech Pilot bodysuit" desc = "A form fitting yet comfortable bodysuit that saw service by mech pilots. The back of the uniform provides ports for installing neuro-cybernetics and wiring to hook the pilot up to a mech. Get out your chromehound and stomp the competition." icon_state = "mechuni2" - item_state = "mechuni2" + inhand_icon_state = "mechuni2" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -348,7 +348,7 @@ name = "Mech Pilot bodysuit" desc = "A form fitting yet comfortable bodysuit that saw service by mech pilots. The back of the uniform provides ports for installing neuro-cybernetics and wiring to hook the pilot up to a mech. Get out your chromehound and stomp the competition." icon_state = "mechuni3" - item_state = "mechuni3" + inhand_icon_state = "mechuni3" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -356,7 +356,7 @@ name = "Mechanized pilot uniform." desc = "A more advanced form of a flight suit, this one is bulkier and weighs the legs down. Useful for performing high G turns in an aircraft. Now, it finds use as a stylish pilot's uniform" icon_state = "scifisuit" - item_state = "scifisuit" + inhand_icon_state = "scifisuit" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -367,7 +367,7 @@ name = "Green nursing scrubs" desc = "A set of medical scrubs that mainly saw use by nurses across the world. This one is in a pleasant green color, white shoes and medical badge not included." icon_state = "scrubs" - item_state = "scrubs" + inhand_icon_state = "scrubs" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -375,7 +375,7 @@ name = "Blue nursing scrubs" desc = "A set of medical scrubs that mainly saw use by nurses across the world. This one is in a refreshing blue color, white shoes and medical badge not included." icon_state = "scrubs2" - item_state = "scrubs2" + inhand_icon_state = "scrubs2" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -386,7 +386,7 @@ name = " White sci-fi suit" desc = "A futuristic looking suit. It seems to have that 'geometric' look to it with sharp edges and steel buttons. Quite fancy and comfortable." icon_state = "fsuit" - item_state = "fsuit" + inhand_icon_state = "fsuit" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -394,7 +394,7 @@ name = " Mixed sci-fi suit" desc = "A futuristic looking suit. It seems to have that 'geometric' look to it with sharp edges and steel buttons. Quite fancy and comfortable." icon_state = "fsuit2" - item_state = "fsuit2" + inhand_icon_state = "fsuit2" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -402,7 +402,7 @@ name = " Orange sci-fi suit" desc = "A futuristic looking suit. It seems to have that 'geometric' look to it with sharp edges and steel buttons. Quite fancy and comfortable." icon_state = "fsuit3" - item_state = "fsuit3" + inhand_icon_state = "fsuit3" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -410,7 +410,7 @@ name = "Suit with a shirt" desc = "A suit with a shirt over it. Add those style points to your wardrobe" icon_state = "shirtsuit" - item_state = "shirtsuit" + inhand_icon_state = "shirtsuit" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -418,7 +418,7 @@ name = "Burgundy suit" desc = "A stylish and cleanly pressed suit. Tailored to your comfort standards." icon_state = "rsuit" - item_state = "rsuit" + inhand_icon_state = "rsuit" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -426,7 +426,7 @@ name = "Black suit" desc = "A stylish and cleanly pressed suit. Tailored to your comfort standards." icon_state = "bsuit" - item_state = "bsuit" + inhand_icon_state = "bsuit" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -434,7 +434,7 @@ name = "White suit" desc = "A stylish and cleanly pressed suit. Tailored to your comfort standards." icon_state = "wtux" - item_state = "wtux" + inhand_icon_state = "wtux" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -442,7 +442,7 @@ name = "Green suit" desc = "A stylish and cleanly pressed suit. Tailored to your comfort standards." icon_state = "gtux" - item_state = "gtux" + inhand_icon_state = "gtux" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -450,7 +450,7 @@ name = "Red suit" desc = "A stylish and cleanly pressed suit. Tailored to your comfort standards." icon_state = "rtux" - item_state = "rtux" + inhand_icon_state = "rtux" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -458,7 +458,7 @@ name = "Red Business casual" desc = "A stylish set of business casual clothing. Look at you, playmaker." icon_state = "redcasual" - item_state = "redcasual" + inhand_icon_state = "redcasual" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -466,7 +466,7 @@ name = "Colorful vintage Business casual" desc = "A stylish set of business casual clothing. Look at you, playmaker." icon_state = "60vint" - item_state = "60vint" + inhand_icon_state = "60vint" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -474,7 +474,7 @@ name = "Salmon vintage Business casual" desc = "A stylish set of business casual clothing. Look at you, playmaker." icon_state = "salmonvint" - item_state = "salmonvint" + inhand_icon_state = "salmonvint" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -482,7 +482,7 @@ name = "Tropical vintage Business casual" desc = "A stylish set of business casual clothing. Look at you, playmaker." icon_state = "tropvint" - item_state = "tropvint" + inhand_icon_state = "tropvint" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -490,7 +490,7 @@ name = "Teal vintage Business casual" desc = "A stylish set of business casual clothing. Something about this specific set of casual clothing is familiar. Could just be you. Go out there and make some ill-gotten deals, playmaker." icon_state = "gtavice" - item_state = "gtavice" + inhand_icon_state = "gtavice" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -498,7 +498,7 @@ name = "Golden Business casual" desc = "A stylish set of business casual clothing. Look at you, playmaker." icon_state = "pullover" - item_state = "pullover" + inhand_icon_state = "pullover" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -506,7 +506,7 @@ name = "Full officer dress uniform" desc = "A set of fully pressed and cleaned officer's fatigues. Is it the navy, is it the air force? Who knows." icon_state = "fullofficer" - item_state = "fullofficer" + inhand_icon_state = "fullofficer" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -514,7 +514,7 @@ name = "Melodys Outfit" desc = "A set of black leggings, a white tshirt, and a flannel jacket with black fleece lining." icon_state = "melodysoutfit" - item_state = "melodysoutfit" + inhand_icon_state = "melodysoutfit" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -522,7 +522,7 @@ name = "Blue lined sci-fi themed dress" desc = "A futurstic and geometric themed dress. Comfortable and fashionable" icon_state = "fdress" - item_state = "fdress" + inhand_icon_state = "fdress" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -530,7 +530,7 @@ name = "Red lined sci-fi themed dress" desc = "A futurstic and geometric themed dress. Comfortable and fashionable" icon_state = "fdress2" - item_state = "fdress2" + inhand_icon_state = "fdress2" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -538,7 +538,7 @@ name = "Sci-fi themed skirt" desc = "A futurstic and geometric themed skirt. Comfortable and fashionable" icon_state = "fskirt" - item_state = "fskirt" + inhand_icon_state = "fskirt" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -547,7 +547,7 @@ name = "Red animated galaxy suit" desc = "A cyberpunk themed suit, made from fine animated materials and made to tailor, it's a suit fitted for a choom that desires to look good while being the most flashy in the room." icon_state = "galaxred" - item_state = "galaxred" + inhand_icon_state = "galaxred" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -555,7 +555,7 @@ name = "Blue animated galaxy suit" desc = "A cyberpunk themed suit, made from fine animated materials and made to tailor, it's a suit fitted for a choom that desires to look good while being the most flashy in the room." icon_state = "galaxblue" - item_state = "galaxblue" + inhand_icon_state = "galaxblue" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon = 'icons/fallout/clothing/uniforms.dmi' @@ -565,7 +565,7 @@ name = "50s style dress" desc = "Fancy checkered yellow dress with small shoulder puffs." icon_state = "dress50s" - item_state = "dress50s" + inhand_icon_state = "dress50s" mutantrace_variation = STYLE_DIGITIGRADE fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -574,7 +574,7 @@ name = "vault jumpsuit" desc = "A blue jumpsuit with a yellow vault pattern printed on it." icon_state = "vault" - item_state = "vault" + inhand_icon_state = "vault" item_color = "vault" mutantrace_variation = STYLE_DIGITIGRADE can_adjust = TRUE @@ -586,7 +586,7 @@ name = "vault 113 jumpsuit" desc = "A blue jumpsuit with a yellow vault pattern and the number 113 printed on it." icon_state = "vault13" - item_state = "vault13" + inhand_icon_state = "vault13" item_color = "vault13" mutantrace_variation = STYLE_DIGITIGRADE can_adjust = TRUE @@ -602,7 +602,7 @@ desc = "A set of standard issue trooper fatigues." icon_state = "ncr_uniform" can_adjust = TRUE - item_state = "ncr_uniform" + inhand_icon_state = "ncr_uniform" item_color = "ncr_uniform" /obj/item/clothing/under/f13/ncr/texas @@ -616,7 +616,7 @@ desc = "A standard service uniform for commissioned officers." can_adjust = TRUE icon_state = "ncr_officer" - item_state = "ncr_officer" + inhand_icon_state = "ncr_officer" item_color = "ncr_officer" /obj/item/clothing/under/f13/ncr/conscript @@ -624,7 +624,7 @@ desc = "A standard duty uniform for conscripts." can_adjust = FALSE icon_state = "ncr_conscript" - item_state = "ncr_conscript" + inhand_icon_state = "ncr_conscript" item_color = "ncr_conscript" /obj/item/clothing/under/f13/ncr/conscript/texas @@ -636,7 +636,7 @@ name = "scout fatigues" desc = "A standard duty uniform for scouts." icon_state = "scoutclothes" - item_state = "scoutclothes" + inhand_icon_state = "scoutclothes" item_color = "scoutclothes" /obj/item/clothing/under/f13/ncr/sniper @@ -645,7 +645,7 @@ can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE icon_state = "ncr_snipermgs" - item_state = "ncr_snipermgs" + inhand_icon_state = "ncr_snipermgs" item_color = "ncr_snipermgs" /obj/item/clothing/under/f13/ncr/pants @@ -653,7 +653,7 @@ desc = "A set of standard issue fatigue pants without the upper overcoat. For when you really need to show off your guns." can_adjust = FALSE icon_state = "ncr_fatigue_pants" - item_state = "ncr_fatigue_pants" + inhand_icon_state = "ncr_fatigue_pants" item_color = "ncr_fatigue_pants" /obj/item/clothing/under/f13/ncr/ncr_shorts @@ -661,14 +661,14 @@ desc = "A set of uniform shorts and lightweight shirt for troopers deployed in hot climates." can_adjust = TRUE icon_state = "ncr_shorts" - item_state = "ncr_shorts" + inhand_icon_state = "ncr_shorts" item_color = "ncr_shorts" /obj/item/clothing/under/f13/ncrcaravan name = "caravaneer outfit" desc = "A soft outfit commonly worn by caravaneers." icon_state = "caravaneer" - item_state = "caravaneer" + inhand_icon_state = "caravaneer" item_color = "caravaneer" /obj/item/clothing/under/f13/ncr/ncr_dress @@ -677,7 +677,7 @@ can_adjust = TRUE mutantrace_variation = STYLE_DIGITIGRADE icon_state = "ncr_dress" - item_state = "ncr_dress" + inhand_icon_state = "ncr_dress" item_color = "ncr_dress" /obj/item/clothing/under/f13/ncrcf @@ -685,7 +685,7 @@ desc = "A cheap blue shirt and slacks." can_adjust = TRUE icon_state = "ncrcf" - item_state = "ncrcf" + inhand_icon_state = "ncrcf" item_color = "ncrcf" //Settlers @@ -694,7 +694,7 @@ name = "brahmin skin outfit" desc = "A basic outfit consisting of a white shirt and patched trousers with Y-shaped suspenders" icon_state = "brahmin_m" - item_state = "brahmin_m" + inhand_icon_state = "brahmin_m" item_color = "brahmin_m" mutantrace_variation = STYLE_DIGITIGRADE @@ -702,7 +702,7 @@ name = "brahmin skin outfit" desc = "A basic outfit consisting of a white shirt and patched trousers with Y-shaped suspenders" icon_state = "brahmin_f" - item_state = "brahmin_f_s" + inhand_icon_state = "brahmin_f_s" item_color = "brahmin_f" mutantrace_variation = STYLE_DIGITIGRADE @@ -711,7 +711,7 @@ desc = "It's a white t-shirt with brown trousers made for those who treasure life." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "doctor_m" - item_state = "doctor_m" + inhand_icon_state = "doctor_m" item_color = "doctor_m" /obj/item/clothing/under/f13/doctorf @@ -719,14 +719,14 @@ desc = "It's a white t-shirt with brown trousers made for those who treasure life." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "doctor_f" - item_state = "doctor_f" + inhand_icon_state = "doctor_f" item_color = "doctor_f" /obj/item/clothing/under/f13/caravan name = "caravan pants" desc = "Brown thick caravaneer pants." icon_state = "caravan" - item_state = "caravan" + inhand_icon_state = "caravan" item_color = "caravan" mutantrace_variation = STYLE_DIGITIGRADE @@ -735,7 +735,7 @@ desc = "A crudely made cloth robe with a belt worn over grey pants." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "settler" - item_state = "settler" + inhand_icon_state = "settler" item_color = "settler" //The City @@ -745,28 +745,28 @@ name = "ranger outfit" desc = "Simple rustic clothes for a big iron packin' lawman." icon_state = "ranger" - item_state = "ranger" + inhand_icon_state = "ranger" item_color = "ranger" /obj/item/clothing/under/f13/ranger/trail name = "ranger outfit" desc = "Simple rustic clothes for a big iron packin' lawman. Worn often by NCR rangers." icon_state = "cowboyrang" - item_state = "cowboyrang" + inhand_icon_state = "cowboyrang" item_color = "cowboyrang" /obj/item/clothing/under/f13/ranger/patrol name = "patrol ranger outfit" desc = "A pair of brown slacks and a breathable shirt, meant to be worn under NCR patrol ranger armour." icon_state = "patrolranger" - item_state = "patrolranger" + inhand_icon_state = "patrolranger" item_color = "patrolranger" /obj/item/clothing/under/f13/ranger/vet name = "ranger flannel outfit" desc = "Simple rustic clothes for any big iron packin' ranger." icon_state = "vetranger" - item_state = "vetranger" + inhand_icon_state = "vetranger" item_color = "vetranger" /obj/item/clothing/under/f13/ranger/vet/foxflannel @@ -774,7 +774,7 @@ desc = "A black flannel ontop of a pair of slim-fitting pre-war jeans that were kept in excellent condition. The back leather panel is worn out but you can barely make out: '512'." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "foxflannel" - item_state = "foxflannel" + inhand_icon_state = "foxflannel" item_color = "foxflannel" /obj/item/clothing/under/f13/ranger/vet/thaxflannel @@ -782,7 +782,7 @@ desc = "A simple outfit for a burly, big iron packin' lawman. A golden belt-buckle in the rough shape of a medallion is proudly presented atop a leather gunbelt." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "thaxflannel" - item_state = "thaxflannel" + inhand_icon_state = "thaxflannel" item_color = "thaxflannel" /obj/item/clothing/under/f13/ranger/erin @@ -790,14 +790,14 @@ desc = "An old pair of beat up, Pre-War BDUs. These ones are emblazoned with desert patterns, and it has been reinforced around the left knee." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "erin_pants" - item_state = "erin_pants" + inhand_icon_state = "erin_pants" /obj/item/clothing/under/f13/ranger/blue name = "blue ranger outfit" desc = "Simple rustic clothes for a big iron packin' lawman. A blue collar shirt with tan slacks." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "blueranger" - item_state = "blueranger" + inhand_icon_state = "blueranger" item_color = "blueranger" /obj/item/clothing/under/f13/ncr_formal_uniform/majzirilli @@ -805,14 +805,14 @@ desc = "An immaculately maintained NCRA service uniform, weighted down with golden embellishments signifying their authority." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "majzirilli" - item_state = "majzirilli" + inhand_icon_state = "majzirilli" item_color = "majzirilli" /obj/item/clothing/under/f13/ncr_female_officer name = "NCR Officer Dress" desc = "An immaculately maintained NCRA service uniform." icon_state = "ncr_female_officer" - item_state = "ncr_female_officer" + inhand_icon_state = "ncr_female_officer" item_color = "ncr_female_officer" /obj/item/clothing/under/f13/ranger/modif_ranger @@ -820,14 +820,14 @@ desc = "A ranger outfit with a green cotton longshirt and dark grey jeans along with a black bandana around the neck." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "modif_ranger" - item_state = "modif_ranger" + inhand_icon_state = "modif_ranger" item_color = "modif_ranger" /obj/item/clothing/under/f13/rustic name = "rustic outfit" desc = "Simple rustic clothes for your day to day life in the wastes." icon_state = "vetranger" - item_state = "rustictown" + inhand_icon_state = "rustictown" item_color = "rustictown" /obj/item/clothing/under/f13/sheriff @@ -835,7 +835,7 @@ desc = "The symbol of law and civilization, a black vest over a well starched white shirt." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "vest_and_slacks" - item_state = "vest_and_slacks" + inhand_icon_state = "vest_and_slacks" item_color = "vest_and_slacks" /obj/item/clothing/under/f13/sleazeball @@ -843,7 +843,7 @@ desc = "The symbol of profit and corruption, a black vest over a well starched white shirt." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "vest_and_slacks" - item_state = "vest_and_slacks" + inhand_icon_state = "vest_and_slacks" item_color = "vest_and_slacks" /obj/item/clothing/under/f13/follower @@ -851,7 +851,7 @@ desc = "A civilized well cared for outfit that good citzens wear." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "follower" - item_state = "follower" + inhand_icon_state = "follower" item_color = "follower" /obj/item/clothing/under/f13/medic @@ -859,7 +859,7 @@ desc = "A completly white outfit deserving of a doctor." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "chef" - item_state = "chef" + inhand_icon_state = "chef" item_color = "chef" //Brotherhood of Steel @@ -868,14 +868,14 @@ name = "recon bodysuit" desc = "A vacuum-sealed asbestos jumpsuit covering the entire body." icon_state = "recon" - item_state = "recon" + inhand_icon_state = "recon" item_color = "recon" /obj/item/clothing/under/f13/recon/outcast name = "recon bodysuit" desc = "A vacuum-sealed asbestos jumpsuit covering the entire body, dyed and painted black with red markings." icon_state = "recon_outcast" - item_state = "recon_outcast" + inhand_icon_state = "recon_outcast" item_color = "recon" //Legion @@ -884,7 +884,7 @@ name = "camp follower male robe" desc = "Olive colored cloth with a red belt." icon_state = "legcamp" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -892,7 +892,7 @@ name = "camp follower female robe" desc = "Olive colored cloth with a red sash." icon_state = "legcamp_f" - item_state = "legcamp_f" + inhand_icon_state = "legcamp_f" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -900,7 +900,7 @@ name = "burgundy fatigues" desc = "A black learthery skirt and a thick long sleeve cotton shirt." icon_state = "legskirt" - item_state = "legskirt" + inhand_icon_state = "legskirt" item_color = "legskirt" var/sleeves_adjusted = 0 lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi' @@ -913,7 +913,7 @@ name = "\improper ''tactical'' combat skirt" desc = "A leathery skirt below a thick, black, long-sleeve cotton shirt. Perfect for operatives favoring wardrobe malfunctions." icon_state = "tacskirt" - item_state = "tacskirt" + inhand_icon_state = "tacskirt" item_color = "tacskirt" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE @@ -922,7 +922,7 @@ name = "priestess robes" desc = "The robes worn by a Priestess of Mars." icon_state = "priestess" - item_state = "priestess" + inhand_icon_state = "priestess" item_color = "priestess" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -931,7 +931,7 @@ name = "priestess of mars robe" desc = "A red robe decorated with bird feathers for the Priestess of Mars." icon_state = "pmars_robe" - item_state = "pmars_robe" + inhand_icon_state = "pmars_robe" armor = list(melee = 0, bullet = 0, laser = 20, energy = 20, bomb = 5, bio = 0, rad = 0, fire = 100, acid = 0) resistance_flags = LAVA_PROOF | FIRE_PROOF body_parts_covered = CHEST|GROIN|ARMS|LEGS @@ -943,7 +943,7 @@ name = "male auxilia robes" desc = "Thin cotton robe for males, short sleeved with a leather belt, ends just above the knees." icon_state = "legaux" - item_state = "legaux" + inhand_icon_state = "legaux" item_color = "legskirt" lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi' righthand_file = 'icons/mob/inhands/clothing_righthand.dmi' @@ -954,7 +954,7 @@ name = "female auxilia robes" desc = "Thin cotton robe for females, kneelength and held together by a black sash." icon_state = "legauxf" - item_state = "legauxf" + inhand_icon_state = "legauxf" item_color = "legskirt" lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi' righthand_file = 'icons/mob/inhands/clothing_righthand.dmi' @@ -965,7 +965,7 @@ name = "simple male slave clothing" desc = "A roughly made long tunic, held in place by a rope, its marked with a big red X signaling its wearer is property of the Legion." icon_state = "legslave" - item_state = "legslave" + inhand_icon_state = "legslave" item_color = "rag" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -974,7 +974,7 @@ name = "simple female slave clothing" desc = "A roughly made long tunic, held in place by a rope, its marked with a big red X signaling its wearer is property of the Legion." icon_state = "legslavef" - item_state = "legslavef" + inhand_icon_state = "legslavef" item_color = "rag" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -986,7 +986,7 @@ name = "roma legionary fatigues" desc = "A worn and abused pair of fatigues, leftover from the legionary's service to Caesar." icon_state = "roma_legion" - item_state = "roma_legion" + inhand_icon_state = "roma_legion" item_color = "roma_legion" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -995,7 +995,7 @@ name = "roma auxilia fatigues" desc = "A black skirt and a thick long sleeve cotton shirt." icon_state = "roma_auxilia" - item_state = "roma_auxilia" + inhand_icon_state = "roma_auxilia" item_color = "roma_auxilia" var/sleeves_adjusted = 0 lefthand_file = 'icons/mob/inhands/clothing_lefthand.dmi' @@ -1011,7 +1011,7 @@ desc = "Apparel of a religious priest, or minister of sorts." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "chapblack" - item_state = "chapblack" + inhand_icon_state = "chapblack" item_color = "chapblack" /obj/item/clothing/under/f13/machinist @@ -1019,7 +1019,7 @@ desc = "Apparel of an old-time machinist." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "machinist" - item_state = "machinist" + inhand_icon_state = "machinist" item_color = "machinist" /obj/item/clothing/under/f13/lumberjack @@ -1027,14 +1027,14 @@ desc = "Apparel of an old-time lumberjack." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "lumberjack" - item_state = "lumberjack" + inhand_icon_state = "lumberjack" item_color = "lumberjack" /obj/item/clothing/under/f13/shiny name = "shiny outfit" desc = "Perfect outfit for a brave and reckless cowboy. Shiny!" icon_state = "shiny" - item_state = "shiny" + inhand_icon_state = "shiny" item_color = "shiny" /obj/item/clothing/under/f13/merca @@ -1042,7 +1042,7 @@ desc = "A mercenary ragtag outfit." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "merca" - item_state = "merca" + inhand_icon_state = "merca" item_color = "merca" /obj/item/clothing/under/f13/mercc @@ -1050,21 +1050,21 @@ desc = "A mercenary ragtag outfit." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "mercc" - item_state = "mercc" + inhand_icon_state = "mercc" item_color = "mercc" /obj/item/clothing/under/f13/cowboyb name = "cowboy outfit" desc = "A dirt brown cowboy outfit. Specially usefull for herding brahmins." icon_state = "cowboyb" - item_state = "cowboyb" + inhand_icon_state = "cowboyb" item_color = "cowboyb" /obj/item/clothing/under/f13/cowboyg name = "cowboy outfit" desc = "A dirt grey cowboy outfit. Specially usefull for herding brahmins." icon_state = "cowboyg" - item_state = "cowboyg" + inhand_icon_state = "cowboyg" item_color = "cowboyg" /obj/item/clothing/under/f13/combat_shirt @@ -1072,41 +1072,41 @@ desc = "An old combat uniform, out of use around the time of the war." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "combat_shirt" - item_state = "combat_shirt" + inhand_icon_state = "combat_shirt" item_color = "combat_shirt" /obj/item/clothing/under/f13/Retro_Biker_Vest name = "future vest" desc = "A Pink Vest with Black Pants. Quite futuristic looking." icon_state = "Biker" - item_state = "Biker" + inhand_icon_state = "Biker" /obj/item/clothing/under/f13/chinasuitcosmetic name = "dysfunctional chinese stealth suit" desc = "A matte grey set of ultralight composite above a carefully padded noise-absorbant suit. This unit, used by Chinese special forces during the great war, looks to have had it's fusion matrix removed, and is all but a fashion statement now." icon_state = "stealthsuit" - item_state = "stealthsuit" + inhand_icon_state = "stealthsuit" /obj/item/clothing/under/f13/bearvest //This is being used as Donator gear, check as to whether MidgetDragon still donating before using for anything else. name = "Great Bear Vest" desc = "A casual set of ripped jeans and a duster. The duster seems to have a familiar symbol spray painted on the back. The inside of the duster seems to have the letters MEB sewn on." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bearvest" - item_state = "bearvest" + inhand_icon_state = "bearvest" /* //slave rags, crafted from 2 cloth- uncomment when sprites available /obj/item/clothing/under/f13/slaverags name = "slave rags" desc = "Rags made for only the most basic and unworthy of slaves." icon_state = "slaverags" - item_state = "slaverags" + inhand_icon_state = "slaverags" */ /obj/item/clothing/under/f13/erpdress name = "bandage dress" desc = "Made by the famous pre-war fashion designer Marie Calluna, this dress was made to hug your every curve and show off some deep cleavage." icon_state = "bandagedress" - item_state = "bandagedress" + inhand_icon_state = "bandagedress" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -1114,7 +1114,7 @@ name = "classy dress" desc = "A dress that shows off all of your assets in the best ways, while remaining quite formal and tasteful." icon_state = "societydress" - item_state = "societydress" + inhand_icon_state = "societydress" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -1123,7 +1123,7 @@ desc = "A cute, but plain, common pre-war dress." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "blue_dress" - item_state = "blue_dress" + inhand_icon_state = "blue_dress" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -1132,7 +1132,7 @@ desc = "A cute, but plain, common pre-war dress." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "pink_dress" - item_state = "pink_dress" + inhand_icon_state = "pink_dress" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -1141,7 +1141,7 @@ desc = "A cute, but plain, common pre-war dress." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "green_dress" - item_state = "green_dress" + inhand_icon_state = "green_dress" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -1150,7 +1150,7 @@ desc = "A dark and revealing dress that mixes formality and seduction." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "blackdress" - item_state = "blackdress" + inhand_icon_state = "blackdress" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE body_parts_hidden = ARMS @@ -1159,14 +1159,14 @@ name = "flashy jumpsuit" desc = "A jumpsuit that seems to come from another time." icon_state = "xenon" - item_state = "xenon" + inhand_icon_state = "xenon" /obj/item/clothing/under/f13/roving name = "roving trader outfit " desc = "It's an outfit commonly worn by the roving traders." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "roving" - item_state = "roving" + inhand_icon_state = "roving" item_color = "roving" /obj/item/clothing/under/f13/follower @@ -1174,14 +1174,14 @@ desc = "The uniform of the volunteers in the followers of the apocalypse retinue." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "follower" - item_state = "follower" + inhand_icon_state = "follower" item_color = "follower" /obj/item/clothing/under/f13/raider_leather name = "raider leathers" desc = "Scraps of material thrown together and typically worn by raiders." icon_state = "raider_leather" - item_state = "raider_leather" + inhand_icon_state = "raider_leather" item_color = "raider_leather" /obj/item/clothing/under/f13/raiderrags @@ -1189,7 +1189,7 @@ desc = "Fragments of clothing crudely stitched together, worn unanimously by raiders." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "raiderrags" - item_state = "raiderrags" + inhand_icon_state = "raiderrags" item_color = "raiderrags" /obj/item/clothing/under/f13/khan @@ -1198,7 +1198,7 @@ icon = 'icons/fallout/clothing/khans.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/khaans.dmi' icon_state = "khan_uniform" - item_state = "khan_uniform" + inhand_icon_state = "khan_uniform" item_color = "khan_uniform" var/uniformtoggled = FALSE body_parts_hidden = GROIN|LEGS @@ -1213,7 +1213,7 @@ desc = "Denim pants, but jorts!" icon = 'icons/fallout/clothing/khans.dmi' icon_state = "khan_short" - item_state = "khan_short" + inhand_icon_state = "khan_short" body_parts_hidden = GROIN|LEGS /obj/item/clothing/under/f13/khan/booty @@ -1221,7 +1221,7 @@ desc = "Denim pants, But this pair doesn't seem to leave much to the imagination." icon = 'icons/fallout/clothing/khans.dmi' icon_state = "khan_booty" - item_state = "khan_booty" + inhand_icon_state = "khan_booty" body_parts_hidden = GROIN|LEGS /obj/item/clothing/under/f13/khan/Goji @@ -1229,7 +1229,7 @@ desc = "Clothing marking the wearer as one of the the Great Khans. Most common are denim pants, but this is a pair of tight leather pants." icon = 'icons/fallout/clothing/khans.dmi' icon_state = "Gojipants" - item_state = "Gojipants" + inhand_icon_state = "Gojipants" item_color = "Gojipants" body_parts_hidden = GROIN|LEGS @@ -1253,11 +1253,11 @@ to_chat(usr, span_notice("I adjust the [src].")) if(src.uniformtoggled) src.icon_state = "[initial(icon_state)]" - src.item_state = "[initial(icon_state)]" + src.inhand_icon_state = "[initial(icon_state)]" src.uniformtoggled = FALSE else if(!src.uniformtoggled) src.icon_state = "[initial(icon_state)]_t" - src.item_state = "[initial(icon_state)]_t" + src.inhand_icon_state = "[initial(icon_state)]_t" src.uniformtoggled = TRUE usr.update_inv_w_uniform() for(var/X in actions) @@ -1271,14 +1271,14 @@ desc = "Dusty rags decorated with strips of leather and small pieces of turquoise." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "tribalrags" - item_state = "tribalrags" + inhand_icon_state = "tribalrags" /obj/item/clothing/under/f13/tribe_chief name = "tribal chief robes" desc = "Well maintained robes adorned with fine leather and polished turquoise." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "chiefrags" - item_state = "chiefrags" + inhand_icon_state = "chiefrags" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -1287,14 +1287,14 @@ desc = "Tanned leather robes, decorated with bones of aethergiests and marked with the great machine spirit of earth." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "hhunterrags" - item_state = "hhunterrags" + inhand_icon_state = "hhunterrags" /obj/item/clothing/under/f13/tribe_shaman name = "tribal shaman robes" desc = "Carefully hand wozen cloth robes with heavy turqoise jewelry drapped over top." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "shamanrags" - item_state = "shamanrags" + inhand_icon_state = "shamanrags" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -1303,7 +1303,7 @@ desc = "Hand-woven cotton ornated with pieces of turquoise form covering the groin, which can also be adjusted to cover the breasts as well. Well suited for a simpler life lived by the Wayfarer tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "gatherer" - item_state = "gatherer" + inhand_icon_state = "gatherer" item_color = "gatherer" body_parts_covered = GROIN fitted = FEMALE_UNIFORM_TOP @@ -1316,7 +1316,7 @@ desc = "Finely crafted cotton clothing, dyed blue with anil. The care and craftsmanship put into such an outfit indicates high status in the Wayfarer tribe. Can be adjusted to suit the wearer's preferences." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "shamanblue" - item_state = "shamanblue" + inhand_icon_state = "shamanblue" item_color = "shamanblue" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE @@ -1326,7 +1326,7 @@ desc = "Finely crafted cotton clothing, dyed red with madder root. The care and craftsmanship put into such an outfit indicates high status in the Wayfarer tribe. Can be adjusted to suit the wearer's preferences." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "shamanred" - item_state = "shamanred" + inhand_icon_state = "shamanred" item_color = "shamanred" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE @@ -1336,7 +1336,7 @@ desc = "Hand-woven cotton ornated with pieces of turquoise form little more than loincloth, which can be adjusted depending on the wearer's preferences. Well suited for a simpler life lived by the Wayfarer tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "acolyte" - item_state = "acolyte" + inhand_icon_state = "acolyte" item_color = "acolyte" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE @@ -1346,7 +1346,7 @@ desc = "Minimal yet hardy clothing padded in places by leather which can be taken off if need be, covering no more than it needs to. Ideal for those of the Wayfarer tribe who spend their time away from the tribe in pursuit of the hunt." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "hunter" - item_state = "hunter" + inhand_icon_state = "hunter" item_color = "hunter" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE @@ -1357,21 +1357,21 @@ name = "disheveled NCR fatigues" desc = "A disheveled and modified duty uniform resembling NCR fatigues." icon_state = "ncr_uniformexile" - item_state = "ncr_uniformexile" + inhand_icon_state = "ncr_uniformexile" item_color = "ncr_uniformexile" /obj/item/clothing/under/f13/exile/legion name = "disheveled Legion fatigues" desc = "A disheveled and modified uniform resembling Legion standard fatigues." icon_state = "legion_uniformexile" - item_state = "legion_uniformexile" + inhand_icon_state = "legion_uniformexile" item_color = "legion_uniformexile" /obj/item/clothing/under/f13/exile/vault name = "disheveled Dweller jumpsuit" desc = "A disheveled and torn uniform resembling a Vault-Tech standard Jumpsuit." icon_state = "vault_exile" - item_state = "vault_exile" + inhand_icon_state = "vault_exile" item_color = "vault_exile" /obj/item/clothing/under/f13/exile/tribal @@ -1380,7 +1380,7 @@ icon = 'icons/fallout/clothing/uniforms.dmi' icon_state = "clothing_tribalout" mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' - item_state = "clothing_tribalout" + inhand_icon_state = "clothing_tribalout" body_parts_covered = GROIN fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE @@ -1390,21 +1390,21 @@ name = "disheveled peacekeeper uniform" desc = "Khaki standard issue uniform over a black turtleneck. This one seems to be damaged." icon_state = "enclave_uniformexile" - item_state = "enclave_uniformexile" + inhand_icon_state = "enclave_uniformexile" //stuff ported from WW2 /obj/item/clothing/under/f13/ncr_formal_uniform name = "NCR pre-war uniform" desc = "An old pre-war uniform repurposed for the NCR armed forces" icon_state = "us_uniform" - item_state = "us_uniform" + inhand_icon_state = "us_uniform" item_color = "us_uniform" /obj/item/clothing/under/f13/ncr_camo name = "NCR pre-war camo" desc = "Old pre-war camo repurposed for the NCR armed forces" icon_state = "nato_uniform" - item_state = "nato_uniform" + inhand_icon_state = "nato_uniform" item_color = "nato_uniform" //Prom Dress @@ -1413,7 +1413,7 @@ name = "purple prom dress" desc = "This purple dress has miraculously survived the war, and seems mostly undamaged, except for a few loose ends from wear and tear. The dress is made from a soft fabric, likely a marbled velvet." icon_state = "promdress" - item_state = "promdress" + inhand_icon_state = "promdress" item_color = "promdress" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -1446,7 +1446,7 @@ name = "enclave officer uniform" desc = "A standard Enclave officer uniform.
The outer layer is made of a sturdy material designed to withstand the harsh conditions of the wasteland." icon_state = "enclave_o" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "enclave_o" //Old World Militaries @@ -1458,7 +1458,7 @@ icon = 'icons/fallout/clothing/uniforms.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon_state = "army_uniform" - item_state = "army_uniform" + inhand_icon_state = "army_uniform" /obj/item/clothing/under/f13/army/officer name = "US Army officer's combat uniform" @@ -1466,7 +1466,7 @@ icon = 'icons/fallout/clothing/uniforms.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon_state = "army_officer" - item_state = "army_officer" + inhand_icon_state = "army_officer" /obj/item/clothing/under/f13/army/general name = "US Army officer's combat uniform" @@ -1474,7 +1474,7 @@ icon = 'icons/fallout/clothing/uniforms.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon_state = "army_general" - item_state = "army_general" + inhand_icon_state = "army_general" //US Navy @@ -1482,14 +1482,14 @@ name = "US Navy jumpsuit" desc = "Pre-War standard naval uniform." icon_state = "navy" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "navy" /obj/item/clothing/under/f13/navy/officer name = "US Navy officer's jumpsuit" desc = "Pre-War standard naval uniform for ranked officers." icon_state = "navyofficer" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "navyofficer" //People's Liberation Army @@ -1501,7 +1501,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "chinese_soldier" - item_state = "chinese_soldier" + inhand_icon_state = "chinese_soldier" /obj/item/clothing/under/f13/chinese/officer name = "PLA officer's uniform" @@ -1510,7 +1510,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' mutantrace_variation = STYLE_DIGITIGRADE icon_state = "chinese_officer" - item_state = "chinese_officer" + inhand_icon_state = "chinese_officer" //Old World Law Enforcement //Police and State Police @@ -1521,7 +1521,7 @@ icon = 'icons/fallout/clothing/uniforms.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon_state = "police_officer" - item_state = "police_officer" + inhand_icon_state = "police_officer" /obj/item/clothing/under/f13/police/lieutenant name = "police lieutenant's uniform" @@ -1529,7 +1529,7 @@ icon = 'icons/fallout/clothing/uniforms.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon_state = "police_lieutenant" - item_state = "police_lieutenant" + inhand_icon_state = "police_lieutenant" /obj/item/clothing/under/f13/police/chief name = "police chief's uniform" @@ -1537,7 +1537,7 @@ icon = 'icons/fallout/clothing/uniforms.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon_state = "police_chief" - item_state = "police_chief" + inhand_icon_state = "police_chief" /obj/item/clothing/under/f13/police/formal name = "police formal uniform" @@ -1545,7 +1545,7 @@ icon = 'icons/fallout/clothing/uniforms.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon_state = "police_formal" - item_state = "police_formal" + inhand_icon_state = "police_formal" /obj/item/clothing/under/f13/police/trooper name = "state police uniform" @@ -1553,7 +1553,7 @@ icon = 'icons/fallout/clothing/uniforms.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon_state = "state_trooper" - item_state = "state_trooper" + inhand_icon_state = "state_trooper" //get a custom swat sprite at some point @@ -1563,14 +1563,14 @@ icon = 'icons/fallout/clothing/uniforms.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/uniform.dmi' icon_state = "army_uniform" - item_state = "army_uniform" + inhand_icon_state = "army_uniform" /obj/item/clothing/under/f13/machinist name = "workman outfit" desc = "The apparel of an old-time machinist." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "machinist" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" item_color = "machinist" /obj/item/clothing/under/f13/lumberjack @@ -1578,7 +1578,7 @@ desc = "The apparel of an old-time lumberjack." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "lumberjack" - item_state = "r_suit" + inhand_icon_state = "r_suit" item_color = "lumberjack" /obj/item/clothing/under/f13/police @@ -1586,7 +1586,7 @@ desc = "I have the right to remain violent." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "retro_police" - item_state = "b_suit" + inhand_icon_state = "b_suit" item_color = "retro_police" body_parts_covered = CHEST|GROIN|LEGS|ARMS @@ -1594,27 +1594,27 @@ name = "dusty prospector outfit" desc = "A white shirt with shiny brass buttons and a pair of tan trousers, commonly worn by prospectors." icon_state = "cowboyt" - item_state = "det" + inhand_icon_state = "det" item_color = "cowboyt" /obj/item/clothing/under/f13/cowboyb name = "sleek prospector outfit" desc = "A white shirt with brass buttons and a pair of brown trousers, commonly worn by prospectors." icon_state = "cowboyb" - item_state = "det" + inhand_icon_state = "det" /obj/item/clothing/under/f13/cowboyg name = "well-heeled prospector outfit" desc = "A white shirt with black buttons and a pair of gray trousers, commonly worn by prospectors." icon_state = "cowboyg" - item_state = "sl_suit" + inhand_icon_state = "sl_suit" item_color = "cowboyg" /obj/item/clothing/under/f13/female/flapper name = "flapper dress" desc = "An outfit commonly worn by old-time prostitutes from around New Reno, but can be seen all over the wasteland." icon_state = "flapper" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" item_color = "flapper" /obj/item/clothing/under/f13/bdu //WalterJe military standarts. @@ -1622,7 +1622,7 @@ desc = "A standard military Battle Dress Uniform." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bdu" - item_state = "xenos_suit" + inhand_icon_state = "xenos_suit" item_color = "bdu" can_adjust = TRUE @@ -1631,7 +1631,7 @@ desc = "A military Desert Battle Dress Uniform." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "dbdu" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" item_color = "dbdu" can_adjust = TRUE @@ -1639,7 +1639,7 @@ name = "shiny outfit" desc = "The perfect outfit for a brave and reckless space cowboy. Shiny!" icon_state = "shiny" - item_state = "owl" + inhand_icon_state = "owl" item_color = "shiny" /obj/item/clothing/under/f13/batter //I guess we're going OFF limits. @@ -1647,7 +1647,7 @@ desc = "Purification in progress..." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "batter" - item_state = "w_suit" + inhand_icon_state = "w_suit" item_color = "batter" /obj/item/clothing/under/f13/bennys //Benny's suit from Fallout: New Vegas. But Benny was just a kid back in 2255, so it's just a fancy suit for you. @@ -1655,7 +1655,7 @@ desc = "A black and white buffalo plaid suit. Fancy!" mutantrace_variation = STYLE_DIGITIGRADE icon_state = "benny" - item_state = "white_suit" + inhand_icon_state = "white_suit" item_color = "benny" /obj/item/clothing/under/f13/relaxedwear @@ -1663,7 +1663,7 @@ desc = "A dirty long-sleeve blue shirt with a greenish brown sweater-vest and slacks." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "relaxedwear_m" - item_state = "g_suit" + inhand_icon_state = "g_suit" item_color = "relaxedwear_m" /obj/item/clothing/under/f13/spring @@ -1671,7 +1671,7 @@ desc = "A dirty long-sleeve beige shirt with a red sweater-vest and brown trousers." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "spring_m" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" item_color = "spring_m" /obj/item/clothing/under/f13/formal @@ -1679,7 +1679,7 @@ desc = "A black jacket with an old white shirt and dirty dark purple trousers.
Traditionally worn by the richest of the post-War world." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "formal_m" - item_state = "judge" + inhand_icon_state = "judge" item_color = "formal_m" /obj/item/clothing/under/f13/bodyguard @@ -1687,14 +1687,14 @@ desc = "A grimy pair of pre-War slacks, tie, and a dress shirt with some makeshift pauldrons made of scrap metal attached with leather straps." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bodyguard" - item_state = "sl_suit" + inhand_icon_state = "sl_suit" item_color = "bodyguard" /obj/item/clothing/under/f13/westender name = "classic tender outfit" desc = "A refined bartenders suit, adorned with a classic frontiersmen western tie." icon_state = "westender" - item_state = "sl_suit" + inhand_icon_state = "sl_suit" item_color = "westender" /obj/item/clothing/under/f13/rag @@ -1702,7 +1702,7 @@ desc = "Keeps the sand outta yer crack, and not much else." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "rag" - item_state = "lgloves" + inhand_icon_state = "lgloves" item_color = "rag" can_adjust = 0 @@ -1711,7 +1711,7 @@ desc = "Clothes made from gecko hide. Oh, so like, this is what that Darwin guy meant by, like, survival of the fittest?" mutantrace_variation = STYLE_DIGITIGRADE icon_state = "tribal_m" - item_state = "lgloves" + inhand_icon_state = "lgloves" item_color = "tribal_m" can_adjust = TRUE @@ -1720,7 +1720,7 @@ desc = "Clothes made from gecko hide. Oh, so like, this is what that Darwin guy meant by, like, survival of the fittest?" mutantrace_variation = STYLE_DIGITIGRADE icon_state = "tribal_f" - item_state = "lgloves" + inhand_icon_state = "lgloves" item_color = "tribal_f" can_adjust = TRUE fitted = NO_FEMALE_UNIFORM @@ -1730,7 +1730,7 @@ desc = "A more or less a crudely made tan robe with a makeshift belt made from cloth.
Paired with worn grey pants." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "settler" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" item_color = "settler" /obj/item/clothing/under/f13/brahmin //Male version @@ -1738,7 +1738,7 @@ desc = "A basic male outfit consisting of a white shirt and patched trousers with Y-shaped suspenders." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "brahmin_m" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" item_color = "brahmin_m" /obj/item/clothing/under/f13/female/brahmin //Female version @@ -1746,7 +1746,7 @@ desc = "A basic female outfit consisting of a rolled-up long-sleeve shirt and patched trousers with Y-shaped suspenders.
Fitted for female wastelanders." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "brahmin_f" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" item_color = "brahmin_f" /obj/item/clothing/under/f13/doctor //Male version @@ -1754,7 +1754,7 @@ desc = "A white t-shirt, a small brown satchel bag and brown trousers with pouches attached to the belt.
Fitted for male wastelanders." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "doctor_m" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" item_color = "doctor_m" /obj/item/clothing/under/f13/female/doctor //Female version @@ -1762,7 +1762,7 @@ desc = "A white t-shirt with brown trousers, and a small brown satchel bag attached to it.
Fitted for female wastelanders." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "doctor_f" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" item_color = "doctor_f" fitted = NO_FEMALE_UNIFORM @@ -1771,7 +1771,7 @@ desc = "A large leather jacket with torn-off sleeves, paired with a red sweater, a necklace with three teeth of unknown origin strung on, and a pair of brown leather pants.
There is also a rough leather bandolier for additional storage capacity.
Fitted for male wastelanders." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "merca_m" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "merca_m" /obj/item/clothing/under/f13/female/mercadv //Female version @@ -1779,7 +1779,7 @@ desc = "A large leather jacket with torn-off sleeves, paired with a midriff-revealing red and black top and a pair of brown leather pants.
There is also a rough leather bandolier and belt for additional storage capacity.
Fitted for female wastelanders." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "merca_f" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "merca_f" fitted = NO_FEMALE_UNIFORM @@ -1788,7 +1788,7 @@ desc = "A blue and gray outfit resembling a three piece suit, heavily stitched and reinforced with a small metal cup on the groin area.
Fitted for male wastelanders." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "mercc_m" - item_state = "mercc_f" + inhand_icon_state = "mercc_f" item_color = "mercc_m" /obj/item/clothing/under/f13/mechanic @@ -1797,7 +1797,7 @@ mutantrace_variation = STYLE_DIGITIGRADE can_adjust = TRUE icon_state = "mechanic" - item_state = "syndicate-blue" + inhand_icon_state = "syndicate-blue" item_color = "mechanic" /obj/item/clothing/under/f13/petrochico @@ -1805,7 +1805,7 @@ desc = "A dark green colored jumpsuit, with white lines on its sleeves and a Petro-Chico patch sewn on the right breast." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "petrochico" - item_state = "centcom" + inhand_icon_state = "centcom" item_color = "petrochico" /obj/item/clothing/under/f13/caravaneer @@ -1813,7 +1813,7 @@ desc = "A striped brown shirt, with a pair of dark blue pants on suspenders.
That type of outfit is commonly worn by caravaneers and travelers." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "caravaneer" - item_state = "syndicate-blue" + inhand_icon_state = "syndicate-blue" item_color = "caravaneer" /obj/item/clothing/under/f13/merchant @@ -1821,7 +1821,7 @@ desc = "An outfit commonly worn by various wastelanders - mostly wandering traders and merchants on the market.
So what do you say if I buy it from you with 10% discount?" mutantrace_variation = STYLE_DIGITIGRADE icon_state = "merchant" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" item_color = "merchant" /obj/item/clothing/under/f13/worn @@ -1829,7 +1829,7 @@ desc = "A worn khaki shirt without any buttons left, and a ragged pair of jeans.
It may seem a bad outfit choice at first, yet there are wastelanders out there who can't afford even that." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "worn" - item_state = "brownjsuit" + inhand_icon_state = "brownjsuit" item_color = "worn" /obj/item/clothing/under/f13/vault @@ -1837,7 +1837,7 @@ desc = "The regulation clothing worn by the vault dwellers of Vault-Tec vaults. It's made of sturdy leather.
This particular jumpsuit has no number on the back." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "vault" - item_state = "b_suit" + inhand_icon_state = "b_suit" item_color = "vault" can_adjust = TRUE @@ -1871,34 +1871,34 @@ desc = "The regulation clothing worn by the vault dwellers, of Vault-Tec vaults. It's made of sturdy leather.
This jumpsuit bears the symbol of the Vault-Tec City Coalition on the back." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "vaultcity" - item_state = "vaultcity" + inhand_icon_state = "vaultcity" /obj/item/clothing/under/f13/vault/vcity/skirt name = "VTCC jumpskirt" mutantrace_variation = STYLE_DIGITIGRADE icon_state = "vaultcity_skirt" - item_state = "vaultcity_skirt" + inhand_icon_state = "vaultcity_skirt" /obj/item/clothing/under/f13/followers name = "clinic outfit" desc = "A white shirt with a pair of dark brown cargo pants - an outfit commonly worn by the town clinic workers.
Nihil boni sine labore." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "follower" - item_state = "bar_suit" + inhand_icon_state = "bar_suit" item_color = "follower" /obj/item/clothing/under/f13/combat name = "combat uniform" desc = "An ancient combat uniform, that went out of use around the time of the Great War." icon_state = "combat" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "combat" /obj/item/clothing/under/f13/gunner name = "gunner combat uniform" desc = "An ancient combat uniform, that went out of use around the time of the Great War. it has scratch marks and a skull painted on it to symbolize that its part of the gunners" icon_state = "GunnerPlates" - item_state = "GunnerPlates" + inhand_icon_state = "GunnerPlates" item_color = "GunnerPlates" /obj/item/clothing/under/f13/combat/militia @@ -1909,7 +1909,7 @@ name = "officer uniform" desc = "A standard Enclave officer uniform.
The outer layer is made of a sturdy material designed to withstand the harsh conditions of the wasteland." icon_state = "enclave_o" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "enclave_o" /obj/item/clothing/under/f13/ncr/torn @@ -1924,7 +1924,7 @@ name = "general overcoat" desc = "A grim looking overcoat - preferable standard for General commander of New California Republic.
It's decorated with golden stars, and an insignia plaque that adorns the left side." icon_state = "general" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" item_color = "general" /obj/item/clothing/under/f13/general/oasis @@ -1935,7 +1935,7 @@ name = "recon armor" desc = "Intended to serve as the under-armor of the T-45d power armor, the recon armor is a vacuum-sealed asbestos jumpsuit covering the entire body.
Attached to it is the interface and mounts for the power armor.
Its purpose is twofold - it allows the user to actually operate the armor and protect soft tissue from moving parts inside the suit and heat." icon_state = "recon" - item_state = "rig_suit" + inhand_icon_state = "rig_suit" item_color = "recon" flags_inv = HIDEHAIR cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HEAD @@ -1947,34 +1947,34 @@ name = "mysterious suit" desc = "This dark suit was made by a blind man named Tommy, who ran a tailor shop in the ruins of Old Chicago.
It seems to be reinforced with an unknown material." icon_state = "agent47" - item_state = "lawyer_black" + inhand_icon_state = "lawyer_black" item_color = "agent47" /obj/item/clothing/under/f13/psychologist name = "psychologist's turtleneck" desc = "A turqouise turtleneck and a pair of dark blue slacks, belonging to a psychologist." icon_state = "psychturtle" - item_state = "b_suit" + inhand_icon_state = "b_suit" item_color = "psychturtle" /obj/item/clothing/under/f13/villain //Doubles as Gang Leader primary uniform for extra villainy name = "green and black suit" desc = "There is something evil in this suit, only a villain would wear something like that." icon_state = "villain" - item_state = "syndicate-green" + inhand_icon_state = "syndicate-green" item_color = "villain" /obj/item/clothing/under/f13/gentlesuit name = "gentlemans suit" desc = "A silk black shirt with a white tie and a matching gray vest and slacks. Feels proper." icon_state = "gentlesuit" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" item_color = "gentlesuit" /obj/item/clothing/under/f13/detectivealt name = "fancy detective suit" desc = "An immaculate white dress shirt, paired with a pair of fancy black dress pants, a red tie, and a charcoal vest." icon_state = "detectivealt" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "detectivealt" can_adjust = TRUE @@ -1982,14 +1982,14 @@ name = "head of personnel's suit" desc = "A blue jacket and red tie, with matching red cuffs! Snazzy. Wearing this makes you feel more important than your job title does." icon_state = "hopalt" - item_state = "b_suit" + inhand_icon_state = "b_suit" item_color = "hopalt" /obj/item/clothing/under/f13/roboticistalt name = "roboticist's jumpsuit" desc = "A slimming black with bright reinforced orange seams; great for industrial work." icon_state = "roboticsalt" - item_state = "jensensuit" + inhand_icon_state = "jensensuit" item_color = "roboticsalt" can_adjust = TRUE @@ -1997,14 +1997,14 @@ name = "fancy bartender's uniform" desc = "A rather fancy uniform for a real professional." icon_state = "barmanalt" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "barmanalt" /obj/item/clothing/under/f13/spaceship name = "crewman uniform" desc = "The insignia on this uniform tells you that this uniform belongs to some sort of crewman." icon_state = "spaceship_crewman" - item_state = "syndicate-black-red" + inhand_icon_state = "syndicate-black-red" item_color = "spaceship_crewman" /obj/item/clothing/under/f13/spaceship/officer @@ -2062,21 +2062,21 @@ name = "Brotherhood fatigues" desc = "A dry cleaned set of grey fatigues with a brown belt, commonly worn by the off-duty members of the Brotherhood of Steel." icon_state = "bos_fatigues" - item_state = "bos_fatigues" + inhand_icon_state = "bos_fatigues" /obj/item/clothing/under/f13/bos/bodysuit name = "Brotherhood Knight fatigues" desc = "A bodysuit worn by members of the Brotherhood of steel." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bos_bodysuit" - item_state = "bos_bodysuit" + inhand_icon_state = "bos_bodysuit" /obj/item/clothing/under/f13/bos/f/bodysuit name = "Brotherhood bodysuit" desc = "A bodysuit worn by members of the Brotherhood of steel." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bos_bodysuit_f" - item_state = "bos_bodysuit_f" + inhand_icon_state = "bos_bodysuit_f" body_parts_covered = CHEST /obj/item/clothing/under/f13/bos/bodysuit/knight @@ -2084,83 +2084,83 @@ desc = "A bodysuit worn by the Knights of the Brotherhood of steel." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bos_bodysuit_navy" - item_state = "bos_bodysuit_navy" + inhand_icon_state = "bos_bodysuit_navy" /obj/item/clothing/under/f13/bos/f/bodysuit/knight name = "Brotherhood Knight bodysuit" desc = "A bodysuit worn by the Knights of the Brotherhood of steel." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bos_bodysuit_navy_f" - item_state = "bos_bodysuit_navy_f" + inhand_icon_state = "bos_bodysuit_navy_f" /obj/item/clothing/under/f13/bos/bodysuit/scribe name = "Brotherhood Scribe bodysuit" desc = "A bodysuit worn by the Scribes of the Brotherhood of steel." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bos_bodysuit_red" - item_state = "bos_bodysuit_red" + inhand_icon_state = "bos_bodysuit_red" /obj/item/clothing/under/f13/bos/f/bodysuit/scribe name = "Brotherhood Scribe bodysuit" desc = "A bodysuit worn by the Scribes of the Brotherhood of steel." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bos_bodysuit_red_f" - item_state = "bos_bodysuit_red_f" + inhand_icon_state = "bos_bodysuit_red_f" /obj/item/clothing/under/f13/bos/bodysuit/paladin name = "Brotherhood Paladin bodysuit" desc = "A bodysuit worn by the Paladins of the Brotherhood of steel." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bos_bodysuit_grey" - item_state = "bos_bodysuit_grey" + inhand_icon_state = "bos_bodysuit_grey" /obj/item/clothing/under/f13/bos/f/bodysuit/paladin name = "Brotherhood Scribe bodysuit" desc = "A bodysuit worn by the Paladins of the Brotherhood of steel." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bos_bodysuit_grey_f" - item_state = "bos_bodysuit_grey_f" + inhand_icon_state = "bos_bodysuit_grey_f" /obj/item/clothing/under/f13/bosform_f name = "female initiate service uniform" desc = "A dry-cleaned and fitted formal uniform of the Brotherhood of Steel, for special occasions. This one has no markings, and looks to be for a feminine person." icon_state = "bosform_f" - item_state = "bosform_f" + inhand_icon_state = "bosform_f" item_color = "bosform_f" /obj/item/clothing/under/f13/bosform_m name = "male initiate service uniform" desc = "A dry-cleaned and fitted formal uniform of the Brotherhood of Steel, for special occasions. This one has no markings, and looks to be for a masculine person." icon_state = "bosform_m" - item_state = "bosform_m" + inhand_icon_state = "bosform_m" item_color = "bosform_m" /obj/item/clothing/under/f13/bosformsilver_f name = "female brotherhood service uniform" desc = "A dry-cleaned and fitted formal uniform of the Brotherhood of Steel, for special occasions. This one bears a silver chain, and looks to be for a feminine person." icon_state = "bosformsilver_f" - item_state = "bosformsilver_f" + inhand_icon_state = "bosformsilver_f" item_color = "bosformsilver_f" /obj/item/clothing/under/f13/bosformsilver_m name = "male brotherhood service uniform" desc = "A dry-cleaned and fitted formal uniform of the Brotherhood of Steel, for special occasions. This one bears a silver chain, and looks to be for a masculine person." icon_state = "bosformsilver_m" - item_state = "bosformsilver_m" + inhand_icon_state = "bosformsilver_m" item_color = "bosformsilver_m" /obj/item/clothing/under/f13/bosformgold_f name = "female ranking service uniform" desc = "A dry-cleaned and fitted formal uniform of the Brotherhood of Steel, for special occasions. This one bears a gold chain; denoting authority, and looks to be for a feminine person." icon_state = "bosformgold_f" - item_state = "bosformgold_f" + inhand_icon_state = "bosformgold_f" item_color = "bosformgold_f" /obj/item/clothing/under/f13/bosformgold_m name = "male ranking service uniform" desc = "A dry-cleaned and fitted formal uniform of the Brotherhood of Steel, for special occasions. This one bears a gold chain; denoting authority, and looks to be for a masculine person." icon_state = "bosformgold_m" - item_state = "bosformgold_m" + inhand_icon_state = "bosformgold_m" item_color = "bosformgold_m" /obj/item/clothing/under/f13/atomfaithful @@ -2168,7 +2168,7 @@ desc = "The attire worn by those Faithful to the Division." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "atomfaithful" - item_state = "atomfaithful" + inhand_icon_state = "atomfaithful" item_color = "atomfaithful" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -2179,7 +2179,7 @@ desc = "The underclothes of the female seers of the Division." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "atomwitchunder" - item_state = "atomwitchunder" + inhand_icon_state = "atomwitchunder" item_color = "atomwitchunder" @@ -2188,7 +2188,7 @@ desc = "The clothes of a true Believer in the Division." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "atombeliever" - item_state = "atombeliever" + inhand_icon_state = "atombeliever" item_color = "atombeliever" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -2198,7 +2198,7 @@ name = "raider harness" desc = "A leather harness that barely covered the essentials." icon_state = "raiderharness" - item_state = "raiderharness" + inhand_icon_state = "raiderharness" item_color = "raiderharness" /obj/item/clothing/under/f13/fprostitute @@ -2206,7 +2206,7 @@ desc = "A latex outfit for someone who sells their companionship. Or really likes the breeze." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "fprostitute" - item_state = "fprostitute" + inhand_icon_state = "fprostitute" item_color = "fprostitute" /obj/item/clothing/under/f13/mprostitute @@ -2214,47 +2214,47 @@ desc = "A latex outfit for someone who sells their companionship. Or really likes the breeze." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "mprostitute" - item_state = "mprostitute" + inhand_icon_state = "mprostitute" item_color = "mprostitute" /obj/item/clothing/under/f13/ravenharness name = "raven harness" desc = "A harness made out of a number of black belts sewn together end on end to form a coiling piece of clothing. A symbol in red has been painted on the front, and a pair of hide pants go with it." icon_state = "raven_harness" - item_state = "raven_harness" + inhand_icon_state = "raven_harness" /obj/item/clothing/under/f13/jamrock name = "Disco-Ass Shirt and Pants" desc = "This white satin shirt used to be fancy. It used to really catch the light. Now it smells like someone took a piss in the armpits while the golden brown trousers are flare-cut. Normal bell-bottom trousers would be boot-cut, but these are far from normal. They are someone's piss-soaked, cum-stained party pants." icon_state = "jamrock_uniform" - item_state = "jamrock_uniform" + inhand_icon_state = "jamrock_uniform" /obj/item/clothing/under/f13/keksweater name = "Red Sweater" desc = "A dark red-sweater with some cargo-pants. Perfect for when it just gets too cold down in local air-conditioned areas." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "brahminsss" - item_state = "brahminsss" + inhand_icon_state = "brahminsss" /obj/item/clothing/under/f13/locust name = "locust uniform" desc = "An ancient pre-war army combat uniform. In use by the locust mercenaries." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "locust" - item_state = "locust" + inhand_icon_state = "locust" /obj/item/clothing/under/f13/gunner name = "gunner combat uniform" desc = "An ancient combat uniform, that went out of use around the time of the Great War. it has scratch marks and a skull painted on it to symbolize that its part of the gunners" icon_state = "GunnerPlates" - item_state = "GunnerPlates" + inhand_icon_state = "GunnerPlates" /obj/item/clothing/under/f13/marlowduds name = "Marlow gang attire" desc = "A washed out crimson overshirt with blue neckerchief and suspended black slacks. The attire is synonymous with the colors of the criminal Marlow gang." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "marlowduds" - item_state = "marlowduds" + inhand_icon_state = "marlowduds" can_adjust = TRUE /obj/item/clothing/under/f13/ikeduds @@ -2262,7 +2262,7 @@ desc = "A washed out crimson overshirt with blue neckerchief and raw buckskin trousers. The attire is synonymous with the colors of the criminal Marlow gang." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "ikeduds" - item_state = "ikeduds" + inhand_icon_state = "ikeduds" can_adjust = TRUE /obj/item/clothing/under/f13/helenduds @@ -2270,7 +2270,7 @@ desc = "A worn black dress shirt under a deep crimson vest with blue neckerchief and suspended black slacks. The attire is synonymous with the colors of the criminal Marlow gang." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "helenduds" - item_state = "helenduds" + inhand_icon_state = "helenduds" can_adjust = TRUE /obj/item/clothing/under/f13/masonduds @@ -2278,7 +2278,7 @@ desc = "A pair of worn buckskin trousers held up by a heavy pistol belt. The attire is synonymous with the colors of the criminal Marlow gang." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "masonduds" - item_state = "masonduds" + inhand_icon_state = "masonduds" //Super Mutants @@ -2286,32 +2286,32 @@ name = "large torn shorts" desc = "An incredibly damaged pair of shorts, large enough to fit a super mutant." icon_state = "mutie_shorts" - item_state = "mutie_shorts" + inhand_icon_state = "mutie_shorts" /obj/item/clothing/under/f13/mutiesanta name = "red and white jumpsuit" desc = "A fairly damaged red and white shirt with matching shorts, large enough to fit a super mutant." icon_state = "mutie_santa" - item_state = "mutie_santa" + inhand_icon_state = "mutie_santa" /obj/item/clothing/under/f13/vaultmutie name = "torn vault 113 jumpsuit" desc = "Once, it was a blue jumpsuit with a yellow vault pattern and the number 11 printed on it, now torn and ripped." icon_state = "mutie_vault_jumspuit" - item_state = "mutie_vault_jumspuit" + inhand_icon_state = "mutie_vault_jumspuit" /obj/item/clothing/under/f13/mutieranger name = "mutant ranger clothing" desc = "Specially made for Super Mutants living in the NCR, this large piece of clothing is well pressed and suited for any NCR Super Mutant personnel" icon_state = "mutie_ranger_under" - item_state = "mutie_ranger_under" + inhand_icon_state = "mutie_ranger_under" /obj/item/clothing/under/f13/desert_ranger_scout name = "desert ranger scouting uniform" desc = "A set of clothing worn by desert ranger scouts." icon_state = "scoutclothes" can_adjust = FALSE - item_state = "scoutclothes" + inhand_icon_state = "scoutclothes" item_color = "scoutclothes" /obj/item/clothing/under/f13/densuit @@ -2319,37 +2319,37 @@ desc = "A dark grey, and finely pressed suit, complete with kneepads and a suspiciously golden silk shirt, only the best." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "den_suit" - item_state = "den_suit" + inhand_icon_state = "den_suit" /obj/item/clothing/under/f13/mutie_suit name = "large black suit" desc = "A fairly damaged black suit, large enough to fit a super mutant." icon_state = "mutie_suit" - item_state = "mutie_suit" + inhand_icon_state = "mutie_suit" /obj/item/clothing/under/f13/mutie_burgundy_suit name = "large burgundy suit" desc = "A fairly damaged burgundy suit, large enough to fit a super mutant." icon_state = "mutie_burgundy_suit" - item_state = "mutie_burgundy_suit" + inhand_icon_state = "mutie_burgundy_suit" /obj/item/clothing/under/f13/mutie_purple_suit name = "large purple suit" desc = "A fairly damaged purple suit, large enough to fit a super mutant." icon_state = "mutie_purple_suit" - item_state = "mutie_purple_suit" + inhand_icon_state = "mutie_purple_suit" /obj/item/clothing/under/f13/mutie_purple_suit_pinstripe name = "Large striped zootsuit" desc = "A fairly damaged pinstripe suit, large enough to fit a super mutant." icon_state = "mutie_purple_suit_pinstripe" - item_state = "mutie_purple_suit_pinstripe" + inhand_icon_state = "mutie_purple_suit_pinstripe" /obj/item/clothing/under/f13/mutie_purple_suit_pinstripe_d name = "large sleaveless striped zootsuit" desc = "A fairly damaged pinstripe suit, large enough to fit a super mutant this one has his sleeves ripped off." icon_state = "mutie_purple_suit_pinstripe_d" - item_state = "mutie_purple_suit_pinstripe_d" + inhand_icon_state = "mutie_purple_suit_pinstripe_d" //TRIBALS @@ -2358,7 +2358,7 @@ desc = "A segmented pair of dark leather shorts with an orange belt, paired with a distinct facewrap, worn by members of the White Legs tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "white_legs_under" - item_state = "white_legs_under" + inhand_icon_state = "white_legs_under" item_color = "white_legs_under" can_adjust = TRUE @@ -2367,7 +2367,7 @@ desc = "A segmented pair of dark leather shorts with an orange belt and matching sports bra, paired with a distinct facewrap, worn by members of the White Legs tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "white_legs_under_f" - item_state = "white_legs_under_f" + inhand_icon_state = "white_legs_under_f" item_color = "white_legs_under_f" can_adjust = TRUE @@ -2376,7 +2376,7 @@ desc = "A plaid shirt with torn short sleeves with a set of grey cargo pants, commonly worn by members of the Rustwalkers tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "rustwalkers_under" - item_state = "rustwalkers_under" + inhand_icon_state = "rustwalkers_under" item_color = "rustwalkers_under" can_adjust = TRUE @@ -2385,7 +2385,7 @@ desc = "A cropped red leather jacket with a torn sleeve, alongside a pair of torn brown trousers patched with fishnets, commonly worn by members of the Rustwalkers tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "rustwalkers_under_f" - item_state = "rustwalkers_under_f" + inhand_icon_state = "rustwalkers_under_f" item_color = "rustwalkers_under_f" /obj/item/clothing/under/f13/eighties @@ -2393,7 +2393,7 @@ desc = "A thin, short sleeved grey shirt that's longer down the back, with black jeans and a series of chains used as a belt. Commonly worn by members of the Eighties tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "80s_under" - item_state = "80s_under" + inhand_icon_state = "80s_under" item_color = "80s_under" /obj/item/clothing/under/f13/female/eighties @@ -2401,7 +2401,7 @@ desc = "A simple grey corset with brown jeans and a series of chains used as a belt and harness. Commonly worn by members of the Eighties tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "80s_under_f" - item_state = "80s_under_f" + inhand_icon_state = "80s_under_f" item_color = "80s_under_f" /obj/item/clothing/under/f13/deadhorses @@ -2409,7 +2409,7 @@ desc = "A simple leather bandolier with a pouch, paired with a gecko-hide loincloth. Commonly worn by members of the Dead Horses tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "dead_horses_under" - item_state = "dead_horses_under" + inhand_icon_state = "dead_horses_under" item_color = "dead_horses_under" /obj/item/clothing/under/f13/female/deadhorses @@ -2417,7 +2417,7 @@ desc = "A simple gecko-hide sports bra and loincloth. Commonly worn by members of the Dead Horses tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "dead_horses_under_f" - item_state = "dead_horses_under_f" + inhand_icon_state = "dead_horses_under_f" item_color = "dead_horses_under_f" /obj/item/clothing/under/f13/sorrows @@ -2425,7 +2425,7 @@ desc = "A simple pair of blue shorts with a length of the fabric extending down each leg. Commonly worn by members of the Sorrows tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "sorrows_under" - item_state = "sorrows_under" + inhand_icon_state = "sorrows_under" item_color = "sorrows_under" /obj/item/clothing/under/f13/female/sorrows @@ -2433,7 +2433,7 @@ desc = "A simple set of blue shorts with a length of the fabric extending down each leg and similarly coloured sports bra. Commonly worn by members of the Sorrows tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "sorrows_under_f" - item_state = "sorrows_under_f" + inhand_icon_state = "sorrows_under_f" item_color = "sorrows_under_f" /obj/item/clothing/under/f13/bone @@ -2441,7 +2441,7 @@ desc = "A full body skin tight overalls, seemingly of brown color. Commonly worn by members of the Bone Dancers tribe." mutantrace_variation = STYLE_DIGITIGRADE icon_state = "bone_dancer" - item_state = "bone_dancer" + inhand_icon_state = "bone_dancer" item_color = "bone_dancer" var/sleeves_adjusted = 0 alt_covers_chest = TRUE @@ -2462,16 +2462,16 @@ name = "marauder outfit" desc = "A snappy navy blue shirt paired with blood red pants. Stylish, yet comfortable, wear perfect for any thug." icon_state = "marauder" - item_state = "marauder" + inhand_icon_state = "marauder" /obj/item/clothing/under/f13/borderlands/bloodshot name = "bloodshot outfit" desc = "A light blue shirt paired with tank khaki pants makes for an intimidating outfit. Well, no, it doesn't. At least it looks nice?" icon_state = "bloodshot" - item_state = "bloodshot" + inhand_icon_state = "bloodshot" /obj/item/clothing/under/f13/borderlands/psycho name = "psycho outfit" desc = "It's just a pair of bright orange pants. What kind of maniac would run around just wearing these?" icon_state = "psycho" - item_state = "psycho" + inhand_icon_state = "psycho" diff --git a/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm b/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm index 70c497f55d..b85b05b5a9 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm @@ -2,60 +2,60 @@ name = "cargo plasma envirosuit" desc = "A joint envirosuit used by plasmamen quartermasters and cargo techs alike, due to the logistical problems of differenciating the two with the length of their pant legs." icon_state = "cargo_envirosuit" - item_state = "cargo_envirosuit" + inhand_icon_state = "cargo_envirosuit" /obj/item/clothing/under/plasmaman/mining name = "mining plasma envirosuit" desc = "An air-tight khaki suit designed for operations on lavaland by plasmamen." icon_state = "explorer_envirosuit" - item_state = "explorer_envirosuit" + inhand_icon_state = "explorer_envirosuit" /obj/item/clothing/under/plasmaman/chef name = "chef's plasma envirosuit" desc = "A white plasmaman envirosuit designed for cullinary practices. One might question why a member of a species that doesn't need to eat would become a chef." icon_state = "chef_envirosuit" - item_state = "chef_envirosuit" + inhand_icon_state = "chef_envirosuit" /obj/item/clothing/under/plasmaman/enviroslacks name = "enviroslacks" desc = "The pet project of a particularly posh plasmaman, this custom suit was quickly appropriated by Nano-Trasen for its detectives, lawyers, and bartenders alike." icon_state = "enviroslacks" - item_state = "enviroslacks" + inhand_icon_state = "enviroslacks" /obj/item/clothing/under/plasmaman/chaplain name = "chaplain's plasma envirosuit" desc = "An envirosuit specially designed for only the most pious of plasmamen." icon_state = "chap_envirosuit" - item_state = "chap_envirosuit" + inhand_icon_state = "chap_envirosuit" /obj/item/clothing/under/plasmaman/curator name = "curator's plasma envirosuit" desc = "Made out of a modified voidsuit, this suit was Nano-Trasen's first solution to the *logistical problems* that come with employing plasmamen. Due to the modifications, the suit is no longer space-worthy. Despite their limitations, these suits are still in used by historian and old-styled plasmamen alike." icon_state = "prototype_envirosuit" - item_state = "prototype_envirosuit" + inhand_icon_state = "prototype_envirosuit" /obj/item/clothing/under/plasmaman/janitor name = "janitor's plasma envirosuit" desc = "A grey and purple envirosuit designated for plasmamen janitors." icon_state = "janitor_envirosuit" - item_state = "janitor_envirosuit" + inhand_icon_state = "janitor_envirosuit" /obj/item/clothing/under/plasmaman/botany name = "botany envirosuit" desc = "A green and blue envirosuit designed to protect plasmamen from minor plant-related injuries." icon_state = "botany_envirosuit" - item_state = "botany_envirosuit" + inhand_icon_state = "botany_envirosuit" /obj/item/clothing/under/plasmaman/hop name = "head of personell's envirosuit" desc = "A prestigious azure envirosuit designed for head of personell." icon_state = "hop_envirosuit" - item_state = "hop_envirosuit" + inhand_icon_state = "hop_envirosuit" /obj/item/clothing/under/plasmaman/captain name = "captain's envirosuit" desc = "An expensive piece of plasmaman envirosuit fashion. guaranteed to keep you cool while the station goes down in fierceful fires." icon_state = "captain_envirosuit" - item_state = "captain_envirosuit" + inhand_icon_state = "captain_envirosuit" sensor_mode = SENSOR_COORDS random_sensor = FALSE diff --git a/code/modules/clothing/under/jobs/Plasmaman/engineering.dm b/code/modules/clothing/under/jobs/Plasmaman/engineering.dm index ef23cc858c..4675047a11 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/engineering.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/engineering.dm @@ -2,16 +2,16 @@ name = "engineering plasma envirosuit" desc = "An air-tight suit designed to be used by plasmamen exployed as engineers, the usual purple stripes being replaced by engineer's orange. It protects the user from fire and acid damage." icon_state = "engineer_envirosuit" - item_state = "engineer_envirosuit" + inhand_icon_state = "engineer_envirosuit" /obj/item/clothing/under/plasmaman/engineering/ce name = "chief engineer's plasma envirosuit" desc = "An advanced air-tight suit designed to be used by plasmamen chief engineers, complete with ornamental widgets and gizmo. It protects the user from fire and acid damage." icon_state = "ce_envirosuit" - item_state = "ce_envirosuit" + inhand_icon_state = "ce_envirosuit" /obj/item/clothing/under/plasmaman/atmospherics name = "atmospherics plasma envirosuit" desc = "An air-tight suit designed to be used by plasmamen exployed as atmos technicians, the usual purple stripes being replaced by atmos's blue." icon_state = "atmos_envirosuit" - item_state = "atmos_envirosuit" + inhand_icon_state = "atmos_envirosuit" diff --git a/code/modules/clothing/under/jobs/Plasmaman/medsci.dm b/code/modules/clothing/under/jobs/Plasmaman/medsci.dm index b4557e588e..31b513f5ba 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/medsci.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/medsci.dm @@ -2,46 +2,46 @@ name = "medical plasma envirosuit" desc = "A suit designed for the station's more plasma-based doctors." icon_state = "doctor_envirosuit" - item_state = "doctor_envirosuit" + inhand_icon_state = "doctor_envirosuit" /obj/item/clothing/under/plasmaman/cmo name = "chief medical officer's plasma envirosuit" desc = "A suit designed for the station's most plasma-based chief medical officer, but not for their cat." icon_state = "cmo_envirosuit" - item_state = "cmo_envirosuit" + inhand_icon_state = "cmo_envirosuit" /obj/item/clothing/under/plasmaman/science name = "science plasma envirosuit" desc = "A plasmaman envirosuit designed for scientists." icon_state = "scientist_envirosuit" - item_state = "scientist_envirosuit" + inhand_icon_state = "scientist_envirosuit" /obj/item/clothing/under/plasmaman/rd name = "research direactor's plasma envirosuit" desc = "A plasmaman envirosuit designed for the research director to aid them in their job of directing research into the right direction." icon_state = "rd_envirosuit" - item_state = "rd_envirosuit" + inhand_icon_state = "rd_envirosuit" /obj/item/clothing/under/plasmaman/robotics name = "robotics plasma envirosuit" desc = "A plasmaman envirosuit designed for roboticists." icon_state = "roboticist_envirosuit" - item_state = "roboticist_envirosuit" + inhand_icon_state = "roboticist_envirosuit" /obj/item/clothing/under/plasmaman/viro name = "virology plasma envirosuit" desc = "The suit worn by the safest people on the station, those who are completely immune to the monstrosities they create." icon_state = "virologist_envirosuit" - item_state = "virologist_envirosuit" + inhand_icon_state = "virologist_envirosuit" /obj/item/clothing/under/plasmaman/genetics name = "genetics plasma envirosuit" desc = "A plasmaman envirosuit designed for geneticists." icon_state = "geneticist_envirosuit" - item_state = "geneticist_envirosuit" + inhand_icon_state = "geneticist_envirosuit" /obj/item/clothing/under/plasmaman/chemist name = "chemistry plasma envirosuit" desc = "A plasmaman envirosuit designed for chemists." icon_state = "chemist_envirosuit" - item_state = "chemist_envirosuit" + inhand_icon_state = "chemist_envirosuit" diff --git a/code/modules/clothing/under/jobs/Plasmaman/security.dm b/code/modules/clothing/under/jobs/Plasmaman/security.dm index ce83619ed2..d8349eaae0 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/security.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/security.dm @@ -2,7 +2,7 @@ name = "security plasma envirosuit" desc = "A plasmaman containment suit designed for security officers, offering a limited amount of extra protection." icon_state = "security_envirosuit" - item_state = "security_envirosuit" + inhand_icon_state = "security_envirosuit" sensor_mode = SENSOR_COORDS random_sensor = FALSE @@ -10,10 +10,10 @@ name = "warden plasma envirosuit" desc = "A plasmaman containment suit designed for the warden, white stripes being added to differeciate them from other members of security." icon_state = "warden_envirosuit" - item_state = "warden_envirosuit" + inhand_icon_state = "warden_envirosuit" /obj/item/clothing/under/plasmaman/security/hos name = "security plasma envirosuit" desc = "A slick black and red plasmaman containment suit designed for the head of security, also called the LAW." icon_state = "hos_envirosuit" - item_state = "hos_envirosuit" + inhand_icon_state = "hos_envirosuit" diff --git a/code/modules/clothing/under/jobs/cargo.dm b/code/modules/clothing/under/jobs/cargo.dm index 9e0b8c6444..40880ac95e 100644 --- a/code/modules/clothing/under/jobs/cargo.dm +++ b/code/modules/clothing/under/jobs/cargo.dm @@ -3,13 +3,13 @@ name = "quartermaster's jumpsuit" desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper." icon_state = "qm" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" /obj/item/clothing/under/rank/cargo/qm/skirt name = "quartermaster's jumpskirt" desc = "It's a jumpskirt worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper." icon_state = "qm_skirt" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -19,7 +19,7 @@ name = "cargo technician's jumpsuit" desc = "Shooooorts! They're comfy and easy to wear!" icon_state = "cargo" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" body_parts_covered = CHEST|GROIN|ARMS alt_covers_chest = TRUE @@ -27,7 +27,7 @@ name = "cargo utility uniform" desc = "a utility uniform for cargo personnel" icon_state = "utilsupply" - item_state = "utilsupply" + inhand_icon_state = "utilsupply" can_adjust = FALSE @@ -35,7 +35,7 @@ name = "cargo technician's jumpskirt" desc = "Skiiiiirts! They're comfy and easy to wear" icon_state = "cargo_skirt" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -45,18 +45,18 @@ name = "cargo technician's jumpsuit (trousers)" desc = "A variant of the cargo technician's uniform with proper trousers, suited for colder climates and modest workers." icon_state = "cargo_long" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" alt_covers_chest = TRUE /obj/item/clothing/under/rank/cargo/miner name = "shaft miner's jumpsuit" desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty." icon_state = "miner" - item_state = "miner" + inhand_icon_state = "miner" /obj/item/clothing/under/rank/cargo/miner/lavaland desc = "A green uniform for operating in hazardous environments." name = "shaft miner's jumpsuit" icon_state = "explorer" - item_state = "explorer" + inhand_icon_state = "explorer" can_adjust = FALSE diff --git a/code/modules/clothing/under/jobs/centcom.dm b/code/modules/clothing/under/jobs/centcom.dm index 33a4659b5f..d1c0b6e6c4 100644 --- a/code/modules/clothing/under/jobs/centcom.dm +++ b/code/modules/clothing/under/jobs/centcom.dm @@ -2,7 +2,7 @@ desc = "It's a jumpsuit worn by CentCom Officers." name = "\improper CentCom officer's jumpsuit" icon_state = "officer" - item_state = "g_suit" + inhand_icon_state = "g_suit" alt_covers_chest = TRUE /obj/item/clothing/under/rank/centcom/officer/syndicate @@ -12,4 +12,4 @@ desc = "It's a jumpsuit worn by CentCom's highest-tier Commanders." name = "\improper CentCom officer's jumpsuit" icon_state = "centcom" - item_state = "dg_suit" + inhand_icon_state = "dg_suit" diff --git a/code/modules/clothing/under/jobs/civilian.dm b/code/modules/clothing/under/jobs/civilian.dm index dc32d8184b..002a8a9891 100644 --- a/code/modules/clothing/under/jobs/civilian.dm +++ b/code/modules/clothing/under/jobs/civilian.dm @@ -4,7 +4,7 @@ desc = "It looks like it could use some more flair." name = "bartender's uniform" icon_state = "barman" - item_state = "bar_suit" + inhand_icon_state = "bar_suit" item_color = "barman" alt_covers_chest = TRUE @@ -12,7 +12,7 @@ desc = "It looks like it has lots of flair!" name = "purple bartender's uniform" icon_state = "purplebartender" - item_state = "purplebartender" + inhand_icon_state = "purplebartender" item_color = "purplebartender" can_adjust = FALSE @@ -20,7 +20,7 @@ desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"." name = "captain's jumpsuit" icon_state = "captain" - item_state = "b_suit" + inhand_icon_state = "b_suit" item_color = "captain" sensor_mode = SENSOR_COORDS random_sensor = FALSE @@ -29,14 +29,14 @@ name = "quartermaster's jumpsuit" desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper." icon_state = "qm" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" item_color = "qm" /obj/item/clothing/under/rank/cargotech name = "cargo technician's jumpsuit" desc = "Shooooorts! They're comfy and easy to wear!" icon_state = "cargotech" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" item_color = "cargo" body_parts_covered = CHEST|GROIN|ARMS alt_covers_chest = TRUE @@ -46,7 +46,7 @@ desc = "It's a black jumpsuit, often worn by religious folk." name = "chaplain's jumpsuit" icon_state = "chaplain" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "chapblack" can_adjust = FALSE @@ -61,7 +61,7 @@ desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"." name = "head of personnel's jumpsuit" icon_state = "hop" - item_state = "b_suit" + inhand_icon_state = "b_suit" item_color = "hop" can_adjust = FALSE @@ -69,7 +69,7 @@ desc = "It's a jumpsuit designed to protect against minor plant-related hazards." name = "botanist's jumpsuit" icon_state = "hydroponics" - item_state = "g_suit" + inhand_icon_state = "g_suit" item_color = "hydroponics" permeability_coefficient = 0.5 @@ -86,29 +86,29 @@ /obj/item/clothing/under/lawyer/black icon_state = "lawyer_black" - item_state = "lawyer_black" + inhand_icon_state = "lawyer_black" item_color = "lawyer_black" /obj/item/clothing/under/lawyer/female icon_state = "black_suit_fem" - item_state = "black_suit_fem" + inhand_icon_state = "black_suit_fem" item_color = "black_suit_fem" /obj/item/clothing/under/lawyer/red icon_state = "lawyer_red" - item_state = "lawyer_red" + inhand_icon_state = "lawyer_red" item_color = "lawyer_red" /obj/item/clothing/under/lawyer/blue icon_state = "lawyer_blue" - item_state = "lawyer_blue" + inhand_icon_state = "lawyer_blue" item_color = "lawyer_blue" /obj/item/clothing/under/lawyer/bluesuit name = "blue suit" desc = "A classy suit and tie." icon_state = "bluesuit" - item_state = "bluesuit" + inhand_icon_state = "bluesuit" item_color = "bluesuit" can_adjust = TRUE alt_covers_chest = TRUE @@ -116,7 +116,7 @@ /obj/item/clothing/under/lawyer/purpsuit name = "purple suit" icon_state = "lawyer_purp" - item_state = "lawyer_purp" + inhand_icon_state = "lawyer_purp" item_color = "lawyer_purp" fitted = NO_FEMALE_UNIFORM can_adjust = TRUE @@ -126,7 +126,7 @@ name = "black suit" desc = "A professional black suit. Vault-Tec Investigation Bureau approved!" icon_state = "blacksuit" - item_state = "bar_suit" + inhand_icon_state = "bar_suit" item_color = "blacksuit" can_adjust = TRUE alt_covers_chest = TRUE @@ -135,7 +135,7 @@ name = "sensible suit" desc = "It's very... sensible." icon_state = "red_suit" - item_state = "red_suit" + inhand_icon_state = "red_suit" item_color = "red_suit" can_adjust = FALSE @@ -143,20 +143,20 @@ name = "treasure hunter uniform" desc = "A rugged uniform suitable for treasure hunting." icon_state = "curator" - item_state = "curator" + inhand_icon_state = "curator" item_color = "curator" /obj/item/clothing/under/rank/miner desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty." name = "shaft miner's jumpsuit" icon_state = "miner" - item_state = "miner" + inhand_icon_state = "miner" item_color = "miner" /obj/item/clothing/under/rank/miner/lavaland desc = "A green uniform for operating in hazardous environments." name = "shaft miner's jumpsuit" icon_state = "explorer" - item_state = "explorer" + inhand_icon_state = "explorer" item_color = "explorer" can_adjust = FALSE diff --git a/code/modules/clothing/under/jobs/civilian/civilian.dm b/code/modules/clothing/under/jobs/civilian/civilian.dm index c2ce320213..a57cdef7a0 100644 --- a/code/modules/clothing/under/jobs/civilian/civilian.dm +++ b/code/modules/clothing/under/jobs/civilian/civilian.dm @@ -2,14 +2,14 @@ desc = "It looks like it could use some more flair." name = "bartender's uniform" icon_state = "barman" - item_state = "bar_suit" + inhand_icon_state = "bar_suit" alt_covers_chest = TRUE /obj/item/clothing/under/rank/civilian/bartender/purple desc = "It looks like it has lots of flair!" name = "purple bartender's uniform" icon_state = "purplebartender" - item_state = "purplebartender" + inhand_icon_state = "purplebartender" can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -17,7 +17,7 @@ name = "bartender's skirt" desc = "It looks like it could use some more flair." icon_state = "barman_skirt" - item_state = "bar_suit" + inhand_icon_state = "bar_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -27,76 +27,76 @@ name = "generic utility uniform" desc = "A utility uniform worn by various crew." icon_state = "utilgen" - item_state = "utilgen" + inhand_icon_state = "utilgen" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/util/greyshirt name = "grey uniform" desc = "A bland, grey uniform." icon_state = "greyshirt" - item_state = "greyshirt" + inhand_icon_state = "greyshirt" /obj/item/clothing/under/rank/civilian/victorian_redsleeves name = "black vest red victorian suit" desc = "A stark red victorian suit with a black vest." icon_state = "victorianblred" - item_state = "victorianblred" + inhand_icon_state = "victorianblred" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/victorian_redvest name = "red-vested victorian suit" desc = "A victorian suit with a red vest." icon_state = "victorianredvest" - item_state = "victorianredvest" + inhand_icon_state = "victorianredvest" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/victorian_vest name = "black victorian suit" desc = "A simple black victorian suit." icon_state = "victorianvest" - item_state = "victorianvest" + inhand_icon_state = "victorianvest" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/victorian_purple name = "purple victorian suit" desc = "A victorian suit in regal purple." icon_state = "victorianlightfire" - item_state = "victorianlightfire" + inhand_icon_state = "victorianlightfire" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/victorianreddress name = "red victorian dress" desc = "A flashy red victorian dress." icon_state = "victorianreddress" - item_state = "victorianreddress" + inhand_icon_state = "victorianreddress" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/victorianblackdress name = "black victorian dress" desc = "A victorian dress in somber black." icon_state = "victorianblackdress" - item_state = "victorianblackdress" + inhand_icon_state = "victorianblackdress" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/dutch name = "dutch suit" desc = "A dapper dutch suit." icon_state = "dutch" - item_state = "dutch" + inhand_icon_state = "dutch" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/chaplain desc = "It's a black jumpsuit, often worn by religious folk." name = "chaplain's jumpsuit" icon_state = "chaplain" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/chaplain/skirt name = "chaplain's jumpskirt" desc = "It's a black jumpskirt, often worn by religious folk." icon_state = "chaplain_skirt" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -121,20 +121,20 @@ desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"." name = "head of personnel's jumpsuit" icon_state = "hop" - item_state = "b_suit" + inhand_icon_state = "b_suit" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/head_of_personnel/whimsy name = "casual head of personnel's jumpsuit" desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\", this one seems to be a bit more casual." icon_state = "hop_casual" - item_state = "hop_casual" + inhand_icon_state = "hop_casual" /obj/item/clothing/under/rank/civilian/head_of_personnel/skirt name = "head of personnel's jumpskirt" desc = "It's a jumpskirt worn by someone who works in the position of \"Head of Personnel\"." icon_state = "hop_skirt" - item_state = "b_suit" + inhand_icon_state = "b_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -144,14 +144,14 @@ name = "head of personnel's suit" desc = "A teal suit and yellow necktie. An authoritative yet tacky ensemble." icon_state = "teal_suit" - item_state = "g_suit" + inhand_icon_state = "g_suit" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/head_of_personnel/suit/skirt name = "teal suitskirt" desc = "A teal suitskirt and yellow necktie. An authoritative yet tacky ensemble." icon_state = "teal_suit_skirt" - item_state = "g_suit" + inhand_icon_state = "g_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -161,14 +161,14 @@ desc = "It's a jumpsuit designed to protect against minor plant-related hazards." name = "botanist's jumpsuit" icon_state = "hydroponics" - item_state = "g_suit" + inhand_icon_state = "g_suit" permeability_coefficient = 0.5 /obj/item/clothing/under/rank/civilian/hydroponics/skirt name = "botanist's jumpskirt" desc = "It's a jumpskirt designed to protect against minor plant-related hazards." icon_state = "hydroponics_skirt" - item_state = "g_suit" + inhand_icon_state = "g_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -192,7 +192,7 @@ name = "maid uniform" desc = "A simple maid uniform for housekeeping." icon_state = "janimaid" - item_state = "janimaid" + inhand_icon_state = "janimaid" body_parts_covered = CHEST|GROIN fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -211,13 +211,13 @@ /obj/item/clothing/under/rank/civilian/lawyer/black name = "lawyer black suit" icon_state = "lawyer_black" - item_state = "lawyer_black" + inhand_icon_state = "lawyer_black" /obj/item/clothing/under/rank/civilian/lawyer/black/alt name = "lawyer black suit" desc = "A professional black suit. US Government Investigation Bureau approved!" icon_state = "blacksuit" - item_state = "bar_suit" + inhand_icon_state = "bar_suit" can_adjust = TRUE alt_covers_chest = TRUE @@ -232,13 +232,13 @@ name = "executive suit" desc = "A formal black suit and red tie, intended for the station's finest." icon_state = "really_black_suit" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" /obj/item/clothing/under/rank/civilian/lawyer/really_black/skirt name = "executive suitskirt" desc = "A formal black suitskirt and red tie, intended for the station's finest." icon_state = "really_black_suit_skirt" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -247,43 +247,43 @@ /obj/item/clothing/under/rank/civilian/lawyer/black/skirt name = "lawyer black suitskirt" icon_state = "lawyer_black_skirt" - item_state = "lawyer_black" + inhand_icon_state = "lawyer_black" fitted = FEMALE_UNIFORM_TOP mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/under/rank/civilian/lawyer/female name = "female black suit" icon_state = "black_suit_fem" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" /obj/item/clothing/under/rank/civilian/lawyer/red name = "lawyer red suit" icon_state = "lawyer_red" - item_state = "lawyer_red" + inhand_icon_state = "lawyer_red" /obj/item/clothing/under/rank/civilian/lawyer/female/skirt name = "female black suitskirt" icon_state = "black_suit_fem_skirt" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" fitted = FEMALE_UNIFORM_TOP mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/under/rank/civilian/lawyer/red/skirt name = "lawyer red suitskirt" icon_state = "lawyer_red_skirt" - item_state = "lawyer_red" + inhand_icon_state = "lawyer_red" fitted = FEMALE_UNIFORM_TOP mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/under/rank/civilian/lawyer/blue name = "lawyer blue suit" icon_state = "lawyer_blue" - item_state = "lawyer_blue" + inhand_icon_state = "lawyer_blue" /obj/item/clothing/under/rank/civilian/lawyer/blue/skirt name = "lawyer blue suitskirt" icon_state = "lawyer_blue_skirt" - item_state = "lawyer_blue" + inhand_icon_state = "lawyer_blue" fitted = FEMALE_UNIFORM_TOP mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -291,7 +291,7 @@ name = "blue suit" desc = "A classy suit and tie." icon_state = "bluesuit" - item_state = "b_suit" + inhand_icon_state = "b_suit" can_adjust = TRUE alt_covers_chest = TRUE @@ -299,7 +299,7 @@ name = "blue suitskirt" desc = "A classy suitskirt and tie." icon_state = "bluesuit_skirt" - item_state = "b_suit" + inhand_icon_state = "b_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -308,7 +308,7 @@ /obj/item/clothing/under/rank/civilian/lawyer/purpsuit name = "purple suit" icon_state = "lawyer_purp" - item_state = "p_suit" + inhand_icon_state = "p_suit" fitted = NO_FEMALE_UNIFORM can_adjust = TRUE alt_covers_chest = TRUE @@ -316,7 +316,7 @@ /obj/item/clothing/under/rank/civilian/lawyer/purpsuit/skirt name = "purple suitskirt" icon_state = "lawyer_purp_skirt" - item_state = "p_suit" + inhand_icon_state = "p_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP diff --git a/code/modules/clothing/under/jobs/civilian/curator.dm b/code/modules/clothing/under/jobs/civilian/curator.dm index c82f9c24aa..1cee5a5ab9 100644 --- a/code/modules/clothing/under/jobs/civilian/curator.dm +++ b/code/modules/clothing/under/jobs/civilian/curator.dm @@ -2,7 +2,7 @@ name = "sensible suit" desc = "It's very... sensible." icon_state = "red_suit" - item_state = "red_suit" + inhand_icon_state = "red_suit" can_adjust = FALSE /obj/item/clothing/under/rank/civilian/curator/skirt @@ -16,13 +16,13 @@ name = "treasure hunter uniform" desc = "A rugged uniform suitable for treasure hunting." icon_state = "curator" - item_state = "curator" + inhand_icon_state = "curator" /obj/item/clothing/under/rank/civilian/curator/nasa name = "\improper NASA jumpsuit" desc = "It has a NASA logo on it and is made of space-proofed materials." icon_state = "black" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.01 permeability_coefficient = 0.02 diff --git a/code/modules/clothing/under/jobs/command.dm b/code/modules/clothing/under/jobs/command.dm index 83a586390d..013a243af2 100644 --- a/code/modules/clothing/under/jobs/command.dm +++ b/code/modules/clothing/under/jobs/command.dm @@ -2,7 +2,7 @@ desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"." name = "captain's jumpsuit" icon_state = "captain" - item_state = "b_suit" + inhand_icon_state = "b_suit" sensor_mode = SENSOR_COORDS random_sensor = FALSE @@ -15,14 +15,14 @@ name = "Command Utiltiy Uniform" desc = "A utility uniform for command personnel." icon_state = "utilcom" - item_state = "utilcom" + inhand_icon_state = "utilcom" can_adjust = FALSE /obj/item/clothing/under/rank/captain/skirt name = "captain's jumpskirt" desc = "It's a blue jumpskirt with some gold markings denoting the rank of \"Captain\"." icon_state = "captain_skirt" - item_state = "b_suit" + inhand_icon_state = "b_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -32,14 +32,14 @@ name = "captain's suit" desc = "A green suit and yellow necktie. Exemplifies authority." icon_state = "green_suit" - item_state = "dg_suit" + inhand_icon_state = "dg_suit" can_adjust = FALSE /obj/item/clothing/under/rank/captain/suit/skirt name = "green suitskirt" desc = "A green suitskirt and yellow necktie. Exemplifies authority." icon_state = "green_suit_skirt" - item_state = "dg_suit" + inhand_icon_state = "dg_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -49,13 +49,13 @@ name = "captain's parade uniform" desc = "A captain's luxury-wear, for special occasions." icon_state = "captain_parade" - item_state = "by_suit" + inhand_icon_state = "by_suit" can_adjust = FALSE /obj/item/clothing/under/rank/captain/femformal name = "captain's female formal outfit" desc = "An ironically skimpy blue dress with gold markings denoting the rank of \"Captain\"." icon_state = "lewdcap" - item_state = "lewdcap" + inhand_icon_state = "lewdcap" can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK diff --git a/code/modules/clothing/under/jobs/engineering.dm b/code/modules/clothing/under/jobs/engineering.dm index 871858f20d..b345d62718 100644 --- a/code/modules/clothing/under/jobs/engineering.dm +++ b/code/modules/clothing/under/jobs/engineering.dm @@ -3,7 +3,7 @@ desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief Engineer\". It has minor radiation shielding." name = "chief engineer's jumpsuit" icon_state = "chiefengineer" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) resistance_flags = NONE @@ -11,7 +11,7 @@ name = "chief engineer's jumpskirt" desc = "It's a high visibility jumpskirt given to those engineers insane enough to achieve the rank of \"Chief Engineer\". It has minor radiation shielding." icon_state = "chiefengineer_skirt" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -21,14 +21,14 @@ desc = "It's a jumpsuit worn by atmospheric technicians." name = "atmospheric technician's jumpsuit" icon_state = "atmos" - item_state = "atmos_suit" + inhand_icon_state = "atmos_suit" resistance_flags = NONE /obj/item/clothing/under/rank/engineering/atmospheric_technician/skirt name = "atmospheric technician's jumpskirt" desc = "It's a jumpskirt worn by atmospheric technicians." icon_state = "atmos_skirt" - item_state = "atmos_suit" + inhand_icon_state = "atmos_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -38,7 +38,7 @@ desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding." name = "engineer's jumpsuit" icon_state = "engine" - item_state = "engi_suit" + inhand_icon_state = "engi_suit" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) resistance_flags = NONE @@ -46,36 +46,36 @@ name = "mechanic's jumpsuit" desc = "an old mechanic's jumpsuit" icon_state = "mechanic" - item_state = "mechanic" + inhand_icon_state = "mechanic" can_adjust = FALSE /obj/item/clothing/under/rank/engineering/engineer/util name = "engineering utility uniform" desc = "a utility jumpsuit for engineering personnel" icon_state = "utileng" - item_state = "utileng" + inhand_icon_state = "utileng" can_adjust = FALSE /obj/item/clothing/under/rank/engineering/engineer/hazard name = "engineer's hazard jumpsuit" desc = "A high visibility jumpsuit made from heat and radiation resistant materials." icon_state = "hazard_orange" - item_state = "engi_suit" + inhand_icon_state = "engi_suit" alt_covers_chest = TRUE /obj/item/clothing/under/rank/engineering/engineer/hazard/green icon_state = "hazard_green" - item_state = "g_suit" + inhand_icon_state = "g_suit" /obj/item/clothing/under/rank/engineering/engineer/hazard/white icon_state = "hazard_white" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" /obj/item/clothing/under/rank/engineering/engineer/skirt name = "engineer's jumpskirt" desc = "It's an orange high visibility jumpskirt worn by engineers." icon_state = "engine_skirt" - item_state = "engi_suit" + inhand_icon_state = "engi_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP diff --git a/code/modules/clothing/under/jobs/medical.dm b/code/modules/clothing/under/jobs/medical.dm index 4175443a45..7baa1e9115 100644 --- a/code/modules/clothing/under/jobs/medical.dm +++ b/code/modules/clothing/under/jobs/medical.dm @@ -2,7 +2,7 @@ desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection." name = "chief medical officer's jumpsuit" icon_state = "cmo" - item_state = "w_suit" + inhand_icon_state = "w_suit" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) @@ -10,7 +10,7 @@ name = "chief medical officer's jumpskirt" desc = "It's a jumpskirt worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection." icon_state = "cmo_skirt" - item_state = "w_suit" + inhand_icon_state = "w_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -20,7 +20,7 @@ desc = "It's a turtleneck worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection, for an officer with a superior sense of style and practicality." name = "chief medical officer's turtleneck" icon_state = "cmoturtle" - item_state = "w_suit" + inhand_icon_state = "w_suit" alt_covers_chest = TRUE mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK @@ -28,7 +28,7 @@ desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it." name = "geneticist's jumpsuit" icon_state = "genetics" - item_state = "w_suit" + inhand_icon_state = "w_suit" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -36,7 +36,7 @@ name = "geneticist's jumpskirt" desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it." icon_state = "genetics_skirt" - item_state = "w_suit" + inhand_icon_state = "w_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -46,7 +46,7 @@ desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it." name = "virologist's jumpsuit" icon_state = "virology" - item_state = "w_suit" + inhand_icon_state = "w_suit" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -54,7 +54,7 @@ name = "virologist's jumpskirt" desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it." icon_state = "virology_skirt" - item_state = "w_suit" + inhand_icon_state = "w_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -64,7 +64,7 @@ desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it." name = "chemist's jumpsuit" icon_state = "chemistry" - item_state = "w_suit" + inhand_icon_state = "w_suit" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -72,7 +72,7 @@ name = "chemist's jumpskirt" desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it." icon_state = "chemistry_skirt" - item_state = "w_suit" + inhand_icon_state = "w_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -82,7 +82,7 @@ desc = "It's made of a special fiber that provides minor protection against biohazards. It has a white cross on the chest denoting that the wearer is a trained paramedic." name = "paramedic jumpsuit" icon_state = "paramedic-dark" - item_state = "w_suit" + inhand_icon_state = "w_suit" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) mutantrace_variation = STYLE_DIGITIGRADE @@ -90,7 +90,7 @@ /obj/item/clothing/under/rank/medical/paramedic/red name = "red paramedic jumpsuit" icon_state = "pmedred" - item_state = "pmedred" + inhand_icon_state = "pmedred" can_adjust = FALSE /obj/item/clothing/under/rank/medical/paramedic/light @@ -102,7 +102,7 @@ name = "paramedic jumpskirt" desc = "It's made of a special fiber that provides minor protection against biohazards. It has a white cross on the chest denoting that the wearer is a trained paramedic." icon_state = "paramedic-dark_skirt" - item_state = "w_suit" + inhand_icon_state = "w_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -116,7 +116,7 @@ desc = "It's a jumpsuit commonly worn by nursing staff in the medical department." name = "nurse's suit" icon_state = "nursesuit" - item_state = "w_suit" + inhand_icon_state = "w_suit" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) body_parts_covered = CHEST|GROIN|ARMS @@ -128,7 +128,7 @@ desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel." name = "medical doctor's jumpsuit" icon_state = "medical" - item_state = "w_suit" + inhand_icon_state = "w_suit" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -136,7 +136,7 @@ name = "Medical Utility Uniform" desc = "Utility jumpsuit for medical personnel" icon_state = "utilmed" - item_state = "utilmed" + inhand_icon_state = "utilmed" can_adjust = FALSE /obj/item/clothing/under/rank/medical/doctor/blue @@ -164,7 +164,7 @@ name = "medical doctor's jumpskirt" desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel." icon_state = "medical_skirt" - item_state = "w_suit" + inhand_icon_state = "w_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP diff --git a/code/modules/clothing/under/jobs/medsci.dm b/code/modules/clothing/under/jobs/medsci.dm index cab1b23c27..e7236b09bc 100644 --- a/code/modules/clothing/under/jobs/medsci.dm +++ b/code/modules/clothing/under/jobs/medsci.dm @@ -5,7 +5,7 @@ desc = "It's a suit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants." name = "research director's vest suit" icon_state = "director" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" item_color = "director" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) can_adjust = FALSE @@ -14,7 +14,7 @@ desc = "Maybe you'll engineer your own half-man, half-pig creature some day. Its fabric provides minor protection from biological contaminants." name = "research director's tan suit" icon_state = "rdwhimsy" - item_state = "rdwhimsy" + inhand_icon_state = "rdwhimsy" item_color = "rdwhimsy" can_adjust = TRUE alt_covers_chest = TRUE @@ -23,7 +23,7 @@ desc = "A dark purple turtleneck and tan khakis, for a director with a superior sense of style." name = "research director's turtleneck" icon_state = "rdturtle" - item_state = "p_suit" + inhand_icon_state = "p_suit" item_color = "rdturtle" can_adjust = TRUE alt_covers_chest = TRUE @@ -32,7 +32,7 @@ desc = "It's made of a special fiber that provides minor protection against explosives. It has markings that denote the wearer as a scientist." name = "scientist's jumpsuit" icon_state = "toxins" - item_state = "w_suit" + inhand_icon_state = "w_suit" item_color = "toxinswhite" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -42,7 +42,7 @@ desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it." name = "chemist's jumpsuit" icon_state = "chemistry" - item_state = "w_suit" + inhand_icon_state = "w_suit" item_color = "chemistrywhite" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -54,7 +54,7 @@ desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection." name = "chief medical officer's jumpsuit" icon_state = "cmo" - item_state = "w_suit" + inhand_icon_state = "w_suit" item_color = "cmo" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) @@ -63,7 +63,7 @@ desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it." name = "geneticist's jumpsuit" icon_state = "genetics" - item_state = "w_suit" + inhand_icon_state = "w_suit" item_color = "geneticswhite" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -72,7 +72,7 @@ desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it." name = "virologist's jumpsuit" icon_state = "virology" - item_state = "w_suit" + inhand_icon_state = "w_suit" item_color = "virologywhite" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -81,7 +81,7 @@ desc = "It's a jumpsuit commonly worn by nursing staff in the medical department." name = "nurse's suit" icon_state = "nursesuit" - item_state = "w_suit" + inhand_icon_state = "w_suit" item_color = "nursesuit" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -92,7 +92,7 @@ desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel." name = "medical doctor's jumpsuit" icon_state = "medical" - item_state = "w_suit" + inhand_icon_state = "w_suit" item_color = "medical" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) diff --git a/code/modules/clothing/under/jobs/rnd.dm b/code/modules/clothing/under/jobs/rnd.dm index 7c63961713..67b0a10f97 100644 --- a/code/modules/clothing/under/jobs/rnd.dm +++ b/code/modules/clothing/under/jobs/rnd.dm @@ -2,7 +2,7 @@ desc = "It's a suit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants." name = "research director's vest suit" icon_state = "director" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T2) can_adjust = FALSE @@ -10,7 +10,7 @@ name = "research director's vest suitskirt" desc = "It's a suitskirt worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants." icon_state = "director_skirt" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -19,7 +19,7 @@ desc = "Maybe you'll engineer your own half-man, half-pig creature some day. Its fabric provides minor protection from biological contaminants." name = "research director's tan suit" icon_state = "rdwhimsy" - item_state = "rdwhimsy" + inhand_icon_state = "rdwhimsy" can_adjust = TRUE alt_covers_chest = TRUE @@ -27,7 +27,7 @@ name = "research director's tan suitskirt" desc = "Maybe you'll engineer your own half-man, half-pig creature some day. Its fabric provides minor protection from biological contaminants." icon_state = "rdwhimsy_skirt" - item_state = "rdwhimsy" + inhand_icon_state = "rdwhimsy" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -37,7 +37,7 @@ desc = "A dark purple turtleneck and tan khakis, for a director with a superior sense of style." name = "research director's turtleneck" icon_state = "rdturtle" - item_state = "p_suit" + inhand_icon_state = "p_suit" can_adjust = TRUE alt_covers_chest = TRUE @@ -45,7 +45,7 @@ name = "research director's turtleneck skirt" desc = "A dark purple turtleneck and tan khaki skirt, for a director with a superior sense of style." icon_state = "rdturtle_skirt" - item_state = "p_suit" + inhand_icon_state = "p_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -55,7 +55,7 @@ desc = "It's made of a special fiber that provides minor protection against explosives. It has markings that denote the wearer as a scientist." name = "scientist's jumpsuit" icon_state = "toxins" - item_state = "w_suit" + inhand_icon_state = "w_suit" permeability_coefficient = 0.5 armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -63,14 +63,14 @@ name = "Science Utility Uniform" desc = "A utility uniform for science personnel" icon_state = "utilsci" - item_state = "utilsci" + inhand_icon_state = "utilsci" can_adjust = FALSE /obj/item/clothing/under/rank/rnd/scientist/skirt name = "scientist's jumpskirt" desc = "It's made of a special fiber that provides minor protection against explosives. It has markings that denote the wearer as a scientist." icon_state = "toxins_skirt" - item_state = "w_suit" + inhand_icon_state = "w_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -80,20 +80,20 @@ desc = "It's a slimming black with reinforced seams; great for industrial work." name = "roboticist's jumpsuit" icon_state = "robotics" - item_state = "robotics" + inhand_icon_state = "robotics" resistance_flags = NONE /obj/item/clothing/under/rank/rnd/roboticist/sleek name = "sleek roboticist's jumpsuit" icon_state = "robosleek" - item_state = "robosleek" + inhand_icon_state = "robosleek" can_adjust = FALSE /obj/item/clothing/under/rank/rnd/roboticist/skirt name = "roboticist's jumpskirt" desc = "It's a slimming black with reinforced seams; great for industrial work." icon_state = "robotics_skirt" - item_state = "robotics" + inhand_icon_state = "robotics" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP diff --git a/code/modules/clothing/under/jobs/security.dm b/code/modules/clothing/under/jobs/security.dm index 1175b82e56..5f80e4b8d5 100644 --- a/code/modules/clothing/under/jobs/security.dm +++ b/code/modules/clothing/under/jobs/security.dm @@ -18,26 +18,26 @@ name = "security jumpsuit" desc = "A red security jumpsuit for those who couldn't hack it in the police force." icon_state = "rsecurity" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/rank/security/officer/util name = "security utility uniform" desc = "a grey security uniform" icon_state = "utilsec" - item_state = "utilsec" + inhand_icon_state = "utilsec" can_adjust = FALSE /obj/item/clothing/under/rank/security/officer/grey name = "grey security uniform" desc = "A relic of a private security company, its name forgotten." icon_state = "security" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" /obj/item/clothing/under/rank/security/officer/skirt name = "security jumpskirt" desc = "A red private security suitskirt for office parties and nothing else. No real company would dress employees like this." icon_state = "secskirt" - item_state = "r_suit" + inhand_icon_state = "r_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE //you know now that i think of it if you adjust the skirt and the sprite disappears isn't that just like flashing everyone fitted = FEMALE_UNIFORM_TOP @@ -47,43 +47,43 @@ name = "security officer's formal uniform" desc = "The latest in fashionable security outfits." icon_state = "officerblueclothes" - item_state = "officerblueclothes" + inhand_icon_state = "officerblueclothes" alt_covers_chest = TRUE /obj/item/clothing/under/rank/security/officer/blueshirt name = "blue shirt and tie" desc = "I'm a little busy right now, Calhoun." icon_state = "blueshift" - item_state = "blueshift" + inhand_icon_state = "blueshift" can_adjust = FALSE /obj/item/clothing/under/rank/security/officer/blueshirt/seccorp name = "corporate security uniform" desc = "How positively stuffy." icon_state = "seccorp" - item_state = "seccorp" + inhand_icon_state = "seccorp" can_adjust = FALSE /obj/item/clothing/under/rank/security/officer/blueshirt/seccorp/wardencorp name = "corporate warden uniform" icon_state = "wardencorp" - item_state = "wardencorp" + inhand_icon_state = "wardencorp" /obj/item/clothing/under/rank/security/officer/blueshirt/seccorp/hoscorp name = "corporate head of security's uniform" icon_state = "hoscorp" - item_state = "hoscorp" + inhand_icon_state = "hoscorp" /obj/item/clothing/under/rank/security/officer/blueshirt/seccorp/detcorp name = "corporate detective's uniform" icon_state = "detcorp" - item_state = "detcorp" + inhand_icon_state = "detcorp" /obj/item/clothing/under/rank/security/officer/spacepol name = "police uniform" desc = "Space not controlled by megacorporations, planets, or pirates is under the jurisdiction of Spacepol." icon_state = "spacepol" - item_state = "spacepol" + inhand_icon_state = "spacepol" can_adjust = FALSE /* @@ -94,19 +94,19 @@ name = "security suit" desc = "A formal red security uniform for those who are competent enough for private security to be in charge." icon_state = "rwarden" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/rank/security/warden/grey name = "grey security suit" desc = "A relic of a private security company, its name forgotten. This one seems carefully preserved." icon_state = "warden" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" /obj/item/clothing/under/rank/security/warden/skirt name = "warden's suitskirt" desc = "A red private security suitskirt for office parties and nothing else. No real company would dress employees like this." icon_state = "rwarden_skirt" - item_state = "r_suit" + inhand_icon_state = "r_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -116,7 +116,7 @@ desc = "The insignia on this uniform tells you that this uniform belongs to the Warden." name = "warden's formal uniform" icon_state = "wardenblueclothes" - item_state = "wardenblueclothes" + inhand_icon_state = "wardenblueclothes" alt_covers_chest = TRUE /* @@ -127,23 +127,23 @@ name = "hard-worn suit" desc = "Someone who wears this means business." icon_state = "detective" - item_state = "det" + inhand_icon_state = "det" /obj/item/clothing/under/rank/security/detective/brown name = "dark boiled suit" icon_state = "detectivebrown" - item_state = "detectivebrown" + inhand_icon_state = "detectivebrown" /obj/item/clothing/under/rank/security/detective/brown/brown2 name = "padded suit" icon_state = "detectivebrown2" - item_state = "detectivebrown2" + inhand_icon_state = "detectivebrown2" /obj/item/clothing/under/rank/security/detective/skirt name = "detective's suitskirt" desc = "Someone who wears this means business." icon_state = "detective_skirt" - item_state = "det" + inhand_icon_state = "det" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -153,13 +153,13 @@ name = "noir suit" desc = "A hard-boiled private investigator's grey suit, complete with tie clip." icon_state = "greydet" - item_state = "greydet" + inhand_icon_state = "greydet" /obj/item/clothing/under/rank/security/detective/grey/skirt name = "noir suitskirt" desc = "A hard-boiled private investigator's grey suitskirt, complete with tie clip." icon_state = "greydet_skirt" - item_state = "greydet" + inhand_icon_state = "greydet" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -173,14 +173,14 @@ name = "head of security's jumpsuit" desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security." icon_state = "rhos" - item_state = "r_suit" + inhand_icon_state = "r_suit" strip_delay = 60 /obj/item/clothing/under/rank/security/head_of_security/skirt name = "head of security's jumpskirt" desc = "A security jumpskirt decorated for those few with the dedication to achieve the position of Head of Security." icon_state = "rhos_skirt" - item_state = "r_suit" + inhand_icon_state = "r_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -190,19 +190,19 @@ name = "head of security's grey jumpsuit" desc = "There are old men, and there are bold men, but there are very few old, bold men." icon_state = "hos" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" /obj/item/clothing/under/rank/security/head_of_security/alt name = "head of security's turtleneck" desc = "A stylish alternative to the normal head of security jumpsuit, complete with tactical pants." icon_state = "hosalt" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" /obj/item/clothing/under/rank/security/head_of_security/alt/skirt name = "head of security's turtleneck skirt" desc = "A stylish alternative to the normal head of security jumpsuit, complete with a tactical skirt." icon_state = "hosalt_skirt" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -212,20 +212,20 @@ desc = "The insignia on this uniform tells you that this uniform belongs to the Head of Security." name = "head of security's formal uniform" icon_state = "hosblueclothes" - item_state = "hosblueclothes" + inhand_icon_state = "hosblueclothes" /obj/item/clothing/under/rank/security/head_of_security/parade name = "head of security's parade uniform" desc = "A male head of security's luxury-wear, for special occasions." icon_state = "hos_parade_male" - item_state = "r_suit" + inhand_icon_state = "r_suit" can_adjust = FALSE /obj/item/clothing/under/rank/security/head_of_security/parade/female name = "head of security's parade uniform" desc = "A female head of security's luxury-wear, for special occasions." icon_state = "hos_parade_fem" - item_state = "r_suit" + inhand_icon_state = "r_suit" fitted = FEMALE_UNIFORM_TOP /* @@ -236,5 +236,5 @@ name = "police uniform" desc = "Space not controlled by megacorporations, planets, or pirates is under the jurisdiction of Spacepol." icon_state = "spacepol" - item_state = "spacepol" + inhand_icon_state = "spacepol" can_adjust = FALSE diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm index 449e6e5824..496974dd02 100644 --- a/code/modules/clothing/under/miscellaneous.dm +++ b/code/modules/clothing/under/miscellaneous.dm @@ -6,7 +6,7 @@ name = "red pj's" desc = "Sleepwear." icon_state = "red_pyjamas" - item_state = "w_suit" + inhand_icon_state = "w_suit" can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE @@ -14,7 +14,7 @@ name = "blue pj's" desc = "Sleepwear." icon_state = "blue_pyjamas" - item_state = "w_suit" + inhand_icon_state = "w_suit" can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE @@ -22,14 +22,14 @@ name = "Patriotic Suit" desc = "Motorcycle not included." icon_state = "ek" - item_state = "ek" + inhand_icon_state = "ek" can_adjust = FALSE /obj/item/clothing/under/rank/prisoner name = "prison jumpsuit" desc = "Standardised prisoner-wear." icon_state = "prisoner" - item_state = "o_suit" + inhand_icon_state = "o_suit" has_sensor = LOCKED_SENSORS sensor_mode = SENSOR_COORDS random_sensor = FALSE @@ -38,7 +38,7 @@ name = "Patriotic Suit" desc = "Motorcycle not included." icon_state = "ek" - item_state = "ek" + inhand_icon_state = "ek" item_color = "ek" can_adjust = FALSE @@ -46,7 +46,7 @@ name = "scarecrow clothes" desc = "Perfect camouflage for hiding in the fields." icon_state = "scarecrow" - item_state = "scarecrow" + inhand_icon_state = "scarecrow" item_color = "scarecrow" body_parts_covered = CHEST|GROIN|ARMS|LEGS fitted = NO_FEMALE_UNIFORM @@ -57,7 +57,7 @@ name = "jester suit" desc = "A jolly dress, well suited to entertain your master." icon_state = "jester" - item_state = "jester" + inhand_icon_state = "jester" item_color = "jester" can_adjust = FALSE @@ -68,14 +68,14 @@ name = "chaos jester suit" desc = "Filled with chaos, this outfit makes it feel like you can do anything!" icon_state = "d_jester" - item_state = "dark_jester" + inhand_icon_state = "dark_jester" item_color = "d_jester" /obj/item/clothing/under/hosparademale name = "head of security's parade uniform" desc = "A male head of security's luxury-wear, for special occasions." icon_state = "hos_parade_male" - item_state = "r_suit" + inhand_icon_state = "r_suit" item_color = "hos_parade_male" can_adjust = FALSE @@ -84,7 +84,7 @@ name = "sundress" desc = "Makes you want to frolic in a field of daisies." icon_state = "sundress" - item_state = "sundress" + inhand_icon_state = "sundress" item_color = "sundress" body_parts_covered = CHEST|GROIN fitted = FEMALE_UNIFORM_TOP @@ -94,14 +94,14 @@ name = "mailman's jumpsuit" desc = "'Special delivery!'" icon_state = "mailman" - item_state = "b_suit" + inhand_icon_state = "b_suit" item_color = "mailman" /obj/item/clothing/under/burial name = "burial garments" desc = "Traditional burial garments." icon_state = "burial" - item_state = "burial" + inhand_icon_state = "burial" item_color = "burial" has_sensor = NO_SENSORS @@ -109,7 +109,7 @@ name = "striped dress" desc = "Fashion in space." icon_state = "striped_dress" - item_state = "stripeddress" + inhand_icon_state = "stripeddress" item_color = "striped_dress" fitted = FEMALE_UNIFORM_FULL can_adjust = FALSE @@ -118,7 +118,7 @@ name = "yellow performer's outfit" desc = "Just looking at this makes you want to sing." icon_state = "ysing" - item_state = "ysing" + inhand_icon_state = "ysing" item_color = "ysing" fitted = NO_FEMALE_UNIFORM alternate_worn_layer = ABOVE_SHOES_LAYER @@ -128,7 +128,7 @@ name = "assistant's formal uniform" desc = "An assistant's formal-wear. Why an assistant needs formal-wear is still unknown." icon_state = "assistant_formal" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" item_color = "assistant_formal" can_adjust = FALSE @@ -136,7 +136,7 @@ name = "prison jumpskirt" desc = "Standardised prisoner-wear." icon_state = "prisoner_skirt" - item_state = "o_suit" + inhand_icon_state = "o_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -146,26 +146,26 @@ name = "mailman's jumpsuit" desc = "'Special delivery!'" icon_state = "mailman" - item_state = "b_suit" + inhand_icon_state = "b_suit" /obj/item/clothing/under/misc/psyche name = "psychedelic jumpsuit" desc = "Groovy!" icon_state = "psyche" - item_state = "p_suit" + inhand_icon_state = "p_suit" /obj/item/clothing/under/misc/vice_officer name = "vice officer's jumpsuit" desc = "It's the standard issue pretty-boy outfit." icon_state = "vice" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" can_adjust = FALSE /obj/item/clothing/under/misc/adminsuit name = "administrative cybernetic jumpsuit" icon_state = "syndicate" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" desc = "A cybernetically enhanced jumpsuit used for administrative duties." gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 @@ -182,14 +182,14 @@ name = "laborer's overalls" desc = "A set of durable overalls for getting the job done." icon_state = "overalls" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" can_adjust = FALSE /obj/item/clothing/under/misc/assistantformal name = "assistant's formal uniform" desc = "An assistant's formal-wear. Why an assistant needs formal-wear is still unknown." icon_state = "assistant_formal" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" can_adjust = FALSE /obj/item/clothing/under/misc/staffassistant @@ -198,7 +198,7 @@ icon = 'goon/icons/obj/item_js_rank.dmi' mob_overlay_icon = 'goon/icons/mob/worn_js_rank.dmi' icon_state = "assistant" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" mutantrace_variation = USE_TAUR_CLIP_MASK /obj/item/clothing/under/croptop @@ -214,7 +214,7 @@ name = "Disco-Ass Shirt and Pants" desc = "This white satin shirt used to be fancy. It used to really catch the light. Now it smells like someone took a piss in the armpits while the golden brown trousers are flare-cut. Normal bell-bottom trousers would be boot-cut, but these are far from normal. They are someone's piss-soaked, cum-stained party pants. " icon_state = "jamrock_uniform" - item_state = "jamrock_uniform" + inhand_icon_state = "jamrock_uniform" item_color = "jamrock_uniform" can_adjust = FALSE @@ -222,7 +222,7 @@ name = "enviromental suit" desc = "A special containment suit that allows lifeforms to exist safely in an oxygenated environment, and automatically extinguishes them in a crisis. Despite being airtight, it's not spaceworthy." icon_state = "plasmaman" - item_state = "plasmaman" + inhand_icon_state = "plasmaman" armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T3) body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS mutantrace_variation = USE_TAUR_CLIP_MASK @@ -273,7 +273,7 @@ name = "gear harness" desc = "A simple, inconspicuous harness replacement for a jumpsuit." icon_state = "gear_harness" - item_state = "gear_harness" + inhand_icon_state = "gear_harness" body_parts_covered = 0 body_parts_hidden = 0 // nudie~ can_adjust = FALSE @@ -283,14 +283,14 @@ name = "durathread jumpsuit" desc = "A jumpsuit made from durathread, its resilient fibres provide some protection to the wearer." icon_state = "durathread" - item_state = "durathread" + inhand_icon_state = "durathread" can_adjust = TRUE /obj/item/clothing/under/misc/durathread/skirt name = "durathread jumpskirt" desc = "A jumpsuit made from durathread, its resilient fibres provide some protection to the wearer. Being a short skirt, it naturally doesn't protect the legs." icon_state = "duraskirt" - item_state = "duraskirt" + inhand_icon_state = "duraskirt" can_adjust = FALSE body_parts_covered = CHEST|GROIN|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -299,7 +299,7 @@ name = "slav squatter tracksuit" desc = "Cyka blyat." icon_state = "squatteroutfit" - item_state = "squatteroutfit" + inhand_icon_state = "squatteroutfit" can_adjust = FALSE mutantrace_variation = USE_TAUR_CLIP_MASK @@ -307,7 +307,7 @@ name = "russian blue camo" desc = "Drop and give me dvadtsat!" icon_state = "russobluecamo" - item_state = "russobluecamo" + inhand_icon_state = "russobluecamo" can_adjust = FALSE mutantrace_variation = USE_TAUR_CLIP_MASK @@ -315,14 +315,14 @@ name = "keyhole sweater" desc = "What is the point of this, anyway?" icon_state = "keyholesweater" - item_state = "keyholesweater" + inhand_icon_state = "keyholesweater" can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/under/misc/stripper name = "pink stripper outfit" icon_state = "stripper_p" - item_state = "stripper_p" + inhand_icon_state = "stripper_p" body_parts_covered = CHEST|GROIN can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -331,18 +331,18 @@ /obj/item/clothing/under/misc/stripper/green name = "green stripper outfit" icon_state = "stripper_g" - item_state = "stripper_g" + inhand_icon_state = "stripper_g" /obj/item/clothing/under/misc/stripper/mankini name = "pink mankini" icon_state = "mankini" - item_state = "mankini" + inhand_icon_state = "mankini" /obj/item/clothing/under/misc/corporateuniform name = "corporate uniform" desc = "A comfortable, tight fitting jumpsuit made of premium materials. Not space-proof." icon_state = "tssuit" - item_state = "r_suit" + inhand_icon_state = "r_suit" can_adjust = FALSE mutantrace_variation = USE_TAUR_CLIP_MASK @@ -350,7 +350,7 @@ name = "polychromic button-up shirt" desc = "A fancy button-up shirt made with polychromic threads." icon_state = "polysuit" - item_state = "sl_suit" + inhand_icon_state = "sl_suit" mutantrace_variation = NONE /obj/item/clothing/under/misc/poly_shirt/ComponentInitialize() @@ -361,7 +361,7 @@ name = "polychromic shorts" desc = "For ease of movement and style." icon_state = "polyshorts" - item_state = "rainbow" + inhand_icon_state = "rainbow" can_adjust = FALSE body_parts_covered = CHEST|GROIN|ARMS @@ -373,7 +373,7 @@ name = "polychromic tri-tone jumpsuit" desc = "A fancy jumpsuit made with polychromic threads." icon_state = "polyjump" - item_state = "rainbow" + inhand_icon_state = "rainbow" can_adjust = FALSE mutantrace_variation = NONE @@ -385,7 +385,7 @@ name = "polychromic bottomless shirt" desc = "Great for showing off your underwear in dubious style." icon_state = "polybottomless" - item_state = "rainbow" + inhand_icon_state = "rainbow" body_parts_covered = CHEST|ARMS //Because there's no bottom included can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -398,7 +398,7 @@ name = "polychromic tank top" desc = "For those lazy summer days." icon_state = "polyshimatank" - item_state = "rainbow" + inhand_icon_state = "rainbow" body_parts_covered = CHEST|GROIN can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -420,7 +420,7 @@ name = "little black dress" desc = "A small black dress." icon_state = "littleblackdress_s" - item_state = "littleblackdress_s" + inhand_icon_state = "littleblackdress_s" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -428,7 +428,7 @@ name = "pink tutu" desc = "A pink tutu." icon_state = "pinktutu_s" - item_state = "pinktutu_s" + inhand_icon_state = "pinktutu_s" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -436,7 +436,7 @@ name = "bathrobe" desc = "A blue bathrobe." icon_state = "bathrobe" - item_state = "bathrobe" + inhand_icon_state = "bathrobe" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -444,28 +444,28 @@ name = "red mech suit" desc = "What are you, stupid?" icon_state = "red_mech_suit" - item_state = "red_mech_suit" + inhand_icon_state = "red_mech_suit" can_adjust = FALSE /obj/item/clothing/under/misc/mechsuitwhite name = "white mech suit" desc = "...Mom?" icon_state = "white_mech_suit" - item_state = "white_mech_suit" + inhand_icon_state = "white_mech_suit" can_adjust = FALSE /obj/item/clothing/under/misc/mechsuitblue name = "blue mech suit" desc = "Get in the damn robot already!" icon_state = "blue_mech_suit" - item_state = "blue_mech_suit" + inhand_icon_state = "blue_mech_suit" can_adjust = FALSE /obj/item/clothing/under/jabroni name = "Jabroni Outfit" desc = "The leather club is two sectors down." icon_state = "darkholme" - item_state = "darkholme" + inhand_icon_state = "darkholme" item_color = "darkholme" can_adjust = FALSE @@ -473,7 +473,7 @@ name = "laborer's overalls" desc = "A set of durable overalls for getting the job done." icon_state = "overalls" - item_state = "lb_suit" + inhand_icon_state = "lb_suit" item_color = "overalls" can_adjust = FALSE @@ -481,7 +481,7 @@ name = "red plaid skirt" desc = "A preppy red skirt with a white blouse." icon_state = "plaid_red" - item_state = "plaid_red" + inhand_icon_state = "plaid_red" item_color = "plaid_red" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE @@ -491,7 +491,7 @@ name = "green plaid skirt" desc = "A preppy green skirt with a white blouse." icon_state = "plaid_green" - item_state = "plaid_green" + inhand_icon_state = "plaid_green" item_color = "plaid_green" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE @@ -501,7 +501,7 @@ name = "purple plaid skirt" desc = "A preppy purple skirt with a white blouse." icon_state = "plaid_purple" - item_state = "plaid_purple" + inhand_icon_state = "plaid_purple" item_color = "plaid_purple" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE @@ -511,7 +511,7 @@ name = "black tango dress" desc = "Filled with Latin fire." icon_state = "black_tango" - item_state = "wcoat" + inhand_icon_state = "wcoat" item_color = "black_tango" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -520,7 +520,7 @@ name = "kilt" desc = "Includes shoes and plaid." icon_state = "kilt" - item_state = "kilt" + inhand_icon_state = "kilt" item_color = "kilt" body_parts_covered = CHEST|GROIN|FEET fitted = FEMALE_UNIFORM_TOP @@ -530,7 +530,7 @@ name = "pirate outfit" desc = "Yarr." icon_state = "pirate" - item_state = "pirate" + inhand_icon_state = "pirate" item_color = "pirate" can_adjust = FALSE @@ -542,7 +542,7 @@ name = "red evening gown" desc = "Fancy dress for space bar singers." icon_state = "red_evening_gown" - item_state = "redeveninggown" + inhand_icon_state = "redeveninggown" item_color = "red_evening_gown" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -551,7 +551,7 @@ name = "maid uniform" desc = "A simple maid uniform for housekeeping." icon_state = "janimaid" - item_state = "janimaid" + inhand_icon_state = "janimaid" item_color = "janimaid" body_parts_covered = CHEST|GROIN fitted = FEMALE_UNIFORM_TOP @@ -566,28 +566,28 @@ name = "charcoal suit" desc = "A charcoal suit and red tie. Very professional." icon_state = "charcoal_suit" - item_state = "charcoal_suit" + inhand_icon_state = "charcoal_suit" item_color = "charcoal_suit" /obj/item/clothing/under/suit_jacket/burgundy name = "burgundy suit" desc = "A burgundy suit and black tie. Somewhat formal." icon_state = "burgundy_suit" - item_state = "burgundy_suit" + inhand_icon_state = "burgundy_suit" item_color = "burgundy_suit" /obj/item/clothing/under/suit_jacket/checkered name = "checkered suit" desc = "That's a very nice suit you have there. Shame if something were to happen to it, eh?" icon_state = "checkered_suit" - item_state = "checkered_suit" + inhand_icon_state = "checkered_suit" item_color = "checkered_suit" /obj/item/clothing/under/scratch name = "white suit" desc = "A white suit, suitable for an excellent host." icon_state = "scratch" - item_state = "scratch" + inhand_icon_state = "scratch" item_color = "scratch" can_adjust = FALSE @@ -595,7 +595,7 @@ name = "blue plaid skirt" desc = "A preppy blue skirt with a white blouse." icon_state = "plaid_blue" - item_state = "plaid_blue" + inhand_icon_state = "plaid_blue" item_color = "plaid_blue" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE @@ -612,14 +612,14 @@ name = "sailor suit" desc = "Skipper's in the wardroom drinkin gin'." icon_state = "sailor" - item_state = "sailor" + inhand_icon_state = "sailor" item_color = "sailor" can_adjust = FALSE /obj/item/clothing/under/schoolgirl/red name = "red schoolgirl uniform" icon_state = "schoolgirlred" - item_state = "schoolgirlred" + inhand_icon_state = "schoolgirlred" item_color = "schoolgirlred" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP @@ -629,21 +629,21 @@ name = "navy suit" desc = "A navy suit and red tie, intended for the station's finest." icon_state = "navy_suit" - item_state = "navy_suit" + inhand_icon_state = "navy_suit" item_color = "navy_suit" /obj/item/clothing/under/suit_jacket/female name = "executive suit" desc = "A formal trouser suit for women, intended for the station's finest." icon_state = "black_suit_fem" - item_state = "black_suit_fem" + inhand_icon_state = "black_suit_fem" item_color = "black_suit_fem" /obj/item/clothing/under/soviet name = "soviet uniform" desc = "For the Motherland!" icon_state = "soviet" - item_state = "soviet" + inhand_icon_state = "soviet" item_color = "soviet" can_adjust = FALSE @@ -651,7 +651,7 @@ name = "gladiator uniform" desc = "Are you not entertained? Is that not why you are here?" icon_state = "gladiator" - item_state = "gladiator" + inhand_icon_state = "gladiator" item_color = "gladiator" body_parts_covered = CHEST|GROIN|ARMS fitted = NO_FEMALE_UNIFORM @@ -666,7 +666,7 @@ name = "maid costume" desc = "Maid in China." icon_state = "maid" - item_state = "maid" + inhand_icon_state = "maid" item_color = "maid" body_parts_covered = CHEST|GROIN fitted = FEMALE_UNIFORM_TOP @@ -681,7 +681,7 @@ name = "draculass coat" desc = "A dress inspired by the ancient \"Victorian\" era." icon_state = "draculass" - item_state = "draculass" + inhand_icon_state = "draculass" item_color = "draculass" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP @@ -691,14 +691,14 @@ name = "tan suit" desc = "A tan suit with a yellow tie. Smart, but casual." icon_state = "tan_suit" - item_state = "tan_suit" + inhand_icon_state = "tan_suit" item_color = "tan_suit" /obj/item/clothing/under/sailordress name = "sailor dress" desc = "Formal wear for a leading lady." icon_state = "sailor_dress" - item_state = "sailor_dress" + inhand_icon_state = "sailor_dress" item_color = "sailor_dress" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -707,7 +707,7 @@ name = "blue schoolgirl uniform" desc = "It's just like one of my Japanese animes!" icon_state = "schoolgirl" - item_state = "schoolgirl" + inhand_icon_state = "schoolgirl" item_color = "schoolgirl" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP @@ -716,7 +716,7 @@ /obj/item/clothing/under/schoolgirl/red name = "red schoolgirl uniform" icon_state = "schoolgirlred" - item_state = "schoolgirlred" + inhand_icon_state = "schoolgirlred" item_color = "schoolgirlred" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP @@ -725,7 +725,7 @@ /obj/item/clothing/under/schoolgirl/green name = "green schoolgirl uniform" icon_state = "schoolgirlgreen" - item_state = "schoolgirlgreen" + inhand_icon_state = "schoolgirlgreen" item_color = "schoolgirlgreen" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP @@ -734,7 +734,7 @@ /obj/item/clothing/under/schoolgirl/orange name = "orange schoolgirl uniform" icon_state = "schoolgirlorange" - item_state = "schoolgirlorange" + inhand_icon_state = "schoolgirlorange" item_color = "schoolgirlorange" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP @@ -745,7 +745,7 @@ /obj/item/clothing/under/kimono/red name = "Red Kimono" icon_state = "kimono_red" - item_state = "kimono_red" + inhand_icon_state = "kimono_red" item_color = "kimono_red" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -753,7 +753,7 @@ /obj/item/clothing/under/kimono/orange name = "Orange Kimono" icon_state = "kimono_orange" - item_state = "kimono_orange" + inhand_icon_state = "kimono_orange" item_color = "kimono_orange" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -761,7 +761,7 @@ /obj/item/clothing/under/kimono/yellow name = "Yellow Kimono" icon_state = "kimono_yellow" - item_state = "kimono_yellow" + inhand_icon_state = "kimono_yellow" item_color = "kimono_yellow" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -769,7 +769,7 @@ /obj/item/clothing/under/kimono/green name = "Green Kimono" icon_state = "kimono_green" - item_state = "kimono_green" + inhand_icon_state = "kimono_green" item_color = "kimono_green" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -777,7 +777,7 @@ /obj/item/clothing/under/kimono/blue name = "Blue Kimono" icon_state = "kimono_blue" - item_state = "kimono_blue" + inhand_icon_state = "kimono_blue" item_color = "kimono_blue" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -785,7 +785,7 @@ /obj/item/clothing/under/kimono/purple name = "Purple Kimono" icon_state = "kimono_purple" - item_state = "kimono_purple" + inhand_icon_state = "kimono_purple" item_color = "kimono_purple" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -793,7 +793,7 @@ /obj/item/clothing/under/kimono/violet name = "Violet Kimono" icon_state = "kimono_violet" - item_state = "kimono_violet" + inhand_icon_state = "kimono_violet" item_color = "kimono_violet" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -801,7 +801,7 @@ /obj/item/clothing/under/kimono/pink name = "Pink Kimono" icon_state = "kimono_pink" - item_state = "kimono_pink" + inhand_icon_state = "kimono_pink" item_color = "kimono_pink" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -809,7 +809,7 @@ /obj/item/clothing/under/kimono/earth name = "Earth Kimono" icon_state = "kimono_earth" - item_state = "kimono_earth" + inhand_icon_state = "kimono_earth" item_color = "kimono_earth" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -817,7 +817,7 @@ /obj/item/clothing/under/blueskirt_alt name = "black and blue skirt" icon_state = "blue_skirt2" - item_state = "blue_skirt2" + inhand_icon_state = "blue_skirt2" item_color = "blue_skirt2" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -828,7 +828,7 @@ name = "Jungle Uniform" desc = "A Commonwealth made jungle uniform commonly used in Burma" icon_state = "burma" - item_state = "burma" + inhand_icon_state = "burma" item_color = "burma" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -837,7 +837,7 @@ name = "British Battle Dress" desc = "The No. 5 Uniform, was the combat uniform worn by British Commonwealth and Imperial forces specifically for temperate, cold or even artic conditions" icon_state = "british_battle_dress" - item_state = "british_battle_dress" + inhand_icon_state = "british_battle_dress" can_adjust = TRUE //Stuff from Civ 13 @@ -848,7 +848,7 @@ /obj/item/clothing/under/civ/indiancloth_one name = "Fuzzy loincloth, just waist. Short." icon_state = "indian1" - item_state = "indian1" + inhand_icon_state = "indian1" item_color = "indian1" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -856,7 +856,7 @@ /obj/item/clothing/under/civ/indiancloth_two name = "Fuzzy loincloth, just waist. Longer." icon_state = "indian2" - item_state = "indian2" + inhand_icon_state = "indian2" item_color = "indian2" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -865,7 +865,7 @@ /obj/item/clothing/under/civ/indiancloth_three name = "Fuzzy loincloth, waist and chest." icon_state = "indian3" - item_state = "indian3" + inhand_icon_state = "indian3" item_color = "indian3" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -873,7 +873,7 @@ /obj/item/clothing/under/civ/indiancloth_shaman name = "Fuzzy loincloth, shaman" icon_state = "indianshaman" - item_state = "indianshaman" + inhand_icon_state = "indianshaman" item_color = "indianshaman" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -881,7 +881,7 @@ /obj/item/clothing/under/civ/indiancloth_chef name = "Fuzzy loincloth, chef" icon_state = "indianchef" - item_state = "indianchef" + inhand_icon_state = "indianchef" item_color = "indianchef" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -889,7 +889,7 @@ /obj/item/clothing/under/civ/portuguese_sailor1 name = "Green Sailor" icon_state = "portuguese_sailor1" - item_state = "portuguese_sailor1" + inhand_icon_state = "portuguese_sailor1" item_color = "portuguese_sailor1" body_parts_covered = CHEST|GROIN|ARMS can_adjust = TRUE @@ -897,7 +897,7 @@ /obj/item/clothing/under/civ/portuguese_sailor2 name = "Green sailor, with bow" icon_state = "portuguese_sailor_alt" - item_state = "portuguese_sailor_alt" + inhand_icon_state = "portuguese_sailor_alt" item_color = "portuguese_sailor_alt" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -905,7 +905,7 @@ /obj/item/clothing/under/civ/sailor_port name = "Pink Sailor" icon_state = "sailor_port" - item_state = "sailor_port" + inhand_icon_state = "sailor_port" item_color = "sailor_port" body_parts_covered = CHEST|GROIN|ARMS can_adjust = TRUE @@ -913,7 +913,7 @@ /obj/item/clothing/under/civ/spanish_sailor name = "Brown Sailor" icon_state = "spanish_sailor" - item_state = "spanish_sailor" + inhand_icon_state = "spanish_sailor" item_color = "spanish_sailor" body_parts_covered = CHEST|GROIN|ARMS can_adjust = TRUE @@ -921,7 +921,7 @@ /obj/item/clothing/under/civ/spanish_soldier name = "brown suit" icon_state = "spanish_soldier" - item_state = "spanish_soldier" + inhand_icon_state = "spanish_soldier" item_color = "spanish_soldier" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -929,7 +929,7 @@ /obj/item/clothing/under/civ/british_soldier name = "white suit with black pants" icon_state = "british_soldier" - item_state = "british_soldier" + inhand_icon_state = "british_soldier" item_color = "british_soldier" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -937,7 +937,7 @@ /obj/item/clothing/under/civ/french_sailor name = "french sailor" icon_state = "french_sailor" - item_state = "french_sailor" + inhand_icon_state = "french_sailor" item_color = "french_sailor" body_parts_covered = CHEST|GROIN|ARMS can_adjust = TRUE @@ -945,7 +945,7 @@ /obj/item/clothing/under/civ/dutch_sailor name = "white shirt with orange pants" icon_state = "dutch_sailor" - item_state = "dutch_sailor" + inhand_icon_state = "dutch_sailor" item_color = "dutch_sailor" body_parts_covered = CHEST|GROIN|ARMS can_adjust = TRUE @@ -953,7 +953,7 @@ /obj/item/clothing/under/civ/dress2 name = "blue peasant dress" icon_state = "dress2" - item_state = "dress2" + inhand_icon_state = "dress2" item_color = "dress2" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -961,7 +961,7 @@ /obj/item/clothing/under/civ/dress3 name = "brown peasant dress" icon_state = "dress3" - item_state = "dress3" + inhand_icon_state = "dress3" item_color = "dress3" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -969,7 +969,7 @@ /obj/item/clothing/under/civ/dressg name = "green peasant dress" icon_state = "dressg" - item_state = "dressg" + inhand_icon_state = "dressg" item_color = "dressg" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -977,7 +977,7 @@ /obj/item/clothing/under/civ/dressr name = "red peasant dress" icon_state = "dressr" - item_state = "dressr" + inhand_icon_state = "dressr" item_color = "dressr" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -985,7 +985,7 @@ /obj/item/clothing/under/civ/leopardpelt name = "leopard pelt" icon_state = "giant_leopard_pelt" - item_state = "giant_leopard_pelt" + inhand_icon_state = "giant_leopard_pelt" item_color = "giant_leopard_pelt" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -993,7 +993,7 @@ /obj/item/clothing/under/civ/arabw_robe name = "blue robe" icon_state = "arabw_robe" - item_state = "arabw_robe" + inhand_icon_state = "arabw_robe" item_color = "arabw_robe" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -1001,7 +1001,7 @@ /obj/item/clothing/under/civ/arabw_tunic name = "blue tunic" icon_state = "arabw_tunic" - item_state = "arabw_tunic" + inhand_icon_state = "arabw_tunic" item_color = "arabw_tunic" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -1009,7 +1009,7 @@ /obj/item/clothing/under/civ/mayan_loincloth name = "long loincloth" icon_state = "mayan_loincloth" - item_state = "mayan_loincloth" + inhand_icon_state = "mayan_loincloth" item_color = "mayan_loincloth" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -1017,7 +1017,7 @@ /obj/item/clothing/under/civ/greatshendyt name = "Egypt dress" icon_state = "greatshendyt" - item_state = "greatshendyt" + inhand_icon_state = "greatshendyt" item_color = "greatshendyt" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -1025,7 +1025,7 @@ /obj/item/clothing/under/civ/pharaoh name = "pharaoh dress" icon_state = "pharaoh" - item_state = "pharaoh" + inhand_icon_state = "pharaoh" item_color = "pharaoh" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -1033,7 +1033,7 @@ /obj/item/clothing/under/civ/dark_hanfu name = "dark hanfu" icon_state = "dark_hanfu" - item_state = "dark_hanfu" + inhand_icon_state = "dark_hanfu" item_color = "dark_hanfu" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -1041,7 +1041,7 @@ /obj/item/clothing/under/civ/light_hanfu name = "light hanfu" icon_state = "light_hanfu" - item_state = "light_hanfu" + inhand_icon_state = "light_hanfu" item_color = "light_hanfu" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -1049,7 +1049,7 @@ /obj/item/clothing/under/civ/green_hanfu name = "green hanfu" icon_state = "green_hanfu" - item_state = "green_hanfu" + inhand_icon_state = "green_hanfu" item_color = "green_hanfu" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE @@ -1060,7 +1060,7 @@ name = "black swimsuit" desc = "An oldfashioned black swimsuit." icon_state = "swim_black" - item_state = "swim_black" + inhand_icon_state = "swim_black" item_color = "swim_black" can_adjust = FALSE @@ -1068,7 +1068,7 @@ name = "blue swimsuit" desc = "An oldfashioned blue swimsuit." icon_state = "swim_blue" - item_state = "swim_blue" + inhand_icon_state = "swim_blue" item_color = "swim_blue" can_adjust = FALSE @@ -1076,7 +1076,7 @@ name = "purple swimsuit" desc = "An oldfashioned purple swimsuit." icon_state = "swim_purp" - item_state = "swim_purp" + inhand_icon_state = "swim_purp" item_color = "swim_purp" can_adjust = FALSE @@ -1084,7 +1084,7 @@ name = "green swimsuit" desc = "An oldfashioned green swimsuit." icon_state = "swim_green" - item_state = "swim_green" + inhand_icon_state = "swim_green" item_color = "swim_green" can_adjust = FALSE @@ -1092,7 +1092,7 @@ name = "red swimsuit" desc = "An oldfashioned red swimsuit." icon_state = "swim_red" - item_state = "swim_red" + inhand_icon_state = "swim_red" item_color = "swim_red" can_adjust = FALSE @@ -1101,7 +1101,7 @@ name = "striped swimsuit" desc = "A more revealing striped swimsuit." icon_state = "swim_striped" - item_state = "swim_striped" + inhand_icon_state = "swim_striped" item_color = "swim_striped" can_adjust = FALSE @@ -1109,7 +1109,7 @@ name = "white swimsuit" desc = "A classic one piece." icon_state = "swim_white" - item_state = "swim_white" + inhand_icon_state = "swim_white" item_color = "swim_white" can_adjust = FALSE @@ -1117,7 +1117,7 @@ name = "earthen swimsuit" desc = "A design more popular on Earth these days." icon_state = "swim_earth" - item_state = "swim_earth" + inhand_icon_state = "swim_earth" item_color = "swim_earth" can_adjust = FALSE @@ -1125,7 +1125,7 @@ name = "Revealing Dress" desc = "A blue topped dress with a black bottom. Quite revealing!" icon_state = "revealingdress" - item_state = "revealingdress" + inhand_icon_state = "revealingdress" item_color = "revealingdress" can_adjust = FALSE @@ -1133,7 +1133,7 @@ name = "Ripped Punk" desc = "A ripped black outfit" icon_state = "rippedpunk" - item_state = "rippedpunk" + inhand_icon_state = "rippedpunk" item_color = "rippedpunk" can_adjust = FALSE @@ -1141,7 +1141,7 @@ name = "gothic dress" desc = "Hot Topic and stuff." icon_state = "gothic" - item_state = "gothic" + inhand_icon_state = "gothic" item_color = "gothic" can_adjust = FALSE @@ -1149,7 +1149,7 @@ name = "Red Formal" desc = "blood red and long" icon_state = "formalred" - item_state = "formalred" + inhand_icon_state = "formalred" item_color = "formalred" can_adjust = FALSE @@ -1157,7 +1157,7 @@ name = "Green wrapped dress" desc = "A green dress that wraps around your form." icon_state = "greenasym" - item_state = "greenasym" + inhand_icon_state = "greenasym" item_color = "greenasym" can_adjust = FALSE @@ -1165,7 +1165,7 @@ name = "Cyber Hell" desc = "Some sort of dress. Fancy." icon_state = "cyberhell" - item_state = "cyberhell" + inhand_icon_state = "cyberhell" item_color = "cyberhell" can_adjust = FALSE @@ -1173,7 +1173,7 @@ name = "floof dress" desc = "A white floofy dress" icon_state = "floofdress" - item_state = "floofdress" + inhand_icon_state = "floofdress" item_color = "floofdress" can_adjust = FALSE @@ -1181,7 +1181,7 @@ name = "black and gold dress" desc = "A fancy dress of black and gold" icon_state = "blackngold" - item_state = "blackngold" + inhand_icon_state = "blackngold" item_color = "blackngold" can_adjust = FALSE @@ -1189,7 +1189,7 @@ name = "A sheer blue dress" desc = "A pretty blue shimmering dress." icon_state = "sheerblue" - item_state = "sheerblue" + inhand_icon_state = "sheerblue" item_color = "sheerblue" can_adjust = FALSE @@ -1197,7 +1197,7 @@ name = "White Gown" desc = "A white gown with black sleeves" icon_state = "whitegown" - item_state = "whitegown" + inhand_icon_state = "whitegown" item_color = "whitegown" can_adjust = FALSE @@ -1205,7 +1205,7 @@ name = "pink summer dress" desc = "A dress!" icon_state = "pinksun" - item_state = "pinksun" + inhand_icon_state = "pinksun" item_color = "pinksun" can_adjust = FALSE @@ -1213,7 +1213,7 @@ name = "white summer dress" desc = "A dress!" icon_state = "whitesun" - item_state = "whitesun" + inhand_icon_state = "whitesun" item_color = "whitesun" can_adjust = FALSE @@ -1221,7 +1221,7 @@ name = "pink summer dress with a bow" desc = "A dress!" icon_state = "bowsun" - item_state = "bowsun" + inhand_icon_state = "bowsun" item_color = "bowsun" can_adjust = FALSE @@ -1229,7 +1229,7 @@ name = "blue summer dress" desc = "A dress!" icon_state = "bluesun" - item_state = "bluesun" + inhand_icon_state = "bluesun" item_color = "bluesun" can_adjust = FALSE @@ -1237,7 +1237,7 @@ name = "short pink dress" desc = "A dress!" icon_state = "shortpink" - item_state = "shortpink" + inhand_icon_state = "shortpink" item_color = "shortpink" can_adjust = FALSE @@ -1245,7 +1245,7 @@ name = "A two piece dress" desc = "A dress!" icon_state = "twopiece" - item_state = "twopiece" + inhand_icon_state = "twopiece" item_color = "twopiece" can_adjust = FALSE @@ -1253,7 +1253,7 @@ name = "gothic dress" desc = "A dress!" icon_state = "gothic2" - item_state = "gothic2" + inhand_icon_state = "gothic2" item_color = "gothic2" can_adjust = FALSE @@ -1261,7 +1261,7 @@ name = "Wednesday dress" desc = "A dress!" icon_state = "wednesday" - item_state = "wednesday" + inhand_icon_state = "wednesday" item_color = "wednesday" can_adjust = FALSE @@ -1269,7 +1269,7 @@ name = "vampire uniform" desc = "I want to suck your blood" icon_state = "gayvampire" - item_state = "gayvampire" + inhand_icon_state = "gayvampire" item_color = "gayvampire" can_adjust = FALSE @@ -1277,7 +1277,7 @@ name = "corset dress" desc = "A dress!" icon_state = "corsetdress" - item_state = "corsetdress" + inhand_icon_state = "corsetdress" item_color = "corsetdress" can_adjust = FALSE @@ -1285,7 +1285,7 @@ name = "golden wrap" desc = "A dress!" icon_state = "goldwrap" - item_state = "goldwrap" + inhand_icon_state = "goldwrap" item_color = "goldwrap" can_adjust = FALSE @@ -1293,7 +1293,7 @@ name = "golden dress" desc = "A dress!" icon_state = "golddress" - item_state = "golddress" + inhand_icon_state = "golddress" item_color = "golddress" can_adjust = FALSE @@ -1301,7 +1301,7 @@ name = "countess dress" desc = "A dress!" icon_state = "countess" - item_state = "countess" + inhand_icon_state = "countess" item_color = "countess" can_adjust = FALSE @@ -1309,7 +1309,7 @@ name = "maid dress" desc = "Clean those windows! Dust the floors!" icon_state = "maid_skyrat" - item_state = "maid_skyrat" + inhand_icon_state = "maid_skyrat" item_color = "maid_skyrat" can_adjust = FALSE @@ -1317,7 +1317,7 @@ name = "Kimono" desc = "Somehow you feel like a weeb in this." icon_state = "flower_kimono" - item_state = "flower_kimono" + inhand_icon_state = "flower_kimono" item_color = "flower_kimono" can_adjust = FALSE @@ -1325,7 +1325,7 @@ name = "orange hawaiian" desc = "Surfs up!" icon_state = "tacticool_hawaiian_orange" - item_state = "tacticool_hawaiian_orange" + inhand_icon_state = "tacticool_hawaiian_orange" item_color = "tacticool_hawaiian_orange" can_adjust = FALSE @@ -1333,7 +1333,7 @@ name = "blue hawaiian" desc = "Surfs up!" icon_state = "tacticool_hawaiian_blue" - item_state = "tacticool_hawaiian_blue" + inhand_icon_state = "tacticool_hawaiian_blue" item_color = "tacticool_hawaiian_blue" can_adjust = FALSE @@ -1341,7 +1341,7 @@ name = "purple hawaiian" desc = "Surfs up!" icon_state = "tacticool_hawaiian_purple" - item_state = "tacticool_hawaiian_purple" + inhand_icon_state = "tacticool_hawaiian_purple" item_color = "tacticool_hawaiian_purple" can_adjust = FALSE @@ -1349,49 +1349,49 @@ name = "green hawaiian" desc = "Surfs up!" icon_state = "tacticool_hawaiian_green" - item_state = "tacticool_hawaiian_green" + inhand_icon_state = "tacticool_hawaiian_green" item_color = "tacticool_hawaiian_green" can_adjust = FALSE /obj/item/clothing/under/civ/toxotai name = "Robe with black belt" icon_state = "toxotai" - item_state = "toxotai" + inhand_icon_state = "toxotai" item_color = "toxotai" can_adjust = FALSE /obj/item/clothing/under/civ/thebes name = "blue swamp hoplite" icon_state = "thebes" - item_state = "thebes" + inhand_icon_state = "thebes" item_color = "thebes" can_adjust = FALSE /obj/item/clothing/under/civ/corinthia name = "green swamp hoplite" icon_state = "corinthia" - item_state = "corinthia" + inhand_icon_state = "corinthia" item_color = "corinthia" can_adjust = FALSE /obj/item/clothing/under/civ/greek_commander name = "swamp hoplite commander" icon_state = "greek_commander" - item_state = "greek_commander" + inhand_icon_state = "greek_commander" item_color = "greek_commander" can_adjust = FALSE /obj/item/clothing/under/civ/athens name = "dark blue swamp hoplite" icon_state = "athens" - item_state = "athens" + inhand_icon_state = "athens" item_color = "athens" can_adjust = FALSE /obj/item/clothing/under/civ/roman_centurion name = "robe with red belt" icon_state = "roman_centurion" - item_state = "roman_centurion" + inhand_icon_state = "roman_centurion" item_color = "roman_centurion" can_adjust = FALSE @@ -1399,7 +1399,7 @@ name = "Green uniform" desc = "A green uniform. Camo!" icon_state = "japan_uniform" - item_state = "japan_uniform" + inhand_icon_state = "japan_uniform" item_color = "japan_uniform" can_adjust = FALSE @@ -1409,7 +1409,7 @@ name = "Gorka outfit" desc = "It's a uniform I guess." icon_state = "gorka_alt" - item_state = "gorka_alt" + inhand_icon_state = "gorka_alt" item_color = "gorka_alt" can_adjust = FALSE @@ -1417,7 +1417,7 @@ name = "Alt Gorka outfit" desc = "It's a uniform I guess." icon_state = "gorka_ss" - item_state = "gorka_ss" + inhand_icon_state = "gorka_ss" item_color = "gorka_ss" can_adjust = FALSE @@ -1425,7 +1425,7 @@ name = "Tan Gorka outfit" desc = "It's a uniform I guess." icon_state = "gorka_tan" - item_state = "gorka_tan" + inhand_icon_state = "gorka_tan" item_color = "gorka_tan" can_adjust = FALSE @@ -1433,7 +1433,7 @@ name = "puffy dress" desc = "A pink and puffy dress!" icon_state = "puffydress" - item_state = "puffydress" + inhand_icon_state = "puffydress" item_color = "puffydress" can_adjust = FALSE @@ -1441,7 +1441,7 @@ name = "black labor suit" desc = "A slim fitting black suit" icon_state = "labor_black" - item_state = "labor_black" + inhand_icon_state = "labor_black" item_color = "labor_black" can_adjust = FALSE @@ -1449,7 +1449,7 @@ name = "divine robes" desc = "Rather holy robes." icon_state = "divine_robes" - item_state = "divine_robes" + inhand_icon_state = "divine_robes" item_color = "divine_robes" can_adjust = FALSE @@ -1457,7 +1457,7 @@ name = "Dark blue Kimono" desc = "A dark blue kimono." icon_state = "blue_kimono" - item_state = "blue_kimono" + inhand_icon_state = "blue_kimono" item_color = "blue_kimono" can_adjust = FALSE @@ -1465,7 +1465,7 @@ name = "Blue bikini" desc = "A light blue bikini with a red bow!" icon_state = "miku_bikini" - item_state = "miku_bikini" + inhand_icon_state = "miku_bikini" item_color = "miku_bikini" can_adjust = FALSE @@ -1473,7 +1473,7 @@ name = "shark uniform" desc = "A skimpy light grey uniform. The same color as a shark!" icon_state = "shark_cloth" - item_state = "shark_cloth" + inhand_icon_state = "shark_cloth" item_color = "shark_cloth" can_adjust = FALSE @@ -1481,7 +1481,7 @@ name = "bright outfit" desc = "A skimply outfit with bright colors." icon_state = "tribal_colorful" - item_state = "tribal_colorful" + inhand_icon_state = "tribal_colorful" item_color = "tribal_colorful" can_adjust = FALSE @@ -1489,7 +1489,7 @@ name = "bright outfit top" desc = "A skimply outfit with bright colors, just the top not the skirt included!" icon_state = "tribal_colorful_top" - item_state = "tribal_colorful_top" + inhand_icon_state = "tribal_colorful_top" item_color = "tribal_colorful_top" can_adjust = FALSE @@ -1497,7 +1497,7 @@ name = "green flow dress" desc = "A soft looking dress, green in color." icon_state = "flow_green" - item_state = "flow_green" + inhand_icon_state = "flow_green" item_color = "flow_green" can_adjust = FALSE @@ -1505,7 +1505,7 @@ name = "red flow dress" desc = "A soft looking dress, red in color." icon_state = "flow_red" - item_state = "flow_red" + inhand_icon_state = "flow_red" item_color = "flow_red" can_adjust = FALSE @@ -1513,7 +1513,7 @@ name = "desert uniform" desc = "A desert uniform used by commonwealth nations" icon_state = "desert_uniform" - item_state = "desert_uniform" + inhand_icon_state = "desert_uniform" item_color = "desert_uniform" can_adjust = FALSE @@ -1521,7 +1521,7 @@ name = "shrine maiden" desc = "A tradional dress for shrine maidens to wear" icon_state = "shrine_maiden" - item_state = "shrine_maiden" + inhand_icon_state = "shrine_maiden" item_color = "shrine_maiden" can_adjust = FALSE @@ -1529,7 +1529,7 @@ name = "striped clown overalls" desc = "Honk honk! Oh wait you don't know clown? It's a clown uniform of course!" icon_state = "striped_clown" - item_state = "striped_clown" + inhand_icon_state = "striped_clown" item_color = "striped_clown" can_adjust = FALSE @@ -1537,7 +1537,7 @@ name = "engineering jumpsuit" desc = "A skin tight jumpsuit in bright orange (or is it red?) and yellow." icon_state = "engine_alt" - item_state = "engine_alt" + inhand_icon_state = "engine_alt" item_color = "engine_alt" mutantrace_variation = STYLE_DIGITIGRADE can_adjust = TRUE @@ -1547,7 +1547,7 @@ name = "witch finder" desc = "A dark style uniform." icon_state = "witchfinder" - item_state = "witchfinder" + inhand_icon_state = "witchfinder" item_color = "witchfinder" can_adjust = FALSE @@ -1555,7 +1555,7 @@ name = "Jester" desc = "A dark, yet multicolored, jester outfit." icon_state = "jester_muli" - item_state = "jester_muli" + inhand_icon_state = "jester_muli" item_color = "jester_muli" can_adjust = FALSE @@ -1563,7 +1563,7 @@ name = "Greek Dress" desc = "Make sure this dress doesn't creak." icon_state = "greek_dress" - item_state = "greek_dress" + inhand_icon_state = "greek_dress" item_color = "greek_dress" can_adjust = TRUE @@ -1571,7 +1571,7 @@ name = "grassy loincloth" desc = "Yep, that sure hardly covers anything." icon_state = "loincloth" - item_state = "loincloth" + inhand_icon_state = "loincloth" item_color = "loincloth" can_adjust = FALSE w_class = WEIGHT_CLASS_SMALL @@ -1582,7 +1582,7 @@ name = "mercenary flannel" desc = "A pair of Tiger Stripe or Woodland camoflagued fatigue pants paired with a red flannel shirt. It looks a little worn." icon_state = "tactiflannel" - item_state = "tactiflannel" + inhand_icon_state = "tactiflannel" item_color = "tactiflannel" can_adjust = TRUE mutantrace_variation = STYLE_DIGITIGRADE @@ -1591,7 +1591,7 @@ name = "frogsuit" desc = "A suit designed for sneaking and dynamic entry. Has tacticool straps for keeping additional armor snug to the body." icon_state = "rachel_frogsuit" - item_state = "rachel_frogsuit" + inhand_icon_state = "rachel_frogsuit" item_color = "rachel_frogsuit" can_adjust = FALSE @@ -1599,7 +1599,7 @@ name = "black qipao no sleeve" desc = "A fancy outfit with no sleeves" icon_state = "qipao_nosleeve" - item_state = "qipao_nosleeve" + inhand_icon_state = "qipao_nosleeve" item_color = "qipao_nosleeve" can_adjust = FALSE @@ -1607,7 +1607,7 @@ name = "white qipao no sleeve" desc = "A fancy outfit with no sleeves" icon_state = "qipao_white_nosleeve" - item_state = "qipao_white_nosleeve" + inhand_icon_state = "qipao_white_nosleeve" item_color = "qipao_white_nosleeve" can_adjust = FALSE @@ -1615,7 +1615,7 @@ name = "red qipao no sleeve" desc = "A fancy outfit with no sleeves" icon_state = "qipao_red_nosleeve" - item_state = "qipao_red_nosleeve" + inhand_icon_state = "qipao_red_nosleeve" item_color = "qipao_red_nosleeve" can_adjust = FALSE @@ -1623,7 +1623,7 @@ name = "teal qipao no sleeve" desc = "A fancy outfit with no sleeves" icon_state = "qipao_teal_nosleeve" - item_state = "qipao_teal_nosleeve" + inhand_icon_state = "qipao_teal_nosleeve" item_color = "qipao_teal_nosleeve" can_adjust = FALSE @@ -1631,7 +1631,7 @@ name = "jute dress" desc = "A brown adjustable dress." icon_state = "jute" - item_state = "jute" + inhand_icon_state = "jute" item_color = "jute" can_adjust = TRUE @@ -1639,7 +1639,7 @@ name = "striped skirt dress" desc = "A red and striped adjustable dress." icon_state = "striped_skirt" - item_state = "striped_skirt" + inhand_icon_state = "striped_skirt" item_color = "striped_skirt" can_adjust = TRUE @@ -1647,7 +1647,7 @@ name = "red skirt dress" desc = "A red adjustable dress." icon_state = "red_skirt" - item_state = "red_skirt" + inhand_icon_state = "red_skirt" item_color = "red_skirt" can_adjust = TRUE @@ -1655,7 +1655,7 @@ name = "black skirt dress" desc = "A black adjustable dress." icon_state = "black_skirt" - item_state = "black_skirt" + inhand_icon_state = "black_skirt" item_color = "black_skirt" can_adjust = TRUE // Notes below are for kuddles or anyone else that wants to learn. Love, peace, chicken grease! - Jaeger @@ -1663,7 +1663,7 @@ name = "racc flannel" // The name of the object. desc = "A nonexistent racc flannel. Sick as hell if you ask me." // Description. icon_state = null // You put the mob state (the name of the icon in icon/mob) here. - item_state = null // You put the item state (the name of the icon in icons/obj) here. + inhand_icon_state = null // You put the item state (the name of the icon in icons/obj) here. item_color = null // If it already has colors in the sprite, throw a null here. Otherwise, look at something like scarf code over at `/obj/item/clothing/neck/scarf/red`. can_adjust = FALSE // If you have alt sprites, make sure the sprite sheet knows that and tick this to true. @@ -1671,97 +1671,97 @@ name = "Red Flannel" desc = "It's a red flannel on jeans. How quaint can it get?" icon_state = "redflannel" - item_state = "redflannel" // You've mastered the basics of CQC! (Clothing Qoding Content) + inhand_icon_state = "redflannel" // You've mastered the basics of CQC! (Clothing Qoding Content) /obj/item/clothing/under/kuddles/blueflannel name = "Blue Flannel" desc = "It's a blue flannel on jeans. How quaint can it get?" icon_state = "blueflannel" - item_state = "blueflannel" + inhand_icon_state = "blueflannel" /obj/item/clothing/under/kuddles/whiteflannel name = "White Flannel" desc = "It's a white flannel on jeans. How quaint can it get?" icon_state = "whiteflannel" - item_state = "whiteflannel" + inhand_icon_state = "whiteflannel" /obj/item/clothing/under/kuddles/tealflannel name = "Teal Flannel" desc = "It's a teal flannel on jeans. How quaint can it get?" icon_state = "tealflannel" - item_state = "tealflannel" + inhand_icon_state = "tealflannel" /obj/item/clothing/under/kuddles/pinkflannel name = "Pink Flannel" desc = "It's a pink flannel on jeans. How quaint can it get?" icon_state = "pinkflannel" - item_state = "pinkflannel" + inhand_icon_state = "pinkflannel" /obj/item/clothing/under/kuddles/purpleflannel name = "Purple Flannel" desc = "It's a purple flannel on jeans. How quaint can it get?" icon_state = "purpleflannel" - item_state = "purpleflannel" + inhand_icon_state = "purpleflannel" /obj/item/clothing/under/kuddles/yellowflannel name = "Yellow Flannel" desc = "It's a yellow flannel on jeans. How quaint can it get?" icon_state = "yellowflannel" - item_state = "yellowflannel" + inhand_icon_state = "yellowflannel" /obj/item/clothing/under/kuddles/orangeflannel name = "Orange Flannel" desc = "It's an orange flannel on jeans. How quaint can it get?" icon_state = "orangeflannel" - item_state = "orangeflannel" + inhand_icon_state = "orangeflannel" /obj/item/clothing/under/kuddles/greenflannel name = "Green Flannel" desc = "It's a green flannel on jeans. How quaint can it get?" icon_state = "greenflannel" - item_state = "greenflannel" + inhand_icon_state = "greenflannel" /obj/item/clothing/under/kuddles/rattyskirtgreen name = "Ratty Skirt" desc = "A colored skirt with a undershirt and jacket. The skirt has holes that remind you of pest damage." icon_state = "rattyskirtgreen" - item_state = "rattyskirtgreen" + inhand_icon_state = "rattyskirtgreen" /obj/item/clothing/under/kuddles/rattyskirtyellow name = "Ratty Skirt" desc = "A colored skirt with a undershirt and jacket. The skirt has holes that remind you of pest damage." icon_state = "rattyskirtyellow" - item_state = "rattyskirtyellow" + inhand_icon_state = "rattyskirtyellow" /obj/item/clothing/under/kuddles/rattyskirtpink name = "Ratty Skirt" desc = "A colored skirt with a undershirt and jacket. The skirt has holes that remind you of pest damage." icon_state = "rattyskirtpink" - item_state = "rattyskirtpink" + inhand_icon_state = "rattyskirtpink" /obj/item/clothing/under/kuddles/rattyskirtcyberpunk name = "Ratty Skirt" desc = "A colored skirt with a undershirt and jacket. The skirt has holes that remind you of pest damage." icon_state = "rattyskirtcyberpunk" - item_state = "rattyskirtcyberpunk" + inhand_icon_state = "rattyskirtcyberpunk" /obj/item/clothing/under/kuddles/brownpunkpants name = "Brown Punk Pants" desc = "A pair punk pants. Looks cute, but I wouldn't tell the wearer." icon_state = "brownpunkpants" - item_state = "brownpunkpants" + inhand_icon_state = "brownpunkpants" /obj/item/clothing/under/kuddles/olivecargopunk name = "OD Cargopunk Pants" desc = "A pair of OD green cargopunk cargopants. Never enough pockets..." icon_state = "olivecargopunk" - item_state = "olivecargopunk" + inhand_icon_state = "olivecargopunk" /obj/item/clothing/under/tribalcustom name = "tribal leaf dress" desc = "A dress mostly made of leafs and vines." icon_state = "tribal_custom" - item_state = "tribal_custom" + inhand_icon_state = "tribal_custom" item_color = "tribal_custom" can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE @@ -1770,7 +1770,7 @@ name = "tribal loincloth" desc = "A dress mostly made of what looks like a mixmatch of a loincloth and a swimsuit." icon_state = "iris_tribal" - item_state = "iris_tribal" + inhand_icon_state = "iris_tribal" item_color = "iris_tribal" can_adjust = FALSE mutantrace_variation = STYLE_DIGITIGRADE @@ -1779,7 +1779,7 @@ name = "sun skirt, green" desc = "A middrif skirt that's colored in forest green." icon_state = "sun_skirt" - item_state = "sun_skirt" + inhand_icon_state = "sun_skirt" item_color = "sun_skirt" can_adjust = FALSE @@ -1787,7 +1787,7 @@ name = "sun skirt, grey scaled" desc = "A middrif skirt that's colorable." icon_state = "sun_skirt_grey" - item_state = "sun_skirt_grey" + inhand_icon_state = "sun_skirt_grey" item_color = "sun_skirt_grey" can_adjust = FALSE @@ -1795,7 +1795,7 @@ name = "flowy midrif skirt" desc = "A middrif skirt that's blue." icon_state = "half_skirt" - item_state = "half_skirt" + inhand_icon_state = "half_skirt" item_color = "half_skirt" can_adjust = FALSE @@ -1805,7 +1805,7 @@ icon = 'icons/obj/clothing/dress.dmi' mob_overlay_icon = 'icons/mob/clothing/dress.dmi' icon_state = "petal_custom" - item_state = "petal_custom" + inhand_icon_state = "petal_custom" item_color = "petal_custom" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE diff --git a/code/modules/clothing/under/shorts.dm b/code/modules/clothing/under/shorts.dm index a95b6e4324..8870032239 100644 --- a/code/modules/clothing/under/shorts.dm +++ b/code/modules/clothing/under/shorts.dm @@ -36,7 +36,7 @@ name = "polychromic athletic shorts" desc = "95% Polychrome, 5% Spandex!" icon_state = "polyshortpants" - item_state = "rainbow" + inhand_icon_state = "rainbow" mutantrace_variation = NONE var/list/poly_colors = list("#FFFFFF", "#F08080") @@ -48,7 +48,7 @@ name = "polychromic panties" desc = "Topless striped panties. Now with 120% more polychrome!" icon_state = "polypantsu" - item_state = "rainbow" + inhand_icon_state = "rainbow" body_parts_covered = GROIN mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON diff --git a/code/modules/clothing/under/skirt_dress.dm b/code/modules/clothing/under/skirt_dress.dm index 9539d7002e..2f09d79225 100644 --- a/code/modules/clothing/under/skirt_dress.dm +++ b/code/modules/clothing/under/skirt_dress.dm @@ -13,7 +13,7 @@ name = "blue skirt" desc = "A blue, casual skirt." icon_state = "blueskirt" - item_state = "b_suit" + inhand_icon_state = "b_suit" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -22,7 +22,7 @@ name = "red skirt" desc = "A red, casual skirt." icon_state = "redskirt" - item_state = "r_suit" + inhand_icon_state = "r_suit" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -31,7 +31,7 @@ name = "purple skirt" desc = "A purple, casual skirt." icon_state = "purpleskirt" - item_state = "p_suit" + inhand_icon_state = "p_suit" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -40,7 +40,7 @@ name = "sundress" desc = "Makes you want to frolic in a field of daisies." icon_state = "sundress" - item_state = "sundress" + inhand_icon_state = "sundress" body_parts_covered = CHEST|GROIN fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -69,7 +69,7 @@ name = "black tango dress" desc = "Filled with Latin fire." icon_state = "black_tango" - item_state = "wcoat" + inhand_icon_state = "wcoat" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -77,7 +77,7 @@ name = "western bustle dress" desc = "Filled with Western fire." icon_state = "western_bustle" - item_state = "wcoat" + inhand_icon_state = "wcoat" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -85,7 +85,7 @@ name = "flamenco dress" desc = "Filled with Latin fire." icon_state = "flamenco" - item_state = "wcoat" + inhand_icon_state = "wcoat" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -93,7 +93,7 @@ name = "striped dress" desc = "Fashion in space." icon_state = "striped_dress" - item_state = "stripeddress" + inhand_icon_state = "stripeddress" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -102,7 +102,7 @@ name = "sailor dress" desc = "Formal wear for a leading lady." icon_state = "sailor_dress" - item_state = "sailordress" + inhand_icon_state = "sailordress" body_parts_covered = CHEST|GROIN|ARMS fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -111,7 +111,7 @@ name = "flower dress" desc = "Lovely dress." icon_state = "flower_dress" - item_state = "sailordress" + inhand_icon_state = "sailordress" body_parts_covered = CHEST|GROIN|LEGS fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -136,7 +136,7 @@ name = "red evening gown" desc = "Fancy dress for space bar singers." icon_state = "red_evening_gown" - item_state = "redeveninggown" + inhand_icon_state = "redeveninggown" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -144,7 +144,7 @@ name = "red plaid skirt" desc = "A preppy red skirt with a white blouse." icon_state = "plaid_red" - item_state = "plaid_red" + inhand_icon_state = "plaid_red" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE alt_covers_chest = TRUE @@ -153,7 +153,7 @@ name = "blue plaid skirt" desc = "A preppy blue skirt with a white blouse." icon_state = "plaid_blue" - item_state = "plaid_blue" + inhand_icon_state = "plaid_blue" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE alt_covers_chest = TRUE @@ -162,7 +162,7 @@ name = "purple plaid skirt" desc = "A preppy purple skirt with a white blouse." icon_state = "plaid_purple" - item_state = "plaid_purple" + inhand_icon_state = "plaid_purple" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE alt_covers_chest = TRUE @@ -171,7 +171,7 @@ name = "green plaid skirt" desc = "A preppy green skirt with a white blouse." icon_state = "plaid_green" - item_state = "plaid_green" + inhand_icon_state = "plaid_green" fitted = FEMALE_UNIFORM_TOP can_adjust = TRUE alt_covers_chest = TRUE @@ -180,38 +180,38 @@ name = "white wedding dress" desc = "A white wedding gown made from the finest silk." icon_state = "bride_white" - item_state = "bride_white" + inhand_icon_state = "bride_white" can_adjust = FALSE /obj/item/clothing/under/dress/wedding/orange name = "orange wedding dress" desc = "A big and puffy orange dress." icon_state = "bride_orange" - item_state = "bride_orange" + inhand_icon_state = "bride_orange" /obj/item/clothing/under/dress/wedding/purple name = "purple wedding dress" desc = "A big and puffy purple dress." icon_state = "bride_purple" - item_state = "bride_purple" + inhand_icon_state = "bride_purple" /obj/item/clothing/under/dress/wedding/blue name = "blue wedding dress" desc = "A big and puffy blue dress." icon_state = "bride_blue" - item_state = "bride_blue" + inhand_icon_state = "bride_blue" /obj/item/clothing/under/dress/wedding/red name = "red wedding dress" desc = "A big and puffy red dress." icon_state = "bride_red" - item_state = "bride_red" + inhand_icon_state = "bride_red" /obj/item/clothing/under/dress/skirt/polychromic name = "polychromic skirt" desc = "A fancy skirt made with polychromic threads." icon_state = "polyskirt" - item_state = "rainbow" + inhand_icon_state = "rainbow" var/list/poly_colors = list("#FFFFFF", "#F08080", "#808080") /obj/item/clothing/under/dress/skirt/polychromic/ComponentInitialize() @@ -222,7 +222,7 @@ name = "polychromic pleated skirt" desc = "A magnificent pleated skirt complements the woolen polychromatic sweater." icon_state = "polypleat" - item_state = "rainbow" + inhand_icon_state = "rainbow" body_parts_covered = CHEST|GROIN|ARMS poly_colors = list("#8CC6FF", "#808080", "#FF3535") @@ -235,83 +235,83 @@ /obj/item/clothing/under/dress/coyote/reddress name = "Red Dress" icon_state = "reddress" - item_state = "reddress" + inhand_icon_state = "reddress" /obj/item/clothing/under/dress/coyote/purple name = "Purple Dress" icon_state = "casdress_black" - item_state = "casdress_black" + inhand_icon_state = "casdress_black" /obj/item/clothing/under/dress/coyote/blue name = "Blue Dress" icon_state = "casdress_blue" - item_state = "casdress_blue" + inhand_icon_state = "casdress_blue" /obj/item/clothing/under/dress/coyote/green name = "Green Dress" icon_state = "casdress_green" - item_state = "casdress_green" + inhand_icon_state = "casdress_green" /obj/item/clothing/under/dress/coyote/pink name = "Pink Dress" icon_state = "casdress_pink" - item_state = "casdress_pink" + inhand_icon_state = "casdress_pink" /obj/item/clothing/under/dress/coyote/white name = "White Dress" icon_state = "casdress_white" - item_state = "casdress_white" + inhand_icon_state = "casdress_white" /obj/item/clothing/under/dress/coyote/boltyellow name = "Yellow Bolt Dress" icon_state = "casdress_bolty" - item_state = "casdress_bolty" + inhand_icon_state = "casdress_bolty" /obj/item/clothing/under/dress/coyote/boltpurple name = "Purple Bolt Dress" icon_state = "casdress_boltp" - item_state = "casdress_boltp" + inhand_icon_state = "casdress_boltp" /obj/item/clothing/under/dress/coyote/cassleoy name = "yellow flower dress" icon_state = "casdress_leoy" - item_state = "casdress_leoy" + inhand_icon_state = "casdress_leoy" /obj/item/clothing/under/dress/coyote/cassleop name = "purple flower dress" icon_state = "casdress_leop" - item_state = "casdress_leop" + inhand_icon_state = "casdress_leop" /obj/item/clothing/under/dress/coyote/sktdress_red name = "red skirt dress" icon_state = "sktdress_red" - item_state = "sktdress_red" + inhand_icon_state = "sktdress_red" /obj/item/clothing/under/dress/coyote/sktdress_purple name = "purple skirt dress" icon_state = "sktdress_purple" - item_state = "sktdress_purple" + inhand_icon_state = "sktdress_purple" /obj/item/clothing/under/dress/coyote/sktdress_blue name = "blue skirt dress" icon_state = "sktdress_blue" - item_state = "sktdress_blue" + inhand_icon_state = "sktdress_blue" /obj/item/clothing/under/dress/coyote/sktdress_gold name = "gold skirt dress" icon_state = "sktdress_gold" - item_state = "sktdress_gold" + inhand_icon_state = "sktdress_gold" /obj/item/clothing/under/dress/coyote/western name = "western dress" icon_state = "westerndress" - item_state = "westerndress" + inhand_icon_state = "westerndress" /obj/item/clothing/under/dress/coyote/housewifedress50s name = "50s style dress" desc = "Fancy checkered yellow dress with small shoulder puffs." icon_state = "dress50s" - item_state = "dress50s" + inhand_icon_state = "dress50s" mutantrace_variation = STYLE_DIGITIGRADE fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -320,7 +320,7 @@ name = "50s style dress" desc = "Cheery polkadot casual dress." icon_state = "dresspicnic50s" - item_state = "dresspicnic50s" + inhand_icon_state = "dresspicnic50s" mutantrace_variation = STYLE_DIGITIGRADE fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -329,7 +329,7 @@ name = "red robe dress" desc = "A red dress robe" icon_state = "priestess" - item_state = "priestess" + inhand_icon_state = "priestess" item_color = "priestess" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -338,7 +338,7 @@ name = "blue robe dress" desc = "A blue dress robe" icon_state = "priestess_blue" - item_state = "priestess_blue" + inhand_icon_state = "priestess_blue" item_color = "priestess_blue" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -347,7 +347,7 @@ name = "purple robe dress" desc = "A purple dress robe" icon_state = "priestess_purple" - item_state = "priestess_purple" + inhand_icon_state = "priestess_purple" item_color = "priestess_purple" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -356,7 +356,7 @@ name = "red and white robe dress" desc = "A red and whitedress robe" icon_state = "priestess_rw" - item_state = "priestess_rw" + inhand_icon_state = "priestess_rw" item_color = "priestess_rw" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -365,7 +365,7 @@ name = "blue and white robe dress" desc = "A blue and whitedress robe" icon_state = "priestess_bw" - item_state = "priestess_bw" + inhand_icon_state = "priestess_bw" item_color = "priestess_bw" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -374,7 +374,7 @@ name = "purple and white robe dress" desc = "A purple and whitedress robe" icon_state = "priestess_pw" - item_state = "priestess_pw" + inhand_icon_state = "priestess_pw" item_color = "priestess_pw" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -383,7 +383,7 @@ name = "blue princess" desc = "A blue frilly dress" icon_state = "princess" - item_state = "princess" + inhand_icon_state = "princess" item_color = "princess" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -392,7 +392,7 @@ name = "Red Hakama" desc = "A red hakama" icon_state = "hakama_1" - item_state = "hakama_1" + inhand_icon_state = "hakama_1" item_color = "hakama_1" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -401,7 +401,7 @@ name = "Black Hakama" desc = "A red hakama" icon_state = "hakama_2" - item_state = "hakama_2" + inhand_icon_state = "hakama_2" item_color = "hakama_2" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -410,7 +410,7 @@ name = "Blue Hakama" desc = "A blue hakama" icon_state = "hakama_3" - item_state = "hakama_3" + inhand_icon_state = "hakama_3" item_color = "hakama_3" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -419,7 +419,7 @@ name = "long red Hakama" desc = "A red hakama with a black top and a long skirt." icon_state = "hakama_4" - item_state = "hakama_4" + inhand_icon_state = "hakama_4" item_color = "hakama_4" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -428,7 +428,7 @@ name = "long white Hakama" desc = "A white hakama with a black top and a long skirt." icon_state = "hakama_5" - item_state = "hakama_5" + inhand_icon_state = "hakama_5" item_color = "hakama_5" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -437,7 +437,7 @@ name = "long blue Hakama" desc = "A blue hakama with a black top and a long skirt." icon_state = "hakama_6" - item_state = "hakama_6" + inhand_icon_state = "hakama_6" item_color = "hakama_6" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -446,7 +446,7 @@ name = "Red, white and blue dress" desc = "A frilly skirt! Makes you think of sailing on the moon.." icon_state = "sailormoon" - item_state = "sailormoon" + inhand_icon_state = "sailormoon" item_color = "sailormoon" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -455,7 +455,7 @@ name = "Diner dress, mint" desc = "A cute mint colored dress." icon_state = "dinerdress-mint" - item_state = "dinerdress-mint" + inhand_icon_state = "dinerdress-mint" item_color = "dinerdress-mint" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -464,7 +464,7 @@ name = "Diner dress, pink" desc = "A cute pink colored dress." icon_state = "dinerdress-pink" - item_state = "dinerdress-pink" + inhand_icon_state = "dinerdress-pink" item_color = "dinerdress-pink" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE @@ -473,7 +473,7 @@ name = "Mini Black Dress" desc = "A small black dress." icon_state = "mini_black" - item_state = "mini_black" + inhand_icon_state = "mini_black" item_color = "mini_black" can_adjust = FALSE @@ -481,7 +481,7 @@ name = "Mini Black and Blue Dress" desc = "A small black and blue dress." icon_state = "mini_black_blue" - item_state = "mini_black_blue" + inhand_icon_state = "mini_black_blue" item_color = "mini_black_blue" can_adjust = FALSE @@ -489,7 +489,7 @@ name = "Mini Black and Blue Dress" desc = "A small black and blue dress." icon_state = "mini_black_blue" - item_state = "mini_black_blue" + inhand_icon_state = "mini_black_blue" item_color = "mini_black_blue" can_adjust = FALSE @@ -497,7 +497,7 @@ name = "Mini White" desc = "A small white dress." icon_state = "mini_white" - item_state = "mini_white" + inhand_icon_state = "mini_white" item_color = "mini_white" can_adjust = FALSE @@ -505,7 +505,7 @@ name = "pristess dress" desc = "A fancy dress" icon_state = "pristess" - item_state = "pristess" + inhand_icon_state = "pristess" item_color = "pristess" can_adjust = FALSE @@ -513,7 +513,7 @@ name = "Summer dress" desc = "A pink summer dress" icon_state = "summer" - item_state = "summer" + inhand_icon_state = "summer" item_color = "summer" can_adjust = FALSE @@ -521,7 +521,7 @@ name = "Thin white dress" desc = "A thin white and kinda revealing dress." icon_state = "thot" - item_state = "thot" + inhand_icon_state = "thot" item_color = "thot" can_adjust = FALSE @@ -529,7 +529,7 @@ name = "female blue outfit" desc = "A blue tunic." icon_state = "fem_blue" - item_state = "fem_blue" + inhand_icon_state = "fem_blue" item_color = "fem_blue" can_adjust = FALSE @@ -537,7 +537,7 @@ name = "female rose outfit" desc = "A rose tunic." icon_state = "fem_rose" - item_state = "fem_rose" + inhand_icon_state = "fem_rose" item_color = "fem_rose" can_adjust = FALSE @@ -545,7 +545,7 @@ name = "female white outfit" desc = "A white tunic." icon_state = "fem_white" - item_state = "fem_white" + inhand_icon_state = "fem_white" item_color = "fem_white" can_adjust = FALSE @@ -553,7 +553,7 @@ name = "Blue Vestido Dress" desc = "A very fancy blue dress" icon_state = "vestido_blue" - item_state = "vestido_blue" + inhand_icon_state = "vestido_blue" item_color = "vestido_blue" can_adjust = FALSE @@ -561,7 +561,7 @@ name = "Black Vestido Dress" desc = "A very fancy black dress" icon_state = "vestido_black" - item_state = "vestido_black" + inhand_icon_state = "vestido_black" item_color = "vestido_black" can_adjust = FALSE @@ -569,7 +569,7 @@ name = "Pink Vestido Dress" desc = "A very fancy pink dress" icon_state = "vestido_pink" - item_state = "vestido_pink" + inhand_icon_state = "vestido_pink" item_color = "vestido_pink" can_adjust = FALSE @@ -577,7 +577,7 @@ name = "Yellow Vestido Dress" desc = "A very fancy yellow dress" icon_state = "vestido_yellow" - item_state = "vestido_yellow" + inhand_icon_state = "vestido_yellow" item_color = "vestido_yellow" can_adjust = FALSE @@ -585,7 +585,7 @@ name = "White Vestido Dress" desc = "A very fancy white dress" icon_state = "vestido_white" - item_state = "vestido_white" + inhand_icon_state = "vestido_white" item_color = "vestido_white" can_adjust = FALSE @@ -593,7 +593,7 @@ name = "Purple Vestido Dress" desc = "A very fancy purple dress" icon_state = "vestido_purple" - item_state = "vestido_purple" + inhand_icon_state = "vestido_purple" item_color = "vestido_purple" can_adjust = FALSE @@ -601,7 +601,7 @@ name = "Red Vestido Dress" desc = "A very fancy red dress" icon_state = "vestido_red" - item_state = "vestido_red" + inhand_icon_state = "vestido_red" item_color = "vestido_red" can_adjust = FALSE @@ -609,7 +609,7 @@ name = "blue Nurse Dress" desc = "A cute nurse dress! Shot time." icon_state = "nursedress" - item_state = "nursedress" + inhand_icon_state = "nursedress" item_color = "nursedress" can_adjust = FALSE @@ -617,7 +617,7 @@ name = "red Nurse Dress" desc = "A cute nurse dress! Shot time." icon_state = "nursedressred" - item_state = "nursedressred" + inhand_icon_state = "nursedressred" item_color = "nursedressred" can_adjust = FALSE @@ -625,91 +625,91 @@ name = "silver yukata" desc = "Light cotton robes secured with a large obi tied into a neat bow around the waist. Perfect for the Japanese summer heat, which you're very far away from." icon_state = "yukata_plain1" - item_state = "yukata_plain1" + inhand_icon_state = "yukata_plain1" /obj/item/clothing/under/dress/coyote/yukataplain/black name = "black yukata" desc = "Light cotton robes secured with a large obi tied into a neat bow around the waist. Perfect for the Japanese summer heat, which you're very far away from." icon_state = "yukata_plain2" - item_state = "yukata_plain2" + inhand_icon_state = "yukata_plain2" /obj/item/clothing/under/dress/coyote/yukataplain/white name = "white yukata" desc = "Light cotton robes secured with a large obi tied into a neat bow around the waist. Perfect for the Japanese summer heat, which you're very far away from." icon_state = "yukata_plain3" - item_state = "yukata_plain3" + inhand_icon_state = "yukata_plain3" /obj/item/clothing/under/dress/coyote/yukataplain/darkblue name = "Dark blue yukata" desc = "Light cotton robes secured with a large obi tied into a neat bow around the waist. Perfect for the Japanese summer heat, which you're very far away from." icon_state = "yukata_plain4" - item_state = "yukata_plain4" + inhand_icon_state = "yukata_plain4" /obj/item/clothing/under/dress/coyote/yukataplain/lightblue name = "Light blue yukata" desc = "Light cotton robes secured with a large obi tied into a neat bow around the waist. Perfect for the Japanese summer heat, which you're very far away from." icon_state = "yukata_plain5" - item_state = "yukata_plain5" + inhand_icon_state = "yukata_plain5" /obj/item/clothing/under/dress/coyote/yukataplain/florablue name = "Blue Flora yukata" desc = "Light cotton robes secured with a large obi tied into a neat bow around the waist. Perfect for the Japanese summer heat, which you're very far away from." icon_state = "yukata_floral1" - item_state = "yukata_floral1" + inhand_icon_state = "yukata_floral1" /obj/item/clothing/under/dress/coyote/yukataplain/floraorange name = "Orange Flora yukata" desc = "Light cotton robes secured with a large obi tied into a neat bow around the waist. Perfect for the Japanese summer heat, which you're very far away from." icon_state = "yukata_floral2" - item_state = "yukata_floral2" + inhand_icon_state = "yukata_floral2" /obj/item/clothing/under/dress/coyote/yukataplain/florayellow name = "Yellow Flora yukata" desc = "Light cotton robes secured with a large obi tied into a neat bow around the waist. Perfect for the Japanese summer heat, which you're very far away from." icon_state = "yukata_floral3" - item_state = "yukata_floral3" + inhand_icon_state = "yukata_floral3" /obj/item/clothing/under/dress/coyote/yukataplain/florared name = "Red Flora yukata" desc = "Light cotton robes secured with a large obi tied into a neat bow around the waist. Perfect for the Japanese summer heat, which you're very far away from." icon_state = "yukata_floral3" - item_state = "yukata_floral3" + inhand_icon_state = "yukata_floral3" /obj/item/clothing/under/dress/coyote/yukataplain/florapurple name = "Purple Flora yukata" desc = "Light cotton robes secured with a large obi tied into a neat bow around the waist. Perfect for the Japanese summer heat, which you're very far away from." icon_state = "yukata_floral4" - item_state = "yukata_floral4" + inhand_icon_state = "yukata_floral4" /obj/item/clothing/under/dress/coyote/grassskirt name = "Grass Skirt" desc = "A grass Skirt! Real grass not included. Though it does have a coconut bra." icon_state = "grass_skirt" - item_state = "grass_skirt" + inhand_icon_state = "grass_skirt" /obj/item/clothing/under/dress/coyote/purplegown name = "Short purple gown" desc = "A purple gown with puffy skirt." icon_state = "midnight_gown" - item_state = "midnight_gown" + inhand_icon_state = "midnight_gown" /obj/item/clothing/under/dress/coyote/winegown name = "Short wine gown" desc = "A wine gown with puffy skirt." icon_state = "wine_gown" - item_state = "wine_gown" + inhand_icon_state = "wine_gown" /obj/item/clothing/under/dress/coyote/tealgown name = "Short teal gown" desc = "A teal gown with puffy skirt." icon_state = "teal_gown" - item_state = "teal_gown" + inhand_icon_state = "teal_gown" /obj/item/clothing/under/dress/coyote/bluedress name = "Fancy form fitting blue dress" desc = "A long blue dress that fits well to a form." icon_state = "bluedress" - item_state = "bluedress" + inhand_icon_state = "bluedress" fitted = FEMALE_UNIFORM_TOP can_adjust = FALSE body_parts_covered = CHEST|GROIN|ARMS|LEGS diff --git a/code/modules/clothing/under/suits.dm b/code/modules/clothing/under/suits.dm index 73204f8f3a..d4ad7e2060 100644 --- a/code/modules/clothing/under/suits.dm +++ b/code/modules/clothing/under/suits.dm @@ -3,14 +3,14 @@ name = "white suit" desc = "A white suit, suitable for an excellent host." icon_state = "scratch" - item_state = "scratch" + inhand_icon_state = "scratch" can_adjust = FALSE /obj/item/clothing/under/suit/white_on_white/skirt name = "white suitskirt" desc = "A white suitskirt, suitable for an excellent host." icon_state = "white_suit_skirt" - item_state = "scratch" + inhand_icon_state = "scratch" body_parts_covered = CHEST|GROIN|ARMS can_adjust = FALSE fitted = FEMALE_UNIFORM_TOP @@ -26,40 +26,40 @@ name = "waiter's outfit" desc = "It's a very smart uniform with a special pocket for tip." icon_state = "waiter" - item_state = "waiter" + inhand_icon_state = "waiter" can_adjust = FALSE /obj/item/clothing/under/suit/black name = "black suit" desc = "A black suit and red tie. Very formal." icon_state = "black_suit" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" can_adjust = FALSE /obj/item/clothing/under/suit/black_really name = "executive suit" desc = "A formal black suit and red tie, intended for the station's finest." icon_state = "really_black_suit" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" /obj/item/clothing/under/suit/black/skirt name = "executive suit" desc = "A formal trouser suit for women, intended for the station's finest." icon_state = "black_suit_fem" - item_state = "black_suit_fem" + inhand_icon_state = "black_suit_fem" /obj/item/clothing/under/suit/green name = "green suit" desc = "A green suit and yellow necktie. Baller." icon_state = "green_suit" - item_state = "dg_suit" + inhand_icon_state = "dg_suit" can_adjust = FALSE /obj/item/clothing/under/suit/red name = "red suit" desc = "A red suit and blue tie. Somewhat formal." icon_state = "red_suit" - item_state = "r_suit" + inhand_icon_state = "r_suit" can_adjust = FALSE @@ -67,46 +67,46 @@ name = "charcoal suit" desc = "A charcoal suit and red tie. Very professional." icon_state = "charcoal_suit" - item_state = "charcoal_suit" + inhand_icon_state = "charcoal_suit" can_adjust = FALSE /obj/item/clothing/under/suit/navy name = "navy suit" desc = "A navy suit and red tie, intended for the station's finest." icon_state = "navy_suit" - item_state = "navy_suit" + inhand_icon_state = "navy_suit" can_adjust = FALSE /obj/item/clothing/under/suit/burgundy name = "burgundy suit" desc = "A burgundy suit and black tie. Somewhat formal." icon_state = "burgundy_suit" - item_state = "burgundy_suit" + inhand_icon_state = "burgundy_suit" can_adjust = FALSE /obj/item/clothing/under/suit/checkered name = "checkered suit" desc = "That's a very nice suit you have there. Shame if something were to happen to it, eh?" icon_state = "checkered_suit" - item_state = "checkered_suit" + inhand_icon_state = "checkered_suit" can_adjust = FALSE /obj/item/clothing/under/suit/tan name = "tan suit" desc = "A tan suit with a yellow tie. Smart, but casual." icon_state = "tan_suit" - item_state = "tan_suit" + inhand_icon_state = "tan_suit" can_adjust = FALSE /obj/item/clothing/under/suit/white name = "white formal underclothes" desc = "A neat set of black slacks and a white shirt, only slightly weathered from the nuclear apocalypse." icon_state = "white_suit" - item_state = "white_suit" + inhand_icon_state = "white_suit" can_adjust = FALSE /obj/item/clothing/under/suit/telegram name = "telegram suit" desc = "Bright and red, hard to miss. Mostly warn by hotel staff or singing telegram." icon_state = "telegram" - item_state = "telegram" + inhand_icon_state = "telegram" body_parts_covered = CHEST|GROIN can_adjust = FALSE @@ -114,7 +114,7 @@ name = "polychromic suit" desc = "For when you want to show off your horrible colour coordination skills." icon_state = "polysuit" - item_state = "sl_suit" + inhand_icon_state = "sl_suit" can_adjust = FALSE mutantrace_variation = NONE @@ -129,11 +129,11 @@ /obj/item/clothing/under/suit/turtle/teal name = "teal turtleneck" icon_state = "tealturtle" - item_state = "tealturtle" + inhand_icon_state = "tealturtle" can_adjust = FALSE /obj/item/clothing/under/suit/turtle/grey name = "grey turtleneck" icon_state = "greyturtle" - item_state = "greyturtle" + inhand_icon_state = "greyturtle" can_adjust = FALSE diff --git a/code/modules/clothing/under/sweaters.dm b/code/modules/clothing/under/sweaters.dm index 2f6226c0f2..7224adbbc8 100644 --- a/code/modules/clothing/under/sweaters.dm +++ b/code/modules/clothing/under/sweaters.dm @@ -2,7 +2,7 @@ name = "cream sweater" desc = "Why trade style for comfort? Now you can go commando down south and still be cozy up north." icon_state = "bb_turtle" - item_state = "w_suit" + inhand_icon_state = "w_suit" body_parts_covered = CHEST|GROIN|ARMS can_adjust = TRUE mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -10,24 +10,24 @@ /obj/item/clothing/under/sweater/black name = "black sweater" icon_state = "bb_turtleblk" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" /obj/item/clothing/under/sweater/purple name = "purple sweater" icon_state = "bb_turtlepur" - item_state = "p_suit" + inhand_icon_state = "p_suit" /obj/item/clothing/under/sweater/green name = "green sweater" icon_state = "bb_turtlegrn" - item_state = "g_suit" + inhand_icon_state = "g_suit" /obj/item/clothing/under/sweater/red name = "red sweater" icon_state = "bb_turtlered" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/sweater/blue name = "blue sweater" icon_state = "bb_turtleblu" - item_state = "b_suit" + inhand_icon_state = "b_suit" diff --git a/code/modules/clothing/under/syndicate.dm b/code/modules/clothing/under/syndicate.dm index c095f6d22b..e8ae574f0e 100644 --- a/code/modules/clothing/under/syndicate.dm +++ b/code/modules/clothing/under/syndicate.dm @@ -2,7 +2,7 @@ name = "tactical turtleneck" desc = "A non-descript and slightly suspicious looking turtleneck with digital camouflage cargo pants." icon_state = "syndicate" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" has_sensor = NO_SENSORS alt_covers_chest = TRUE mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -11,7 +11,7 @@ name = "tactical skirtleneck" desc = "A non-descript and slightly suspicious looking skirtleneck." icon_state = "syndicate_skirt" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" has_sensor = NO_SENSORS alt_covers_chest = TRUE fitted = FEMALE_UNIFORM_TOP @@ -21,7 +21,7 @@ name = "blood-red sneaksuit" desc = "An insidious armored jumpsuit lined with Syndicate nanofibers and prototype platings, slightly resistant to most forms of damage, but is far too bulky to have anything attached to it. It still counts as stealth if there are no witnesses." icon_state = "bloodred_pajamas" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" dummy_thick = TRUE resistance_flags = FIRE_PROOF | ACID_PROOF can_adjust = FALSE @@ -30,7 +30,7 @@ name = "brotherhood fatigues" desc = "A pair of loose fitting combat pants with a comfortable looking black overshirt." icon_state = "syndicate" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" item_color = "syndicate" has_sensor = NO_SENSORS alt_covers_chest = TRUE @@ -39,19 +39,19 @@ name = "blood-red pajamas" desc = "Do operatives dream of nuclear sheep?" icon_state = "bloodred_pajamas" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" /obj/item/clothing/under/syndicate/tacticool name = "tacticool turtleneck" desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-." icon_state = "tactifool" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" /obj/item/clothing/under/syndicate/tacticool/skirt name = "tacticool skirtleneck" desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-." icon_state = "tactifool_skirt" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" fitted = FEMALE_UNIFORM_TOP mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -59,21 +59,21 @@ name = "tactitool turtleneck" desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-." icon_state = "tactifool" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" has_sensor = TRUE /obj/item/clothing/under/syndicate/sniper name = "Tactical turtleneck suit" desc = "A double seamed tactical turtleneck disguised as a civilian grade silk suit. Intended for the most formal operator. The collar is really sharp." icon_state = "really_black_suit" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" can_adjust = FALSE /obj/item/clothing/under/syndicate/camo name = "camouflage fatigues" desc = "A green military camouflage uniform." icon_state = "camogreen" - item_state = "g_suit" + inhand_icon_state = "g_suit" can_adjust = FALSE /obj/item/clothing/under/syndicate/camo/cosmetic @@ -104,7 +104,7 @@ name = "major league, number unknown" desc = "A major league outfit with the number faded number on the back. Seems rather robust for just a game..." icon_state = "syndicatebaseball" - item_state = "syndicatebaseball" + inhand_icon_state = "syndicatebaseball" has_sensor = NO_SENSORS alt_covers_chest = TRUE mutantrace_variation = USE_TAUR_CLIP_MASK diff --git a/code/modules/clothing/under/trek.dm b/code/modules/clothing/under/trek.dm index 0d549472c4..347bbf9fef 100644 --- a/code/modules/clothing/under/trek.dm +++ b/code/modules/clothing/under/trek.dm @@ -4,7 +4,7 @@ /obj/item/clothing/under/trek // This one has no sprite. Do not use. name = "Section 31 Uniform" desc = "Oooh... right." - item_state = "" + inhand_icon_state = "" can_adjust = FALSE //to prevent you from "wearing it casually" @@ -13,20 +13,20 @@ name = "command uniform" desc = "The uniform worn by command officers in the mid 2260s." icon_state = "trek_command" - item_state = "y_suit" + inhand_icon_state = "y_suit" /obj/item/clothing/under/trek/engsec name = "operations uniform" desc = "The uniform worn by operations officers of the mid 2260s. You feel strangely vulnerable just seeing this..." icon_state = "trek_engsec" - item_state = "r_suit" + inhand_icon_state = "r_suit" strip_delay = 50 /obj/item/clothing/under/trek/medsci name = "medsci uniform" desc = "The uniform worn by medsci officers in the mid 2260s." icon_state = "trek_medsci" - item_state = "b_suit" + inhand_icon_state = "b_suit" permeability_coefficient = 0.50 @@ -34,68 +34,68 @@ /obj/item/clothing/under/trek/command/next desc = "The uniform worn by command officers. This one's from the mid 2360s." icon_state = "trek_next_command" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/trek/engsec/next desc = "The uniform worn by operation officers. This one's from the mid 2360s." icon_state = "trek_next_engsec" - item_state = "y_suit" + inhand_icon_state = "y_suit" /obj/item/clothing/under/trek/medsci/next desc = "The uniform worn by medsci officers. This one's from the mid 2360s." icon_state = "trek_next_medsci" - item_state = "b_suit" + inhand_icon_state = "b_suit" //ENT /obj/item/clothing/under/trek/command/ent desc = "The uniform worn by command officers of the 2140s." icon_state = "trek_ent_command" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" /obj/item/clothing/under/trek/engsec/ent desc = "The uniform worn by operations officers of the 2140s." icon_state = "trek_ent_engsec" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" /obj/item/clothing/under/trek/medsci/ent desc = "The uniform worn by medsci officers of the 2140s." icon_state = "trek_ent_medsci" - item_state = "bl_suit" + inhand_icon_state = "bl_suit" //VOY /obj/item/clothing/under/trek/command/voy desc = "The uniform worn by command officers of the 2370s." icon_state = "trek_voy_command" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/trek/engsec/voy desc = "The uniform worn by operations officers of the 2370s." icon_state = "trek_voy_engsec" - item_state = "y_suit" + inhand_icon_state = "y_suit" /obj/item/clothing/under/trek/medsci/voy desc = "The uniform worn by medsci officers of the 2370s." icon_state = "trek_voy_medsci" - item_state = "b_suit" + inhand_icon_state = "b_suit" //DS9 /obj/item/clothing/under/trek/command/ds9 desc = "The uniform worn by command officers of the 2380s." icon_state = "trek_ds9_command" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/trek/engsec/ds9 desc = "The uniform worn by operations officers of the 2380s." icon_state = "trek_ds9_engsec" - item_state = "y_suit" + inhand_icon_state = "y_suit" /obj/item/clothing/under/trek/medsci/ds9 desc = "The uniform undershirt worn by medsci officers of the 2380s." icon_state = "trek_ds9_medsci" - item_state = "b_suit" + inhand_icon_state = "b_suit" //Orvilike (Orville-inspired clothing with TOS-like color code) /obj/item/clothing/under/trek/command/orv @@ -131,20 +131,20 @@ name = "adjutant uniform" desc = "An uniform worn by adjutants (assistants) since 2550s." icon_state = "orv_ass" - item_state = "gy_suit" + inhand_icon_state = "gy_suit" /obj/item/clothing/under/trek/orv/service name = "service uniform" desc = "An uniform worn by service officers since 2550s." icon_state = "orv_srv" - item_state = "g_suit" + inhand_icon_state = "g_suit" //The Motion Picture /obj/item/clothing/under/trek/fedutil name = "federation utility uniform" desc = "The uniform worn by United Federation enlisted crew members in 2285s." icon_state = "trek_tmp_enlist" - item_state = "r_suit" + inhand_icon_state = "r_suit" /obj/item/clothing/under/trek/fedutil/trainee name = "federation trainee utility uniform" @@ -161,5 +161,5 @@ name = "french marshall's uniform" desc = "Something about it feels off..." icon_state = "trek_Q" - item_state = "r_suit" + inhand_icon_state = "r_suit" diff --git a/code/modules/customitems/item_defines.dm b/code/modules/customitems/item_defines.dm index a32d2ce456..39178f700d 100644 --- a/code/modules/customitems/item_defines.dm +++ b/code/modules/customitems/item_defines.dm @@ -23,7 +23,7 @@ All custom items with worn sprites must follow the contained sprite system: http desc = "A simple vaporizer pen, the electronic version of the cigarette." icon = 'icons/obj/custom_items/corvo_cigarette.dmi' icon_state = "corvo_cigarette" - item_state = "corvo_cigarette" + inhand_icon_state = "corvo_cigarette" body_parts_covered = 0 w_class = 2 slot_flags = SLOT_EARS | SLOT_MASK @@ -42,10 +42,10 @@ All custom items with worn sprites must follow the contained sprite system: http /obj/item/clothing/mask/fluff/corvo_cigarette/update_icon() if(!opened) icon_state = "corvo_cigarette_on" - item_state = "corvo_cigarette_on" + inhand_icon_state = "corvo_cigarette_on" else icon_state = "corvo_cigarette" - item_state = "corvo_cigarette" + inhand_icon_state = "corvo_cigarette" /obj/item/clothing/mask/fluff/corvo_cigarette/examine(mob/user) if(..(user, 1)) diff --git a/code/modules/customitems/item_spawning.dm b/code/modules/customitems/item_spawning.dm index 483c130162..f5daeb6cb7 100644 --- a/code/modules/customitems/item_spawning.dm +++ b/code/modules/customitems/item_spawning.dm @@ -55,12 +55,12 @@ if(inherit_inhands) apply_inherit_inhands(item) else - item.item_state_slots = null + item.inhand_icon_state_slots = null item.item_icons = null // item.icon = CUSTOM_ITEM_OBJ item.icon_state = item_icon - item.item_state = null + item.inhand_icon_state = null // item.icon_override = CUSTOM_ITEM_MOB var/obj/item/clothing/under/U = item @@ -94,30 +94,30 @@ /datum/custom_item/proc/apply_inherit_inhands(obj/item/item) var/list/new_item_icons = list() - var/list/new_item_state_slots = list() + var/list/new_inhand_icon_state_slots = list() */ // var/list/available_states = icon_states(CUSTOM_ITEM_MOB) - //If l_hand or r_hand are not present, preserve them using item_icons/item_state_slots + //If l_hand or r_hand are not present, preserve them using item_icons/inhand_icon_state_slots //Then use icon_override to make every other slot use the custom sprites by default. //This has to be done before we touch any of item's vars /* if(!("[item_icon]_l" in available_states)) - new_item_state_slots[slot_l_hand_str] = get_state(item, slot_l_hand_str, "_l") + new_inhand_icon_state_slots[slot_l_hand_str] = get_state(item, slot_l_hand_str, "_l") new_item_icons[slot_l_hand_str] = get_icon(item, slot_l_hand_str, 'icons/mob/items/lefthand.dmi') if(!("[item_icon]_r" in available_states)) - new_item_state_slots[slot_r_hand_str] = get_state(item, slot_r_hand_str, "_r") + new_inhand_icon_state_slots[slot_r_hand_str] = get_state(item, slot_r_hand_str, "_r") new_item_icons[slot_r_hand_str] = get_icon(item, slot_r_hand_str, 'icons/mob/items/righthand.dmi') - item.item_state_slots = new_item_state_slots + item.inhand_icon_state_slots = new_inhand_icon_state_slots item.item_icons = new_item_icons //this has to mirror the way update_inv_*_hand() selects the state /datum/custom_item/proc/get_state(obj/item/item, slot_str, hand_str) var/t_state - if(item.item_state_slots && item.item_state_slots[slot_str]) - t_state = item.item_state_slots[slot_str] - else if(item.item_state) - t_state = item.item_state + if(item.inhand_icon_state_slots && item.inhand_icon_state_slots[slot_str]) + t_state = item.inhand_icon_state_slots[slot_str] + else if(item.inhand_icon_state) + t_state = item.inhand_icon_state else t_state = item.icon_state if(item.icon_override) diff --git a/code/modules/detectivework/evidence.dm b/code/modules/detectivework/evidence.dm index 9150b724b3..21a4be1279 100644 --- a/code/modules/detectivework/evidence.dm +++ b/code/modules/detectivework/evidence.dm @@ -5,7 +5,7 @@ desc = "An empty evidence bag." icon = 'icons/obj/storage.dmi' icon_state = "evidenceobj" - item_state = "" + inhand_icon_state = "" w_class = WEIGHT_CLASS_TINY /obj/item/evidencebag/afterattack(obj/item/I, mob/user,proximity) diff --git a/code/modules/detectivework/footprints_and_rag.dm b/code/modules/detectivework/footprints_and_rag.dm index 751cde91a3..4ff85df332 100644 --- a/code/modules/detectivework/footprints_and_rag.dm +++ b/code/modules/detectivework/footprints_and_rag.dm @@ -54,7 +54,7 @@ desc = "A soft cotton towel." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "towel" - item_state = "towel" + inhand_icon_state = "towel" slot_flags = INV_SLOTBIT_HEAD | INV_SLOTBIT_BELT | INV_SLOTBIT_OCLOTHING item_flags = NOBLUDGEON | NO_UNIFORM_REQUIRED //so it can be worn on the belt slot even with no uniform. force = 1 diff --git a/code/modules/detectivework/scanner.dm b/code/modules/detectivework/scanner.dm index 750cd22c8e..b24d69e042 100644 --- a/code/modules/detectivework/scanner.dm +++ b/code/modules/detectivework/scanner.dm @@ -8,7 +8,7 @@ icon = 'icons/obj/device.dmi' icon_state = "forensicnew" w_class = WEIGHT_CLASS_SMALL - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' flags_1 = CONDUCT_1 diff --git a/code/modules/fallout/misc/gangtool.dm b/code/modules/fallout/misc/gangtool.dm index b7c362b455..787832993b 100644 --- a/code/modules/fallout/misc/gangtool.dm +++ b/code/modules/fallout/misc/gangtool.dm @@ -11,7 +11,7 @@ desc = "A device that allows you to contact underground suppliers for special gear. Suppliers are only willing to talk to the leaders of the gangs." icon = 'icons/obj/device.dmi' icon_state = "gangtool-red" - item_state = "radio" + inhand_icon_state = "radio" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' throwforce = 0 diff --git a/code/modules/fallout/obj/crafting.dm b/code/modules/fallout/obj/crafting.dm index c20969e5bd..24c1b97a5c 100644 --- a/code/modules/fallout/obj/crafting.dm +++ b/code/modules/fallout/obj/crafting.dm @@ -27,7 +27,7 @@ name = "basic crafting components obtained from salvaging" desc = "This should not be visible. Tell someone about it." icon = 'icons/fallout/objects/crafting.dmi' - item_state = "null" + inhand_icon_state = "null" w_class = WEIGHT_CLASS_TINY /obj/item/crafting/diode diff --git a/code/modules/fallout/obj/explosives.dm b/code/modules/fallout/obj/explosives.dm index 32da9f6de0..9e743acee2 100644 --- a/code/modules/fallout/obj/explosives.dm +++ b/code/modules/fallout/obj/explosives.dm @@ -8,7 +8,7 @@ w_class = 2 icon = 'icons/fallout/objects/crafting.dmi' icon_state = "capmine" - item_state = "capmine" + inhand_icon_state = "capmine" throw_speed = 1 throw_range = 0 // flags = CONDUCT diff --git a/code/modules/fallout/obj/holodisks.dm b/code/modules/fallout/obj/holodisks.dm index e585a871a6..6d04450a0f 100644 --- a/code/modules/fallout/obj/holodisks.dm +++ b/code/modules/fallout/obj/holodisks.dm @@ -6,7 +6,7 @@ desc = "A durable laser-readable storage device produced by Wattz Electronics.
Based on tape holography technology, it can store information safely for extended periods of time." icon = 'icons/fallout/objects/items.dmi' icon_state = "holodisk" - item_state = "holodisk" + inhand_icon_state = "holodisk" throwforce = 0 hitsound = null w_class = WEIGHT_CLASS_TINY @@ -82,7 +82,7 @@ desc = "A pre-War music box - remainder of humanity from the good old days." icon = 'icons/fallout/objects/items.dmi' icon_state = "music1" - item_state = "music1" + inhand_icon_state = "music1" soundFile = 'sound/f13items/music_box.ogg' //Amazing grace soundLength = 320 */ diff --git a/code/modules/fallout/obj/items.dm b/code/modules/fallout/obj/items.dm index 8833bd5337..6e1c7653d3 100644 --- a/code/modules/fallout/obj/items.dm +++ b/code/modules/fallout/obj/items.dm @@ -3,7 +3,7 @@ desc = "A backpack filled with a blend of healing chemicals that inject automatically upon the wearer being hurt." icon = 'icons/fallout/objects/medicine/drugs.dmi' icon_state = "traumapack" - item_state = "welderpack" + inhand_icon_state = "welderpack" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' throwforce = 0 diff --git a/code/modules/fallout/obj/krotchy.dm b/code/modules/fallout/obj/krotchy.dm index 804f07a1c7..cc591493de 100644 --- a/code/modules/fallout/obj/krotchy.dm +++ b/code/modules/fallout/obj/krotchy.dm @@ -5,7 +5,7 @@ desc = "The Bad Touch - Krotchy Doll." icon = 'icons/fallout/objects/items.dmi' icon_state = "doll" - item_state = "doll" + inhand_icon_state = "doll" throwforce = 0 hitsound = null w_class = WEIGHT_CLASS_TINY diff --git a/code/modules/fallout/obj/rockitlauncher.dm b/code/modules/fallout/obj/rockitlauncher.dm index 223ad054e2..31db336691 100644 --- a/code/modules/fallout/obj/rockitlauncher.dm +++ b/code/modules/fallout/obj/rockitlauncher.dm @@ -8,7 +8,7 @@ desc = "Homemade pneumatic cannon made from a vacuum cleaner, firehose, and a leaf blower." icon = 'icons/fallout/objects/guns/rockitlauncher.dmi' icon_state = "rockitlauncher_back" - item_state = "rockitlauncher_back" + inhand_icon_state = "rockitlauncher_back" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' slot_flags = INV_SLOTBIT_BACK diff --git a/code/modules/farming/farming_tools.dm b/code/modules/farming/farming_tools.dm index 25342bc4cc..8a47ef87b9 100644 --- a/code/modules/farming/farming_tools.dm +++ b/code/modules/farming/farming_tools.dm @@ -136,7 +136,7 @@ desc = "A small tool for digging and removing plant roots." icon = 'icons/fallout/farming/farming_tools.dmi' icon_state = "spade" - item_state = "spade" + inhand_icon_state = "spade" lefthand_file = 'icons/fallout/onmob/tools/farming_lefthand.dmi' righthand_file = 'icons/fallout/onmob/tools/farming_righthand.dmi' toolspeed = 0.5 @@ -155,7 +155,7 @@ desc = "It's used for removing weeds, stepping on it might hurt." icon = 'icons/fallout/farming/farming_tools.dmi' icon_state = "cultivator" - item_state = "cultivator" + inhand_icon_state = "cultivator" lefthand_file = 'icons/fallout/onmob/tools/farming_lefthand.dmi' righthand_file = 'icons/fallout/onmob/tools/farming_righthand.dmi' resistance_flags = FLAMMABLE @@ -174,7 +174,7 @@ /obj/item/cultivator/rake name = "rake" icon_state = "rake" - item_state = "rake" + inhand_icon_state = "rake" lefthand_file = 'icons/fallout/onmob/tools/farming_lefthand.dmi' righthand_file = 'icons/fallout/onmob/tools/farming_righthand.dmi' flags_1 = null diff --git a/code/modules/food_and_drinks/drinks/drinks.dm b/code/modules/food_and_drinks/drinks/drinks.dm index acb9d4a96f..ed3161de8c 100644 --- a/code/modules/food_and_drinks/drinks/drinks.dm +++ b/code/modules/food_and_drinks/drinks/drinks.dm @@ -296,7 +296,7 @@ name = "mug" desc = "A drink served in a classy mug." icon_state = "tea" - item_state = "coffee" + inhand_icon_state = "coffee" spillable = TRUE /obj/item/reagent_containers/food/drinks/mug/on_reagent_change(changetype) @@ -373,7 +373,7 @@ name = "Magm-Ale" desc = "A true dorf's drink of choice." icon_state = "alebottle" - item_state = "beer" + inhand_icon_state = "beer" list_reagents = list(/datum/reagent/consumable/ethanol/ale = 30) foodtype = GRAIN | ALCOHOL diff --git a/code/modules/food_and_drinks/drinks/drinks/bottle.dm b/code/modules/food_and_drinks/drinks/drinks/bottle.dm index 6ba91055ca..a09688c838 100644 --- a/code/modules/food_and_drinks/drinks/drinks/bottle.dm +++ b/code/modules/food_and_drinks/drinks/drinks/bottle.dm @@ -9,7 +9,7 @@ volume = 100 force = 10 throwforce = 15 - item_state = "broken_beer" //Generic held-item sprite until unique ones are made. + inhand_icon_state = "broken_beer" //Generic held-item sprite until unique ones are made. lefthand_file = 'icons/mob/inhands/misc/food_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/food_righthand.dmi' var/knockdown_duration = 0 // Don't change this back, ever. @@ -82,7 +82,7 @@ throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_TINY - item_state = "beer" + inhand_icon_state = "beer" hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("stabbed", "slashed", "attacked") var/icon/broken_outline = icon('icons/obj/drinks.dmi', "broken") @@ -439,7 +439,7 @@ desc = "Full of vitamins and deliciousness!" custom_price = PRICE_CHEAP icon_state = "orangejuice" - item_state = "carton" + inhand_icon_state = "carton" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' isGlass = FALSE @@ -450,7 +450,7 @@ name = "small carton box" desc = "A small biodegradable carton box made from plant biomatter." icon_state = "eco_box" - item_state = "carton" + inhand_icon_state = "carton" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' volume = 50 @@ -461,7 +461,7 @@ desc = "It's cream. Made from milk. What else did you think you'd find in there?" custom_price = PRICE_CHEAP icon_state = "cream" - item_state = "carton" + inhand_icon_state = "carton" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' isGlass = FALSE @@ -530,7 +530,7 @@ desc = "Well, at least it LOOKS like tomato juice. You can't tell with all that redness." custom_price = PRICE_CHEAP icon_state = "tomatojuice" - item_state = "carton" + inhand_icon_state = "carton" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' isGlass = FALSE @@ -542,7 +542,7 @@ desc = "Sweet-sour goodness." custom_price = PRICE_CHEAP icon_state = "limejuice" - item_state = "carton" + inhand_icon_state = "carton" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' isGlass = FALSE @@ -553,7 +553,7 @@ name = "pineapple juice" desc = "Extremely tart, yellow juice." icon_state = "pineapplejuice" - item_state = "carton" + inhand_icon_state = "carton" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' isGlass = FALSE @@ -564,7 +564,7 @@ name = "strawberry juice" desc = "Slushy, reddish juice." icon_state = "strawberryjuice" - item_state = "carton" + inhand_icon_state = "carton" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' isGlass = FALSE @@ -576,7 +576,7 @@ desc = "Tastes naturally minty, and imparts a very mild numbing sensation." custom_price = PRICE_CHEAP icon_state = "mentholbox" - item_state = "carton" + inhand_icon_state = "carton" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' isGlass = FALSE @@ -603,7 +603,7 @@ throw_speed = 0 throw_range = 0 w_class = WEIGHT_CLASS_TINY - item_state = "beer" + inhand_icon_state = "beer" attack_verb = list("boop", "thunked", "shown") /obj/item/export/bottle/gin diff --git a/code/modules/food_and_drinks/food/condiment.dm b/code/modules/food_and_drinks/food/condiment.dm index c69f1f4070..0df8801d0a 100644 --- a/code/modules/food_and_drinks/food/condiment.dm +++ b/code/modules/food_and_drinks/food/condiment.dm @@ -117,7 +117,7 @@ name = "sugar bottle" desc = "Tasty sweet sugar!" icon_state = "sugar" - item_state = "flour" + inhand_icon_state = "flour" list_reagents = list(/datum/reagent/consumable/sugar = 50) /obj/item/reagent_containers/food/condiment/saltshaker //Separate from above since it's a small shaker rather then @@ -171,7 +171,7 @@ name = "milk" desc = "I hope it hasn't expired, but its likely." icon_state = "milk" - item_state = "carton" + inhand_icon_state = "carton" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' list_reagents = list(/datum/reagent/consumable/milk = 50) @@ -181,7 +181,7 @@ name = "flour sack" desc = "A big bag of flour. Good for baking!" icon_state = "flour" - item_state = "flour" + inhand_icon_state = "flour" list_reagents = list(/datum/reagent/consumable/flour = 30) possible_states = list() @@ -189,7 +189,7 @@ name = "soy milk" desc = "It's soy milk. White and nutritious goodness!" icon_state = "soymilk" - item_state = "carton" + inhand_icon_state = "carton" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' list_reagents = list(/datum/reagent/consumable/soymilk = 50) @@ -199,7 +199,7 @@ name = "rice sack" desc = "A big bag of rice. Good for cooking!" icon_state = "rice" - item_state = "flour" + inhand_icon_state = "flour" list_reagents = list(/datum/reagent/consumable/rice = 30) possible_states = list() diff --git a/code/modules/food_and_drinks/food/snacks_bread.dm b/code/modules/food_and_drinks/food/snacks_bread.dm index 23591407cb..84df84ab94 100644 --- a/code/modules/food_and_drinks/food/snacks_bread.dm +++ b/code/modules/food_and_drinks/food/snacks_bread.dm @@ -184,7 +184,7 @@ desc = "Alas, it is limited." icon = 'icons/obj/food/burgerbread.dmi' icon_state = "garlicbread" - item_state = "garlicbread" + inhand_icon_state = "garlicbread" bonus_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/consumable/nutriment/vitamin = 2) list_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/consumable/nutriment/vitamin= 4, /datum/reagent/consumable/garlic = 2) bitesize = 3 diff --git a/code/modules/food_and_drinks/food/snacks_pastry.dm b/code/modules/food_and_drinks/food/snacks_pastry.dm index b7dd79b2fb..3ef0d2c45d 100644 --- a/code/modules/food_and_drinks/food/snacks_pastry.dm +++ b/code/modules/food_and_drinks/food/snacks_pastry.dm @@ -803,7 +803,7 @@ name = "pancake" desc = "A fluffy pancake. The softer, superior relative of the waffle." icon_state = "pancakes_1" - item_state = "pancakes" + inhand_icon_state = "pancakes" bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 1) list_reagents = list(/datum/reagent/consumable/nutriment = 4, /datum/reagent/consumable/nutriment/vitamin = 1) filling_color = "#D2691E" @@ -814,7 +814,7 @@ name = "blueberry pancake" desc = "A fluffy and delicious blueberry pancake." icon_state = "bbpancakes_1" - item_state = "bbpancakes" + inhand_icon_state = "bbpancakes" bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 2) list_reagents = list(/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/nutriment/vitamin = 3) tastes = list("pancakes" = 1, "blueberries" = 1) @@ -823,7 +823,7 @@ name = "chocolate chip pancake" desc = "A fluffy and delicious chocolate chip pancake." icon_state = "ccpancakes_1" - item_state = "ccpancakes" + inhand_icon_state = "ccpancakes" bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 2) list_reagents = list(/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/nutriment/vitamin = 3) tastes = list("pancakes" = 1, "chocolate" = 1) @@ -892,7 +892,7 @@ ..() /obj/item/reagent_containers/food/snacks/pancakes/update_snack_overlays(obj/item/reagent_containers/food/snacks/P) - var/mutable_appearance/pancake = mutable_appearance(icon, "[P.item_state]_[rand(1,3)]") + var/mutable_appearance/pancake = mutable_appearance(icon, "[P.inhand_icon_state]_[rand(1,3)]") pancake.pixel_x = rand(-1,1) pancake.pixel_y = 3 * contents.len - 1 add_overlay(pancake) diff --git a/code/modules/food_and_drinks/pizzabox.dm b/code/modules/food_and_drinks/pizzabox.dm index 6c01606e1e..8514ea872c 100644 --- a/code/modules/food_and_drinks/pizzabox.dm +++ b/code/modules/food_and_drinks/pizzabox.dm @@ -2,7 +2,7 @@ name = "pizza bomb" desc = "Special delivery!" icon_state = "pizzabomb_inactive" - item_state = "eshield0" + inhand_icon_state = "eshield0" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' @@ -11,7 +11,7 @@ desc = "A box suited for pizzas." icon = 'icons/obj/food/containers.dmi' icon_state = "pizzabox" - item_state = "pizzabox" + inhand_icon_state = "pizzabox" lefthand_file = 'icons/mob/inhands/misc/food_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/food_righthand.dmi' @@ -91,7 +91,7 @@ var/current_offset = 2 if(isinhands) for(var/V in boxes) //add EXTRA BOX per box - var/mutable_appearance/M = mutable_appearance(icon_file, item_state) + var/mutable_appearance/M = mutable_appearance(icon_file, inhand_icon_state) M.pixel_y = current_offset current_offset += 2 . += M diff --git a/code/modules/holiday/easter.dm b/code/modules/holiday/easter.dm index 8686fb91e2..1e9adcb9db 100644 --- a/code/modules/holiday/easter.dm +++ b/code/modules/holiday/easter.dm @@ -88,7 +88,7 @@ /obj/item/clothing/head/bunnyhead name = "Easter Bunny Head" icon_state = "bunnyhead" - item_state = "bunnyhead" + inhand_icon_state = "bunnyhead" desc = "Considerably more cute than 'Frank'." // slowdown = -1 flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR @@ -97,7 +97,7 @@ name = "Easter Bunny Suit" desc = "Hop Hop Hop!" icon_state = "bunnysuit" - item_state = "bunnysuit" + inhand_icon_state = "bunnysuit" // slowdown = -1 body_parts_covered = CHEST|GROIN|LEGS|ARMS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT diff --git a/code/modules/holiday/party_time.dm b/code/modules/holiday/party_time.dm index 1abcbdb9b6..7f851a45df 100644 --- a/code/modules/holiday/party_time.dm +++ b/code/modules/holiday/party_time.dm @@ -247,7 +247,7 @@ GLOBAL_LIST_INIT(party_drinks, subtypesof(/obj/item/reagent_containers/food/drin desc = "A festive lil pouch full of tasty treats! Or whatever someone decided to put in it." icon = 'icons/obj/storage.dmi' icon_state = "paperbag_SmileyFace" - item_state = "paperbag_None" + inhand_icon_state = "paperbag_None" resistance_flags = FLAMMABLE foldable = null diff --git a/code/modules/holodeck/items.dm b/code/modules/holodeck/items.dm index 3fcf116a06..8811fd73f7 100644 --- a/code/modules/holodeck/items.dm +++ b/code/modules/holodeck/items.dm @@ -67,14 +67,14 @@ name = "basketball" icon = 'icons/obj/items_and_weapons.dmi' icon_state = "basketball" - item_state = "basketball" + inhand_icon_state = "basketball" desc = "Here's your chance, do your dance at the Space Jam." w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets /obj/item/toy/beach_ball/holoball/dodgeball name = "dodgeball" icon_state = "dodgeball" - item_state = "dodgeball" + inhand_icon_state = "dodgeball" desc = "Used for playing the most violent and degrading of childhood games." /obj/item/toy/beach_ball/holoball/dodgeball/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) diff --git a/code/modules/hydroponics/beekeeping/beekeeper_suit.dm b/code/modules/hydroponics/beekeeping/beekeeper_suit.dm index 7fa1a0dd2c..e5e39858e2 100644 --- a/code/modules/hydroponics/beekeeping/beekeeper_suit.dm +++ b/code/modules/hydroponics/beekeeping/beekeeper_suit.dm @@ -3,7 +3,7 @@ name = "beekeeper hat" desc = "Keeps the lil buzzing buggers out of your eyes." icon_state = "beekeeper" - item_state = "beekeeper" + inhand_icon_state = "beekeeper" clothing_flags = THICKMATERIAL @@ -11,5 +11,5 @@ name = "beekeeper suit" desc = "Keeps the lil buzzing buggers away from your squishy bits." icon_state = "beekeeper" - item_state = "beekeeper" + inhand_icon_state = "beekeeper" clothing_flags = THICKMATERIAL diff --git a/code/modules/hydroponics/grown/banana.dm b/code/modules/hydroponics/grown/banana.dm index 1c9bec34c2..7bdd4bdf2b 100644 --- a/code/modules/hydroponics/grown/banana.dm +++ b/code/modules/hydroponics/grown/banana.dm @@ -25,7 +25,7 @@ name = "banana" desc = "It's an excellent prop for a clown." icon_state = "banana" - item_state = "banana" + inhand_icon_state = "banana" trash = /obj/item/grown/bananapeel filling_color = "#FFFF00" bitesize = 5 @@ -46,7 +46,7 @@ lefthand_file = 'icons/mob/inhands/misc/food_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/food_righthand.dmi' icon_state = "banana_peel" - item_state = "banana_peel" + inhand_icon_state = "banana_peel" w_class = WEIGHT_CLASS_TINY throwforce = 0 throw_speed = 3 @@ -107,7 +107,7 @@ seed = /obj/item/seeds/banana/bluespace name = "bluespace banana" icon_state = "banana_blue" - item_state = "bluespace_peel" + inhand_icon_state = "bluespace_peel" trash = /obj/item/grown/bananapeel/bluespace filling_color = "#0000FF" tastes = list("banana" = 1) diff --git a/code/modules/hydroponics/grown/corn.dm b/code/modules/hydroponics/grown/corn.dm index 373ded4c6e..37bcd5e6c8 100644 --- a/code/modules/hydroponics/grown/corn.dm +++ b/code/modules/hydroponics/grown/corn.dm @@ -38,7 +38,7 @@ name = "corn cob" desc = "A reminder of meals gone by." icon_state = "corncob" - item_state = "corncob" + inhand_icon_state = "corncob" w_class = WEIGHT_CLASS_TINY throwforce = 0 throw_speed = 3 @@ -69,7 +69,7 @@ name = "snap corn" desc = "A cob with snap pops." icon_state = "snapcorn" - item_state = "corncob" + inhand_icon_state = "corncob" w_class = WEIGHT_CLASS_TINY throwforce = 0 throw_speed = 3 diff --git a/code/modules/hydroponics/grown/garlic.dm b/code/modules/hydroponics/grown/garlic.dm index de23788482..b175c3368b 100644 --- a/code/modules/hydroponics/grown/garlic.dm +++ b/code/modules/hydroponics/grown/garlic.dm @@ -31,5 +31,5 @@ name = "garlic necklace" desc = "A clove of garlic on a cable, tied to itself in a circle, just might fit around your neck. For loonies people who fear getting their blood sucked." icon_state = "garlic_necklace" - item_state = "garlic_necklace" + inhand_icon_state = "garlic_necklace" diff --git a/code/modules/hydroponics/grown/misc.dm b/code/modules/hydroponics/grown/misc.dm index c9318de8ba..33a14a4996 100644 --- a/code/modules/hydroponics/grown/misc.dm +++ b/code/modules/hydroponics/grown/misc.dm @@ -276,7 +276,7 @@ name = "coconut" desc = "Hard shell of a nut containing delicious milk inside. Perhaps try using something sharp?" icon_state = "coconut" - item_state = "coconut" + inhand_icon_state = "coconut" possible_transfer_amounts = list(5, 10, 15, 20, 25, 30, 50) spillable = FALSE resistance_flags = ACID_PROOF diff --git a/code/modules/hydroponics/hydroitemdefines.dm b/code/modules/hydroponics/hydroitemdefines.dm index f5f2cf6256..6e7225058b 100644 --- a/code/modules/hydroponics/hydroitemdefines.dm +++ b/code/modules/hydroponics/hydroitemdefines.dm @@ -4,7 +4,7 @@ desc = "A scanner used to evaluate a plant's various areas of growth, and genetic traits." icon = 'icons/obj/device.dmi' icon_state = "hydro" - item_state = "analyzer" + inhand_icon_state = "analyzer" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_TINY @@ -39,7 +39,7 @@ icon = 'icons/obj/hydroponics/equipment.dmi' name = "weed spray" icon_state = "weedspray" - item_state = "spraycan" + inhand_icon_state = "spraycan" lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi' volume = 100 @@ -50,7 +50,7 @@ icon = 'icons/obj/hydroponics/equipment.dmi' name = "pest spray" icon_state = "pestspray" - item_state = "plantbgone" + inhand_icon_state = "plantbgone" lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi' volume = 100 diff --git a/code/modules/instruments/instruments/item.dm b/code/modules/instruments/instruments/item.dm index f250a24dfc..53d152dcc6 100644 --- a/code/modules/instruments/instruments/item.dm +++ b/code/modules/instruments/instruments/item.dm @@ -107,7 +107,7 @@ name = "swamp violin" desc = "A wooden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\"" icon_state = "violin" - item_state = "violin" + inhand_icon_state = "violin" force = 24 force_unwielded = 24 force_wielded = 30 @@ -131,7 +131,7 @@ force_wielded = 30 weapon_special_component = /datum/component/weapon_special/single_turf icon_state = "golden_violin" - item_state = "golden_violin" + inhand_icon_state = "golden_violin" resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF /obj/item/instrument/piano_synth @@ -142,7 +142,7 @@ force_wielded = 28 weapon_special_component = /datum/component/weapon_special/single_turf icon_state = "synth" - item_state = "synth" + inhand_icon_state = "synth" allowed_instrument_ids = "piano" @@ -163,7 +163,7 @@ name = "guitar" desc = "It's made of wood and has bronze strings." icon_state = "guitar" - item_state = "guitar" + inhand_icon_state = "guitar" force = 18 force_unwielded = 18 force_wielded = 28 @@ -178,7 +178,7 @@ alpha = 200 color = "#BB9999" icon_state = "guitar" - item_state = "guitar" + inhand_icon_state = "guitar" force = 24 force_unwielded = 24 force_wielded = 30 @@ -187,7 +187,7 @@ name = "electric guitar" desc = "Makes all your shredding needs possible." icon_state = "eguitar" - item_state = "eguitar" + inhand_icon_state = "eguitar" force = 12 attack_verb = list("played metal on", "shredded", "crashed", "smashed") hitsound = 'sound/weapons/stringsmash.ogg' @@ -197,7 +197,7 @@ name = "glockenspiel" desc = "Smooth metal bars perfect for any marching band." icon_state = "glockenspiel" - item_state = "glockenspiel" + inhand_icon_state = "glockenspiel" allowed_instrument_ids = "glockenspiel" force = 18 force_unwielded = 18 @@ -208,7 +208,7 @@ name = "Mr. Bones Wild Ride" desc = "Smooth ghostly blackened bone bars perfect for any marching band of the dead." icon_state = "glockenspiel" - item_state = "glockenspiel" + inhand_icon_state = "glockenspiel" alpha = 120 color = "#000000" allowed_instrument_ids = "glockenspiel" @@ -221,7 +221,7 @@ name = "accordion" desc = "Pun-Pun not included." icon_state = "accordion" - item_state = "accordion" + inhand_icon_state = "accordion" allowed_instrument_ids = "accordion" force = 18 force_unwielded = 18 @@ -243,7 +243,7 @@ name = "trumpet" desc = "To announce the arrival of the king!" icon_state = "trumpet" - item_state = "trombone" + inhand_icon_state = "trombone" allowed_instrument_ids = "trombone" force = 18 force_unwielded = 18 @@ -272,7 +272,7 @@ name = "saxophone" desc = "This soothing sound will be sure to leave your audience in tears." icon_state = "saxophone" - item_state = "saxophone" + inhand_icon_state = "saxophone" allowed_instrument_ids = "saxophone" force = 18 force_unwielded = 18 @@ -291,7 +291,7 @@ name = "spectral saxophone" desc = "This spooky sound will be sure to leave mortals in bones." icon_state = "saxophone" - item_state = "saxophone" + inhand_icon_state = "saxophone" force = 0 attack_verb = list("played","jazzed","saxxed","mourned","dooted","spooked") @@ -307,7 +307,7 @@ name = "trombone" desc = "How can any pool table ever hope to compete?" icon_state = "trombone" - item_state = "trombone" + inhand_icon_state = "trombone" allowed_instrument_ids = "trombone" force = 18 force_unwielded = 18 @@ -336,14 +336,14 @@ desc = "Just like in school, playing ability and all." force = 5 icon_state = "recorder" - item_state = "recorder" + inhand_icon_state = "recorder" allowed_instrument_ids = "recorder" /obj/item/instrument/harmonica name = "harmonica" desc = "For when you get a bad case of the space blues." icon_state = "harmonica" - item_state = "harmonica" + inhand_icon_state = "harmonica" allowed_instrument_ids = "harmonica" slot_flags = INV_SLOTBIT_MASK force = 5 @@ -367,7 +367,7 @@ name = "gilded bike horn" desc = "An exquisitely decorated bike horn, capable of honking in a variety of notes." icon_state = "bike_horn" - item_state = "bike_horn" + inhand_icon_state = "bike_horn" lefthand_file = 'icons/mob/inhands/equipment/horns_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/horns_righthand.dmi' attack_verb = list("beautifully honks") @@ -382,7 +382,7 @@ name = "banjo" desc = "A 'Mura' brand banjo. It's pretty much just a drum with a neck and strings." icon_state = "banjo" - item_state = "banjo" + inhand_icon_state = "banjo" force = 18 force_unwielded = 18 force_wielded = 28 @@ -395,7 +395,7 @@ name = "Finger Licker" desc = "A cursed banjo said to lick your ear holes and call you its brother-uncle. Hits pretty hard though." icon_state = "banjo" - item_state = "banjo" + inhand_icon_state = "banjo" force = 24 force_unwielded = 24 force_wielded = 30 @@ -411,7 +411,7 @@ icon_state = "musicaltuner" slot_flags = INV_SLOTBIT_BELT w_class = WEIGHT_CLASS_SMALL - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' diff --git a/code/modules/integrated_electronics/core/assemblies.dm b/code/modules/integrated_electronics/core/assemblies.dm index 4130f149e7..2532dc7c1b 100644 --- a/code/modules/integrated_electronics/core/assemblies.dm +++ b/code/modules/integrated_electronics/core/assemblies.dm @@ -714,7 +714,7 @@ /obj/item/electronic_assembly/medium/gun name = "type-e electronic mechanism" icon_state = "setup_medium_gun" - item_state = "circuitgun" + inhand_icon_state = "circuitgun" desc = "It's a case, for building medium-sized electronics with. This one resembles a gun, or some type of tool, if you're feeling optimistic. It can fire guns and throw items while the user is holding it." lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' diff --git a/code/modules/integrated_electronics/core/printer.dm b/code/modules/integrated_electronics/core/printer.dm index 813f214aee..614a667061 100644 --- a/code/modules/integrated_electronics/core/printer.dm +++ b/code/modules/integrated_electronics/core/printer.dm @@ -308,7 +308,7 @@ desc = "Install this into your integrated circuit printer to enhance it." icon = 'icons/obj/assemblies/electronic_tools.dmi' icon_state = "upgrade_disk" - item_state = "card-id" + inhand_icon_state = "card-id" w_class = WEIGHT_CLASS_SMALL /obj/item/disk/integrated_circuit/upgrade/advanced diff --git a/code/modules/jobs/job_types/wasteland.dm b/code/modules/jobs/job_types/wasteland.dm index 97c2098c7c..c798842128 100644 --- a/code/modules/jobs/job_types/wasteland.dm +++ b/code/modules/jobs/job_types/wasteland.dm @@ -1333,7 +1333,7 @@ Raider B.deity_name = GLOB.deity B.name = GLOB.bible_name B.icon_state = GLOB.bible_icon_state - B.item_state = GLOB.bible_item_state + B.inhand_icon_state = GLOB.bible_inhand_icon_state to_chat(H, "There is already an established religion onboard the station. You are an acolyte of [GLOB.deity]. Defer to the Chaplain.") H.equip_to_slot_or_del(B, SLOT_IN_BACKPACK) var/nrt = GLOB.holy_weapon_type || /obj/item/nullrod diff --git a/code/modules/library/lib_machines.dm b/code/modules/library/lib_machines.dm index 17cd12472a..2e34bd6d39 100644 --- a/code/modules/library/lib_machines.dm +++ b/code/modules/library/lib_machines.dm @@ -478,9 +478,9 @@ GLOBAL_LIST(cachedbooks) // List of our cached book datums if(href_list["printbible"]) if(cooldown < world.time) var/obj/item/storage/book/bible/B = new /obj/item/storage/book/bible(src.loc) - if(GLOB.bible_icon_state && GLOB.bible_item_state) + if(GLOB.bible_icon_state && GLOB.bible_inhand_icon_state) B.icon_state = GLOB.bible_icon_state - B.item_state = GLOB.bible_item_state + B.inhand_icon_state = GLOB.bible_inhand_icon_state B.name = GLOB.bible_name B.deity_name = GLOB.deity cooldown = world.time + PRINTER_COOLDOWN diff --git a/code/modules/mining/aux_base.dm b/code/modules/mining/aux_base.dm index 8b981b0feb..a476b279b3 100644 --- a/code/modules/mining/aux_base.dm +++ b/code/modules/mining/aux_base.dm @@ -187,7 +187,7 @@ interface with the mining shuttle at the landing site if a mobile beacon is also /obj/item/assault_pod/mining name = "Landing Field Designator" icon_state = "gangtool-purple" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' desc = "Deploy to designate the landing zone of the auxillary base." diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm index 6b5ada8951..f77a7bd462 100644 --- a/code/modules/mining/equipment/explorer_gear.dm +++ b/code/modules/mining/equipment/explorer_gear.dm @@ -3,7 +3,7 @@ name = "wasteland explorer suit" desc = "Originally a standard set of Combat Armor, this suit has been heavily modified to protect the wearer from radiation. Unfortunately, this means the ballistic and laser-resistant armor plates had to be stripped out." icon_state = "explorer" - item_state = "explorer" + inhand_icon_state = "explorer" w_class = WEIGHT_CLASS_NORMAL gas_transfer_coefficient = 0.9 permeability_coefficient = 0.5 @@ -61,7 +61,7 @@ name = "H.E.C.K. suit" desc = "Hostile Environment Cross-Kinetic Suit: A suit designed to withstand the wide variety of hazards from Lavaland. It wasn't enough for its last owner." icon_state = "hostile_env" - item_state = "hostile_env" + inhand_icon_state = "hostile_env" clothing_flags = THICKMATERIAL //not spaceproof max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | LAVA_PROOF | ACID_PROOF | GOLIATH_RESISTANCE @@ -92,7 +92,7 @@ name = "H.E.C.K. helmet" desc = "Hostile Environiment Cross-Kinetic Helmet: A helmet designed to withstand the wide variety of hazards from Lavaland. It wasn't enough for its last owner." icon_state = "hostile_env" - item_state = "hostile_env" + inhand_icon_state = "hostile_env" w_class = WEIGHT_CLASS_NORMAL max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT clothing_flags = THICKMATERIAL // no space protection @@ -128,7 +128,7 @@ name = "SEVA environmental suit" desc = "The product of combining a radiation suit and a ballistic vest, the SEVA provides excellent environmental and ballistic protection. Just don't get stabbed. Or stand in front of a laser." icon_state = "seva" - item_state = "seva" + inhand_icon_state = "seva" w_class = WEIGHT_CLASS_NORMAL max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -147,7 +147,7 @@ name = "SEVA hood" desc = "A lead and ballistic weave lined hood. Needs a gas mask to protect the wearer from radiation." icon_state = "seva" - item_state = "seva" + inhand_icon_state = "seva" max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT armor = ARMOR_VALUE_MEDIUM armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T3, ARMOR_MODIFIER_DOWN_BULLET_T1, ARMOR_MODIFIER_DOWN_LASER_T1, ARMOR_MODIFIER_UP_ENV_T4, ARMOR_MODIFIER_UP_FIRE_T3, ARMOR_MODIFIER_UP_DT_T2) @@ -160,7 +160,7 @@ name = "SEVA Mask" desc = "A face-covering plate that can be connected to an air supply. Intended for use with the SEVA Suit." icon_state = "seva" - item_state = "seva" + inhand_icon_state = "seva" resistance_flags = FIRE_PROOF /****************Exo-Suit and Mask****************/ @@ -169,7 +169,7 @@ name = "Exo-suit" desc = "A robust suit for fighting dangerous animals. Its design and material make it harder for a Goliath to keep their grip on the wearer." icon_state = "exo" - item_state = "exo" + inhand_icon_state = "exo" w_class = WEIGHT_CLASS_BULKY heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS hoodtype = /obj/item/clothing/head/hooded/explorer/exo @@ -180,7 +180,7 @@ name = "Exo-hood" desc = "A robust helmet for fighting dangerous animals. Its design and material make it harder for a Goliath to keep their grip on the wearer." icon_state = "exo" - item_state = "exo" + inhand_icon_state = "exo" armor = ARMOR_VALUE_MEDIUM resistance_flags = FIRE_PROOF | GOLIATH_RESISTANCE @@ -188,5 +188,5 @@ name = "Exosuit Mask" desc = "A face-covering mask that can be connected to an air supply. Intended for use with the Exosuit." icon_state = "exo" - item_state = "exo" + inhand_icon_state = "exo" resistance_flags = FIRE_PROOF diff --git a/code/modules/mining/equipment/kinetic_crusher.dm b/code/modules/mining/equipment/kinetic_crusher.dm index 50eef57c3b..6f8533ba17 100644 --- a/code/modules/mining/equipment/kinetic_crusher.dm +++ b/code/modules/mining/equipment/kinetic_crusher.dm @@ -2,7 +2,7 @@ /obj/item/kinetic_crusher icon = 'icons/obj/mining.dmi' icon_state = "mining_hammer1" - item_state = "mining_hammer0" + inhand_icon_state = "mining_hammer0" lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi' name = "proto-kinetic crusher" @@ -163,7 +163,7 @@ update_icon() /obj/item/kinetic_crusher/update_icon_state() - item_state = "crusher[wielded]" // this is not icon_state and not supported by 2hcomponent + inhand_icon_state = "crusher[wielded]" // this is not icon_state and not supported by 2hcomponent /obj/item/kinetic_crusher/update_overlays() . = ..() @@ -178,7 +178,7 @@ and kit-bashed into a high-tech cleaver on a stick. These modifications trade some of the weapon's detonation power and penetration for extended reach." attack_verb = list("stabbed", "diced", "sliced", "cleaved", "chopped", "lacerated", "cut", "jabbed", "punctured") icon_state = "crusher-glaive" - item_state = "crusher0-glaive" + inhand_icon_state = "crusher0-glaive" detonation_damage = 20 max_reach = 2 weapon_special_component = /datum/component/weapon_special/ranged_spear @@ -226,7 +226,7 @@ item_flags &= ~(ITEM_CAN_PARRY) /obj/item/kinetic_crusher/glaive/update_icon_state() - item_state = "crusher[wielded]-glaive" // this is not icon_state and not supported by 2hcomponent + inhand_icon_state = "crusher[wielded]-glaive" // this is not icon_state and not supported by 2hcomponent /obj/item/projectile/destabilizer diff --git a/code/modules/mining/equipment/lazarus_injector.dm b/code/modules/mining/equipment/lazarus_injector.dm index c8fba0a9a4..be56b38c87 100644 --- a/code/modules/mining/equipment/lazarus_injector.dm +++ b/code/modules/mining/equipment/lazarus_injector.dm @@ -4,7 +4,7 @@ desc = "An injector with a cocktail of nanomachines and chemicals, this device can seemingly raise animals from the dead, making them become friendly to the user. Unfortunately, the process is useless on higher forms of life and incredibly costly, so these were hidden in storage until an executive thought they'd be great motivation for some of their employees." icon = 'icons/obj/syringe.dmi' icon_state = "lazarus_hypo" - item_state = "hypo" + inhand_icon_state = "hypo" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' throwforce = 0 @@ -82,7 +82,7 @@ desc = "An injector filled with a cocktail of nanomachines that copy an entity's form, using the body to fuel another charge and animate it." icon = 'icons/obj/syringe.dmi' icon_state = "lazarus_hypo" - item_state = "hypo" + inhand_icon_state = "hypo" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' throwforce = 0 @@ -121,7 +121,7 @@ desc = "A specially branded Holoparasite nanite strain. What years of the LLX11 Jet Auto-Injector program has led up to- a modern philosopher's stone. You can't bring back the dead, not in the way LapinLattice tried at least." icon = 'icons/obj/syringe.dmi' icon_state = "combat_hypo" - item_state = "hypo" + inhand_icon_state = "hypo" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' throwforce = 0 diff --git a/code/modules/mining/equipment/mineral_scanner.dm b/code/modules/mining/equipment/mineral_scanner.dm index 313bbedae1..c7a6f01c83 100644 --- a/code/modules/mining/equipment/mineral_scanner.dm +++ b/code/modules/mining/equipment/mineral_scanner.dm @@ -4,7 +4,7 @@ name = "manual mining scanner" icon = 'icons/obj/device.dmi' icon_state = "mining1" - item_state = "analyzer" + inhand_icon_state = "analyzer" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_SMALL @@ -34,7 +34,7 @@ desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. This one has an extended range." name = "advanced automatic mining scanner" icon_state = "mining0" - item_state = "analyzer" + inhand_icon_state = "analyzer" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' w_class = WEIGHT_CLASS_SMALL diff --git a/code/modules/mining/equipment/mining_tools.dm b/code/modules/mining/equipment/mining_tools.dm index 16b093a74f..e636a426f7 100644 --- a/code/modules/mining/equipment/mining_tools.dm +++ b/code/modules/mining/equipment/mining_tools.dm @@ -10,7 +10,7 @@ force_wielded = 60 attack_speed = CLICK_CD_MELEE * 1.35 throwforce = 40 - item_state = "pickaxe" + inhand_icon_state = "pickaxe" lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL @@ -49,7 +49,7 @@ /obj/item/pickaxe/silver name = "silver-plated pickaxe" icon_state = "spickaxe" - item_state = "spickaxe" + inhand_icon_state = "spickaxe" toolspeed = 0.5 //mines faster than a normal pickaxe, bought from mining vendor desc = "A silver-plated pickaxe that mines slightly faster than standard-issue." force = 15 @@ -61,7 +61,7 @@ /obj/item/pickaxe/diamond name = "diamond-tipped pickaxe" icon_state = "dpickaxe" - item_state = "dpickaxe" + inhand_icon_state = "dpickaxe" toolspeed = 0.3 desc = "A pickaxe with a diamond pick head. Extremely robust at cracking rock walls and digging up dirt." force = 25 @@ -73,7 +73,7 @@ /obj/item/pickaxe/rosegold name = "rose gold pickaxe" icon_state = "rgpickaxe" - item_state = "rgpickaxe" + inhand_icon_state = "rgpickaxe" toolspeed = 0.1 desc = "A pickaxe with a light rose gold head and some red glowing runes. Extremely robust at cracking rock walls and digging up dirt." force = 20 @@ -108,7 +108,7 @@ /obj/item/pickaxe/drill name = "mining drill" icon_state = "handdrill" - item_state = "jackhammer" + inhand_icon_state = "jackhammer" slot_flags = INV_SLOTBIT_BELT force = 40 force_unwielded = 40 @@ -148,7 +148,7 @@ /obj/item/pickaxe/drill/jackhammer name = "sonic jackhammer" icon_state = "jackhammer" - item_state = "jackhammer" + inhand_icon_state = "jackhammer" w_class = WEIGHT_CLASS_HUGE toolspeed = 0.2 //the epitome of powertools. extremely fast mining, laughs at puny walls usesound = 'sound/weapons/sonic_jackhammer.ogg' @@ -178,7 +178,7 @@ toolspeed = 0.1 //Can only dig ash and thats about it, out classed by the picks and drills no more! usesound = 'sound/effects/shovel_dig.ogg' throwforce = 30 - item_state = "shovel" + inhand_icon_state = "shovel" w_class = WEIGHT_CLASS_NORMAL custom_materials = list(/datum/material/iron=350) attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked") @@ -192,7 +192,7 @@ name = "serrated bone shovel" desc = "A wicked tool that cleaves through dirt just as easily as it does flesh. The design was styled after ancient tribal designs." icon_state = "shovel_bone" - item_state = "shovel_bone" + inhand_icon_state = "shovel_bone" lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi' force = 25 diff --git a/code/modules/mining/equipment/resonator.dm b/code/modules/mining/equipment/resonator.dm index ae58fb4b18..555764b12a 100644 --- a/code/modules/mining/equipment/resonator.dm +++ b/code/modules/mining/equipment/resonator.dm @@ -3,7 +3,7 @@ name = "resonator" icon = 'icons/obj/mining.dmi' icon_state = "resonator" - item_state = "resonator" + inhand_icon_state = "resonator" lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi' desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It does increased damage in low pressure." @@ -19,7 +19,7 @@ name = "upgraded resonator" desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early." icon_state = "resonator_u" - item_state = "resonator_u" + inhand_icon_state = "resonator_u" force = 20 fieldlimit = 8 quick_burst_mod = 1 diff --git a/code/modules/mining/equipment/survival_pod.dm b/code/modules/mining/equipment/survival_pod.dm index 77de5518fb..f883094837 100644 --- a/code/modules/mining/equipment/survival_pod.dm +++ b/code/modules/mining/equipment/survival_pod.dm @@ -318,7 +318,7 @@ icon = initial(I.icon) desc = initial(I.desc) icon_state = initial(I.icon_state) - item_state = initial(I.item_state) + inhand_icon_state = initial(I.inhand_icon_state) /obj/item/survivalcapsule/premium name = "Premium TTU C.A.M.P." diff --git a/code/modules/mining/equipment/vendor_items.dm b/code/modules/mining/equipment/vendor_items.dm index 8868d4655b..6ed7f962d1 100644 --- a/code/modules/mining/equipment/vendor_items.dm +++ b/code/modules/mining/equipment/vendor_items.dm @@ -3,7 +3,7 @@ /**********************Facehugger toy**********************/ /obj/item/clothing/mask/facehugger/toy - item_state = "facehugger_inactive" + inhand_icon_state = "facehugger_inactive" desc = "A toy often used to play pranks on other miners by putting it in their beds. It takes a bit to recharge after latching onto something." throwforce = 0 real = 0 diff --git a/code/modules/mining/equipment/wormhole_jaunter.dm b/code/modules/mining/equipment/wormhole_jaunter.dm index a856c1dea0..44157606cb 100644 --- a/code/modules/mining/equipment/wormhole_jaunter.dm +++ b/code/modules/mining/equipment/wormhole_jaunter.dm @@ -4,7 +4,7 @@ desc = "A single use device harnessing outdated wormhole technology, US Government has since turned its eyes to blue space for more accurate teleportation. The wormholes it creates are unpleasant to travel through, to say the least.\nThanks to modifications provided by the Free Golems, this jaunter can be worn on the belt to provide protection from chasms." icon = 'icons/obj/mining.dmi' icon_state = "Jaunter" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' throwforce = 0 diff --git a/code/modules/mining/lavaland/necropolis_chests.dm b/code/modules/mining/lavaland/necropolis_chests.dm index 6827d5f073..982a164694 100644 --- a/code/modules/mining/lavaland/necropolis_chests.dm +++ b/code/modules/mining/lavaland/necropolis_chests.dm @@ -381,7 +381,7 @@ desc = "This lantern gives off no light, but is home to a friendly wisp." icon = 'icons/obj/lighting.dmi' icon_state = "lantern-blue" - item_state = "lantern" + inhand_icon_state = "lantern" lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi' var/obj/effect/wisp/wisp @@ -514,7 +514,7 @@ desc = "Mid or feed." ammo_type = /obj/item/ammo_casing/magic/hook icon_state = "hook" - item_state = "chain" + inhand_icon_state = "chain" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' fire_sound = 'sound/weapons/batonextend.ogg' @@ -875,7 +875,7 @@ name = "\improper spectral blade" desc = "A rusted and dulled blade. It doesn't look like it'd do much damage. It glows weakly." icon_state = "spectral" - item_state = "spectral" + inhand_icon_state = "spectral" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' flags_1 = CONDUCT_1 @@ -1032,7 +1032,7 @@ name = "staff of lava" desc = "The ability to fill the emergency shuttle with lava. What more could you want out of life?" icon_state = "staffofstorms" - item_state = "staffofstorms" + inhand_icon_state = "staffofstorms" lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' icon = 'icons/obj/guns/magic.dmi' @@ -1206,7 +1206,7 @@ name = "hierophant club" desc = "The strange technology of this large club allows various nigh-magical feats. It used to beat you, but now you can set the beat." icon_state = "hierophant_club_ready_beacon" - item_state = "hierophant_club_ready_beacon" + inhand_icon_state = "hierophant_club_ready_beacon" icon = 'icons/obj/lavaland/artefacts.dmi' lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi' righthand_file = 'icons/mob/inhands/64x64_righthand.dmi' @@ -1280,7 +1280,7 @@ blast_range -= round(health_percent * 10) //one additional range for each missing 10% of health /obj/item/hierophant_club/update_icon_state() - icon_state = item_state = "hierophant_club[timer <= world.time ? "_ready":""][(beacon && !QDELETED(beacon)) ? "":"_beacon"]" + icon_state = inhand_icon_state = "hierophant_club[timer <= world.time ? "_ready":""][(beacon && !QDELETED(beacon)) ? "":"_beacon"]" /obj/item/hierophant_club/proc/prepare_icon_update() update_icon() diff --git a/code/modules/mining/ores_coins.dm b/code/modules/mining/ores_coins.dm index c8d1dbfa54..95c4af9973 100644 --- a/code/modules/mining/ores_coins.dm +++ b/code/modules/mining/ores_coins.dm @@ -11,7 +11,7 @@ name = "rock" icon = 'icons/obj/mining.dmi' icon_state = "ore" - item_state = "ore" + inhand_icon_state = "ore" full_w_class = WEIGHT_CLASS_BULKY singular_name = "ore chunk" var/points = 0 //How many points this ore gets you from the ore redemption machine @@ -65,7 +65,7 @@ /obj/item/stack/ore/uranium name = "uranium ore" icon_state = "Uranium ore" - item_state = "Uranium ore" + inhand_icon_state = "Uranium ore" singular_name = "uranium ore chunk" points = 30 custom_materials = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT) @@ -75,7 +75,7 @@ /obj/item/stack/ore/iron name = "iron ore" icon_state = "Iron ore" - item_state = "Iron ore" + inhand_icon_state = "Iron ore" singular_name = "iron ore chunk" points = 1 custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT) @@ -85,7 +85,7 @@ /obj/item/stack/ore/glass name = "sand pile" icon_state = "Glass ore" - item_state = "Glass ore" + inhand_icon_state = "Glass ore" singular_name = "sand pile" points = 1 custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT) @@ -149,7 +149,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ /obj/item/stack/ore/blackpowder name = "gunpowder" icon_state = "Blackpowder ore" - item_state = "Blackpowder ore" + inhand_icon_state = "Blackpowder ore" singular_name = "blackpowder" points = 1 merge_type = /obj/item/stack/ore/blackpowder @@ -187,7 +187,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ /obj/item/stack/ore/plasma name = "carbon chunks" icon_state = "slag" - item_state = "slag" + inhand_icon_state = "slag" singular_name = "carbon chunk" points = 15 custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT) @@ -201,7 +201,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ /obj/item/stack/ore/silver name = "silver ore" icon_state = "Silver ore" - item_state = "Silver ore" + inhand_icon_state = "Silver ore" singular_name = "silver ore chunk" points = 16 custom_materials = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT) @@ -220,7 +220,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ /obj/item/stack/ore/diamond name = "diamond ore" icon_state = "Diamond ore" - item_state = "Diamond ore" + inhand_icon_state = "Diamond ore" singular_name = "diamond ore chunk" points = 50 custom_materials = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT) @@ -230,7 +230,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ /obj/item/stack/ore/titanium name = "titanium ore" icon_state = "Titanium ore" - item_state = "Titanium ore" + inhand_icon_state = "Titanium ore" singular_name = "titanium ore chunk" points = 50 custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT) @@ -242,7 +242,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ desc = "Completely useless." icon = 'icons/fallout/objects/crafting/blacksmith.dmi' icon_state = "slag" - item_state = "slag" + inhand_icon_state = "slag" singular_name = "slag chunk" merge_type = /obj/item/stack/ore/slag @@ -251,7 +251,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ desc = "Extremely explosive if struck with mining equipment, Gibtonite is often used by miners to speed up their work by using it as a mining charge. This material is illegal to possess by unauthorized personnel under space law." icon = 'icons/obj/mining.dmi' icon_state = "Gibtonite ore" - item_state = "Gibtonite ore" + inhand_icon_state = "Gibtonite ore" w_class = WEIGHT_CLASS_BULKY throw_range = 0 var/primed = FALSE diff --git a/code/modules/mob/living/carbon/alien/humanoid/update_icons.dm b/code/modules/mob/living/carbon/alien/humanoid/update_icons.dm index 9563959ebc..06bcf86472 100644 --- a/code/modules/mob/living/carbon/alien/humanoid/update_icons.dm +++ b/code/modules/mob/living/carbon/alien/humanoid/update_icons.dm @@ -61,7 +61,7 @@ remove_overlay(HANDCUFF_LAYER) if(handcuffed) - var/cuff_icon = handcuffed.item_state + var/cuff_icon = handcuffed.inhand_icon_state var/dmi_file = 'icons/mob/alien.dmi' if(mob_size == MOB_SIZE_LARGE) @@ -82,14 +82,14 @@ var/obj/item/l_hand = get_item_for_held_index(1) if(l_hand) - var/itm_state = l_hand.item_state + var/itm_state = l_hand.inhand_icon_state if(!itm_state) itm_state = l_hand.icon_state hands += mutable_appearance(alt_inhands_file, "[itm_state][caste]_l", -HANDS_LAYER) var/obj/item/r_hand = get_item_for_held_index(2) if(r_hand) - var/itm_state = r_hand.item_state + var/itm_state = r_hand.inhand_icon_state if(!itm_state) itm_state = r_hand.icon_state hands += mutable_appearance(alt_inhands_file, "[itm_state][caste]_r", -HANDS_LAYER) diff --git a/code/modules/mob/living/carbon/alien/special/facehugger.dm b/code/modules/mob/living/carbon/alien/special/facehugger.dm index 486c977367..d23e89c26c 100644 --- a/code/modules/mob/living/carbon/alien/special/facehugger.dm +++ b/code/modules/mob/living/carbon/alien/special/facehugger.dm @@ -13,7 +13,7 @@ desc = "It has some sort of a tube at the end of its tail." icon = 'icons/mob/alien.dmi' icon_state = "facehugger" - item_state = "facehugger" + inhand_icon_state = "facehugger" w_class = WEIGHT_CLASS_TINY //note: can be picked up by aliens unlike most other items of w_class below 4 clothing_flags = ALLOWINTERNALS throw_range = 5 @@ -45,13 +45,13 @@ /obj/item/clothing/mask/facehugger/dead icon_state = "facehugger_dead" - item_state = "facehugger_inactive" + inhand_icon_state = "facehugger_inactive" sterile = TRUE stat = DEAD /obj/item/clothing/mask/facehugger/impregnated icon_state = "facehugger_impregnated" - item_state = "facehugger_impregnated" + inhand_icon_state = "facehugger_impregnated" sterile = TRUE stat = DEAD @@ -249,7 +249,7 @@ return icon_state = "[initial(icon_state)]_dead" - item_state = "facehugger_inactive" + inhand_icon_state = "facehugger_inactive" stat = DEAD visible_message(span_danger("[src] curls up into a ball!")) diff --git a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm index 558ceff6be..455e9bc4eb 100644 --- a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm @@ -157,7 +157,7 @@ /obj/item/light_eater name = "light eater" //as opposed to heavy eater icon_state = "arm_blade" - item_state = "arm_blade" + inhand_icon_state = "arm_blade" force = 25 lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi' righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi' diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index ea89fab7ec..cace842dcf 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -186,7 +186,7 @@ There are several things that need to be remembered: return //TODO: add an icon file for ID slot stuff, so it's less snowflakey - id_overlay = wear_id.build_worn_icon(default_layer = ID_LAYER, default_icon_file = 'icons/mob/mob.dmi', override_state = wear_id.item_state) + id_overlay = wear_id.build_worn_icon(default_layer = ID_LAYER, default_icon_file = 'icons/mob/mob.dmi', override_state = wear_id.inhand_icon_state) if(OFFSET_ID in dna.species.offset_features) id_overlay.pixel_x += dna.species.offset_features[OFFSET_ID][1] id_overlay.pixel_y += dna.species.offset_features[OFFSET_ID][2] @@ -339,7 +339,7 @@ There are several things that need to be remembered: update_observer_view(s_store) if(IsFeral()) return - var/t_state = s_store.item_state + var/t_state = s_store.inhand_icon_state if(!t_state) t_state = s_store.icon_state overlays_standing[SUIT_STORE_LAYER] = mutable_appearance(((s_store.mob_overlay_icon) ? s_store.mob_overlay_icon : 'icons/mob/clothing/belt_mirror.dmi'), t_state, -SUIT_STORE_LAYER) @@ -611,7 +611,7 @@ covers: By Remie Richards (yes I'm taking credit because this just removed 90% of the copypaste in update_icons()) -override_state: A string to use as the state, otherwise item_state or icon_state will be used. +override_state: A string to use as the state, otherwise inhand_icon_state or icon_state will be used. default_layer: The layer to draw this on if no other layer is specified @@ -633,7 +633,7 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if /obj/item/proc/build_worn_icon(default_layer = 0, default_icon_file = null, isinhands = FALSE, femaleuniform = NO_FEMALE_UNIFORM, override_state, style_flags = NONE, use_mob_overlay_icon = TRUE, alpha_mask) var/t_state - t_state = override_state || item_state || icon_state + t_state = override_state || inhand_icon_state || icon_state //Find a valid icon file from variables+arguments var/file2use diff --git a/code/modules/mob/living/carbon/monkey/update_icons.dm b/code/modules/mob/living/carbon/monkey/update_icons.dm index cd1a5896eb..809ff7a651 100644 --- a/code/modules/mob/living/carbon/monkey/update_icons.dm +++ b/code/modules/mob/living/carbon/monkey/update_icons.dm @@ -45,7 +45,7 @@ remove_overlay(LEGCUFF_LAYER) clear_alert("legcuffed") if(legcuffed) - var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER) + var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', legcuffed.inhand_icon_state, -LEGCUFF_LAYER) legcuffs.color = handcuffed.color legcuffs.pixel_y = 8 diff --git a/code/modules/mob/living/carbon/update_icons.dm b/code/modules/mob/living/carbon/update_icons.dm index d4afd57e59..fd3a698bf8 100644 --- a/code/modules/mob/living/carbon/update_icons.dm +++ b/code/modules/mob/living/carbon/update_icons.dm @@ -149,7 +149,7 @@ /mob/living/carbon/update_inv_handcuffed() remove_overlay(HANDCUFF_LAYER) if(handcuffed) - var/mutable_appearance/cuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', handcuffed.item_state, -HANDCUFF_LAYER) + var/mutable_appearance/cuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', handcuffed.inhand_icon_state, -HANDCUFF_LAYER) cuffs.color = handcuffed.color overlays_standing[HANDCUFF_LAYER] = cuffs @@ -159,7 +159,7 @@ remove_overlay(LEGCUFF_LAYER) clear_alert("legcuffed") if(legcuffed) - var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER) + var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/clothing/restraints.dmi', legcuffed.inhand_icon_state, -LEGCUFF_LAYER) legcuffs.color = legcuffed.color overlays_standing[LEGCUFF_LAYER] = legcuffs diff --git a/code/modules/mob/living/inhand_holder.dm b/code/modules/mob/living/inhand_holder.dm index 86e9c55116..1a1d1f538e 100644 --- a/code/modules/mob/living/inhand_holder.dm +++ b/code/modules/mob/living/inhand_holder.dm @@ -16,7 +16,7 @@ if(head_icon) alternate_worn_icon = head_icon if(_worn_state) - item_state = _worn_state + inhand_icon_state = _worn_state if(lh_icon) lefthand_file = lh_icon if(rh_icon) diff --git a/code/modules/mob/living/silicon/robot/robot_modules.dm b/code/modules/mob/living/silicon/robot/robot_modules.dm index fc9e09d219..d625bf75e2 100644 --- a/code/modules/mob/living/silicon/robot/robot_modules.dm +++ b/code/modules/mob/living/silicon/robot/robot_modules.dm @@ -3,7 +3,7 @@ icon = 'icons/obj/module.dmi' icon_state = "std_mod" w_class = WEIGHT_CLASS_GIGANTIC - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' flags_1 = CONDUCT_1 diff --git a/code/modules/mob/living/simple_animal/bot/cleanbot.dm b/code/modules/mob/living/simple_animal/bot/cleanbot.dm index 1ed19b2055..d47db21169 100644 --- a/code/modules/mob/living/simple_animal/bot/cleanbot.dm +++ b/code/modules/mob/living/simple_animal/bot/cleanbot.dm @@ -61,7 +61,7 @@ weapon_orig_force = weapon.force if(!emagged) weapon.force = weapon.force / 2 - add_overlay(image(icon=weapon.lefthand_file,icon_state=weapon.item_state)) + add_overlay(image(icon=weapon.lefthand_file,icon_state=weapon.inhand_icon_state)) /mob/living/simple_animal/bot/cleanbot/proc/update_titles() var/working_title = "" diff --git a/code/modules/mob/living/simple_animal/bot/construction.dm b/code/modules/mob/living/simple_animal/bot/construction.dm index c43bbac162..023afba0c7 100644 --- a/code/modules/mob/living/simple_animal/bot/construction.dm +++ b/code/modules/mob/living/simple_animal/bot/construction.dm @@ -58,7 +58,7 @@ name = "incomplete ED-209 assembly" desc = "Some sort of bizarre assembly." icon_state = "ed209_frame" - item_state = "ed209_frame" + inhand_icon_state = "ed209_frame" created_name = "ED-209 Security Robot" //To preserve the name if it's a unique securitron I guess var/lasercolor = "" var/vest_type = /obj/item/clothing/suit/armor/medium/vest @@ -74,10 +74,10 @@ qdel(W) name = "legs/frame assembly" if(build_step == ASSEMBLY_FIRST_STEP) - item_state = "ed209_leg" + inhand_icon_state = "ed209_leg" icon_state = "ed209_leg" else - item_state = "ed209_legs" + inhand_icon_state = "ed209_legs" icon_state = "ed209_legs" build_step++ @@ -95,7 +95,7 @@ to_chat(user, span_notice("I add [W] to [src].")) qdel(W) name = "vest/legs/frame assembly" - item_state = "[lasercolor]ed209_shell" + inhand_icon_state = "[lasercolor]ed209_shell" icon_state = "[lasercolor]ed209_shell" build_step++ @@ -125,7 +125,7 @@ to_chat(user, span_notice("I add [W] to [src].")) qdel(W) name = "covered and shielded frame assembly" - item_state = "[lasercolor]ed209_hat" + inhand_icon_state = "[lasercolor]ed209_hat" icon_state = "[lasercolor]ed209_hat" build_step++ @@ -137,7 +137,7 @@ to_chat(user, span_notice("I add [W] to [src].")) qdel(W) name = "covered, shielded and sensored frame assembly" - item_state = "[lasercolor]ed209_prox" + inhand_icon_state = "[lasercolor]ed209_prox" icon_state = "[lasercolor]ed209_prox" if(6) @@ -174,7 +174,7 @@ return name = newname to_chat(user, span_notice("I add [W] to [src].")) - item_state = "[lasercolor]ed209_taser" + inhand_icon_state = "[lasercolor]ed209_taser" icon_state = "[lasercolor]ed209_taser" qdel(W) build_step++ @@ -341,7 +341,7 @@ name = "incomplete securitron assembly" desc = "Some sort of bizarre assembly made from a proximity sensor, helmet, and signaler." icon_state = "helmet_signaler" - item_state = "helmet" + inhand_icon_state = "helmet" created_name = "Securitron" //To preserve the name if it's a unique securitron I guess var/swordamt = 0 //If you're converting it into a grievousbot, how many swords have you attached var/toyswordamt = 0 //honk diff --git a/code/modules/mob/living/simple_animal/hostile/bees.dm b/code/modules/mob/living/simple_animal/hostile/bees.dm index 3bce6621d5..5fa63116ae 100644 --- a/code/modules/mob/living/simple_animal/hostile/bees.dm +++ b/code/modules/mob/living/simple_animal/hostile/bees.dm @@ -268,7 +268,7 @@ name = "queen radbee" desc = "She's the queen of radbees, BZZ BZZ!" icon_state = "queen_item" - item_state = "" + inhand_icon_state = "" icon = 'icons/mob/bees.dmi' var/mob/living/simple_animal/hostile/poison/bees/queen/queen diff --git a/code/modules/mob/living/simple_animal/hostile/f13/wasteanimals.dm b/code/modules/mob/living/simple_animal/hostile/f13/wasteanimals.dm index 027b4fe4f3..8a510c73b4 100644 --- a/code/modules/mob/living/simple_animal/hostile/f13/wasteanimals.dm +++ b/code/modules/mob/living/simple_animal/hostile/f13/wasteanimals.dm @@ -908,7 +908,7 @@ name = "nightstalker pelt" desc = "A hat made from nightstalker pelt which makes the wearer feel both comfortable and elegant." icon_state = "stalkerpelt" - item_state = "stalkerpelt" + inhand_icon_state = "stalkerpelt" /obj/structure/stalkeregg name = "nightstalker egg" diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm index bb5aa9550e..8a9ad55b65 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm @@ -156,7 +156,7 @@ Difficulty: Medium name = "staff of storms" desc = "An ancient staff retrieved from the remains of Legion. The wind stirs as you move it." icon_state = "staffofstorms" - item_state = "staffofstorms" + inhand_icon_state = "staffofstorms" icon = 'icons/obj/guns/magic.dmi' slot_flags = INV_SLOTBIT_BACK w_class = WEIGHT_CLASS_BULKY diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm index 222c9aa010..9ff9248cc5 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm @@ -312,7 +312,7 @@ While using this makes the system rely on OnFire, it still gives options for tim icon_state = "crevice_shard" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' - item_state = "screwdriver_head" + inhand_icon_state = "screwdriver_head" throwforce = 5 w_class = WEIGHT_CLASS_SMALL throw_speed = 3 diff --git a/code/modules/ninja/energy_katana.dm b/code/modules/ninja/energy_katana.dm index af6d5b65b7..8bddc724d6 100644 --- a/code/modules/ninja/energy_katana.dm +++ b/code/modules/ninja/energy_katana.dm @@ -2,7 +2,7 @@ name = "energy katana" desc = "A katana infused with strong energy." icon_state = "energy_katana" - item_state = "energy_katana" + inhand_icon_state = "energy_katana" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' force = 40 diff --git a/code/modules/ninja/suit/gloves.dm b/code/modules/ninja/suit/gloves.dm index 64c7d39f61..e3a9918ae8 100644 --- a/code/modules/ninja/suit/gloves.dm +++ b/code/modules/ninja/suit/gloves.dm @@ -24,7 +24,7 @@ desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance." name = "ninja gloves" icon_state = "s-ninja" - item_state = "s-ninja" + inhand_icon_state = "s-ninja" siemens_coefficient = 0 cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT diff --git a/code/modules/ninja/suit/head.dm b/code/modules/ninja/suit/head.dm index 246d08cc0d..9fd0f82066 100644 --- a/code/modules/ninja/suit/head.dm +++ b/code/modules/ninja/suit/head.dm @@ -4,7 +4,7 @@ desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear." name = "ninja hood" icon_state = "s-ninja" - item_state = "s-ninja_mask" + inhand_icon_state = "s-ninja_mask" armor = ARMOR_VALUE_MEDIUM strip_delay = 12 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF diff --git a/code/modules/ninja/suit/mask.dm b/code/modules/ninja/suit/mask.dm index 421c13f9eb..92f3f3d2a2 100644 --- a/code/modules/ninja/suit/mask.dm +++ b/code/modules/ninja/suit/mask.dm @@ -14,7 +14,7 @@ Contents: name = "ninja mask" desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement." icon_state = "s-ninja" - item_state = "s-ninja_mask" + inhand_icon_state = "s-ninja_mask" strip_delay = 120 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF modifies_speech = TRUE diff --git a/code/modules/ninja/suit/suit.dm b/code/modules/ninja/suit/suit.dm index 2455267aa6..2004d25ab6 100644 --- a/code/modules/ninja/suit/suit.dm +++ b/code/modules/ninja/suit/suit.dm @@ -15,7 +15,7 @@ Contents: name = "ninja suit" desc = "A unique, vacuum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins." icon_state = "s-ninja" - item_state = "s-ninja_suit" + inhand_icon_state = "s-ninja_suit" slowdown = 1 resistance_flags = LAVA_PROOF | ACID_PROOF armor = ARMOR_VALUE_MEDIUM @@ -125,7 +125,7 @@ Contents: /obj/item/clothing/suit/space/space_ninja/proc/lockIcons(mob/living/carbon/human/H) icon_state = H.dna.features["body_model"] == FEMALE ? "s-ninjanf" : "s-ninjan" H.gloves.icon_state = "s-ninjan" - H.gloves.item_state = "s-ninjan" + H.gloves.inhand_icon_state = "s-ninjan" //This proc allows the suit to be taken off. @@ -141,7 +141,7 @@ Contents: n_shoes.slowdown++ if(n_gloves) n_gloves.icon_state = "s-ninja" - n_gloves.item_state = "s-ninja" + n_gloves.inhand_icon_state = "s-ninja" REMOVE_TRAIT(n_gloves, TRAIT_NODROP, NINJA_SUIT_TRAIT) n_gloves.candrain=0 n_gloves.draining=0 diff --git a/code/modules/paperwork/carbonpaper.dm b/code/modules/paperwork/carbonpaper.dm index 6a84dfe9a3..78d695f149 100644 --- a/code/modules/paperwork/carbonpaper.dm +++ b/code/modules/paperwork/carbonpaper.dm @@ -1,7 +1,7 @@ /obj/item/paper/carbon name = "sheet of carbon" icon_state = "paper_stack" - item_state = "paper" + inhand_icon_state = "paper" // inhand_icon_state = "paper" show_written_words = FALSE var/copied = FALSE diff --git a/code/modules/paperwork/clipboard.dm b/code/modules/paperwork/clipboard.dm index dcfebad880..aeeff42345 100644 --- a/code/modules/paperwork/clipboard.dm +++ b/code/modules/paperwork/clipboard.dm @@ -2,7 +2,7 @@ name = "clipboard" icon = 'icons/obj/bureaucracy.dmi' icon_state = "clipboard" - item_state = "clipboard" + inhand_icon_state = "clipboard" // inhand_icon_state = "clipboard" // worn_icon_state = "clipboard" throwforce = 0 diff --git a/code/modules/paperwork/handlabeler.dm b/code/modules/paperwork/handlabeler.dm index 5ce087d46b..144d815b46 100644 --- a/code/modules/paperwork/handlabeler.dm +++ b/code/modules/paperwork/handlabeler.dm @@ -3,7 +3,7 @@ desc = "A combined label printer, applicator, and remover, all in a single portable device. Designed to be easy to operate and use." icon = 'icons/obj/bureaucracy.dmi' icon_state = "labeler0" - item_state = "flight" + inhand_icon_state = "flight" // inhand_icon_state = "flight" var/label = null var/labels_left = 30 @@ -90,7 +90,7 @@ icon = 'icons/obj/bureaucracy.dmi' desc = "A roll of paper. Use it on a hand labeler to refill it." icon_state = "labeler_refill" - item_state = "electropack" + inhand_icon_state = "electropack" // inhand_icon_state = "electropack" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' diff --git a/code/modules/paperwork/paper.dm b/code/modules/paperwork/paper.dm index 133c6ff0a7..990984ab3e 100644 --- a/code/modules/paperwork/paper.dm +++ b/code/modules/paperwork/paper.dm @@ -22,7 +22,7 @@ gender = NEUTER icon = 'icons/obj/bureaucracy.dmi' icon_state = "paper" - item_state = "paper" + inhand_icon_state = "paper" // inhand_icon_state = "paper" // worn_icon_state = "paper" // custom_fire_overlay = "paper_onfire_overlay" diff --git a/code/modules/paperwork/paper_cutter.dm b/code/modules/paperwork/paper_cutter.dm index 85c24eed91..01907ffb9b 100644 --- a/code/modules/paperwork/paper_cutter.dm +++ b/code/modules/paperwork/paper_cutter.dm @@ -110,7 +110,7 @@ desc = "The blade of a paper cutter. Most likely removed for polishing or sharpening." icon = 'icons/obj/bureaucracy.dmi' icon_state = "cutterblade" - item_state = "knife" + inhand_icon_state = "knife" // inhand_icon_state = "knife" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index a56a5b07a6..871f334e45 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -15,7 +15,7 @@ name = "pen" icon = 'icons/obj/bureaucracy.dmi' icon_state = "pen" - item_state = "pen" + inhand_icon_state = "pen" // inhand_icon_state = "pen" // worn_icon_state = "pen" slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_EARS @@ -245,12 +245,12 @@ /obj/item/pen/edagger/update_icon_state() if(on) - icon_state = item_state = "edagger" + icon_state = inhand_icon_state = "edagger" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' else icon_state = initial(icon_state) //looks like a normal pen when off. - item_state = initial(item_state) + inhand_icon_state = initial(inhand_icon_state) lefthand_file = initial(lefthand_file) righthand_file = initial(righthand_file) @@ -259,7 +259,7 @@ desc = "The latest in portable survival technology, this pen was designed as a miniature diamond pickaxe. Watchers find them very desirable for their diamond exterior." icon = 'icons/obj/bureaucracy.dmi' icon_state = "digging_pen" - item_state = "pen" + inhand_icon_state = "pen" // inhand_icon_state = "pen" // worn_icon_state = "pen" force = 3 diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm index 503472b346..0a3567ab6d 100644 --- a/code/modules/paperwork/stamps.dm +++ b/code/modules/paperwork/stamps.dm @@ -3,7 +3,7 @@ desc = "A rubber stamp for stamping important documents." icon = 'icons/obj/bureaucracy.dmi' icon_state = "stamp-ok" - item_state = "stamp" + inhand_icon_state = "stamp" // inhand_icon_state = "stamp" throwforce = 0 w_class = WEIGHT_CLASS_TINY diff --git a/code/modules/photography/camera/camera.dm b/code/modules/photography/camera/camera.dm index f95166da41..f5aafaf3b5 100644 --- a/code/modules/photography/camera/camera.dm +++ b/code/modules/photography/camera/camera.dm @@ -6,7 +6,7 @@ icon = 'icons/obj/items_and_weapons.dmi' desc = "A polaroid camera." icon_state = "camera" - item_state = "camera" + inhand_icon_state = "camera" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' light_color = LIGHT_COLOR_WHITE @@ -230,7 +230,7 @@ icon = 'icons/obj/items_and_weapons.dmi' desc = "An early wooden camera." icon_state = "camera_early" - item_state = "camera_early" + inhand_icon_state = "camera_early" state_on = "camera_early" state_off = "camera_early" @@ -239,7 +239,7 @@ icon = 'icons/obj/items_and_weapons.dmi' desc = "An early 20th century camera." icon_state = "camera_ww2" - item_state = "camera_ww2" + inhand_icon_state = "camera_ww2" state_on = "camera_ww2" state_off = "camera_ww2" @@ -248,6 +248,6 @@ icon = 'icons/obj/items_and_weapons.dmi' desc = "A late 20th century camera." icon_state = "camera_coldwar" - item_state = "camera_coldwar" + inhand_icon_state = "camera_coldwar" state_on = "camera_coldwar" state_off = "camera_coldwar" diff --git a/code/modules/photography/camera/film.dm b/code/modules/photography/camera/film.dm index b44b933610..d804ddfd75 100644 --- a/code/modules/photography/camera/film.dm +++ b/code/modules/photography/camera/film.dm @@ -6,7 +6,7 @@ icon = 'icons/obj/items_and_weapons.dmi' desc = "A camera film cartridge. Insert it into a camera to reload it." icon_state = "film" - item_state = "electropack" + inhand_icon_state = "electropack" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_TINY diff --git a/code/modules/photography/photos/album.dm b/code/modules/photography/photos/album.dm index 530bc233b5..0b283e877c 100644 --- a/code/modules/photography/photos/album.dm +++ b/code/modules/photography/photos/album.dm @@ -5,7 +5,7 @@ name = "photo album" icon = 'icons/obj/items_and_weapons.dmi' icon_state = "album" - item_state = "briefcase" + inhand_icon_state = "briefcase" lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi' resistance_flags = FLAMMABLE diff --git a/code/modules/photography/photos/photo.dm b/code/modules/photography/photos/photo.dm index ee486c7e34..116d52b321 100644 --- a/code/modules/photography/photos/photo.dm +++ b/code/modules/photography/photos/photo.dm @@ -5,7 +5,7 @@ name = "photo" icon = 'icons/obj/items_and_weapons.dmi' icon_state = "photo" - item_state = "paper" + inhand_icon_state = "paper" w_class = WEIGHT_CLASS_TINY resistance_flags = FLAMMABLE max_integrity = 50 diff --git a/code/modules/pool/pool_noodles.dm b/code/modules/pool/pool_noodles.dm index 6118354792..ebc5704144 100644 --- a/code/modules/pool/pool_noodles.dm +++ b/code/modules/pool/pool_noodles.dm @@ -20,13 +20,13 @@ user.spin(prob(20)? 16 : 8, 1) /obj/item/toy/poolnoodle/red - item_state = "noodlered" + inhand_icon_state = "noodlered" color = "#ff4c4c" /obj/item/toy/poolnoodle/blue - item_state = "noodleblue" + inhand_icon_state = "noodleblue" color = "#3232ff" /obj/item/toy/poolnoodle/yellow - item_state = "noodleyellow" + inhand_icon_state = "noodleyellow" color = "#ffff66" diff --git a/code/modules/power/antimatter/shielding.dm b/code/modules/power/antimatter/shielding.dm index 1348f455f3..28b74cabac 100644 --- a/code/modules/power/antimatter/shielding.dm +++ b/code/modules/power/antimatter/shielding.dm @@ -237,7 +237,7 @@ desc = "A small storage unit containing components for a General Atomics fission reactor. To use place near an reactor control unit or deployed reactor section and use a multitool to assemble it." icon = 'icons/obj/machines/antimatter.dmi' icon_state = "box" - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_BULKY diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm index 2a396987a7..1c24df845c 100644 --- a/code/modules/power/cable.dm +++ b/code/modules/power/cable.dm @@ -492,7 +492,7 @@ By design, d1 is the smallest direction and d2 is the highest gender = NEUTER //That's a cable coil sounds better than that's some cable coils icon = 'icons/obj/power.dmi' icon_state = "coil" - item_state = "coil" + inhand_icon_state = "coil" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' max_amount = MAXCOIL @@ -565,7 +565,7 @@ By design, d1 is the smallest direction and d2 is the highest /obj/item/stack/cable_coil/update_icon() - icon_state = "[initial(item_state)][amount < 3 ? amount : ""]" + icon_state = "[initial(inhand_icon_state)][amount < 3 ? amount : ""]" name = "cable [amount < 3 ? "piece" : "coil"]" /obj/item/stack/cable_coil/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags) diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm index 4344a14402..19e17ae666 100644 --- a/code/modules/power/cell.dm +++ b/code/modules/power/cell.dm @@ -3,7 +3,7 @@ desc = "A rechargeable electrochemical power cell." icon = 'icons/obj/power.dmi' icon_state = "cell" - item_state = "cell" + inhand_icon_state = "cell" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' force = 5 diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index c28dfca938..c6df7d4823 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -817,7 +817,7 @@ desc = "A replacement light tube." icon_state = "ltube" base_state = "ltube" - item_state = "c_tube" + inhand_icon_state = "c_tube" brightness = 9 /obj/item/light/tube/broken @@ -828,7 +828,7 @@ desc = "A replacement light bulb." icon_state = "lbulb" base_state = "lbulb" - item_state = "contvapour" + inhand_icon_state = "contvapour" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' brightness = 5 diff --git a/code/modules/power/solar.dm b/code/modules/power/solar.dm index 427724ecec..2a7a53b998 100644 --- a/code/modules/power/solar.dm +++ b/code/modules/power/solar.dm @@ -202,7 +202,7 @@ desc = "A solar panel assembly kit, allows constructions of a solar panel, or with a tracking circuit board, a solar tracker." icon = 'goon/icons/obj/power.dmi' icon_state = "sp_base" - item_state = "electropack" + inhand_icon_state = "electropack" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_BULKY // Pretty big! diff --git a/code/modules/projectiles/ammunition/caseless/misc.dm b/code/modules/projectiles/ammunition/caseless/misc.dm index 8924dce78e..8d0ef899eb 100644 --- a/code/modules/projectiles/ammunition/caseless/misc.dm +++ b/code/modules/projectiles/ammunition/caseless/misc.dm @@ -41,7 +41,7 @@ desc = "a nice hefty rock, for bashing over someone's head or throwing at someone's head. You can get your own with *rocks!" icon = 'modular_coyote/icons/objects/c13ammo.dmi' icon_state = "rock" - item_state = "rock" + inhand_icon_state = "rock" force = 15 throwforce = 20 throw_speed = 1 // you can see it comin' @@ -65,7 +65,7 @@ desc = "a weighty brick for bashing heads. You too might find some laying around with *brick" icon = 'modular_coyote/icons/objects/brick.dmi' icon_state = "brick" - item_state = "brick" + inhand_icon_state = "brick" force = 15 throwforce = 20 throw_speed = 1 diff --git a/code/modules/projectiles/boxes_magazines/_box_magazine.dm b/code/modules/projectiles/boxes_magazines/_box_magazine.dm index 30e3b7cb77..bb36adebcd 100644 --- a/code/modules/projectiles/boxes_magazines/_box_magazine.dm +++ b/code/modules/projectiles/boxes_magazines/_box_magazine.dm @@ -5,7 +5,7 @@ icon = 'icons/obj/ammo.dmi' flags_1 = CONDUCT_1 slot_flags = INV_SLOTBIT_BELT - item_state = "syringe_kit" + inhand_icon_state = "syringe_kit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' custom_materials = list(/datum/material/iron = 30000) diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 14024d45e8..382026ea3d 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -29,7 +29,7 @@ ATTACHMENTS desc = "It's a gun. It's pretty terrible, though." icon = 'icons/obj/guns/projectile.dmi' icon_state = "detective" - item_state = "gun" + inhand_icon_state = "gun" flags_1 = CONDUCT_1 slot_flags = null custom_materials = list(/datum/material/iron=2000) @@ -1815,7 +1815,7 @@ HOOK GUN CODE. Bizarre but could be made into something useful. name = "hook modified sawn-off shotgun" desc = "Range isn't an issue when you can bring your user to you." icon_state = "hookshotgun" - item_state = "shotgun" + inhand_icon_state = "shotgun" mag_type = /obj/item/ammo_box/magazine/internal/shot/bounty w_class = WEIGHT_CLASS_BULKY weapon_weight = GUN_ONE_HAND_ONLY @@ -1831,7 +1831,7 @@ CODE FOR ASSAULT RIFE WITH GRENADE LAUNCHER ATTACHED name = "\improper M-90gl Carbine" desc = "A three-round burst 5.56 toploading carbine, designated 'M-90gl'. Has an attached underbarrel grenade launcher which can be toggled on and off." icon_state = "m90" - item_state = "m90" + inhand_icon_state = "m90" mag_type = /obj/item/ammo_box/magazine/m556 fire_sound = 'sound/weapons/gunshot_smg.ogg' can_suppress = FALSE diff --git a/code/modules/projectiles/guns/ballistic.dm b/code/modules/projectiles/guns/ballistic.dm index 66880d9780..de22519441 100644 --- a/code/modules/projectiles/guns/ballistic.dm +++ b/code/modules/projectiles/guns/ballistic.dm @@ -362,7 +362,7 @@ GLOBAL_LIST_EMPTY(gun_accepted_magazines) desc = sawn_desc w_class = WEIGHT_CLASS_SMALL weapon_weight = GUN_TWO_HAND_ONLY // years of ERP made me realize wrists of steel isnt a good thing - item_state = "gun" + inhand_icon_state = "gun" slot_flags |= INV_SLOTBIT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally) recoil_tag = SSrecoil.modify_gun_recoil(recoil_tag, list(2, 2)) cock_delay = GUN_COCK_SHOTGUN_FAST diff --git a/code/modules/projectiles/guns/ballistic/automatic.dm b/code/modules/projectiles/guns/ballistic/automatic.dm index 8a3738b07f..0c208a92bc 100644 --- a/code/modules/projectiles/guns/ballistic/automatic.dm +++ b/code/modules/projectiles/guns/ballistic/automatic.dm @@ -136,7 +136,7 @@ name = "American 180" desc = "An integrally suppressed submachinegun chambered in the common .22 long rifle. Top loaded drum magazine." icon_state = "smg22" - item_state = "shotgun" + inhand_icon_state = "shotgun" mag_type = /obj/item/ammo_box/magazine/m22smg init_mag_type = /obj/item/ammo_box/magazine/m22smg weapon_class = WEAPON_CLASS_CARBINE @@ -181,7 +181,7 @@ name = "AS-VAL Supressed rifle" desc = "An integrally suppressed compact chambered in the rare 9x39. Used by the Spetnaz and other Russian special forces, this 9mm assault carbine is quite the gun. Rack that charging handle and remember, no gecko." icon_state = "vss" - item_state = "vss" + inhand_icon_state = "vss" mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' mag_type = /obj/item/ammo_box/magazine/vss init_mag_type = /obj/item/ammo_box/magazine/vss @@ -201,7 +201,7 @@ name = "Mauser M712" desc = "A late model of the classic Mauser C96, featuring a removable box magazine and automatic fire select. takes 20 round stick magazines." icon_state = "c96" - item_state = "p38" + inhand_icon_state = "p38" weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO damage_multiplier = GUN_LESS_DAMAGE_T1 @@ -233,7 +233,7 @@ name = "14mm SMG" desc = "A heavy-duty SMG designed to tear through most forms of armor." icon_state = "14smg" - item_state = "14toploader" + inhand_icon_state = "14toploader" mag_type = /obj/item/ammo_box/magazine/smg14 init_mag_type = /obj/item/ammo_box/magazine/smg14 weapon_class = WEAPON_CLASS_CARBINE @@ -261,7 +261,7 @@ name = "m3a1 greasegun" desc = "This submachine gun filled National Guard arsenals after the Army replaced it with newer weapons." icon_state = "grease_gun" - item_state = "smg9mm" + inhand_icon_state = "smg9mm" fire_sound = 'sound/f13weapons/greasegun.ogg' mag_type = /obj/item/ammo_box/magazine/greasegun init_mag_type = /obj/item/ammo_box/magazine/greasegun @@ -313,7 +313,7 @@ name = "10mm submachine gun" desc = "One of the most common personal-defense weapons of the Great War, a sturdy and reliable open-bolt 10mm submachine gun." icon_state = "smg10mm" - item_state = "smg10mm" + inhand_icon_state = "smg10mm" mag_type = /obj/item/ammo_box/magazine/m10mm init_mag_type = /obj/item/ammo_box/magazine/m10mm/adv/ext weapon_class = WEAPON_CLASS_NORMAL @@ -368,7 +368,7 @@ name = "9mm Uzi" desc = "A lightweight, burst-fire submachine gun, for when you really want someone dead. Uses 9mm rounds." icon_state = "uzi" - item_state = "uzi" + inhand_icon_state = "uzi" mag_type = /obj/item/ammo_box/magazine/uzim9mm init_mag_type = /obj/item/ammo_box/magazine/uzim9mm disallowed_mags = list(/obj/item/ammo_box/magazine/uzim9mm/rockwell) //so I don't have to assign a ton of new sprite names @@ -399,7 +399,7 @@ name = ".22 Uzi" desc = "A very lightweight submachine gun, for when you really want to politely ask someone to be dead. Uses .22LR rounds." icon_state = "uzi22" - item_state = "uzi" + inhand_icon_state = "uzi" mag_type = /obj/item/ammo_box/magazine/m22/extended init_mag_type = /obj/item/ammo_box/magazine/m22/extended weapon_class = WEAPON_CLASS_NORMAL @@ -426,7 +426,7 @@ name = "Mini PPSh" desc = "A tiny replica SMG, fed from .22 magazines. It's so small!" icon_state = "pps" - item_state = "uzi" + inhand_icon_state = "uzi" can_suppress = FALSE /obj/item/gun/ballistic/automatic/smg/mini_uzi/smg22/ppsh/Initialize() @@ -454,7 +454,7 @@ icon = 'modular_coyote/icons/objects/automatic.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "mp40" - item_state = "smg9mm" + inhand_icon_state = "smg9mm" //compact modernize MP5 /obj/item/gun/ballistic/automatic/smg/mini_uzi/mp5 @@ -507,7 +507,7 @@ name = "9mm Owen Gun" desc = "A genuine Australian machine carbine! It's favored due to its portability, weight, and reliability." icon_state = "owengun" - item_state = "rockwell" + inhand_icon_state = "rockwell" mag_type = /obj/item/ammo_box/magazine/uzim9mm/rockwell init_mag_type = /obj/item/ammo_box/magazine/uzim9mm/rockwell disallowed_mags = null @@ -563,7 +563,7 @@ name = "Carl Gustaf 10mm" desc = "Post-war submachine gun made in workshops in Phoenix, a copy of a simple old foreign design." icon_state = "cg45" - item_state = "cg45" + inhand_icon_state = "cg45" mag_type = /obj/item/ammo_box/magazine/cg45 init_mag_type = /obj/item/ammo_box/magazine/cg45 weapon_class = WEAPON_CLASS_CARBINE @@ -610,7 +610,7 @@ desc = "A powerful submachinegun chambered in .45 ACP, this weapon fires at a blistering rate with a heavy pistol cartridge, and can accept very high capacity magazines, to boot." mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "tommygun" - item_state = "shotgun" + inhand_icon_state = "shotgun" mag_type = /obj/item/ammo_box/magazine/tommygunm45 init_mag_type = /obj/item/ammo_box/magazine/tommygunm45/stick weapon_class = WEAPON_CLASS_CARBINE @@ -656,7 +656,7 @@ name = "FN P90c" desc = "The Fabrique Nationale P90c was just coming into use at the time of the war. The weapon's bullpup layout, and compact design, make it easy to control. The durable P90c is prized for its reliability, and high firepower in a ruggedly-compact package. Chambered in 10mm." icon_state = "p90" - item_state = "m90" + inhand_icon_state = "m90" mag_type = /obj/item/ammo_box/magazine/m10mm_p90 init_mag_type = /obj/item/ammo_box/magazine/m10mm_p90 weapon_class = WEAPON_CLASS_CARBINE @@ -704,7 +704,7 @@ name = "M22 Night Ops SMG" desc = "An integrally suppressed submachinegun chambered in 9mm. Produced by Jaeger Company, this special version of the M22 SMG was in use by pre-war UNMC troopers when parachuting behind enemy lines. Now it falls in the hands of the wasteland, itching for the trigger to be pulled. Comes with a built in holographic sight." icon_state = "m22so" - item_state = "m22so" + inhand_icon_state = "m22so" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -740,7 +740,7 @@ desc = "An integrally suppressed submachinegun chambered in 9mm." mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "mp5" - item_state = "fnfal" + inhand_icon_state = "fnfal" mag_type = /obj/item/ammo_box/magazine/uzim9mm init_mag_type = /obj/item/ammo_box/magazine/uzim9mm weapon_class = WEAPON_CLASS_NORMAL @@ -980,7 +980,7 @@ name = "M1 carbine" desc = "Once used by the US Army, it found its way into police and National Guard armories, though it's since been rechambered in a more common caliber. It looks like it can accept a bayonet." icon_state = "m1carbine" - item_state = "rifle" + inhand_icon_state = "rifle" mag_type = /obj/item/ammo_box/magazine/m10mm init_mag_type = /obj/item/ammo_box/magazine/m10mm/adv weapon_class = WEAPON_CLASS_CARBINE @@ -1015,7 +1015,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "covdmr" - item_state = "covrifle" + inhand_icon_state = "covrifle" equipsound = 'sound/f13weapons/equipsounds/plasequip.ogg' fire_sound = 'sound/f13weapons/aep7fire.ogg' mag_type = /obj/item/ammo_box/magazine/m10mm @@ -1050,7 +1050,7 @@ desc = "A variant of the M1 carbine that's capable of full auto. Popular with pre-war police, a few of these have managed to survive even today. Looks like it has a lug for a bayonet." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "ncr-m1carbine" - item_state = "rifle" + inhand_icon_state = "rifle" init_mag_type = /obj/item/ammo_box/magazine/m10mm/adv/ext weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_ONE_HAND_ONLY @@ -1115,7 +1115,7 @@ name = "De Lisle carbine" desc = "A integrally suppressed carbine, known for being one of the quietest firearms ever made. Chambered in 9mm." icon_state = "delisle" - item_state = "varmintrifle" + inhand_icon_state = "varmintrifle" mag_type = /obj/item/ammo_box/magazine/m9mm init_mag_type = /obj/item/ammo_box/magazine/m9mm/doublestack weapon_class = WEAPON_CLASS_CARBINE @@ -1142,7 +1142,7 @@ name = "commando carbine" desc = "A integrally suppressed carbine, known for being one of the quietest firearms ever made. Its stock has been replaced by polymer furniture, with space to mount a scope. Chambered in .45 ACP." icon_state = "commando" - item_state = "commando" + inhand_icon_state = "commando" mag_type = /obj/item/ammo_box/magazine/m45 init_mag_type = /obj/item/ammo_box/magazine/m45/socom weapon_class = WEAPON_CLASS_CARBINE @@ -1168,7 +1168,7 @@ name = "American Commonwealth Carbine" desc = "A .45 semi-automatic combat carbine, produced pre-war for National Guard forces." icon_state = "combat_rifle" - item_state = "combatrifle" + inhand_icon_state = "combatrifle" mag_type = /obj/item/ammo_box/magazine/tommygunm45/stick init_mag_type = /obj/item/ammo_box/magazine/tommygunm45/stick weapon_class = WEAPON_CLASS_CARBINE @@ -1200,7 +1200,7 @@ picture is a bit Fuzzy. Every part is, however, built as rugged as its maker, and can be used as a very effective melee \ weapon without any risk of damaging it. Engraved at the stock is a shimmering green snake within a triangle" icon_state = "combat_rifle" - item_state = "combatrifle" + inhand_icon_state = "combatrifle" mag_type = /obj/item/ammo_box/magazine/tommygunm45/stick init_mag_type = /obj/item/ammo_box/magazine/tommygunm45/stick weapon_class = WEAPON_CLASS_CARBINE @@ -1221,7 +1221,7 @@ name = "Combat Carbine" desc = "A .45 semi-automatic combat carbine, produced pre-war for National Guard forces. This one seems aged..." icon_state = "combat_rifle" - item_state = "combatrifle" + inhand_icon_state = "combatrifle" mag_type = /obj/item/ammo_box/magazine/tommygunm45/stick init_mag_type = /obj/item/ammo_box/magazine/tommygunm45/stick weapon_class = WEAPON_CLASS_CARBINE @@ -1240,7 +1240,7 @@ name = "sport carbine" desc = "One of the many .22 LR carbines that were all the rage before the war. While lacking in firepower, it more than makes up for it with its modularity and cheapness to fire." icon_state = "surplus" - item_state = "rifle" + inhand_icon_state = "rifle" mag_type = /obj/item/ammo_box/magazine/m22 init_mag_type = /obj/item/ammo_box/magazine/m22/extended weapon_class = WEAPON_CLASS_CARBINE @@ -1277,7 +1277,7 @@ name = "M1-22 carbine" desc = "A one-of-a-kind M1 carbine chambered in .22 LR. Where it lacks in stopping power, it more than makes up for it with modularity and full auto support. Looks well cared for, if a bit fuzzy." icon_state = "m1carbine" - item_state = "rifle" + inhand_icon_state = "rifle" mag_type = /obj/item/ammo_box/magazine/m22 init_mag_type = /obj/item/ammo_box/magazine/m22/extended weapon_class = WEAPON_CLASS_CARBINE @@ -1326,7 +1326,7 @@ name = "varmint rifle" desc = "A simple bolt action rifle in 5.56mm calibre. Easy to use and maintain." icon_state = "varmint" - item_state = "varmintrifle" + inhand_icon_state = "varmintrifle" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle/small weapon_class = WEAPON_CLASS_CARBINE @@ -1360,7 +1360,7 @@ name = "A11 'Matilda' Rifle" desc = "A Latos Systems A11 Matilda battle rifle. Was rarely used in pre-war times but was issued to Canadian based PMC groups. Chambered in .308 ammunition." icon_state = "matilda" - item_state = "matilda" + inhand_icon_state = "matilda" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1405,7 +1405,7 @@ name = "verminkiller rifle" desc = "Legends are told of the \"Ratslayer\", a custom-made souped-up varmint rifle with a sick paintjob. This is a pale imitation, made of chopped-up bits of other guns." icon_state = "verminrifle" - item_state = "ratslayer" + inhand_icon_state = "ratslayer" weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_ONE_HAND_AKIMBO damage_multiplier = GUN_EXTRA_DAMAGE_T2 @@ -1430,7 +1430,7 @@ name = "Ratslayer" desc = "A modified varmint rifle with better stopping power, a scope, and suppressor. Oh, don't forget the sick paint job." icon_state = "ratslayer" - item_state = "ratslayer" + inhand_icon_state = "ratslayer" weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_ONE_HAND_AKIMBO damage_multiplier = GUN_EXTRA_DAMAGE_T3 //some extra oomf @@ -1454,7 +1454,7 @@ name = "ALR15" desc = "A 5.56x45mm rifle custom built off of a... plastic- that's not polymer, that's just straight-up plastic. What the fuck?" icon_state = "alr15" - item_state = "alr15" + inhand_icon_state = "alr15" /* * * * * * * * * * * * Bushmaster Arm Gun @@ -1476,7 +1476,7 @@ able to swivel the patented Twistical Receivest to accommodate being held with its recommended \ Point'N'Clik SwampWarrior stance. Arm yourself with the Arm Pistol!" icon_state = "arm_rifle" - item_state = "m90" + inhand_icon_state = "m90" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle /// sets if the gun is turnt @@ -1540,7 +1540,7 @@ name = "service rifle" desc = "A pre-war semi-automatic rifle that saw extensive use with the US military. Chambered in 5.56x45 and capable of accepting bayonets, these rifles remain popular with militas and caravans alike." icon_state = "service_rifle" - item_state = "servicerifle" + inhand_icon_state = "servicerifle" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle weapon_class = WEAPON_CLASS_RIFLE @@ -1566,7 +1566,7 @@ name = " Worn fusil assaut G80" desc = "An assault rifle,resembling a FAMAS, used by the pre-war GIGN.Very worn down it seems but it was produced by the GIAT or now known as, before the bombs dropped, as Nexter systems. Features a somewhat fast fire rate for the burst, but deals less damage due to a lower caliber. Also it's bullpup." icon_state = "famas" - item_state = "famas" + inhand_icon_state = "famas" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1589,7 +1589,7 @@ name = "Fusil D'assaut F1" desc = "A Famas, restored to a brand new state. Used heavily by french forces and the GIGN before the war." icon_state = "famas" - item_state = "famas" + inhand_icon_state = "famas" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1618,7 +1618,7 @@ name = "ALR15" desc = "A 5.56x45mm rifle custom built off of a reproduction model AR15-style weapon. Sports a fancy holographic sight picture, forward grip, and a comfortable synthetic thumbhole stock. Bang bang." icon_state = "alr15" - item_state = "alr15" + inhand_icon_state = "alr15" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_ONE_HAND_ONLY damage_multiplier = GUN_EXTRA_DAMAGE_T1 @@ -1665,7 +1665,7 @@ name = "marksman carbine" desc = "A marksman carbine built off the AR platform chambered in 5.56x45. Seen heavy usage in pre-war conflicts. This particular model is a civilian version and is semi-auto only." icon_state = "marksman_rifle" - item_state = "marksman" + inhand_icon_state = "marksman" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle weapon_class = WEAPON_CLASS_RIFLE @@ -1702,7 +1702,7 @@ name = "2100 G10 Rifle" desc = "A 2100s renditon of the G43 rifle, which was produced in the 1940s. Sturdy, reliable, it was quite the rifle back in the day. Now it seeks new purpose in the cold and decrypt wastelands of Texarka. Features a detatchable 10 round magazine, the bigger brother to its civilian counterpart." icon_state = "g43" - item_state = "g43" + inhand_icon_state = "g43" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1726,7 +1726,7 @@ name = "Selbstlader 1906 Rifle" desc = "A Selbstlader 1906 self-loading rifle. This rifle was patented back in the Great War. It now seeks service in the hands of the user. It seems the wood is a bit worn down but the caliber packs one hell of a punch." icon_state = "lugerrifle" - item_state = "lugerrifle" + inhand_icon_state = "lugerrifle" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1749,7 +1749,7 @@ name = "5mm Civilian G10 Rifle" desc = "A 2150 made rifle, this version is a more modern rendition of a Gewehr 41. A fixed magazine with a internal capacity of 15 rounds. It fires faster than its bigger brother but hits far less. Reliable and sturdy, it was a popular hunting rifle by East Germans for weaker game like turkey. Chambered in 5mm." icon_state = "g41" - item_state = "g41" + inhand_icon_state = "g41" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1772,7 +1772,7 @@ name = "Custom G41 rifle" desc = "A customized G41 rifle. While it can not hold a suppressor, it's still just as sturdy as before. The rifle itself is made of a lovingly made and polished maple wood. A scene of a moth and cat is etched into the stock of the rifle. The metal is engraved with baroque motifs. A weapon fit, for the Queen." icon_state = "g41" - item_state = "g41" + inhand_icon_state = "g41" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1797,7 +1797,7 @@ name = "battle-worn marksman carbine" desc = "A marksman carbine built off the AR platform chambered in 5.56x45. Seen heavy usage in pre-war conflicts. This particular model is a civilian version and is semi-auto only. This one seems worn with time..." icon_state = "marksman_rifle" - item_state = "marksman" + inhand_icon_state = "marksman" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle weapon_class = WEAPON_CLASS_RIFLE @@ -1836,7 +1836,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "rifle-police" - item_state = "assault_carbine" + inhand_icon_state = "assault_carbine" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_ONE_HAND_ONLY damage_multiplier = GUN_EXTRA_DAMAGE_0 @@ -1863,7 +1863,7 @@ name = "Colt Rangemaster" desc = "A Colt Rangemaster semi-automatic rifle, chambered for .30-06. Single-shot only." icon_state = "rangemaster" - item_state = "308" + inhand_icon_state = "308" force = 20 mag_type = /obj/item/ammo_box/magazine/w3006 init_mag_type = /obj/item/ammo_box/magazine/w3006 @@ -1902,7 +1902,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "slr" - item_state = "slr" + inhand_icon_state = "slr" mag_type = /obj/item/ammo_box/magazine/m308 init_mag_type = /obj/item/ammo_box/magazine/m308 weapon_class = WEAPON_CLASS_RIFLE @@ -1931,7 +1931,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "slr" - item_state = "slr" + inhand_icon_state = "slr" mag_type = /obj/item/ammo_box/magazine/m308 init_mag_type = /obj/item/ammo_box/magazine/m308 weapon_class = WEAPON_CLASS_RIFLE @@ -1968,7 +1968,7 @@ desc = "The WWII American Classic. Still has that satisfiying ping." mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "m1garand" - item_state = "rifle" + inhand_icon_state = "rifle" mag_type = /obj/item/ammo_box/magazine/garand3006 init_mag_type = /obj/item/ammo_box/magazine/garand3006 weapon_class = WEAPON_CLASS_RIFLE @@ -2035,7 +2035,7 @@ name = "Republic's Pride" desc = "A meticulously restored, scoped M1C Garand. This one is rumored to have originated from some republic out west." icon_state = "republics_pride" - item_state = "scoped308" + inhand_icon_state = "scoped308" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY damage_multiplier = GUN_EXTRA_DAMAGE_0 @@ -2061,7 +2061,7 @@ righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "sks" - item_state = "sks" + inhand_icon_state = "sks" mag_type = /obj/item/ammo_box/magazine/sks init_mag_type = /obj/item/ammo_box/magazine/sks weapon_class = WEAPON_CLASS_RIFLE @@ -2093,7 +2093,7 @@ name = "sniper rifle" desc = "A DKS 501, chambered in .30-06 Springfield. With a light polymer body, it's suited for long treks through the desert." icon_state = "sniper_rifle" - item_state = "sniper_rifle" + inhand_icon_state = "sniper_rifle" mag_type = /obj/item/ammo_box/magazine/w3006 init_mag_type = /obj/item/ammo_box/magazine/w3006 weapon_class = WEAPON_CLASS_RIFLE @@ -2122,7 +2122,7 @@ name = "golden sniper rifle" desc = "A DKS 501, chambered in .30-06 Springfield. This one has a gold trim and the words 'Old Cassius' engraved into the stock." icon_state = "gold_sniper" - item_state = "gold_sniper" + inhand_icon_state = "gold_sniper" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY damage_multiplier = GUN_EXTRA_DAMAGE_T5 @@ -2146,7 +2146,7 @@ righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' icon_state = "venator_sniper" - item_state = "venator_sniper" + inhand_icon_state = "venator_sniper" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY damage_multiplier = GUN_EXTRA_DAMAGE_0 @@ -2194,7 +2194,7 @@ name = "R82 heavy service rifle" desc = "The assault rifle variant of the R84, based off the pre-war FN FNC. It saw use with pre-war special forces and assault troops, now it's often used by the richest militas and the lucky few to survive looting pre-war depots." icon_state = "R82" - item_state = "R84" + inhand_icon_state = "R84" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_ONE_HAND_ONLY damage_multiplier = GUN_EXTRA_DAMAGE_0 @@ -2221,7 +2221,7 @@ name = "r91 assault rifle" desc = "The R91 was the standard US Army assault rifle, and so saw wide-spread use after the war. Most are worn out by now." icon_state = "assault_rifle" - item_state = "fnfal" + inhand_icon_state = "fnfal" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle weapon_class = WEAPON_CLASS_RIFLE @@ -2254,7 +2254,7 @@ name = "infiltrator" desc = "A customized R91 assault rifle, with an integrated suppressor, small scope, cut down stock and polymer furniture. Quiet, but deadly." icon_state = "infiltrator" - item_state = "fnfal" + inhand_icon_state = "fnfal" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_ONE_HAND_ONLY damage_multiplier = GUN_EXTRA_DAMAGE_T2 //needs a lil edge at least @@ -2282,7 +2282,7 @@ name = "R93 PDW" desc = "A lightweight, post-war successor of the R91 assault rifle. Exactly who made these is unknown, but it's perfect for a shooter on the move." icon_state = "r93" - item_state = "r93" + inhand_icon_state = "r93" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle weapon_class = WEAPON_CLASS_RIFLE @@ -2308,7 +2308,7 @@ name = "type 93 assault rifle" desc = "The Type 93 Chinese assault rifle was designed and manufactured by a Chinese industrial conglomerate for the People's Liberation Army during the Resource Wars. Has a unique burst-fire mechanism, where it fires two bullets very quickly, staying accurate, but leading to an increased pause between follow-up shots. Chambered in 5.56x45." icon_state = "type93" - item_state = "handmade_rifle" + inhand_icon_state = "handmade_rifle" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle weapon_class = WEAPON_CLASS_RIFLE @@ -2340,7 +2340,7 @@ desc = "This Type 93 Chinese assault rifle looks like it has been restored in a garage. The bore is shot to hell, the threading is destroyed, and so is the burst fire mechanism- it seems to fire unevenly, spraying more bullets than before." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "type93" - item_state = "handmade_rifle" + inhand_icon_state = "handmade_rifle" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_ONE_HAND_ONLY damage_multiplier = GUN_LESS_DAMAGE_T2 @@ -2365,7 +2365,7 @@ name = "m41 battle rifle" desc = "This rifle is a Jaeger company battle rifle. This battle rifle comes with a built in scope, ammo counter. This rifle is chambered in 7.62 but can use .308. It seems the magazines it can use is only small .308 magazines." icon_state = "m41r" - item_state = "m41r" + inhand_icon_state = "m41r" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -2399,7 +2399,7 @@ name = "P47 Battle rifle" desc = "A P47 Battle Rifle or 'P47BR'. A collaboration between Jaeger company and Leo Armaments to appeal to the civilian and hunter markets, this rifle is chambered in .308 UNMC NATO rounds. The rifle has a bullpup configuration and has a built in ammo counter. It's also lightweight, allowing it to be holstered around the hip or the back for ease of carry." icon_state = "p47" - item_state = "p47" + inhand_icon_state = "p47" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -2423,7 +2423,7 @@ name = "Custom P47 Rifle" desc = "A personalized P47 battle rifle, the firemode has been changed to become much slower while missing a built in scope which has to be replaced. The ammo counter still works." icon_state = "p47" - item_state = "p47" + inhand_icon_state = "p47" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -2459,7 +2459,7 @@ name = "Bozar" desc = "The ultimate refinement of the sniper's art, the Bozar is a scoped, accurate, light machine gun that will make nice big holes in your enemy. Uses 5.56x45." icon_state = "bozar" - item_state = "sniper" + inhand_icon_state = "sniper" slot_flags = INV_SLOTBIT_BACK mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle @@ -2487,7 +2487,7 @@ name = "assault carbine" desc = "The U.S. army carbine version of the R91, made by Colt and issued to special forces." icon_state = "assault_carbine" - item_state = "assault_carbine" + inhand_icon_state = "assault_carbine" mag_type = /obj/item/ammo_box/magazine/m5mm init_mag_type = /obj/item/ammo_box/magazine/m5mm weapon_class = WEAPON_CLASS_RIFLE @@ -2550,7 +2550,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "m5a1" - item_state = "m5a1" + inhand_icon_state = "m5a1" mag_type = /obj/item/ammo_box/magazine/m5mm init_mag_type = /obj/item/ammo_box/magazine/m5mm weapon_class = WEAPON_CLASS_CARBINE @@ -2574,7 +2574,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "m5a1" - item_state = "m5a1" + inhand_icon_state = "m5a1" mag_type = /obj/item/ammo_box/magazine/m5mm init_mag_type = /obj/item/ammo_box/magazine/m5mm weapon_class = WEAPON_CLASS_CARBINE @@ -2599,7 +2599,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "scarl" - item_state = "scarl" + inhand_icon_state = "scarl" mag_type = /obj/item/ammo_box/magazine/m5mm init_mag_type = /obj/item/ammo_box/magazine/m5mm weapon_class = WEAPON_CLASS_CARBINE @@ -2623,7 +2623,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "aug" - item_state = "aug" + inhand_icon_state = "aug" mag_type = /obj/item/ammo_box/magazine/m5mm init_mag_type = /obj/item/ammo_box/magazine/m5mm weapon_class = WEAPON_CLASS_CARBINE @@ -2658,7 +2658,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "augc" - item_state = "augc" + inhand_icon_state = "augc" /obj/item/gun/ballistic/automatic/assault_carbine/aug5mm/asvalcustom name = "Custom 'Cold Whisper'Assault Carbine " @@ -2674,7 +2674,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "vss" - item_state = "vss" + inhand_icon_state = "vss" silenced = TRUE can_scope = TRUE can_bayonet = FALSE @@ -2687,7 +2687,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "psg1" - item_state = "psg1" + inhand_icon_state = "psg1" mag_type = /obj/item/ammo_box/magazine/m5mm init_mag_type = /obj/item/ammo_box/magazine/m5mm weapon_class = WEAPON_CLASS_NORMAL @@ -2712,7 +2712,7 @@ icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' - item_state = "ak74" + inhand_icon_state = "ak74" icon_state = "ak74" mag_type = /obj/item/ammo_box/magazine/m5mm init_mag_type = /obj/item/ammo_box/magazine/m5mm @@ -2734,7 +2734,7 @@ icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' - item_state = "ak74" + inhand_icon_state = "ak74" icon_state = "ak74" mag_type = /obj/item/ammo_box/magazine/m5mm init_mag_type = /obj/item/ammo_box/magazine/m5mm @@ -2757,7 +2757,7 @@ icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' - item_state = "saiga" + inhand_icon_state = "saiga" icon_state = "saiga" mag_type = /obj/item/ammo_box/magazine/saiga init_mag_type = /obj/item/ammo_box/magazine/saiga @@ -2779,7 +2779,7 @@ icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' - item_state = "ak74utest" + inhand_icon_state = "ak74utest" icon_state = "ak74utest" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle @@ -2803,7 +2803,7 @@ icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' - item_state = "ak74utest" + inhand_icon_state = "ak74utest" icon_state = "ak74utest" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle @@ -2858,7 +2858,7 @@ desc = "This rifle has been more widely used by armed forces than any other rifle in history. It's a reliable weapon for any terrain or tactical situation." mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "fnfal" - item_state = "fnfal" + inhand_icon_state = "fnfal" mag_type = /obj/item/ammo_box/magazine/m308 init_mag_type = /obj/item/ammo_box/magazine/m308 weapon_class = WEAPON_CLASS_RIFLE @@ -2889,7 +2889,7 @@ name = "Z34 Battle Rifle" desc = "The Soviet Z34 battle rifle. Based off the SLR or FN FAL, it is chambered in 7.62 Soviet. Now rechambered in .308, the weapon itself comes with a scope and seems to have a much heavier trigger than most rifles." icon_state = "zastava" - item_state = "zastava" + inhand_icon_state = "zastava" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -2913,7 +2913,7 @@ name = "The People's Rifle" desc = "A Chinese-made Type 79 marksman rifle, a knockoff of the soviet Dragunov SVD produced for the PRC's army units and special forces. This one appears to be particularly weathered from time in the wastes, a faded red cloth wrapped around a scuffed stock, some scratches on the gun metal, and some text etched onto the PSO-1 scope in Chinese." icon_state = "zastava" - item_state = "zastava" + inhand_icon_state = "zastava" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -2937,7 +2937,7 @@ name = "Z34 Battle Rifle" desc = "The Soviet Z34 battle rifle. Based off the SLR or FN FAL, it is chambered in 7.62 Soviet. Now rechambered in .308, the weapon itself comes with a scope and seems to have a much heavier trigger than most rifles." icon_state = "zastava" - item_state = "zastava" + inhand_icon_state = "zastava" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -2961,7 +2961,7 @@ name = "Retro AK-47" desc = "This rifle is modeled after an older, reliable, and mass produced version of the AK-47. Comes with wood furniture and a Warsaw pact rail, which was mainly used for the PSO-1 sight. Sadly it seems to take only extended .308 magazines." icon_state = "trueak" - item_state = "trueak" + inhand_icon_state = "trueak" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -2986,7 +2986,7 @@ name = "Engraved Zastava M70" desc = "A custom AK platform weapon. This Zastava M70 is gold plated with faint traces of a black tigerstripe alongside the magazine and reciever. The wood furniture is made of the best and most pristine wood there is. Albeit it hits less and can not take a select few modifications. On the pistol grip is a red star in the middle." icon_state = "goldak" - item_state = "goldak" + inhand_icon_state = "goldak" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3010,7 +3010,7 @@ name = "Sig Rifle 550" desc = "A SIG SG 550 rechambered in 4.7mm caseless ammo. Despite the new caliber type, it performs as one would expect which is precise, quick, and customizable. The gun fires a bit quicker and feels a tad bit lighter to carry." icon_state = "sigrifle" - item_state = "R82" + inhand_icon_state = "R82" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3033,7 +3033,7 @@ name = "Chinese 4.7mm assault rifle" desc = "A QBZ-95-1 assault rifle rechambered in 4.7mm caseless ammo, a odd collab between West Germany's 4.7mm cartridge and the PLA. Despite the new caliber type, it performs like its own original caliber. The gun seems to fire quicker and is a shy bit more accurate with lesser recoil!" icon_state = "chinarifle" - item_state = "famas" + inhand_icon_state = "famas" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3058,7 +3058,7 @@ name = "G3M99" desc = "A battle rifle chambered in 7.62 NATO, this revised battle rifle was used extensively by West Germany and still in use today by wasters, wasteland PMCs, and raiders for being quite reliable. The charging handle needs to be pulled back after emptying a whole magazine. Rechambered for .308 ammunition." icon_state = "g3" - item_state = "g3" + inhand_icon_state = "g3" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3089,7 +3089,7 @@ name = "AR-10 Armalite" desc = "A blast from the past as a ruggled, reliable rifle. Accurate and packs a punch, but recoil picks up quick, and it's heavy. Makes it suitable for bashing skulls, at least..." icon_state = "armalite" - item_state = "assault_carbine" + inhand_icon_state = "assault_carbine" mag_type = /obj/item/ammo_box/magazine/m308 init_mag_type = /obj/item/ammo_box/magazine/m308 weapon_class = WEAPON_CLASS_RIFLE @@ -3113,7 +3113,7 @@ name = "L1A1" desc = "The L1A1 Self-Loading Rifle, The standard issue rifle of All Commonwealth Nations." icon_state = "l1a1" - item_state = "l1a1" + inhand_icon_state = "l1a1" icon = 'icons/fallout/objects/guns/longguns.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3133,7 +3133,7 @@ name = "Custom FG-42 rifle" desc = "A customized FG-42 rifle. This rifle was developed for paratroopers during WW2. A rather nifty and reliable rifle if not unbalanced due to a heavier magazine located on the left side. Comes witha a right-sided charging handle and a foldable bipod. This one seems to come with a scope! The rifle itself is made of a lovingly made and polished maple wood. A scene of a moth and cat is etched into the stock of the rifle. The metal is engraved with baroque motifs. A weapon fit, for the Queen." icon_state = "fg42" - item_state = "fg42" + inhand_icon_state = "fg42" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3160,7 +3160,7 @@ name = "M36 'Justice' battle rifle" desc = "A M36 battle rifle, nicknamed 'Justice' by the company that produced it. Manufactured by an American division of Leo Armaments, which was quite patriotic. This rfle is chambered in .308. It seems to have a slow RPM and fast semi-automatic" icon_state = "m36" - item_state = "m36" + inhand_icon_state = "m36" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3192,7 +3192,7 @@ icon = 'icons/fallout/objects/guns/bar.dmi' mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' icon_state = "BAR" - item_state = "BAR" + inhand_icon_state = "BAR" mag_type = /obj/item/ammo_box/magazine/m308 init_mag_type = /obj/item/ammo_box/magazine/m308/ext weapon_class = WEAPON_CLASS_RIFLE @@ -3219,7 +3219,7 @@ name = "G11" desc = "This experimental gun fires a caseless cartridge consisting of a block of propellant with a bullet buried inside. The weight and space savings allows for a very high magazine capacity. Chambered in 4.73mm." icon_state = "g11" - item_state = "g11" + inhand_icon_state = "g11" mag_type = /obj/item/ammo_box/magazine/m473 init_mag_type = /obj/item/ammo_box/magazine/m473 disallowed_mags = list(/obj/item/ammo_box/magazine/m473/small, /obj/item/ammo_box/magazine/m473/small/empty) @@ -3239,7 +3239,7 @@ name = " G36C Assault rifle" desc = "A G36C base" icon_state = "g36" - item_state = "g36" + inhand_icon_state = "g36" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3263,7 +3263,7 @@ name = "Tox's G11M" desc = "A unique G11. With a built in scope, this G11 was bought and repurposed by a wealthy felid named Tox Mckit. Etched on the reciever is a lovely motif of moths and felines surrounding one singular feline under a full moon. On the scope is an engraving that says 'To the sands we stride on'." icon_state = "g11c" - item_state = "g11" + inhand_icon_state = "g11" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3292,7 +3292,7 @@ /obj/item/gun/ballistic/automatic/wt550 name = "WT-550 PDW" desc = "The WT-550 is a Personal Defense Weapon manufactured by West-Tek. Similar to the P90, it was intended to be a concealable weapon able to penetrate body armor. Considering how rare this weapon is, it seems it wasn't very popular." - item_state = "m90" + inhand_icon_state = "m90" icon_state = "wt550" mag_type = /obj/item/ammo_box/magazine/m10mm_p90 init_mag_type = /obj/item/ammo_box/magazine/m10mm_p90 @@ -3343,7 +3343,7 @@ name = "R84 LMG" desc = "A light machinegun using 60 round belts fed from an ammobox, its one of the few heavy weapons designs still commonly found." icon_state = "R84" - item_state = "R84" + inhand_icon_state = "R84" mag_type = /obj/item/ammo_box/magazine/lmg init_mag_type = /obj/item/ammo_box/magazine/lmg weapon_class = WEAPON_CLASS_HEAVY @@ -3371,7 +3371,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "lsw" - item_state = "lsw" + inhand_icon_state = "lsw" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle/extended weapon_class = WEAPON_CLASS_RIFLE @@ -3393,7 +3393,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/64x64_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/64x64_righthand.dmi' icon_state = "lewis" - item_state = "lewis" + inhand_icon_state = "lewis" mag_type = /obj/item/ammo_box/magazine/lewis init_mag_type = /obj/item/ammo_box/magazine/lewis/l47 weapon_class = WEAPON_CLASS_HEAVY @@ -3412,7 +3412,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "dp" - item_state = "R84" + inhand_icon_state = "R84" mag_type = /obj/item/ammo_box/magazine/lewis/l47 init_mag_type = /obj/item/ammo_box/magazine/lewis/l47 @@ -3425,7 +3425,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/64x64_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/64x64_righthand.dmi' icon_state = "lanoe" - item_state = "lanoe" + inhand_icon_state = "lanoe" mag_type = /obj/item/ammo_box/magazine/lewis init_mag_type = /obj/item/ammo_box/magazine/lewis weapon_class = WEAPON_CLASS_HEAVY @@ -3444,7 +3444,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/64x64_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/64x64_righthand.dmi' icon_state = "bren" - item_state = "bren" + inhand_icon_state = "bren" mag_type = /obj/item/ammo_box/magazine/bren init_mag_type = /obj/item/ammo_box/magazine/bren weapon_class = WEAPON_CLASS_HEAVY @@ -3463,7 +3463,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/64x64_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/64x64_righthand.dmi' icon_state = "bren" - item_state = "bren" + inhand_icon_state = "bren" mag_type = /obj/item/ammo_box/magazine/bren init_mag_type = /obj/item/ammo_box/magazine/bren weapon_class = WEAPON_CLASS_HEAVY @@ -3489,7 +3489,7 @@ desc = "This 'machinegun' looks like junk, some one took a old gatling gun and bolted on a motor of some kind and box hooked on the side with welded on 'grips'. Some how it seems to work." icon = 'icons/obj/guns/minigun.dmi' icon_state = "ratling" - item_state = "minigun" + inhand_icon_state = "minigun" mag_type = /obj/item/ammo_box/magazine/ratling init_mag_type = /obj/item/ammo_box/magazine/ratling weapon_class = WEAPON_CLASS_RIFLE @@ -3517,7 +3517,7 @@ name = "Russian RPK LMG" desc = "A soviet made Russian LMG. Known as the RPK, ths LMG was champered in 7.62 Soviet. Now rechambered to .308 with a 40 drum mag, it has quite the kick for recoil and a bit heavy." icon_state = "rpd" - item_state = "rpd" + inhand_icon_state = "rpd" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3550,7 +3550,7 @@ /obj/item/gun/ballistic/automatic/fastlmg name = "Oststrauß" desc = "A OstStrauss LMG, this LMG is chambered in 5.56x45 NATO. The gun itself was created as the great great grandson of the distant past MG3, which was derived from the MG-42 which was derived from the MG-34. With a fast fire rate and a toggle between 'slow' and 'fast', it is a LMG perfect for squad cover. Albiet it eats ammo like no tomorrow." - item_state = "mg3" + inhand_icon_state = "mg3" icon_state = "mg3" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' @@ -3576,7 +3576,7 @@ /obj/item/gun/ballistic/automatic/concussive name = "Latos Systems Cromwell-55 shotgun rifle" desc = "A 40mm buckshot Cromwell-55 shotgun rifle manufactured by Latos Systems. The rifle itself is quite a chunky one but the rifle itself seems to be quite alien in appearance, a prototype rifle if anything." - item_state = "crifle" + inhand_icon_state = "crifle" icon_state = "crifle" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' @@ -3610,7 +3610,7 @@ name = "Browning M1919" desc = "This ancient machine gun has been dug up and put into working order by the Dallas Militia. It's loud, heavy and terrifying." icon_state = "M38" - item_state = "M38" + inhand_icon_state = "M38" slot_flags = 0 mag_type = /obj/item/ammo_box/magazine/mm308 init_mag_type = /obj/item/ammo_box/magazine/mm308 @@ -3629,7 +3629,7 @@ /obj/item/gun/ballistic/automatic/m1919/update_icon() icon_state = "M38[cover_open ? "open" : "closed"][magazine ? CEILING(get_ammo(0)/20, 1)*20 : "-empty"]" - item_state = "M38[cover_open ? "open" : "closed"][magazine ? "mag" : "nomag"]" + inhand_icon_state = "M38[cover_open ? "open" : "closed"][magazine ? "mag" : "nomag"]" /obj/item/gun/ballistic/automatic/m1919/examine(mob/user) . = ..() @@ -3684,7 +3684,7 @@ name = "Worn NR-43 Turán" desc = "A old albeit well aged NR-43 prototype needle rifle also known as the 'Turan' in its country of origin. Manufactured by Latos Systems in a facility in Miskolc,Hungary. While this carbine is quick and lightweight, what it likes in firepower, it makes up for a rather peculiar design, built in scope, and expansive ammo capsules. A wise soldier once said.. 'Tell 'em to make it count.' Sadly the user of this weapon is a big dork." icon_state = "needles" - item_state = "needles" + inhand_icon_state = "needles" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3711,7 +3711,7 @@ name = "Advanced Violet Needler Rifle" desc = "A custom and violet colored NR-43 prototype needle rifle also known as the 'Turan' in its country of origin. Manufactured by Latos Systems in a facility in Miskolc,Hungary. While this carbine is quick and lightweight, what it likes in firepower, it makes up for a rather peculiar design, built in scope, and expansive ammo capsules. A wise soldier once said.. 'Tell 'em to make it count.'." icon_state = "needles" - item_state = "needles" + inhand_icon_state = "needles" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3739,7 +3739,7 @@ name = "KF-21 Black Panther Needler LMG" desc = "A heavy 30 pound KF-21 Black Panther LMG. This prototype needler weapon was created by Latos Systems in collaboration with the South Korean government. It fires heavier needle projectiles at the cost of recoil and weight. Let the pink mist blot out the sun." icon_state = "needlelmg" - item_state = "needlelmg" + inhand_icon_state = "needlelmg" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3767,7 +3767,7 @@ name = "Worn S-27 Akula Needler SMG" desc = "A lightweight, albeit old and worn, Akula Needler SMG. A prototype created and supplied to the Kazakhstan by Latos Systems. The gun itself is lightweight, easy to use, low recoil, but unable to take silencers or scopes. The design was a prototype and never took off, rejected in favor of the AK series rifles." icon_state = "needlesmg" - item_state = "needlesmg" + inhand_icon_state = "needlesmg" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3793,7 +3793,7 @@ name = "Custom Engraved STG-44" desc = "A customized and engraved STG-44. The STG-44 is a German assault rifle, champered in 8mm kurz, or .30-06 for similiar caliber, it is a striking piece of creation. The wood stock is replaced with proper and sturdy birch wood, the metal engraved with baroque motifs. On the barrel is the name 'Freyja'. Seems this gun is able to have a scope on it alongside supressor." icon_state = "stg" - item_state = "stg" + inhand_icon_state = "stg" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -3829,7 +3829,7 @@ name = "Unktehila" desc = "A green colored TG78 anti material rifle or 'tank gewehr-78' is a .50 cal anti material rifle. This one has odd native american themed imprints on the reciever and stock. The scope on top has an imprint of some odd serpent creature..how peculiar" icon_state = "tg78" - item_state = "tg78" + inhand_icon_state = "tg78" mag_type = /obj/item/ammo_box/magazine/highcaliber init_mag_type = /obj/item/ammo_box/magazine/highcaliber icon = 'icons/fallout/objects/guns/ballistic.dmi' @@ -3858,7 +3858,7 @@ name = "Big Bienvenue" desc = "An old, pre-war American knockoff of an even older Soviet anti-tank rifle, sold as a big game hunting rifle before the bombs fell. This one appears to be well-maintained, and has what appear to be tally marks etched into the stock." icon_state = "ptrs" - item_state = "ptrs" + inhand_icon_state = "ptrs" mag_type = /obj/item/ammo_box/magazine/internal/ptrs init_mag_type = /obj/item/ammo_box/magazine/internal/ptrs icon = 'icons/fallout/objects/guns/ballistic.dmi' @@ -3885,7 +3885,7 @@ name = "T55E1 Assault Rifle" desc = "A T55E1 assault compact assault rifle. Chambered in 12.7mm, ok recoil, compactness, a slow firerate, this rifle was developed by an American arms division before the third war began. It was meant to replace the AR-15 but proved too bulky, low modificationa ability, high costs in ammo,and bad ergonomics." icon_state = "bolter" - item_state = "bolter" + inhand_icon_state = "bolter" mag_type = /obj/item/ammo_box/magazine/smg14 init_mag_type = /obj/item/ammo_box/magazine/smg14 icon = 'icons/fallout/objects/guns/ballistic.dmi' @@ -3908,7 +3908,7 @@ name = "Custom T55E1 Assault Carbine" desc = "A T55E1 assault compact assault rifle. Chambered in 10mm, it seems to be a custom assault carbine. It is much lighter than its bigger counterpart." icon_state = "bolter" - item_state = "bolter" + inhand_icon_state = "bolter" mag_type = /obj/item/ammo_box/magazine/m10mm/adv init_mag_type = /obj/item/ammo_box/magazine/m10mm/adv icon = 'icons/fallout/objects/guns/ballistic.dmi' @@ -3940,7 +3940,7 @@ name = "\improper M72 gauss rifle" desc = "The M72 rifle is of German design. It uses an electromagnetic field to propel rounds at tremendous speed... and pierce almost any obstacle. Its range, accuracy and stopping power is almost unparalleled." icon_state = "m72" - item_state = "sniper" + inhand_icon_state = "sniper" slot_flags = INV_SLOTBIT_BACK mag_type = /obj/item/ammo_box/magazine/m2mm init_mag_type = /obj/item/ammo_box/magazine/m2mm @@ -3969,7 +3969,7 @@ name = "xl70e3" desc = "This was an experimental weapon at the time of the war. Manufactured, primarily, from high-strength polymers, the weapon is almost indestructible. It's light, fast firing, accurate, and can be broken down without the use of any tools. Chambered in 5.56x45mm." icon_state = "xl70e3" - item_state = "xl70e3" + inhand_icon_state = "xl70e3" mag_type = /obj/item/ammo_box/magazine/m556/rifle init_mag_type = /obj/item/ammo_box/magazine/m556/rifle weapon_class = WEAPON_CLASS_RIFLE diff --git a/code/modules/projectiles/guns/ballistic/bow.dm b/code/modules/projectiles/guns/ballistic/bow.dm index f2341f5106..622c4294a4 100644 --- a/code/modules/projectiles/guns/ballistic/bow.dm +++ b/code/modules/projectiles/guns/ballistic/bow.dm @@ -3,7 +3,7 @@ desc = "base type of bow used to define features for multiple-loading bows" icon = 'icons/obj/guns/projectile.dmi' icon_state = "bow" - item_state = "bow" + inhand_icon_state = "bow" weapon_class = null w_class = WEIGHT_CLASS_NORMAL slot_flags = INV_SLOTBIT_BACK | INV_SLOTBIT_BELT @@ -227,7 +227,7 @@ desc = "A compact bow with a low draw weight. Easy to make, gets the job done. It can fit in your bag, however." icon = 'modular_coyote/icons/objects/guns/bows.dmi' icon_state = "shortbow" - item_state = "bow" + inhand_icon_state = "bow" init_firemodes = list( /datum/firemode/semi_auto/slower ) @@ -238,7 +238,7 @@ desc = "A compact crossbow with a precision scope." icon = 'icons/obj/guns/projectile.dmi' icon_state = "xbow" - item_state = "xbow" + inhand_icon_state = "xbow" trigger_guard = TRIGGER_GUARD_NONE can_scope = FALSE zoom_factor = 1.5 @@ -248,7 +248,7 @@ name = "yumi bow" desc = "A lightweight samurai bow. It's big, has low draw weight. Why would someone use this?" //temporary fix icon_state = "tribalbow" - item_state = "bow" + inhand_icon_state = "bow" damage_multiplier = GUN_EXTRA_DAMAGE_0 //BASIC 40 DAMAGE, SLOW SHOTS, BUT COMPACT //dunno if you want to include more information for each bow, but this is the basics @@ -264,7 +264,7 @@ desc = "A recurve bow manufactured with modern tools and materials." icon = 'modular_coyote/icons/objects/guns/bows.dmi' icon_state = "modern" - item_state = "bow" + inhand_icon_state = "bow" damage_multiplier = GUN_EXTRA_DAMAGE_T3 //Now actually worth taking over the longbow. init_firemodes = list( /datum/firemode/semi_auto/slower // Fires faster, more accurate. @@ -275,7 +275,7 @@ desc = "Large, bulky and powerful. " icon = 'modular_coyote/icons/objects/guns/bows.dmi' icon_state = "longbow" - item_state = "bow" + inhand_icon_state = "bow" damage_multiplier = GUN_EXTRA_DAMAGE_T4 init_recoil = RIFLE_RECOIL(3, 3) // Fires the slowest, high damage, hard to control w_class = WEIGHT_CLASS_BULKY @@ -284,7 +284,7 @@ name = "Light Crossbow" desc = "A compact crossbow, with decent firepower." icon_state = "xbow" - item_state = "xbow" + inhand_icon_state = "xbow" trigger_guard = TRIGGER_GUARD_NONE damage_multiplier = GUN_EXTRA_DAMAGE_T3 //50 damage. bolt action rifle firepower @@ -298,7 +298,7 @@ desc = "An amalgamation of different materials - wood, animal horn and string, makes it faster to use. Can be stored within bags." icon = 'modular_coyote/icons/objects/guns/bows.dmi' icon_state = "composite" - item_state = "bow" + inhand_icon_state = "bow" damage_multiplier = GUN_EXTRA_DAMAGE_T2 // Has lower damage, high firerate init_firemodes = list( /datum/firemode/semi_auto/slow,// Fires much faster @@ -319,7 +319,7 @@ name = "prewar compound bow" desc = "A rare, functional prewar bow, with a complex system of pullies that allow for a much stronger draw, with much less effort. The pinical of weaponry like this. Alt click to attach to a quiver on your belt slot." icon_state = "pipebow" - item_state = "bow" + inhand_icon_state = "bow" init_firemodes = list( /datum/firemode/semi_auto/slow, ) diff --git a/code/modules/projectiles/guns/ballistic/flamethrower.dm b/code/modules/projectiles/guns/ballistic/flamethrower.dm index b7e8594983..4bee8798b1 100644 --- a/code/modules/projectiles/guns/ballistic/flamethrower.dm +++ b/code/modules/projectiles/guns/ballistic/flamethrower.dm @@ -4,7 +4,7 @@ desc = "The massive pressurized fuel tank for a M2 Flamethrower." icon = 'icons/obj/guns/flamethrower.dmi' icon_state = "m2_flamethrower_back" - item_state = "m2_flamethrower_back" + inhand_icon_state = "m2_flamethrower_back" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' slot_flags = INV_SLOTBIT_BACK @@ -98,7 +98,7 @@ desc = "A pre-war M2 Flamethrower, commonly found in National Guard armoies. This one has NCR armory markings and is issued to combat engineers." icon = 'icons/obj/guns/flamethrower.dmi' icon_state = "m2_flamethrower_on" - item_state = "m2flamethrower" + inhand_icon_state = "m2flamethrower" weapon_class = WEAPON_CLASS_RIFLE flags_1 = CONDUCT_1 slowdown = 0.3 diff --git a/code/modules/projectiles/guns/ballistic/flintlock.dm b/code/modules/projectiles/guns/ballistic/flintlock.dm index f81e7166ed..78c526f92b 100644 --- a/code/modules/projectiles/guns/ballistic/flintlock.dm +++ b/code/modules/projectiles/guns/ballistic/flintlock.dm @@ -2,7 +2,7 @@ name = "flintlock pistol" desc = "An ancient but well kept blackpowder pistol." icon_state = "flintlock" - item_state = "flintlock" + inhand_icon_state = "flintlock" weapon_class = WEAPON_CLASS_SMALL // yarr harr fiddle dee dee, something something gundolier weapon_weight = GUN_ONE_HAND_AKIMBO //need both hands to fire added_spread = GUN_SPREAD_AWFUL @@ -253,7 +253,7 @@ name = "flintlock laser pistol" desc = "An old sport shooting pistol that utilizes a compact explosively pumped ferroelectric generator to create a burst of capacitor energy out of a blackpowder charge." icon_state = "flintlock_laser" - item_state = "flintlock_laser" + inhand_icon_state = "flintlock_laser" weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO added_spread = GUN_SPREAD_AWFUL @@ -285,7 +285,7 @@ desc = "An ancient but well kept blackpowder musket." icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "musket1" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -311,7 +311,7 @@ desc = "An ancient but well kept blackpowder musketoon; handy!" icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "musketoon" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -336,7 +336,7 @@ desc = "An ancient but well kept blackpowder jezail; handy!" icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "jezail" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -369,7 +369,7 @@ desc = "A matchlock rifle handmade by a craftsman some time after the fall of the old world. For a matchlock, its VERY high quality!" icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "tanegashima" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -389,7 +389,7 @@ desc = "An ancient but well kept blackpowder rock chucker!" icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "spingarda" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -408,7 +408,7 @@ desc = "An ancient but well kept blackpowder musket, lighter and handier than a full sized musket with a beautiful ebony stock." icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "mosquete1752" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -432,7 +432,7 @@ desc = "Are you sure this isn't for shooting fireworks? Or maybe tennis balls...?" icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "handcannon" - item_state = "flintlock" + inhand_icon_state = "flintlock" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -458,7 +458,7 @@ desc = "Are you sure this isn't for shooting fireworks? Or maybe tennis balls...?" icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "handcannon" - item_state = "flintlock" + inhand_icon_state = "flintlock" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -476,7 +476,7 @@ desc = "Is that thing even real? Does it actually even work?" icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "matchlock_handgonne" - item_state = "flintlock" + inhand_icon_state = "flintlock" weapon_weight = GUN_ONE_HAND_AKIMBO /obj/item/gun/flintlock/matchlock/matchlockarquebus @@ -484,7 +484,7 @@ desc = "Don't put it near someones arquebussy." icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "matchlock_arquebus" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -509,7 +509,7 @@ desc = "Don't put it near someones arquebussy." icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "arquebus" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -534,7 +534,7 @@ desc = "An ancient but well kept blackpowder matchlock musketoon; just like the 30 years war would have had!" icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "matchlock_musketoon" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -572,7 +572,7 @@ desc = "An ancient but well kept blackpowder sharpshooters rifle; fascinating!" icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "matchlock_cavalier" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire @@ -592,7 +592,7 @@ desc = "An ancient but well kept blackpowder bombard, what the FUCK!?" icon = 'modular_coyote/icons/objects/ancient.dmi' icon_state = "handbombard" - item_state = "308" + inhand_icon_state = "308" mob_overlay_icon = 'modular_coyote/icons/objects/back.dmi' weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY //need both hands to fire diff --git a/code/modules/projectiles/guns/ballistic/launchers.dm b/code/modules/projectiles/guns/ballistic/launchers.dm index 70c72995e5..7d8e71f767 100644 --- a/code/modules/projectiles/guns/ballistic/launchers.dm +++ b/code/modules/projectiles/guns/ballistic/launchers.dm @@ -6,7 +6,7 @@ name = "grenade rifle" icon = 'modular_coyote/icons/objects/gun.dmi' icon_state = "m79" // shinier sprite! but also points left :V - item_state = "gun" + inhand_icon_state = "gun" mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher init_mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher fire_sound = 'sound/weapons/grenadelaunch.ogg' @@ -26,7 +26,7 @@ desc = "A bulky but surprisingly lightweight grenade launcher with a stiff pump." icon = 'modular_coyote/icons/objects/ncrrangersguns.dmi' icon_state = "china_lake" - item_state = "shotguntrench" + inhand_icon_state = "shotguntrench" mag_type = /obj/item/ammo_box/magazine/internal/shot/grenade init_mag_type = /obj/item/ammo_box/magazine/internal/shot/grenade fire_sound = 'sound/weapons/grenadelaunch.ogg' @@ -68,7 +68,7 @@ name = "kinetic speargun" desc = "A weapon favored by carp hunters. Fires specialized spears using kinetic energy." icon_state = "speargun" - item_state = "speargun" + inhand_icon_state = "speargun" weapon_class = WEAPON_CLASS_RIFLE can_suppress = FALSE mag_type = /obj/item/ammo_box/magazine/internal/speargun @@ -96,7 +96,7 @@ desc = "a man-portable launcher for tactical nuclear ordnance. what's not to love?" icon = 'modular_coyote/icons/objects/gun.dmi' icon_state = "fatman" - item_state = "rocketlauncher" //not sure where it is or if this works. hopefully. + inhand_icon_state = "rocketlauncher" //not sure where it is or if this works. hopefully. mag_type = /obj/item/ammo_box/magazine/internal/mininuke fire_sound = 'sound/weapons/rocketlaunch.ogg' weapon_class = WEAPON_CLASS_HEAVY @@ -117,7 +117,7 @@ name = "\improper rocket launcher" desc = "Technically, this is actually a rocket propelled grenade launcher, rather than a true rocket launcher. The person you shot is unlikely to care much, though." icon_state = "rocketlauncher" - item_state = "rocketlauncher" + inhand_icon_state = "rocketlauncher" mag_type = /obj/item/ammo_box/magazine/internal/rocketlauncher fire_sound = 'sound/weapons/rocketlaunch.ogg' weapon_class = WEAPON_CLASS_RIFLE @@ -131,7 +131,7 @@ name = "\improper romckit launcher" desc = "" icon_state = "rocketlauncher" - item_state = "rocketlauncher" + inhand_icon_state = "rocketlauncher" mag_type = /obj/item/ammo_box/magazine/internal/rocketlauncher fire_sound = 'sound/weapons/rocketlaunch.ogg' can_suppress = FALSE @@ -204,7 +204,7 @@ desc = "An old rocket launcher that has somehow been repurposed to fire bricks at high velocity." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "launcher" - item_state = "rocketlauncher" + inhand_icon_state = "rocketlauncher" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/brick fire_sound = 'sound/weapons/rocketlaunch.ogg' weapon_class = WEAPON_CLASS_RIFLE diff --git a/code/modules/projectiles/guns/ballistic/magweapon.dm b/code/modules/projectiles/guns/ballistic/magweapon.dm index 18a9f0c1c6..5bb415df56 100644 --- a/code/modules/projectiles/guns/ballistic/magweapon.dm +++ b/code/modules/projectiles/guns/ballistic/magweapon.dm @@ -2,7 +2,7 @@ name = "magnetic rifle" desc = "A simple upscalling of the technologies used in the magpistol, the magrifle is capable of firing slightly larger slugs in bursts. Compatible with the magpistol's slugs." icon_state = "magrifle" - item_state = "arg" + inhand_icon_state = "arg" force = 10 slot_flags = INV_SLOTBIT_BACK mag_type = /obj/item/ammo_box/magazine/mmag diff --git a/code/modules/projectiles/guns/ballistic/minigun.dm b/code/modules/projectiles/guns/ballistic/minigun.dm index 5ca6acbf7f..1ff71d7802 100644 --- a/code/modules/projectiles/guns/ballistic/minigun.dm +++ b/code/modules/projectiles/guns/ballistic/minigun.dm @@ -3,7 +3,7 @@ desc = "The massive ammo belt for the CZ53 personal minigun." icon = 'icons/obj/guns/minigun.dmi' icon_state = "balholstered" - item_state = "backpack" + inhand_icon_state = "backpack" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' slot_flags = INV_SLOTBIT_BACK @@ -89,7 +89,7 @@ desc = "Boasting an extreme rate of fire, the Rockwell CZ53 personal minigun is the perfect weapon for suppressing fire." icon = 'icons/obj/guns/minigun.dmi' icon_state = "minigunbal_spin" - item_state = "minigun" + inhand_icon_state = "minigun" weapon_class = WEAPON_CLASS_RIFLE slowdown = GUN_SLOWDOWN_RIFLE_LMG force = GUN_MELEE_FORCE_PISTOL_HEAVY @@ -149,7 +149,7 @@ desc = "Boasting an extreme rate of fire, the Rockwell CZ53 personal minigun is the perfect weapon for suppressing fire, if this one wasn't converted into .22! Hehehehe..." icon = 'icons/obj/guns/minigun.dmi' icon_state = "minigunbal_spin" - item_state = "minigun" + inhand_icon_state = "minigun" weapon_class = WEAPON_CLASS_RIFLE slowdown = GUN_SLOWDOWN_RIFLE_LMG force = GUN_MELEE_FORCE_PISTOL_HEAVY diff --git a/code/modules/projectiles/guns/ballistic/pistol.dm b/code/modules/projectiles/guns/ballistic/pistol.dm index b630bd2aa0..9d241626f8 100644 --- a/code/modules/projectiles/guns/ballistic/pistol.dm +++ b/code/modules/projectiles/guns/ballistic/pistol.dm @@ -14,7 +14,7 @@ icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' - item_state = "gun" + inhand_icon_state = "gun" weapon_class = WEAPON_CLASS_SMALL mag_type = /obj/item/ammo_box/magazine/m10mm/adv/simple weapon_weight = GUN_ONE_HAND_AKIMBO @@ -69,7 +69,7 @@ name = "Mini VAL" desc = "An absurdly tiny VAL rifle. You can barely reach its trigger." icon_state = "vss" - item_state = "vss" + inhand_icon_state = "vss" mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' /obj/item/gun/ballistic/automatic/pistol/pistol22/val/update_icon_state() @@ -90,7 +90,7 @@ name = "Custom engraved derringer" desc = "A custom and engraved, albeit desert eagle sized, derringer. With 14mm in mind, four barrels, and modern mechanisms, it's a gun fit for the luxurious bunch. Enscribed on the top right barrel is the name 'Roses are forever'. It bears baroque like motifs around the barrels and reciever while also having a pearl ivory grip." icon_state = "customderringer" - item_state = "customderringer" + inhand_icon_state = "customderringer" mag_type = /obj/item/ammo_box/magazine/internal/shot/derringer init_mag_type = /obj/item/ammo_box/magazine/internal/shot/derringer icon = 'icons/fallout/objects/guns/ballistic.dmi' @@ -141,7 +141,7 @@ name = "M3 Civillian Pistol" desc = "This pistol is the civillian version of the M3 Magnum, which uses common and abundant 9mm ammunition." icon_state = "m3civ" - item_state = "m3civ" + inhand_icon_state = "m3civ" init_mag_type = /obj/item/ammo_box/magazine/m9mm/doublestack mag_type = /obj/item/ammo_box/magazine/m9mm weapon_class = WEAPON_CLASS_SMALL @@ -202,7 +202,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "Pocket10" - item_state = "glock" + inhand_icon_state = "glock" init_mag_type = /obj/item/ammo_box/magazine/m10mm/adv/simple mag_type = /obj/item/ammo_box/magazine/m10mm // load any 10mm pistol ammos disallowed_mags = list( @@ -228,7 +228,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "Warden10" - item_state = "glock" + inhand_icon_state = "glock" init_mag_type = /obj/item/ammo_box/magazine/m10mm/adv/simple mag_type = /obj/item/ammo_box/magazine/m10mm // load any 10mm pistol ammos disallowed_mags = list( @@ -251,7 +251,7 @@ name = "9mm Makarov pistol" desc = "A easy to conceal Makarov pistol chambered in 9mm. Compact, easy to use, and stylish. This gun likes her enemies shaken, not stirred." icon_state = "makarov" - item_state = "glock" + inhand_icon_state = "glock" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -263,7 +263,7 @@ name = "5mm Equalizer pistol" desc = "A not so well known 5mm chambered pistol. The Taurus 'Equalizer' is a pistol with a 20 round 5mm capacity and a decent hitting catridge." icon_state = "5mm" - item_state = "handgonne" + inhand_icon_state = "handgonne" init_mag_type = /obj/item/ammo_box/magazine/m5mmcustom mag_type = /obj/item/ammo_box/magazine/m5mmcustom weapon_class = WEAPON_CLASS_SMALL @@ -287,7 +287,7 @@ name = "Ensamvarg " desc = "A 5mm Taurus pistol. This one seems custom!" icon_state = "5mm" - item_state = "handgonne" + inhand_icon_state = "handgonne" init_mag_type = /obj/item/ammo_box/magazine/m5mmcustom mag_type = /obj/item/ammo_box/magazine/m5mmcustom weapon_class = WEAPON_CLASS_SMALL @@ -309,7 +309,7 @@ name = "Fuil" desc = "A 5mm custom Taurus pistol!" icon_state = "5mm" - item_state = "handgonne" + inhand_icon_state = "handgonne" init_mag_type = /obj/item/ammo_box/magazine/m5mmcustom mag_type = /obj/item/ammo_box/magazine/m5mmcustom weapon_class = WEAPON_CLASS_SMALL @@ -351,7 +351,7 @@ desc = "The first mass produced semiautomatic pistol, designed before doublestack magazines existed." icon = 'modular_coyote/icons/objects/pistols.dmi' icon_state = "c93" - item_state = "p38" + inhand_icon_state = "p38" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -365,7 +365,7 @@ name = "9mm Luger" desc = "A classy german 9mm pistol, which takes single stack magazines." icon_state = "p08" - item_state = "p38" + inhand_icon_state = "p38" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -375,7 +375,7 @@ name = "Glock 19" desc = "The GLOCK 19, Chambered in 9mm, is a versatile compact pistol. It fits comfortably in the hand or a chest rig, and its solid design lets it survive mud, sand, and sometimes even peanut butter." icon_state = "glock" - item_state = "glock" + inhand_icon_state = "glock" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -385,7 +385,7 @@ name = "Pink glock Pistol" desc = "The GLOCK 19, Chambered in 9mm, is a versatile compact pistol. It fits comfortably in the hand or a chest rig. This one hasnt seen much mud or sand, but it has fallen victim to a rather unusual colour choice. Is pink really 'tacticool?'" icon_state = "plock" - item_state = "plock" + inhand_icon_state = "plock" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -514,7 +514,7 @@ name = "MP77 Pistol" desc = "A MP77 pistol from the H&K company. This pistol is based off the VP70, a pistol created by the same company. Made for much more cheaper markets, it's chambered in 9mm and comes with a three burst fire mode. Albeit it seems to be slow in such a ROF. Quite stylish however." icon_state = "mp77" - item_state = "mp77" + inhand_icon_state = "mp77" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -609,7 +609,7 @@ name = "\improper Crusader pistol" desc = "A large-framed N99 pistol emblazoned with the colors and insignia of the Brotherhood of Steel. It feels heavy in your hand." icon_state = "crusader" - item_state = "crusader" + inhand_icon_state = "crusader" weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO damage_multiplier = GUN_EXTRA_DAMAGE_0 @@ -623,7 +623,7 @@ desc = "A variant of the n99 with a custom paint job done on it. The paint used is of the highest quality!" icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "ponycrusader" - item_state = "ponycrusader" + inhand_icon_state = "ponycrusader" /* * * * * * * * * * * * Type 17 Semi-Auto @@ -660,7 +660,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "toxpistol" - item_state = "toxpistol" + inhand_icon_state = "toxpistol" init_recoil = HANDGUN_RECOIL(0.4, 0.4) init_firemodes = list( /datum/firemode/semi_auto/fast , @@ -679,7 +679,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "no3custom" - item_state = "no3custom" + inhand_icon_state = "no3custom" init_firemodes = list( /datum/firemode/semi_auto/fast ) @@ -699,7 +699,7 @@ name = "Sig P220" desc = "The P220 Sig Sauer. A Swiss designed pistol that is compact and has an average rate of fire for a pistol." icon_state = "newsig" - item_state = "gun" + inhand_icon_state = "gun" init_mag_type = /obj/item/ammo_box/magazine/m45 mag_type = /obj/item/ammo_box/magazine/m45 disallowed_mags = list(/obj/item/ammo_box/magazine/m45/socom, /obj/item/ammo_box/magazine/m45/socom/empty) @@ -760,7 +760,7 @@ name = "Black Kite" desc = "These large Sig Sauer pistols have seen much wear, and have been kept maintained with parts from the more common P220, necessitating the rechambering to .45ACP." icon_state = "pistol14" - item_state = "gun" + inhand_icon_state = "gun" init_mag_type = /obj/item/ammo_box/magazine/m45 mag_type = /obj/item/ammo_box/magazine/m45 disallowed_mags = list(/obj/item/ammo_box/magazine/m45/socom, /obj/item/ammo_box/magazine/m45/socom/empty) @@ -792,7 +792,7 @@ name = "Schmeisser Classic" desc = "An obscure pistol that fits a 10mm magazine and is capable of full auto. Fires from an open bolt. Innacurate on the first shot, but it doesn't get much worse. Or better." icon_state = "bornheim" - item_state = "pistolchrome" + inhand_icon_state = "pistolchrome" fire_sound = 'sound/f13weapons/10mm_fire_02.ogg' init_mag_type = /obj/item/ammo_box/magazine/m10mm/adv/simple mag_type = /obj/item/ammo_box/magazine/m10mm // load any 10mm pistol ammos @@ -823,7 +823,7 @@ name = "M1911" desc = "A classic .45 handgun with a small magazine capacity." icon_state = "m1911" - item_state = "pistolchrome" + inhand_icon_state = "pistolchrome" init_mag_type = /obj/item/ammo_box/magazine/m45 mag_type = /obj/item/ammo_box/magazine/m45 disallowed_mags = list(/obj/item/ammo_box/magazine/m45/socom, /obj/item/ammo_box/magazine/m45/socom/empty) @@ -867,7 +867,7 @@ name = "M3 Special Operations." desc = "A variant of the M3 series of pistols. This version is made for United Nations Marine Corps Spec Ops as their main service pistol." icon_state = "M6SOCOM" - item_state = "M6SOCOM" + inhand_icon_state = "M6SOCOM" damage_multiplier = GUN_LESS_DAMAGE_T1 /obj/item/gun/ballistic/automatic/pistol/m1911/custom/jackal @@ -929,7 +929,7 @@ name = "Desert Eagle" desc = "A robust .44 magnum semi-automatic handgun." icon_state = "deagle" - item_state = "deagle" + inhand_icon_state = "deagle" init_mag_type = /obj/item/ammo_box/magazine/m44 mag_type = /obj/item/ammo_box/magazine/m44 // load any .44 pistol ammos weapon_class = WEAPON_CLASS_SMALL @@ -954,7 +954,7 @@ name = "El Capitan" desc = "The Captain loves his gun, despite some silly gunsmith adding some gas venting to the barrel after his second visit to the surgeon for recoil-related wrist injuries." icon_state = "elcapitan" - item_state = "deagle" + inhand_icon_state = "deagle" mag_type = /obj/item/ammo_box/magazine/m14mm init_mag_type = /obj/item/ammo_box/magazine/m14mm weapon_class = WEAPON_CLASS_SMALL @@ -979,7 +979,7 @@ name = "Automag" desc = "A long-barreled .44 magnum semi-automatic handgun." icon_state = "automag" - item_state = "deagle" + inhand_icon_state = "deagle" init_mag_type = /obj/item/ammo_box/magazine/m44/automag mag_type = /obj/item/ammo_box/magazine/m44/automag weapon_class = WEAPON_CLASS_SMALL @@ -999,7 +999,7 @@ name = "M3 Magnum" desc = "Another M3 series pistol. This one is akin to the M3 magnums used by Leo Arments. The magnum is chambered in .44 and comes with a built in 2x holo-scope." icon_state = "m3magnum" - item_state = "m3magnum" + inhand_icon_state = "m3magnum" zoom_factor = 1.1 damage_multiplier = GUN_LESS_DAMAGE_T1 @@ -1007,7 +1007,7 @@ name = "Aureum Tactum" desc = "The golden gun, er..well somewhat. Chambered in a lesser form of .44 magnum, the Aureum Tactum golden desert eagle is fully automatic. Albeit it requires a good grip for obvious reasons." icon_state = "uniquedeag" - item_state = "uniquedeag" + inhand_icon_state = "uniquedeag" init_mag_type = /obj/item/ammo_box/magazine/m44/automag mag_type = /obj/item/ammo_box/magazine/m44/automag init_recoil = HMG_RECOIL (8, 8) @@ -1083,7 +1083,7 @@ name = "Custom P-36 Assault Pistol" desc = "A custom P-36 Assault pistol manufactured by the Latos Systems company which was based in pre-war Tokyo. This heavy caliber firearm isn't easily concealable, comes chambered in a odd pistol conversion of a .577 nitro express round, and has a odd frontal magazine configuration but what it lacks in concealment and firerate, it makes up for in punch and 'kawaii' asthetic. The owner of this has engraved their name where the gun's name would be, a 'Tox Mckit'." icon_state = "toxcyberplaceholder" - item_state = "toxcybergun" + inhand_icon_state = "toxcybergun" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1104,7 +1104,7 @@ name = "Zünder-14 Pistol" desc = "A Zünder-14 pistol. Zunder means 'detonator' in German. Comes with a side-mounted rail mount for scopes. Manufactured by Leo Armaments, this over engineered pistol is a literal toggle-lock semi-automatic pistol/revolver hybrid. Chambered in a heavy .44, the trigger is slightly lighter and easy to press. What were Leo Armaments thinking?" icon_state = "lugermagnum" - item_state = "judge" + inhand_icon_state = "judge" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1126,7 +1126,7 @@ name = "Custom Zünder-14 Pistol" desc = "A customized Z-14 pistol from Leo Armaments. This semi-automatic pistol-revolver toggle lock action piece of iron comes rechambered in a bigger cartridge, sacrificing capacity for heavy hitting fun. Alongside this,The gun's plating is a silver like material and for the grips, custom black colored wooden grips. The ebony grip has a scene of a moth fluttering on it. Adorning the uniquely made pistol is baroque motifs. On the very end of the barrel is the name of someone who is called 'Tox'. A piece made for an executioner." icon_state = "toxrevolver" - item_state = "judge" + inhand_icon_state = "judge" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1147,7 +1147,7 @@ name = "Latos Systems P-36 Assault Pistol" desc = "A heavy caliber pistol manufactured by Latos Systems. Chambered in 12.7mm or 14mm in pistol caliber, this heavy hitting pistol packs a wallop but requires two hands to even remotely handle the insane recoil. Comes with a built in Smart-Tek mini-dot sight. The gun itself has the ability to take in a custom ammo counter should one choose." icon_state = "ticon" - item_state = "ticon" + inhand_icon_state = "ticon" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1169,7 +1169,7 @@ name = "4.7mm A39 Pistol" desc = "A rather strange caliber having pistol. Chambered in 4.7mm caseless ammo, this pistol seems to be a bit heavier to hold but is generally still the same as any pistol of its size and caliber range." icon_state = "jericho" - item_state = "pistolchrome" + inhand_icon_state = "pistolchrome" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -1190,7 +1190,7 @@ name = "NP-149/40" desc = "A NP-149/40 pistol. This unique and odd prototype of a pistol was manufactured by Latos Systems before the way. It uses a peculiar type of ammunition. The ammo itself, when inserted, somehow turns into a set of pink glowing needles. How does Latos Systems do it? Who knows!" icon_state = "needlerpistol" - item_state = "needlerpistol" + inhand_icon_state = "needlerpistol" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' diff --git a/code/modules/projectiles/guns/ballistic/revolver.dm b/code/modules/projectiles/guns/ballistic/revolver.dm index abb5fbd77a..853be0e030 100644 --- a/code/modules/projectiles/guns/ballistic/revolver.dm +++ b/code/modules/projectiles/guns/ballistic/revolver.dm @@ -186,7 +186,7 @@ /obj/item/gun/ballistic/revolver/revolver45 name = "S&W .45 ACP revolver" desc = "Smith and Wesson revolver firing .45 ACP from a seven round cylinder." - item_state = "45revolver" + inhand_icon_state = "45revolver" icon_state = "45revolver" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev45 weapon_class = WEAPON_CLASS_SMALL @@ -239,7 +239,7 @@ name = "\improper .357 magnum revolver" desc = "A no-nonsense revolver, more than likely made in some crude workshop in one of the more prosperous frontier towns." icon_state = "357colt" - item_state = "357colt" + inhand_icon_state = "357colt" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev357 weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO @@ -301,7 +301,7 @@ name = "\improper Unica 6 auto-revolver" desc = "A pre-war high-power autorevolver commonly used by people who think they look cool." icon_state = "mateba" - item_state = "mateba" + inhand_icon_state = "mateba" weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO damage_multiplier = GUN_EXTRA_DAMAGE_T1 @@ -322,7 +322,7 @@ name = "Lucky" desc = "Just holding this gun makes you feel like an ace. This revolver was handmade from pieces of other guns in some workshop after the war. A one-of-a-kind gun, it was someone's lucky gun for many a year, it's in good condition and hasn't changed hands often." icon_state = "lucky37" - item_state = "lucky" + inhand_icon_state = "lucky" weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO damage_multiplier = GUN_EXTRA_DAMAGE_0 @@ -365,7 +365,7 @@ desc = "The Webley Revolver was the pre-war standard issue service pistol for the armed forces of the United Kingdom, and countries of the British Empire." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "webley" - item_state = "police" + inhand_icon_state = "police" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev357 weapon_class = WEAPON_CLASS_TINY weapon_weight = GUN_ONE_HAND_AKIMBO @@ -389,7 +389,7 @@ /obj/item/gun/ballistic/revolver/m29 name = ".44 magnum revolver" desc = "Powerful handgun for those who want to travel the wasteland safely in style. Has a bit of a kick." - item_state = "model29" + inhand_icon_state = "model29" icon_state = "m29" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev44 weapon_class = WEAPON_CLASS_SMALL @@ -413,7 +413,7 @@ /obj/item/gun/ballistic/revolver/m29/alt desc = "Powerful handgun with a bit of a kick. This one has nickled finish and pearly grip, and has been kept in good condition by its owner." - item_state = "44magnum" + inhand_icon_state = "44magnum" icon_state = "mysterious_m29" weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO @@ -436,7 +436,7 @@ /obj/item/gun/ballistic/revolver/m29/peacekeeper name = "Peacekeeper" desc = "When you don't just need excessive force, but crave it. This .44 has a special hammer mechanism, allowing for measured powerful shots, or fanning for a flurry of inaccurate shots." - item_state = "m29peace" + inhand_icon_state = "m29peace" icon_state = "m29peace" weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO @@ -486,7 +486,7 @@ /obj/item/gun/ballistic/revolver/revolver44 name = "\improper .44 magnum single-action revolver" desc = "I hadn't noticed, but there on his hip, was a moderately sized iron..." - item_state = "44colt" + inhand_icon_state = "44colt" icon_state = "44colt" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev44 weapon_class = WEAPON_CLASS_SMALL @@ -510,7 +510,7 @@ /obj/item/gun/ballistic/revolver/Lemat name = "Grapeshot Revolver" desc = "A 9 shot revolver from a time long forgotten. The revolver itself has been refitted to be 9mm. Unlike the original version, this one needs no wax caps or .36cal balls to be fitted into the cylinder. It also does not take a shotgun shell. But at least you have 9 shots to put your target down." - item_state = "lemat" + inhand_icon_state = "lemat" icon_state = "lemat" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/lemat weapon_class = WEAPON_CLASS_SMALL @@ -531,7 +531,7 @@ /obj/item/gun/ballistic/revolver/Lemat/customrevolvers //custom revolver name = "'Cain' 9mm revolver" desc = "A custom 9 shot revolver!" - item_state = "crevolver" + inhand_icon_state = "crevolver" icon_state = "lucky" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/lemat weapon_class = WEAPON_CLASS_SMALL @@ -552,7 +552,7 @@ /obj/item/gun/ballistic/revolver/Lemat/customrevolvers/second //custom revolver, comes with a revolver called cain name = "'Abel' 9mm revolver" desc = "A custom 9 shot revolver!" - item_state = "crevolver" + inhand_icon_state = "crevolver" icon_state = "lucky" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/lemat weapon_class = WEAPON_CLASS_SMALL @@ -573,7 +573,7 @@ /obj/item/gun/ballistic/revolver/Lemat/custom name = "Engraved LeMat Revolver" desc = "An engraved golden LeMat revolver with an ivory grip handle. Engraved onto the barrel of the gun is the phrase 'Bound by love' in Icelandic. The ivory grip has the face of a moth on both sides." - item_state = "goldengun" + inhand_icon_state = "goldengun" icon_state = "toxlemat" /* * * * * * * * * * * @@ -612,7 +612,7 @@ desc = "A relic from before the Great War returns to the wasteland. This rifle uses .308 ammunition and has considerable recoil." mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev308 icon = 'icons/fallout/objects/guns/longguns.dmi' - item_state = "m2405" + inhand_icon_state = "m2405" icon_state = "m2405" weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_ONE_HAND_ONLY @@ -639,7 +639,7 @@ name = "Colt Buntline" desc = "A Colt Buntline revolver. The revolver itself is the same as any else single action army albeit it's been rechambered to fit .45 LC. It also comes with an elongated barrel and attachable stock. For when you wanna hit the cowpokes from afar." icon_state = "coltcarbine" - item_state = "coltcarbine" + inhand_icon_state = "coltcarbine" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -664,7 +664,7 @@ name = "Taurus Judge" desc = "A Taurus manfactured Judge. This model specifically takes 3 shotgun shells, useful for unloading hell upon the enemy. Do they feel lucky?" icon_state = "judge" - item_state = "judge" + inhand_icon_state = "judge" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -685,7 +685,7 @@ name = "4.7mm revolver 2190 edition." desc = "A odd 6-cylinder 4.7mm caseless revolver. The cylinder is square-ish in nature while the revolver is a shy bit more heavy. Seems to hit about average, but fires slowly due to a heavy trigger and hammer." icon_state = "47rev" - item_state = "lucky" + inhand_icon_state = "lucky" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -706,7 +706,7 @@ name = "5mm break-action revolver" desc = "A 7-cylinder 5mm break action revolver. The revolver seems to be average in appearance. It also has a bit of a heavy trigger, affecting firerate!" icon_state = "5rev" - item_state = "model29" + inhand_icon_state = "model29" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -727,7 +727,7 @@ name = "OT-64 Heavy Needler rifle" desc = "A shoulder mounted OT-64 rifle. It was manufactured in Nepal by Latos Systems in collaboration with Nepal anti-armor divisions. It uses a heavy duty red needler round that's on par with the size and length of a 20mm shell. Albeit it doesn't hit hard, interestingly." icon_state = "heavyneedle" - item_state = "heavyneedle" + inhand_icon_state = "heavyneedle" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -844,7 +844,7 @@ name = "desert sequoia" desc = "This large, double-action revolver is a trademark weapon of the Desert Rangers. It features a dark finish with intricate engravings etched all around the weapon. Engraved along the barrel are the words 'For Honorable Service,' and 'Against All Tyrants.' The hand grip is oddly comfortable in your hand The entire weapon is suited for quick-drawing." icon_state = "sequoia" - item_state = "sequoia" + inhand_icon_state = "sequoia" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev4570 weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO @@ -860,7 +860,7 @@ name = "bladed ranger sequoia" desc = "This large, double-action revolver is a trademark weapon of the Desert Rangers. It features a dark finish with intricate engravings etched all around the weapon. Engraved along the barrel are the words 'For Honorable Service,' and 'Against All Tyrants.' The hand grip has a blade attached to the bottom. You know, for stabbin'." icon_state = "sequoia_b" - item_state = "sequoia" + inhand_icon_state = "sequoia" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev4570 force = GUN_MELEE_FORCE_PISTOL_HEAVY * 1.5 weapon_class = WEAPON_CLASS_SMALL @@ -892,7 +892,7 @@ /obj/item/gun/ballistic/revolver/revolver45/gunslinger name = "\improper Colt Single Action Army" desc = "A Colt Single Action Army, chambered in the archaic .45 long colt cartridge." - item_state = "coltwalker" + inhand_icon_state = "coltwalker" icon_state = "peacemaker" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev45/gunslinger weapon_class = WEAPON_CLASS_SMALL diff --git a/code/modules/projectiles/guns/ballistic/rifle.dm b/code/modules/projectiles/guns/ballistic/rifle.dm index 672c3a27ed..567d14fce4 100644 --- a/code/modules/projectiles/guns/ballistic/rifle.dm +++ b/code/modules/projectiles/guns/ballistic/rifle.dm @@ -19,7 +19,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "shotgun" - item_state = "shotgun" + inhand_icon_state = "shotgun" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY damage_multiplier = GUN_EXTRA_DAMAGE_0 @@ -92,7 +92,7 @@ name = "cowboy repeater" desc = "A lever action rifle chambered in .357 Magnum. Smells vaguely of whiskey and cigarettes." icon_state = "cowboyrepeater" - item_state = "cowboyrepeater" + inhand_icon_state = "cowboyrepeater" mag_type = /obj/item/ammo_box/magazine/internal/shot/tube357 weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -114,7 +114,7 @@ name = "Training Repeater" desc = "A lever action rifle chambered in .22LR. Used to teach people the basics of firearm operation." icon_state = "lever22" // Placeholder - item_state = "lever22" + inhand_icon_state = "lever22" mag_type = /obj/item/ammo_box/magazine/internal/shot/long22 gun_skill_check = AFFECTED_BY_FAST_PUMP | AFFECTED_BY_AUTO_PUMP weapon_class = WEAPON_CLASS_RIFLE @@ -147,7 +147,7 @@ name = ".22 Mares Leg" desc = "A lever action rifle chambered in .22LR. This one has been cut down crudely, and probably named something like The Filly Buster because you're not just the peak of comedy, you're the whole damn circus and the laugh track, too." icon_state = "lever22short" // Placeholder - item_state = "lever22short" + inhand_icon_state = "lever22short" mag_type = /obj/item/ammo_box/magazine/internal/shot/short22 gun_skill_check = AFFECTED_BY_FAST_PUMP | AFFECTED_BY_AUTO_PUMP weapon_class = WEAPON_CLASS_SMALL @@ -179,7 +179,7 @@ name = "Lever action pistol" desc = "A Volcanic Pistol from the Volcanic Repeating Arms Company. The pistol itself is a 6 round capacity rechambered in a much more fitting .45 ACP. The gun's original problems have been seemingly taken care of as to not allow your hand or hands to blow off when using the gun itself." icon_state = "volcanic" - item_state = "volcanic" + inhand_icon_state = "volcanic" icon = 'icons/fallout/objects/guns/ballistic.dmi' lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -207,7 +207,7 @@ name = "coyote repeater" desc = "A sanctified .357 lever action rifle, bearing a paw print, teeth painted on the handguard and what appears to be a severed paw." icon_state = "cowboyrepeatert" - item_state = "cowboyrepeater" + inhand_icon_state = "cowboyrepeater" mag_type = /obj/item/ammo_box/magazine/internal/shot/tube357 weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -229,7 +229,7 @@ name = "trail carbine" desc = "A lever action rifle chambered in .44 Magnum." icon_state = "trailcarbine" - item_state = "trailcarbine" + inhand_icon_state = "trailcarbine" mag_type = /obj/item/ammo_box/magazine/internal/shot/tube44 weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -251,7 +251,7 @@ name = "rainstick" desc = "A sactified .44 lever action rifle, coated in detailed markings and a carved bead chain that sounds like rain." icon_state = "trailcarbinet" - item_state = "trailcarbine" + inhand_icon_state = "trailcarbine" mag_type = /obj/item/ammo_box/magazine/internal/shot/tube44 weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -273,7 +273,7 @@ name = "brush gun" desc = "A heavy Lever-action rifle chambered in .45-70. its sturdy design lets it handle the largest cartridges and largest game." icon_state = "brushgun" - item_state = "brushgun" + inhand_icon_state = "brushgun" mag_type = /obj/item/ammo_box/magazine/internal/shot/tube4570 weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -296,7 +296,7 @@ name = "medicine stick" desc = "A heavy .45-70 Lever-action rifle. Beautiful paintings coat the fine weapon, a bead that whistles when spun hangs from a hand woven cord." icon_state = "brushgunt" - item_state = "brushgun" + inhand_icon_state = "brushgun" mag_type = /obj/item/ammo_box/magazine/internal/shot/tube4570 weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -319,7 +319,7 @@ name = "long ranger repeater" desc = "A lever action chambered in .308. Shares lots of characteristics with lever actions, but also the clunkiness of bolt actions, Best of both worlds, or master of none?" icon_state = "308-lever" - item_state = "brushgun" + inhand_icon_state = "brushgun" mag_type = /obj/item/ammo_box/magazine/internal/shot/tube380 weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -342,7 +342,7 @@ name = "Smell-The-Roses" desc = "A .308 lever action. Clunky, Heavy and decorated by someone with a sick sense of humor. A flowering rose around the bore, it's stem trailing along and petals on a string." icon_state = "smell-the-roses" - item_state = "brushgun" + inhand_icon_state = "brushgun" mag_type = /obj/item/ammo_box/magazine/internal/shot/tube380 weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -391,7 +391,7 @@ desc = "A sturdy hunting rifle, chambered in .30-06 Springfield." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "308" - item_state = "308" + inhand_icon_state = "308" mag_type = /obj/item/ammo_box/magazine/internal/boltaction/hunting sawn_desc = "A hunting rifle, crudely shortened with a saw. It's far from accurate, but the short barrel makes it quite portable." weapon_class = WEAPON_CLASS_RIFLE @@ -424,7 +424,7 @@ name = "hypocritical oath" desc = "An old, worn-in hunting rifle with leather wrapping the stock. Do (no) harm." icon_state = "308special" - item_state = "308special" + inhand_icon_state = "308special" mag_type = /obj/item/ammo_box/magazine/internal/boltaction/hunting weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -481,7 +481,7 @@ name = "Paciencia" desc = "A modified .30-06 hunting rifle with a reduced magazine but an augmented receiver. A Mexican flag is wrapped around the stock. You only have three shots- make them count." icon_state = "paciencia" - item_state = "paciencia" + inhand_icon_state = "paciencia" mag_type = /obj/item/ammo_box/magazine/internal/boltaction/hunting/paciencia weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -516,7 +516,7 @@ desc = "A rusty old Russian bolt action chambered in 7.62." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "mosin" - item_state = "308" + inhand_icon_state = "308" mag_type = /obj/item/ammo_box/magazine/internal/boltaction weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -544,7 +544,7 @@ desc = "A modified Lee Enfield with a shorten mag capacity but high stopping power. The bolt is greased and well made, even lighter which allows for faster operation of the rifle. It lacks the bayonet lug." icon = 'icons/fallout/objects/guns/longguns.dmi' icon_state = "speed" - item_state = "308" + inhand_icon_state = "308" mag_type = /obj/item/ammo_box/magazine/internal/speedinglee weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -608,7 +608,7 @@ sawn_desc = "This accursed abomination was a common modification for trench warfare. Now some waster is likely using it for close quarters." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "smle" - item_state = "smle" + inhand_icon_state = "smle" mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enfield weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -644,7 +644,7 @@ desc = "A shortened Enfield used for secondary service in the Australian and New Zealand army for jungle warfare. Made from an SMLE, it holds 10 rounds but sadly cannot fit a scope." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "junglecarbine" - item_state = "308" + inhand_icon_state = "308" mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enfield weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_TWO_HAND_ONLY @@ -669,7 +669,7 @@ desc = "A very old black powder cartridge gun of French lineage. How has it gotten here? Or survived this long?" icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "gras" - item_state = "308" + inhand_icon_state = "308" mag_type = /obj/item/ammo_box/magazine/internal/gras lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -699,7 +699,7 @@ desc = "A very old yet heavy AT rifle. Chambered in 13.7mm(50.cal), this rifle was used in limited numbers in 1918. The rifle weighs a staggering 40 pounds but packs a HEFTY punch. Go ahead, send that mutant to the gates in the sky." icon = 'icons/fallout/objects/guns/tg1918.dmi' icon_state = "tg" - item_state = "tg" + inhand_icon_state = "tg" mag_type = /obj/item/ammo_box/magazine/internal/giantgun lefthand_file = 'icons/fallout/objects/guns/tglefthand.dmi' righthand_file = 'icons/fallout/objects/guns/tgrighthand.dmi' @@ -725,7 +725,7 @@ desc = "A custom made TGM1918 rifle. This rifle still weighs a staggering 40+ pounds, but the gun is engraved and the wood akin to that of birch. A fancy AT rifle for those that pack heat. On the butt of the gun is a scene of a moth chasing a feline." icon = 'icons/fallout/objects/guns/tg1918.dmi' icon_state = "tg" - item_state = "tg" + inhand_icon_state = "tg" mag_type = /obj/item/ammo_box/magazine/internal/giantgun lefthand_file = 'icons/fallout/objects/guns/tglefthand.dmi' righthand_file = 'icons/fallout/objects/guns/tgrighthand.dmi' @@ -751,7 +751,7 @@ desc = "A very old black powder cartridge gun of French lineage. Unfortunately, it evidently did not survive its journey here." icon = 'modular_coyote/icons/objects/rifles.dmi' icon_state = "gross" - item_state = "308-sawn" + inhand_icon_state = "308-sawn" mag_type = /obj/item/ammo_box/magazine/internal/gras lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' @@ -805,7 +805,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "salvak" - item_state = "salvak" + inhand_icon_state = "salvak" mag_type = /obj/item/ammo_box/magazine/internal/salvaged_eastern_rifle init_mag_type = /obj/item/ammo_box/magazine/internal/salvaged_eastern_rifle weapon_class = WEAPON_CLASS_RIFLE @@ -848,7 +848,7 @@ desc = "a damaged, juryrigged prototype utilizing maglev technologies to propel a ferromagnetic slug to extreme velocities." icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "magriflev" - item_state = "magrifle" + inhand_icon_state = "magrifle" lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' mag_type = /obj/item/ammo_box/magazine/m556/rifle @@ -953,7 +953,7 @@ desc = "The Hecate II is a heavy, high-powered bolt action sniper rifle chambered in .50 caliber ammunition. Lacks an iron sight." icon = 'icons/fallout/objects/guns/longguns.dmi' icon_state = "amr" - item_state = "amr" + inhand_icon_state = "amr" inhand_x_dimension = 64 inhand_y_dimension = 64 lefthand_file = 'icons/fallout/onmob/weapons/64x64_lefthand.dmi' @@ -980,7 +980,7 @@ name = "Custom Panzerbüchse 39" desc = "A customized PzB.39 AT rifle. This rifle seems to be custom fitted to fire in a bolt-action mode instead of a falling-block action.The bolt is not really much of a bolt but it works, it also adds more weight to the rifle. From 27.78 lbs to 30 pounds! The rifle consists of premium grade parts. The stock itself, the part where one rests their shoulder, is extra padded for comfort and shock absorbing properties. Engraved on the reciever is baroque motifs while the rifle itself has a few moths and feline figures engraved on the reciever. A rifle fit for the Queen from the shadows." icon_state = "pzb39" - item_state = "pzb39" + inhand_icon_state = "pzb39" mag_type = /obj/item/ammo_box/magazine/pzb39magazne init_mag_type = /obj/item/ammo_box/magazine/pzb39magazne icon = 'icons/fallout/objects/guns/ballistic.dmi' @@ -1007,7 +1007,7 @@ name = "Mauser Model 1871" desc = "A Mauser Model 1871, also known as the Gewehr 71 or Infantry Gewehr 71. A bolt action rifle chambered in 11.7mm(50.cal), this rifle saw service by the German Empire. It was replaced by the Gewehr 88 in 1888 through 1890." icon_state = "m71" - item_state = "m71" + inhand_icon_state = "m71" mag_type = /obj/item/ammo_box/magazine/internal/mausereight init_mag_type = /obj/item/ammo_box/magazine/internal/mausereight icon = 'icons/fallout/objects/guns/ballistic.dmi' @@ -1032,7 +1032,7 @@ name = "Model 1888 commission rifle" desc = "A Model 1888 commission rifle. This rifle interestingly enough has the ability to eject the clip, also seems to require it itself to fire. This specific model was made so it is extra sturdy. It seems to be in perfect condition with freshly new wood varnish!" icon_state = "g88" - item_state = "g88" + inhand_icon_state = "g88" mag_type = /obj/item/ammo_box/magazine/internal/gewehreight init_mag_type = /obj/item/ammo_box/magazine/internal/gewehreight icon = 'icons/fallout/objects/guns/ballistic.dmi' @@ -1063,7 +1063,7 @@ desc = "A heavy british rifle boasting a strong kick and an even stronger punch." icon = 'icons/fallout/objects/guns/longguns.dmi' icon_state = "boys" - item_state = "boys" + inhand_icon_state = "boys" inhand_x_dimension = 64 inhand_y_dimension = 64 lefthand_file = 'icons/fallout/onmob/weapons/64x64_lefthand.dmi' diff --git a/code/modules/projectiles/guns/ballistic/shotgun.dm b/code/modules/projectiles/guns/ballistic/shotgun.dm index a391f5814c..a68b25ade7 100644 --- a/code/modules/projectiles/guns/ballistic/shotgun.dm +++ b/code/modules/projectiles/guns/ballistic/shotgun.dm @@ -15,7 +15,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "pump" - item_state = "shotgun" + inhand_icon_state = "shotgun" mag_type = /obj/item/ammo_box/magazine/internal/shot weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -118,7 +118,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "caravan" - item_state = "shotgundouble" + inhand_icon_state = "shotgundouble" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/caravan weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_TWO_HAND_ONLY @@ -164,7 +164,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "widowmaker" - item_state = "shotgundouble" + inhand_icon_state = "shotgundouble" mag_type = /obj/item/ammo_box/magazine/internal/shot/dual weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_TWO_HAND_ONLY @@ -215,7 +215,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "shotpistol" - item_state = "357colt" + inhand_icon_state = "357colt" mag_type = /obj/item/ammo_box/magazine/internal/shot/single weapon_class = WEAPON_CLASS_TINY weapon_weight = GUN_ONE_HAND_AKIMBO @@ -237,7 +237,7 @@ desc = "This plastic orange flare gun has been reinforced with a high strength prewar alloy pipe insert, allowing it to fit a .50 bmg cartridge. Hopefully your hand is reinforced too." icon = 'modular_coyote/icons/objects/pistols.dmi' icon_state = "flaregun50_civ" - item_state = "gun" + inhand_icon_state = "gun" mag_type = /obj/item/ammo_box/magazine/internal/shot/single/fifty @@ -256,7 +256,7 @@ name = "hunting shotgun" desc = "A traditional hunting shotgun with wood furniture and a four-shell capacity underneath." icon_state = "pump" - item_state = "shotgunpump" + inhand_icon_state = "shotgunpump" mag_type = /obj/item/ammo_box/magazine/internal/shot/lethal weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -283,7 +283,7 @@ name = "sawed-off hunting shotgun" desc = "A traditional hunting shotgun with wood furniture and a two-plus-one-shell capacity. This one has probably been modified, in quotes, by someone with a name like Cletus." icon_state = "pump-sawn" - item_state = "shotgun" // Is this how it figures out the in hand sprite to pair with player sprites? This doesn't match anything in guns_left/righthand.dmi... + inhand_icon_state = "shotgun" // Is this how it figures out the in hand sprite to pair with player sprites? This doesn't match anything in guns_left/righthand.dmi... mag_type = /obj/item/ammo_box/magazine/internal/shot/shorty weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_TWO_HAND_ONLY @@ -313,7 +313,7 @@ desc = "A pre-war shotgun with large magazine and folding stock, made from steel and polymers. Flashlight attachment rail." mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' icon_state = "shotgunpolice" - item_state = "shotgunpolice" + inhand_icon_state = "shotgunpolice" mag_type = /obj/item/ammo_box/magazine/internal/shot/police sawn_desc = "Portable but with a poor recoil managment." weapon_class = WEAPON_CLASS_SMALL @@ -374,7 +374,7 @@ name = "trench shotgun" desc = "A quick military shotgun designed for close-quarters fighting, equipped with a bayonet lug." icon_state = "trench" - item_state = "shotguntrench" + inhand_icon_state = "shotguntrench" mag_type = /obj/item/ammo_box/magazine/internal/shot/trench weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -410,7 +410,7 @@ desc = "A S163 Minotaur shotgun, was in used by Lithuanian police departments and military personal. A reliable top loading shotgun design made by the Leo Company. It has a 3+1 magazine tube capacity alongside a built in small ammo counter" mag_type = /obj/item/ammo_box/magazine/internal/shot/mino icon_state = "s163" - item_state = "s163" + inhand_icon_state = "s163" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY damage_multiplier = GUN_LESS_DAMAGE_T1 @@ -466,7 +466,7 @@ name = "Browning Auto-5" desc = "A semi automatic shotgun with a four round tube." icon_state = "auto5" - item_state = "shotgunauto5" + inhand_icon_state = "shotgunauto5" mag_type = /obj/item/ammo_box/magazine/internal/shot/com/compact weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -482,7 +482,7 @@ name = " Venn Family Shotgun" desc = "A semi automatic shotgun with a four round tube. Has an etching into the side." icon_state = "auto5" - item_state = "shotgunauto5" + inhand_icon_state = "shotgunauto5" mag_type = /obj/item/ammo_box/magazine/internal/shot/com/compact weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -510,7 +510,7 @@ name = "mare's leg shotgun" desc = "A speedy pistol grip lever action shotgun with a five-shell capacity underneath plus one in chamber." icon_state = "shotgunlever" - item_state = "shotgunlever" + inhand_icon_state = "shotgunlever" mag_type = /obj/item/ammo_box/magazine/internal/shot/trench weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_TWO_HAND_ONLY @@ -538,7 +538,7 @@ name = "lever action shotgun" desc = "A speedy lever action shotgun with a five-shell capacity underneath plus one in chamber." icon_state = "lashotgunstocked" - item_state = "shotgunlever" + inhand_icon_state = "shotgunlever" mag_type = /obj/item/ammo_box/magazine/internal/shot/trench weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -562,7 +562,7 @@ name = "Mourning Sunrise" desc = "A speedy lever action shotgun with a sunrise painted on the furnishings, morbid in context of it's purpose." icon_state = "latribal" - item_state = "shotgunlever" + inhand_icon_state = "shotgunlever" mag_type = /obj/item/ammo_box/magazine/internal/shot/trench weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -585,7 +585,7 @@ name = "Neostead 2000" desc = "An advanced shotgun with two separate magazine tubes, allowing you to quickly toggle between ammo types." icon_state = "neostead" - item_state = "shotguncity" + inhand_icon_state = "shotguncity" mag_type = /obj/item/ammo_box/magazine/internal/shot/tube weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -639,7 +639,7 @@ name = "Winchester City-Killer shotgun" desc = "A high capacity pump action shotgun with black tactical furniture made by Winchester Arms. This particular model uses a internal tube magazine." icon_state = "citykiller" - item_state = "shotguncity" + inhand_icon_state = "shotguncity" mag_type = /obj/item/ammo_box/magazine/internal/shot/com/citykiller weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -665,7 +665,7 @@ righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' icon_state = "shotgunriot" - item_state = "shotgunriot" + inhand_icon_state = "shotgunriot" mag_type = /obj/item/ammo_box/magazine/d12g weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -683,7 +683,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "needlesg" - item_state = "needlesg" + inhand_icon_state = "needlesg" mag_type = /obj/item/ammo_box/magazine/internal/shot/needler weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -704,7 +704,7 @@ name = "Pancor Jackhammer" desc = "A drum-loaded, fully automatic shotgun. The pinnacle of turning things into swiss cheese." icon_state = "pancor" - item_state = "cshotgun1" + inhand_icon_state = "cshotgun1" fire_sound = 'sound/f13weapons/repeater_fire.ogg' mag_type = /obj/item/ammo_box/magazine/d12g weapon_class = WEAPON_CLASS_RIFLE @@ -722,7 +722,7 @@ desc = "This powerfist has been modified to have two shotgun barrels welded to it, with the trigger integrated into the knuckle guard. For those times when you want to punch someone and shoot them in the face at the same time." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "ballisticfist" - item_state = "powerfist" + inhand_icon_state = "powerfist" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' mag_type = /obj/item/ammo_box/magazine/internal/shot/dual @@ -739,6 +739,6 @@ /obj/item/gun/ballistic/shotgun/shotttesting name = "shotgun" icon_state = "shotgunpolice" - item_state = "shotgunpolice" + inhand_icon_state = "shotgunpolice" mag_type = /obj/item/ammo_box/magazine/internal/shot/lethal/test damage_multiplier = 7 diff --git a/code/modules/projectiles/guns/ballistic/toy.dm b/code/modules/projectiles/guns/ballistic/toy.dm index eee215b5f7..ad4b1ff9be 100644 --- a/code/modules/projectiles/guns/ballistic/toy.dm +++ b/code/modules/projectiles/guns/ballistic/toy.dm @@ -3,7 +3,7 @@ desc = "A prototype three-round burst toy submachine gun. Ages 8 and up." icon = 'icons/obj/guns/toy.dmi' icon_state = "saber" - item_state = "gun" + inhand_icon_state = "gun" mag_type = /obj/item/ammo_box/magazine/toy init_mag_type = /obj/item/ammo_box/magazine/toy/smg //fire_sound = 'sound/weapons/gunshot_smg.ogg' @@ -79,7 +79,7 @@ desc = "A weapon favored by many overactive children. Ages 8 and up." icon = 'icons/obj/toy.dmi' icon_state = "foamcrossbow" - item_state = "crossbow" + inhand_icon_state = "crossbow" mag_type = /obj/item/ammo_box/magazine/internal/shot/toy/crossbow fire_sound = 'sound/items/syringeproj.ogg' weapon_class = WEAPON_CLASS_SMALL @@ -154,7 +154,7 @@ name = "foam force magpistol" desc = "A fancy toy sold alongside light-up foam force darts. Ages 8 and up." icon_state = "toymag" - item_state = "gun" + inhand_icon_state = "gun" mag_type = /obj/item/ammo_box/magazine/internal/shot/toy/mag fire_sound = 'sound/weapons/magpistol.ogg' weapon_weight = GUN_ONE_HAND_ONLY diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm index f6cd2e0691..6dcf01dd67 100644 --- a/code/modules/projectiles/guns/energy.dm +++ b/code/modules/projectiles/guns/energy.dm @@ -401,17 +401,17 @@ #undef IS_VALID_INDEX /obj/item/gun/energy/update_icon_state() - if(initial(item_state)) + if(initial(inhand_icon_state)) return ..() var/ratio = get_charge_ratio() - var/new_item_state = "" - new_item_state = initial(icon_state) + var/new_inhand_icon_state = "" + new_inhand_icon_state = initial(icon_state) if(modifystate) var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index] - new_item_state += "[shot.select_name]" - new_item_state += "[ratio]" - item_state = new_item_state + new_inhand_icon_state += "[shot.select_name]" + new_inhand_icon_state += "[ratio]" + inhand_icon_state = new_inhand_icon_state /obj/item/gun/energy/update_overlays() . = ..() diff --git a/code/modules/projectiles/guns/energy/dueling.dm b/code/modules/projectiles/guns/energy/dueling.dm index 49cbe39c49..d8ea69a29f 100644 --- a/code/modules/projectiles/guns/energy/dueling.dm +++ b/code/modules/projectiles/guns/energy/dueling.dm @@ -151,7 +151,7 @@ name = "dueling pistol" desc = "High-tech dueling pistol. Launches chaff and projectile according to preset settings." icon_state = "dueling_pistol" - item_state = "gun" + inhand_icon_state = "gun" ammo_x_offset = 2 weapon_class = WEAPON_CLASS_SMALL ammo_type = list(/obj/item/ammo_casing/energy/duel) @@ -345,7 +345,7 @@ name = "dueling pistol case" desc = "Let's solve this like gentlespacemen." icon_state = "medalbox+l" - item_state = "syringe_kit" + inhand_icon_state = "syringe_kit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' w_class = WEIGHT_CLASS_NORMAL diff --git a/code/modules/projectiles/guns/energy/energy_gun.dm b/code/modules/projectiles/guns/energy/energy_gun.dm index 41aaef760b..cddda7d981 100644 --- a/code/modules/projectiles/guns/energy/energy_gun.dm +++ b/code/modules/projectiles/guns/energy/energy_gun.dm @@ -3,7 +3,7 @@ desc = "A basic hybrid energy gun with two settings: disable and kill." icon_state = "energy" weapon_class = WEAPON_CLASS_SMALL - item_state = null //so the human update icon uses the icon_state instead. + inhand_icon_state = null //so the human update icon uses the icon_state instead. ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser) modifystate = 1 can_flashlight = 1 @@ -15,7 +15,7 @@ name = "miniature energy gun" desc = "A small, pistol-sized energy gun with a built-in flashlight. It has two settings: stun and kill." icon_state = "mini" - item_state = "gun" + inhand_icon_state = "gun" weapon_class = WEAPON_CLASS_SMALL cell_type = /obj/item/stock_parts/cell{charge = 600; maxcharge = 600} ammo_x_offset = 2 @@ -56,7 +56,7 @@ name = "\improper DRAGnet" desc = "The \"Dynamic Rapid-Apprehension of the Guilty\" net is a revolution in law enforcement technology." icon_state = "dragnet" - item_state = "dragnet" + inhand_icon_state = "dragnet" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' ammo_type = list(/obj/item/ammo_casing/energy/net, /obj/item/ammo_casing/energy/trap) @@ -72,7 +72,7 @@ name = "hybrid turret gun" desc = "A heavy hybrid energy cannon with two settings: Stun and kill." icon_state = "turretlaser" - item_state = "turretlaser" + inhand_icon_state = "turretlaser" slot_flags = null w_class = WEIGHT_CLASS_HUGE ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser) @@ -85,7 +85,7 @@ name = "advanced energy gun" desc = "An energy gun with an experimental miniaturized nuclear reactor that automatically charges the internal power cell." icon_state = "nucgun" - item_state = "nucgun" + inhand_icon_state = "nucgun" charge_delay = 5 pin = null can_charge = 0 diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm index 14682de5a9..03c4bc6fba 100644 --- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm +++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm @@ -2,7 +2,7 @@ name = "proto-kinetic accelerator" desc = "A self recharging, ranged mining tool that does increased damage in low pressure." icon_state = "kineticgun" - item_state = "kineticgun" + inhand_icon_state = "kineticgun" ammo_type = list(/obj/item/ammo_casing/energy/kinetic) cell_type = /obj/item/stock_parts/cell/emproof item_flags = NONE @@ -30,7 +30,7 @@ name = "premium accelerator" desc = "A premium kinetic accelerator fitted with an extended barrel and increased pressure tank." icon_state = "premiumgun" - item_state = "premiumgun" + inhand_icon_state = "premiumgun" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' ammo_type = list(/obj/item/ammo_casing/energy/kinetic/premium) diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 3976a07bbf..8996175bed 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -5,7 +5,7 @@ name = "energy weapon template" desc = "Should not exists. Bugreport." icon_state = "laser" - item_state = "laser" + inhand_icon_state = "laser" custom_materials = list(/datum/material/iron=2000) ammo_type = list(/obj/item/ammo_casing/energy/lasergun) ammo_x_offset = 1 @@ -85,7 +85,7 @@ /obj/item/gun/energy/laser/captain name = "antique laser gun" icon_state = "caplaser" - item_state = "caplaser" + inhand_icon_state = "caplaser" desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding." force = 10 ammo_x_offset = 3 @@ -100,7 +100,7 @@ desc = "An energy-based laser gun that draws power from the Handy's internal energy cell directly. So this is what freedom looks like?" ammo_type = list(/obj/item/ammo_casing/energy/laser/lasgun/hitscan) icon_state = "laser" - item_state = "laser-rifle9" + inhand_icon_state = "laser-rifle9" selfcharge = EGUN_SELFCHARGE_BORG cell_type = /obj/item/stock_parts/cell/secborg charge_delay = 3 @@ -140,7 +140,7 @@ name = "accelerator laser cannon" desc = "An advanced laser cannon that does more damage the farther away the target is." icon_state = "lasercannon" - item_state = "laser" + inhand_icon_state = "laser" flags_1 = CONDUCT_1 ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator) pin = null @@ -170,7 +170,7 @@ name = "\improper X-ray laser gun" desc = "A high-power laser gun capable of expelling concentrated X-ray blasts that pass through multiple soft targets and heavier materials." icon_state = "xray" - item_state = null + inhand_icon_state = null ammo_type = list(/obj/item/ammo_casing/energy/xray) pin = null ammo_x_offset = 3 @@ -229,7 +229,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "wattz1000" - item_state = "laser-pistol" + inhand_icon_state = "laser-pistol" ammo_type = list(/obj/item/ammo_casing/energy/laser/pistol/wattz) cell_type = /obj/item/stock_parts/cell/ammo/ec equipsound = 'sound/f13weapons/equipsounds/aep7equip.ogg' @@ -246,7 +246,7 @@ desc = "This Wattz 1000 has been modified with a 'smart' free-floating magnetic aperture, capable of compensating for the user's \ movement and firing position, effectively ensuring that each shot goes exactly where the gun is pointed. Uses small energy cells." icon_state = "magnetowattz" - item_state = "laser-pistol" + inhand_icon_state = "laser-pistol" ammo_type = list(/obj/item/ammo_casing/energy/laser/pistol/wattz/magneto) weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO @@ -262,7 +262,7 @@ desc = "The Wattz 1000 Sports Edition was designed as a direct competitor to the AEP7, boasting an optimized emitter that greatly increases cell efficiency." icon = 'icons/fallout/objects/guns/energy.dmi' icon_state = "wattz1000s" - item_state = "laser-pistol" + inhand_icon_state = "laser-pistol" lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' ammo_type = list(/obj/item/ammo_casing/energy/laser/pistol/wattzs) @@ -299,7 +299,7 @@ name = "\improper AEP7 laser pistol" desc = "A basic energy-based laser gun that fires concentrated beams of light. Military version of the Wattz-1000. Quicker-firing, armor-penetrating, with slightly less damage, and far more efficiency." icon_state = "AEP7" - item_state = "laser-pistol" + inhand_icon_state = "laser-pistol" ammo_type = list(/obj/item/ammo_casing/energy/laser/pistol/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/ec can_scope = TRUE @@ -379,7 +379,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "AEP5CR" - item_state = "AEP5CR" + inhand_icon_state = "AEP5CR" ammo_type = list(/obj/item/ammo_casing/energy/laser/stun) cell_type = /obj/item/stock_parts/cell/ammo/ec can_scope = TRUE @@ -400,7 +400,7 @@ slowdown = 0.2 desc = "This modified AEP7 laser pistol takes its power from the sun, recharging slowly using stored solar energy. However, it cannot be recharged manually as a result." icon_state = "solarscorcher" - item_state = "solarscorcher" + inhand_icon_state = "solarscorcher" ammo_type = list(/obj/item/ammo_casing/energy/laser/solar/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/breeder // Self charging, needs to be a cell you can't get. You can hotswap cells of guns with can_remove = 0 can_charge = 0 @@ -423,7 +423,7 @@ desc = "A jury-rigged AEP7, this pistol carves out every safety feature and shortens the lenses length to cram a second emitter inside." icon = 'icons/fallout/objects/guns/energy.dmi' icon_state = "bspecial" - item_state = "laser-pistol" + inhand_icon_state = "laser-pistol" ammo_type = list(/obj/item/ammo_casing/energy/laser/pistol/badlands) cell_type = /obj/item/stock_parts/cell/ammo/ec equipsound = 'sound/f13weapons/equipsounds/aep7equip.ogg' @@ -437,7 +437,7 @@ desc = "A jury-rigged AEP7, this pistol carves out every safety feature and shortens the lenses length to cram a second emitter inside. This ones seems aged." icon = 'icons/fallout/objects/guns/energy.dmi' icon_state = "bspecial" - item_state = "laser-pistol" + inhand_icon_state = "laser-pistol" ammo_type = list(/obj/item/ammo_casing/energy/laser/pistol/badlands/worn) cell_type = /obj/item/stock_parts/cell/ammo/ec equipsound = 'sound/f13weapons/equipsounds/aep7equip.ogg' @@ -451,7 +451,7 @@ desc = "A beefed-up laser pistol manufactured by West Tek, reinforced to allow it to withstand the thermal load of sustained fire." icon = 'icons/fallout/objects/guns/energy.dmi' icon_state = "protolaser" - item_state = "laser" + inhand_icon_state = "laser" cell_type = /obj/item/stock_parts/cell/ammo/ecp ammo_type = list(/obj/item/ammo_casing/energy/laser/autolaser) can_scope = FALSE @@ -478,7 +478,7 @@ desc = "A much more compact version of the RCW. Attuned to pierce through most armor with ease, while also being more streamlined." icon = 'icons/fallout/objects/guns/energy.dmi' icon_state = "protolaser" - item_state = "laser" + inhand_icon_state = "laser" cell_type = /obj/item/stock_parts/cell/ammo/ecp ammo_type = list(/obj/item/ammo_casing/energy/laser/autolaser/worn) can_scope = FALSE @@ -509,7 +509,7 @@ name = "\improper Ultracite laser pistol" desc = "An ultracite enhanced energy-based laser gun that fires concentrated beams of light." icon_state = "ultra_pistol" - item_state = "laser-pistol" + inhand_icon_state = "laser-pistol" scope_x_offset = 7 scope_y_offset = 22 ammo_type = list(/obj/item/ammo_casing/energy/laser/ultra_pistol) @@ -530,7 +530,7 @@ a relationship is made of ups and down after all. The name 'Sida' is etched along the side of its hip." icon = 'icons/fallout/objects/guns/energy.dmi' icon_state = "sida" - item_state = "laser-pistol" + inhand_icon_state = "laser-pistol" lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' ammo_type = list(/obj/item/ammo_casing/energy/laser/pistol/wattzs) @@ -558,7 +558,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "beamrifle" - item_state = "beamrifle" + inhand_icon_state = "beamrifle" ammo_type = list(/obj/item/ammo_casing/energy/laser/tg/covenantbrr) cell_type = /obj/item/stock_parts/cell/ammo/breeder can_remove = 0 @@ -582,7 +582,7 @@ righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' icon_state = "wattz2k" - item_state = "sniper_rifle" + inhand_icon_state = "sniper_rifle" ammo_type = list(/obj/item/ammo_casing/energy/wattz2k/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/mfc can_scope = FALSE @@ -601,7 +601,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' - item_state = "sniper_rifle" + inhand_icon_state = "sniper_rifle" ammo_type = list(/obj/item/ammo_casing/energy/wattz2k/extended/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/mfc can_scope = FALSE @@ -621,7 +621,7 @@ righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' icon_state = "wattz2ks" - item_state = "sniper_rifle" + inhand_icon_state = "sniper_rifle" ammo_type = list(/obj/item/ammo_casing/energy/wattz2ks/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/breeder can_scope = FALSE @@ -644,7 +644,7 @@ desc = "A sturdy pre-war laser rifle. Emits beams of concentrated light to kill targets. Fast firing, but not very powerful." mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' icon_state = "laser" - item_state = "aer12new" + inhand_icon_state = "aer12new" ammo_type = list(/obj/item/ammo_casing/energy/laser/lasgun/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/mfc fire_delay = 1 @@ -676,7 +676,7 @@ name = "\improper Ultracite laser rifle" desc = "An incredibly rare variant of the AER-9 laser rifle that uses Ultracite microfusion cells." icon_state = "ultra_rifle" - item_state = "laser-rifle9" + inhand_icon_state = "laser-rifle9" ammo_type = list(/obj/item/ammo_casing/energy/laser/lasgun/ultra) cell_type = /obj/item/stock_parts/cell/ammo/ultracite can_scope = FALSE @@ -693,7 +693,7 @@ name = "tribeam laser rifle" desc = "A modified AER9 equipped with a refraction kit that divides the laser shot into three separate beams. While powerful, it has a reputation for friendly fire." icon_state = "tribeam" - item_state = "laser-rifle9" + inhand_icon_state = "laser-rifle9" ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/tribeam/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/mfc equipsound = 'sound/f13weapons/equipsounds/tribeamequip.ogg' @@ -708,7 +708,7 @@ name = "tribeam stunrifle" desc = "A modified AER9 equipped with a refraction kit that divides the laser shot into three separate beams. This one has its power consumption lowered, delivering only non-lethal strikes and charging faster." icon_state = "tribeam_nonlethal" - item_state = "laser-rifle9" + inhand_icon_state = "laser-rifle9" ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/tribeam/hitscan/nonlethal) cell_type = /obj/item/stock_parts/cell/ammo/mfc equipsound = 'sound/f13weapons/equipsounds/tribeamequip.ogg' @@ -722,7 +722,7 @@ name = "Laserbuss" desc = "A questionably-designed tribeam laser rifle that has been modified to feature a dense array of emitters and scatter lenses." icon_state = "tribeam" - item_state = "laser-rifle9" + inhand_icon_state = "laser-rifle9" ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/tribeam/laserbuss/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/mfc equipsound = 'sound/f13weapons/equipsounds/tribeamequip.ogg' @@ -739,7 +739,7 @@ icon = 'icons/fallout/objects/guns/longguns.dmi' mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' icon_state = "aer12new" - item_state = "aer12new" + inhand_icon_state = "aer12new" ammo_type = list(/obj/item/ammo_casing/energy/laser/aer12/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/mfc scope_state = "AEP7_scope" @@ -758,7 +758,7 @@ name = "\improper AER14 laser rifle" desc = "A bleeding-edge, pre-war laser rifle. It manages to make its battery last longer than the previous model while retaining all the power." icon_state = "aer14" - item_state = "aer12new" + inhand_icon_state = "aer12new" ammo_type = list(/obj/item/ammo_casing/energy/laser/aer14/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/mfc scope_state = "AEP7_scope" @@ -777,7 +777,7 @@ name = "\improper LAER" desc = "Derived from the AER-9, the Laser Assisted Electrical Rifle - or LAER - fires a uniquely unstable beam of directed energy to create an extremely unstable laser projection." icon_state = "laer" - item_state = "laer" + inhand_icon_state = "laer" ammo_type = list(/obj/item/ammo_casing/energy/laser/laer/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/mfc equipsound = 'sound/f13weapons/equipsounds/laerequip.ogg' @@ -792,7 +792,7 @@ name = "laser RCW" desc = "A rapid-fire laser rifle modeled after the familiar \"Thompson\" SMG. It features high-accuracy burst fire that will whittle down targets in a matter of seconds." icon_state = "lasercw" - item_state = "rcw" + inhand_icon_state = "rcw" automatic = 1 ammo_type = list(/obj/item/ammo_casing/energy/laser/rcw/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/ecp @@ -809,7 +809,7 @@ name = "Disabler RCW" desc = "A rapid-fire laser rifle modeled after the familiar \"Thompson\" SMG. It features high-accuracy burst fire that will whittle down targets in a matter of seconds. This one seems to be modified with special capacitors that make it non lethal!" icon_state = "disablerrcw" - item_state = "rcw" + inhand_icon_state = "rcw" automatic = 1 ammo_type = list(/obj/item/ammo_casing/energy/laser/stunrcw) cell_type = /obj/item/stock_parts/cell/ammo/ecp @@ -825,7 +825,7 @@ //Alien Blaster /obj/item/gun/energy/laser/plasma/pistol/alien name = "alien blaster" - item_state = "alienblaster" + inhand_icon_state = "alienblaster" icon_state = "alienblaster" desc = "This weapon is unlike any other you've ever seen before, and appears to be made out of metals not usually found on Earth. It certainly packs a punch, though." can_charge = FALSE @@ -842,7 +842,7 @@ name = "Gamma gun" desc = "An advanced radiation weapon commonly utilized by people who have passionate hatred for their fellow man. Fires slow velocity, low damage radiation beams." icon_state = "ultra_pistol" - item_state = "laser-pistol" + inhand_icon_state = "laser-pistol" ammo_type = list(/obj/item/ammo_casing/energy/gammagun) cell_type = /obj/item/stock_parts/cell/ammo/ec ammo_x_offset = 3 @@ -860,7 +860,7 @@ can_charge = 0 selfcharge = 1 icon_state = "LaserAK" - item_state = null + inhand_icon_state = null selfchargerate = 6 SECONDS icon = 'modular_citadel/icons/obj/guns/VGguns.dmi' cell_type = "/obj/item/stock_parts/cell/ammo/breeder" @@ -883,7 +883,7 @@ desc = "The massive external power source for the laser gatling gun." icon = 'icons/obj/guns/minigun.dmi' icon_state = "holstered" - item_state = "backpack" + inhand_icon_state = "backpack" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' slot_flags = INV_SLOTBIT_BACK @@ -967,7 +967,7 @@ desc = "An advanced laser cannon with an incredible rate of fire. Requires a bulky backpack power source to use." icon = 'icons/obj/guns/minigun.dmi' icon_state = "minigun_spin" - item_state = "minigun" + inhand_icon_state = "minigun" flags_1 = CONDUCT_1 can_charge = 0 // Fixes a bug where you can stick the gun in a recharger but magically pull it out, letting you infinitely charge the weapon on the go slot_flags = null @@ -1037,7 +1037,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "scraplaser" - item_state = "shotguncity" + inhand_icon_state = "shotguncity" cell_type = /obj/item/stock_parts/cell/ammo/breeder/tg ammo_type = list(/obj/item/ammo_casing/energy/laser/tg) ammo_x_offset = 1 @@ -1094,7 +1094,7 @@ name = "miniture laser pistol" desc = "An ultracompact version of the Trident Gammaworks laser carbine, this gun is small enough to fit in a pocket or pouch. While it retains most of the carbine's power, its battery is less efficient due to the size." icon_state = "laspistol" - item_state = "laser" + inhand_icon_state = "laser" w_class = WEIGHT_CLASS_SMALL damage_multiplier = GUN_LESS_DAMAGE_T1 ammo_type = list(/obj/item/ammo_casing/energy/laser/tg) @@ -1155,7 +1155,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ name = "tactical laser rifle" desc = "Despite the introduction of interchangeable power cells for energy weapons, the Mark IV autolaser remained in use with SWAT and National Guard units due its incredibly efficient laser projection system." icon_state = "taclaser" - item_state = "p90" + inhand_icon_state = "p90" ammo_type = list(/obj/item/ammo_casing/energy/laser/tg/rifle/auto) can_flashlight = 0 init_recoil = AUTOCARBINE_RECOIL(1, 1) @@ -1176,7 +1176,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ name = "experimental laser pistol" desc = "An experimental and limited production model of laser pistol, this weapon is highly valued and sought after due to its ability to recharge its internal battery automatically." icon_state = "protolas" - item_state = "laser" + inhand_icon_state = "laser" w_class = WEIGHT_CLASS_SMALL ammo_type = list(/obj/item/ammo_casing/energy/laser/tg/recharger) can_flashlight = 0 @@ -1194,7 +1194,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ /obj/item/gun/energy/laser/tg/recharger/loadout/captainskin // to be removed eventually when the skin system can be applied to laser guns icon_state = "caplaser" - item_state = "caplaser" + inhand_icon_state = "caplaser" /* * * * * * * TG Nuclear Pistol @@ -1266,7 +1266,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ name = "nuclear laser rifle" desc = "This rifle has a miniture nuclear reactor housed in the foregrip which allows it to infinitely recharge its internal battery. Etched above the grip are the words, 'PROPERTY OF THE CENTER FOR DISEASE CONTROL' and beside that is a faded label that warns the user to keep this weapon away from electromagnetic pulses." icon_state = "xraylas" - item_state = "shotguncity" + inhand_icon_state = "shotguncity" weapon_weight = GUN_TWO_HAND_ONLY w_class = WEIGHT_CLASS_BULKY ammo_type = list(/obj/item/ammo_casing/energy/laser/tg/nuclear/rifle) @@ -1293,7 +1293,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ name = "particle cannon" desc = "The Trident Gammaworks 'Yamato' particle cannon was designed to be mounted on light armor for use against hard targets, ranging from vehicles to buildings. And some madman has disconnected this one and modified it to be portable. Without an engine to supply its immense power requirements, the capacitors can only handle five shots before needing to recharge -- but sometimes, that's all you need." icon_state = "lassniper" - item_state = "esniper" + inhand_icon_state = "esniper" weapon_weight = GUN_TWO_HAND_ONLY w_class = WEIGHT_CLASS_BULKY can_flashlight = 0 @@ -1338,7 +1338,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ lefthand_file = 'modular_coyote/icons/objects/xcomlaserLeft.dmi' righthand_file = 'modular_coyote/icons/objects/xcomlaserRight.dmi' icon_state = "xcom_laser" - item_state = "xcom_laser" + inhand_icon_state = "xcom_laser" ammo_type = list(/obj/item/ammo_casing/energy/laser/xcomufolaser) cell_type = /obj/item/stock_parts/cell/ammo/xcomlaser fire_delay = 1 @@ -1379,7 +1379,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "mpc" - item_state = "p90" + inhand_icon_state = "p90" cell_type = /obj/item/stock_parts/cell/ammo/ecp ammo_type = list(/obj/item/ammo_casing/energy/laser/mpc) can_scope = FALSE @@ -1396,7 +1396,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ name = "Lucy" desc = "This RCW stands out from most others in the wastes, clearly having had loving hands maintaining it over the course of years. Despite this maintenance, the weapon looks worse for wear featuring a warped, heat stressed barrel. It's polished wooden stock has a Vault-Tec logo in the center of it, with Vault 60 written above it, both being gold inlays. The name Lucy is written in the same gold inlay at the bottom, with the name Cyl carefully carved next to it." icon_state = "lasercw" - item_state = "rcw" + inhand_icon_state = "rcw" ammo_type = list(/obj/item/ammo_casing/energy/laser/autolaser/worn) cell_type = /obj/item/stock_parts/cell/ammo/ecp equipsound = 'sound/f13weapons/equipsounds/RCWequip.ogg' @@ -1415,7 +1415,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' icon_state = "hotwiredlaser" - item_state = "hotwiredlaser" + inhand_icon_state = "hotwiredlaser" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY can_scope = TRUE @@ -1429,7 +1429,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ desc = "A special tri-shot pistol. Does decent damage, and is specialty customized for a certain someone." icon = 'icons/fallout/objects/guns/energy.dmi' icon_state = "freeblade" - item_state = "freeblade" + inhand_icon_state = "freeblade" ammo_type = list(/obj/item/ammo_casing/energy/laser/pistol/freeblade) cell_type = /obj/item/stock_parts/cell/ammo/ec equipsound = 'sound/f13weapons/equipsounds/aep7equip.ogg' @@ -1470,7 +1470,7 @@ Phased out for /obj/item/projectile/beam/laser/cranklasergun/tg */ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "covcarb" - item_state = "covrifle" + inhand_icon_state = "covrifle" ammo_type = list(/obj/item/ammo_casing/energy/laser/covcarbine) cell_type = /obj/item/stock_parts/cell/ammo/mfc equipsound = 'sound/f13weapons/equipsounds/aer9equip.ogg' diff --git a/code/modules/projectiles/guns/energy/laser_crank.dm b/code/modules/projectiles/guns/energy/laser_crank.dm index 5c103fdee9..ef284a4dd2 100644 --- a/code/modules/projectiles/guns/energy/laser_crank.dm +++ b/code/modules/projectiles/guns/energy/laser_crank.dm @@ -5,7 +5,7 @@ name = "energy dynamo cranked weapon template" desc = "Should not exists. Bugreport." icon_state = "laser" - item_state = "laser" + inhand_icon_state = "laser" cell_type = /obj/item/stock_parts/cell/ammo/mfc/cranklasergun ammo_type = list(/obj/item/ammo_casing/energy/cranklasergun) var/list/crank_overcharge_mult = list() //depending on how many overcharge stages the gun has, leave blank if you want no overcharge @@ -135,7 +135,7 @@ name = "My first crank template" desc = "googoo zaza" icon_state = "laer-e" - item_state = "laer-e" + inhand_icon_state = "laer-e" cranking_time = 1.5 SECONDS crank_stamina_cost = 0 // put a number here if you want your cranking to tire people out cell_type = /obj/item/stock_parts/cell/ammo/mfc/cranklasergun/classic @@ -162,7 +162,7 @@ name = "Crankable laser musket template" desc = "you shouldn't see this, please report it!" icon_state = "laer-e" - item_state = "laer-e" + inhand_icon_state = "laer-e" crank_overcharge_mult = list(1, 2, 3) crank_overcharge_fire_sounds = list( 'sound/weapons/pulse3.ogg', @@ -195,7 +195,7 @@ name = "Revolver Man's lazor" desc = "Revolver Man has fucking lasors now???!!!" icon_state = "laer-e" - item_state = "laer-e" + inhand_icon_state = "laer-e" crank_overcharge_mult = list(1, 1.5, 2, 2.5, 3, 3.5) crank_overcharge_fire_sounds = list( 'sound/weapons/pulse3.ogg', @@ -248,7 +248,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "scraplaser" - item_state = "shotguncity" + inhand_icon_state = "shotguncity" cell_type = /obj/item/stock_parts/cell/ammo/mfc/cranklasergun/tg ammo_type = list(/obj/item/ammo_casing/energy/cranklasergun/tg) ammo_x_offset = 1 @@ -418,7 +418,7 @@ name = "miniture laser pistol" desc = "An ultracompact version of the Trident Gammaworks laser carbine, this gun is small enough to fit in a pocket or pouch. While it retains most of the carbine's power, its battery is less efficient due to the size." icon_state = "laspistol" - item_state = "laser" + inhand_icon_state = "laser" w_class = WEIGHT_CLASS_SMALL damage_multiplier = GUN_LESS_DAMAGE_T1 cranking_time = 1 SECONDS // It's kinda shit so... @@ -527,7 +527,7 @@ name = "tactical laser rifle" desc = "Despite the introduction of interchangeable power cells for energy weapons, the Mark IV autolaser remained in use with SWAT and National Guard units due its incredibly efficient laser projection system." icon_state = "taclaser" - item_state = "p90" + inhand_icon_state = "p90" cell_type = /obj/item/stock_parts/cell/ammo/mfc/cranklasergun/tg/rifle/auto ammo_type = list(/obj/item/ammo_casing/energy/cranklasergun/tg/rifle/auto) crank_power = 1000 // 5 cranks until full diff --git a/code/modules/projectiles/guns/energy/megabuster.dm b/code/modules/projectiles/guns/energy/megabuster.dm index 5ce8917181..359d9e6d73 100644 --- a/code/modules/projectiles/guns/energy/megabuster.dm +++ b/code/modules/projectiles/guns/energy/megabuster.dm @@ -2,7 +2,7 @@ name = "Mega-buster" desc = "An arm-mounted buster toy!" icon_state = "megabuster" - item_state = "megabuster" + inhand_icon_state = "megabuster" ammo_type = list(/obj/item/ammo_casing/energy/megabuster) clumsy_check = FALSE item_flags = NEEDS_PERMIT @@ -15,7 +15,7 @@ /obj/item/gun/energy/megabuster/proto name = "Proto-buster" icon_state = "protobuster" - item_state = "protobuster" + inhand_icon_state = "protobuster" weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_ONLY @@ -24,7 +24,7 @@ desc = "An antique arm-mounted buster cannon." icon = 'modular_citadel/icons/obj/guns/VGguns.dmi' icon_state = "mmlbuster" - item_state = "mmlbuster" + inhand_icon_state = "mmlbuster" ammo_type = list(/obj/item/ammo_casing/energy/buster) ammo_x_offset = 2 weapon_class = WEAPON_CLASS_NORMAL diff --git a/code/modules/projectiles/guns/energy/mounted.dm b/code/modules/projectiles/guns/energy/mounted.dm index 25a94895f8..a2b88f5623 100644 --- a/code/modules/projectiles/guns/energy/mounted.dm +++ b/code/modules/projectiles/guns/energy/mounted.dm @@ -3,7 +3,7 @@ desc = "An arm mounted dual-mode weapon that fires electrodes and disabler shots." icon = 'icons/obj/items_cyborg.dmi' icon_state = "taser" - item_state = "armcannonstun4" + inhand_icon_state = "armcannonstun4" force = 5 selfcharge = EGUN_SELFCHARGE can_flashlight = 0 @@ -14,7 +14,7 @@ desc = "An arm mounted cannon that fires lethal lasers." icon = 'icons/obj/items_cyborg.dmi' icon_state = "laser" - item_state = "armcannonlase" + inhand_icon_state = "armcannonlase" force = 5 selfcharge = EGUN_SELFCHARGE trigger_guard = TRIGGER_GUARD_ALLOW_ALL diff --git a/code/modules/projectiles/guns/energy/plasma_cit.dm b/code/modules/projectiles/guns/energy/plasma_cit.dm index b7c0c066db..53eaf9094d 100644 --- a/code/modules/projectiles/guns/energy/plasma_cit.dm +++ b/code/modules/projectiles/guns/energy/plasma_cit.dm @@ -16,7 +16,7 @@ name = "plasma cannon" desc = "A state of the art cannon utilizing plasma in a uranium-235 lined core to output hi-power, radiating bolts of energy." icon_state = "alienrifle" - item_state = null + inhand_icon_state = null icon = 'modular_citadel/icons/obj/guns/VGguns.dmi' weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -29,7 +29,7 @@ name = "plasma rifle" desc = "A state of the art rifle utilizing plasma in a uranium-235 lined core to output radiating bolts of energy." icon_state = "lightalienrifle" - item_state = null + inhand_icon_state = null icon = 'modular_citadel/icons/obj/guns/VGguns.dmi' ammo_type = list(/obj/item/ammo_casing/energy/plasmagun/light) ammo_x_offset = 2 @@ -40,7 +40,7 @@ name = "Plasma MP40k" desc = "A plasma MP40k. Ich liebe den geruch von plasma am morgen." icon_state = "PlasMP" - item_state = null + inhand_icon_state = null icon = 'modular_citadel/icons/obj/guns/VGguns.dmi' ammo_type = list(/obj/item/ammo_casing/energy/plasmagun/MP40k) ammo_x_offset = 3 @@ -53,7 +53,7 @@ name = "laser rifle" desc = "A laser rifle issued to high ranking members of a certain shadow corporation." icon_state = "xcomlasergun" - item_state = null + inhand_icon_state = null icon = 'modular_citadel/icons/obj/guns/VGguns.dmi' cell_type = "/obj/item/stock_parts/cell/pulse/carbine" ammo_type = list(/obj/item/ammo_casing/energy/lasergun) diff --git a/code/modules/projectiles/guns/energy/plasmaf13.dm b/code/modules/projectiles/guns/energy/plasmaf13.dm index d2e5f01c1c..7e0dfc6b70 100644 --- a/code/modules/projectiles/guns/energy/plasmaf13.dm +++ b/code/modules/projectiles/guns/energy/plasmaf13.dm @@ -6,7 +6,7 @@ //Plasma pistol /obj/item/gun/energy/laser/plasma/pistol name ="plasma pistol" - item_state = "plasma-pistol" + inhand_icon_state = "plasma-pistol" icon_state = "plasma-pistol" desc = "A pistol-sized miniaturized plasma caster built by REPCONN. It fires a bolt of superhot ionized gas." ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol) @@ -23,7 +23,7 @@ /obj/item/gun/energy/laser/plasma/pistol/eve name ="eve" icon = 'icons/fallout/objects/guns/energy.dmi' - item_state = "plasma-pistol" + inhand_icon_state = "plasma-pistol" icon_state = "eve" desc = "A Plasmophiles wet dream. This meticulously modified pistol has seen every part serviced or improved in some manner." ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/eve) @@ -39,7 +39,7 @@ /obj/item/gun/energy/laser/plasma/pistol/eve/worn name ="eve" icon = 'icons/fallout/objects/guns/energy.dmi' - item_state = "plasma-pistol" + inhand_icon_state = "plasma-pistol" icon_state = "eve" desc = "A Plasmophiles wet dream. This meticulously modified pistol has seen every part serviced or improved in some manner. This one has seen some age..." ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/eve/worn) @@ -52,7 +52,7 @@ /obj/item/gun/energy/laser/plasma/pistol/adam name ="adam" icon = 'icons/fallout/objects/guns/energy.dmi' - item_state = "plasma-pistol" + inhand_icon_state = "plasma-pistol" icon_state = "adam" desc = "Love is fundamentally about looking forward, not backward. It's a committment to becoming, not merely being. It's an enlistment in togetherness, not aloneness." ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/adam) @@ -86,7 +86,7 @@ /obj/item/gun/energy/laser/plasma/glock name = "glock 86" desc = "Glock 86 Plasma Pistol. Designed by the Gaston Glock artificial intelligence. Shoots a small bolt of superheated plasma. Powered by a small energy cell." - item_state = "plasma-pistol" + inhand_icon_state = "plasma-pistol" icon_state = "glock86" ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/glock) equipsound = 'sound/f13weapons/equipsounds/pistolplasequip.ogg' @@ -99,7 +99,7 @@ //Glock 86 A Plasma pistol /obj/item/gun/energy/laser/plasma/glock/extended name ="glock 86a" - item_state = "plasma-pistol" + inhand_icon_state = "plasma-pistol" icon_state = "glock86a" desc = "This Glock 86 plasma pistol has had its magnetic housing chamber realigned to reduce the drain on its energy cell. Its efficiency has doubled, allowing it to fire more shots before the battery is expended." ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/glock/extended) @@ -110,7 +110,7 @@ //Plasma Rifle /obj/item/gun/energy/laser/plasma name ="plasma rifle" - item_state = "plasma" + inhand_icon_state = "plasma" icon_state = "plasma" desc = "A miniaturized plasma caster that fires bolts of magnetically accelerated toroidal plasma towards an unlucky target." ammo_type = list(/obj/item/ammo_casing/energy/plasma) @@ -126,7 +126,7 @@ //Plasma carbine /obj/item/gun/energy/laser/plasma/carbine name ="plasma carbine" - item_state = "plasma" + inhand_icon_state = "plasma" icon_state = "plasmacarbine" desc = "A burst-fire energy weapon that fires a steady stream of toroidal plasma towards an unlucky target." ammo_type = list(/obj/item/ammo_casing/energy/plasmacarbine) @@ -146,7 +146,7 @@ //Multiplas rifle /obj/item/gun/energy/laser/plasma/scatter name = "multiplas rifle" - item_state = "multiplas" + inhand_icon_state = "multiplas" icon_state = "multiplas" desc = "A modified A3-20 plasma caster built by REPCONN equipped with a multicasting kit that creates multiple weaker clots." equipsound = 'sound/f13weapons/equipsounds/plasequip.ogg' @@ -164,7 +164,7 @@ /obj/item/gun/energy/laser/plasma/bouncy name ="Neptune-35 matter modulator" icon_state = "instagibblue" - item_state = "instagibblue" + inhand_icon_state = "instagibblue" desc = "A experimental, miniaturized plasma caster that fires orbs of magnetically accelerated, quasi-stable toroidal plasma towards an unlucky target, has a tendency to bounce on contact with solid surfaces." ammo_type = list(/obj/item/ammo_casing/energy/plasma/bouncy) cell_type = /obj/item/stock_parts/cell/ammo/mfc @@ -181,7 +181,7 @@ /obj/item/gun/energy/laser/plasma/castereve name ="Malediction" icon = 'icons/fallout/objects/guns/longenergy.dmi' - item_state = "Aldric-Plasma-CasterEve" + inhand_icon_state = "Aldric-Plasma-CasterEve" icon_state = "Aldric-Plasma-CasterEve" desc = "A burst-fire energy weapon that fires a torrential stream of toroidal plasma towards an unlucky target. This ones glows purple and has the words; Pick a god and pray. etched into the side." ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/eve/caster) @@ -202,7 +202,7 @@ /obj/item/gun/energy/laser/plasma/caster name ="Plasma Caster" icon = 'icons/fallout/objects/guns/longenergy.dmi' - item_state = "Aldric-Plasma-Caster" + inhand_icon_state = "Aldric-Plasma-Caster" icon_state = "Aldric-Plasma-Caster" desc = "A burst-fire energy weapon that fires a torrential stream of toroidal plasma towards an unfortunate soul." ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/caster) @@ -228,7 +228,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "energyhalo" - item_state = "energyhalo" + inhand_icon_state = "energyhalo" ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/covenantpistol) cell_type = /obj/item/stock_parts/cell/ammo/breeder can_remove = 0 @@ -249,7 +249,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "drekavac" - item_state = "drekavac" + inhand_icon_state = "drekavac" ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/covenantpistol/screech) cell_type = /obj/item/stock_parts/cell/ammo/breeder can_remove = 0 @@ -270,7 +270,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "pr" - item_state = "pr" + inhand_icon_state = "pr" ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/covenantrifle) cell_type = /obj/item/stock_parts/cell/ammo/breeder can_remove = 0 @@ -293,7 +293,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "oni" - item_state = "oni" + inhand_icon_state = "oni" ammo_type = list(/obj/item/ammo_casing/energy/plasma/pistol/onirifle) cell_type = /obj/item/stock_parts/cell/ammo/breeder can_remove = 0 @@ -314,7 +314,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/melee2h_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/melee2h_righthand.dmi' mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' - item_state = "plasma" + inhand_icon_state = "plasma" icon_state = "plasma" desc = "An ergonomic pre-war plasmacaster designed for precision mining work. This one appears to be built into a single thick staff, with a bulbous hilt and sharp saturnite alloy blades ringing the caster assembly- strongly resembling sort of spear." ammo_type = list(/obj/item/ammo_casing/energy/plasma/miner) diff --git a/code/modules/projectiles/guns/energy/pulse.dm b/code/modules/projectiles/guns/energy/pulse.dm index 8f52a0efab..62c92ff4e8 100644 --- a/code/modules/projectiles/guns/energy/pulse.dm +++ b/code/modules/projectiles/guns/energy/pulse.dm @@ -2,7 +2,7 @@ name = "pulse rifle" desc = "A heavy-duty, multifaceted energy rifle with three modes. Preferred by front-line combat personnel." icon_state = "pulse" - item_state = null + inhand_icon_state = null modifystate = TRUE flags_1 = CONDUCT_1 ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser) @@ -40,7 +40,7 @@ weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_TWO_HAND_ONLY icon_state = "pulse_carbine" - item_state = null + inhand_icon_state = null cell_type = "/obj/item/stock_parts/cell/pulse/carbine" can_flashlight = 1 flight_x_offset = 18 @@ -55,7 +55,7 @@ weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_TWO_HAND_ONLY icon_state = "pulse_pistol" - item_state = "gun" + inhand_icon_state = "gun" cell_type = "/obj/item/stock_parts/cell/pulse/pistol" /obj/item/gun/energy/pulse/pistol/loyalpin @@ -74,5 +74,5 @@ name = "\improper M1911-P" desc = "A compact pulse core in a classic handgun frame for US Government officers. It's not the size of the gun, it's the size of the hole it puts through people." icon_state = "m1911" - item_state = "gun" + inhand_icon_state = "gun" cell_type = "/obj/item/stock_parts/cell/infinite" diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm index 73b76d6e51..4ea204cffc 100644 --- a/code/modules/projectiles/guns/energy/special.dm +++ b/code/modules/projectiles/guns/energy/special.dm @@ -2,7 +2,7 @@ name = "YK-42b Pulse Rifle" desc = "The YK42B rifle is an electrical pulse weapon that was developed by the Yuma Flats Energy Consortium. It excels in damage against heavily armored opponents, especially power armor." icon_state = "ionrifle" - item_state = "ionrifle" //so the human update icon uses the icon_state instead. + inhand_icon_state = "ionrifle" //so the human update icon uses the icon_state instead. can_flashlight = 1 flags_1 = CONDUCT_1 ammo_type = list(/obj/item/ammo_casing/energy/ion) @@ -20,7 +20,7 @@ name = "ion carbine" 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" - item_state = "ioncarbine4" + inhand_icon_state = "ioncarbine4" ammo_type = list(/obj/item/ammo_casing/energy/ion/carbine) ammo_x_offset = 2 flight_x_offset = 18 @@ -33,7 +33,7 @@ name = "pulse pistol" desc = "This weapon makes a continual and quiet hum, even when the power cell is removed. Written on the side is 'Type III Pulse Projector,' whatever that means." icon_state = "tesla" - item_state = "tesla" + inhand_icon_state = "tesla" cell_type = /obj/item/stock_parts/cell/ammo/ecp // ECP has 20,000 charge, shot drain is 2000. This gives it 10 shots vs a rifle's 15. weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO @@ -59,7 +59,7 @@ name = "floral somatoray" desc = "A tool that discharges controlled radiation which induces mutation in plant cells." icon_state = "flora" - item_state = "gun" + inhand_icon_state = "gun" ammo_type = list(/obj/item/ammo_casing/energy/flora/yield, /obj/item/ammo_casing/energy/flora/mut) modifystate = 1 ammo_x_offset = 1 @@ -71,7 +71,7 @@ name = "meteor gun" desc = "For the love of god, make sure you're aiming this the right way!" icon_state = "meteor_gun" - item_state = "c20r" + inhand_icon_state = "c20r" w_class = WEIGHT_CLASS_BULKY ammo_type = list(/obj/item/ammo_casing/energy/meteor) cell_type = "/obj/item/stock_parts/cell/potato" @@ -85,7 +85,7 @@ desc = "The pen is mightier than the sword." icon = 'icons/obj/bureaucracy.dmi' icon_state = "pen" - item_state = "pen" + inhand_icon_state = "pen" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' weapon_class = WEAPON_CLASS_TINY @@ -95,7 +95,7 @@ name = "\improper Mind Flayer" desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon." icon_state = "xray" - item_state = null + inhand_icon_state = null ammo_type = list(/obj/item/ammo_casing/energy/mindflayer) ammo_x_offset = 2 weapon_class = WEAPON_CLASS_NORMAL @@ -105,7 +105,7 @@ name = "small energy crossbow" desc = "An ancient classic brought into the modern era. This weapon fires bolts of plasma that not only sear with an intense heat, but also hamper the victim's senses." icon_state = "crossbow" - item_state = "crossbow" + inhand_icon_state = "crossbow" custom_materials = list(/datum/material/iron=2000) silenced = null ammo_type = list(/obj/item/ammo_casing/energy/bolt) @@ -127,7 +127,7 @@ name = "smoocher" desc = "A pair of lips, perfect for blowing kisses." icon_state = null - item_state = "kisser" + inhand_icon_state = "kisser" force = 0 force_unwielded = 0 force_wielded = 0 @@ -152,7 +152,7 @@ lefthand_file = 'icons/mob/inhands/equipment/belt_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/belt_righthand.dmi' icon_state = "sling" - item_state = "utility" + inhand_icon_state = "utility" pin = null no_pin_required = TRUE fire_sound = 'sound/weapons/punchmiss.ogg' @@ -180,7 +180,7 @@ name = "candy corn crossbow" desc = "A weapon favored by Syndicate trick-or-treaters." icon_state = "crossbow_halloween" - item_state = "crossbow" + inhand_icon_state = "crossbow" ammo_type = list(/obj/item/ammo_casing/energy/bolt/halloween) weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_ONLY @@ -204,7 +204,7 @@ name = "plasma cutter" desc = "A mining tool capable of expelling concentrated plasma bursts. You could use it to cut limbs off xenos! Or, you know, mine stuff." icon_state = "plasmacutter" - item_state = "plasmacutter" + inhand_icon_state = "plasmacutter" ammo_type = list(/obj/item/ammo_casing/energy/miningplasma) flags_1 = CONDUCT_1 attack_verb = list("attacked", "slashed", "cut", "sliced") @@ -270,7 +270,7 @@ name = "bluespace wormhole projector" desc = "A projector that emits high density quantum-coupled bluespace beams." ammo_type = list(/obj/item/ammo_casing/energy/wormhole, /obj/item/ammo_casing/energy/wormhole/orange) - item_state = null + inhand_icon_state = null icon_state = "wormhole_projector" pin = null automatic_charge_overlays = FALSE @@ -282,7 +282,7 @@ /obj/item/gun/energy/wormhole_projector/update_icon_state() icon_state = "[initial(icon_state)][current_firemode_index]" - item_state = icon_state + inhand_icon_state = icon_state /obj/item/gun/energy/wormhole_projector/update_ammo_types() . = ..() @@ -378,7 +378,7 @@ /obj/item/gun/energy/laser/instakill name = "instakill rifle" icon_state = "instagib" - item_state = "instagib" + inhand_icon_state = "instagib" desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit." ammo_type = list(/obj/item/ammo_casing/energy/instakill) force = 60 @@ -388,7 +388,7 @@ /obj/item/gun/energy/laser/instakill/red desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a red design." icon_state = "instagibred" - item_state = "instagibred" + inhand_icon_state = "instagibred" ammo_type = list(/obj/item/ammo_casing/energy/instakill/red) weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_ONLY @@ -396,7 +396,7 @@ /obj/item/gun/energy/laser/instakill/blue desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a blue design." icon_state = "instagibblue" - item_state = "instagibblue" + inhand_icon_state = "instagibblue" ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue) weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_ONLY @@ -408,7 +408,7 @@ name = "one-point bluespace-gravitational manipulator" desc = "An experimental, multi-mode device that fires bolts of Zero-Point Energy, causing local distortions in gravity." ammo_type = list(/obj/item/ammo_casing/energy/gravity/repulse, /obj/item/ammo_casing/energy/gravity/attract, /obj/item/ammo_casing/energy/gravity/chaos) - item_state = "gravity_gun" + inhand_icon_state = "gravity_gun" icon_state = "gravity_gun" pin = null var/power = 4 diff --git a/code/modules/projectiles/guns/energy/stun.dm b/code/modules/projectiles/guns/energy/stun.dm index fa2514a5fa..6a5710bc8a 100644 --- a/code/modules/projectiles/guns/energy/stun.dm +++ b/code/modules/projectiles/guns/energy/stun.dm @@ -2,7 +2,7 @@ name = "taser gun" desc = "A low-capacity, energy-based stun gun used by security teams to subdue targets at range." icon_state = "taser" - item_state = null //so the human update icon uses the icon_state instead. + inhand_icon_state = null //so the human update icon uses the icon_state instead. cell_type = /obj/item/stock_parts/cell/ammo/ecp ammo_type = list(/obj/item/ammo_casing/energy/electrode) ammo_x_offset = 3 @@ -13,7 +13,7 @@ name = "tesla gun" desc = "An experimental gun based on an experimental engine, it's about as likely to kill its operator as it is the target." icon_state = "tesla" - item_state = "tesla" + inhand_icon_state = "tesla" ammo_type = list(/obj/item/ammo_casing/energy/tesla_revolver) can_flashlight = 0 pin = null @@ -65,7 +65,7 @@ name = "disabler" desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse." icon_state = "disabler" - item_state = null + inhand_icon_state = null ammo_type = list(/obj/item/ammo_casing/energy/disabler) ammo_x_offset = 3 weapon_class = WEAPON_CLASS_SMALL @@ -77,7 +77,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "wattz1000" - item_state = "laser-pistol" + inhand_icon_state = "laser-pistol" ammo_type = list(/obj/item/ammo_casing/energy/disabler/debug) weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_ONLY diff --git a/code/modules/projectiles/guns/energy/tesla.dm b/code/modules/projectiles/guns/energy/tesla.dm index 8f01aff0ff..894faae603 100644 --- a/code/modules/projectiles/guns/energy/tesla.dm +++ b/code/modules/projectiles/guns/energy/tesla.dm @@ -3,7 +3,7 @@ name = "Tesla Cannon" desc = "A shoulder-mounted energy weapon that is powered by electron charge packs that discharges a large electrical impulse upon impact with a much larger area of effect. " icon_state = "lasercannon" - item_state = "laser" + inhand_icon_state = "laser" ammo_type = list(/obj/item/ammo_casing/energy/tesla/teslacannon) cell_type = /obj/item/stock_parts/cell/ammo/ecp fire_delay = 13 diff --git a/code/modules/projectiles/guns/hoboguns.dm b/code/modules/projectiles/guns/hoboguns.dm index d3d163804d..eac3f51052 100644 --- a/code/modules/projectiles/guns/hoboguns.dm +++ b/code/modules/projectiles/guns/hoboguns.dm @@ -67,7 +67,7 @@ small enough to whip out of a coat when someone doesn't feel like paying for your raccoon pelts. \ A brave, enterprising waster can stuff just about anything into the improvised clipazine, though anything more powerful \ than a handloaded 9mm round will run the risk of voiding the warranty on your fingers." - item_state = "gun" + inhand_icon_state = "gun" mag_type = /obj/item/ammo_box/magazine/zipgun weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO @@ -106,7 +106,7 @@ some metal parts into the breech block, " + span_notice("weld") + " it until its good and soft, and then " + span_notice("insert") + " a new \ casing in there. Be sure to unload it first!" icon_state = "piperifle" - item_state = "pepperbox" + inhand_icon_state = "pepperbox" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/improvisedpipe weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_TWO_HAND_ONLY @@ -134,7 +134,7 @@ anything fired through it hit like a wet noodle." icon = 'icons/obj/guns/projectile.dmi' icon_state = "rocketlauncher" - item_state = "rocketlauncher" + inhand_icon_state = "rocketlauncher" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/improvised_any fire_sound = 'sound/weapons/magrifle.ogg' @@ -172,7 +172,7 @@ each connected to a separate trigger that'll fire a 10mm pistol round. If you grip it just right, you might just \ get it to fire all four shots at once! Or explode!" icon_state = "pepperbox" - item_state = "pepperbox" + inhand_icon_state = "pepperbox" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/improvised10mm weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_ONLY @@ -193,7 +193,7 @@ name = "Deal with the Devil" desc = "This terrifying abomination of a weapon is made of four heavy pipes strapped together, with a single trigger mechanism. Be very careful when firing it, or better yet, don't." icon_state = "pepperbox" - item_state = "pepperbox" + inhand_icon_state = "pepperbox" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/improvised10mm weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_ONLY @@ -231,7 +231,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "shotgunbat" - item_state = "shotgunbat" + inhand_icon_state = "shotgunbat" mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised added_spread = 5 // its a melee weapon lol @@ -272,7 +272,7 @@ stab should point-blank the everliving daylights out of someone. Or blast one of your fingers into them. \ Either way, someone's in for a bad time." icon_state = "knifegun" - item_state = "knifegun" + inhand_icon_state = "knifegun" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/improvised44 weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_ONE_HAND_AKIMBO @@ -306,7 +306,7 @@ in .45 ACP, connect all those to a pressure plate on the strikeface, and try not to think about all the explosives you have \ less than an inch from your fingers. Fires all four rounds at once, and if your hand still exists, delivers a solid punch too." icon_state = "knucklegun" - item_state = "knucklegun" + inhand_icon_state = "knucklegun" slot_flags = INV_SLOTBIT_GLOVES mag_type = /obj/item/ammo_box/magazine/internal/cylinder/improvised45 weapon_class = WEAPON_CLASS_SMALL @@ -346,7 +346,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "autopipe" - item_state = "autopipe" + inhand_icon_state = "autopipe" mag_type = /obj/item/ammo_box/magazine/autopipe weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_ONE_HAND_AKIMBO @@ -392,7 +392,7 @@ Made from metal scraps, electronic parts. an old rifle stock and a bottle full of dreams, \ the Laser Musket is sure to stop anything in their tracks and make those raiders think twice." icon_state = "lasmusket" - item_state = "lasmusket" + inhand_icon_state = "lasmusket" mag_type = /obj/item/ammo_box/magazine/internal/shot/lasmusket fire_delay = 15 dryfire_sound = 'sound/f13weapons/noammoenergy.ogg' @@ -424,7 +424,7 @@ name = "Plasma Musket" desc = "The cooling looks dubious and is that a empty can of beans used as a safety valve? Pray the plasma goes towards the enemy and not your face when you pull the trigger." icon_state = "plasmamusket" - item_state = "plasmamusket" + inhand_icon_state = "plasmamusket" mag_type = /obj/item/ammo_box/magazine/internal/plasmacaster fire_delay = 20 var/bolt_open = FALSE @@ -458,7 +458,7 @@ name = "destroyer carbine" desc = "There are many ways to describe this, very few of them nice. This is a .45ACP silenced bolt action rifle - that via the expertise of a gun runner mainlining 50 liters of psycho, mentats, and turbo - has been converted into a semi auto." icon_state = "destroyer-carbine" - item_state = "varmintrifle" + inhand_icon_state = "varmintrifle" mag_type = /obj/item/ammo_box/magazine/greasegun weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_ONE_HAND_ONLY @@ -485,7 +485,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "308-sawn" - item_state = "308-sawn" + inhand_icon_state = "308-sawn" mag_type = /obj/item/ammo_box/magazine/internal/boltaction weapon_class = WEAPON_CLASS_SMALL weapon_weight = GUN_TWO_HAND_ONLY @@ -511,7 +511,7 @@ lefthand_file = 'icons/fallout/onmob/weapons/guns_lefthand.dmi' righthand_file = 'icons/fallout/onmob/weapons/guns_righthand.dmi' icon_state = "winchesterbore" - item_state = "shotgundouble" + inhand_icon_state = "shotgundouble" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/improvised308 weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_TWO_HAND_ONLY @@ -555,7 +555,7 @@ lefthand_file = 'icons/mob/inhands/equipment/belt_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/belt_righthand.dmi' icon_state = "sling" - item_state = "utility" + inhand_icon_state = "utility" pin = null no_pin_required = TRUE trigger_guard = TRIGGER_GUARD_ALLOW_ALL @@ -591,7 +591,7 @@ desc = "An old rocket launcher that has somehow been repurposed to fire bricks at high velocity. You can probably find more bricks with *brick!" icon = 'icons/fallout/objects/guns/ballistic.dmi' icon_state = "launcher" - item_state = "rocketlauncher" + inhand_icon_state = "rocketlauncher" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/brick weapon_class = WEAPON_CLASS_CARBINE weapon_weight = GUN_TWO_HAND_ONLY diff --git a/code/modules/projectiles/guns/magic.dm b/code/modules/projectiles/guns/magic.dm index 16c77f5fb7..3ec8da2f0b 100644 --- a/code/modules/projectiles/guns/magic.dm +++ b/code/modules/projectiles/guns/magic.dm @@ -3,7 +3,7 @@ desc = "This staff is boring to watch because even though it came first you've seen everything it can do in other staves for years." icon = 'icons/obj/guns/magic.dmi' icon_state = "staffofnothing" - item_state = "staff" + inhand_icon_state = "staff" lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' fire_sound = 'sound/weapons/emitter.ogg' diff --git a/code/modules/projectiles/guns/magic/staff.dm b/code/modules/projectiles/guns/magic/staff.dm index aad95bf707..8731d6c570 100644 --- a/code/modules/projectiles/guns/magic/staff.dm +++ b/code/modules/projectiles/guns/magic/staff.dm @@ -11,7 +11,7 @@ fire_sound = 'sound/magic/staff_change.ogg' ammo_type = /obj/item/ammo_casing/magic/change icon_state = "staffofchange" - item_state = "staffofchange" + inhand_icon_state = "staffofchange" /obj/item/gun/magic/staff/animate name = "staff of animation" @@ -19,7 +19,7 @@ fire_sound = 'sound/magic/staff_animation.ogg' ammo_type = /obj/item/ammo_casing/magic/animate icon_state = "staffofanimation" - item_state = "staffofanimation" + inhand_icon_state = "staffofanimation" /obj/item/gun/magic/staff/healing name = "staff of resurrection" @@ -27,7 +27,7 @@ fire_sound = 'sound/magic/staff_healing.ogg' ammo_type = /obj/item/ammo_casing/magic/heal icon_state = "staffofhealing" - item_state = "staffofhealing" + inhand_icon_state = "staffofhealing" max_charges = 1 recharge_rate = 10 MINUTES @@ -37,7 +37,7 @@ fire_sound = 'sound/magic/staff_chaos.ogg' ammo_type = /obj/item/ammo_casing/magic/chaos icon_state = "staffofchaos" - item_state = "staffofchaos" + inhand_icon_state = "staffofchaos" max_charges = 10 recharge_rate = 1 MINUTES no_den_usage = 1 @@ -55,7 +55,7 @@ fire_sound = 'sound/magic/mystical.ogg' ammo_type = /obj/item/ammo_casing/magic/chaos icon_state = "triheal" - item_state = "broom" + inhand_icon_state = "broom" max_charges = 30 recharge_rate = 6 SECONDS var/allowed_projectile_types = list(/obj/item/projectile/magic/healbrute, /obj/item/projectile/magic/healburn, /obj/item/projectile/magic/healtoxin) @@ -74,7 +74,7 @@ fire_sound = 'sound/magic/staff_door.ogg' ammo_type = /obj/item/ammo_casing/magic/door icon_state = "staffofdoor" - item_state = "staffofdoor" + inhand_icon_state = "staffofdoor" max_charges = 10 recharge_rate = 30 SECONDS no_den_usage = 1 @@ -85,7 +85,7 @@ fire_sound = 'sound/magic/fireball.ogg' ammo_type = /obj/item/ammo_casing/magic/spellblade icon_state = "spellblade" - item_state = "spellblade" + inhand_icon_state = "spellblade" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' hitsound = 'sound/weapons/rapierhit.ogg' @@ -108,7 +108,7 @@ //fire_sound = 'sound/magic/fireball.ogg' //ammo_type = /obj/item/projectile/spellcard/sword //icon_state = "spellblade" - //item_state = "spellblade" + //inhand_icon_state = "spellblade" //lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' //righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' //hitsound = 'sound/weapons/rapierhit.ogg' @@ -128,7 +128,7 @@ fire_sound = 'sound/magic/staff_change.ogg' ammo_type = /obj/item/ammo_casing/magic/locker icon_state = "locker" - item_state = "locker" + inhand_icon_state = "locker" max_charges = 6 recharge_rate = 10 SECONDS @@ -318,7 +318,7 @@ lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' icon_state = "medstaff" - item_state = "staff" + inhand_icon_state = "staff" w_class = WEIGHT_CLASS_BULKY force = 20 force_unwielded = 20 @@ -335,7 +335,7 @@ lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' icon_state = "medstaff" - item_state = "staff" + inhand_icon_state = "staff" w_class = WEIGHT_CLASS_BULKY force = 20 force_unwielded = 20 @@ -408,7 +408,7 @@ name = "staff of alchemical magma" desc = "A moderately sized staff made of black bronze that seems to be a hodgepodge of clockwork components connected together. A regenerating fuel cell rests along the side, with a tube connecting to a bunsen burner at the top that expels enflamed fuel that burns as hot as magma. A design of an arcane staff thats more mechanical than arcane, designed by a wandering artificer from a far off realm." icon_state = "staff of alchemy" - item_state = "staff of alchemy" + inhand_icon_state = "staff of alchemy" mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' fire_sound = 'sound/weapons/fire03.ogg' max_charges = 20 @@ -444,7 +444,7 @@ name = "low power staff of magma" desc = "A moderately sized staff made of black bronze that seems to be a hodgepodge of clockwork components connected together. A regenerating fuel cell rests along the side, with a tube connecting to a bunsen burner at the top that expels enflamed fuel that burns as hot as magma. A design of an arcane staff thats more mechanical than arcane, designed by a wandering artificer from a far off realm." icon_state = "staff of alchemy" - item_state = "staff of alchemy" + inhand_icon_state = "staff of alchemy" mob_overlay_icon = 'icons/fallout/onmob/backslot_weapon.dmi' fire_sound = 'sound/weapons/fire03.ogg' color = "#ac233e" diff --git a/code/modules/projectiles/guns/magic/wand.dm b/code/modules/projectiles/guns/magic/wand.dm index 36b643c6bf..e838cac4b6 100644 --- a/code/modules/projectiles/guns/magic/wand.dm +++ b/code/modules/projectiles/guns/magic/wand.dm @@ -3,7 +3,7 @@ desc = "It's not just a stick, it's a MAGIC stick!" ammo_type = /obj/item/ammo_casing/magic icon_state = "nothingwand" - item_state = "wand" + inhand_icon_state = "wand" weapon_class = WEAPON_CLASS_SMALL can_charge = TRUE max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths) diff --git a/code/modules/projectiles/guns/misc/beam_rifle.dm b/code/modules/projectiles/guns/misc/beam_rifle.dm index c7a08b07f6..e7886eea10 100644 --- a/code/modules/projectiles/guns/misc/beam_rifle.dm +++ b/code/modules/projectiles/guns/misc/beam_rifle.dm @@ -15,7 +15,7 @@ changing where you're pointing at while aiming will delay the aiming process depending on how much you changed." icon = 'icons/obj/guns/energy.dmi' icon_state = "esniper" - item_state = "esniper" + inhand_icon_state = "esniper" fire_sound = 'sound/weapons/beam_sniper.ogg' custom_materials = null ammo_x_offset = 3 diff --git a/code/modules/projectiles/guns/misc/blastcannon.dm b/code/modules/projectiles/guns/misc/blastcannon.dm index 7ab50d0c0e..9a04c07135 100644 --- a/code/modules/projectiles/guns/misc/blastcannon.dm +++ b/code/modules/projectiles/guns/misc/blastcannon.dm @@ -3,7 +3,7 @@ desc = "A pipe welded onto a gun stock, with a mechanical trigger. The pipe has an opening near the top, and there seems to be a spring loaded wheel in the hole." icon_state = "empty_blastcannon" var/icon_state_loaded = "loaded_blastcannon" - item_state = "blastcannon_empty" + inhand_icon_state = "blastcannon_empty" weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_ONLY fire_sound = 'sound/weapons/blastcannon.ogg' diff --git a/code/modules/projectiles/guns/misc/chameleon.dm b/code/modules/projectiles/guns/misc/chameleon.dm index 659a43b47e..c5d9286e9b 100644 --- a/code/modules/projectiles/guns/misc/chameleon.dm +++ b/code/modules/projectiles/guns/misc/chameleon.dm @@ -34,7 +34,7 @@ chameleon_action.chameleon_blacklist = typecacheof(/obj/item/gun/magic, ignore_root_path = FALSE) chameleon_action.initialize_disguises() - projectile_copy_vars = list("name", "icon", "icon_state", "item_state", "speed", "color", "hitsound", "forcedodge", "impact_effect_type", "range", "suppressed", "hitsound_wall", "impact_effect_type", "pass_flags", "tracer_type", "muzzle_type", "impact_type") + projectile_copy_vars = list("name", "icon", "icon_state", "inhand_icon_state", "speed", "color", "hitsound", "forcedodge", "impact_effect_type", "range", "suppressed", "hitsound_wall", "impact_effect_type", "pass_flags", "tracer_type", "muzzle_type", "impact_type") chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser") gun_copy_vars = list("fire_sound", "burst_size", "fire_delay") chameleon_gun_vars = list() diff --git a/code/modules/projectiles/guns/misc/chem_gun.dm b/code/modules/projectiles/guns/misc/chem_gun.dm index ea695aaeb5..cefe9a2b3b 100644 --- a/code/modules/projectiles/guns/misc/chem_gun.dm +++ b/code/modules/projectiles/guns/misc/chem_gun.dm @@ -4,7 +4,7 @@ name = "reagent gun" desc = "A Med-Tek syringe gun, which synthesizes chemical darts from stored reagents." icon_state = "chemgun" - item_state = "chemgun" + inhand_icon_state = "chemgun" weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_ONLY throw_speed = 3 diff --git a/code/modules/projectiles/guns/misc/grenade_launcher.dm b/code/modules/projectiles/guns/misc/grenade_launcher.dm index 0ea6a77d68..23c0539dbc 100644 --- a/code/modules/projectiles/guns/misc/grenade_launcher.dm +++ b/code/modules/projectiles/guns/misc/grenade_launcher.dm @@ -3,7 +3,7 @@ desc = "Accepts grenades-not 40mm, the throwable kind-and then fires them. Do not use at close range." icon = 'icons/obj/guns/projectile.dmi' icon_state = "riotgun" - item_state = "riotgun" + inhand_icon_state = "riotgun" weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_ONE_HAND_ONLY throw_speed = 2 diff --git a/code/modules/projectiles/guns/misc/medbeam.dm b/code/modules/projectiles/guns/misc/medbeam.dm index 8693910da1..b8913520a3 100644 --- a/code/modules/projectiles/guns/misc/medbeam.dm +++ b/code/modules/projectiles/guns/misc/medbeam.dm @@ -3,7 +3,7 @@ desc = "Don't cross the streams!" icon = 'icons/obj/chronos.dmi' icon_state = "chronogun" - item_state = "chronogun" + inhand_icon_state = "chronogun" weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_ONLY diff --git a/code/modules/projectiles/guns/misc/syringe_gun.dm b/code/modules/projectiles/guns/misc/syringe_gun.dm index a543c49f1e..b40bcfa930 100644 --- a/code/modules/projectiles/guns/misc/syringe_gun.dm +++ b/code/modules/projectiles/guns/misc/syringe_gun.dm @@ -2,7 +2,7 @@ name = "syringe gun" desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance." icon_state = "syringegun" - item_state = "syringegun" + inhand_icon_state = "syringegun" weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_ONLY throw_speed = 3 @@ -74,7 +74,7 @@ name = "dart pistol" desc = "A small spring-loaded sidearm that functions identically to a syringe gun." icon_state = "syringe_pistol" - item_state = "gun" //Smaller inhand + inhand_icon_state = "gun" //Smaller inhand w_class = WEIGHT_CLASS_SMALL force = 2 //Also very weak because it's smaller silenced = TRUE //Softer fire sound @@ -108,7 +108,7 @@ name = "dart gun" desc = "A compressed air gun, designed to fit medicinal darts for application of medicine for those patients just out of reach." icon_state = "dartgun" - item_state = "dartgun" + inhand_icon_state = "dartgun" custom_materials = list(/datum/material/iron=2000, /datum/material/glass=500) silenced = TRUE //Softer fire sound @@ -126,7 +126,7 @@ /obj/item/gun/syringe/dart/rapiddart name = "Repeating dart gun" icon_state = "rapiddartgun" - item_state = "rapiddartgun" + inhand_icon_state = "rapiddartgun" /obj/item/gun/syringe/dart/rapiddart/CheckParts(list/parts_list) var/obj/item/reagent_containers/glass/beaker/B = locate(/obj/item/reagent_containers/glass/beaker) in parts_list @@ -156,7 +156,7 @@ name = "blowgun" desc = "Fire syringes at a short distance." icon_state = "blowgun" - item_state = "blowgun" + inhand_icon_state = "blowgun" fire_sound = 'sound/items/syringeproj.ogg' /obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0) diff --git a/code/modules/projectiles/pins.dm b/code/modules/projectiles/pins.dm index 5579b702b5..e4818511f7 100644 --- a/code/modules/projectiles/pins.dm +++ b/code/modules/projectiles/pins.dm @@ -3,7 +3,7 @@ desc = "A small authentication device, to be inserted into a firearm receiver to allow operation. NT safety regulations require all new designs to incorporate one." icon = 'icons/obj/device.dmi' icon_state = "firing_pin" - item_state = "pen" + inhand_icon_state = "pen" flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_TINY attack_verb = list("poked") diff --git a/code/modules/reagents/chemistry/machinery/chem_cartridge.dm b/code/modules/reagents/chemistry/machinery/chem_cartridge.dm index 095331f1a3..a136861e41 100644 --- a/code/modules/reagents/chemistry/machinery/chem_cartridge.dm +++ b/code/modules/reagents/chemistry/machinery/chem_cartridge.dm @@ -3,7 +3,7 @@ desc = "A propriatary casing holding a mix of raw material for use in chem dispensors." icon = 'modular_coyote/icons/objects/chem_cartridge.dmi' //these are coder sprites. icon_state = "simple" - item_state = "simple" + inhand_icon_state = "simple" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' @@ -40,7 +40,7 @@ name = "ancient chemical cartridge" desc = "A propriatary single use casing holding a mix of raw material for use in chem dispensors. This one is very worn and mostly used up." icon_state = "salvaged" - item_state = "salvaged" + inhand_icon_state = "salvaged" custom_price = PRICE_ALMOST_EXPENSIVE maxCharge = 2500 custom_materials = list(/datum/material/iron=500, /datum/material/glass=500) @@ -49,7 +49,7 @@ name = "Improvised chemical cartridge" desc = "A casing holding a mix of raw material for use in chem dispensors. This one is a crudely fabricated imitation." icon_state = "crafted" - item_state = "crafted" + inhand_icon_state = "crafted" custom_price = PRICE_ABOVE_EXPENSIVE maxCharge = 7000 custom_materials = list(/datum/material/iron=1000, /datum/material/glass=500) @@ -65,7 +65,7 @@ name = "Pristine chemical cartridge" desc = "A propriatary single use casing holding a mix of raw material for use in chem dispensors. This one looks good as new" icon_state = "pristine" - item_state = "pristine" + inhand_icon_state = "pristine" custom_price = PRICE_REALLY_EXPENSIVE maxCharge = 10000 custom_materials = list(/datum/material/iron=2000, /datum/material/glass=1000, /datum/material/plasma = 500) diff --git a/code/modules/reagents/reagent_containers/borghydro.dm b/code/modules/reagents/reagent_containers/borghydro.dm index 358cac2639..f4c8cfc8a0 100644 --- a/code/modules/reagents/reagent_containers/borghydro.dm +++ b/code/modules/reagents/reagent_containers/borghydro.dm @@ -12,7 +12,7 @@ Borg Hypospray name = "cyborg hypospray" desc = "An advanced chemical synthesizer and injection system, designed for heavy-duty medical equipment." icon = 'icons/obj/syringe.dmi' - item_state = "hypo" + inhand_icon_state = "hypo" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' icon_state = "borghypo" diff --git a/code/modules/reagents/reagent_containers/bottle.dm b/code/modules/reagents/reagent_containers/bottle.dm index 73de3f52a3..752779bd1f 100644 --- a/code/modules/reagents/reagent_containers/bottle.dm +++ b/code/modules/reagents/reagent_containers/bottle.dm @@ -4,7 +4,7 @@ name = "bottle" desc = "A small bottle." icon_state = "bottle" - item_state = "atoxinbottle" + inhand_icon_state = "atoxinbottle" possible_transfer_amounts = list(5,10,15,25,30) volume = 30 diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index c8eb8e096a..79126b2209 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -125,7 +125,7 @@ w_class = WEIGHT_CLASS_TINY volume = 60 icon_state = "beaker" - item_state = "beaker" + inhand_icon_state = "beaker" custom_materials = list(/datum/material/glass=500) possible_transfer_amounts = list(5,10,15,20,25,30,50,60) container_flags = PH_WEAK|APTFT_ALTCLICK|APTFT_VERB @@ -305,7 +305,7 @@ desc = "A bottle of water filled at an old Earth bottling facility." icon = 'icons/obj/drinks.dmi' icon_state = "smallbottle" - item_state = "bottle" + inhand_icon_state = "bottle" custom_price = PRICE_CHEAP_AS_FREE list_reagents = list(/datum/reagent/water = 49.5, /datum/reagent/fluorine = 0.5)//see desc, don't think about it too hard custom_materials = list(/datum/material/glass=0) diff --git a/code/modules/reagents/reagent_containers/hypospray.dm b/code/modules/reagents/reagent_containers/hypospray.dm index 111d0d8781..d0b1922a5f 100644 --- a/code/modules/reagents/reagent_containers/hypospray.dm +++ b/code/modules/reagents/reagent_containers/hypospray.dm @@ -3,7 +3,7 @@ name = "hypospray" desc = "The DeForest Medical Corporation hypospray is a sterile, air-needle autoinjector for rapid administration of drugs to patients." icon = 'icons/obj/syringe.dmi' - item_state = "hypo" + inhand_icon_state = "hypo" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' icon_state = "hypo" @@ -98,7 +98,7 @@ name = "epinephrine medipen" desc = "A rapid and safe way to stabilize patients in critical condition for personnel without advanced medical knowledge. Contains a powerful preservative that can delay decomposition when applied to a dead body." icon_state = "medipen" - item_state = "medipen" + inhand_icon_state = "medipen" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' amount_per_transfer_from_this = 15 diff --git a/code/modules/reagents/reagent_containers/medspray.dm b/code/modules/reagents/reagent_containers/medspray.dm index 12dfef8242..a75e4eb442 100644 --- a/code/modules/reagents/reagent_containers/medspray.dm +++ b/code/modules/reagents/reagent_containers/medspray.dm @@ -3,7 +3,7 @@ desc = "A medical spray bottle, designed for precision application, with an unscrewable cap." icon = 'icons/obj/chemical.dmi' icon_state = "medspray" - item_state = "spraycan" + inhand_icon_state = "spraycan" lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi' item_flags = NOBLUDGEON diff --git a/code/modules/reagents/reagent_containers/patch.dm b/code/modules/reagents/reagent_containers/patch.dm index 92245ec820..ac94a9cd3a 100644 --- a/code/modules/reagents/reagent_containers/patch.dm +++ b/code/modules/reagents/reagent_containers/patch.dm @@ -3,7 +3,7 @@ desc = "A chemical patch for touch based applications." icon = 'icons/obj/chemical.dmi' icon_state = "bandaid" - item_state = "bandaid" + inhand_icon_state = "bandaid" possible_transfer_amounts = list() volume = 40 apply_type = PATCH diff --git a/code/modules/reagents/reagent_containers/pill.dm b/code/modules/reagents/reagent_containers/pill.dm index d3ee905a08..acaa606949 100644 --- a/code/modules/reagents/reagent_containers/pill.dm +++ b/code/modules/reagents/reagent_containers/pill.dm @@ -3,7 +3,7 @@ desc = "A tablet or capsule." icon = 'icons/obj/chemical.dmi' icon_state = "pill" - item_state = "pill" + inhand_icon_state = "pill" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' possible_transfer_amounts = list() diff --git a/code/modules/reagents/reagent_containers/rags.dm b/code/modules/reagents/reagent_containers/rags.dm index 9485ff630c..a51a60c9f6 100644 --- a/code/modules/reagents/reagent_containers/rags.dm +++ b/code/modules/reagents/reagent_containers/rags.dm @@ -113,7 +113,7 @@ desc = "A soft cotton towel." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "towel" - item_state = "towel" + inhand_icon_state = "towel" slot_flags = INV_SLOTBIT_HEAD | INV_SLOTBIT_BELT | INV_SLOTBIT_OCLOTHING item_flags = NOBLUDGEON | NO_UNIFORM_REQUIRED //so it can be worn on the belt slot even with no uniform. force = 1 diff --git a/code/modules/reagents/reagent_containers/spray.dm b/code/modules/reagents/reagent_containers/spray.dm index 7239af1e9b..a843bd4117 100644 --- a/code/modules/reagents/reagent_containers/spray.dm +++ b/code/modules/reagents/reagent_containers/spray.dm @@ -3,7 +3,7 @@ desc = "A spray bottle, with an unscrewable top." icon = 'icons/obj/janitor.dmi' icon_state = "cleaner" - item_state = "cleaner" + inhand_icon_state = "cleaner" lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi' item_flags = NOBLUDGEON @@ -198,7 +198,7 @@ desc = "Manufactured by UhangInc, used to blind and down an opponent quickly." icon = 'icons/obj/items_and_weapons.dmi' icon_state = "pepperspray" - item_state = "pepperspray" + inhand_icon_state = "pepperspray" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' volume = 40 @@ -222,7 +222,7 @@ desc = "A seemingly innocent sunflower...with a twist." icon = 'icons/obj/hydroponics/harvest.dmi' icon_state = "sunflower" - item_state = "sunflower" + inhand_icon_state = "sunflower" amount_per_transfer_from_this = 1 volume = 10 list_reagents = list(/datum/reagent/water = 10) @@ -285,7 +285,7 @@ desc = "A utility used to spray large amounts of reagents in a given area." icon = 'icons/obj/guns/projectile.dmi' icon_state = "chemsprayer" - item_state = "chemsprayer" + inhand_icon_state = "chemsprayer" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' throwforce = 0 @@ -324,7 +324,7 @@ desc = "Kills those pesky weeds!" icon = 'icons/obj/hydroponics/equipment.dmi' icon_state = "plantbgone" - item_state = "plantbgone" + inhand_icon_state = "plantbgone" lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi' volume = 100 diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm index ef95325e41..82c981a615 100644 --- a/code/modules/reagents/reagent_containers/syringes.dm +++ b/code/modules/reagents/reagent_containers/syringes.dm @@ -2,7 +2,7 @@ name = "syringe" desc = "A syringe that can hold up to 15 units." icon = 'icons/obj/syringe.dmi' - item_state = "syringe_0" + inhand_icon_state = "syringe_0" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' icon_state = "0" @@ -167,7 +167,7 @@ /obj/item/reagent_containers/syringe/update_icon_state() var/rounded_vol = get_rounded_vol() icon_state = "[rounded_vol]" - item_state = "syringe_[rounded_vol]" + inhand_icon_state = "syringe_[rounded_vol]" /obj/item/reagent_containers/syringe/update_overlays() . = ..() @@ -298,7 +298,7 @@ volume = 20 amount_per_transfer_from_this = 20 icon_state = "empty" - item_state = "syringe_empty" + inhand_icon_state = "syringe_empty" show_filling = FALSE var/emptrig = FALSE @@ -356,7 +356,7 @@ empty_full = "full" mode = SYRINGE_INJECT icon_state = "[empty_full]" - item_state = "syringe_[empty_full]" + inhand_icon_state = "syringe_[empty_full]" /obj/item/reagent_containers/syringe/dart/emp_act(severity) emptrig = TRUE diff --git a/code/modules/recycling/sortingmachinery.dm b/code/modules/recycling/sortingmachinery.dm index 3d9136e24a..cb82c40377 100644 --- a/code/modules/recycling/sortingmachinery.dm +++ b/code/modules/recycling/sortingmachinery.dm @@ -149,7 +149,7 @@ var/currTag = 0 //Destinations are stored in code\globalvars\lists\flavor_misc.dm var/locked_destination = FALSE //if true, users can't open the destination tag window to prevent changing the tagger's current destination w_class = WEIGHT_CLASS_TINY - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' flags_1 = CONDUCT_1 diff --git a/code/modules/research/stock_parts.dm b/code/modules/research/stock_parts.dm index 311e97d223..9053724bb0 100644 --- a/code/modules/research/stock_parts.dm +++ b/code/modules/research/stock_parts.dm @@ -5,7 +5,7 @@ If you create T5+ please take a pass at gene_modder.dm [L40]. Max_values MUST fi name = "rapid part exchange device" desc = "Special mechanical module made to store, sort, and apply standard machine parts." icon_state = "RPED" - item_state = "RPED" + inhand_icon_state = "RPED" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_HUGE diff --git a/code/modules/research/xenobiology/crossbreeding/_clothing.dm b/code/modules/research/xenobiology/crossbreeding/_clothing.dm index 470c06b2c9..d190eb4587 100644 --- a/code/modules/research/xenobiology/crossbreeding/_clothing.dm +++ b/code/modules/research/xenobiology/crossbreeding/_clothing.dm @@ -9,7 +9,7 @@ Slimecrossing Armor name = "rebreather mask" desc = "A transparent mask, resembling a conventional breath mask, but made of bluish slime. Seems to lack any air supply tube, though." icon_state = "slime" - item_state = "slime" + inhand_icon_state = "slime" body_parts_covered = NONE w_class = WEIGHT_CLASS_SMALL gas_transfer_coefficient = 0 @@ -101,7 +101,7 @@ Slimecrossing Armor desc = "An extremely addictive flower, full of peace magic. This rare flower is not often seen due to its entrancing pacifying effects when worn. Its behavior can be altered with shift+ctrl click" icon = 'icons/obj/slimecrossing.dmi' icon_state = "peaceflower1" - item_state = "peaceflower1" + inhand_icon_state = "peaceflower1" slot_flags = INV_SLOTBIT_HEAD body_parts_covered = NONE dynamic_hair_suffix = "" @@ -181,7 +181,7 @@ Slimecrossing Armor name = "adamantine armor" desc = "A full suit of adamantine plate armor. Impressively resistant to damage, but weighs about as much as you do." icon_state = "adamsuit" - item_state = "adamsuit" + inhand_icon_state = "adamsuit" flags_inv = NONE obj_flags = IMMUTABLE_SLOW slowdown = 4 diff --git a/code/modules/research/xenobiology/crossbreeding/_weapons.dm b/code/modules/research/xenobiology/crossbreeding/_weapons.dm index 1b2f43c518..c156474079 100644 --- a/code/modules/research/xenobiology/crossbreeding/_weapons.dm +++ b/code/modules/research/xenobiology/crossbreeding/_weapons.dm @@ -4,7 +4,7 @@ desc = "A horrifying weapon made of your own bone and blood vessels. It shoots slowing globules of your own blood. Ech." icon = 'icons/obj/slimecrossing.dmi' icon_state = "bloodgun" - item_state = "bloodgun" + inhand_icon_state = "bloodgun" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' item_flags = ABSTRACT | DROPDEL diff --git a/code/modules/research/xenobiology/crossbreeding/burning.dm b/code/modules/research/xenobiology/crossbreeding/burning.dm index 9c5b696985..7ba08c001d 100644 --- a/code/modules/research/xenobiology/crossbreeding/burning.dm +++ b/code/modules/research/xenobiology/crossbreeding/burning.dm @@ -445,7 +445,7 @@ Burning extracts: desc = "A gigantic shield made of solid adamantium." icon = 'icons/obj/slimecrossing.dmi' icon_state = "adamshield" - item_state = "adamshield" + inhand_icon_state = "adamshield" w_class = WEIGHT_CLASS_HUGE armor = ARMOR_VALUE_PA slot_flags = INV_SLOTBIT_BACK diff --git a/code/modules/rigsuits/rig.dm b/code/modules/rigsuits/rig.dm index fc3552dd84..61d1d94709 100644 --- a/code/modules/rigsuits/rig.dm +++ b/code/modules/rigsuits/rig.dm @@ -100,7 +100,7 @@ /obj/item/rig/Initialize() ..() - item_state = icon_state + inhand_icon_state = icon_state wires = new /datum/wires/rig(src) if((!req_access || !req_access.len) && (!req_one_access || !req_one_access.len)) diff --git a/code/modules/ruins/objects_and_mobs/sin_ruins.dm b/code/modules/ruins/objects_and_mobs/sin_ruins.dm index 476b18da9c..85c61915c1 100644 --- a/code/modules/ruins/objects_and_mobs/sin_ruins.dm +++ b/code/modules/ruins/objects_and_mobs/sin_ruins.dm @@ -121,7 +121,7 @@ desc = "Their success will be yours." icon = 'icons/obj/wizard.dmi' icon_state = "render" - item_state = "knife" + inhand_icon_state = "knife" lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' force = 18 diff --git a/code/modules/shuttle/assault_pod.dm b/code/modules/shuttle/assault_pod.dm index 1258b9f4b8..47e5b69d6c 100644 --- a/code/modules/shuttle/assault_pod.dm +++ b/code/modules/shuttle/assault_pod.dm @@ -21,7 +21,7 @@ name = "Assault Pod Targeting Device" icon = 'icons/obj/device.dmi' icon_state = "gangtool-red" - item_state = "radio" + inhand_icon_state = "radio" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' desc = "Used to select a landing zone for assault pods." diff --git a/code/modules/shuttle/emergency.dm b/code/modules/shuttle/emergency.dm index d0d75b279e..32e1cdb308 100644 --- a/code/modules/shuttle/emergency.dm +++ b/code/modules/shuttle/emergency.dm @@ -588,12 +588,12 @@ /obj/item/clothing/head/helmet/space/orange name = "emergency space helmet" icon_state = "syndicate-helm-orange" - item_state = "syndicate-helm-orange" + inhand_icon_state = "syndicate-helm-orange" /obj/item/clothing/suit/space/orange name = "emergency space suit" icon_state = "syndicate-orange" - item_state = "syndicate-orange" + inhand_icon_state = "syndicate-orange" slowdown = 3 /obj/item/pickaxe/emergency diff --git a/code/modules/smithing/finished_items.dm b/code/modules/smithing/finished_items.dm index 02a4fe44b3..9da2b0bcdd 100644 --- a/code/modules/smithing/finished_items.dm +++ b/code/modules/smithing/finished_items.dm @@ -76,7 +76,7 @@ icon_state = "hammer" lefthand_file = 'icons/fallout/onmob/tools/tools_lefthand.dmi' righthand_file = 'icons/fallout/onmob/tools/tools_righthand.dmi' - item_state = "hammer" + inhand_icon_state = "hammer" overlay_state = "hammerhandle" var/qualitymod = 0 @@ -97,7 +97,7 @@ icon_state = "prospect_smith" lefthand_file = 'icons/fallout/onmob/tools/tools_lefthand.dmi' righthand_file = 'icons/fallout/onmob/tools/tools_righthand.dmi' - item_state = "prospect_smith" + inhand_icon_state = "prospect_smith" sharpness = SHARP_EDGED /obj/item/mining_scanner/prospector/Initialize() @@ -127,7 +127,7 @@ icon_state = "pickaxe" lefthand_file = 'icons/fallout/onmob/tools/tools_lefthand.dmi' righthand_file = 'icons/fallout/onmob/tools/tools_righthand.dmi' - item_state = "pickaxe" + inhand_icon_state = "pickaxe" slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_BACK sharpness = SHARP_EDGED digrange = 1 @@ -153,7 +153,7 @@ icon_state = "shovel" lefthand_file = 'icons/fallout/onmob/tools/tools_lefthand.dmi' righthand_file = 'icons/fallout/onmob/tools/tools_righthand.dmi' - item_state = "shovel" + inhand_icon_state = "shovel" material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS sharpness = SHARP_EDGED //it cuts through the earth @@ -171,7 +171,7 @@ /obj/item/crowbar/smithed icon = 'code/modules/smithing/icons/blacksmith.dmi' icon_state = "crowbar_smith" - item_state = "crowbar" + inhand_icon_state = "crowbar" toolspeed = 0.8 force = WEAPON_FORCE_TOOL_LARGE material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS @@ -191,7 +191,7 @@ icon_state = "unitool_smith" lefthand_file = 'code/modules/smithing/icons/onmob/lefthand.dmi' righthand_file = 'code/modules/smithing/icons/onmob/righthand.dmi' - item_state = "unitool_smith" + inhand_icon_state = "unitool_smith" sharpness = SHARP_EDGED material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS force = WEAPON_FORCE_AXE_TOOL @@ -263,7 +263,7 @@ name = "scrap knuckles" desc = "Hardened knuckle grip made out of metal. They protect your hand, and do more damage, in unarmed combat." icon_state = "knuckles_smith" - item_state = "knuckles_smith" + inhand_icon_state = "knuckles_smith" overlay_state = "grip_knuckles" w_class = WEIGHT_CLASS_SMALL slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_GLOVES @@ -277,7 +277,7 @@ name = "scrap claws" desc = "Gloves with short claws built into the palms." icon_state = "claws_smith" - item_state = "claws_smith" + inhand_icon_state = "claws_smith" overlay_state = "grip_claws" w_class = WEIGHT_CLASS_SMALL slot_flags = INV_SLOTBIT_BELT | INV_SLOTBIT_GLOVES @@ -301,7 +301,7 @@ name = "shortsword" desc = "It's a one handed 'sword'. To kill a vagabond, swing at it until it dies." icon_state = "sword_smith" - item_state = "sword_smith" + inhand_icon_state = "sword_smith" overlay_state = "hilt_sword" sharpness = SHARP_EDGED w_class = WEIGHT_CLASS_NORMAL @@ -318,13 +318,13 @@ /obj/item/melee/smith/sword/spatha name = "spatha" icon_state = "spatha_smith" - item_state = "spatha_smith" + inhand_icon_state = "spatha_smith" overlay_state = "hilt_spatha" /obj/item/melee/smith/sword/sabre name = "sabre" icon_state = "sabre_smith" - item_state = "sabre_smith" + inhand_icon_state = "sabre_smith" overlay_state = "hilt_sabre" /obj/item/melee/smith/sword/machete @@ -391,13 +391,13 @@ name = "kunai" icon_state = "throwing_smith" overlay_state = "handle_throwing" - item_state = "dagger_smith" + inhand_icon_state = "dagger_smith" /obj/item/melee/smith/dagger/javelin name = "throwing spear" icon_state = "javelin_smith" overlay_state = "shaft_javelin" - item_state = "javelin_smith" + inhand_icon_state = "javelin_smith" w_class = WEIGHT_CLASS_NORMAL // diff --git a/code/modules/smithing/smithed_items.dm b/code/modules/smithing/smithed_items.dm index b5de6a4291..b9cc433ee9 100644 --- a/code/modules/smithing/smithed_items.dm +++ b/code/modules/smithing/smithed_items.dm @@ -445,7 +445,7 @@ /obj/item/smithing/special/jewelry icon_state = "ring" - item_state = "ring" + inhand_icon_state = "ring" strip_delay = 20 equip_delay_other = 40 var/strip_mod = 1 //how much they alter stripping items time by, higher is quicker @@ -475,7 +475,7 @@ icon = 'code/modules/smithing/icons/blacksmith.dmi' icon_state = "ballandchain" mob_overlay_icon = 'icons/fallout/onmob/items/miscellaneous.dmi' - item_state = "ballandchain" + inhand_icon_state = "ballandchain" strip_delay = 300 equip_delay_other = 50 can_be_tied = FALSE diff --git a/code/modules/spells/spell_types/godhand.dm b/code/modules/spells/spell_types/godhand.dm index 4f93ad20f0..ef9e149754 100644 --- a/code/modules/spells/spell_types/godhand.dm +++ b/code/modules/spells/spell_types/godhand.dm @@ -6,7 +6,7 @@ var/obj/effect/proc_holder/spell/targeted/touch/attached_spell icon = 'icons/obj/items_and_weapons.dmi' icon_state = "syndballoon" - item_state = null + inhand_icon_state = null item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL w_class = WEIGHT_CLASS_HUGE force = 0 @@ -46,7 +46,7 @@ catchphrase = "EI NATH!!" on_use_sound = 'sound/magic/disintegrate.ogg' icon_state = "disintegrate" - item_state = "disintegrate" + inhand_icon_state = "disintegrate" /obj/item/melee/touch_attack/disintegrate/afterattack(atom/target, mob/living/carbon/user, proximity) if(!proximity || target == user || !ismob(target) || !iscarbon(user) || user.lying || user.handcuffed) //exploding after touching yourself would be bad @@ -78,7 +78,7 @@ catchphrase = "STAUN EI!!" on_use_sound = 'sound/magic/fleshtostone.ogg' icon_state = "fleshtostone" - item_state = "fleshtostone" + inhand_icon_state = "fleshtostone" /obj/item/melee/touch_attack/fleshtostone/afterattack(atom/target, mob/living/carbon/user, proximity) if(!proximity || target == user || !isliving(target) || !iscarbon(user) || user.lying || user.handcuffed) //getting hard after touching yourself would also be bad @@ -105,7 +105,7 @@ catchphrase = "I CAST FIST!" on_use_sound = 'sound/weapons/nuclear_fist.ogg' icon_state = "disintegrate" - item_state = "disintegrate" + inhand_icon_state = "disintegrate" /obj/item/melee/touch_attack/nuclearfist/afterattack(atom/movable/target, mob/living/carbon/user, proximity) if(!proximity || target == user || !ismob(target) || !iscarbon(user) || user.lying || user.handcuffed) //exploding after touching yourself would be bad diff --git a/code/modules/station_goals/dna_vault.dm b/code/modules/station_goals/dna_vault.dm index c550ed49f9..f4f2b931f5 100644 --- a/code/modules/station_goals/dna_vault.dm +++ b/code/modules/station_goals/dna_vault.dm @@ -63,7 +63,7 @@ name = "DNA Sampler" desc = "Can be used to take chemical and genetic samples of pretty much anything." icon = 'icons/obj/syringe.dmi' - item_state = "hypo" + inhand_icon_state = "hypo" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' icon_state = "hypo" diff --git a/code/modules/supplykit/supplykit_devices.dm b/code/modules/supplykit/supplykit_devices.dm index c8ac6a51d7..cfbe34f10f 100644 --- a/code/modules/supplykit/supplykit_devices.dm +++ b/code/modules/supplykit/supplykit_devices.dm @@ -6,7 +6,7 @@ desc = "A well packed satchel containing all sorts of basic survival gear." icon = 'icons/obj/storage.dmi' icon_state = "backpack_enclave" - item_state = "backpack_enclave" + inhand_icon_state = "backpack_enclave" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' diff --git a/code/modules/surgery/bodyparts/robot_bodyparts.dm b/code/modules/surgery/bodyparts/robot_bodyparts.dm index 95821a737f..fa4a1ab3bc 100644 --- a/code/modules/surgery/bodyparts/robot_bodyparts.dm +++ b/code/modules/surgery/bodyparts/robot_bodyparts.dm @@ -14,7 +14,7 @@ name = "cyborg left arm" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." attack_verb = list("slapped", "punched") - item_state = "buildpipe" + inhand_icon_state = "buildpipe" icon = 'icons/mob/augmentation/augments.dmi' flags_1 = CONDUCT_1 icon_state = "borg_l_arm" @@ -35,7 +35,7 @@ name = "cyborg right arm" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." attack_verb = list("slapped", "punched") - item_state = "buildpipe" + inhand_icon_state = "buildpipe" icon = 'icons/mob/augmentation/augments.dmi' flags_1 = CONDUCT_1 icon_state = "borg_r_arm" @@ -56,7 +56,7 @@ name = "cyborg left leg" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." attack_verb = list("kicked", "stomped") - item_state = "buildpipe" + inhand_icon_state = "buildpipe" icon = 'icons/mob/augmentation/augments.dmi' flags_1 = CONDUCT_1 icon_state = "borg_l_leg" @@ -77,7 +77,7 @@ name = "cyborg right leg" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." attack_verb = list("kicked", "stomped") - item_state = "buildpipe" + inhand_icon_state = "buildpipe" icon = 'icons/mob/augmentation/augments.dmi' flags_1 = CONDUCT_1 icon_state = "borg_r_leg" @@ -97,7 +97,7 @@ /obj/item/bodypart/chest/robot name = "cyborg torso" desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell." - item_state = "buildpipe" + inhand_icon_state = "buildpipe" icon = 'icons/mob/augmentation/augments.dmi' flags_1 = CONDUCT_1 icon_state = "borg_chest" @@ -158,7 +158,7 @@ /obj/item/bodypart/head/robot name = "cyborg head" desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals." - item_state = "buildpipe" + inhand_icon_state = "buildpipe" icon = 'icons/mob/augmentation/augments.dmi' flags_1 = CONDUCT_1 icon_state = "borg_head" diff --git a/code/modules/surgery/organs/autosurgeon.dm b/code/modules/surgery/organs/autosurgeon.dm index e6adb9cf81..fe5cb9eb5d 100644 --- a/code/modules/surgery/organs/autosurgeon.dm +++ b/code/modules/surgery/organs/autosurgeon.dm @@ -5,7 +5,7 @@ desc = "A device that automatically inserts an implant or organ into the user without the hassle of extensive surgery. It has a slot to insert implants/organs and a screwdriver slot for removing accidentally added items." icon = 'icons/obj/device.dmi' icon_state = "autoimplanter" - item_state = "nothing" + inhand_icon_state = "nothing" w_class = WEIGHT_CLASS_SMALL var/obj/item/organ/storedorgan var/organ_type = /obj/item/organ diff --git a/code/modules/surgery/tools.dm b/code/modules/surgery/tools.dm index 307d8beaab..daf805912b 100644 --- a/code/modules/surgery/tools.dm +++ b/code/modules/surgery/tools.dm @@ -280,7 +280,7 @@ desc = "Good old saw, can't run out of power or gas." icon = 'icons/obj/tools.dmi' icon_state = "saw" - item_state = "saw" + inhand_icon_state = "saw" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 diff --git a/code/modules/uplink/uplink_devices.dm b/code/modules/uplink/uplink_devices.dm index 6f4afce906..260c20ad02 100644 --- a/code/modules/uplink/uplink_devices.dm +++ b/code/modules/uplink/uplink_devices.dm @@ -7,7 +7,7 @@ name = "station bounced radio" icon = 'icons/obj/radio.dmi' icon_state = "radio" - item_state = "walkietalkie" + inhand_icon_state = "walkietalkie" desc = "A basic handheld radio that communicates with local telecommunication networks." lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' diff --git a/code/modules/vehicles/lavaboat.dm b/code/modules/vehicles/lavaboat.dm index cf293b2a11..43ba1c1d55 100644 --- a/code/modules/vehicles/lavaboat.dm +++ b/code/modules/vehicles/lavaboat.dm @@ -19,7 +19,7 @@ name = "oar" icon = 'icons/obj/vehicles.dmi' icon_state = "oar" - item_state = "oar" + inhand_icon_state = "oar" lefthand_file = 'icons/mob/inhands/misc/lavaland_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/lavaland_righthand.dmi' desc = "Not to be confused with the kind Research hassles you for." diff --git a/code/modules/vore/eating/voreitems.dm b/code/modules/vore/eating/voreitems.dm index e1210f3602..dbfe618d43 100644 --- a/code/modules/vore/eating/voreitems.dm +++ b/code/modules/vore/eating/voreitems.dm @@ -4,7 +4,7 @@ desc = "A device that can trigger convusions in specific areas to eject foreign material from a host. Must be used very close to a target. Not for Combat usage." icon_state = "dragnet" - item_state = "dragnet" + inhand_icon_state = "dragnet" ammo_x_offset = 1 ammo_type = list(/obj/item/ammo_casing/energy/sickshot) diff --git a/helmet.dm b/helmet.dm index 6e7ad77ac2..5bb237f4d6 100644 --- a/helmet.dm +++ b/helmet.dm @@ -2,7 +2,7 @@ name = "helmet" desc = "Standard Security gear. Protects the head from impacts." icon_state = "helmet" - item_state = "helmet" + inhand_icon_state = "helmet" slowdown = ARMOR_SLOWDOWN_NONE * ARMOR_SLOWDOWN_GLOBAL_MULT armor = ARMOR_VALUE_MEDIUM armor_tokens = list() @@ -99,7 +99,7 @@ name = "bulletproof helmet" desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent." icon_state = "helmetalt" - item_state = "helmetalt" + inhand_icon_state = "helmetalt" armor_tokens = list(ARMOR_MODIFIER_UP_BULLET_T2) can_flashlight = 1 dog_fashion = null @@ -121,7 +121,7 @@ name = "Modern Russian helmet" desc = "A modern Russian 6b47. Saw use pre-war by the Russian military. Mainly in use by slavic based wastelanders, it finds itself now in the bayou." icon_state = "6b47rus" - item_state = "6b47rus" + inhand_icon_state = "6b47rus" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -129,7 +129,7 @@ name = "KGB Russian Helmet" desc = "A STSh-81 Helmet. Instead of being made of titanium alloys, it's made of the normal materials one would find in a ballistic helmet. Somehow, it's found itself in the bayou. It's far from its original home." icon_state = "kgbhelmet" - item_state = "kgbhelmet" + inhand_icon_state = "kgbhelmet" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -137,7 +137,7 @@ name = "Canadian Helmet" desc = "A Canadian CG634 standard issue helmet. It saw use in the Canadian army. Now it ends up in this region. Far from the North it seems." icon_state = "canadiancg634" - item_state = "canadiancg634" + inhand_icon_state = "canadiancg634" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -145,7 +145,7 @@ name = "U.N Helmet" desc = "A United Nations helmet. It sees use by U.N PeaceKeepers during pre-war times. Bright blue, perfect for sky camo and keeping peace." icon_state = "unhelmet" - item_state = "unhelmet" + inhand_icon_state = "unhelmet" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -153,7 +153,7 @@ name = "U.N Medical Helmet" desc = "A United Nations helmet. It sees use by U.N PeaceKeepers during pre-war times. Bright blue with a green medical cross" icon_state = "unmedical" - item_state = "unmedical" + inhand_icon_state = "unmedical" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -161,7 +161,7 @@ name = "War Press helmet" desc = "A war press helmet. This helmet saw use by pre-war War correspondents. Lets any shooters know you're just there to take a news and footage...if you have any cameras on you." icon_state = "warpress" - item_state = "warpress" + inhand_icon_state = "warpress" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -169,7 +169,7 @@ name = "American desert helmet" desc = "An desert themed PASGT American helmet. This saw heavy use in the Gulf War during pre-war times. This helmet's cover was repaired to pristine condition" icon_state = "pasgtdesert" - item_state = "pasgtdesert" + inhand_icon_state = "pasgtdesert" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -177,7 +177,7 @@ name = "Modern Chinese helmet" desc = "A QGF03 Chinese helmet. This helmet saw primary usage in the People's Liberation Army during pre-war times. The cover's been restored." icon_state = "qgf03china" - item_state = "qgf03china" + inhand_icon_state = "qgf03china" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -185,7 +185,7 @@ name = "Aircrew Helmet" desc = "A aircrewmen helmet. This helmet is outfitted for pilot's and comes with a cool cosmetic microphone. As a pilot once said 'I love the smell of vertibird fuel in the evening'." icon_state = "pilothelmet" - item_state = "pilothelmet" + inhand_icon_state = "pilothelmet" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -193,7 +193,7 @@ name = "Ghillie helmet" desc = "A steel helmet covered in the user's own macabre of leaves, grass, and flora patterns. Meant to disguise the wearer's head in grassy regions" icon_state = "ghillie" - item_state = "ghillie" + inhand_icon_state = "ghillie" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -201,7 +201,7 @@ name = "MK6 Helmet" desc = "A British MK6 helmet. It was outphased by the MK7, but the MK6 saw extensive use by the British military, PMCs, and foreign countries. Reliable, hardy, and cool looking. Who dares wins." icon_state = "mk6" - item_state = "mk6" + inhand_icon_state = "mk6" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -210,7 +210,7 @@ name = "Black bearskin hat" desc = "A very warm and well made bearskin hat. The black fur is commonly seen across the world from Kuban cossacks to the Queen's guard. The hat is remarkable soft and very useful for the winter. Take out that sabre and charge forth!" icon_state = "cossack" - item_state = "cossack" + inhand_icon_state = "cossack" armor_tokens = list( ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_LIGHT dog_fashion = null @@ -223,7 +223,7 @@ name = "White bearskin hat" desc = "A very warm and well made bearskin hat. The white fur is uncommonly seen across the world from cossacks to other groups across the world. The hat is remarkable soft and very useful for the winter. Take out that sabre and charge forth!" icon_state = "wcossack" - item_state = "wcossack" + inhand_icon_state = "wcossack" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' flags_inv = HIDEEARS @@ -232,7 +232,7 @@ name = "Black Papahka hat" desc = "A very warm and well made papakha hat. Made of wool, this hat was used throughout the Caucasus regions." icon_state = "papakha" - item_state = "papakha" + inhand_icon_state = "papakha" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' flags_inv = HIDEEARS @@ -241,7 +241,7 @@ name = "White bearskin hat" desc = "A very warm and well made papakha hat. Made of wool, this hat was used throughout the Caucasus regions. This one is white" icon_state = "papakhaw" - item_state = "papakhaw" + inhand_icon_state = "papakhaw" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' flags_inv = HIDEEARS @@ -250,7 +250,7 @@ name = "White bearskin hat" desc = "A very warm and well made papakha hat. Made of wool, this hat was used throughout the Caucasus regions. This one is based off the hats used by the Kuban Cossacks." icon_state = "papakhakuban" - item_state = "papakhakuban" + inhand_icon_state = "papakhakuban" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' flags_inv = HIDEEARS @@ -260,7 +260,7 @@ name = "Biker helmet" desc = "A biker's steel helmet. Good on style and kicking ass at the bar. 'What did you say about my mother?'-some biker probably." icon_state = "1919german" - item_state = "1919german" + inhand_icon_state = "1919german" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -268,7 +268,7 @@ name = "Outdated steel helmet" desc = "An outdated steel helmet design. The design and documents long lost to time. Now and days it's used as a nifty biker helmet. Just this one needs some new paint." icon_state = "oldgerm" - item_state = "oldgerm" + inhand_icon_state = "oldgerm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -276,7 +276,7 @@ name = "WW2 Soviet helmet" desc = "A outdated yet functional soviet helmet from WW2. It is a plain, cut, simple, and simple-designed helmet that offers the same protection as any else steel helmet." icon_state = "sovhelm" - item_state = "sovhelm" + inhand_icon_state = "sovhelm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -284,7 +284,7 @@ name = "Armored Pilotka hat" desc = "A ballistic weaved pilotka hat. The hat originated during WW2 and saw extensive use by the Red Army in WW2. After the 1980s, the pilotka was used during the summer time. It still finds use in post-war and pre-war modern times." icon_state = "pilotka" - item_state = "pilotka" + inhand_icon_state = "pilotka" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -292,7 +292,7 @@ name = "Armored British Cap" desc = "A ballistic weaved British WW1 cap. This cap was used before helmets were a thing in the Great war." icon_state = "brittcap" - item_state = "brittcap" + inhand_icon_state = "brittcap" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -300,7 +300,7 @@ name = "Armored East German Cap" desc = "A ballistic weaved East German cap. This cap was modeled after the cap used by Imperial German soldiers in WW1, which was used before helmets were a thing in the Great war." icon_state = "germcap" - item_state = "germcap" + inhand_icon_state = "germcap" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -309,7 +309,7 @@ name = "Armored Ancient West German cap" desc = "A ballistic weaved West German cap. This cap is of a very ancient design it seems!" icon_state = "comissar" - item_state = "comissar" + inhand_icon_state = "comissar" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -317,7 +317,7 @@ name = "Ancient American ballistic helmet" desc = "A ballistic helmet of an ancient American design. Very old design but might prove handy!" icon_state = "guard" - item_state = "guard" + inhand_icon_state = "guard" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -326,7 +326,7 @@ name = "Armored French Cap" desc = "A ballistic weaved French WW1 cap. This cap was used before helmets were a thing in the Great war." icon_state = "frenchcap" - item_state = "frenchcap" + inhand_icon_state = "frenchcap" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -334,7 +334,7 @@ name = "M1 battle helmet" desc = "A M1 helmet. This helmet was extensively used by the U.S during WW2. It came with a bountiful set of options and customization features..like a painted cross! Or netting! Or even a nifty camo cover! This specific helmet has none of that. A clean cut made helmet, go out and make it well worn!" icon_state = "m1helm" - item_state = "m1helm" + inhand_icon_state = "m1helm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -343,7 +343,7 @@ name = "Armored Imperial Russian cap" desc = "A clean pressed and finely made Imperial Russian cap. This cap was used throughout the Great War by Imperial Russian officers and soldiers. Don the bayonets and get the trench whistle ready to blow, you're up!" icon_state = "ww1rus" - item_state = "ww1rus" + inhand_icon_state = "ww1rus" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -352,7 +352,7 @@ name = "Old Japanese helmet" desc = "A old styled Japanese helmet. This helmet was introduced during the old wars from Japan in the Pacific. Usually came with a flag. Pick a bush and wait patiently for the enemy to fall into your trap." icon_state = "japhelm" - item_state = "japhelm" + inhand_icon_state = "japhelm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -360,7 +360,7 @@ name = "Russian Adrian helmet" desc = "A Adrian helmet, but instead of it being French, it's Russian. Used by Russian during the Great War, these helmets were the go-to of the army. Donning a red star, it was more olive in appearance." icon_state = "adrianir" - item_state = "adrianir" + inhand_icon_state = "adrianir" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -369,7 +369,7 @@ name = "Ballistic Soviet Union Ushanka" desc = "A Ushanka made with ballistic weave and kevlar in mind. Now you can rock the motherland's style while having that head of yours be protected. Still comfortable if not a shy bit more comfortable than your usual ushanka." icon_state = "newushanka" - item_state = "newushanka" + inhand_icon_state = "newushanka" armor_tokens = list( ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_LIGHT dog_fashion = null @@ -382,7 +382,7 @@ name = "M-87 'EVA' assault helmet" desc = "An assault helmet produced by Leo Armaments. The helmet is specifically made for E.V.A enviroments. Aftermarket military designs can claim to have spun off as many sub-variants as the EVA M-87 design. However the enduring popularity of the design is a testament to its reliability, ergonomics, modularity, and militaristic craftsmanship by Leo Armaments. " icon_state = "eva" - item_state = "eva" + inhand_icon_state = "eva" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -395,7 +395,7 @@ name = "M-87 'EVA' assault helmet 'Icebreaker' " desc = "An assault helmet produced by Leo Armaments. The helmet is specifically made for E.V.A enviroments. Aftermarket military designs can claim to have spun off as many sub-variants as the EVA M-87 design. However the enduring popularity of the design is a testament to its reliability, ergonomics, modularity, and militaristic craftsmanship by Leo Armaments. This one has a winter-polarized coating." icon_state = "eva2" - item_state = "eva2" + inhand_icon_state = "eva2" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -408,7 +408,7 @@ name = "M-87 'EVA' assault helmet 'Leo Patriot' " desc = "An assault helmet produced by Leo Armaments. The helmet is specifically made for E.V.A enviroments. Aftermarket military designs can claim to have spun off as many sub-variants as the EVA M-87 design. However the enduring popularity of the design is a testament to its reliability, ergonomics, modularity, and militaristic craftsmanship by Leo Armaments. This one has a Leo Armaments paint scheme to it." icon_state = "eva3" - item_state = "eva3" + inhand_icon_state = "eva3" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -422,7 +422,7 @@ name = "M-87 'Odin' assault helmet" desc = "An assault helmet produced by Leo Armaments. The helmet has a facial attachment is akin to the sniper plates one would find in WW1 trenches. The facial plate comes with a camera that can allow one to see through the faceplate. Aftermarket military designs can claim to have spun off as many sub-variants as the EVA M-87 design. However the enduring popularity of the design is a testament to its reliability, ergonomics, modularity, and militaristic craftsmanship by Leo Armaments." icon_state = "gungnir" - item_state = "gungnir" + inhand_icon_state = "gungnir" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -435,7 +435,7 @@ name = "M-87 'Odin' assault helmet 'Icebreaker' " desc = "An assault helmet produced by Leo Armaments. The helmet has a facial attachment is akin to the sniper plates one would find in WW1 trenches. The facial plate comes with a camera that can allow one to see through the faceplate. Aftermarket military designs can claim to have spun off as many sub-variants as the EVA M-87 design. However the enduring popularity of the design is a testament to its reliability, ergonomics, modularity, and militaristic craftsmanship by Leo Armaments. This one comes in a artic finish." icon_state = "gungnir2" - item_state = "gungnir2" + inhand_icon_state = "gungnir2" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -449,7 +449,7 @@ name = "M-87 UNMC DropTrooper assault helmet" desc = "An assault helmet produced by Leo Armaments. The helmet is esteemed and well known amongst Drop Troopers of the UNMC. Heavily favored for its reliable nature and downright sleek nature. It's quite the modular helmet and eventually became the baseline for the M-87 Assault Helmet modular system. The helmet is nicknamed 'Drop Trooper's best friend' by some branches of the UNMC." icon_state = "odst" - item_state = "odst" + inhand_icon_state = "odst" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -462,7 +462,7 @@ name = "M-87 Luchtmobiele Brigade assault helmet" desc = "An assault helmet produced by Leo Armaments. The helmet is esteemed and well known amongst Drop Troopers of the UNMC. However, this helmet seems to have been upgraded to fit and be equipped with Mark XI assault armor. It retains the same appearance, but dons but a stripe and polar finish. It seems it was made in collaboration between the Royal Netherlands military and Leo Armaments." icon_state = "odst3" - item_state = "odst3" + inhand_icon_state = "odst3" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -475,7 +475,7 @@ name = "M-87 HellTrooper assault helmet" desc = "An assault helmet produced by Leo Armaments. The helmet is esteemed and well known amongst Drop Troopers of the UNMC. However, this helmet seems to have been upgraded to fit and be equipped with Mark XI assault armor. It retains the same appearance, but dons but a stripe and Leo Armaments. finish. It seems it was made in collaboration between the UNMC special forces and Leo Armaments." icon_state = "odst3" - item_state = "odst3" + inhand_icon_state = "odst3" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -488,7 +488,7 @@ name = "ARG ATLAS Helmet" desc = "ATLAS, meaning Armor - Tactical Lead Assault Suite, is an extensively modified and reinforced rendition of the M-87 'Thor' helmet. This helmet includes a primitive target-acquisition program designed to help the user both deal with threats to themselves and their ward, simple user biometrics, omni-directional internal speakers for more situational awareness, ballistic reinforcements to the visor, extra helmet padding and an 'anomaly-resistant coating,' whatever that means. The helmet is developed and produced by the Augur Research Group." icon_state = "argmkvi" - item_state = "argmkvi" + inhand_icon_state = "argmkvi" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -501,7 +501,7 @@ name = "Custom fitted MidWestern B.O.S helmet" desc = "A custom fitted B.O.S themed helmet. Fitted to resemble that of medium ballistic helmets." icon_state = "midwestpa" - item_state = "midwestpa" + inhand_icon_state = "midwestpa" armor_tokens = list(ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -515,7 +515,7 @@ name = "ARG ARES Helmet" desc = "ARES, meaning Armor - Research Enhancement Suite, is an extensively modified and computerized rendition of the M-87 'Odin' assault helmet. An additional camera has been added to the faceplate to give the user better depth perception, as well as the ability to broadcast video feed through encrypted channels. The heads-up display within the helmet now includes simple user biometrics and an analysis mode, giving real-time updates concerning objects and creatures in view of the cameras. It has extra helmet padding and an 'anomaly-resistant coating,' whatever that means. The helmet is developed and produced by the Augur Research Group." icon_state = "arggungnir" - item_state = "arggungnir" + inhand_icon_state = "arggungnir" armor_tokens = list(ARMOR_MODIFIER_DOWN_MELEE_T2 ,ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_DOWN_LASER_T1 , ARMOR_MODIFIER_UP_ENV_T1) armor = ARMOR_VALUE_MEDIUM dog_fashion = null @@ -528,7 +528,7 @@ name = "French Adrian helmet" desc = "A French, albeit outdated, Adrian helmet. It was the first helmet used by the French military during the great war. In WW2, the helmet was used again but named the M26. Adjust that helmet and get back to the frontlines!" icon_state = "adrian" - item_state = "adrian" + inhand_icon_state = "adrian" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -536,7 +536,7 @@ name = "VeturrHjalmur" desc = "A custom Icelandic steel helmet adorned with a baby blue cross. This helmet is padded and really meant for looks than actual combative purposes. Made of the finest materials to grace the wasteland. Which is fine steel, padded interior, and adjustable ballistic silk straps." icon_state = "germed" - item_state = "germed" + inhand_icon_state = "germed" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -545,7 +545,7 @@ name = "Holy Void Priestess Hjalmur" desc = "A custom X99 skull-carapace also knowna as a full plated helmet. The helmet is made to fit the smaller snouts of anthros, mainly feline or flat faced onces. The helmet bears icelandic runes on the interior while the exterior is engraved with Void sigils. The tag on the padded and comfortable inside reads 'Tox Mckit' " icon_state = "sistertoxhelm" - item_state = "sistertoxhelm" + inhand_icon_state = "sistertoxhelm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' armor_tokens = list( ARMOR_MODIFIER_UP_DT_T1 , ARMOR_MODIFIER_UP_ENV_T1) @@ -568,7 +568,7 @@ name = "German sallet helmet" desc = "A German based sallet helmet. Renowned and one of many famous helmet designs during the medieval era. It was a very popular design before being outphased and killed off by the burgonet helmet." icon_state = "gersallet" - item_state = "gersallet" + inhand_icon_state = "gersallet" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -576,7 +576,7 @@ name = "Spainard Morion helmet" desc = "An extremely popular design from Spain, this is the Morion helmet. It was famously used by Spanish Conquisitidors and made popular in pre-war films and medieval like pre-war video games. Usually comes with a loving plume." icon_state = "spanishhelm" - item_state = "spanishhelm" + inhand_icon_state = "spanishhelm" mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -584,7 +584,7 @@ name = "salvaged battle helmet" desc = "A salvaged bullet resistant helmet. It's made of a much weaker material." icon_state = "helmetalt" - item_state = "helmetalt" + inhand_icon_state = "helmetalt" armor = ARMOR_VALUE_LIGHT can_flashlight = FALSE @@ -598,13 +598,13 @@ name = "Vault-Tec security helmet" desc = "A light, open-faced helmet commonly worn by Vault-Tec security personnel." icon_state = "blueshift" - item_state = "blueshift" + inhand_icon_state = "blueshift" /obj/item/clothing/head/helmet/riot name = "riot helmet" desc = "It's a helmet specifically designed to protect against close range attacks." icon_state = "riot" - item_state = "helmet" + inhand_icon_state = "helmet" toggle_message = "I pull the visor down on" alt_toggle_message = "I push the visor up on" can_toggle = 1 @@ -663,7 +663,7 @@ name = "\improper SWAT helmet" desc = "An extremely robust, space-worthy helmet in a nefarious red and black stripe pattern." icon_state = "swatsyndie" - item_state = "swatsyndie" + inhand_icon_state = "swatsyndie" cold_protection = HEAD min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT heat_protection = HEAD @@ -676,14 +676,14 @@ name = "\improper SWAT helmet" desc = "An extremely robust, space-worthy helmet with the US Government logo emblazoned on the top." icon_state = "swat" - item_state = "swat" + inhand_icon_state = "swat" /obj/item/clothing/head/helmet/thunderdome name = "\improper Thunderdome helmet" desc = "'Let the battle commence!'" flags_inv = HIDEEARS|HIDEHAIR icon_state = "thunderdome" - item_state = "thunderdome" + inhand_icon_state = "thunderdome" cold_protection = HEAD min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT heat_protection = HEAD @@ -698,7 +698,7 @@ flags_cover = HEADCOVERSEYES resistance_flags = FIRE_PROOF icon_state = "roman" - item_state = "roman" + inhand_icon_state = "roman" strip_delay = 100 dog_fashion = null @@ -710,7 +710,7 @@ name = "\improper Roman legionnaire helmet" desc = "An ancient helmet made of bronze and leather. Has a red crest on top of it." icon_state = "roman_c" - item_state = "roman_c" + inhand_icon_state = "roman_c" /obj/item/clothing/head/helmet/roman/legionnaire/fake desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it." @@ -720,7 +720,7 @@ name = "gladiator helmet" desc = "Ave, Imperator, morituri te salutant." icon_state = "gladiator" - item_state = "gladiator" + inhand_icon_state = "gladiator" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR flags_cover = HEADCOVERSEYES dog_fashion = null @@ -730,14 +730,14 @@ desc = "They have chosen their own end." icon_state = "redtaghelm" flags_cover = HEADCOVERSEYES - item_state = "redtaghelm" + inhand_icon_state = "redtaghelm" // Offer about the same protection as a hardhat. dog_fashion = null /obj/item/clothing/head/helmet/nvodst_helm name = "Futuristic Helmet" desc = "A jet black full faced helmet that has a red stripe running down the top of it. It seems to have slots on the top of it for antennas." icon_state = "nvodst_helm" - item_state = "nvodst_helm" + inhand_icon_state = "nvodst_helm" flags_inv = HIDEHAIR|HIDEMASK|HIDEEYES armor = ARMOR_VALUE_MEDIUM armor_tokens = list (ARMOR_MODIFIER_UP_ENV_T1) @@ -748,7 +748,7 @@ name = "Standard issue UNMC helmet" desc = "A standard issued UNMC Helmet. The flashlight mount doesn't work and it has no visor. Despite that, it seems to be in good condition. Don't lose your head now, soldier." icon_state = "unmch" - item_state = "unmch" + inhand_icon_state = "unmch" flags_inv = HIDEHAIR armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_BOMB_T1) @@ -763,13 +763,13 @@ armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) icon_state = "custominfil" - item_state = "custominfil" + inhand_icon_state = "custominfil" /obj/item/clothing/head/helmet/unmchelmet/medic name = "Standard issue UNMC Medical Helmet" desc = "A standard issued UNMC Helmet, this one seems to be resembling that of a medical personal's color scheme with a white paint and a green cross." icon_state = "unmcmh" - item_state = "unmcmh" + inhand_icon_state = "unmcmh" flags_inv = HIDEHAIR mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' @@ -777,7 +777,7 @@ name = "Old Hazmat helmet" desc = "A old style hazmat helmet. It's a bit well worn and the visor has a crack on it. But other than that, it seems to still work." icon_state = "rhazhelm" - item_state = "rhazhelm" + inhand_icon_state = "rhazhelm" flags_inv = HIDEHAIR armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T4) @@ -788,7 +788,7 @@ name = "American infiltrator helmet" desc = "A helmet belonging, albeit dysfunctional, to the American stealth suit. Now when you get to look cool while chanting 'USA' from the shadows" icon_state = "usainfilhelm" - item_state = "usainfilhelm" + inhand_icon_state = "usainfilhelm" flags_inv = HIDEHAIR|HIDESNOUT armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -799,7 +799,7 @@ name = "Chinese Stealth helmet" desc = "A helmet belonging, albeit dysfunctional, to the Chinese stealth armor. Once belonging to a feared Chinese Crimson Dragoon." icon_state = "chinastealthhelm" - item_state = "chinastealthhelm" + inhand_icon_state = "chinastealthhelm" flags_inv = HIDEHAIR|HIDESNOUT armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_ENV_T1) @@ -810,7 +810,7 @@ name = "Winter UNMC Helmet" desc = "A standard issued UNMC Helmet.This version seems to have white paint all over it, a type of camoflauge. As an added bonus, it seems a bit more sturdy to laser based weaponary. The flashlight mount doesn't work and it has no visor. Despite that, it seems to be in good condition. Don't lose your head now, soldier." icon_state = "unmcwh" - item_state = "unmcwh" + inhand_icon_state = "unmcwh" flags_inv = HIDEHAIR armor = ARMOR_VALUE_LIGHT armor_tokens = list(ARMOR_MODIFIER_UP_BOMB_T1) @@ -823,7 +823,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' icon_state = "banditmask" - item_state = "banditmask" + inhand_icon_state = "banditmask" flags_inv = HIDESNOUT armor = ARMOR_VALUE_LIGHT @@ -833,7 +833,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' icon_state = "psychomask" - item_state = "psychomask" + inhand_icon_state = "psychomask" flags_inv = HIDESNOUT armor = ARMOR_VALUE_LIGHT @@ -849,38 +849,38 @@ name = "bandit helmet" desc = "A standard helmet that entirely covers the wearer's head. This one comes in a deep red and navy blue." icon_state = "bandithelm" - item_state = "bandithelm" + inhand_icon_state = "bandithelm" /obj/item/clothing/head/helmet/borderlandshelm/banditv name = "looter bandit helmet" desc = "A red and blue helmet sporting an upside down, silver 'V' on the front." icon_state = "vbandithelm" - item_state = "vbandithelm" + inhand_icon_state = "vbandithelm" /obj/item/clothing/head/helmet/borderlandshelm/banditstripe name = "striped bandit helmet" desc = "A red and blue helmet with a silver stripe running down the center." icon_state = "stripebandithelm" - item_state = "stripebandithelm" + inhand_icon_state = "stripebandithelm" /obj/item/clothing/head/helmet/borderlandshelm/merc name = "mercenary helmet" desc = "A professional-looking helmet that completely covers the head." icon_state = "merchelm" - item_state = "merchelm" + inhand_icon_state = "merchelm" /obj/item/clothing/head/helmet/borderlandshelm/promerc name = "professional mercenary helmet" desc = "A tactical-looking, matte black helmet -- complete with red visors!" icon_state = "promerchelm" - item_state = "promerchelm" + inhand_icon_state = "promerchelm" /obj/item/clothing/head/helmet/bluetaghelm name = "blue laser tag helmet" desc = "They'll need more men." icon_state = "bluetaghelm" flags_cover = HEADCOVERSEYES - item_state = "bluetaghelm" + inhand_icon_state = "bluetaghelm" // Offer about the same protection as a hardhat. dog_fashion = null @@ -888,7 +888,7 @@ name = "medieval helmet" desc = "A classic metal helmet worn by all ranks of knights and horsemen of the Old Era." icon_state = "knight_green" - item_state = "knight_green" + inhand_icon_state = "knight_green" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH @@ -906,25 +906,25 @@ name = "blue medieval helmet" desc = "A classic metal helmet worn by all ranks of knights and horsemen of the Old Era.
This one is painted blue." icon_state = "knight_blue" - item_state = "knight_blue" + inhand_icon_state = "knight_blue" /obj/item/clothing/head/helmet/knight/yellow name = "yellow medieval helmet" desc = "A classic metal helmet worn by all ranks of knights and horsemen of the Old Era.
This one is painted yellow." icon_state = "knight_yellow" - item_state = "knight_yellow" + inhand_icon_state = "knight_yellow" /obj/item/clothing/head/helmet/knight/templar name = "crusader helmet" desc = "Deus Vult." icon_state = "knight_templar" - item_state = "knight_templar" + inhand_icon_state = "knight_templar" /obj/item/clothing/head/helmet/knight/greyscale name = "knight helmet" desc = "A classic medieval helmet, if you hold it upside down you could see that it's actually a bucket." icon_state = "knight_greyscale" - item_state = "knight_greyscale" + inhand_icon_state = "knight_greyscale" material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix /obj/item/clothing/head/helmet/skull @@ -934,7 +934,7 @@ flags_cover = HEADCOVERSEYES armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2) icon_state = "skull" - item_state = "skull" + inhand_icon_state = "skull" strip_delay = 100 mutantrace_variation = STYLE_MUZZLE @@ -942,7 +942,7 @@ name = "insidious helmet" desc = "An insidious armored combat helmet signed with Syndicate insignia. The visor is coated with a resistant paste guaranteed to withstand bright flashes perfectly." icon_state = "infiltrator" - item_state = "infiltrator" + inhand_icon_state = "infiltrator" resistance_flags = FIRE_PROOF | ACID_PROOF flash_protect = 2 flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT @@ -1042,20 +1042,20 @@ name = "makeshift helmet" desc = "A hardhat with strips of leather and durathread for additional blunt protection." icon_state = "durathread" - item_state = "durathread" + inhand_icon_state = "durathread" /obj/item/clothing/head/helmet/rus_helmet name = "russian helmet" desc = "It can hold a bottle of vodka." icon_state = "rus_helmet" - item_state = "rus_helmet" + inhand_icon_state = "rus_helmet" /obj/item/clothing/head/helmet/rus_ushanka name = "battle ushanka" desc = "100% bear." icon_state = "rus_ushanka" - item_state = "rus_ushanka" + inhand_icon_state = "rus_ushanka" clothing_flags = THICKMATERIAL body_parts_covered = HEAD cold_protection = HEAD @@ -1073,12 +1073,12 @@ icon = 'icons/fallout/clothing/helmets.dmi' mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon_state = "armyhelmet" - item_state = "armyhelmet" + inhand_icon_state = "armyhelmet" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_BULLET_T1) /obj/item/clothing/head/helmet/armyhelmet/heavy name = "heavy steel helmet" desc = "a steel helmet, inspired by several pre-war designs. This one has been modified by Nash citizens to provide more protection to the face and neck." icon_state = "armyhelmetheavy" - item_state = "armyhelmetheavy" + inhand_icon_state = "armyhelmetheavy" armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T2, ARMOR_MODIFIER_UP_BULLET_T3) diff --git a/modular_citadel/code/modules/client/loadout/__donator.dm b/modular_citadel/code/modules/client/loadout/__donator.dm index 0a41d9bc77..4728d40104 100644 --- a/modular_citadel/code/modules/client/loadout/__donator.dm +++ b/modular_citadel/code/modules/client/loadout/__donator.dm @@ -35,7 +35,7 @@ name = "plasma ring" desc = "This ring is stylized to have an ornate sun, with a sample of phoron swirling around inside. An inscription reads: my undying love and affection, For my Sunflower." icon_state = "ringplasma" - item_state = "pring" + inhand_icon_state = "pring" mood_event_on_equip = /datum/mood_event/equipped_ring/plasma /datum/gear/donator/mrsanderp @@ -51,7 +51,7 @@ desc = "A rusted steel muzzle. It’s covered in scratches." icon = 'icons/obj/clothing/masks.dmi' icon_state = "muzzle" - item_state = "blindfold" + inhand_icon_state = "blindfold" flags_cover = MASKCOVERSMOUTH w_class = WEIGHT_CLASS_SMALL gas_transfer_coefficient = 0.9 @@ -83,7 +83,7 @@ name = "salvaged medical labcoat" //modified from the already-custom armored labcoat sprite. desc = "A mix of lightweight salvaged Brotherhood armor and an old labcoat. Not nearly as protective as it used to be, however. It seems to have blue medical crosses spray-painted on, and a name patch on the side. 'Trailsworth'." icon_state = "armored_labcoat_trailsworth" - item_state = "armored_labcoat_trailsworth" + inhand_icon_state = "armored_labcoat_trailsworth" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' @@ -1087,7 +1087,7 @@ mob_overlay_icon = 'icons/fallout/onmob/clothes/helmet.dmi' icon = 'icons/fallout/clothing/helmets.dmi' icon_state = "eva3" - item_state = "eva3" + inhand_icon_state = "eva3" flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEMASK|HIDEJUMPSUIT|HIDESNOUT /obj/item/clothing/head/helmet/f13/power_armor/fluff/errant/obj_break(damage_flag) @@ -1100,7 +1100,7 @@ name = "servo-lined exoplating" desc = "A remarkably heavy set of plates designed to be bolted to an OVRmind-compatible cybernetic frame." icon_state = "markvi3" - item_state = "markvi3" + inhand_icon_state = "markvi3" mob_overlay_icon = 'icons/fallout/onmob/clothes/armor_light.dmi' icon = 'icons/fallout/clothing/armored_light.dmi' diff --git a/modular_citadel/code/modules/client/loadout/head.dm b/modular_citadel/code/modules/client/loadout/head.dm index 154b6e27a9..0e53825e7e 100644 --- a/modular_citadel/code/modules/client/loadout/head.dm +++ b/modular_citadel/code/modules/client/loadout/head.dm @@ -1278,7 +1278,7 @@ name = "fifi" desc = "A colorful firlly hat" icon_state = "fifi_hat" - item_state = "fifi_hat" + inhand_icon_state = "fifi_hat" /datum/gear/head/fifi diff --git a/modular_citadel/code/modules/clothing/neck.dm b/modular_citadel/code/modules/clothing/neck.dm index f57e2ae530..3bfaf06754 100644 --- a/modular_citadel/code/modules/clothing/neck.dm +++ b/modular_citadel/code/modules/clothing/neck.dm @@ -5,7 +5,7 @@ name = "Sylphaen Heart Locket" desc = "A heart shaped locket...The name: 'Zander Sylphaen is inscribed on the front. Something about this necklace fills you with determination." icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi' - item_state = "undertale" + inhand_icon_state = "undertale" icon_state = "undertale" mob_overlay_icon = 'modular_citadel/icons/mob/clothing/necks.dmi' resistance_flags = FIRE_PROOF diff --git a/modular_citadel/code/modules/clothing/suits/suits.dm b/modular_citadel/code/modules/clothing/suits/suits.dm index d781e0412f..d981267e04 100644 --- a/modular_citadel/code/modules/clothing/suits/suits.dm +++ b/modular_citadel/code/modules/clothing/suits/suits.dm @@ -10,7 +10,7 @@ desc = "A trenchcoat enchanced with a special lightweight kevlar. This one appears to be designed to be draped over one's shoulders rather than worn normally.." mob_overlay_icon = 'modular_citadel/icons/mob/citadel/suit.dmi' icon_state = "hostrench" - item_state = "hostrench" + inhand_icon_state = "hostrench" mutantrace_variation = NONE body_parts_covered = CHEST|ARMS|LEGS diff --git a/modular_citadel/code/modules/clothing/trek.dm b/modular_citadel/code/modules/clothing/trek.dm index 30c44dd28a..a6f1c3fb53 100644 --- a/modular_citadel/code/modules/clothing/trek.dm +++ b/modular_citadel/code/modules/clothing/trek.dm @@ -16,7 +16,7 @@ icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi' icon_state = "trek_ds9_coat" mob_overlay_icon = 'modular_citadel/icons/mob/clothing/trek_mob_icon.dmi' - item_state = "trek_ds9_coat" + inhand_icon_state = "trek_ds9_coat" body_parts_covered = CHEST|GROIN|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON permeability_coefficient = 0.50 @@ -33,7 +33,7 @@ name = "Admiral Overcoat" desc = "Admirality specialty coat to keep flag officers fashionable and protected." icon_state = "trek_ds9_coat_adm" - item_state = "trek_ds9_coat_adm" + inhand_icon_state = "trek_ds9_coat_adm" permeability_coefficient = 0.01 armor = ARMOR_VALUE_LIGHT @@ -46,7 +46,7 @@ icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi' mob_overlay_icon = 'modular_citadel/icons/mob/clothing/trek_mob_icon.dmi' icon_state = "fedcoat" - item_state = "fedcoat" + inhand_icon_state = "fedcoat" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON blood_overlay_type = "coat" body_parts_covered = CHEST|GROIN|ARMS @@ -81,12 +81,12 @@ switch(unbuttoned) if(0) icon_state = "[initial(icon_state)]_open" - item_state = "[initial(item_state)]_open" + inhand_icon_state = "[initial(inhand_icon_state)]_open" unbuttoned = 1 to_chat(usr,"I unbutton the coat.") if(1) icon_state = "[initial(icon_state)]" - item_state = "[initial(item_state)]" + inhand_icon_state = "[initial(inhand_icon_state)]" unbuttoned = 0 to_chat(usr,"I button up the coat.") usr.update_inv_wear_suit() @@ -94,15 +94,15 @@ //Variants /obj/item/clothing/suit/storage/fluff/fedcoat/medsci icon_state = "fedblue" - item_state = "fedblue" + inhand_icon_state = "fedblue" /obj/item/clothing/suit/storage/fluff/fedcoat/eng icon_state = "fedeng" - item_state = "fedeng" + inhand_icon_state = "fedeng" /obj/item/clothing/suit/storage/fluff/fedcoat/capt icon_state = "fedcapt" - item_state = "fedcapt" + inhand_icon_state = "fedcapt" //"modern" ones for fancy @@ -112,7 +112,7 @@ icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi' mob_overlay_icon = 'modular_citadel/icons/mob/clothing/trek_mob_icon.dmi' icon_state = "fedmodern" - item_state = "fedmodern" + inhand_icon_state = "fedmodern" mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON body_parts_covered = CHEST|GROIN|ARMS allowed = list( @@ -127,15 +127,15 @@ //Variants /obj/item/clothing/suit/storage/fluff/modernfedcoat/medsci icon_state = "fedmodernblue" - item_state = "fedmodernblue" + inhand_icon_state = "fedmodernblue" /obj/item/clothing/suit/storage/fluff/modernfedcoat/eng icon_state = "fedmoderneng" - item_state = "fedmoderneng" + inhand_icon_state = "fedmoderneng" /obj/item/clothing/suit/storage/fluff/modernfedcoat/sec icon_state = "fedmodernsec" - item_state = "fedmodernsec" + inhand_icon_state = "fedmodernsec" /obj/item/clothing/head/caphat/formal/fedcover name = "Federation Officer's Cap" @@ -144,24 +144,24 @@ icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi' icon_state = "fedcapofficer" mob_overlay_icon = 'modular_citadel/icons/mob/clothing/trek_mob_icon.dmi' - item_state = "fedcapofficer" + inhand_icon_state = "fedcapofficer" //Variants /obj/item/clothing/head/caphat/formal/fedcover/medsci icon_state = "fedcapsci" - item_state = "fedcapsci" + inhand_icon_state = "fedcapsci" /obj/item/clothing/head/caphat/formal/fedcover/eng icon_state = "fedcapeng" - item_state = "fedcapeng" + inhand_icon_state = "fedcapeng" /obj/item/clothing/head/caphat/formal/fedcover/sec icon_state = "fedcapsec" - item_state = "fedcapsec" + inhand_icon_state = "fedcapsec" /obj/item/clothing/head/caphat/formal/fedcover/black icon_state = "fedcapblack" - item_state = "fedcapblack" + inhand_icon_state = "fedcapblack" //orvilike caps /obj/item/clothing/head/kepi/orvi diff --git a/modular_citadel/code/modules/custom_loadout/custom_items.dm b/modular_citadel/code/modules/custom_loadout/custom_items.dm index b40426f66a..97870a1ee1 100644 --- a/modular_citadel/code/modules/custom_loadout/custom_items.dm +++ b/modular_citadel/code/modules/custom_loadout/custom_items.dm @@ -9,7 +9,7 @@ icon = 'icons/obj/custom.dmi' mob_overlay_icon = 'icons/mob/clothing/custom_w.dmi' icon_state = "darksabre" - item_state = "darksabre" + inhand_icon_state = "darksabre" lefthand_file = 'modular_citadel/icons/mob/inhands/stunsword_left.dmi' righthand_file = 'modular_citadel/icons/mob/inhands/stunsword_right.dmi' attack_verb = list("attacked", "struck", "hit") @@ -26,7 +26,7 @@ icon = 'icons/obj/custom.dmi' mob_overlay_icon = 'icons/mob/clothing/custom_w.dmi' icon_state = "darksheath" - item_state = "darksheath" + inhand_icon_state = "darksheath" fitting_swords = list(/obj/item/toy/darksabre) starting_sword = /obj/item/toy/darksabre @@ -35,7 +35,7 @@ desc = "A shiny and relatively expensive zippo lighter. There's a small etched in verse on the bottom that reads, 'No Gods, No Masters, Only Man.'" icon = 'icons/obj/custom.dmi' icon_state = "gold_zippo" - item_state = "gold_zippo" + inhand_icon_state = "gold_zippo" w_class = WEIGHT_CLASS_TINY flags_1 = CONDUCT_1 slot_flags = SLOT_BELT @@ -48,7 +48,7 @@ desc = "A festive plush that squeeks when you squeeze it!" icon = 'icons/obj/custom.dmi' icon_state = "pine_c" - item_state = "pine_c" + inhand_icon_state = "pine_c" w_class = WEIGHT_CLASS_SMALL attack_verb = list("slapped") resistance_flags = FLAMMABLE @@ -58,7 +58,7 @@ name = "novelty reindeer hat" desc = "Some fake antlers and a very fake red nose - Sponsored by PWR Game(tm)" icon_state = "hardhat0_reindeer" - item_state = "hardhat0_reindeer" + inhand_icon_state = "hardhat0_reindeer" hat_type = "reindeer" flags_inv = 0 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) @@ -69,7 +69,7 @@ name = "santa's hat" desc = "On the first day of christmas my employer gave to me! - From Vlad with Salad" icon_state = "santahatnorm" - item_state = "that" + inhand_icon_state = "that" dog_fashion = /datum/dog_fashion/head/santa //Removed all of the space flags from this suit so it utilizes nothing special. @@ -77,7 +77,7 @@ name = "Santa's suit" desc = "Festive!" icon_state = "santa" - item_state = "santa" + inhand_icon_state = "santa" slowdown = 0 /obj/item/reagent_containers/food/drinks/flask/russian @@ -91,7 +91,7 @@ name = "S.T.A.L.K.E.R. mask" desc = "Smells like reactor four." icon = 'icons/obj/custom.dmi' - item_state = "stalker" + inhand_icon_state = "stalker" mob_overlay_icon = 'icons/mob/clothing/custom_w.dmi' icon_state = "stalker" @@ -107,7 +107,7 @@ desc = "A dubious cure-all. The cork seems to be sealed fairly well, and the glass impossible to break." icon = 'icons/obj/custom.dmi' icon_state = "leechjar" - item_state = "leechjar" + inhand_icon_state = "leechjar" /obj/item/clothing/neck/devilwings name = "Strange Wings" @@ -115,14 +115,14 @@ icon = 'icons/obj/custom.dmi' icon_state = "devilwings" mob_overlay_icon = 'modular_citadel/icons/mob/clothing/devilwings64x64.dmi' - item_state = "devilwings" + inhand_icon_state = "devilwings" worn_x_dimension = 64 worn_y_dimension = 34 /obj/item/toy/plush/mammal/dog/fritz icon = 'icons/obj/custom.dmi' icon_state = "fritz" - item_state = "fritz" + inhand_icon_state = "fritz" attack_verb = list("barked", "boofed", "shotgun'd") obj_flags = UNIQUE_RENAME reskinnable_component = /datum/component/reskinnable/fritz diff --git a/modular_citadel/code/modules/projectiles/guns/ballistic/rifles.dm b/modular_citadel/code/modules/projectiles/guns/ballistic/rifles.dm index a4d175b936..68b1adf1bf 100644 --- a/modular_citadel/code/modules/projectiles/guns/ballistic/rifles.dm +++ b/modular_citadel/code/modules/projectiles/guns/ballistic/rifles.dm @@ -6,7 +6,7 @@ desc = "A rather old design of a cheap, reliable assault rifle made for combat against unknown enemies. Uses 5.56mm ammo." icon = 'modular_citadel/icons/obj/guns/cit_guns.dmi' icon_state = "x9" - item_state = "arg" + inhand_icon_state = "arg" slot_flags = 0 mag_type = /obj/item/ammo_box/magazine/m556 //Uses the m90gl's magazine, just like the NT-ARG fire_sound = 'sound/weapons/gunshot_smg.ogg' @@ -138,7 +138,7 @@ desc = "A flechette launching machine pistol with an unconventional bullpup frame." icon = 'modular_citadel/icons/obj/guns/cit_guns.dmi' icon_state = "flechettegun" - item_state = "gun" + inhand_icon_state = "gun" w_class = WEIGHT_CLASS_NORMAL slot_flags = 0 pin = /obj/item/firing_pin/implant/pindicate @@ -197,7 +197,7 @@ desc = "A relic from a bygone age. Nobody quite knows why it's here. Has a polychromic coating." icon = 'modular_citadel/icons/obj/guns/cit_guns.dmi' icon_state = "AM4" - item_state = "arg" + inhand_icon_state = "arg" mag_type = /obj/item/ammo_box/magazine/toy/AM4B can_suppress = 0 item_flags = NEEDS_PERMIT @@ -249,7 +249,7 @@ desc = "A Relic from a bygone age. This one seems newer, yet less effective." icon = 'modular_citadel/icons/obj/guns/cit_guns.dmi' icon_state = "AM4C" - item_state = "arg" + inhand_icon_state = "arg" mag_type = /obj/item/ammo_box/magazine/toy/AM4C can_suppress = 0 item_flags = NEEDS_PERMIT diff --git a/modular_citadel/code/modules/projectiles/guns/ballistic/spinfusor.dm b/modular_citadel/code/modules/projectiles/guns/ballistic/spinfusor.dm index 1d547c2441..be0c7dc4bd 100644 --- a/modular_citadel/code/modules/projectiles/guns/ballistic/spinfusor.dm +++ b/modular_citadel/code/modules/projectiles/guns/ballistic/spinfusor.dm @@ -34,7 +34,7 @@ desc = "An innovative weapon utilizing mag-lev technology to spin up a magnetic fusor and launch it at extreme velocities." icon = 'modular_citadel/icons/obj/guns/cit_guns.dmi' icon_state = "spinfusor" - item_state = "spinfusor" + inhand_icon_state = "spinfusor" mag_type = /obj/item/ammo_box/magazine/internal/spinfusor fire_sound = 'sound/weapons/rocketlaunch.ogg' weapon_class = WEAPON_CLASS_RIFLE diff --git a/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm b/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm index 89099afc08..46fe1be70a 100644 --- a/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm +++ b/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm @@ -93,16 +93,16 @@ var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index] if(isinhands) if(cell.charge < shot.e_cost) - var/mutable_appearance/ammo_inhand = mutable_appearance(icon_file, "[item_state]_empty") + var/mutable_appearance/ammo_inhand = mutable_appearance(icon_file, "[inhand_icon_state]_empty") . += ammo_inhand else - var/mutable_appearance/ammo_inhand = mutable_appearance(icon_file, "[item_state]_charge_[shot.select_name][ratio]") + var/mutable_appearance/ammo_inhand = mutable_appearance(icon_file, "[inhand_icon_state]_charge_[shot.select_name][ratio]") . += ammo_inhand if(chambered) - var/mutable_appearance/rack_inhand = mutable_appearance(icon_file, "[item_state]_rack_[shot.select_name]") + var/mutable_appearance/rack_inhand = mutable_appearance(icon_file, "[inhand_icon_state]_rack_[shot.select_name]") . += rack_inhand else - var/mutable_appearance/rack_inhand = mutable_appearance(icon_file, "[item_state]_rack_empty") + var/mutable_appearance/rack_inhand = mutable_appearance(icon_file, "[inhand_icon_state]_rack_empty") . += rack_inhand /obj/item/stock_parts/cell/pumpaction //nice number to achieve the amount of shots wanted @@ -115,7 +115,7 @@ icon_state = "blaster" name = "pump-action particle blaster" desc = "A non-lethal pump-action particle blaster with an overdrive firing mode. Requires manual racking after every shot to charge an integral bank of supercapacitors." - item_state = "particleblaster" + inhand_icon_state = "particleblaster" lefthand_file = 'modular_citadel/icons/mob/inhands/guns_lefthand.dmi' righthand_file = 'modular_citadel/icons/mob/inhands/guns_righthand.dmi' ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/disabler/pump, /obj/item/ammo_casing/energy/disabler/slug) @@ -128,7 +128,7 @@ icon_state = "defender" name = "particle defender" desc = "A pump-action particle blaster with a unique particle focusing chamber optimized for decisive de-escalation. Requires manual racking after every shot to charge an integral bank of supercapacitors." - item_state = "particleblaster" + inhand_icon_state = "particleblaster" lefthand_file = 'modular_citadel/icons/mob/inhands/guns_lefthand.dmi' righthand_file = 'modular_citadel/icons/mob/inhands/guns_righthand.dmi' ammo_type = list(/obj/item/ammo_casing/energy/disabler/pump, /obj/item/ammo_casing/energy/laser/pump) diff --git a/modular_citadel/code/modules/projectiles/guns/toys.dm b/modular_citadel/code/modules/projectiles/guns/toys.dm index 6715c64d4e..d9a68fdd54 100644 --- a/modular_citadel/code/modules/projectiles/guns/toys.dm +++ b/modular_citadel/code/modules/projectiles/guns/toys.dm @@ -9,7 +9,7 @@ icon_state = "blastertoy" name = "pump-action plastic blaster" desc = "A fearsome toy of terrible power. It has the ability to fire beams of pure light in either dispersal mode or overdrive mode. Requires the operation of a 40KW power shunt between every shot to prepare the beam focusing chamber." - item_state = "particleblaster" + inhand_icon_state = "particleblaster" lefthand_file = 'modular_citadel/icons/mob/inhands/guns_lefthand.dmi' righthand_file = 'modular_citadel/icons/mob/inhands/guns_righthand.dmi' ammo_type = list(/obj/item/ammo_casing/energy/laser/dispersal, /obj/item/ammo_casing/energy/laser/wavemotion) diff --git a/modular_coyote/code/game/objects/structures/firebow.dm b/modular_coyote/code/game/objects/structures/firebow.dm index 29006bb3f7..df27c22739 100644 --- a/modular_coyote/code/game/objects/structures/firebow.dm +++ b/modular_coyote/code/game/objects/structures/firebow.dm @@ -17,7 +17,7 @@ desc = "A firebow! An unreliable yet very useful tool to help start create fires." icon = 'modular_coyote/icons/items/items.dmi' icon_state = "firebow0" - item_state = "firebow" + inhand_icon_state = "firebow" lefthand_file = 'modular_coyote/icons/items/itemlefthand.dmi' righthand_file = 'modular_coyote/icons/items/itemrighthand.dmi' w_class = WEIGHT_CLASS_SMALL diff --git a/modular_coyote/code/hairbrush.dm b/modular_coyote/code/hairbrush.dm index 77ffe55c07..c00a8d2a4a 100644 --- a/modular_coyote/code/hairbrush.dm +++ b/modular_coyote/code/hairbrush.dm @@ -5,7 +5,7 @@ desc = "A small, circular brush with an ergonomic grip for efficient brush application." icon = 'modular_coyote/icons/objects/hairbrush/hairbrush.dmi' icon_state = "brush" - item_state = "inhand" + inhand_icon_state = "inhand" lefthand_file = 'modular_coyote/icons/objects/hairbrush/inhand_left.dmi' righthand_file = 'modular_coyote/icons/objects/hairbrush/inhand_right.dmi' w_class = WEIGHT_CLASS_TINY diff --git a/modular_coyote/code/modules/clothing/suits/miscellaneous.dm b/modular_coyote/code/modules/clothing/suits/miscellaneous.dm index 546674c9e9..08243d36de 100644 --- a/modular_coyote/code/modules/clothing/suits/miscellaneous.dm +++ b/modular_coyote/code/modules/clothing/suits/miscellaneous.dm @@ -4,7 +4,7 @@ icon = 'modular_coyote/icons/objects/clothing/suit.dmi' mob_overlay_icon = 'modular_coyote/icons/mob/clothing/suit.dmi' icon_state = "greycoat" - item_state = "greycoat" + inhand_icon_state = "greycoat" /obj/item/clothing/suit/jacket/overcoat name = "grey overcoat" @@ -12,7 +12,7 @@ icon = 'modular_coyote/icons/objects/clothing/suit.dmi' mob_overlay_icon = 'modular_coyote/icons/mob/clothing/suit.dmi' icon_state = "overcoat" - item_state = "overcoat" + inhand_icon_state = "overcoat" /obj/item/clothing/suit/armor/light/tribal/robe name = "tribal heavy robe" @@ -20,6 +20,6 @@ icon = 'modular_coyote/icons/objects/clothing/suit.dmi' mob_overlay_icon = 'modular_coyote/icons/mob/clothing/suit.dmi' icon_state = "tribal_robe" - item_state = "tribal_robe" + inhand_icon_state = "tribal_robe" body_parts_hidden = CHEST armor_tokens = list(ARMOR_MODIFIER_UP_MELEE_T1, ARMOR_MODIFIER_UP_DT_T1) diff --git a/modular_coyote/eris/code/wielding.dm b/modular_coyote/eris/code/wielding.dm index 56a4df5af3..5a6770ddbb 100644 --- a/modular_coyote/eris/code/wielding.dm +++ b/modular_coyote/eris/code/wielding.dm @@ -86,11 +86,11 @@ /obj/item/proc/update_wield_icon() if(wielded && wielded_icon) - item_state = wielded_icon + inhand_icon_state = wielded_icon /obj/item/proc/update_unwield_icon()//That way it doesn't interupt any other special icon_states. if(!wielded && wielded_icon) - item_state = "[initial(item_state)]" + inhand_icon_state = "[initial(inhand_icon_state)]" //For general weapons. /obj/item/proc/attempt_wield(mob/user) diff --git a/modular_sand/code/game/objects/items/borg_shapeshifter.dm b/modular_sand/code/game/objects/items/borg_shapeshifter.dm index 2cf7495999..a51b6edb94 100644 --- a/modular_sand/code/game/objects/items/borg_shapeshifter.dm +++ b/modular_sand/code/game/objects/items/borg_shapeshifter.dm @@ -4,7 +4,7 @@ icon_state = "shield0" flags_1 = CONDUCT_1 item_flags = NOBLUDGEON - item_state = "electronic" + inhand_icon_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_SMALL diff --git a/modular_sand/code/game/objects/items/chrono_eraser.dm b/modular_sand/code/game/objects/items/chrono_eraser.dm index aed067b0e2..4913f2bb66 100644 --- a/modular_sand/code/game/objects/items/chrono_eraser.dm +++ b/modular_sand/code/game/objects/items/chrono_eraser.dm @@ -5,7 +5,7 @@ desc = "The result of outlawed time-bluespace research, this device is capable of wiping a being from the timestream. They never are, they never were, they never will be." icon = 'icons/obj/chronos.dmi' icon_state = "chronobackpack" - item_state = "backpack" + inhand_icon_state = "backpack" lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi' w_class = WEIGHT_CLASS_BULKY @@ -46,7 +46,7 @@ desc = "It's as if they never existed in the first place." icon = 'icons/obj/chronos.dmi' icon_state = "chronogun" - item_state = "chronogun" + inhand_icon_state = "chronogun" w_class = WEIGHT_CLASS_NORMAL item_flags = DROPDEL ammo_type = list(/obj/item/ammo_casing/energy/chrono_beam) diff --git a/modular_sand/code/game/objects/items/fleshlight.dm b/modular_sand/code/game/objects/items/fleshlight.dm index 2afdcd829e..6736897b1b 100644 --- a/modular_sand/code/game/objects/items/fleshlight.dm +++ b/modular_sand/code/game/objects/items/fleshlight.dm @@ -10,7 +10,7 @@ desc = "A sex toy disguised as a flashlight, used to stimulate someones penis, complete with colour changing sleeve." icon = 'modular_sand/icons/obj/fleshlight.dmi' icon_state = "fleshlight_base" - item_state = "fleshlight" + inhand_icon_state = "fleshlight" w_class = WEIGHT_CLASS_SMALL var/style = CUM_TARGET_VAGINA var/sleevecolor = "#ffcbd4" //pink @@ -79,7 +79,7 @@ desc = "A silver love(TM) fleshlight, used for self-stimulation, with bluespace tech that allows lovers to hump at a distance. Also functions as a dildo, if your partner has the right parts." icon = 'modular_sand/icons/obj/fleshlight.dmi' icon_state = "unpaired" - item_state = "fleshlight" + inhand_icon_state = "fleshlight" w_class = WEIGHT_CLASS_SMALL var/partnercolor = "#ffcbd4" var/partnerbase = "normal" @@ -619,7 +619,7 @@ desc = "A silver love(TM) pair of portal underwear, with bluespace tech allows lovers to hump at a distance. Needs to be paired with a portal fleshlight before use. Can also be used as a mask." icon = 'modular_sand/icons/obj/fleshlight.dmi' icon_state = "portalpanties" - item_state = "fleshlight" + inhand_icon_state = "fleshlight" w_class = WEIGHT_CLASS_SMALL var/obj/item/portallight/portallight var/targetting = CUM_TARGET_VAGINA diff --git a/modular_sand/code/game/objects/items/stacks/sheets/sheet_types.dm b/modular_sand/code/game/objects/items/stacks/sheets/sheet_types.dm index 9fd74538bb..ed92b9eb06 100644 --- a/modular_sand/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/modular_sand/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -24,7 +24,7 @@ desc = "One can only guess that this is a bunch of wood. You might be able to make a stake with this if you use something sharp on it" singular_name = "wood plank" icon_state = "sheet-wood" - item_state = "sheet-wood" + inhand_icon_state = "sheet-wood" icon = 'icons/obj/stack_objects.dmi' sheettype = "wood" armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0) diff --git a/modular_sand/code/game/objects/items/storage/backpack.dm b/modular_sand/code/game/objects/items/storage/backpack.dm index 73cd018eb9..fb64ea2cb7 100644 --- a/modular_sand/code/game/objects/items/storage/backpack.dm +++ b/modular_sand/code/game/objects/items/storage/backpack.dm @@ -3,7 +3,7 @@ desc = "A large compartment case for holding lots of things." icon = 'modular_sand/icons/obj/storage.dmi' icon_state = "infiltrator_case_basic" - item_state = "infiltrator_case_basic" + inhand_icon_state = "infiltrator_case_basic" slot_flags = null /obj/item/storage/backpack/case/ComponentInitialize() @@ -17,40 +17,40 @@ name = "secure compartment case" desc = "It's a case for people that wanna hurt people." icon_state = "infiltrator_case_security" - item_state = "infiltrator_case_security" + inhand_icon_state = "infiltrator_case_security" /obj/item/storage/backpack/case/command name = "command compartment case" desc = "It's a special case made exclusively for Nanotrasen officers." icon_state = "infiltrator_case_command" - item_state = "infiltrator_case_command" + inhand_icon_state = "infiltrator_case_command" /obj/item/storage/backpack/case/medical name = "medical compartment case" desc = "It's a case especially designed for keeping everything to save a fellow co-worker." icon_state = "infiltrator_case_medical" - item_state = "infiltrator_case_medical" + inhand_icon_state = "infiltrator_case_medical" /obj/item/storage/backpack/case/engineering name = "industrial compartment case" desc = "A large case for holding tools and supplies for large constructions." icon_state = "infiltrator_case_engineering" - item_state = "infiltrator_case_engineering" + inhand_icon_state = "infiltrator_case_engineering" /obj/item/storage/backpack/case/mining name = "mining compartment case" desc = "A large case for holding both loot and equipment." icon_state = "infiltrator_case_mining" - item_state = "infiltrator_case_mining" + inhand_icon_state = "infiltrator_case_mining" /obj/item/storage/backpack/case/science name = "science compartment case" desc = "A large case for holding science supplies." icon_state = "infiltrator_case_science" - item_state = "infiltrator_case_science" + inhand_icon_state = "infiltrator_case_science" /obj/item/storage/backpack/case/cosmos name = "cosmos compartment case" desc = "A large compartment case for holding lots of things.\nThis one has been designed to look like space, neat." icon_state = "infiltrator_case_cosmos" - item_state = "infiltrator_case_cosmos" + inhand_icon_state = "infiltrator_case_cosmos" diff --git a/modular_sand/code/modules/clothing/gloves/_gloves.dm b/modular_sand/code/modules/clothing/gloves/_gloves.dm index 7201ba4060..027d817149 100644 --- a/modular_sand/code/modules/clothing/gloves/_gloves.dm +++ b/modular_sand/code/modules/clothing/gloves/_gloves.dm @@ -76,12 +76,12 @@ for(var/obj/item/clothing/accessory/attached_accessory in attached_accessories) var/datum/element/polychromic/polychromic = LAZYACCESS(attached_accessory.comp_lookup, "item_worn_overlays") if(!polychromic) - var/mutable_appearance/accessory_overlay = mutable_appearance(attached_accessory.mob_overlay_icon, attached_accessory.item_state || attached_accessory.icon_state, ABOVE_HUD_LAYER) + var/mutable_appearance/accessory_overlay = mutable_appearance(attached_accessory.mob_overlay_icon, attached_accessory.inhand_icon_state || attached_accessory.icon_state, ABOVE_HUD_LAYER) accessory_overlay.alpha = attached_accessory.alpha accessory_overlay.color = attached_accessory.color accessory_overlays += accessory_overlay else - polychromic.apply_worn_overlays(attached_accessory, FALSE, attached_accessory.mob_overlay_icon, attached_accessory.item_state || attached_accessory.icon_state, NONE, accessory_overlays) + polychromic.apply_worn_overlays(attached_accessory, FALSE, attached_accessory.mob_overlay_icon, attached_accessory.inhand_icon_state || attached_accessory.icon_state, NONE, accessory_overlays) if(ishuman(loc)) var/mob/living/carbon/human/H = loc diff --git a/modular_sand/code/modules/clothing/gloves/accessories.dm b/modular_sand/code/modules/clothing/gloves/accessories.dm index e930056db1..2d14b87b85 100644 --- a/modular_sand/code/modules/clothing/gloves/accessories.dm +++ b/modular_sand/code/modules/clothing/gloves/accessories.dm @@ -8,7 +8,7 @@ icon = 'icons/obj/ring.dmi' mob_overlay_icon = 'icons/mob/clothing/hands.dmi' icon_state = "ringgold" - item_state = "gring" + inhand_icon_state = "gring" strip_delay = 40 var/transfer_prints = FALSE var/transfer_blood = 0 @@ -29,17 +29,17 @@ name = "diamond ring" desc = "An expensive ring, studded with a diamond. Cultures have used these rings in courtship for a millenia." icon_state = "ringdiamond" - item_state = "dring" + inhand_icon_state = "dring" /obj/item/clothing/accessory/ring/silver name = "silver ring" desc = "A tiny silver ring, sized to wrap around a finger." icon_state = "ringsilver" - item_state = "sring" + inhand_icon_state = "sring" /obj/item/clothing/accessory/ring/custom name = "ring" desc = "A ring." icon_state = "ringsilver" - item_state = "sring" + inhand_icon_state = "sring" obj_flags = UNIQUE_RENAME diff --git a/modular_sand/code/modules/clothing/head/helmet.dm b/modular_sand/code/modules/clothing/head/helmet.dm index a6c7230bfe..8f81249705 100644 --- a/modular_sand/code/modules/clothing/head/helmet.dm +++ b/modular_sand/code/modules/clothing/head/helmet.dm @@ -3,7 +3,7 @@ desc = "The Brodie helmet is a steel combat helmet also known as the battle bowler. A World War 1 and 2 era British and commonwealth helmet." icon = 'modular_sand/icons/obj/clothing/hats.dmi' icon_state = "brodie" - item_state = "brodie" + inhand_icon_state = "brodie" mob_overlay_icon = 'modular_sand/icons/mob/clothing/head.dmi' mutantrace_variation = STYLE_NO_ANTHRO_ICON flags_cover = null // Doesn't cover eyes. @@ -13,39 +13,39 @@ desc = "The Brodie helmet is a steel combat helmet also known as the battle bowler. A World War 1 and 2 era British and commonwealth helmet\n\ This one has a cross indicating the wearer is a doctor." icon_state = "brodie_medic" - item_state = "brodie_medic" + inhand_icon_state = "brodie_medic" /obj/item/clothing/head/helmet/brodie/irish name = "Irish Brodie" desc = "The Brodie helmet is a steel combat helmet also known as the battle bowler. A World War 1 and 2 era British and commonwealth helmet\n\ This one has a cross indicating the wearer is an Irishman." icon_state = "brodie_irish" - item_state = "brodie_irish" + inhand_icon_state = "brodie_irish" /obj/item/clothing/head/helmet/brodie/nettan name = "Netted Brodie" desc = "The Brodie helmet is a steel combat helmet also known as the battle bowler. A World War 1 and 2 era British and commonwealth helmet\n\ This one has netting over it." icon_state = "brodie_nettan" - item_state = "brodie_nettan" + inhand_icon_state = "brodie_nettan" /obj/item/clothing/head/helmet/brodie/nettanf name = "Brodie with a net and leaves" desc = "The Brodie helmet is a steel combat helmet also known as the battle bowler. A World War 1 and 2 era British and commonwealth helmet\n\ This one has netting and leaves over it." icon_state = "brodie_nettanf" - item_state = "brodie_nettanf" + inhand_icon_state = "brodie_nettanf" /obj/item/clothing/head/helmet/brodie/netgreen name = "Green netted Brodie" desc = "The Brodie helmet is a steel combat helmet also known as the battle bowler. A World War 1 and 2 era British and commonwealth helmet\n\ This one has green netting over it." icon_state = "brodie_netgreen" - item_state = "brodie_netgreen" + inhand_icon_state = "brodie_netgreen" /obj/item/clothing/head/helmet/brodie/netgreenf name = "Green netted Brodie with leaves" desc = "The Brodie helmet is a steel combat helmet also known as the battle bowler. A World War 1 and 2 era British and commonwealth helmet\n\ This one has green netting and leaves over it." icon_state = "brodie_netgreenf" - item_state = "brodie_netgreenf" + inhand_icon_state = "brodie_netgreenf" diff --git a/modular_sand/code/modules/clothing/head/misc.dm b/modular_sand/code/modules/clothing/head/misc.dm index 4b011f3e53..651ff7a270 100644 --- a/modular_sand/code/modules/clothing/head/misc.dm +++ b/modular_sand/code/modules/clothing/head/misc.dm @@ -3,7 +3,7 @@ desc = "An Australian Military slouch hat with one side turned up... Smells faintly of Kangaroos." icon = 'modular_sand/icons/obj/clothing/hats.dmi' icon_state = "slouch" - item_state = "slouch" + inhand_icon_state = "slouch" mob_overlay_icon = 'modular_sand/icons/mob/clothing/head.dmi' mutantrace_variation = STYLE_NO_ANTHRO_ICON @@ -12,7 +12,7 @@ desc = "Hat of the old west law bringers like bass reeves and wyatt erp." icon = 'modular_sand/icons/obj/clothing/hats.dmi' icon_state = "lawdog" - item_state = "lawdog" + inhand_icon_state = "lawdog" mob_overlay_icon = 'modular_sand/icons/mob/clothing/head.dmi' mutantrace_variation = STYLE_NO_ANTHRO_ICON @@ -21,6 +21,6 @@ desc = "One hell of a bastard wears this hat upon their head... with its hat band made out of bullet casings folks can tell you mean business." icon = 'modular_sand/icons/obj/clothing/hats.dmi' icon_state = "gunfighter" - item_state = "gunfighter" + inhand_icon_state = "gunfighter" mob_overlay_icon = 'modular_sand/icons/mob/clothing/head.dmi' mutantrace_variation = STYLE_NO_ANTHRO_ICON diff --git a/modular_sand/code/modules/clothing/head/misc_special.dm b/modular_sand/code/modules/clothing/head/misc_special.dm index 1bb57aee3a..21140d17d3 100644 --- a/modular_sand/code/modules/clothing/head/misc_special.dm +++ b/modular_sand/code/modules/clothing/head/misc_special.dm @@ -5,13 +5,13 @@ icon_state = "goatpelt" mob_overlay_icon = 'modular_sand/icons/mob/clothing/head.dmi' mutantrace_variation = STYLE_NO_ANTHRO_ICON - item_state = "goatpelt" + inhand_icon_state = "goatpelt" /obj/item/clothing/head/goatpelt/king name = "king goat pelt hat" desc = "Fuzzy, Warm and Robust!" icon_state = "goatpelt" - item_state = "goatpelt" + inhand_icon_state = "goatpelt" color = "#ffd700" body_parts_covered = HEAD armor = list("melee" = 60, "bullet" = 55, "laser" = 55, "energy" = 45, "bomb" = 100, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100) @@ -35,7 +35,7 @@ mutantrace_variation = STYLE_NO_ANTHRO_ICON icon = 'modular_sand/icons/obj/clothing/hats.dmi' icon_state = "goatpope" - item_state = "goatpope" + inhand_icon_state = "goatpope" worn_x_dimension = 64 worn_y_dimension = 64 resistance_flags = FLAMMABLE diff --git a/modular_sand/code/modules/clothing/masks/miscellaneous.dm b/modular_sand/code/modules/clothing/masks/miscellaneous.dm index 01ba667e7f..598e712e20 100644 --- a/modular_sand/code/modules/clothing/masks/miscellaneous.dm +++ b/modular_sand/code/modules/clothing/masks/miscellaneous.dm @@ -3,7 +3,7 @@ desc = "The halo appears to be floating." icon = 'modular_sand/icons/obj/clothing/masks.dmi' icon_state = "sand" - item_state = "sand" + inhand_icon_state = "sand" mob_overlay_icon = 'modular_sand/icons/mob/clothing/mask.dmi' flags_cover = MASKCOVERSMOUTH visor_flags_cover = MASKCOVERSMOUTH diff --git a/modular_sand/code/modules/clothing/outfits/standard.dm b/modular_sand/code/modules/clothing/outfits/standard.dm index d4565ef521..c26e306760 100644 --- a/modular_sand/code/modules/clothing/outfits/standard.dm +++ b/modular_sand/code/modules/clothing/outfits/standard.dm @@ -2,7 +2,7 @@ name = "\improper bowman headset" desc = "A headset for emergency response personnel. Protects ears from flashbangs." icon_state = "cent_headset_alt" - item_state = "cent_headset_alt" + inhand_icon_state = "cent_headset_alt" bowman = TRUE /obj/item/gun/energy/taser/debug @@ -17,7 +17,7 @@ icon = 'icons/obj/custom.dmi' mob_overlay_icon = 'icons/mob/clothing/custom_w.dmi' icon_state = "darkcarapace" - item_state = "darkcarapace" + inhand_icon_state = "darkcarapace" blood_overlay_type = "armor" armor = list("melee" = 95, "bullet" = 95, "laser" = 95, "energy" = 95, "bomb" = 95, "bio" = 95, "rad" = 100, "fire" = 98, "acid" = 98) // Skyrat edit diff --git a/modular_sand/code/modules/clothing/shoes/miscellaneous.dm b/modular_sand/code/modules/clothing/shoes/miscellaneous.dm index 1c790e9e78..007103ff2d 100644 --- a/modular_sand/code/modules/clothing/shoes/miscellaneous.dm +++ b/modular_sand/code/modules/clothing/shoes/miscellaneous.dm @@ -3,6 +3,6 @@ desc = "A World War 1 era set of wool british puttees wrapped over the leg and boots." icon = 'modular_sand/icons/obj/clothing/shoes.dmi' icon_state = "puttee" - item_state = "puttee" + inhand_icon_state = "puttee" mob_overlay_icon = 'modular_sand/icons/mob/clothing/feet.dmi' anthro_mob_worn_overlay = 'modular_sand/icons/mob/clothing/feet_digi.dmi' diff --git a/modular_sand/code/modules/clothing/spacesuits/chronosuit.dm b/modular_sand/code/modules/clothing/spacesuits/chronosuit.dm index 8fbbcf14f4..1dfb49e3f5 100644 --- a/modular_sand/code/modules/clothing/spacesuits/chronosuit.dm +++ b/modular_sand/code/modules/clothing/spacesuits/chronosuit.dm @@ -4,7 +4,7 @@ mob_overlay_icon = 'modular_sand/icons/mob/clothing/head.dmi' anthro_mob_worn_overlay = 'modular_sand/icons/mob/clothing/head_muzzled.dmi' icon_state = "chronohelmet" - item_state = "chronohelmet" + inhand_icon_state = "chronohelmet" slowdown = 0 armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) resistance_flags = FIRE_PROOF | ACID_PROOF @@ -25,7 +25,7 @@ mob_overlay_icon = 'modular_sand/icons/mob/clothing/suit.dmi' anthro_mob_worn_overlay = 'modular_sand/icons/mob/clothing/suit_digi.dmi' icon_state = "chronosuit" - item_state = "chronosuit" + inhand_icon_state = "chronosuit" actions_types = list(/datum/action/item_action/toggle) armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 1000) resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/modular_sand/code/modules/clothing/spacesuits/hardsuit.dm b/modular_sand/code/modules/clothing/spacesuits/hardsuit.dm index e9c38bdcac..ce390691a0 100644 --- a/modular_sand/code/modules/clothing/spacesuits/hardsuit.dm +++ b/modular_sand/code/modules/clothing/spacesuits/hardsuit.dm @@ -6,7 +6,7 @@ mob_overlay_icon = 'modular_sand/icons/mob/clothing/head.dmi' anthro_mob_worn_overlay = 'modular_sand/icons/mob/clothing/head_muzzled.dmi' icon_state = "hardsuit0-powerarmor-1" - item_state = "hardsuit0-powerarmor-1" + inhand_icon_state = "hardsuit0-powerarmor-1" hardsuit_type = "powerarmor" clothing_flags = THICKMATERIAL //Ouchie oofie my bones armor = list("melee" = 40, "bullet" = 35, "laser" = 30, "energy" = 20, "bomb" = 40, "bio" = 100, "rad" = 5, "fire" = 75, "acid" = 100) @@ -60,7 +60,7 @@ mob_overlay_icon = 'modular_sand/icons/mob/clothing/suit.dmi' anthro_mob_worn_overlay = 'modular_sand/icons/mob/clothing/suit_digi.dmi' icon_state = "hardsuit-powerarmor-1" - item_state = "hardsuit-powerarmor-1" + inhand_icon_state = "hardsuit-powerarmor-1" slowdown = -0.1 clothing_flags = THICKMATERIAL //Not spaceproof. No, it isn't Spaceproof in Rimworld either. armor = list("melee" = 40, "bullet" = 35, "laser" = 30, "energy" = 20, "bomb" = 40, "bio" = 100, "rad" = 5, "fire" = 75, "acid" = 100) //I was asked to buff this again. Here, fine. diff --git a/modular_sand/code/modules/clothing/suits/miscellaneous.dm b/modular_sand/code/modules/clothing/suits/miscellaneous.dm index db1b8303bb..a17bdacb0b 100644 --- a/modular_sand/code/modules/clothing/suits/miscellaneous.dm +++ b/modular_sand/code/modules/clothing/suits/miscellaneous.dm @@ -3,7 +3,7 @@ desc = "A Long Duster coat with the iconic shoulder cape, Commonly used for rainy days and dusty dry days by cowboys." icon = 'modular_sand/icons/obj/clothing/suits.dmi' icon_state = "duster" - item_state = "duster" + inhand_icon_state = "duster" mob_overlay_icon = 'modular_sand/icons/mob/clothing/suit.dmi' body_parts_covered = CHEST|GROIN|ARMS|LEGS cold_protection = CHEST|GROIN|ARMS|LEGS diff --git a/modular_sand/code/modules/clothing/wrists/watches.dm b/modular_sand/code/modules/clothing/wrists/watches.dm index 14ccef1a92..10b2c1598a 100644 --- a/modular_sand/code/modules/clothing/wrists/watches.dm +++ b/modular_sand/code/modules/clothing/wrists/watches.dm @@ -3,7 +3,7 @@ desc = "A stylish steampunk watch made out of thousands of tiny cogwheels." gender = MALE icon_state = "clockwork_slab" - item_state = "clockwork_slab" + inhand_icon_state = "clockwork_slab" body_parts_covered = HAND_LEFT | ARM_LEFT attack_verb = list("showed the time to") diff --git a/modular_sand/code/modules/mining/equipment/kinetic_crusher.dm b/modular_sand/code/modules/mining/equipment/kinetic_crusher.dm index 51d77a2f3b..108b6065b0 100644 --- a/modular_sand/code/modules/mining/equipment/kinetic_crusher.dm +++ b/modular_sand/code/modules/mining/equipment/kinetic_crusher.dm @@ -311,7 +311,7 @@ /obj/item/melee/zweihander icon = 'modular_sand/icons/obj/lavaland/artefacts.dmi' icon_state = "zweihander" - item_state = "zweihander" + inhand_icon_state = "zweihander" resistance_flags = FIRE_PROOF | UNACIDABLE | INDESTRUCTIBLE lefthand_file = 'modular_sand/icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'modular_sand/icons/mob/inhands/weapons/swords_righthand.dmi' diff --git a/modular_sand/code/modules/mining/lavaland/necropolis_chests.dm b/modular_sand/code/modules/mining/lavaland/necropolis_chests.dm index 3d819e2892..d884758b60 100644 --- a/modular_sand/code/modules/mining/lavaland/necropolis_chests.dm +++ b/modular_sand/code/modules/mining/lavaland/necropolis_chests.dm @@ -22,7 +22,7 @@ righthand_file = 'modular_sand/icons/mob/inhands/equipment/shields_righthand.dmi' lefthand_file = 'modular_sand/icons/mob/inhands/equipment/shields_lefthand.dmi' icon_state = "gladiator" - item_state = "gladiator" + inhand_icon_state = "gladiator" resistance_flags = FIRE_PROOF | UNACIDABLE | INDESTRUCTIBLE shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_BASH_ALWAYS_DISARM | SHIELD_BASH_GROUND_SLAM_DISARM slowdown = 0 @@ -95,7 +95,7 @@ icon_state = "heckgun" lefthand_file = 'modular_sand/icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'modular_sand/icons/mob/inhands/weapons/guns_righthand.dmi' - item_state = "heckgun" + inhand_icon_state = "heckgun" sharpness = SHARP_EDGED force = 15 inhand_x_dimension = 0 @@ -201,7 +201,7 @@ var/icon_state_on = "crucible1" lefthand_file = 'modular_sand/icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'modular_sand/icons/mob/inhands/weapons/swords_righthand.dmi' - item_state = "crucible0" + inhand_icon_state = "crucible0" force = 3 throwforce = 5 throw_speed = 3 @@ -222,7 +222,7 @@ total_mass = 1 var/total_mass_on = TOTAL_MASS_MEDIEVAL_WEAPON var/wielded - var/item_state_on = "crucible1" + var/inhand_icon_state_on = "crucible1" /obj/item/crucible/Initialize(mapload) . = ..() @@ -299,7 +299,7 @@ w_class = w_class_on total_mass = total_mass_on hitsound = hitsound_on - item_state = item_state_on + inhand_icon_state = inhand_icon_state_on block_chance = block_chance_on START_PROCESSING(SSobj, src) set_light(brightness_on) @@ -312,7 +312,7 @@ total_mass = initial(total_mass) hitsound = "swing_hit" block_chance = initial(block_chance) - item_state = initial(item_state) + inhand_icon_state = initial(inhand_icon_state) STOP_PROCESSING(SSobj, src) set_light(0) RemoveElement(/datum/element/sword_point) @@ -350,7 +350,7 @@ icon_state = "praetor" mob_overlay_icon = 'modular_sand/icons/mob/clothing/suit.dmi' anthro_mob_worn_overlay = 'modular_sand/icons/mob/clothing/suit_digi.dmi' - item_state = "praetor" + inhand_icon_state = "praetor" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/deathsquad/praetor slowdown = 0 mutantrace_variation = STYLE_DIGITIGRADE | STYLE_NO_ANTHRO_ICON @@ -450,7 +450,7 @@ desc = "An amulet that shows everyone who the true emperor is." icon = 'modular_sand/icons/obj/clothing/neck.dmi' icon_state = "dragon_amulet" - item_state = "dragon_amulet" + inhand_icon_state = "dragon_amulet" mob_overlay_icon = 'modular_sand/icons/mob/clothing/neck.dmi' resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF @@ -853,7 +853,7 @@ mob_overlay_icon = 'modular_sand/icons/mob/clothing/mask.dmi' anthro_mob_worn_overlay = 'modular_sand/icons/mob/clothing/head_muzzled.dmi' icon_state = "dagoth" - item_state = "dagoth" + inhand_icon_state = "dagoth" actions_types = list(/datum/action/item_action/ashstorm) flash_protect = 2 armor = list("melee" = 10, "bullet" = 10, "laser" = 10,"energy" = 10, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)//HOW CAN YOU KILL A GOD? @@ -965,7 +965,7 @@ desc = "A glowing giant heavy blade that grows and slightly shrinks in size depending on the wielder's strength." icon = 'modular_sand/icons/obj/lavaland/sif.dmi' icon_state = "sword_of_the_forsaken" - item_state = "sword_of_the_forsaken" + inhand_icon_state = "sword_of_the_forsaken" lefthand_file = 'modular_sand/icons/mob/inhands/item_lefthand.dmi' righthand_file = 'modular_sand/icons/mob/inhands/item_righthand.dmi' w_class = WEIGHT_CLASS_HUGE @@ -1114,7 +1114,7 @@ icon_state = "roguedrill" lefthand_file = 'modular_sand/icons/mob/inhands/equipment/mining_lefthand.dmi' righthand_file = 'modular_sand/icons/mob/inhands/equipment/mining_righthand.dmi' - item_state = "roguedrill" + inhand_icon_state = "roguedrill" w_class = WEIGHT_CLASS_BULKY tool_behaviour = TOOL_MINING toolspeed = 0.1 diff --git a/modular_sand/code/modules/misc/misc.dm b/modular_sand/code/modules/misc/misc.dm index 682b2cb5f1..7ae771a332 100644 --- a/modular_sand/code/modules/misc/misc.dm +++ b/modular_sand/code/modules/misc/misc.dm @@ -2,7 +2,7 @@ name = "potato" desc = "It's a potato" icon_state = "potato" - item_state = "potato" + inhand_icon_state = "potato" icon = 'modular_sand/icons/obj/misc.dmi' force = 12 throwforce = 20 diff --git a/modular_sand/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/fanaticminer.dm b/modular_sand/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/fanaticminer.dm index a980740c7a..79e097b29c 100644 --- a/modular_sand/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/fanaticminer.dm +++ b/modular_sand/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/fanaticminer.dm @@ -243,7 +243,7 @@ icon_state = "diamondaxe" lefthand_file = 'modular_sand/icons/mob/inhands/weapons/axes_lefthand.dmi' righthand_file = 'modular_sand/icons/mob/inhands/weapons/axes_righthand.dmi' - item_state = "diamondaxe" + inhand_icon_state = "diamondaxe" attack_verb = list("slashed", "sliced", "torn", "ripped", "diced", "cut") w_class = WEIGHT_CLASS_BULKY force = 20 diff --git a/modular_sand/code/modules/projectiles/guns/ballistic/pistol.dm b/modular_sand/code/modules/projectiles/guns/ballistic/pistol.dm index 48017fc8c1..a0593c9437 100644 --- a/modular_sand/code/modules/projectiles/guns/ballistic/pistol.dm +++ b/modular_sand/code/modules/projectiles/guns/ballistic/pistol.dm @@ -3,7 +3,7 @@ desc = "A non-easily concealable handgun modified to use 10mm bullets. Agents with this are trying to show off, and will probably die.\ \nCannot be suppressed!" icon_state = "luger" - item_state = "luger" + inhand_icon_state = "luger" w_class = WEIGHT_CLASS_NORMAL mag_type = /obj/item/ammo_box/magazine/m10mm burst_size = 1 diff --git a/modular_sand/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/modular_sand/code/modules/projectiles/guns/energy/kinetic_accelerator.dm index bffddbbbf8..517399a2b5 100644 --- a/modular_sand/code/modules/projectiles/guns/energy/kinetic_accelerator.dm +++ b/modular_sand/code/modules/projectiles/guns/energy/kinetic_accelerator.dm @@ -4,7 +4,7 @@ desc = "A modded premium kinetic accelerator with an increased mod capacity as well as lesser cooldown." icon = 'modular_sand/icons/obj/guns/energy.dmi' icon_state = "bdpka" - item_state = "kineticgun" + inhand_icon_state = "kineticgun" overheat_time = 14.5 ammo_type = list(/obj/item/ammo_casing/energy/kinetic/premium/bdminer) max_mod_capacity = 125 @@ -96,7 +96,7 @@ desc = "A Kinetic Accelerator featuring an overclocked charger and a smaller pressure tank." icon = 'modular_sand/icons/obj/guns/energy.dmi' icon_state = "rapidka" - item_state = "kineticgun" + inhand_icon_state = "kineticgun" can_flashlight = 0 overheat_time = 12 ammo_type = list(/obj/item/ammo_casing/energy/kinetic/premium/rapid) @@ -121,7 +121,7 @@ desc = "A rather bulky Kinetic Accelerator capable of splitting large groups of rocks and hurting those near its impact" icon = 'modular_sand/icons/obj/guns/energy.dmi' icon_state = "heavyka" - item_state = "kineticgun" + inhand_icon_state = "kineticgun" flight_x_offset = 12 flight_y_offset = 11 overheat_time = 22 @@ -152,7 +152,7 @@ desc = "A modified Accelerator. This one has been zeroed in with a choked down barrel to give a longer range" icon = 'modular_sand/icons/obj/guns/energy.dmi' icon_state = "preciseka" - item_state = "kineticgun" + inhand_icon_state = "kineticgun" flight_x_offset = 16 flight_y_offset = 13 overheat_time = 18 @@ -178,7 +178,7 @@ desc = "A rather bare-bones kinetic accelerator capable of forming to one's preferences." icon = 'modular_sand/icons/obj/guns/energy.dmi' icon_state = "modularka" - item_state = "kineticgun" + inhand_icon_state = "kineticgun" flight_x_offset = 15 flight_y_offset = 21 overheat_time = 30 @@ -204,7 +204,7 @@ desc = "You're not sure how it's made, but it is truly a kinetic accelerator fit for a clown. Its handle smells faintly of bananas." icon = 'modular_sand/icons/obj/guns/energy.dmi' icon_state = "byoka" - item_state = "kineticgun" + inhand_icon_state = "kineticgun" overheat_time = 27 ammo_type = list(/obj/item/ammo_casing/energy/kinetic/premium/byoka) max_mod_capacity = 300 @@ -226,7 +226,7 @@ desc = "A kinetic accelerator of a bygone era, its design emits an aura of dread and malice. Holding it makes you want to hunt..." icon = 'modular_sand/icons/obj/guns/energy.dmi' icon_state = "ashenka" - item_state = "kineticgun" + inhand_icon_state = "kineticgun" can_flashlight = 0 overheat_time = 13.5 ammo_type = list(/obj/item/ammo_casing/energy/kinetic/premium/ashen) @@ -560,7 +560,7 @@ "desc" = "A premium kinetic accelerator fitted with an extended barrel and increased pressure tank.", "icon" = 'icons/obj/guns/energy.dmi', "icon_state" = "premiumgun", - "item_state" = "premiumgun", + "inhand_icon_state" = "premiumgun", "lefthand_file" = 'icons/mob/inhands/weapons/guns_lefthand.dmi', "righthand_file" = 'icons/mob/inhands/weapons/guns_righthand.dmi' ), @@ -569,7 +569,7 @@ "desc" = "Good 'ol kinetic handgun that has been revised to mining and killing tool, works better in pair.", // lies "icon" = 'modular_sand/icons/obj/guns/energy.dmi', "icon_state" = "commando-gun", - "item_state" = "commando-gun", + "inhand_icon_state" = "commando-gun", "lefthand_file" = 'modular_sand/icons/mob/inhands/weapons/guns_lefthand.dmi', "righthand_file" = 'modular_sand/icons/mob/inhands/weapons/guns_righthand.dmi' ) diff --git a/modular_sand/code/modules/reagents/reagent_containers/spray.dm b/modular_sand/code/modules/reagents/reagent_containers/spray.dm index b4a4c4836d..53dcea5f7c 100644 --- a/modular_sand/code/modules/reagents/reagent_containers/spray.dm +++ b/modular_sand/code/modules/reagents/reagent_containers/spray.dm @@ -6,5 +6,5 @@ stream_amount = 5 icon = 'modular_sand/icons/obj/janitor.dmi' icon_state = "cleaneradv" - item_state = "cleaneradv" + inhand_icon_state = "cleaneradv" custom_materials = list(/datum/material/glass = 2250, /datum/material/plasma = 2250, /datum/material/diamond = 185, /datum/material/bluespace = 185) diff --git a/modular_sand/code/modules/resize/sizegun.dm b/modular_sand/code/modules/resize/sizegun.dm index 480e4002c5..a2b4841103 100644 --- a/modular_sand/code/modules/resize/sizegun.dm +++ b/modular_sand/code/modules/resize/sizegun.dm @@ -70,7 +70,7 @@ name = "size ray" icon_state = "bluetag" desc = "Debug size manipulator. You probably shouldn't have this!" - item_state = null + inhand_icon_state = null ammo_type = list(/obj/item/ammo_casing/energy/laser/shrinkray, /obj/item/ammo_casing/energy/laser/growthray) selfcharge = EGUN_SELFCHARGE charge_delay = 5 diff --git a/modular_sand/code/modules/ruins/lavalandruin_code/doom.dm b/modular_sand/code/modules/ruins/lavalandruin_code/doom.dm index 6fa23209f6..3fa0943087 100644 --- a/modular_sand/code/modules/ruins/lavalandruin_code/doom.dm +++ b/modular_sand/code/modules/ruins/lavalandruin_code/doom.dm @@ -3,7 +3,7 @@ desc = "100% armor pickup. Can be used to improve some types of armor." icon = 'icons/obj/clothing/suits.dmi' icon_state = "armoralt" - item_state = "armoralt" + inhand_icon_state = "armoralt" color = "#00FF00" light_power = 1 light_range = 2 @@ -14,7 +14,7 @@ desc = "200% armor pickup. Can be used to improve some types of armor." icon = 'icons/obj/clothing/suits.dmi' icon_state = "armoralt" - item_state = "armoralt" + inhand_icon_state = "armoralt" color = "#0000FF" light_power = 2 light_range = 3 diff --git a/modular_sand/code/modules/ruins/lavalandruin_code/kinggoat.dm b/modular_sand/code/modules/ruins/lavalandruin_code/kinggoat.dm index e1615b15b8..be18bed16d 100644 --- a/modular_sand/code/modules/ruins/lavalandruin_code/kinggoat.dm +++ b/modular_sand/code/modules/ruins/lavalandruin_code/kinggoat.dm @@ -38,7 +38,7 @@ desc = "Whoever you fire this at is gonna be in for a baaaaaaad surprise." //ha ha I am funny man please laugh HAHAHAHAHAHAHAHA icon = 'modular_sand/icons/obj/guns/goatgun.dmi' icon_state = "goat_gun" - item_state = "c20r" + inhand_icon_state = "c20r" w_class = WEIGHT_CLASS_BULKY ammo_type = list(/obj/item/ammo_casing/energy/goat) cell_type = /obj/item/stock_parts/cell diff --git a/modular_sand/code/modules/ruins/lavalandruin_code/misc.dm b/modular_sand/code/modules/ruins/lavalandruin_code/misc.dm index 2bae8372d5..8af73e59f2 100644 --- a/modular_sand/code/modules/ruins/lavalandruin_code/misc.dm +++ b/modular_sand/code/modules/ruins/lavalandruin_code/misc.dm @@ -1,7 +1,7 @@ /obj/item/katana/goldbrand icon = 'modular_sand/icons/obj/items_and_weapons.dmi' icon_state = "goldbrand" - item_state = "goldbrand" + inhand_icon_state = "goldbrand" lefthand_file = 'modular_sand/icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'modular_sand/icons/mob/inhands/weapons/swords_righthand.dmi' name = "Goldbrand" diff --git a/modular_splurt/code/game/objects/items/lewd_items/chastity_hypno/chastity_hypno_watch.dm b/modular_splurt/code/game/objects/items/lewd_items/chastity_hypno/chastity_hypno_watch.dm index faa4046636..3d8b88d414 100644 --- a/modular_splurt/code/game/objects/items/lewd_items/chastity_hypno/chastity_hypno_watch.dm +++ b/modular_splurt/code/game/objects/items/lewd_items/chastity_hypno/chastity_hypno_watch.dm @@ -2,7 +2,7 @@ name = "Hypnotic Chastity Watch" icon = 'modular_splurt/icons/obj/silver_pocketwatch.dmi' icon_state = "pocketwatch" - item_state = "pocketwatch" + inhand_icon_state = "pocketwatch" w_class = WEIGHT_CLASS_SMALL throw_speed = 3 var/mob/living/carbon/subject = null @@ -68,12 +68,12 @@ /obj/item/chastity_hypno/watch/AltClick(mob/user) if(icon_state == "pocketwatch") icon_state = "pocketwatch_closed" - item_state = "pocketwatch_closed" + inhand_icon_state = "pocketwatch_closed" desc = "An elaborate pocketwatch, with a captivating silver etching. It's closed however and you can't see it's face" closed = TRUE return icon_state = "pocketwatch" - item_state = "pocketwatch" + inhand_icon_state = "pocketwatch" desc = "An elaborate pocketwatch, with a captivating silver etching and an enchanting face..." closed = FALSE diff --git a/modular_splurt/code/game/objects/items/lewd_items/genital_equipment/chastity/estim_chastity_cage.dm b/modular_splurt/code/game/objects/items/lewd_items/genital_equipment/chastity/estim_chastity_cage.dm index 19a8bfe726..aa8c7b4337 100644 --- a/modular_splurt/code/game/objects/items/lewd_items/genital_equipment/chastity/estim_chastity_cage.dm +++ b/modular_splurt/code/game/objects/items/lewd_items/genital_equipment/chastity/estim_chastity_cage.dm @@ -4,7 +4,7 @@ lefthand_file = 'modular_splurt/icons/mob/inhands/lewd_items/lewd_inhand_left.dmi' righthand_file = 'modular_splurt/icons/mob/inhands/lewd_items/lewd_inhand_right.dmi' icon_state = "mindcontroller" - item_state = "mindcontroller" + inhand_icon_state = "mindcontroller" var/min_power = 1 var/power = 1 diff --git a/modular_splurt/code/game/objects/items/lewd_items/leash.dm b/modular_splurt/code/game/objects/items/lewd_items/leash.dm index 87faec815e..1d2e0641ad 100644 --- a/modular_splurt/code/game/objects/items/lewd_items/leash.dm +++ b/modular_splurt/code/game/objects/items/lewd_items/leash.dm @@ -73,7 +73,7 @@ Icons, maybe? desc = "A simple tether that can easily be hooked onto a collar. Perfect for your pet." icon = 'modular_splurt/icons/obj/leash.dmi' icon_state = "leash" - item_state = "leash" + inhand_icon_state = "leash" throw_range = 4 slot_flags = ITEM_SLOT_BELT force = 1 diff --git a/modular_splurt/code/game/objects/items/lewd_items/rope.dm b/modular_splurt/code/game/objects/items/lewd_items/rope.dm index b88e4efd97..54a77dd687 100644 --- a/modular_splurt/code/game/objects/items/lewd_items/rope.dm +++ b/modular_splurt/code/game/objects/items/lewd_items/rope.dm @@ -32,7 +32,7 @@ GLOBAL_LIST_INIT(bondage_rope_slowdowns, list( desc = "A rope designed to not cut into one's skin, the perfect thing for tying someone up." icon = 'modular_splurt/icons/obj/rope.dmi' icon_state = "rope" - item_state = "rope" + inhand_icon_state = "rope" color = "#fc60db" w_class = WEIGHT_CLASS_SMALL breakouttime = 600 //Deciseconds = 60s = 1 minute diff --git a/modular_splurt/code/game/objects/items/lewd_items/shibola.dm b/modular_splurt/code/game/objects/items/lewd_items/shibola.dm index c5b93c84da..116dc2ac49 100644 --- a/modular_splurt/code/game/objects/items/lewd_items/shibola.dm +++ b/modular_splurt/code/game/objects/items/lewd_items/shibola.dm @@ -3,7 +3,7 @@ desc = "A set of skillfully entwined bondage ropes, capable of being thrown at unsuspecting targets. Clothing items may be hidden inside of it, forcing the clothing to be worn on a successful hit. Additionally, bondage ropes may be added to bind the target on hit." icon = 'modular_splurt/icons/obj/shibola.dmi' icon_state = "shibola" - item_state = "legcuff" + inhand_icon_state = "legcuff" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' var/obj/item/payload diff --git a/modular_splurt/code/game/objects/items/lewd_items/strapon.dm b/modular_splurt/code/game/objects/items/lewd_items/strapon.dm index 9e8d1e8714..b1b5415dc9 100644 --- a/modular_splurt/code/game/objects/items/lewd_items/strapon.dm +++ b/modular_splurt/code/game/objects/items/lewd_items/strapon.dm @@ -3,7 +3,7 @@ desc = "A strap used to create strapons. Attach a dildo onto it to create a strapon." icon = 'modular_splurt/icons/obj/strapon.dmi' icon_state = "strapon_strap" - item_state = "strapon_strap" + inhand_icon_state = "strapon_strap" /obj/item/strapon_strap/attackby(obj/item/I, mob/living/user, params) if(istype(I, /obj/item/dildo)) diff --git a/modular_splurt/code/game/objects/items/lewd_items/vibrator.dm b/modular_splurt/code/game/objects/items/lewd_items/vibrator.dm index 28fcbcfee6..8e83f8af0f 100644 --- a/modular_splurt/code/game/objects/items/lewd_items/vibrator.dm +++ b/modular_splurt/code/game/objects/items/lewd_items/vibrator.dm @@ -6,7 +6,7 @@ desc = "A remote device that can deliver pleasure at a fair. It has three intensities that can be set by twisting the base." icon = 'modular_splurt/icons/obj/vibrator.dmi' icon_state = "vibe" - item_state = "vibe" + inhand_icon_state = "vibe" w_class = WEIGHT_CLASS_SMALL //slot_flags = ITEM_SLOT_DENYPOCKET //no more pocket shockers var/mode = 1 @@ -59,7 +59,7 @@ name = "small remote vibrator" style = "small" icon_state = "vibesmall" - item_state = "vibesmall" + inhand_icon_state = "vibesmall" /obj/item/electropack/vibrator/AltClick(mob/living/user) var/dat = {" diff --git a/modular_splurt/code/modules/research/xenoarch/strange_rock.dm b/modular_splurt/code/modules/research/xenoarch/strange_rock.dm index 1bdf91ae54..f9272ab33f 100644 --- a/modular_splurt/code/modules/research/xenoarch/strange_rock.dm +++ b/modular_splurt/code/modules/research/xenoarch/strange_rock.dm @@ -3,7 +3,7 @@ name = "strange rock" desc = "This is a strange rock, it appears to have a relic encased." icon_state = "strange" - item_state = "strange" + inhand_icon_state = "strange" var/chosenitem = null var/itemsafedepth = null diff --git a/modular_sunset/code/game/objects/sunsetmisc.dm b/modular_sunset/code/game/objects/sunsetmisc.dm index c755b5d55a..ebadc1df9d 100644 --- a/modular_sunset/code/game/objects/sunsetmisc.dm +++ b/modular_sunset/code/game/objects/sunsetmisc.dm @@ -3,7 +3,7 @@ desc = "A flag depicting the head of a bighorner. It's the symbol of the town of Bighorn." icon = 'modular_sunset/icons/structures/bighorn_flag.dmi' icon_state = "bighorn_flag" - item_state = "bighorn_flag" + inhand_icon_state = "bighorn_flag" density = 1 anchored = 1 w_class = 4 @@ -14,7 +14,7 @@ desc = "A repurposed highway sign with the spray painted name of 'Bighorn'." icon = 'modular_sunset/icons/structures/bighorn_sign.dmi' icon_state = "bighorn_hvysign" - item_state = "bighorn_hvysign" + inhand_icon_state = "bighorn_hvysign" density = 1 anchored = 1 w_class = 4 @@ -25,7 +25,7 @@ desc = "A wooden sign with seemingly hand forged lettering bolted to it." icon = 'modular_sunset/icons/structures/sunset_signs.dmi' icon_state = "sign_trade_south" - item_state = "sign_trade_south" + inhand_icon_state = "sign_trade_south" density = 1 anchored = 1 w_class = 4 diff --git a/modular_sunset/code/modules/clothing/suits/f13suits.dm b/modular_sunset/code/modules/clothing/suits/f13suits.dm index 88d8b21117..1da1d0bd5e 100644 --- a/modular_sunset/code/modules/clothing/suits/f13suits.dm +++ b/modular_sunset/code/modules/clothing/suits/f13suits.dm @@ -15,7 +15,7 @@ Just leaving this here for quick copy-pasting, for future contributors. mob_overlay_icon = 'modular_sunset/icons/mob/clothing/suit.dmi' anthro_mob_worn_overlay = 'modular_sunset/icons/mob/clothing/suit_digi.dmi' icon_state = "goner_suit" - item_state = "ro_suit" + inhand_icon_state = "ro_suit" armor = list("melee" = 25, "bullet" = 15, "laser" = 15, "energy" = 5, "bomb" = 16, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) body_parts_covered = CHEST|GROIN|LEGS|ARMS mutantrace_variation = STYLE_DIGITIGRADE From 951e8945a21180e4a4e50dee50c8dafaa0b3068c Mon Sep 17 00:00:00 2001 From: Tk420634 Date: Sat, 20 Jul 2024 00:12:43 -0500 Subject: [PATCH 5/6] Kiss, lick, touch and other ways to annoy brimcon --- code/__DEFINES/traits.dm | 1 + code/__DEFINES/weather.dm | 12 +- code/_onclick/hud/_defines.dm | 3 + code/_onclick/hud/hud.dm | 4 + code/_onclick/hud/human.dm | 12 + .../hud/screen_objects/character_actions.dm | 41 +++ fortune13.dme | 1 + icons/mob/screen_gen.dmi | Bin 132791 -> 133016 bytes modular_coyote/icons/objects/pillow/pillow.dm | 300 +++++++++--------- sound/items/pillow_hit.ogg | Bin 0 -> 9623 bytes sound/items/pillow_hit2.ogg | Bin 0 -> 9191 bytes 11 files changed, 214 insertions(+), 160 deletions(-) create mode 100644 sound/items/pillow_hit.ogg create mode 100644 sound/items/pillow_hit2.ogg diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm index 8e40eeb4a0..67a5e7f2f7 100644 --- a/code/__DEFINES/traits.dm +++ b/code/__DEFINES/traits.dm @@ -377,6 +377,7 @@ #define TRAIT_CLAM_TONGUE "clam_tongue" #define TRAIT_CLAM_LOVER "clam_lover" #define TRAIT_CLAM_FISHER "clam_fisher" +#define TRAIT_PILLOW_CRIMINAL "pillow_crimes" #define TRAIT_NO_PVP_EVER "no_pvp_ever" diff --git a/code/__DEFINES/weather.dm b/code/__DEFINES/weather.dm index 802495ebaa..40f61340ca 100644 --- a/code/__DEFINES/weather.dm +++ b/code/__DEFINES/weather.dm @@ -117,12 +117,12 @@ GLOBAL_LIST_INIT(z2name, list( /// All weather tags #define WEATHER_ALL WEATHER_HEAT,\ - WEATHER_COLD,\ - WEATHER_SNOW,\ - WEATHER_RAIN,\ - WEATHER_ACID,\ - WEATHER_SAND,\ - WEATHER_RADS + WEATHER_RAIN + // WEATHER_COLD, + // WEATHER_SNOW, + // WEATHER_ACID, + // WEATHER_SAND, + // WEATHER_RADS /// All weather tags, #define WEATHER_ALL_MINUS_HEAT WEATHER_COLD,\ diff --git a/code/_onclick/hud/_defines.dm b/code/_onclick/hud/_defines.dm index dbf92f5d33..22dbe74dd1 100644 --- a/code/_onclick/hud/_defines.dm +++ b/code/_onclick/hud/_defines.dm @@ -146,6 +146,9 @@ #define ui_bayou "EAST-1:28, SOUTH+0:2" //Character directory #define ui_pvpbuttons "EAST-1:28, SOUTH+1:18" //slut directory #define ui_flirt "EAST-1:28, SOUTH+2:0" //slut directory +#define ui_touch "EAST-1:28, SOUTH+2:-4" //slut directory +#define ui_lick "EAST-1:28, SOUTH+3:-10" //slut directory +#define ui_kiss "EAST-1:28, SOUTH+3:-14" //slut directory //living #define ui_living_pull "EAST-1:28,CENTER-2:15" diff --git a/code/_onclick/hud/hud.dm b/code/_onclick/hud/hud.dm index 032e686081..bf92018710 100644 --- a/code/_onclick/hud/hud.dm +++ b/code/_onclick/hud/hud.dm @@ -72,6 +72,10 @@ GLOBAL_LIST_INIT(available_ui_styles, list( var/atom/movable/screen/chardir_hud_button var/atom/movable/screen/pvp_focus_toggle/pvp_focus_toggle var/atom/movable/screen/flirt_hud_button + var/atom/movable/screen/touch_hud_button + var/atom/movable/screen/lick_hud_button + var/atom/movable/screen/kiss_hud_button + // subtypes can override this to force a specific UI style var/ui_style diff --git a/code/_onclick/hud/human.dm b/code/_onclick/hud/human.dm index e024a7eaf4..5a5f8efa3a 100644 --- a/code/_onclick/hud/human.dm +++ b/code/_onclick/hud/human.dm @@ -402,6 +402,18 @@ flirt_hud_button.hud = src infodisplay += flirt_hud_button + touch_hud_button = new /atom/movable/screen/touch_hud_button() + touch_hud_button.hud = src + infodisplay += touch_hud_button + + lick_hud_button = new /atom/movable/screen/lick_hud_button() + lick_hud_button.hud = src + infodisplay += lick_hud_button + + kiss_hud_button = new /atom/movable/screen/kiss_hud_button() + kiss_hud_button.hud = src + infodisplay += kiss_hud_button + pull_icon = new /atom/movable/screen/pull() pull_icon.icon = ui_style pull_icon.hud = src diff --git a/code/_onclick/hud/screen_objects/character_actions.dm b/code/_onclick/hud/screen_objects/character_actions.dm index 9c2d774027..169e798bef 100644 --- a/code/_onclick/hud/screen_objects/character_actions.dm +++ b/code/_onclick/hud/screen_objects/character_actions.dm @@ -136,6 +136,47 @@ return H.emote("flirt") +/atom/movable/screen/touch_hud_button + name = "Touch on people!" + icon = 'icons/mob/screen_gen.dmi' + icon_state = "touch" + screen_loc = ui_touch + +/atom/movable/screen/touch_hud_button/Click(location,control,params) + var/mob/living/carbon/human/H = usr + if(!ishuman(usr)) + to_chat(usr, span_alert("Sorry! You've gotta be a fully spawned in character with hopes and dreams to use this!")) + return + H.emote("touch") + +/atom/movable/screen/lick_hud_button + name = "lick on people!" + icon = 'icons/mob/screen_gen.dmi' + icon_state = "lick" + screen_loc = ui_lick + +/atom/movable/screen/lick_hud_button/Click(location,control,params) + var/mob/living/carbon/human/H = usr + if(!ishuman(usr)) + to_chat(usr, span_alert("Sorry! You've gotta be a fully spawned in character with hopes and dreams to use this!")) + return + H.emote("lick") + +/atom/movable/screen/kiss_hud_button + name = "kiss on people!" + icon = 'icons/mob/screen_gen.dmi' + icon_state = "kiss" + screen_loc = ui_kiss + +/atom/movable/screen/kiss_hud_button/Click(location,control,params) + var/mob/living/carbon/human/H = usr + if(!ishuman(usr)) + to_chat(usr, span_alert("Sorry! You've gotta be a fully spawned in character with hopes and dreams to use this!")) + return + H.emote("kiss") + + + /atom/movable/screen/pvp_focus_toggle name = "PVP focus On/Off" icon = 'icons/mob/screen_gen.dmi' diff --git a/fortune13.dme b/fortune13.dme index edd5a4ca0b..9207c05315 100644 --- a/fortune13.dme +++ b/fortune13.dme @@ -3970,6 +3970,7 @@ #include "modular_coyote\eris\code\wielding.dm" #include "modular_coyote\eris\code\mods\_upgrades.dm" #include "modular_coyote\icons\objects\civwindow.dm" +#include "modular_coyote\icons\objects\pillow\pillow.dm" #include "modular_roguetown\code\objects\lightening.dm" #include "modular_roguetown\code\objects\misc.dm" #include "modular_sand\code\_globalvars\bitfields.dm" diff --git a/icons/mob/screen_gen.dmi b/icons/mob/screen_gen.dmi index 70c9d4d553f9f46fecc992a4a2b4786b3c074a41..88d3325302280262c1bb993bac03908c58ff6dbb 100644 GIT binary patch delta 106284 zcmZU)2UHVH)IJU>Vn?JY3aB(`BGRNKhyv23OBX?q8kHu5WNoMv;e}8{goyMG(pzFf 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a/modular_coyote/icons/objects/pillow/pillow.dm b/modular_coyote/icons/objects/pillow/pillow.dm index 6bdeaa6b48..557ce685f0 100644 --- a/modular_coyote/icons/objects/pillow/pillow.dm +++ b/modular_coyote/icons/objects/pillow/pillow.dm @@ -3,152 +3,92 @@ /obj/item/pillow name = "pillow" desc = "A soft and fluffy pillow. You can smack someone with this!" - icon = 'icons/obj/bed.dmi' + icon = 'modular_coyote/icons/objects/pillow/bed.dmi' icon_state = "pillow_1_t" - lefthand_file = 'icons/mob/inhands/items/pillow_lefthand.dmi' - righthand_file = 'icons/mob/inhands/items/pillow_righthand.dmi' - force = 5 + lefthand_file = 'modular_coyote/icons/objects/pillow/pillow_lefthand.dmi' + righthand_file = 'modular_coyote/icons/objects/pillow/pillow_righthand.dmi' + force = 10 w_class = WEIGHT_CLASS_NORMAL damtype = STAMINA - ///change the description based on the pillow tag - var/static/tag_desc = "This one seems to have its tag removed." + pokesound = 'sound/items/pillow_hit.ogg' + hitsound = 'sound/items/pillow_hit.ogg' ///pillow tag is attached to it var/obj/item/clothing/neck/pillow_tag/pillow_trophy - ///whoever last use this pillow - var/last_fighter ///for selecting the various sprite variation, defaults to the blank white pillow var/variation = 1 - ///for alternating between hard hitting sound vs soft hitting sound - var/hit_sound - ///if we have a brick inside us - var/bricked = FALSE /obj/item/pillow/Initialize(mapload) . = ..() - if(!pillow_trophy) - pillow_trophy = new(src) - AddComponent(/datum/component/two_handed, \ - force_unwielded = 5, \ - force_wielded = 10, \ - ) - AddElement(/datum/element/disarm_attack) - - var/static/list/slapcraft_recipe_list = list(\ - /datum/crafting_recipe/pillow_suit, /datum/crafting_recipe/pillow_hood,\ - ) - - AddElement( - /datum/element/slapcrafting,\ - slapcraft_recipes = slapcraft_recipe_list,\ - ) + pillow_trophy = new(src) /obj/item/pillow/Destroy(force) . = ..() QDEL_NULL(pillow_trophy) -/obj/item/pillow/attack(mob/living/carbon/target_mob, mob/living/user, params) - . = ..() - if(!iscarbon(target_mob)) - return - if(bricked || HAS_TRAIT(src, TRAIT_WIELDED)) - hit_sound = 'sound/items/pillow_hit2.ogg' - else - hit_sound = 'sound/items/pillow_hit.ogg' - user.apply_damage(5, STAMINA) //Had to be done so one person cannot keep multiple people stam critted - last_fighter = user - playsound(user, hit_sound, 80) //the basic 50 vol is barely audible - -/obj/item/pillow/attack_secondary(mob/living/carbon/victim, mob/living/user, params) - . = ..() - if(!istype(victim)) - return - if(victim.is_mouth_covered() || !victim.get_bodypart(BODY_ZONE_HEAD)) - return - if(HAS_TRAIT(user, TRAIT_PACIFISM)) - to_chat(user, span_notice("You can't bring yourself to harm [victim]")) - return - if((victim.body_position == LYING_DOWN) || ((user.grab_state >= GRAB_AGGRESSIVE) && (user.pulling == victim))) - user.visible_message("[user] starts to smother [victim]", span_notice("You begin smothering [victim]"), vision_distance = COMBAT_MESSAGE_RANGE) - INVOKE_ASYNC(src, PROC_REF(smothering), user, victim) - -/obj/item/pillow/attackby(obj/item/attacking_item, mob/user, params) - if(!bricked && istype(attacking_item, /obj/item/stack/sheet/mineral/sandstone)) - var/obj/item/stack/sheet/mineral/sandstone/brick = attacking_item - balloon_alert(user, "inserting brick...") - if(!do_after(user, 2 SECONDS, src)) - return - if(!brick.use(1)) - balloon_alert(user, "not enough bricks!") - return - balloon_alert(user, "bricked!") - become_bricked() - return - if(istype(attacking_item, /obj/item/clothing/neck/pillow_tag)) +/obj/item/pillow/attackby(obj/item/W, mob/user, params) + if(istype(W, /obj/item/clothing/neck/pillow_tag)) if(!pillow_trophy) - user.transferItemToLoc(attacking_item, src) - pillow_trophy = attacking_item - balloon_alert(user, "honor reclaimed!") - update_appearance() + user.transferItemToLoc(W, src) + pillow_trophy = W + to_chat(user, span_green("You reattach the tag to the pillow! :)")) + update_icon() return else - balloon_alert(user, "tag is intact.") + to_chat(user, span_notice("There's already a tag there, and federal law prohibits any number of pillow tags that isn't exactly one!")) return return ..() /obj/item/pillow/examine(mob/user) . = ..() - if(bricked) - . += span_info("[p_They()] feel[p_s()] unnaturally heavy.") if(pillow_trophy) - . += span_notice("Alt-click to remove the tag!") + . += span_notice("There's a tag attached to the pillow sporting a bunch of scary text about federal pillow laws about tags and how you'll totally go to jail if you remove it.") + if(pillow_trophy.ownermessage) + var/uwrote = "written" + if(pillow_trophy.ownerckey == user.ckey) + uwrote = "you wrote" + . += span_notice("Under all that legal stuff, you see something [uwrote]: [pillow_trophy.ownermessage].") + . += span_notice("Alt-Click the pillow to rip that sucker off!") + if(pillow_trophy.ownerckey == user.ckey) + . += span_notice("Ctrl-Shift-Click the pillow to customize the tag!") + else + . += span_notice("Ctrl-Shift-Click the pillow to customize the tag and claim the pillow as your own!") + else + . += span_alert("Someone tore the tag off this pillow! Don't let the Feds see! They'll be very upset!") + . += span_notice("Quick, find it and stick it back on!") + +/obj/item/pillow/CtrlShiftClick(mob/user) + . = ..() + if(!pillow_trophy) + to_chat(user, span_alert("There's no tag! Oh no!")) + return + pillow_trophy.ownify(user, src) -/obj/item/pillow/click_alt(mob/user) - if(!user.can_hold_items(src)) - return CLICK_ACTION_BLOCKING +/obj/item/pillow/AltClick(mob/user) + . = ..() if(!pillow_trophy) - balloon_alert(user, "no tag!") - return CLICK_ACTION_BLOCKING - balloon_alert(user, "removing tag...") - if(!do_after(user, 2 SECONDS, src)) - return CLICK_ACTION_BLOCKING - if(last_fighter) - pillow_trophy.desc = "A pillow tag taken from [last_fighter] after a gruesome pillow fight." + to_chat(user, span_alert("There's no tag! Oh no!")) + return + to_chat(user, span_notice("You start ripping off the tag. This is illegal, you know!")) + if(!do_after(user, 2 SECONDS, TRUE, src, TRUE, null, null, null, TRUE, TRUE, TRUE, TRUE, TRUE)) + to_chat(user, span_green("You leave the tag alone.")) + return + to_chat(user, span_danger("You rip the tag off the pillow! You've done it now, the pillow tag feds will be furious if they find out!")) + ADD_TRAIT(user, TRAIT_PILLOW_CRIMINAL, src) user.put_in_hands(pillow_trophy) pillow_trophy = null - balloon_alert(user, "tag removed") playsound(user,'sound/items/poster_ripped.ogg', 50) - update_appearance() - return CLICK_ACTION_SUCCESS + update_icon() + return -/obj/item/pillow/update_appearance(updates) +/obj/item/pillow/update_icon_state() . = ..() if(!pillow_trophy) - desc = "A soft and fluffy pillow. You can smack someone with this! [tag_desc]" icon_state = "pillow_[variation]" inhand_icon_state = "pillow_no_t" else - desc = "A soft and fluffy pillow. You can smack someone with this!" icon_state = "pillow_[variation]_t" inhand_icon_state = "pillow_t" -/// Puts a brick inside the pillow, increasing it's damage -/obj/item/pillow/proc/become_bricked() - bricked = TRUE - var/datum/component/two_handed/two_handed = GetComponent(/datum/component/two_handed) - if(two_handed) - AddComponent(/datum/component/two_handed, force_unwielded = two_handed.force_unwielded + 5, force_wielded = two_handed.force_wielded + 10) - force += 5 - update_appearance() - -/// Smothers the victim while the do_after succeeds and the victim is laying down or being strangled -/obj/item/pillow/proc/smothering(mob/living/carbon/user, mob/living/carbon/victim) - while(victim) - if((victim.body_position != LYING_DOWN) && ((user.grab_state < GRAB_AGGRESSIVE) || (user.pulling != victim))) - break - if(!do_after(user, 1 SECONDS, victim)) - break - victim.losebreath += 1 - victim.visible_message("[victim] manages to escape being smothered!", span_notice("You break free!"), vision_distance = COMBAT_MESSAGE_RANGE) /obj/item/pillow/random @@ -156,58 +96,110 @@ . = ..() variation = rand(1, 4) icon_state = "pillow_[variation]_t" - //random pillows spawn bricked sometimes, fuck you - if(prob(1)) - become_bricked() - -/obj/item/clothing/suit/pillow_suit - name = "pillow suit" - desc = "Part man, part pillow. All CARNAGE!" - body_parts_covered = CHEST|GROIN|ARMS|LEGS|FEET - cold_protection = CHEST|GROIN|ARMS|LEGS //a pillow suit must be hella warm - allowed = list(/obj/item/pillow) //moar pillow carnage - icon = 'icons/obj/bed.dmi' - worn_icon = 'icons/mob/clothing/suits/pillow.dmi' - icon_state = "pillow_suit" - armor_type = /datum/armor/suit_pillow_suit - var/obj/item/pillow/unstoppably_plushed - -/datum/armor/suit_pillow_suit - melee = 5 - acid = 75 - -/obj/item/clothing/suit/pillow_suit/Initialize(mapload) - . = ..() - unstoppably_plushed = new(src) - AddComponent(/datum/component/bumpattack, proxy_weapon = unstoppably_plushed, valid_inventory_slot = ITEM_SLOT_OCLOTHING) -/obj/item/clothing/suit/pillow_suit/Destroy() - . = ..() - QDEL_NULL(unstoppably_plushed) - -/obj/item/clothing/head/pillow_hood - name = "pillow hood" - desc = "The final piece of the pillow juggernaut" - body_parts_covered = HEAD - icon = 'icons/obj/bed.dmi' - worn_icon = 'icons/mob/clothing/suits/pillow.dmi' - icon_state = "pillowcase_hat" - body_parts_covered = HEAD - flags_inv = HIDEHAIR|HIDEEARS - armor_type = /datum/armor/head_pillow_hood - -/datum/armor/head_pillow_hood - melee = 5 - acid = 75 +// /obj/item/clothing/suit/pillow_suit +// name = "pillow suit" +// desc = "Part man, part pillow. All CARNAGE!" +// body_parts_covered = CHEST|GROIN|ARMS|LEGS|FEET +// cold_protection = CHEST|GROIN|ARMS|LEGS //a pillow suit must be hella warm +// allowed = list(/obj/item/pillow) //moar pillow carnage +// icon = 'icons/obj/bed.dmi' +// worn_icon = 'icons/mob/clothing/suits/pillow.dmi' +// icon_state = "pillow_suit" +// armor_type = /datum/armor/suit_pillow_suit +// var/obj/item/pillow/unstoppably_plushed + +// /datum/armor/suit_pillow_suit +// melee = 5 +// acid = 75 + +// /obj/item/clothing/suit/pillow_suit/Initialize(mapload) +// . = ..() +// unstoppably_plushed = new(src) +// AddComponent(/datum/component/bumpattack, proxy_weapon = unstoppably_plushed, valid_inventory_slot = ITEM_SLOT_OCLOTHING) + +// /obj/item/clothing/suit/pillow_suit/Destroy() +// . = ..() +// QDEL_NULL(unstoppably_plushed) + +// /obj/item/clothing/head/pillow_hood +// name = "pillow hood" +// desc = "The final piece of the pillow juggernaut" +// body_parts_covered = HEAD +// icon = 'icons/obj/bed.dmi' +// worn_icon = 'icons/mob/clothing/suits/pillow.dmi' +// icon_state = "pillowcase_hat" +// body_parts_covered = HEAD +// flags_inv = HIDEHAIR|HIDEEARS +// armor_type = /datum/armor/head_pillow_hood + +// /datum/armor/head_pillow_hood +// melee = 5 +// acid = 75 /obj/item/clothing/neck/pillow_tag name = "pillow tag" - desc = "A price tag for the pillow. It appears to have space to fill names in." - icon = 'icons/obj/bed.dmi' + desc = "A tag required by federal law to be on every pillow sold after the '90s. If removed, please consult a lawyer." + icon = 'modular_coyote/icons/objects/pillow/bed.dmi' icon_state = "pillow_tag" - worn_icon = 'icons/mob/clothing/neck.dmi' - worn_icon_state = "pillow_tag" + mob_overlay_icon = 'icons/mob/clothing/neck.dmi' body_parts_covered = NECK + var/ownermessage + var/ownerckey + var/originalownerckey + +/obj/item/clothing/neck/pillow_tag/attack_self(mob/user) + . = ..() + ownify(user) + +/obj/item/clothing/neck/pillow_tag/proc/ownify(mob/user, obj/item/pillow/attached) + if(!user.ckey || !user.client) + return + if(!originalownerckey) + to_chat(user, span_notice("You claim the pillow[attached?"":" tag"] as your own.")) + originalownerckey = user.ckey + ownerckey = user.ckey + if(ownerckey && ownerckey != user.ckey) + to_chat(user, span_alert("Rip a pillow tag off and break federal law, that's fine. Steal said tag from someone else, sure. But to vandalize it as well? Hardcore~")) + to_chat(user, span_notice("You claim the pillow[attached?"":" tag"] as your own.")) + var/mob/oldowner = ckey2mob(ownerckey) + if(oldowner) + to_chat(oldowner, span_message("You feel a vague feeling of loss.")) + ownerckey = user.ckey + var/def_or_show = alert( + user, + "Deface the tag, or show it off?", + "Crime or Brag?", + "Deface", + "Show", + "Cancel!", + ) + switch(def_or_show) + if("Deface") + var/defolt = ownermessage ? ownermessage : "Property of [user.name][prob(25)?"":" (if found, please return to [user.name])"]" + var/newmsg = input( + user, + "What do you want to write?", + "Vandalize illegal materials", + defolt, + ) as null|text + if(!newmsg) + to_chat(user, span_notice("Never mind!!")) + return + to_chat(user, span_green("You scratch out '[ownermessage]' and write in '[newmsg]'.")) + ownermessage = newmsg + if("Show") + if(attached) + user.visible_message( + span_notice("[user] holds up [attached], and shows off how its tag says:") +" [ownermessage]", + span_notice("You hold up [attached], showing off how its tag says:") +" [ownermessage]", + ) + else + user.visible_message( + span_notice("[user] holds up a severed pillow tag and shows off what's written:") +" [ownermessage]" + "[prob(20)?" \nDon't tell the feds!":""]", + span_notice("You hold up a severed pillow tag and shows off what's written:") +" [ownermessage]", + ) + else /obj/item/pillow/clown name = "clown pillow" diff --git a/sound/items/pillow_hit.ogg b/sound/items/pillow_hit.ogg new file mode 100644 index 0000000000000000000000000000000000000000..600068ce98c222ee9df4e95c587ac8b687977fc6 GIT binary patch literal 9623 zcmeHscT`kMvu~3@$w{JQWRNHz2q*|BFeFKmk(_f50;6OEM52U22}6|Z5LHl=A%oP(Wl& z>i`ES84>BLBI06VSbk3EXYXO_X=m?q9U|I7L~#j8ES1yE+2+qcJfc5$E+yr=ct8;V zCM9Y?qAJ^D*=`1|MCQWhO1&@)yV5XM5wCKbY?l;<$yT++E}4FI*GH@)f;dW|}^zK^^Vq!cDZ0N?>qh)*r1 zSS0Ps-2j)~wO7m#wXFe@YVXwAR@PYqV`)FuIjVe{=5$8biH zUs->irY+l3oT@F`%UhJJ=L$p9>uc7nFxpn3C-Qu2Zo+I6#k-jP^TLBO12kc3VrIJ( 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zOuT*CP6ZgMvj&C=j#7{R-lWdP}Fa z9P{M7FW8bG9o6$9CI2OwsMPt!_~4J3CD5`pt-=U&Nx6|j?#hBcFS*6>n~;nq2T118 zXQgDzbs9r8a)~bF7asC{9C0rgKQ1^Nvpzg{ZX%?Z<^L}8G1>8($2Sl9cQ@xQE$vdd zZtC8X??n)4d9Ru9>iNW7N*wxZVPrW(K@?rO%^DcTOseqYH)M zR0`Z)6%Ou;Mv!4jZt=gq7Bge6?HiczXixdr} zs#_Ke>`W>ne>JUqMwV7HcB^; z>Gw0ohjzc`6j3^GgV4CfU~USKT*Y1K+KkB#fpGb5cEs_x&H2;ajK#)2Wm4yd@bD@T zeRVI#WN01!=@&Y9AWrytD>2A!Wl7t5d#8ghZ*j&B-G6aa;!w$MVP Date: Sat, 20 Jul 2024 00:31:33 -0500 Subject: [PATCH 6/6] look up to shift up (and down) --- .../hud/screen_objects/character_actions.dm | 20 +++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/code/_onclick/hud/screen_objects/character_actions.dm b/code/_onclick/hud/screen_objects/character_actions.dm index 169e798bef..d7cb6dfd3c 100644 --- a/code/_onclick/hud/screen_objects/character_actions.dm +++ b/code/_onclick/hud/screen_objects/character_actions.dm @@ -30,14 +30,11 @@ screen_loc = ui_character_actions /atom/movable/screen/up/Click(location,control,params) - if(isliving(usr)) - var/mob/living/L = usr - to_chat(L, span_danger("Double clicking on the same button will make you travel up, if possible.")) - L.lookup() - -/atom/movable/screen/up/DblClick(location,control,params) - var/mob/L = usr - L.up() + var/mob/living/carbon/human/H = usr + if(!ishuman(usr)) + to_chat(usr, span_alert("Sorry! You've gotta be a fully spawned in character with hopes and dreams to use this!")) + return + H.layershift_up() /atom/movable/screen/down name = "down" @@ -45,8 +42,11 @@ screen_loc = ui_character_actions /atom/movable/screen/down/Click(location,control,params) - var/mob/L = usr - L.down() + var/mob/living/carbon/human/H = usr + if(!ishuman(usr)) + to_chat(usr, span_alert("Sorry! You've gotta be a fully spawned in character with hopes and dreams to use this!")) + return + H.layershift_down() /atom/movable/screen/sleep_hud_button name = "sleep toggle"