diff --git a/code/game/objects/items/storage/large_holster.dm b/code/game/objects/items/storage/large_holster.dm index 81e483ef96..c6400cba4e 100644 --- a/code/game/objects/items/storage/large_holster.dm +++ b/code/game/objects/items/storage/large_holster.dm @@ -383,3 +383,142 @@ if (!istype(FP)) return FP.toggle_fuel() + +/obj/item/storage/large_holster/m56 + name = "\improper M277 Pistol Holster Rig" + desc = "holster" + icon = 'icons/obj/items/storage.dmi' + icon_state = "m56b_holster" + storage_slots = 5 + max_storage_space = 11 + storage_flags = STORAGE_FLAGS_POUCH|STORAGE_ALLOW_QUICKDRAW + var/flap = TRUE + var/list/obj/item/weapon/gun/holster_slots = list( + "1" = list( + "gun" = null, + "underlay_sprite" = null, + "underlay_transform" = null, + "icon_x" = 0, + "icon_y" = 0)) + + var/list/holstered_guns = list() + + var/sheatheSound = 'sound/weapons/gun_pistol_sheathe.ogg' + ///Used to get flap overlay states as inserting a gun changes icon state. + can_hold = list( + /obj/item/weapon/gun/pistol, + /obj/item/ammo_magazine/pistol, + ) + +/obj/item/storage/large_holster/m56/post_skin_selection() + base_icon = icon_state + //Saving current inhands, since we'll be switching item_state around for belt onmobs. + LAZYSET(item_state_slots, WEAR_L_HAND, item_state) + LAZYSET(item_state_slots, WEAR_R_HAND, item_state) + //And switch to correct belt state in case we aren't spawning with a gun inserted. + item_state = icon_state + +/obj/item/storage/large_holster/m56/update_icon() + overlays.Cut() + + if(content_watchers && flap) + return + var/magazines = length(contents) - length(holstered_guns) + if(!magazines) + return + if(magazines <= (storage_slots - length(holster_slots)) * 0.5) //Don't count slots reserved for guns, even if they're empty. + overlays += "+[base_icon]_half" + else + overlays += "+[base_icon]_full" + . = ..() + +/obj/item/storage/large_holster/m56/on_stored_atom_del(atom/movable/AM) + if(!isgun(AM)) + return + holstered_guns -= AM + for(var/slot in holster_slots) + if(AM == holster_slots[slot]["gun"]) + holster_slots[slot]["gun"] = null + + update_gun_icon(slot) + return + +/obj/item/storage/large_holster/m56/can_be_inserted(obj/item/W, mob/user, stop_messages = FALSE) //We don't need to stop messages, but it can be left in. + . = ..() + if(!.) + return + + if(isgun(W)) + for(var/slot in holster_slots) + if(!holster_slots[slot]["gun"]) //Open holster. + return + + if(!stop_messages) //No open holsters. + if(length(holster_slots) == 1) + to_chat(usr, SPAN_WARNING("[src] already holds a gun.")) + else + to_chat(usr, SPAN_WARNING("[src] doesn't have any empty holsters.")) + return FALSE + + else if(length(contents) - length(holstered_guns) >= storage_slots - length(holster_slots)) //Compare amount of nongun items in storage with usable ammo pockets. + if(!stop_messages) + to_chat(usr, SPAN_WARNING("[src] can't hold any more ammo.")) + return FALSE + +/obj/item/storage/large_holster/m56/_item_insertion(obj/item/W, prevent_warning = FALSE) + if(isgun(W)) + holstered_guns += W + for(var/slot in holster_slots) + if(holster_slots[slot]["gun"]) + continue + holster_slots[slot]["gun"] = W + update_gun_icon(slot) + break + ..() + +/obj/item/storage/large_holster/m56/_item_removal(obj/item/W, atom/new_location) + if(isgun(W)) + holstered_guns -= W + for(var/slot in holster_slots) + if(holster_slots[slot]["gun"] != W) + continue + holster_slots[slot]["gun"] = null + update_gun_icon(slot) + break + ..() + +/obj/item/storage/large_holster/m56/proc/update_gun_icon(slot) //We do not want to use regular update_icon as it's called for every item inserted. Not worth the icon math. + var/mob/living/carbon/human/user = loc + var/obj/item/weapon/gun/current_gun = holster_slots[slot]["gun"] + if(current_gun) + /* + Have to use a workaround here, otherwise images won't display properly at all times. + Reason being, transform is not displayed when right clicking/alt+clicking an object, + so it's necessary to pre-load the potential states so the item actually shows up + correctly without having to rotate anything. Preloading weapon icons also makes + sure that we don't have to do any extra calculations. + */ + playsound(src, drawSound, 7, TRUE) + var/image/gun_underlay = image(icon, current_gun.base_gun_icon) + gun_underlay.pixel_x = holster_slots[slot]["icon_x"] + gun_underlay.pixel_y = holster_slots[slot]["icon_y"] + gun_underlay.color = current_gun.color + gun_underlay.transform = holster_slots[slot]["underlay_transform"] + holster_slots[slot]["underlay_sprite"] = gun_underlay + underlays += gun_underlay + + icon_state += "_g" + item_state = icon_state + else + playsound(src, sheatheSound, 7, TRUE) + underlays -= holster_slots[slot]["underlay_sprite"] + holster_slots[slot]["underlay_sprite"] = null + + icon_state = copytext(icon_state,1,-2) + item_state = icon_state + + if(istype(user)) + if(src == user.belt) + user.update_inv_belt() + else if(src == user.s_store) + user.update_inv_s_store() diff --git a/icons/obj/items/storage.dmi b/icons/obj/items/storage.dmi index 42f91cbab0..9092324068 100644 Binary files a/icons/obj/items/storage.dmi and b/icons/obj/items/storage.dmi differ