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Guns can now be in Belt and Suit slot - #137

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TheTrueSilverRat wants to merge 15 commits into
Monkestation:masterfrom
TheTrueSilverRat:Fixing-armor-slot-stuff
Open

Guns can now be in Belt and Suit slot#137
TheTrueSilverRat wants to merge 15 commits into
Monkestation:masterfrom
TheTrueSilverRat:Fixing-armor-slot-stuff

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@TheTrueSilverRat

@TheTrueSilverRat TheTrueSilverRat commented Aug 14, 2026

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About The Pull Request

Made it so Guns can now be placed in belt and suit slot (although most long arms like rifles are still only back slot and suit slot)

The suits you can use are generally any jacket, vest, eod, or trench coats with armor. Basically anything with armor. Sprites work and they look like you have them sitll.
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Why It's Good For The Game

Lets guns and melee weapons have more places to put them <3

Changelog

🆑
add: guns can be used in suit storage or belt slots
code: added more defines and stuff
/:cl:

Comment on lines +113 to +121
2026-08-11:
FalloutFalcon:
- rscadd: Hub displays more information about server
- config: Server tagline config to be displayed in hub
breadcrombs:
- rscadd: The lever action rifle alongside the double barrel shotgun can now be
purchased from the supply console.
- rscadd: 45 ACP can now be bought from the supply console.
- balance: The lever action rifle can now be stored in the belt slot.

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revert

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revert

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revert

@TheTrueSilverRat

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removed the weird changelog file edits

Comment on lines +1 to +16
//necessary for the new inventory stuff Cause holy shit is darkpack items loogged in stupdily

//Mostly a just in case someone needs a "Store all melee weapons" cause holy moly do they have some random names
GLOBAL_LIST_INIT(darkpack_melee, list(
/obj/item/melee/vamp,
/obj/item/fireaxe/vamp,
/obj/item/katana/vamp,
/obj/item/melee/sabre/vamp,
/obj/item/melee/sabre/rapier,
/obj/item/claymore/longsword,
/obj/item/claymore/machete,
/obj/item/melee/baseball_bat/vamp,
/obj/item/knife/vamp,
/obj/item/shovel/vamp,
/obj/item/scythe/vamp,
))

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yes it is logged in stupidly - but why have a specific global list (that will need constant updating) that has every typepath of darkpack specific weapons? im sure you're even missing some here. what im saying is - this should probably be programmatic in some way so that we don't need to manually declare what is and isn't a 'darkpack weapon'. how does base ss13 handle it? we could just make the vests and stuff hold any type of melee weapon or gun in the codebase - not just darkpack stuff.

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The problem is that the "hold any type of melee or gun" thing is that as you can see with the items. stuff like claymore, knives and etc are straight up not part of the melee parent type

It means I really need to do this finnicky thing because I can't just do /obj/item/melee as the melee weapons are scattered like this.

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2 participants