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kiwistation/code/game/objects/items/storage/backpack.dm
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zxaber f01e2704e1 [READY] Ammunition management for ballistic mech weapons, and a nerf to mech missiles (#44529)
About The Pull Request

Adds an ammo system and printable ammunition to most mech weapons with a "rearm" function. Replaces the old system of generating ammo at a power cost. With the exception of the missile launcher and clusterbang launcher, all affected weapons have a storage capacity of ammunition equal to four-times the amount of ammo that the weapon can load (though the storage cache starts with only one full reload when printed from the mechfab). Ammo boxes are printed from the mechfab and also are available in the Sec protolathe, and each box will carry exactly one full reload. Ammo boxes are not terribly expensive, but reloading requires either an ally on foot to pop the ammo box in, or for you to hop out and do it yourself.

Missile tubes and the clusterbang launcher do not have an ammo storage cache, and so reloading them will reload the tubes directly. This is not the full extent of nerfs that the missiles need (I will do those in a separate PR since I suspect this one will be controversial) (read below), but removing the ability to reload missile pods without an ally or exiting the mech may help a bit.

The SRM-8 has been replaced with the new BRM-6 in tech webs. The BRM carries a smaller explosion and does not explode unless hitting a wall, door, shutter, or another mech, and only has six shots. The SRM-8 remains on the Mauler mech. If the BRM missile does not explode, it will deal 30 brute damage instead, and break.
Why It's Good For The Game

Currently, mech ballistic weapons function like reloadable lasers. You have an ammo counter, but it's one hundred percent based on your energy cell. This gives some flavor to ballistic weapons, making them actually feel different, and gives them a mini-niche in the form of good choices to use alongside an energy-draining mech ability (like the Gygax speed).

Use lasers when you won't need to worry about power and/or need burn damage.
Use ballistics when you want to save power and/or need brute damage.

The SRM-8 to BRM-6 change is being done here so that I don't have to wait until this PR is merged before starting it. The idea is to keep the reasons why you'd want to build a missile launcher (wall breaking and mech fighting) without also outclassing most other weapons burst damage potential. I'm not truly happy that the explosions deal zero damage to surrounding people even one tile away, but dealing no damage is better than the massive damage + stun that the current missile launcher does. Nuke Mauler has the old launcher, since I believe the consensus is that Nukie Mechs are already not generally worth the money.
Changelog

cl
balance: Mecha ballistics weapons now require ammo created from an Exosuit Fabricator or the Security Protolathe, though they will start with a full magazine and in most cases enough for one full reload. Reloading these weapons no longer chunks your power cell. Clown (and mime) mecha equipment have not changed.
balance: The SRM-8 Missile Launcher has been replaced with the BRM-6 Breaching Missile Launcher in techwebs (Nukie Mauler remains equipped with the SRM-8).
balance: Both Missile Launchers and the Clusterbang Launcher do not have an ammo cache, and cannot be reloaded by the pilot. Once the initial loaded ammo has been spent, you can use the appropriate ammo box to load the weapon directly.
add: Utility mechs that have a clamp equipped can load ammo from their own cargo hold into other mechs.
add: Nuke Ops can purchase spare ammo duffel bags for their mecha weapons, should they run low.
/cl

To-Do:

Add ammo to security protolathe
Get better ammo box sprites (hopefully)
Possibly adjust ammo counts for balance. Might make the flashbang launcher and/or cluster launcher behave like the missile pod.

    Add functionality for the utility mechs to use clamps to load ammo from their cargo hold into another mech.

Ammo counts, for anyone wondering:
Weapon 	Magazine Size 	Total ammo at start* 	Maximum total ammo*
Scattershot† 	40 (10) 	80 (20) 	200 (50)
Hades 	24 	48 	120
Ultra AC 2† 	300 (100) 	600 (200) 	1500 (500)
BRM-6 Missile Rack 	6 	6 	6
SRM-8 Missile Rack 	8 	8 	8
Flashbang Launcher 	6 	12 	30
Cluster Launcher 	3 	3 	3

*Total ammo is the amount in the weapon's magazine plus the stored ammo.
†The Scattershot lists its ammo as 40, but uses four per shot. So in reality, a single full reload gives you ten shots. Similarly, the UAC2 fires in three-round bursts, and so 300 rounds is 100 bursts.

Clown weapons (and the mime weapon) are all unaffected by this change.
2019-06-27 20:03:31 +12:00

611 lines
22 KiB
Plaintext

/* Backpacks
* Contains:
* Backpack
* Backpack Types
* Satchel Types
*/
/*
* Backpack
*/
/obj/item/storage/backpack
name = "backpack"
desc = "You wear this on your back and put items into it."
icon_state = "backpack"
item_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
slot_flags = ITEM_SLOT_BACK //ERROOOOO
resistance_flags = NONE
max_integrity = 300
/obj/item/storage/backpack/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_combined_w_class = 21
STR.max_w_class = WEIGHT_CLASS_NORMAL
STR.max_items = 21
/*
* Backpack Types
*/
/obj/item/storage/backpack/old/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_combined_w_class = 12
/obj/item/storage/backpack/holding
name = "bag of holding"
desc = "A backpack that opens into a localized pocket of bluespace."
icon_state = "holdingpack"
item_state = "holdingpack"
resistance_flags = FIRE_PROOF
item_flags = NO_MAT_REDEMPTION
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
component_type = /datum/component/storage/concrete/bluespace/bag_of_holding
/obj/item/storage/backpack/holding/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.allow_big_nesting = TRUE
STR.max_w_class = WEIGHT_CLASS_GIGANTIC
STR.max_combined_w_class = 35
/obj/item/storage/backpack/holding/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] is jumping into [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>")
user.dropItemToGround(src, TRUE)
user.Stun(100, ignore_canstun = TRUE)
sleep(20)
playsound(src, "rustle", 50, 1, -5)
qdel(user)
/obj/item/storage/backpack/holding/singularity_act(current_size)
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
/obj/item/storage/backpack/santabag
name = "Santa's Gift Bag"
desc = "Space Santa uses this to deliver presents to all the nice children in space in Christmas! Wow, it's pretty big!"
icon_state = "giftbag0"
item_state = "giftbag"
w_class = WEIGHT_CLASS_BULKY
/obj/item/storage/backpack/santabag/Initialize()
. = ..()
regenerate_presents()
/obj/item/storage/backpack/santabag/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_w_class = WEIGHT_CLASS_NORMAL
STR.max_combined_w_class = 60
/obj/item/storage/backpack/santabag/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] places [src] over [user.p_their()] head and pulls it tight! It looks like [user.p_they()] [user.p_are()]n't in the Christmas spirit...</span>")
return (OXYLOSS)
/obj/item/storage/backpack/santabag/proc/regenerate_presents()
addtimer(CALLBACK(src, .proc/regenerate_presents), rand(30 SECONDS, 60 SECONDS))
var/mob/M = get(loc, /mob)
if(!istype(M))
return
if(HAS_TRAIT(M, TRAIT_CANNOT_OPEN_PRESENTS))
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
var/turf/floor = get_turf(src)
var/obj/item/I = new /obj/item/a_gift/anything(floor)
if(STR.can_be_inserted(I, stop_messages=TRUE))
STR.handle_item_insertion(I, prevent_warning=TRUE)
else
qdel(I)
/obj/item/storage/backpack/cultpack
name = "trophy rack"
desc = "It's useful for both carrying extra gear and proudly declaring your insanity."
icon_state = "cultpack"
item_state = "backpack"
/obj/item/storage/backpack/clown
name = "Giggles von Honkerton"
desc = "It's a backpack made by Honk! Co."
icon_state = "clownpack"
item_state = "clownpack"
/obj/item/storage/backpack/explorer
name = "explorer bag"
desc = "A robust backpack for stashing your loot."
icon_state = "explorerpack"
item_state = "explorerpack"
/obj/item/storage/backpack/mime
name = "Parcel Parceaux"
desc = "A silent backpack made for those silent workers. Silence Co."
icon_state = "mimepack"
item_state = "mimepack"
/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"
/obj/item/storage/backpack/security
name = "security backpack"
desc = "It's a very robust backpack."
icon_state = "securitypack"
item_state = "securitypack"
/obj/item/storage/backpack/captain
name = "captain's backpack"
desc = "It's a special backpack made exclusively for Nanotrasen officers."
icon_state = "captainpack"
item_state = "captainpack"
/obj/item/storage/backpack/industrial
name = "industrial backpack"
desc = "It's a tough backpack for the daily grind of station life."
icon_state = "engiepack"
item_state = "engiepack"
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/botany
name = "botany backpack"
desc = "It's a backpack made of all-natural fibers."
icon_state = "botpack"
item_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"
/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"
/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"
/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"
/obj/item/storage/backpack/ert
name = "emergency response team commander backpack"
desc = "A spacious backpack with lots of pockets, worn by the Commander of an Emergency Response Team."
icon_state = "ert_commander"
item_state = "securitypack"
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/ert/security
name = "emergency response team security backpack"
desc = "A spacious backpack with lots of pockets, worn by Security Officers of an Emergency Response Team."
icon_state = "ert_security"
/obj/item/storage/backpack/ert/medical
name = "emergency response team medical backpack"
desc = "A spacious backpack with lots of pockets, worn by Medical Officers of an Emergency Response Team."
icon_state = "ert_medical"
/obj/item/storage/backpack/ert/engineer
name = "emergency response team engineer backpack"
desc = "A spacious backpack with lots of pockets, worn by Engineers of an Emergency Response Team."
icon_state = "ert_engineering"
/*
* Satchel Types
*/
/obj/item/storage/backpack/satchel
name = "satchel"
desc = "A trendy looking satchel."
icon_state = "satchel-norm"
species_exception = list(/datum/species/angel) //satchels can be equipped since they are on the side, not back
/obj/item/storage/backpack/satchel/leather
name = "leather satchel"
desc = "It's a very fancy satchel made with fine leather."
icon_state = "satchel"
/obj/item/storage/backpack/satchel/leather/withwallet/PopulateContents()
new /obj/item/storage/wallet/random(src)
/obj/item/storage/backpack/satchel/fireproof
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/satchel/eng
name = "industrial satchel"
desc = "A tough satchel with extra pockets."
icon_state = "satchel-eng"
item_state = "engiepack"
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/satchel/med
name = "medical satchel"
desc = "A sterile satchel used in medical departments."
icon_state = "satchel-med"
item_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"
/obj/item/storage/backpack/satchel/chem
name = "chemist satchel"
desc = "A sterile satchel with chemist colours."
icon_state = "satchel-chem"
item_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"
/obj/item/storage/backpack/satchel/tox
name = "scientist satchel"
desc = "Useful for holding research materials."
icon_state = "satchel-tox"
item_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"
/obj/item/storage/backpack/satchel/sec
name = "security satchel"
desc = "A robust satchel for security related needs."
icon_state = "satchel-sec"
item_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"
/obj/item/storage/backpack/satchel/cap
name = "captain's satchel"
desc = "An exclusive satchel for Nanotrasen officers."
icon_state = "satchel-cap"
item_state = "captainpack"
/obj/item/storage/backpack/satchel/flat
name = "smuggler's satchel"
desc = "A very slim satchel that can easily fit into tight spaces."
icon_state = "satchel-flat"
w_class = WEIGHT_CLASS_NORMAL //Can fit in backpacks itself.
level = 1
/obj/item/storage/backpack/satchel/flat/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_combined_w_class = 15
STR.set_holdable(null, list(/obj/item/storage/backpack/satchel/flat)) //muh recursive backpacks)
/obj/item/storage/backpack/satchel/flat/hide(intact)
if(intact)
invisibility = INVISIBILITY_OBSERVER
anchored = TRUE //otherwise you can start pulling, cover it, and drag around an invisible backpack.
icon_state = "[initial(icon_state)]2"
ADD_TRAIT(src, TRAIT_T_RAY_VISIBLE, TRAIT_GENERIC)
else
invisibility = initial(invisibility)
anchored = FALSE
icon_state = initial(icon_state)
REMOVE_TRAIT(src, TRAIT_T_RAY_VISIBLE, TRAIT_GENERIC)
/obj/item/storage/backpack/satchel/flat/PopulateContents()
var/datum/supply_pack/costumes_toys/randomised/contraband/C = new
for(var/i in 1 to 2)
var/ctype = pick(C.contains)
new ctype(src)
qdel(C)
/obj/item/storage/backpack/satchel/flat/with_tools/PopulateContents()
new /obj/item/stack/tile/plasteel(src)
new /obj/item/crowbar(src)
..()
/obj/item/storage/backpack/satchel/flat/empty/PopulateContents()
return
/obj/item/storage/backpack/duffelbag
name = "duffel bag"
desc = "A large duffel bag for holding extra things."
icon_state = "duffel"
item_state = "duffel"
slowdown = 1
/obj/item/storage/backpack/duffelbag/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_combined_w_class = 30
/obj/item/storage/backpack/duffelbag/captain
name = "captain's duffel bag"
desc = "A large duffel bag for holding extra captainly goods."
icon_state = "duffel-captain"
item_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"
/obj/item/storage/backpack/duffelbag/med/surgery
name = "surgical duffel bag"
desc = "A large duffel bag for holding extra medical supplies - this one seems to be designed for holding surgical tools."
/obj/item/storage/backpack/duffelbag/med/surgery/PopulateContents()
new /obj/item/scalpel(src)
new /obj/item/hemostat(src)
new /obj/item/retractor(src)
new /obj/item/circular_saw(src)
new /obj/item/surgicaldrill(src)
new /obj/item/cautery(src)
new /obj/item/surgical_drapes(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/razor(src)
/obj/item/storage/backpack/duffelbag/sec
name = "security duffel bag"
desc = "A large duffel bag for holding extra security supplies and ammunition."
icon_state = "duffel-sec"
item_state = "duffel-sec"
/obj/item/storage/backpack/duffelbag/sec/surgery
name = "surgical duffel bag"
desc = "A large duffel bag for holding extra supplies - this one has a material inlay with space for various sharp-looking tools."
/obj/item/storage/backpack/duffelbag/sec/surgery/PopulateContents()
new /obj/item/scalpel(src)
new /obj/item/hemostat(src)
new /obj/item/retractor(src)
new /obj/item/circular_saw(src)
new /obj/item/surgicaldrill(src)
new /obj/item/cautery(src)
new /obj/item/surgical_drapes(src)
new /obj/item/clothing/mask/surgical(src)
/obj/item/storage/backpack/duffelbag/engineering
name = "industrial duffel bag"
desc = "A large duffel bag for holding extra tools and supplies."
icon_state = "duffel-eng"
item_state = "duffel-eng"
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/duffelbag/drone
name = "drone duffel bag"
desc = "A large duffel bag for holding tools and hats."
icon_state = "duffel-drone"
item_state = "duffel-drone"
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/duffelbag/drone/PopulateContents()
new /obj/item/screwdriver(src)
new /obj/item/wrench(src)
new /obj/item/weldingtool(src)
new /obj/item/crowbar(src)
new /obj/item/stack/cable_coil(src)
new /obj/item/wirecutters(src)
new /obj/item/multitool(src)
/obj/item/storage/backpack/duffelbag/clown
name = "clown's duffel bag"
desc = "A large duffel bag for holding lots of funny gags!"
icon_state = "duffel-clown"
item_state = "duffel-clown"
/obj/item/storage/backpack/duffelbag/clown/cream_pie/PopulateContents()
for(var/i in 1 to 10)
new /obj/item/reagent_containers/food/snacks/pie/cream(src)
/obj/item/storage/backpack/fireproof
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/duffelbag/syndie
name = "suspicious looking duffel bag"
desc = "A large duffel bag for holding extra tactical supplies."
icon_state = "duffel-syndie"
item_state = "duffel-syndieammo"
slowdown = 0
resistance_flags = FIRE_PROOF
/obj/item/storage/backpack/duffelbag/syndie/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.silent = TRUE
/obj/item/storage/backpack/duffelbag/syndie/hitman
desc = "A large duffel bag for holding extra things. There is a Nanotrasen logo on the back."
icon_state = "duffel-syndieammo"
item_state = "duffel-syndieammo"
/obj/item/storage/backpack/duffelbag/syndie/hitman/PopulateContents()
new /obj/item/clothing/under/lawyer/blacksuit(src)
new /obj/item/clothing/accessory/waistcoat(src)
new /obj/item/clothing/suit/toggle/lawyer/black(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/clothing/gloves/color/black(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/head/fedora(src)
/obj/item/storage/backpack/duffelbag/syndie/med
name = "medical duffel bag"
desc = "A large duffel bag for holding extra tactical medical supplies."
icon_state = "duffel-syndiemed"
item_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"
/obj/item/storage/backpack/duffelbag/syndie/surgery/PopulateContents()
new /obj/item/scalpel(src)
new /obj/item/hemostat(src)
new /obj/item/retractor(src)
new /obj/item/circular_saw(src)
new /obj/item/surgicaldrill(src)
new /obj/item/cautery(src)
new /obj/item/surgical_drapes(src)
new /obj/item/clothing/suit/straight_jacket(src)
new /obj/item/clothing/mask/muzzle(src)
new /obj/item/mmi/syndie(src)
/obj/item/storage/backpack/duffelbag/syndie/ammo
name = "ammunition duffel bag"
desc = "A large duffel bag for holding extra weapons ammunition and supplies."
icon_state = "duffel-syndieammo"
item_state = "duffel-syndieammo"
/obj/item/storage/backpack/duffelbag/syndie/ammo/shotgun
desc = "A large duffel bag, packed to the brim with Bulldog shotgun magazines."
/obj/item/storage/backpack/duffelbag/syndie/ammo/shotgun/PopulateContents()
for(var/i in 1 to 6)
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/ammo_box/magazine/m12g/slug(src)
new /obj/item/ammo_box/magazine/m12g/slug(src)
new /obj/item/ammo_box/magazine/m12g/dragon(src)
/obj/item/storage/backpack/duffelbag/syndie/ammo/smg
desc = "A large duffel bag, packed to the brim with C-20r magazines."
/obj/item/storage/backpack/duffelbag/syndie/ammo/smg/PopulateContents()
for(var/i in 1 to 9)
new /obj/item/ammo_box/magazine/smgm45(src)
/obj/item/storage/backpack/duffelbag/syndie/ammo/dark_gygax
desc = "A large duffel bag, packed to the brim with various exosuit ammo."
/obj/item/storage/backpack/duffelbag/syndie/ammo/dark_gygax/PopulateContents()
new /obj/item/mecha_ammo/incendiary(src)
new /obj/item/mecha_ammo/incendiary(src)
new /obj/item/mecha_ammo/incendiary(src)
new /obj/item/mecha_ammo/flashbang(src)
new /obj/item/mecha_ammo/flashbang(src)
new /obj/item/mecha_ammo/flashbang(src)
/obj/item/storage/backpack/duffelbag/syndie/ammo/mauler
desc = "A large duffel bag, packed to the brim with various exosuit ammo."
/obj/item/storage/backpack/duffelbag/syndie/ammo/mauler/PopulateContents()
new /obj/item/mecha_ammo/lmg(src)
new /obj/item/mecha_ammo/lmg(src)
new /obj/item/mecha_ammo/lmg(src)
new /obj/item/mecha_ammo/scattershot(src)
new /obj/item/mecha_ammo/scattershot(src)
new /obj/item/mecha_ammo/scattershot(src)
new /obj/item/mecha_ammo/missiles_he(src)
new /obj/item/mecha_ammo/missiles_he(src)
new /obj/item/mecha_ammo/missiles_he(src)
/obj/item/storage/backpack/duffelbag/syndie/c20rbundle
desc = "A large duffel bag containing a C-20r, some magazines, and a cheap looking suppressor."
/obj/item/storage/backpack/duffelbag/syndie/c20rbundle/PopulateContents()
new /obj/item/ammo_box/magazine/smgm45(src)
new /obj/item/ammo_box/magazine/smgm45(src)
new /obj/item/gun/ballistic/automatic/c20r(src)
new /obj/item/suppressor/specialoffer(src)
/obj/item/storage/backpack/duffelbag/syndie/bulldogbundle
desc = "A large duffel bag containing a Bulldog, some drums, and a pair of thermal imaging glasses."
/obj/item/storage/backpack/duffelbag/syndie/bulldogbundle/PopulateContents()
new /obj/item/gun/ballistic/shotgun/bulldog(src)
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
/obj/item/storage/backpack/duffelbag/syndie/med/medicalbundle
desc = "A large duffel bag containing a tactical medkit, a Donksoft machine gun, a big jumbo box of riot darts, and a knock-off pair of magboots."
/obj/item/storage/backpack/duffelbag/syndie/med/medicalbundle/PopulateContents()
new /obj/item/clothing/shoes/magboots/syndie(src)
new /obj/item/storage/firstaid/tactical(src)
new /obj/item/gun/ballistic/automatic/l6_saw/toy(src)
new /obj/item/ammo_box/foambox/riot(src)
/obj/item/storage/backpack/duffelbag/syndie/med/medicalbundle
desc = "A large duffel bag containing a medical equipment, a Donksoft LMG, a big jumbo box of riot darts, and a knock-off pair of magboots."
/obj/item/storage/backpack/duffelbag/syndie/med/medicalbundle/PopulateContents()
new /obj/item/clothing/shoes/magboots/syndie(src)
new /obj/item/storage/firstaid/tactical(src)
new /obj/item/gun/ballistic/automatic/l6_saw/toy(src)
new /obj/item/ammo_box/foambox/riot(src)
/obj/item/storage/backpack/duffelbag/syndie/med/bioterrorbundle
desc = "A large duffel bag containing deadly chemicals, a handheld chem sprayer, Bioterror foam grenade, a Donksoft assault rifle, box of riot grade darts, a dart pistol, and a box of syringes."
/obj/item/storage/backpack/duffelbag/syndie/med/bioterrorbundle/PopulateContents()
new /obj/item/reagent_containers/spray/chemsprayer/bioterror(src)
new /obj/item/storage/box/syndie_kit/chemical(src)
new /obj/item/gun/syringe/syndicate(src)
new /obj/item/gun/ballistic/automatic/c20r/toy(src)
new /obj/item/storage/box/syringes(src)
new /obj/item/ammo_box/foambox/riot(src)
new /obj/item/grenade/chem_grenade/bioterrorfoam(src)
if(prob(5))
new /obj/item/reagent_containers/food/snacks/pizza/pineapple(src)
/obj/item/storage/backpack/duffelbag/syndie/c4/PopulateContents()
for(var/i in 1 to 10)
new /obj/item/grenade/plastic/c4(src)
/obj/item/storage/backpack/duffelbag/syndie/x4/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/grenade/plastic/x4(src)
/obj/item/storage/backpack/duffelbag/syndie/firestarter
desc = "A large duffel bag containing a New Russian pyro backpack sprayer, Elite hardsuit, a Stechkin APS pistol, minibomb, ammo, and other equipment."
/obj/item/storage/backpack/duffelbag/syndie/firestarter/PopulateContents()
new /obj/item/clothing/under/syndicate/soviet(src)
new /obj/item/watertank/op(src)
new /obj/item/clothing/suit/space/hardsuit/syndi/elite(src)
new /obj/item/gun/ballistic/automatic/pistol/APS(src)
new /obj/item/ammo_box/magazine/pistolm9mm(src)
new /obj/item/ammo_box/magazine/pistolm9mm(src)
new /obj/item/reagent_containers/food/drinks/bottle/vodka/badminka(src)
new /obj/item/reagent_containers/syringe/stimulants(src)
new /obj/item/grenade/syndieminibomb(src)
// For ClownOps.
/obj/item/storage/backpack/duffelbag/clown/syndie/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
slowdown = 0
STR.silent = TRUE
/obj/item/storage/backpack/duffelbag/clown/syndie/PopulateContents()
new /obj/item/pda/clown(src)
new /obj/item/clothing/under/rank/clown(src)
new /obj/item/clothing/shoes/clown_shoes(src)
new /obj/item/clothing/mask/gas/clown_hat(src)
new /obj/item/bikehorn(src)
new /obj/item/implanter/sad_trombone(src)