code/__DEFINES/inventory.dm
WEIGHT_CLASS_TINY | Usually items smaller then a human hand, (e.g. playing cards, lighter, scalpel, coins/holochips) |
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WEIGHT_CLASS_SMALL | Pockets can hold small and tiny items, (e.g. flashlight, multitool, grenades, GPS device) |
WEIGHT_CLASS_NORMAL | Standard backpacks can carry tiny, small & normal items, (e.g. fire extinguisher, stun baton, gas mask, metal sheets) |
WEIGHT_CLASS_BULKY | Items that can be weilded or equipped but not stored in an inventory, (e.g. defibrillator, backpack, space suits) |
WEIGHT_CLASS_HUGE | Usually represents objects that require two hands to operate, (e.g. shotgun, two-handed melee weapons) |
WEIGHT_CLASS_GIGANTIC | Essentially means it cannot be picked up or placed in an inventory, (e.g. mech parts, safe) |
Define Details
WEIGHT_CLASS_BULKY
Items that can be weilded or equipped but not stored in an inventory, (e.g. defibrillator, backpack, space suits)
WEIGHT_CLASS_GIGANTIC
Essentially means it cannot be picked up or placed in an inventory, (e.g. mech parts, safe)
WEIGHT_CLASS_HUGE
Usually represents objects that require two hands to operate, (e.g. shotgun, two-handed melee weapons)
WEIGHT_CLASS_NORMAL
Standard backpacks can carry tiny, small & normal items, (e.g. fire extinguisher, stun baton, gas mask, metal sheets)
WEIGHT_CLASS_SMALL
Pockets can hold small and tiny items, (e.g. flashlight, multitool, grenades, GPS device)
WEIGHT_CLASS_TINY
Usually items smaller then a human hand, (e.g. playing cards, lighter, scalpel, coins/holochips)