Shiptest 13 - Modules - TypesDefine Details

code/__DEFINES/inventory.dm

WEIGHT_CLASS_TINYUsually items smaller then a human hand, (e.g. playing cards, lighter, scalpel, coins/holochips)
WEIGHT_CLASS_SMALLPockets can hold small and tiny items, (e.g. flashlight, multitool, grenades, GPS device)
WEIGHT_CLASS_NORMALStandard backpacks can carry tiny, small & normal items, (e.g. fire extinguisher, stun baton, gas mask, metal sheets)
WEIGHT_CLASS_BULKYItems that can be weilded or equipped but not stored in an inventory, (e.g. defibrillator, backpack, space suits)
WEIGHT_CLASS_HUGEUsually represents objects that require two hands to operate, (e.g. shotgun, two-handed melee weapons)
WEIGHT_CLASS_GIGANTICEssentially 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)