Nice one, that's something that bugged me a while back.
I'm coming along nicely with usable laptop computers BTW, WEAPON_COMPUTER is at the pawnshop for $400, and you find them at sites instead of the LOOT_COMPUTER.
The only thing that I haven't changed right yet is the one's stolen by sleepers, because that code is REAL messy and I'm debating whether I should just re-factor the whole lot with data tables and weighting.
I've noticed someone commented that some of the sleeper's stolen goods are marked to go to "activesquad" rather than "shelter". This is an oversight in my opinion, so I'm just going to simplify the whole lot to go to shelter, to reduce the amount of repeated code. I'm going to copy the method of tracking the types of created objects from site_mode for the stolen stuff in activate_sleeper.cpp (without the variable quality statements though). This change is necessary so I can change the computers without really making the code look ugly. Also, it should speed things up slightly if someone ever gets around to improving the site map system.
So, roadmap :- make sleeper's stolen computers be the usable ones (really mainly cosmetic and so there's not two types floating in there), then make computer skills work better for liberals using a laptop. Or, could be a bastard and make NOT using a laptop worse.
files I've changed (for reference / record of what I changed)
pawnshop.xml - added the new laptop for sale
weapon & loot xml - made a new weapon laptop type, will remove old loot one
sitemode.cpp - changed LOOT => WEAPON for laptop
sleeper_update.cpp - streamlined loot system here a little based on how it's done in sitemode.cpp
will update this post as I go ...
Ok that's all done, and buying, looting or sleeper's stealing Laptops are all the usable version now. Now, to search out hacking etc, make a difference if you've got a laptop equipped. A laptop can be swung like a club now too
it's effectiveness is in-between a spraypaint and a guitar