
Customers · Supermarket Simulator · read from a local copy
The baseball bat and what it is for
The bat is a sale item of its own in the game, and the game sets the player an objective to buy one from the market.
The baseball bat in Supermarket Simulator is stock and a tool at once: the game sells it as a bat sale item, hands it to the player through the tool wheel, and says in its own words what to use it on.
What the game establishes
- The bat is a sale item of its own in the game, and the game sets the player an objective to buy one from the market. (checked against the game's own files)
- The bat is picked through the tool wheel, and the game keeps the input hint for that wheel. (checked against the game's own files)
- The game's own description says what the bat is for: hitting a shoplifter and forcing them to drop the stolen items. (checked against the game's own files)
- The shoplifter's half of that exchange is kept in an interaction of its own. (checked against the game's own files)
- The bat carries a swing and an idle of its own. (checked against the game's own files)
- The bat has an icon of its own and a texture set with a colour sheet, a normal map and a metallic smoothness map. (checked against the game's own files)
- A basketball hoop is named with the court it stands on, and the two share texture names. (checked against the game's own files)
In play
The baseball bat is stock and a tool at once. The game names a bat sale item among the things the shop supplies, and it names an objective that sends the player to the market to buy one, so the bat is something a player is expected to own rather than only to sell.
Once it is bought, the bat is reached through the tool wheel rather than off a shelf. The game keeps a handler for the tool wheel's input hint, which is why it can tell a player to hold a key, open the wheel and pick the bat out of it.
The game also says what the bat is for in its own on-screen text. Its description tells the player to use the bat to hit a shoplifter and force them to drop the stolen items, and the hit itself has a line of its own.
That is why the bat is a counter to theft rather than a decoration. The game keeps the shoplifter's side of that meeting in an interaction of its own, so a swing and a dropped item are two halves of one exchange.
The bat is animated rather than a slab that swings itself. A swing and a bat swing are named beside an idle of its own, so the motion a player sees is the animation the game plays rather than something the camera fakes.
It has its own picture as well. The game draws an icon for the bat, and the bat itself is a modelled object with a colour sheet, a normal map and a metallic smoothness map, which is why the wood and the taped grip read as two different surfaces.
The same corner of the game holds a basketball hoop with the court it stands on. The hoop and the court share texture names, so the two are one set of sporting pieces rather than two unrelated props.
What this entry does not tell you: what the bat costs, how much a hit takes off a shoplifter, or where in the shop the game puts a bought one. We have not verified those, so we do not print them.
Related
CustomersShoplifters and the door detectorA shoplifter is its own kind of behaviour in the game.
InterfaceThe list you buy fromWhat can be bought is kept as sales items with a kind of sale of its own.
InterfaceHow the game shows what you can useThe game has a crosshair manager and a crosshair reference of its own.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).