Merge pull request #692 from jack-fractal/click_and_drag_medical_machinery

Click and drag medical machinery
This commit is contained in:
SoundScopes
2015-08-24 14:04:30 +01:00
7 changed files with 424 additions and 237 deletions
+48
View File
@@ -97,3 +97,51 @@ proc/RoundHealth(health)
else
return "health-100"
return "0"
/proc/this_guy_is_allowed_to_drag_that_guy_into_something(atom/movable/target as mob|obj, mob/user as mob, obj/target_object as obj)
if(istype(target, /obj/screen)) //fix for HUD elements making their way into the world - Pete
return
if(target.loc == user) //no you can't pull things out of your ass
return
if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis || user.resting) //are you cuffed, dying, lying, stunned or other
return
if(get_dist(user, target_object) > 1 || get_dist(user, target) > 1 || user.contents.Find(target_object)) // is the mob anchored, too far away from you, or are you too far away from the source
return
if(!ismob(target)) //mobs only
return
if(!ishuman(user) && !isrobot(user)) //No ghosts or mice putting people into the sleeper
return
if(istype(user, /mob/living/silicon/robot/drone)) // drones don't get to use medical machinery
return
if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
return
if(!istype(user.loc, /turf) || !istype(target.loc, /turf)) // are you in a container/closet/pod/etc?
return
var/mob/living/L = target
if(!istype(L) || L.buckled)
return
return TRUE
/proc/this_is_an_animal_or_a_robot(atom/movable/target as mob|obj)
return (istype(target, /mob/living/simple_animal) || istype(target, /mob/living/silicon))
/proc/allowed_to_add_this_person_to_a_medical_machine(atom/movable/target as mob|obj, mob/user as mob, obj/target_object as obj, var/occupant)
if(!this_guy_is_allowed_to_drag_that_guy_into_something(target,user,target_object))
return
if(this_is_an_animal_or_a_robot(target))
return
if(occupant)
user << "\blue <B>The [target_object] is already occupied!</B>"
return
var/mob/living/L = target
if(L.abiotic())
user << "\red <B>Subject cannot have abiotic items on.</B>"
return
for(var/mob/living/carbon/slime/M in range(1,L))
if(M.Victim == L)
usr << "\red [L.name] will not fit into the [target_object] because they have a slime latched onto their head."
return
return TRUE
+14
View File
@@ -120,6 +120,19 @@
src.add_fingerprint(usr)
return
/obj/machinery/dna_scannernew/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
if(!allowed_to_add_this_person_to_a_medical_machine(O,user,src,occupant))
return
var/mob/living/L = O
if(L == user)
return
visible_message("[user] puts [L.name] into the DNA Scanner.", 3)
put_in(L)
if(user.pulling == L)
user.pulling = null
/obj/machinery/dna_scannernew/attackby(var/obj/item/weapon/item as obj, var/mob/user as mob)
if(istype(item, /obj/item/weapon/reagent_containers/glass))
if(beaker)
@@ -829,4 +842,5 @@
return 1
/////////////////////////// DNA MACHINES
+260 -230
View File
@@ -171,268 +171,298 @@
idle_power_usage = 15
active_power_usage = 200 //builtin health analyzer, dialysis machine, injectors.
New()
..()
beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large()
spawn( 5 )
if(orient == "RIGHT")
icon_state = "sleeper_0-r"
return
/obj/machinery/sleeper/New()
..()
beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large()
spawn( 5 )
if(orient == "RIGHT")
icon_state = "sleeper_0-r"
return
return
/obj/machinery/sleeper/allow_drop()
return 0
/obj/machinery/sleeper/process()
if (stat & (NOPOWER|BROKEN))
return
allow_drop()
return 0
process()
if (stat & (NOPOWER|BROKEN))
return
if(filtering > 0)
if(beaker)
if(beaker.reagents.total_volume < beaker.reagents.maximum_volume)
if(filtering > 0)
if(beaker)
if(beaker.reagents.total_volume < beaker.reagents.maximum_volume)
src.occupant.vessel.trans_to(beaker, 1)
for(var/datum/reagent/x in src.occupant.reagents.reagent_list)
src.occupant.reagents.trans_to(beaker, 3)
src.occupant.vessel.trans_to(beaker, 1)
for(var/datum/reagent/x in src.occupant.reagents.reagent_list)
src.occupant.reagents.trans_to(beaker, 3)
src.occupant.vessel.trans_to(beaker, 1)
src.updateUsrDialog()
return
src.updateUsrDialog()
return
blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.blob_act()
del(src)
return
/obj/machinery/sleeper/blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.blob_act()
del(src)
return
attackby(var/obj/item/weapon/G as obj, var/mob/user as mob)
if(istype(G, /obj/item/weapon/reagent_containers/glass))
if(!beaker)
beaker = G
user.drop_item()
G.loc = src
user.visible_message("[user] adds \a [G] to \the [src]!", "You add \a [G] to \the [src]!")
src.updateUsrDialog()
return
else
user << "\red The sleeper has a beaker already."
/obj/machinery/sleeper/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob)
if(istype(G, /obj/item/weapon/reagent_containers/glass))
if(!beaker)
beaker = G
user.drop_item()
G.loc = src
user.visible_message("[user] adds \a [G] to \the [src]!", "You add \a [G] to \the [src]!")
src.updateUsrDialog()
return
else
user << "\red The sleeper has a beaker already."
return
else if(istype(G, /obj/item/weapon/grab))
if(!ismob(G:affecting))
return
if(src.occupant)
user << "\blue <B>The sleeper is already occupied!</B>"
return
for(var/mob/living/carbon/slime/M in range(1,G:affecting))
if(M.Victim == G:affecting)
usr << "[G:affecting.name] will not fit into the sleeper because they have a slime latched onto their head."
return
else if(istype(G, /obj/item/weapon/grab))
if(!ismob(G:affecting))
return
visible_message("[user] starts putting [G:affecting:name] into the sleeper.", 3)
if(do_after(user, 20))
if(src.occupant)
user << "\blue <B>The sleeper is already occupied!</B>"
return
if(!G || !G:affecting) return
var/mob/M = G:affecting
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
update_use_power(2)
src.occupant = M
src.icon_state = "sleeper_1"
if(orient == "RIGHT")
icon_state = "sleeper_1-r"
for(var/mob/living/carbon/slime/M in range(1,G:affecting))
if(M.Victim == G:affecting)
usr << "[G:affecting.name] will not fit into the sleeper because they have a slime latched onto their head."
return
visible_message("[user] starts putting [G:affecting:name] into the sleeper.", 3)
if(do_after(user, 20))
if(src.occupant)
user << "\blue <B>The sleeper is already occupied!</B>"
return
if(!G || !G:affecting) return
var/mob/M = G:affecting
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
update_use_power(2)
src.occupant = M
src.icon_state = "sleeper_1"
if(orient == "RIGHT")
icon_state = "sleeper_1-r"
src.add_fingerprint(user)
del(G)
return
src.add_fingerprint(user)
del(G)
return
return
ex_act(severity)
if(filtering)
toggle_filter()
switch(severity)
if(1.0)
/obj/machinery/sleeper/ex_act(severity)
if(filtering)
toggle_filter()
switch(severity)
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
return
if(3.0)
if(prob(25))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
return
return
emp_act(severity)
if(filtering)
toggle_filter()
if(stat & (BROKEN|NOPOWER))
..(severity)
return
if(occupant)
go_out()
..(severity)
alter_health(mob/living/M as mob)
if (M.health > 0)
if (M.getOxyLoss() >= 10)
var/amount = max(0.15, 1)
M.adjustOxyLoss(-amount)
else
M.adjustOxyLoss(-12)
M.updatehealth()
M.AdjustParalysis(-4)
M.AdjustWeakened(-4)
M.AdjustStunned(-4)
M.Paralyse(1)
M.Weaken(1)
M.Stun(1)
if (M:reagents.get_reagent_amount("inaprovaline") < 5)
M:reagents.add_reagent("inaprovaline", 5)
return
proc/toggle_filter()
if(!src.occupant)
filtering = 0
return
if(filtering)
filtering = 0
else
filtering = 1
proc/go_out()
if(filtering)
toggle_filter()
if(!src.occupant)
return
if(src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
src.occupant = null
update_use_power(1)
if(orient == "RIGHT")
icon_state = "sleeper_0-r"
return
proc/inject_chemical(mob/living/user as mob, chemical, amount)
if(src.occupant && src.occupant.reagents)
if(src.occupant.reagents.get_reagent_amount(chemical) + amount <= 20)
src.occupant.reagents.add_reagent(chemical, amount)
user << "Occupant now has [src.occupant.reagents.get_reagent_amount(chemical)] units of [available_chemicals[chemical]] in his/her bloodstream."
if(3.0)
if(prob(25))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
return
user << "There's no occupant in the sleeper or the subject has too many chemicals!"
return
/obj/machinery/sleeper/emp_act(severity)
if(filtering)
toggle_filter()
if(stat & (BROKEN|NOPOWER))
..(severity)
return
if(occupant)
go_out()
..(severity)
proc/check(mob/living/user as mob)
if(src.occupant)
user << text("\blue <B>Occupant ([]) Statistics:</B>", src.occupant)
var/t1
switch(src.occupant.stat)
if(0.0)
t1 = "Conscious"
if(1.0)
t1 = "Unconscious"
if(2.0)
t1 = "*dead*"
else
user << text("[]\t Health %: [] ([])", (src.occupant.health > 50 ? "\blue " : "\red "), src.occupant.health, t1)
user << text("[]\t -Core Temperature: []&deg;C ([]&deg;F)</FONT><BR>", (src.occupant.bodytemperature > 50 ? "<font color='blue'>" : "<font color='red'>"), src.occupant.bodytemperature-T0C, src.occupant.bodytemperature*1.8-459.67)
user << text("[]\t -Brute Damage %: []", (src.occupant.getBruteLoss() < 60 ? "\blue " : "\red "), src.occupant.getBruteLoss())
user << text("[]\t -Respiratory Damage %: []", (src.occupant.getOxyLoss() < 60 ? "\blue " : "\red "), src.occupant.getOxyLoss())
user << text("[]\t -Toxin Content %: []", (src.occupant.getToxLoss() < 60 ? "\blue " : "\red "), src.occupant.getToxLoss())
user << text("[]\t -Burn Severity %: []", (src.occupant.getFireLoss() < 60 ? "\blue " : "\red "), src.occupant.getFireLoss())
user << "\blue Expected time till occupant can safely awake: (note: If health is below 20% these times are inaccurate)"
user << text("\blue \t [] second\s (if around 1 or 2 the sleeper is keeping them asleep.)", src.occupant.paralysis / 5)
if(src.beaker)
user << text("\blue \t Dialysis Output Beaker has [] of free space remaining.", src.beaker.reagents.maximum_volume - src.beaker.reagents.total_volume)
else
user << "\blue No Dialysis Output Beaker loaded."
/obj/machinery/sleeper/alter_health(mob/living/M as mob)
if (M.health > 0)
if (M.getOxyLoss() >= 10)
var/amount = max(0.15, 1)
M.adjustOxyLoss(-amount)
else
user << "\blue There is no one inside!"
M.adjustOxyLoss(-12)
M.updatehealth()
M.AdjustParalysis(-4)
M.AdjustWeakened(-4)
M.AdjustStunned(-4)
M.Paralyse(1)
M.Weaken(1)
M.Stun(1)
if (M:reagents.get_reagent_amount("inaprovaline") < 5)
M:reagents.add_reagent("inaprovaline", 5)
return
/obj/machinery/sleeper/proc/toggle_filter()
if(!src.occupant)
filtering = 0
return
if(filtering)
filtering = 0
else
filtering = 1
/obj/machinery/sleeper/proc/go_out()
if(filtering)
toggle_filter()
if(!src.occupant)
return
if(src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
src.occupant = null
update_use_power(1)
if(orient == "RIGHT")
icon_state = "sleeper_0-r"
return
/obj/machinery/sleeper/proc/inject_chemical(mob/living/user as mob, chemical, amount)
if(src.occupant && src.occupant.reagents)
if(src.occupant.reagents.get_reagent_amount(chemical) + amount <= 20)
src.occupant.reagents.add_reagent(chemical, amount)
user << "Occupant now has [src.occupant.reagents.get_reagent_amount(chemical)] units of [available_chemicals[chemical]] in his/her bloodstream."
return
user << "There's no occupant in the sleeper or the subject has too many chemicals!"
return
/obj/machinery/sleeper/proc/check(mob/living/user as mob)
if(src.occupant)
user << text("\blue <B>Occupant ([]) Statistics:</B>", src.occupant)
var/t1
switch(src.occupant.stat)
if(0.0)
t1 = "Conscious"
if(1.0)
t1 = "Unconscious"
if(2.0)
t1 = "*dead*"
else
user << text("[]\t Health %: [] ([])", (src.occupant.health > 50 ? "\blue " : "\red "), src.occupant.health, t1)
user << text("[]\t -Core Temperature: []&deg;C ([]&deg;F)</FONT><BR>", (src.occupant.bodytemperature > 50 ? "<font color='blue'>" : "<font color='red'>"), src.occupant.bodytemperature-T0C, src.occupant.bodytemperature*1.8-459.67)
user << text("[]\t -Brute Damage %: []", (src.occupant.getBruteLoss() < 60 ? "\blue " : "\red "), src.occupant.getBruteLoss())
user << text("[]\t -Respiratory Damage %: []", (src.occupant.getOxyLoss() < 60 ? "\blue " : "\red "), src.occupant.getOxyLoss())
user << text("[]\t -Toxin Content %: []", (src.occupant.getToxLoss() < 60 ? "\blue " : "\red "), src.occupant.getToxLoss())
user << text("[]\t -Burn Severity %: []", (src.occupant.getFireLoss() < 60 ? "\blue " : "\red "), src.occupant.getFireLoss())
user << "\blue Expected time till occupant can safely awake: (note: If health is below 20% these times are inaccurate)"
user << text("\blue \t [] second\s (if around 1 or 2 the sleeper is keeping them asleep.)", src.occupant.paralysis / 5)
if(src.beaker)
user << text("\blue \t Dialysis Output Beaker has [] of free space remaining.", src.beaker.reagents.maximum_volume - src.beaker.reagents.total_volume)
else
user << "\blue No Dialysis Output Beaker loaded."
else
user << "\blue There is no one inside!"
return
/obj/machinery/sleeper/verb/eject()
set name = "Eject Sleeper"
set category = "Object"
set src in oview(1)
if(usr.stat != 0)
return
if(orient == "RIGHT")
icon_state = "sleeper_0-r"
src.icon_state = "sleeper_0"
src.go_out()
add_fingerprint(usr)
return
/obj/machinery/sleeper/verb/remove_beaker()
set name = "Remove Beaker"
set category = "Object"
set src in oview(1)
if(usr.stat != 0)
return
if(beaker)
filtering = 0
beaker.loc = usr.loc
beaker = null
add_fingerprint(usr)
return
/obj/machinery/sleeper/verb/move_inside()
set name = "Enter Sleeper"
set category = "Object"
set src in oview(1)
if(usr.stat != 0 || !(ishuman(usr) || ismonkey(usr)))
return
verb/eject()
set name = "Eject Sleeper"
set category = "Object"
set src in oview(1)
if(usr.stat != 0)
return
if(orient == "RIGHT")
icon_state = "sleeper_0-r"
src.icon_state = "sleeper_0"
src.go_out()
add_fingerprint(usr)
if(src.occupant)
usr << "\blue <B>The sleeper is already occupied!</B>"
return
verb/remove_beaker()
set name = "Remove Beaker"
set category = "Object"
set src in oview(1)
if(usr.stat != 0)
for(var/mob/living/carbon/slime/M in range(1,usr))
if(M.Victim == usr)
usr << "You're too busy getting your life sucked out of you."
return
if(beaker)
filtering = 0
beaker.loc = usr.loc
beaker = null
add_fingerprint(usr)
return
verb/move_inside()
set name = "Enter Sleeper"
set category = "Object"
set src in oview(1)
if(usr.stat != 0 || !(ishuman(usr) || ismonkey(usr)))
return
visible_message("[usr] starts climbing into the sleeper.", 3)
if(do_after(usr, 20))
if(src.occupant)
usr << "\blue <B>The sleeper is already occupied!</B>"
return
usr.stop_pulling()
usr.client.perspective = EYE_PERSPECTIVE
usr.client.eye = src
usr.loc = src
update_use_power(2)
src.occupant = usr
src.icon_state = "sleeper_1"
if(orient == "RIGHT")
icon_state = "sleeper_1-r"
for(var/mob/living/carbon/slime/M in range(1,usr))
if(M.Victim == usr)
usr << "You're too busy getting your life sucked out of you."
return
visible_message("[usr] starts climbing into the sleeper.", 3)
if(do_after(usr, 20))
if(src.occupant)
usr << "\blue <B>The sleeper is already occupied!</B>"
return
usr.stop_pulling()
usr.client.perspective = EYE_PERSPECTIVE
usr.client.eye = src
usr.loc = src
update_use_power(2)
src.occupant = usr
src.icon_state = "sleeper_1"
if(orient == "RIGHT")
icon_state = "sleeper_1-r"
for(var/obj/O in src)
del(O)
src.add_fingerprint(usr)
return
for(var/obj/O in src)
del(O)
src.add_fingerprint(usr)
return
return
/obj/machinery/sleeper/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
if(!allowed_to_add_this_person_to_a_medical_machine(O,user,src,occupant))
return
var/mob/living/L = O
if(L == user)
visible_message("[user] starts climbing into the sleeper.", 3)
else
visible_message("[user] starts putting [L.name] into the sleeper.", 3)
if(do_after(user, 20))
if(src.occupant)
user << "\blue <B>The sleeper is already occupied!</B>"
return
if(!L) return
if(L.client)
L.client.perspective = EYE_PERSPECTIVE
L.client.eye = src
L.loc = src
src.occupant = L
src.icon_state = (orient == "RIGHT") ? "sleeper_1-r" : "sleeper_1"
L << "\blue <b>You feel cool air surround you. You go numb as your senses turn inward.</b>"
src.add_fingerprint(user)
if(user.pulling == L)
user.pulling = null
return
return
+17 -2
View File
@@ -14,8 +14,23 @@
idle_power_usage = 60
active_power_usage = 10000 //10 kW. It's a big all-body scanner.
/*/obj/machinery/bodyscanner/allow_drop()
return 0*/
/obj/machinery/bodyscanner/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
if(!allowed_to_add_this_person_to_a_medical_machine(O,user,src,occupant))
return
var/mob/living/L = O
if(L == user)
visible_message("[user] climbs into the body scanner.", 3)
else
visible_message("[user] puts [L.name] into the body scanner.", 3)
if (L.client)
L.client.perspective = EYE_PERSPECTIVE
L.client.eye = src
L.loc = src
src.occupant = L
src.icon_state = "body_scanner_1"
src.add_fingerprint(user)
return
/obj/machinery/bodyscanner/relaymove(mob/user as mob)
if (user.stat)
+14
View File
@@ -32,6 +32,20 @@
node = target
break
/obj/machinery/atmospherics/unary/cryo_cell/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
if(!allowed_to_add_this_person_to_a_medical_machine(O,user,src,occupant))
return
var/mob/living/L = O
if(put_mob(L))
if(L == user)
visible_message("[user] climbs into the cryo cell.", 3)
else
visible_message("[user] puts [L.name] into the cryo cell.", 3)
if(user.pulling == L)
user.pulling = null
/obj/machinery/atmospherics/unary/cryo_cell/process()
..()
if(!node)
+69 -3
View File
@@ -144,6 +144,7 @@ var/global/list/frozen_items = list()
desc = "A man-sized pod for entering suspended animation."
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "body_scanner_0"
var/occupied_icon_state = "body_scanner_1"
density = 1
anchored = 1
@@ -288,7 +289,6 @@ var/global/list/frozen_items = list()
del(occupant)
occupant = null
return
@@ -327,9 +327,9 @@ var/global/list/frozen_items = list()
M.client.eye = src
if(orient_right)
icon_state = "body_scanner_1-r"
icon_state = "[occupied_icon_state]-r"
else
icon_state = "body_scanner_1"
icon_state = occupied_icon_state
M << "\blue You feel cool air surround you. You go numb as your senses turn inward."
M << "\blue <b>If you ghost, log out or close your client now, your character will shortly be permanently removed from the round.</b>"
@@ -345,6 +345,72 @@ var/global/list/frozen_items = list()
//Despawning occurs when process() is called with an occupant without a client.
src.add_fingerprint(M)
/obj/machinery/cryopod/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
if(!allowed_to_add_this_person_to_a_medical_machine(O,user,src,occupant))
return
var/mob/living/L = O
if(L.stat == DEAD)
user << "<span class='notice'>Dead people can not be put into cryo.</span>"
return
for(var/mob/living/carbon/slime/M in range(1,L))
if(M.Victim == L)
usr << "[L.name] will not fit into the cryo pod because they have a slime latched onto their head."
return
var/willing = null //We don't want to allow people to be forced into despawning.
if(L.client)
if(alert(L,"Would you like to enter cryosleep?",,"Yes","No") == "Yes")
if(!L) return
willing = 1
else
willing = 1
if(willing)
if(L == user)
visible_message("[user] starts climbing into the cryo pod.", 3)
else
visible_message("[user] starts putting [L] into the cryo pod.", 3)
if(do_after(user, 20))
if(!L) return
L.loc = src
if(L.client)
L.client.perspective = EYE_PERSPECTIVE
L.client.eye = src
else
user << "<span class='notice'>You stop [L == user ? "climbing into the cryo pod." : "putting [L] into the cryo pod."]</span>"
return
if(orient_right)
icon_state = "[occupied_icon_state]-r"
else
icon_state = occupied_icon_state
L << "\blue You feel cool air surround you. You go numb as your senses turn inward."
L << "\blue <b>If you ghost, log out or close your client now, your character will shortly be permanently removed from the round.</b>"
occupant = L
time_entered = world.time
// Book keeping!
var/turf/location = get_turf(src)
log_admin("[key_name_admin(L)] has entered a stasis pod.")
message_admins("\blue [key_name_admin(L)] has entered a stasis pod.(<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
message_mods("\blue [key_name_admin(L)] has entered a stasis pod.(<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
//Despawning occurs when process() is called with an occupant without a client.
src.add_fingerprint(L)
return
/obj/machinery/cryopod/verb/eject()
set name = "Eject Pod"
+2 -2
View File
@@ -349,8 +349,8 @@
if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O))
return ..()
if(isrobot(user))
return
if(istype(user, /mob/living/silicon/robot/drone)) // drones don't get to table people
return ..()
user.drop_item()
if (O.loc != src.loc)
step(O, get_dir(O, src))