diff --git a/code/_onclick/hud/screen_objects.dm b/code/_onclick/hud/screen_objects.dm
index 7e6e072ead4..0cc2ad33652 100644
--- a/code/_onclick/hud/screen_objects.dm
+++ b/code/_onclick/hud/screen_objects.dm
@@ -379,7 +379,8 @@
if(!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
if("drop")
- usr.drop_item_v()
+ if(usr.client)
+ usr.client.drop_item()
if("module")
if(isrobot(usr))
@@ -429,7 +430,7 @@
if("Allow Walking")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
- if(!istype(usr.equipped(),/obj/item/weapon/gun))
+ if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetMove()
@@ -438,7 +439,7 @@
if("Disallow Walking")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
- if(!istype(usr.equipped(),/obj/item/weapon/gun))
+ if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetMove()
@@ -447,7 +448,7 @@
if("Allow Running")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
- if(!istype(usr.equipped(),/obj/item/weapon/gun))
+ if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetRun()
@@ -456,7 +457,7 @@
if("Disallow Running")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
- if(!istype(usr.equipped(),/obj/item/weapon/gun))
+ if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetRun()
@@ -465,7 +466,7 @@
if("Allow Item Use")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
- if(!istype(usr.equipped(),/obj/item/weapon/gun))
+ if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetClick()
@@ -475,7 +476,7 @@
if("Disallow Item Use")
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
return
- if(!istype(usr.equipped(),/obj/item/weapon/gun))
+ if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
usr << "You need your gun in your active hand to do that!"
return
usr.client.AllowTargetClick()
diff --git a/code/game/gamemodes/changeling/changeling_powers.dm b/code/game/gamemodes/changeling/changeling_powers.dm
index 7126bbc7f60..6f5ca5d8e92 100644
--- a/code/game/gamemodes/changeling/changeling_powers.dm
+++ b/code/game/gamemodes/changeling/changeling_powers.dm
@@ -388,13 +388,7 @@ var/global/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","E
del(animation)
for(var/obj/item/W in src)
- C.u_equip(W)
- if (C.client)
- C.client.screen -= W
- if (W)
- W.loc = C.loc
- W.dropped(C)
- W.layer = initial(W.layer)
+ C.drop_from_inventory(W)
var/mob/living/carbon/human/O = new /mob/living/carbon/human( src )
if (C.dna.GetUIState(DNA_UI_GENDER))
diff --git a/code/game/gamemodes/cult/runes.dm b/code/game/gamemodes/cult/runes.dm
index 3c9e684c5f6..9230436a056 100644
--- a/code/game/gamemodes/cult/runes.dm
+++ b/code/game/gamemodes/cult/runes.dm
@@ -796,7 +796,7 @@ var/list/sacrificed = list()
if (cultist.legcuffed)
cultist.drop_from_inventory(cultist.legcuffed)
if (istype(cultist.wear_mask, /obj/item/clothing/mask/muzzle))
- cultist.u_equip(cultist.wear_mask)
+ cultist.drop_from_inventory(cultist.wear_mask)
if(istype(cultist.loc, /obj/structure/closet)&&cultist.loc:welded)
cultist.loc:welded = 0
if(istype(cultist.loc, /obj/structure/closet/secure_closet)&&cultist.loc:locked)
diff --git a/code/game/machinery/biogenerator.dm b/code/game/machinery/biogenerator.dm
index a8df2abaad3..87399b597ac 100644
--- a/code/game/machinery/biogenerator.dm
+++ b/code/game/machinery/biogenerator.dm
@@ -52,7 +52,7 @@
if(beaker)
user << "]The [src] is already loaded."
else
- user.before_take_item(O)
+ user.remove_from_mob(O)
O.loc = src
beaker = O
updateUsrDialog()
@@ -74,6 +74,7 @@
if(i < 10)
user << "You empty \the [O] into \the [src]."
+
else if(!istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown))
user << "You cannot put this in \the [src]."
else
@@ -83,7 +84,7 @@
if(i >= 10)
user << "\The [src] is full! Activate it."
else
- user.before_take_item(O)
+ user.remove_from_mob(O)
O.loc = src
user << "You put \the [O] in \the [src]"
update_icon()
diff --git a/code/game/machinery/bots/farmbot.dm b/code/game/machinery/bots/farmbot.dm
index f91607eeb56..ca32e937ed3 100644
--- a/code/game/machinery/bots/farmbot.dm
+++ b/code/game/machinery/bots/farmbot.dm
@@ -542,7 +542,7 @@
A.loc = src.loc
user << "You add the robot arm to the [src]"
src.loc = A //Place the water tank into the assembly, it will be needed for the finished bot
- user.u_equip(S)
+ user.remove_from_mob(S)
del(S)
/obj/item/weapon/farmbot_arm_assembly/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -551,21 +551,21 @@
src.build_step++
user << "You add the plant analyzer to [src]!"
src.name = "farmbot assembly"
- user.u_equip(W)
+ user.remove_from_mob(W)
del(W)
else if(( istype(W, /obj/item/weapon/reagent_containers/glass/bucket)) && (src.build_step == 1))
src.build_step++
user << "You add a bucket to [src]!"
src.name = "farmbot assembly with bucket"
- user.u_equip(W)
+ user.remove_from_mob(W)
del(W)
else if(( istype(W, /obj/item/weapon/minihoe)) && (src.build_step == 2))
src.build_step++
user << "You add a minihoe to [src]!"
src.name = "farmbot assembly with bucket and minihoe"
- user.u_equip(W)
+ user.remove_from_mob(W)
del(W)
else if((isprox(W)) && (src.build_step == 3))
@@ -577,7 +577,7 @@
S.tank = wTank
S.loc = get_turf(src)
S.name = src.created_name
- user.u_equip(W)
+ user.remove_from_mob(W)
del(W)
del(src)
diff --git a/code/game/machinery/computer3/computers/HolodeckControl.dm b/code/game/machinery/computer3/computers/HolodeckControl.dm
index e650185f855..80d60afd072 100644
--- a/code/game/machinery/computer3/computers/HolodeckControl.dm
+++ b/code/game/machinery/computer3/computers/HolodeckControl.dm
@@ -154,7 +154,7 @@
if(isobj(obj))
var/mob/M = obj.loc
if(ismob(M))
- M.u_equip(obj)
+ M.remove_from_mob(obj)
M.update_icons() //so their overlays update
if(!silent)
diff --git a/code/game/machinery/kitchen/microwave.dm b/code/game/machinery/kitchen/microwave.dm
index 76fdf631d6c..fbdcfd2760c 100644
--- a/code/game/machinery/kitchen/microwave.dm
+++ b/code/game/machinery/kitchen/microwave.dm
@@ -112,7 +112,7 @@
"\blue [user] has added one of [O] to \the [src].", \
"\blue You add one of [O] to \the [src].")
else
- // user.before_take_item(O) //This just causes problems so far as I can tell. -Pete
+ // user.remove_from_mob(O) //This just causes problems so far as I can tell. -Pete
user.drop_item()
O.loc = src
user.visible_message( \
diff --git a/code/game/machinery/kitchen/smartfridge.dm b/code/game/machinery/kitchen/smartfridge.dm
index 11688adc161..1b1bb9bfb5f 100644
--- a/code/game/machinery/kitchen/smartfridge.dm
+++ b/code/game/machinery/kitchen/smartfridge.dm
@@ -197,7 +197,7 @@
user << "\The [src] is full."
return 1
else
- user.before_take_item(O)
+ user.remove_from_mob(O)
O.loc = src
if(item_quants[O.name])
item_quants[O.name]++
diff --git a/code/game/objects/items/ashtray.dm b/code/game/objects/items/ashtray.dm
index 1e2fc4884fc..0d386623ecd 100644
--- a/code/game/objects/items/ashtray.dm
+++ b/code/game/objects/items/ashtray.dm
@@ -21,7 +21,7 @@
if (contents.len >= max_butts)
user << "This ashtray is full."
return
- user.u_equip(W)
+ user.remove_from_mob(W)
W.loc = src
if (istype(W,/obj/item/clothing/mask/smokable/cigarette))
diff --git a/code/game/objects/items/robot/robot_parts.dm b/code/game/objects/items/robot/robot_parts.dm
index ee1021116b5..9c262243c68 100644
--- a/code/game/objects/items/robot/robot_parts.dm
+++ b/code/game/objects/items/robot/robot_parts.dm
@@ -132,7 +132,7 @@
B.loc = get_turf(src)
user << "You armed the robot frame."
if (user.get_inactive_hand()==src)
- user.before_take_item(src)
+ user.remove_from_mob(src)
user.put_in_inactive_hand(B)
del(src)
else
diff --git a/code/game/objects/items/stacks/stack.dm b/code/game/objects/items/stacks/stack.dm
index ab1f767a429..a4e7d94fad9 100644
--- a/code/game/objects/items/stacks/stack.dm
+++ b/code/game/objects/items/stacks/stack.dm
@@ -186,7 +186,7 @@
spawn(0) //delete the empty stack once the current context yields
if (amount <= 0) //check again in case someone transferred stuff to us
if(usr)
- usr.before_take_item(src)
+ usr.remove_from_mob(src)
del(src)
return 1
else
diff --git a/code/game/objects/items/weapons/cigs_lighters.dm b/code/game/objects/items/weapons/cigs_lighters.dm
index 67e322496c0..fbba55b0400 100644
--- a/code/game/objects/items/weapons/cigs_lighters.dm
+++ b/code/game/objects/items/weapons/cigs_lighters.dm
@@ -157,7 +157,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
var/mob/living/M = loc
if (!nomessage)
M << "Your [name] goes out."
- M.u_equip(src) //un-equip it so the overlays can update
+ M.remove_from_mob(src) //un-equip it so the overlays can update
M.update_inv_wear_mask(0)
M.update_inv_l_hand(0)
M.update_inv_r_hand(1)
diff --git a/code/game/objects/items/weapons/gift_wrappaper.dm b/code/game/objects/items/weapons/gift_wrappaper.dm
index 8ed63b88aa3..dd3d0886fb1 100644
--- a/code/game/objects/items/weapons/gift_wrappaper.dm
+++ b/code/game/objects/items/weapons/gift_wrappaper.dm
@@ -109,7 +109,7 @@
if(!ispath(gift_type,/obj/item)) return
var/obj/item/I = new gift_type(M)
- M.u_equip(src)
+ M.remove_from_mob(src)
M.put_in_hands(I)
I.add_fingerprint(M)
del(src)
diff --git a/code/game/objects/items/weapons/implants/implanter.dm b/code/game/objects/items/weapons/implants/implanter.dm
index b274c9aeb58..150f77e5e2d 100644
--- a/code/game/objects/items/weapons/implants/implanter.dm
+++ b/code/game/objects/items/weapons/implants/implanter.dm
@@ -123,7 +123,7 @@
c.scanned = A
if(istype(A.loc,/mob/living/carbon/human))
var/mob/living/carbon/human/H = A.loc
- H.u_equip(A)
+ H.remove_from_mob(A)
else if(istype(A.loc,/obj/item/weapon/storage))
var/obj/item/weapon/storage/S = A.loc
S.remove_from_storage(A)
diff --git a/code/game/objects/items/weapons/storage/bags.dm b/code/game/objects/items/weapons/storage/bags.dm
index ab5e1894202..0ee5df08e06 100644
--- a/code/game/objects/items/weapons/storage/bags.dm
+++ b/code/game/objects/items/weapons/storage/bags.dm
@@ -156,7 +156,7 @@
break
if(!inserted || !S.amount)
- usr.u_equip(S)
+ usr.remove_from_mob(S)
usr.update_icons() //update our overlays
if (usr.client && usr.s_active != src)
usr.client.screen -= S
diff --git a/code/game/objects/items/weapons/storage/storage.dm b/code/game/objects/items/weapons/storage/storage.dm
index f24ff6bb2ca..495d4d75167 100644
--- a/code/game/objects/items/weapons/storage/storage.dm
+++ b/code/game/objects/items/weapons/storage/storage.dm
@@ -247,7 +247,7 @@
/obj/item/weapon/storage/proc/handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
if(!istype(W)) return 0
if(usr)
- usr.u_equip(W)
+ usr.remove_from_mob(W)
usr.update_icons() //update our overlays
W.loc = src
W.on_enter_storage(src)
@@ -463,4 +463,4 @@
return depth
/obj/item/proc/get_storage_cost()
- return 2**(w_class-1) //1,2,4,8,16,...
\ No newline at end of file
+ return 2**(w_class-1) //1,2,4,8,16,...
diff --git a/code/game/objects/items/weapons/tanks/tank_types.dm b/code/game/objects/items/weapons/tanks/tank_types.dm
index 02d50e0d267..3f2bbb18265 100644
--- a/code/game/objects/items/weapons/tanks/tank_types.dm
+++ b/code/game/objects/items/weapons/tanks/tank_types.dm
@@ -103,7 +103,7 @@
if ((!F.status)||(F.ptank)) return
src.master = F
F.ptank = src
- user.before_take_item(src)
+ user.remove_from_mob(src)
src.loc = F
return
diff --git a/code/game/objects/items/weapons/tools.dm b/code/game/objects/items/weapons/tools.dm
index 8384d118f38..10904319163 100644
--- a/code/game/objects/items/weapons/tools.dm
+++ b/code/game/objects/items/weapons/tools.dm
@@ -190,12 +190,12 @@
if (user.client)
user.client.screen -= src
if (user.r_hand == src)
- user.u_equip(src)
+ user.remove_from_mob(src)
else
- user.u_equip(src)
+ user.remove_from_mob(src)
src.master = F
src.layer = initial(src.layer)
- user.u_equip(src)
+ user.remove_from_mob(src)
if (user.client)
user.client.screen -= src
src.loc = F
diff --git a/code/game/objects/structures/extinguisher.dm b/code/game/objects/structures/extinguisher.dm
index 4ee9b728a64..872b8ff9885 100644
--- a/code/game/objects/structures/extinguisher.dm
+++ b/code/game/objects/structures/extinguisher.dm
@@ -17,7 +17,7 @@
return
if(istype(O, /obj/item/weapon/extinguisher))
if(!has_extinguisher && opened)
- user.drop_item(O)
+ user.remove_from_mob(O)
contents += O
has_extinguisher = O
user << "You place [O] in [src]."
diff --git a/code/game/objects/structures/stool_bed_chair_nest/stools.dm b/code/game/objects/structures/stool_bed_chair_nest/stools.dm
index 8f26e5fb261..16e9161dcfc 100644
--- a/code/game/objects/structures/stool_bed_chair_nest/stools.dm
+++ b/code/game/objects/structures/stool_bed_chair_nest/stools.dm
@@ -10,7 +10,7 @@
/obj/item/weapon/stool/attack(mob/M as mob, mob/user as mob)
if (prob(5) && istype(M,/mob/living))
user.visible_message("\red [user] breaks [src] over [M]'s back!")
- user.u_equip(src)
+ user.remove_from_mob(src)
var/obj/item/stack/sheet/metal/m = new/obj/item/stack/sheet/metal
m.loc = get_turf(src)
del src
@@ -43,5 +43,5 @@
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal(src.loc)
- del(src)
+ del(src)
..()
diff --git a/code/game/objects/structures/target_stake.dm b/code/game/objects/structures/target_stake.dm
index bf80024a5e2..fa45f657369 100644
--- a/code/game/objects/structures/target_stake.dm
+++ b/code/game/objects/structures/target_stake.dm
@@ -26,7 +26,7 @@
if(istype(W, /obj/item/target))
density = 0
W.density = 1
- user.drop_item(src)
+ user.remove_from_mob(W)
W.loc = loc
W.layer = 3.1
pinned_target = W
diff --git a/code/game/turfs/simulated/floor.dm b/code/game/turfs/simulated/floor.dm
index a821cde4aef..07b68a329a7 100644
--- a/code/game/turfs/simulated/floor.dm
+++ b/code/game/turfs/simulated/floor.dm
@@ -456,7 +456,7 @@ turf/simulated/floor/proc/update_icon()
if(istype(C,/obj/item/weapon/light/bulb)) //only for light tiles
if(is_light_floor())
if(get_lightfloor_state())
- user.drop_item(C)
+ user.remove_from_mob(C)
del(C)
set_lightfloor_state(0) //fixing it by bashing it with a light bulb, fun eh?
update_icon()
diff --git a/code/modules/admin/topic.dm b/code/modules/admin/topic.dm
index 39ec298775f..fc2ee0a0b26 100644
--- a/code/modules/admin/topic.dm
+++ b/code/modules/admin/topic.dm
@@ -968,11 +968,7 @@
//strip their stuff and stick it in the crate
for(var/obj/item/I in M)
- M.u_equip(I)
- if(I)
- I.loc = locker
- I.layer = initial(I.layer)
- I.dropped(M)
+ M.drop_from_inventory(I, locker)
M.update_icons()
//so they black out before warping
@@ -1005,11 +1001,7 @@
return
for(var/obj/item/I in M)
- M.u_equip(I)
- if(I)
- I.loc = M.loc
- I.layer = initial(I.layer)
- I.dropped(M)
+ M.drop_from_inventory(I)
M.Paralyse(5)
sleep(5)
@@ -1034,11 +1026,7 @@
return
for(var/obj/item/I in M)
- M.u_equip(I)
- if(I)
- I.loc = M.loc
- I.layer = initial(I.layer)
- I.dropped(M)
+ M.drop_from_inventory(I)
M.Paralyse(5)
sleep(5)
@@ -1085,11 +1073,7 @@
return
for(var/obj/item/I in M)
- M.u_equip(I)
- if(I)
- I.loc = M.loc
- I.layer = initial(I.layer)
- I.dropped(M)
+ M.drop_from_inventory(I)
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/observer = M
@@ -1838,13 +1822,7 @@
if(istype(W, /obj/item/organ/external))
continue
//don't strip organs
- H.u_equip(W)
- if (H.client)
- H.client.screen -= W
- if (W)
- W.loc = H.loc
- W.dropped(H)
- W.layer = initial(W.layer)
+ H.drop_from_inventory(W)
//teleport person to cell
H.loc = pick(prisonwarp)
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/orange(H), slot_w_uniform)
diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm
index b9858aa7d5d..325f04f9e89 100644
--- a/code/modules/admin/verbs/debug.dm
+++ b/code/modules/admin/verbs/debug.dm
@@ -735,19 +735,19 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
commandos.equip(M)
if("nanotrasen representative")
- M.equip_if_possible(new /obj/item/clothing/under/rank/centcom(M), slot_w_uniform)
- M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
- M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
- M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
+ M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom(M), slot_w_uniform)
+ M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
+ M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves)
+ M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Representative"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
- M.equip_if_possible(pda, slot_r_store)
- M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
- M.equip_if_possible(new /obj/item/weapon/clipboard(M), slot_belt)
+ M.equip_to_slot_or_del(pda, slot_r_store)
+ M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
+ M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_belt)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
@@ -757,23 +757,23 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
W.assignment = "NanoTrasen Navy Representative"
W.registered_name = M.real_name
- M.equip_if_possible(W, slot_wear_id)
+ M.equip_to_slot_or_del(W, slot_wear_id)
if("nanotrasen officer")
- M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
- M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
- M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
- M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
- M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
+ M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
+ M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
+ M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves)
+ M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
+ M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Officer"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
- M.equip_if_possible(pda, slot_r_store)
- M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
- M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
+ M.equip_to_slot_or_del(pda, slot_r_store)
+ M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
+ M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
@@ -781,24 +781,24 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += get_all_centcom_access()
W.assignment = "NanoTrasen Navy Officer"
W.registered_name = M.real_name
- M.equip_if_possible(W, slot_wear_id)
+ M.equip_to_slot_or_del(W, slot_wear_id)
if("nanotrasen captain")
- M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_captain(M), slot_w_uniform)
- M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
- M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
- M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
- M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
+ M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_captain(M), slot_w_uniform)
+ M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
+ M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves)
+ M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
+ M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Captain"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
- M.equip_if_possible(pda, slot_r_store)
- M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
- M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
+ M.equip_to_slot_or_del(pda, slot_r_store)
+ M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
+ M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
@@ -806,7 +806,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.access += get_all_centcom_access()
W.assignment = "NanoTrasen Navy Captain"
W.registered_name = M.real_name
- M.equip_if_possible(W, slot_wear_id)
+ M.equip_to_slot_or_del(W, slot_wear_id)
if("emergency response team")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
diff --git a/code/modules/customitems/item_spawning.dm b/code/modules/customitems/item_spawning.dm
index 38f50bf742b..8d575538a45 100644
--- a/code/modules/customitems/item_spawning.dm
+++ b/code/modules/customitems/item_spawning.dm
@@ -60,7 +60,7 @@
//replace old ID
del(C)
- ok = M.equip_if_possible(I, slot_wear_id, 0) //if 1, last argument deletes on fail
+ ok = M.equip_to_slot_if_possible(I, slot_wear_id, 0) //if 1, last argument deletes on fail
break
else if(istype(Item,/obj/item/weapon/storage/belt))
if(M.ckey == "jakksergal" && M.real_name == "Nashi Ra'hal" && M.mind.role_alt_title && M.mind.role_alt_title != "Nurse" && M.mind.role_alt_title != "Chemist")
@@ -72,13 +72,13 @@
for(var/obj/item/weapon/storage/belt/B in M)
del(B)
M.belt=null
- ok = M.equip_if_possible(I, slot_belt, 0)
+ ok = M.equip_to_slot_if_possible(I, slot_belt, 0)
break
if(istype(M.belt,/obj/item/device/pda))
for(var/obj/item/device/pda/Pda in M)
M.belt=null
- M.equip_if_possible(Pda, slot_l_store, 0)
- ok = M.equip_if_possible(I, slot_belt, 0)
+ M.equip_to_slot_if_possible(Pda, slot_l_store, 0)
+ ok = M.equip_to_slot_if_possible(I, slot_belt, 0)
else if(istype(M.back,/obj/item/weapon/storage) && M.back:contents.len < M.back:storage_slots) // Try to place it in something on the mob's back
Item.loc = M.back
ok = 1
diff --git a/code/modules/holodeck/HolodeckControl.dm b/code/modules/holodeck/HolodeckControl.dm
index 8ae14ea2db9..f19a8cd4cee 100644
--- a/code/modules/holodeck/HolodeckControl.dm
+++ b/code/modules/holodeck/HolodeckControl.dm
@@ -251,7 +251,7 @@ var/global/list/holodeck_programs = list(
if(isobj(obj))
var/mob/M = obj.loc
if(ismob(M))
- M.u_equip(obj)
+ M.remove_from_mob(obj)
M.update_icons() //so their overlays update
if(!silent)
@@ -384,4 +384,4 @@ var/global/list/holodeck_programs = list(
var/area/targetsource = locate(/area/holodeck/source_plating)
targetsource.copy_contents_to(linkedholodeck , 1)
active = 0
- use_power = 1
\ No newline at end of file
+ use_power = 1
diff --git a/code/modules/hydroponics/seed_machines.dm b/code/modules/hydroponics/seed_machines.dm
index cce982372c0..1160235c9ee 100644
--- a/code/modules/hydroponics/seed_machines.dm
+++ b/code/modules/hydroponics/seed_machines.dm
@@ -88,7 +88,7 @@
if(S.seed && S.seed.get_trait(TRAIT_IMMUTABLE) > 0)
user << "That seed is not compatible with our genetics technology."
else
- user.drop_item(W)
+ user.remove_from_mob(W)
W.loc = src
seed = W
user << "You load [W] into [src]."
@@ -120,7 +120,7 @@
user << "That disk does not have any gene data loaded."
return
- user.drop_item(W)
+ user.remove_from_mob(W)
W.loc = src
loaded_disk = W
user << "You load [W] into [src]."
diff --git a/code/modules/hydroponics/trays/tray.dm b/code/modules/hydroponics/trays/tray.dm
index 19f181d03e7..69aa483b031 100644
--- a/code/modules/hydroponics/trays/tray.dm
+++ b/code/modules/hydroponics/trays/tray.dm
@@ -453,7 +453,7 @@
if(!seed)
var/obj/item/seeds/S = O
- user.drop_item(O)
+ user.remove_from_mob(O)
if(!S.seed)
user << "The packet seems to be empty. You throw it away."
@@ -497,7 +497,7 @@
else if ( istype(O, /obj/item/weapon/plantspray) )
var/obj/item/weapon/plantspray/spray = O
- user.drop_item(O)
+ user.remove_from_mob(O)
toxins += spray.toxicity
pestlevel -= spray.pest_kill_str
weedlevel -= spray.weed_kill_str
diff --git a/code/modules/mining/satchel_ore_boxdm.dm b/code/modules/mining/satchel_ore_boxdm.dm
index eb596309156..5428f3f6c0a 100644
--- a/code/modules/mining/satchel_ore_boxdm.dm
+++ b/code/modules/mining/satchel_ore_boxdm.dm
@@ -12,7 +12,7 @@
/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/ore))
- user.u_equip(W)
+ user.remove_from_mob(W)
src.contents += W
if (istype(W, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = W
diff --git a/code/modules/mob/inventory.dm b/code/modules/mob/inventory.dm
index 653e33b2ddf..97acaf86de9 100644
--- a/code/modules/mob/inventory.dm
+++ b/code/modules/mob/inventory.dm
@@ -1,15 +1,81 @@
+//This proc is called whenever someone clicks an inventory ui slot.
+/mob/proc/attack_ui(slot)
+ var/obj/item/W = get_active_hand()
+ if(istype(W))
+ equip_to_slot_if_possible(W, slot)
+
+/mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1)
+ if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob))
+ return 1
+ else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob))
+ return 1
+ return 0
+
+//This is a SAFE proc. Use this instead of equip_to_slot()!
+//set del_on_fail to have it delete W if it fails to equip
+//set disable_warning to disable the 'you are unable to equip that' warning.
+//unset redraw_mob to prevent the mob from being redrawn at the end.
+/mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1)
+ if(!istype(W)) return 0
+
+ if(!W.mob_can_equip(src, slot))
+ if(del_on_fail)
+ del(W)
+ else
+ if(!disable_warning)
+ src << "\red You are unable to equip that." //Only print if del_on_fail is false
+ return 0
+
+ equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
+ return 1
+
+//This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task.
+//In most cases you will want to use equip_to_slot_if_possible()
+/mob/proc/equip_to_slot(obj/item/W as obj, slot)
+ return
+
+//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
+/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
+ return equip_to_slot_if_possible(W, slot, 1, 1, 0)
+
+//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
+var/list/slot_equipment_priority = list( \
+ slot_back,\
+ slot_wear_id,\
+ slot_w_uniform,\
+ slot_wear_suit,\
+ slot_wear_mask,\
+ slot_head,\
+ slot_shoes,\
+ slot_gloves,\
+ slot_l_ear,\
+ slot_r_ear,\
+ slot_glasses,\
+ slot_belt,\
+ slot_s_store,\
+ slot_tie,\
+ slot_l_store,\
+ slot_r_store\
+ )
+
+//puts the item "W" into an appropriate slot in a human's inventory
+//returns 0 if it cannot, 1 if successful
+/mob/proc/equip_to_appropriate_slot(obj/item/W)
+ if(!istype(W)) return 0
+
+ for(var/slot in slot_equipment_priority)
+ if(equip_to_slot_if_possible(W, slot, del_on_fail=0, disable_warning=1, redraw_mob=1))
+ return 1
+
+ return 0
+
//These procs handle putting s tuff in your hand. It's probably best to use these rather than setting l_hand = ...etc
//as they handle all relevant stuff like adding it to the player's screen and updating their overlays.
//Returns the thing in our active hand
/mob/proc/get_active_hand()
- if(issilicon(src))
- if(isrobot(src))
- if(src:module_active)
- return src:module_active
- else
- if(hand) return l_hand
- else return r_hand
+ if(hand) return l_hand
+ else return r_hand
//Returns the thing in our inactive hand
/mob/proc/get_inactive_hand()
@@ -77,96 +143,45 @@
W.dropped()
return 0
-
-
-/mob/proc/drop_item_v() //this is dumb.
- if(stat == CONSCIOUS && isturf(loc))
- return drop_item()
- return 0
-
-
+// Removes an item from inventory and places it in the target atom
/mob/proc/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
if(W)
if(!Target)
Target = loc
- if(client) client.screen -= W
- u_equip(W)
+ remove_from_mob(W)
if(!W) return 1 // self destroying objects (tk, grabs)
- W.layer = initial(W.layer)
- W.loc = Target
-
- var/turf/T = get_turf(Target)
- if(isturf(T))
- T.Entered(W)
-
- W.dropped(src)
+
+ W.forceMove(Target)
update_icons()
return 1
return 0
-
//Drops the item in our left hand
/mob/proc/drop_l_hand(var/atom/Target)
- if(l_hand)
- if(client) client.screen -= l_hand
- l_hand.layer = initial(l_hand.layer)
-
- if(Target) l_hand.loc = Target.loc
- else l_hand.loc = loc
-
- var/turf/T = get_turf(loc)
- if(isturf(T))
- T.Entered(l_hand)
-
- l_hand.dropped(src)
- l_hand = null
- update_inv_l_hand()
- return 1
- return 0
+ return drop_from_inventory(l_hand, Target)
//Drops the item in our right hand
/mob/proc/drop_r_hand(var/atom/Target)
- if(r_hand)
- if(client) client.screen -= r_hand
- r_hand.layer = initial(r_hand.layer)
-
- if(Target) r_hand.loc = Target.loc
- else r_hand.loc = loc
-
- var/turf/T = get_turf(Target)
- if(istype(T))
- T.Entered(r_hand)
-
- r_hand.dropped(src)
- r_hand = null
- update_inv_r_hand()
- return 1
- return 0
+ return drop_from_inventory(r_hand, Target)
//Drops the item in our active hand.
/mob/proc/drop_item(var/atom/Target)
if(hand) return drop_l_hand(Target)
else return drop_r_hand(Target)
-
-
-
-
-
-
-
-
-//TODO: phase out this proc
-/mob/proc/before_take_item(var/obj/item/W) //TODO: what is this?
- W.loc = null
- W.layer = initial(W.layer)
- u_equip(W)
- update_icons()
- return
-
-
-/mob/proc/u_equip(W as obj)
+/*
+ Removes the object from any slots the mob might have, calling the appropriate icon update proc.
+ Does nothing else.
+
+ DO NOT CALL THIS PROC DIRECTLY. It is meant to be called only by other inventory procs.
+ It's probably okay to use it if you are transferring the item between slots on the same mob,
+ but chances are you're safer calling remove_from_mob() or drop_from_inventory() anyways.
+
+ As far as I can tell the proc exists so that mobs with different inventory slots can override
+ the search through all the slots, without having to duplicate the rest of the item dropping.
+*/
+/mob/proc/u_equip(obj/W as obj)
if (W == r_hand)
r_hand = null
update_inv_r_hand(0)
@@ -181,40 +196,27 @@
update_inv_wear_mask(0)
return
+//This differs from remove_from_mob() in that it checks canremove first.
/mob/proc/unEquip(obj/item/I, force = 0) //Force overrides NODROP for things like wizarditis and admin undress.
- if(!I) //If there's nothing to drop, the drop is automatically successful. If(unEquip) should generally be used to check for NODROP.
+ if(!I) //If there's nothing to drop, the drop is automatically successful.
return 1
- /*if((I.flags & NODROP) && !force)
- return 0*/
-
if(!I.canremove && !force)
return 0
- if(I == r_hand)
- r_hand = null
- update_inv_r_hand()
- else if(I == l_hand)
- l_hand = null
- update_inv_l_hand()
-
- if(I)
- if(client)
- client.screen -= I
- I.loc = loc
- I.dropped(src)
- if(I)
- I.layer = initial(I.layer)
+ remove_from_mob(I)
return 1
//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
-//It does call u_equip() though. So it can drop items to the floor but only if src is human.
/mob/proc/remove_from_mob(var/obj/O)
src.u_equip(O)
if (src.client)
src.client.screen -= O
O.layer = initial(O.layer)
O.screen_loc = null
+ if(istype(O, /obj/item))
+ var/obj/item/I = O
+ I.dropped()
return 1
@@ -240,99 +242,3 @@
//if(hasvar(src,"r_hand")) if(src:r_hand) items += src:r_hand
return items
-
-/** BS12's proc to get the item in the active hand. Couldn't find the /tg/ equivalent. **/
-/mob/proc/equipped()
- return get_active_hand() //TODO: get rid of this proc
-
-/mob/living/carbon/human/proc/equip_if_possible(obj/item/W, slot, del_on_fail = 1) // since byond doesn't seem to have pointers, this seems like the best way to do this :/
- //warning: icky code
- var/equipped = 0
- switch(slot)
- if(slot_back)
- if(!src.back)
- src.back = W
- equipped = 1
- if(slot_wear_mask)
- if(!src.wear_mask)
- src.wear_mask = W
- equipped = 1
- if(slot_handcuffed)
- if(!src.handcuffed)
- src.handcuffed = W
- equipped = 1
- if(slot_l_hand)
- if(!src.l_hand)
- src.l_hand = W
- equipped = 1
- if(slot_r_hand)
- if(!src.r_hand)
- src.r_hand = W
- equipped = 1
- if(slot_belt)
- if(!src.belt && src.w_uniform)
- src.belt = W
- equipped = 1
- if(slot_wear_id)
- if(!src.wear_id && src.w_uniform)
- src.wear_id = W
- equipped = 1
- if(slot_l_ear)
- if(!src.l_ear)
- src.l_ear = W
- equipped = 1
- if(slot_r_ear)
- if(!src.r_ear)
- src.r_ear = W
- equipped = 1
- if(slot_glasses)
- if(!src.glasses)
- src.glasses = W
- equipped = 1
- if(slot_gloves)
- if(!src.gloves)
- src.gloves = W
- equipped = 1
- if(slot_head)
- if(!src.head)
- src.head = W
- equipped = 1
- if(slot_shoes)
- if(!src.shoes)
- src.shoes = W
- equipped = 1
- if(slot_wear_suit)
- if(!src.wear_suit)
- src.wear_suit = W
- equipped = 1
- if(slot_w_uniform)
- if(!src.w_uniform)
- src.w_uniform = W
- equipped = 1
- if(slot_l_store)
- if(!src.l_store && src.w_uniform)
- src.l_store = W
- equipped = 1
- if(slot_r_store)
- if(!src.r_store && src.w_uniform)
- src.r_store = W
- equipped = 1
- if(slot_s_store)
- if(!src.s_store && src.wear_suit)
- src.s_store = W
- equipped = 1
- if(slot_in_backpack)
- if (src.back && istype(src.back, /obj/item/weapon/storage/backpack))
- var/obj/item/weapon/storage/backpack/B = src.back
- if(B.contents.len < B.storage_slots && W.w_class <= B.max_w_class)
- W.loc = B
- equipped = 1
-
- if(equipped)
- W.layer = 20
- if(src.back && W.loc != src.back)
- W.loc = src
- else
- if (del_on_fail)
- del(W)
- return equipped
diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm
index ed18254deb2..63eba6e781d 100644
--- a/code/modules/mob/living/carbon/carbon.dm
+++ b/code/modules/mob/living/carbon/carbon.dm
@@ -328,16 +328,9 @@
if(!item) return //Grab processing has a chance of returning null
- item.layer = initial(item.layer)
- u_equip(item)
- update_icons()
-
- if (istype(usr, /mob/living/carbon)) //Check if a carbon mob is throwing. Modify/remove this line as required.
- item.loc = src.loc
- if(src.client)
- src.client.screen -= item
- if(istype(item, /obj/item))
- item:dropped(src) // let it know it's been dropped
+
+ src.remove_from_mob(item)
+ item.loc = src.loc
//actually throw it!
if (item)
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index 300b7ce1845..a0c78d75729 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -70,7 +70,7 @@ emp_act
if(c_hand && (stun_amount || agony_amount > 10))
msg_admin_attack("[src.name] ([src.ckey]) was disarmed by a stun effect")
- u_equip(c_hand)
+ drop_from_inventory(c_hand)
if (affected.status & ORGAN_ROBOT)
emote("me", 1, "drops what they were holding, their [affected.name] malfunctioning!")
else
diff --git a/code/modules/mob/living/carbon/human/human_organs.dm b/code/modules/mob/living/carbon/human/human_organs.dm
index 3c0f9e011c2..de7a982b1a6 100644
--- a/code/modules/mob/living/carbon/human/human_organs.dm
+++ b/code/modules/mob/living/carbon/human/human_organs.dm
@@ -104,9 +104,9 @@
if(E.is_broken())
if(E.body_part == HAND_LEFT)
- u_equip(l_hand)
+ drop_from_inventory(l_hand)
else
- u_equip(r_hand)
+ drop_from_inventory(r_hand)
var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
emote("me", 1, "[(species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
@@ -114,9 +114,9 @@
else if(E.is_malfunctioning())
if(E.body_part == HAND_LEFT)
- u_equip(l_hand)
+ drop_from_inventory(l_hand)
else
- u_equip(r_hand)
+ drop_from_inventory(r_hand)
emote("me", 1, "drops what they were holding, their [E.name] malfunctioning!")
diff --git a/code/modules/mob/living/carbon/human/inventory.dm b/code/modules/mob/living/carbon/human/inventory.dm
index 67d17c2560d..bc39c3f315b 100644
--- a/code/modules/mob/living/carbon/human/inventory.dm
+++ b/code/modules/mob/living/carbon/human/inventory.dm
@@ -69,11 +69,11 @@ This saves us from having to call add_fingerprint() any time something is put in
if(slot_glasses)
return has_organ("head")
if(slot_gloves)
- return has_organ("l_hand") && has_organ("r_hand")
+ return has_organ("l_hand") || has_organ("r_hand")
if(slot_head)
return has_organ("head")
if(slot_shoes)
- return has_organ("r_foot") && has_organ("l_foot")
+ return has_organ("r_foot") || has_organ("l_foot")
if(slot_wear_suit)
return has_organ("chest")
if(slot_w_uniform)
@@ -89,19 +89,13 @@ This saves us from having to call add_fingerprint() any time something is put in
if(slot_tie)
return 1
-/mob/living/carbon/human/u_equip(obj/item/W as obj)
+/mob/living/carbon/human/u_equip(obj/W as obj)
if(!W) return 0
- var/success
-
if (W == wear_suit)
if(s_store)
drop_from_inventory(s_store)
- if(W)
- success = 1
wear_suit = null
- if(W.flags_inv & HIDESHOES)
- update_inv_shoes(0)
update_inv_wear_suit()
else if (W == w_uniform)
if (r_store)
@@ -113,43 +107,43 @@ This saves us from having to call add_fingerprint() any time something is put in
if (belt)
drop_from_inventory(belt)
w_uniform = null
- success = 1
update_inv_w_uniform()
else if (W == gloves)
gloves = null
- success = 1
update_inv_gloves()
else if (W == glasses)
glasses = null
- success = 1
update_inv_glasses()
else if (W == head)
head = null
- if((W.flags & BLOCKHAIR) || (W.flags & BLOCKHEADHAIR)|| (W.flags_inv & HIDEMASK))
+
+ var/update_hair = 0
+ if((W.flags & BLOCKHAIR) || (W.flags & BLOCKHEADHAIR))
+ update_hair = 1
+ else if(istype(W, /obj/item))
+ var/obj/item/I = W
+ if(I.flags_inv & HIDEMASK)
+ update_hair = 1
+ if(update_hair)
update_hair(0) //rebuild hair
update_inv_ears(0)
update_inv_wear_mask(0)
- success = 1
+
update_inv_head()
else if (W == l_ear)
l_ear = null
- success = 1
update_inv_ears()
else if (W == r_ear)
r_ear = null
- success = 1
update_inv_ears()
else if (W == shoes)
shoes = null
- success = 1
update_inv_shoes()
else if (W == belt)
belt = null
- success = 1
update_inv_belt()
else if (W == wear_mask)
wear_mask = null
- success = 1
if((W.flags & BLOCKHAIR) || (W.flags & BLOCKHEADHAIR))
update_hair(0) //rebuild hair
update_inv_ears(0)
@@ -160,53 +154,36 @@ This saves us from having to call add_fingerprint() any time something is put in
update_inv_wear_mask()
else if (W == wear_id)
wear_id = null
- success = 1
update_inv_wear_id()
else if (W == r_store)
r_store = null
- success = 1
update_inv_pockets()
else if (W == l_store)
l_store = null
- success = 1
update_inv_pockets()
else if (W == s_store)
s_store = null
- success = 1
update_inv_s_store()
else if (W == back)
back = null
- success = 1
update_inv_back()
else if (W == handcuffed)
- handcuffed = null
+ handcuffed = null
if(buckled && buckled.buckle_require_restraints)
- buckled.unbuckle_mob()
- success = 1
+ buckled.unbuckle_mob()
update_inv_handcuffed()
else if (W == legcuffed)
legcuffed = null
- success = 1
update_inv_legcuffed()
else if (W == r_hand)
r_hand = null
- success = 1
update_inv_r_hand()
else if (W == l_hand)
l_hand = null
- success = 1
update_inv_l_hand()
else
return 0
-
- if(success)
- if (W)
- if (client)
- client.screen -= W
- W.loc = loc
- W.dropped(src)
- //if(W)
- //W.layer = initial(W.layer)
+
update_action_buttons()
return 1
@@ -319,7 +296,7 @@ This saves us from having to call add_fingerprint() any time something is put in
update_inv_s_store(redraw_mob)
if(slot_in_backpack)
if(src.get_active_hand() == W)
- src.u_equip(W)
+ src.remove_from_mob(W)
W.loc = src.back
if(slot_tie)
var/obj/item/clothing/under/uniform = src.w_uniform
@@ -339,6 +316,10 @@ This saves us from having to call add_fingerprint() any time something is put in
return
+/*
+ MouseDrop human inventory menu
+*/
+
/obj/effect/equip_e
name = "equip e"
var/mob/source = null
@@ -771,15 +752,12 @@ It can still be worn/put on as normal.
W.add_fingerprint(source)
if(slot_to_process == slot_l_store) //pockets! Needs to process the other one too. Snowflake code, wooo! It's not like anyone will rewrite this anytime soon. If I'm wrong then... CONGRATULATIONS! ;)
if(target.r_store)
- target.u_equip(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store.
+ target.remove_from_mob(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store.
else
if(item && target.has_organ_for_slot(slot_to_process)) //Placing an item on the mob
if(item.mob_can_equip(target, slot_to_process, 0))
- source.u_equip(item)
+ source.remove_from_mob(item)
target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1)
- item.dropped(source)
- source.update_icons()
- target.update_icons()
if(source && target)
if(source.machine == target)
diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm
index 847bebe7f0a..10c22f6012a 100644
--- a/code/modules/mob/living/carbon/human/life.dm
+++ b/code/modules/mob/living/carbon/human/life.dm
@@ -237,7 +237,7 @@
src << "\red It becomes hard to see for some reason."
eye_blurry = 10
if(getBrainLoss() >= 35)
- if(7 <= rn && rn <= 9) if(hand && equipped())
+ if(7 <= rn && rn <= 9) if(get_active_hand())
src << "\red Your hand won't respond properly, you drop what you're holding."
drop_item()
if(getBrainLoss() >= 50)
diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm
index 0be6c4828d1..0882c558c7e 100644
--- a/code/modules/mob/living/carbon/human/update_icons.dm
+++ b/code/modules/mob/living/carbon/human/update_icons.dm
@@ -694,13 +694,12 @@ var/global/list/damage_icon_parts = list()
standing.overlays += bloodsies
overlays_standing[SUIT_LAYER] = standing
-
update_tail_showing(0)
else
overlays_standing[SUIT_LAYER] = null
-
update_tail_showing(0)
+ update_inv_shoes(0)
update_collar(0)
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index eb0c9ce8599..e3ce0c93022 100644
--- a/code/modules/mob/living/living_defense.dm
+++ b/code/modules/mob/living/living_defense.dm
@@ -49,8 +49,8 @@
Stun(2)
//Being hit while using a deadman switch
- if(istype(equipped(),/obj/item/device/assembly/signaler))
- var/obj/item/device/assembly/signaler/signaler = equipped()
+ if(istype(get_active_hand(),/obj/item/device/assembly/signaler))
+ var/obj/item/device/assembly/signaler/signaler = get_active_hand()
if(signaler.deadman && prob(80))
src.visible_message("\red [src] triggers their deadman's switch!")
signaler.signal()
diff --git a/code/modules/mob/living/simple_animal/parrot.dm b/code/modules/mob/living/simple_animal/parrot.dm
index 747cde86ce2..729bb3ff050 100644
--- a/code/modules/mob/living/simple_animal/parrot.dm
+++ b/code/modules/mob/living/simple_animal/parrot.dm
@@ -607,7 +607,7 @@
stolen_item = C.r_hand
if(stolen_item)
- C.u_equip(stolen_item)
+ C.remove_from_mob(stolen_item)
held_item = stolen_item
stolen_item.loc = src
visible_message("[src] grabs the [held_item] out of [C]'s hand!", "\blue You snag the [held_item] out of [C]'s hand!", "You hear the sounds of wings flapping furiously.")
diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm
index 3ee11cc9f61..e4405c57672 100644
--- a/code/modules/mob/mob.dm
+++ b/code/modules/mob/mob.dm
@@ -117,77 +117,6 @@
/mob/proc/restrained()
return
-//This proc is called whenever someone clicks an inventory ui slot.
-/mob/proc/attack_ui(slot)
- var/obj/item/W = get_active_hand()
- if(istype(W))
- equip_to_slot_if_possible(W, slot)
-
-/mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1)
- if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob))
- return 1
- else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob))
- return 1
- return 0
-
-//This is a SAFE proc. Use this instead of equip_to_slot()!
-//set del_on_fail to have it delete W if it fails to equip
-//set disable_warning to disable the 'you are unable to equip that' warning.
-//unset redraw_mob to prevent the mob from being redrawn at the end.
-/mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1)
- if(!istype(W)) return 0
-
- if(!W.mob_can_equip(src, slot))
- if(del_on_fail)
- del(W)
- else
- if(!disable_warning)
- src << "\red You are unable to equip that." //Only print if del_on_fail is false
- return 0
-
- equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
- return 1
-
-//This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task.
-//In most cases you will want to use equip_to_slot_if_possible()
-/mob/proc/equip_to_slot(obj/item/W as obj, slot)
- return
-
-//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
-/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
- return equip_to_slot_if_possible(W, slot, 1, 1, 0)
-
-//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
-var/list/slot_equipment_priority = list( \
- slot_back,\
- slot_wear_id,\
- slot_w_uniform,\
- slot_wear_suit,\
- slot_wear_mask,\
- slot_head,\
- slot_shoes,\
- slot_gloves,\
- slot_l_ear,\
- slot_r_ear,\
- slot_glasses,\
- slot_belt,\
- slot_s_store,\
- slot_tie,\
- slot_l_store,\
- slot_r_store\
- )
-
-//puts the item "W" into an appropriate slot in a human's inventory
-//returns 0 if it cannot, 1 if successful
-/mob/proc/equip_to_appropriate_slot(obj/item/W)
- if(!istype(W)) return 0
-
- for(var/slot in slot_equipment_priority)
- if(equip_to_slot_if_possible(W, slot, del_on_fail=0, disable_warning=1, redraw_mob=1))
- return 1
-
- return 0
-
/mob/proc/reset_view(atom/A)
if (client)
if (istype(A, /atom/movable))
diff --git a/code/modules/mob/mob_movement.dm b/code/modules/mob/mob_movement.dm
index 63974f1c257..baf1d299687 100644
--- a/code/modules/mob/mob_movement.dm
+++ b/code/modules/mob/mob_movement.dm
@@ -96,8 +96,8 @@
/client/verb/drop_item()
set hidden = 1
- if(!isrobot(mob))
- mob.drop_item_v()
+ if(!isrobot(mob) && mob.stat == CONSCIOUS && isturf(mob.loc))
+ return mob.drop_item()
return
diff --git a/code/modules/power/antimatter/computer.dm b/code/modules/power/antimatter/computer.dm
index 3a47ec7abf2..d531ccfb540 100644
--- a/code/modules/power/antimatter/computer.dm
+++ b/code/modules/power/antimatter/computer.dm
@@ -45,7 +45,7 @@
src.state = STATE_DEFAULT
if("login")
var/mob/M = usr
- var/obj/item/weapon/card/id/I = M.equipped()
+ var/obj/item/weapon/card/id/I = M.get_active_hand()
if (I && istype(I))
if(src.check_access(I))
authenticated = 1
diff --git a/code/modules/power/antimatter/control.dm b/code/modules/power/antimatter/control.dm
index 23c5e0243a6..b9f1075fa1b 100644
--- a/code/modules/power/antimatter/control.dm
+++ b/code/modules/power/antimatter/control.dm
@@ -171,10 +171,8 @@
user << "\red There is already a [fueljar] inside!"
return
fueljar = W
+ user.remove_from_mob(W)
W.loc = src
- if(user.client)
- user.client.screen -= W
- user.u_equip(W)
user.update_icons()
user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
"You load an [W.name].", \
diff --git a/code/modules/projectiles/guns/launcher/pneumatic.dm b/code/modules/projectiles/guns/launcher/pneumatic.dm
index 9fac802bdaf..b1a0f563df8 100644
--- a/code/modules/projectiles/guns/launcher/pneumatic.dm
+++ b/code/modules/projectiles/guns/launcher/pneumatic.dm
@@ -66,7 +66,7 @@
for(var/obj/item/O in src.contents)
total_stored += O.get_storage_cost()
if(total_stored + W.get_storage_cost() <= max_storage_space)
- user.drop_item(W)
+ user.remove_from_mob(W)
W.loc = src
user << "You shove [W] into the hopper."
else
diff --git a/code/modules/projectiles/targeting.dm b/code/modules/projectiles/targeting.dm
index bd5c1c8d97a..388b53a2566 100644
--- a/code/modules/projectiles/targeting.dm
+++ b/code/modules/projectiles/targeting.dm
@@ -80,7 +80,7 @@
var/mob/living/M = loc
if(M == T) return
if(!istype(M)) return
- if(src != M.equipped())
+ if(src != M.get_active_hand())
stop_aim()
return
diff --git a/code/modules/reagents/Chemistry-Machinery.dm b/code/modules/reagents/Chemistry-Machinery.dm
index bef45fbb166..4c857a51c3c 100644
--- a/code/modules/reagents/Chemistry-Machinery.dm
+++ b/code/modules/reagents/Chemistry-Machinery.dm
@@ -655,7 +655,7 @@
user << "\The [O] is not suitable for blending."
return 1
- user.before_take_item(O)
+ user.remove_from_mob(O)
O.loc = src
holdingitems += O
src.updateUsrDialog()
@@ -794,4 +794,4 @@
if (beaker.reagents.total_volume >= beaker.reagents.maximum_volume)
break
-#undef REAGENTS_PER_SHEET
\ No newline at end of file
+#undef REAGENTS_PER_SHEET
diff --git a/code/modules/reagents/reagent_containers/food/snacks.dm b/code/modules/reagents/reagent_containers/food/snacks.dm
index 45ee8b95f26..229b4b04e59 100644
--- a/code/modules/reagents/reagent_containers/food/snacks.dm
+++ b/code/modules/reagents/reagent_containers/food/snacks.dm
@@ -165,9 +165,7 @@
return
user << "\red You slip [W] inside [src]."
- user.u_equip(W)
- if ((user.client && user.s_active != src))
- user.client.screen -= W
+ user.remove_from_mob(W)
W.dropped(user)
add_fingerprint(user)
contents += W
diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm
index 9a9dc18c60f..a1c2fc4415d 100644
--- a/code/modules/reagents/reagent_containers/syringes.dm
+++ b/code/modules/reagents/reagent_containers/syringes.dm
@@ -250,7 +250,7 @@
if (target != user && target.getarmor(target_zone, "melee") > 5 && prob(50))
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [user] tries to stab [target] in \the [hit_area] with [src.name], but the attack is deflected by armor!"), 1)
- user.u_equip(src)
+ user.remove_from_mob(src)
del(src)
return