mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-23 04:51:32 +01:00
Right Slots (#11384)
This commit is contained in:
@@ -204,9 +204,9 @@
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equip_item(H, suit_store, slot_s_store)
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if(l_hand)
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H.put_in_l_hand(new l_hand(H))
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equip_item(H, l_hand, slot_l_hand)
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if(r_hand)
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H.put_in_r_hand(new r_hand(H))
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equip_item(H, r_hand, slot_r_hand)
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if(allow_pda_choice)
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switch(H.pda_choice)
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@@ -48,10 +48,10 @@
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switch(over_object.name)
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if("right hand")
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user.u_equip(master_item)
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user.put_in_r_hand(master_item)
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user.equip_to_slot_if_possible(master_item, slot_r_hand)
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if("left hand")
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user.u_equip(master_item)
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user.put_in_l_hand(master_item)
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user.equip_to_slot_if_possible(master_item, slot_l_hand)
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master_item.add_fingerprint(user)
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return 0
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return 0
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@@ -86,10 +86,10 @@
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switch(over_object.name)
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if("right hand")
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usr.u_equip(src)
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usr.put_in_r_hand(src,FALSE)
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usr.equip_to_slot_if_possible(src, slot_r_hand)
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if("left hand")
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usr.u_equip(src)
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usr.put_in_l_hand(src,FALSE)
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usr.equip_to_slot_if_possible(src, slot_l_hand)
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src.add_fingerprint(usr)
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/obj/item/storage/proc/return_inv()
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@@ -66,11 +66,11 @@
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if("right hand")
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if(istype(src, /obj/item/clothing/ears))
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C = check_two_ears(usr)
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usr.put_in_r_hand(C)
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usr.equip_to_slot_if_possible(C, slot_r_hand)
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if("left hand")
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if(istype(src, /obj/item/clothing/ears))
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C = check_two_ears(usr)
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usr.put_in_l_hand(C)
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usr.equip_to_slot_if_possible(C, slot_l_hand)
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src.add_fingerprint(usr)
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/obj/item/clothing/proc/check_two_ears(var/mob/user)
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@@ -146,18 +146,6 @@ var/list/slot_equipment_priority = list( \
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return l_hand
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return
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//Puts the item into your l_hand if possible and calls all necessary triggers/updates. returns 1 on success.
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/mob/proc/put_in_l_hand(var/obj/item/W)
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if(lying || !istype(W))
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return 0
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return 1
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//Puts the item into your r_hand if possible and calls all necessary triggers/updates. returns 1 on success.
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/mob/proc/put_in_r_hand(var/obj/item/W)
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if(lying || !istype(W))
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return 0
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return 1
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//Puts the item into our active hand if possible. returns 1 on success.
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/mob/proc/put_in_active_hand(var/obj/item/W)
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return 0 // Moved to human procs because only they need to use hands.
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@@ -224,10 +224,12 @@ This saves us from having to call add_fingerprint() any time something is put in
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if(slot_l_hand)
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src.l_hand = W
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W.equipped(src, slot)
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W.screen_loc = ui_lhand
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update_inv_l_hand(redraw_mob)
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if(slot_r_hand)
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src.r_hand = W
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W.equipped(src, slot)
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W.screen_loc = ui_rhand
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update_inv_r_hand(redraw_mob)
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if(slot_belt)
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src.belt = W
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@@ -326,6 +328,11 @@ This saves us from having to call add_fingerprint() any time something is put in
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update_inv_r_hand()
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W.layer = SCREEN_LAYER+0.01
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for(var/s in species.hud.gear)
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var/list/gear = species.hud.gear[s]
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if(gear["slot"] == slot)
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W.screen_loc = gear["loc"]
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break
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if(W.action_button_name)
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update_action_buttons()
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@@ -410,46 +417,22 @@ This saves us from having to call add_fingerprint() any time something is put in
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//Puts the item into our active hand if possible. returns 1 on success.
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/mob/living/carbon/human/put_in_active_hand(var/obj/item/W)
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return (hand ? put_in_l_hand(W) : put_in_r_hand(W))
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return (hand ? equip_to_slot_if_possible(W, slot_l_hand) : equip_to_slot_if_possible(W, slot_r_hand))
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//Puts the item into our inactive hand if possible. returns 1 on success.
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/mob/living/carbon/human/put_in_inactive_hand(var/obj/item/W)
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return (hand ? put_in_r_hand(W) : put_in_l_hand(W))
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return (hand ? equip_to_slot_if_possible(W, slot_r_hand) : equip_to_slot_if_possible(W, slot_l_hand))
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/mob/living/carbon/human/put_in_hands(var/obj/item/W)
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if(!W)
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return 0
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return FALSE
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if(put_in_active_hand(W))
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update_inv_l_hand()
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update_inv_r_hand()
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return 1
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return TRUE
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else if(put_in_inactive_hand(W))
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update_inv_l_hand()
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update_inv_r_hand()
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return 1
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return TRUE
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else
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return ..()
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/mob/living/carbon/human/put_in_l_hand(var/obj/item/W)
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if(!..() || l_hand)
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return 0
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W.forceMove(src)
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l_hand = W
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W.equipped(src,slot_l_hand)
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W.add_fingerprint(src)
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update_inv_l_hand()
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return 1
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/mob/living/carbon/human/put_in_r_hand(var/obj/item/W)
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if(!..() || r_hand)
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return 0
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W.forceMove(src)
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r_hand = W
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W.equipped(src,slot_r_hand)
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W.add_fingerprint(src)
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update_inv_r_hand()
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return 1
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/mob/living/carbon/human/proc/update_noise_level()
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is_noisy = FALSE
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if (lying || !shoes || !istype(shoes, /obj/item/clothing/shoes))
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@@ -535,8 +535,6 @@ There are several things that need to be remembered:
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overlays_raw[UNIFORM_LAYER] = null
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if(check_draw_underclothing())
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w_uniform.screen_loc = ui_iclothing
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//determine the icon to use
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var/icon/under_icon
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var/under_state = ""
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@@ -604,7 +602,6 @@ There are several things that need to be remembered:
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overlays_raw[ID_LAYER_ALT] = null
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if(wear_id)
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var/image/result_layer
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wear_id.screen_loc = ui_id //TODO
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if(w_uniform)
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if(!w_uniform:displays_id)
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return
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@@ -678,7 +675,6 @@ There are several things that need to be remembered:
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bloodsies.color = gloves.blood_color
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result_layer = list(result_layer, bloodsies)
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gloves.screen_loc = ui_gloves
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overlays_raw[GLOVES_LAYER] = result_layer
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else if(blood_DNA)
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var/image/bloodsies = image(species.blood_mask, "bloodyhands")
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@@ -726,8 +722,6 @@ There are several things that need to be remembered:
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if(check_draw_ears())
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if(l_ear)
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l_ear.screen_loc = ui_l_ear
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var/image/result_layer = null
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//Determine the icon to use
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@@ -771,8 +765,6 @@ There are several things that need to be remembered:
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if(check_draw_ears())
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if(r_ear)
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r_ear.screen_loc = ui_r_ear
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var/image/result_layer = null
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//Determine the icon to use
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@@ -815,8 +807,6 @@ There are several things that need to be remembered:
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return
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if(check_draw_shoes())
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shoes.screen_loc = ui_shoes
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var/image/result_layer = null
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//Determine the icon to use
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@@ -890,13 +880,11 @@ There are several things that need to be remembered:
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var/image/s_store_image = image(s_store.icon_override || s_store.icon, state)
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s_store_image.appearance_flags = RESET_ALPHA
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overlays_raw[SUIT_STORE_LAYER] = s_store_image
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s_store.screen_loc = ui_sstore1
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else
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//s_store.auto_adapt_species(src)
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var/image/s_store_image = image('icons/mob/belt_mirror.dmi', s_store.item_state || s_store.icon_state)
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s_store_image.appearance_flags = RESET_ALPHA
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overlays_raw[SUIT_STORE_LAYER] = s_store_image
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s_store.screen_loc = ui_sstore1 //TODO
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else
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overlays_raw[SUIT_STORE_LAYER] = null
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if(update_icons)
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@@ -908,7 +896,6 @@ There are several things that need to be remembered:
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overlays_raw[HEAD_LAYER] = null
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if(head)
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head.screen_loc = ui_head //TODO
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var/image/standing = null
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//Determine the icon to use
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var/t_icon = INV_HEAD_DEF_ICON
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@@ -967,8 +954,6 @@ There are several things that need to be remembered:
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return
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if(belt)
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belt.screen_loc = ui_belt
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var/image/result_layer = null
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//Determine the icon to use
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@@ -1032,8 +1017,6 @@ There are several things that need to be remembered:
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return
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if(wear_suit)
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wear_suit.screen_loc = ui_oclothing
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var/image/result_layer = null
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//Determine the icon to use
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@@ -1099,11 +1082,6 @@ There are several things that need to be remembered:
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if (QDELING(src))
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return
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if(l_store)
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l_store.screen_loc = ui_storage1 //TODO
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if(r_store)
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r_store.screen_loc = ui_storage2 //TODO
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if(update_icons)
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update_icon()
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@@ -1114,7 +1092,6 @@ There are several things that need to be remembered:
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overlays_raw[FACEMASK_LAYER] = null
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if(check_draw_mask())
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wear_mask.screen_loc = ui_mask //TODO
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var/image/standing
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if(wear_mask.contained_sprite)
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@@ -1158,8 +1135,6 @@ There are several things that need to be remembered:
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overlays_raw[BACK_LAYER] = null
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if(back)
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back.screen_loc = ui_back //TODO
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//determine the icon to use
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var/icon/overlay_icon
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var/overlay_state = ""
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@@ -1276,8 +1251,6 @@ There are several things that need to be remembered:
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overlays_raw[L_HAND_LAYER] = null
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if(l_hand)
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l_hand.screen_loc = ui_lhand //TODO
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//determine icon state to use
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var/t_state = l_hand.item_state || l_hand.icon_state
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@@ -1328,8 +1301,6 @@ There are several things that need to be remembered:
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overlays_raw[R_HAND_LAYER] = null
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if(r_hand)
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r_hand.screen_loc = ui_rhand //TODO
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//determine icon state to use
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var/t_state = r_hand.item_state || r_hand.icon_state
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@@ -1380,8 +1351,6 @@ There are several things that need to be remembered:
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overlays_raw[WRISTS_LAYER] = null
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if(check_draw_wrists())
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wrists.screen_loc = ui_lhand //TODO
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//determine icon state to use
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var/t_state = wrists.item_state || wrists.icon_state
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@@ -48,8 +48,8 @@
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switch(over_object.name)
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if("right hand")
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usr.u_equip(src)
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usr.put_in_r_hand(src)
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usr.equip_to_slot_if_possible(src, slot_r_hand)
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if("left hand")
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usr.u_equip(src)
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usr.put_in_l_hand(src)
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usr.equip_to_slot_if_possible(src, slot_l_hand)
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add_fingerprint(usr)
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@@ -29,10 +29,10 @@
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switch(over_object.name)
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if("right hand")
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M.u_equip(src)
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M.put_in_r_hand(src)
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M.equip_to_slot_if_possible(src, slot_r_hand)
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if("left hand")
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M.u_equip(src)
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M.put_in_l_hand(src)
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M.equip_to_slot_if_possible(src, slot_l_hand)
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add_fingerprint(usr)
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return
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@@ -442,10 +442,10 @@
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var/mob/living/carbon/human/h_user = user
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if (h_user.r_hand == src)
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h_user.drop_from_inventory(src)
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h_user.put_in_r_hand(B)
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h_user.equip_to_slot_if_possible(B, slot_r_hand)
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else if (h_user.l_hand == src)
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h_user.drop_from_inventory(src)
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h_user.put_in_l_hand(B)
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h_user.equip_to_slot_if_possible(B, slot_l_hand)
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else if (h_user.l_store == src)
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h_user.drop_from_inventory(src)
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B.forceMove(h_user)
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@@ -105,10 +105,10 @@ var/global/photo_count = 0
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switch(over_object.name)
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if("right hand")
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M.u_equip(src)
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M.put_in_r_hand(src)
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M.equip_to_slot_if_possible(src, slot_r_hand)
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if("left hand")
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M.u_equip(src)
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M.put_in_l_hand(src)
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M.equip_to_slot_if_possible(src, slot_l_hand)
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add_fingerprint(usr)
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return
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if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
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@@ -0,0 +1,6 @@
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author: Geeves
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delete-after: True
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changes:
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- bugfix: "Equipping items will now put them into the correct slot position, depending on which HUD your species has."
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