Makes inventory code not use : for get_equipped_items()

Also corrects a couple of forceMove()s.
This commit is contained in:
PsiOmegaDelta
2016-01-22 08:51:11 +01:00
parent f976e82c63
commit 978ec93c1a
2 changed files with 33 additions and 25 deletions

View File

@@ -244,23 +244,4 @@ var/list/slot_equipment_priority = list( \
//Outdated but still in use apparently. This should at least be a human proc.
/mob/proc/get_equipped_items()
var/list/items = new/list()
if(hasvar(src,"back")) if(src:back) items += src:back
if(hasvar(src,"belt")) if(src:belt) items += src:belt
if(hasvar(src,"l_ear")) if(src:l_ear) items += src:l_ear
if(hasvar(src,"r_ear")) if(src:r_ear) items += src:r_ear
if(hasvar(src,"glasses")) if(src:glasses) items += src:glasses
if(hasvar(src,"gloves")) if(src:gloves) items += src:gloves
if(hasvar(src,"head")) if(src:head) items += src:head
if(hasvar(src,"shoes")) if(src:shoes) items += src:shoes
if(hasvar(src,"wear_id")) if(src:wear_id) items += src:wear_id
if(hasvar(src,"wear_mask")) if(src:wear_mask) items += src:wear_mask
if(hasvar(src,"wear_suit")) if(src:wear_suit) items += src:wear_suit
// if(hasvar(src,"w_radio")) if(src:w_radio) items += src:w_radio commenting this out since headsets go on your ears now PLEASE DON'T BE MAD KEELIN
if(hasvar(src,"w_uniform")) if(src:w_uniform) items += src:w_uniform
//if(hasvar(src,"l_hand")) if(src:l_hand) items += src:l_hand
//if(hasvar(src,"r_hand")) if(src:r_hand) items += src:r_hand
return items
return list()

View File

@@ -184,7 +184,7 @@ This saves us from having to call add_fingerprint() any time something is put in
if(!istype(W)) return
if(!has_organ_for_slot(slot)) return
if(!species || !species.hud || !(slot in species.hud.equip_slots)) return
W.loc = src
W.forceMove(src)
switch(slot)
if(slot_back)
src.back = W
@@ -224,7 +224,7 @@ This saves us from having to call add_fingerprint() any time something is put in
src.l_ear = W
if(l_ear.slot_flags & SLOT_TWOEARS)
var/obj/item/clothing/ears/offear/O = new(W)
O.loc = src
O.forceMove(src)
src.r_ear = O
O.layer = 20
W.equipped(src, slot)
@@ -233,7 +233,7 @@ This saves us from having to call add_fingerprint() any time something is put in
src.r_ear = W
if(r_ear.slot_flags & SLOT_TWOEARS)
var/obj/item/clothing/ears/offear/O = new(W)
O.loc = src
O.forceMove(src)
src.l_ear = O
O.layer = 20
W.equipped(src, slot)
@@ -285,12 +285,12 @@ This saves us from having to call add_fingerprint() any time something is put in
if(slot_in_backpack)
if(src.get_active_hand() == W)
src.remove_from_mob(W)
W.loc = src.back
W.forceMove(src.back)
if(slot_tie)
var/obj/item/clothing/under/uniform = src.w_uniform
uniform.attackby(W,src)
else
src << "\red You are trying to eqip this item to an unsupported inventory slot. How the heck did you manage that? Stop it..."
src << "<span class='danger'>You are trying to eqip this item to an unsupported inventory slot. If possible, please write a ticket with steps to reproduce. Slot was: [slot]</span>"
return
if((W == src.l_hand) && (slot != slot_l_hand))
@@ -349,3 +349,30 @@ This saves us from having to call add_fingerprint() any time something is put in
if(slot_l_ear) return l_ear
if(slot_r_ear) return r_ear
return ..()
/mob/living/carbon/human/get_equipped_items(var/include_carried = 0)
var/list/items = new/list()
if(back) items += back
if(belt) items += belt
if(l_ear) items += l_ear
if(r_ear) items += r_ear
if(glasses) items += glasses
if(gloves) items += gloves
if(head) items += head
if(shoes) items += shoes
if(wear_id) items += wear_id
if(wear_mask) items += wear_mask
if(wear_suit) items += wear_suit
if(w_uniform) items += w_uniform
if(include_carried)
if(slot_l_hand) items += l_hand
if(slot_r_hand) items += r_hand
if(slot_l_store) items += l_store
if(slot_r_store) items += r_store
if(slot_legcuffed) items += legcuffed
if(slot_handcuffed) items += handcuffed
if(slot_s_store) items += s_store
return items