mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-21 12:02:31 +01:00
Webbings now use internal storage
Clothing no longer manipulates webbing members for better encapsulation. Instead attackby() and attack_hand() are forwarded to accessories if they are present. Removed "Look in Storage" verb for less verb clutter.
This commit is contained in:
@@ -250,18 +250,18 @@ BLIND // can't see anything
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/obj/item/clothing/under/attackby(obj/item/I, mob/user)
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if(hastie)
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hastie.attackby(I, user)
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return
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if(!hastie && istype(I, /obj/item/clothing/tie))
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user.drop_item()
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hastie = I
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I.loc = src
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user << "<span class='notice'>You attach [I] to [src].</span>"
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hastie.attach_to(src, user)
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if (istype(hastie,/obj/item/clothing/tie/holster))
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verbs += /obj/item/clothing/under/proc/holster
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if (istype(hastie,/obj/item/clothing/tie/storage))
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verbs += /obj/item/clothing/under/proc/storage
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform()
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@@ -269,6 +269,33 @@ BLIND // can't see anything
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return
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..()
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/obj/item/clothing/under/attack_hand(mob/user as mob)
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//only forward to the attached accessory if the clothing is equipped (not in a storage)
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if(hastie && src.loc == user)
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hastie.attack_hand(user)
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return
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..()
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//This is to allow people to take off suits when there is an attached accessory
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/obj/item/weapon/storage/MouseDrop(obj/over_object as obj)
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if (ishuman(usr) || ismonkey(usr))
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//makes sure that the clothing is equipped so that we can't drag it into our hand from miles away.
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if (!(src.loc == usr))
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return
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if (!( usr.restrained() ) && !( usr.stat ))
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switch(over_object.name)
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if("r_hand")
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usr.u_equip(src)
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usr.put_in_r_hand(src)
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if("l_hand")
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usr.u_equip(src)
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usr.put_in_l_hand(src)
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src.add_fingerprint(usr)
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return
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return
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/obj/item/clothing/under/examine()
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set src in view()
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@@ -340,13 +367,7 @@ BLIND // can't see anything
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if (istype(hastie,/obj/item/clothing/tie/holster))
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verbs -= /obj/item/clothing/under/proc/holster
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if (istype(hastie,/obj/item/clothing/tie/storage))
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verbs -= /obj/item/clothing/under/proc/storage
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var/obj/item/clothing/tie/storage/W = hastie
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if (W.hold)
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W.hold.close(usr)
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usr.put_in_hands(hastie)
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hastie.remove(usr)
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hastie = null
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if(istype(loc, /mob/living/carbon/human))
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@@ -393,22 +414,3 @@ BLIND // can't see anything
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"\blue You draw \the [H.holstered], pointing it at the ground.")
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usr.put_in_hands(H.holstered)
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H.holstered = null
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/obj/item/clothing/under/proc/storage()
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set name = "Look in storage"
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set category = "Object"
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set src in usr
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if(!istype(usr, /mob/living)) return
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if(usr.stat) return
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if (!hastie || !istype(hastie,/obj/item/clothing/tie/storage))
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usr << "\red You need something to store items in for that!"
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return
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var/obj/item/clothing/tie/storage/W = hastie
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if (!istype(W.hold))
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return
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W.hold.open(usr)
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@@ -8,6 +8,23 @@
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flags = FPRINT | TABLEPASS
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slot_flags = 0
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w_class = 2.0
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var/obj/item/clothing/under/has_suit = null //the suit the tie may be attached to
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//when user attached an accessory to S
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/obj/item/clothing/tie/proc/attach_to(obj/item/clothing/under/S, mob/user as mob)
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if(!istype(S))
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return
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has_suit = S
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loc = has_suit
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user << "<span class='notice'>You attach [src] to [has_suit].</span>"
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src.add_fingerprint(user)
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/obj/item/clothing/tie/proc/remove(mob/user as mob)
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if(!has_suit)
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return
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has_suit = null
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usr.put_in_hands(src)
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src.add_fingerprint(user)
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/obj/item/clothing/tie/blue
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name = "blue tie"
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@@ -116,7 +133,7 @@
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//Armbands
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/obj/item/clothing/tie/armband
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name = "red armband"
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desc = "An fancy red armband!"
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desc = "A fancy red armband!"
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icon_state = "red"
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item_color = "red"
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@@ -177,17 +194,44 @@
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/obj/item/clothing/tie/storage
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name = "load bearing equipment"
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desc = "Used to hold things when you don't have enough hands for that."
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desc = "Used to hold things when you don't have enough hands."
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icon_state = "webbing"
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item_color = "webbing"
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var/slots = 3
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var/obj/item/weapon/storage/pockets/hold
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var/obj/item/weapon/storage/internal/hold
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/obj/item/clothing/tie/storage/New()
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hold = new /obj/item/weapon/storage/pockets(src)
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hold.master_item = src
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..()
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hold = new/obj/item/weapon/storage/internal(src)
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hold.storage_slots = slots
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/obj/item/clothing/tie/storage/attack_hand(mob/user as mob)
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if (has_suit) //if we are part of a suit
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hold.open(user)
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return
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if (hold.handle_attack_hand(user)) //otherwise interact as a regular storage item
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..(user)
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/obj/item/clothing/tie/storage/MouseDrop(obj/over_object as obj)
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if (has_suit)
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return
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if (hold.handle_mousedrop(usr, over_object))
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..(over_object)
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/obj/item/clothing/tie/storage/attackby(obj/item/W as obj, mob/user as mob)
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..()
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hold.attackby(W, user)
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/obj/item/clothing/tie/storage/emp_act(severity)
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hold.emp_act(severity)
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..()
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/obj/item/clothing/tie/storage/hear_talk(mob/M, var/msg)
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hold.hear_talk(M, msg)
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..()
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/obj/item/clothing/tie/storage/attack_self(mob/user as mob)
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user << "<span class='notice'>You empty [src].</span>"
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var/turf/T = get_turf(src)
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@@ -196,14 +240,6 @@
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hold.remove_from_storage(I, T)
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src.add_fingerprint(user)
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/obj/item/clothing/tie/storage/attackby(obj/item/weapon/W as obj, mob/user as mob)
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hold.attackby(W,user)
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src.add_fingerprint(user)
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/obj/item/weapon/storage/pockets
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name = "storage"
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var/master_item //item it belongs to
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/obj/item/clothing/tie/storage/webbing
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name = "webbing"
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desc = "Strudy mess of synthcotton belts and buckles, ready to share your burden."
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