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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-30 16:38:22 +01:00
Merge pull request #4858 from mwerezak/webbing
Storage and Clothing/Accessory Changes and Cleanup
This commit is contained in:
+2
-1
@@ -560,6 +560,7 @@
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#include "code\game\objects\items\weapons\storage\briefcase.dm"
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#include "code\game\objects\items\weapons\storage\fancy.dm"
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#include "code\game\objects\items\weapons\storage\firstaid.dm"
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#include "code\game\objects\items\weapons\storage\internal.dm"
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#include "code\game\objects\items\weapons\storage\lockbox.dm"
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#include "code\game\objects\items\weapons\storage\secure.dm"
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#include "code\game\objects\items\weapons\storage\storage.dm"
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@@ -570,7 +571,6 @@
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#include "code\game\objects\items\weapons\tanks\tank_types.dm"
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#include "code\game\objects\items\weapons\tanks\tanks.dm"
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#include "code\game\objects\random\random.dm"
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#include "code\game\objects\storage\coat.dm"
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#include "code\game\objects\structures\barsign.dm"
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#include "code\game\objects\structures\bedsheet_bin.dm"
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#include "code\game\objects\structures\coathanger.dm"
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@@ -760,6 +760,7 @@
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#include "code\modules\clothing\suits\jobs.dm"
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#include "code\modules\clothing\suits\labcoat.dm"
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#include "code\modules\clothing\suits\miscellaneous.dm"
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#include "code\modules\clothing\suits\storage.dm"
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#include "code\modules\clothing\suits\utility.dm"
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#include "code\modules\clothing\suits\wiz_robe.dm"
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#include "code\modules\clothing\under\chameleon.dm"
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@@ -92,8 +92,9 @@
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return
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// operate two levels deep here (item in backpack in src; NOT item in box in backpack in src)
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if(A == loc || (A in loc) || (A in contents) || (A.loc in contents))
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// operate two STORAGE levels deep here (item in backpack in src; NOT item in box in backpack in src)
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var/sdepth = A.storage_depth(src)
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if(A == loc || (A in loc) || (sdepth != -1 && sdepth <= 1))
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// faster access to objects already on you
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if(A in contents)
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@@ -36,9 +36,6 @@
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if(istype(master, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = master
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S.close(usr)
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else if(istype(master,/obj/item/clothing/suit/storage))
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var/obj/item/clothing/suit/storage/S = master
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S.close(usr)
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return 1
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@@ -237,18 +237,6 @@
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/obj/item/proc/equipped(var/mob/user, var/slot)
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return
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//returns 1 if the item is equipped by a mob, 0 otherwise.
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//This might need some error trapping, not sure if get_equipped_items() is safe for non-human mobs.
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/obj/item/proc/is_equipped()
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if(!ismob(loc))
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return 0
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var/mob/M = loc
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if(src in M.get_equipped_items())
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return 1
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else
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return 0
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//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
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//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
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//Set disable_warning to 1 if you wish it to not give you outputs.
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@@ -15,9 +15,22 @@
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max_combined_w_class = 21
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/obj/item/weapon/storage/backpack/attackby(obj/item/weapon/W as obj, mob/user as mob)
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playsound(src.loc, "rustle", 50, 1, -5)
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if (src.use_sound)
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playsound(src.loc, src.use_sound, 50, 1, -5)
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..()
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/obj/item/weapon/storage/backpack/equipped(var/mob/user, var/slot)
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if (slot == slot_back && src.use_sound)
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playsound(src.loc, src.use_sound, 50, 1, -5)
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..(user, slot)
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/*
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/obj/item/weapon/storage/backpack/dropped(mob/user as mob)
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if (loc == user && src.use_sound)
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playsound(src.loc, src.use_sound, 50, 1, -5)
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..(user)
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*/
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/*
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* Backpack Types
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*/
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@@ -8,29 +8,6 @@
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slot_flags = SLOT_BELT
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attack_verb = list("whipped", "lashed", "disciplined")
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/obj/item/weapon/storage/belt/proc/can_use()
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return is_equipped()
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/obj/item/weapon/storage/belt/MouseDrop(obj/over_object as obj, src_location, over_location)
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var/mob/M = usr
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if(!istype(over_object, /obj/screen))
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return ..()
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playsound(src.loc, "rustle", 50, 1, -5)
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if (!M.restrained() && !M.stat && can_use())
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switch(over_object.name)
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if("r_hand")
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M.u_equip(src)
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M.put_in_r_hand(src)
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if("l_hand")
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M.u_equip(src)
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M.put_in_l_hand(src)
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src.add_fingerprint(usr)
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return
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/obj/item/weapon/storage/belt/utility
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name = "tool-belt" //Carn: utility belt is nicer, but it bamboozles the text parsing.
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desc = "Can hold various tools."
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@@ -102,5 +102,6 @@
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A.reagents.add_reagent("holywater",water2holy)
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/obj/item/weapon/storage/bible/attackby(obj/item/weapon/W as obj, mob/user as mob)
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playsound(src.loc, "rustle", 50, 1, -5)
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if (src.use_sound)
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playsound(src.loc, src.use_sound, 50, 1, -5)
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..()
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@@ -124,29 +124,7 @@
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allow_quick_gather = 1
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use_to_pickup = 1
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storage_slots = 14
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/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object as obj) //Quick pillbottle fix. -Agouri
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if (ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
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var/mob/M = usr
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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if ((!( M.restrained() ) && !( M.stat ) /*&& M.pocket == src*/))
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switch(over_object.name)
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if("r_hand")
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M.u_equip(src)
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M.put_in_r_hand(src)
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if("l_hand")
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M.u_equip(src)
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M.put_in_l_hand(src)
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src.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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if (usr.s_active)
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usr.s_active.close(usr)
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src.show_to(usr)
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return
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return
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use_sound = null
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/obj/item/weapon/storage/pill_bottle/kelotane
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name = "bottle of kelotane pills"
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@@ -0,0 +1,87 @@
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//A storage item intended to be used by other items to provide storage functionality.
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//Types that use this should consider overriding emp_act() and hear_talk(), unless they shield their contents somehow.
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/obj/item/weapon/storage/internal
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var/obj/item/master_item
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/obj/item/weapon/storage/internal/New(obj/item/MI)
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master_item = MI
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loc = master_item
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name = master_item.name
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verbs -= /obj/item/verb/verb_pickup //make sure this is never picked up.
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..()
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/obj/item/weapon/storage/internal/attack_hand()
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return //make sure this is never picked up
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/obj/item/weapon/storage/internal/mob_can_equip()
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return 0 //make sure this is never picked up
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//Helper procs to cleanly implement internal storages - storage items that provide inventory slots for other items.
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//These procs are completely optional, it is up to the master item to decide when it's storage get's opened by calling open()
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//However they are helpful for allowing the master item to pretend it is a storage item itself.
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//If you are using these you will probably want to override attackby() as well.
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//See /obj/item/clothing/suit/storage for an example.
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//items that use internal storage have the option of calling this to emulate default storage MouseDrop behaviour.
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//returns 1 if the master item's parent's MouseDrop() should be called, 0 otherwise. It's strange, but no other way of
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//doing it without the ability to call another proc's parent, really.
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/obj/item/weapon/storage/internal/proc/handle_mousedrop(mob/user as mob, obj/over_object as obj)
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if (ishuman(user) || ismonkey(user)) //so monkeys can take off their backpacks -- Urist
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if (istype(user.loc,/obj/mecha)) // stops inventory actions in a mech
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return 0
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if(over_object == user && Adjacent(user)) // this must come before the screen objects only block
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src.open(user)
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return 0
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if (!( istype(over_object, /obj/screen) ))
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return 1
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//makes sure master_item is equipped before putting it in hand, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this...
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if (!(master_item.loc == user) || (master_item.loc && master_item.loc.loc == user))
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return 0
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if (!( user.restrained() ) && !( user.stat ))
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switch(over_object.name)
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if("r_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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if("l_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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master_item.add_fingerprint(user)
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return 0
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return 0
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//items that use internal storage have the option of calling this to emulate default storage attack_hand behaviour.
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//returns 1 if the master item's parent's attack_hand() should be called, 0 otherwise.
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//It's strange, but no other way of doing it without the ability to call another proc's parent, really.
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/obj/item/weapon/storage/internal/proc/handle_attack_hand(mob/user as mob)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.l_store == master_item && !H.get_active_hand()) //Prevents opening if it's in a pocket.
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H.put_in_hands(master_item)
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H.l_store = null
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return 0
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if(H.r_store == master_item && !H.get_active_hand())
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H.put_in_hands(master_item)
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H.r_store = null
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return 0
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src.add_fingerprint(user)
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if (master_item.loc == user)
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src.open(user)
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return 0
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for(var/mob/M in range(1, master_item.loc))
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if (M.s_active == src)
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src.close(M)
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return 1
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@@ -167,16 +167,12 @@
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if ((src.loc == user) && (src.locked == 1))
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usr << "\red [src] is locked and cannot be opened!"
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else if ((src.loc == user) && (!src.locked))
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playsound(src.loc, "rustle", 50, 1, -5)
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if (user.s_active)
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user.s_active.close(user) //Close and re-open
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src.show_to(user)
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src.open(usr)
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else
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..()
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for(var/mob/M in range(1))
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if (M.s_active == src)
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src.close(M)
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src.orient2hud(user)
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src.add_fingerprint(user)
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return
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@@ -245,4 +241,4 @@
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/obj/item/weapon/storage/secure/safe/HoS/New()
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..()
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//new /obj/item/weapon/storage/lockbox/clusterbang(src) This item is currently broken... and probably shouldnt exist to begin with (even though it's cool)
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//new /obj/item/weapon/storage/lockbox/clusterbang(src) This item is currently broken... and probably shouldnt exist to begin with (even though it's cool)
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@@ -22,41 +22,36 @@
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var/allow_quick_gather //Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile.
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var/collection_mode = 1; //0 = pick one at a time, 1 = pick all on tile
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var/foldable = null // BubbleWrap - if set, can be folded (when empty) into a sheet of cardboard
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var/use_sound = "rustle" //sound played when used. null for no sound.
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/obj/item/weapon/storage/MouseDrop(obj/over_object as obj)
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if (ishuman(usr) || ismonkey(usr)) //so monkeys can take off their backpacks -- Urist
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var/mob/M = usr
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return
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if(over_object == M && Adjacent(M)) // this must come before the screen objects only block
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orient2hud(M) // dunno why it wasn't before
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if(M.s_active)
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M.s_active.close(M)
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show_to(M)
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if(over_object == usr && Adjacent(usr)) // this must come before the screen objects only block
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src.open(usr)
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return
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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//makes sure that the storage is equipped, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this.
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if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
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return
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playsound(src.loc, "rustle", 50, 1, -5)
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if (!( M.restrained() ) && !( M.stat ))
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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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M.u_equip(src)
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M.put_in_r_hand(src)
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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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M.u_equip(src)
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M.put_in_l_hand(src)
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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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if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
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if (usr.s_active)
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usr.s_active.close(usr)
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src.show_to(usr)
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return
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return
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@@ -101,6 +96,15 @@
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user.s_active = null
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return
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/obj/item/weapon/storage/proc/open(mob/user as mob)
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if (src.use_sound)
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playsound(src.loc, src.use_sound, 50, 1, -5)
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orient2hud(user)
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if (user.s_active)
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user.s_active.close(user)
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show_to(user)
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/obj/item/weapon/storage/proc/close(mob/user as mob)
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src.hide_from(user)
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@@ -313,17 +317,17 @@
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if(isrobot(user))
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user << "\blue You're a robot. No."
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return 1 //Robots can't interact with storage items.
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return //Robots can't interact with storage items.
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if(!can_be_inserted(W))
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return 0
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return
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if(istype(W, /obj/item/weapon/tray))
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var/obj/item/weapon/tray/T = W
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if(T.calc_carry() > 0)
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if(prob(85))
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user << "\red The tray won't fit in [src]."
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return 1
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return
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else
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W.loc = user.loc
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if ((user.client && user.s_active != src))
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@@ -331,15 +335,14 @@
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W.dropped(user)
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user << "\red God damnit!"
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W.add_fingerprint(user)
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handle_item_insertion(W)
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return 1
|
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return
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||||
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/obj/item/weapon/storage/dropped(mob/user as mob)
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return
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/obj/item/weapon/storage/attack_hand(mob/user as mob)
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playsound(src.loc, "rustle", 50, 1, -5)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.l_store == src && !H.get_active_hand()) //Prevents opening if it's in a pocket.
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@@ -350,12 +353,9 @@
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H.put_in_hands(src)
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H.r_store = null
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return
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||||
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||||
src.orient2hud(user)
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||||
if (src.loc == user)
|
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if (user.s_active)
|
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user.s_active.close(user)
|
||||
src.show_to(user)
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src.open(user)
|
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else
|
||||
..()
|
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for(var/mob/M in range(1))
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||||
@@ -455,4 +455,20 @@
|
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var/obj/O = A
|
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O.hear_talk(M, text)
|
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//Returns the storage depth of an atom. This is the number of storage items the atom is contained in before reaching toplevel (the area).
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//Returns -1 if the atom was not found on user.
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/atom/proc/storage_depth(mob/user)
|
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var/depth = 0
|
||||
var/atom/cur_atom = src
|
||||
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||||
while (cur_atom && !(cur_atom in user.contents))
|
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if (isarea(cur_atom))
|
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return -1
|
||||
if (istype(cur_atom.loc, /obj/item/weapon/storage))
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depth++
|
||||
cur_atom = cur_atom.loc
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||||
|
||||
if (!cur_atom)
|
||||
return -1 //inside something with a null loc.
|
||||
|
||||
return depth
|
||||
|
||||
@@ -1,228 +0,0 @@
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||||
/obj/item/clothing/suit/storage
|
||||
var/list/can_hold = new/list() //List of objects which this item can store (if set, it can't store anything else)
|
||||
var/list/cant_hold = new/list() //List of objects which this item can't store (in effect only if can_hold isn't set)
|
||||
var/max_w_class = 2 //Max size of objects that this object can store (in effect only if can_hold isn't set)
|
||||
var/max_combined_w_class = 4 //The sum of the w_classes of all the items in this storage item.
|
||||
var/storage_slots = 2 //The number of storage slots in this container.
|
||||
var/obj/screen/storage/boxes = null
|
||||
var/obj/screen/close/closer = null
|
||||
|
||||
/obj/item/clothing/suit/storage/proc/return_inv()
|
||||
|
||||
var/list/L = list( )
|
||||
|
||||
L += src.contents
|
||||
|
||||
for(var/obj/item/weapon/storage/S in src)
|
||||
L += S.return_inv()
|
||||
for(var/obj/item/weapon/gift/G in src)
|
||||
L += G.gift
|
||||
if (istype(G.gift, /obj/item/weapon/storage))
|
||||
L += G.gift:return_inv()
|
||||
return L
|
||||
|
||||
/obj/item/clothing/suit/storage/proc/show_to(mob/user as mob)
|
||||
user.client.screen -= src.boxes
|
||||
user.client.screen -= src.closer
|
||||
user.client.screen -= src.contents
|
||||
user.client.screen += src.boxes
|
||||
user.client.screen += src.closer
|
||||
user.client.screen += src.contents
|
||||
user.s_active = src
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/storage/proc/hide_from(mob/user as mob)
|
||||
|
||||
if(!user.client)
|
||||
return
|
||||
user.client.screen -= src.boxes
|
||||
user.client.screen -= src.closer
|
||||
user.client.screen -= src.contents
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/storage/proc/close(mob/user as mob)
|
||||
|
||||
src.hide_from(user)
|
||||
user.s_active = null
|
||||
return
|
||||
|
||||
//This proc draws out the inventory and places the items on it. tx and ty are the upper left tile and mx, my are the bottm right.
|
||||
//The numbers are calculated from the bottom-left The bottom-left slot being 1,1.
|
||||
/obj/item/clothing/suit/storage/proc/orient_objs(tx, ty, mx, my)
|
||||
var/cx = tx
|
||||
var/cy = ty
|
||||
src.boxes.screen_loc = text("[tx]:,[ty] to [mx],[my]")
|
||||
for(var/obj/O in src.contents)
|
||||
O.screen_loc = text("[cx],[cy]")
|
||||
O.layer = 20
|
||||
cx++
|
||||
if (cx > mx)
|
||||
cx = tx
|
||||
cy--
|
||||
src.closer.screen_loc = text("[mx+1],[my]")
|
||||
return
|
||||
|
||||
//This proc draws out the inventory and places the items on it. It uses the standard position.
|
||||
/obj/item/clothing/suit/storage/proc/standard_orient_objs(var/rows,var/cols)
|
||||
var/cx = 4
|
||||
var/cy = 2+rows
|
||||
src.boxes.screen_loc = text("4:16,2:16 to [4+cols]:16,[2+rows]:16")
|
||||
for(var/obj/O in src.contents)
|
||||
O.screen_loc = text("[cx]:16,[cy]:16")
|
||||
O.layer = 20
|
||||
cx++
|
||||
if (cx > (4+cols))
|
||||
cx = 4
|
||||
cy--
|
||||
src.closer.screen_loc = text("[4+cols+1]:16,2:16")
|
||||
return
|
||||
|
||||
//This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing.
|
||||
/obj/item/clothing/suit/storage/proc/orient2hud(mob/user as mob)
|
||||
//var/mob/living/carbon/human/H = user
|
||||
var/row_num = 0
|
||||
var/col_count = min(7,storage_slots) -1
|
||||
if (contents.len > 7)
|
||||
row_num = round((contents.len-1) / 7) // 7 is the maximum allowed width.
|
||||
src.standard_orient_objs(row_num,col_count)
|
||||
return
|
||||
|
||||
//This proc is called when you want to place an item into the storage item.
|
||||
/obj/item/clothing/suit/storage/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/weapon/evidencebag) && src.loc != user)
|
||||
return
|
||||
|
||||
..()
|
||||
if(isrobot(user))
|
||||
user << "\blue You're a robot. No."
|
||||
return //Robots can't interact with storage items.
|
||||
|
||||
if(src.loc == W)
|
||||
return //Means the item is already in the storage item
|
||||
|
||||
if(contents.len >= storage_slots)
|
||||
user << "\red \The [src] is full, make some space."
|
||||
return //Storage item is full
|
||||
|
||||
if(can_hold.len)
|
||||
var/ok = 0
|
||||
for(var/A in can_hold)
|
||||
if(istype(W, text2path(A) ))
|
||||
ok = 1
|
||||
break
|
||||
if(!ok)
|
||||
user << "\red \The [src] cannot hold \the [W]."
|
||||
return
|
||||
|
||||
for(var/A in cant_hold) //Check for specific items which this container can't hold.
|
||||
if(istype(W, text2path(A) ))
|
||||
user << "\red \The [src] cannot hold \the [W]."
|
||||
return
|
||||
|
||||
if (W.w_class > max_w_class)
|
||||
user << "\red \The [W] is too big for \the [src]"
|
||||
return
|
||||
|
||||
var/sum_w_class = W.w_class
|
||||
for(var/obj/item/I in contents)
|
||||
sum_w_class += I.w_class //Adds up the combined w_classes which will be in the storage item if the item is added to it.
|
||||
|
||||
if(sum_w_class > max_combined_w_class)
|
||||
user << "\red \The [src] is full, make some space."
|
||||
return
|
||||
|
||||
if(W.w_class >= src.w_class && (istype(W, /obj/item/weapon/storage)))
|
||||
if(!istype(src, /obj/item/weapon/storage/backpack/holding)) //bohs should be able to hold backpacks again. The override for putting a boh in a boh is in backpack.dm.
|
||||
user << "\red \The [src] cannot hold \the [W] as it's a storage item of the same size."
|
||||
return //To prevent the stacking of the same sized items.
|
||||
|
||||
user.u_equip(W)
|
||||
playsound(src.loc, "rustle", 50, 1, -5)
|
||||
W.loc = src
|
||||
if ((user.client && user.s_active != src))
|
||||
user.client.screen -= W
|
||||
src.orient2hud(user)
|
||||
W.dropped(user)
|
||||
add_fingerprint(user)
|
||||
show_to(user)
|
||||
|
||||
|
||||
/obj/item/weapon/storage/dropped(mob/user as mob)
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/storage/MouseDrop(atom/over_object)
|
||||
if(ishuman(usr))
|
||||
var/mob/living/carbon/human/M = usr
|
||||
if (!( istype(over_object, /obj/screen) ))
|
||||
return ..()
|
||||
playsound(src.loc, "rustle", 50, 1, -5)
|
||||
if ((!( M.restrained() ) && !( M.stat ) && M.wear_suit == src))
|
||||
if (over_object.name == "r_hand")
|
||||
M.u_equip(src)
|
||||
M.put_in_r_hand(src)
|
||||
// if (!( M.r_hand ))
|
||||
// M.u_equip(src)
|
||||
// M.r_hand = src
|
||||
else if (over_object.name == "l_hand")
|
||||
M.u_equip(src)
|
||||
M.put_in_l_hand(src)
|
||||
// if (!( M.l_hand ))
|
||||
// M.u_equip(src)
|
||||
// M.l_hand = src
|
||||
M.update_inv_wear_suit()
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
if( (over_object == usr && in_range(src, usr) || usr.contents.Find(src)) && usr.s_active)
|
||||
usr.s_active.close(usr)
|
||||
src.show_to(usr)
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/storage/attack_paw(mob/user as mob)
|
||||
//playsound(src.loc, "rustle", 50, 1, -5) // what
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/item/clothing/suit/storage/attack_hand(mob/user as mob)
|
||||
playsound(src.loc, "rustle", 50, 1, -5)
|
||||
src.orient2hud(user)
|
||||
if (src.loc == user)
|
||||
if (user.s_active)
|
||||
user.s_active.close(user)
|
||||
src.show_to(user)
|
||||
else
|
||||
..()
|
||||
for(var/mob/M in range(1))
|
||||
if (M.s_active == src)
|
||||
src.close(M)
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/storage/New()
|
||||
|
||||
src.boxes = new /obj/screen/storage( )
|
||||
src.boxes.name = "storage"
|
||||
src.boxes.master = src
|
||||
src.boxes.icon_state = "block"
|
||||
src.boxes.screen_loc = "7,7 to 10,8"
|
||||
src.boxes.layer = 19
|
||||
src.closer = new /obj/screen/close( )
|
||||
src.closer.master = src
|
||||
src.closer.icon_state = "x"
|
||||
src.closer.layer = 20
|
||||
orient2hud()
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/emp_act(severity)
|
||||
if(!istype(src.loc, /mob/living))
|
||||
for(var/obj/O in contents)
|
||||
O.emp_act(severity)
|
||||
..()
|
||||
|
||||
/*
|
||||
|
||||
/obj/item/clothing/suit/hear_talk(mob/M, var/msg)
|
||||
for (var/atom/A in src)
|
||||
if(istype(A,/obj/))
|
||||
var/obj/O = A
|
||||
O.hear_talk(M, msg)
|
||||
|
||||
*/
|
||||
@@ -134,6 +134,7 @@ BLIND // can't see anything
|
||||
|
||||
/obj/item/clothing/gloves/emp_act(severity)
|
||||
if(cell)
|
||||
//why is this not part of the powercell code?
|
||||
cell.charge -= 1000 / severity
|
||||
if (cell.charge < 0)
|
||||
cell.charge = 0
|
||||
@@ -151,6 +152,7 @@ BLIND // can't see anything
|
||||
icon = 'icons/obj/clothing/hats.dmi'
|
||||
body_parts_covered = HEAD
|
||||
slot_flags = SLOT_HEAD
|
||||
w_class = 2.0
|
||||
|
||||
|
||||
//Mask
|
||||
@@ -186,6 +188,7 @@ BLIND // can't see anything
|
||||
slot_flags = SLOT_OCLOTHING
|
||||
var/blood_overlay_type = "suit"
|
||||
siemens_coefficient = 0.9
|
||||
w_class = 3
|
||||
|
||||
//Spacesuit
|
||||
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
|
||||
@@ -232,6 +235,7 @@ BLIND // can't see anything
|
||||
flags = FPRINT | TABLEPASS
|
||||
slot_flags = SLOT_ICLOTHING
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
w_class = 3
|
||||
var/has_sensor = 1//For the crew computer 2 = unable to change mode
|
||||
var/sensor_mode = 0
|
||||
/*
|
||||
@@ -246,17 +250,14 @@ BLIND // can't see anything
|
||||
|
||||
|
||||
/obj/item/clothing/under/attackby(obj/item/I, mob/user)
|
||||
if(hastie)
|
||||
hastie.attackby(I, user)
|
||||
return
|
||||
|
||||
if(!hastie && istype(I, /obj/item/clothing/tie))
|
||||
user.drop_item()
|
||||
hastie = I
|
||||
I.loc = src
|
||||
user << "<span class='notice'>You attach [I] to [src].</span>"
|
||||
|
||||
if (istype(hastie,/obj/item/clothing/tie/holster))
|
||||
verbs += /obj/item/clothing/under/proc/holster
|
||||
|
||||
if (istype(hastie,/obj/item/clothing/tie/storage))
|
||||
verbs += /obj/item/clothing/under/proc/storage
|
||||
hastie.attach_to(src, user)
|
||||
|
||||
if(istype(loc, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = loc
|
||||
@@ -265,6 +266,32 @@ BLIND // can't see anything
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/clothing/under/attack_hand(mob/user as mob)
|
||||
//only forward to the attached accessory if the clothing is equipped (not in a storage)
|
||||
if(hastie && src.loc == user)
|
||||
hastie.attack_hand(user)
|
||||
return
|
||||
..()
|
||||
|
||||
//This is to allow people to take off suits when there is an attached accessory
|
||||
/obj/item/clothing/under/MouseDrop(obj/over_object as obj)
|
||||
if (ishuman(usr) || ismonkey(usr))
|
||||
//makes sure that the clothing is equipped so that we can't drag it into our hand from miles away.
|
||||
if (!(src.loc == usr))
|
||||
return
|
||||
|
||||
if (!( usr.restrained() ) && !( usr.stat ))
|
||||
switch(over_object.name)
|
||||
if("r_hand")
|
||||
usr.u_equip(src)
|
||||
usr.put_in_r_hand(src)
|
||||
if("l_hand")
|
||||
usr.u_equip(src)
|
||||
usr.put_in_l_hand(src)
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/item/clothing/under/examine()
|
||||
set src in view()
|
||||
@@ -333,16 +360,7 @@ BLIND // can't see anything
|
||||
if(usr.stat) return
|
||||
|
||||
if(hastie)
|
||||
if (istype(hastie,/obj/item/clothing/tie/holster))
|
||||
verbs -= /obj/item/clothing/under/proc/holster
|
||||
|
||||
if (istype(hastie,/obj/item/clothing/tie/storage))
|
||||
verbs -= /obj/item/clothing/under/proc/storage
|
||||
var/obj/item/clothing/tie/storage/W = hastie
|
||||
if (W.hold)
|
||||
W.hold.close(usr)
|
||||
|
||||
usr.put_in_hands(hastie)
|
||||
hastie.remove(usr)
|
||||
hastie = null
|
||||
|
||||
if(istype(loc, /mob/living/carbon/human))
|
||||
@@ -353,59 +371,4 @@ BLIND // can't see anything
|
||||
sensor_mode = pick(0,1,2,3)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/under/proc/holster()
|
||||
set name = "Holster"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
if (!hastie || !istype(hastie,/obj/item/clothing/tie/holster))
|
||||
usr << "\red You need a holster for that!"
|
||||
return
|
||||
var/obj/item/clothing/tie/holster/H = hastie
|
||||
|
||||
if(!H.holstered)
|
||||
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
|
||||
usr << "\blue You need your gun equiped to holster it."
|
||||
return
|
||||
var/obj/item/weapon/gun/W = usr.get_active_hand()
|
||||
if (!W.isHandgun())
|
||||
usr << "\red This gun won't fit in \the [H]!"
|
||||
return
|
||||
H.holstered = usr.get_active_hand()
|
||||
usr.drop_item()
|
||||
H.holstered.loc = src
|
||||
usr.visible_message("\blue \The [usr] holsters \the [H.holstered].", "You holster \the [H.holstered].")
|
||||
else
|
||||
if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
|
||||
usr << "\red You need an empty hand to draw the gun!"
|
||||
else
|
||||
if(usr.a_intent == "hurt")
|
||||
usr.visible_message("\red \The [usr] draws \the [H.holstered], ready to shoot!", \
|
||||
"\red You draw \the [H.holstered], ready to shoot!")
|
||||
else
|
||||
usr.visible_message("\blue \The [usr] draws \the [H.holstered], pointing it at the ground.", \
|
||||
"\blue You draw \the [H.holstered], pointing it at the ground.")
|
||||
usr.put_in_hands(H.holstered)
|
||||
H.holstered = null
|
||||
|
||||
/obj/item/clothing/under/proc/storage()
|
||||
set name = "Look in storage"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
if (!hastie || !istype(hastie,/obj/item/clothing/tie/storage))
|
||||
usr << "\red You need something to store items in for that!"
|
||||
return
|
||||
var/obj/item/clothing/tie/storage/W = hastie
|
||||
|
||||
if (!istype(W.hold))
|
||||
return
|
||||
|
||||
W.hold.loc = usr
|
||||
W.hold.attack_hand(usr)
|
||||
|
||||
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
siemens_coefficient = 0.7
|
||||
w_class = 3
|
||||
|
||||
/obj/item/clothing/head/helmet/warden
|
||||
name = "warden's hat"
|
||||
|
||||
@@ -24,6 +24,7 @@
|
||||
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
|
||||
icon_action_button = "action_welding"
|
||||
siemens_coefficient = 0.9
|
||||
w_class = 3
|
||||
|
||||
/obj/item/clothing/head/welding/attack_self()
|
||||
toggle()
|
||||
@@ -125,6 +126,7 @@
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
var/brightness_on = 2 //luminosity when on
|
||||
var/on = 0
|
||||
w_class = 3
|
||||
|
||||
attack_self(mob/user)
|
||||
if(!isturf(user.loc))
|
||||
|
||||
@@ -114,12 +114,14 @@
|
||||
icon_state = "slippers"
|
||||
item_state = "slippers"
|
||||
species_restricted = null
|
||||
w_class = 2
|
||||
|
||||
/obj/item/clothing/shoes/slippers_worn
|
||||
name = "worn bunny slippers"
|
||||
desc = "Fluffy..."
|
||||
icon_state = "slippers_worn"
|
||||
item_state = "slippers_worn"
|
||||
w_class = 2
|
||||
|
||||
/obj/item/clothing/shoes/laceup
|
||||
name = "laceup shoes"
|
||||
|
||||
@@ -206,10 +206,14 @@
|
||||
user << "You relax your deathgrip on the flooring."
|
||||
else
|
||||
//make sure these can only be used when equipped.
|
||||
if (!is_equipped())
|
||||
if(!ishuman(user))
|
||||
return
|
||||
var/mob/living/carbon/human/H = user
|
||||
if (H.shoes != src)
|
||||
user << "You will have to put on the [src] before you can do that."
|
||||
return
|
||||
|
||||
|
||||
flags |= NOSLIP
|
||||
magpulse = 1
|
||||
canremove = 0 //kinda hard to take off magclaws when you are gripping them tightly.
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
/obj/item/clothing/suit/storage
|
||||
var/obj/item/weapon/storage/internal/pockets
|
||||
|
||||
/obj/item/clothing/suit/storage/New()
|
||||
..()
|
||||
pockets = new/obj/item/weapon/storage/internal(src)
|
||||
pockets.storage_slots = 2 //two slots
|
||||
pockets.max_w_class = 2 //fit only pocket sized items
|
||||
pockets.max_combined_w_class = 4
|
||||
|
||||
/obj/item/clothing/suit/storage/attack_hand(mob/user as mob)
|
||||
if (pockets.handle_attack_hand(user))
|
||||
..(user)
|
||||
|
||||
/obj/item/clothing/suit/storage/MouseDrop(obj/over_object as obj)
|
||||
if (pockets.handle_mousedrop(usr, over_object))
|
||||
..(over_object)
|
||||
|
||||
/obj/item/clothing/suit/storage/attackby(obj/item/W as obj, mob/user as mob)
|
||||
..()
|
||||
pockets.attackby(W, user)
|
||||
|
||||
/obj/item/clothing/suit/storage/emp_act(severity)
|
||||
pockets.emp_act(severity)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/storage/hear_talk(mob/M, var/msg)
|
||||
pockets.hear_talk(M, msg)
|
||||
..()
|
||||
@@ -8,6 +8,23 @@
|
||||
flags = FPRINT | TABLEPASS
|
||||
slot_flags = 0
|
||||
w_class = 2.0
|
||||
var/obj/item/clothing/under/has_suit = null //the suit the tie may be attached to
|
||||
|
||||
//when user attached an accessory to S
|
||||
/obj/item/clothing/tie/proc/attach_to(obj/item/clothing/under/S, mob/user as mob)
|
||||
if(!istype(S))
|
||||
return
|
||||
has_suit = S
|
||||
loc = has_suit
|
||||
user << "<span class='notice'>You attach [src] to [has_suit].</span>"
|
||||
src.add_fingerprint(user)
|
||||
|
||||
/obj/item/clothing/tie/proc/remove(mob/user as mob)
|
||||
if(!has_suit)
|
||||
return
|
||||
has_suit = null
|
||||
usr.put_in_hands(src)
|
||||
src.add_fingerprint(user)
|
||||
|
||||
/obj/item/clothing/tie/blue
|
||||
name = "blue tie"
|
||||
@@ -116,7 +133,7 @@
|
||||
//Armbands
|
||||
/obj/item/clothing/tie/armband
|
||||
name = "red armband"
|
||||
desc = "An fancy red armband!"
|
||||
desc = "A fancy red armband!"
|
||||
icon_state = "red"
|
||||
item_color = "red"
|
||||
|
||||
@@ -156,6 +173,7 @@
|
||||
icon_state = "medgreen"
|
||||
item_color = "medgreen"
|
||||
|
||||
//holsters
|
||||
/obj/item/clothing/tie/holster
|
||||
name = "shoulder holster"
|
||||
desc = "A handgun holster."
|
||||
@@ -163,6 +181,105 @@
|
||||
item_color = "holster"
|
||||
var/obj/item/weapon/gun/holstered = null
|
||||
|
||||
//subtypes can override this to specify what can be holstered
|
||||
/obj/item/clothing/tie/holster/proc/can_holster(obj/item/weapon/gun/W)
|
||||
return W.isHandgun()
|
||||
|
||||
/obj/item/clothing/tie/holster/proc/holster(obj/item/I, mob/user as mob)
|
||||
if(holstered)
|
||||
user << "\red There is already a [holstered] holstered here!"
|
||||
|
||||
if (!istype(I, /obj/item/weapon/gun))
|
||||
user << "\red Only guns can be holstered!"
|
||||
|
||||
var/obj/item/weapon/gun/W = I
|
||||
if (!can_holster(W))
|
||||
user << "\red This [W] won't fit in the [src]!"
|
||||
return
|
||||
|
||||
holstered = W
|
||||
user.drop_from_inventory(holstered)
|
||||
holstered.loc = src
|
||||
holstered.add_fingerprint(user)
|
||||
user.visible_message("\blue [user] holsters the [holstered].", "You holster the [holstered].")
|
||||
|
||||
/obj/item/clothing/tie/holster/proc/unholster(mob/user as mob)
|
||||
if(!holstered)
|
||||
return
|
||||
|
||||
if(istype(user.get_active_hand(),/obj) && istype(user.get_inactive_hand(),/obj))
|
||||
user << "\red You need an empty hand to draw the [holstered]!"
|
||||
else
|
||||
if(user.a_intent == "hurt")
|
||||
usr.visible_message("\red [user] draws the [holstered], ready to shoot!", \
|
||||
"\red You draw the [holstered], ready to shoot!")
|
||||
else
|
||||
user.visible_message("\blue [user] draws the [holstered], pointing it at the ground.", \
|
||||
"\blue You draw the [holstered], pointing it at the ground.")
|
||||
user.put_in_hands(holstered)
|
||||
holstered.add_fingerprint(user)
|
||||
holstered = null
|
||||
|
||||
/obj/item/clothing/tie/holster/attack_hand(mob/user as mob)
|
||||
if (has_suit) //if we are part of a suit
|
||||
if (holstered)
|
||||
unholster(user)
|
||||
return
|
||||
|
||||
..(user)
|
||||
|
||||
/obj/item/clothing/tie/holster/attackby(obj/item/W as obj, mob/user as mob)
|
||||
holster(W, user)
|
||||
|
||||
/obj/item/clothing/tie/holster/emp_act(severity)
|
||||
if (holstered)
|
||||
holstered.emp_act(severity)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/tie/holster/examine()
|
||||
set src in view()
|
||||
..()
|
||||
if (holstered)
|
||||
usr << "A [holstered] is holstered here."
|
||||
else
|
||||
usr << "It is empty."
|
||||
|
||||
/obj/item/clothing/tie/holster/attach_to(obj/item/clothing/under/S, mob/user as mob)
|
||||
..()
|
||||
has_suit.verbs += /obj/item/clothing/tie/holster/verb/holster_verb
|
||||
|
||||
/obj/item/clothing/tie/holster/remove(mob/user as mob)
|
||||
has_suit.verbs -= /obj/item/clothing/tie/holster/verb/holster_verb
|
||||
..()
|
||||
|
||||
//For the holster hotkey
|
||||
/obj/item/clothing/tie/holster/verb/holster_verb()
|
||||
set name = "Holster"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
var/obj/item/clothing/tie/holster/H = null
|
||||
if (istype(src, /obj/item/clothing/tie/holster))
|
||||
H = src
|
||||
else if (istype(src, /obj/item/clothing/under))
|
||||
var/obj/item/clothing/under/S = src
|
||||
if (S.hastie)
|
||||
H = S.hastie
|
||||
|
||||
if (!H)
|
||||
usr << "/red Something is very wrong."
|
||||
|
||||
if(!H.holstered)
|
||||
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
|
||||
usr << "\blue You need your gun equiped to holster it."
|
||||
return
|
||||
var/obj/item/weapon/gun/W = usr.get_active_hand()
|
||||
H.holster(W, usr)
|
||||
else
|
||||
H.unholster(usr)
|
||||
|
||||
/obj/item/clothing/tie/holster/armpit
|
||||
name = "shoulder holster"
|
||||
desc = "A worn-out handgun holster. Perfect for concealed carry"
|
||||
@@ -177,17 +294,43 @@
|
||||
|
||||
/obj/item/clothing/tie/storage
|
||||
name = "load bearing equipment"
|
||||
desc = "Used to hold things when you don't have enough hands for that."
|
||||
desc = "Used to hold things when you don't have enough hands."
|
||||
icon_state = "webbing"
|
||||
item_color = "webbing"
|
||||
var/slots = 3
|
||||
var/obj/item/weapon/storage/pockets/hold
|
||||
var/obj/item/weapon/storage/internal/hold
|
||||
|
||||
/obj/item/clothing/tie/storage/New()
|
||||
hold = new /obj/item/weapon/storage/pockets(src)
|
||||
hold.master_item = src
|
||||
..()
|
||||
hold = new/obj/item/weapon/storage/internal(src)
|
||||
hold.storage_slots = slots
|
||||
|
||||
/obj/item/clothing/tie/storage/attack_hand(mob/user as mob)
|
||||
if (has_suit) //if we are part of a suit
|
||||
hold.open(user)
|
||||
return
|
||||
|
||||
if (hold.handle_attack_hand(user)) //otherwise interact as a regular storage item
|
||||
..(user)
|
||||
|
||||
/obj/item/clothing/tie/storage/MouseDrop(obj/over_object as obj)
|
||||
if (has_suit)
|
||||
return
|
||||
|
||||
if (hold.handle_mousedrop(usr, over_object))
|
||||
..(over_object)
|
||||
|
||||
/obj/item/clothing/tie/storage/attackby(obj/item/W as obj, mob/user as mob)
|
||||
hold.attackby(W, user)
|
||||
|
||||
/obj/item/clothing/tie/storage/emp_act(severity)
|
||||
hold.emp_act(severity)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/tie/storage/hear_talk(mob/M, var/msg)
|
||||
hold.hear_talk(M, msg)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/tie/storage/attack_self(mob/user as mob)
|
||||
user << "<span class='notice'>You empty [src].</span>"
|
||||
var/turf/T = get_turf(src)
|
||||
@@ -196,18 +339,6 @@
|
||||
hold.remove_from_storage(I, T)
|
||||
src.add_fingerprint(user)
|
||||
|
||||
/obj/item/clothing/tie/storage/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
hold.attackby(W,user)
|
||||
src.add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/storage/pockets
|
||||
name = "storage"
|
||||
var/master_item //item it belongs to
|
||||
|
||||
/obj/item/weapon/storage/pockets/close(mob/user as mob)
|
||||
..()
|
||||
loc = master_item
|
||||
|
||||
/obj/item/clothing/tie/storage/webbing
|
||||
name = "webbing"
|
||||
desc = "Strudy mess of synthcotton belts and buckles, ready to share your burden."
|
||||
@@ -311,27 +442,14 @@
|
||||
item_color = "unathiharness2"
|
||||
slots = 2
|
||||
|
||||
/obj/item/clothing/tie/storage/knifeharness/attackby(var/obj/item/O as obj, mob/user as mob)
|
||||
..()
|
||||
update()
|
||||
|
||||
/obj/item/clothing/tie/storage/knifeharness/proc/update()
|
||||
var/count = 0
|
||||
for(var/obj/item/I in hold)
|
||||
if(istype(I,/obj/item/weapon/hatchet/unathiknife))
|
||||
count++
|
||||
if(count>2) count = 2
|
||||
item_state = "unathiharness[count]"
|
||||
icon_state = item_state
|
||||
item_color = item_state
|
||||
|
||||
if(istype(loc, /obj/item/clothing))
|
||||
var/obj/item/clothing/U = loc
|
||||
if(istype(U.loc, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = U.loc
|
||||
H.update_inv_w_uniform()
|
||||
|
||||
/obj/item/clothing/tie/storage/knifeharness/New()
|
||||
..()
|
||||
hold.max_combined_w_class = 4
|
||||
hold.can_hold = list("/obj/item/weapon/hatchet/unathiknife",\
|
||||
"/obj/item/weapon/kitchen/utensil/knife",\
|
||||
"/obj/item/weapon/kitchen/utensil/pknife",\
|
||||
"/obj/item/weapon/kitchenknife",\
|
||||
"/obj/item/weapon/kitchenknife/ritual")
|
||||
|
||||
new /obj/item/weapon/hatchet/unathiknife(hold)
|
||||
new /obj/item/weapon/hatchet/unathiknife(hold)
|
||||
new /obj/item/weapon/hatchet/unathiknife(hold)
|
||||
Reference in New Issue
Block a user