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This pr goes through: /client/Click(), /client/Topic(), /mob/living/verb/resist(), /mob/verb/quick_equip(), /mob/verb/examinate(), and /mob/verb/mode() and makes them queue their functionality to a subsystem to execute in the next tick if the server is overloaded. To do this a new subsystem is made to handle most verbs called SSverb_manager, if the server is overloaded the verb queues itself in the subsystem and returns, then near the start of the next tick that verb is resumed with the provided callback. The verbs are called directly after SSinput, and the subsystem does not yield until its queue is completely finished. The exception are clicks from player input since they are extremely important for the feeling of responsiveness. I considered not queuing them but theyre too expensive not to, suffering from a death of a thousand cuts performance wise from many many things in the process adding up. Instead clicks are executed at the very start of the next tick, as the first action that SSinput completes, before player movement is processed even. A few months ago, before I died I was trying to figure out why games at midpop (40-50 people) had non zero and consistent time dilation without maptick being consistently above 28% (which is when the MC stops yielding for maptick if its overloaded). I found it out, started working on this pr, then promptly died. luckily im a bit less dead now the current MC has a problem: the cost of verbs is completely and totally invisible to it, it cannot account for them. Why is this bad? because verbs are the last thing to execute in the tick, after the MC and SendMaps have finished executing. tick diagram2 If the MC is overloaded and uses 100% of the time it allots itself this means that if SendMaps uses the amount its expected to take, verbs have at most 2% of the tick to execute in before they are overtiming and thus delaying the start of the next tick. This is bad, and im 99% sure this is the majority of our overtime. Take Click() for example. Click isnt listed as a verb but since its called as a result of client commands its executed at the end of the tick like other verbs. in this random 80 pop sybil round profile i had saved on my computer sybil 80 pop (2).txt /client/Click() has an overtime of only 1.8 seconds, which isnt that bad. however it has a self cpu of 2.5 seconds meaning 1.8/2.5 = 72% of its time is overtiming, and it also is calling 80.2 seconds worth of total cpu, which means that more than 57.7 seconds of overtime is attributed to just /client/Click() executing at the very end of a tick. the reason why this isnt obvious is just because the verbs themselves typically dont have high enough self cpu to get high enough on the rankings of overtiming procs to be noticed, all of their overtime is distributed among a ton of procs they call in the chain. Since i cant guarantee the MC resumes at the very start of the next tick due to other sleeping procs almost always resuming first: I time the duration between clicks being queued up for the next tick and when theyre actually executed. if it exceeds 20 milliseconds of added latency (less than one tenth the average human reaction time) clicks will execute immediately instead of queuing, this should make instances where a player can notice the added latency a vanishingly small minority of cases. still, this should be tm'd
504 lines
17 KiB
Plaintext
504 lines
17 KiB
Plaintext
//These procs handle putting s tuff in your hands
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//as they handle all relevant stuff like adding it to the player's screen and updating their overlays.
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///Returns the thing we're currently holding
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/mob/proc/get_active_held_item()
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return get_item_for_held_index(active_hand_index)
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//Finds the opposite limb for the active one (eg: upper left arm will find the item in upper right arm)
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//So we're treating each "pair" of limbs as a team, so "both" refers to them
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/mob/proc/get_inactive_held_item()
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return get_item_for_held_index(get_inactive_hand_index())
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//Finds the opposite index for the active one (eg: upper left arm will find the item in upper right arm)
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//So we're treating each "pair" of limbs as a team, so "both" refers to them
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/mob/proc/get_inactive_hand_index()
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var/other_hand = 0
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if(!(active_hand_index % 2))
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other_hand = active_hand_index-1 //finding the matching "left" limb
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else
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other_hand = active_hand_index+1 //finding the matching "right" limb
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if(other_hand < 0 || other_hand > held_items.len)
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other_hand = 0
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return other_hand
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/mob/proc/get_item_for_held_index(i)
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if(i > 0 && i <= held_items.len)
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return held_items[i]
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return null
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//Odd = left. Even = right
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/mob/proc/held_index_to_dir(i)
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if(!(i % 2))
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return "r"
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return "l"
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//Check we have an organ for this hand slot (Dismemberment), Only relevant for humans
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/mob/proc/has_hand_for_held_index(i)
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return TRUE
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//Check we have an organ for our active hand slot (Dismemberment),Only relevant for humans
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/mob/proc/has_active_hand()
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return has_hand_for_held_index(active_hand_index)
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//Finds the first available (null) index OR all available (null) indexes in held_items based on a side.
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//Lefts: 1, 3, 5, 7...
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//Rights:2, 4, 6, 8...
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/mob/proc/get_empty_held_index_for_side(side = LEFT_HANDS, all = FALSE)
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var/list/empty_indexes = all ? list() : null
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for(var/i in (side == LEFT_HANDS) ? 1 : 2 to held_items.len step 2)
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if(!held_items[i])
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if(!all)
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return i
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empty_indexes += i
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return empty_indexes
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//Same as the above, but returns the first or ALL held *ITEMS* for the side
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/mob/proc/get_held_items_for_side(side = LEFT_HANDS, all = FALSE)
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var/list/holding_items = all ? list() : null
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for(var/i in (side == LEFT_HANDS) ? 1 : 2 to held_items.len step 2)
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var/obj/item/I = held_items[i]
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if(I)
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if(!all)
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return I
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holding_items += I
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return holding_items
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/mob/proc/get_empty_held_indexes()
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var/list/L
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for(var/i in 1 to held_items.len)
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if(!held_items[i])
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LAZYADD(L, i)
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return L
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/mob/proc/get_held_index_of_item(obj/item/I)
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return held_items.Find(I)
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///Find number of held items, multihand compatible
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/mob/proc/get_num_held_items()
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. = 0
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for(var/i in 1 to held_items.len)
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if(held_items[i])
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.++
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//Sad that this will cause some overhead, but the alias seems necessary
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//*I* may be happy with a million and one references to "indexes" but others won't be
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/mob/proc/is_holding(obj/item/I)
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return get_held_index_of_item(I)
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//Checks if we're holding an item of type: typepath
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/mob/proc/is_holding_item_of_type(typepath)
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for(var/obj/item/I in held_items)
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if(istype(I, typepath))
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return I
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return FALSE
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//Checks if we're holding a tool that has given quality
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//Returns the tool that has the best version of this quality
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/mob/proc/is_holding_tool_quality(quality)
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var/obj/item/best_item
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var/best_quality = INFINITY
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for(var/obj/item/I in held_items)
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if(I.tool_behaviour == quality && I.toolspeed < best_quality)
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best_item = I
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best_quality = I.toolspeed
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return best_item
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//To appropriately fluff things like "they are holding [I] in their [get_held_index_name(get_held_index_of_item(I))]"
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//Can be overridden to pass off the fluff to something else (eg: science allowing people to add extra robotic limbs, and having this proc react to that
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// with say "they are holding [I] in their Nanotrasen Brand Utility Arm - Right Edition" or w/e
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/mob/proc/get_held_index_name(i)
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var/list/hand = list()
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if(i > 2)
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hand += "upper "
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var/num = 0
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if(!(i % 2))
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num = i-2
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hand += "right hand"
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else
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num = i-1
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hand += "left hand"
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num -= (num*0.5)
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if(num > 1) //"upper left hand #1" seems weird, but "upper left hand #2" is A-ok
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hand += " #[num]"
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return hand.Join()
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//Returns if a certain item can be equipped to a certain slot.
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// Currently invalid for two-handed items - call obj/item/mob_can_equip() instead.
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/mob/proc/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
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return FALSE
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/mob/proc/can_put_in_hand(I, hand_index)
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if(hand_index > held_items.len)
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return FALSE
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if(!put_in_hand_check(I))
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return FALSE
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if(!has_hand_for_held_index(hand_index))
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return FALSE
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return !held_items[hand_index]
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/mob/proc/put_in_hand(obj/item/I, hand_index, forced = FALSE, ignore_anim = TRUE)
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if(hand_index == null || (!forced && !can_put_in_hand(I, hand_index)))
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return FALSE
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if(isturf(I.loc) && !ignore_anim)
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I.do_pickup_animation(src)
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if(get_item_for_held_index(hand_index))
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dropItemToGround(get_item_for_held_index(hand_index), force = TRUE)
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I.forceMove(src)
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held_items[hand_index] = I
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I.plane = ABOVE_HUD_PLANE
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I.equipped(src, ITEM_SLOT_HANDS)
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if(QDELETED(I)) // this is here because some ABSTRACT items like slappers and circle hands could be moved from hand to hand then delete, which meant you'd have a null in your hand until you cleared it (say, by dropping it)
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held_items[hand_index] = null
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return FALSE
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if(I.pulledby)
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I.pulledby.stop_pulling()
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update_inv_hands()
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I.pixel_x = I.base_pixel_x
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I.pixel_y = I.base_pixel_y
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return hand_index
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//Puts the item into the first available left hand if possible and calls all necessary triggers/updates. returns 1 on success.
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/mob/proc/put_in_l_hand(obj/item/I)
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return put_in_hand(I, get_empty_held_index_for_side(LEFT_HANDS))
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//Puts the item into the first available right hand if possible and calls all necessary triggers/updates. returns 1 on success.
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/mob/proc/put_in_r_hand(obj/item/I)
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return put_in_hand(I, get_empty_held_index_for_side(RIGHT_HANDS))
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/mob/proc/put_in_hand_check(obj/item/I)
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return FALSE //nonliving mobs don't have hands
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/mob/living/put_in_hand_check(obj/item/I)
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if(istype(I) && ((mobility_flags & MOBILITY_PICKUP) || (I.item_flags & ABSTRACT)) \
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&& !(SEND_SIGNAL(src, COMSIG_LIVING_TRY_PUT_IN_HAND, I) & COMPONENT_LIVING_CANT_PUT_IN_HAND))
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return TRUE
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return FALSE
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//Puts the item into our active hand if possible. returns TRUE on success.
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/mob/proc/put_in_active_hand(obj/item/I, forced = FALSE, ignore_animation = TRUE)
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return put_in_hand(I, active_hand_index, forced, ignore_animation)
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//Puts the item into our inactive hand if possible, returns TRUE on success
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/mob/proc/put_in_inactive_hand(obj/item/I, forced = FALSE)
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return put_in_hand(I, get_inactive_hand_index(), forced)
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//Puts the item our active hand if possible. Failing that it tries other hands. Returns TRUE on success.
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//If both fail it drops it on the floor and returns FALSE.
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//This is probably the main one you need to know :)
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/mob/proc/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, forced = FALSE, ignore_animation = TRUE)
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if(QDELETED(I))
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return FALSE
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// If the item is a stack and we're already holding a stack then merge
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if (istype(I, /obj/item/stack))
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var/obj/item/stack/item_stack = I
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var/obj/item/stack/active_stack = get_active_held_item()
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if (item_stack.is_zero_amount(delete_if_zero = TRUE))
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return FALSE
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if (merge_stacks)
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if (istype(active_stack) && active_stack.can_merge(item_stack))
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if (item_stack.merge(active_stack))
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to_chat(usr, span_notice("Your [active_stack.name] stack now contains [active_stack.get_amount()] [active_stack.singular_name]\s."))
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return TRUE
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else
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var/obj/item/stack/inactive_stack = get_inactive_held_item()
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if (istype(inactive_stack) && inactive_stack.can_merge(item_stack))
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if (item_stack.merge(inactive_stack))
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to_chat(usr, span_notice("Your [inactive_stack.name] stack now contains [inactive_stack.get_amount()] [inactive_stack.singular_name]\s."))
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return TRUE
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if(put_in_active_hand(I, forced, ignore_animation))
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return TRUE
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var/hand = get_empty_held_index_for_side(LEFT_HANDS)
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if(!hand)
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hand = get_empty_held_index_for_side(RIGHT_HANDS)
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if(hand)
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if(put_in_hand(I, hand, forced, ignore_animation))
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return TRUE
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if(del_on_fail)
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qdel(I)
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return FALSE
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I.forceMove(drop_location())
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I.layer = initial(I.layer)
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I.plane = initial(I.plane)
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I.dropped(src)
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return FALSE
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/mob/proc/drop_all_held_items()
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. = FALSE
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for(var/obj/item/I in held_items)
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. |= dropItemToGround(I)
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//Here lie drop_from_inventory and before_item_take, already forgotten and not missed.
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/mob/proc/canUnEquip(obj/item/I, force)
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if(!I)
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return TRUE
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if(HAS_TRAIT(I, TRAIT_NODROP) && !force)
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return FALSE
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return TRUE
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/mob/proc/putItemFromInventoryInHandIfPossible(obj/item/I, hand_index, force_removal = FALSE)
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if(!can_put_in_hand(I, hand_index))
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return FALSE
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if(!temporarilyRemoveItemFromInventory(I, force_removal))
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return FALSE
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I.remove_item_from_storage(src)
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if(!put_in_hand(I, hand_index))
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qdel(I)
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CRASH("Assertion failure: putItemFromInventoryInHandIfPossible") //should never be possible
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return TRUE
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//The following functions are the same save for one small difference
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/**
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* Used to drop an item (if it exists) to the ground.
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* * Will pass as TRUE is successfully dropped, or if there is no item to drop.
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* * Will pass FALSE if the item can not be dropped due to TRAIT_NODROP via doUnEquip()
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* If the item can be dropped, it will be forceMove()'d to the ground and the turf's Entered() will be called.
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*/
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/mob/proc/dropItemToGround(obj/item/I, force = FALSE, silent = FALSE, invdrop = TRUE)
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. = doUnEquip(I, force, drop_location(), FALSE, invdrop = invdrop, silent = silent)
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if(!. || !I) //ensure the item exists and that it was dropped properly.
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return
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if(!(I.item_flags & NO_PIXEL_RANDOM_DROP))
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I.pixel_x = I.base_pixel_x + rand(-6, 6)
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I.pixel_y = I.base_pixel_y + rand(-6, 6)
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I.do_drop_animation(src)
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//for when the item will be immediately placed in a loc other than the ground
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/mob/proc/transferItemToLoc(obj/item/I, newloc = null, force = FALSE, silent = TRUE)
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. = doUnEquip(I, force, newloc, FALSE, silent = silent)
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I.do_drop_animation(src)
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//visibly unequips I but it is NOT MOVED AND REMAINS IN SRC
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//item MUST BE FORCEMOVE'D OR QDEL'D
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/mob/proc/temporarilyRemoveItemFromInventory(obj/item/I, force = FALSE, idrop = TRUE)
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return doUnEquip(I, force, null, TRUE, idrop, silent = TRUE)
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//DO NOT CALL THIS PROC
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//use one of the above 3 helper procs
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//you may override it, but do not modify the args
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/mob/proc/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE, silent = FALSE) //Force overrides TRAIT_NODROP for things like wizarditis and admin undress.
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//Use no_move if the item is just gonna be immediately moved afterward
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//Invdrop is used to prevent stuff in pockets dropping. only set to false if it's going to immediately be replaced
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PROTECTED_PROC(TRUE)
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if(!I) //If there's nothing to drop, the drop is automatically succesfull. If(unEquip) should generally be used to check for TRAIT_NODROP.
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return TRUE
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if(HAS_TRAIT(I, TRAIT_NODROP) && !force)
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return FALSE
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if((SEND_SIGNAL(I, COMSIG_ITEM_PRE_UNEQUIP, force, newloc, no_move, invdrop, silent) & COMPONENT_ITEM_BLOCK_UNEQUIP) && !force)
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return FALSE
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var/hand_index = get_held_index_of_item(I)
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if(hand_index)
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held_items[hand_index] = null
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update_inv_hands()
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if(I)
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if(client)
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client.screen -= I
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I.layer = initial(I.layer)
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I.plane = initial(I.plane)
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I.appearance_flags &= ~NO_CLIENT_COLOR
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if(!no_move && !(I.item_flags & DROPDEL)) //item may be moved/qdel'd immedietely, don't bother moving it
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if (isnull(newloc))
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I.moveToNullspace()
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else
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I.forceMove(newloc)
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I.dropped(src, silent)
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SEND_SIGNAL(I, COMSIG_ITEM_POST_UNEQUIP, force, newloc, no_move, invdrop, silent)
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SEND_SIGNAL(src, COMSIG_MOB_UNEQUIPPED_ITEM, I, force, newloc, no_move, invdrop, silent)
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return TRUE
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/**
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* Used to return a list of equipped items on a mob; does not include held items (use get_all_gear)
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*
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* Argument(s):
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* * Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
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*/
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/mob/living/proc/get_equipped_items(include_pockets = FALSE)
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var/list/items = list()
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for(var/obj/item/item_contents in contents)
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if(item_contents.item_flags & IN_INVENTORY)
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items += item_contents
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items -= held_items
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return items
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/**
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* Used to return a list of equipped items on a human mob; does not include held items (use get_all_gear)
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*
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* Argument(s):
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* * Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
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*/
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/mob/living/carbon/human/get_equipped_items(include_pockets = FALSE)
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var/list/items = ..()
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if(!include_pockets)
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items -= list(l_store, r_store, s_store)
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return items
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/mob/living/proc/unequip_everything()
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var/list/items = list()
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items |= get_equipped_items(TRUE)
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for(var/I in items)
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dropItemToGround(I)
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drop_all_held_items()
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/mob/living/carbon/proc/check_obscured_slots(transparent_protection)
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var/obscured = NONE
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var/hidden_slots = NONE
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for(var/obj/item/I in get_equipped_items())
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hidden_slots |= I.flags_inv
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if(transparent_protection)
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hidden_slots |= I.transparent_protection
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if(hidden_slots & HIDENECK)
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obscured |= ITEM_SLOT_NECK
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if(hidden_slots & HIDEMASK)
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obscured |= ITEM_SLOT_MASK
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if(hidden_slots & HIDEEYES)
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obscured |= ITEM_SLOT_EYES
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if(hidden_slots & HIDEEARS)
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obscured |= ITEM_SLOT_EARS
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if(hidden_slots & HIDEGLOVES)
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obscured |= ITEM_SLOT_GLOVES
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if(hidden_slots & HIDEJUMPSUIT)
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obscured |= ITEM_SLOT_ICLOTHING
|
|
if(hidden_slots & HIDESHOES)
|
|
obscured |= ITEM_SLOT_FEET
|
|
if(hidden_slots & HIDESUITSTORAGE)
|
|
obscured |= ITEM_SLOT_SUITSTORE
|
|
if(hidden_slots & HIDEHEADGEAR)
|
|
obscured |= ITEM_SLOT_HEAD
|
|
|
|
return obscured
|
|
|
|
|
|
/obj/item/proc/equip_to_best_slot(mob/M)
|
|
if(M.equip_to_appropriate_slot(src))
|
|
M.update_inv_hands()
|
|
return TRUE
|
|
else
|
|
if(equip_delay_self)
|
|
return
|
|
|
|
if(M.active_storage?.attempt_insert(M.active_storage, src, M))
|
|
return TRUE
|
|
|
|
var/list/obj/item/possible = list(M.get_inactive_held_item(), M.get_item_by_slot(ITEM_SLOT_BELT), M.get_item_by_slot(ITEM_SLOT_DEX_STORAGE), M.get_item_by_slot(ITEM_SLOT_BACK))
|
|
for(var/i in possible)
|
|
if(!i)
|
|
continue
|
|
var/obj/item/I = i
|
|
if(I.atom_storage?.attempt_insert(I, src, M))
|
|
return TRUE
|
|
|
|
to_chat(M, span_warning("You are unable to equip that!"))
|
|
return FALSE
|
|
|
|
|
|
/mob/verb/quick_equip()
|
|
set name = "quick-equip"
|
|
set hidden = TRUE
|
|
|
|
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, .proc/execute_quick_equip))
|
|
|
|
///proc extender of [/mob/verb/quick_equip] used to make the verb queuable if the server is overloaded
|
|
/mob/proc/execute_quick_equip()
|
|
var/obj/item/I = get_active_held_item()
|
|
if(!I)
|
|
to_chat(src, span_warning("You are not holding anything to equip!"))
|
|
return
|
|
if (temporarilyRemoveItemFromInventory(I) && !QDELETED(I))
|
|
if(I.equip_to_best_slot(src))
|
|
return
|
|
if(put_in_active_hand(I))
|
|
return
|
|
I.forceMove(drop_location())
|
|
|
|
//used in code for items usable by both carbon and drones, this gives the proper back slot for each mob.(defibrillator, backpack watertank, ...)
|
|
/mob/proc/getBackSlot()
|
|
return ITEM_SLOT_BACK
|
|
|
|
/mob/proc/getBeltSlot()
|
|
return ITEM_SLOT_BELT
|
|
|
|
|
|
|
|
//Inventory.dm is -kind of- an ok place for this I guess
|
|
|
|
//This is NOT for dismemberment, as the user still technically has 2 "hands"
|
|
//This is for multi-handed mobs, such as a human with a third limb installed
|
|
//This is a very rare proc to call (besides admin fuckery) so
|
|
//any cost it has isn't a worry
|
|
/mob/proc/change_number_of_hands(amt)
|
|
if(amt < held_items.len)
|
|
for(var/i in held_items.len to amt step -1)
|
|
dropItemToGround(held_items[i])
|
|
held_items.len = amt
|
|
|
|
if(hud_used)
|
|
hud_used.build_hand_slots()
|
|
|
|
|
|
/mob/living/carbon/human/change_number_of_hands(amt)
|
|
var/old_limbs = held_items.len
|
|
if(amt < old_limbs)
|
|
for(var/i in hand_bodyparts.len to amt step -1)
|
|
var/obj/item/bodypart/BP = hand_bodyparts[i]
|
|
BP.dismember()
|
|
hand_bodyparts[i] = null
|
|
hand_bodyparts.len = amt
|
|
else if(amt > old_limbs)
|
|
hand_bodyparts.len = amt
|
|
for(var/i in old_limbs+1 to amt)
|
|
var/path = /obj/item/bodypart/l_arm
|
|
if(!(i % 2))
|
|
path = /obj/item/bodypart/r_arm
|
|
|
|
var/obj/item/bodypart/BP = new path ()
|
|
BP.held_index = i
|
|
add_bodypart(BP)
|
|
hand_bodyparts[i] = BP
|
|
..() //Don't redraw hands until we have organs for them
|
|
|
|
//GetAllContents that is reasonable and not stupid
|
|
/mob/living/carbon/proc/get_all_gear()
|
|
var/list/processing_list = get_equipped_items(include_pockets = TRUE) + held_items
|
|
list_clear_nulls(processing_list) // handles empty hands
|
|
var/i = 0
|
|
while(i < length(processing_list) )
|
|
var/atom/A = processing_list[++i]
|
|
if(A.atom_storage)
|
|
var/list/item_stuff = list()
|
|
A.atom_storage.return_inv(item_stuff)
|
|
processing_list += item_stuff
|
|
return processing_list
|