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* [BOUNTY] Re-adds Contractors * I hate copy pasted overrides so much. BEGONE * Fixes the merge conflict. It's still not gonna work, too many proc redefinition * The sheer amount of overrides * This is hell * remove modular copy of spawn_contractor_partner * part 2 of spawn_contractor_partner oops * un-duplicate create_contracts proc * Remove duplicate contract generate and finish_enter * something to make the linter stop crying * Receiving * removes our contractor stuff in favour of parity * Update SyndicateContractor.tsx --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: Funce <funce.973@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
578 lines
19 KiB
Plaintext
578 lines
19 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, ignore_equipped = FALSE, indirect_action = 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 || !held_items.len || (!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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SET_PLANE_EXPLICIT(I, ABOVE_HUD_PLANE, src)
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if(I.pulledby)
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I.pulledby.stop_pulling()
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if(!I.on_equipped(src, ITEM_SLOT_HANDS))
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return FALSE
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update_held_items()
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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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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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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 (or nearby tables if germ sensitive) 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 (isstack(I))
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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, inhand = TRUE))
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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, inhand = TRUE))
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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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// Failed to put in hands - drop the item
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var/atom/location = drop_location()
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// Try dropping on nearby tables if germ sensitive (except table behind you)
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if(HAS_TRAIT(I, TRAIT_GERM_SENSITIVE))
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var/list/dirs = list( // All dirs in clockwise order
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NORTH,
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NORTHEAST,
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EAST,
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SOUTHEAST,
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SOUTH,
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SOUTHWEST,
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WEST,
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NORTHWEST,
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)
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var/dir_count = dirs.len
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var/facing_dir_index = dirs.Find(dir)
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var/cw_index = facing_dir_index
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var/ccw_index = facing_dir_index
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var/list/turfs_ordered = list(get_step(src, dir))
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// Build ordered list of turfs starting from the front facing
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for(var/i in 1 to ROUND_UP(dir_count/2) - 1)
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cw_index++
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if(cw_index > dir_count)
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cw_index = 1
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turfs_ordered += get_step(src, dirs[cw_index]) // Add next tile on your right
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ccw_index--
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if(ccw_index <= 0)
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ccw_index = dir_count
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turfs_ordered += get_step(src, dirs[ccw_index]) // Add next tile on your left
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// Check tables on these turfs
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for(var/turf in turfs_ordered)
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if(locate(/obj/structure/table) in turf || locate(/obj/structure/rack) in turf || locate(/obj/machinery/icecream_vat) in turf)
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location = turf
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break
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I.forceMove(location)
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I.layer = initial(I.layer)
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SET_PLANE_EXPLICIT(I, initial(I.plane), location)
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I.dropped(src)
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return FALSE
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/// Returns true if a mob is holding something
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/mob/proc/is_holding_items()
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return !!locate(/obj/item) in held_items
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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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if (isnull(I))
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return TRUE
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SEND_SIGNAL(src, COMSIG_MOB_DROPPING_ITEM)
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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, atom/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_held_items()
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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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SET_PLANE_EXPLICIT(I, initial(I.plane), newloc)
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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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* * Optional - include_accessories (TRUE/FALSE), whether or not to include the accessories in the returned list
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*/
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/mob/living/proc/get_equipped_items(include_pockets = FALSE, include_accessories = 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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* * Optional - include_accessories (TRUE/FALSE), whether or not to include the accessories in the returned list
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*/
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/mob/living/carbon/human/get_equipped_items(include_pockets = FALSE, include_accessories = 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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if(include_accessories && w_uniform)
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var/obj/item/clothing/under/worn_under = w_uniform
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items += worn_under.attached_accessories
|
|
return items
|
|
|
|
/mob/living/proc/unequip_everything()
|
|
var/list/items = list()
|
|
items |= get_equipped_items(include_pockets = TRUE)
|
|
for(var/I in items)
|
|
dropItemToGround(I)
|
|
drop_all_held_items()
|
|
|
|
|
|
/mob/living/carbon/proc/check_obscured_slots(transparent_protection)
|
|
var/obscured = NONE
|
|
var/hidden_slots = NONE
|
|
|
|
for(var/obj/item/I in get_all_worn_items())
|
|
hidden_slots |= I.flags_inv
|
|
if(transparent_protection)
|
|
hidden_slots |= I.transparent_protection
|
|
|
|
if(hidden_slots & HIDENECK)
|
|
obscured |= ITEM_SLOT_NECK
|
|
if(hidden_slots & HIDEMASK)
|
|
obscured |= ITEM_SLOT_MASK
|
|
if(hidden_slots & HIDEEYES)
|
|
obscured |= ITEM_SLOT_EYES
|
|
if(hidden_slots & HIDEEARS)
|
|
obscured |= ITEM_SLOT_EARS
|
|
if(hidden_slots & HIDEGLOVES)
|
|
obscured |= ITEM_SLOT_GLOVES
|
|
if(hidden_slots & HIDEJUMPSUIT)
|
|
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_held_items()
|
|
return TRUE
|
|
else
|
|
if(equip_delay_self)
|
|
return
|
|
|
|
if(M.active_storage?.attempt_insert(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(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_REF(execute_quick_equip)))
|
|
|
|
/// Safely drop everything, without deconstructing the mob
|
|
/mob/proc/drop_everything(del_on_drop, force, del_if_nodrop)
|
|
. = list()
|
|
for(var/obj/item/item in src)
|
|
if(!dropItemToGround(item, force))
|
|
if(del_if_nodrop && !(item.item_flags & ABSTRACT))
|
|
qdel(item)
|
|
if(del_on_drop)
|
|
qdel(item)
|
|
//Anything thats not deleted and isn't in the mob, so everything that is succesfully dropped to the ground, is returned
|
|
if(!QDELETED(item) && !(item in src))
|
|
. += item
|
|
|
|
///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/arm/left
|
|
if(!(i % 2))
|
|
path = /obj/item/bodypart/arm/right
|
|
|
|
var/obj/item/bodypart/BP = new path ()
|
|
BP.held_index = i
|
|
BP.try_attach_limb(src, TRUE)
|
|
hand_bodyparts[i] = BP
|
|
..() //Don't redraw hands until we have organs for them
|
|
|
|
//GetAllContents that is reasonable and not stupid
|
|
/mob/living/proc/get_all_gear()
|
|
var/list/processing_list = get_equipped_items(include_pockets = TRUE, include_accessories = 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
|
|
|
|
/// Returns a list of things that the provided mob has, including any storage-capable implants.
|
|
/mob/living/proc/gather_belongings()
|
|
var/list/belongings = get_all_gear()
|
|
for (var/obj/item/implant/storage/internal_bag in implants)
|
|
belongings += internal_bag.contents
|
|
return belongings
|