mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-18 21:15:21 +00:00
Listing the changes, off the top of my head: - Resprited fishing rods, hooks, and the worm bait! - Added a new, telescopic fishing rod, that can be bought as a goodie. The master rod is also telescopic now. - Added a couple hooks. One that lets you move the bait up and down, otherwise keeping it in place, and another that stops the fish from escaping, but slowly kills it. The former from the bepis fishing tech node, the latter frm the black market. - Added a fishing skill and relative legendary reward: A fishing hat, like the one that recites "women fear me, fish fear me" - You can now stop fishing by activating the fishing rod in your hand, and stops it from stealing all clicks on other things if it isn't in your active hand. - Reworked fishing traits into fish traits, which can apply to fish after it has been caught. - Expanded the fish breeding system. Traits may be passed down to offsprings, and offsprings may evolve (mutate?) into different kind of fishes if conditions when conditions are met. - Added half a dozen new fishes, each with its own traits: lubefish, sludgefish (and its purple variant), slimefish, unmarine bonemass and unmarine mastodon. Also, holodeck fish, as a joke. - New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin immunity, predator, necrophage, no mating, crossbreeder, aggressive and revival. Converted Emulsijack's ability and Donkfish's yuckiness into traits as well. - Added a fish analyzer that you can scan aquariums and fishes with. - Fish can now be blended if you really want to. The number of reagents from blending, w_class, and the number of fillets you get from cutting fish now scale with size and weight. - fish feed is no longer infinite (but it should still be plenty). - Implemented temperature requirements for aquarium fish. - You can now buy (dead) fish from the black market for dirt cheap. - Last but now least, toilets are now valid fishing spots.
549 lines
18 KiB
Plaintext
549 lines
18 KiB
Plaintext
//These procs handle putting s tuff in your hands
|
|
//as they handle all relevant stuff like adding it to the player's screen and updating their overlays.
|
|
|
|
///Returns the thing we're currently holding
|
|
/mob/proc/get_active_held_item()
|
|
return get_item_for_held_index(active_hand_index)
|
|
|
|
|
|
//Finds the opposite limb for the active one (eg: upper left arm will find the item in upper right arm)
|
|
//So we're treating each "pair" of limbs as a team, so "both" refers to them
|
|
/mob/proc/get_inactive_held_item()
|
|
return get_item_for_held_index(get_inactive_hand_index())
|
|
|
|
|
|
//Finds the opposite index for the active one (eg: upper left arm will find the item in upper right arm)
|
|
//So we're treating each "pair" of limbs as a team, so "both" refers to them
|
|
/mob/proc/get_inactive_hand_index()
|
|
var/other_hand = 0
|
|
if(!(active_hand_index % 2))
|
|
other_hand = active_hand_index-1 //finding the matching "left" limb
|
|
else
|
|
other_hand = active_hand_index+1 //finding the matching "right" limb
|
|
if(other_hand < 0 || other_hand > held_items.len)
|
|
other_hand = 0
|
|
return other_hand
|
|
|
|
|
|
/mob/proc/get_item_for_held_index(i)
|
|
if(i > 0 && i <= held_items.len)
|
|
return held_items[i]
|
|
return null
|
|
|
|
|
|
//Odd = left. Even = right
|
|
/mob/proc/held_index_to_dir(i)
|
|
if(!(i % 2))
|
|
return "r"
|
|
return "l"
|
|
|
|
//Check we have an organ for this hand slot (Dismemberment), Only relevant for humans
|
|
/mob/proc/has_hand_for_held_index(i)
|
|
return TRUE
|
|
|
|
|
|
//Check we have an organ for our active hand slot (Dismemberment),Only relevant for humans
|
|
/mob/proc/has_active_hand()
|
|
return has_hand_for_held_index(active_hand_index)
|
|
|
|
|
|
//Finds the first available (null) index OR all available (null) indexes in held_items based on a side.
|
|
//Lefts: 1, 3, 5, 7...
|
|
//Rights:2, 4, 6, 8...
|
|
/mob/proc/get_empty_held_index_for_side(side = LEFT_HANDS, all = FALSE)
|
|
var/list/empty_indexes = all ? list() : null
|
|
for(var/i in (side == LEFT_HANDS) ? 1 : 2 to held_items.len step 2)
|
|
if(!held_items[i])
|
|
if(!all)
|
|
return i
|
|
empty_indexes += i
|
|
return empty_indexes
|
|
|
|
|
|
//Same as the above, but returns the first or ALL held *ITEMS* for the side
|
|
/mob/proc/get_held_items_for_side(side = LEFT_HANDS, all = FALSE)
|
|
var/list/holding_items = all ? list() : null
|
|
for(var/i in (side == LEFT_HANDS) ? 1 : 2 to held_items.len step 2)
|
|
var/obj/item/I = held_items[i]
|
|
if(I)
|
|
if(!all)
|
|
return I
|
|
holding_items += I
|
|
return holding_items
|
|
|
|
|
|
/mob/proc/get_empty_held_indexes()
|
|
var/list/L
|
|
for(var/i in 1 to held_items.len)
|
|
if(!held_items[i])
|
|
LAZYADD(L, i)
|
|
return L
|
|
|
|
/mob/proc/get_held_index_of_item(obj/item/I)
|
|
return held_items.Find(I)
|
|
|
|
|
|
///Find number of held items, multihand compatible
|
|
/mob/proc/get_num_held_items()
|
|
. = 0
|
|
for(var/i in 1 to held_items.len)
|
|
if(held_items[i])
|
|
.++
|
|
|
|
//Sad that this will cause some overhead, but the alias seems necessary
|
|
//*I* may be happy with a million and one references to "indexes" but others won't be
|
|
/mob/proc/is_holding(obj/item/I)
|
|
return get_held_index_of_item(I)
|
|
|
|
|
|
//Checks if we're holding an item of type: typepath
|
|
/mob/proc/is_holding_item_of_type(typepath)
|
|
for(var/obj/item/I in held_items)
|
|
if(istype(I, typepath))
|
|
return I
|
|
return FALSE
|
|
|
|
//Checks if we're holding a tool that has given quality
|
|
//Returns the tool that has the best version of this quality
|
|
/mob/proc/is_holding_tool_quality(quality)
|
|
var/obj/item/best_item
|
|
var/best_quality = INFINITY
|
|
|
|
for(var/obj/item/I in held_items)
|
|
if(I.tool_behaviour == quality && I.toolspeed < best_quality)
|
|
best_item = I
|
|
best_quality = I.toolspeed
|
|
|
|
return best_item
|
|
|
|
|
|
//To appropriately fluff things like "they are holding [I] in their [get_held_index_name(get_held_index_of_item(I))]"
|
|
//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
|
|
// with say "they are holding [I] in their Nanotrasen Brand Utility Arm - Right Edition" or w/e
|
|
/mob/proc/get_held_index_name(i)
|
|
var/list/hand = list()
|
|
if(i > 2)
|
|
hand += "upper "
|
|
var/num = 0
|
|
if(!(i % 2))
|
|
num = i-2
|
|
hand += "right hand"
|
|
else
|
|
num = i-1
|
|
hand += "left hand"
|
|
num -= (num*0.5)
|
|
if(num > 1) //"upper left hand #1" seems weird, but "upper left hand #2" is A-ok
|
|
hand += " #[num]"
|
|
return hand.Join()
|
|
|
|
|
|
|
|
//Returns if a certain item can be equipped to a certain slot.
|
|
// Currently invalid for two-handed items - call obj/item/mob_can_equip() instead.
|
|
/mob/proc/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE, ignore_equipped = FALSE, indirect_action = FALSE)
|
|
return FALSE
|
|
|
|
/mob/proc/can_put_in_hand(I, hand_index)
|
|
if(hand_index > held_items.len)
|
|
return FALSE
|
|
if(!put_in_hand_check(I))
|
|
return FALSE
|
|
if(!has_hand_for_held_index(hand_index))
|
|
return FALSE
|
|
return !held_items[hand_index]
|
|
|
|
/mob/proc/put_in_hand(obj/item/I, hand_index, forced = FALSE, ignore_anim = TRUE)
|
|
if(hand_index == null || !held_items.len || (!forced && !can_put_in_hand(I, hand_index)))
|
|
return FALSE
|
|
|
|
if(isturf(I.loc) && !ignore_anim)
|
|
I.do_pickup_animation(src)
|
|
if(get_item_for_held_index(hand_index))
|
|
dropItemToGround(get_item_for_held_index(hand_index), force = TRUE)
|
|
I.forceMove(src)
|
|
held_items[hand_index] = I
|
|
SET_PLANE_EXPLICIT(I, ABOVE_HUD_PLANE, src)
|
|
if(I.pulledby)
|
|
I.pulledby.stop_pulling()
|
|
if(!I.on_equipped(src, ITEM_SLOT_HANDS))
|
|
return FALSE
|
|
update_held_items()
|
|
I.pixel_x = I.base_pixel_x
|
|
I.pixel_y = I.base_pixel_y
|
|
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)
|
|
held_items[hand_index] = null
|
|
return FALSE
|
|
return hand_index
|
|
|
|
//Puts the item into the first available left hand if possible and calls all necessary triggers/updates. returns 1 on success.
|
|
/mob/proc/put_in_l_hand(obj/item/I)
|
|
return put_in_hand(I, get_empty_held_index_for_side(LEFT_HANDS))
|
|
|
|
//Puts the item into the first available right hand if possible and calls all necessary triggers/updates. returns 1 on success.
|
|
/mob/proc/put_in_r_hand(obj/item/I)
|
|
return put_in_hand(I, get_empty_held_index_for_side(RIGHT_HANDS))
|
|
|
|
/mob/proc/put_in_hand_check(obj/item/I)
|
|
return FALSE //nonliving mobs don't have hands
|
|
|
|
/mob/living/put_in_hand_check(obj/item/I)
|
|
if(istype(I) && ((mobility_flags & MOBILITY_PICKUP) || (I.item_flags & ABSTRACT)) \
|
|
&& !(SEND_SIGNAL(src, COMSIG_LIVING_TRY_PUT_IN_HAND, I) & COMPONENT_LIVING_CANT_PUT_IN_HAND))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
//Puts the item into our active hand if possible. returns TRUE on success.
|
|
/mob/proc/put_in_active_hand(obj/item/I, forced = FALSE, ignore_animation = TRUE)
|
|
return put_in_hand(I, active_hand_index, forced, ignore_animation)
|
|
|
|
|
|
//Puts the item into our inactive hand if possible, returns TRUE on success
|
|
/mob/proc/put_in_inactive_hand(obj/item/I, forced = FALSE)
|
|
return put_in_hand(I, get_inactive_hand_index(), forced)
|
|
|
|
|
|
//Puts the item our active hand if possible. Failing that it tries other hands. Returns TRUE on success.
|
|
//If both fail it drops it on the floor (or nearby tables if germ sensitive) and returns FALSE.
|
|
//This is probably the main one you need to know :)
|
|
/mob/proc/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, forced = FALSE, ignore_animation = TRUE)
|
|
if(QDELETED(I))
|
|
return FALSE
|
|
|
|
// If the item is a stack and we're already holding a stack then merge
|
|
if (isstack(I))
|
|
var/obj/item/stack/item_stack = I
|
|
var/obj/item/stack/active_stack = get_active_held_item()
|
|
|
|
if (item_stack.is_zero_amount(delete_if_zero = TRUE))
|
|
return FALSE
|
|
|
|
if (merge_stacks)
|
|
if (istype(active_stack) && active_stack.can_merge(item_stack, inhand = TRUE))
|
|
if (item_stack.merge(active_stack))
|
|
to_chat(usr, span_notice("Your [active_stack.name] stack now contains [active_stack.get_amount()] [active_stack.singular_name]\s."))
|
|
return TRUE
|
|
else
|
|
var/obj/item/stack/inactive_stack = get_inactive_held_item()
|
|
if (istype(inactive_stack) && inactive_stack.can_merge(item_stack, inhand = TRUE))
|
|
if (item_stack.merge(inactive_stack))
|
|
to_chat(usr, span_notice("Your [inactive_stack.name] stack now contains [inactive_stack.get_amount()] [inactive_stack.singular_name]\s."))
|
|
return TRUE
|
|
|
|
if(put_in_active_hand(I, forced, ignore_animation))
|
|
return TRUE
|
|
|
|
var/hand = get_empty_held_index_for_side(LEFT_HANDS)
|
|
if(!hand)
|
|
hand = get_empty_held_index_for_side(RIGHT_HANDS)
|
|
if(hand)
|
|
if(put_in_hand(I, hand, forced, ignore_animation))
|
|
return TRUE
|
|
if(del_on_fail)
|
|
qdel(I)
|
|
return FALSE
|
|
|
|
// Failed to put in hands - drop the item
|
|
var/atom/location = drop_location()
|
|
|
|
// Try dropping on nearby tables if germ sensitive (except table behind you)
|
|
if(HAS_TRAIT(I, TRAIT_GERM_SENSITIVE))
|
|
var/list/dirs = list( // All dirs in clockwise order
|
|
NORTH,
|
|
NORTHEAST,
|
|
EAST,
|
|
SOUTHEAST,
|
|
SOUTH,
|
|
SOUTHWEST,
|
|
WEST,
|
|
NORTHWEST,
|
|
)
|
|
var/dir_count = dirs.len
|
|
var/facing_dir_index = dirs.Find(dir)
|
|
var/cw_index = facing_dir_index
|
|
var/ccw_index = facing_dir_index
|
|
var/list/turfs_ordered = list(get_step(src, dir))
|
|
|
|
// Build ordered list of turfs starting from the front facing
|
|
for(var/i in 1 to ROUND_UP(dir_count/2) - 1)
|
|
cw_index++
|
|
if(cw_index > dir_count)
|
|
cw_index = 1
|
|
turfs_ordered += get_step(src, dirs[cw_index]) // Add next tile on your right
|
|
ccw_index--
|
|
if(ccw_index <= 0)
|
|
ccw_index = dir_count
|
|
turfs_ordered += get_step(src, dirs[ccw_index]) // Add next tile on your left
|
|
|
|
// Check tables on these turfs
|
|
for(var/turf in turfs_ordered)
|
|
if(locate(/obj/structure/table) in turf || locate(/obj/structure/rack) in turf || locate(/obj/machinery/icecream_vat) in turf)
|
|
location = turf
|
|
break
|
|
|
|
I.forceMove(location)
|
|
I.layer = initial(I.layer)
|
|
SET_PLANE_EXPLICIT(I, initial(I.plane), location)
|
|
I.dropped(src)
|
|
return FALSE
|
|
|
|
/mob/proc/drop_all_held_items()
|
|
. = FALSE
|
|
for(var/obj/item/I in held_items)
|
|
. |= dropItemToGround(I)
|
|
|
|
//Here lie drop_from_inventory and before_item_take, already forgotten and not missed.
|
|
|
|
/mob/proc/canUnEquip(obj/item/I, force)
|
|
if(!I)
|
|
return TRUE
|
|
if(HAS_TRAIT(I, TRAIT_NODROP) && !force)
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/mob/proc/putItemFromInventoryInHandIfPossible(obj/item/I, hand_index, force_removal = FALSE)
|
|
if(!can_put_in_hand(I, hand_index))
|
|
return FALSE
|
|
if(!temporarilyRemoveItemFromInventory(I, force_removal))
|
|
return FALSE
|
|
I.remove_item_from_storage(src)
|
|
if(!put_in_hand(I, hand_index))
|
|
qdel(I)
|
|
CRASH("Assertion failure: putItemFromInventoryInHandIfPossible") //should never be possible
|
|
return TRUE
|
|
|
|
//The following functions are the same save for one small difference
|
|
|
|
/**
|
|
* Used to drop an item (if it exists) to the ground.
|
|
* * Will pass as TRUE is successfully dropped, or if there is no item to drop.
|
|
* * Will pass FALSE if the item can not be dropped due to TRAIT_NODROP via doUnEquip()
|
|
* If the item can be dropped, it will be forceMove()'d to the ground and the turf's Entered() will be called.
|
|
*/
|
|
/mob/proc/dropItemToGround(obj/item/I, force = FALSE, silent = FALSE, invdrop = TRUE)
|
|
if (isnull(I))
|
|
return TRUE
|
|
|
|
SEND_SIGNAL(src, COMSIG_MOB_DROPPING_ITEM)
|
|
. = doUnEquip(I, force, drop_location(), FALSE, invdrop = invdrop, silent = silent)
|
|
|
|
if(!. || !I) //ensure the item exists and that it was dropped properly.
|
|
return
|
|
|
|
if(!(I.item_flags & NO_PIXEL_RANDOM_DROP))
|
|
I.pixel_x = I.base_pixel_x + rand(-6, 6)
|
|
I.pixel_y = I.base_pixel_y + rand(-6, 6)
|
|
I.do_drop_animation(src)
|
|
|
|
//for when the item will be immediately placed in a loc other than the ground
|
|
/mob/proc/transferItemToLoc(obj/item/I, newloc = null, force = FALSE, silent = TRUE)
|
|
. = doUnEquip(I, force, newloc, FALSE, silent = silent)
|
|
I.do_drop_animation(src)
|
|
|
|
//visibly unequips I but it is NOT MOVED AND REMAINS IN SRC
|
|
//item MUST BE FORCEMOVE'D OR QDEL'D
|
|
/mob/proc/temporarilyRemoveItemFromInventory(obj/item/I, force = FALSE, idrop = TRUE)
|
|
return doUnEquip(I, force, null, TRUE, idrop, silent = TRUE)
|
|
|
|
//DO NOT CALL THIS PROC
|
|
//use one of the above 3 helper procs
|
|
//you may override it, but do not modify the args
|
|
/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.
|
|
//Use no_move if the item is just gonna be immediately moved afterward
|
|
//Invdrop is used to prevent stuff in pockets dropping. only set to false if it's going to immediately be replaced
|
|
PROTECTED_PROC(TRUE)
|
|
if(!I) //If there's nothing to drop, the drop is automatically succesfull. If(unEquip) should generally be used to check for TRAIT_NODROP.
|
|
return TRUE
|
|
|
|
if(HAS_TRAIT(I, TRAIT_NODROP) && !force)
|
|
return FALSE
|
|
|
|
if((SEND_SIGNAL(I, COMSIG_ITEM_PRE_UNEQUIP, force, newloc, no_move, invdrop, silent) & COMPONENT_ITEM_BLOCK_UNEQUIP) && !force)
|
|
return FALSE
|
|
|
|
var/hand_index = get_held_index_of_item(I)
|
|
if(hand_index)
|
|
held_items[hand_index] = null
|
|
update_held_items()
|
|
if(I)
|
|
if(client)
|
|
client.screen -= I
|
|
I.layer = initial(I.layer)
|
|
SET_PLANE_EXPLICIT(I, initial(I.plane), newloc)
|
|
I.appearance_flags &= ~NO_CLIENT_COLOR
|
|
if(!no_move && !(I.item_flags & DROPDEL)) //item may be moved/qdel'd immedietely, don't bother moving it
|
|
if (isnull(newloc))
|
|
I.moveToNullspace()
|
|
else
|
|
I.forceMove(newloc)
|
|
I.dropped(src, silent)
|
|
SEND_SIGNAL(I, COMSIG_ITEM_POST_UNEQUIP, force, newloc, no_move, invdrop, silent)
|
|
SEND_SIGNAL(src, COMSIG_MOB_UNEQUIPPED_ITEM, I, force, newloc, no_move, invdrop, silent)
|
|
return TRUE
|
|
|
|
/**
|
|
* Used to return a list of equipped items on a mob; does not include held items (use get_all_gear)
|
|
*
|
|
* Argument(s):
|
|
* * Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
|
|
*/
|
|
|
|
/mob/living/proc/get_equipped_items(include_pockets = FALSE)
|
|
var/list/items = list()
|
|
for(var/obj/item/item_contents in contents)
|
|
if(item_contents.item_flags & IN_INVENTORY)
|
|
items += item_contents
|
|
items -= held_items
|
|
return items
|
|
|
|
/**
|
|
* Used to return a list of equipped items on a human mob; does not include held items (use get_all_gear)
|
|
*
|
|
* Argument(s):
|
|
* * Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
|
|
*/
|
|
|
|
/mob/living/carbon/human/get_equipped_items(include_pockets = FALSE)
|
|
var/list/items = ..()
|
|
if(!include_pockets)
|
|
items -= list(l_store, r_store, s_store)
|
|
return items
|
|
|
|
/mob/living/proc/unequip_everything()
|
|
var/list/items = list()
|
|
items |= get_equipped_items(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)))
|
|
|
|
///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/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
|