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This updates everything that used equip_e, particularly the strip panel, but also DNA injectors and CPR. Removed unused mob vars: var/obj/effect/organstructure/organStructure var/other var/proc_holder_list[] Removed unused alien suit and head slots. Removed var/obj/item/weapon/card/id/wear_id from monkeys, and updated ed209s to not use : Renamed HUMAN_STRIP_DELAY to STRIP_DELAY. Muddled Topics() around so that mobs are now a bit more OO. Also updated quite a few misc inventory procs to various degrees. Updated monkey and aliens huds a little bit. Random movement when confused now happens half the time. Fixed monkey breathmask onmobs. Added a .unconscious text style, for that nice bold blue text you get when you're unconscious. Only CPR uses it at the moment. This has been tested fairly extensively, and everything seems to work fine. -Merged commits ~carnie Signed-off-by: carnie <elly1989@rocketmail.com>
204 lines
5.3 KiB
Plaintext
204 lines
5.3 KiB
Plaintext
//These procs handle putting s tuff in your hand. It's probably best to use these rather than setting l_hand = ...etc
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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 in our active hand
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/mob/proc/get_active_hand()
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if(hand) return l_hand
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else return r_hand
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//Returns the thing in our inactive hand
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/mob/proc/get_inactive_hand()
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if(hand) return r_hand
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else return l_hand
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//Puts the item into your l_hand if possible and calls all necessary triggers/updates. returns 1 on success.
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/mob/proc/put_in_l_hand(var/obj/item/W)
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if(lying) return 0
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if(!istype(W)) return 0
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if(!l_hand)
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W.loc = src //TODO: move to equipped?
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l_hand = W
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W.layer = 20 //TODO: move to equipped?
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// l_hand.screen_loc = ui_lhand
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W.equipped(src,slot_l_hand)
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if(client) client.screen |= W
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if(pulling == W) stop_pulling()
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update_inv_l_hand(0)
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return 1
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return 0
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//Puts the item into your r_hand if possible and calls all necessary triggers/updates. returns 1 on success.
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/mob/proc/put_in_r_hand(var/obj/item/W)
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if(lying) return 0
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if(!istype(W)) return 0
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if(!r_hand)
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W.loc = src
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r_hand = W
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W.layer = 20
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// r_hand.screen_loc = ui_rhand
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W.equipped(src,slot_r_hand)
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if(client) client.screen |= W
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if(pulling == W) stop_pulling()
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update_inv_r_hand(0)
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return 1
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return 0
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//Puts the item into our active hand if possible. returns 1 on success.
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/mob/proc/put_in_active_hand(var/obj/item/W)
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if(hand) return put_in_l_hand(W)
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else return put_in_r_hand(W)
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//Puts the item into our inactive hand if possible. returns 1 on success.
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/mob/proc/put_in_inactive_hand(var/obj/item/W)
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if(hand) return put_in_r_hand(W)
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else return put_in_l_hand(W)
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//Puts the item our active hand if possible. Failing that it tries our inactive hand. Returns 1 on success.
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//If both fail it drops it on the floor and returns 0.
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//This is probably the main one you need to know :)
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/mob/proc/put_in_hands(var/obj/item/W)
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if(!W) return 0
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if(put_in_active_hand(W)) return 1
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else if(put_in_inactive_hand(W)) return 1
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else
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W.loc = get_turf(src)
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W.layer = initial(W.layer)
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W.dropped()
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return 0
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/mob/proc/drop_item_v() //this is dumb.
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if(stat == CONSCIOUS && isturf(loc))
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return drop_item()
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return 0
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/mob/proc/drop_from_inventory(var/obj/item/W)
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if(W)
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if(client) client.screen -= W
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u_equip(W)
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W.layer = initial(W.layer)
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W.loc = loc
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var/turf/T = get_turf(loc)
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if(isturf(T))
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T.Entered(W)
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W.dropped(src)
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update_icons()
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return 1
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return 0
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//Drops the item in our left hand
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/mob/proc/drop_l_hand(var/atom/Target)
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if(l_hand)
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if(client) client.screen -= l_hand
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l_hand.layer = initial(l_hand.layer)
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if(Target) l_hand.loc = Target.loc
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else l_hand.loc = loc
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var/turf/T = get_turf(loc)
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if(isturf(T))
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T.Entered(l_hand)
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l_hand.dropped(src)
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l_hand = null
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update_inv_l_hand(0)
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return 1
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return 0
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//Drops the item in our right hand
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/mob/proc/drop_r_hand(var/atom/Target)
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if(r_hand)
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if(client) client.screen -= r_hand
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r_hand.layer = initial(r_hand.layer)
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if(Target) r_hand.loc = Target.loc
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else r_hand.loc = loc
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var/turf/T = get_turf(Target)
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if(istype(T))
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T.Entered(r_hand)
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r_hand.dropped(src)
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r_hand = null
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update_inv_r_hand(0)
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return 1
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return 0
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//Drops the item in our active hand.
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/mob/proc/drop_item(var/atom/Target)
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if(hand) return drop_l_hand(Target)
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else return drop_r_hand(Target)
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//TODO: phase out this proc
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/mob/proc/before_take_item(var/obj/item/W) //TODO: what is this?
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W.loc = null
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W.layer = initial(W.layer)
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u_equip(W)
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return
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/mob/proc/u_equip(obj/item/I)
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if(!I) return 0
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if(I == r_hand)
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r_hand = null
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update_inv_r_hand(0)
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else if(I == l_hand)
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l_hand = null
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update_inv_l_hand(0)
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if(I)
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if(client)
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client.screen -= I
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I.loc = loc
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I.dropped(src)
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if(I)
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I.layer = initial(I.layer)
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//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
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/mob/proc/remove_from_mob(var/obj/O)
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src.u_equip(O)
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if (src.client)
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src.client.screen -= O
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O.layer = initial(O.layer)
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O.screen_loc = null
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return 1
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//Outdated but still in use apparently. This should at least be a human proc.
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/mob/proc/get_equipped_items()
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var/list/items = new/list()
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if(hasvar(src,"back")) if(src:back) items += src:back
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if(hasvar(src,"belt")) if(src:belt) items += src:belt
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if(hasvar(src,"ears")) if(src:ears) items += src:ears
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if(hasvar(src,"glasses")) if(src:glasses) items += src:glasses
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if(hasvar(src,"gloves")) if(src:gloves) items += src:gloves
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if(hasvar(src,"head")) if(src:head) items += src:head
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if(hasvar(src,"shoes")) if(src:shoes) items += src:shoes
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if(hasvar(src,"wear_id")) if(src:wear_id) items += src:wear_id
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if(hasvar(src,"wear_mask")) if(src:wear_mask) items += src:wear_mask
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if(hasvar(src,"wear_suit")) if(src:wear_suit) items += src:wear_suit
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// if(hasvar(src,"w_radio")) if(src:w_radio) items += src:w_radio commenting this out since headsets go on your ears now PLEASE DON'T BE MAD KEELIN
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if(hasvar(src,"w_uniform")) if(src:w_uniform) items += src:w_uniform
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//if(hasvar(src,"l_hand")) if(src:l_hand) items += src:l_hand
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//if(hasvar(src,"r_hand")) if(src:r_hand) items += src:r_hand
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return items
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