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https://github.com/Bubberstation/Bubberstation.git
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Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly. Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
500 lines
16 KiB
Plaintext
500 lines
16 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
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if(hidden_slots & HIDESHOES)
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obscured |= ITEM_SLOT_FEET
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if(hidden_slots & HIDESUITSTORAGE)
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obscured |= ITEM_SLOT_SUITSTORE
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if(hidden_slots & HIDEHEADGEAR)
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obscured |= ITEM_SLOT_HEAD
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return obscured
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/obj/item/proc/equip_to_best_slot(mob/M)
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if(M.equip_to_appropriate_slot(src))
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M.update_inv_hands()
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return TRUE
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else
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if(equip_delay_self)
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return
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if(M.active_storage?.attempt_insert(M.active_storage, src, M))
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return TRUE
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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))
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for(var/i in possible)
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if(!i)
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continue
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var/obj/item/I = i
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if(I.atom_storage?.attempt_insert(I, src, M))
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return TRUE
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to_chat(M, span_warning("You are unable to equip that!"))
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return FALSE
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/mob/verb/quick_equip()
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set name = "quick-equip"
|
|
set hidden = TRUE
|
|
|
|
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
|