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[MIRROR] Adds the ability to use storage in storage (#10187)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
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@@ -105,7 +105,7 @@
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//Atoms on your person
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// A is your location but is not a turf; or is on you (backpack); or is on something on you (box in backpack); sdepth is needed here because contents depth does not equate inventory storage depth.
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var/sdepth = A.storage_depth(src)
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if(!currently_restrained && ((!isturf(A) && A == loc) || (sdepth <= MAX_STORAGE_REACH))) // CHOMPedit: Boxes can be interacted with inside of larger inventories.
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if(!currently_restrained && ((!isturf(A) && A == loc) || (sdepth <= MAX_STORAGE_REACH)))
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if(W)
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var/resolved = W.resolve_attackby(A, src, click_parameters = params)
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if(!resolved && A && W)
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@@ -137,7 +137,7 @@
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//Atoms on turfs (not on your person)
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// A is a turf or is on a turf, or in something on a turf (pen in a box); but not something in something on a turf (pen in a box in a backpack)
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sdepth = A.storage_depth_turf()
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if(isturf(A) || isturf(A.loc) || (sdepth <= MAX_STORAGE_REACH)) // CHOMPedit: Storage reach depth.
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if(isturf(A) || isturf(A.loc) || (sdepth <= MAX_STORAGE_REACH))
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if(currently_restrained)
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if(ismob(A) && A.Adjacent(src)) //We are RESTRAINED (handcuffed or otherwise) and ADJACENT
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setClickCooldown(get_attack_speed())
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