mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Removes unnecessary and cruft procs from mob/inventory.dm
This commit is contained in:
@@ -379,7 +379,8 @@
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if(!usr.stat && isturf(usr.loc) && !usr.restrained())
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if(!usr.stat && isturf(usr.loc) && !usr.restrained())
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usr:toggle_throw_mode()
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usr:toggle_throw_mode()
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if("drop")
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if("drop")
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usr.drop_item_v()
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if(usr.client)
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usr.client.drop_item()
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if("module")
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if("module")
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if(isrobot(usr))
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if(isrobot(usr))
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@@ -429,7 +430,7 @@
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if("Allow Walking")
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if("Allow Walking")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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usr << "You need your gun in your active hand to do that!"
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return
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return
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usr.client.AllowTargetMove()
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usr.client.AllowTargetMove()
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@@ -438,7 +439,7 @@
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if("Disallow Walking")
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if("Disallow Walking")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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usr << "You need your gun in your active hand to do that!"
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return
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return
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usr.client.AllowTargetMove()
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usr.client.AllowTargetMove()
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@@ -447,7 +448,7 @@
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if("Allow Running")
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if("Allow Running")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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usr << "You need your gun in your active hand to do that!"
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return
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return
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usr.client.AllowTargetRun()
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usr.client.AllowTargetRun()
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@@ -456,7 +457,7 @@
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if("Disallow Running")
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if("Disallow Running")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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usr << "You need your gun in your active hand to do that!"
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return
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return
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usr.client.AllowTargetRun()
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usr.client.AllowTargetRun()
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@@ -465,7 +466,7 @@
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if("Allow Item Use")
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if("Allow Item Use")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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usr << "You need your gun in your active hand to do that!"
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return
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return
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usr.client.AllowTargetClick()
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usr.client.AllowTargetClick()
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@@ -475,7 +476,7 @@
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if("Disallow Item Use")
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if("Disallow Item Use")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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usr << "You need your gun in your active hand to do that!"
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return
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return
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usr.client.AllowTargetClick()
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usr.client.AllowTargetClick()
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@@ -151,9 +151,9 @@
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// spawn (100)
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// spawn (100)
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// if (rev_mob.r_store)
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// if (rev_mob.r_store)
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// rev_mob.equip_if_possible(new /obj/item/weapon/paper/communist_manifesto(rev_mob), rev_mob.slot_l_store)
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// rev_mob.equip_to_slot_or_del(new /obj/item/weapon/paper/communist_manifesto(rev_mob), rev_mob.slot_l_store)
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// if (rev_mob.l_store)
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// if (rev_mob.l_store)
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// rev_mob.equip_if_possible(new /obj/item/weapon/paper/communist_manifesto(rev_mob), rev_mob.slot_r_store)
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// rev_mob.equip_to_slot_or_del(new /obj/item/weapon/paper/communist_manifesto(rev_mob), rev_mob.slot_r_store)
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/datum/game_mode/rp_revolution/check_win()
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/datum/game_mode/rp_revolution/check_win()
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@@ -38,7 +38,7 @@
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if (beaker)
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if (beaker)
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return 1
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return 1
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else
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else
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user.before_take_item(O)
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user.remove_from_mob(O)
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O.loc = src
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O.loc = src
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beaker = O
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beaker = O
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src.verbs += /obj/machinery/juicer/verb/detach
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src.verbs += /obj/machinery/juicer/verb/detach
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@@ -48,7 +48,7 @@
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if (!is_type_in_list(O, allowed_items))
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if (!is_type_in_list(O, allowed_items))
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user << "It looks as not containing any juice."
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user << "It looks as not containing any juice."
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return 1
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return 1
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user.before_take_item(O)
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user.remove_from_mob(O)
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O.loc = src
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O.loc = src
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src.updateUsrDialog()
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src.updateUsrDialog()
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return 0
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return 0
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@@ -112,7 +112,7 @@
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"\blue [user] has added one of [O] to \the [src].", \
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"\blue [user] has added one of [O] to \the [src].", \
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"\blue You add one of [O] to \the [src].")
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"\blue You add one of [O] to \the [src].")
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else
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else
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// user.before_take_item(O) //This just causes problems so far as I can tell. -Pete
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// user.remove_from_mob(O) //This just causes problems so far as I can tell. -Pete
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user.drop_item()
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user.drop_item()
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O.loc = src
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O.loc = src
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user.visible_message( \
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user.visible_message( \
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@@ -169,7 +169,7 @@
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user << "<span class='notice'>\The [src] is full.</span>"
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user << "<span class='notice'>\The [src] is full.</span>"
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return 1
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return 1
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else
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else
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user.before_take_item(O)
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user.remove_from_mob(O)
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O.loc = src
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O.loc = src
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if(item_quants[O.name])
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if(item_quants[O.name])
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item_quants[O.name]++
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item_quants[O.name]++
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@@ -110,7 +110,7 @@
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B.loc = get_turf(src)
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B.loc = get_turf(src)
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user << "<span class='notice'>You armed the robot frame.</span>"
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user << "<span class='notice'>You armed the robot frame.</span>"
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if (user.get_inactive_hand()==src)
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if (user.get_inactive_hand()==src)
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user.before_take_item(src)
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user.remove_from_mob(src)
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user.put_in_inactive_hand(B)
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user.put_in_inactive_hand(B)
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del(src)
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del(src)
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else
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else
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@@ -177,7 +177,7 @@
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spawn(0) //delete the empty stack once the current context yields
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spawn(0) //delete the empty stack once the current context yields
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if (amount <= 0) //check again in case someone transferred stuff to us
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if (amount <= 0) //check again in case someone transferred stuff to us
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if(usr)
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if(usr)
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usr.before_take_item(src)
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usr.remove_from_mob(src)
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del(src)
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del(src)
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return 1
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return 1
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@@ -103,7 +103,7 @@
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if ((!F.status)||(F.ptank)) return
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if ((!F.status)||(F.ptank)) return
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src.master = F
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src.master = F
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F.ptank = src
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F.ptank = src
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user.before_take_item(src)
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user.remove_from_mob(src)
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src.loc = F
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src.loc = F
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return
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return
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@@ -17,7 +17,7 @@
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return
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return
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if(istype(O, /obj/item/weapon/extinguisher))
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if(istype(O, /obj/item/weapon/extinguisher))
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if(!has_extinguisher && opened)
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if(!has_extinguisher && opened)
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user.drop_item(O)
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user.remove_from_mob(O)
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contents += O
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contents += O
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has_extinguisher = O
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has_extinguisher = O
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user << "<span class='notice'>You place [O] in [src].</span>"
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user << "<span class='notice'>You place [O] in [src].</span>"
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@@ -26,7 +26,7 @@
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if(istype(W, /obj/item/target))
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if(istype(W, /obj/item/target))
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density = 0
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density = 0
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W.density = 1
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W.density = 1
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user.drop_item(src)
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user.remove_from_mob(W)
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W.loc = loc
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W.loc = loc
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W.layer = 3.1
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W.layer = 3.1
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pinned_target = W
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pinned_target = W
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@@ -456,7 +456,7 @@ turf/simulated/floor/proc/update_icon()
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if(istype(C,/obj/item/weapon/light/bulb)) //only for light tiles
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if(istype(C,/obj/item/weapon/light/bulb)) //only for light tiles
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if(is_light_floor())
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if(is_light_floor())
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if(get_lightfloor_state())
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if(get_lightfloor_state())
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user.drop_item(C)
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user.remove_from_mob(C)
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del(C)
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del(C)
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set_lightfloor_state(0) //fixing it by bashing it with a light bulb, fun eh?
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set_lightfloor_state(0) //fixing it by bashing it with a light bulb, fun eh?
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update_icon()
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update_icon()
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@@ -736,19 +736,19 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_syndicate_commando()
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M.equip_syndicate_commando()
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if("nanotrasen representative")
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if("nanotrasen representative")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom(M), slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_l_ear)
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var/obj/item/device/pda/heads/pda = new(M)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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pda.owner = M.real_name
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pda.ownjob = "NanoTrasen Navy Representative"
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pda.ownjob = "NanoTrasen Navy Representative"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_if_possible(pda, slot_r_store)
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M.equip_to_slot_or_del(pda, slot_r_store)
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M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
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M.equip_if_possible(new /obj/item/weapon/clipboard(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_belt)
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var/obj/item/weapon/card/id/W = new(M)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.name = "[M.real_name]'s ID Card"
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@@ -758,23 +758,23 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
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W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
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W.assignment = "NanoTrasen Navy Representative"
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W.assignment = "NanoTrasen Navy Representative"
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W.registered_name = M.real_name
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W.registered_name = M.real_name
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M.equip_if_possible(W, slot_wear_id)
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("nanotrasen officer")
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if("nanotrasen officer")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
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M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
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var/obj/item/device/pda/heads/pda = new(M)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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pda.owner = M.real_name
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pda.ownjob = "NanoTrasen Navy Officer"
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pda.ownjob = "NanoTrasen Navy Officer"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_if_possible(pda, slot_r_store)
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M.equip_to_slot_or_del(pda, slot_r_store)
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M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
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M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy(M), slot_belt)
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|
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var/obj/item/weapon/card/id/centcom/W = new(M)
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var/obj/item/weapon/card/id/centcom/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.name = "[M.real_name]'s ID Card"
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@@ -782,24 +782,24 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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W.access += get_all_centcom_access()
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W.access += get_all_centcom_access()
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W.assignment = "NanoTrasen Navy Officer"
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W.assignment = "NanoTrasen Navy Officer"
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W.registered_name = M.real_name
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W.registered_name = M.real_name
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M.equip_if_possible(W, slot_wear_id)
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M.equip_to_slot_or_del(W, slot_wear_id)
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if("nanotrasen captain")
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if("nanotrasen captain")
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M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_captain(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_captain(M), slot_w_uniform)
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M.equip_if_possible(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
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M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
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M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
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var/obj/item/device/pda/heads/pda = new(M)
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var/obj/item/device/pda/heads/pda = new(M)
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pda.owner = M.real_name
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pda.owner = M.real_name
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pda.ownjob = "NanoTrasen Navy Captain"
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pda.ownjob = "NanoTrasen Navy Captain"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_if_possible(pda, slot_r_store)
|
M.equip_to_slot_or_del(pda, slot_r_store)
|
||||||
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
|
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
|
||||||
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
|
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy(M), slot_belt)
|
||||||
|
|
||||||
var/obj/item/weapon/card/id/centcom/W = new(M)
|
var/obj/item/weapon/card/id/centcom/W = new(M)
|
||||||
W.name = "[M.real_name]'s ID Card"
|
W.name = "[M.real_name]'s ID Card"
|
||||||
@@ -807,7 +807,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
|||||||
W.access += get_all_centcom_access()
|
W.access += get_all_centcom_access()
|
||||||
W.assignment = "NanoTrasen Navy Captain"
|
W.assignment = "NanoTrasen Navy Captain"
|
||||||
W.registered_name = M.real_name
|
W.registered_name = M.real_name
|
||||||
M.equip_if_possible(W, slot_wear_id)
|
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||||
|
|
||||||
if("emergency response team")
|
if("emergency response team")
|
||||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
|
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
|
||||||
|
|||||||
@@ -60,7 +60,7 @@
|
|||||||
|
|
||||||
//replace old ID
|
//replace old ID
|
||||||
del(C)
|
del(C)
|
||||||
ok = M.equip_if_possible(I, slot_wear_id, 0) //if 1, last argument deletes on fail
|
ok = M.equip_to_slot_if_possible(I, slot_wear_id, 0) //if 1, last argument deletes on fail
|
||||||
break
|
break
|
||||||
else if(istype(Item,/obj/item/weapon/storage/belt))
|
else if(istype(Item,/obj/item/weapon/storage/belt))
|
||||||
if(M.ckey == "jakksergal" && M.real_name == "Nashi Ra'hal" && M.mind.role_alt_title && M.mind.role_alt_title != "Nurse" && M.mind.role_alt_title != "Chemist")
|
if(M.ckey == "jakksergal" && M.real_name == "Nashi Ra'hal" && M.mind.role_alt_title && M.mind.role_alt_title != "Nurse" && M.mind.role_alt_title != "Chemist")
|
||||||
@@ -72,13 +72,13 @@
|
|||||||
for(var/obj/item/weapon/storage/belt/B in M)
|
for(var/obj/item/weapon/storage/belt/B in M)
|
||||||
del(B)
|
del(B)
|
||||||
M.belt=null
|
M.belt=null
|
||||||
ok = M.equip_if_possible(I, slot_belt, 0)
|
ok = M.equip_to_slot_if_possible(I, slot_belt, 0)
|
||||||
break
|
break
|
||||||
if(istype(M.belt,/obj/item/device/pda))
|
if(istype(M.belt,/obj/item/device/pda))
|
||||||
for(var/obj/item/device/pda/Pda in M)
|
for(var/obj/item/device/pda/Pda in M)
|
||||||
M.belt=null
|
M.belt=null
|
||||||
M.equip_if_possible(Pda, slot_l_store, 0)
|
M.equip_to_slot_if_possible(Pda, slot_l_store, 0)
|
||||||
ok = M.equip_if_possible(I, slot_belt, 0)
|
ok = M.equip_to_slot_if_possible(I, slot_belt, 0)
|
||||||
else if(istype(M.back,/obj/item/weapon/storage) && M.back:contents.len < M.back:storage_slots) // Try to place it in something on the mob's back
|
else if(istype(M.back,/obj/item/weapon/storage) && M.back:contents.len < M.back:storage_slots) // Try to place it in something on the mob's back
|
||||||
Item.loc = M.back
|
Item.loc = M.back
|
||||||
ok = 1
|
ok = 1
|
||||||
|
|||||||
@@ -36,7 +36,7 @@
|
|||||||
if(beaker)
|
if(beaker)
|
||||||
user << "\red The biogenerator is already loaded."
|
user << "\red The biogenerator is already loaded."
|
||||||
else
|
else
|
||||||
user.before_take_item(O)
|
user.remove_from_mob(O)
|
||||||
O.loc = src
|
O.loc = src
|
||||||
beaker = O
|
beaker = O
|
||||||
updateUsrDialog()
|
updateUsrDialog()
|
||||||
@@ -68,7 +68,7 @@
|
|||||||
if(i >= 10)
|
if(i >= 10)
|
||||||
user << "\red The biogenerator is full! Activate it."
|
user << "\red The biogenerator is full! Activate it."
|
||||||
else
|
else
|
||||||
user.before_take_item(O)
|
user.remove_from_mob(O)
|
||||||
O.loc = src
|
O.loc = src
|
||||||
user << "\blue You put [O.name] in [src.name]"
|
user << "\blue You put [O.name] in [src.name]"
|
||||||
update_icon()
|
update_icon()
|
||||||
|
|||||||
@@ -633,7 +633,7 @@
|
|||||||
if(!seed)
|
if(!seed)
|
||||||
|
|
||||||
var/obj/item/seeds/S = O
|
var/obj/item/seeds/S = O
|
||||||
user.drop_item(O)
|
user.remove_from_mob(O)
|
||||||
|
|
||||||
if(!S.seed)
|
if(!S.seed)
|
||||||
user << "The packet seems to be empty. You throw it away."
|
user << "The packet seems to be empty. You throw it away."
|
||||||
@@ -691,7 +691,7 @@
|
|||||||
else if ( istype(O, /obj/item/weapon/plantspray) )
|
else if ( istype(O, /obj/item/weapon/plantspray) )
|
||||||
|
|
||||||
var/obj/item/weapon/plantspray/spray = O
|
var/obj/item/weapon/plantspray/spray = O
|
||||||
user.drop_item(O)
|
user.remove_from_mob(O)
|
||||||
toxins += spray.toxicity
|
toxins += spray.toxicity
|
||||||
pestlevel -= spray.pest_kill_str
|
pestlevel -= spray.pest_kill_str
|
||||||
weedlevel -= spray.weed_kill_str
|
weedlevel -= spray.weed_kill_str
|
||||||
|
|||||||
@@ -88,7 +88,7 @@
|
|||||||
if(S.seed && S.seed.immutable > 0)
|
if(S.seed && S.seed.immutable > 0)
|
||||||
user << "That seed is not compatible with our genetics technology."
|
user << "That seed is not compatible with our genetics technology."
|
||||||
else
|
else
|
||||||
user.drop_item(W)
|
user.remove_from_mob(W)
|
||||||
W.loc = src
|
W.loc = src
|
||||||
seed = W
|
seed = W
|
||||||
user << "You load [W] into [src]."
|
user << "You load [W] into [src]."
|
||||||
@@ -120,7 +120,7 @@
|
|||||||
user << "That disk does not have any gene data loaded."
|
user << "That disk does not have any gene data loaded."
|
||||||
return
|
return
|
||||||
|
|
||||||
user.drop_item(W)
|
user.remove_from_mob(W)
|
||||||
W.loc = src
|
W.loc = src
|
||||||
loaded_disk = W
|
loaded_disk = W
|
||||||
user << "You load [W] into [src]."
|
user << "You load [W] into [src]."
|
||||||
|
|||||||
@@ -143,13 +143,6 @@ var/list/slot_equipment_priority = list( \
|
|||||||
W.dropped()
|
W.dropped()
|
||||||
return 0
|
return 0
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/mob/proc/drop_item_v() //this is dumb.
|
|
||||||
if(stat == CONSCIOUS && isturf(loc))
|
|
||||||
return drop_item()
|
|
||||||
return 0
|
|
||||||
|
|
||||||
// Removes an item from inventory and places it in the target atom
|
// Removes an item from inventory and places it in the target atom
|
||||||
/mob/proc/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
|
/mob/proc/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
|
||||||
if(W)
|
if(W)
|
||||||
@@ -166,64 +159,17 @@ var/list/slot_equipment_priority = list( \
|
|||||||
|
|
||||||
//Drops the item in our left hand
|
//Drops the item in our left hand
|
||||||
/mob/proc/drop_l_hand(var/atom/Target)
|
/mob/proc/drop_l_hand(var/atom/Target)
|
||||||
if(l_hand)
|
return drop_from_inventory(l_hand, Target)
|
||||||
if(client) client.screen -= l_hand
|
|
||||||
l_hand.layer = initial(l_hand.layer)
|
|
||||||
|
|
||||||
if(Target) l_hand.loc = Target.loc
|
|
||||||
else l_hand.loc = loc
|
|
||||||
|
|
||||||
var/turf/T = get_turf(loc)
|
|
||||||
if(isturf(T))
|
|
||||||
T.Entered(l_hand)
|
|
||||||
|
|
||||||
l_hand.dropped(src)
|
|
||||||
l_hand = null
|
|
||||||
update_inv_l_hand()
|
|
||||||
return 1
|
|
||||||
return 0
|
|
||||||
|
|
||||||
//Drops the item in our right hand
|
//Drops the item in our right hand
|
||||||
/mob/proc/drop_r_hand(var/atom/Target)
|
/mob/proc/drop_r_hand(var/atom/Target)
|
||||||
if(r_hand)
|
return drop_from_inventory(r_hand, Target)
|
||||||
if(client) client.screen -= r_hand
|
|
||||||
r_hand.layer = initial(r_hand.layer)
|
|
||||||
|
|
||||||
if(Target) r_hand.loc = Target.loc
|
|
||||||
else r_hand.loc = loc
|
|
||||||
|
|
||||||
var/turf/T = get_turf(Target)
|
|
||||||
if(istype(T))
|
|
||||||
T.Entered(r_hand)
|
|
||||||
|
|
||||||
r_hand.dropped(src)
|
|
||||||
r_hand = null
|
|
||||||
update_inv_r_hand()
|
|
||||||
return 1
|
|
||||||
return 0
|
|
||||||
|
|
||||||
//Drops the item in our active hand.
|
//Drops the item in our active hand.
|
||||||
/mob/proc/drop_item(var/atom/Target)
|
/mob/proc/drop_item(var/atom/Target)
|
||||||
if(hand) return drop_l_hand(Target)
|
if(hand) return drop_l_hand(Target)
|
||||||
else return drop_r_hand(Target)
|
else return drop_r_hand(Target)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//TODO: phase out this proc
|
|
||||||
/mob/proc/before_take_item(var/obj/item/W) //TODO: what is this?
|
|
||||||
W.loc = null
|
|
||||||
W.layer = initial(W.layer)
|
|
||||||
u_equip(W)
|
|
||||||
update_icons()
|
|
||||||
return
|
|
||||||
|
|
||||||
|
|
||||||
//Removes the object from any slots the mob might have, calling the appropriate icon update proc.
|
//Removes the object from any slots the mob might have, calling the appropriate icon update proc.
|
||||||
//Does nothing else.
|
//Does nothing else.
|
||||||
//DO NOT CALL THIS PROC DIRECTLY. It is meant to be called only by other inventory procs.
|
//DO NOT CALL THIS PROC DIRECTLY. It is meant to be called only by other inventory procs.
|
||||||
@@ -244,34 +190,18 @@ var/list/slot_equipment_priority = list( \
|
|||||||
update_inv_wear_mask(0)
|
update_inv_wear_mask(0)
|
||||||
return
|
return
|
||||||
|
|
||||||
|
//This differs from remove_from_mob() in that it checks canremove first.
|
||||||
/mob/proc/unEquip(obj/item/I, force = 0) //Force overrides NODROP for things like wizarditis and admin undress.
|
/mob/proc/unEquip(obj/item/I, force = 0) //Force overrides NODROP for things like wizarditis and admin undress.
|
||||||
if(!I) //If there's nothing to drop, the drop is automatically successful. If(unEquip) should generally be used to check for NODROP.
|
if(!I) //If there's nothing to drop, the drop is automatically successful.
|
||||||
return 1
|
return 1
|
||||||
|
|
||||||
/*if((I.flags & NODROP) && !force)
|
|
||||||
return 0*/
|
|
||||||
|
|
||||||
if(!I.canremove && !force)
|
if(!I.canremove && !force)
|
||||||
return 0
|
return 0
|
||||||
|
|
||||||
if(I == r_hand)
|
remove_from_mob(I)
|
||||||
r_hand = null
|
|
||||||
update_inv_r_hand()
|
|
||||||
else if(I == l_hand)
|
|
||||||
l_hand = null
|
|
||||||
update_inv_l_hand()
|
|
||||||
|
|
||||||
if(I)
|
|
||||||
if(client)
|
|
||||||
client.screen -= I
|
|
||||||
I.loc = loc
|
|
||||||
I.dropped(src)
|
|
||||||
if(I)
|
|
||||||
I.layer = initial(I.layer)
|
|
||||||
return 1
|
return 1
|
||||||
|
|
||||||
//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
|
//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
|
||||||
//It does call u_equip() though. So it can drop items to the floor but only if src is human.
|
|
||||||
/mob/proc/remove_from_mob(var/obj/O)
|
/mob/proc/remove_from_mob(var/obj/O)
|
||||||
src.u_equip(O)
|
src.u_equip(O)
|
||||||
if (src.client)
|
if (src.client)
|
||||||
@@ -306,99 +236,3 @@ var/list/slot_equipment_priority = list( \
|
|||||||
//if(hasvar(src,"r_hand")) if(src:r_hand) items += src:r_hand
|
//if(hasvar(src,"r_hand")) if(src:r_hand) items += src:r_hand
|
||||||
|
|
||||||
return items
|
return items
|
||||||
|
|
||||||
/** BS12's proc to get the item in the active hand. Couldn't find the /tg/ equivalent. **/
|
|
||||||
/mob/proc/equipped()
|
|
||||||
return get_active_hand() //TODO: get rid of this proc
|
|
||||||
|
|
||||||
/mob/living/carbon/human/proc/equip_if_possible(obj/item/W, slot, del_on_fail = 1) // since byond doesn't seem to have pointers, this seems like the best way to do this :/
|
|
||||||
//warning: icky code
|
|
||||||
var/equipped = 0
|
|
||||||
switch(slot)
|
|
||||||
if(slot_back)
|
|
||||||
if(!src.back)
|
|
||||||
src.back = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_wear_mask)
|
|
||||||
if(!src.wear_mask)
|
|
||||||
src.wear_mask = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_handcuffed)
|
|
||||||
if(!src.handcuffed)
|
|
||||||
src.handcuffed = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_l_hand)
|
|
||||||
if(!src.l_hand)
|
|
||||||
src.l_hand = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_r_hand)
|
|
||||||
if(!src.r_hand)
|
|
||||||
src.r_hand = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_belt)
|
|
||||||
if(!src.belt && src.w_uniform)
|
|
||||||
src.belt = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_wear_id)
|
|
||||||
if(!src.wear_id && src.w_uniform)
|
|
||||||
src.wear_id = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_l_ear)
|
|
||||||
if(!src.l_ear)
|
|
||||||
src.l_ear = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_r_ear)
|
|
||||||
if(!src.r_ear)
|
|
||||||
src.r_ear = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_glasses)
|
|
||||||
if(!src.glasses)
|
|
||||||
src.glasses = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_gloves)
|
|
||||||
if(!src.gloves)
|
|
||||||
src.gloves = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_head)
|
|
||||||
if(!src.head)
|
|
||||||
src.head = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_shoes)
|
|
||||||
if(!src.shoes)
|
|
||||||
src.shoes = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_wear_suit)
|
|
||||||
if(!src.wear_suit)
|
|
||||||
src.wear_suit = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_w_uniform)
|
|
||||||
if(!src.w_uniform)
|
|
||||||
src.w_uniform = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_l_store)
|
|
||||||
if(!src.l_store && src.w_uniform)
|
|
||||||
src.l_store = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_r_store)
|
|
||||||
if(!src.r_store && src.w_uniform)
|
|
||||||
src.r_store = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_s_store)
|
|
||||||
if(!src.s_store && src.wear_suit)
|
|
||||||
src.s_store = W
|
|
||||||
equipped = 1
|
|
||||||
if(slot_in_backpack)
|
|
||||||
if (src.back && istype(src.back, /obj/item/weapon/storage/backpack))
|
|
||||||
var/obj/item/weapon/storage/backpack/B = src.back
|
|
||||||
if(B.contents.len < B.storage_slots && W.w_class <= B.max_w_class)
|
|
||||||
W.loc = B
|
|
||||||
equipped = 1
|
|
||||||
|
|
||||||
if(equipped)
|
|
||||||
W.layer = 20
|
|
||||||
if(src.back && W.loc != src.back)
|
|
||||||
W.loc = src
|
|
||||||
else
|
|
||||||
if (del_on_fail)
|
|
||||||
del(W)
|
|
||||||
return equipped
|
|
||||||
|
|||||||
@@ -235,7 +235,7 @@
|
|||||||
src << "\red It becomes hard to see for some reason."
|
src << "\red It becomes hard to see for some reason."
|
||||||
eye_blurry = 10
|
eye_blurry = 10
|
||||||
if(getBrainLoss() >= 35)
|
if(getBrainLoss() >= 35)
|
||||||
if(7 <= rn && rn <= 9) if(hand && equipped())
|
if(7 <= rn && rn <= 9) if(get_active_hand())
|
||||||
src << "\red Your hand won't respond properly, you drop what you're holding."
|
src << "\red Your hand won't respond properly, you drop what you're holding."
|
||||||
drop_item()
|
drop_item()
|
||||||
if(getBrainLoss() >= 50)
|
if(getBrainLoss() >= 50)
|
||||||
|
|||||||
@@ -49,8 +49,8 @@
|
|||||||
Stun(2)
|
Stun(2)
|
||||||
|
|
||||||
//Being hit while using a deadman switch
|
//Being hit while using a deadman switch
|
||||||
if(istype(equipped(),/obj/item/device/assembly/signaler))
|
if(istype(get_active_hand(),/obj/item/device/assembly/signaler))
|
||||||
var/obj/item/device/assembly/signaler/signaler = equipped()
|
var/obj/item/device/assembly/signaler/signaler = get_active_hand()
|
||||||
if(signaler.deadman && prob(80))
|
if(signaler.deadman && prob(80))
|
||||||
src.visible_message("\red [src] triggers their deadman's switch!")
|
src.visible_message("\red [src] triggers their deadman's switch!")
|
||||||
signaler.signal()
|
signaler.signal()
|
||||||
|
|||||||
@@ -96,8 +96,8 @@
|
|||||||
|
|
||||||
/client/verb/drop_item()
|
/client/verb/drop_item()
|
||||||
set hidden = 1
|
set hidden = 1
|
||||||
if(!isrobot(mob))
|
if(!isrobot(mob) && mob.stat == CONSCIOUS && isturf(mob.loc))
|
||||||
mob.drop_item_v()
|
return mob.drop_item()
|
||||||
return
|
return
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -45,7 +45,7 @@
|
|||||||
src.state = STATE_DEFAULT
|
src.state = STATE_DEFAULT
|
||||||
if("login")
|
if("login")
|
||||||
var/mob/M = usr
|
var/mob/M = usr
|
||||||
var/obj/item/weapon/card/id/I = M.equipped()
|
var/obj/item/weapon/card/id/I = M.get_active_hand()
|
||||||
if (I && istype(I))
|
if (I && istype(I))
|
||||||
if(src.check_access(I))
|
if(src.check_access(I))
|
||||||
authenticated = 1
|
authenticated = 1
|
||||||
|
|||||||
@@ -67,7 +67,7 @@
|
|||||||
for(var/obj/item/O in src.contents)
|
for(var/obj/item/O in src.contents)
|
||||||
total_stored += O.w_class
|
total_stored += O.w_class
|
||||||
if(total_stored + W.w_class <= max_combined_w_class)
|
if(total_stored + W.w_class <= max_combined_w_class)
|
||||||
user.drop_item(W)
|
user.remove_from_mob(W)
|
||||||
W.loc = src
|
W.loc = src
|
||||||
user << "You shove [W] into the hopper."
|
user << "You shove [W] into the hopper."
|
||||||
else
|
else
|
||||||
|
|||||||
@@ -80,7 +80,7 @@
|
|||||||
var/mob/living/M = loc
|
var/mob/living/M = loc
|
||||||
if(M == T) return
|
if(M == T) return
|
||||||
if(!istype(M)) return
|
if(!istype(M)) return
|
||||||
if(src != M.equipped())
|
if(src != M.get_active_hand())
|
||||||
stop_aim()
|
stop_aim()
|
||||||
return
|
return
|
||||||
|
|
||||||
|
|||||||
@@ -925,7 +925,7 @@
|
|||||||
user << "Cannot refine into a reagent."
|
user << "Cannot refine into a reagent."
|
||||||
return 1
|
return 1
|
||||||
|
|
||||||
user.before_take_item(O)
|
user.remove_from_mob(O)
|
||||||
O.loc = src
|
O.loc = src
|
||||||
holdingitems += O
|
holdingitems += O
|
||||||
src.updateUsrDialog()
|
src.updateUsrDialog()
|
||||||
|
|||||||
Reference in New Issue
Block a user