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Add internal storage type
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82
code/game/objects/items/weapons/storage/internal.dm
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82
code/game/objects/items/weapons/storage/internal.dm
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//A storage item intended to be used by other items to provide storage functionality.
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/obj/item/weapon/storage/internal
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var/obj/item/master_item
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/obj/item/weapon/storage/internal/New(obj/item/MI)
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master_item = MI
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loc = master_item
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name = master_item.name
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verbs -= /obj/item/verb/verb_pickup //make sure this is never picked up.
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/obj/item/weapon/storage/internal/attack_hand()
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return //make sure this is never picked up
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/obj/item/weapon/storage/internal/mob_can_equip()
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return 0 //make sure this is never picked up
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//Helper procs to cleanly implement internal storages - storage items that provide inventory slots for other items.
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//These procs are completely optional, it is up to the master item to decide when it's storage get's opened by calling open()
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//However they are helpful for allowing the master item to pretend it is a storage item itself.
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//Mostly just copypasta'd from /obj/item/weapon/storage. Not sure how else to do it.
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//items that use internal storage have the option of calling this to emulate default storage MouseDrop behaviour.
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/obj/item/weapon/storage/internal/proc/handle_mousedrop(mob/user as mob, obj/over_object as obj)
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if (ishuman(user) || ismonkey(user)) //so monkeys can take off their backpacks -- Urist
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if (istype(user.loc,/obj/mecha)) // stops inventory actions in a mech
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return
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if(over_object == user && Adjacent(user)) // this must come before the screen objects only block
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src.open(user)
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return
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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//makes sure master_item is equipped before putting it in hand, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this...
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if (!(master_item.loc == user) || (master_item.loc && master_item.loc.loc == user))
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return
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if (!( user.restrained() ) && !( user.stat ))
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switch(over_object.name)
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if("r_hand")
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user.u_equip(master_item)
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user.put_in_r_hand(master_item)
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if("l_hand")
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user.u_equip(master_item)
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user.put_in_l_hand(master_item)
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master_item.add_fingerprint(user)
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return
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return
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//items that use internal storage have the option of calling this to emulate default storage attack_hand behaviour.
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//returns 1 if the master item's parent's attack_hand() should be called, 0 otherwise.
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//Strange, but no other way of doing it without the ability to call another proc's parent, really.
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/obj/item/weapon/storage/internal/proc/handle_attack_hand(mob/user as mob)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.l_store == master_item && !H.get_active_hand()) //Prevents opening if it's in a pocket.
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H.put_in_hands(master_item)
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H.l_store = null
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return 0
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if(H.r_store == master_item && !H.get_active_hand())
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H.put_in_hands(master_item)
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H.r_store = null
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return 0
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src.add_fingerprint(user)
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if (master_item.loc == user)
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src.open(user)
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return 0
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for(var/mob/M in range(1,master_item))
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if (M.s_active == src)
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src.close(M)
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return 1
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@@ -36,6 +36,9 @@
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if (!( istype(over_object, /obj/screen) ))
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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return ..()
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//makes sure that the storage is equipped, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this.
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if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
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if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
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return
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return
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