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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 02:34:00 +00:00
Allow click-dragging things into rechargers (#6749)
This commit is contained in:
@@ -31,70 +31,94 @@
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if(C) // Sometimes we get things without cells in it.
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if(C) // Sometimes we get things without cells in it.
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. += "Current charge: [C.charge] / [C.maxcharge]"
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. += "Current charge: [C.charge] / [C.maxcharge]"
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//CHOMPEdit Start - Let borgs clickdrag things into chargers
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/obj/machinery/recharger/proc/do_allowed_checks(obj/item/G, mob/user)
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. = FALSE
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if(charging)
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to_chat(user, "<span class='warning'>\A [charging] is already charging here.</span>")
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return
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// Checks to make sure he's not in space doing it, and that the area got proper power.
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if(!powered())
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to_chat(user, "<span class='warning'>\The [src] blinks red as you try to insert [G]!</span>")
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return
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if(istype(G, /obj/item/weapon/gun/energy))
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var/obj/item/weapon/gun/energy/E = G
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if(E.self_recharge)
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to_chat(user, "<span class='notice'>\The [E] has no recharge port.</span>")
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return
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if(istype(G, /obj/item/modular_computer))
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var/obj/item/modular_computer/C = G
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if(!C.battery_module)
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to_chat(user, "<span class='notice'>\The [C] does not have a battery installed. </span>")
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return
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if(istype(G, /obj/item/weapon/melee/baton))
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var/obj/item/weapon/melee/baton/B = G
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if(B.use_external_power)
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to_chat(user, "<span class='notice'>\The [B] has no recharge port.</span>")
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return
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if(istype(G, /obj/item/device/flash))
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var/obj/item/device/flash/F = G
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if(F.use_external_power)
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to_chat(user, "<span class='notice'>\The [F] has no recharge port.</span>")
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return
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if(istype(G, /obj/item/weapon/weldingtool/electric))
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var/obj/item/weapon/weldingtool/electric/EW = G
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if(EW.use_external_power)
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to_chat(user, "<span class='notice'>\The [EW] has no recharge port.</span>")
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return
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else if(istype(G, /obj/item/ammo_magazine/cell_mag)) // CHOMPedit start
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var/obj/item/ammo_magazine/cell_mag/maggy = G
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if(maggy.stored_ammo.len < 1)
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to_chat(user, "\The [G] does not have any cells installed.")
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return
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else if(istype(G, /obj/item/weapon/gun/projectile/cell_loaded))
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var/obj/item/weapon/gun/projectile/cell_loaded/gunny = G
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if(gunny.ammo_magazine)
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var/obj/item/ammo_magazine/cell_mag/maggy = gunny.ammo_magazine
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if(maggy.stored_ammo.len < 1)
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to_chat(user, "\The [G] does not have any cell in its magazine installed.")
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return
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else
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to_chat(user, "\The [G] does not have a magazine installed..") // CHOMPedit end
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if(istype(G, /obj/item/device/paicard))
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var/obj/item/device/paicard/ourcard = G
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if(ourcard.panel_open)
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to_chat(user, "<span class='warning'>\The [ourcard] won't fit in the recharger with its panel open.</span>")
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return
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if(ourcard.pai)
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if(ourcard.pai.stat == CONSCIOUS)
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to_chat(user, "<span class='warning'>\The [ourcard] boops... it doesn't need to be recharged!</span>")
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return
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else
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to_chat(user, "<span class='warning'>\The [ourcard] doesn't have a personality!</span>")
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return
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return TRUE
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/obj/machinery/recharger/MouseDrop_T(obj/item/weapon/G as obj, mob/user as mob)
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var/allowed = 0
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for (var/allowed_type in allowed_devices)
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if(istype(G, allowed_type)) allowed = 1
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if(allowed)
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if(!do_allowed_checks(G, user))
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return
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G.loc = src
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charging = G
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update_icon()
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user.visible_message("[user] inserts [charging] into [src].", "You insert [charging] into [src].")
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//CHOMPEdit End
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/obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
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/obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
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var/allowed = 0
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var/allowed = 0
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for (var/allowed_type in allowed_devices)
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for (var/allowed_type in allowed_devices)
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if(istype(G, allowed_type)) allowed = 1
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if(istype(G, allowed_type)) allowed = 1
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if(allowed)
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if(allowed)
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if(charging)
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//CHOMPEdit Start - move checks into their own proc
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to_chat(user, "<span class='warning'>\A [charging] is already charging here.</span>")
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if(!do_allowed_checks(G, user))
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return
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return
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// Checks to make sure he's not in space doing it, and that the area got proper power.
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//CHOMPEdit End
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if(!powered())
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to_chat(user, "<span class='warning'>\The [src] blinks red as you try to insert [G]!</span>")
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return
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if(istype(G, /obj/item/weapon/gun/energy))
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var/obj/item/weapon/gun/energy/E = G
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if(E.self_recharge)
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to_chat(user, "<span class='notice'>\The [E] has no recharge port.</span>")
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return
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if(istype(G, /obj/item/modular_computer))
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var/obj/item/modular_computer/C = G
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if(!C.battery_module)
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to_chat(user, "<span class='notice'>\The [C] does not have a battery installed. </span>")
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return
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if(istype(G, /obj/item/weapon/melee/baton))
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var/obj/item/weapon/melee/baton/B = G
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if(B.use_external_power)
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to_chat(user, "<span class='notice'>\The [B] has no recharge port.</span>")
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return
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if(istype(G, /obj/item/device/flash))
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var/obj/item/device/flash/F = G
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if(F.use_external_power)
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to_chat(user, "<span class='notice'>\The [F] has no recharge port.</span>")
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return
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if(istype(G, /obj/item/weapon/weldingtool/electric))
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var/obj/item/weapon/weldingtool/electric/EW = G
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if(EW.use_external_power)
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to_chat(user, "<span class='notice'>\The [EW] has no recharge port.</span>")
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return
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else if(istype(G, /obj/item/ammo_magazine/cell_mag)) // CHOMPedit start
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var/obj/item/ammo_magazine/cell_mag/maggy = G
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if(maggy.stored_ammo.len < 1)
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to_chat(user, "\The [G] does not have any cells installed.")
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return
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else if(istype(G, /obj/item/weapon/gun/projectile/cell_loaded))
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var/obj/item/weapon/gun/projectile/cell_loaded/gunny = G
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if(gunny.ammo_magazine)
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var/obj/item/ammo_magazine/cell_mag/maggy = gunny.ammo_magazine
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if(maggy.stored_ammo.len < 1)
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to_chat(user, "\The [G] does not have any cell in its magazine installed.")
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return
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else
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to_chat(user, "\The [G] does not have a magazine installed..") // CHOMPedit end
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if(istype(G, /obj/item/device/paicard))
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var/obj/item/device/paicard/ourcard = G
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if(ourcard.panel_open)
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to_chat(user, "<span class='warning'>\The [ourcard] won't fit in the recharger with its panel open.</span>")
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return
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if(ourcard.pai)
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if(ourcard.pai.stat == CONSCIOUS)
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to_chat(user, "<span class='warning'>\The [ourcard] boops... it doesn't need to be recharged!</span>")
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return
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else
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to_chat(user, "<span class='warning'>\The [ourcard] doesn't have a personality!</span>")
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return
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user.drop_item()
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user.drop_item()
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G.loc = src
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G.loc = src
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@@ -311,13 +311,15 @@
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if(!canremove)
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if(!canremove)
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return
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return
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//CHOMPEdit start - move these around so that nonhumans can actually click-drag guns at all
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech. why?
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return
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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if (ishuman(usr) || issmall(usr)) //so monkeys can take off their backpacks -- Urist
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if (ishuman(usr) || issmall(usr)) //so monkeys can take off their backpacks -- Urist
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//CHOMPEdit End
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech. why?
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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 that the thing is equipped, so that we can't drag it into our hand from miles away.
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//makes sure that the thing 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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//there's got to be a better way of doing this.
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@@ -438,7 +440,7 @@
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else
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else
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set_light(0)
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set_light(0)
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//VOREStation Edit End
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//VOREStation Edit End
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//YAWNEDIT: Recoil knockdown for micros, ported from CHOMPStation
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//YAWNEDIT: Recoil knockdown for micros, ported from CHOMPStation
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if(recoil_mode && iscarbon(user))
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if(recoil_mode && iscarbon(user))
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var/mob/living/carbon/nerd = user
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var/mob/living/carbon/nerd = user
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@@ -451,9 +453,9 @@
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to_chat(nerd, "<span class='danger'>You're so tiny that you drop the gun and hurt yourself from the recoil!</span>")
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to_chat(nerd, "<span class='danger'>You're so tiny that you drop the gun and hurt yourself from the recoil!</span>")
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else
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else
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to_chat(nerd, "<span class='danger'>You're so tiny that the pull of the trigger causes you to drop the gun!</span>")
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to_chat(nerd, "<span class='danger'>You're so tiny that the pull of the trigger causes you to drop the gun!</span>")
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//YAWNEDIT: Knockdown code end
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//YAWNEDIT: Knockdown code end
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user.hud_used.update_ammo_hud(user, src)
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user.hud_used.update_ammo_hud(user, src)
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// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
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// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
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@@ -804,16 +806,16 @@
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/obj/item/weapon/gun/proc/get_ammo_count()
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/obj/item/weapon/gun/proc/get_ammo_count()
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return FALSE
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return FALSE
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/obj/item/weapon/gun/equipped(mob/living/user, slot) // When a gun is equipped to your hands, we'll add the HUD to the user. Pending porting over TGMC guncode where wielding is far more sensible.
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/obj/item/weapon/gun/equipped(mob/living/user, slot) // When a gun is equipped to your hands, we'll add the HUD to the user. Pending porting over TGMC guncode where wielding is far more sensible.
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if(slot == slot_l_hand || slot == slot_r_hand)
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if(slot == slot_l_hand || slot == slot_r_hand)
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user.hud_used.add_ammo_hud(user, src)
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user.hud_used.add_ammo_hud(user, src)
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else
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else
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user.hud_used.remove_ammo_hud(user, src)
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user.hud_used.remove_ammo_hud(user, src)
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return ..()
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return ..()
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/obj/item/weapon/gun/dropped(mob/living/user) // Ditto as above, we remove the HUD. Pending porting TGMC code to clean up this fucking nightmare of spaghetti.
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/obj/item/weapon/gun/dropped(mob/living/user) // Ditto as above, we remove the HUD. Pending porting TGMC code to clean up this fucking nightmare of spaghetti.
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user.hud_used.remove_ammo_hud(user, src)
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user.hud_used.remove_ammo_hud(user, src)
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..()
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..()
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