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Merge pull request #8170 from mwerezak/inventoryfix
Fixes #8075 + cigar/pipe overlays
This commit is contained in:
@@ -119,7 +119,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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user.update_inv_wear_mask(0)
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user.update_inv_l_hand(0)
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user.update_inv_r_hand(1)
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return
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/obj/item/clothing/mask/cigarette/afterattack(obj/item/weapon/reagent_containers/glass/glass, mob/user as mob, proximity)
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@@ -284,6 +283,10 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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else if(istype(W, /obj/item/device/assembly/igniter))
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light("<span class='notice'>[user] fiddles with [W], and manages to light their [name] with the power of science.</span>")
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user.update_inv_wear_mask(0)
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user.update_inv_l_hand(0)
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user.update_inv_r_hand(1)
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/////////////////
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//SMOKING PIPES//
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/////////////////
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@@ -361,6 +364,10 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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else if(istype(W, /obj/item/device/assembly/igniter))
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light("<span class='notice'>[user] fiddles with [W], and manages to light their [name] with the power of science.</span>")
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user.update_inv_wear_mask(0)
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user.update_inv_l_hand(0)
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user.update_inv_r_hand(1)
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/obj/item/clothing/mask/cigarette/pipe/cobpipe
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name = "corn cob pipe"
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desc = "A nicotine delivery system popularized by folksy backwoodsmen, kept popular in the modern age and beyond by space hipsters."
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@@ -208,6 +208,7 @@
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return 1
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//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
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//It does call u_equip() though. So it can drop items to the floor but only if src is human.
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/mob/proc/remove_from_mob(var/obj/O)
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src.u_equip(O)
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if (src.client)
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@@ -242,16 +243,7 @@
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/** BS12's proc to get the item in the active hand. Couldn't find the /tg/ equivalent. **/
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/mob/proc/equipped()
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if(issilicon(src))
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if(isrobot(src))
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if(src:module_active)
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return src:module_active
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else
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if (hand)
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return l_hand
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else
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return r_hand
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return
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return get_active_hand() //TODO: get rid of this proc
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/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 :/
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//warning: icky code
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@@ -753,13 +753,7 @@ It can still be worn/put on as normal.
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if(slot_to_process)
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if(strip_item) //Stripping an item from the mob
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var/obj/item/W = strip_item
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target.u_equip(W)
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if (target.client)
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target.client.screen -= W
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if (W)
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W.loc = target.loc
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W.layer = initial(W.layer)
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W.dropped(target)
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target.remove_from_mob(W)
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W.add_fingerprint(source)
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if(slot_to_process == slot_l_store) //pockets! Needs to process the other one too. Snowflake code, wooo! It's not like anyone will rewrite this anytime soon. If I'm wrong then... CONGRATULATIONS! ;)
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if(target.r_store)
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@@ -545,16 +545,9 @@ proc/get_damage_icon_part(damage_state, body_part)
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overlays_standing[UNIFORM_LAYER] = null
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// This really, really seems like it should not be mixed in the middle of display code...
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// Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY
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for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) ) //
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if(thing) //
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u_equip(thing) //
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if (client) //
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client.screen -= thing //
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//
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if (thing) //
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thing.loc = loc //
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thing.dropped(src) //
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thing.layer = initial(thing.layer)
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for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) )
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if(thing)
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remove_from_mob(thing)
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if(update_icons) update_icons()
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/mob/living/carbon/human/update_inv_wear_id(var/update_icons=1)
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@@ -183,7 +183,7 @@ var/list/slot_equipment_priority = list( \
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if(!istype(W)) return 0
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for(var/slot in slot_equipment_priority)
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if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //del_on_fail = 0; disable_warning = 0; redraw_mob = 1
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if(equip_to_slot_if_possible(W, slot, del_on_fail=0, disable_warning=1, redraw_mob=1))
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return 1
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return 0
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@@ -596,14 +596,11 @@ Note that amputating the affected organ does in fact remove the infection from t
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update_damages()
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var/obj/organ //Dropped limb object
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var/list/dropped_items
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switch(body_part)
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if(HEAD)
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organ= new /obj/item/weapon/organ/head(owner.loc, owner)
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owner.u_equip(owner.glasses)
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owner.u_equip(owner.head)
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owner.u_equip(owner.l_ear)
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owner.u_equip(owner.r_ear)
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owner.u_equip(owner.wear_mask)
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organ = new /obj/item/weapon/organ/head(owner.loc, owner)
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dropped_items = list(owner.glasses, owner.head, owner.l_ear, owner.r_ear, owner.wear_mask)
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if(ARM_RIGHT)
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if(status & ORGAN_ROBOT)
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organ = new /obj/item/robot_parts/r_arm(owner.loc)
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@@ -627,19 +624,22 @@ Note that amputating the affected organ does in fact remove the infection from t
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if(HAND_RIGHT)
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if(!(status & ORGAN_ROBOT))
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organ= new /obj/item/weapon/organ/r_hand(owner.loc, owner)
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owner.u_equip(owner.gloves)
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dropped_items = list(owner.gloves) //should probably make it so that you can still wear gloves if you have one hand
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if(HAND_LEFT)
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if(!(status & ORGAN_ROBOT))
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organ= new /obj/item/weapon/organ/l_hand(owner.loc, owner)
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owner.u_equip(owner.gloves)
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dropped_items = list(owner.gloves)
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if(FOOT_RIGHT)
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if(!(status & ORGAN_ROBOT))
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organ= new /obj/item/weapon/organ/r_foot/(owner.loc, owner)
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owner.u_equip(owner.shoes)
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dropped_items = list(owner.shoes)
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if(FOOT_LEFT)
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if(!(status & ORGAN_ROBOT))
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organ = new /obj/item/weapon/organ/l_foot(owner.loc, owner)
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owner.u_equip(owner.shoes)
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dropped_items = list(owner.shoes)
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if(dropped_items)
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for(var/obj/O in dropped_items)
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owner.remove_from_mob(O)
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destspawn = 1
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//Robotic limbs explode if sabotaged.
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