Mob inventory cleanup

This commit is contained in:
Kelenius
2016-03-15 16:39:40 +03:00
parent 5104957ff8
commit afbc235b96
59 changed files with 432 additions and 390 deletions

View File

@@ -406,7 +406,7 @@ datum/gas_mixture/proc/check_recombustability(list/fuel_objs)
//Get heat transfer coefficients for clothing.
for(var/obj/item/clothing/C in src)
if(l_hand == C || r_hand == C)
if(item_is_in_hands(C))
continue
if( C.max_heat_protection_temperature >= last_temperature )

View File

@@ -94,10 +94,7 @@
if(W == A) // Handle attack_self
W.attack_self(src)
if(hand)
update_inv_l_hand(0)
else
update_inv_r_hand(0)
update_inv_active_hand(0)
return 1
//Atoms on your person

View File

@@ -162,7 +162,7 @@
inv_box.name = "r_hand"
inv_box.icon = ui_style
inv_box.icon_state = "r_hand_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
if(!target.hand) //This being 0 or null means the right hand is in use
inv_box.icon_state = "r_hand_active"
inv_box.screen_loc = ui_rhand
inv_box.slot_id = slot_r_hand
@@ -177,7 +177,7 @@
inv_box.name = "l_hand"
inv_box.icon = ui_style
inv_box.icon_state = "l_hand_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
if(target.hand) //This being 1 means the left hand is in use
inv_box.icon_state = "l_hand_active"
inv_box.screen_loc = ui_lhand
inv_box.slot_id = slot_l_hand

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@@ -76,7 +76,7 @@
P.info = "The nuclear authorization code is: <b>[code]</b>"
P.name = "nuclear bomb code"
if(leader && leader.current)
if(get_turf(P) == get_turf(leader.current) && !(leader.current.l_hand && leader.current.r_hand))
if(get_turf(P) == get_turf(leader.current))
leader.current.put_in_hands(P)
if(!code_owner && leader)

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@@ -50,7 +50,6 @@ var/datum/antagonist/renegade/renegades
var/gun_type = pick(spawn_guns)
var/obj/item/gun = new gun_type(get_turf(player))
if(!(player.l_hand && player.r_hand))
player.put_in_hands(gun)

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@@ -244,7 +244,7 @@
var/mob/living/carbon/human/M = src
if(M.l_hand && M.r_hand) //Make sure our hands aren't full.
if(M.hands_are_full()) //Make sure our hands aren't full.
src << "<span class='warning'>Our hands are full. Drop something first.</span>"
return 0

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@@ -55,7 +55,7 @@
..()
/obj/item/weapon/melee/arm_blade/process() //Stolen from ninja swords.
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
if(!creator || loc != creator || !creator.item_is_in_hands(src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc

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@@ -73,13 +73,10 @@
/obj/item/equipped()
..()
var/mob/M = loc
var/mob/living/M = loc
if(!istype(M))
return
if(M.l_hand)
M.l_hand.update_held_icon()
if(M.r_hand)
M.r_hand.update_held_icon()
M.update_held_icons()
/obj/item/Destroy()
if(ismob(loc))
@@ -95,8 +92,8 @@
//Checks if the item is being held by a mob, and if so, updates the held icons
/obj/item/proc/update_held_icon()
if(ismob(src.loc))
var/mob/M = src.loc
if(isliving(src.loc))
var/mob/living/M = src.loc
if(M.l_hand == src)
M.update_inv_l_hand()
else if(M.r_hand == src)
@@ -157,7 +154,7 @@
size = "huge"
return ..(user, distance, "", "It is a [size] item.")
/obj/item/attack_hand(mob/user as mob)
/obj/item/attack_hand(mob/living/user as mob)
if (!user) return
if (hasorgans(user))
var/mob/living/carbon/human/H = user
@@ -396,17 +393,15 @@ var/list/global/slot_flags_enumeration = list(
if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain
usr << "<span class='warning'>You can't pick things up!</span>"
return
var/mob/living/carbon/C = usr
if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained
usr << "<span class='warning'>You can't pick things up!</span>"
return
if(src.anchored) //Object isn't anchored
usr << "<span class='warning'>You can't pick that up!</span>"
return
if(!usr.hand && usr.r_hand) //Right hand is not full
usr << "<span class='warning'>Your right hand is full.</span>"
return
if(usr.hand && usr.l_hand) //Left hand is not full
usr << "<span class='warning'>Your left hand is full.</span>"
if(C.get_active_hand()) //Hand is not full
usr << "<span class='warning'>Your hand is full.</span>"
return
if(!istype(src.loc, /turf)) //Object is on a turf
usr << "<span class='warning'>You can't pick that up!</span>"

View File

@@ -12,7 +12,7 @@
var/code = 2
/obj/item/device/radio/electropack/attack_hand(mob/user as mob)
/obj/item/device/radio/electropack/attack_hand(mob/living/user as mob)
if(src == user.back)
user << "<span class='notice'>You need help taking this off!</span>"
return

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@@ -209,7 +209,7 @@
amount = 5
max_amount = 5
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/user as mob)
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/living/user as mob)
if(..())
return 1

View File

@@ -160,20 +160,7 @@
P.icon_state = "paper_words"
if(istype(usr,/mob/living/carbon))
// place the item in the usr's hand if possible
if(!usr.r_hand)
P.loc = usr
usr.r_hand = P
P.layer = 20
else if(!usr.l_hand)
P.loc = usr
usr.l_hand = P
P.layer = 20
if (ismob(src.loc))
var/mob/M = src.loc
M.update_inv_l_hand()
M.update_inv_r_hand()
usr.put_in_hands(src)
/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
if(!istype(M))

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@@ -445,7 +445,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/weapon/flame/lighter/attack_self(mob/living/user)
if(!base_state)
base_state = icon_state
if(user.r_hand == src || user.l_hand == src)
if(!lit)
lit = 1
icon_state = "[base_state]on"
@@ -457,7 +456,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src].</span>")
else
user << "<span class='warning'>You burn yourself while lighting the lighter.</span>"
if (user.l_hand == src)
if (user.get_left_hand() == src)
user.apply_damage(2,BURN,"l_hand")
else
user.apply_damage(2,BURN,"r_hand")
@@ -476,8 +475,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
set_light(0)
processing_objects.Remove(src)
else
return ..()
return

View File

@@ -77,7 +77,5 @@
icon_state = "purplecomb"
item_state = "purplecomb"
/obj/item/weapon/haircomb/attack_self(mob/user)
if(user.r_hand == src || user.l_hand == src)
/obj/item/weapon/haircomb/attack_self(mob/living/user)
user.visible_message(text("<span class='notice'>[] uses [] to comb their hair with incredible style and sophistication. What a [].</span>", user, src, user.gender == FEMALE ? "lady" : "guy"))
return

View File

@@ -39,8 +39,8 @@
return null
var/turf/location = loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
var/mob/living/M = location
if(M.item_is_in_hands(src))
location = M.loc
if(isturf(location)) //start a fire if possible
location.hotspot_expose(700, 2)

View File

@@ -125,12 +125,12 @@
icon_state = "wrap_paper"
var/amount = 20.0
/obj/item/weapon/wrapping_paper/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/item/weapon/wrapping_paper/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
..()
if (!( locate(/obj/structure/table, src.loc) ))
user << "<span class='warning'>You MUST put the paper on a table!</span>"
if (W.w_class < 4)
if ((istype(user.l_hand, /obj/item/weapon/wirecutters) || istype(user.r_hand, /obj/item/weapon/wirecutters)))
if (user.get_type_in_hands(/obj/item/weapon/wirecutters))
var/a_used = 2 ** (src.w_class - 1)
if (src.amount < a_used)
user << "<span class='warning'>You need more paper!</span>"

View File

@@ -24,8 +24,8 @@
return
attack_hand(mob/user as mob)
if ((src.case && (user.l_hand == src || user.r_hand == src)))
attack_hand(mob/living/user as mob)
if ((src.case && user.item_is_in_hands(src)))
user.put_in_active_hand(case)
src.case.add_fingerprint(user)

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@@ -29,7 +29,7 @@
/obj/item/weapon/material/twohanded/update_held_icon()
var/mob/living/M = loc
if(istype(M) && !issmall(M) && ((M.r_hand == src && !M.l_hand) || (M.l_hand == src && !M.r_hand)))
if(istype(M) && !issmall(M) && M.item_is_in_hands(src) && !M.hands_are_full())
wielded = 1
force = force_wielded
name = "[base_name] (wielded)"

View File

@@ -214,7 +214,7 @@
spawn(1) if(src) qdel(src)
/obj/item/weapon/melee/energy/blade/process()
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
if(!creator || loc != creator || !creator.item_is_in_hands(src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc

View File

@@ -59,7 +59,7 @@
spawn(1) if(src) del(src)
/obj/item/weapon/mop_deploy/process()
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
if(!creator || loc != creator || !creator.item_is_in_hands(src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc

View File

@@ -21,7 +21,7 @@
var/linked
/obj/item/weapon/storage/laundry_basket/attack_hand(mob/user as mob)
/obj/item/weapon/storage/laundry_basket/attack_hand(mob/living/user as mob)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.get_organ("r_hand")

View File

@@ -173,7 +173,7 @@
user << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/living/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(welding)
user << "<span class='danger'>Stop welding first!</span>"
@@ -222,9 +222,9 @@
//I'm not sure what this does. I assume it has to do with starting fires...
//...but it doesnt check to see if the welder is on or not.
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
if(istype(location, /mob/living))
var/mob/living/M = location
if(M.item_is_in_hands(src))
location = get_turf(M)
if (istype(location, /turf))
location.hotspot_expose(700, 5)

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@@ -93,11 +93,12 @@
// check for TK users
if (istype(usr, /mob/living/carbon/human))
if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
if(!(usr in nearby))
if(usr.client && usr.machine==src)
var/mob/living/carbon/human/H = usr
if(H.get_type_in_hands(/obj/item/tk_grab))
if(!(H in nearby))
if(H.client && H.machine==src)
is_in_use = 1
src.attack_hand(usr)
src.attack_hand(H)
in_use = is_in_use
/obj/proc/updateDialog()

View File

@@ -28,7 +28,7 @@
update_icon()
/obj/structure/extinguisher_cabinet/attack_hand(mob/user)
/obj/structure/extinguisher_cabinet/attack_hand(mob/living/user)
if(isrobot(user))
return
if (ishuman(user))

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@@ -213,10 +213,10 @@
..()
/obj/structure/bed/chair/janicart/relaymove(mob/user, direction)
/obj/structure/bed/chair/janicart/relaymove(mob/living/user, direction)
if(user.stat || user.stunned || user.weakened || user.paralysis)
unbuckle_mob()
if(istype(user.l_hand, /obj/item/key) || istype(user.r_hand, /obj/item/key))
if(user.get_type_in_hands(/obj/item/key))
step(src, direction)
update_mob()
else

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@@ -64,15 +64,14 @@
return
var/obj/item/P = locate(href_list["write"])
if((P && P.loc == src)) //ifthe paper's on the board
if(istype(usr.r_hand, /obj/item/weapon/pen)) //and you're holding a pen
add_fingerprint(usr)
P.attackby(usr.r_hand, usr) //then do ittttt
var/mob/living/M = usr
if(istype(M))
var/obj/item/weapon/pen/E = M.get_type_in_hands(/obj/item/weapon/pen)
if(E)
add_fingerprint(M)
P.attackby(E, usr)
else
if(istype(usr.l_hand, /obj/item/weapon/pen)) //check other hand for pen
add_fingerprint(usr)
P.attackby(usr.l_hand, usr)
else
usr << "<span class='notice'>You'll need something to write with!</span>"
M << "<span class='notice'>You'll need something to write with!</span>"
if(href_list["read"])
var/obj/item/weapon/paper/P = locate(href_list["read"])
if((P && P.loc == src))

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@@ -90,7 +90,7 @@ FLOOR SAFES
var/mob/living/carbon/human/user = usr
var/canhear = 0
if(istype(user.l_hand, /obj/item/clothing/accessory/stethoscope) || istype(user.r_hand, /obj/item/clothing/accessory/stethoscope))
if(user.get_type_in_hands(/obj/item/clothing/accessory/stethoscope))
canhear = 1
if(href_list["open"])

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@@ -358,7 +358,7 @@
if (ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (user.hand)
if (H.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
user << "<span class='notice'>You try to move your [temp.name], but cannot!</span>"

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@@ -94,7 +94,7 @@
..()
on_found(mob/finder as mob)
on_found(mob/living/finder as mob)
if(armed)
finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")

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@@ -76,7 +76,7 @@
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/living/carbon/human/M = location
if(M.l_hand == src || M.r_hand == src || M.head == src)
if(M.item_is_in_hands(src) || M.head == src)
location = M.loc
if (istype(location, /turf))

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@@ -22,7 +22,7 @@
say_verbs = list("mumbles", "says")
// Clumsy folks can't take the mask off themselves.
/obj/item/clothing/mask/muzzle/attack_hand(mob/user as mob)
/obj/item/clothing/mask/muzzle/attack_hand(mob/living/user as mob)
if(user.wear_mask == src && !user.IsAdvancedToolUser())
return 0
..()

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@@ -1,6 +1,6 @@
/obj/item/weapon/rig/attackby(obj/item/W as obj, mob/user as mob)
/obj/item/weapon/rig/attackby(obj/item/W as obj, mob/living/user as mob)
if(!istype(user,/mob/living)) return 0
if(!istype(user)) return 0
if(electrified != 0)
if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here.

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@@ -15,7 +15,7 @@
var/mob/living/carbon/human/user = usr
if (!(user.l_hand == src || user.r_hand == src))
if(!user.item_is_in_hands(src))
return //bag must be in your hands to use
if (isturf(I.loc))
@@ -31,10 +31,8 @@
var/obj/item/weapon/storage/U = I.loc
user.client.screen -= I
U.contents.Remove(I)
else if(user.l_hand == I) //in a hand
user.drop_l_hand()
else if(user.r_hand == I) //in a hand
user.drop_r_hand()
else if(user.item_is_in_hands(I))
user.drop_from_inventory(I)
else
return

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@@ -77,12 +77,8 @@
usr << "There are no cards in the deck."
return
var/obj/item/weapon/hand/H
if(user.l_hand && istype(user.l_hand,/obj/item/weapon/hand))
H = user.l_hand
else if(user.r_hand && istype(user.r_hand,/obj/item/weapon/hand))
H = user.r_hand
else
var/obj/item/weapon/hand/H = user.get_type_in_hands(/obj/item/weapon/hand)
if(!H)
H = new(get_turf(src))
user.put_in_hands(H)

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@@ -172,7 +172,7 @@
if(seed) seed.thrown_at(src,hit_atom)
..()
/obj/item/weapon/reagent_containers/food/snacks/grown/attackby(var/obj/item/weapon/W, var/mob/user)
/obj/item/weapon/reagent_containers/food/snacks/grown/attackby(var/obj/item/weapon/W, var/mob/living/user)
if(seed)
if(seed.get_trait(TRAIT_PRODUCES_POWER) && istype(W, /obj/item/stack/cable_coil))
@@ -181,7 +181,7 @@
//TODO: generalize this.
user << "<span class='notice'>You add some cable to the [src.name] and slide it inside the battery casing.</span>"
var/obj/item/weapon/cell/potato/pocell = new /obj/item/weapon/cell/potato(get_turf(user))
if(src.loc == user && !(user.l_hand && user.r_hand) && istype(user,/mob/living/carbon/human))
if(src.loc == user && istype(user,/mob/living/carbon/human))
user.put_in_hands(pocell)
pocell.maxcharge = src.potency * 10
pocell.charge = pocell.maxcharge

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@@ -150,7 +150,7 @@
var/body_coverage = HEAD|FACE|EYES|UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
for(var/obj/item/clothing/clothes in target)
if(target.l_hand == clothes|| target.r_hand == clothes)
if(target.item_is_in_hands(clothes))
continue
body_coverage &= ~(clothes.body_parts_covered)
@@ -182,7 +182,7 @@
continue
var/body_coverage = HEAD|FACE|EYES|UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
for(var/obj/item/clothing/clothes in M)
if(M.l_hand == clothes || M.r_hand == clothes)
if(M.item_is_in_hands(clothes))
continue
body_coverage &= ~(clothes.body_parts_covered)
if(!body_coverage)

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@@ -34,7 +34,7 @@
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(get_turf(src))
P.name = "paper - [form_title]"
P.info = "[last_data]"
if(istype(user,/mob/living/carbon/human) && !(user.l_hand && user.r_hand))
if(istype(user,/mob/living/carbon/human))
user.put_in_hands(P)
user.visible_message("\The [src] spits out a piece of paper.")
return

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@@ -128,7 +128,7 @@ var/list/name_to_material
S.add_fingerprint(user)
S.add_to_stacks(user)
/material/proc/build_wired_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
/material/proc/build_wired_product(var/mob/living/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!wire_product)
user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
return
@@ -140,7 +140,6 @@ var/list/name_to_material
target_stack.use(1)
user << "<span class='notice'>You attach wire to the [name].</span>"
var/obj/item/product = new wire_product(get_turf(user))
if(!(user.l_hand && user.r_hand))
user.put_in_hands(product)
// Make sure we have a display name and shard icon even if they aren't explicitly set.

View File

@@ -172,10 +172,9 @@ var/list/mining_overlay_cache = list()
if(istype(AM,/mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
attackby(H.l_hand,H)
else if((istype(H.r_hand,/obj/item/weapon/pickaxe)) && H.hand)
attackby(H.r_hand,H)
var/obj/item/weapon/pickaxe/P = H.get_inactive_hand()
if(istype(P))
src.attackby(P, H)
else if(istype(AM,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = AM

View File

@@ -1,43 +1,3 @@
//This proc is called whenever someone clicks an inventory ui slot.
/mob/proc/attack_ui(slot)
var/obj/item/W = get_active_hand()
if(istype(W))
equip_to_slot_if_possible(W, slot)
/mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1)
if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob))
return 1
else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob))
return 1
return 0
//This is a SAFE proc. Use this instead of equip_to_slot()!
//set del_on_fail to have it delete W if it fails to equip
//set disable_warning to disable the 'you are unable to equip that' warning.
//unset redraw_mob to prevent the mob from being redrawn at the end.
/mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1)
if(!istype(W)) return 0
if(!W.mob_can_equip(src, slot))
if(del_on_fail)
qdel(W)
else
if(!disable_warning)
src << "\red You are unable to equip that." //Only print if del_on_fail is false
return 0
equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
return 1
//This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task.
//In most cases you will want to use equip_to_slot_if_possible()
/mob/proc/equip_to_slot(obj/item/W as obj, slot)
return
//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
return equip_to_slot_if_possible(W, slot, 1, 1, 0)
//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
var/list/slot_equipment_priority = list( \
slot_back,\
@@ -58,6 +18,49 @@ var/list/slot_equipment_priority = list( \
slot_r_store\
)
/mob
var/obj/item/weapon/storage/s_active = null // Even ghosts can/should be able to peek into boxes on the ground
//This proc is called whenever someone clicks an inventory ui slot.
/mob/proc/attack_ui(var/slot)
var/obj/item/W = get_active_hand()
if(istype(W))
equip_to_slot_if_possible(W, slot)
/* Inventory manipulation */
/mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1)
if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob))
return 1
else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob))
return 1
return 0
//This is a SAFE proc. Use this instead of equip_to_slot()!
//set del_on_fail to have it delete W if it fails to equip
//set disable_warning to disable the 'you are unable to equip that' warning.
//unset redraw_mob to prevent the mob from being redrawn at the end.
/mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1)
if(!W.mob_can_equip(src, slot))
if(del_on_fail)
qdel(W)
else
if(!disable_warning)
src << "\red You are unable to equip that." //Only print if del_on_fail is false
return 0
equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
return 1
//This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task.
//In most cases you will want to use equip_to_slot_if_possible()
/mob/proc/equip_to_slot(obj/item/W as obj, slot)
return
//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
return equip_to_slot_if_possible(W, slot, 1, 1, 0)
//Checks if a given slot can be accessed at this time, either to equip or unequip I
/mob/proc/slot_is_accessible(var/slot, var/obj/item/I, mob/user=null)
return 1
@@ -65,8 +68,6 @@ var/list/slot_equipment_priority = list( \
//puts the item "W" into an appropriate slot in a human's inventory
//returns 0 if it cannot, 1 if successful
/mob/proc/equip_to_appropriate_slot(obj/item/W)
if(!istype(W)) return 0
for(var/slot in slot_equipment_priority)
if(equip_to_slot_if_possible(W, slot, del_on_fail=0, disable_warning=1, redraw_mob=1))
return 1
@@ -74,32 +75,15 @@ var/list/slot_equipment_priority = list( \
return 0
/mob/proc/equip_to_storage(obj/item/newitem)
// Try put it in their backpack
if(istype(src.back,/obj/item/weapon/storage))
var/obj/item/weapon/storage/backpack = src.back
if(backpack.contents.len < backpack.storage_slots)
newitem.forceMove(src.back)
return 1
// Try to place it in any item that can store stuff, on the mob.
for(var/obj/item/weapon/storage/S in src.contents)
if (S.contents.len < S.storage_slots)
newitem.forceMove(S)
return 1
return 0
//These procs handle putting s tuff in your hand. It's probably best to use these rather than setting l_hand = ...etc
//as they handle all relevant stuff like adding it to the player's screen and updating their overlays.
/* Hands */
//Returns the thing in our active hand
/mob/proc/get_active_hand()
if(hand) return l_hand
else return r_hand
//Returns the thing in our inactive hand
/mob/proc/get_inactive_hand()
if(hand) return r_hand
else return l_hand
//Puts the item into your l_hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_l_hand(var/obj/item/W)
@@ -150,16 +134,15 @@ var/list/slot_equipment_priority = list( \
//Drops the item in our left hand
/mob/proc/drop_l_hand(var/atom/Target)
return drop_from_inventory(l_hand, Target)
return 0
//Drops the item in our right hand
/mob/proc/drop_r_hand(var/atom/Target)
return drop_from_inventory(r_hand, Target)
return 0
//Drops the item in our active hand. TODO: rename this to drop_active_hand or something
/mob/proc/drop_item(var/atom/Target)
if(hand) return drop_l_hand(Target)
else return drop_r_hand(Target)
return
/*
Removes the object from any slots the mob might have, calling the appropriate icon update proc.
@@ -173,19 +156,6 @@ var/list/slot_equipment_priority = list( \
the search through all the slots, without having to duplicate the rest of the item dropping.
*/
/mob/proc/u_equip(obj/W as obj)
if (W == r_hand)
r_hand = null
update_inv_r_hand(0)
else if (W == l_hand)
l_hand = null
update_inv_l_hand(0)
else if (W == back)
back = null
update_inv_back(0)
else if (W == wear_mask)
wear_mask = null
update_inv_wear_mask(0)
return
/mob/proc/isEquipped(obj/item/I)
if(!I)
@@ -229,11 +199,6 @@ var/list/slot_equipment_priority = list( \
//Returns the item equipped to the specified slot, if any.
/mob/proc/get_equipped_item(var/slot)
switch(slot)
if(slot_l_hand) return l_hand
if(slot_r_hand) return r_hand
if(slot_back) return back
if(slot_wear_mask) return wear_mask
return null
//Outdated but still in use apparently. This should at least be a human proc.

View File

@@ -288,7 +288,7 @@
/* Assembly */
/obj/item/weapon/storage/toolbox/mechanical/attackby(var/obj/item/stack/tile/floor/T, mob/user as mob)
/obj/item/weapon/storage/toolbox/mechanical/attackby(var/obj/item/stack/tile/floor/T, mob/living/user as mob)
if(!istype(T, /obj/item/stack/tile/floor))
..()
return

View File

@@ -2,7 +2,7 @@
var/mob/living/carbon/human/H = over_object
if(!istype(H) || !Adjacent(H))
return ..()
if(H.a_intent == "grab" && hat && !(H.l_hand && H.r_hand))
if(H.a_intent == "grab" && hat && !H.hands_are_full())
hat.loc = get_turf(src)
H.put_in_hands(hat)
H.visible_message("<span class='danger'>\The [H] removes \the [src]'s [hat].</span>")

View File

@@ -3,40 +3,40 @@
set name = "Give"
// TODO : Change to incapacitated() on merge.
if(usr.stat || usr.lying || usr.resting || usr.buckled)
if(src.stat || src.lying || src.resting || src.buckled)
return
if(!istype(target) || target.stat || target.lying || target.resting || target.buckled || target.client == null)
return
var/obj/item/I = usr.get_active_hand()
var/obj/item/I = src.get_active_hand()
if(!I)
I = usr.get_inactive_hand()
I = src.get_inactive_hand()
if(!I)
usr << "<span class='warning'>You don't have anything in your hands to give to \the [target].</span>"
src << "<span class='warning'>You don't have anything in your hands to give to \the [target].</span>"
return
if(alert(target,"[usr] wants to give you \a [I]. Will you accept it?",,"No","Yes") == "No")
target.visible_message("<span class='notice'>\The [usr] tried to hand \the [I] to \the [target], \
if(alert(target,"[src] wants to give you \a [I]. Will you accept it?",,"No","Yes") == "No")
target.visible_message("<span class='notice'>\The [src] tried to hand \the [I] to \the [target], \
but \the [target] didn't want it.</span>")
return
if(!I) return
if(!Adjacent(target))
usr << "<span class='warning'>You need to stay in reaching distance while giving an object.</span>"
target << "<span class='warning'>\The [usr] moved too far away.</span>"
src << "<span class='warning'>You need to stay in reaching distance while giving an object.</span>"
target << "<span class='warning'>\The [src] moved too far away.</span>"
return
if(I.loc != usr || (usr.l_hand != I && usr.r_hand != I))
usr << "<span class='warning'>You need to keep the item in your hands.</span>"
target << "<span class='warning'>\The [usr] seems to have given up on passing \the [I] to you.</span>"
if(I.loc != src || !src.item_is_in_hands(I))
src << "<span class='warning'>You need to keep the item in your hands.</span>"
target << "<span class='warning'>\The [src] seems to have given up on passing \the [I] to you.</span>"
return
if(target.r_hand != null && target.l_hand != null)
if(target.hands_are_full())
target << "<span class='warning'>Your hands are full.</span>"
usr << "<span class='warning'>Their hands are full.</span>"
src << "<span class='warning'>Their hands are full.</span>"
return
if(usr.unEquip(I))
if(src.unEquip(I))
target.put_in_hands(I) // If this fails it will just end up on the floor, but that's fitting for things like dionaea.
target.visible_message("<span class='notice'>\The [usr] handed \the [I] to \the [target].</span>")
target.visible_message("<span class='notice'>\The [src] handed \the [I] to \the [target].</span>")

View File

@@ -538,9 +538,9 @@
if ("handshake")
m_type = 1
if (!src.restrained() && !src.r_hand)
var/mob/M = null
var/mob/living/M = null
if (param)
for (var/mob/A in view(1, null))
for (var/mob/living/A in view(1, null))
if (param == A.name)
M = A
break

View File

@@ -207,7 +207,7 @@
var/covered = 0 // Basic coverage can help.
for(var/obj/item/clothing/clothes in H)
if(H.l_hand == clothes|| H.r_hand == clothes)
if(H.item_is_in_hands(clothes))
continue
if((clothes.body_parts_covered & UPPER_TORSO) && (clothes.body_parts_covered & LOWER_TORSO))
covered = 1

View File

@@ -0,0 +1,172 @@
/mob/living
var/hand = null
var/obj/item/l_hand = null
var/obj/item/r_hand = null
var/obj/item/weapon/back = null//Human/Monkey
var/obj/item/weapon/tank/internal = null//Human/Monkey
var/obj/item/clothing/mask/wear_mask = null//Carbon
/mob/living/equip_to_storage(obj/item/newitem)
// Try put it in their backpack
if(istype(src.back,/obj/item/weapon/storage))
var/obj/item/weapon/storage/backpack = src.back
if(backpack.contents.len < backpack.storage_slots)
newitem.forceMove(src.back)
return 1
// Try to place it in any item that can store stuff, on the mob.
for(var/obj/item/weapon/storage/S in src.contents)
if (S.contents.len < S.storage_slots)
newitem.forceMove(S)
return 1
return 0
//Returns the thing in our active hand
/mob/living/get_active_hand()
if(hand) return l_hand
else return r_hand
//Returns the thing in our inactive hand
/mob/living/get_inactive_hand()
if(hand) return r_hand
else return l_hand
//Drops the item in our active hand. TODO: rename this to drop_active_hand or something
/mob/living/drop_item(var/atom/Target)
if(hand) return drop_l_hand(Target)
else return drop_r_hand(Target)
//Drops the item in our left hand
/mob/living/drop_l_hand(var/atom/Target)
return drop_from_inventory(l_hand, Target)
//Drops the item in our right hand
/mob/living/drop_r_hand(var/atom/Target)
return drop_from_inventory(r_hand, Target)
/mob/living/proc/hands_are_full()
return (r_hand && l_hand)
/mob/living/proc/item_is_in_hands(var/obj/item/I)
return (I == r_hand || I == l_hand)
/mob/living/proc/update_held_icons()
if(l_hand)
l_hand.update_held_icon()
if(r_hand)
r_hand.update_held_icon()
/mob/living/proc/get_type_in_hands(var/T)
if(istype(l_hand, T))
return l_hand
if(istype(r_hand, T))
return r_hand
return null
/mob/living/proc/get_left_hand()
return l_hand
/mob/living/proc/get_right_hand()
return r_hand
/mob/living/u_equip(obj/W as obj)
if (W == r_hand)
r_hand = null
update_inv_r_hand(0)
else if (W == l_hand)
l_hand = null
update_inv_l_hand(0)
else if (W == back)
back = null
update_inv_back(0)
else if (W == wear_mask)
wear_mask = null
update_inv_wear_mask(0)
return
/mob/living/get_equipped_item(var/slot)
switch(slot)
if(slot_l_hand) return l_hand
if(slot_r_hand) return r_hand
if(slot_back) return back
if(slot_wear_mask) return wear_mask
return null
/mob/living/show_inv(mob/user as mob)
user.set_machine(src)
var/dat = {"
<B><HR><FONT size=3>[name]</FONT></B>
<BR><HR>
<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
<BR>"}
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[name]")
return
/mob/living/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
if (!( L ))
return null
else
return L.container
else
if (!( L ))
L = new /obj/effect/list_container/mobl( null )
L.container += src
L.master = src
if (istype(l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = l_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (istype(r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = r_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (!( flag ))
if (L.master == src)
var/list/temp = list( )
temp += L.container
//L = null
qdel(L)
return temp
else
return L.container
return
/mob/living/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
if(istype(loc,/obj/mecha)) return
if(hand)
var/obj/item/W = l_hand
if (W)
W.attack_self(src)
update_inv_l_hand()
else
var/obj/item/W = r_hand
if (W)
W.attack_self(src)
update_inv_r_hand()
return
/mob/living/abiotic(var/full_body = 0)
if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask)))
return 1
if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
return 1
return 0

View File

@@ -865,3 +865,63 @@ default behaviour is:
sleep(350)
lastpuke = 0
/mob/living/update_canmove()
if(!resting && cannot_stand() && can_stand_overridden())
lying = 0
canmove = 1
else
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/V = buckled
if(cannot_stand())
lying = 0
canmove = 1
pixel_y = V.mob_offset_y - 5
else
if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
canmove = 1
pixel_y = V.mob_offset_y
else if(buckled)
anchored = 1
canmove = 0
if(istype(buckled))
if(buckled.buckle_lying != -1)
lying = buckled.buckle_lying
if(buckled.buckle_movable)
anchored = 0
canmove = 1
else if(cannot_stand())
lying = 1
canmove = 0
else if(stunned)
canmove = 0
else if(captured)
anchored = 1
canmove = 0
lying = 0
else
lying = 0
canmove = 1
if(lying)
density = 0
if(l_hand) unEquip(l_hand)
if(r_hand) unEquip(r_hand)
else
density = initial(density)
for(var/obj/item/weapon/grab/G in grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
canmove = 0
break
//Temporarily moved here from the various life() procs
//I'm fixing stuff incrementally so this will likely find a better home.
//It just makes sense for now. ~Carn
if( update_icon ) //forces a full overlay update
update_icon = 0
regenerate_icons()
else if( lying != lying_prev )
update_icons()
return canmove

View File

@@ -195,21 +195,6 @@
/mob/proc/show_inv(mob/user as mob)
user.set_machine(src)
var/dat = {"
<B><HR><FONT size=3>[name]</FONT></B>
<BR><HR>
<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
<BR>"}
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[name]")
return
//mob verbs are faster than object verbs. See http://www.byond.com/forum/?post=1326139&page=2#comment8198716 for why this isn't atom/verb/examine()
@@ -248,37 +233,6 @@
/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
if (!( L ))
return null
else
return L.container
else
if (!( L ))
L = new /obj/effect/list_container/mobl( null )
L.container += src
L.master = src
if (istype(l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = l_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (istype(r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = r_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (!( flag ))
if (L.master == src)
var/list/temp = list( )
temp += L.container
//L = null
qdel(L)
return temp
else
return L.container
return
/mob/verb/mode()
@@ -286,18 +240,6 @@
set category = "Object"
set src = usr
if(istype(loc,/obj/mecha)) return
if(hand)
var/obj/item/W = l_hand
if (W)
W.attack_self(src)
update_inv_l_hand()
else
var/obj/item/W = r_hand
if (W)
W.attack_self(src)
update_inv_r_hand()
return
/*
@@ -735,65 +677,6 @@
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
/mob/proc/update_canmove()
if(!resting && cannot_stand() && can_stand_overridden())
lying = 0
canmove = 1
else
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/V = buckled
if(cannot_stand())
lying = 0
canmove = 1
pixel_y = V.mob_offset_y - 5
else
if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
canmove = 1
pixel_y = V.mob_offset_y
else if(buckled)
anchored = 1
canmove = 0
if(istype(buckled))
if(buckled.buckle_lying != -1)
lying = buckled.buckle_lying
if(buckled.buckle_movable)
anchored = 0
canmove = 1
else if(cannot_stand())
lying = 1
canmove = 0
else if(stunned)
canmove = 0
else if(captured)
anchored = 1
canmove = 0
lying = 0
else
lying = 0
canmove = 1
if(lying)
density = 0
if(l_hand) unEquip(l_hand)
if(r_hand) unEquip(r_hand)
else
density = initial(density)
for(var/obj/item/weapon/grab/G in grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
canmove = 0
break
//Temporarily moved here from the various life() procs
//I'm fixing stuff incrementally so this will likely find a better home.
//It just makes sense for now. ~Carn
if( update_icon ) //forces a full overlay update
update_icon = 0
regenerate_icons()
else if( lying != lying_prev )
update_icons()
return canmove
@@ -1007,7 +890,6 @@ mob/proc/yank_out_object()
R.adjustFireLoss(10)
selection.forceMove(get_turf(src))
if(!(U.l_hand && U.r_hand))
U.put_in_hands(selection)
for(var/obj/item/weapon/O in pinned)

View File

@@ -60,7 +60,6 @@
var/next_move = null
var/transforming = null //Carbon
var/other = 0.0
var/hand = null
var/eye_blind = null //Carbon
var/eye_blurry = null //Carbon
var/ear_deaf = null //Carbon
@@ -119,12 +118,6 @@
var/m_intent = "run"//Living
var/lastKnownIP = null
var/obj/buckled = null//Living
var/obj/item/l_hand = null//Living
var/obj/item/r_hand = null//Living
var/obj/item/weapon/back = null//Human/Monkey
var/obj/item/weapon/tank/internal = null//Human/Monkey
var/obj/item/weapon/storage/s_active = null//Carbon
var/obj/item/clothing/mask/wear_mask = null//Carbon
var/seer = 0 //for cult//Carbon, probably Human

View File

@@ -5,7 +5,9 @@
///Called by client/Move()
///Checks to see if you are grabbing anything and if moving will affect your grab.
/client/proc/Process_Grab()
for(var/obj/item/weapon/grab/G in list(mob.l_hand, mob.r_hand))
if(istype(mob, /mob/living))
var/mob/living/L = mob
for(var/obj/item/weapon/grab/G in list(L.l_hand, L.r_hand))
G.reset_kill_state() //no wandering across the station/asteroid while choking someone
/obj/item/weapon/grab

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@@ -288,12 +288,6 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
/mob/proc/abiotic(var/full_body = 0)
if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask)))
return 1
if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
return 1
return 0
//converts intent-strings into numbers and back

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@@ -19,6 +19,15 @@
/mob/proc/update_inv_back()
return
/mob/proc/update_inv_active_hand()
return
/mob/living/update_inv_active_hand(var/A)
if(hand)
update_inv_l_hand(A)
else
update_inv_r_hand(A)
/mob/proc/update_inv_l_hand()
return

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@@ -98,7 +98,7 @@
if (2)
take_damage(4)
/obj/item/organ/external/attack_self(var/mob/user)
/obj/item/organ/external/attack_self(var/mob/living/user)
if(!contents.len)
return ..()
var/list/removable_objects = list()
@@ -113,7 +113,6 @@
var/obj/item/I = pick(removable_objects)
I.loc = get_turf(user) //just in case something was embedded that is not an item
if(istype(I))
if(!(user.l_hand && user.r_hand))
user.put_in_hands(I)
user.visible_message("<span class='danger'>\The [user] rips \the [I] out of \the [src]!</span>")
return //no eating the limb until everything's been removed
@@ -128,7 +127,7 @@
usr << "<span class='danger'>There is \a [I] sticking out of it.</span>"
return
/obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
switch(stage)
if(0)
if(istype(W,/obj/item/weapon/scalpel))
@@ -145,7 +144,6 @@
if(contents.len)
var/obj/item/removing = pick(contents)
removing.loc = get_turf(user.loc)
if(!(user.l_hand && user.r_hand))
user.put_in_hands(removing)
user.visible_message("<span class='danger'><b>[user]</b> extracts [removing] from [src] with [W]!</span>")
else

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@@ -337,8 +337,9 @@
var/obj/item/i = usr.get_active_hand() // Check to see if he still got that darn pen, also check if he's using a crayon or pen.
var/iscrayon = 0
if(!istype(i, /obj/item/weapon/pen))
if(usr.back && istype(usr.back,/obj/item/weapon/rig))
var/obj/item/weapon/rig/r = usr.back
var/mob/living/M = usr
if(istype(M) && M.back && istype(M.back,/obj/item/weapon/rig))
var/obj/item/weapon/rig/r = M.back
var/obj/item/rig_module/device/pen/m = locate(/obj/item/rig_module/device/pen) in r.installed_modules
if(!r.offline && m)
i = m.device

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@@ -91,7 +91,7 @@ var/global/photo_count = 0
/obj/item/weapon/storage/photo_album/MouseDrop(obj/over_object as obj)
if((istype(usr, /mob/living/carbon/human)))
var/mob/M = usr
var/mob/living/carbon/human/M = usr
if(!( istype(over_object, /obj/screen) ))
return ..()
playsound(loc, "rustle", 50, 1, -5)

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@@ -93,7 +93,7 @@
if(requires_two_hands)
var/mob/living/M = loc
if(istype(M))
if((M.l_hand == src && !M.r_hand) || (M.r_hand == src && !M.l_hand))
if(M.item_is_in_hands(src) && !M.hands_are_full())
name = "[initial(name)] (wielded)"
item_state = wielded_icon
else
@@ -179,7 +179,7 @@
var/held_acc_mod = 0
var/held_disp_mod = 0
if(requires_two_hands)
if((user.l_hand == src && user.r_hand) || (user.r_hand == src && user.l_hand))
if(user.item_is_in_hands(src) && user.hands_are_full())
held_acc_mod = -3
held_disp_mod = 3

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@@ -171,10 +171,10 @@
name = "holdout signal pistol"
magazine_type = /obj/item/ammo_magazine/mc9mm/flash
/obj/item/weapon/gun/projectile/pistol/attack_hand(mob/user as mob)
/obj/item/weapon/gun/projectile/pistol/attack_hand(mob/living/user as mob)
if(user.get_inactive_hand() == src)
if(silenced)
if(user.l_hand != src && user.r_hand != src)
if(!user.item_is_in_hands(src))
..()
return
user << "<span class='notice'>You unscrew [silenced] from [src].</span>"
@@ -185,9 +185,9 @@
return
..()
/obj/item/weapon/gun/projectile/pistol/attackby(obj/item/I as obj, mob/user as mob)
/obj/item/weapon/gun/projectile/pistol/attackby(obj/item/I as obj, mob/living/user as mob)
if(istype(I, /obj/item/weapon/silencer))
if(user.l_hand != src && user.r_hand != src) //if we're not in his hands
if(!user.item_is_in_hands(src)) //if we're not in his hands
user << "<span class='notice'>You'll need [src] in your hands to do that.</span>"
return
user.drop_item()

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@@ -113,7 +113,8 @@ obj/aiming_overlay/proc/update_aiming_deferred()
var/cancel_aim = 1
if(!(aiming_with in owner) || (istype(owner, /mob/living/carbon/human) && (owner.l_hand != aiming_with && owner.r_hand != aiming_with)))
var/mob/living/carbon/human/H = owner
if(!(aiming_with in owner) || (istype(H) && !H.item_is_in_hands(aiming_with)))
owner << "<span class='warning'>You must keep hold of your weapon!</span>"
else if(owner.eye_blind)
owner << "<span class='warning'>You are blind and cannot see your target!</span>"

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@@ -108,10 +108,9 @@
. = ..()
if(istype(AM,/mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
attackby(H.l_hand,H)
else if((istype(H.r_hand,/obj/item/weapon/pickaxe)) && H.hand)
attackby(H.r_hand,H)
var/obj/item/weapon/pickaxe/P = H.get_inactive_hand()
if(istype(P))
src.attackby(P, H)
else if(istype(AM,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = AM

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@@ -1267,6 +1267,7 @@
#include "code\modules\mob\living\autohiss.dm"
#include "code\modules\mob\living\damage_procs.dm"
#include "code\modules\mob\living\default_language.dm"
#include "code\modules\mob\living\inventory.dm"
#include "code\modules\mob\living\life.dm"
#include "code\modules\mob\living\living.dm"
#include "code\modules\mob\living\living_defense.dm"