//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) del(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,\ slot_wear_id,\ slot_w_uniform,\ slot_wear_suit,\ slot_wear_mask,\ slot_head,\ slot_shoes,\ slot_gloves,\ slot_l_ear,\ slot_r_ear,\ slot_glasses,\ slot_belt,\ slot_s_store,\ slot_tie,\ slot_l_store,\ slot_r_store\ ) //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 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. //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) if(lying) return 0 if(!istype(W)) return 0 if(!l_hand) W.loc = src //TODO: move to equipped? l_hand = W W.layer = 20 //TODO: move to equipped? // l_hand.screen_loc = ui_lhand W.equipped(src,slot_l_hand) if(client) client.screen |= W if(pulling == W) stop_pulling() update_inv_l_hand() return 1 return 0 //Puts the item into your r_hand if possible and calls all necessary triggers/updates. returns 1 on success. /mob/proc/put_in_r_hand(var/obj/item/W) if(lying) return 0 if(!istype(W)) return 0 if(!r_hand) W.loc = src r_hand = W W.layer = 20 // r_hand.screen_loc = ui_rhand W.equipped(src,slot_r_hand) if(client) client.screen |= W if(pulling == W) stop_pulling() update_inv_r_hand() return 1 return 0 //Puts the item into our active hand if possible. returns 1 on success. /mob/proc/put_in_active_hand(var/obj/item/W) if(hand) return put_in_l_hand(W) else return put_in_r_hand(W) //Puts the item into our inactive hand if possible. returns 1 on success. /mob/proc/put_in_inactive_hand(var/obj/item/W) if(hand) return put_in_r_hand(W) else return put_in_l_hand(W) //Puts the item our active hand if possible. Failing that it tries our inactive hand. Returns 1 on success. //If both fail it drops it on the floor and returns 0. //This is probably the main one you need to know :) /mob/proc/put_in_hands(var/obj/item/W) if(!W) return 0 if(put_in_active_hand(W)) update_inv_l_hand() update_inv_r_hand() return 1 else if(put_in_inactive_hand(W)) update_inv_l_hand() update_inv_r_hand() return 1 else W.loc = get_turf(src) W.layer = initial(W.layer) W.dropped() return 0 // 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) if(W) if(!Target) Target = loc remove_from_mob(W) if(!W) return 1 // self destroying objects (tk, grabs) W.forceMove(Target) update_icons() return 1 return 0 //Drops the item in our left hand /mob/proc/drop_l_hand(var/atom/Target) return drop_from_inventory(l_hand, Target) //Drops the item in our right hand /mob/proc/drop_r_hand(var/atom/Target) return drop_from_inventory(r_hand, Target) //Drops the item in our active hand. /mob/proc/drop_item(var/atom/Target) if(hand) return drop_l_hand(Target) else return drop_r_hand(Target) //Removes the object from any slots the mob might have, calling the appropriate icon update proc. //Does nothing else. //DO NOT CALL THIS PROC DIRECTLY. It is meant to be called only by other inventory procs. //As far as I can tell the proc exists so that mobs with different inventory slots can override //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 //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. if(!I) //If there's nothing to drop, the drop is automatically successful. return 1 if(!I.canremove && !force) return 0 remove_from_mob(I) return 1 //Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob. /mob/proc/remove_from_mob(var/obj/O) src.u_equip(O) if (src.client) src.client.screen -= O O.layer = initial(O.layer) O.screen_loc = null if(istype(O, /obj/item)) var/obj/item/I = O I.dropped() return 1 //Outdated but still in use apparently. This should at least be a human proc. /mob/proc/get_equipped_items() var/list/items = new/list() if(hasvar(src,"back")) if(src:back) items += src:back if(hasvar(src,"belt")) if(src:belt) items += src:belt if(hasvar(src,"l_ear")) if(src:l_ear) items += src:l_ear if(hasvar(src,"r_ear")) if(src:r_ear) items += src:r_ear if(hasvar(src,"glasses")) if(src:glasses) items += src:glasses if(hasvar(src,"gloves")) if(src:gloves) items += src:gloves if(hasvar(src,"head")) if(src:head) items += src:head if(hasvar(src,"shoes")) if(src:shoes) items += src:shoes if(hasvar(src,"wear_id")) if(src:wear_id) items += src:wear_id if(hasvar(src,"wear_mask")) if(src:wear_mask) items += src:wear_mask if(hasvar(src,"wear_suit")) if(src:wear_suit) items += src:wear_suit // if(hasvar(src,"w_radio")) if(src:w_radio) items += src:w_radio commenting this out since headsets go on your ears now PLEASE DON'T BE MAD KEELIN if(hasvar(src,"w_uniform")) if(src:w_uniform) items += src:w_uniform //if(hasvar(src,"l_hand")) if(src:l_hand) items += src:l_hand //if(hasvar(src,"r_hand")) if(src:r_hand) items += src:r_hand return items