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https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-07-19 11:02:31 +01:00
Mob inventory cleanup
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+1
-119
@@ -195,21 +195,6 @@
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/mob/proc/show_inv(mob/user as mob)
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user.set_machine(src)
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var/dat = {"
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<B><HR><FONT size=3>[name]</FONT></B>
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<BR><HR>
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<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
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<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
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<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
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<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) : "")]
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<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
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<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
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<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
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<BR>"}
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user << browse(dat, text("window=mob[];size=325x500", name))
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onclose(user, "mob[name]")
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return
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//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()
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@@ -248,37 +233,6 @@
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/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
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if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
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if (!( L ))
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return null
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else
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return L.container
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else
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if (!( L ))
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L = new /obj/effect/list_container/mobl( null )
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L.container += src
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L.master = src
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if (istype(l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = l_hand
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if (!( L.container.Find(G.affecting) ))
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L.container += G.affecting
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if (G.affecting)
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G.affecting.ret_grab(L, 1)
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if (istype(r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = r_hand
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if (!( L.container.Find(G.affecting) ))
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L.container += G.affecting
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if (G.affecting)
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G.affecting.ret_grab(L, 1)
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if (!( flag ))
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if (L.master == src)
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var/list/temp = list( )
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temp += L.container
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//L = null
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qdel(L)
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return temp
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else
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return L.container
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return
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/mob/verb/mode()
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@@ -286,18 +240,6 @@
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set category = "Object"
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set src = usr
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if(istype(loc,/obj/mecha)) return
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if(hand)
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var/obj/item/W = l_hand
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if (W)
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W.attack_self(src)
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update_inv_l_hand()
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else
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var/obj/item/W = r_hand
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if (W)
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W.attack_self(src)
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update_inv_r_hand()
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return
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/*
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@@ -735,65 +677,6 @@
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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/mob/proc/update_canmove()
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if(!resting && cannot_stand() && can_stand_overridden())
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lying = 0
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canmove = 1
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else
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if(istype(buckled, /obj/vehicle))
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var/obj/vehicle/V = buckled
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if(cannot_stand())
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lying = 0
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canmove = 1
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pixel_y = V.mob_offset_y - 5
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else
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if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
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canmove = 1
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pixel_y = V.mob_offset_y
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else if(buckled)
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anchored = 1
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canmove = 0
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if(istype(buckled))
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if(buckled.buckle_lying != -1)
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lying = buckled.buckle_lying
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if(buckled.buckle_movable)
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anchored = 0
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canmove = 1
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else if(cannot_stand())
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lying = 1
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canmove = 0
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else if(stunned)
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canmove = 0
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else if(captured)
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anchored = 1
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canmove = 0
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lying = 0
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else
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lying = 0
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canmove = 1
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if(lying)
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density = 0
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if(l_hand) unEquip(l_hand)
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if(r_hand) unEquip(r_hand)
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else
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density = initial(density)
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for(var/obj/item/weapon/grab/G in grabbed_by)
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if(G.state >= GRAB_AGGRESSIVE)
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canmove = 0
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break
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//Temporarily moved here from the various life() procs
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//I'm fixing stuff incrementally so this will likely find a better home.
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//It just makes sense for now. ~Carn
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if( update_icon ) //forces a full overlay update
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update_icon = 0
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regenerate_icons()
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else if( lying != lying_prev )
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update_icons()
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return canmove
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@@ -1007,8 +890,7 @@ mob/proc/yank_out_object()
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R.adjustFireLoss(10)
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selection.forceMove(get_turf(src))
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if(!(U.l_hand && U.r_hand))
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U.put_in_hands(selection)
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U.put_in_hands(selection)
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for(var/obj/item/weapon/O in pinned)
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if(O == selection)
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