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//Helper object for picking dionaea (and other creatures) up.
/obj/item/holder
name = "holder"
desc = "You shouldn't ever see this."
icon = 'icons/system/blank_32x32.dmi'
icon_state = ""
SET_APPEARANCE_FLAGS(KEEP_TOGETHER | PIXEL_SCALE | TILE_BOUND)
slot_flags = SLOT_HEAD | SLOT_HOLSTER
show_messages = 1
origin_tech = null
inhand_default_type = INHAND_DEFAULT_ICON_HOLDERS
worn_render_flags = WORN_RENDER_SLOT_ALLOW_DEFAULT
pixel_y = 8
throw_range = 14
throw_force = 10
throw_speed = 3
var/static/list/holder_mob_icon_cache = list()
var/mob/living/held_mob
/obj/item/holder/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/holder/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/holder/process(delta_time)
update_state()
drop_items()
/obj/item/holder/dropped(mob/user, flags, atom/newLoc)
. = ..()
if(!(flags & INV_OP_DELETING))
update_state()
/obj/item/holder/examine(mob/user, dist)
return held_mob?.examine(user) || list("WARNING WARNING: No held_mob on examine. REPORT THIS TO A CODER.")
/obj/item/holder/proc/update_state()
if(!(contents.len))
qdel(src)
else if(isturf(loc))
drop_items()
if(held_mob)
held_mob.forceMove(loc)
held_mob = null
qdel(src)
/obj/item/holder/proc/drop_items()
for(var/atom/movable/M in contents)
if(M == held_mob)
continue
M.forceMove(get_turf(src))
/obj/item/holder/onDropInto(var/atom/movable/AM)
if(ismob(loc)) // Bypass our holding mob and drop directly to its loc
return loc.loc
return ..()
/obj/item/holder/GetID()
for(var/mob/M in contents)
var/obj/item/I = M.GetIdCard()
if(I)
return I
return null
/obj/item/holder/GetAccess()
var/obj/item/I = GetID()
return I ? I.GetAccess() : ..()
/obj/item/holder/proc/sync(mob/living/M)
dir = SOUTH
cut_overlays()
// appearance clone their ass
var/mutable_appearance/MA = new
MA.appearance = M
MA.plane = FLOAT_PLANE
MA.layer = FLOAT_LAYER
MA.dir = SOUTH
add_overlay(MA)
name = M.name
desc = M.desc
item_state = held_mob.icon_state
update_worn_icon()
/obj/item/holder/contents_resist(mob/escapee)
var/mob/M = loc
if(istype(M))
M.drop_item_to_ground(src, INV_OP_FORCE)
to_chat(M, SPAN_WARNING("\The [escapee] wriggles out of your grip!"))
to_chat(escapee, SPAN_WARNING("You wiggle out of [M]'s grip!"))
else if(istype(loc, /obj/item/clothing/accessory/holster))
var/obj/item/clothing/accessory/holster/holster = loc
if(holster.holstered == src)
holster.clear_holster()
to_chat(escapee, SPAN_WARNING("You extricate yourself from [holster]."))
escapee.forceMove(get_turf(escapee))
else if(isitem(loc))
to_chat(escapee, SPAN_WARNING("You struggle free of [loc]."))
escapee.forceMove(get_turf(escapee))
else if(istype(loc, /atom/movable/storage_indirection) && loc.loc) //Second type how an item can have storage
to_chat(escapee, SPAN_WARNING("You struggle free of [loc.loc]."))
escapee.forceMove(get_turf(escapee))
/obj/item/holder/can_equip(mob/M, slot, mob/user, flags)
if(M == held_mob)
return FALSE
return ..()
//? throws completely pass to the mob
/obj/item/holder/throw_resolve_actual(mob/user)
return held_mob
/obj/item/holder/throw_resolve_override(atom/movable/resolved, mob/user)
held_mob.forceMove(user.drop_location())
held_mob = null
return TRUE
/obj/item/holder/throw_resolve_finalize(atom/movable/resolved, mob/user)
qdel(src)
//Mob specific holders.
/obj/item/holder/diona
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
slot_flags = SLOT_HEAD | SLOT_OCLOTHING | SLOT_HOLSTER
/obj/item/holder/drone
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
/obj/item/holder/pai
origin_tech = list(TECH_DATA = 2)
/obj/item/holder/holosphere_shell
origin_tech = list(TECH_DATA = 2) // you monster.
// apply mouse holder behaviour (see mouse.dm) so we can pat them in-hand
/obj/item/holder/holosphere_shell/attack_self(mob/user, datum/event_args/actor/actor)
. = ..()
if(.)
return
for(var/mob/living/simple_mob/M in src.contents)
if((INTENT_HELP) && user.canClick())
user.setClickCooldownLegacy(user.get_attack_speed_legacy())
user.visible_message("<span class='notice'>[user] [M.response_help] \the [M].</span>")
/obj/item/holder/holosphere_shell/relaymove(var/mob/user, var/direction)
if(!CHECK_MOBILITY(user, MOBILITY_CAN_MOVE))
return
var/obj/item/hardsuit/hardsuit = src.get_hardsuit()
if(istype(hardsuit))
hardsuit.forced_move(direction, user)
/obj/item/holder/mouse
w_class = WEIGHT_CLASS_TINY
/obj/item/holder/sandsifter
w_class = WEIGHT_CLASS_TINY
origin_tech = list(TECH_BIO = 3)
/obj/item/holder/borer
origin_tech = list(TECH_BIO = 6)
/obj/item/holder/leech
color = "#003366"
origin_tech = list(TECH_BIO = 5, TECH_PHORON = 2)
/obj/item/holder/fish
attack_verb = list("fished", "disrespected", "smacked", "smackereled")
attack_sound = 'sound/effects/slime_squish.ogg'
slot_flags = SLOT_HOLSTER
origin_tech = list(TECH_BIO = 3)
/obj/item/holder/fish/afterattack(atom/target, mob/user, clickchain_flags, list/params)
if(!target)
return
if(!(clickchain_flags & CLICKCHAIN_HAS_PROXIMITY))
return
if(isliving(target))
var/mob/living/L = target
if(prob(10))
L.afflict_stun(20 * 2)
/obj/item/holder/protoblob
clothing_flags = ALLOWINTERNALS
slot_flags = SLOT_HEAD | SLOT_OCLOTHING | SLOT_HOLSTER | SLOT_ICLOTHING | SLOT_ID | SLOT_MASK | SLOT_GLOVES | SLOT_BACK | SLOT_BELT | SLOT_FEET | SLOT_EARS | SLOT_EYES
w_class = WEIGHT_CLASS_TINY
suit_storage_class_allow = SUIT_STORAGE_CLASS_SOFTWEAR | SUIT_STORAGE_CLASS_HARDWEAR
//Roach Types
/obj/item/holder/roach
w_class = WEIGHT_CLASS_TINY
/obj/item/holder/roachling
w_class = WEIGHT_CLASS_TINY
/obj/item/holder/panzer
w_class = WEIGHT_CLASS_TINY
/obj/item/holder/jager
w_class = WEIGHT_CLASS_TINY
/obj/item/holder/seuche
w_class = WEIGHT_CLASS_TINY
/obj/item/holder/fuhrer
w_class = WEIGHT_CLASS_TINY
/obj/item/holder/attackby(obj/item/W as obj, mob/user as mob)
for(var/mob/M in src.contents)
M.attackby(W,user)
//Mob procs and vars for scooping up
/mob/living/var/holder_type
/mob/living/OnMouseDropLegacy(var/atom/over_object)
var/mob/living/carbon/human/H = over_object
if((usr == over_object || usr == src) && holder_type && issmall(src) && istype(H) && !H.lying && Adjacent(H) && (src.a_intent == INTENT_HELP && H.a_intent == INTENT_HELP))
if(!issmall(H) || !istype(src, /mob/living/carbon/human))
get_scooped(H, (usr == src))
return
return ..()
/mob/living/proc/get_scooped(var/mob/living/carbon/grabber, var/self_grab)
if(!holder_type || buckled) // || pinned.len)
return
if(self_grab)
if(src.incapacitated()) return
else
if(grabber.incapacitated()) return
var/obj/item/holder/H = new holder_type(get_turf(src))
H.held_mob = src
src.forceMove(H)
grabber.put_in_hands(H)
if(self_grab)
to_chat(grabber, "<span class='notice'>\The [src] clambers onto you!</span>")
to_chat(src, "<span class='notice'>You climb up onto \the [grabber]!</span>")
grabber.equip_to_slot_if_possible(H, SLOT_ID_BACK, INV_OP_SILENT)
else
to_chat(grabber, "<span class='notice'>You scoop up \the [src]!</span>")
to_chat(src, "<span class='notice'>\The [grabber] scoops you up!</span>")
H.sync(src)
return H
/obj/item/holder/human
icon = 'icons/mob/holder_complex.dmi'
var/list/generate_for_slots = list(SLOT_ID_LEFT_HAND, SLOT_ID_RIGHT_HAND, SLOT_ID_BACK)
var/list/holder_slot_icons = list()
slot_flags = SLOT_BACK
/obj/item/holder/human/sync(var/mob/living/M)
// Generate appropriate on-mob icons.
var/mob/living/carbon/human/owner = M
if(istype(owner) && owner.species)
var/skin_colour = rgb(owner.r_skin, owner.g_skin, owner.b_skin)
var/hair_colour = rgb(owner.r_hair, owner.g_hair, owner.b_hair)
var/eye_colour = rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes)
var/species_name = bodytype_to_string(owner.species.default_bodytype)
for(var/cache_entry in generate_for_slots)
var/cache_key = "[owner.species]-[cache_entry]-[skin_colour]-[hair_colour]"
if(!holder_mob_icon_cache[cache_key])
var/render_key = resolve_inventory_slot_render_key(cache_entry)
// Generate individual icons.
var/icon/mob_icon = icon(icon, "[species_name]_holder_[render_key]_base")
mob_icon.Blend(skin_colour, ICON_ADD)
var/icon/hair_icon = icon(icon, "[species_name]_holder_[render_key]_hair")
hair_icon.Blend(hair_colour, ICON_ADD)
var/icon/eyes_icon = icon(icon, "[species_name]_holder_[render_key]_eyes")
eyes_icon.Blend(eye_colour, ICON_ADD)
// Blend them together.
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
mob_icon.Blend(hair_icon, ICON_OVERLAY)
// Add to the cache.
holder_mob_icon_cache[cache_key] = mob_icon
holder_slot_icons[cache_entry] = holder_mob_icon_cache[cache_key]
return ..()
/obj/item/holder/human/resolve_worn_assets(mob/M, datum/inventory_slot/slot_meta, inhands, bodytype)
var/list/generated = list()
generated.len = WORN_DATA_LIST_SIZE
generated[WORN_DATA_ICON] = holder_slot_icons[slot_meta.id]
generated[WORN_DATA_LAYER] = slot_meta.resolve_default_layer(bodytype, M, src)
generated[WORN_DATA_SIZE_X] = generated[WORN_DATA_SIZE_Y] = 32
generated[WORN_DATA_STATE] = "" // automatically gen'd
return generated