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Rigid suit equip delay rework
now uses a couple of new procs, allowing for per-suit tweaking of time. You now cannot equip eva helms without first attaching them to the suit (target head use helmet on suit)
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@@ -1,10 +1,13 @@
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/obj/item/clothing
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name = "clothing"
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var/list/species_restricted = null //Only these species can wear this kit.
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var/equip_time = 0
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var/equipping = 0
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var/rig_restrict_helmet = 0 // Stops the user from equipping a rig helmet without attaching it to the suit first.
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//BS12: Species-restricted clothing check.
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/obj/item/clothing/mob_can_equip(M as mob, slot)
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/*
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(istype(src, /obj/item/clothing/head/helmet/space/rig)) // If the item to be equipped is a rigid suit helmet
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@@ -39,7 +42,7 @@
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H << "\red \The [src] is too fiddly to fasten whilst moving. \..."
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return 0
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M << "\blue You have finished fastening the [src]'s seals."
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*/
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//if we can equip the item anyway, don't bother with species_restricted (aslo cuts down on spam)
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if (!..())
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return 0
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@@ -57,7 +57,7 @@
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
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icon_state = "rig0-engineering"
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item_state = "eng_helm"
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var/equip_time = 60 // Bone White - time to equip/unequip. see /obj/item/attack_hand (items.dm) and /obj/item/clothing/mob_can_equip (clothing.dm)
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rig_restrict_helmet = 1
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armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
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allowed = list(/obj/item/device/flashlight)
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var/brightness_on = 4 //luminosity when on
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@@ -103,7 +103,7 @@
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desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
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icon_state = "rig-engineering"
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item_state = "eng_hardsuit"
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var/equip_time = 100 // Bone White - time to equip/unequip. see /obj/item/attack_hand (items.dm) and /obj/item/clothing/mob_can_equip (clothing.dm)
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equip_time = 100 // Bone White - time to equip/unequip. see /obj/item/attack_hand (items.dm) and /obj/item/clothing/mob_can_equip (clothing.dm)
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slowdown = 4
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armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
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@@ -138,14 +138,6 @@
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if(hand) return drop_l_hand(Target)
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else return drop_r_hand(Target)
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//TODO: phase out this proc
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/mob/proc/before_take_item(var/obj/item/W) //TODO: what is this?
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W.loc = null
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@@ -154,6 +146,27 @@
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update_icons()
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return
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/mob/proc/delay_clothing_u_equip(obj/item/clothing/X as obj) // Bone White - delays unequipping by parameter. Requires W to be /obj/item/clothing/
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if(!istype(X)) return 0
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if(X.equipping == 1) return 0 // Item is already being (un)equipped
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var/tempX = usr.x
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var/tempY = usr.y
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usr << "\blue You start unequipping the [X]."
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X.equipping = 1
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var/equip_time = round(X.equip_time/10)
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var/i
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for(i=1; i<=equip_time; i++)
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sleep (10) // Check if they've moved every 10 time units
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if ((tempX != usr.x) || (tempY != usr.y))
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src << "\red \The [X] is too fiddly to unequip whilst moving."
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X.equipping = 0
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return 0
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u_equip(X)
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usr << "\blue You have finished unequipping the [X]."
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X.equipping = 0
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/mob/proc/u_equip(W as obj)
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if (W == r_hand)
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+35
-1
@@ -105,8 +105,19 @@
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/mob/proc/attack_ui(slot)
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var/obj/item/W = get_active_hand()
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//if(istype(W))
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// equip_to_slot_if_possible(W, slot)
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if(istype(W))
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equip_to_slot_if_possible(W, slot)
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if(W:rig_restrict_helmet)
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src << "\red You must fasten the helmet to a hardsuit first. (Target the head)" // Stop eva helms equipping.
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else
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if(W:equip_time > 0)
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delay_clothing_equip_to_slot_if_possible(W, slot)
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else
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equip_to_slot_if_possible(W, slot)
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if(ishuman(src) && W == src:head)
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src:update_hair()
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@@ -117,6 +128,29 @@
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return 1
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return 0
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//This is a SAFE proc. Use this instead of equip_to_splot()!
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/mob/proc/delay_clothing_equip_to_slot_if_possible(obj/item/clothing/X as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1, delay_time = 0)
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if(!istype(X)) return 0
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if(X.equipping == 1) return 0 // Item is already being equipped
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var/tempX = usr.x
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var/tempY = usr.y
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usr << "\blue You start equipping the [X]."
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X.equipping = 1
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var/equip_time = round(X.equip_time/10)
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var/i
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for(i=1; i<=equip_time; i++)
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sleep (10) // Check if they've moved every 10 time units
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if ((tempX != usr.x) || (tempY != usr.y))
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src << "\red \The [X] is too fiddly to fasten whilst moving."
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X.equipping = 0
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return 0
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equip_to_slot_if_possible(X, slot)
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usr << "\blue You have finished equipping the [X]."
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X.equipping = 0
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//This is a SAFE proc. Use this instead of equip_to_splot()!
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//set del_on_fail to have it delete W if it fails to equip
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//set disable_warning to disable the 'you are unable to equip that' warning.
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