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Allows us to drop NODROP items if there is other way to get rid of them (#21080)
* adds proc to check if we can drop nodrop items * C:/Program Files/Git/obj/effect/proc_holder/spell/touch refactor, support for wizard spells, xeno spells and changeling shield * bug fixes, cleanup * moved to signals, added support for mime fingergun * fixed bugs * cleanup * same proc for removing weapon from active or any hand * changeling fast swap exist again * cleanup * fix runtime * signals cleanup * review update * Update code/datums/spells/mime.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/datums/spells/mime.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/datums/spells/touch_attacks.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * review updates * fixing bug --------- Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
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@@ -25,10 +25,6 @@
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to_chat(user, "<span class='noticealien'>You withdraw your [src].</span>")
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..()
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/obj/effect/proc_holder/spell/touch/alien_spell/cast(list/targets, mob/living/carbon/user)
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user.add_plasma(plasma_cost)
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..()
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/obj/effect/proc_holder/spell/touch/alien_spell/write_custom_logs(list/targets, mob/user)
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user.create_log(ATTACK_LOG, "Cast the spell [name]")
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@@ -99,17 +99,32 @@
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action_icon_state = "fingergun"
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action_background_icon_state = "bg_mime"
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var/gun = /obj/item/gun/projectile/revolver/fingergun
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var/obj/item/gun/projectile/revolver/fingergun/current_gun
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/obj/effect/proc_holder/spell/mime/fingergun/cast(list/targets, mob/user = usr)
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for(var/mob/living/carbon/human/C in targets)
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if(!istype(C.get_active_hand(), gun) && !istype(C.get_inactive_hand(), gun))
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if(!current_gun)
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to_chat(user, "<span class='notice'>You draw your fingers!</span>")
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current_gun = new gun(get_turf(user), src)
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C.drop_item()
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C.put_in_hands(new gun)
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C.put_in_hands(current_gun)
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RegisterSignal(C, COMSIG_MOB_WILLINGLY_DROP, PROC_REF(holster_hand))
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else
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to_chat(user, "<span class='notice'>Holster your fingers first.</span>")
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holster_hand(user, TRUE)
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revert_cast(user)
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/obj/effect/proc_holder/spell/mime/fingergun/Destroy()
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current_gun = null
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return ..()
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/obj/effect/proc_holder/spell/mime/fingergun/proc/holster_hand(atom/target, any=FALSE)
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SIGNAL_HANDLER
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if(!current_gun || !any && action.owner.get_active_hand() != current_gun)
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return
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to_chat(action.owner, "<span class='notice'>You holster your fingers. Another time perhaps...</span>")
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QDEL_NULL(current_gun)
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/obj/effect/proc_holder/spell/mime/fingergun/fake
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desc = "Pretend you're shooting bullets out of your fingers! 3 bullets available per cast. Use your fingers to holster them manually."
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gun = /obj/item/gun/projectile/revolver/fingergun/fake
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@@ -9,26 +9,14 @@
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/obj/effect/proc_holder/spell/touch/Click(mob/user = usr)
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if(attached_hand)
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qdel(attached_hand)
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cooldown_handler.revert_cast()
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attached_hand = null
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if(on_remove_message)
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to_chat(user, "<span class='notice'>You draw the power out of your hand.</span>")
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discharge_hand(user, TRUE)
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return FALSE
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..()
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charge_hand(user)
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/obj/effect/proc_holder/spell/touch/cast(list/targets, mob/user = usr)
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for(var/mob/living/carbon/target in targets)
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if(!attached_hand)
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if(!ChargeHand(target))
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return FALSE
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while(attached_hand) //hibernate untill the spell is actually used
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cooldown_handler.recharge_time++ // adds a tick onto the cooldown each tick
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sleep(1)
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/obj/effect/proc_holder/spell/touch/proc/ChargeHand(mob/living/carbon/user)
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/obj/effect/proc_holder/spell/touch/proc/charge_hand(mob/living/carbon/user)
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var/hand_handled = 1
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attached_hand = new hand_path(src)
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RegisterSignal(user, COMSIG_MOB_WILLINGLY_DROP, PROC_REF(discharge_hand))
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if(isalien(user))
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user.put_in_hands(attached_hand)
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return
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@@ -42,13 +30,23 @@
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hand_handled = 0
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if(!hand_handled)
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qdel(attached_hand)
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cooldown_handler.revert_cast()
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attached_hand = null
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to_chat(user, "<span class='warning'>Your hands are full!</span>")
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return 0
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to_chat(user, "<span class='notice'>You channel the power of the spell to your hand.</span>")
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return 1
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/obj/effect/proc_holder/spell/touch/proc/discharge_hand(atom/target, any = FALSE)
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SIGNAL_HANDLER
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var/mob/living/carbon/user = action.owner
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if(!istype(attached_hand))
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return
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if(!any && attached_hand != user.get_active_hand())
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return
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QDEL_NULL(attached_hand)
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if(on_remove_message)
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to_chat(user, "<span class='notice'>You draw the power out of your hand.</span>")
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/obj/effect/proc_holder/spell/touch/disintegrate
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name = "Disintegrate"
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