Files
Paradise/code/game/objects/items/storage/storage_base.dm
2025-10-01 14:49:32 +00:00

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// To clarify:
// For use_to_pickup and allow_quick_gather functionality,
// see item/attackby() (/game/objects/items.dm, params)
// Do not remove this functionality without good reason, cough reagent_containers cough.
// -Sayu
/obj/item/storage
name = "storage"
icon = 'icons/obj/storage.dmi'
flags_2 = BLOCKS_LIGHT_2
/// No message on putting items in.
var/silent = FALSE
/// List of objects which this item can store (if set, it can't store anything else)
var/list/can_hold = list()
/// List of objects that can be stored, regardless of w_class
var/list/w_class_override = list()
/// List of objects which this item can't store (in effect only if can_hold isn't set)
var/list/cant_hold = list()
/// List of objects which this item overrides the cant_hold list (used to negate cant_hold on specific items. Ex: Allowing Smuggler's Satchels (subtype of backpack) to be stored inside bags of holding.)
var/list/cant_hold_override = list()
/// Max size of objects that this object can store (in effect only if can_hold isn't set)
var/max_w_class = WEIGHT_CLASS_SMALL
/// The sum of the w_classes of all the items in this storage item.
var/max_combined_w_class = 14
/// The number of storage slots in this container.
var/storage_slots = 7
var/atom/movable/screen/storage/boxes = null
var/atom/movable/screen/close/closer = null
/// Set this to make it possible to use this item in an inverse way, so you can have the item in your hand and click items on the floor to pick them up.
var/use_to_pickup = FALSE
/// Set this to make the storage item group contents of the same type and display them as a number.
var/display_contents_with_number
/// Set this variable to allow the object to have the 'empty' verb, which dumps all the contents on the floor.
var/allow_quick_empty
/// Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile.
var/allow_quick_gather
/// Pick up one item at a time or everything on the tile
var/pickup_all_on_tile = TRUE
/// Sound played when used. `null` for no sound.
var/use_sound = "rustle"
/// What kind of [/obj/item/stack] can this be folded into. (e.g. Boxes and cardboard)
var/foldable = null
/// How much of the stack item do you get.
var/foldable_amt = 0
/// Lazy list of mobs which are currently viewing the storage inventory.
var/list/mobs_viewing
// Allow storage items of the same size to be put inside
var/allow_same_size = FALSE
/obj/item/storage/Initialize(mapload)
. = ..()
can_hold = typecacheof(can_hold)
cant_hold = typecacheof(cant_hold) - typecacheof(cant_hold_override)
populate_contents()
boxes = new /atom/movable/screen/storage()
boxes.name = "storage"
boxes.master = src
boxes.icon_state = "block"
boxes.screen_loc = "7,7 to 10,8"
boxes.layer = HUD_LAYER
boxes.plane = HUD_PLANE
closer = new /atom/movable/screen/close()
closer.master = src
closer.icon_state = "backpack_close"
closer.layer = ABOVE_HUD_LAYER
closer.plane = ABOVE_HUD_PLANE
orient2hud()
ADD_TRAIT(src, TRAIT_ADJACENCY_TRANSPARENT, ROUNDSTART_TRAIT)
RegisterSignal(src, COMSIG_ATOM_EXITED, PROC_REF(on_atom_exited))
/obj/item/storage/Destroy()
for(var/obj/O in contents)
O.mouse_opacity = initial(O.mouse_opacity)
QDEL_NULL(boxes)
QDEL_NULL(closer)
LAZYCLEARLIST(mobs_viewing)
return ..()
/obj/item/storage/examine(mob/user)
. = ..()
if(allow_quick_empty)
. += "<span class='notice'>You can use [src] in hand to empty it's entire contents.</span>"
if(allow_quick_gather)
. += "<span class='notice'>You can <b>Alt-Shift-Click</b> [src] to switch it's gathering method.</span>"
/obj/item/storage/forceMove(atom/destination)
. = ..()
if(!ismob(destination.loc))
for(var/mob/player in mobs_viewing)
if(player == destination)
continue
hide_from(player)
/obj/item/storage/proc/removal_allowed_check(mob/user)
return TRUE
/obj/item/storage/proc/dump_storage(mob/user, obj/item/storage/target)
if(!length(contents) || user.restrained() || (HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)) || !user.can_reach(target) || src == target)
return
for(var/obj/item/thing in contents)
if(!target.can_be_inserted(thing))
continue
if(!do_after(user, 0.3 SECONDS, target = user))
break
playsound(loc, "rustle", 50, TRUE, -5)
target.handle_item_insertion(thing, user)
/obj/item/storage/MouseDrop(obj/over_object, src_location, over_location, src_control, over_control, params)
if(!ismob(usr)) //so monkeys can take off their backpacks -- Urist
return
var/mob/M = usr
if(ismecha(M.loc) || M.incapacitated(FALSE, TRUE)) // Stops inventory actions in a mech as well as while being incapacitated
return
if(over_object == M && Adjacent(M)) // this must come before the screen objects only block
if(M.s_active)
M.s_active.close(M)
open(M)
return
if(isstorage(over_object))
var/obj/item/storage = over_object
if(!storage.in_storage)
dump_storage(M, over_object)
return
else if(ismodcontrol(over_object))
var/obj/item/mod/control/mod = over_object
dump_storage(M, mod.bag)
return
if((istype(over_object, /obj/structure/table) || isfloorturf(over_object)) && length(contents) \
&& loc == M && !M.stat && !M.restrained() && !HAS_TRAIT(M, TRAIT_HANDS_BLOCKED) && over_object.Adjacent(M) && !istype(src, /obj/item/storage/lockbox)) // Worlds longest `if()`
var/turf/T = get_turf(over_object)
if(!removal_allowed_check(M))
return
if(isfloorturf(over_object))
if(get_turf(M) != T)
return // Can only empty containers onto the floor under you
if(tgui_alert(M, "Empty [src] onto [T]?", "Confirm", list("Yes", "No")) != "Yes")
return
if(!(M && over_object && length(contents) && loc == M && !M.stat && !M.restrained() && !HAS_TRAIT(M, TRAIT_HANDS_BLOCKED) && get_turf(M) == T))
return // Something happened while the player was thinking
hide_from(M)
M.face_atom(over_object)
M.visible_message("<span class='notice'>[M] empties [src] onto [over_object].</span>",
"<span class='notice'>You empty [src] onto [over_object].</span>")
var/list/params_list = params2list(params)
var/x_offset = text2num(params_list["icon-x"]) - 16
var/y_offset = text2num(params_list["icon-y"]) - 16
for(var/obj/item/I in contents)
remove_from_storage(I, T)
I.scatter_atom(x_offset, y_offset)
update_icon() // For content-sensitive icons
return
if(!is_screen_atom(over_object))
return ..()
if(!(loc == M) || (loc && loc.loc == M))
return
if(!M.restrained() && !M.stat)
switch(over_object.name)
if("r_hand")
if(!M.has_right_hand() || !M.unequip(src))
return
M.put_in_r_hand(src)
if("l_hand")
if(!M.has_left_hand() || !M.unequip(src))
return
M.put_in_l_hand(src)
add_fingerprint(usr)
return
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if(usr.s_active)
usr.s_active.close(usr)
open(usr)
/obj/item/storage/AltClick(mob/user)
if(ishuman(user) && Adjacent(user) && !user.incapacitated(FALSE, TRUE))
if(attached_bits.len > 0)
..()
open(user)
add_fingerprint(user)
else if(isobserver(user))
show_to(user)
/**
* Loops through any nested containers inside `src`, and returns a list of everything inside them.
*
* Currently checks for storage containers, gifts containing storage containers, and folders.
*/
/obj/item/storage/proc/return_inv()
var/list/L = list()
L += contents // Inventory of the main storage item
for(var/obj/item/storage/S in src) // Inventory of nested storage items
L += S.return_inv()
for(var/obj/item/gift/G in src)
L += G.gift
if(isstorage(G.gift)) // If the gift contains a storage item
var/obj/item/storage/S = G.gift
L += S.return_inv()
for(var/obj/item/folder/F in src)
L += F.contents
return L
/**
* Shows `user` the contents of `src`, and activates any mouse trap style triggers.
*/
/obj/item/storage/proc/show_to(mob/user)
if(!user.client)
return
if(user.s_active != src && !isobserver(user))
for(var/obj/item/I in src)
if(I.on_found(user)) // For mouse traps and such
return // If something triggered, don't open the UI
orient2hud(user) // this only needs to happen to make .contents show properly as screen objects.
if(user.s_active)
user.s_active.hide_from(user) // If there's already an interface open, close it.
user.client.screen |= boxes
user.client.screen |= closer
user.client.screen |= contents
user.s_active = src
LAZYDISTINCTADD(mobs_viewing, user)
/**
* Hides the current container interface from `user`.
*/
/obj/item/storage/proc/hide_from(mob/user)
LAZYREMOVE(mobs_viewing, user) // Remove clientless mobs too
if(!user.client)
return
user.client.screen -= boxes
user.client.screen -= closer
user.client.screen -= contents
if(user.s_active == src)
user.s_active = null
/**
* Hides the current container interface from all viewers.
*/
/obj/item/storage/proc/hide_from_all()
for(var/mob/M in mobs_viewing)
hide_from(M)
/**
* Checks all mobs currently viewing the storage inventory, and hides it if they shouldn't be able to see it.
*/
/obj/item/storage/proc/update_viewers()
for(var/_M in mobs_viewing)
var/mob/M = _M
if(!QDELETED(M) && M.s_active == src && Adjacent(M))
continue
hide_from(M)
for(var/obj/item/storage/child in src)
child.update_viewers()
/obj/item/storage/Moved(atom/oldloc, dir, forced = FALSE)
. = ..()
update_viewers()
/obj/item/storage/proc/open(mob/user)
if(isobserver(user))
show_to(user)
return
if(use_sound && isliving(user))
playsound(loc, use_sound, 50, TRUE, -5)
if(user.s_active)
user.s_active.close(user)
show_to(user)
/obj/item/storage/proc/close(mob/user)
hide_from(user)
user.s_active = null
/**
* Draws the inventory and places the items on it using custom positions.
*
* `tx` and `ty` are the upper left tile.
* `mx` and `my` are the bottom right tile.
*
* The numbers are calculated from the bottom left, with the bottom left being `1,1`.
*/
/obj/item/storage/proc/orient_objs(tx, ty, mx, my)
var/cx = tx
var/cy = ty
boxes.screen_loc = "[tx],[ty] to [mx],[my]"
for(var/obj/O in contents)
O.screen_loc = "[cx],[cy]"
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
cx++
if(cx > mx)
cx = tx
cy--
closer.screen_loc = "[mx + 1],[my]"
//This proc draws out the inventory and places the items on it. It uses the standard position.
/obj/item/storage/proc/standard_orient_objs(rows, cols, list/datum/numbered_display/display_contents)
var/cx = 4
var/cy = 2 + rows
boxes.screen_loc = "4:16,2:16 to [4 + cols]:16,[2 + rows]:16"
if(display_contents_with_number)
for(var/datum/numbered_display/ND in display_contents)
ND.sample_object.mouse_opacity = MOUSE_OPACITY_OPAQUE
ND.sample_object.screen_loc = "[cx]:16,[cy]:16"
ND.sample_object.maptext = "<font color='white' face='Small Fonts'>[(ND.number > 1) ? "[ND.number]" : ""]</font>"
ND.sample_object.layer = ABOVE_HUD_LAYER
ND.sample_object.plane = ABOVE_HUD_PLANE
cx++
if(cx > (4 + cols))
cx = 4
cy--
else
for(var/obj/O in contents)
O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.screen_loc = "[cx]:16,[cy]:16"
O.maptext = ""
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
cx++
if(cx > (4 + cols))
cx = 4
cy--
closer.screen_loc = "[4 + cols + 1]:16,2:16"
/datum/numbered_display
var/obj/item/sample_object
var/number
/datum/numbered_display/New(obj/item/sample)
if(!istype(sample))
qdel(src)
return
sample_object = sample
number = 1
//This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing.
/obj/item/storage/proc/orient2hud(mob/user)
var/adjusted_contents = length(contents)
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_contents_with_number)
for(var/obj/O in contents)
O.layer = initial(O.layer)
O.plane = initial(O.plane)
numbered_contents = list()
adjusted_contents = 0
for(var/obj/item/I in contents)
var/found = FALSE
for(var/datum/numbered_display/ND in numbered_contents)
if(ND.sample_object.should_stack_with(I))
ND.number++
found = TRUE
break
if(!found)
adjusted_contents++
numbered_contents += new/datum/numbered_display(I)
var/row_num = 0
var/col_count = min(7, storage_slots) - 1
if(adjusted_contents > 7)
row_num = round((adjusted_contents - 1) / 7) // 7 is the maximum allowed width.
standard_orient_objs(row_num, col_count, numbered_contents)
/**
* Checks whether `I` can be inserted into the container.
*
* Returns `TRUE` if it can, and `FALSE` if it can't.
* Arguments:
* * obj/item/I - The item to insert
* * stop_messages - Don't display a warning message if the item can't be inserted
*/
/obj/item/storage/proc/can_be_inserted(obj/item/I, stop_messages = FALSE)
if(!istype(I) || (I.flags & ABSTRACT)) // Not an item
return
if(loc == I)
return FALSE //Means the item is already in the storage item
if(!I.can_enter_storage(src, usr))
return FALSE
if(length(contents) >= storage_slots)
if(!stop_messages)
to_chat(usr, "<span class='warning'>[I] won't fit in [src], make some space!</span>")
return FALSE //Storage item is full
if(length(can_hold))
if(!is_type_in_typecache(I, can_hold))
if(!stop_messages)
to_chat(usr, "<span class='warning'>[src] cannot hold [I].</span>")
return FALSE
if(is_type_in_typecache(I, cant_hold)) //Check for specific items which this container can't hold.
if(!stop_messages)
to_chat(usr, "<span class='warning'>[src] cannot hold [I].</span>")
return FALSE
if(length(cant_hold) && isstorage(I)) //Checks nested storage contents for restricted objects, we don't want people sneaking the NAD in via boxes now, do we?
var/obj/item/storage/S = I
for(var/obj/A in S.return_inv())
if(is_type_in_typecache(A, cant_hold))
if(!stop_messages)
to_chat(usr, "<span class='warning'>[src] rejects [I] because of its contents.</span>")
return FALSE
if(I.w_class > max_w_class)
if(length(w_class_override))
if(is_type_in_list(I, w_class_override))
return TRUE
else
if(!stop_messages)
to_chat(usr, "<span class='warning'>[I] is too big for [src].</span>")
return FALSE
else
if(!stop_messages)
to_chat(usr, "<span class='warning'>[I] is too big for [src].</span>")
return FALSE
var/sum_w_class = I.w_class
for(var/obj/item/item in contents)
sum_w_class += item.w_class //Adds up the combined w_classes which will be in the storage item if the item is added to it.
if(sum_w_class > max_combined_w_class)
if(!stop_messages)
to_chat(usr, "<span class='warning'>[src] is full, make some space.</span>")
return FALSE
if(I.w_class >= w_class && isstorage(I))
if(!allow_same_size) //BoHs should be able to hold backpacks again. The override for putting a BoH in a BoH is in backpack.dm.
if(!stop_messages)
to_chat(usr, "<span class='warning'>[src] cannot hold [I] as it's a storage item of the same size.</span>")
return FALSE //To prevent the stacking of same sized storage items.
if(I.flags & NODROP) //SHOULD be handled in unEquip, but better safe than sorry.
to_chat(usr, "<span class='warning'>[I] is stuck to your hand, you can't put it in [src]</span>")
return FALSE
return TRUE
/**
* Handles items being inserted into a storage container.
*
* This doesn't perform any checks of whether an item can be inserted. That's done by [/obj/item/storage/proc/can_be_inserted]
* Arguments:
* * obj/item/I - The item to be inserted
* * mob/user - The mob performing the insertion
* * prevent_warning - Stop the insertion message being displayed. Intended for cases when you are inserting multiple items at once.
*/
/obj/item/storage/proc/handle_item_insertion(obj/item/I, mob/user, prevent_warning = FALSE)
if(!istype(I))
return FALSE
if(user)
if(!Adjacent(user) && !isnewplayer(user))
return FALSE
if(!user.unequip(I))
return FALSE
user.update_icons() //update our overlays
if(QDELING(I))
return FALSE
if(silent || HAS_TRAIT(I, TRAIT_SILENT_INSERTION))
prevent_warning = TRUE
I.forceMove(src)
if(QDELING(I))
return FALSE
I.on_enter_storage(src)
for(var/_M in mobs_viewing)
var/mob/M = _M
if((M.s_active == src) && M.client)
M.client.screen += I
if(user)
if(user.client && user.s_active != src)
user.client.screen -= I
if(length(user.observers))
for(var/mob/observer in user.observers)
if(observer.client && observer.s_active != src)
observer.client.screen -= I
I.dropped(user, TRUE)
if(user)
add_fingerprint(user)
if(!prevent_warning)
// the item's user will always get a notification
to_chat(user, "<span class='notice'>You put [I] into [src].</span>")
// if the item less than normal sized, only people within 1 tile get the message, otherwise, everybody in view gets it
if(I.w_class < WEIGHT_CLASS_NORMAL)
for(var/mob/M in orange(1, user))
if(in_range(M, user))
M.show_message("<span class='notice'>[user] puts [I] into [src].</span>")
else
// restrict player list to include only those in view
for(var/mob/M in oviewers(7, user))
M.show_message("<span class='notice'>[user] puts [I] into [src].</span>")
orient2hud(user)
if(user)
if(user.s_active)
user.s_active.show_to(user)
I.mouse_opacity = MOUSE_OPACITY_OPAQUE //So you can click on the area around the item to equip it, instead of having to pixel hunt
I.in_inventory = TRUE
update_icon()
return TRUE
/obj/item/storage/proc/on_atom_exited(datum/source, atom/exited, direction)
return remove_from_storage(exited, exited.loc)
/**
* Handles the removal of an item from a storage container.
*
* Arguments:
* * obj/item/I - The item to be removed
* * atom/new_location - The location to send the item to.
*/
/obj/item/storage/proc/remove_from_storage(obj/item/I, atom/new_location)
if(!istype(I))
return FALSE
for(var/_M in mobs_viewing)
var/mob/M = _M
if((M.s_active == src) && M.client)
M.client.screen -= I
if(new_location)
if(ismob(loc))
I.dropped(usr, TRUE)
if(ismob(new_location))
I.layer = ABOVE_HUD_LAYER
I.plane = ABOVE_HUD_PLANE
else
I.layer = initial(I.layer)
I.plane = initial(I.plane)
I.forceMove(new_location)
else
I.forceMove(get_turf(src))
if(usr)
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
if(I.maptext)
I.maptext = ""
I.on_exit_storage(src)
I.mouse_opacity = initial(I.mouse_opacity)
update_icon()
return TRUE
/obj/item/storage/deconstruct(disassembled = TRUE)
var/drop_loc = loc
if(ismob(loc))
drop_loc = get_turf(src)
for(var/obj/item/I in contents)
remove_from_storage(I, drop_loc)
qdel(src)
//This proc is called when you want to place an item into the storage item.
/obj/item/storage/attackby__legacy__attackchain(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/hand_labeler))
var/obj/item/hand_labeler/labeler = I
if(labeler.mode)
return FALSE
if(user.a_intent != INTENT_HELP && issimulatedturf(loc)) // Stops you from putting your baton in the storage on accident
return FALSE
. = TRUE //no afterattack
if(isrobot(user))
return //Robots can't interact with storage items.
if(!can_be_inserted(I))
if(length(contents) >= storage_slots) //don't use items on the backpack if they don't fit
return TRUE
return FALSE
handle_item_insertion(I, user)
/obj/item/storage/attack_hand(mob/user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.get_active_hand())
if(H.l_store == src) //Prevents opening if it's in a pocket.
H.put_in_hands(src)
H.l_store = null
return
if(H.r_store == src)
H.put_in_hands(src)
H.r_store = null
return
orient2hud(user)
if(loc == user)
if(user.s_active)
user.s_active.close(user)
open(user)
else
..()
add_fingerprint(user)
/obj/item/storage/equipped(mob/user, slot, initial)
. = ..()
update_viewers()
/obj/item/storage/attack_ghost(mob/user)
if(isobserver(user))
// Revenants don't get to play with the toys.
show_to(user)
return ..()
/obj/item/storage/AltShiftClick(mob/living/carbon/human/user)
pickup_all_on_tile = !pickup_all_on_tile
switch(pickup_all_on_tile)
if(TRUE)
to_chat(usr, "[src] now picks up all items in a tile at once.")
if(FALSE)
to_chat(usr, "[src] now picks up one item at a time.")
/obj/item/storage/proc/drop_inventory(user)
var/turf/T = get_turf(src)
hide_from(user)
for(var/obj/item/I in contents)
if(I & attached_bits)
continue
remove_from_storage(I, T)
I.scatter_atom()
CHECK_TICK
/**
* Populates the container with items
*
* Override with whatever you want to put in the container
*/
/obj/item/storage/proc/populate_contents()
return // Override
/obj/item/storage/emp_act(severity)
..()
for(var/I in contents)
var/atom/A = I
A.emp_act(severity)
/obj/item/storage/hear_talk(mob/living/M, list/message_pieces)
..()
for(var/obj/O in contents)
O.hear_talk(M, message_pieces)
/obj/item/storage/hear_message(mob/living/M, msg)
..()
for(var/obj/O in contents)
O.hear_message(M, msg)
/obj/item/storage/attack_self__legacy__attackchain(mob/user)
//Clicking on itself will empty it, if allow_quick_empty is TRUE
if(allow_quick_empty && user.is_in_active_hand(src))
drop_inventory(user)
else if(foldable)
fold(user)
/obj/item/storage/proc/fold(mob/user)
if(length(contents))
to_chat(user, "<span class='warning'>You can't fold this [name] with items still inside!</span>")
return
if(!ispath(foldable))
return
var/found = FALSE
for(var/mob/M in range(1))
if(M.s_active == src) // Close any open UI windows first
close(M)
if(M == user)
found = TRUE
if(!found) // User is too far away
return
to_chat(user, "<span class='notice'>You fold [src] flat.</span>")
var/obj/item/stack/I = new foldable(get_turf(src), foldable_amt)
user.put_in_hands(I)
qdel(src)
/**
* Returns the storage depth of an atom up to the area level.
*
* The storage depth is the number of storage items the atom is contained in.
* Returns `-1` if the atom was not found in a container.
*/
/atom/proc/storage_depth(atom/container)
var/depth = 0
var/atom/cur_atom = src
while(cur_atom && !(cur_atom in container.contents))
if(isarea(cur_atom))
return -1
if(isstorage(cur_atom.loc))
depth++
cur_atom = cur_atom.loc
if(!cur_atom)
return -1 //inside something with a null loc.
return depth
/**
* Like [/atom/proc/storage_depth], but returns the depth to the nearest turf.
*
* Returns `-1` if there's no top level turf. (A loc was null somewhere, or a non-turf atom's loc was an area somehow.)
*/
/atom/proc/storage_depth_turf()
var/depth = 0
var/atom/cur_atom = src
while(cur_atom && !isturf(cur_atom))
if(isarea(cur_atom))
return -1
if(isstorage(cur_atom.loc))
depth++
cur_atom = cur_atom.loc
if(!cur_atom)
return -1 //inside something with a null loc.
return depth
/obj/item/storage/serialize()
var/data = ..()
var/list/content_list = list()
data["content"] = content_list
data["slots"] = storage_slots
data["max_w_class"] = max_w_class
data["max_c_w_class"] = max_combined_w_class
for(var/thing in contents)
var/atom/movable/AM = thing
// This code does not watch out for infinite loops
// But then again a tesseract would destroy the server anyways
// Also I wish I could just insert a list instead of it reading it the wrong way
content_list.len++
content_list[length(content_list)] = AM.serialize()
return data
/obj/item/storage/deserialize(list/data)
if(isnum(data["slots"]))
storage_slots = data["slots"]
if(isnum(data["max_w_class"]))
max_w_class = data["max_w_class"]
if(isnum(data["max_c_w_class"]))
max_combined_w_class = data["max_c_w_class"]
for(var/thing in contents)
qdel(thing) // out with the old
for(var/thing in data["content"])
if(islist(thing))
list_to_object(thing, src)
else if(thing == null)
stack_trace("Null entry found in storage/deserialize.")
else
stack_trace("Non-list thing found in storage/deserialize (Thing: [thing])")
..()
/obj/item/storage/AllowDrop()
return TRUE
/obj/item/storage/ex_act(severity)
for(var/atom/A in contents)
A.ex_act(severity)
CHECK_TICK
..()
/obj/item/storage/proc/can_items_stack(obj/item/item_1, obj/item/item_2)
if(!item_1 || !item_2)
return
return item_1.type == item_2.type && item_1.name == item_2.name
/obj/item/storage/proc/swap_items(obj/item/item_1, obj/item/item_2, mob/user = null)
if(!(item_1.loc == src && item_2.loc == src))
return
var/index_1 = contents.Find(item_1)
var/index_2 = contents.Find(item_2)
var/list/new_contents = contents.Copy()
new_contents.Swap(index_1, index_2)
contents = new_contents
if(user && user.s_active == src)
orient2hud(user)
show_to(user)