Files
Paradise/code/modules/mob/inventory.dm
elly1989@rocketmail.com f92bec2a22 Resolves issue 594 - You can no longer use Mech-drills/clamps/etc to interact with your hud items.
Fixed an old feature that diverted clicks on a hud inventory-slot (say, the place you put your bag) to the object in that slot (i.e. making it easier to click small items and also making it possible to remove things that have borked and turned invisible

Fixed admins being able to change their own rank via chgadlvl.

Insignificant tweaks to DblClick() just removed some useless bits near the top.

Known issues:
Can't put straight jackets on aliums anymore for some reason
Aliums can remove straight jackets from themselves.
Can still mecha-drill a few things you shouldn't be able to >_>

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4032 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-11 07:48:14 +00:00

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//These procs handle putting s tuff in your hand. It's probably best to use these rather than setting l_hand = ...etc
//as they handle all relevant stuff like adding it to the player's screen and updating their overlays.
//Returns the thing in our active hand
/mob/proc/get_active_hand()
if(hand) return l_hand
else return r_hand
//Returns the thing in our inactive hand
/mob/proc/get_inactive_hand()
if(hand) return r_hand
else return l_hand
//Puts the item into your l_hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_l_hand(var/obj/item/W)
if(lying) return 0
if(!istype(W)) return 0
if(!l_hand)
W.loc = src //TODO: move to equipped?
l_hand = W
W.layer = 20 //TODO: move to equipped?
// l_hand.screen_loc = ui_lhand
W.equipped(src,"l_hand")
if(client) client.screen |= W
update_inv_l_hand()
return 1
return 0
//Puts the item into your r_hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_r_hand(var/obj/item/W)
if(lying) return 0
if(!istype(W)) return 0
if(!r_hand)
W.loc = src
r_hand = W
W.layer = 20
// r_hand.screen_loc = ui_rhand
W.equipped(src,"r_hand")
if(client) client.screen |= W
update_inv_r_hand()
return 1
return 0
//Puts the item into our active hand if possible. returns 1 on success.
/mob/proc/put_in_active_hand(var/obj/item/W)
if(hand) return put_in_l_hand(W)
else return put_in_r_hand(W)
//Puts the item into our inactive hand if possible. returns 1 on success.
/mob/proc/put_in_inactive_hand(var/obj/item/W)
if(hand) return put_in_r_hand(W)
else return put_in_l_hand(W)
//Puts the item our active hand if possible. Failing that it tries our inactive hand. Returns 1 on success.
//If both fail it drops it on the floor and returns 0.
//This is probably the main one you need to know :)
/mob/proc/put_in_hands(var/obj/item/W)
if(!W) return 0
if(put_in_active_hand(W)) return 1
else if(put_in_inactive_hand(W)) return 1
else
W.loc = get_turf(src)
return 0
/mob/proc/drop_item_v() //this is dumb.
if(stat == CONSCIOUS && isturf(loc))
return drop_item()
return 0
/mob/proc/drop_from_inventory(var/obj/item/W)
if(W)
if(client) client.screen -= W
u_equip(W)
W.layer = initial(W.layer)
W.loc = loc
var/turf/T = get_turf(loc)
if(isturf(T))
T.Entered(W)
W.dropped(src)
update_icons()
return 1
return 0
//Drops the item in our left hand
/mob/proc/drop_l_hand(var/atom/Target)
if(l_hand)
if(client) client.screen -= l_hand
l_hand.layer = initial(l_hand.layer)
if(Target) l_hand.loc = Target.loc
else l_hand.loc = loc
var/turf/T = get_turf(loc)
if(isturf(T))
T.Entered(l_hand)
l_hand.dropped(src)
l_hand = null
update_inv_l_hand()
return 1
return 0
//Drops the item in our right hand
/mob/proc/drop_r_hand(var/atom/Target)
if(r_hand)
if(client) client.screen -= r_hand
r_hand.layer = initial(r_hand.layer)
if(Target) r_hand.loc = Target.loc
else r_hand.loc = loc
var/turf/T = get_turf(Target)
if(istype(T))
T.Entered(r_hand)
r_hand.dropped(src)
r_hand = null
update_inv_r_hand()
return 1
return 0
//Drops the item in our active hand.
/mob/proc/drop_item(var/atom/Target)
if(hand) return drop_l_hand(Target)
else return drop_r_hand(Target)
//TODO: phase out this proc
/mob/proc/before_take_item(var/obj/item/W) //TODO: what is this?
W.loc = null
W.layer = initial(W.layer)
u_equip(W)
update_icons()
return
/mob/proc/u_equip(W as obj)
if (W == r_hand)
r_hand = null
update_inv_r_hand()
else if (W == l_hand)
l_hand = null
update_inv_l_hand()
else if (W == handcuffed)
handcuffed = null
update_inv_handcuffed()
else if (W == back)
back = null
update_inv_back()
else if (W == wear_mask)
wear_mask = null
update_inv_wear_mask()
return
//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
/mob/proc/remove_from_mob(var/obj/O)
src.u_equip(O)
if (src.client)
src.client.screen -= O
O.layer = initial(O.layer)
O.screen_loc = null
return 1