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* Adds the check components * Adds in trailing newlines * Converts all CRLF to LF * Post merge EOF * Post merge line endings * Final commit
81 lines
3.3 KiB
Plaintext
81 lines
3.3 KiB
Plaintext
/mob/living/carbon/human/key_down(_key, client/user)
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if(_key == "H")
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var/obj/item/clothing/accessory/holster/H = null
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if(istype(w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/S = w_uniform
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if(S.accessories.len)
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H = locate() in S.accessories
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if (!H)
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return
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if(!H.holstered)
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if(!istype(get_active_hand(), /obj/item/gun))
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to_chat(usr, "<span class='warning'>You need your gun equiped to holster it.</span>")
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return
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var/obj/item/gun/W = get_active_hand()
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H.holster(W, usr)
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else
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H.unholster(usr)
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if(client.keys_held["Shift"])
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switch(_key)
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if("E") // Put held thing in belt or take out most recent thing from belt
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quick_equip() // Implementing the storage component is going to take way too long
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// var/obj/item/thing = get_active_hand()
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// var/obj/item/equipped_belt = get_item_by_slot(slot_belt)
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// if(!equipped_belt) // We also let you equip a belt like this
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// if(!thing)
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// to_chat(user, "<span class='notice'>You have no belt to take something out of.</span>")
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// return
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// if(equip_to_slot_if_possible(thing, slot_belt))
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// update_inv_r_hand()
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// update_inv_l_hand()
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// return
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// if(!SEND_SIGNAL(equipped_belt, COMSIG_CONTAINS_STORAGE)) // not a storage item
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// if(!thing)
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// equipped_belt.attack_hand(src)
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// else
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// to_chat(user, "<span class='notice'>You can't fit anything in.</span>")
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// return
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// if(thing) // put thing in belt
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// if(!SEND_SIGNAL(equipped_belt, COMSIG_TRY_STORAGE_INSERT, thing, user.mob))
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// to_chat(user, "<span class='notice'>You can't fit anything in.</span>")
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// return
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// if(!equipped_belt.contents.len) // nothing to take out
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// to_chat(user, "<span class='notice'>There's nothing in your belt to take out.</span>")
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// return
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// var/obj/item/stored = equipped_belt.contents[equipped_belt.contents.len]
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// if(!stored || stored.on_found(src))
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// return
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// stored.attack_hand(src) // take out thing from belt
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// return
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/* if("B") // Put held thing in backpack or take out most recent thing from backpack
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var/obj/item/thing = get_active_hand()
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var/obj/item/equipped_back = get_item_by_slot(slot_back)
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if(!equipped_back) // We also let you equip a backpack like this
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if(!thing)
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to_chat(user, "<span class='notice'>You have no backpack to take something out of.</span>")
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return
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if(equip_to_slot_if_possible(thing, slot_back))
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update_inv_r_hand()
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update_inv_l_hand()
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return
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if(!SEND_SIGNAL(equipped_back, COMSIG_CONTAINS_STORAGE)) // not a storage item
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if(!thing)
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equipped_back.attack_hand(src)
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else
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to_chat(user, "<span class='notice'>You can't fit anything in.</span>")
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return
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if(thing) // put thing in backpack
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if(!SEND_SIGNAL(equipped_back, COMSIG_TRY_STORAGE_INSERT, thing, user.mob))
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to_chat(user, "<span class='notice'>You can't fit anything in.</span>")
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return
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if(!equipped_back.contents.len) // nothing to take out
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to_chat(user, "<span class='notice'>There's nothing in your backpack to take out.</span>")
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return
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var/obj/item/stored = equipped_back.contents[equipped_back.contents.len]
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if(!stored || stored.on_found(src))
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return
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stored.attack_hand(src) // take out thing from backpack
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return */
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return ..()
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