mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-06 15:42:28 +00:00
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)
329 lines
8.8 KiB
Plaintext
329 lines
8.8 KiB
Plaintext
//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(issilicon(src))
|
|
if(isrobot(src))
|
|
if(src:module_active)
|
|
return src:module_active
|
|
else
|
|
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
|
|
|
|
// Because there's several different places it's stored.
|
|
/mob/proc/get_multitool(var/if_active=0)
|
|
return null
|
|
|
|
//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,slot_l_hand)
|
|
if(client) client.screen |= W
|
|
if(pulling == W) stop_pulling()
|
|
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,slot_r_hand)
|
|
if(client) client.screen |= W
|
|
if(pulling == W) stop_pulling()
|
|
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 :)
|
|
//Just puts stuff on the floor for most mobs, since all mobs have hands but putting stuff in the AI/corgi/ghost hand is VERY BAD.
|
|
/mob/proc/put_in_hands(obj/item/W)
|
|
W.loc = get_turf(src)
|
|
W.layer = initial(W.layer)
|
|
W.dropped()
|
|
|
|
/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)
|
|
if(!W) return 1 // self destroying objects (tk, grabs)
|
|
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/delay_clothing_u_equip(obj/item/clothing/X as obj) // Bone White - delays unequipping by parameter. Requires W to be /obj/item/clothing/
|
|
|
|
if(!istype(X)) return 0
|
|
|
|
if(X.equipping == 1) return 0 // Item is already being (un)equipped
|
|
|
|
var/tempX = usr.x
|
|
var/tempY = usr.y
|
|
usr << "\blue You start unequipping the [X]."
|
|
X.equipping = 1
|
|
var/equip_time = round(X.equip_time/10)
|
|
var/i
|
|
for(i=1; i<=equip_time; i++)
|
|
sleep (10) // Check if they've moved every 10 time units
|
|
if ((tempX != usr.x) || (tempY != usr.y))
|
|
src << "\red \The [X] is too fiddly to unequip whilst moving."
|
|
X.equipping = 0
|
|
return 0
|
|
u_equip(X)
|
|
usr << "\blue You have finished unequipping the [X]."
|
|
X.equipping = 0
|
|
|
|
/mob/proc/u_equip(W as obj)
|
|
if (W == r_hand)
|
|
r_hand = null
|
|
update_inv_r_hand(0)
|
|
else if (W == l_hand)
|
|
l_hand = null
|
|
update_inv_l_hand(0)
|
|
else if (W == back)
|
|
back = null
|
|
update_inv_back(0)
|
|
else if (W == wear_mask)
|
|
wear_mask = null
|
|
update_inv_wear_mask(0)
|
|
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
|
|
|
|
|
|
//Outdated but still in use apparently. This should at least be a human proc.
|
|
/mob/proc/get_equipped_items()
|
|
var/list/items = new/list()
|
|
|
|
if(hasvar(src,"back")) if(src:back) items += src:back
|
|
if(hasvar(src,"belt")) if(src:belt) items += src:belt
|
|
if(hasvar(src,"l_ear")) if(src:l_ear) items += src:l_ear
|
|
if(hasvar(src,"r_ear")) if(src:r_ear) items += src:r_ear
|
|
if(hasvar(src,"glasses")) if(src:glasses) items += src:glasses
|
|
if(hasvar(src,"gloves")) if(src:gloves) items += src:gloves
|
|
if(hasvar(src,"head")) if(src:head) items += src:head
|
|
if(hasvar(src,"shoes")) if(src:shoes) items += src:shoes
|
|
if(hasvar(src,"wear_id")) if(src:wear_id) items += src:wear_id
|
|
if(hasvar(src,"wear_mask")) if(src:wear_mask) items += src:wear_mask
|
|
if(hasvar(src,"wear_suit")) if(src:wear_suit) items += src:wear_suit
|
|
// if(hasvar(src,"w_radio")) if(src:w_radio) items += src:w_radio commenting this out since headsets go on your ears now PLEASE DON'T BE MAD KEELIN
|
|
if(hasvar(src,"w_uniform")) if(src:w_uniform) items += src:w_uniform
|
|
|
|
//if(hasvar(src,"l_hand")) if(src:l_hand) items += src:l_hand
|
|
//if(hasvar(src,"r_hand")) if(src:r_hand) items += src:r_hand
|
|
|
|
return items
|
|
|
|
/** BS12's proc to get the item in the active hand. Couldn't find the /tg/ equivalent. **/
|
|
/mob/proc/equipped()
|
|
if(issilicon(src))
|
|
if(isrobot(src))
|
|
if(src:module_active)
|
|
return src:module_active
|
|
else
|
|
if (hand)
|
|
return l_hand
|
|
else
|
|
return r_hand
|
|
return
|
|
|
|
/mob/living/carbon/human/proc/equip_if_possible(obj/item/W, slot, del_on_fail = 1) // since byond doesn't seem to have pointers, this seems like the best way to do this :/
|
|
//warning: icky code
|
|
var/equipped = 0
|
|
switch(slot)
|
|
if(slot_back)
|
|
if(!src.back)
|
|
src.back = W
|
|
equipped = 1
|
|
if(slot_wear_mask)
|
|
if(!src.wear_mask)
|
|
src.wear_mask = W
|
|
equipped = 1
|
|
if(slot_handcuffed)
|
|
if(!src.handcuffed)
|
|
src.handcuffed = W
|
|
equipped = 1
|
|
if(slot_l_hand)
|
|
if(!src.l_hand)
|
|
src.l_hand = W
|
|
equipped = 1
|
|
if(slot_r_hand)
|
|
if(!src.r_hand)
|
|
src.r_hand = W
|
|
equipped = 1
|
|
if(slot_belt)
|
|
if(!src.belt && src.w_uniform)
|
|
src.belt = W
|
|
equipped = 1
|
|
if(slot_wear_id)
|
|
if(!src.wear_id && src.w_uniform)
|
|
src.wear_id = W
|
|
equipped = 1
|
|
if(slot_wear_pda)
|
|
if(!src.wear_pda && src.w_uniform)
|
|
src.wear_pda = W
|
|
equipped = 1
|
|
if(slot_l_ear)
|
|
if(!src.l_ear)
|
|
src.l_ear = W
|
|
equipped = 1
|
|
if(slot_r_ear)
|
|
if(!src.r_ear)
|
|
src.r_ear = W
|
|
equipped = 1
|
|
if(slot_glasses)
|
|
if(!src.glasses)
|
|
src.glasses = W
|
|
equipped = 1
|
|
if(slot_gloves)
|
|
if(!src.gloves)
|
|
src.gloves = W
|
|
equipped = 1
|
|
if(slot_head)
|
|
if(!src.head)
|
|
src.head = W
|
|
equipped = 1
|
|
if(slot_shoes)
|
|
if(!src.shoes)
|
|
src.shoes = W
|
|
equipped = 1
|
|
if(slot_wear_suit)
|
|
if(!src.wear_suit)
|
|
src.wear_suit = W
|
|
equipped = 1
|
|
if(slot_w_uniform)
|
|
if(!src.w_uniform)
|
|
src.w_uniform = W
|
|
equipped = 1
|
|
if(slot_l_store)
|
|
if(!src.l_store && src.w_uniform)
|
|
src.l_store = W
|
|
equipped = 1
|
|
if(slot_r_store)
|
|
if(!src.r_store && src.w_uniform)
|
|
src.r_store = W
|
|
equipped = 1
|
|
if(slot_s_store)
|
|
if(!src.s_store && src.wear_suit)
|
|
src.s_store = W
|
|
equipped = 1
|
|
if(slot_in_backpack)
|
|
if (src.back && istype(src.back, /obj/item/weapon/storage/backpack))
|
|
var/obj/item/weapon/storage/backpack/B = src.back
|
|
if(B.contents.len < B.storage_slots && W.w_class <= B.max_w_class)
|
|
W.loc = B
|
|
equipped = 1
|
|
|
|
if(equipped)
|
|
W.layer = 20
|
|
if(src.back && W.loc != src.back)
|
|
W.loc = src
|
|
else
|
|
if (del_on_fail)
|
|
del(W)
|
|
return equipped
|
|
|