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Code-wide changes: /mob -level procs: equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does. equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob) equip_to_appropriate_slot() is now a /mob - level proc. equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose. New /obj/item -level proc: /obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0) This proc can be used to determine whehter a mob can pick up an item from the item's side. Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
129 lines
3.1 KiB
Plaintext
129 lines
3.1 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/tk_grab
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name = "Telekinetic Grab"
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desc = "Magic"
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icon = 'icons/obj/magic.dmi'//Needs sprites
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icon_state = "2"
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flags = USEDELAY
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//item_state = null
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w_class = 10.0
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layer = 20
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var/last_throw = 0
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var/obj/focus = null
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var/mob/living/host = null
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dropped(mob/user as mob)
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del(src)
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return
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//stops TK grabs being equipped anywhere but into hands
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equipped(var/mob/user, var/slot)
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if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return
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del(src)
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return
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/*
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attack_self(mob/user as mob)
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if(!istype(focus,/obj/item)) return
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if(!check_path()) return//No clear path
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user.put_in_hands(focus)
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add_fingerprint(user)
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user.update_inv_l_hand(0)
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user.update_inv_r_hand()
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spawn(0)
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del(src)
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return
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*/
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)//TODO: go over this
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if(!target || !user) return
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if(last_throw+3 > world.time) return
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if(!host)
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del(src)
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return
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if(!(TK in host.mutations))
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del(src)
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return
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if(isobj(target))
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if(!target.loc || !isturf(target.loc))
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del(src)
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return
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if(!focus)
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focus_object(target, user)
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return
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var/focusturf = get_turf(focus)
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if(get_dist(focusturf, target) <= 1 && !istype(target, /turf))
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target.attackby(focus, user, user:get_organ_target())
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else if(get_dist(focusturf, target) <= 16)
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apply_focus_overlay()
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focus.throw_at(target, 10, 1)
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last_throw = world.time
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return
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proc/focus_object(var/obj/target, var/mob/living/user)
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if(!istype(target,/obj)) return//Cant throw non objects atm might let it do mobs later
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if(target.anchored)
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target.attack_hand(user) // you can use shit now!
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return//No throwing anchored things
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if(!isturf(target.loc))
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return
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focus = target
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update_icon()
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apply_focus_overlay()
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return
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proc/apply_focus_overlay()
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if(!focus) return
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var/obj/effect/overlay/O = new /obj/effect/overlay(locate(focus.x,focus.y,focus.z))
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O.name = "sparkles"
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O.anchored = 1
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O.density = 0
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O.layer = FLY_LAYER
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O.dir = pick(cardinal)
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O.icon = 'icons/effects/effects.dmi'
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O.icon_state = "nothing"
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flick("empdisable",O)
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spawn(5)
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del(O)
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return
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update_icon()
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overlays = null
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if(focus && focus.icon && focus.icon_state)
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overlays += icon(focus.icon,focus.icon_state)
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return
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/*Not quite done likely needs to use something thats not get_step_to
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proc/check_path()
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var/turf/ref = get_turf(src.loc)
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var/turf/target = get_turf(focus.loc)
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if(!ref || !target) return 0
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var/distance = get_dist(ref, target)
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if(distance >= 10) return 0
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for(var/i = 1 to distance)
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ref = get_step_to(ref, target, 0)
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if(ref != target) return 0
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return 1
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*/
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//equip_to_slot_or_del(obj/item/W, slot, del_on_fail = 1)
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/*
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if(istype(user, /mob/living/carbon))
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if(user:mutations & TK && get_dist(source, user) <= 7)
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if(user:get_active_hand()) return 0
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var/X = source:x
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var/Y = source:y
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var/Z = source:z
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*/
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