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Merge pull request #8247 from Cerebulon/throwmode
Throw Mode QoL Tweaks
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@@ -1,42 +1,47 @@
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/mob/living/carbon/human/verb/give(var/mob/living/carbon/target in living_mobs(1))
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/mob/living/verb/give(var/mob/living/target in living_mobs(1))
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set category = "IC"
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set name = "Give"
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// TODO : Change to incapacitated() on merge.
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if(src.stat || src.lying || src.resting || src.handcuffed)
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do_give(target)
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/mob/living/proc/do_give(var/mob/living/carbon/human/target)
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if(src.incapacitated())
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return
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if(!istype(target) || target.stat || target.lying || target.resting || target.handcuffed || target.client == null)
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if(!istype(target) || target.incapacitated() || target.client == null)
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return
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var/obj/item/I = src.get_active_hand()
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if(!I)
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I = src.get_inactive_hand()
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if(!I)
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to_chat(src, "<span class='warning'>You don't have anything in your hands to give to \the [target].</span>")
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to_chat(src, SPAN_WARNING("You don't have anything in your hands to give to \the [target]."))
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return
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usr.visible_message(SPAN_NOTICE("\The [usr] holds out \the [I] to \the [target]."), SPAN_NOTICE("You hold out \the [I] to \the [target], waiting for them to accept it."))
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if(alert(target,"[src] wants to give you \a [I]. Will you accept it?",,"No","Yes") == "No")
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target.visible_message("<span class='notice'>\The [src] tried to hand \the [I] to \the [target], \
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but \the [target] didn't want it.</span>")
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target.visible_message(SPAN_NOTICE("\The [src] tried to hand \the [I] to \the [target], \
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but \the [target] didn't want it."))
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return
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if(!I) return
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if(!Adjacent(target))
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to_chat(src, "<span class='warning'>You need to stay in reaching distance while giving an object.</span>")
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to_chat(target, "<span class='warning'>\The [src] moved too far away.</span>")
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to_chat(src, SPAN_WARNING("You need to stay in reaching distance while giving an object"))
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to_chat(target, SPAN_WARNING("\The [src] moved too far away."))
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return
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if(I.loc != src || !src.item_is_in_hands(I))
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to_chat(src, "<span class='warning'>You need to keep the item in your hands.</span>")
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to_chat(target, "<span class='warning'>\The [src] seems to have given up on passing \the [I] to you.</span>")
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to_chat(src, SPAN_WARNING("You need to keep the item in your hands."))
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to_chat(target, SPAN_WARNING("\The [src] seems to have given up on passing \the [I] to you."))
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return
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if(target.hands_are_full())
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to_chat(target, "<span class='warning'>Your hands are full.</span>")
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to_chat(src, "<span class='warning'>Their hands are full.</span>")
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to_chat(target, SPAN_WARNING("Your hands are full."))
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to_chat(src, SPAN_WARNING("Their hands are full."))
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return
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if(src.unEquip(I))
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target.put_in_hands(I) // If this fails it will just end up on the floor, but that's fitting for things like dionaea.
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target.visible_message("<span class='notice'>\The [src] handed \the [I] to \the [target].</span>")
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target.visible_message(SPAN_NOTICE("\The [src] handed \the [I] to \the [target]"))
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@@ -839,9 +839,9 @@
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if(lying)
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density = 0
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if(l_hand)
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if(l_hand)
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unEquip(l_hand)
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if(r_hand)
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if(r_hand)
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unEquip(r_hand)
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for(var/obj/item/weapon/holder/holder in get_mob_riding_slots())
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unEquip(holder)
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@@ -984,14 +984,13 @@
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swap_hand()
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/mob/living/throw_item(atom/target)
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src.throw_mode_off()
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if(usr.stat || !target)
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return
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if(target.type == /obj/screen) return
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if(incapacitated() || !target || istype(target, /obj/screen))
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return FALSE
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var/atom/movable/item = src.get_active_hand()
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if(!item) return
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if(!item)
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return FALSE
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var/throw_range = item.throw_range
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if (istype(item, /obj/item/weapon/grab))
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@@ -1011,10 +1010,32 @@
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if((N.health + N.halloss) < config.health_threshold_crit || N.stat == DEAD)
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N.adjustBruteLoss(rand(10,30))
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src.drop_from_inventory(G)
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return TRUE
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else
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return FALSE
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src.drop_from_inventory(item)
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if(!item || !isturf(item.loc))
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return
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if(!item)
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return FALSE //Grab processing has a chance of returning null
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if(a_intent == I_HELP && Adjacent(target) && isitem(item))
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var/obj/item/I = item
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(H.in_throw_mode && H.a_intent == I_HELP && unEquip(I))
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H.put_in_hands(I) // If this fails it will just end up on the floor, but that's fitting for things like dionaea.
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visible_message("<b>[src]</b> hands \the [H] \a [I].", SPAN_NOTICE("You give \the [target] \a [I]."))
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else
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to_chat(src, SPAN_NOTICE("You offer \the [I] to \the [target]."))
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do_give(H)
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return TRUE
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make_item_drop_sound(I)
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I.forceMove(get_turf(target))
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return TRUE
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drop_from_inventory(item)
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if(!item || QDELETED(item))
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return TRUE //It may not have thrown, but it sure as hell left your hand successfully.
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//actually throw it!
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src.visible_message("<span class='warning'>[src] has thrown [item].</span>")
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@@ -1035,6 +1056,7 @@
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item.throw_at(target, throw_range, item.throw_speed, src)
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return TRUE
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/mob/living/get_sound_env(var/pressure_factor)
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if (hallucination)
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@@ -1111,7 +1111,7 @@
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//Throwing stuff
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/mob/proc/throw_item(atom/target)
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return
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return FALSE
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/mob/proc/will_show_tooltip()
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if(alpha <= EFFECTIVE_INVIS)
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