mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-07-12 16:52:52 +01:00
@@ -78,13 +78,13 @@ var/list/slot_equipment_priority = list( \
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if(istype(src.back,/obj/item/weapon/storage))
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var/obj/item/weapon/storage/backpack = src.back
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if(backpack.contents.len < backpack.storage_slots)
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newitem.loc = src.back
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newitem.forceMove(src.back)
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return 1
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// Try to place it in any item that can store stuff, on the mob.
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for(var/obj/item/weapon/storage/S in src.contents)
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if (S.contents.len < S.storage_slots)
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newitem.loc = S
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newitem.forceMove(S)
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return 1
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return 0
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@@ -106,7 +106,7 @@ var/list/slot_equipment_priority = list( \
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if(lying) return 0
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if(!istype(W)) return 0
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if(!l_hand)
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W.loc = src //TODO: move to equipped?
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W.forceMove(src) //TODO: move to equipped?
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l_hand = W
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W.layer = 20 //TODO: move to equipped?
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// l_hand.screen_loc = ui_lhand
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@@ -122,7 +122,7 @@ var/list/slot_equipment_priority = list( \
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if(lying) return 0
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if(!istype(W)) return 0
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if(!r_hand)
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W.loc = src
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W.forceMove(src)
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r_hand = W
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W.layer = 20
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// r_hand.screen_loc = ui_rhand
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@@ -157,7 +157,7 @@ var/list/slot_equipment_priority = list( \
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update_inv_r_hand()
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return 1
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else
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W.loc = get_turf(src)
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W.forceMove(get_turf(src))
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W.layer = initial(W.layer)
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W.dropped()
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return 0
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@@ -245,7 +245,7 @@ var/list/slot_equipment_priority = list( \
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O.screen_loc = null
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if(istype(O, /obj/item))
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var/obj/item/I = O
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I.loc = src.loc
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I.forceMove(src.loc)
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I.dropped(src)
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return 1
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@@ -87,8 +87,8 @@ default behaviour is:
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if((tmob.mob_always_swap || (tmob.a_intent == I_HELP || tmob.restrained()) && (a_intent == I_HELP || src.restrained())) && tmob.canmove && canmove && !dense && can_move_mob(tmob, 1, 0)) // mutual brohugs all around!
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var/turf/oldloc = loc
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loc = tmob.loc
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tmob.loc = oldloc
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forceMove(tmob.loc)
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tmob.forceMove(oldloc)
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now_pushing = 0
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for(var/mob/living/carbon/slime/slime in view(1,tmob))
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if(slime.Victim == tmob)
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@@ -606,7 +606,7 @@ default behaviour is:
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src << "<span class='warning'>You wriggle out of [M]'s grip!</span>"
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else if(istype(H.loc,/obj/item))
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src << "<span class='warning'>You struggle free of [H.loc].</span>"
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H.loc = get_turf(H)
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H.forceMove(get_turf(H))
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if(istype(M))
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for(var/atom/A in M.contents)
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@@ -940,7 +940,7 @@ mob/proc/yank_out_object()
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var/mob/living/carbon/human/human_user = U
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human_user.bloody_hands(H)
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selection.loc = get_turf(src)
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selection.forceMove(get_turf(src))
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if(!(U.l_hand && U.r_hand))
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U.put_in_hands(selection)
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@@ -165,7 +165,7 @@
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if(!mob.control_object) return
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mob.control_object.dir = direct
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else
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mob.control_object.loc = get_step(mob.control_object,direct)
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mob.control_object.forceMove(get_step(mob.control_object,direct))
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return
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@@ -373,7 +373,7 @@
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mob << "<span class='warning'>You cannot get past holy grounds while you are in this plane of existence!</span>"
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return
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else
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mob.loc = get_step(mob, direct)
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mob.forceMove(get_step(mob, direct))
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mob.dir = direct
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if(2)
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if(prob(50))
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@@ -402,7 +402,7 @@
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return
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else
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return
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mob.loc = locate(locx,locy,mobloc.z)
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mob.forceMove(locate(locx,locy,mobloc.z))
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spawn(0)
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var/limit = 2//For only two trailing shadows.
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for(var/turf/T in getline(mobloc, mob.loc))
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@@ -413,7 +413,7 @@
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else
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spawn(0)
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anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,mob.dir)
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mob.loc = get_step(mob, direct)
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mob.forceMove(get_step(mob, direct))
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mob.dir = direct
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// Crossed is always a bit iffy
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for(var/obj/S in mob.loc)
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