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https://github.com/PolarisSS13/Polaris.git
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Runtime fixes for:
runtime error: Cannot modify null.layer. proc name: done (/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human) src: the human (/obj/effect/equip_e/human) call stack: the human (/obj/effect/equip_e/human): done() the human (/obj/effect/equip_e/human): process() runtime error: Cannot execute null.use(). proc name: attackby (/obj/structure/barricade/wooden/attackby) usr: Jeffery Long (/mob/living/carbon/human) src: the wooden barricade (/obj/structure/barricade/wooden) call stack: the wooden barricade (/obj/structure/barricade/wooden): attackby(null, Jeffery Long (/mob/living/carbon/human)) the wooden barricade (/obj/structure/barricade/wooden): DblClick(the floor (159,129,1) (/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...") Rewrote wielded weapons to be their own weapon subclass. There was no point having a var/wielded var/twohanded var/force_unwielded var/force_wielded for every damn item when there is only 1 wield-able weapon anyway. All the wield-able stuff is now in twohanded.dm Changed the adminhelpsound to some creative commons sound I pinched. Until somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW. All PMs trigger the adminhelp sound. That means when you OM a player they get the sound, if a admin is PMed they only hear it if their adminhelp sounds are enabled. This should allow people to get eachother's attention when t he chat is busy. Fixed some bad code with poddoors (which is used for the shutters in QM) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3435 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -13,11 +13,11 @@
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if (usr.client && usr.client.muted_complete)
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return
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for (var/mob/M in world)
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if (M.client && M.client.holder)
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if(M.client.sound_adminhelp)
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M << 'adminhelp.ogg'
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M << "\blue <b><font color=red>HELP: </font>[key_name(src, M)] (<A HREF='?src=\ref[M.client.holder];adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?src=\ref[M.client.holder];adminplayervars=\ref[src]'>VV</A>) (<A HREF='?src=\ref[M.client.holder];adminplayersubtlemessage=\ref[src]'>SM</A>) (<A HREF='?src=\ref[M.client.holder];adminplayerobservejump=\ref[src]'>JMP</A>) (<A HREF='?src=\ref[M.client.holder];secretsadmin=check_antagonist'>CA</A>):</b> [msg]"
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for (var/client/X)
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if (X.holder)
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if(X.sound_adminhelp)
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X << 'adminhelp.ogg'
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X << "\blue <b><font color=red>HELP: </font>[key_name(src, X)] (<A HREF='?src=\ref[X.holder];adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?src=\ref[X.holder];adminplayervars=\ref[src]'>VV</A>) (<A HREF='?src=\ref[X.holder];adminplayersubtlemessage=\ref[src]'>SM</A>) (<A HREF='?src=\ref[X.holder];adminplayerobservejump=\ref[src]'>JMP</A>) (<A HREF='?src=\ref[X.holder];secretsadmin=check_antagonist'>CA</A>):</b> [msg]"
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usr << "Your message has been broadcast to administrators."
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log_admin("HELP: [key_name(src)]: [msg]")
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@@ -521,8 +521,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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W.registered = M.real_name
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M.equip_if_possible(W, M.slot_wear_id)
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var/obj/item/weapon/fireaxe/fire_axe = new(M)
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fire_axe.name = "Fire Axe (Unwielded)"
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var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
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M.equip_if_possible(fire_axe, M.slot_r_hand)
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if("masked killer")
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@@ -537,8 +536,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_store)
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M.equip_if_possible(new /obj/item/weapon/scalpel(M), M.slot_r_store)
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var/obj/item/weapon/fireaxe/fire_axe = new(M)
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fire_axe.name = "Fire Axe (Unwielded)"
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var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
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M.equip_if_possible(fire_axe, M.slot_r_hand)
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for(var/obj/item/carried_item in M.contents)
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@@ -128,34 +128,49 @@
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//get message text, limit it's length.and clean/escape html
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var/t = input("Message:", "Private message to [C.key]") as text|null
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if (!t || !C) return
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if(!t) return
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if(!C)
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src << "\red Error: Admin PM: Client not found."
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if( !holder || !(holder.rank in list("Game Admin", "Game Master")) ) //clean the message if it's not sent by a GA or GM
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t = sanitize(copytext(t,1,500))
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if(!t) return
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if(holder) //an Admin sent the message
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if(!C.holder) C << "<font color='red' size='4'><b>-- Administrator private message --</b></font>" //only do LOUD PMs if the target isn't an admin. Hence making admin-to-admin PMs less annoying
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C << "<font color='red'>Admin PM from-<b>[key_name(src, C, 0)]</b>:</font> [t]"
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if(!C.holder) C << "<font color='red'><i>Click on the administrator's name to reply.</i></font>"
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src << "<font color='blue'>Admin PM to-<b>[key_name(C, src, 1)]</b>:</font> [t]"
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else //a non-Admin sent the message
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if(C.holder)
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src << "<font color='blue'>Reply PM to-<b>[key_name(C, src, 0)]</b>:</font> [t]"
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C << "<font color='red'>Reply PM from-<b>[key_name(src, C, 0)]</b>:</font> [t]"
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else
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src << "<font class='red'>Error: PM: Non-admin to non-admin PM communication is forbidden</font>"
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if(C.holder)
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if(holder) //both are admins
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C << "<font color='red'>Admin PM from-<b>[key_name(src, C, 1)]</b>: [t]</font>"
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src << "<font color='blue'>Admin PM to-<b>[key_name(C, src, 1)]</b>: [t]</font>"
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else //recipient is an admin but sender is not
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C << "<font color='red'>Reply PM from-<b>[key_name(src, C, 1)]</b>: [t]</font>"
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src << "<font color='blue'>Reply PM to-<b>[key_name(C, src, 0)]</b>: [t]</font>"
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//play the recieving admin the adminhelp sound (if they have them enabled)
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if(C.sound_adminhelp)
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C << 'adminhelp.ogg'
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else
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if(holder) //sender is an admin but recipient is not. Do BIG RED TEXT
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C << "<font color='red' size='4'><b>-- Administrator private message --</b></font>"
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C << "<font color='red'>Admin PM from-<b>[key_name(src, C, 0)]</b>: [t]</font>"
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C << "<font color='red'><i>Click on the administrator's name to reply.</i></font>"
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src << "<font color='blue'>Admin PM to-<b>[key_name(C, src, 1)]</b>: [t]</font>"
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//always play non-admin recipients the adminhelp sound
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C << 'adminhelp.ogg'
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else //neither are admins
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src << "<font class='red'>Error: Admin PM: Non-admin to non-admin PM communication is forbidden.</font>"
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return
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log_admin("PM: [key_name(src)]->[key_name(C)]: [t]")
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//we don't use message_admins here because the sender/receiver might get it too
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for(var/client/X) //there are fewer clients than mobs
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if(X.holder && X.key!=usr.key && X.key!=C.key) //check client/X is an admin and isn't the sender or recipient
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var/mob/K = X.mob //get X's mob
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if(K)
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K << "<B><font color='blue'>PM: [key_name(src, K)]->[key_name(C, K)]:</B> \blue [t]</font>" //inform X
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if(X.holder && X.key!=key && X.key!=C.key) //check client/X is an admin and isn't the sender or recipient
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X << "<B><font color='blue'>PM: [key_name(src, X, 0)]->[key_name(C, X, 0)]:</B> \blue [t]</font>" //inform X
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/client/proc/cmd_admin_godmode(mob/M as mob in world)
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set category = "Special Verbs"
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@@ -756,7 +756,7 @@ In all, this is a lot like the monkey code. /N
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<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? text("[]", r_hand) : "Nothing")]</A>
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<BR><B>Head:</B> <A href='?src=\ref[src];item=head'>[(head ? text("[]", head) : "Nothing")]</A>
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<BR><B>(Exo)Suit:</B> <A href='?src=\ref[src];item=suit'>[(wear_suit ? text("[]", wear_suit) : "Nothing")]</A>
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pouches</A>
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<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
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<BR>"}
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user << browse(dat, text("window=mob[name];size=340x480"))
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@@ -143,9 +143,9 @@
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/mob/living/carbon/proc/swap_hand()
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var/obj/item/item_in_hand = src.get_active_hand()
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if(item_in_hand) //this segment checks if the item in your hand is twohanded.
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if(item_in_hand.twohanded == 1)
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if(item_in_hand.wielded == 1)
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usr << text("Your other hand is too busy holding the []",item_in_hand.name)
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if(istype(item_in_hand,/obj/item/weapon/twohanded))
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if(item_in_hand:wielded == 1)
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usr << "<span class='warning'>Your other hand is too busy holding the [item_in_hand.name]</span>"
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return
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src.hand = !( src.hand )
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if (!( src.hand ))
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@@ -463,8 +463,8 @@
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return
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if (!( W.flags & ONBACK ))
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return
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if(W.twohanded && W.wielded)
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usr << "Unwield the [initial(W.name)] first!"
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if(istype(W,/obj/item/weapon/twohanded) && W:wielded)
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usr << "<span class='warning'>Unwield the [initial(W.name)] first!</span>"
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return
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u_equip(W)
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back = W
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@@ -1409,116 +1409,105 @@
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for(var/mob/O in viewers(target, null))
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O.show_message(text("\red <B>[] is trying to put \a [] on []</B>", source, item, target), 1)
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else
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if (place == "syringe")
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for(var/mob/O in viewers(target, null))
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O.show_message(text("\red <B>[] is trying to inject []!</B>", source, target), 1)
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else
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if (place == "pill")
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for(var/mob/O in viewers(target, null))
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O.show_message(text("\red <B>[] is trying to force [] to swallow []!</B>", source, target, item), 1)
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else
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if(place == "fuel")
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for(var/mob/O in viewers(target, null))
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O.show_message(text("\red [source] is trying to force [target] to eat the [item:content]!"), 1)
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var/message=null
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switch(place)
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if("syringe")
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message = text("\red <B>[] is trying to inject []!</B>", source, target)
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if("pill")
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message = text("\red <B>[] is trying to force [] to swallow []!</B>", source, target, item)
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if("fuel")
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message = text("\red [source] is trying to force [target] to eat the [item:content]!")
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if("drink")
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message = text("\red <B>[] is trying to force [] to swallow a gulp of []!</B>", source, target, item)
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if("dnainjector")
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message = text("\red <B>[] is trying to inject [] with the []!</B>", source, target, item)
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if("mask")
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if(istype(target.wear_mask, /obj/item/clothing)&&!target.wear_mask:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_mask, target)
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else
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if (place == "drink")
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message = text("\red <B>[] is trying to take off \a [] from []'s head!</B>", source, target.wear_mask, target)
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/* if("headset")
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message = text("\red <B>[] is trying to take off \a [] from []'s face!</B>", source, target.w_radio, target) */
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if("l_hand")
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message = text("\red <B>[] is trying to take off \a [] from []'s left hand!</B>", source, target.l_hand, target)
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if("r_hand")
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message = text("\red <B>[] is trying to take off \a [] from []'s right hand!</B>", source, target.r_hand, target)
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if("gloves")
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if(istype(target.gloves, /obj/item/clothing)&&!target.gloves:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.gloves, target)
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else
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message = text("\red <B>[] is trying to take off the [] from []'s hands!</B>", source, target.gloves, target)
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if("eyes")
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if(istype(target.glasses, /obj/item/clothing)&&!target.glasses:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.glasses, target)
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else
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message = text("\red <B>[] is trying to take off the [] from []'s eyes!</B>", source, target.glasses, target)
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if("ears")
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if(istype(target.ears, /obj/item/clothing)&&!target.ears:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.ears, target)
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else
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message = text("\red <B>[] is trying to take off the [] from []'s ears!</B>", source, target.ears, target)
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if("head")
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if(istype(target.head, /obj/item/clothing)&&!target.head:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.head, target)
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else
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message = text("\red <B>[] is trying to take off the [] from []'s head!</B>", source, target.head, target)
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if("shoes")
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if(istype(target.shoes, /obj/item/clothing)&&!target.shoes:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.shoes, target)
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else
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message = text("\red <B>[] is trying to take off the [] from []'s feet!</B>", source, target.shoes, target)
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if("belt")
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message = text("\red <B>[] is trying to take off the [] from []'s belt!</B>", source, target.belt, target)
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if("suit")
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if(istype(target.wear_suit, /obj/item/clothing)&&!target.wear_suit:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_suit, target)
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else
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message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.wear_suit, target)
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if("back")
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message = text("\red <B>[] is trying to take off \a [] from []'s back!</B>", source, target.back, target)
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if("handcuff")
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message = text("\red <B>[] is trying to unhandcuff []!</B>", source, target)
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if("uniform")
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if(istype(target.w_uniform, /obj/item/clothing)&&!target.w_uniform:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
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else
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message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
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if("s_store")
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message = text("\red <B>[] is trying to take off \a [] from []'s suit!</B>", source, target.s_store, target)
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if("h_store")
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message = text("\red <B>[] is trying to empty []'s hat!</B>", source, target)
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if("pockets")
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for(var/obj/item/weapon/mousetrap/MT in list(target.l_store, target.r_store))
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if(MT.armed)
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for(var/mob/O in viewers(target, null))
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O.show_message(text("\red <B>[] is trying to force [] to swallow a gulp of []!</B>", source, target, item), 1)
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else
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if (place == "dnainjector")
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for(var/mob/O in viewers(target, null))
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O.show_message(text("\red <B>[] is trying to inject [] with the []!</B>", source, target, item), 1)
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else
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var/message = null
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switch(place)
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if("mask")
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if(istype(target.wear_mask, /obj/item/clothing)&&!target.wear_mask:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_mask, target)
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else
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message = text("\red <B>[] is trying to take off \a [] from []'s head!</B>", source, target.wear_mask, target)
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/* if("headset")
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message = text("\red <B>[] is trying to take off \a [] from []'s face!</B>", source, target.w_radio, target) */
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if("l_hand")
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message = text("\red <B>[] is trying to take off \a [] from []'s left hand!</B>", source, target.l_hand, target)
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if("r_hand")
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message = text("\red <B>[] is trying to take off \a [] from []'s right hand!</B>", source, target.r_hand, target)
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if("gloves")
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if(istype(target.gloves, /obj/item/clothing)&&!target.gloves:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.gloves, target)
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else
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message = text("\red <B>[] is trying to take off the [] from []'s hands!</B>", source, target.gloves, target)
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if("eyes")
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if(istype(target.glasses, /obj/item/clothing)&&!target.glasses:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.glasses, target)
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else
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message = text("\red <B>[] is trying to take off the [] from []'s eyes!</B>", source, target.glasses, target)
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if("ears")
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if(istype(target.ears, /obj/item/clothing)&&!target.ears:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.ears, target)
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else
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message = text("\red <B>[] is trying to take off the [] from []'s ears!</B>", source, target.ears, target)
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if("head")
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if(istype(target.head, /obj/item/clothing)&&!target.head:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.head, target)
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else
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message = text("\red <B>[] is trying to take off the [] from []'s head!</B>", source, target.head, target)
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if("shoes")
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if(istype(target.shoes, /obj/item/clothing)&&!target.shoes:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.shoes, target)
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else
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message = text("\red <B>[] is trying to take off the [] from []'s feet!</B>", source, target.shoes, target)
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if("belt")
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message = text("\red <B>[] is trying to take off the [] from []'s belt!</B>", source, target.belt, target)
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if("suit")
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if(istype(target.wear_suit, /obj/item/clothing)&&!target.wear_suit:canremove)
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message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_suit, target)
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else
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message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.wear_suit, target)
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if("back")
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message = text("\red <B>[] is trying to take off \a [] from []'s back!</B>", source, target.back, target)
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if("handcuff")
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message = text("\red <B>[] is trying to unhandcuff []!</B>", source, target)
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if("uniform")
|
||||
if(istype(target.w_uniform, /obj/item/clothing)&&!target.w_uniform:canremove)
|
||||
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
|
||||
else
|
||||
message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
|
||||
if("s_store")
|
||||
message = text("\red <B>[] is trying to take off \a [] from []'s suit!</B>", source, target.s_store, target)
|
||||
if("h_store")
|
||||
message = text("\red <B>[] is trying to empty []'s hat!</B>", source, target)
|
||||
if("pockets")
|
||||
for(var/obj/item/weapon/mousetrap/MT in list(target.l_store, target.r_store))
|
||||
if(MT.armed)
|
||||
for(var/mob/O in viewers(target, null))
|
||||
if(O == source)
|
||||
O.show_message(text("\red <B>You reach into the [target]'s pockets, but there was a live mousetrap in there!</B>"), 1)
|
||||
else
|
||||
O.show_message(text("\red <B>[source] reaches into [target]'s pockets and sets off a hidden mousetrap!</B>"), 1)
|
||||
target.u_equip(MT)
|
||||
if (target.client)
|
||||
target.client.screen -= MT
|
||||
MT.loc = source.loc
|
||||
MT.triggered(source, source.hand ? "l_hand" : "r_hand")
|
||||
MT.layer = OBJ_LAYER
|
||||
return
|
||||
message = text("\red <B>[] is trying to empty []'s pockets!!</B>", source, target)
|
||||
if("CPR")
|
||||
if (target.cpr_time >= world.time + 3)
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
message = text("\red <B>[] is trying perform CPR on []!</B>", source, target)
|
||||
if("id")
|
||||
message = text("\red <B>[] is trying to take off [] from []'s uniform!</B>", source, target.wear_id, target)
|
||||
if("internal")
|
||||
if (target.internal)
|
||||
message = text("\red <B>[] is trying to remove []'s internals</B>", source, target)
|
||||
else
|
||||
message = text("\red <B>[] is trying to set on []'s internals.</B>", source, target)
|
||||
else
|
||||
for(var/mob/M in viewers(target, null))
|
||||
M.show_message(message, 1)
|
||||
if(O == source)
|
||||
O.show_message(text("\red <B>You reach into the [target]'s pockets, but there was a live mousetrap in there!</B>"), 1)
|
||||
else
|
||||
O.show_message(text("\red <B>[source] reaches into [target]'s pockets and sets off a hidden mousetrap!</B>"), 1)
|
||||
target.u_equip(MT)
|
||||
if (target.client)
|
||||
target.client.screen -= MT
|
||||
MT.loc = source.loc
|
||||
MT.triggered(source, source.hand ? "l_hand" : "r_hand")
|
||||
MT.layer = OBJ_LAYER
|
||||
return
|
||||
message = text("\red <B>[] is trying to empty []'s pockets!!</B>", source, target)
|
||||
if("CPR")
|
||||
if (target.cpr_time >= world.time + 3)
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
message = text("\red <B>[] is trying perform CPR on []!</B>", source, target)
|
||||
if("id")
|
||||
message = text("\red <B>[] is trying to take off [] from []'s uniform!</B>", source, target.wear_id, target)
|
||||
if("internal")
|
||||
if (target.internal)
|
||||
message = text("\red <B>[] is trying to remove []'s internals</B>", source, target)
|
||||
else
|
||||
message = text("\red <B>[] is trying to set on []'s internals.</B>", source, target)
|
||||
for(var/mob/M in viewers(target, null))
|
||||
M.show_message(message, 1)
|
||||
spawn( 40 )
|
||||
done()
|
||||
return
|
||||
@@ -1538,7 +1527,7 @@ It can still be worn/put on as normal.
|
||||
if(source.loc != s_loc) return
|
||||
if(target.loc != t_loc) return
|
||||
if(LinkBlocked(s_loc,t_loc)) return
|
||||
if(item && source.equipped() != item) return
|
||||
if(item && source.equipped() != item) return
|
||||
if ((source.restrained() || source.stat)) return
|
||||
switch(place)
|
||||
if("mask")
|
||||
@@ -1552,9 +1541,9 @@ It can still be worn/put on as normal.
|
||||
if (W)
|
||||
W.loc = target.loc
|
||||
W.dropped(target)
|
||||
if (W)
|
||||
W.layer = initial(W.layer)
|
||||
W.add_fingerprint(source)
|
||||
if (W)
|
||||
W.layer = initial(W.layer)
|
||||
W.add_fingerprint(source)
|
||||
else
|
||||
if (istype(item, /obj/item/clothing/mask))
|
||||
source.drop_item()
|
||||
@@ -1741,9 +1730,9 @@ It can still be worn/put on as normal.
|
||||
target.client.screen -= W
|
||||
if (W)
|
||||
W.loc = target.loc
|
||||
W.dropped(target)
|
||||
W.layer = initial(W.layer)
|
||||
W.add_fingerprint(source)
|
||||
W.dropped(target) //dropped sometimes deletes src so put it last
|
||||
else
|
||||
if(istype(item, /obj/item))
|
||||
source.drop_item()
|
||||
@@ -1765,9 +1754,9 @@ It can still be worn/put on as normal.
|
||||
target.client.screen -= W
|
||||
if (W)
|
||||
W.loc = target.loc
|
||||
W.dropped(target)
|
||||
W.layer = initial(W.layer)
|
||||
W.add_fingerprint(source)
|
||||
W.dropped(target) //dropped sometimes deletes src so put it last
|
||||
else
|
||||
if (istype(item, /obj/item))
|
||||
source.drop_item()
|
||||
|
||||
@@ -191,28 +191,16 @@
|
||||
var/obj/item/W = equipped()
|
||||
|
||||
if (W)
|
||||
if(W.twohanded)
|
||||
if(W.wielded)
|
||||
if(hand)
|
||||
var/obj/item/weapon/offhand/O = r_hand
|
||||
del O
|
||||
else
|
||||
var/obj/item/weapon/offhand/O = l_hand
|
||||
del O
|
||||
W.wielded = 0 //Kinda crude, but gets the job done with minimal pain -Agouri
|
||||
W.name = "[initial(W.name)]" //name reset so people don't see world fireaxes with (unwielded) or (wielded) tags
|
||||
W.update_icon()
|
||||
u_equip(W)
|
||||
if (client)
|
||||
client.screen -= W
|
||||
if (W)
|
||||
W.layer = initial(W.layer)
|
||||
if(target)
|
||||
W.loc = target.loc
|
||||
else
|
||||
W.loc = loc
|
||||
W.dropped(src)
|
||||
if (W)
|
||||
W.layer = initial(W.layer)
|
||||
var/turf/T = get_turf(loc)
|
||||
if (istype(T))
|
||||
T.Entered(W)
|
||||
@@ -234,7 +222,7 @@
|
||||
return r_hand
|
||||
|
||||
/mob/proc/get_inactive_hand()
|
||||
if ( ! hand)
|
||||
if (!hand)
|
||||
return l_hand
|
||||
else
|
||||
return r_hand
|
||||
|
||||
Reference in New Issue
Block a user