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Merges the use of the is_small and mob_size into one. Changes the species size handling to set the mob size instead of being yet another separate var to check.
90 lines
3.5 KiB
Plaintext
90 lines
3.5 KiB
Plaintext
//A storage item intended to be used by other items to provide storage functionality.
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//Types that use this should consider overriding emp_act() and hear_talk(), unless they shield their contents somehow.
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/obj/item/weapon/storage/internal
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var/obj/item/master_item
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/obj/item/weapon/storage/internal/New(obj/item/MI)
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master_item = MI
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loc = master_item
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name = master_item.name
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verbs -= /obj/item/verb/verb_pickup //make sure this is never picked up.
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..()
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/obj/item/weapon/storage/internal/Destroy()
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master_item = null
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..()
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/obj/item/weapon/storage/internal/attack_hand()
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return //make sure this is never picked up
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/obj/item/weapon/storage/internal/mob_can_equip()
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return 0 //make sure this is never picked up
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//Helper procs to cleanly implement internal storages - storage items that provide inventory slots for other items.
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//These procs are completely optional, it is up to the master item to decide when it's storage get's opened by calling open()
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//However they are helpful for allowing the master item to pretend it is a storage item itself.
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//If you are using these you will probably want to override attackby() as well.
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//See /obj/item/clothing/suit/storage for an example.
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//items that use internal storage have the option of calling this to emulate default storage MouseDrop behaviour.
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//returns 1 if the master item's parent's MouseDrop() should be called, 0 otherwise. It's strange, but no other way of
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//doing it without the ability to call another proc's parent, really.
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/obj/item/weapon/storage/internal/proc/handle_mousedrop(mob/user as mob, obj/over_object as obj)
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if (ishuman(user) || issmall(user)) //so monkeys can take off their backpacks -- Urist
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if (istype(user.loc,/obj/mecha)) // stops inventory actions in a mech
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return 0
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if(over_object == user && Adjacent(user)) // this must come before the screen objects only block
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src.open(user)
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return 0
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if (!( istype(over_object, /obj/screen) ))
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return 1
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//makes sure master_item is equipped before putting it in hand, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this...
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if (!(master_item.loc == user) || (master_item.loc && master_item.loc.loc == user))
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return 0
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if (!( user.restrained() ) && !( user.stat ))
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switch(over_object.name)
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if("r_hand")
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user.u_equip(master_item)
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user.put_in_r_hand(master_item)
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if("l_hand")
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user.u_equip(master_item)
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user.put_in_l_hand(master_item)
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master_item.add_fingerprint(user)
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return 0
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return 0
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//items that use internal storage have the option of calling this to emulate default storage attack_hand behaviour.
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//returns 1 if the master item's parent's attack_hand() should be called, 0 otherwise.
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//It's strange, but no other way of doing it without the ability to call another proc's parent, really.
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/obj/item/weapon/storage/internal/proc/handle_attack_hand(mob/user as mob)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.l_store == master_item && !H.get_active_hand()) //Prevents opening if it's in a pocket.
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H.put_in_hands(master_item)
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H.l_store = null
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return 0
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if(H.r_store == master_item && !H.get_active_hand())
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H.put_in_hands(master_item)
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H.r_store = null
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return 0
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src.add_fingerprint(user)
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if (master_item.loc == user)
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src.open(user)
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return 0
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for(var/mob/M in range(1, master_item.loc))
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if (M.s_active == src)
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src.close(M)
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return 1
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/obj/item/weapon/storage/internal/Adjacent(var/atom/neighbor)
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return master_item.Adjacent(neighbor)
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