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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 18:02:57 +00:00
first port
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@@ -4,6 +4,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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// if true, everyone item when created will have its name changed to be
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// more... RPG-like.
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GLOBAL_VAR_INIT(stickpocalypse, FALSE) // if true, all non-embeddable items will be able to harmlessly stick to people when thrown
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GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to embed in people, takes precedence over stickpocalypse
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/obj/item
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name = "item"
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icon = 'icons/obj/items_and_weapons.dmi'
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@@ -104,7 +107,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged
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var/datum/embedding_behavior/embedding
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var/list/embedding = NONE
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var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
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var/heat = 0
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@@ -152,7 +155,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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/obj/item/Initialize()
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if (attack_verb)
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if(attack_verb)
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attack_verb = typelist("attack_verb", attack_verb)
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. = ..()
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@@ -160,9 +163,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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new path(src)
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actions_types = null
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if(GLOB.rpg_loot_items)
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AddComponent(/datum/component/fantasy)
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if(force_string)
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item_flags |= FORCE_STRING_OVERRIDE
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@@ -172,16 +172,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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if(damtype == "brute")
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hitsound = "swing_hit"
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if (!embedding)
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embedding = getEmbeddingBehavior()
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else if (islist(embedding))
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embedding = getEmbeddingBehavior(arglist(embedding))
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else if (!istype(embedding, /datum/embedding_behavior))
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stack_trace("Invalid type [embedding.type] found in .embedding during /obj/item Initialize()")
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if(sharpness) //give sharp objects butchering functionality, for consistency
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AddComponent(/datum/component/butchering, 80 * toolspeed)
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/obj/item/Destroy()
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item_flags &= ~DROPDEL //prevent reqdels
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if(ismob(loc))
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@@ -191,6 +181,27 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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qdel(X)
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return ..()
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/obj/item/ComponentInitialize()
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. = ..()
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// this proc says it's for initializing components, but we're initializing elements too because it's you and me against the world >:)
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if(embedding)
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AddElement(/datum/element/embed, embedding)
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else if(GLOB.embedpocalypse)
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embedding = EMBED_POINTY
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AddElement(/datum/element/embed, embedding)
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name = "pointy [name]"
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else if(GLOB.stickpocalypse)
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embedding = EMBED_HARMLESS
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AddElement(/datum/element/embed, embedding)
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name = "sticky [name]"
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if(GLOB.rpg_loot_items)
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AddComponent(/datum/component/fantasy)
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if(sharpness) //give sharp objects butchering functionality, for consistency
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AddComponent(/datum/component/butchering, 80 * toolspeed)
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/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
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if(((src in target) && !target_self) || (!isturf(target.loc) && !isturf(target) && not_inside))
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return 0
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@@ -928,3 +939,11 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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. = ..()
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if(var_name == NAMEOF(src, slowdown))
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set_slowdown(var_value) //don't care if it's a duplicate edit as slowdown'll be set, do it anyways to force normal behavior.
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/**
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* Does the current embedding var meet the criteria for being harmless? Namely, does it have a pain multiplier and jostle pain mult of 0? If so, return true.
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*
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*/
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/obj/item/proc/is_embed_harmless()
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if(embedding)
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return (!embedding["pain_mult"] && !embedding["jostle_pain_mult"])
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