mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
368 lines
11 KiB
Plaintext
368 lines
11 KiB
Plaintext
/mob/living/carbon/human/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE, clothing_check = FALSE, list/return_warning)
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return dna.species.can_equip(I, slot, disable_warning, src, bypass_equip_delay_self, clothing_check, return_warning)
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/**
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* Used to return a list of equipped items on a human mob; does not include held items (use get_all_gear)
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*
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* Argument(s):
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* * Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
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*/
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/mob/living/carbon/human/get_equipped_items(include_pockets = FALSE)
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var/list/items = ..()
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if(!include_pockets)
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items -= list(l_store, r_store, s_store)
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return items
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// Return the item currently in the slot ID
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/mob/living/carbon/human/get_item_by_slot(slot_id)
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switch(slot_id)
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if(ITEM_SLOT_BACK)
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return back
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if(ITEM_SLOT_MASK)
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return wear_mask
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if(ITEM_SLOT_NECK)
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return wear_neck
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if(ITEM_SLOT_HANDCUFFED)
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return handcuffed
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if(ITEM_SLOT_LEGCUFFED)
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return legcuffed
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if(ITEM_SLOT_BELT)
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return belt
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if(ITEM_SLOT_ID)
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return wear_id
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if(ITEM_SLOT_EARS)
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return ears
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if(ITEM_SLOT_EYES)
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return glasses
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if(ITEM_SLOT_GLOVES)
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return gloves
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if(ITEM_SLOT_HEAD)
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return head
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if(ITEM_SLOT_FEET)
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return shoes
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if(ITEM_SLOT_OCLOTHING)
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return wear_suit
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if(ITEM_SLOT_ICLOTHING)
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return w_uniform
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if(ITEM_SLOT_LPOCKET)
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return l_store
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if(ITEM_SLOT_RPOCKET)
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return r_store
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if(ITEM_SLOT_SUITSTORE)
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return s_store
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return null
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/mob/living/carbon/human/proc/get_all_slots()
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. = get_head_slots() | get_body_slots()
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/mob/living/carbon/human/proc/get_body_slots()
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return list(
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back,
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s_store,
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handcuffed,
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legcuffed,
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wear_suit,
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gloves,
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shoes,
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belt,
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wear_id,
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l_store,
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r_store,
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w_uniform
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)
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/mob/living/carbon/human/proc/get_head_slots()
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return list(
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head,
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wear_mask,
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wear_neck,
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glasses,
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ears,
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)
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/mob/living/carbon/human/proc/get_storage_slots()
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return list(
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back,
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belt,
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l_store,
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r_store,
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s_store,
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)
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//This is an UNSAFE proc. Use mob_can_equip() before calling this one! Or rather use equip_to_slot_if_possible() or advanced_equip_to_slot_if_possible()
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/mob/living/carbon/human/equip_to_slot(obj/item/I, slot)
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. = ..()
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if(!.) //a check failed or the item has already found its slot
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return
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var/not_handled = FALSE //Added in case we make this type path deeper one day
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switch(slot)
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if(ITEM_SLOT_BELT)
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belt = I
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update_inv_belt()
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if(ITEM_SLOT_ID)
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wear_id = I
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sec_hud_set_ID()
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update_inv_wear_id()
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if(ITEM_SLOT_EARS)
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ears = I
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update_inv_ears()
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if(ITEM_SLOT_EYES)
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glasses = I
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var/obj/item/clothing/glasses/G = I
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if(G.glass_colour_type)
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update_glasses_color(G, 1)
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if(G.tint)
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update_tint()
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if(G.vision_correction)
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clear_fullscreen("nearsighted")
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clear_fullscreen("eye_damage")
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if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
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update_sight()
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update_inv_glasses()
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if(ITEM_SLOT_GLOVES)
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gloves = I
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update_inv_gloves()
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if(ITEM_SLOT_FEET)
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shoes = I
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update_inv_shoes()
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if(ITEM_SLOT_OCLOTHING)
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wear_suit = I
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if(I.flags_inv & HIDEJUMPSUIT)
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update_inv_w_uniform()
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if(wear_suit.breakouttime) //when equipping a straightjacket
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stop_pulling() //can't pull if restrained
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update_action_buttons_icon() //certain action buttons will no longer be usable.
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update_inv_wear_suit()
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if(ITEM_SLOT_ICLOTHING)
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w_uniform = I
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update_suit_sensors()
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update_inv_w_uniform()
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if(ITEM_SLOT_LPOCKET)
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l_store = I
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update_inv_pockets()
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if(ITEM_SLOT_RPOCKET)
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r_store = I
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update_inv_pockets()
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if(ITEM_SLOT_SUITSTORE)
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s_store = I
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update_inv_s_store()
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if(ITEM_SLOT_ACCESSORY)
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var/obj/item/clothing/under/attach_target = w_uniform
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attach_target.attach_accessory(I, src, TRUE)
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// updates handled by attach_accessory
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else
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to_chat(src, "<span class='danger'>You are trying to equip this item to an unsupported inventory slot. Report this to a coder!</span>")
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not_handled = TRUE
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//Item is handled and in slot, valid to call callback, for this proc should always be true
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if(!not_handled)
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I.equipped(src, slot)
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update_genitals()
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return not_handled //For future deeper overrides
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/mob/living/carbon/human/equipped_speed_mods()
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. = ..()
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for(var/sloties in get_all_slots() - list(l_store, r_store, s_store))
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var/obj/item/thing = sloties
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. += thing?.slowdown
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/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE, silent = FALSE)
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var/index = get_held_index_of_item(I)
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. = ..() //See mob.dm for an explanation on this and some rage about people copypasting instead of calling ..() like they should.
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if(!. || !I)
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return
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if(index && !QDELETED(src) && dna.species.mutanthands) //hand freed, fill with claws, skip if we're getting deleted.
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put_in_hand(new dna.species.mutanthands(), index)
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if(I == wear_suit)
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if(s_store && invdrop)
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dropItemToGround(s_store, TRUE) //It makes no sense for your suit storage to stay on you if you drop your suit.
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if(wear_suit.breakouttime) //when unequipping a straightjacket
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drop_all_held_items() //suit is restraining
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update_action_buttons_icon() //certain action buttons may be usable again.
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wear_suit = null
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if(!QDELETED(src)) //no need to update we're getting deleted anyway
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if(I.flags_inv & HIDEJUMPSUIT)
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update_inv_w_uniform()
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update_inv_wear_suit()
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else if(I == w_uniform)
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if(invdrop)
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if(r_store)
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dropItemToGround(r_store, TRUE) //Again, makes sense for pockets to drop.
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if(l_store)
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dropItemToGround(l_store, TRUE)
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if(wear_id && !(wear_id.item_flags & NO_UNIFORM_REQUIRED))
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dropItemToGround(wear_id)
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if(belt && !(belt.item_flags & NO_UNIFORM_REQUIRED))
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dropItemToGround(belt)
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w_uniform = null
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update_suit_sensors()
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if(!QDELETED(src))
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update_inv_w_uniform()
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else if(I == gloves)
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gloves = null
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if(!QDELETED(src))
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update_inv_gloves()
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else if(I == glasses)
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glasses = null
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var/obj/item/clothing/glasses/G = I
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if(G.glass_colour_type)
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update_glasses_color(G, 0)
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if(G.tint)
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update_tint()
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if(G.vision_correction)
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if(HAS_TRAIT(src, TRAIT_NEARSIGHT))
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overlay_fullscreen("nearsighted", /atom/movable/screen/fullscreen/scaled/impaired, 1)
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if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
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update_sight()
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if(!QDELETED(src))
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update_inv_glasses()
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else if(I == ears)
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ears = null
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if(!QDELETED(src))
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update_inv_ears()
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else if(I == shoes)
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shoes = null
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if(!QDELETED(src))
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update_inv_shoes()
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else if(I == belt)
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belt = null
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if(!QDELETED(src))
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update_inv_belt()
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else if(I == wear_id)
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wear_id = null
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sec_hud_set_ID()
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if(!QDELETED(src))
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update_inv_wear_id()
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else if(I == r_store)
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r_store = null
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if(!QDELETED(src))
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update_inv_pockets()
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else if(I == l_store)
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l_store = null
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if(!QDELETED(src))
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update_inv_pockets()
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else if(I == s_store)
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s_store = null
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if(!QDELETED(src))
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update_inv_s_store()
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update_genitals()
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/mob/living/carbon/human/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
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if((C.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || (initial(C.flags_inv) & (HIDEHAIR|HIDEFACIALHAIR)))
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update_hair()
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if(toggle_off && internal && !getorganslot(ORGAN_SLOT_BREATHING_TUBE))
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update_internals_hud_icon(0)
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internal = null
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if(C.flags_inv & HIDEEYES)
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update_inv_glasses()
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sec_hud_set_security_status()
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..()
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/mob/living/carbon/human/head_update(obj/item/I, forced)
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if((I.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || forced)
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update_hair()
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else
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var/obj/item/clothing/C = I
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if(istype(C) && C.dynamic_hair_suffix)
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update_hair()
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if(I.flags_inv & HIDEEYES || forced)
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update_inv_glasses()
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if(I.flags_inv & HIDEEARS || forced)
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update_body()
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sec_hud_set_security_status()
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..()
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/mob/living/carbon/human/proc/equipOutfit(outfit, visualsOnly = FALSE, client/preference_source)
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var/datum/outfit/O = null
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if(ispath(outfit))
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O = new outfit
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else
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O = outfit
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if(!istype(O))
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return 0
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if(!O)
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return 0
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return O.equip(src, visualsOnly, preference_source)
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//delete all equipment without dropping anything
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/mob/living/carbon/human/proc/delete_equipment()
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for(var/slot in get_all_slots())//order matters, dependant slots go first
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qdel(slot)
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for(var/obj/item/I in held_items)
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qdel(I)
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/mob/living/carbon/human/proc/smart_equipbag() // take most recent item out of bag or place held item in bag
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if(incapacitated())
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return
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var/obj/item/thing = get_active_held_item()
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var/obj/item/equipped_back = get_item_by_slot(ITEM_SLOT_BACK)
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if(!equipped_back) // We also let you equip a backpack like this
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if(!thing)
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to_chat(src, "<span class='warning'>You have no backpack to take something out of!</span>")
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return
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if(equip_to_slot_if_possible(thing, ITEM_SLOT_BACK))
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update_inv_hands()
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return
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var/datum/component/storage/storage = equipped_back.GetComponent(/datum/component/storage)
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if(istype(equipped_back, /obj/item/mod/control))
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var/obj/item/mod/control/C = equipped_back
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for(var/obj/item/mod/module/storage/S in C.modules)
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if(S.stored)
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equipped_back = S.stored
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storage = S.stored.GetComponent(/datum/component/storage)
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if(!storage)
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if(!thing)
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equipped_back.attack_hand(src)
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else
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to_chat(src, "<span class='warning'>You can't fit anything in!</span>")
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return
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if(thing) // put thing in backpack
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if(!SEND_SIGNAL(equipped_back, COMSIG_TRY_STORAGE_INSERT, thing, src))
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to_chat(src, "<span class='warning'>You can't fit anything in!</span>")
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return
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var/atom/real_location = storage.real_location()
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if(!real_location.contents.len) // nothing to take out
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to_chat(src, "<span class='warning'>There's nothing in your [equipped_back.name] to take out!</span>")
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return
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var/obj/item/stored = real_location.contents[real_location.contents.len]
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if(!stored || stored.on_found(src))
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return
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stored.attack_hand(src) // take out thing from backpack
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return
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/mob/living/carbon/human/proc/smart_equipbelt() // put held thing in belt or take most recent item out of belt
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if(incapacitated())
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return
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var/obj/item/thing = get_active_held_item()
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var/obj/item/equipped_belt = get_item_by_slot(ITEM_SLOT_BELT)
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if(!equipped_belt) // We also let you equip a belt like this
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if(!thing)
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to_chat(src, "<span class='warning'>You have no belt to take something out of!</span>")
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return
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if(equip_to_slot_if_possible(thing, ITEM_SLOT_BELT))
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update_inv_hands()
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return
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if(!SEND_SIGNAL(equipped_belt, COMSIG_CONTAINS_STORAGE)) // not a storage item
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if(!thing)
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equipped_belt.attack_hand(src)
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else
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to_chat(src, "<span class='warning'>You can't fit anything in!</span>")
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return
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if(thing) // put thing in belt
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if(!SEND_SIGNAL(equipped_belt, COMSIG_TRY_STORAGE_INSERT, thing, src))
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to_chat(src, "<span class='warning'>You can't fit anything in!</span>")
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return
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if(!equipped_belt.contents.len) // nothing to take out
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to_chat(src, "<span class='warning'>There's nothing in your belt to take out!</span>")
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return
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var/obj/item/stored = equipped_belt.contents[equipped_belt.contents.len]
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if(!stored || stored.on_found(src))
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return
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stored.attack_hand(src) // take out thing from belt
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return
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