Refactors the forceMove() drop.

Makes dropping a its proc instead, cleaning up forceMove() handling.
This commit is contained in:
PsiOmegaDelta
2016-09-15 17:11:57 +01:00
committed by Yoshax
parent 795d3dfb7b
commit 2007c143d2
6 changed files with 69 additions and 21 deletions
+1 -1
View File
@@ -146,7 +146,7 @@
for(var/datum/playingcard/P in cards)
H.cards += P
H.concealed = src.concealed
user.drop_from_inventory(src,user.loc)
user.drop_from_inventory(src)
qdel(src)
H.update_icon()
return
+5
View File
@@ -50,6 +50,11 @@ var/list/holder_mob_icon_cache = list()
continue
M.forceMove(get_turf(src))
/obj/item/weapon/holder/onDropInto(var/atom/movable/AM)
if(ismob(loc)) // Bypass our holding mob and drop directly to its loc
return loc.loc
return ..()
/obj/item/weapon/holder/GetID()
for(var/mob/M in contents)
var/obj/item/I = M.GetIdCard()
+11 -10
View File
@@ -126,16 +126,12 @@ var/list/slot_equipment_priority = list( \
// Removes an item from inventory and places it in the target atom.
// If canremove or other conditions need to be checked then use unEquip instead.
/mob/proc/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
/mob/proc/drop_from_inventory(var/obj/item/W, var/atom/target = null)
if(W)
if(!Target)
Target = loc
remove_from_mob(W)
if(!(W && W.loc)) return 1 // self destroying objects (tk, grabs)
W.forceMove(Target)
remove_from_mob(W, target)
if(!(W && W.loc))
return 1 // self destroying objects (tk, grabs)
update_icons()
return 1
return 0
@@ -194,7 +190,9 @@ var/list/slot_equipment_priority = list( \
//Attemps to remove an object on a mob.
/mob/proc/remove_from_mob(var/obj/O)
/mob/proc/remove_from_mob(var/obj/O, var/atom/target)
if(!O) // Nothing to remove, so we succeed.
return 1
src.u_equip(O)
if (src.client)
src.client.screen -= O
@@ -202,7 +200,10 @@ var/list/slot_equipment_priority = list( \
O.screen_loc = null
if(istype(O, /obj/item))
var/obj/item/I = O
I.forceMove(src.loc)
if(target)
I.forceMove(target)
else
I.dropInto(loc)
I.dropped(src)
return 1