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https://github.com/VOREStation/VOREStation.git
synced 2026-07-20 03:26:37 +01:00
Adds calls to mob_can_unequip() where appropriate
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@@ -464,17 +464,18 @@ BLIND // can't see anything
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if (!(src.loc == usr))
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return
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if (!( usr.restrained() ) && !( usr.stat ))
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switch(over_object.name)
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if("r_hand")
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usr.u_equip(src)
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usr.put_in_r_hand(src)
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if("l_hand")
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usr.u_equip(src)
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usr.put_in_l_hand(src)
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src.add_fingerprint(usr)
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if (( usr.restrained() ) || ( usr.stat ))
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return
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return
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if (!usr.unEquip(src))
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return
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switch(over_object.name)
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if("r_hand")
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usr.put_in_r_hand(src)
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if("l_hand")
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usr.put_in_l_hand(src)
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src.add_fingerprint(usr)
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/obj/item/clothing/under/examine(mob/user)
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..(user)
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@@ -201,7 +201,7 @@ var/list/slot_equipment_priority = list( \
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update_inv_wear_mask(0)
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return
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//This differs from remove_from_mob() in that it checks canremove first.
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//This differs from remove_from_mob() in that it checks if the item can be unequipped first.
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/mob/proc/unEquip(obj/item/I, force = 0) //Force overrides NODROP for things like wizarditis and admin undress.
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if(!I) //If there's nothing to drop, the drop is automatically successful.
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return 1
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@@ -215,7 +215,7 @@ var/list/slot_equipment_priority = list( \
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if(slot && !I.mob_can_unequip(src, slot))
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return 0
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remove_from_mob(I)
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drop_from_inventory(I)
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return 1
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//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
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@@ -608,7 +608,7 @@ It can still be worn/put on as normal.
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if ((source.restrained() || source.stat)) return //Source restrained or unconscious / dead
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var/slot_to_process
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var/strip_item //this will tell us which item we will be stripping - if any.
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var/obj/item/strip_item //this will tell us which item we will be stripping - if any.
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switch(place) //here we go again...
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if("mask")
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@@ -790,17 +790,21 @@ It can still be worn/put on as normal.
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target.internals.icon_state = "internal1"
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if(slot_to_process)
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if(strip_item) //Stripping an item from the mob
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var/obj/item/W = strip_item
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target.remove_from_mob(W)
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W.add_fingerprint(source)
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if(slot_to_process == slot_l_store) //pockets! Needs to process the other one too. Snowflake code, wooo! It's not like anyone will rewrite this anytime soon. If I'm wrong then... CONGRATULATIONS! ;)
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if(target.r_store)
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target.remove_from_mob(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store.
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else
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if(item && target.has_organ_for_slot(slot_to_process)) //Placing an item on the mob
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if(item.mob_can_equip(target, slot_to_process, 0))
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source.remove_from_mob(item)
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target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1)
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if(strip_item.mob_can_unequip(target, slot_to_process, 0))
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target.drop_from_inventory(strip_item)
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source.put_in_hands(strip_item)
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strip_item.add_fingerprint(source)
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if(slot_to_process == slot_l_store) //pockets! Needs to process the other one too. Snowflake code, wooo! It's not like anyone will rewrite this anytime soon. If I'm wrong then... CONGRATULATIONS! ;)
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if(target.r_store)
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target.drop_from_inventory(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store.
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else
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source << "<span class='warning'>You fail to remove \the [strip_item] from [target]!</span>"
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else if(item)
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if(target.has_organ_for_slot(slot_to_process) && item.mob_can_equip(target, slot_to_process, 0)) //Placing an item on the mob
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source.drop_from_inventory(item)
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target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1)
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else
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source << "<span class='warning'>You fail to place \the [item] on [target]!</span>"
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if(source && target)
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if(source.machine == target)
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