diff --git a/code/modules/mob/inventory.dm b/code/modules/mob/inventory.dm index 711b0594a1f..653e33b2ddf 100644 --- a/code/modules/mob/inventory.dm +++ b/code/modules/mob/inventory.dm @@ -208,6 +208,7 @@ return 1 //Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob. +//It does call u_equip() though. So it can drop items to the floor but only if src is human. /mob/proc/remove_from_mob(var/obj/O) src.u_equip(O) if (src.client) @@ -242,16 +243,7 @@ /** BS12's proc to get the item in the active hand. Couldn't find the /tg/ equivalent. **/ /mob/proc/equipped() - if(issilicon(src)) - if(isrobot(src)) - if(src:module_active) - return src:module_active - else - if (hand) - return l_hand - else - return r_hand - return + return get_active_hand() //TODO: get rid of this proc /mob/living/carbon/human/proc/equip_if_possible(obj/item/W, slot, del_on_fail = 1) // since byond doesn't seem to have pointers, this seems like the best way to do this :/ //warning: icky code diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index cc053f219d5..0bdcf6d4275 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -545,16 +545,9 @@ proc/get_damage_icon_part(damage_state, body_part) overlays_standing[UNIFORM_LAYER] = null // This really, really seems like it should not be mixed in the middle of display code... // Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY - for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) ) // - if(thing) // - u_equip(thing) // - if (client) // - client.screen -= thing // - // - if (thing) // - thing.loc = loc // - thing.dropped(src) // - thing.layer = initial(thing.layer) + for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) ) + if(thing) + remove_from_mob(thing) if(update_icons) update_icons() /mob/living/carbon/human/update_inv_wear_id(var/update_icons=1) diff --git a/code/modules/organs/organ_external.dm b/code/modules/organs/organ_external.dm index b45d0aafa76..a49ff2c408c 100644 --- a/code/modules/organs/organ_external.dm +++ b/code/modules/organs/organ_external.dm @@ -596,14 +596,11 @@ Note that amputating the affected organ does in fact remove the infection from t update_damages() var/obj/organ //Dropped limb object + var/list/dropped_items switch(body_part) if(HEAD) - organ= new /obj/item/weapon/organ/head(owner.loc, owner) - owner.u_equip(owner.glasses) - owner.u_equip(owner.head) - owner.u_equip(owner.l_ear) - owner.u_equip(owner.r_ear) - owner.u_equip(owner.wear_mask) + organ = new /obj/item/weapon/organ/head(owner.loc, owner) + dropped_items = list(owner.glasses, owner.head, owner.l_ear, owner.r_ear, owner.wear_mask) if(ARM_RIGHT) if(status & ORGAN_ROBOT) organ = new /obj/item/robot_parts/r_arm(owner.loc) @@ -627,19 +624,22 @@ Note that amputating the affected organ does in fact remove the infection from t if(HAND_RIGHT) if(!(status & ORGAN_ROBOT)) organ= new /obj/item/weapon/organ/r_hand(owner.loc, owner) - owner.u_equip(owner.gloves) + dropped_items = list(owner.gloves) //should probably make it so that you can still wear gloves if you have one hand if(HAND_LEFT) if(!(status & ORGAN_ROBOT)) organ= new /obj/item/weapon/organ/l_hand(owner.loc, owner) - owner.u_equip(owner.gloves) + dropped_items = list(owner.gloves) if(FOOT_RIGHT) if(!(status & ORGAN_ROBOT)) organ= new /obj/item/weapon/organ/r_foot/(owner.loc, owner) - owner.u_equip(owner.shoes) + dropped_items = list(owner.shoes) if(FOOT_LEFT) if(!(status & ORGAN_ROBOT)) organ = new /obj/item/weapon/organ/l_foot(owner.loc, owner) - owner.u_equip(owner.shoes) + dropped_items = list(owner.shoes) + if(dropped_items) + for(var/obj/O in dropped_items) + owner.remove_from_mob(O) destspawn = 1 //Robotic limbs explode if sabotaged.