Replaces uses of u_equip() with remove_from_mob() or drop_from_inventory(), where appropriate.

This commit is contained in:
mwerezak
2015-03-30 22:05:00 -04:00
parent 1b4e13aabc
commit cdfce64ad0
24 changed files with 45 additions and 113 deletions
+1
View File
@@ -173,6 +173,7 @@ var/list/slot_equipment_priority = list( \
//Removes the object from any slots the mob might have, calling the appropriate icon update proc.
//Does nothing else.
//DO NOT CALL THIS PROC DIRECTLY. It is meant to be called only by other inventory procs.
//The only exception to this is if you are transferring the item between slots on the same mob.
//As far as I can tell the proc exists so that mobs with different inventory slots can override
//the search through all the slots, without having to duplicate the rest of the item dropping.
/mob/proc/u_equip(obj/W as obj)
+3 -10
View File
@@ -301,16 +301,9 @@
if(!item) return //Grab processing has a chance of returning null
item.layer = initial(item.layer)
u_equip(item)
update_icons()
if (istype(usr, /mob/living/carbon)) //Check if a carbon mob is throwing. Modify/remove this line as required.
item.loc = src.loc
if(src.client)
src.client.screen -= item
if(istype(item, /obj/item))
item:dropped(src) // let it know it's been dropped
src.remove_from_mob(item)
item.loc = src.loc
//actually throw it!
if (item)
@@ -73,7 +73,7 @@ emp_act
if(c_hand && (stun_amount || agony_amount > 10))
msg_admin_attack("[src.name] ([src.ckey]) was disarmed by a stun effect")
u_equip(c_hand)
drop_from_inventory(c_hand)
if (affected.status & ORGAN_ROBOT)
emote("me", 1, "drops what they were holding, their [affected.display_name] malfunctioning!")
else
@@ -81,13 +81,7 @@
if(istype(target.wear_mask, /obj/item/clothing)&& !target.wear_mask:canremove)
return
var/obj/item/W = target.wear_mask
target.u_equip(W)
if (target.client)
target.client.screen -= W
if (W)
W.loc = target.loc
W.dropped(target)
W.layer = initial(W.layer)
target.drop_from_inventory(W)
W.add_fingerprint(source)
else
if (istype(item, /obj/item/clothing/mask))
@@ -99,13 +93,7 @@
if("l_hand")
if (target.l_hand)
var/obj/item/W = target.l_hand
target.u_equip(W)
if (target.client)
target.client.screen -= W
if (W)
W.loc = target.loc
W.layer = initial(W.layer)
W.dropped(target)
target.drop_from_inventory(W)
W.add_fingerprint(source)
else
if (istype(item, /obj/item))
@@ -119,13 +107,7 @@
if("r_hand")
if (target.r_hand)
var/obj/item/W = target.r_hand
target.u_equip(W)
if (target.client)
target.client.screen -= W
if (W)
W.loc = target.loc
W.layer = initial(W.layer)
W.dropped(target)
target.drop_from_inventory(W)
W.add_fingerprint(source)
else
if (istype(item, /obj/item))
@@ -139,13 +121,7 @@
if("back")
if (target.back)
var/obj/item/W = target.back
target.u_equip(W)
if (target.client)
target.client.screen -= W
if (W)
W.loc = target.loc
W.dropped(target)
W.layer = initial(W.layer)
target.target.drop_from_inventory(W)
W.add_fingerprint(source)
else
if ((istype(item, /obj/item) && item.slot_flags & SLOT_BACK ))
@@ -157,13 +133,7 @@
if("handcuff")
if (target.handcuffed)
var/obj/item/W = target.handcuffed
target.u_equip(W)
if (target.client)
target.client.screen -= W
if (W)
W.loc = target.loc
W.dropped(target)
W.layer = initial(W.layer)
target.target.drop_from_inventory(W)
W.add_fingerprint(source)
else
if (istype(item, /obj/item/weapon/handcuffs))