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global_lists_vr.dm - Removes generic 'suit' which included basically any outerwear, and the invisible magical storage/internal storage/internal.dm - Don't name the storage inside suits the same as the suit. It causes weird name-alignment problems where if you delete the suit it might just delete the internal storage, or the other way around. Dreaming.dm - Added some vorish stuff I made up. belly_vr.dm - Fixes for digesting items and how that works, and how to prevent them from showing up on the HUD. Also fixes IDs falling onto the floor (among other things). living_vr.dm - Just in case, adds null-entry cleanup to belly cleanup proc. bellymodes_vr.dm - Removes previous null-item hotfix. vorepanel_vr.dm - Adds zero-width space to make items in belly wrap and not look horrible. skim.dmf - Adds Y hotkey for whisper, and 6 hotkey for subtle. Closes #455 Closes #443 Closes #239
90 lines
3.5 KiB
Plaintext
90 lines
3.5 KiB
Plaintext
//A storage item intended to be used by other items to provide storage functionality.
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//Types that use this should consider overriding emp_act() and hear_talk(), unless they shield their contents somehow.
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/obj/item/weapon/storage/internal
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var/obj/item/master_item
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/obj/item/weapon/storage/internal/New(obj/item/MI)
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master_item = MI
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loc = master_item
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//name = master_item.name //VOREStation Removal
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verbs -= /obj/item/verb/verb_pickup //make sure this is never picked up.
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..()
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/obj/item/weapon/storage/internal/Destroy()
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master_item = null
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..()
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/obj/item/weapon/storage/internal/attack_hand()
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return //make sure this is never picked up
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/obj/item/weapon/storage/internal/mob_can_equip()
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return 0 //make sure this is never picked up
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//Helper procs to cleanly implement internal storages - storage items that provide inventory slots for other items.
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//These procs are completely optional, it is up to the master item to decide when it's storage get's opened by calling open()
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//However they are helpful for allowing the master item to pretend it is a storage item itself.
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//If you are using these you will probably want to override attackby() as well.
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//See /obj/item/clothing/suit/storage for an example.
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//items that use internal storage have the option of calling this to emulate default storage MouseDrop behaviour.
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//returns 1 if the master item's parent's MouseDrop() should be called, 0 otherwise. It's strange, but no other way of
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//doing it without the ability to call another proc's parent, really.
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/obj/item/weapon/storage/internal/proc/handle_mousedrop(mob/user as mob, obj/over_object as obj)
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if (ishuman(user) || issmall(user)) //so monkeys can take off their backpacks -- Urist
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if (istype(user.loc,/obj/mecha)) // stops inventory actions in a mech
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return 0
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if(over_object == user && Adjacent(user)) // this must come before the screen objects only block
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src.open(user)
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return 0
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if (!( istype(over_object, /obj/screen) ))
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return 1
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//makes sure master_item is equipped before putting it in hand, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this...
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if (!(master_item.loc == user) || (master_item.loc && master_item.loc.loc == user))
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return 0
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if (!( user.restrained() ) && !( user.stat ))
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switch(over_object.name)
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if("r_hand")
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user.u_equip(master_item)
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user.put_in_r_hand(master_item)
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if("l_hand")
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user.u_equip(master_item)
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user.put_in_l_hand(master_item)
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master_item.add_fingerprint(user)
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return 0
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return 0
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//items that use internal storage have the option of calling this to emulate default storage attack_hand behaviour.
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//returns 1 if the master item's parent's attack_hand() should be called, 0 otherwise.
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//It's strange, but no other way of doing it without the ability to call another proc's parent, really.
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/obj/item/weapon/storage/internal/proc/handle_attack_hand(mob/user as mob)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.l_store == master_item && !H.get_active_hand()) //Prevents opening if it's in a pocket.
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H.put_in_hands(master_item)
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H.l_store = null
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return 0
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if(H.r_store == master_item && !H.get_active_hand())
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H.put_in_hands(master_item)
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H.r_store = null
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return 0
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src.add_fingerprint(user)
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if (master_item.loc == user)
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src.open(user)
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return 0
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for(var/mob/M in range(1, master_item.loc))
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if (M.s_active == src)
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src.close(M)
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return 1
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/obj/item/weapon/storage/internal/Adjacent(var/atom/neighbor)
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return master_item.Adjacent(neighbor)
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