Files
VOREStation/code/modules/mob/living/carbon/monkey/inventory.dm
T
elly1989@rocketmail.com 48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00

182 lines
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/obj/effect/equip_e/monkey/process()
if (item)
item.add_fingerprint(source)
if (!( item ))
switch(place)
if("head")
if (!( target.wear_mask ))
del(src)
return
if("l_hand")
if (!( target.l_hand ))
del(src)
return
if("r_hand")
if (!( target.r_hand ))
del(src)
return
if("back")
if (!( target.back ))
del(src)
return
if("handcuff")
if (!( target.handcuffed ))
del(src)
return
if("internal")
if ((!( (istype(target.wear_mask, /obj/item/clothing/mask) && istype(target.back, /obj/item/weapon/tank) && !( target.internal )) ) && !( target.internal )))
del(src)
return
if (item)
for(var/mob/O in viewers(target, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] is trying to put a [] on []</B>", source, item, target), 1)
else
var/message = null
switch(place)
if("mask")
if(istype(target.wear_mask, /obj/item/clothing)&&!target.wear_mask:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_mask, target)
else
message = text("\red <B>[] is trying to take off \a [] from []'s head!</B>", source, target.wear_mask, target)
if("l_hand")
message = text("\red <B>[] is trying to take off a [] from []'s left hand!</B>", source, target.l_hand, target)
if("r_hand")
message = text("\red <B>[] is trying to take off a [] from []'s right hand!</B>", source, target.r_hand, target)
if("back")
message = text("\red <B>[] is trying to take off a [] from []'s back!</B>", source, target.back, target)
if("handcuff")
message = text("\red <B>[] is trying to unhandcuff []!</B>", source, target)
if("internal")
if (target.internal)
message = text("\red <B>[] is trying to remove []'s internals</B>", source, target)
else
message = text("\red <B>[] is trying to set on []'s internals.</B>", source, target)
else
for(var/mob/M in viewers(target, null))
M.show_message(message, 1)
spawn( 30 )
done()
return
return
/obj/effect/equip_e/monkey/done()
if(!source || !target) return
if(source.loc != s_loc) return
if(target.loc != t_loc) return
if(LinkBlocked(s_loc,t_loc)) return
if(item && source.get_active_hand() != item) return
if ((source.restrained() || source.stat)) return
switch(place)
if("mask")
if (target.wear_mask)
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)
W.add_fingerprint(source)
else
if (istype(item, /obj/item/clothing/mask))
source.drop_item()
loc = target
item.layer = 20
target.wear_mask = item
item.loc = target
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.dropped(target)
W.layer = initial(W.layer)
W.add_fingerprint(source)
else
if (istype(item, /obj/item))
source.drop_item()
loc = target
item.layer = 20
target.l_hand = item
item.loc = target
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.dropped(target)
W.layer = initial(W.layer)
W.add_fingerprint(source)
else
if (istype(item, /obj/item))
source.drop_item()
loc = target
item.layer = 20
target.r_hand = item
item.loc = target
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)
W.add_fingerprint(source)
else
if ((istype(item, /obj/item) && item.slot_flags & SLOT_BACK ))
source.drop_item()
loc = target
item.layer = 20
target.back = item
item.loc = target
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)
W.add_fingerprint(source)
else
if (istype(item, /obj/item/weapon/handcuffs))
source.drop_item()
target.handcuffed = item
item.loc = target
if("internal")
if (target.internal)
target.internal.add_fingerprint(source)
target.internal = null
else
if (target.internal)
target.internal = null
if (!( istype(target.wear_mask, /obj/item/clothing/mask) ))
return
else
if (istype(target.back, /obj/item/weapon/tank))
target.internal = target.back
target.internal.add_fingerprint(source)
for(var/mob/M in viewers(target, 1))
if ((M.client && !( M.blinded )))
M.show_message(text("[] is now running on internals.", target), 1)
else
source.regenerate_icons()
target.regenerate_icons()
del(src)
return