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Updates inventory procs to allow silent pickup (#17797)
* adds make_sound parameter to put_in_hands, first step to making items able to be picked up with or without sound * adds make_sound parameter to put_in_active_hand, second step in allowing items to be picked up with or without sound * adds make_sound parameter to put_in_hand, third step * redd moment * weeeeeeee * NukeOps nuke code papers spawning are now silent
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@@ -215,7 +215,7 @@
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if(!istype(H))
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if(!istype(H))
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P.forceMove(get_turf(H))
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P.forceMove(get_turf(H))
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else
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else
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H.put_in_hands(P, TRUE)
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H.put_in_hands(P, TRUE, no_sound = TRUE)
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H.update_icons()
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H.update_icons()
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/datum/antagonist/nukeop/leader/give_alias()
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/datum/antagonist/nukeop/leader/give_alias()
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@@ -175,7 +175,7 @@
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return FALSE
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return FALSE
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return !held_items[hand_index]
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return !held_items[hand_index]
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/mob/proc/put_in_hand(obj/item/I, hand_index, forced = FALSE, ignore_anim = TRUE)
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/mob/proc/put_in_hand(obj/item/I, hand_index, forced = FALSE, ignore_anim = TRUE, no_sound = FALSE)
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if(forced || can_put_in_hand(I, hand_index))
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if(forced || can_put_in_hand(I, hand_index))
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if(isturf(I.loc) && !ignore_anim)
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if(isturf(I.loc) && !ignore_anim)
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I.do_pickup_animation(src)
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I.do_pickup_animation(src)
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@@ -187,7 +187,7 @@
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held_items[hand_index] = I
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held_items[hand_index] = I
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I.layer = ABOVE_HUD_LAYER
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I.layer = ABOVE_HUD_LAYER
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I.plane = ABOVE_HUD_PLANE
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I.plane = ABOVE_HUD_PLANE
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I.equipped(src, SLOT_HANDS)
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I.equipped(src, SLOT_HANDS, no_sound)
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if(I.pulledby)
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if(I.pulledby)
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I.pulledby.stop_pulling()
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I.pulledby.stop_pulling()
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update_inv_hands()
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update_inv_hands()
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@@ -214,8 +214,8 @@
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return FALSE
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return FALSE
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//Puts the item into our active hand if possible. returns TRUE on success.
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//Puts the item into our active hand if possible. returns TRUE on success.
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/mob/proc/put_in_active_hand(obj/item/I, forced = FALSE, ignore_animation = TRUE)
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/mob/proc/put_in_active_hand(obj/item/I, forced = FALSE, ignore_animation = TRUE, no_sound = FALSE)
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return put_in_hand(I, active_hand_index, forced, ignore_animation)
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return put_in_hand(I, active_hand_index, forced, ignore_animation, no_sound)
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//Puts the item into our inactive hand if possible, returns TRUE on success
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//Puts the item into our inactive hand if possible, returns TRUE on success
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@@ -226,7 +226,7 @@
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//Puts the item our active hand if possible. Failing that it tries other hands. Returns TRUE on success.
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//Puts the item our active hand if possible. Failing that it tries other hands. Returns TRUE on success.
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//If both fail it drops it on the floor and returns FALSE.
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//If both fail it drops it on the floor and returns FALSE.
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//This is probably the main one you need to know :)
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//This is probably the main one you need to know :)
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/mob/proc/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, forced = FALSE)
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/mob/proc/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, forced = FALSE, no_sound = FALSE)
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if(!I)
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if(!I)
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return FALSE
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return FALSE
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@@ -250,14 +250,14 @@
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to_chat(usr, span_notice("Your [inactive_stack.name] stack now contains [inactive_stack.get_amount()] [inactive_stack.singular_name]\s."))
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to_chat(usr, span_notice("Your [inactive_stack.name] stack now contains [inactive_stack.get_amount()] [inactive_stack.singular_name]\s."))
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return TRUE
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return TRUE
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if(put_in_active_hand(I, forced))
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if(put_in_active_hand(I, forced, no_sound = no_sound))
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return TRUE
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return TRUE
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var/hand = get_empty_held_index_for_side("l")
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var/hand = get_empty_held_index_for_side("l")
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if(!hand)
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if(!hand)
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hand = get_empty_held_index_for_side("r")
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hand = get_empty_held_index_for_side("r")
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if(hand)
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if(hand)
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if(put_in_hand(I, hand, forced))
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if(put_in_hand(I, hand, forced, no_sound = no_sound))
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return TRUE
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return TRUE
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if(del_on_fail)
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if(del_on_fail)
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qdel(I)
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qdel(I)
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