//These procs handle putting s tuff in your hand. It's probably best to use these rather than setting l_hand = ...etc
//as they handle all relevant stuff like adding it to the player's screen and updating their overlays.
//Returns the thing in our active hand
/mob/proc/get_active_hand()
if(hand) return l_hand
else return r_hand
//Returns the thing in our inactive hand
/mob/proc/get_inactive_hand()
if(hand) return r_hand
else return l_hand
//Returns if a certain item can be equipped to a certain slot.
// Currently invalid for two-handed items - call obj/item/mob_can_equip() instead.
/mob/proc/can_equip(obj/item/I, slot, disable_warning = 0)
return 0
//Puts the item into your l_hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_l_hand(obj/item/W)
if(!put_in_hand_check(W))
return 0
if(!l_hand)
W.loc = src //TODO: move to equipped?
l_hand = W
W.layer = 20 //TODO: move to equipped?
// l_hand.screen_loc = ui_lhand
W.equipped(src,slot_l_hand)
if(client) client.screen |= W
if(pulling == W) stop_pulling()
update_inv_l_hand()
W.pixel_x = initial(W.pixel_x)
W.pixel_y = initial(W.pixel_y)
return 1
return 0
//Puts the item into your r_hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_r_hand(obj/item/W)
if(!put_in_hand_check(W))
return 0
if(!r_hand)
W.loc = src
r_hand = W
W.layer = 20
W.equipped(src,slot_r_hand)
if(client) client.screen |= W
if(pulling == W) stop_pulling()
update_inv_r_hand()
W.pixel_x = initial(W.pixel_x)
W.pixel_y = initial(W.pixel_y)
return 1
return 0
/mob/proc/put_in_hand_check(obj/item/W)
if(lying && !(W.flags&ABSTRACT)) return 0
if(!istype(W)) return 0
return 1
//Puts the item into our active hand if possible. returns 1 on success.
/mob/proc/put_in_active_hand(obj/item/W)
if(hand) return put_in_l_hand(W)
else return put_in_r_hand(W)
//Puts the item into our inactive hand if possible. returns 1 on success.
/mob/proc/put_in_inactive_hand(obj/item/W)
if(hand) return put_in_r_hand(W)
else return put_in_l_hand(W)
//Puts the item our active hand if possible. Failing that it tries our inactive hand. Returns 1 on success.
//If both fail it drops it on the floor and returns 0.
//This is probably the main one you need to know :)
/mob/proc/put_in_hands(obj/item/W)
if(!W) return 0
if(put_in_active_hand(W)) return 1
else if(put_in_inactive_hand(W)) return 1
else
W.loc = get_turf(src)
W.layer = initial(W.layer)
W.dropped(src)
return 0
/mob/proc/drop_item_v() //this is dumb.
if(stat == CONSCIOUS && isturf(loc))
return drop_item()
return 0
//Drops the item in our left hand
/mob/proc/drop_l_hand()
if(!loc.allow_drop())
return
return unEquip(l_hand) //All needed checks are in unEquip
//Drops the item in our right hand
/mob/proc/drop_r_hand()
if(!loc.allow_drop())
return
return unEquip(r_hand)
//Drops the item in our active hand.
/mob/proc/drop_item()
if(hand) return drop_l_hand()
else return drop_r_hand()
//Here lie drop_from_inventory and before_item_take, already forgotten and not missed.
/mob/proc/canUnEquip(obj/item/I, force)
if(!I)
return 1
if((I.flags & NODROP) && !force)
return 0
return 1
/mob/proc/unEquip(obj/item/I, force) //Force overrides NODROP for things like wizarditis and admin undress.
if(!I) //If there's nothing to drop, the drop is automatically succesfull. If(unEquip) should generally be used to check for NODROP.
return 1
if((I.flags & NODROP) && !force)
return 0
if(I == r_hand)
r_hand = null
update_inv_r_hand()
else if(I == l_hand)
l_hand = null
update_inv_l_hand()
if(I)
if(client)
client.screen -= I
I.loc = loc
I.dropped(src)
if(I)
I.layer = initial(I.layer)
return 1
//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
/mob/proc/remove_from_mob(var/obj/O)
unEquip(O)
O.screen_loc = null
return 1
//Outdated but still in use apparently. This should at least be a human proc.
/mob/proc/get_equipped_items()
var/list/items = new/list()
if(hasvar(src,"back")) if(src:back) items += src:back
if(hasvar(src,"belt")) if(src:belt) items += src:belt
if(hasvar(src,"ears")) if(src:ears) items += src:ears
if(hasvar(src,"glasses")) if(src:glasses) items += src:glasses
if(hasvar(src,"gloves")) if(src:gloves) items += src:gloves
if(hasvar(src,"head")) if(src:head) items += src:head
if(hasvar(src,"shoes")) if(src:shoes) items += src:shoes
if(hasvar(src,"wear_id")) if(src:wear_id) items += src:wear_id
if(hasvar(src,"wear_mask")) if(src:wear_mask) items += src:wear_mask
if(hasvar(src,"wear_suit")) if(src:wear_suit) items += src:wear_suit
// if(hasvar(src,"w_radio")) if(src:w_radio) items += src:w_radio commenting this out since headsets go on your ears now PLEASE DON'T BE MAD KEELIN
if(hasvar(src,"w_uniform")) if(src:w_uniform) items += src:w_uniform
//if(hasvar(src,"l_hand")) if(src:l_hand) items += src:l_hand
//if(hasvar(src,"r_hand")) if(src:r_hand) items += src:r_hand
return items
/obj/item/proc/equip_to_best_slot(var/mob/M)
if(src != M.get_active_hand())
M << "You are not holding anything to equip!"
return 0
if(M.equip_to_appropriate_slot(src))
if(M.hand)
M.update_inv_l_hand()
else
M.update_inv_r_hand()
return 1
if(M.s_active && M.s_active.can_be_inserted(src,1)) //if storage active insert there
M.s_active.handle_item_insertion(src)
return 1
if(istype(M, /mob/living/simple_animal/drone))
var/mob/living/simple_animal/drone/D = M
var/obj/item/weapon/storage/T = D.internal_storage
if (!T)
if (D.equip_to_slot_if_possible(src, slot_drone_storage, 0, 1, 1))
return 1
else if (istype(T) && T.can_be_inserted(src,1)) //If carrying storage item like toolbox
T.handle_item_insertion(src)
return 1
var/obj/item/weapon/storage/S = M.get_inactive_hand()
if(istype(S) && S.can_be_inserted(src,1)) //see if we have box in other hand
S.handle_item_insertion(src)
return 1
S = M.get_item_by_slot(slot_belt)
if(istype(S) && S.can_be_inserted(src,1)) //else we put in belt
S.handle_item_insertion(src)
return 1
S = M.get_item_by_slot(slot_back) //else we put in backpack
if(istype(S) && S.can_be_inserted(src,1))
S.handle_item_insertion(src)
playsound(src.loc, "rustle", 50, 1, -5)
return 1
M << "You are unable to equip that!"
return 0
/mob/verb/quick_equip()
set name = "quick-equip"
set hidden = 1
var/obj/item/I = get_active_hand()
if (I)
I.equip_to_best_slot(src)