animation refresh - huge unatomized bundle of fixes and tweaks to numerous animations in the game
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@@ -431,25 +431,26 @@
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if(M.incapacitated() || !M.canUseStorage())
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return
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var/atom/A = parent
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A.add_fingerprint(M)
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// this must come before the screen objects only block, dunno why it wasn't before
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if(over_object == M)
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user_show_to_mob(M, trigger_on_found = TRUE)
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if(isrevenant(M))
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INVOKE_ASYNC(GLOBAL_PROC, .proc/RevenantThrow, over_object, M, source)
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return
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if(check_locked(null, M) || !M.CanReach(A) || (!M.CanReach(over_object) && !istype(over_object, /atom/movable/screen)))
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return
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playsound(A, "rustle", 50, TRUE, -5)
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A.do_jiggle()
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A.add_fingerprint(M)
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if(!istype(over_object, /atom/movable/screen))
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INVOKE_ASYNC(src, .proc/dump_content_at, over_object, M)
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return
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if(A.loc != M)
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return
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playsound(A, "rustle", 50, TRUE, -5)
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A.do_jiggle()
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if(istype(over_object, /atom/movable/screen/inventory/hand))
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var/atom/movable/screen/inventory/hand/H = over_object
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M.putItemFromInventoryInHandIfPossible(A, H.held_index)
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return
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A.add_fingerprint(M)
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/datum/component/storage/proc/user_show_to_mob(mob/M, force = FALSE, trigger_on_found = FALSE)
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var/atom/A = parent
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