things with stuff (#6233)

* buncha things from upstream

* datums globals, onclick

* datums

* game folder, holy shit mirror bot why

* modules

* icons

* dme

* compiles cleanly

* tools purge

* updates maps

* double check just because. and wew lad

* incidentally, this needs more work first

* some things

* weh

* sound cleanup and icons

* reeeee

* compile issues

* oh look, fresh code sync

* cleans up some unused icons

* dirty vars

* reeeeeeeeeeeeeeee

* wew lad. fuck off with this already
This commit is contained in:
Poojawa
2018-04-02 03:53:25 -05:00
committed by deathride58
parent 832939d3ac
commit 5fa001c10f
838 changed files with 25446 additions and 23273 deletions
+13 -3
View File
@@ -49,6 +49,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
var/interaction_flags_item = INTERACT_ITEM_ATTACK_HAND_PICKUP
var/item_color = null //this needs deprecating, soonish
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
@@ -98,6 +100,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/force_string //string form of an item's force. Edit this var only to set a custom force string
var/last_force_string_check = 0
var/tip_timer
var/icon_override //CIT CHANGE - adds icon_override var. Will be removed with #4322
var/trigger_guard = TRIGGER_GUARD_NONE
@@ -238,6 +241,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
return ..()
/obj/item/attack_hand(mob/user)
. = ..()
if(.)
return
if(!user)
return
if(anchored)
@@ -250,7 +256,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
can_handle_hot = TRUE
else if(C.gloves && (C.gloves.max_heat_protection_temperature > 360))
can_handle_hot = TRUE
else if(C.has_trait(TRAIT_RESISTHEAT))
else if(C.has_trait(TRAIT_RESISTHEAT) || C.has_trait(TRAIT_RESISTHEATHANDS))
can_handle_hot = TRUE
if(can_handle_hot)
@@ -272,6 +278,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
C.update_damage_overlays()
if(!(interaction_flags_item & INTERACT_ITEM_ATTACK_HAND_PICKUP)) //See if we're supposed to auto pickup.
return
if(istype(loc, /obj/item/storage))
//If the item is in a storage item, take it out
@@ -281,7 +289,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(throwing)
throwing.finalize(FALSE)
if(loc == user)
if(!user.dropItemToGround(src))
if(!allow_attack_hand_drop(user) || !user.dropItemToGround(src))
return
pickup(user)
@@ -413,9 +421,11 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
SendSignal(COMSIG_ITEM_PICKUP, user)
item_flags |= IN_INVENTORY
return
/obj/item/proc/allow_attack_hand_drop(mob/user)
return TRUE
// called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
/obj/item/proc/on_exit_storage(obj/item/storage/S)