Fixing obscured inventory slots (un)equip block, for real.
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@@ -68,6 +68,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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var/click_delay = CLICK_CD_MELEE
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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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var/current_equipped_slot
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pass_flags = PASSTABLE
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pressure_resistance = 4
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var/obj/item/master = null
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@@ -315,6 +316,10 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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return
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if(anchored)
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return
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if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
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if(current_equipped_slot in user.check_obscured_slots())
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to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
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return FALSE
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if(resistance_flags & ON_FIRE)
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var/mob/living/carbon/C = user
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@@ -336,7 +341,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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C.update_damage_overlays()
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return
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if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid.
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if(acid_level > 20 && ismob(loc))// so we can still remove the clothes on us that have acid.
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var/mob/living/carbon/C = user
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if(istype(C))
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if(!C.gloves || (!(C.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF))))
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@@ -379,6 +384,11 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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return
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if(anchored)
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return
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if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
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if(current_equipped_slot in user.check_obscured_slots())
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to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
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return FALSE
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SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, user.loc, TRUE)
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@@ -423,6 +433,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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/obj/item/proc/dropped(mob/user)
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SHOULD_CALL_PARENT(TRUE)
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current_equipped_slot = null
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for(var/X in actions)
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var/datum/action/A = X
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A.Remove(user)
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@@ -470,7 +481,9 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(mob/user, slot)
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SHOULD_CALL_PARENT(TRUE)
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. = SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
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current_equipped_slot = slot
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if(!(. & COMPONENT_NO_GRANT_ACTIONS))
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for(var/X in actions)
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var/datum/action/A = X
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