+21
-13
@@ -97,9 +97,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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// non-clothing items
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var/datum/dog_fashion/dog_fashion = null
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var/datum/rpg_loot/rpg_loot = null
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//Tooltip vars
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var/force_string //string form of an item's force. Edit this var only to set a custom force string
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var/last_force_string_check = 0
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@@ -111,7 +108,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
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var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
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/obj/item/Initialize()
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materials = typelist("materials", materials)
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@@ -125,7 +121,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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actions_types = null
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if(GLOB.rpg_loot_items)
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rpg_loot = new(src)
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AddComponent(/datum/component/fantasy)
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if(force_string)
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item_flags |= FORCE_STRING_OVERRIDE
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@@ -150,7 +146,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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m.temporarilyRemoveItemFromInventory(src, TRUE)
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for(var/X in actions)
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qdel(X)
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QDEL_NULL(rpg_loot)
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return ..()
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/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
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@@ -207,7 +202,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/list/boostable_nodes = techweb_item_boost_check(src)
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if (boostable_nodes)
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for(var/id in boostable_nodes)
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var/datum/techweb_node/node = SSresearch.techweb_nodes[id]
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var/datum/techweb_node/node = SSresearch.techweb_node_by_id(id)
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if(!node)
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continue
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research_msg += sep
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research_msg += node.display_name
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sep = ", "
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@@ -408,12 +405,12 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
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for(var/X in actions)
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var/datum/action/A = X
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if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot.
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if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
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A.Grant(user)
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item_flags |= IN_INVENTORY
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//sometimes we only want to grant the item's action if it's equipped in a specific slot.
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/obj/item/proc/item_action_slot_check(slot, mob/user)
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/obj/item/proc/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == SLOT_IN_BACKPACK || slot == SLOT_LEGCUFFED) //these aren't true slots, so avoid granting actions there
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return FALSE
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return TRUE
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@@ -537,6 +534,17 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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M.become_blind(EYE_DAMAGE)
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to_chat(M, "<span class='danger'>You go blind!</span>")
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/obj/item/clean_blood()
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. = ..()
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if(.)
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if(blood_splatter_icon)
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cut_overlay(blood_splatter_icon)
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/obj/item/clothing/gloves/clean_blood()
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. = ..()
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if(.)
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transfer_blood = 0
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/obj/item/singularity_pull(S, current_size)
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..()
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if(current_size >= STAGE_FOUR)
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@@ -547,7 +555,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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/obj/item/throw_impact(atom/A, datum/thrownthing/throwingdatum)
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if(A && !QDELETED(A))
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SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, A, throwingdatum)
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if(is_hot() && isliving(A))
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if(get_temperature() && isliving(A))
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var/mob/living/L = A
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L.IgniteMob()
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var/itempush = 1
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@@ -614,10 +622,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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if(flags & ITEM_SLOT_NECK)
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owner.update_inv_neck()
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||||
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/obj/item/proc/is_hot()
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/obj/item/proc/get_temperature()
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||||
return heat
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||||
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||||
/obj/item/proc/is_sharp()
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||||
/obj/item/proc/get_sharpness()
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return sharpness
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||||
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/obj/item/proc/get_dismemberment_chance(obj/item/bodypart/affecting)
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@@ -644,7 +652,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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location.hotspot_expose(flame_heat, 1)
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/obj/item/proc/ignition_effect(atom/A, mob/user)
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if(is_hot())
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if(get_temperature())
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. = "<span class='notice'>[user] lights [A] with [src].</span>"
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else
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||||
. = ""
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||||
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Reference in New Issue
Block a user