/mob/living/carbon/human/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE) return dna.species.can_equip(I, slot, disable_warning, src, bypass_equip_delay_self) // Return the item currently in the slot ID /mob/living/carbon/human/get_item_by_slot(slot_id) switch(slot_id) if(SLOT_BACK) return back if(SLOT_WEAR_MASK) return wear_mask if(SLOT_NECK) return wear_neck if(SLOT_HANDCUFFED) return handcuffed if(SLOT_LEGCUFFED) return legcuffed if(SLOT_BELT) return belt if(SLOT_WEAR_ID) return wear_id if(SLOT_EARS) return ears if(SLOT_GLASSES) return glasses if(SLOT_GLOVES) return gloves if(SLOT_HEAD) return head if(SLOT_SHOES) return shoes if(SLOT_WEAR_SUIT) return wear_suit if(SLOT_W_UNIFORM) return w_uniform if(SLOT_L_STORE) return l_store if(SLOT_R_STORE) return r_store if(SLOT_S_STORE) return s_store return null /mob/living/carbon/human/proc/get_all_slots() . = get_head_slots() | get_body_slots() /mob/living/carbon/human/proc/get_body_slots() return list( back, s_store, handcuffed, legcuffed, wear_suit, gloves, shoes, belt, wear_id, l_store, r_store, w_uniform ) /mob/living/carbon/human/proc/get_head_slots() return list( head, wear_mask, wear_neck, glasses, ears, ) /mob/living/carbon/human/proc/get_storage_slots() return list( back, belt, l_store, r_store, s_store, ) //This is an UNSAFE proc. Use mob_can_equip() before calling this one! Or rather use equip_to_slot_if_possible() or advanced_equip_to_slot_if_possible() /mob/living/carbon/human/equip_to_slot(obj/item/I, slot) if(!..()) //a check failed or the item has already found its slot return var/not_handled = FALSE //Added in case we make this type path deeper one day switch(slot) if(SLOT_BELT) belt = I update_inv_belt() if(SLOT_WEAR_ID) wear_id = I sec_hud_set_ID() update_inv_wear_id() if(SLOT_EARS) ears = I update_inv_ears() if(SLOT_GLASSES) glasses = I var/obj/item/clothing/glasses/G = I if(G.glass_colour_type) update_glasses_color(G, 1) if(G.tint) update_tint() if(G.vision_correction) clear_fullscreen("nearsighted") clear_fullscreen("eye_damage") if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha)) update_sight() update_inv_glasses() if(SLOT_GLOVES) gloves = I update_inv_gloves() if(SLOT_SHOES) shoes = I update_inv_shoes() if(SLOT_WEAR_SUIT) wear_suit = I if(I.flags_inv & HIDEJUMPSUIT) update_inv_w_uniform() if(wear_suit.breakouttime) //when equipping a straightjacket stop_pulling() //can't pull if restrained update_action_buttons_icon() //certain action buttons will no longer be usable. update_inv_wear_suit() if(SLOT_W_UNIFORM) w_uniform = I update_suit_sensors() update_inv_w_uniform() if(SLOT_L_STORE) l_store = I update_inv_pockets() if(SLOT_R_STORE) r_store = I update_inv_pockets() if(SLOT_S_STORE) s_store = I update_inv_s_store() else to_chat(src, "You are trying to equip this item to an unsupported inventory slot. Report this to a coder!") //Item is handled and in slot, valid to call callback, for this proc should always be true if(!not_handled) I.equipped(src, slot) return not_handled //For future deeper overrides /mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE) var/index = get_held_index_of_item(I) . = ..() //See mob.dm for an explanation on this and some rage about people copypasting instead of calling ..() like they should. if(!. || !I) return if(index && !QDELETED(src) && dna.species.mutanthands) //hand freed, fill with claws, skip if we're getting deleted. put_in_hand(new dna.species.mutanthands(), index) if(I == wear_suit) if(s_store && invdrop) dropItemToGround(s_store, TRUE) //It makes no sense for your suit storage to stay on you if you drop your suit. if(wear_suit.breakouttime) //when unequipping a straightjacket drop_all_held_items() //suit is restraining update_action_buttons_icon() //certain action buttons may be usable again. wear_suit = null if(!QDELETED(src)) //no need to update we're getting deleted anyway if(I.flags_inv & HIDEJUMPSUIT) update_inv_w_uniform() update_inv_wear_suit() else if(I == w_uniform) if(invdrop) if(r_store) dropItemToGround(r_store, TRUE) //Again, makes sense for pockets to drop. if(l_store) dropItemToGround(l_store, TRUE) if(wear_id) dropItemToGround(wear_id) if(belt) dropItemToGround(belt) w_uniform = null update_suit_sensors() if(!QDELETED(src)) update_inv_w_uniform() else if(I == gloves) gloves = null if(!QDELETED(src)) update_inv_gloves() else if(I == glasses) glasses = null var/obj/item/clothing/glasses/G = I if(G.glass_colour_type) update_glasses_color(G, 0) if(G.tint) update_tint() if(G.vision_correction) if(has_trait(TRAIT_NEARSIGHT)) overlay_fullscreen("nearsighted", /obj/screen/fullscreen/impaired, 1) adjust_eye_damage(0) if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha)) update_sight() if(!QDELETED(src)) update_inv_glasses() else if(I == ears) ears = null if(!QDELETED(src)) update_inv_ears() else if(I == shoes) shoes = null if(!QDELETED(src)) update_inv_shoes() else if(I == belt) belt = null if(!QDELETED(src)) update_inv_belt() else if(I == wear_id) wear_id = null sec_hud_set_ID() if(!QDELETED(src)) update_inv_wear_id() else if(I == r_store) r_store = null if(!QDELETED(src)) update_inv_pockets() else if(I == l_store) l_store = null if(!QDELETED(src)) update_inv_pockets() else if(I == s_store) s_store = null if(!QDELETED(src)) update_inv_s_store() /mob/living/carbon/human/wear_mask_update(obj/item/clothing/C, toggle_off = 1) if((C.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || (initial(C.flags_inv) & (HIDEHAIR|HIDEFACIALHAIR))) update_hair() if(toggle_off && internal && !getorganslot(ORGAN_SLOT_BREATHING_TUBE)) update_internals_hud_icon(0) internal = null if(C.flags_inv & HIDEEYES) update_inv_glasses() sec_hud_set_security_status() ..() /mob/living/carbon/human/head_update(obj/item/I, forced) if((I.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || forced) update_hair() else var/obj/item/clothing/C = I if(istype(C) && C.dynamic_hair_suffix) update_hair() if(I.flags_inv & HIDEEYES || forced) update_inv_glasses() if(I.flags_inv & HIDEEARS || forced) update_body() sec_hud_set_security_status() ..() /mob/living/carbon/human/proc/equipOutfit(outfit, visualsOnly = FALSE) var/datum/outfit/O = null if(ispath(outfit)) O = new outfit else O = outfit if(!istype(O)) return 0 if(!O) return 0 return O.equip(src, visualsOnly) //delete all equipment without dropping anything /mob/living/carbon/human/proc/delete_equipment() for(var/slot in get_all_slots())//order matters, dependant slots go first qdel(slot) for(var/obj/item/I in held_items) qdel(I)