diff --git a/code/game/objects/items/storage/belt.dm b/code/game/objects/items/storage/belt.dm index 66efb08bedec..7721a9643fb5 100644 --- a/code/game/objects/items/storage/belt.dm +++ b/code/game/objects/items/storage/belt.dm @@ -16,6 +16,26 @@ ///TRUE Means that it closes a flap over its contents, and therefore update_icon should lift that flap when opened. If it doesn't have _half and _full iconstates, this doesn't matter either way. var/flap = TRUE +/obj/item/storage/belt/gun/flaregun/dump_into(obj/item/storage/origin_storage, mob/user) + + if(length(holstered_guns) < 1 && length(contents) >= (storage_slots-1)) + + to_chat(user, SPAN_WARNING("[src] is full.")) + return FALSE + return ..() + +/obj/item/storage/belt/gun/flaregun/handle_item_insertion(obj/item/new_item, prevent_warning = FALSE, mob/user) + + if(istype(new_item, /obj/item/device/flashlight/flare) && length(holstered_guns) < 1 && length(contents) >= (storage_slots-1)) + return FALSE + return ..() + +/obj/item/storage/belt/gun/flaregun/has_room(obj/item/new_item, W_class_override = null) + + if(istype(new_item, /obj/item/device/flashlight/flare) && length(holstered_guns) < 1 && length(contents) >= (storage_slots-1)) + return FALSE //No slot open because gun in holster. + return ..() + /obj/item/storage/belt/equipped(mob/user, slot) switch(slot) if(WEAR_WAIST, WEAR_J_STORE, WEAR_BACK) @@ -766,7 +786,7 @@ for(var/i = 1 to storage_slots) new /obj/item/weapon/throwing_knife(src) -/obj/item/storage/belt/knifepouch/_item_insertion(obj/item/W, prevent_warning = 0) +/obj/item/storage/belt/knifepouch/_item_insertion(obj/item/new_item, prevent_warning = FALSE) ..() playsound(src, 'sound/weapons/gun_shotgun_shell_insert.ogg', 15, TRUE) @@ -913,6 +933,7 @@ for(var/slot in holster_slots) if(AM == holster_slots[slot]["gun"]) holster_slots[slot]["gun"] = null + update_gun_icon(slot) return @@ -988,7 +1009,7 @@ to_chat(usr, SPAN_WARNING("[src] can't hold any more ammo.")) return FALSE -/obj/item/storage/belt/gun/_item_insertion(obj/item/W, prevent_warning = 0) +/obj/item/storage/belt/gun/_item_insertion(obj/item/W, prevent_warning = FALSE) if(isgun(W)) holstered_guns += W for(var/slot in holster_slots) diff --git a/code/game/objects/items/storage/storage.dm b/code/game/objects/items/storage/storage.dm index 36f946efdfdc..5a6b7d2b9b05 100644 --- a/code/game/objects/items/storage/storage.dm +++ b/code/game/objects/items/storage/storage.dm @@ -31,7 +31,6 @@ var/storage_flags = STORAGE_FLAGS_DEFAULT var/has_gamemode_skin = FALSE ///Whether to use map-variant skins. - /obj/item/storage/MouseDrop(obj/over_object as obj) if(CAN_PICKUP(usr, src)) if(over_object == usr) // this must come before the screen objects only block @@ -378,12 +377,12 @@ var/list/global/item_storage_box_cache = list() return ///Returns TRUE if there is room for the given item. W_class_override allows checking for just a generic W_class, meant for checking shotgun handfuls without having to spawn and delete one just to check. -/obj/item/storage/proc/has_room(obj/item/W as obj, W_class_override = null) +/obj/item/storage/proc/has_room(obj/item/new_item, W_class_override = null) if(storage_slots != null && contents.len < storage_slots) return TRUE //At least one open slot. //calculate storage space only for containers that don't have slots if (storage_slots == null) - var/sum_storage_cost = W_class_override ? W_class_override : W.get_storage_cost() //Takes the override if there is one, the given item otherwise. + var/sum_storage_cost = W_class_override ? W_class_override : new_item.get_storage_cost() //Takes the override if there is one, the given item otherwise. for(var/obj/item/I in contents) sum_storage_cost += I.get_storage_cost() //Adds up the combined storage costs which will be in the storage item if the item is added to it. @@ -455,23 +454,23 @@ That's done by can_be_inserted(). Its checks are whether the item exists, is an The stop_warning parameter will stop the insertion message from being displayed. It is intended for cases where you are inserting multiple items at once, such as when picking up all the items on a tile with one click. user can be null, it refers to the potential mob doing the insertion.**/ -/obj/item/storage/proc/handle_item_insertion(obj/item/W, prevent_warning = 0, mob/user) - if(!istype(W)) +/obj/item/storage/proc/handle_item_insertion(obj/item/new_item, prevent_warning = FALSE, mob/user) + if(!istype(new_item)) return FALSE - if(user && W.loc == user) - if(!user.drop_inv_item_to_loc(W, src)) + if(user && new_item.loc == user) + if(!user.drop_inv_item_to_loc(new_item, src)) return FALSE else - W.forceMove(src) + new_item.forceMove(src) - _item_insertion(W, prevent_warning, user) + _item_insertion(new_item, prevent_warning, user) return TRUE /**Inserts the item. Separate proc because handle_item_insertion isn't guaranteed to insert and it therefore isn't safe to override it before calling parent. Updates icon when done. Can be called directly but only if the item was spawned inside src - handle_item_insertion is safer. W is always an item. stop_warning prevents messaging. user may be null.**/ -/obj/item/storage/proc/_item_insertion(obj/item/W, prevent_warning = 0, mob/user) +/obj/item/storage/proc/_item_insertion(obj/item/W, prevent_warning = FALSE, mob/user) W.on_enter_storage(src) if(user) if (user.client && user.s_active != src) @@ -721,25 +720,26 @@ W is always an item. stop_warning prevents messaging. user may be null.**/ to_chat(user, SPAN_WARNING("[ammo_dumping] is empty.")) return TRUE -/obj/item/storage/proc/dump_into(obj/item/storage/M, mob/user) +/obj/item/storage/proc/dump_into(obj/item/storage/origin_storage, mob/user) + if(user.action_busy) return - if(!M.contents.len) - to_chat(user, SPAN_WARNING("[M] is empty.")) + if(!origin_storage.contents.len) + to_chat(user, SPAN_WARNING("[origin_storage] is empty.")) return - if(!has_room(M.contents[1])) //Does it have room for the first item to be inserted? + if(!has_room(origin_storage.contents[1])) //Does it have room for the first item to be inserted? to_chat(user, SPAN_WARNING("[src] is full.")) return - to_chat(user, SPAN_NOTICE("You start refilling [src] with [M].")) + to_chat(user, SPAN_NOTICE("You start refilling [src] with [origin_storage].")) if(!do_after(user, 1.5 SECONDS, INTERRUPT_ALL, BUSY_ICON_GENERIC)) return - for(var/obj/item/I in M) - if(!has_room(I)) + for(var/obj/item/new_item in origin_storage) + if(!has_room(new_item)) break - M.remove_from_storage(I) - handle_item_insertion(I, TRUE, user) //quiet insertion + origin_storage.remove_from_storage(new_item) + handle_item_insertion(new_item, TRUE, user) //quiet insertion playsound(user.loc, "rustle", 15, TRUE, 6) return TRUE