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fix prevent belt flare being filled by dump in action leaving no space for flare gun. #4110

Merged
merged 16 commits into from
Aug 20, 2023
25 changes: 23 additions & 2 deletions code/game/objects/items/storage/belt.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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/W as obj, W_class_override = null)

if(istype(W, /obj/item/device/flashlight/flare) && length(holstered_guns) < 1 && length(contents) >= (storage_slots-1))
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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)
Expand Down Expand Up @@ -753,7 +773,7 @@
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/W, prevent_warning = FALSE)
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..()
playsound(src, 'sound/weapons/gun_shotgun_shell_insert.ogg', 15, TRUE)

Expand Down Expand Up @@ -900,6 +920,7 @@
for(var/slot in holster_slots)
if(AM == holster_slots[slot]["gun"])
holster_slots[slot]["gun"] = null

update_gun_icon(slot)
return

Expand Down Expand Up @@ -975,7 +996,7 @@
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)
Expand Down
34 changes: 17 additions & 17 deletions code/game/objects/items/storage/storage.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down Expand Up @@ -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)
Expand Down Expand Up @@ -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

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/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
Expand Down