This component applies to humans, and forces them to hold a certain typepath item in every hand no matter what*.
For example, zombies being forced to hold "zombie claws" - disallowing them from holding items but giving them powerful weapons to infect people
It is suggested that the item path supplied has NODROP (and likely DROPDEL), but nothing's preventing you from not having that.
If they lose or gain hands, new mutant hands will be created immediately.
Does not override nodrop items that already exist in hand slots. However if those nodrop items are lost, will immediately create a new mutant hand.
|mutant_hand_path||The item typepath that we insert into the parent's hands|
|apply_mutant_hands||Tries to give the parent mob mutant hands.|
|mob_dropped_item||Signal proc for COMSIG_MOB_UNEQUIPPED_ITEM|
|mob_equipped_item||Signal proc for COMSIG_MOB_EQUIPPED_ITEM|
|remove_mutant_hands||Removes all mutant idems from the parent's hand slots|
|try_reapply_hands||Signal proc for any signals that may result in the number of hands of the parent mob changing|
The item typepath that we insert into the parent's hands
Tries to give the parent mob mutant hands.
- If a hand slot is empty, places the mutanthand type into their hand.
- If a hand slot is filled with a nodrop item, it will do nothing.
- If a hand slot is filled with a non-nodrop item, drops the item to the ground.
- If a hand slot is filled with a hand already, does nothing.
Signal proc for COMSIG_MOB_UNEQUIPPED_ITEM
This is another failsafe - the mob dropped something, maybe from their hands, so try to re-equip
Signal proc for COMSIG_MOB_EQUIPPED_ITEM
This is a failsafe - the mob managed to pick up something that isn't a mutant hand
Removes all mutant idems from the parent's hand slots
Signal proc for any signals that may result in the number of hands of the parent mob changing
Always try to re-insert mutanthands if we gain or lose hands