LARP Expansion Pack DLC - Tactical lying down (#15952)

* Initial implementation

* Commented code

* More work for directional handling

* Initial wielding accuracy integration

* Final touchups

* Changelog

* Linter plz

* Alright you prefer this?

* Update code/_onclick/hud/screen_objects.dm

Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>

* Update code/_onclick/hud/screen_objects.dm

Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>

* Small fix

* and this too

* Diona now have the icon back, but it's locked to walk and lay down

* Fix buckling direction

* Fucking merge conflicts resolution editor highlighter

---------

Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This commit is contained in:
Fluffy
2023-09-03 13:48:07 +00:00
committed by GitHub
co-authored by Matt Atlas
parent 3bab5267b9
commit 326ea5cbaf
15 changed files with 178 additions and 30 deletions
+24 -14
View File
@@ -836,40 +836,50 @@
lying = TRUE
break
else if(!resting && cannot_stand() && can_stand_overridden())
lying = 0
canmove = 1
lying = FALSE
lying_is_intentional = FALSE
canmove = TRUE
else
if(istype(buckled_to, /obj/vehicle))
var/obj/vehicle/V = buckled_to
if(is_physically_disabled())
lying = 1
canmove = 0
lying = TRUE
lying_is_intentional = FALSE
canmove = FALSE
pixel_y = V.mob_offset_y - 5
else
if(buckled_to.buckle_lying != -1) lying = buckled_to.buckle_lying
canmove = 1
lying_is_intentional = FALSE
canmove = TRUE
pixel_y = V.mob_offset_y
else if(buckled_to)
anchored = 1
canmove = 0
anchored = TRUE
canmove = FALSE
if(isobj(buckled_to))
if(buckled_to.buckle_lying != -1)
lying = buckled_to.buckle_lying
lying_is_intentional = FALSE
if(buckled_to.buckle_movable)
anchored = 0
canmove = 1
anchored = FALSE
canmove = TRUE
else if(captured)
anchored = 1
canmove = 0
lying = 0
anchored = TRUE
canmove = FALSE
lying = FALSE
else if(m_intent == M_LAY && !incapacitated())
lying = TRUE
lying_is_intentional = TRUE
canmove = TRUE
else
lying = MOB_IS_INCAPACITATED(INCAPACITATION_KNOCKDOWN)
lying_is_intentional = FALSE
canmove = !MOB_IS_INCAPACITATED(INCAPACITATION_KNOCKOUT)
if(lying)
density = 0
if(l_hand) unEquip(l_hand)
if(r_hand) unEquip(r_hand)
if(!lying_is_intentional)
if(l_hand) unEquip(l_hand)
if(r_hand) unEquip(r_hand)
else
density = initial(density)