Flags and adjacency work (#20259)

Added a bunch of flags for passflags on things that were previously
missing them.
Removed snowflake passthrow var, it's a passflag now.
Updated ClickCross and Adjacency code.
It's now possible to interact with things that are adjacent but
otherwise have a machine (or other appropriate items) blocking them, eg.
think of an APC on the wall with a machine in front of it.
This commit is contained in:
Fluffy
2024-12-24 16:05:30 +00:00
committed by GitHub
parent 67360a9bea
commit 727eb2d261
21 changed files with 147 additions and 94 deletions
@@ -1,10 +1,10 @@
/obj/structure/dueling_table
name = "dueling table"
icon = 'icons/obj/battle_monsters/furniture.dmi'
anchored = 1
density = 1
anchored = TRUE
density = TRUE
climbable = TRUE
throwpass = 1
pass_flags_self = PASSSTRUCTURE | LETPASSTHROW
/obj/structure/dueling_table/no_collide
density = 0
+3 -3
View File
@@ -331,9 +331,9 @@
desc = "Boom, Shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = 1
density = 1
throwpass = 1
anchored = TRUE
density = TRUE
pass_flags_self = PASSSTRUCTURE | LETPASSTHROW
/obj/structure/holohoop/attackby(obj/item/attacking_item, mob/user)
if (istype(attacking_item, /obj/item/grab) && get_dist(src,user)<2)
+3 -4
View File
@@ -3,10 +3,9 @@
icon = 'icons/obj/makeshift_workstation.dmi'
icon_state = "workstation"
desc = "It's a makeshift workstation for grinding, chopping, and heating."
density = 1
anchored = 1
throwpass = 1
density = TRUE
anchored = TRUE
pass_flags_self = PASSSTRUCTURE | LETPASSTHROW
var/obj/item/device/analyzer/analyzer
var/transfer_out = 0
+1
View File
@@ -5,6 +5,7 @@
movable_flags = MOVABLE_FLAG_PROXMOVE
sight = DEFAULT_SIGHT
blocks_emissive = EMISSIVE_BLOCK_GENERIC
pass_flags_self = PASSMOB
var/datum/mind/mind
var/static/next_mob_id = 0
+3 -4
View File
@@ -3,14 +3,13 @@
icon = 'icons/obj/structure/tables/table.dmi'
icon_state = "frame"
desc = "It's a table, for putting things on. Or standing on, if you really want to."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
pass_flags_self = PASSTABLE | LETPASSTHROW
climbable = TRUE
layer = TABLE_LAYER
throwpass = 1
breakable = TRUE
build_amt = 1
pass_flags_self = PASSTABLE | LETPASSTHROW
//Preset shit
var/table_mat