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Mech Controls Rework (#21762)
This PR reworks the controls for Mechs to now operate under "Battletech-Style" controls. Where the W and S keys are instead Forward and Reverse, while A and D are turn-left and turn-right respectively. This control scheme is generally significantly more playable for mechs, since mechs can only interact with objects or fire weapons in a forward-facing arc. Mechs were previously incapable of both repositioning and fighting at the same time, while with this update a mech can now face an enemy, fire upon them, and either move closer to them or further away. Mechs also now have reverse speed characteristics based on their chassis selection. Bipedal legs generally have the worst reverse speed. Quad legs have significantly better reverse handling, and Treads have no reverse speed reduction at all (with the fun caveat that they suck at turning). I have also fixed the issue of mechs feeling like they were "too easy to mobility kill". It turned out that mechs were hardcoded to be mobility killed when they took only 45 points of damage, regardless of how tough their legs were. I have reworked this to instead be a linear decrease in movement speed, based on the damage taken ratio of the legs. Larger and tougher legs are naturally more resistant to being impeded by mobility damage. I have actually tested this PR, here's it in action! NOW WITH STRAFING https://github.com/user-attachments/assets/3123fed8-ec22-4118-8a6a-7cbfe45e6667 --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
This commit is contained in:
co-authored by
Cody Brittain
parent
2a2d0798b9
commit
cf861efefd
@@ -3,8 +3,28 @@
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center_of_mass = list("x"=24, "y"=4)
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icon_state = "loader_legs"
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power_use = 75
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/// Movement delay added when moving in any direction.
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var/move_delay = 5
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/// Movement delay added when turning, cumulative with move_delay.
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var/turn_delay = 5
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/// Extra movement delay added when using reverse throttle.
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var/reverse_delay = 10
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/// Extra movement delay added when strafing.
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var/strafe_delay_modifier = 1.5
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/// Whether or not the legs allow strafing at all.
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var/can_strafe = TRUE
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/**
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* Extra movement delay added based on the ratio of the legs current damage to its maximum damage.
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* IE: If your max is 100, and you've taken 50 damage to the legs, this delay should come out to +5.
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* At 0 damage, the delay from this is also 0. So it linearly scales with leg damage.
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*/
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var/damaged_delay = 10
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var/obj/item/robot_parts/robot_component/actuator/motivator
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var/mech_turn_sound = 'sound/mecha/mechturn.ogg'
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var/mech_step_sound = 'sound/mecha/mechstep.ogg'
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@@ -1,5 +1,4 @@
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/mob/living/heavy_vehicle/proc/can_move(var/mob/user)
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. = 0
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if(world.time < next_mecha_move)
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return
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@@ -12,14 +11,12 @@
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next_mecha_move = world.time + 3 // Just to stop them from getting spammed with messages.
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return
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if(!legs.motivator || legs.total_damage > 45)
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if(!legs.motivator || legs.total_damage != 0 && legs.total_damage >= legs.max_damage)
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if(user)
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to_chat(user, SPAN_WARNING("Your motivators are damaged! You can't move!"))
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to_chat(user, SPAN_WARNING("Your motivators are destroyed! You can't move!"))
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next_mecha_move = world.time + 15
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return
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next_mecha_move = world.time + (incorporeal_move ? legs.move_delay / 2 : legs.move_delay)
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if(maintenance_protocols)
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if(user)
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to_chat(user, SPAN_WARNING("Maintenance protocols are in effect."))
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@@ -31,6 +28,79 @@
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to_chat(user, SPAN_WARNING("The power indicator flashes briefly."))
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return
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next_mecha_move = world.time + (incorporeal_move ? legs.move_delay / 2 : legs.move_delay) + (legs.damaged_delay * (legs.total_damage / legs.max_damage))
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return TRUE
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/mob/living/heavy_vehicle/proc/can_turn(var/mob/user)
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if(world.time < next_mecha_turn)
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return
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if(incapacitated() || (user && user.incapacitated()) || lockdown)
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return
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if(!legs)
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if(user)
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to_chat(user, SPAN_WARNING("\The [src] has no means of propulsion!"))
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next_mecha_turn = world.time + 3 // Just to stop them from getting spammed with messages.
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return
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if(!legs.motivator || legs.total_damage != 0 && legs.total_damage >= legs.max_damage)
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if(user)
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to_chat(user, SPAN_WARNING("Your motivators are destroyed! You can't turn!"))
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next_mecha_turn = world.time + 15
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return
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if(maintenance_protocols)
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if(user)
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to_chat(user, SPAN_WARNING("Maintenance protocols are in effect."))
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return
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var/obj/item/cell/C = get_cell()
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if(!C || !C.check_charge(legs.power_use * CELLRATE))
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if(user)
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to_chat(user, SPAN_WARNING("The power indicator flashes briefly."))
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return
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next_mecha_turn = world.time + legs.turn_delay + (legs.damaged_delay * (legs.total_damage / legs.max_damage))
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return TRUE
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/mob/living/heavy_vehicle/proc/can_strafe(var/mob/user)
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if (world.time < next_mecha_move)
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return
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if(incapacitated() || (user && user.incapacitated()) || lockdown)
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return
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if(!legs)
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if(user)
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to_chat(user, SPAN_WARNING("\The [src] has no means of propulsion!"))
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next_mecha_move = world.time + 3 // Just to stop them from getting spammed with messages.
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return
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if(!legs.can_strafe)
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if(user)
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to_chat(user, SPAN_WARNING("Your motivators are not capable of strafing!"))
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next_mecha_move = world.time + 15
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return
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if(!legs.motivator || legs.total_damage != 0 && legs.total_damage >= legs.max_damage)
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if(user)
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to_chat(user, SPAN_WARNING("Your motivators are destroyed! You can't strafe!"))
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next_mecha_move = world.time + 15
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return
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if(maintenance_protocols)
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if(user)
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to_chat(user, SPAN_WARNING("Maintenance protocols are in effect."))
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return
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var/obj/item/cell/C = get_cell()
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if(!C || !C.check_charge(legs.power_use * CELLRATE))
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if(user)
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to_chat(user, SPAN_WARNING("The power indicator flashes briefly."))
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return
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next_mecha_move = world.time + ((legs.move_delay + (legs.damaged_delay * (legs.total_damage / legs.max_damage))) * legs.strafe_delay_modifier)
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return TRUE
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/mob/living/heavy_vehicle/get_standard_pixel_x()
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@@ -228,6 +228,8 @@
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user.forceMove(src)
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LAZYDISTINCTADD(pilots, user)
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RegisterSignal(user, COMSIG_MOB_FACEDIR, PROC_REF(handle_user_turn))
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RegisterSignal(user, COMSIG_INPUT_KEY_QUICK_EQUIP, PROC_REF(strafe_left))
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RegisterSignal(user, COMSIG_INPUT_KEY_DROP, PROC_REF(strafe_right))
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playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
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if(user.client) user.client.screen |= hud_elements
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LAZYDISTINCTADD(user.additional_vision_handlers, src)
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@@ -260,55 +262,105 @@
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set_intent(I_HURT)
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LAZYREMOVE(pilots, user)
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UnregisterSignal(user, COMSIG_MOB_FACEDIR)
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UnregisterSignal(user, COMSIG_INPUT_KEY_QUICK_EQUIP)
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UnregisterSignal(user, COMSIG_INPUT_KEY_DROP)
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UNSETEMPTY(pilots)
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/mob/living/heavy_vehicle/proc/handle_user_turn(var/mob/living/user, var/direction)
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, TYPE_PROC_REF(/atom, relaymove), user, direction, TRUE)
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/mob/living/heavy_vehicle/proc/strafe_left(var/mob/user, var/cancelled)
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SIGNAL_HANDLER
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// Stop the pilot from attempting to drop the item in their hands, we're replacing it with a strafe input.
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*cancelled = TRUE
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strafe_move(user, angle2dir(dir2angle(dir) + 90))
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/mob/living/heavy_vehicle/proc/strafe_right(var/mob/user, var/cancelled)
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SIGNAL_HANDLER
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// Stop the pilot from attempting to drop the item in their hands, we're replacing it with a strafe input.
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*cancelled = TRUE
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strafe_move(user, angle2dir(dir2angle(dir) + 270))
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/mob/living/heavy_vehicle/relaymove(mob/living/user, direction, var/turn_only = FALSE)
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. = ..()
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if(!can_move(user))
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return
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if(hallucination >= EMP_MOVE_DISRUPT && prob(30))
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direction = pick(GLOB.cardinals)
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var/do_strafe = !isnull(user.facing_dir) && (legs.turn_delay <= legs.move_delay)
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if(!do_strafe && dir != direction)
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// Convert keyboard inputs to Battletech-style controls.
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switch (direction)
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if (NORTH) // "Throttle Forwards"
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throttle_move(user, dir, FALSE)
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if (SOUTH) // "Throttle Reverse"
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throttle_move(user, angle2dir(dir2angle(dir) + 180), TRUE)
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if (EAST) // "Turn Right"
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rotate_by_angle(user, angle2dir(dir2angle(dir) + 90))
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if (WEST) // "Turn Left"
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rotate_by_angle(user, angle2dir(dir2angle(dir) + 270))
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/mob/living/heavy_vehicle/proc/throttle_move(mob/living/user, direction, reverse)
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if (!legs || !can_move(user))
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return
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// Get the tile in the direction.
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var/turf/target_loc = get_step(src, direction)
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if(!legs.can_move_on(loc, target_loc))
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return
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if (reverse)
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next_mecha_move += legs.reverse_delay
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// Then send a move command
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if(incorporeal_move)
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if(legs.mech_step_sound)
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playsound(src.loc,legs.mech_step_sound,40,1)
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use_cell_power(legs.power_use * CELLRATE)
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if(legs && legs.mech_turn_sound)
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playsound(src.loc,legs.mech_turn_sound,40,1)
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if(world.time + legs.turn_delay > next_mecha_move)
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next_mecha_move = world.time + legs.turn_delay
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set_dir(direction)
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for(var/mob/pilot in pilots)
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pilot.set_dir(direction)
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if(istype(hardpoints[HARDPOINT_BACK], /obj/item/mecha_equipment/shield))
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var/obj/item/mecha_equipment/shield/S = hardpoints[HARDPOINT_BACK]
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if(S.aura)
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S.aura.dir = direction
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if(S.aura.dir == NORTH)
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S.aura.layer = MOB_LAYER
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else
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S.aura.layer = ABOVE_HUMAN_LAYER
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update_icon()
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user.client.Process_Incorpmove(direction, src)
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else
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Move(target_loc, direction, 0, FALSE)
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if(!turn_only)
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var/turf/target_loc = get_step(src, direction)
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if(!legs.can_move_on(loc, target_loc))
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return
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if(incorporeal_move)
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if(legs && legs.mech_step_sound)
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playsound(src.loc,legs.mech_step_sound,40,1)
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use_cell_power(legs.power_use * CELLRATE)
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user.client.Process_Incorpmove(direction, src)
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else
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var/new_direction = do_strafe ? user.facing_dir || direction : direction
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Move(target_loc, new_direction)
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/mob/living/heavy_vehicle/proc/strafe_move(mob/user, direction)
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if (!legs || !can_strafe(user))
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return
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/mob/living/heavy_vehicle/Move()
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// Get the tile in the direction.
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var/turf/target_loc = get_step(src, direction)
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if(!legs.can_move_on(loc, target_loc))
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return
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// Then send a move command
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if(incorporeal_move)
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if(legs.mech_step_sound)
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playsound(src.loc,legs.mech_step_sound,40,1)
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use_cell_power(legs.power_use * CELLRATE)
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user.client.Process_Incorpmove(direction, src)
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else
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Move(target_loc, direction, 0, FALSE)
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/mob/living/heavy_vehicle/proc/rotate_by_angle(mob/living/user, direction)
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if (!legs || !can_turn(user))
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return
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use_cell_power(legs.power_use * CELLRATE)
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if(legs && legs.mech_turn_sound)
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playsound(src.loc,legs.mech_turn_sound,40,1)
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set_dir(direction)
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for(var/mob/pilot in pilots)
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pilot.set_dir(direction)
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if(istype(hardpoints[HARDPOINT_BACK], /obj/item/mecha_equipment/shield))
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var/obj/item/mecha_equipment/shield/S = hardpoints[HARDPOINT_BACK]
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if(S.aura)
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S.aura.dir = direction
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if(S.aura.dir == NORTH)
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S.aura.layer = MOB_LAYER
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else
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S.aura.layer = ABOVE_HUMAN_LAYER
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update_icon()
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Move(src.loc, direction, 0, TRUE)
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/mob/living/heavy_vehicle/Move(atom/newloc, direct, glide_size_override = 0, update_dir = TRUE)
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. = ..()
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if(. && !istype(loc, /turf/space))
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if(legs)
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@@ -76,7 +76,16 @@
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var/use_air = FALSE
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// Interface stuff.
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/// The next world tick that the mech has to wait for before it can change its Throttle (forward and backward movement).
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var/next_mecha_move = 0
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/// The next world tick that the mech has to wait for before it can turn.
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var/next_mecha_turn = 0
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/// The next world tick that the mech has to wait for before it can strafe.
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var/next_mecha_strafe = 0
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var/list/hud_elements = list()
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var/list/hardpoint_hud_elements = list()
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var/atom/movable/screen/mecha/health/hud_health
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@@ -8,6 +8,8 @@
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max_damage = 150
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move_delay = 5
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turn_delay = 2
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strafe_delay_modifier = 1 // No delay on strafing.
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reverse_delay = 10
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power_use = 2500
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trample_damage = 0
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hover = TRUE
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@@ -20,4 +22,6 @@
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max_damage = 75
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move_delay = 2
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turn_delay = 2
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strafe_delay_modifier = 1 // No delay on strafing.
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reverse_delay = 5
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power_use = 2000
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@@ -6,6 +6,8 @@
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max_damage = 160
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move_delay = 4
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turn_delay = 1
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reverse_delay = 2 // Faster than usual reverse for legs
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strafe_delay_modifier = 1.2 // Faster than usual strafing
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power_use = 1250
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trample_damage = 10
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@@ -17,6 +19,7 @@
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max_damage = 250
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move_delay = 5
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turn_delay = 1
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strafe_delay_modifier = 1.2 // Faster than usual strafing
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power_use = 3500
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trample_damage = 25
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@@ -28,7 +31,9 @@
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max_damage = 450
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move_delay = 2 //Its fast
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turn_delay = 7
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reverse_delay = 0 // Uniquely the only chassis without a reverse delay.
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power_use = 3500
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color = COLOR_WHITE
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mech_step_sound = 'sound/mecha/tanktread.ogg'
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trample_damage = 25
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can_strafe = FALSE
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@@ -7,6 +7,11 @@ This saves us from having to call add_fingerprint() any time something is put in
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set name = "quick-equip"
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set hidden = 1
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var/cancelled = FALSE
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SEND_SIGNAL(src, COMSIG_INPUT_KEY_QUICK_EQUIP, &cancelled)
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if (cancelled)
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return
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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var/obj/item/I = H.get_active_hand()
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@@ -52,6 +52,9 @@
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diagonal_action(SOUTHWEST)
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/client/proc/diagonal_action(direction)
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if (!mob)
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return
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switch(client_dir(direction, 1))
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if(NORTHEAST)
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swap_hand()
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@@ -67,6 +70,11 @@
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to_chat(usr, SPAN_WARNING("This mob type cannot throw items."))
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return
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if(NORTHWEST)
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var/cancelled = FALSE
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SEND_SIGNAL(mob, COMSIG_INPUT_KEY_DROP, &cancelled)
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if (cancelled)
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return
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(!C.get_active_hand())
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