/obj var/can_buckle = 0 var/buckle_movable = 0 var/buckle_dir = 0 var/buckle_lying = -1 //bed-like behavior, forces mob.lying = buckle_lying if != -1 var/buckle_require_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes var/mob/living/buckled_mob = null /obj/attack_hand(mob/living/user) . = ..() if(can_buckle && buckled_mob) user_unbuckle_mob(user) /obj/MouseDrop_T(mob/living/M, mob/living/user) . = ..() if(can_buckle && istype(M)) user_buckle_mob(M, user) //Cleanup /obj/Destroy() unbuckle_mob() return ..() /obj/proc/buckle_mob(mob/living/M) if(!can_buckle || !istype(M) || M.buckled || M.pinned.len || (buckle_require_restraints && !M.restrained())) return 0 if ((M.loc != loc) && !(density && get_dist(src, M) <= 1)) return 0 if (M.loc != loc) M.forceMove(loc) M.buckled = src M.facing_dir = null M.set_dir(buckle_dir ? buckle_dir : dir) M.update_canmove() buckled_mob = M post_buckle_mob(M) return 1 /obj/proc/unbuckle_mob() if(buckled_mob && buckled_mob.buckled == src) . = buckled_mob buckled_mob.buckled = null buckled_mob.anchored = initial(buckled_mob.anchored) buckled_mob.update_canmove() buckled_mob = null post_buckle_mob(.) /obj/proc/post_buckle_mob(mob/living/M) return /obj/proc/user_buckle_mob(mob/living/M, mob/user) if(!ROUND_IS_STARTED) to_chat(user, SPAN_WARNING("You can't buckle anyone in before the game starts.")) if(!user.Adjacent(M) || user.restrained() || user.stat || istype(user, /mob/living/silicon/pai)) return if(!M.can_buckle) to_chat(user, SPAN_WARNING("\The [M] can't be buckled!")) return if(M == buckled_mob) return if(istype(M, /mob/living/carbon/slime)) to_chat(user, SPAN_WARNING("\The [M] is too squishy to buckle in.")) return if(buckled_mob) to_chat(user, SPAN_WARNING("\The [buckled_mob.name] is already there, unbuckle them first!.")) return add_fingerprint(user) unbuckle_mob()//this is now just for safety, buckling someone into an occupied chair will fail, instead of removing the occupant if(buckle_mob(M)) if(M == user) M.visible_message(\ "[M.name] buckles themselves to [src].",\ "You buckle yourself to [src].",\ "You hear metal clanking.") else M.visible_message(\ "[M.name] is buckled to [src] by [user.name]!",\ "You are buckled to [src] by [user.name]!",\ "You hear metal clanking.") /obj/proc/user_unbuckle_mob(mob/user) var/mob/living/M = unbuckle_mob() if(M) if(M != user) M.visible_message(\ "[user.name] unbuckles [M.name].", \ "You were unbuckled from [src] by [user.name].",\ "You hear metal clanking.") else M.visible_message(\ "[M.name] unbuckles themselves.",\ "You unbuckle yourself from [src].",\ "You hear metal clanking.") add_fingerprint(user) return M