/* Contains helper procs for airflow, handled in /connection_group. */ mob/var/tmp/last_airflow_stun = 0 mob/proc/airflow_stun() if(stat == 2) return 0 if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0 if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN)) src << "You stay upright as the air rushes past you." return 0 if(buckled) src << "Air suddenly rushes past you!" return 0 if(!lying) src << "The sudden rush of air knocks you over!" Weaken(5) last_airflow_stun = world.time mob/living/silicon/airflow_stun() return mob/living/carbon/slime/airflow_stun() return mob/living/carbon/human/airflow_stun() if(shoes) if(shoes.item_flags & NOSLIP) return 0 ..() atom/movable/proc/check_airflow_movable(n) if(anchored && !ismob(src)) return 0 if(!istype(src,/obj/item) && n < vsc.airflow_dense_pressure) return 0 return 1 mob/check_airflow_movable(n) if(n < vsc.airflow_heavy_pressure) return 0 return 1 mob/abstract/observer/check_airflow_movable() return 0 mob/living/silicon/check_airflow_movable() return 0 obj/item/check_airflow_movable(n) . = ..() switch(w_class) if(2) if(n < vsc.airflow_lightest_pressure) return 0 if(3) if(n < vsc.airflow_light_pressure) return 0 if(4,5) if(n < vsc.airflow_medium_pressure) return 0 /atom/movable/var/tmp/turf/airflow_dest /atom/movable/var/tmp/airflow_speed = 0 /atom/movable/var/tmp/airflow_time = 0 /atom/movable/var/tmp/last_airflow = 0 /atom/movable/proc/AirflowCanMove(n) return 1 /mob/AirflowCanMove(n) if(status_flags & GODMODE) return 0 if(buckled) return 0 var/obj/item/shoes = get_equipped_item(slot_shoes) if(istype(shoes) && (shoes.item_flags & NOSLIP)) return 0 return 1 /* /atom/movable/proc/GotoAirflowDest(n) and /atom/movable/proc/RepelAirflowDest(n) have been moved to SSairflow. */ atom/movable/proc/airflow_hit(atom/A) airflow_speed = 0 airflow_dest = null mob/airflow_hit(atom/A) for(var/mob/M in hearers(src)) M.show_message("\The [src] slams into \a [A]!",1,"You hear a loud slam!",2) playsound(src.loc, "smash.ogg", 25, 1, -1) var/weak_amt = istype(A,/obj/item) ? A:w_class : rand(1,5) //Heheheh Weaken(weak_amt) . = ..() obj/airflow_hit(atom/A) for(var/mob/M in hearers(src)) M.show_message("\The [src] slams into \a [A]!",1,"You hear a loud slam!",2) playsound(src.loc, "smash.ogg", 25, 1, -1) . = ..() obj/item/airflow_hit(atom/A) airflow_speed = 0 airflow_dest = null mob/living/carbon/human/airflow_hit(atom/A) // for(var/mob/M in hearers(src)) // M.show_message("[src] slams into [A]!",1,"You hear a loud slam!",2) playsound(src.loc, "punch", 25, 1, -1) if (prob(33)) loc:add_blood(src) bloody_body(src) var/b_loss = airflow_speed * vsc.airflow_damage var/blocked = run_armor_check("head","melee") apply_damage(b_loss/3, BRUTE, "head", blocked, 0, "Airflow") blocked = run_armor_check("chest","melee") apply_damage(b_loss/3, BRUTE, "chest", blocked, 0, "Airflow") blocked = run_armor_check("groin","melee") apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow") if(airflow_speed > 10) Paralyse(round(airflow_speed * vsc.airflow_stun)) Stun(paralysis + 3) else Stun(round(airflow_speed * vsc.airflow_stun/2)) . = ..() zone/proc/movables(list/origins) . = list() if (!origins || !origins.len) return var/static/list/movables_tcache = typecacheof(list(/obj/effect, /mob/abstract)) var/atom/movable/AM for (var/testing_turf in contents) for (var/am in testing_turf) AM = am if (AM.simulated && !AM.anchored && !movables_tcache[AM.type]) for (var/source_turf in origins) if (get_dist(testing_turf, source_turf) <= EDGE_KNOCKDOWN_MAX_DISTANCE) .[AM] = TRUE break CHECK_TICK