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* tgui the beginning * binaries and the like * Bring in the last of it * Example radio UI * delete example * NTOS Main Menu, start on manifest, tgui states * tasks.json * gunnery ui pt 1 * okay * fix everything * scss update * oops * manifest gigablast * downloader part 1 * download prt 2 * NTOSDownloader final * mfw committing to_worlds * gunnery console pt2 * i cooked * targeting (finished) * one vueui down * voting ui almost done * MY MIND FEELS LIKE AN ARCH ENEMYYYY * voting ui down * photocopier * ntos config + download fixes * photocopier 2 * refactor define * NTOS client manager + fixes * fax machine final (it also uses toner now) * marching forwards... left behind... * ntnrc part 1 * canister * add quotes * portable pumps pt1 + more backgrounds * oops * finish the portable pump * freezers so I'll keep on pushing forward... you haven't seen the last of me... oooooooh... * doors ui pt1 * finish doors UI (forgive me wildkins it's a bit of shitcode) * vitals monitor, make things use labeled lists, new backgrounds * mais j'envoyé aucun mayday... * maglock pt1 * pour ça je me suis perdu... * infrared * fix that * prox sensor pt1 * prox sensor * signaler (this was actually pretty hard) * atmos control pt1 * atmos control pt1.1 * atmos pt 2 * fuel injector * multitool UI * jammer * list viewer * APC * portgen * targeting console updates + SMES ui * new themes, shield generator * supermatter * Add ore detector and (shitty) NTNet Relay * orderterminal pt1 * orderterminal pt2 * smartfridge * Add (air-)tank GUI update ore detector size * Adds Transfer Valves * Add AtmoScrubber * analyzer pt1 * weapons analyzer pt2 * bodyscanner pt1 * bodyscanner pt2 * fix this shitcode * seed storage * appearance changer * appearance changer final * sleeper pt1 * sleeper * gps * vehicles * chem dispenser * lily request * holopad * tgui modules pt1 * ppanel * damage menu * fixes * im here too now * follow menu, search bars * quikpay * quikpay fixes * circuit printer * ppanel * ppanel updates * pai * turret controls (i want to kill myself) * tweak * remove the boardgame * guntracker * implant tracker * penal mechs come close to me, come close to me * chem codex * pai radio * doorjack * pai directives * signaler removal, sensors * ghost spawner * spawnpoint * fixes * teleporter * one more to the chopping block * account database * remove divider * scanner, atmos * latejoin ui pt1 * latejoin * records pt1 * RECORDS UI DONE * delete interpreter & records * CHAT FUCKING CLIENT * data updates * fix some things * final UI, log * basic nanoui fix * antag panel * remove vueui * atm update * vending update * warrants, cameras * ntmonitor * time comes for all * preserve this legacy * bring that back (oops) * rcon, ui auto update for computer UIs, remove rcon computers * alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles) * A LIKE SUPREME * a * power monitor * lights on * fuck this code, fuck nanoui modules, and fuck nanoui * LEAVE IT OH SO FAR BEHIND * fix alarm monitoring for synths * I SAW IN YOU WHAT LIFE WAS MISSING * comms console * idcard and record updates * turn the light on * arcade * pt2 * news browser * static * crusher * f * COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO * codeowners & suit sensors * html ui style removal * make lint happy * tgchat * tgpanels pt1 * THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!! * figure out why stat isnt working * goodbye ping * shhh * stat updates * An oath sworn in scors! Omni vortex lies! * final almost edits * fix that * last skin adjustments * resist and disorder * i slowly get up and turn off the noise, already fed up... * pleaseeeeeeeeeeeeeee * THE CREDIT LARP IS NECESSARY * i hold the keys * RISE UP * fix that? * harry's suggestions xoxo * runtime fix pt2 * You are the only thing that I still care about * fix runtimes and cl * whoops * misc fixes * fix that too * adds build workflow * f * Update update_tgui.yml * adds some needed steps * ATM * misc fixes and tweaks * fixes 2 * make newscasters usable and fix use power on freezers * turret control is clearer * remove duplicate * makes some verb tabs work properly * makes verbs work properly for real * sans moi * fixes pt2 * fix the chat unnecessarily reloading * fixes * epic * fixes * fix missing consoles --------- Co-authored-by: John Wildkins <john.wildkins@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: harryob <me@harryob.live>
124 lines
3.6 KiB
Plaintext
124 lines
3.6 KiB
Plaintext
#define REMOVE_AND_CONTINUE \
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falling -= victim; \
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victim.multiz_falling = 0; \
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if (MC_TICK_CHECK) return; \
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continue;
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/var/datum/controller/subsystem/falling/SSfalling
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/datum/controller/subsystem/falling
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name = "Falling"
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flags = SS_NO_INIT
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wait = 1
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var/list/falling = list()
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var/list/currentrun
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/datum/controller/subsystem/falling/New()
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NEW_SS_GLOBAL(SSfalling)
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/datum/controller/subsystem/falling/stat_entry(msg)
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msg = "F:[falling.len]"
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return ..()
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/datum/controller/subsystem/falling/fire(resumed = 0)
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if (!resumed)
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currentrun = falling.Copy()
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var/list/curr = currentrun
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while (curr.len)
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var/atom/movable/victim = curr[curr.len]
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curr.len--
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if (QDELETED(victim))
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falling -= victim
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if (MC_TICK_CHECK)
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return
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continue
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// The call_fall checks that are executed for every atom forever. These
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// should not be overwritten/there shouldn't be a need to overwrite them.
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// For specialty conditions, edit CanZPass and can_fall procs.
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if (!isturf(victim.loc))
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REMOVE_AND_CONTINUE
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// Get the below turf.
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var/turf/below = GetBelow(victim)
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if (!below)
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REMOVE_AND_CONTINUE
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// Check if we can fall through the current tile and onto the next one.
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if (!victim.loc:CanZPass(victim, DOWN) || !below.CanZPass(victim, DOWN))
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REMOVE_AND_CONTINUE
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// Check if the victim's current position is affected by gravity.
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if (!victim.loc.loc:has_gravity())
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REMOVE_AND_CONTINUE
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// Thrown objects don't fall, generally speaking.
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if (victim.throwing)
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REMOVE_AND_CONTINUE
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// can_fall check to see if we can fall. Current position is accessible
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// via src.loc, destination by the param. So should be customizable enough.
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if (!victim.can_fall(below))
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// In case the stop is called in a situation when we're already falling.
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// The still want to call fall_impact, due to the fact they've fallen.
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if (falling[victim])
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victim.fall_impact(falling[victim], TRUE)
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victim.fall_collateral(falling[victim], TRUE)
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REMOVE_AND_CONTINUE
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// Iterate the falling counter. This is how many levels the mob has fallen
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// thus far.
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falling[victim]++
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// Open turfs. Handle falling through them.
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// Invokes fall_through() after the atom is moved to
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// its new destination this cycle. Immediately invokes fall_impact and
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// fall_collateral if the next turf is not open space.
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if (isopenturf(victim.loc) && victim.loc:is_hole)
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victim.begin_falling(victim.loc, below)
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victim.forceMove(below)
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if(victim.pulledby && victim.pulledby.z != victim.z)
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var/mob/M = victim.pulledby
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M.stop_pulling()
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if (locate(/obj/structure/stairs) in victim.loc) // If there's stairs, we're probably going down them.
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if (falling[victim] <= 1) // Just moving down a flight, skip damage.
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victim.multiz_falling = 0
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falling -= victim
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else
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// Falling more than a level, fuck 'em up.
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victim.fall_impact(falling[victim], FALSE)
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victim.fall_collateral(falling[victim], FALSE)
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victim.multiz_falling = 0
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falling -= victim
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else if (isopenturf(victim.loc))
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victim.fall_through()
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else
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// This is a lookahead. It removes any lag from being moved onto
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// the destination turf, and calling fall_impact.
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victim.fall_impact(falling[victim], FALSE)
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victim.fall_collateral(falling[victim], FALSE)
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victim.multiz_falling = 0
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falling -= victim
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if (MC_TICK_CHECK)
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return
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continue
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// This shouldn't actually happen. But for safety, here it is.
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victim.fall_impact(falling[victim], FALSE)
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victim.fall_collateral(falling[victim], FALSE)
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victim.multiz_falling = 0
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falling -= victim
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if (MC_TICK_CHECK)
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return
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#undef REMOVE_AND_CONTINUE
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