mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 08:01:06 +00:00
changes: Openturfs now properly handle recursive icon copy. Openturfs can now have icons, for translucent or bordered turfs. This works with the smoothing engine (or anything really) Added openturf debug verb that lists ordering of the openturf. Openturfs can now mark themselves as solid, for things like windows or ice. BSTs can now toggle falling for themselves. Fixes #3488.
587 lines
18 KiB
Plaintext
587 lines
18 KiB
Plaintext
/atom/movable
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/** Used to check wether or not an atom is being handled by SSfalling. */
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var/tmp/multiz_falling = 0
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/**
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* Verb for the mob to move up a z-level if possible.
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*/
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/mob/verb/up()
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set name = "Move Upwards"
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set category = "IC"
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if(zMove(UP))
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to_chat(usr, "<span class='notice'>You move upwards.</span>")
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/**
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* Verb for the mob to move down a z-level if possible.
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*/
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/mob/verb/down()
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set name = "Move Down"
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set category = "IC"
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if(zMove(DOWN))
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to_chat(usr, "<span class='notice'>You move down.</span>")
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/**
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* Used to check if a mob can move up or down a Z-level and to then actually do the move.
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*
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* @param direction The direction in which we're moving. Expects defines UP or DOWN.
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*
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* @return TRUE if the mob has been successfully moved a Z-level.
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* FALSE otherwise.
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*/
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/mob/proc/zMove(direction)
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// In the case of an active eyeobj, move that instead.
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if (eyeobj)
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return eyeobj.zMove(direction)
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if (istype(src.loc,/obj/mecha))
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return FALSE
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// Check if we can actually travel a Z-level.
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if (!can_ztravel(direction))
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to_chat(src, "<span class='warning'>You lack means of travel in that direction.</span>")
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return FALSE
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(!destination)
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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return FALSE
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var/turf/start = get_turf(src)
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if(!start.CanZPass(src, direction))
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to_chat(src, "<span class='warning'>\The [start] is in the way.</span>")
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return FALSE
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if(!destination.CanZPass(src, direction))
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to_chat(src, "<span class='warning'>You bump against \the [destination].</span>")
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return FALSE
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var/area/area = get_area(src)
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// If we want to move up,but the current area has gravity. Invoke CanAvoidGravity()
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// to check if this move is possible.
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if(direction == UP && area.has_gravity && !CanAvoidGravity())
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to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
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return FALSE
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// Check for blocking atoms at the destination.
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for (var/atom/A in destination)
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if (!A.CanPass(src, start, 1.5, 0))
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to_chat(src, "<span class='warning'>\The [A] blocks you.</span>")
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return FALSE
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// Actually move.
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Move(destination)
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return TRUE
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/mob/living/zMove(direction)
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if (is_ventcrawling)
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var/obj/machinery/atmospherics/pipe/zpipe/P = loc
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if (istype(P) && P.can_z_crawl(src, direction))
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return P.handle_z_crawl(src, direction)
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return ..()
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/mob/eye/zMove(direction)
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(destination)
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setLoc(destination)
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else
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to_chat(owner, "<span class='notice'>There is nothing of interest in this direction.</span>")
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/mob/dead/observer/zMove(direction)
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(destination)
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forceMove(destination)
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else
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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/mob/living/carbon/human/bst/zMove(direction)
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(destination)
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forceMove(destination)
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else
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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/**
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* An initial check for Z-level travel. Called relatively early in mob/proc/zMove.
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*
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* Useful for overwriting and special conditions for STOPPING z-level transit.
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*
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* @return TRUE if the mob can move a Z-level of its own volition.
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* FALSE otherwise.
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*/
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/mob/proc/can_ztravel(var/direction)
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return FALSE
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/mob/dead/observer/can_ztravel(var/direction)
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return TRUE
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/mob/living/carbon/human/can_ztravel(var/direction)
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if(incapacitated())
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return FALSE
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if(Allow_Spacemove())
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return TRUE
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if(Check_Shoegrip()) //scaling hull with magboots
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for(var/turf/simulated/T in RANGE_TURFS(1,src))
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if(T.density)
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return TRUE
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/mob/living/silicon/robot/can_ztravel(var/direction)
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if(incapacitated() || is_dead())
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return FALSE
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if(Allow_Spacemove()) //Checks for active jetpack
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return TRUE
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for(var/turf/simulated/T in RANGE_TURFS(1,src)) //Robots get "magboots"
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if(T.density)
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return TRUE
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/**
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* Used to determine whether or not a given mob can override gravity when
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* attempting to Z-move UP.
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*
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* Returns FALSE in standard mob cases. Exists for carbon/human and other child overrides.
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*
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* @return TRUE if the mob can Z-move up despite gravity.
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* FALSE otherwise.
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*/
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/mob/proc/CanAvoidGravity()
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return FALSE
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// Humans and borgs have jetpacks which allows them to override gravity! Or rather,
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// they can have them. So we override and check.
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/mob/living/carbon/human/CanAvoidGravity()
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if (!restrained())
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var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
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if (thrust && !lying && thrust.allow_thrust(0.01, src))
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return TRUE
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return ..()
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/mob/living/silicon/robot/CanAvoidGravity()
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var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
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if (thrust && thrust.allow_thrust(0.02, src))
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return TRUE
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return ..()
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/**
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* An overridable proc used by SSfalling to determine whether or not an atom
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* should continue falling to the next level, or stop processing and be caught
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* in midair, effectively. One of the ways to make things never fall is to make
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* this return FALSE.
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*
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* If the mob has fallen and is stopped amidst a fall by this, fall_impact is
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* invoked with the second argument being TRUE. As opposed to the default value, FALSE.
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*
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* @param below The turf that the mob is expected to end up at.
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* @param dest The tile we're presuming the mob to be at for this check. Default
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* value is src.loc, (src. is important there!) but this is used for magboot lookahead
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* checks it turf/simulated/open/Enter().
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*
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* @return TRUE if the atom can continue falling in its present situation.
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* FALSE if it should stop falling and not invoke fall_through or fall_impact
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* this cycle.
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*/
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/atom/movable/proc/can_fall(turf/below, turf/simulated/open/dest = src.loc)
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if (!istype(dest) || !dest.is_hole)
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return FALSE
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// Anchored things don't fall.
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if(anchored)
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return FALSE
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// Lattices, ladders, and stairs stop things from falling.
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if(locate(/obj/structure/lattice, dest) || locate(/obj/structure/stairs, dest) || locate(/obj/structure/ladder, dest))
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return FALSE
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//Ladders too
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if(below && locate(/obj/structure/ladder) in below)
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return FALSE
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// The var/climbers API is implemented here.
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if (LAZYLEN(dest.climbers) && (src in dest.climbers))
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return FALSE
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// See if something prevents us from falling.
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for (var/atom/A in below)
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if(!A.CanPass(src, dest))
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return FALSE
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// True otherwise.
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return TRUE
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/obj/effect/can_fall()
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return FALSE
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/obj/effect/decal/cleanable/can_fall()
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return TRUE
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/obj/item/pipe/can_fall(turf/below, turf/simulated/open/dest = src.loc)
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. = ..()
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if((locate(/obj/structure/disposalpipe/up) in below) || locate(/obj/machinery/atmospherics/pipe/zpipe/up in below))
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return FALSE
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// Only things that stop mechas are atoms that, well, stop them.
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// Lattices and stairs get crushed in fall_through.
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/obj/mecha/can_fall(turf/below, turf/simulated/open/dest = src.loc)
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// The var/climbers API is implemented here.
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if (LAZYLEN(dest.climbers) && (src in dest.climbers))
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return FALSE
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if (!dest.is_hole)
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return FALSE
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// See if something prevents us from falling.
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for(var/atom/A in below)
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if(!A.CanPass(src, dest))
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return FALSE
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// True otherwise.
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return TRUE
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/mob/living/carbon/human/can_fall(turf/below, turf/simulated/open/dest = src.loc)
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// Special condition for jetpack mounted folk!
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if (!restrained())
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var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
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if (thrust && thrust.stabilization_on &&\
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!lying && thrust.allow_thrust(0.01, src))
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return FALSE
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return ..()
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/mob/living/carbon/human/bst/can_fall()
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return fall_override ? FALSE : ..()
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/mob/eye/can_fall()
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return FALSE
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/mob/living/silicon/robot/can_fall(turf/below, turf/simulated/open/dest = src.loc)
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var/obj/item/weapon/tank/jetpack/thrust = GetJetpack(src)
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if (thrust && thrust.stabilization_on && thrust.allow_thrust(0.02, src))
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return FALSE
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return ..()
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/**
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* Invoked by SSfalling when an atom is moved one open turf to another via falling.
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*
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* src.loc can be assumed to be of type /turf/simulated/open.
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*/
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/atom/movable/proc/fall_through()
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visible_message("\The [src] falls from the level above through \the [loc]!",
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"You hear a whoosh of displaced air.")
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/mob/fall_through()
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visible_message("\The [src] falls from the level above through \the [loc]!",
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"You fall through \the [loc]!", "You hear a whoosh of displaced air.")
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/obj/mecha/fall_through()
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var/obj/structure/lattice/L = locate() in loc
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if (L)
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visible_message("<span class='danger'>\The [src] crushes \the [L] with its weight!</span>")
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qdel(L)
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var/obj/structure/stairs/S = locate() in loc
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if (S)
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visible_message("<span class='danger'>\The [src] crushes \the [S] with its weight!</span>")
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qdel(S)
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/**
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* Invoked when an atom has landed on a tile through which they can no longer fall.
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*
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* src.loc now contains the final and updated position of the atom.
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*
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* @param levels_fallen How many Z-levels the atom has fallen before landing
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* on its current loc.
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* @param stopped_early TRUE if the fall was stopped by can_fall.
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* FALSE if the fall was stopped by the fact that the atom
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* was no longer on an open turf.
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*
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* @return TRUE if the proc ran completely. FALSE otherwise. Used to determine
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* if child procs should continue running or not, really.
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*/
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/atom/movable/proc/fall_impact(levels_fallen, stopped_early = FALSE)
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// No gravity, stop falling into spess!
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var/area/area = get_area(src)
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if (istype(loc, /turf/space) || (area && !area.has_gravity))
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return FALSE
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visible_message("\The [src] falls and lands on \the [loc]!", "You hear a thud!")
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return TRUE
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// Mobs take damage if they fall!
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/mob/living/fall_impact(levels_fallen, stopped_early = FALSE)
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// No gravity, stop falling into spess!
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var/area/area = get_area(src)
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if (istype(loc, /turf/space) || (area && !area.has_gravity))
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return FALSE
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visible_message("\The [src] falls and lands on \the [loc]!",
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"With a loud thud, you land on \the [loc]!", "You hear a thud!")
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = ((60 + z_velocity) + rand(-20,20))
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apply_damage(damage, BRUTE)
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// The only piece of duplicate code. I was so close. Soooo close. :ree:
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if(!isSynthetic())
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switch(damage)
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if(-INFINITY to 10)
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playsound(src.loc, "sound/weapons/bladeslice.ogg", 50, 1)
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if(11 to 50)
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playsound(src.loc, "sound/weapons/punch[rand(1, 4)].ogg", 75, 1)
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if(51 to INFINITY)
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playsound(src.loc, "sound/weapons/heavysmash.ogg", 100, 1)
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else
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playsound(src.loc, "sound/weapons/genhit1.ogg", 75, 1)
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else
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playsound(src.loc, "sound/weapons/smash.ogg", 75, 1)
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return TRUE
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/mob/living/carbon/human/fall_impact(levels_fallen, stopped_early = FALSE)
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// No gravity, stop falling into spess!
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var/area/area = get_area(src)
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if (istype(loc, /turf/space) || (area && !area.has_gravity))
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return FALSE
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var/obj/item/weapon/rig/rig = get_rig()
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if (istype(rig))
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for (var/obj/item/rig_module/actuators/A in rig.installed_modules)
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if (A.active && rig.check_power_cost(src, 10, A, 0))
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visible_message("<span class='notice'>\The [src] lands flawlessly with \his [rig].</span>",
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"<span class='notice'>You hear an electric <i>*whirr*</i> right after the slam!</span>")
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return FALSE
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var/combat_roll = 1
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if(lying)
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combat_roll = 0.7 //If you're sleeping, you take less damage because your body is less rigid. It's science 'n shit.
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if(!sleeping)
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combat_roll = 0.2 //Combat roll!
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visible_message("<span class='notice'>\The [src] tucks into a roll as they hit \the [loc]!</span>",
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"<span class='notice'>You tuck into a roll as you hit \the [loc], minimizing damage!</span>")
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = (((60 * species.fall_mod) + z_velocity) + rand(-20,20)) * combat_roll
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var/limb_damage = rand(0,damage/2)
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if(prob(30) && combat_roll >= 1) //landed on their head
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apply_damage(limb_damage, BRUTE, "head")
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visible_message("<span class='warning'>\The [src] falls and lands on their face!</span>",
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"<span class='danger'>With a loud thud, you land on your head. Hard.</span>", "You hear a thud!")
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else if(prob(30) && combat_roll >= 1) //landed on their arms
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var/left_damage = rand(0,damage/4)
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var/right_damage = rand(0,damage/4)
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var/lefth_damage = rand(0,damage/4)
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var/righth_damage = rand(0,damage/4)
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apply_damage(left_damage, BRUTE, "l_arm")
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apply_damage(right_damage, BRUTE, "r_arm")
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if(prob(50))
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apply_damage(lefth_damage, BRUTE, "r_hand")
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if(prob(50))
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apply_damage(righth_damage, BRUTE, "l_hand")
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limb_damage = left_damage + right_damage + lefth_damage + righth_damage
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visible_message("<span class='warning'>\The [src] falls and lands arms first!</span>",
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"<span class='danger'>You brace your fall with your arms, hitting \the [loc] with a loud thud.</span>", "You hear a thud!")
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else if(prob(30) && combat_roll >= 1)//landed on their legs
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var/left_damage = rand(0,damage/2)
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var/right_damage = rand(0,damage/2)
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var/leftf_damage = rand(0,damage/4)
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var/rightf_damage = rand(0,damage/4)
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var/groin_damage = rand(0,damage/4)
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apply_damage(left_damage, BRUTE, "l_leg")
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apply_damage(right_damage, BRUTE, "r_leg")
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if(prob(50))
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apply_damage(leftf_damage, BRUTE, "r_foot")
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if(prob(50))
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apply_damage(leftf_damage, BRUTE, "l_foot")
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if(prob(50))
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apply_damage(groin_damage, BRUTE, "groin")
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visible_message("<span class='warning'>\The [src] falls and lands directly on their legs!</span>",
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"<span class='danger'>You land on your feet, and the impact brings you to your knees.</span>")
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limb_damage = left_damage + right_damage + leftf_damage + rightf_damage + groin_damage
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else
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limb_damage = 0
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if(combat_roll >= 0.5)
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visible_message("\The [src] falls and lands on \the [loc]!",
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"With a loud thud, you land on \the [loc]!", "You hear a thud!")
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apply_damage(damage - limb_damage, BRUTE, "chest")
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Weaken(rand(damage/4, damage/2))
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updatehealth()
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// Humans can be synthetic. Never forgetti.
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if(!isSynthetic())
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switch(damage)
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if(-INFINITY to 10)
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playsound(src.loc, "sound/weapons/bladeslice.ogg", 50, 1)
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if(11 to 50)
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playsound(src.loc, "sound/weapons/punch[rand(1, 4)].ogg", 75, 1)
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if(51 to INFINITY)
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playsound(src.loc, "sound/weapons/heavysmash.ogg", 100, 1)
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else
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playsound(src.loc, "sound/weapons/genhit1.ogg", 75, 1)
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else
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playsound(src.loc, "sound/weapons/smash.ogg", 75, 1)
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// Stats.
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SSfeedback.IncrementSimpleStat("openturf_human_falls")
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addtimer(CALLBACK(src, .proc/post_fall_death_check), 2 MINUTES, TIMER_UNIQUE | TIMER_OVERRIDE)
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return TRUE
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/mob/living/carbon/human/proc/post_fall_death_check()
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if (stat == DEAD)
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SSfeedback.IncrementSimpleStat("openturf_human_deaths")
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/mob/living/carbon/human/bst/fall_impact()
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return FALSE
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/obj/mecha/fall_impact(levels_fallen, stopped_early = FALSE)
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. = ..()
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if (!.)
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return
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = ((60 + z_velocity) + rand(-20,20))
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take_damage(damage)
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playsound(loc, "sound/effects/bang.ogg", 100, 1)
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playsound(loc, "sound/effects/bamf.ogg", 100, 1)
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/obj/vehicle/fall_impact(levels_fallen, stopped_early = FALSE)
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. = ..()
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if (!.)
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return
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var/z_velocity = 5*(levels_fallen**2)
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var/damage = ((60 + z_velocity) + rand(-20,20))
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health -= (damage * brute_dam_coeff)
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playsound(loc, "sound/effects/clang.ogg", 75, 1)
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|
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/**
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* Used to handle damage dealing for objects post fall. Why is it separated from
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* fall_impact? Because putting this into fall_impact would make the procs a huge
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* mess of snowflake istype(src, x) checks. And I'm trying to avoid this by making
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* the system quite atomic.
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*
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* @param levels_fallen How many Z-levels the atom has fallen before landing
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* on its current loc.
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* @param stopped_early TRUE if the fall was stopped by can_fall.
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* FALSE if the fall was stopped by the fact that the atom
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* was no longer on an open turf.
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*
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* @return The /mob/living that was hit. null if no mob was hit.
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*/
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/atom/movable/proc/fall_collateral(levels_fallen, stopped_early = FALSE)
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// No gravity, stop falling into spess!
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var/area/area = get_area(src)
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if (istype(loc, /turf/space) || (area && !area.has_gravity))
|
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return null
|
|
|
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var/list/fall_specs = fall_get_specs(levels_fallen)
|
|
var/weight = fall_specs[1]
|
|
var/fall_force = fall_specs[2]
|
|
|
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if(weight >= 3 && fall_force <= 5) //Necessary because some big large obj's do not have a defined throw_force (mechs, lockers, pianos, etc)
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fall_force = throw_range
|
|
|
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var/speed = ((levels_fallen-1) + throw_speed) / THROWFORCE_SPEED_DIVISOR
|
|
var/mass = weight + density + opacity //1
|
|
var/momentum = speed * mass //8
|
|
if(weight <= 10) //Keeps damages sane.
|
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momentum = momentum / THROWNOBJ_KNOCKBACK_DIVISOR
|
|
var/damage = round(fall_force * momentum) //64
|
|
|
|
var/miss_chance = max(10 * (levels_fallen), 0)
|
|
|
|
if (prob(miss_chance))
|
|
return null
|
|
|
|
if (damage < 1)
|
|
return null
|
|
|
|
var/mob/living/L = null
|
|
|
|
// Can't use locate due to the if check.
|
|
for (var/mob/living/ll in loc)
|
|
// in contents check exists for vehicles, mechas, etcetera.
|
|
if (ll != src && !(ll in contents))
|
|
L = ll
|
|
break
|
|
|
|
if (!L)
|
|
return null
|
|
|
|
if (ishuman(L))
|
|
var/mob/living/carbon/human/H = L
|
|
var/cranial_damage = rand(0,damage/2)
|
|
H.apply_damage(cranial_damage, BRUTE, "head")
|
|
H.apply_damage((damage - cranial_damage), BRUTE, "chest")
|
|
|
|
if (damage >= THROWNOBJ_KNOCKBACK_DIVISOR)
|
|
H.Weaken(rand(damage / 4, damage / 2))
|
|
else
|
|
L.apply_damage(damage, BRUTE)
|
|
|
|
L.visible_message("<span class='danger'>\The [L] had \the [src] fall onto \him!</span>",
|
|
"<span class='danger'>You had \the [src] fall onto you and strike you!</span>")
|
|
|
|
admin_attack_log((ismob(src) ? src : null), L, "fell onto", "was fallen on by", "fell ontop of")
|
|
|
|
playsound(L.loc, "sound/waepons/genhit[rand(1, 3)].ogg", 75, 1)
|
|
|
|
return L
|
|
|
|
/mob/fall_collateral(levels_fallen, stopped_early = FALSE)
|
|
. = ..()
|
|
|
|
if (.)
|
|
to_chat(src, "<span class='danger'>You fell ontop of \the [.]!</span>")
|
|
|
|
/**
|
|
* Helper proc for customizing which attributes should be used in fall damage
|
|
* calculations. Allows for greater control over the damage. (Drop pods, anyone?)
|
|
*
|
|
* @param levels_fallen How many Z-levels the atom has fallen before landing
|
|
* on its current loc.
|
|
*
|
|
* @return A two entity list: list(weight, fall_force)
|
|
*/
|
|
/atom/movable/proc/fall_get_specs(levels_fallen)
|
|
return list(1, throw_range)
|
|
|
|
/obj/fall_get_specs(levels_fallen)
|
|
return list(w_class, throwforce)
|
|
|
|
/mob/fall_get_specs(levels_fallen)
|
|
return list(mob_size, throw_range)
|