mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 10:02:28 +00:00
They also added extra checks to -Everytime a mob attacked (checking for super strength and electric hands) -Every time a mob was attacked (checking for dermal armour) -Every time a human was shot (checking for reflex) -Every time a human breathed (checking for rebreather) -Every tick of human life (checking for regen) -Every hud update (checking for radar) Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
179 lines
4.9 KiB
Plaintext
179 lines
4.9 KiB
Plaintext
/atom/movable
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layer = 3
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var/last_move = null
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var/anchored = 0
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// var/elevation = 2 - not used anywhere
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var/move_speed = 10
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var/l_move_time = 1
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var/m_flag = 1
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var/throwing = 0
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var/throw_speed = 2
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var/throw_range = 7
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var/moved_recently = 0
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var/mob/pulledby = null
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/atom/movable/Move()
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var/atom/A = src.loc
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. = ..()
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src.move_speed = world.timeofday - src.l_move_time
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src.l_move_time = world.timeofday
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src.m_flag = 1
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if ((A != src.loc && A && A.z == src.z))
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src.last_move = get_dir(A, src.loc)
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return
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/atom/movable/Bump(var/atom/A as mob|obj|turf|area, yes)
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if(src.throwing)
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src.throw_impact(A)
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src.throwing = 0
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spawn( 0 )
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if ((A && yes))
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A.last_bumped = world.time
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A.Bumped(src)
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return
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..()
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return
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/atom/movable/proc/forceMove(atom/destination)
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if(destination)
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if(loc)
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loc.Exited(src)
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loc = destination
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loc.Entered(src)
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return 1
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return 0
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/atom/movable/proc/hit_check()
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if(src.throwing)
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for(var/atom/A in get_turf(src))
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if(A == src) continue
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if(istype(A,/mob/living))
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if(A:lying) continue
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src.throw_impact(A)
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if(src.throwing == 1)
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src.throwing = 0
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if(isobj(A))
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if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
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src.throw_impact(A)
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src.throwing = 0
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/atom/movable/proc/throw_at(atom/target, range, speed)
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if(!target || !src) return 0
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//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
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src.throwing = 1
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if(usr)
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if(HULK in usr.mutations)
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src.throwing = 2 // really strong throw!
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var/dist_x = abs(target.x - src.x)
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var/dist_y = abs(target.y - src.y)
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var/dx
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if (target.x > src.x)
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dx = EAST
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else
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dx = WEST
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var/dy
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if (target.y > src.y)
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dy = NORTH
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else
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dy = SOUTH
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var/dist_travelled = 0
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var/dist_since_sleep = 0
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var/area/a = get_area(src.loc)
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if(dist_x > dist_y)
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var/error = dist_x/2 - dist_y
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while(src && target &&((((src.x < target.x && dx == EAST) || (src.x > target.x && dx == WEST)) && dist_travelled < range) || (a && a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
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// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
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if(error < 0)
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var/atom/step = get_step(src, dy)
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check()
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error += dist_x
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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else
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var/atom/step = get_step(src, dx)
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check()
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error -= dist_y
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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a = get_area(src.loc)
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else
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var/error = dist_y/2 - dist_x
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while(src && target &&((((src.y < target.y && dy == NORTH) || (src.y > target.y && dy == SOUTH)) && dist_travelled < range) || (a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
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// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
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if(error < 0)
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var/atom/step = get_step(src, dx)
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check()
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error += dist_y
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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else
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var/atom/step = get_step(src, dy)
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check()
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error -= dist_x
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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a = get_area(src.loc)
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//done throwing, either because it hit something or it finished moving
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src.throwing = 0
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if(isobj(src)) src:throw_impact(get_turf(src))
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//Overlays
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/atom/movable/overlay
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var/atom/master = null
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anchored = 1
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/atom/movable/overlay/New()
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for(var/x in src.verbs)
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src.verbs -= x
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return
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/atom/movable/overlay/attackby(a, b)
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if (src.master)
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return src.master.attackby(a, b)
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return
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/atom/movable/overlay/attack_paw(a, b, c)
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if (src.master)
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return src.master.attack_paw(a, b, c)
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return
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/atom/movable/overlay/attack_hand(a, b, c)
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if (src.master)
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return src.master.attack_hand(a, b, c)
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return |