mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 16:12:19 +00:00
122 lines
3.5 KiB
Plaintext
122 lines
3.5 KiB
Plaintext
#define REMOVE_AND_CONTINUE \
|
|
falling -= victim; \
|
|
victim.multiz_falling = 0; \
|
|
if (MC_TICK_CHECK) return; \
|
|
continue;
|
|
|
|
/var/datum/controller/subsystem/falling/SSfalling
|
|
|
|
/datum/controller/subsystem/falling
|
|
name = "Falling"
|
|
flags = SS_NO_INIT
|
|
wait = 1
|
|
|
|
var/list/falling = list()
|
|
var/list/currentrun
|
|
|
|
/datum/controller/subsystem/falling/New()
|
|
NEW_SS_GLOBAL(SSfalling)
|
|
|
|
/datum/controller/subsystem/falling/stat_entry()
|
|
..("F:[falling.len]")
|
|
|
|
/datum/controller/subsystem/falling/fire(resumed = 0)
|
|
if (!resumed)
|
|
currentrun = falling.Copy()
|
|
|
|
var/list/curr = currentrun
|
|
|
|
while (curr.len)
|
|
var/atom/movable/victim = curr[curr.len]
|
|
curr.len--
|
|
|
|
if (QDELETED(victim))
|
|
falling -= victim
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
continue
|
|
|
|
// The call_fall checks that are executed for every atom forever. These
|
|
// should not be overwritten/there shouldn't be a need to overwrite them.
|
|
// For specialty conditions, edit CanZPass and can_fall procs.
|
|
if (!isturf(victim.loc))
|
|
REMOVE_AND_CONTINUE
|
|
|
|
// Get the below turf.
|
|
var/turf/below = GetBelow(victim)
|
|
if (!below)
|
|
REMOVE_AND_CONTINUE
|
|
|
|
// Check if we can fall through the current tile and onto the next one.
|
|
if (!victim.loc:CanZPass(victim, DOWN) || !below.CanZPass(victim, DOWN))
|
|
REMOVE_AND_CONTINUE
|
|
|
|
// Check if the victim's current position is affected by gravity.
|
|
if (!victim.loc.loc:has_gravity())
|
|
REMOVE_AND_CONTINUE
|
|
|
|
// Thrown objects don't fall, generally speaking.
|
|
if (victim.throwing)
|
|
REMOVE_AND_CONTINUE
|
|
|
|
// can_fall check to see if we can fall. Current position is accessible
|
|
// via src.loc, destination by the param. So should be customizable enough.
|
|
if (!victim.can_fall(below))
|
|
// In case the stop is called in a situation when we're already falling.
|
|
// The still want to call fall_impact, due to the fact they've fallen.
|
|
if (falling[victim])
|
|
victim.fall_impact(falling[victim], TRUE)
|
|
victim.fall_collateral(falling[victim], TRUE)
|
|
|
|
REMOVE_AND_CONTINUE
|
|
|
|
// Iterate the falling counter. This is how many levels the mob has fallen
|
|
// thus far.
|
|
falling[victim]++
|
|
|
|
// Open turfs. Handle falling through them.
|
|
// Invokes fall_through() after the atom is moved to
|
|
// its new destination this cycle. Immediately invokes fall_impact and
|
|
// fall_collateral if the next turf is not open space.
|
|
if (isopenturf(victim.loc) && victim.loc:is_hole)
|
|
victim.forceMove(below)
|
|
if(victim.pulledby && victim.pulledby.z != victim.z)
|
|
var/mob/M = victim.pulledby
|
|
M.stop_pulling()
|
|
|
|
if (locate(/obj/structure/stairs) in victim.loc) // If there's stairs, we're probably going down them.
|
|
if (falling[victim] <= 1) // Just moving down a flight, skip damage.
|
|
victim.multiz_falling = 0
|
|
falling -= victim
|
|
else
|
|
// Falling more than a level, fuck 'em up.
|
|
victim.fall_impact(falling[victim], FALSE)
|
|
victim.fall_collateral(falling[victim], FALSE)
|
|
victim.multiz_falling = 0
|
|
falling -= victim
|
|
|
|
else if (isopenturf(victim.loc))
|
|
victim.fall_through()
|
|
else
|
|
// This is a lookahead. It removes any lag from being moved onto
|
|
// the destination turf, and calling fall_impact.
|
|
victim.fall_impact(falling[victim], FALSE)
|
|
victim.fall_collateral(falling[victim], FALSE)
|
|
victim.multiz_falling = 0
|
|
falling -= victim
|
|
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
continue
|
|
|
|
// This shouldn't actually happen. But for safety, here it is.
|
|
victim.fall_impact(falling[victim], FALSE)
|
|
victim.fall_collateral(falling[victim], FALSE)
|
|
victim.multiz_falling = 0
|
|
falling -= victim
|
|
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
|
|
#undef REMOVE_AND_CONTINUE
|