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[MIRROR] makes movement reset tolerance less harsh on jousting component, adds keycheck to mob riding (#2966)
* makes movement reset tolerance less harsh on jousting component, adds keycheck to mob riding (#56497) the current tolerance on jousting is 2 deciseconds not enough to do fun stuff with any of the mobs you can ride on station like cows or goliaths, this is now 3 mob riding never had a keycheck so u could ride goliaths without a lasso and stuff like that * makes movement reset tolerance less harsh on jousting component, adds keycheck to mob riding Co-authored-by: Fikou <piotrbryla@onet.pl>
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@@ -3,7 +3,7 @@
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var/max_tile_charge = 5
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var/min_tile_charge = 2 //tiles before this code gets into effect.
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var/current_tile_charge = 0
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var/movement_reset_tolerance = 2 //deciseconds
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var/movement_reset_tolerance = 3 //deciseconds
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var/unmounted_damage_boost_per_tile = 0
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var/unmounted_knockdown_chance_per_tile = 0
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var/unmounted_knockdown_time = 0
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@@ -78,7 +78,11 @@
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/datum/component/riding/creature/driver_move(atom/movable/movable_parent, mob/living/user, direction)
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if(!COOLDOWN_FINISHED(src, vehicle_move_cooldown))
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return COMPONENT_DRIVER_BLOCK_MOVE
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if(!keycheck(user))
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if(ispath(keytype, /obj/item))
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var/obj/item/key = keytype
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to_chat(user, "<span class='warning'>You need a [initial(key.name)] to ride [movable_parent]!</span>")
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return COMPONENT_DRIVER_BLOCK_MOVE
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var/mob/living/living_parent = parent
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var/turf/next = get_step(living_parent, direction)
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step(living_parent, direction)
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