Commit Graph

12 Commits

Author SHA1 Message Date
ninjanomnom
4a1c6e7e8f Makes floating a movetype instead of a movable var 2018-10-31 12:19:18 -04:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
ShizCalev
6e1b3deb76 Fixes phased/jaunting mobs falling into chasms (#40316) 2018-09-18 11:14:33 -04:00
Emmett Gaines
0943e56e08 Adds the signal origin as the first arg to all signals (#39861)
* Adds the signal origin as the first arg to all signals

* Fixes some storage and nanite procs
2018-08-28 18:28:29 +03:00
Emmett Gaines
34a3d2da4d Refactors component signals registration (#38798)
Datums know what signals are being listened for and components can now be registered to listen for signals on more than one object.
2018-07-05 00:56:39 +03:00
81Denton
b944f523a5 Blacklist ion trails from chasms (#38284) 2018-06-05 11:29:15 -07:00
Tad Hardesty
70390c4a3c Blacklist projectile effects from chasms 2018-05-31 14:03:47 -07:00
kevinz000
4ddd28ce4d Chasms no longer drop those buckled to undroppable objects (#37970)
* Chasms no longer drop those buckled to undroppable objects

* Moves a check down for efficiency/not needing to check things twice

* Change logic order so this hack works
2018-05-22 16:25:29 +03:00
Fox McCloud
057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
vuonojenmustaturska
e62b750a78 Prevents docking ports from being thrown away by chasms 2018-02-13 02:53:33 +02:00
Jordan Brown
31fe63bbcf Adds hotspots to chasm blacklist (#34858)
* Adds hotspots to chasm blacklist

* Blacklists landmarks from chasms
2018-01-25 09:10:07 -02:00
Tad Hardesty
af7014efe9 Refactor chasm paths to be more sane (#32701)
In addition, makes chasm handling a component, so it could be reused for
chasm-likes which are not quite chasms.

Also fixes a couple of bugs relating to building on top of chasms
occasionally erasing the chasm.
2017-11-22 10:30:45 +01:00