/mob/CanPass(atom/movable/mover, turf/target, height=0) if(height==0) return 1 if(istype(mover, /obj/item/projectile) || mover.throwing) return (!density || lying) if(mover.checkpass(PASSMOB)) return 1 if(buckled == mover) return 1 if(ismob(mover)) if (mover in buckled_mobs) return 1 return (!mover.density || !density || lying) //The byond version of these verbs wait for the next tick before acting. // instant verbs however can run mid tick or even during the time between ticks. /client/verb/moveup() set name = ".moveup" set instant = 1 Move(get_step(mob, NORTH), NORTH) /client/verb/movedown() set name = ".movedown" set instant = 1 Move(get_step(mob, SOUTH), SOUTH) /client/verb/moveright() set name = ".moveright" set instant = 1 Move(get_step(mob, EAST), EAST) /client/verb/moveleft() set name = ".moveleft" set instant = 1 Move(get_step(mob, WEST), WEST) /client/Northeast() swap_hand() return /client/Southeast() attack_self() return /client/Southwest() if(iscarbon(usr)) var/mob/living/carbon/C = usr C.toggle_throw_mode() else usr << "This mob type cannot throw items." return /client/Northwest() if(!usr.get_active_held_item()) usr << "You have nothing to drop in your hand!" return usr.drop_item() //This gets called when you press the delete button. /client/verb/delete_key_pressed() set hidden = 1 if(!usr.pulling) usr << "You are not pulling anything." return usr.stop_pulling() /client/verb/swap_hand() set category = "IC" set name = "Swap hands" if(mob) mob.swap_hand() /client/verb/attack_self() set hidden = 1 if(mob) mob.mode() return /client/verb/drop_item() set hidden = 1 if(!iscyborg(mob)) mob.drop_item_v() return /client/Center() if(isobj(mob.loc)) var/obj/O = mob.loc if(mob.canmove) return O.relaymove(mob, 0) return /client/proc/Move_object(direct) if(mob && mob.control_object) if(mob.control_object.density) step(mob.control_object,direct) if(!mob.control_object) return mob.control_object.setDir(direct) else mob.control_object.loc = get_step(mob.control_object,direct) return /client/Move(n, direct) if(world.time < move_delay) return 0 move_delay = world.time+world.tick_lag //this is here because Move() can now be called mutiple times per tick if(!mob || !mob.loc) return 0 if(mob.notransform) return 0 //This is sota the goto stop mobs from moving var if(mob.control_object) return Move_object(direct) if(!isliving(mob)) return mob.Move(n,direct) if(mob.stat == DEAD) mob.ghostize() return 0 if(moving) return 0 if(isliving(mob)) var/mob/living/L = mob if(L.incorporeal_move) //Move though walls Process_Incorpmove(direct) return 0 if(mob.remote_control) //we're controlling something, our movement is relayed to it return mob.remote_control.relaymove(mob, direct) if(isAI(mob)) return AIMove(n,direct,mob) if(Process_Grab()) //are we restrained by someone's grip? return if(mob.buckled) //if we're buckled to something, tell it we moved. return mob.buckled.relaymove(mob, direct) if(!mob.canmove) return 0 if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved var/atom/O = mob.loc return O.relaymove(mob, direct) if(!mob.Process_Spacemove(direct)) return 0 //We are now going to move moving = 1 move_delay = mob.movement_delay() + world.time if(mob.confused) if(mob.confused > 40) step(mob, pick(cardinal)) else if(prob(mob.confused * 1.5)) step(mob, angle2dir(dir2angle(direct) + pick(90, -90))) else if(prob(mob.confused * 3)) step(mob, angle2dir(dir2angle(direct) + pick(45, -45))) else step(mob, direct) else . = ..() moving = 0 if(mob && .) mob.throwing = 0 return . ///Process_Grab() ///Called by client/Move() ///Checks to see if you are being grabbed and if so attemps to break it /client/proc/Process_Grab() if(mob.pulledby) if(mob.incapacitated(ignore_restraints = 1)) move_delay = world.time + 10 return 1 else if(mob.restrained(ignore_grab = 1)) move_delay = world.time + 10 src << "You're restrained! You can't move!" return 1 else return mob.resist_grab(1) ///Process_Incorpmove ///Called by client/Move() ///Allows mobs to run though walls /client/proc/Process_Incorpmove(direct) var/turf/mobloc = get_turf(mob) if(!isliving(mob)) return var/mob/living/L = mob switch(L.incorporeal_move) if(1) L.loc = get_step(L, direct) L.setDir(direct) if(2) if(prob(50)) var/locx var/locy switch(direct) if(NORTH) locx = mobloc.x locy = (mobloc.y+2) if(locy>world.maxy) return if(SOUTH) locx = mobloc.x locy = (mobloc.y-2) if(locy<1) return if(EAST) locy = mobloc.y locx = (mobloc.x+2) if(locx>world.maxx) return if(WEST) locy = mobloc.y locx = (mobloc.x-2) if(locx<1) return else return L.loc = locate(locx,locy,mobloc.z) var/limit = 2//For only two trailing shadows. for(var/turf/T in getline(mobloc, L.loc)) PoolOrNew(/obj/effect/overlay/temp/dir_setting/ninja/shadow, list(T, L.dir)) limit-- if(limit<=0) break else PoolOrNew(/obj/effect/overlay/temp/dir_setting/ninja/shadow, list(mobloc, L.dir)) L.loc = get_step(L, direct) L.setDir(direct) if(3) //Incorporeal move, but blocked by holy-watered tiles and salt piles. var/turf/open/floor/stepTurf = get_step(L, direct) for(var/obj/effect/decal/cleanable/salt/S in stepTurf) L << "[S] bars your passage!" if(istype(L, /mob/living/simple_animal/revenant)) var/mob/living/simple_animal/revenant/R = L R.reveal(20) R.stun(20) return if(stepTurf.flags & NOJAUNT) L << "Holy energies block your path." else L.loc = get_step(L, direct) L.setDir(direct) return 1 ///Process_Spacemove ///Called by /client/Move() ///For moving in space ///Return 1 for movement 0 for none /mob/Process_Spacemove(movement_dir = 0) if(..()) return 1 var/atom/movable/backup = get_spacemove_backup() if(backup) if(istype(backup) && movement_dir && !backup.anchored) if(backup.newtonian_move(turn(movement_dir, 180))) //You're pushing off something movable, so it moves src << "You push off of [backup] to propel yourself." return 1 return 0 /mob/get_spacemove_backup() var/atom/movable/dense_object_backup for(var/A in orange(1, get_turf(src))) if(isarea(A)) continue else if(isturf(A)) var/turf/turf = A if(isspaceturf(turf)) continue if(!turf.density && !mob_negates_gravity()) continue return A else var/atom/movable/AM = A if(AM == buckled) //Kind of unnecessary but let's just be sure continue if(!AM.CanPass(src) || AM.density) if(AM.anchored) return AM if(pulling == AM) continue dense_object_backup = AM break . = dense_object_backup /mob/proc/mob_has_gravity() return has_gravity() /mob/proc/mob_negates_gravity() return 0 //moves the mob/object we're pulling /mob/proc/Move_Pulled(atom/A) if (!pulling) return if (pulling.anchored || !pulling.Adjacent(src)) stop_pulling() return if (A == loc && pulling.density) return if (!Process_Spacemove(get_dir(pulling.loc, A))) return step(pulling, get_dir(pulling.loc, A)) /mob/proc/slip(s_amount, w_amount, obj/O, lube) return /mob/proc/update_gravity() return