/obj/vehicle/ridden name = "ridden vehicle" can_buckle = TRUE max_buckled_mobs = 1 buckle_lying = 0 pass_flags_self = PASSTABLE COOLDOWN_DECLARE(message_cooldown) /obj/vehicle/ridden/examine(mob/user) . = ..() if(key_type) if(!inserted_key) . += span_notice("Put a key inside it by clicking it with the key.") else . += span_notice("Alt-click [src] to remove the key.") /obj/vehicle/ridden/generate_action_type(actiontype) var/datum/action/vehicle/ridden/A = ..() . = A if(istype(A)) A.vehicle_ridden_target = src /obj/vehicle/ridden/post_unbuckle_mob(mob/living/M) remove_occupant(M) return ..() /obj/vehicle/ridden/post_buckle_mob(mob/living/M) add_occupant(M) return ..() /obj/vehicle/ridden/attackby(obj/item/I, mob/user, params) if(!key_type || is_key(inserted_key) || !is_key(I)) return ..() if(!user.transferItemToLoc(I, src)) to_chat(user, span_warning("[I] seems to be stuck to your hand!")) return to_chat(user, span_notice("You insert \the [I] into \the [src].")) if(inserted_key) //just in case there's an invalid key inserted_key.forceMove(drop_location()) inserted_key = I /obj/vehicle/ridden/AltClick(mob/user) if(!inserted_key || !user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY, FALSE, !issilicon(user))) return ..() if(!is_occupant(user)) to_chat(user, span_warning("You must be riding the [src] to remove [src]'s key!")) return to_chat(user, span_notice("You remove \the [inserted_key] from \the [src].")) inserted_key.forceMove(drop_location()) user.put_in_hands(inserted_key) inserted_key = null /obj/vehicle/ridden/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE) if(!in_range(user, src) || !in_range(M, src)) return FALSE return ..(M, user, FALSE) /obj/vehicle/ridden/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) if(!force && occupant_amount() >= max_occupants) return FALSE return ..() /obj/vehicle/ridden/zap_act(power, zap_flags) zap_buckle_check(power) return ..()