/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)) var/mob/moving_mob = mover if ((other_mobs && moving_mob.other_mobs)) return 1 if (mover == buckled_mob) return 1 return (!mover.density || !density || lying) /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_hand()) 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(!isrobot(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.dir = direct else mob.control_object.loc = get_step(mob.control_object,direct) return /client/Move(n, direct) 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(world.time < move_delay) return 0 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(Process_Grab()) return if(mob.buckled) //if we're buckled to something, tell it we moved. return mob.buckled.relaymove(mob, direct) 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(!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 if(mob.restrained()) //Why being pulled while cuffed prevents you from moving for(var/mob/M in orange(1, mob)) if(M.pulling == mob) if(!M.incapacitated() && mob.Adjacent(M)) src << "You're restrained! You can't move!" move_delay = world.time + 10 return 0 else M.stop_pulling() //We are now going to move moving = 1 move_delay = mob.movement_delay() + world.time //Something with pulling things if(locate(/obj/item/weapon/grab, mob)) move_delay = max(move_delay, world.time + 7) var/list/L = mob.ret_grab() if(istype(L, /list)) if(L.len == 2) L -= mob var/mob/M = L[1] if(M) if ((get_dist(mob, M) <= 1 || M.loc == mob.loc)) . = ..() if(M)//Mob may get deleted during parent call if (isturf(M.loc)) var/diag = get_dir(mob, M) if ((diag - 1) & diag) else diag = null if ((get_dist(mob, M) > 1 || diag)) step(M, get_dir(M.loc, mob.loc)) else for(var/mob/M in L) M.other_mobs = 1 if(mob != M) M.animate_movement = 3 for(var/mob/M in L) spawn( 0 ) step(M, direct) return spawn( 1 ) M.other_mobs = null M.animate_movement = 2 return 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.grabbed_by.len) var/list/grabbing = list() if(istype(mob.l_hand, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = mob.l_hand grabbing += G.affecting if(istype(mob.r_hand, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = mob.r_hand grabbing += G.affecting for(var/X in mob.grabbed_by) var/obj/item/weapon/grab/G = X switch(G.state) if(GRAB_PASSIVE) if(!grabbing.Find(G.assailant)) //moving always breaks a passive grab unless we are also grabbing our grabber. qdel(G) if(GRAB_AGGRESSIVE) move_delay = world.time + 10 if(!prob(25)) return 1 mob.visible_message("[mob] has broken free of [G.assailant]'s grip!") qdel(G) if(GRAB_NECK) move_delay = world.time + 10 if(!prob(5)) return 1 mob.visible_message("[mob] has broken free of [G.assailant]'s headlock!") qdel(G) return 0 ///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.dir = 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)) spawn(0) anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir) limit-- if(limit<=0) break else spawn(0) anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir) L.loc = get_step(L, direct) L.dir = direct if(3) //Incorporeal move, but blocked by holy-watered tiles var/turf/simulated/floor/stepTurf = get_step(L, direct) if(stepTurf.flags & NOJAUNT) L << "Holy energies block your path." L.notransform = 1 spawn(2) L.notransform = 0 else L.loc = get_step(L, direct) L.dir = 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(istype(turf,/turf/space)) 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(turf/T) return has_gravity(src, T) /mob/proc/mob_negates_gravity() return 0 /mob/proc/Move_Pulled(atom/A) if (!canmove || restrained() || !pulling) return if (pulling.anchored) return if (!pulling.Adjacent(src)) return if (A == loc && pulling.density) return if (!Process_Spacemove(get_dir(pulling.loc, A))) return if (ismob(pulling)) var/mob/M = pulling var/atom/movable/t = M.pulling M.stop_pulling() step(pulling, get_dir(pulling.loc, A)) if(M) M.start_pulling(t) else step(pulling, get_dir(pulling.loc, A)) return /mob/proc/slip(s_amount, w_amount, obj/O, lube) return /mob/proc/update_gravity() return