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* Refactors how movetype flags are added and removed and the floating animation (#54963) I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process. Why It's Good For The Game A way to avoid conflict from multiple sources of movement types. This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick. Tested, but i'm pretty sure improvements could be made. Changelog cl fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type. /cl * Refactors how movetype flags are added and removed and the floating animation Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
42 lines
1.6 KiB
Plaintext
42 lines
1.6 KiB
Plaintext
/datum/component/slippery
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var/force_drop_items = FALSE
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var/knockdown_time = 0
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var/paralyze_time = 0
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var/lube_flags
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var/datum/callback/callback
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/datum/component/slippery/Initialize(_knockdown, _lube_flags = NONE, datum/callback/_callback, _paralyze, _force_drop = FALSE)
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knockdown_time = max(_knockdown, 0)
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paralyze_time = max(_paralyze, 0)
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force_drop_items = _force_drop
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lube_flags = _lube_flags
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callback = _callback
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RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ATOM_ENTERED), .proc/Slip)
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RegisterSignal(parent, COMSIG_ITEM_WEARERCROSSED, .proc/Slip_on_wearer)
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/datum/component/slippery/proc/Slip(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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var/mob/victim = AM
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if(istype(victim) && !(victim.movement_type & FLYING) && victim.slip(knockdown_time, parent, lube_flags, paralyze_time, force_drop_items) && callback)
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callback.Invoke(victim)
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/datum/component/slippery/proc/Slip_on_wearer(datum/source, atom/movable/AM, mob/living/crossed)
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SIGNAL_HANDLER
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if(crossed.body_position == LYING_DOWN && !crossed.buckled)
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Slip(source, AM)
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/datum/component/slippery/clowning //used for making the clown PDA only slip if the clown is wearing his shoes and the elusive banana-skin belt
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/datum/component/slippery/clowning/Slip_on_wearer(datum/source, atom/movable/AM, mob/living/crossed)
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var/obj/item/I = crossed.get_item_by_slot(ITEM_SLOT_FEET)
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if(crossed.body_position == LYING_DOWN && !crossed.buckled)
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if(istype(I, /obj/item/clothing/shoes/clown_shoes))
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Slip(source, AM)
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else
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to_chat(crossed,"<span class='warning'>[parent] failed to slip anyone. Perhaps I shouldn't have abandoned my legacy...</span>")
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