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Bubberstation/code/game/objects/effects/phased_mob.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

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/obj/effect/dummy/phased_mob
name = "water"
anchored = TRUE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
invisibility = INVISIBILITY_OBSERVER
movement_type = FLOATING
/// The movable which's jaunting in this dummy
var/atom/movable/jaunter
/// The delay between moves while jaunted
var/movedelay = 0
/// The speed of movement while jaunted
var/movespeed = 0
/obj/effect/dummy/phased_mob/Initialize(mapload, atom/movable/jaunter)
. = ..()
if(jaunter)
set_jaunter(jaunter)
/// Sets [new_jaunter] as our jaunter, forcemoves them into our contents
/obj/effect/dummy/phased_mob/proc/set_jaunter(atom/movable/new_jaunter)
jaunter = new_jaunter
jaunter.forceMove(src)
if(ismob(jaunter))
var/mob/mob_jaunter = jaunter
mob_jaunter.reset_perspective(src)
/obj/effect/dummy/phased_mob/Destroy()
jaunter = null // If a mob was left in the jaunter on qdel, they'll be dumped into nullspace
return ..()
/// Removes [jaunter] from our phased mob
/obj/effect/dummy/phased_mob/proc/eject_jaunter()
if(!jaunter)
return // This is weird but it can happen if the jaunt is gibbed by an arriving shuttle
var/turf/eject_spot = get_turf(src)
if(!eject_spot) //You're in nullspace you clown!
return
var/area/destination_area = get_area(eject_spot)
if(destination_area.area_flags & NOTELEPORT)
// this ONLY happens if someone uses a phasing effect
// to try to land in a NOTELEPORT zone after it is created, AKA trying to exploit.
if(isliving(jaunter))
var/mob/living/living_cheaterson = jaunter
to_chat(living_cheaterson, span_userdanger("This area has a heavy universal force occupying it, and you are scattered to the cosmos!"))
if(ishuman(living_cheaterson))
shake_camera(living_cheaterson, 20, 1)
addtimer(CALLBACK(living_cheaterson, TYPE_PROC_REF(/mob/living/carbon, vomit)), 2 SECONDS)
jaunter.forceMove(find_safe_turf(z))
else
jaunter.forceMove(eject_spot)
qdel(src)
/obj/effect/dummy/phased_mob/Exited(atom/movable/gone, direction)
. = ..()
if(gone == jaunter)
SEND_SIGNAL(src, COMSIG_MOB_EJECTED_FROM_JAUNT, jaunter)
jaunter = null
/obj/effect/dummy/phased_mob/ex_act()
return FALSE
/obj/effect/dummy/phased_mob/bullet_act(blah)
return BULLET_ACT_FORCE_PIERCE
/obj/effect/dummy/phased_mob/relaymove(mob/living/user, direction)
var/turf/newloc = phased_check(user, direction)
if(!newloc)
return
if (direction in GLOB.alldirs)
setDir(direction)
forceMove(newloc)
/// Checks if the conditions are valid to be able to phase. Returns a turf destination if positive.
/obj/effect/dummy/phased_mob/proc/phased_check(mob/living/user, direction)
RETURN_TYPE(/turf)
if (movedelay > world.time || !direction)
return
var/turf/newloc = get_step_multiz(src,direction)
if(!newloc)
return
var/area/destination_area = newloc.loc
movedelay = world.time + movespeed
if(newloc.flags_1 & NOJAUNT)
to_chat(user, span_warning("Some strange aura is blocking the way."))
return
if(destination_area.area_flags & NOTELEPORT || SSmapping.level_trait(newloc.z, ZTRAIT_NOPHASE))
to_chat(user, span_danger("Some dull, universal force is blocking the way. It's overwhelmingly oppressive force feels dangerous."))
return
if (direction == UP || direction == DOWN)
newloc = can_z_move(direction, get_turf(src), newloc, ZMOVE_INCAPACITATED_CHECKS | ZMOVE_FEEDBACK | ZMOVE_ALLOW_ANCHORED, user)
return newloc