mirror of
https://github.com/Bubberstation/Bubberstation.git
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* Adds Show/Hide functionality to plane masters (#25474) * Adds Show/Hide functionality to plane masters * Capitalise names to avoid clashes with existing procs * Fixes rad storms making space black (#25482) * Removes an unused var (#25484) * Fixes damage overlay bugs (#25494) * Gives an icon to the zombie festering ooze (#25493) * fixes safes (#25478) * SNPC Refactor (#25429) * Move the interactive file to the right spot * Proper scheduling * dOY * Fix shit * Fixes a bug (#25509) * oh god why * still not done.. * Update chameleon.dm * Makes Ratvar more powerful than the admins (#25440) * Update possess.dm * Update possess.dm * Update objs.dm * Update ratvar_the_clockwork_justicar.dm * Update singularity.dm * Update possess.dm * Update objs.dm * Update objs.dm * Update objs.dm * Update possess.dm * Borer can't use its power while dead (#25444) * Borer can't use its power while dead * Define * Borer infesting no longer requires input if there's only 1 target (#25491) * Infesting is now isntant if there's only 1 target * Protect it * Same thing for dominate * Fixes door shock overlay (#25492) * Fixes door shock overlay * undefs * Automatic changelog generation for PR #25492 [ci skip] * Supermatter Area / Air Alarm Tweak Cont'd (#25496) * Automatic changelog generation for PR #25496 [ci skip] * Gives multitoolable assemblies examine text about it (#25500) * Gives multitoolable assemblies examine text about it * oxford comma * Qbopper's Drone Flavortext Addition+ (#25499) * Free Drone * Excuse you please fix my drones! * this is probably going to be a bad web edit. * THIS IS WHY WE DON'T WEBEDIT * STUPID CLOCK DRONES * Automatic changelog generation for PR #25499 [ci skip] * Automatic changelog compile, [ci skip] * Fixes a runtime when cutting lattice (#25504) * Fixes hyperspace being black (#25507) Fixes #25272 * [S] Fix the ability to exploit statues for extra resources (#25532) * Fix runtime with hostile simple mobs (#25505) * Fixes wood tiles interaction with quick tile replacement (#25489) * Automatic changelog generation for PR #25489 [ci skip] * Fixes coin flipping (#25518) * Stops monkey hordes from spamming chat log to some extent (#25517) * Gives backup nukies the code (#25519) * Automatic changelog generation for PR #25519 [ci skip] * Cleans up TK code a bit (#25516) * Prevents clicks until atoms are initialized (#25460) * Fix bonfire/buckle_mob() runtime (#25527) * Automatic changelog generation for PR #25527 [ci skip] * Refactors disposal bins (#25487) * Refactors disposal bins * conflicts begone * eh sure * Kills more spawns (#25528) * Die * Die * Die * Fix * Die * Die * Alright * Whoops * bluh * < can't code * Update human.dm (#25535) * Admin sound channel tweaks (#25537) * Update playsound.dm * Update sound.dm * Update sound.dm * Update playsound.dm * Fix mob/playsound_local prototype (#25538) * Automatic changelog compile, [ci skip] * Makes the thing use channels
143 lines
4.2 KiB
Plaintext
143 lines
4.2 KiB
Plaintext
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/atom/movable
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var/can_buckle = 0
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var/buckle_lying = -1 //bed-like behaviour, forces mob.lying = buckle_lying if != -1
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var/buckle_requires_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
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var/list/mob/living/buckled_mobs = null //list()
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var/max_buckled_mobs = 1
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var/buckle_prevents_pull = FALSE
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//Interaction
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/atom/movable/attack_hand(mob/living/user)
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. = ..()
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if(can_buckle && has_buckled_mobs())
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if(buckled_mobs.len > 1)
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var/unbuckled = input(user, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in buckled_mobs
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if(user_unbuckle_mob(unbuckled,user))
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return 1
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else
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if(user_unbuckle_mob(buckled_mobs[1],user))
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return 1
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/atom/movable/MouseDrop_T(mob/living/M, mob/living/user)
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. = ..()
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if(can_buckle && istype(M))
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if(user_buckle_mob(M, user))
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return 1
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//Cleanup
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/atom/movable/Destroy()
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. = ..()
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unbuckle_all_mobs(force=1)
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/atom/movable/proc/has_buckled_mobs()
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if(!buckled_mobs)
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return FALSE
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if(buckled_mobs.len)
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return TRUE
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//procs that handle the actual buckling and unbuckling
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/atom/movable/proc/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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if(!buckled_mobs)
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buckled_mobs = list()
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if(!istype(M))
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return 0
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if(check_loc && M.loc != loc)
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return 0
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if((!can_buckle && !force) || M.buckled || (buckled_mobs.len >= max_buckled_mobs) || (buckle_requires_restraints && !M.restrained()) || M == src)
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return 0
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if(!M.can_buckle() && !force)
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if(M == usr)
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to_chat(M, "<span class='warning'>You are unable to buckle yourself to the [src]!</span>")
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else
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to_chat(usr, "<span class='warning'>You are unable to buckle [M] to the [src]!</span>")
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return 0
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if(M.pulledby && buckle_prevents_pull)
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M.pulledby.stop_pulling()
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if(!check_loc && M.loc != loc)
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M.forceMove(loc)
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M.buckled = src
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M.setDir(dir)
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buckled_mobs |= M
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M.update_canmove()
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M.throw_alert("buckled", /obj/screen/alert/restrained/buckled, new_master = src)
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post_buckle_mob(M)
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return 1
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/obj/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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. = ..()
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if(.)
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if(resistance_flags & ON_FIRE) //Sets the mob on fire if you buckle them to a burning atom/movableect
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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/atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force=FALSE)
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if(istype(buckled_mob) && buckled_mob.buckled == src && (buckled_mob.can_unbuckle() || force))
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. = buckled_mob
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buckled_mob.buckled = null
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.update_canmove()
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buckled_mob.clear_alert("buckled")
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buckled_mobs -= buckled_mob
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post_buckle_mob(.)
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/atom/movable/proc/unbuckle_all_mobs(force=FALSE)
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if(!has_buckled_mobs())
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return
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for(var/m in buckled_mobs)
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unbuckle_mob(m, force)
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//Handle any extras after buckling/unbuckling
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//Called on buckle_mob() and unbuckle_mob()
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/atom/movable/proc/post_buckle_mob(mob/living/M)
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return
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//Wrapper procs that handle sanity and user feedback
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/atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if(!in_range(user, src) || user.stat || user.restrained())
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return 0
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add_fingerprint(user)
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if(buckle_mob(M, check_loc = check_loc))
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if(M == user)
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M.visible_message(\
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"<span class='notice'>[M] buckles [M.p_them()]self to [src].</span>",\
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"<span class='notice'>You buckle yourself to [src].</span>",\
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"<span class='italics'>You hear metal clanking.</span>")
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else
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M.visible_message(\
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"<span class='warning'>[user] buckles [M] to [src]!</span>",\
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"<span class='warning'>[user] buckles you to [src]!</span>",\
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"<span class='italics'>You hear metal clanking.</span>")
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return 1
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/atom/movable/proc/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
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var/mob/living/M = unbuckle_mob(buckled_mob)
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if(M)
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if(M != user)
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M.visible_message(\
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"<span class='notice'>[user] unbuckles [M] from [src].</span>",\
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"<span class='notice'>[user] unbuckles you from [src].</span>",\
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"<span class='italics'>You hear metal clanking.</span>")
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else
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M.visible_message(\
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"<span class='notice'>[M] unbuckles [M.p_them()]self from [src].</span>",\
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"<span class='notice'>You unbuckle yourself from [src].</span>",\
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"<span class='italics'>You hear metal clanking.</span>")
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add_fingerprint(user)
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return M
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