Files
Bubberstation/code/modules/vehicles/scooter.dm
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00

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/obj/vehicle/scooter
name = "scooter"
desc = "A fun way to get around."
icon_state = "scooter"
/obj/vehicle/scooter/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You begin to remove the handlebars...</span>"
playsound(get_turf(user), 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 40/I.toolspeed, target = src))
new /obj/vehicle/scooter/skateboard(get_turf(src))
new /obj/item/stack/rods(get_turf(src),2)
user << "<span class='notice'>You remove the handlebars from [src].</span>"
qdel(src)
/obj/vehicle/scooter/handle_vehicle_layer()
if(dir == SOUTH)
layer = ABOVE_MOB_LAYER
else
layer = OBJ_LAYER
/obj/vehicle/scooter/handle_vehicle_offsets()
..()
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
switch(buckled_mob.dir)
if(NORTH)
buckled_mob.pixel_x = 0
if(EAST)
buckled_mob.pixel_x = -2
if(SOUTH)
buckled_mob.pixel_x = 0
if(WEST)
buckled_mob.pixel_x = 2
if(buckled_mob.get_num_legs() > 0)
buckled_mob.pixel_y = 5
else
buckled_mob.pixel_y = -4
/obj/vehicle/scooter/buckle_mob(mob/living/M, force = 0)
if(!istype(M))
return 0
if(M.get_num_legs() < 2 && M.get_num_arms() <= 0)
M << "<span class='warning'>Your limbless body can't use [src].</span>"
return 0
. = ..()
/obj/vehicle/scooter/post_buckle_mob(mob/living/M)
vehicle_move_delay = initial(vehicle_move_delay)
if(M.get_num_legs() < 2)
vehicle_move_delay ++
/obj/vehicle/scooter/skateboard
name = "skateboard"
desc = "An unfinished scooter which can only barely be called a skateboard. It's still rideable, but probably unsafe. Looks like you'll need to add a few rods to make handlebars."
icon_state = "skateboard"
vehicle_move_delay = 0//fast
density = 0
/obj/vehicle/scooter/skateboard/post_buckle_mob(mob/living/M)//allows skateboards to be non-dense but still allows 2 skateboarders to collide with each other
if(has_buckled_mobs())
density = 1
else
density = 0
..()
/obj/vehicle/scooter/skateboard/Bump(atom/A)
..()
if(A.density && has_buckled_mobs())
var/mob/living/carbon/H = buckled_mobs[1]
var/atom/throw_target = get_edge_target_turf(H, pick(cardinal))
unbuckle_mob(H)
H.throw_at_fast(throw_target, 4, 3)
H.Weaken(5)
H.adjustStaminaLoss(40)
visible_message("<span class='danger'>[src] crashes into [A], sending [H] flying!</span>")
playsound(src, 'sound/effects/bang.ogg', 50, 1)
/obj/vehicle/scooter/skateboard/MouseDrop(atom/over_object)
var/mob/living/carbon/M = usr
if(!istype(M) || M.incapacitated() || !Adjacent(M))
return
if(has_buckled_mobs() && over_object == M)
M << "<span class='warning'>You can't lift this up when somebody's on it.</span>"
return
if(over_object == M)
var/obj/item/weapon/melee/skateboard/board = new /obj/item/weapon/melee/skateboard()
M.put_in_hands(board)
qdel(src)
//CONSTRUCTION
/obj/item/scooter_frame
name = "scooter frame"
desc = "A metal frame for building a scooter. Looks like you'll need to add some metal to make wheels."
icon = 'icons/obj/vehicles.dmi'
icon_state = "scooter_frame"
w_class = 3
/obj/item/scooter_frame/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You deconstruct [src].</span>"
new /obj/item/stack/rods(get_turf(src),10)
playsound(get_turf(user), 'sound/items/Ratchet.ogg', 50, 1)
qdel(src)
return
else if(istype(I, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = I
if(M.get_amount() < 5)
user << "<span class='warning'>You need at least five metal sheets to make proper wheels!</span>"
return
user << "<span class='notice'>You begin to add wheels to [src].</span>"
if(do_after(user, 80, target = src))
if(!M || M.get_amount() < 5)
return
M.use(5)
user << "<span class='notice'>You finish making wheels for [src].</span>"
new /obj/vehicle/scooter/skateboard(user.loc)
qdel(src)
/obj/vehicle/scooter/skateboard/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You begin to deconstruct and remove the wheels on [src]...</span>"
playsound(get_turf(user), 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20, target = src))
user << "<span class='notice'>You deconstruct the wheels on [src].</span>"
new /obj/item/stack/sheet/metal(get_turf(src),5)
new /obj/item/scooter_frame(get_turf(src))
qdel(src)
else if(istype(I, /obj/item/stack/rods))
var/obj/item/stack/rods/C = I
if(C.get_amount() < 2)
user << "<span class='warning'>You need at least two rods to make proper handlebars!</span>"
return
user << "<span class='notice'>You begin making handlebars for [src].</span>"
if(do_after(user, 25, target = src))
if(!C || C.get_amount() < 2)
return
user << "<span class='notice'>You add the rods to [src], creating handlebars.</span>"
C.use(2)
new/obj/vehicle/scooter(get_turf(src))
qdel(src)