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* Jetpack and spacedrift: Fixes and niceties Ok so when I ported spacemovement onto movement loop, I neglected to port this behavior that existed to support jetpacks. Basically, if something that lets you move while spacedrifing completes a move while you're spacedrifting, the drift should "disable" to let it complete, and then later restart. I neglected to add support for that, so that's what this does. There's some other stuff going on here, mostly things to let jetpacks ignore some of drift's extra behavior, since when a jetpack is not on stablized, we want both to coexist. It's a bit of a mess, I'm sorry about that. Oh and at temporal's suggestion I've moved the visual_delay set from newtonian move to an istype on the drift component, that was a good idea, thanks quiet * Makes dropping a pull while drifting carry the momentum into the pulled thing\ * Adds some extra context to Process_Spacemove, fixes a bunch of stupid space bugs It used to be, if you called Process_Spacemove with a direction, it assumed you were an "action", so a client or mob trying to move in a direction. Unfortuantely for it, I needed to be able to use direction to make mob pull drifting work. So we now actually pass in a second variable called continuous_move, which tracks if this Process_Spacemove is on behalf of a continuous move or not In addition to this, I've added logic to bumping "off" someone to prevent backbumping if that makes sense, since the bump is in the form of a newtonian move that's run before the thing that's bumping actually moves, we need some way to exclude it from holding the other object in place. * Adds a jetpack component, uses it to unify all three versions of jetpacking I hate you fikou There were three copies of the same behavior, which made it hard to fix stuff. Let's just componentize it * Fixes jetpacks stabalizing even without fuel This is mildly hacky. The real fix is to do this with events, but I really don't wanna bend my brain like that. This'll do * Ensures turn_off always has a user) * Shut pu * Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags * Removes some redundant code, cleans up some messy stuff * Removes redundant safety checking from jetpack code * see above * Removes redundant signals
550 lines
17 KiB
Plaintext
550 lines
17 KiB
Plaintext
/**
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* If your mob is concious, drop the item in the active hand
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*
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* This is a hidden verb, likely for binding with winset for hotkeys
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*/
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/client/verb/drop_item()
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set hidden = TRUE
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if(!iscyborg(mob) && mob.stat == CONSCIOUS)
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mob.dropItemToGround(mob.get_active_held_item())
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return
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/**
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* force move the control_object of your client mob
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*
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* Used in admin possession and called from the client Move proc
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* ensures the possessed object moves and not the admin mob
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*
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* Has no sanity other than checking density
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*/
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/client/proc/Move_object(direct)
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if(mob?.control_object)
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if(mob.control_object.density)
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step(mob.control_object,direct)
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if(!mob.control_object)
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return
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mob.control_object.setDir(direct)
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else
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mob.control_object.forceMove(get_step(mob.control_object,direct))
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/**
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* Move a client in a direction
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*
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* Huge proc, has a lot of functionality
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*
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* Mostly it will despatch to the mob that you are the owner of to actually move
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* in the physical realm
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*
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* Things that stop you moving as a mob:
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* * world time being less than your next move_delay
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* * not being in a mob, or that mob not having a loc
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* * missing the n and direction parameters
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* * being in remote control of an object (calls Moveobject instead)
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* * being dead (it ghosts you instead)
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*
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* Things that stop you moving as a mob living (why even have OO if you're just shoving it all
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* in the parent proc with istype checks right?):
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* * having incorporeal_move set (calls Process_Incorpmove() instead)
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* * being grabbed
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* * being buckled (relaymove() is called to the buckled atom instead)
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* * having your loc be some other mob (relaymove() is called on that mob instead)
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* * Not having MOBILITY_MOVE
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* * Failing Process_Spacemove() call
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*
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* At this point, if the mob is is confused, then a random direction and target turf will be calculated for you to travel to instead
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*
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* Now the parent call is made (to the byond builtin move), which moves you
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*
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* Some final move delay calculations (doubling if you moved diagonally successfully)
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*
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* if mob throwing is set I believe it's unset at this point via a call to finalize
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*
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* Finally if you're pulling an object and it's dense, you are turned 180 after the move
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* (if you ask me, this should be at the top of the move so you don't dance around)
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*
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*/
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/client/Move(new_loc, direct)
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if(world.time < move_delay) //do not move anything ahead of this check please
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return FALSE
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next_move_dir_add = 0
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next_move_dir_sub = 0
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var/old_move_delay = move_delay
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move_delay = world.time + world.tick_lag //this is here because Move() can now be called mutiple times per tick
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if(!mob || !mob.loc)
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return FALSE
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if(!new_loc || !direct)
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return FALSE
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if(mob.notransform)
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return FALSE //This is sota the goto stop mobs from moving var
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if(mob.control_object)
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return Move_object(direct)
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if(!isliving(mob))
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return mob.Move(new_loc, direct)
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if(mob.stat == DEAD)
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mob.ghostize()
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return FALSE
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if(SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_PRE_LIVING_MOVE) & COMSIG_MOB_CLIENT_BLOCK_PRE_LIVING_MOVE)
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return FALSE
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var/mob/living/L = mob //Already checked for isliving earlier
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if(L.incorporeal_move && !is_secret_level(mob.z)) //Move though walls
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Process_Incorpmove(direct)
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return FALSE
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if(mob.remote_control) //we're controlling something, our movement is relayed to it
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return mob.remote_control.relaymove(mob, direct)
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if(isAI(mob))
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return AIMove(new_loc,direct,mob)
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if(Process_Grab()) //are we restrained by someone's grip?
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return
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if(mob.buckled) //if we're buckled to something, tell it we moved.
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return mob.buckled.relaymove(mob, direct)
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if(!(L.mobility_flags & MOBILITY_MOVE))
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return FALSE
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if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
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var/atom/O = mob.loc
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return O.relaymove(mob, direct)
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if(!mob.Process_Spacemove(direct))
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return FALSE
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if(SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_PRE_MOVE, args) & COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE)
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return FALSE
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//We are now going to move
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var/add_delay = mob.cached_multiplicative_slowdown
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mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay * ( (NSCOMPONENT(direct) && EWCOMPONENT(direct)) ? SQRT_2 : 1 ) )) // set it now in case of pulled objects
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//If the move was recent, count using old_move_delay
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//We want fractional behavior and all
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if(old_move_delay + world.tick_lag > world.time)
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//Yes this makes smooth movement stutter if add_delay is too fractional
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//Yes this is better then the alternative
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move_delay = old_move_delay
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else
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move_delay = world.time
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//Basically an optional override for our glide size
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//Sometimes you want to look like you're moving with a delay you don't actually have yet
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visual_delay = 0
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. = ..()
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if((direct & (direct - 1)) && mob.loc == new_loc) //moved diagonally successfully
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add_delay *= SQRT_2
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if(visual_delay)
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mob.set_glide_size(visual_delay)
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else
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mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay))
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move_delay += add_delay
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if(.) // If mob is null here, we deserve the runtime
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if(mob.throwing)
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mob.throwing.finalize(FALSE)
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// At this point we've moved the client's attached mob. This is one of the only ways to guess that a move was done
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// as a result of player input and not because they were pulled or any other magic.
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SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_MOVED)
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var/atom/movable/P = mob.pulling
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if(P && !ismob(P) && P.density)
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mob.setDir(turn(mob.dir, 180))
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/**
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* Checks to see if you're being grabbed and if so attempts to break it
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*
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* Called by client/Move()
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*/
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/client/proc/Process_Grab()
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if(!mob.pulledby)
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return FALSE
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if(mob.pulledby == mob.pulling && mob.pulledby.grab_state == GRAB_PASSIVE) //Don't autoresist passive grabs if we're grabbing them too.
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return FALSE
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if(HAS_TRAIT(mob, TRAIT_INCAPACITATED))
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COOLDOWN_START(src, move_delay, 1 SECONDS)
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return TRUE
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else if(HAS_TRAIT(mob, TRAIT_RESTRAINED))
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COOLDOWN_START(src, move_delay, 1 SECONDS)
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to_chat(src, span_warning("You're restrained! You can't move!"))
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return TRUE
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return mob.resist_grab(TRUE)
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/**
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* Allows mobs to ignore density and phase through objects
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*
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* Called by client/Move()
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*
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* The behaviour depends on the incorporeal_move value of the mob
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*
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* * INCORPOREAL_MOVE_BASIC - forceMoved to the next tile with no stop
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* * INCORPOREAL_MOVE_SHADOW - the same but leaves a cool effect path
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* * INCORPOREAL_MOVE_JAUNT - the same but blocked by holy tiles
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*
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* You'll note this is another mob living level proc living at the client level
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*/
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/client/proc/Process_Incorpmove(direct)
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var/turf/mobloc = get_turf(mob)
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if(!isliving(mob))
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return
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var/mob/living/L = mob
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switch(L.incorporeal_move)
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if(INCORPOREAL_MOVE_BASIC)
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var/T = get_step(L,direct)
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if(T)
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L.forceMove(T)
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L.setDir(direct)
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if(INCORPOREAL_MOVE_SHADOW)
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if(prob(50))
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var/locx
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var/locy
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switch(direct)
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if(NORTH)
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locx = mobloc.x
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locy = (mobloc.y+2)
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if(locy>world.maxy)
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return
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if(SOUTH)
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locx = mobloc.x
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locy = (mobloc.y-2)
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if(locy<1)
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return
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if(EAST)
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locy = mobloc.y
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locx = (mobloc.x+2)
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if(locx>world.maxx)
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return
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if(WEST)
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locy = mobloc.y
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locx = (mobloc.x-2)
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if(locx<1)
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return
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else
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return
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var/target = locate(locx,locy,mobloc.z)
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if(target)
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L.forceMove(target)
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var/limit = 2//For only two trailing shadows.
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for(var/turf/T in get_line(mobloc, L.loc))
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new /obj/effect/temp_visual/dir_setting/ninja/shadow(T, L.dir)
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limit--
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if(limit<=0)
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break
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else
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new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
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var/T = get_step(L,direct)
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if(T)
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L.forceMove(T)
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L.setDir(direct)
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if(INCORPOREAL_MOVE_JAUNT) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
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var/turf/open/floor/stepTurf = get_step(L, direct)
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if(stepTurf)
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var/obj/effect/decal/cleanable/food/salt/salt = locate() in stepTurf
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if(salt)
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to_chat(L, span_warning("[salt] bars your passage!"))
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if(isrevenant(L))
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var/mob/living/simple_animal/revenant/R = L
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R.reveal(20)
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R.stun(20)
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return
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if(stepTurf.turf_flags & NOJAUNT)
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to_chat(L, span_warning("Some strange aura is blocking the way."))
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return
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if(locate(/obj/effect/blessing) in stepTurf)
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to_chat(L, span_warning("Holy energies block your path!"))
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return
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L.forceMove(stepTurf)
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L.setDir(direct)
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return TRUE
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/**
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* Handles mob/living movement in space (or no gravity)
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*
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* Called by /client/Move()
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*
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* return TRUE for movement or FALSE for none
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*
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* You can move in space if you have a spacewalk ability
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*/
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/mob/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
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. = ..()
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if(. || HAS_TRAIT(src, TRAIT_SPACEWALK))
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return TRUE
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// FUCK OFF
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if(buckled)
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return TRUE
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var/atom/movable/backup = get_spacemove_backup(movement_dir, continuous_move)
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if(!backup)
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return FALSE
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if(continuous_move || !istype(backup) || !movement_dir || backup.anchored)
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return TRUE
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// last pushoff exists for one reason
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// to ensure pushing a mob doesn't just lead to it considering us as backup, and failing
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last_pushoff = world.time
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if(backup.newtonian_move(turn(movement_dir, 180), instant = TRUE)) //You're pushing off something movable, so it moves
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// We set it down here so future calls to Process_Spacemove by the same pair in the same tick don't lead to fucky
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backup.last_pushoff = world.time
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to_chat(src, span_info("You push off of [backup] to propel yourself."))
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return TRUE
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/**
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* Finds a target near a mob that is viable for pushing off when moving.
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* Takes the intended movement direction as input, alongside if the context is checking if we're allowed to continue drifting
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*/
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/mob/get_spacemove_backup(moving_direction, continuous_move)
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for(var/atom/pushover as anything in range(1, get_turf(src)))
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if(pushover == src)
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continue
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if(isarea(pushover))
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continue
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if(isturf(pushover))
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var/turf/turf = pushover
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if(isspaceturf(turf))
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continue
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if(!turf.density && !mob_negates_gravity())
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continue
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return pushover
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var/atom/movable/rebound = pushover
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if(rebound == buckled)
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continue
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if(ismob(rebound))
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var/mob/lover = rebound
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if(lover.buckled)
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continue
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var/pass_allowed = rebound.CanPass(src, get_dir(rebound, src))
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if(!rebound.density && pass_allowed)
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continue
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//Sometime this tick, this pushed off something. Doesn't count as a valid pushoff target
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if(rebound.last_pushoff == world.time)
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continue
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if(continuous_move && !pass_allowed)
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var/datum/move_loop/move/rebound_engine = SSmove_manager.processing_on(rebound, SSspacedrift)
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// If you're moving toward it and you're both going the same direction, stop
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if(moving_direction == get_dir(src, pushover) && rebound_engine && moving_direction == rebound_engine.direction)
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continue
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else if(!pass_allowed)
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if(moving_direction == get_dir(src, pushover)) // Can't push "off" of something that you're walking into
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continue
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if(rebound.anchored)
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return rebound
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if(pulling == rebound)
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continue
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return rebound
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/mob/has_gravity()
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return mob_negates_gravity() || ..()
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/**
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* Does this mob ignore gravity
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*/
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/mob/proc/mob_negates_gravity()
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var/turf/turf = get_turf(src)
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return !isgroundlessturf(turf) && HAS_TRAIT(src, TRAIT_NEGATES_GRAVITY)
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/// Called when this mob slips over, override as needed
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/mob/proc/slip(knockdown_amount, obj/O, lube, paralyze, force_drop)
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mind?.add_memory(MEMORY_SLIPPED, list(DETAIL_WHAT_BY = O, DETAIL_PROTAGONIST = src), story_value = STORY_VALUE_OKAY)
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return
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/// Update the gravity status of this mob
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/mob/proc/update_gravity(has_gravity, override=FALSE)
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var/speed_change = max(0, has_gravity - STANDARD_GRAVITY)
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if(!speed_change)
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remove_movespeed_modifier(/datum/movespeed_modifier/gravity)
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else
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add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/gravity, multiplicative_slowdown=speed_change)
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//bodypart selection verbs - Cyberboss
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//8: repeated presses toggles through head - eyes - mouth
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//9: eyes 8: head 7: mouth
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//4: r-arm 5: chest 6: l-arm
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//1: r-leg 2: groin 3: l-leg
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///Validate the client's mob has a valid zone selected
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/client/proc/check_has_body_select()
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return mob && mob.hud_used && mob.hud_used.zone_select && istype(mob.hud_used.zone_select, /atom/movable/screen/zone_sel)
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/**
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* Hidden verb to set the target zone of a mob to the head
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*
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* (bound to 8) - repeated presses toggles through head - eyes - mouth
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*/
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///Hidden verb to target the head, bound to 8
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/client/verb/body_toggle_head()
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set name = "body-toggle-head"
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set hidden = TRUE
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if(!check_has_body_select())
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return
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var/next_in_line
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switch(mob.zone_selected)
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if(BODY_ZONE_HEAD)
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next_in_line = BODY_ZONE_PRECISE_EYES
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if(BODY_ZONE_PRECISE_EYES)
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next_in_line = BODY_ZONE_PRECISE_MOUTH
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else
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next_in_line = BODY_ZONE_HEAD
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var/atom/movable/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(next_in_line, mob)
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///Hidden verb to target the eyes, bound to 7
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/client/verb/body_eyes()
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set name = "body-eyes"
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set hidden = TRUE
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if(!check_has_body_select())
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return
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var/atom/movable/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_PRECISE_EYES, mob)
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///Hidden verb to target the mouth, bound to 9
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/client/verb/body_mouth()
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set name = "body-mouth"
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set hidden = TRUE
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if(!check_has_body_select())
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return
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var/atom/movable/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_PRECISE_MOUTH, mob)
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///Hidden verb to target the right arm, bound to 4
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/client/verb/body_r_arm()
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set name = "body-r-arm"
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set hidden = TRUE
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if(!check_has_body_select())
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return
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var/atom/movable/screen/zone_sel/selector = mob.hud_used.zone_select
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selector.set_selected_zone(BODY_ZONE_R_ARM, mob)
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///Hidden verb to target the chest, bound to 5
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/client/verb/body_chest()
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set name = "body-chest"
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set hidden = TRUE
|
|
|
|
if(!check_has_body_select())
|
|
return
|
|
|
|
var/atom/movable/screen/zone_sel/selector = mob.hud_used.zone_select
|
|
selector.set_selected_zone(BODY_ZONE_CHEST, mob)
|
|
|
|
///Hidden verb to target the left arm, bound to 6
|
|
/client/verb/body_l_arm()
|
|
set name = "body-l-arm"
|
|
set hidden = TRUE
|
|
|
|
if(!check_has_body_select())
|
|
return
|
|
|
|
var/atom/movable/screen/zone_sel/selector = mob.hud_used.zone_select
|
|
selector.set_selected_zone(BODY_ZONE_L_ARM, mob)
|
|
|
|
///Hidden verb to target the right leg, bound to 1
|
|
/client/verb/body_r_leg()
|
|
set name = "body-r-leg"
|
|
set hidden = TRUE
|
|
|
|
if(!check_has_body_select())
|
|
return
|
|
|
|
var/atom/movable/screen/zone_sel/selector = mob.hud_used.zone_select
|
|
selector.set_selected_zone(BODY_ZONE_R_LEG, mob)
|
|
|
|
///Hidden verb to target the groin, bound to 2
|
|
/client/verb/body_groin()
|
|
set name = "body-groin"
|
|
set hidden = TRUE
|
|
|
|
if(!check_has_body_select())
|
|
return
|
|
|
|
var/atom/movable/screen/zone_sel/selector = mob.hud_used.zone_select
|
|
selector.set_selected_zone(BODY_ZONE_PRECISE_GROIN, mob)
|
|
|
|
///Hidden verb to target the left leg, bound to 3
|
|
/client/verb/body_l_leg()
|
|
set name = "body-l-leg"
|
|
set hidden = TRUE
|
|
|
|
if(!check_has_body_select())
|
|
return
|
|
|
|
var/atom/movable/screen/zone_sel/selector = mob.hud_used.zone_select
|
|
selector.set_selected_zone(BODY_ZONE_L_LEG, mob)
|
|
|
|
///Verb to toggle the walk or run status
|
|
/client/verb/toggle_walk_run()
|
|
set name = "toggle-walk-run"
|
|
set hidden = TRUE
|
|
set instant = TRUE
|
|
if(mob)
|
|
mob.toggle_move_intent(usr)
|
|
|
|
/**
|
|
* Toggle the move intent of the mob
|
|
*
|
|
* triggers an update the move intent hud as well
|
|
*/
|
|
/mob/proc/toggle_move_intent(mob/user)
|
|
if(m_intent == MOVE_INTENT_RUN)
|
|
m_intent = MOVE_INTENT_WALK
|
|
else
|
|
m_intent = MOVE_INTENT_RUN
|
|
if(hud_used?.static_inventory)
|
|
for(var/atom/movable/screen/mov_intent/selector in hud_used.static_inventory)
|
|
selector.update_appearance()
|
|
|
|
///Moves a mob upwards in z level
|
|
/mob/verb/up()
|
|
set name = "Move Upwards"
|
|
set category = "IC"
|
|
|
|
var/turf/current_turf = get_turf(src)
|
|
var/turf/above_turf = SSmapping.get_turf_above(current_turf)
|
|
|
|
var/ventcrawling_flag = HAS_TRAIT(src, TRAIT_MOVE_VENTCRAWLING) ? ZMOVE_VENTCRAWLING : 0
|
|
if(!above_turf)
|
|
to_chat(src, span_warning("There's nowhere to go in that direction!"))
|
|
return
|
|
|
|
if(can_z_move(DOWN, above_turf, current_turf, ZMOVE_FALL_FLAGS|ventcrawling_flag)) //Will we fall down if we go up?
|
|
if(buckled)
|
|
to_chat(src, span_warning("[buckled] is is not capable of flight."))
|
|
else
|
|
to_chat(src, span_warning("You are not Superman."))
|
|
return
|
|
|
|
if(zMove(UP, z_move_flags = ZMOVE_FLIGHT_FLAGS|ZMOVE_FEEDBACK|ventcrawling_flag))
|
|
to_chat(src, span_notice("You move upwards."))
|
|
|
|
///Moves a mob down a z level
|
|
/mob/verb/down()
|
|
set name = "Move Down"
|
|
set category = "IC"
|
|
|
|
var/ventcrawling_flag = HAS_TRAIT(src, TRAIT_MOVE_VENTCRAWLING) ? ZMOVE_VENTCRAWLING : 0
|
|
if(zMove(DOWN, z_move_flags = ZMOVE_FLIGHT_FLAGS|ZMOVE_FEEDBACK|ventcrawling_flag))
|
|
to_chat(src, span_notice("You move down."))
|
|
return FALSE
|
|
|
|
/mob/abstract_move(atom/destination)
|
|
var/turf/new_turf = get_turf(destination)
|
|
if(new_turf && (istype(new_turf, /turf/cordon) || is_secret_level(new_turf.z)) && !client?.holder)
|
|
return
|
|
return ..()
|