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* Refactors most spans into span procs * AA * a * AAAAAAAAAAAAAAAAAAAAAA * Update species.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
66 lines
1.9 KiB
Plaintext
66 lines
1.9 KiB
Plaintext
/obj/vehicle/ridden
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name = "ridden vehicle"
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can_buckle = TRUE
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max_buckled_mobs = 1
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buckle_lying = 0
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pass_flags_self = PASSTABLE
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COOLDOWN_DECLARE(message_cooldown)
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/obj/vehicle/ridden/examine(mob/user)
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. = ..()
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if(key_type)
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if(!inserted_key)
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. += span_notice("Put a key inside it by clicking it with the key.")
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else
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. += span_notice("Alt-click [src] to remove the key.")
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/obj/vehicle/ridden/generate_action_type(actiontype)
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var/datum/action/vehicle/ridden/A = ..()
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. = A
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if(istype(A))
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A.vehicle_ridden_target = src
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/obj/vehicle/ridden/post_unbuckle_mob(mob/living/M)
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remove_occupant(M)
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return ..()
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/obj/vehicle/ridden/post_buckle_mob(mob/living/M)
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add_occupant(M)
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return ..()
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/obj/vehicle/ridden/attackby(obj/item/I, mob/user, params)
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if(!key_type || is_key(inserted_key) || !is_key(I))
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return ..()
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if(!user.transferItemToLoc(I, src))
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to_chat(user, span_warning("[I] seems to be stuck to your hand!"))
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return
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to_chat(user, span_notice("You insert \the [I] into \the [src]."))
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if(inserted_key) //just in case there's an invalid key
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inserted_key.forceMove(drop_location())
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inserted_key = I
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/obj/vehicle/ridden/AltClick(mob/user)
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if(!inserted_key || !user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY, FALSE, !issilicon(user)))
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return ..()
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if(!is_occupant(user))
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to_chat(user, span_warning("You must be riding the [src] to remove [src]'s key!"))
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return
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to_chat(user, span_notice("You remove \the [inserted_key] from \the [src]."))
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inserted_key.forceMove(drop_location())
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user.put_in_hands(inserted_key)
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inserted_key = null
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/obj/vehicle/ridden/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if(!in_range(user, src) || !in_range(M, src))
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return FALSE
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return ..(M, user, FALSE)
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/obj/vehicle/ridden/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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if(!force && occupant_amount() >= max_occupants)
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return FALSE
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return ..()
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/obj/vehicle/ridden/zap_act(power, zap_flags)
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zap_buckle_check(power)
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return ..()
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