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* The shuttle won't gib you anymore while you're in jaunt (#83134) ## About The Pull Request As it's said in title, the shuttle will not gib you now while you in jaunt. This applies to a mage, a (s)laughter demon, an ash heretic and anything that uses spell "jaunt" and its child classes. ## Why It's Good For The Game I think it's pretty counterintuitive that you can't be harmed by anything in the jaunt, including an explosion, but if you accidentally end up on the tile where the shuttle arrives, it deletes you. So, this PR closes this logical hole. ## Changelog 🆑 fix: The shuttle will no longer delete you while you are in jaunt /🆑 Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com> * The shuttle won't gib you anymore while you're in jaunt --------- Co-authored-by: paganiy <126676387+paganiy@users.noreply.github.com> Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com>
97 lines
3.5 KiB
Plaintext
97 lines
3.5 KiB
Plaintext
/obj/effect/dummy/phased_mob
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name = "water"
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anchored = TRUE
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flags_1 = PREVENT_CONTENTS_EXPLOSION_1
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | SHUTTLE_CRUSH_PROOF
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invisibility = INVISIBILITY_OBSERVER
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movement_type = FLOATING
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/// The movable which's jaunting in this dummy
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var/atom/movable/jaunter
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/// The delay between moves while jaunted
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var/movedelay = 0
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/// The speed of movement while jaunted
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var/movespeed = 0
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/obj/effect/dummy/phased_mob/Initialize(mapload, atom/movable/jaunter)
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. = ..()
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if(jaunter)
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set_jaunter(jaunter)
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/// Sets [new_jaunter] as our jaunter, forcemoves them into our contents
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/obj/effect/dummy/phased_mob/proc/set_jaunter(atom/movable/new_jaunter)
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jaunter = new_jaunter
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jaunter.forceMove(src)
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if(ismob(jaunter))
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var/mob/mob_jaunter = jaunter
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mob_jaunter.reset_perspective(src)
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/obj/effect/dummy/phased_mob/Destroy()
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jaunter = null // If a mob was left in the jaunter on qdel, they'll be dumped into nullspace
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return ..()
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/// Removes [jaunter] from our phased mob
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/obj/effect/dummy/phased_mob/proc/eject_jaunter()
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if(!jaunter)
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return // This is weird but it can happen if the jaunt is gibbed by an arriving shuttle
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var/turf/eject_spot = get_turf(src)
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if(!eject_spot) //You're in nullspace you clown!
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return
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var/area/destination_area = get_area(eject_spot)
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if(destination_area.area_flags & NOTELEPORT)
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// this ONLY happens if someone uses a phasing effect
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// to try to land in a NOTELEPORT zone after it is created, AKA trying to exploit.
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if(isliving(jaunter))
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var/mob/living/living_cheaterson = jaunter
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to_chat(living_cheaterson, span_userdanger("This area has a heavy universal force occupying it, and you are scattered to the cosmos!"))
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if(ishuman(living_cheaterson))
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shake_camera(living_cheaterson, 20, 1)
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addtimer(CALLBACK(living_cheaterson, TYPE_PROC_REF(/mob/living/carbon, vomit)), 2 SECONDS)
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jaunter.forceMove(find_safe_turf(z))
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else
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jaunter.forceMove(eject_spot)
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qdel(src)
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/obj/effect/dummy/phased_mob/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone == jaunter)
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SEND_SIGNAL(src, COMSIG_MOB_EJECTED_FROM_JAUNT, jaunter)
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jaunter = null
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/obj/effect/dummy/phased_mob/ex_act()
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return FALSE
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/obj/effect/dummy/phased_mob/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
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SHOULD_CALL_PARENT(FALSE)
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return BULLET_ACT_FORCE_PIERCE
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/obj/effect/dummy/phased_mob/relaymove(mob/living/user, direction)
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var/turf/newloc = phased_check(user, direction)
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if(!newloc)
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return
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if (direction in GLOB.alldirs)
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setDir(direction)
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forceMove(newloc)
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/// Checks if the conditions are valid to be able to phase. Returns a turf destination if positive.
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/obj/effect/dummy/phased_mob/proc/phased_check(mob/living/user, direction)
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RETURN_TYPE(/turf)
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if (movedelay > world.time || !direction)
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return
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var/turf/newloc = get_step_multiz(src,direction)
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if(!newloc)
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return
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var/area/destination_area = newloc.loc
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movedelay = world.time + movespeed
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if(newloc.turf_flags & NOJAUNT)
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to_chat(user, span_warning("Some strange aura is blocking the way."))
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return
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if(destination_area.area_flags & NOTELEPORT || SSmapping.level_trait(newloc.z, ZTRAIT_NOPHASE))
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to_chat(user, span_danger("Some dull, universal force is blocking the way. It's overwhelmingly oppressive force feels dangerous."))
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return
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if (direction == UP || direction == DOWN)
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newloc = can_z_move(direction, get_turf(src), newloc, ZMOVE_INCAPACITATED_CHECKS | ZMOVE_FEEDBACK | ZMOVE_ALLOW_ANCHORED, user)
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return newloc
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