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## About The Pull Request They didn't produce any rolling noise while moving because the element was being added in `generate_actions` rather than `Initialize`. A month old mistake. ## Why It's Good For The Game Title. ## Changelog 🆑 fix: Fixed wheelchairs being silent. /🆑
171 lines
6.1 KiB
Plaintext
171 lines
6.1 KiB
Plaintext
/obj/vehicle/ridden/wheelchair //ported from Hippiestation (by Jujumatic)
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name = "wheelchair"
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desc = "A chair with big wheels. It looks like you can move in this on your own."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "wheelchair"
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layer = OBJ_LAYER
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max_integrity = 100
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armor_type = /datum/armor/ridden_wheelchair
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density = FALSE //Thought I couldn't fix this one easily, phew
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/// Run speed delay is multiplied with this for vehicle move delay.
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var/delay_multiplier = 6.7
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/// This variable is used to specify which overlay icon is used for the wheelchair, ensures wheelchair can cover your legs
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var/overlay_icon = "wheelchair_overlay"
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var/image/wheels_overlay
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///Determines the typepath of what the object folds into
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var/foldabletype = /obj/item/wheelchair
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///Bell attached to the wheelchair, if we have one.
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var/obj/structure/desk_bell/bell_attached
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/datum/armor/ridden_wheelchair
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melee = 10
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bullet = 10
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laser = 10
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bomb = 10
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fire = 20
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acid = 30
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/obj/vehicle/ridden/wheelchair/generate_actions()
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. = ..()
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if(!bell_attached)
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return
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initialize_controller_action_type(/datum/action/vehicle/ridden/wheelchair/bell, VEHICLE_CONTROL_DRIVE)
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/obj/vehicle/ridden/wheelchair/Initialize(mapload)
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. = ..()
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make_ridable()
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wheels_overlay = image(icon, overlay_icon, ABOVE_MOB_LAYER)
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ADD_TRAIT(src, TRAIT_NO_IMMOBILIZE, INNATE_TRAIT)
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AddComponent(/datum/component/simple_rotation) //Since it's technically a chair I want it to have chair properties
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AddElement(/datum/element/noisy_movement, volume = 75)
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/obj/vehicle/ridden/wheelchair/atom_destruction(damage_flag)
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new /obj/item/stack/rods(drop_location(), 1)
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new /obj/item/stack/sheet/iron(drop_location(), 1)
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return ..()
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/obj/vehicle/ridden/wheelchair/post_buckle_mob(mob/living/user)
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. = ..()
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update_appearance()
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/obj/vehicle/ridden/wheelchair/post_unbuckle_mob()
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. = ..()
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update_appearance()
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/obj/vehicle/ridden/wheelchair/wrench_act(mob/living/user, obj/item/I) //Attackby should stop it attacking the wheelchair after moving away during decon
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..()
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to_chat(user, span_notice("You begin to detach the wheels..."))
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if(I.use_tool(src, user, 40, volume=50))
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to_chat(user, span_notice("You detach the wheels and deconstruct the chair."))
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new /obj/item/stack/rods(drop_location(), 6)
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new /obj/item/stack/sheet/iron(drop_location(), 4)
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qdel(src)
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return TRUE
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/obj/vehicle/ridden/wheelchair/AltClick(mob/user)
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return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
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/obj/vehicle/ridden/wheelchair/update_overlays()
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. = ..()
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if(has_buckled_mobs())
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. += wheels_overlay
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if(bell_attached)
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. += "wheelchair_bell"
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/// I assign the ridable element in this so i don't have to fuss with hand wheelchairs and motor wheelchairs having different subtypes
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/obj/vehicle/ridden/wheelchair/proc/make_ridable()
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AddElement(/datum/element/ridable, /datum/component/riding/vehicle/wheelchair/hand)
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///A reward item for obtaining 5K hardcore random points. Do not use for anything else
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/obj/vehicle/ridden/wheelchair/gold
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material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_AFFECT_STATISTICS
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desc = "Damn, must've been through a lot."
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icon_state = "gold_wheelchair"
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overlay_icon = "gold_wheelchair_overlay"
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max_integrity = 200
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armor_type = /datum/armor/wheelchair_gold
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custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT*5)
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foldabletype = /obj/item/wheelchair/gold
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/obj/item/wheelchair
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name = "wheelchair"
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desc = "A collapsed wheelchair that can be carried around."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "wheelchair_folded"
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inhand_icon_state = "wheelchair_folded"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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force = 8 //Force is same as a chair
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5)
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///The wheelchair vehicle type we create when we unfold this chair
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var/unfolded_type = /obj/vehicle/ridden/wheelchair
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///A reward item for obtaining 5K hardcore random points. Do not use for anything else
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/obj/item/wheelchair/gold
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name = "gold wheelchair"
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desc = "A collapsed, shiny wheelchair that can be carried around."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "wheelchair_folded_gold"
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inhand_icon_state = "wheelchair_folded_gold"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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force = 10
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custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT*5)
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unfolded_type = /obj/vehicle/ridden/wheelchair/gold
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/datum/armor/wheelchair_gold
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melee = 20
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bullet = 20
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laser = 20
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bomb = 20
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fire = 30
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acid = 40
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/obj/vehicle/ridden/wheelchair/MouseDrop(over_object, src_location, over_location) //Lets you collapse wheelchair
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. = ..()
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if(over_object != usr || !Adjacent(usr) || !foldabletype)
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return FALSE
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if(!ishuman(usr) || !usr.can_perform_action(src))
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return FALSE
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if(has_buckled_mobs())
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return FALSE
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usr.visible_message(span_notice("[usr] collapses [src]."), span_notice("You collapse [src]."))
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var/obj/vehicle/ridden/wheelchair/wheelchair_folded = new foldabletype(get_turf(src))
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usr.put_in_hands(wheelchair_folded)
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qdel(src)
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/obj/item/wheelchair/attack_self(mob/user) //Deploys wheelchair on in-hand use
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deploy_wheelchair(user, user.loc)
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/obj/item/wheelchair/proc/deploy_wheelchair(mob/user, atom/location)
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var/obj/vehicle/ridden/wheelchair/wheelchair_unfolded = new unfolded_type(location)
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wheelchair_unfolded.add_fingerprint(user)
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qdel(src)
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///attaches bell to the wheelchair
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/obj/vehicle/ridden/wheelchair/proc/attach_bell(obj/structure/desk_bell/bell)
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bell_attached = bell
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bell.forceMove(src)
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generate_actions()
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update_appearance()
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/obj/vehicle/ridden/wheelchair/examine(mob/user)
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. =..()
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if(bell_attached)
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. += span_notice("There is \a [bell_attached] attached to the handle.")
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/obj/vehicle/ridden/wheelchair/Destroy()
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if(bell_attached)
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remove_bell()
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return ..()
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/obj/vehicle/ridden/wheelchair/proc/remove_bell()
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bell_attached.forceMove(get_turf(src))
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usr.visible_message(span_notice("[bell_attached] falls off!"))
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bell_attached = null
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update_appearance()
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