Files
Bubberstation/code/__DEFINES/vehicles.dm
Ben10Omintrix db9e3cf9dd red raptors are now able to attack while ridden (#92455)
## About The Pull Request
red raptors will now be able to retaliate against mobs adjacent to it
while ridden.

## Why It's Good For The Game
red raptors dont have much use compared to its colleagues. this gives it
a bit of a unique purpose and makes it a viable option to have out on
the field

## Changelog
🆑
balance: red raptors are now able to attack while ridden
/🆑
2025-08-26 10:33:46 +10:00

51 lines
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//Vehicle control flags. control flags describe access to actions in a vehicle.
///controls the vehicles movement
#define VEHICLE_CONTROL_DRIVE (1<<0)
///Can't leave vehicle voluntarily, has to resist.
#define VEHICLE_CONTROL_KIDNAPPED (1<<1)
///melee attacks/shoves a vehicle may have
#define VEHICLE_CONTROL_MELEE (1<<2)
///using equipment/weapons on the vehicle
#define VEHICLE_CONTROL_EQUIPMENT (1<<3)
///changing around settings and the like.
#define VEHICLE_CONTROL_SETTINGS (1<<4)
///ez define for giving a single pilot mech all the flags it needs.
#define FULL_MECHA_CONTROL ALL
//Ridden vehicle flags
/// Does our vehicle require arms to operate? Also used for piggybacking on humans to reserve arms on the rider
#define RIDER_NEEDS_ARMS (1<<0)
// As above but only used for riding cyborgs, and only reserves 1 arm instead of 2
#define RIDER_NEEDS_ARM (1<<1)
/// Do we need legs to ride this (checks against TRAIT_FLOORED)
#define RIDER_NEEDS_LEGS (1<<2)
/// If the rider is disabled or loses their needed limbs, do they fall off?
#define UNBUCKLE_DISABLED_RIDER (1<<3)
// For fireman carries, the carrying human needs an arm
#define CARRIER_NEEDS_ARM (1<<4)
// This rider must be our friend
#define JUST_FRIEND_RIDERS (1<<5)
///Flags relating to our AI controller when ridden
//do we halt planning while ridden?
#define RIDING_PAUSE_AI_PLANNING (1<<0)
//do we halt movement while ridden?
#define RIDING_PAUSE_AI_MOVEMENT (1<<1)
//car_traits flags
///Will this car kidnap people by ramming into them?
#define CAN_KIDNAP (1<<0)
#define CLOWN_CANNON_INACTIVE 0
#define CLOWN_CANNON_BUSY 1
#define CLOWN_CANNON_READY 2
//Vim defines
///cooldown between uses of the sound maker
#define VIM_SOUND_COOLDOWN (1 SECONDS)
///how much vim heals per weld
#define VIM_HEAL_AMOUNT 20