[MIRROR] pull through z-levels and map transits (#7429)

Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com>
Co-authored-by: CHOMPStation2 <chompsation2@gmail.com>
This commit is contained in:
CHOMPStation2
2023-12-17 03:44:12 -07:00
committed by GitHub
parent 234ab90b11
commit 068917d820
4 changed files with 43 additions and 4 deletions

View File

@@ -93,7 +93,7 @@ when portals are shortly lived, or when portals are made to be obvious with spec
// pulled.forceMove(get_turf(counterpart))
pulled.forceMove(counterpart.get_focused_turf())
L.forceMove(counterpart.get_focused_turf())
L.start_pulling(pulled)
L.continue_pulling(pulled)
else
L.forceMove(counterpart.get_focused_turf())
else

View File

@@ -41,7 +41,7 @@
/turf/space/proc/toggle_transit(var/direction)
if(edge) //Not a great way to do this yet. Maybe we'll come up with one. We could pre-make sprites... or tile the overlay over it?
return
if(!direction) //Stopping our transit
appearance = SSskybox.dust_cache["[((x + y) ^ ~(x * y) + z) % 25]"]
else if(direction & (NORTH|SOUTH)) //Starting transit vertically
@@ -137,7 +137,18 @@
. = ..()
if(edge && ticker?.mode && !density) // !density so 'fake' space turfs don't fling ghosts everywhere
A?.touch_map_edge()
if(isliving(A))
var/mob/living/L = A
if(L.pulling)
var/atom/movable/pulled = L.pulling
L.stop_pulling()
A?.touch_map_edge()
pulled.forceMove(L.loc)
L.continue_pulling(pulled)
else
A?.touch_map_edge()
else
A?.touch_map_edge()
/turf/space/proc/Sandbox_Spacemove(atom/movable/A as mob|obj)
var/cur_x

View File

@@ -71,7 +71,7 @@
to_chat(src, "<span class='filter_notice'><I>... You can almost hear someone talking ...</I></span>")
else
if(client && client.prefs.chat_timestamp)
msg = replacetext(msg, new/regex("^(<span(?: \[^>]*)?>)((?:.|\\n)*</span>)", ""), "$1[time] $2")
msg = replacetext(msg, new/regex("^(<span(?: \[^>]*)?>)((?:.|\\n)*</span>)", ""), "$1[time] $2")
to_chat(src,msg)
else if(teleop)
to_chat(teleop, create_text_tag("body", "BODY:", teleop.client) + "[msg]")
@@ -621,6 +621,26 @@
var/mob/pulled = AM
pulled.inertia_dir = 0
// We have pulled something before, so we should be able to safely continue pulling it. This proc is only for portals!
/mob/proc/continue_pulling(var/atom/movable/AM)
if ( !AM || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
return
if (AM.anchored)
return
src.pulling = AM
AM.pulledby = src
if(pullin)
pullin.icon_state = "pull1"
//Attempted fix for people flying away through space when cuffed and dragged.
if(ismob(AM))
var/mob/pulled = AM
pulled.inertia_dir = 0
/mob/proc/can_use_hands()
return

View File

@@ -134,10 +134,18 @@
if(!Move(destination))
return 0
if(isliving(src))
var/list/atom/movable/pulling = list()
var/mob/living/L = src
if(L.pulling && !L.pulling.anchored)
pulling |= L.pulling
for(var/obj/item/weapon/grab/G in list(L.l_hand, L.r_hand))
pulling |= G.affecting
if(direction == UP)
src.audible_message("<span class='notice'>[src] moves up.</span>")
else if(direction == DOWN)
src.audible_message("<span class='notice'>[src] moves down.</span>")
for(var/atom/movable/P in pulling)
P.forceMove(destination)
return 1
/mob/proc/can_overcome_gravity()