mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
@@ -295,14 +295,19 @@
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// Simple helper to face what you clicked on, in case it should be needed in more than one place
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/mob/proc/face_atom(var/atom/A)
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if( stat || buckled || !A || !x || !y || !A.x || !A.y ) return
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if( stat || (buckled && !buckled.movable) || !A || !x || !y || !A.x || !A.y ) return
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var/dx = A.x - x
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var/dy = A.y - y
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if(!dx && !dy) return
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var/direction
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if(abs(dx) < abs(dy))
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if(dy > 0) usr.dir = NORTH
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else usr.dir = SOUTH
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if(dy > 0) direction = NORTH
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else direction = SOUTH
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else
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if(dx > 0) usr.dir = EAST
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else usr.dir = WEST
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if(dx > 0) direction = EAST
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else direction = WEST
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usr.dir = direction
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if(buckled && buckled.movable)
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buckled.dir = direction
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buckled.handle_rotation()
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@@ -108,12 +108,19 @@
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playSpecials(curturf,effectin,soundin)
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var/obj/structure/stool/bed/chair/C = null
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if(isliving(teleatom))
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var/mob/living/L = teleatom
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if(L.buckled)
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C = L.buckled
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if(force_teleport)
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teleatom.forceMove(destturf)
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playSpecials(destturf,effectout,soundout)
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else
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if(teleatom.Move(destturf))
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playSpecials(destturf,effectout,soundout)
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if(C)
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C.forceMove(destturf)
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destarea.Entered(teleatom)
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@@ -198,6 +198,8 @@
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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accurate = 1
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spawn(3000) accurate = 0 //Accurate teleporting for 5 minutes
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for(var/mob/B in hearers(src, null))
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B.show_message("\blue Test fire completed.")
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return
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@@ -339,6 +341,7 @@
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if (com)
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com.icon_state = "tele0"
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com.accurate = 0
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for(var/mob/O in hearers(src, null))
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O.show_message("\blue Teleporter disengaged!", 2)
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src.add_fingerprint(usr)
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@@ -51,7 +51,12 @@ var/global/list/image/splatter_cache=list()
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if(amount < 1)
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return
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if(perp.shoes)//Adding blood to shoes
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var/datum/organ/external/l_foot = perp.get_organ("l_foot")
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var/datum/organ/external/r_foot = perp.get_organ("r_foot")
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var/hasfeet = 1
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if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
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hasfeet = 0
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if(perp.shoes && !perp.buckled)//Adding blood to shoes
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perp.shoes.blood_color = basecolor
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perp.shoes:track_blood = max(amount,perp.shoes:track_blood)
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if(!perp.shoes.blood_overlay)
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@@ -62,12 +67,15 @@ var/global/list/image/splatter_cache=list()
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perp.shoes.overlays += perp.shoes.blood_overlay
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perp.shoes.blood_DNA |= blood_DNA.Copy()
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else//Or feet
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else if (hasfeet)//Or feet
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perp.feet_blood_color = basecolor
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perp.track_blood = max(amount,perp.track_blood)
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if(!perp.feet_blood_DNA)
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perp.feet_blood_DNA = list()
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perp.feet_blood_DNA |= blood_DNA.Copy()
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else if (perp.buckled && istype(perp.buckled, /obj/structure/stool/bed/chair/wheelchair))
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var/obj/structure/stool/bed/chair/wheelchair/W = perp.buckled
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W.bloodiness = 4
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perp.update_inv_shoes(1)
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amount--
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@@ -555,7 +555,7 @@ steam.start() -- spawns the effect
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if (istype(AM, /mob/living/carbon))
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var/mob/M = AM
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if (istype(M, /mob/living/carbon/human) && (istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP))
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if (istype(M, /mob/living/carbon/human) && (istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP) || M.buckled)
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return
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M.stop_pulling()
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@@ -11,7 +11,7 @@
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/obj/item/weapon/bananapeel/HasEntered(AM as mob|obj)
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if (istype(AM, /mob/living/carbon))
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var/mob/M = AM
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if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP))
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if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP) || M.buckled)
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return
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M.stop_pulling()
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@@ -26,7 +26,7 @@
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/obj/item/weapon/soap/HasEntered(AM as mob|obj) //EXACTLY the same as bananapeel for now, so it makes sense to put it in the same dm -- Urist
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if (istype(AM, /mob/living/carbon))
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var/mob/M = AM
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if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP))
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if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP) || M.buckled)
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return
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M.stop_pulling()
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@@ -12,6 +12,7 @@
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desc = "This is used to lie in, sleep in or strap on."
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icon_state = "bed"
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var/mob/living/buckled_mob
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var/movable = 0 // For mobility checks
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/obj/structure/stool/bed/psych
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name = "psychiatrists couch"
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@@ -35,6 +36,9 @@
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manual_unbuckle(user)
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return
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/obj/structure/stool/bed/proc/handle_rotation()
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return
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/obj/structure/stool/bed/MouseDrop(atom/over_object)
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return
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@@ -39,7 +39,7 @@
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rotate()
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return
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/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
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/obj/structure/stool/bed/chair/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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else
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@@ -107,6 +107,7 @@
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/obj/structure/stool/bed/chair/office
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anchored = 0
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movable = 1
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/obj/structure/stool/bed/chair/comfy/black
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icon_state = "comfychair_black"
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@@ -148,7 +149,7 @@
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victim.apply_effect(6, WEAKEN, 0)
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victim.apply_effect(6, STUTTER, 0)
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victim.take_organ_damage(10)
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occupant.visible_message("<span class='danger'>[occupant] clashed into \the [A]!</span>")
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occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
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/obj/structure/stool/bed/chair/office/light
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icon_state = "officechair_white"
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@@ -3,9 +3,11 @@
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desc = "You sit in this. Either by will or force."
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icon_state = "wheelchair"
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anchored = 0
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movable = 1
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var/driving = 0
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var/mob/living/pulling = null
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var/bloodiness
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/obj/structure/stool/bed/chair/wheelchair/handle_rotation()
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@@ -22,7 +24,7 @@
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user.pulledby = null
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user << "\red You lost your grip!"
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return
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if(user.pulling)
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if(user.pulling && (user == pulling))
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pulling = null
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user.pulledby = null
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return
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@@ -31,7 +33,8 @@
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if(pulling && (get_dist(src, pulling) > 1))
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pulling = null
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user.pulledby = null
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return
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if(user==pulling)
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return
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if(pulling && (get_dir(src.loc, pulling.loc) == direction))
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user << "\red You cannot go there."
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return
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@@ -67,26 +70,36 @@
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pulling = null
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user.pulledby = null
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pulling.dir = get_dir(pulling, src) // When everything is right, face the wheelchair
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if(bloodiness)
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create_track()
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driving = 0
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/obj/structure/stool/bed/chair/wheelchair/Move()
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..()
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if(!driving && buckled_mob)
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if(buckled_mob)
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var/mob/living/occupant = buckled_mob
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occupant.buckled = null
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occupant.Move(src.loc)
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occupant.buckled = src
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if (occupant && (src.loc != occupant.loc))
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if (propelled)
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for (var/mob/O in src.loc)
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if (O != occupant)
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Bump(O)
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else
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unbuckle()
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if(!driving)
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occupant.buckled = null
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occupant.Move(src.loc)
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occupant.buckled = src
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if (occupant && (src.loc != occupant.loc))
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if (propelled)
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for (var/mob/O in src.loc)
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if (O != occupant)
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Bump(O)
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else
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unbuckle()
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if (pulling && (get_dist(src, pulling) > 1))
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pulling.pulledby = null
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pulling << "\red You lost your grip!"
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pulling = null
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else
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if (occupant && (src.loc != occupant.loc))
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src.loc = occupant.loc // Failsafe to make sure the wheelchair stays beneath the occupant after driving
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handle_rotation()
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/obj/structure/stool/bed/chair/wheelchair/attack_hand(mob/user as mob)
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if (pulling && (pulling == usr))
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if (pulling)
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MouseDrop(usr)
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else
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manual_unbuckle(user)
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@@ -137,11 +150,25 @@
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if(pulling)
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occupant.visible_message("<span class='danger'>[pulling] has thrusted \the [name] into \the [A], throwing \the [occupant] out of it!</span>")
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pulling.attack_log += "\[[time_stamp()]\]<font color='red'> Clashed [occupant.name]'s ([occupant.ckey]) [name] into \a [A]</font>"
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pulling.attack_log += "\[[time_stamp()]\]<font color='red'> Crashed [occupant.name]'s ([occupant.ckey]) [name] into \a [A]</font>"
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occupant.attack_log += "\[[time_stamp()]\]<font color='orange'> Thrusted into \a [A] by [pulling.name] ([pulling.ckey]) with \the [name]</font>"
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msg_admin_attack("[pulling.name] ([pulling.ckey]) has thrusted [occupant.name]'s ([occupant.ckey]) [name] into \a [A] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[pulling.x];Y=[pulling.y];Z=[pulling.z]'>JMP</a>)")
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else
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occupant.visible_message("<span class='danger'>[occupant] clashed into \the [A]!</span>")
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occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
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/obj/structure/stool/bed/chair/wheelchair/proc/create_track()
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var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
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var/newdir = get_dir(get_step(loc, dir), loc)
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if(newdir == dir)
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B.dir = newdir
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else
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newdir = newdir | dir
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if(newdir == 3)
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newdir = 1
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else if(newdir == 12)
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newdir = 4
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B.dir = newdir
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bloodiness--
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/obj/structure/stool/bed/chair/wheelchair/buckle_mob(mob/M as mob, mob/user as mob)
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if(M == pulling)
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@@ -73,6 +73,12 @@
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bloodDNA = null
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var/noslip = 0
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for (var/obj/structure/stool/bed/chair/C in loc)
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if (C.buckled_mob == M)
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noslip = 1
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if (noslip)
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return // no slipping while sitting in a chair, plz
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switch (src.wet)
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if(1)
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if(istype(M, /mob/living/carbon/human)) // Added check since monkeys don't have shoes
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@@ -99,7 +105,7 @@
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return
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if(2) //lube //can cause infinite loops - needs work
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if(!istype(M, /mob/living/carbon/slime))
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if(!istype(M, /mob/living/carbon/slime) && !M.buckled)
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M.stop_pulling()
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step(M, M.dir)
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spawn(1) step(M, M.dir)
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@@ -112,7 +112,7 @@
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return
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//BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
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if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && canmove) // mutual brohugs all around!
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if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && !tmob.buckled && canmove) // mutual brohugs all around!
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var/turf/oldloc = loc
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loc = tmob.loc
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tmob.loc = oldloc
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@@ -35,7 +35,7 @@
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else if(E.status & ORGAN_BROKEN)
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tally += 1.5
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if(pulledby && istype(pulledby, /obj/structure/stool/bed/chair/wheelchair))
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if(buckled && istype(buckled, /obj/structure/stool/bed/chair/wheelchair))
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for(var/organ_name in list("l_hand","r_hand","l_arm","r_arm"))
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var/datum/organ/external/E = get_organ(organ_name)
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if(!E || (E.status & ORGAN_DESTROYED))
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@@ -755,7 +755,7 @@ note dizziness decrements automatically in the mob's Life() proc.
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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/mob/proc/update_canmove()
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if(buckled)
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if(buckled && (!buckled.movable))
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anchored = 1
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canmove = 0
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if( istype(buckled,/obj/structure/stool/bed/chair) )
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@@ -778,9 +778,9 @@ note dizziness decrements automatically in the mob's Life() proc.
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anchored = 1
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canmove = 0
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lying = 0
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else
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else if (!buckled)
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lying = !can_stand
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canmove = has_limbs
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//canmove = has_limbs
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if(lying)
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density = 0
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@@ -199,8 +199,7 @@
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if(!mob.canmove)
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if (mob.buckled && (istype(mob.buckled, /obj/structure/stool/bed/chair/wheelchair) || istype(mob.buckled, /obj/vehicle))) // Exception for wheelchairs
|
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else return
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return
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|
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//if(istype(mob.loc, /turf/space) || (mob.flags & NOGRAV))
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||||
// if(!mob.Process_Spacemove(0)) return 0
|
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@@ -246,7 +245,7 @@
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move_delay -= 1.3
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var/tickcomp = ((1/(world.tick_lag))*1.3)
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move_delay = move_delay + tickcomp
|
||||
|
||||
|
||||
if(istype(mob.buckled, /obj/vehicle))
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return mob.buckled.relaymove(mob,direct)
|
||||
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||||
@@ -260,7 +259,7 @@
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||||
var/mob/living/carbon/human/driver = mob.buckled
|
||||
var/datum/organ/external/l_hand = driver.get_organ("l_hand")
|
||||
var/datum/organ/external/r_hand = driver.get_organ("r_hand")
|
||||
if((!l_hand || l_hand.status & ORGAN_DESTROYED) && (!r_hand || r_hand.status & ORGAN_DESTROYED))
|
||||
if((!l_hand || (l_hand.status & ORGAN_DESTROYED)) && (!r_hand || (r_hand.status & ORGAN_DESTROYED)))
|
||||
return // No hands to drive your chair? Tough luck!
|
||||
move_delay += 2
|
||||
return mob.buckled.relaymove(mob,direct)
|
||||
|
||||
@@ -731,7 +731,7 @@
|
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/obj/item/weapon/reagent_containers/food/snacks/grown/bluetomato/HasEntered(AM as mob|obj)
|
||||
if (istype(AM, /mob/living/carbon))
|
||||
var/mob/M = AM
|
||||
if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP))
|
||||
if (istype(M, /mob/living/carbon/human) && (isobj(M:shoes) && M:shoes.flags&NOSLIP) || M.buckled)
|
||||
return
|
||||
|
||||
M.stop_pulling()
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
var/emagged = 0
|
||||
var/powered = 0 //set if vehicle is powered and should use fuel when moving
|
||||
var/move_delay = 1 //set this to limit the speed of the vehicle
|
||||
var/movable = 1
|
||||
|
||||
var/obj/item/weapon/cell/cell
|
||||
var/power_use = 5 //set this to adjust the amount of power the vehicle uses per move
|
||||
@@ -47,7 +48,7 @@
|
||||
if(on && powered)
|
||||
cell.use(power_use)
|
||||
anchored = init_anc
|
||||
|
||||
|
||||
if(load)
|
||||
load.loc = loc
|
||||
load.dir = dir
|
||||
@@ -288,7 +289,7 @@
|
||||
/obj/vehicle/proc/unload(var/mob/user, var/direction)
|
||||
if(!load)
|
||||
return
|
||||
|
||||
|
||||
var/turf/dest = null
|
||||
|
||||
//find a turf to unload to
|
||||
|
||||
Reference in New Issue
Block a user