mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Further tweak smooth movement
This commit is contained in:
@@ -2,7 +2,7 @@
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/datum/riding
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var/next_vehicle_move = 0 // Used for move delays
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var/vehicle_move_delay = 2 // Tick delay between movements, lower = faster, higher = slower
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var/vehicle_move_delay = 2 // Decisecond delay between movements, lower = faster, higher = slower
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var/keytype = null // Can give this a type to require the rider to hold the item type inhand to move the ridden atom.
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var/nonhuman_key_exemption = FALSE // If true, nonhumans who can't hold keys don't need them, like borgs and simplemobs.
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var/key_name = "the keys" // What the 'keys' for the thing being rided on would be called.
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@@ -97,11 +97,13 @@
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if(world.time < next_vehicle_move)
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return
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next_vehicle_move = world.time + vehicle_move_delay
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if(keycheck(user))
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if(!Process_Spacemove(direction) || !isturf(ridden.loc))
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return
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ridden.Move(get_step(ridden, direction))
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ridden.Move(get_step(ridden, direction), direction, vehicle_move_delay)
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handle_vehicle_layer()
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handle_vehicle_offsets()
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@@ -65,7 +65,7 @@
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return ..()
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////////////////////////////////////////
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/atom/movable/Move(atom/newloc, direct = 0)
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/atom/movable/Move(atom/newloc, direct = 0, movetime)
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// Didn't pass enough info
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if(!loc || !newloc)
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return FALSE
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@@ -104,6 +104,7 @@
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var/dest_z = get_z(newloc)
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// Do The Move
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glide_for(movetime)
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loc = newloc
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. = TRUE
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@@ -145,6 +146,7 @@
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// place due to a Crossed, Bumped, etc. call will interrupt
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// the second half of the diagonal movement, or the second attempt
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// at a first half if step() fails because we hit something.
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glide_for(movetime)
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if (direct & NORTH)
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if (direct & EAST)
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if (step(src, NORTH) && moving_diagonally)
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@@ -197,7 +199,7 @@
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// If we moved, call Moved() on ourselves
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if(.)
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Moved(oldloc, direct, FALSE)
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Moved(oldloc, direct, FALSE, movetime)
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// Update timers/cooldown stuff
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move_speed = world.time - l_move_time
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@@ -205,20 +207,26 @@
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last_move = direct // The direction you last moved
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// set_dir(direct) //Don't think this is necessary
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//Called after a successful Move(). By this point, we've already moved
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/atom/movable/proc/Moved(atom/old_loc, direction, forced = FALSE, movetime)
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// Handle any buckled mobs on this movable
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if(has_buckled_mobs())
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handle_buckled_mob_movement(oldloc,direct)
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//VOREStation Add
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else if(. && riding_datum)
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handle_buckled_mob_movement(old_loc, direction, movetime)
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if(riding_datum)
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riding_datum.handle_vehicle_layer()
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riding_datum.handle_vehicle_offsets()
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//VOREStation Add End
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//Called after a successful Move(). By this point, we've already moved
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/atom/movable/proc/Moved(atom/old_loc, direction, forced = FALSE)
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return TRUE
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/atom/movable/set_dir(newdir)
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. = ..(newdir)
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if(riding_datum)
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riding_datum.handle_vehicle_offsets()
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/atom/movable/relaymove(mob/user, direction)
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. = ..()
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if(riding_datum)
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riding_datum.handle_ride(user, direction)
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// Make sure you know what you're doing if you call this, this is intended to only be called by byond directly.
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// You probably want CanPass()
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/atom/movable/Cross(atom/movable/AM)
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@@ -252,17 +260,17 @@
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A.Bumped(src)
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A.last_bumped = world.time
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/atom/movable/proc/forceMove(atom/destination)
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/atom/movable/proc/forceMove(atom/destination, direction, movetime)
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. = FALSE
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if(destination)
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. = doMove(destination)
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. = doMove(destination, direction, movetime)
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else
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CRASH("No valid destination passed into forceMove")
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/atom/movable/proc/moveToNullspace()
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return doMove(null)
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/atom/movable/proc/doMove(atom/destination)
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/atom/movable/proc/doMove(atom/destination, direction, movetime)
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var/atom/oldloc = loc
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var/area/old_area = get_area(oldloc)
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var/same_loc = oldloc == destination
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@@ -271,7 +279,8 @@
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var/area/destarea = get_area(destination)
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// Do The Move
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last_move = 0
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glide_for(movetime)
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last_move = isnull(direction) ? 0 : direction
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loc = destination
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// Unset this in case it was set in some other proc. We're no longer moving diagonally for sure.
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@@ -349,6 +358,15 @@
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for(var/item in src) // Notify contents of Z-transition. This can be overridden IF we know the items contents do not care.
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var/atom/movable/AM = item
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AM.onTransitZ(old_z,new_z)
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/atom/movable/proc/glide_for(movetime)
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if(movetime)
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glide_size = WORLD_ICON_SIZE/max(DS2TICKS(movetime), 1)
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spawn(movetime)
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glide_size = initial(glide_size)
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else
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glide_size = initial(glide_size)
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/////////////////////////////////////////////////////////////////
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//called when src is thrown into hit_atom
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@@ -176,10 +176,11 @@
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add_fingerprint(user)
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return M
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/atom/movable/proc/handle_buckled_mob_movement(atom/old_loc, direct)
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/atom/movable/proc/handle_buckled_mob_movement(atom/old_loc, direct, movetime)
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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L.forceMove(loc, direct)
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if(!L.Move(loc, direct, movetime))
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L.forceMove(loc, direct, movetime)
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L.last_move = last_move
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L.inertia_dir = last_move
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@@ -145,13 +145,13 @@
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playsound(src, 'sound/effects/roll.ogg', 100, 1)
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/obj/structure/bed/chair/office/handle_buckled_mob_movement(atom/new_loc, direction)
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/obj/structure/bed/chair/office/handle_buckled_mob_movement(atom/new_loc, direction, movetime)
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for(var/A in buckled_mobs)
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var/mob/living/occupant = A
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occupant.buckled = null
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occupant.Move(src.loc)
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occupant.Move(loc, direction, movetime)
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occupant.buckled = src
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if (occupant && (src.loc != occupant.loc))
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if (occupant && (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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@@ -165,9 +165,6 @@ var/const/enterloopsanity = 100
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else if(!is_space())
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M.inertia_dir = 0
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M.make_floating(0)
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if(isliving(M))
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var/mob/living/L = M
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L.handle_footstep(src)
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var/objects = 0
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if(A && (A.flags & PROXMOVE))
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@@ -91,10 +91,12 @@
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if(!old_T.Adjacent(newloc))
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return MOVEMENT_FAILED
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. = SelfMove(newloc) ? MOVEMENT_SUCCESSFUL : MOVEMENT_FAILED
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var/delay_will_be = movement_delay()
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. = SelfMove(newloc, get_dir(loc,newloc), delay_will_be) ? MOVEMENT_SUCCESSFUL : MOVEMENT_FAILED
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if(. == MOVEMENT_SUCCESSFUL)
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set_dir(get_dir(old_T, newloc))
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// Apply movement delay.
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// Player movement has more factors but its all in the client and fixing that would be its own project.
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setMoveCooldown(movement_delay())
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setMoveCooldown(delay_will_be)
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return
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@@ -1639,3 +1639,32 @@
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msg += get_display_species()
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return msg
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/mob/living/carbon/human/pull_damage()
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if(((health - halloss) <= config.health_threshold_softcrit))
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for(var/name in organs_by_name)
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var/obj/item/organ/external/e = organs_by_name[name]
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if(!e)
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continue
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if((e.status & ORGAN_BROKEN && (!e.splinted || (e.splinted && e.splinted in e.contents && prob(30))) || e.status & ORGAN_BLEEDING) && (getBruteLoss() + getFireLoss() >= 100))
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return 1
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else
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return ..()
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// Drag damage is handled in a parent
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/mob/living/carbon/human/dragged(var/mob/living/dragger, var/oldloc)
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if(prob(getBruteLoss() * 200 / maxHealth))
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var/bloodtrail = 1
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if(species?.flags & NO_BLOOD)
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bloodtrail = 0
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else
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var/blood_volume = round((vessel.get_reagent_amount("blood")/species.blood_volume)*100)
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if(blood_volume < BLOOD_VOLUME_SURVIVE)
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bloodtrail = 0 //Most of it's gone already, just leave it be
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else
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vessel.remove_reagent("blood", 1)
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if(bloodtrail)
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if(istype(loc, /turf/simulated))
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var/turf/T = loc
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T.add_blood(src)
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. = ..()
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@@ -224,6 +224,8 @@
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// Handle footstep sounds
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/mob/living/carbon/human/handle_footstep(var/turf/T)
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if(!istype(T))
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return
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if(is_incorporeal())
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return
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if(!config.footstep_volume || !T.footstep_sounds || !T.footstep_sounds.len)
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@@ -777,117 +777,62 @@ default behaviour is:
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to_chat(usr, "OOC Metadata is not supported by this server!")
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//VOREStation Edit End - Making it so SSD people have prefs with fallback to original style.
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/mob/living/Move(a, b, flag)
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if (buckled && buckled.loc != a) //not updating position
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if(istype(buckled, /mob)) //If you're buckled to a mob, a la slime things, keep on rolling.
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return buckled.Move(a, b)
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else //Otherwise, no running around for you.
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// Almost all of this handles pulling movables behind us
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/mob/living/Move(atom/newloc, direct, movetime)
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if(buckled && buckled.loc != newloc) //not updating position
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if(!buckled.anchored)
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return buckled.Move(newloc, direct)
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else
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return 0
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var/atom/movable/pullee = pulling
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// Prior to our move it's already too far away
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if(pullee && get_dist(src, pullee) > 1)
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stop_pulling()
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// Shenanigans!
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if(pullee && !isturf(pullee.loc) && pullee.loc != loc)
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log_debug("[src]'s pull on [pullee] was broken despite [pullee] being in [pullee.loc]. Pull stopped manually.")
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stop_pulling()
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// Can't pull with no hands
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if(restrained())
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stop_pulling()
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// Will move our mob (probably)
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. = ..() // Moved() called at this point if successful
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var/t7 = 1
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if (restrained())
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for(var/mob/living/M in range(src, 1))
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if ((M.pulling == src && M.stat == 0 && !( M.restrained() )))
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t7 = null
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if ((t7 && (pulling && ((get_dist(src, pulling) <= 1 || pulling.loc == loc) && (client && client.moving)))))
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var/turf/T = loc
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. = ..()
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if (pulling && pulling.loc)
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if(!( isturf(pulling.loc) ))
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stop_pulling()
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return
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/////
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if(pulling && pulling.anchored)
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stop_pulling()
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return
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if (!restrained())
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var/diag = get_dir(src, pulling)
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if ((diag - 1) & diag)
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else
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diag = null
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if ((get_dist(src, pulling) > 1 || diag))
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if (isliving(pulling))
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var/mob/living/M = pulling
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var/atom/movable/t = M.pulling
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M.stop_pulling()
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if(!istype(M.loc, /turf/space))
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var/area/A = get_area(M)
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if(A.has_gravity)
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//this is the gay blood on floor shit -- Added back -- Skie
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if (M.lying && (prob(M.getBruteLoss() / 6)))
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var/bloodtrail = 1 //Checks if it's possible to even spill blood
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species.flags & NO_BLOOD)
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bloodtrail = 0
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else
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var/blood_volume = round((H.vessel.get_reagent_amount("blood")/H.species.blood_volume)*100)
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if(blood_volume < BLOOD_VOLUME_SURVIVE)
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bloodtrail = 0 //Most of it's gone already, just leave it be
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else
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H.vessel.remove_reagent("blood", 1)
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if(bloodtrail)
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var/turf/location = M.loc
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if(istype(location, /turf/simulated))
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location.add_blood(M)
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//pull damage with injured people
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if(prob(25))
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M.adjustBruteLoss(1)
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visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state worsens": "wounds open more"] from being dragged!</span>")
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if(M.pull_damage())
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if(prob(25))
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M.adjustBruteLoss(2)
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visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state" : "wounds"] worsen terribly from being dragged!</span>")
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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var/bloodtrail = 1 //Checks if it's possible to even spill blood
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species.flags & NO_BLOOD)
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bloodtrail = 0
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else
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var/blood_volume = round((H.vessel.get_reagent_amount("blood")/H.species.blood_volume)*100)
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if(blood_volume < BLOOD_VOLUME_SURVIVE)
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bloodtrail = 0 //Most of it's gone already, just leave it be
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else
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H.vessel.remove_reagent("blood", 1)
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if(bloodtrail)
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if(istype(location, /turf/simulated))
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location.add_blood(M)
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if(get_dist(pulling.loc, T) > 1 || pulling.loc.z != T.z)
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M.stop_pulling()
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else
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step(pulling, get_dir(pulling.loc, T))
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if(t)
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M.start_pulling(t)
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else
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if (pulling)
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if (istype(pulling, /obj/structure/window))
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var/obj/structure/window/W = pulling
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if(W.is_fulltile())
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for(var/obj/structure/window/win in get_step(pulling,get_dir(pulling.loc, T)))
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stop_pulling()
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if(get_dist(pulling.loc, T) > 1 || pulling.loc.z != T.z) // This is needed or else pulled objects can't get pushed away.
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stop_pulling()
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else
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step(pulling, get_dir(pulling.loc, T))
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else
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stop_pulling()
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. = ..()
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if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1) //seperated from our puller and not in the middle of a diagonal move
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pulledby.stop_pulling()
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if(s_active && !(s_active in contents) && get_turf(s_active) != get_turf(src)) //check !( s_active in contents ) first so we hopefully don't have to call get_turf() so much.
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s_active.close(src)
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/mob/living/proc/dragged(var/mob/living/dragger, var/oldloc)
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var/area/A = get_area(src)
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if(lying && !buckled && pull_damage() && A.has_gravity && (prob(getBruteLoss() * 200 / maxHealth)))
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adjustBruteLoss(2)
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visible_message("<span class='danger'>\The [src]'s [isSynthetic() ? "state" : "wounds"] worsen terribly from being dragged!</span>")
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/mob/living/Moved(var/oldloc, direct, forced, movetime)
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. = ..()
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handle_footstep(loc)
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var/atom/movable/pullee = pulling
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if(pulling && pulling == pullee) // we were pulling a thing and didn't lose it during our move.
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if(pulling.anchored)
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stop_pulling()
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var/pull_dir = get_dir(src, pulling)
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if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir))) // puller and pullee more than one tile away or in diagonal position
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// living might take damage from drags
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if(isliving(pulling))
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var/mob/living/M = pulling
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M.dragged(src, oldloc)
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pulling.Move(oldloc, 0, movetime) // the pullee tries to reach our previous position
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if(pulling && get_dist(src, pulling) > 1) // the pullee couldn't keep up
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stop_pulling()
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/mob/living/proc/handle_footstep(turf/T)
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return FALSE
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@@ -516,15 +516,6 @@
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/mob/proc/pull_damage()
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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if(H.health - H.halloss <= config.health_threshold_softcrit)
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for(var/name in H.organs_by_name)
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var/obj/item/organ/external/e = H.organs_by_name[name]
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if(e && H.lying)
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if((e.status & ORGAN_BROKEN && (!e.splinted || (e.splinted && e.splinted in e.contents && prob(30))) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
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return 1
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break
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||||
return 0
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|
||||
/mob/MouseDrop(mob/M as mob)
|
||||
|
||||
@@ -279,9 +279,8 @@
|
||||
n = get_step(my_mob, direct)
|
||||
|
||||
total_delay = TICKS2DS(-round(-(DS2TICKS(total_delay)))) //Rounded to the next tick in equivalent ds
|
||||
var/glide_size = WORLD_ICON_SIZE/max(DS2TICKS(total_delay), 1) //Down to whatever decimal
|
||||
my_mob.setMoveCooldown(total_delay)
|
||||
. = my_mob.SelfMove(n, direct, glide_size)
|
||||
. = my_mob.SelfMove(n, direct, total_delay)
|
||||
|
||||
// If we have a grab
|
||||
var/list/grablist = my_mob.ret_grab()
|
||||
@@ -292,23 +291,19 @@
|
||||
if(grablist.len == 1)
|
||||
var/mob/M = grablist[1]
|
||||
if(!my_mob.Adjacent(M)) //Oh no, we moved away
|
||||
M.glide_size = glide_size
|
||||
step(M, get_dir(M, pre_move_loc)) //Have them step towards where we were
|
||||
M.Move(pre_move_loc, get_dir(M, pre_move_loc), total_delay) //Have them step towards where we were
|
||||
|
||||
// It's a grab chain
|
||||
else
|
||||
for(var/mob/M in grablist)
|
||||
my_mob.other_mobs = 1
|
||||
M.other_mobs = 1 //Has something to do with people being able or unable to pass a chain of mobs
|
||||
M.animate_movement = 3
|
||||
|
||||
//Ugly!
|
||||
spawn(0) //Step
|
||||
M.glide_size = glide_size
|
||||
step(M, direct)
|
||||
M.Move(pre_move_loc, get_dir(M, pre_move_loc), total_delay)
|
||||
spawn(1) //Unstep
|
||||
M.other_mobs = null
|
||||
M.animate_movement = 2
|
||||
spawn(1) //Unset
|
||||
my_mob.other_mobs = null
|
||||
|
||||
@@ -323,9 +318,8 @@
|
||||
// We're not in the middle of a move anymore
|
||||
moving = 0
|
||||
|
||||
/mob/proc/SelfMove(turf/n, direct, glide_size = 8)
|
||||
src.glide_size = glide_size
|
||||
return Move(n, direct)
|
||||
/mob/proc/SelfMove(turf/n, direct, movetime)
|
||||
return Move(n, direct, movetime)
|
||||
|
||||
///Process_Incorpmove
|
||||
///Called by client/Move()
|
||||
|
||||
@@ -66,54 +66,30 @@
|
||||
|
||||
/obj/vehicle/unbuckle_mob(mob/living/buckled_mob, force = FALSE)
|
||||
. = ..(buckled_mob, force)
|
||||
for(var/mob/M in buckled_mobs)
|
||||
buckled_mob.update_water()
|
||||
if(riding_datum)
|
||||
riding_datum.restore_position(buckled_mob)
|
||||
riding_datum.handle_vehicle_offsets() // So the person in back goes to the front.
|
||||
|
||||
/obj/vehicle/set_dir(newdir)
|
||||
..(newdir)
|
||||
if(riding_datum)
|
||||
riding_datum.handle_vehicle_offsets()
|
||||
/obj/vehicle/Move(var/newloc, var/direction, var/movetime)
|
||||
if(world.time < l_move_time + move_delay) //This AND the riding datum move speed limit?
|
||||
return
|
||||
|
||||
//MOVEMENT
|
||||
/obj/vehicle/relaymove(mob/user, direction)
|
||||
if(riding_datum)
|
||||
riding_datum.handle_ride(user, direction)
|
||||
|
||||
/obj/vehicle/Moved()
|
||||
. = ..()
|
||||
if(riding_datum)
|
||||
riding_datum.handle_vehicle_layer()
|
||||
riding_datum.handle_vehicle_offsets()
|
||||
|
||||
/obj/vehicle/Move()
|
||||
if(world.time > l_move_time + move_delay)
|
||||
var/old_loc = get_turf(src)
|
||||
if(mechanical && on && powered && cell.charge < charge_use)
|
||||
turn_off()
|
||||
return
|
||||
|
||||
var/init_anc = anchored
|
||||
anchored = 0
|
||||
if(!..())
|
||||
anchored = init_anc
|
||||
return 0
|
||||
|
||||
set_dir(get_dir(old_loc, loc))
|
||||
anchored = init_anc
|
||||
. = ..()
|
||||
|
||||
if(mechanical && on && powered)
|
||||
cell.use(charge_use)
|
||||
|
||||
//Dummy loads do not have to be moved as they are just an overlay
|
||||
//See load_object() proc in cargo_trains.dm for an example
|
||||
if(load && !istype(load, /datum/vehicle_dummy_load))
|
||||
//Also mobs are buckled to the vehicle and get moved in atom/movable/Move's call to take care of that
|
||||
if(load && !(load in buckled_mobs) && !istype(load, /datum/vehicle_dummy_load))
|
||||
load.forceMove(loc)
|
||||
load.set_dir(dir)
|
||||
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
|
||||
/obj/vehicle/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/hand_labeler))
|
||||
|
||||
Reference in New Issue
Block a user