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https://github.com/CHOMPStation2/CHOMPStation2.git
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mouse
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@@ -61,7 +61,7 @@
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exclaim_verb = "squeaks"
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key = "m"
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flags = RESTRICTED
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machine_understands = 0
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machine_understands = 1 //interns got to testing the tech on lab rats
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space_chance = 100
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syllables = list("squeak") // , "gripes", "oi", "meow")
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@@ -10,16 +10,17 @@
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desc = "A small rodent, often seen hiding in maintenance areas and making a nuisance of itself. And stealing cheese, or annoying the chef. SQUEAK! <3"
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size_multiplier = 0.25
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movement_cooldown = 1 //roughly half the speed of a person
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movement_cooldown = 1.5 //roughly half the speed of a person
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universal_understand = 1
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/mob/living/simple_mob/animal/passive/mouse/attack_hand(mob/living/L)
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if(L.a_intent == I_HELP) //if lime intent
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if(L.a_intent == I_HELP && !istype(loc, /obj/item/weapon/holder)) //if lime intent and not in a holder already
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if(!src.attempt_to_scoop(L)) //the superior way to handle scooping, checks size
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..() //mouse too big to grab? pet the large mouse instead
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else
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..()
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//No longer in use, as mice create a holder/micro object instead
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/obj/item/weapon/holder/mouse/attack_self(var/mob/U)
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for(var/mob/living/simple_mob/M in src.contents)
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if((I_HELP) && U.canClick()) //a little snowflakey, but makes it use the same cooldown as interacting with non-inventory objects
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@@ -27,7 +28,7 @@
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U.visible_message("<span class='notice'>[U] [M.response_help] \the [M].</span>")
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/mob/living/simple_mob/animal/passive/mouse/MouseDrop(var/obj/O) //this proc would be very easy to apply to all mobs with holders
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/mob/living/simple_mob/animal/passive/mouse/MouseDrop(var/obj/O) //this proc would be very easy to apply to all mobs, holders generate dynamically
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if(!(usr == src || O))
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return ..()
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if(istype(O, /mob/living) && O.Adjacent(src)) //controls scooping by mobs
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@@ -23,9 +23,20 @@
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for(var/mob/living/carbon/human/O in contents)
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O.show_inv(usr)
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/obj/item/weapon/holder/micro/attack_self(var/mob/living/user)
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for(var/mob/living/carbon/human/M in contents)
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M.help_shake_act(user)
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/obj/item/weapon/holder/micro/attack_self(mob/living/carbon/user) //reworked so it works w/ nonhumans
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for(var/L in contents)
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if(!isliving(L))
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continue
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if(ishuman(L) && user.canClick())
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var/mob/living/carbon/human/H = L
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H.help_shake_act(user)
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user.setClickCooldown(user.get_attack_speed()) //uses the same cooldown as regular attack_hand
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return
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if(istype(L, /mob/living/simple_mob) && user.canClick())
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var/mob/living/simple_mob/S = L
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user.visible_message("<span class='notice'>[user] [S.response_help] \the [S].</span>")
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user.setClickCooldown(user.get_attack_speed())
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/obj/item/weapon/holder/micro/update_state()
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if(istype(loc,/turf) || !(held_mob) || !(held_mob.loc == src))
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