mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Removes click cooldowns almost everywhere.
Still have: doors, windoors, cameras, windows, grilles, blobs, resisting, alien stuff, mechas, spray bottles. Setting changeNextMove is now responsibility of the item being attacked. Adds a config option to eliminate click cooldowns completely. Intended to be used by devs.
This commit is contained in:
@@ -15,7 +15,6 @@
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return
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if(control_disabled || stat) return
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next_move = world.time + 9
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if(ismob(A))
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ai_actual_track(A)
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@@ -52,9 +51,8 @@
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CtrlClickOn(A)
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return
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if(world.time <= next_move)
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if(!canClick())
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return
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next_move = world.time + 9
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if(aiCamera.in_camera_mode)
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aiCamera.camera_mode_off()
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@@ -4,7 +4,7 @@
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*/
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// 1 decisecond click delay (above and beyond mob/next_move)
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/mob/var/next_click = 0
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/mob/var/next_click = 0
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/*
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Before anything else, defer these calls to a per-mobtype handler. This allows us to
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@@ -15,12 +15,14 @@
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Note that this proc can be overridden, and is in the case of screen objects.
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*/
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/atom/Click(location,control,params)
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/atom/Click(var/location, var/control, var/params) // This is their reaction to being clicked on (standard proc)
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if(src)
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usr.ClickOn(src, params)
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/atom/DblClick(location,control,params)
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/atom/DblClick(var/location, var/control, var/params)
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if(src)
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usr.DblClickOn(src,params)
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usr.DblClickOn(src, params)
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/*
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Standard mob ClickOn()
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@@ -35,8 +37,8 @@
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* item/afterattack(atom,user,adjacent,params) - used both ranged and adjacent
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* mob/RangedAttack(atom,params) - used only ranged, only used for tk and laser eyes but could be changed
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*/
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/mob/proc/ClickOn( var/atom/A, var/params )
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if(world.time <= next_click)
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/mob/proc/ClickOn(var/atom/A, var/params)
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if(world.time <= next_click) // Hard check, before anything else, to avoid crashing
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return
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next_click = world.time + 1
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@@ -66,16 +68,17 @@
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face_atom(A) // change direction to face what you clicked on
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if(next_move > world.time) // in the year 2000...
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if(!canClick()) // in the year 2000...
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return
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if(istype(loc,/obj/mecha))
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if(!locate(/turf) in list(A,A.loc)) // Prevents inventory from being drilled
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if(istype(loc, /obj/mecha))
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if(!locate(/turf) in list(A, A.loc)) // Prevents inventory from being drilled
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return
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var/obj/mecha/M = loc
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return M.click_action(A,src)
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return M.click_action(A, src)
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if(restrained())
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changeNextMove(10)
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RestrainedClickOn(A)
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return
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@@ -83,79 +86,65 @@
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throw_item(A)
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return
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if(!istype(A,/obj/item/weapon/gun) && !isturf(A) && !istype(A,/obj/screen))
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if(!istype(A, /obj/item/weapon/gun) && !isturf(A) && !istype(A, /obj/screen))
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last_target_click = world.time
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var/obj/item/W = get_active_hand()
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if(W == A)
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next_move = world.time + 6
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if(W.flags&USEDELAY)
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next_move += 5
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if(W == A) // Handle attack_self
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W.attack_self(src)
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if(hand)
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update_inv_l_hand(0)
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else
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update_inv_r_hand(0)
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return
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// operate two STORAGE levels deep here (item in backpack in src; NOT item in box in backpack in src)
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var/sdepth = A.storage_depth(src)
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if(A == loc || (A in loc) || (sdepth != -1 && sdepth <= 1))
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// faster access to objects already on you
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if(A in contents)
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next_move = world.time + 6 // on your person
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else
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next_move = world.time + 8 // in a box/bag or in your square
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// No adjacency needed
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// A is your location but is not a turf; or is on you (backpack); or is on something on you (box in backpack); but not next to you and not in a box in a backpack on you
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if(!isturf(A) && A == loc || (A in contents) || (A.loc in contents))
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if(W)
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if(W.flags&USEDELAY)
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next_move += 5
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var/resolved = A.attackby(W,src)
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var/resolved = A.attackby(W, src)
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if(!resolved && A && W)
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W.afterattack(A,src,1,params) // 1 indicates adjacency
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W.afterattack(A, src, 1, params) // 1 indicates adjacency
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else
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if(ismob(A)) // No instant mob attacking
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changeNextMove(8)
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UnarmedAttack(A, 1)
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return
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if(!isturf(loc)) // This is going to stop you from telekinesing from inside a closet, but I don't shed many tears for that
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return
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// Allows you to click on a box's contents, if that box is on the ground, but no deeper than that
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sdepth = A.storage_depth_turf()
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if(isturf(A) || isturf(A.loc) || (sdepth != -1 && sdepth <= 1))
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next_move = world.time + 10
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// A is a turf or is on a turf, or in something on a turf (pen in a box); but not something in something on a turf (pen in a box in a backpack)
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if(isturf(A) || isturf(A.loc) || isturf(A.loc.loc))
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if(A.Adjacent(src)) // see adjacent.dm
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if(W)
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if(W.flags&USEDELAY)
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next_move += 5
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// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
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var/resolved = A.attackby(W,src)
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var/resolved = A.attackby(W, src) // Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
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if(!resolved && A && W)
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W.afterattack(A,src,1,params) // 1: clicking something Adjacent
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W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
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else
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if(ismob(A)) // No instant mob attacking
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changeNextMove(8)
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UnarmedAttack(A, 1)
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return
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else // non-adjacent click
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if(W)
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W.afterattack(A,src,0,params) // 0: not Adjacent
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W.afterattack(A, src, 0, params) // 0: not Adjacent
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else
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RangedAttack(A, params)
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return
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/mob/proc/changeNext_move(num)
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/mob/proc/changeNextMove(var/num)
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next_move = world.time + num
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// Default behavior: ignore double clicks, consider them normal clicks instead
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/mob/proc/canClick()
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if(config.no_click_cooldown || next_move <= world.time)
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return 1
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return 0
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// Default behavior: ignore double clicks, the second click that makes the doubleclick call already calls for a normal click
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/mob/proc/DblClickOn(var/atom/A, var/params)
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ClickOn(A,params)
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return
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/*
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Translates into attack_hand, etc.
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@@ -198,17 +187,6 @@
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if((LASER in mutations) && a_intent == I_HURT)
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LaserEyes(A) // moved into a proc below
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else if(TK in mutations)
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switch(get_dist(src,A))
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if(0)
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;
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if(1 to 5) // not adjacent may mean blocked by window
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next_move += 2
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if(5 to 7)
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next_move += 5
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if(8 to tk_maxrange)
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next_move += 10
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else
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return
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A.attack_tk(src)
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/*
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Restrained ClickOn
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@@ -234,8 +212,7 @@
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if(back)
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var/obj/item/weapon/rig/rig = back
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if(istype(rig) && rig.selected_module)
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if(world.time <= next_move) return
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next_move = world.time + 8
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if(!canClick()) return
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rig.selected_module.engage(A)
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return
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@@ -316,7 +293,7 @@
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return
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/mob/living/LaserEyes(atom/A)
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next_move = world.time + 6
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changeNextMove(4)
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var/turf/T = get_turf(src)
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var/turf/U = get_turf(A)
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@@ -35,7 +35,7 @@
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if(stat || lockcharge || weakened || stunned || paralysis)
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return
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if(next_move >= world.time)
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if(!canClick())
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return
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face_atom(A) // change direction to face what you clicked on
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@@ -68,9 +68,6 @@
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return
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if(W == A)
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next_move = world.time + 8
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if(W.flags&USEDELAY)
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next_move += 5
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W.attack_self(src)
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return
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@@ -78,9 +75,6 @@
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// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
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if(A == loc || (A in loc) || (A in contents))
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// No adjacency checks
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next_move = world.time + 8
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if(W.flags&USEDELAY)
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next_move += 5
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var/resolved = A.attackby(W,src)
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if(!resolved && A && W)
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@@ -93,16 +87,12 @@
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// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc))
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if(isturf(A) || isturf(A.loc))
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if(A.Adjacent(src)) // see adjacent.dm
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next_move = world.time + 10
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if(W.flags&USEDELAY)
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next_move += 5
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var/resolved = A.attackby(W, src)
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if(!resolved && A && W)
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W.afterattack(A, src, 1, params)
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return
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else
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next_move = world.time + 10
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W.afterattack(A, src, 0, params)
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return
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return
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@@ -48,9 +48,8 @@
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/obj/screen/item_action/Click()
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if(!usr || !owner)
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return 1
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if(usr.next_move >= world.time)
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if(!usr.canClick())
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return
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usr.next_move = world.time + 6
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if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
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return 1
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@@ -85,7 +84,7 @@
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name = "storage"
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/obj/screen/storage/Click()
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if(world.time <= usr.next_move)
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if(!usr.canClick())
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return 1
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if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
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return 1
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@@ -95,7 +94,6 @@
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var/obj/item/I = usr.get_active_hand()
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if(I)
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usr.ClickOn(master)
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usr.next_move = world.time+2
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return 1
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/obj/screen/gun
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@@ -481,7 +479,7 @@
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/obj/screen/inventory/Click()
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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if(world.time <= usr.next_move)
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if(!usr.canClick())
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return 1
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if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
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return 1
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@@ -492,12 +490,10 @@
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.activate_hand("r")
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usr.next_move = world.time+2
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if("l_hand")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.activate_hand("l")
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usr.next_move = world.time+2
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if("swap")
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usr:swap_hand()
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if("hand")
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@@ -506,5 +502,4 @@
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if(usr.attack_ui(slot_id))
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usr.update_inv_l_hand(0)
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usr.update_inv_r_hand(0)
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usr.next_move = world.time+6
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return 1
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@@ -6,11 +6,13 @@
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// No comment
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/atom/proc/attackby(obj/item/W, mob/user)
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return
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/atom/movable/attackby(obj/item/W, mob/user)
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if(!(W.flags&NOBLUDGEON))
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visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
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/mob/living/attackby(obj/item/I, mob/user)
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user.changeNextMove(8)
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if(istype(I) && ismob(user))
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I.attack(src, user)
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@@ -32,8 +32,8 @@
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if(client.buildmode)
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build_click(src, client.buildmode, params, A)
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return
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if(world.time <= next_move) return
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next_move = world.time + 8
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if(!canClick()) return
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changeNextMove(4)
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// You are responsible for checking config.ghost_interaction when you override this function
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// Not all of them require checking, see below
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A.attack_ghost(src)
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@@ -38,15 +38,6 @@
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return
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else if(TK in mutations)
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switch(get_dist(src,A))
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if(1 to 5) // not adjacent may mean blocked by window
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next_move += 2
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if(5 to 7)
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next_move += 5
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if(8 to 15)
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next_move += 10
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if(16 to 128)
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return
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A.attack_tk(src)
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/mob/living/RestrainedClickOn(var/atom/A)
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@@ -108,20 +108,12 @@ var/const/tk_maxrange = 15
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return
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var/d = get_dist(user, target)
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if(focus) d = max(d,get_dist(user,focus)) // whichever is further
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switch(d)
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if(0)
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;
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if(1 to 5) // not adjacent may mean blocked by window
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if(!proximity)
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user.next_move += 2
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if(5 to 7)
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user.next_move += 5
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if(8 to tk_maxrange)
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user.next_move += 10
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else
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user << "\blue Your mind won't reach that far."
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return
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if(focus)
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d = max(d,get_dist(user,focus)) // whichever is further
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if(d > tk_maxrange)
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user << "<span class='notice'>Your mind won't reach that far.</span>"
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return
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if(!focus)
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focus_object(target, user)
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@@ -126,6 +126,7 @@ var/list/gamemode_cache = list()
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var/welder_vision = 1
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var/generate_asteroid = 0
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var/no_click_cooldown = 0
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//Used for modifying movement speed for mobs.
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//Unversal modifiers
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@@ -316,6 +317,9 @@ var/list/gamemode_cache = list()
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if ("generate_asteroid")
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config.generate_asteroid = 1
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if ("no_click_cooldown")
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config.no_click_cooldown = 1
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if("allow_admin_ooccolor")
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config.allow_admin_ooccolor = 1
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@@ -157,6 +157,7 @@
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attackby(var/obj/item/weapon/W, var/mob/user)
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user.changeNextMove(8)
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playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
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src.visible_message("<span class='danger'>The [src.name] has been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
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var/damage = 0
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@@ -187,6 +187,7 @@
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src.bugged = 1
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else if(W.damtype == BRUTE || W.damtype == BURN) //bashing cameras
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user.changeNextMove(8)
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if (W.force >= src.toughness)
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visible_message("<span class='warning'><b>[src] has been [pick(W.attack_verb)] with [W] by [user]!</b></span>")
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if (istype(W, /obj/item)) //is it even possible to get into attackby() with non-items?
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@@ -80,6 +80,7 @@ for reference:
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return
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return
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else
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user.changeNextMove(8)
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switch(W.damtype)
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if("fire")
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src.health -= W.force * 1
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@@ -263,6 +263,7 @@
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//psa to whoever coded this, there are plenty of objects that need to call attack() on doors without bludgeoning them.
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if(src.density && istype(I, /obj/item/weapon) && user.a_intent == I_HURT && !istype(I, /obj/item/weapon/card))
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var/obj/item/weapon/W = I
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user.changeNextMove(8)
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if(W.damtype == BRUTE || W.damtype == BURN)
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if(W.force < min_force)
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user.visible_message("\red <B>\The [user] hits \the [src] with \the [W] with no visible effect.</B>" )
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@@ -225,6 +225,7 @@
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//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
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if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card))
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user.changeNextMove(8)
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var/aforce = I.force
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
visible_message("\red <B>[src] was hit by [I].</B>")
|
||||
|
||||
@@ -331,7 +331,7 @@
|
||||
|
||||
else
|
||||
//if the turret was attacked with the intention of harming it:
|
||||
user.changeNext_move(NEXT_MOVE_DELAY)
|
||||
user.changeNextMove(8)
|
||||
take_damage(I.force * 0.5)
|
||||
if(I.force * 0.5 > 1) //if the force of impact dealt at least 1 damage, the turret gets pissed off
|
||||
if(!attacked && !emagged)
|
||||
|
||||
@@ -511,6 +511,7 @@
|
||||
return
|
||||
|
||||
/obj/mecha/attack_hand(mob/user as mob)
|
||||
user.changeNextMove(8)
|
||||
src.log_message("Attack by hand/paw. Attacker - [user].",1)
|
||||
|
||||
if(istype(user,/mob/living/carbon/human))
|
||||
@@ -674,6 +675,7 @@
|
||||
return
|
||||
|
||||
/obj/mecha/proc/dynattackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
user.changeNextMove(8)
|
||||
src.log_message("Attacked by [W]. Attacker - [user]")
|
||||
if(prob(src.deflect_chance))
|
||||
user << "\red \The [W] bounces off [src.name]."
|
||||
@@ -1788,6 +1790,7 @@
|
||||
|
||||
/obj/mecha/attack_generic(var/mob/user, var/damage, var/attack_message)
|
||||
|
||||
user.changeNextMove(8)
|
||||
if(!damage)
|
||||
return 0
|
||||
|
||||
|
||||
@@ -103,6 +103,7 @@
|
||||
return
|
||||
|
||||
/obj/effect/alien/resin/attack_hand()
|
||||
usr.changeNextMove(8)
|
||||
if (HULK in usr.mutations)
|
||||
usr << "\blue You easily destroy the [name]."
|
||||
for(var/mob/O in oviewers(src))
|
||||
@@ -129,6 +130,7 @@
|
||||
|
||||
/obj/effect/alien/resin/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
|
||||
user.changeNextMove(8)
|
||||
var/aforce = W.force
|
||||
health = max(0, health - aforce)
|
||||
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
|
||||
@@ -236,6 +238,7 @@ Alien plants should do something if theres a lot of poison
|
||||
return
|
||||
|
||||
/obj/effect/alien/weeds/attackby(var/obj/item/weapon/W, var/mob/user)
|
||||
user.changeNextMove(8)
|
||||
if(W.attack_verb.len)
|
||||
visible_message("\red <B>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]")
|
||||
else
|
||||
|
||||
@@ -159,7 +159,6 @@
|
||||
else
|
||||
if(isliving(src.loc))
|
||||
return
|
||||
user.next_move = max(user.next_move+2,world.time + 2)
|
||||
user.put_in_active_hand(src)
|
||||
if(src.loc == user)
|
||||
src.pickup(user)
|
||||
|
||||
@@ -325,9 +325,12 @@
|
||||
if(!req_breakout())
|
||||
return
|
||||
|
||||
if(!escapee.canClick())
|
||||
return
|
||||
|
||||
escapee.changeNextMove(100)
|
||||
|
||||
//okay, so the closet is either welded or locked... resist!!!
|
||||
escapee.next_move = world.time + 100
|
||||
escapee.last_special = world.time + 100
|
||||
escapee << "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>"
|
||||
|
||||
visible_message("<span class='danger'>The [src] begins to shake violently!</span>")
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
|
||||
/obj/structure/grille/attack_hand(mob/user as mob)
|
||||
|
||||
user.changeNextMove(8)
|
||||
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
|
||||
|
||||
var/damage_dealt = 1
|
||||
@@ -154,8 +155,10 @@
|
||||
//window placing end
|
||||
|
||||
else if(istype(W, /obj/item/weapon/shard))
|
||||
user.changeNextMove(8)
|
||||
health -= W.force * 0.1
|
||||
else if(!shock(user, 70))
|
||||
user.changeNextMove(8)
|
||||
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
|
||||
switch(W.damtype)
|
||||
if("fire")
|
||||
|
||||
@@ -175,6 +175,7 @@
|
||||
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
|
||||
|
||||
/obj/structure/window/attack_hand(mob/user as mob)
|
||||
user.changeNextMove(8)
|
||||
if(HULK in user.mutations)
|
||||
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
|
||||
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
|
||||
@@ -200,6 +201,7 @@
|
||||
return
|
||||
|
||||
/obj/structure/window/attack_generic(var/mob/user, var/damage)
|
||||
user.changeNextMove(8)
|
||||
if(!damage)
|
||||
return
|
||||
if(damage >= 10)
|
||||
@@ -268,6 +270,7 @@
|
||||
new glasstype(loc)
|
||||
qdel(src)
|
||||
else
|
||||
user.changeNextMove(8)
|
||||
if(W.damtype == BRUTE || W.damtype == BURN)
|
||||
hit(W.force)
|
||||
if(health <= 7)
|
||||
|
||||
@@ -272,6 +272,7 @@
|
||||
|
||||
//Interactions
|
||||
/turf/simulated/wall/attack_hand(mob/user as mob)
|
||||
user.changeNextMove(8)
|
||||
if (HULK in user.mutations)
|
||||
if (prob(hulk_destroy_prob) || rotting)
|
||||
usr << text("\blue You smash through the wall.")
|
||||
@@ -298,6 +299,7 @@
|
||||
return 0
|
||||
|
||||
/turf/simulated/wall/attack_generic(var/mob/user, var/damage, var/attack_message, var/wallbreaker)
|
||||
user.changeNextMove(8)
|
||||
if(!damage || !wallbreaker)
|
||||
user << "You push the wall but nothing happens."
|
||||
return
|
||||
|
||||
@@ -1311,9 +1311,10 @@
|
||||
set desc = "Pop a joint back into place. Extremely painful."
|
||||
set src in view(1)
|
||||
|
||||
if(!isliving(usr) || usr.next_move > world.time)
|
||||
if(!isliving(usr) || !usr.canClick())
|
||||
return
|
||||
usr.next_move = world.time + 20
|
||||
|
||||
usr.changeNextMove(20)
|
||||
|
||||
if(usr.stat > 0)
|
||||
usr << "You are unconcious and cannot do that!"
|
||||
|
||||
@@ -27,10 +27,10 @@
|
||||
..()
|
||||
|
||||
/mob/living/carbon/proc/escape_handcuffs()
|
||||
if(!(last_special <= world.time)) return
|
||||
|
||||
next_move = world.time + 100
|
||||
last_special = world.time + 100
|
||||
if(!canClick())
|
||||
return
|
||||
|
||||
changeNextMove(100)
|
||||
|
||||
if(can_break_cuffs()) //Don't want to do a lot of logic gating here.
|
||||
break_handcuffs()
|
||||
@@ -61,10 +61,10 @@
|
||||
drop_from_inventory(handcuffed)
|
||||
|
||||
/mob/living/carbon/proc/escape_legcuffs()
|
||||
if(!(last_special <= world.time)) return
|
||||
|
||||
next_move = world.time + 100
|
||||
last_special = world.time + 100
|
||||
if(!canClick())
|
||||
return
|
||||
|
||||
changeNextMove(100)
|
||||
|
||||
if(can_break_cuffs()) //Don't want to do a lot of logic gating here.
|
||||
break_legcuffs()
|
||||
@@ -149,14 +149,15 @@
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/escape_buckle()
|
||||
if(!canClick())
|
||||
return
|
||||
|
||||
changeNextMove(100)
|
||||
if(!buckled) return
|
||||
if(!(last_special <= world.time)) return
|
||||
|
||||
if(!restrained())
|
||||
..()
|
||||
else
|
||||
next_move = world.time + 100
|
||||
last_special = world.time + 100
|
||||
visible_message(
|
||||
"<span class='danger'>[usr] attempts to unbuckle themself!</span>",
|
||||
"<span class='warning'>You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)</span>"
|
||||
|
||||
@@ -572,7 +572,7 @@ default behaviour is:
|
||||
set category = "IC"
|
||||
|
||||
if(can_resist())
|
||||
next_move = world.time + 20
|
||||
changeNextMove(20)
|
||||
process_resist()
|
||||
|
||||
/mob/living/proc/can_resist()
|
||||
@@ -580,7 +580,7 @@ default behaviour is:
|
||||
//so just check weakened instead.
|
||||
if(stat || weakened)
|
||||
return 0
|
||||
if(next_move > world.time)
|
||||
if(!canClick())
|
||||
return 0
|
||||
return 1
|
||||
|
||||
@@ -605,7 +605,7 @@ default behaviour is:
|
||||
|
||||
/mob/living/proc/escape_inventory(obj/item/weapon/holder/H)
|
||||
if(H != src.loc) return
|
||||
|
||||
|
||||
var/mob/M = H.loc //Get our mob holder (if any).
|
||||
|
||||
if(istype(M))
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
return
|
||||
|
||||
/mob/living/captive_brain/can_resist()
|
||||
return !(stat || next_move > world.time)
|
||||
return !(stat || !canClick())
|
||||
|
||||
/mob/living/captive_brain/process_resist()
|
||||
//Resisting control by an alien mind.
|
||||
|
||||
@@ -266,7 +266,6 @@
|
||||
|
||||
/mob/living/simple_animal/attackby(var/obj/item/O, var/mob/user)
|
||||
if(istype(O, /obj/item/stack/medical))
|
||||
user.changeNext_move(4)
|
||||
if(stat != DEAD)
|
||||
var/obj/item/stack/medical/MED = O
|
||||
if(health < maxHealth)
|
||||
@@ -284,7 +283,6 @@
|
||||
if(istype(O, /obj/item/weapon/kitchenknife) || istype(O, /obj/item/weapon/butch))
|
||||
harvest(user)
|
||||
else
|
||||
user.changeNext_move(8)
|
||||
if(O.force > resistance)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
|
||||
@@ -241,8 +241,6 @@
|
||||
if (W)
|
||||
W.attack_self(src)
|
||||
update_inv_r_hand()
|
||||
if(next_move < world.time)
|
||||
next_move = world.time + 2
|
||||
return
|
||||
|
||||
/*
|
||||
@@ -945,9 +943,9 @@ mob/proc/yank_out_object()
|
||||
set desc = "Remove an embedded item at the cost of bleeding and pain."
|
||||
set src in view(1)
|
||||
|
||||
if(!isliving(usr) || usr.next_move > world.time)
|
||||
if(!isliving(usr) || !usr.canClick())
|
||||
return
|
||||
usr.next_move = world.time + 20
|
||||
usr.changeNextMove(20)
|
||||
|
||||
if(usr.stat == 1)
|
||||
usr << "You are unconcious and cannot do that!"
|
||||
|
||||
@@ -120,7 +120,7 @@
|
||||
return
|
||||
if(state == GRAB_UPGRADING)
|
||||
return
|
||||
if(assailant.next_move > world.time)
|
||||
if(!assailant.canClick())
|
||||
return
|
||||
if(world.time < (last_upgrade + UPGRADE_COOLDOWN))
|
||||
return
|
||||
@@ -170,7 +170,7 @@
|
||||
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
|
||||
msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
|
||||
|
||||
assailant.next_move = world.time + 10
|
||||
affecting.changeNextMove(10)
|
||||
affecting.losebreath += 1
|
||||
else
|
||||
assailant.visible_message("<span class='warning'>[assailant] was unable to tighten \his grip on [affecting]'s neck!</span>")
|
||||
|
||||
@@ -169,7 +169,7 @@
|
||||
var/_move_delay = firemode.move_delay
|
||||
|
||||
var/shoot_time = (_burst - 1)*_burst_delay
|
||||
user.next_move = world.time + shoot_time //no clicking on things while shooting
|
||||
user.changeNextMove(shoot_time)
|
||||
if(user.client) user.client.move_delay = world.time + shoot_time //no moving while shooting either
|
||||
next_fire_time = world.time + shoot_time
|
||||
|
||||
@@ -202,7 +202,7 @@
|
||||
update_held_icon()
|
||||
|
||||
//update timing
|
||||
user.next_move = world.time + 4
|
||||
user.changeNextMove(4)
|
||||
if(user.client) user.client.move_delay = world.time + _move_delay
|
||||
next_fire_time = world.time + _fire_delay
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
throw_speed = 2
|
||||
throw_range = 10
|
||||
force = 5.0
|
||||
flags = CONDUCT | USEDELAY
|
||||
flags = CONDUCT
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=8;materials=5"
|
||||
fire_sound = 'sound/effects/bang.ogg'
|
||||
|
||||
@@ -50,6 +50,8 @@
|
||||
|
||||
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
|
||||
|
||||
user.changeNextMove(4)
|
||||
|
||||
if(reagents.has_reagent("sacid"))
|
||||
message_admins("[key_name_admin(user)] fired sulphuric acid from \a [src].")
|
||||
log_game("[key_name(user)] fired sulphuric acid from \a [src].")
|
||||
|
||||
@@ -190,12 +190,10 @@
|
||||
// To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
|
||||
#define NOBLUDGEON 2 // When an item has this it produces no "X has been hit by Y with Z" message with the default handler.
|
||||
#define AIRTIGHT 4 // Functions with internals.
|
||||
#define USEDELAY 8 // 1 second extra delay on use. (Can be used once every 2s)
|
||||
#define NOSHIELD 16 // Weapon not affected by shield.
|
||||
#define CONDUCT 32 // Conducts electricity. (metal etc.)
|
||||
#define ON_BORDER 64 // Item has priority to check when entering or leaving.
|
||||
#define NOBLOODY 512 // Used for items if they don't want to get a blood overlay.
|
||||
#define NODELAY 8192 // 1 second attack-by delay skipped (Can be used once every 0.2s). Most objects have a 1s attack-by delay, which doesn't require a flag.
|
||||
|
||||
//Use these flags to indicate if an item obscures the specified slots from view, whereas body_parts_covered seems to be used to indicate what body parts the item protects.
|
||||
#define GLASSESCOVERSEYES 256
|
||||
@@ -865,8 +863,6 @@ var/list/be_special_flags = list(
|
||||
|
||||
#define ALLMOBS (HUMAN|MONKEY|ALIEN|ROBOT|SLIME|SIMPLE_ANIMAL)
|
||||
|
||||
#define NEXT_MOVE_DELAY 8
|
||||
|
||||
#define DROPLIMB_EDGE 0
|
||||
#define DROPLIMB_BLUNT 1
|
||||
#define DROPLIMB_BURN 2
|
||||
|
||||
Reference in New Issue
Block a user