diff --git a/code/game/turfs/turf.dm b/code/game/turfs/turf.dm index da63fcff64..91ece51356 100644 --- a/code/game/turfs/turf.dm +++ b/code/game/turfs/turf.dm @@ -145,7 +145,7 @@ var/const/enterloopsanity = 100 M.lastarea = get_area(M.loc) if(M.lastarea.has_gravity == 0) inertial_drift(M) - if(M.flying == 1) //VORESTATION Edit Start. This overwrites the above is_space without touching it all that much. + if(M.flying) //VORESTATION Edit Start. This overwrites the above is_space without touching it all that much. inertial_drift(M) M.make_floating(1) //VOREStation Edit End. else if(!is_space()) diff --git a/code/modules/mob/animations.dm b/code/modules/mob/animations.dm index 121c58bb01..66a1ad9be4 100644 --- a/code/modules/mob/animations.dm +++ b/code/modules/mob/animations.dm @@ -88,7 +88,7 @@ note dizziness decrements automatically in the mob's Life() proc. return if(ishuman(src)) //VOREStation Edit Start. Floating code. var/mob/living/carbon/human/H = src - if(H.flying == 1) + if(H.flying) make_floating(1) return //VOREStation Edit End var/turf/turf = get_turf(src) diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index af95eff14b..61a4d8fb28 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -1202,13 +1202,13 @@ species.update_attack_types() //VOREStation Edit Start Required for any trait that updates unarmed_types in setup. if(species.gets_food_nutrition != 1) //Bloodsucker trait. Tacking this on here. verbs |= /mob/living/carbon/human/proc/bloodsuck - if(species.can_drain_prey == 1) + if(species.can_drain_prey) verbs |= /mob/living/carbon/human/proc/succubus_drain //Succubus drain trait. verbs |= /mob/living/carbon/human/proc/succubus_drain_finialize verbs |= /mob/living/carbon/human/proc/succubus_drain_lethal - if(species.hard_vore_enabled == 1) //Hardvore verb. + if(species.hard_vore_enabled) //Hardvore verb. verbs |= /mob/living/carbon/human/proc/shred_limb - if(species.can_fly == 1) + if(species.can_fly) verbs |= /mob/living/proc/flying_toggle //Flying wings! verbs |= /mob/living/proc/start_wings_hovering //VOREStation Edit End @@ -1451,7 +1451,7 @@ /mob/living/carbon/human/Check_Shoegrip() if(shoes && (shoes.item_flags & NOSLIP) && istype(shoes, /obj/item/clothing/shoes/magboots)) //magboots + dense_object = no floating return 1 - if(flying == 1) //VOREStation Edit. Checks to see if they have wings and are flying. + if(flying) //VOREStation Edit. Checks to see if they have wings and are flying. return 1 //VOREStation Edit. return 0 diff --git a/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm b/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm index d123fb48bf..93aedb8e77 100644 --- a/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm +++ b/code/modules/mob/living/carbon/human/species/station/station_special_abilities_vr.dm @@ -760,11 +760,11 @@ if(C.nutrition < 50 && !C.flying) //Don't have any food in you?" You can't hover, since it takes up 25 nutrition. And it's not 25 since we don't want them to immediately fall. to_chat(C, "You lack the nutrition to fly.") return - if(C.anchored == 1) + if(C.anchored) to_chat(C, "You are already hovering and/or anchored in place!") return - if(C.anchored != 1 && !(C.pulledby)) //Not currently anchored, and not pulled by anyone. + if(!C.anchored && !C.pulledby) //Not currently anchored, and not pulled by anyone. C.anchored = 1 //This is the only way to stop the inertial_drift. C.nutrition -= 25 update_floating() diff --git a/code/modules/mob/mob_movement.dm b/code/modules/mob/mob_movement.dm index 10814cdf80..6838ddc071 100644 --- a/code/modules/mob/mob_movement.dm +++ b/code/modules/mob/mob_movement.dm @@ -517,7 +517,7 @@ return dense_object /mob/proc/Check_Shoegrip() - if(flying == 1) //VOREStation Edit. Checks to see if they and are flying. + if(flying) //VOREStation Edit. Checks to see if they and are flying. return 1 //VOREStation Edit. Checks to see if they are flying. Mostly for this to be ported to Polaris. return 0 diff --git a/code/modules/multiz/movement.dm b/code/modules/multiz/movement.dm index 790a9d6ead..f9a662e2e8 100644 --- a/code/modules/multiz/movement.dm +++ b/code/modules/multiz/movement.dm @@ -51,7 +51,7 @@ return 0 else if(ismob(src)) //VOREStation Edit Start. Are they a mob, and are they currently flying?? var/mob/H = src - if(H.flying == 1) + if(H.flying) if(H.incapacitated(INCAPACITATION_ALL)) to_chat(src, "You can't fly in your current state.") H.stop_flying() //Should already be done, but just in case. @@ -59,7 +59,7 @@ var/fly_time = max(7 SECONDS + (H.movement_delay() * 10), 1) //So it's not too useful for combat. Could make this variable somehow, but that's down the road. to_chat(src, "You begin to fly upwards...") destination.audible_message("You hear the flapping of wings.") - H.audible_message("[H] begins to flap \his wings, preparing to move upwards!.") + H.audible_message("[H] begins to flap \his wings, preparing to move upwards!") if(do_after(H, fly_time) && H.flying) to_chat(src, "You fly upwards.") else @@ -164,7 +164,7 @@ return if(ismob(src)) var/mob/H = src //VOREStation Edit Start. Flight on mobs. - if(H.flying == 1) //Some other checks are done in the wings_toggle proc + if(H.flying) //Some other checks are done in the wings_toggle proc if(H.nutrition > 2) H.nutrition -= 2 //You use up 2 nutrition per TILE and tick of flying above open spaces. If people wanna flap their wings in the hallways, shouldn't penalize them for it. if(H.incapacitated(INCAPACITATION_ALL)) @@ -185,8 +185,15 @@ H.stop_flying() else return - if(H.grabbed_by.len) //If you're grabbed (presumably by someone flying) let's not have you fall. This also allows people to grab onto you while you jump over a railing to prevent you from falling! - return //VOREStation Edit End. + else if(ishuman(H)) //Needed to prevent 2 people from grabbing eachother in the air. + var/mob/living/carbon/human/F = H + if(F.grabbed_by.len) //If you're grabbed (presumably by someone flying) let's not have you fall. This also allows people to grab onto you while you jump over a railing to prevent you from falling! + var/obj/item/weapon/grab/G = F.get_active_hand() + var/obj/item/weapon/grab/J = F.get_inactive_hand() + if(istype(G) || istype(J)) + //fall + else + return if(can_fall()) // We spawn here to let the current move operation complete before we start falling. fall() is normally called from