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