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Fixes issues
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@@ -51,7 +51,7 @@
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return 0
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else if(ismob(src)) //VOREStation Edit Start. Are they a mob, and are they currently flying??
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var/mob/H = src
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if(H.flying == 1)
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if(H.flying)
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if(H.incapacitated(INCAPACITATION_ALL))
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to_chat(src, "<span class='notice'>You can't fly in your current state.</span>")
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H.stop_flying() //Should already be done, but just in case.
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@@ -59,7 +59,7 @@
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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.
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to_chat(src, "<span class='notice'>You begin to fly upwards...</span>")
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destination.audible_message("<span class='notice'>You hear the flapping of wings.</span>")
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H.audible_message("<span class='notice'>[H] begins to flap \his wings, preparing to move upwards!.</span>")
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H.audible_message("<span class='notice'>[H] begins to flap \his wings, preparing to move upwards!</span>")
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if(do_after(H, fly_time) && H.flying)
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to_chat(src, "<span class='notice'>You fly upwards.</span>")
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else
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@@ -164,7 +164,7 @@
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return
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if(ismob(src))
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var/mob/H = src //VOREStation Edit Start. Flight on mobs.
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if(H.flying == 1) //Some other checks are done in the wings_toggle proc
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if(H.flying) //Some other checks are done in the wings_toggle proc
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if(H.nutrition > 2)
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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.
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if(H.incapacitated(INCAPACITATION_ALL))
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@@ -185,8 +185,15 @@
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H.stop_flying()
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else
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return
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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!
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return //VOREStation Edit End.
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else if(ishuman(H)) //Needed to prevent 2 people from grabbing eachother in the air.
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var/mob/living/carbon/human/F = H
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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!
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var/obj/item/weapon/grab/G = F.get_active_hand()
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var/obj/item/weapon/grab/J = F.get_inactive_hand()
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if(istype(G) || istype(J))
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//fall
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else
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return
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if(can_fall())
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// We spawn here to let the current move operation complete before we start falling. fall() is normally called from
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