mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Refactor client/Move
This commit is contained in:
@@ -59,22 +59,11 @@
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var/damage = 0.0
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var/damage = 0.0
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var/range = 10.0
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var/range = 10.0
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/effect/projection
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/obj/effect/projection
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name = "Projection"
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name = "Projection"
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desc = "This looks like a projection of something."
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desc = "This looks like a projection of something."
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anchored = 1.0
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anchored = 1.0
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/obj/effect/shut_controller
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/obj/effect/shut_controller
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name = "shut controller"
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name = "shut controller"
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var/moving = null
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var/moving = null
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@@ -114,12 +103,5 @@
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user.drop_item()
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user.drop_item()
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src.throw_at(target, throw_range, throw_speed, user)
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src.throw_at(target, throw_range, throw_speed, user)
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/obj/effect/stop
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var/victim = null
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icon_state = "empty"
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name = "Geas"
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desc = "You can't resist."
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// name = ""
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/obj/effect/spawner
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/obj/effect/spawner
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name = "object spawner"
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name = "object spawner"
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@@ -127,39 +127,27 @@
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onclose(user, "mob[name]")
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onclose(user, "mob[name]")
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return
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return
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/mob/living/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
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/mob/living/ret_grab(var/list/L, var/mobchain_limit = 5)
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if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
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// We're the first!
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if (!( L ))
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if(!L)
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return null
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L = list()
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else
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return L.container
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// Lefty grab!
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else
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if (istype(l_hand, /obj/item/weapon/grab))
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if (!( L ))
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var/obj/item/weapon/grab/G = l_hand
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L = new /obj/effect/list_container/mobl( null )
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L |= G.affecting
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L.container += src
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if(mobchain_limit-- > 0)
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L.master = src
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G.affecting?.ret_grab(L, mobchain_limit) // Recurse! They can update the list. It's the same instance as ours.
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if (istype(l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = l_hand
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// Righty grab!
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if (!( L.container.Find(G.affecting) ))
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if (istype(r_hand, /obj/item/weapon/grab))
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L.container += G.affecting
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var/obj/item/weapon/grab/G = r_hand
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if (G.affecting)
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L |= G.affecting
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G.affecting.ret_grab(L, 1)
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if(mobchain_limit-- > 0)
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if (istype(r_hand, /obj/item/weapon/grab))
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G.affecting?.ret_grab(L, mobchain_limit) // Same as lefty!
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var/obj/item/weapon/grab/G = r_hand
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if (!( L.container.Find(G.affecting) ))
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// On all but the one not called by us, this will just be ignored. Oh well!
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L.container += G.affecting
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return L
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if (G.affecting)
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G.affecting.ret_grab(L, 1)
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if (!( flag ))
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if (L.master == src)
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var/list/temp = list( )
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temp += L.container
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//L = null
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qdel(L)
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return temp
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else
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return L.container
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return
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/mob/living/mode()
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/mob/living/mode()
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set name = "Activate Held Object"
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set name = "Activate Held Object"
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@@ -1,8 +1,8 @@
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/mob/proc/setMoveCooldown(var/timeout)
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/mob/proc/setMoveCooldown(var/timeout)
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move_delay = max(world.time + timeout, move_delay)
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next_move = max(world.time + timeout, next_move)
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/mob/proc/check_move_cooldown()
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/mob/proc/checkMoveCooldown()
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if(world.time < src.move_delay)
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if(world.time < next_move)
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return FALSE // Need to wait more.
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return FALSE // Need to wait more.
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return TRUE
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return TRUE
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@@ -108,206 +108,224 @@
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mob.control_object.forceMove(get_step(mob.control_object,direct))
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mob.control_object.forceMove(get_step(mob.control_object,direct))
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return
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return
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// NB: This is called for 'self movement', not for being pulled or things like that, which COULD be the case for /mob/Move
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// But to be honest, A LOT OF THIS CODE should be in /mob/Move
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/client/Move(n, direct)
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/client/Move(n, direct)
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//if(!mob) // Clients cannot have a null mob, as enforced by byond
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// Prevents a double-datum lookup each time this is referenced
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// return // Moved here to avoid nullrefs below
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// May seem dumb, but it's faster to look up a var on my_mob than dereferencing mob on client, then dereferencing the var on that mob
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// Having it in a var here means it's more available to look up things on. It won't speed up that second dereference, though.
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var/mob/my_mob = mob
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if(mob.control_object) Move_object(direct)
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// Nothing to do in nullspace
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if(!my_mob.loc)
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return
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if(mob.incorporeal_move && isobserver(mob))
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// Used many times below, faster reference.
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var/atom/loc = my_mob.loc
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// We're controlling an object which is SOMEHOW DIFFERENT FROM AN EYE??
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if(my_mob.control_object)
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Move_object(direct)
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// Ghosty mob movement
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if(my_mob.incorporeal_move && isobserver(my_mob))
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Process_Incorpmove(direct)
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Process_Incorpmove(direct)
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return
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return
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if(moving) return 0
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// We're in the middle of another move we've already decided to do
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if(moving)
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return 0
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if(!mob.check_move_cooldown())
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// We're still cooling down from the last move
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if(!my_mob.checkMoveCooldown())
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return
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return
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if(locate(/obj/effect/stop/, mob.loc))
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// If dead and we try to move in our mob, it leaves our body
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for(var/obj/effect/stop/S in mob.loc)
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if(my_mob.stat == DEAD && isliving(my_mob) && !my_mob.forbid_seeing_deadchat)
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if(S.victim == mob)
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my_mob.ghostize()
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return
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if(mob.stat==DEAD && isliving(mob) && !mob.forbid_seeing_deadchat)
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mob.ghostize()
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return
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return
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// handle possible Eye movement
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// If we have an eyeobj, it moves instead
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if(mob.eyeobj)
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if(my_mob.eyeobj)
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return mob.EyeMove(n,direct)
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return my_mob.EyeMove(n,direct)
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if(mob.transforming) return//This is sota the goto stop mobs from moving var
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// This is sota the goto stop mobs from moving var (for some reason)
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if(my_mob.transforming)
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return
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if(isliving(mob))
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if(isliving(my_mob))
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var/mob/living/L = mob
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var/mob/living/L = my_mob
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if(L.incorporeal_move)//Move though walls
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if(L.incorporeal_move)//Move though walls
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Process_Incorpmove(direct)
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Process_Incorpmove(direct)
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return
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return
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if(mob.client)
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/* TODO observer unzoom
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if(mob.client.view != world.view) // If mob moves while zoomed in with device, unzoom them.
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if(view != world.view) // If mob moves while zoomed in with device, unzoom them.
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for(var/obj/item/item in mob.contents)
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for(var/obj/item/item in mob.contents)
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if(item.zoom)
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if(item.zoom)
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item.zoom()
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item.zoom()
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break
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break
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/*
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*/
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if(locate(/obj/item/weapon/gun/energy/sniperrifle, mob.contents)) // If mob moves while zoomed in with sniper rifle, unzoom them.
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var/obj/item/weapon/gun/energy/sniperrifle/s = locate() in mob
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if(s.zoom)
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s.zoom()
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if(locate(/obj/item/device/binoculars, mob.contents)) // If mob moves while zoomed in with binoculars, unzoom them.
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var/obj/item/device/binoculars/b = locate() in mob
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if(b.zoom)
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b.zoom()
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*/
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if(Process_Grab()) return
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if(Process_Grab())
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if(!mob.canmove)
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return
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return
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//Relaymove could handle it
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// Can't move
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if(mob.machine)
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if(!my_mob.canmove)
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var/result = mob.machine.relaymove(mob, direct)
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return
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// Relaymove could handle it
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if(my_mob.machine)
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var/result = my_mob.machine.relaymove(my_mob, direct)
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if(result)
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if(result)
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return result
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return result
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if(!mob.lastarea)
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// Can't control ourselves when drifting
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mob.lastarea = get_area(mob.loc)
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if(isspace(loc) || my_mob.lastarea?.has_gravity == 0)
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if(!my_mob.Process_Spacemove(0))
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if((istype(mob.loc, /turf/space)) || (mob.lastarea.has_gravity == 0))
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if(!mob.Process_Spacemove(0)) return 0
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if(isobj(mob.loc) || ismob(mob.loc))//Inside an object, tell it we moved
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var/atom/O = mob.loc
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return O.relaymove(mob, direct)
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if(isturf(mob.loc))
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if(mob.restrained())//Why being pulled while cuffed prevents you from moving
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for(var/mob/M in range(mob, 1))
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if(M.pulling == mob)
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if(!M.restrained() && M.stat == 0 && M.canmove && mob.Adjacent(M))
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to_chat(src, "<font color='blue'>You're restrained! You can't move!</font>")
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return 0
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else
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M.stop_pulling()
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if(mob.pinned.len)
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to_chat(src, "<font color='blue'>You're pinned to a wall by [mob.pinned[1]]!</font>")
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return 0
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return 0
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mob.move_delay = world.time//set move delay
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// Inside an object, tell it we moved
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if(isobj(loc) || ismob(loc))
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return loc.relaymove(my_mob, direct)
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switch(mob.m_intent)
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// Can't move unless you're in the world somewhere
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if("run")
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if(!isturf(loc))
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if(mob.drowsyness > 0)
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return
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mob.move_delay += 6
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mob.move_delay += config.run_speed
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if("walk")
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mob.move_delay += config.walk_speed
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mob.move_delay += mob.movement_delay(n, direct)
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if(istype(mob.buckled, /obj/vehicle) || istype(mob.buckled, /mob)) //VOREStation Edit: taur riding. I think.
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// Why being pulled while cuffed prevents you from moving
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//manually set move_delay for vehicles so we don't inherit any mob movement penalties
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if(my_mob.restrained())
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//specific vehicle move delays are set in code\modules\vehicles\vehicle.dm
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for(var/mob/M in range(my_mob, 1))
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mob.move_delay = world.time
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if(M.pulling == my_mob)
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//drunk driving
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if(!M.restrained() && M.stat == 0 && M.canmove && my_mob.Adjacent(M))
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if(mob.confused && prob(20)) //vehicles tend to keep moving in the same direction
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to_chat(src, "<font color='blue'>You're restrained! You can't move!</font>")
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direct = turn(direct, pick(90, -90))
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return 0
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if(istype(mob.buckled, /mob)) //VOREStation Edit to prevent mob riding speed exploit.
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var/mob/M = mob.buckled
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if(M.move_delay > mob.move_delay - 10)
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return
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return mob.buckled.relaymove(mob,direct)
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if(mob.pulledby || mob.buckled) // Wheelchair driving!
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if(istype(mob.loc, /turf/space))
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return // No wheelchair driving in space
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if(istype(mob.pulledby, /obj/structure/bed/chair/wheelchair))
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return mob.pulledby.relaymove(mob, direct)
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else if(istype(mob.buckled, /obj/structure/bed/chair/wheelchair))
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if(ishuman(mob))
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var/mob/living/carbon/human/driver = mob
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var/obj/item/organ/external/l_hand = driver.get_organ("l_hand")
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var/obj/item/organ/external/r_hand = driver.get_organ("r_hand")
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if((!l_hand || l_hand.is_stump()) && (!r_hand || r_hand.is_stump()))
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return // No hands to drive your chair? Tough luck!
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//drunk wheelchair driving
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else if(mob.confused)
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switch(mob.m_intent)
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if("run")
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if(prob(50)) direct = turn(direct, pick(90, -90))
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if("walk")
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if(prob(25)) direct = turn(direct, pick(90, -90))
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mob.move_delay += 2
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return mob.buckled.relaymove(mob,direct)
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//We are now going to move
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moving = 1
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//Something with pulling things
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if(locate(/obj/item/weapon/grab, mob))
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mob.move_delay = max(mob.move_delay, world.time + 7)
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var/list/L = mob.ret_grab()
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if(istype(L, /list))
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if(L.len == 2)
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L -= mob
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var/mob/M = L[1]
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if(M)
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if ((get_dist(mob, M) <= 1 || M.loc == mob.loc))
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var/turf/T = mob.loc
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. = ..()
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if (isturf(M.loc))
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var/diag = get_dir(mob, M)
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if ((diag - 1) & diag)
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else
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diag = null
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if ((get_dist(mob, M) > 1 || diag))
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step(M, get_dir(M.loc, T))
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else
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else
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for(var/mob/M in L)
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M.stop_pulling()
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M.other_mobs = 1
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if(mob != M)
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M.animate_movement = 3
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for(var/mob/M in L)
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spawn( 0 )
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step(M, direct)
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return
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spawn( 1 )
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M.other_mobs = null
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M.animate_movement = 2
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return
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else
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if(my_mob.pinned.len)
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if(mob.confused)
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to_chat(src, "<font color='blue'>You're pinned to a wall by [my_mob.pinned[1]]!</font>")
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switch(mob.m_intent)
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return 0
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if(istype(my_mob.buckled, /obj/vehicle) || ismob(my_mob.buckled))
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//manually set move_delay for vehicles so we don't inherit any mob movement penalties
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//specific vehicle move delays are set in code\modules\vehicles\vehicle.dm
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my_mob.next_move = world.time
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//drunk driving
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if(my_mob.confused && prob(20)) //vehicles tend to keep moving in the same direction
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direct = turn(direct, pick(90, -90))
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if(ismob(my_mob.buckled))
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var/mob/M = my_mob.buckled
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if(M.next_move > my_mob.next_move) // Don't let piggyback riders move their mob IN ADDITION TO the mob moving
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return
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return my_mob.buckled.relaymove(my_mob,direct)
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if(my_mob.pulledby || my_mob.buckled) // Wheelchair driving!
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if(isspace(loc))
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return // No wheelchair driving in space
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if(istype(my_mob.pulledby, /obj/structure/bed/chair/wheelchair))
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return my_mob.pulledby.relaymove(my_mob, direct)
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else if(istype(my_mob.buckled, /obj/structure/bed/chair/wheelchair))
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if(ishuman(my_mob))
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var/mob/living/carbon/human/driver = my_mob
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var/obj/item/organ/external/l_hand = driver.get_organ("l_hand")
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var/obj/item/organ/external/r_hand = driver.get_organ("r_hand")
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||||||
|
if((!l_hand || l_hand.is_stump()) && (!r_hand || r_hand.is_stump()))
|
||||||
|
return // No hands to drive your chair? Tough luck!
|
||||||
|
//drunk wheelchair driving
|
||||||
|
else if(my_mob.confused)
|
||||||
|
switch(my_mob.m_intent)
|
||||||
if("run")
|
if("run")
|
||||||
if(prob(75))
|
if(prob(50))
|
||||||
direct = turn(direct, pick(90, -90))
|
direct = turn(direct, pick(90, -90))
|
||||||
n = get_step(mob, direct)
|
|
||||||
if("walk")
|
if("walk")
|
||||||
if(prob(25))
|
if(prob(25))
|
||||||
direct = turn(direct, pick(90, -90))
|
direct = turn(direct, pick(90, -90))
|
||||||
n = get_step(mob, direct)
|
my_mob.setMoveCooldown(2)
|
||||||
. = mob.SelfMove(n, direct)
|
return my_mob.buckled.relaymove(my_mob,direct)
|
||||||
|
|
||||||
for (var/obj/item/weapon/grab/G in mob)
|
// We are now going to move
|
||||||
if (G.state == GRAB_NECK)
|
moving = 1
|
||||||
mob.set_dir(reverse_dir[direct])
|
var/total_delay = 0
|
||||||
G.adjust_position()
|
var/pre_move_loc = loc
|
||||||
for (var/obj/item/weapon/grab/G in mob.grabbed_by)
|
|
||||||
G.adjust_position()
|
|
||||||
|
|
||||||
moving = 0
|
// Start tally'ing when we can next move
|
||||||
|
// Grabs slow you down
|
||||||
|
if(locate(/obj/item/weapon/grab) in my_mob)
|
||||||
|
total_delay += 7
|
||||||
|
|
||||||
|
// Movespeed delay based on movement mode
|
||||||
|
switch(my_mob.m_intent)
|
||||||
|
if("run")
|
||||||
|
if(my_mob.drowsyness > 0)
|
||||||
|
total_delay += 6
|
||||||
|
total_delay += config.run_speed
|
||||||
|
if("walk")
|
||||||
|
total_delay += config.walk_speed
|
||||||
|
|
||||||
|
// A billion other things can slow you down, ask the mob
|
||||||
|
total_delay += my_mob.movement_delay(n, direct)
|
||||||
|
|
||||||
return .
|
// Confused direction randomization
|
||||||
|
if(my_mob.confused)
|
||||||
|
switch(my_mob.m_intent)
|
||||||
|
if("run")
|
||||||
|
if(prob(75))
|
||||||
|
direct = turn(direct, pick(90, -90))
|
||||||
|
n = get_step(my_mob, direct)
|
||||||
|
if("walk")
|
||||||
|
if(prob(25))
|
||||||
|
direct = turn(direct, pick(90, -90))
|
||||||
|
n = get_step(my_mob, direct)
|
||||||
|
|
||||||
|
total_delay = TICKS2DS(-round(-(DS2TICKS(total_delay)))) //Rounded to the next tick in equivalent ds
|
||||||
|
var/glide_size = WORLD_ICON_SIZE/DS2TICKS(total_delay) //Down to whatever decimal
|
||||||
|
my_mob.setMoveCooldown(max(total_delay, 1))
|
||||||
|
. = my_mob.SelfMove(n, direct, glide_size)
|
||||||
|
|
||||||
return
|
// If we have a grab
|
||||||
|
var/list/grablist = my_mob.ret_grab()
|
||||||
|
if(grablist.len)
|
||||||
|
grablist -= my_mob // Just in case we're in a circular grab chain
|
||||||
|
|
||||||
|
// It's just us and another person
|
||||||
|
if(grablist.len == 1)
|
||||||
|
var/mob/M = grablist[1]
|
||||||
|
if(!my_mob.Adjacent(M)) //Oh no, we moved away
|
||||||
|
M.glide_size = glide_size
|
||||||
|
step(M, get_dir(M, pre_move_loc)) //Have them step towards where we were
|
||||||
|
|
||||||
|
// It's a grab chain
|
||||||
|
else
|
||||||
|
for(var/mob/M in grablist)
|
||||||
|
my_mob.other_mobs = 1
|
||||||
|
M.other_mobs = 1 //Has something to do with people being able or unable to pass a chain of mobs
|
||||||
|
M.animate_movement = 3
|
||||||
|
|
||||||
|
//Ugly!
|
||||||
|
spawn(0) //Step
|
||||||
|
M.glide_size = glide_size
|
||||||
|
step(M, direct)
|
||||||
|
spawn(1) //Unstep
|
||||||
|
M.other_mobs = null
|
||||||
|
M.animate_movement = 2
|
||||||
|
spawn(1) //Unset
|
||||||
|
my_mob.other_mobs = null
|
||||||
|
|
||||||
/mob/proc/SelfMove(turf/n, direct)
|
// Update all the grabs!
|
||||||
|
for (var/obj/item/weapon/grab/G in my_mob)
|
||||||
|
if (G.state == GRAB_NECK)
|
||||||
|
mob.set_dir(reverse_dir[direct])
|
||||||
|
G.adjust_position()
|
||||||
|
for (var/obj/item/weapon/grab/G in my_mob.grabbed_by)
|
||||||
|
G.adjust_position()
|
||||||
|
|
||||||
|
// We're not in the middle of a move anymore
|
||||||
|
moving = 0
|
||||||
|
|
||||||
|
/mob/proc/SelfMove(turf/n, direct, glide_size = 8)
|
||||||
|
src.glide_size = glide_size
|
||||||
return Move(n, direct)
|
return Move(n, direct)
|
||||||
|
|
||||||
|
|
||||||
///Process_Incorpmove
|
///Process_Incorpmove
|
||||||
///Called by client/Move()
|
///Called by client/Move()
|
||||||
///Allows mobs to run though walls
|
///Allows mobs to run though walls
|
||||||
|
|||||||
Reference in New Issue
Block a user