Makes the var on /mob, making it easier to porrt.

This commit is contained in:
killer653
2017-10-31 19:08:45 -04:00
parent 2c8043d33c
commit 954d254f11
12 changed files with 63 additions and 72 deletions

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@@ -145,14 +145,9 @@ var/const/enterloopsanity = 100
M.lastarea = get_area(M.loc)
if(M.lastarea.has_gravity == 0)
inertial_drift(M)
if(ishuman(M)) //VORESTATION Edit Start. This overwrites the above is_space without touching it all that much.
var/mob/living/carbon/human/H = M
if(H.wings_flying == 1)
inertial_drift(H)
M.make_floating(1)
else if(!is_space())
M.inertia_dir = 0
M.make_floating(0) //VOREStation Edit End.
if(M.flying == 1) //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())
M.inertia_dir = 0
M.make_floating(0)

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@@ -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.wings_flying == 1)
if(H.flying == 1)
make_floating(1)
return //VOREStation Edit End
var/turf/turf = get_turf(src)

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@@ -1209,8 +1209,8 @@
if(species.hard_vore_enabled == 1) //Hardvore verb.
verbs |= /mob/living/carbon/human/proc/shred_limb
if(species.can_fly == 1)
verbs |= /mob/living/carbon/human/proc/wings_toggle //Flying wings!
verbs |= /mob/living/carbon/human/proc/start_wings_hovering
verbs |= /mob/living/proc/flying_toggle //Flying wings!
verbs |= /mob/living/proc/start_wings_hovering
//VOREStation Edit End
// Rebuild the HUD. If they aren't logged in then login() should reinstantiate it for them.
@@ -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(wings_flying == 1) //VOREStation Edit. Checks to see if they have wings and are flying.
if(flying == 1) //VOREStation Edit. Checks to see if they have wings and are flying.
return 1 //VOREStation Edit.
return 0

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@@ -141,7 +141,7 @@
if(((!check_drift) || (check_drift && thrust.stabilization_on)) && (!lying) && (thrust.allow_thrust(0.01, src)))
inertia_dir = 0
return 1
if(wings_flying) //VOREStation Edit. If you're flying, you glide around!
if(flying) //VOREStation Edit. If you're flying, you glide around!
return 0 //VOREStation Edit.
//If no working jetpack then use the other checks

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@@ -721,7 +721,7 @@
C.visible_message("<font color='red'><b>[C] severely damages [D] of [T]!</b></font>") //Keep it vague. Let the /me's do the talking.
log_and_message_admins("shreded [D] of [T].", C)
/mob/living/carbon/human/proc/wings_toggle()
/mob/living/proc/flying_toggle()
set name = "Toggle Flight"
set desc = "While flying over open spaces, you will use up some nutrition. If you run out nutrition, you will fall. Additionally, you can't fly if you are too heavy."
set category = "Abilities"
@@ -733,20 +733,19 @@
if(C.incapacitated(INCAPACITATION_ALL))
to_chat(src, "You cannot fly in this state!")
return
if(C.nutrition < 25 && !C.wings_flying) //Don't have any food in you?" You can't fly.
if(C.nutrition < 25 && !C.flying) //Don't have any food in you?" You can't fly.
to_chat(C, "<span class='notice'>You lack the nutrition to fly.</span>")
return
if(C.nutrition > 1000 && !C.wings_flying)
if(C.nutrition > 1000 && !C.flying)
to_chat(C, "<span class='notice'>You have eaten too much to fly! You need to lose some nutrition.</span>")
return
C.wings_flying = !C.wings_flying
C.flying = !C.flying
update_floating()
to_chat(C, "<span class='notice'>You have [C.wings_flying?"started":"stopped"] flying.</span>")
to_chat(C, "<span class='notice'>You have [C.flying?"started":"stopped"] flying.</span>")
//Proc to stop inertial_drift. Exchange nutrition in order to stop gliding around.
/mob/living/carbon/human/proc/start_wings_hovering()
/mob/living/proc/start_wings_hovering()
set name = "Hover"
set desc = "Allows you to stop gliding and hover. This will take a fair amount of nutrition to perform."
set category = "Abilities"
@@ -758,7 +757,7 @@
if(C.incapacitated(INCAPACITATION_ALL))
to_chat(src, "You cannot hover in your current state!")
return
if(C.nutrition < 50 && !C.wings_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.
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, "<span class='notice'>You lack the nutrition to fly.</span>")
return
if(C.anchored == 1)

View File

@@ -64,8 +64,8 @@
update_icons()
return
/mob/living/carbon/human/proc/stop_flying(var/update_icons=1)
wings_flying = 0
/mob/proc/stop_flying(var/update_icons=1)
flying = 0
if(update_icons)
update_icons()

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@@ -146,7 +146,7 @@ default behaviour is:
..()
if (!istype(AM, /atom/movable) || AM.anchored)
//VOREStation Edit - object-specific proc for running into things
if(((confused || is_blind()) && stat == CONSCIOUS && prob(50) && m_intent=="run") || wings_flying)
if(((confused || is_blind()) && stat == CONSCIOUS && prob(50) && m_intent=="run") || flying)
AM.stumble_into(src)
//VOREStation Edit End
/* VOREStation Removal - See above

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@@ -1,2 +1,3 @@
/mob
var/vantag_hud = 0 // Do I have the HUD enabled?
var/vantag_hud = 0 // Do I have the HUD enabled?
var/flying = 0 //Allows flight

View File

@@ -517,6 +517,8 @@
return dense_object
/mob/proc/Check_Shoegrip()
if(flying == 1) //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
/mob/proc/Process_Spaceslipping(var/prob_slip = 5)

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@@ -49,24 +49,20 @@
else
to_chat(src, "<span class='warning'>You gave up on pulling yourself up.</span>")
return 0
else if(ishuman(src)) //VOREStation Edit Start. Are they human (H above.), have a wing style, and do they have the trait?
var/mob/living/carbon/human/H = src //VOREStation Edit. Used for below
if(H.wings_flying == 1)
if(H.incapacitated(INCAPACITATION_ALL))
to_chat(src, "<span class='notice'>You can't fly in your current state.</span>")
H.stop_flying() //Should already be done, but just in case.
return 0
var/fly_time = max(7 SECONDS + (H.movement_delay() * 10), 1) //So it's not too useful for combat.
to_chat(src, "<span class='notice'>You begin to fly upwards...</span>")
destination.audible_message("<span class='notice'>You hear the flapping of wings.</span>")
H.audible_message("<span class='notice'>[H] begins to flap \his wings, preparing to move upwards!.</span>")
if(do_after(H, fly_time))
to_chat(src, "<span class='notice'>You fly upwards.</span>")
else
to_chat(src, "<span class='warning'>You stopped flying upwards.</span>")
return 0
var/mob/H = src //VOREStation Edit Start. Are they human (H above.), have a wing style, and do they have the trait?
if(H.flying == 1)
if(H.incapacitated(INCAPACITATION_ALL))
to_chat(src, "<span class='notice'>You can't fly in your current state.</span>")
H.stop_flying() //Should already be done, but just in case.
return 0
var/fly_time = max(7 SECONDS + (H.movement_delay() * 10), 1) //So it's not too useful for combat.
to_chat(src, "<span class='notice'>You begin to fly upwards...</span>")
destination.audible_message("<span class='notice'>You hear the flapping of wings.</span>")
H.audible_message("<span class='notice'>[H] begins to flap \his wings, preparing to move upwards!.</span>")
if(do_after(H, fly_time))
to_chat(src, "<span class='notice'>You fly upwards.</span>")
else
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
to_chat(src, "<span class='warning'>You stopped flying upwards.</span>")
return 0 //VOREStation Edit End.
else
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
@@ -104,7 +100,7 @@
if(incapacitated())
return 0
if(wings_flying) //VOREStation Edit. Allows movement up/down with wings.
if(flying) //VOREStation Edit. Allows movement up/down with wings.
return 1 //VOREStation Edit
if(Process_Spacemove())
@@ -162,31 +158,30 @@
if(throwing)
return
if(ishuman(src)) //VOREStation Edit Start. Code to see if they have wings.
var/mob/living/carbon/human/H = src
if(H.wings_flying == 1) //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))
H.stop_flying()
//Just here to see if the person is KO'd, stunned, etc. If so, it'll move onto can_fall.
else if (H.nutrition > 1000) //Eat too much while flying? Get fat and fall.
to_chat(H, "<span class='danger'>You're too heavy! Your wings give out and you plummit to the ground!</span>")
H.stop_flying() //womp womp.
else if(H.nutrition < 300 && H.nutrition > 289) //290 would be risky, as metabolism could mess it up. Let's do 289.
to_chat(H, "<span class='danger'>You are starting to get fatigued... You probably have a good minute left in the air, if that. Even less if you continue to fly around! You should get to the ground soon!</span>") //Ticks are, on average, 3 seconds. So this would most likely be 90 seconds, but lets just say 60.
H.nutrition -= 10
return
else if(H.nutrition < 100 && H.nutrition > 89)
to_chat(H, "<span class='danger'>You're seriously fatigued! You need to get to the ground immediately and eat before you fall!</span>")
return
else if(H.nutrition < 2) //Should have listened to the warnings!
to_chat(H, "<span class='danger'>You lack the strength to keep yourself up in the air...</span>")
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.
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.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))
H.stop_flying()
//Just here to see if the person is KO'd, stunned, etc. If so, it'll move onto can_fall.
else if (H.nutrition > 1000) //Eat too much while flying? Get fat and fall.
to_chat(H, "<span class='danger'>You're too heavy! Your wings give out and you plummit to the ground!</span>")
H.stop_flying() //womp womp.
else if(H.nutrition < 300 && H.nutrition > 289) //290 would be risky, as metabolism could mess it up. Let's do 289.
to_chat(H, "<span class='danger'>You are starting to get fatigued... You probably have a good minute left in the air, if that. Even less if you continue to fly around! You should get to the ground soon!</span>") //Ticks are, on average, 3 seconds. So this would most likely be 90 seconds, but lets just say 60.
H.nutrition -= 10
return
else if(H.nutrition < 100 && H.nutrition > 89)
to_chat(H, "<span class='danger'>You're seriously fatigued! You need to get to the ground immediately and eat before you fall!</span>")
return
else if(H.nutrition < 2) //Should have listened to the warnings!
to_chat(H, "<span class='danger'>You lack the strength to keep yourself up in the air...</span>")
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.
if(can_fall())
// We spawn here to let the current move operation complete before we start falling. fall() is normally called from

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@@ -19,7 +19,6 @@
var/noisy = 0 // Toggle audible hunger.
var/absorbing_prey = 0 // Determines if the person is using the succubus drain or not. See station_special_abilities_vr.
var/drain_finalized = 0 // Determines if the succubus drain will be KO'd/absorbed. Can be toggled on at any time.
var/wings_flying = 0 // Determines if the person with wings is currently flying(floating) or not.
//
// Hook for generic creation of stuff on new creatures

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@@ -141,7 +141,7 @@ var/const/RESIZE_A_SMALLTINY = (RESIZE_SMALL + RESIZE_TINY) / 2
now_pushing = 0
if(src.get_effective_size() > tmob.get_effective_size())
var/mob/living/carbon/human/H = src
if(H.wings_flying == 1)
if(H.flying == 1)
return 1 //Silently pass without a message.
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
src << "You carefully slither around [tmob]."
@@ -170,11 +170,11 @@ var/const/RESIZE_A_SMALLTINY = (RESIZE_SMALL + RESIZE_TINY) / 2
ASSERT(istype(tmob)) // Baby don't hurt me
if(ishuman(src))
var/mob/living/carbon/human/P = src
if(P.wings_flying == 1) //If they're flying, don't do any special interactions.
if(P.flying == 1) //If they're flying, don't do any special interactions.
return
if(ishuman(tmob))
var/mob/living/carbon/human/D = tmob
if(D.wings_flying == 1) //if the prey is flying, don't smush them.
if(D.flying == 1) //if the prey is flying, don't smush them.
return
if(src.a_intent == I_DISARM && src.canmove && !src.buckled)