diff --git a/code/game/objects/structures/stool_bed_chair_nest/bed.dm b/code/game/objects/structures/stool_bed_chair_nest/bed.dm index 5b9a86c8ed..01f06f14a4 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/bed.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/bed.dm @@ -12,6 +12,7 @@ desc = "This is used to lie in, sleep in or strap on." icon_state = "bed" var/mob/living/buckled_mob + var/movable = 0 // For mobility checks /obj/structure/stool/bed/psych name = "psychiatrists couch" @@ -35,6 +36,9 @@ manual_unbuckle(user) return +/obj/structure/stool/bed/proc/handle_rotation() + return + /obj/structure/stool/bed/MouseDrop(atom/over_object) return diff --git a/code/game/objects/structures/stool_bed_chair_nest/chairs.dm b/code/game/objects/structures/stool_bed_chair_nest/chairs.dm index 63fe705be7..9982017c6b 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/chairs.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/chairs.dm @@ -39,7 +39,7 @@ rotate() return -/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move() +/obj/structure/stool/bed/chair/handle_rotation() //making this into a seperate proc so office chairs can call it on Move() if(src.dir == NORTH) src.layer = FLY_LAYER else @@ -107,6 +107,7 @@ /obj/structure/stool/bed/chair/office anchored = 0 + movable = 1 /obj/structure/stool/bed/chair/comfy/black icon_state = "comfychair_black" @@ -148,7 +149,7 @@ victim.apply_effect(6, WEAKEN, 0) victim.apply_effect(6, STUTTER, 0) victim.take_organ_damage(10) - occupant.visible_message("[occupant] clashed into \the [A]!") + occupant.visible_message("[occupant] crashed into \the [A]!") /obj/structure/stool/bed/chair/office/light icon_state = "officechair_white" diff --git a/code/game/objects/structures/stool_bed_chair_nest/wheelchair.dm b/code/game/objects/structures/stool_bed_chair_nest/wheelchair.dm index c3ad95b832..adec836a78 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/wheelchair.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/wheelchair.dm @@ -3,9 +3,11 @@ desc = "You sit in this. Either by will or force." icon_state = "wheelchair" anchored = 0 + movable = 1 var/driving = 0 var/mob/living/pulling = null + var/bloodiness /obj/structure/stool/bed/chair/wheelchair/handle_rotation() @@ -22,7 +24,7 @@ user.pulledby = null user << "\red You lost your grip!" return - if(user.pulling) + if(user.pulling && (user == pulling)) pulling = null user.pulledby = null return @@ -31,7 +33,8 @@ if(pulling && (get_dist(src, pulling) > 1)) pulling = null user.pulledby = null - return + if(user==pulling) + return if(pulling && (get_dir(src.loc, pulling.loc) == direction)) user << "\red You cannot go there." return @@ -67,26 +70,36 @@ pulling = null user.pulledby = null pulling.dir = get_dir(pulling, src) // When everything is right, face the wheelchair + if(bloodiness) + create_track() driving = 0 /obj/structure/stool/bed/chair/wheelchair/Move() ..() - if(!driving && buckled_mob) + if(buckled_mob) var/mob/living/occupant = buckled_mob - occupant.buckled = null - occupant.Move(src.loc) - occupant.buckled = src - if (occupant && (src.loc != occupant.loc)) - if (propelled) - for (var/mob/O in src.loc) - if (O != occupant) - Bump(O) - else - unbuckle() + if(!driving) + occupant.buckled = null + occupant.Move(src.loc) + occupant.buckled = src + if (occupant && (src.loc != occupant.loc)) + if (propelled) + for (var/mob/O in src.loc) + if (O != occupant) + Bump(O) + else + unbuckle() + if (pulling && (get_dist(src, pulling) > 1)) + pulling.pulledby = null + pulling << "\red You lost your grip!" + pulling = null + else + if (occupant && (src.loc != occupant.loc)) + src.loc = occupant.loc // Failsafe to make sure the wheelchair stays beneath the occupant after driving handle_rotation() /obj/structure/stool/bed/chair/wheelchair/attack_hand(mob/user as mob) - if (pulling && (pulling == usr)) + if (pulling) MouseDrop(usr) else manual_unbuckle(user) @@ -137,11 +150,25 @@ if(pulling) occupant.visible_message("[pulling] has thrusted \the [name] into \the [A], throwing \the [occupant] out of it!") - pulling.attack_log += "\[[time_stamp()]\] Clashed [occupant.name]'s ([occupant.ckey]) [name] into \a [A]" + pulling.attack_log += "\[[time_stamp()]\] Crashed [occupant.name]'s ([occupant.ckey]) [name] into \a [A]" occupant.attack_log += "\[[time_stamp()]\] Thrusted into \a [A] by [pulling.name] ([pulling.ckey]) with \the [name]" msg_admin_attack("[pulling.name] ([pulling.ckey]) has thrusted [occupant.name]'s ([occupant.ckey]) [name] into \a [A] (JMP)") else - occupant.visible_message("[occupant] clashed into \the [A]!") + occupant.visible_message("[occupant] crashed into \the [A]!") + +/obj/structure/stool/bed/chair/wheelchair/proc/create_track() + var/obj/effect/decal/cleanable/blood/tracks/B = new(loc) + var/newdir = get_dir(get_step(loc, dir), loc) + if(newdir == dir) + B.dir = newdir + else + newdir = newdir | dir + if(newdir == 3) + newdir = 1 + else if(newdir == 12) + newdir = 4 + B.dir = newdir + bloodiness-- /obj/structure/stool/bed/chair/wheelchair/buckle_mob(mob/M as mob, mob/user as mob) if(M == pulling) diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 000600781b..f4edb30e24 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -112,7 +112,7 @@ return //BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller - if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && canmove) // mutual brohugs all around! + if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && !tmob.buckled && canmove) // mutual brohugs all around! var/turf/oldloc = loc loc = tmob.loc tmob.loc = oldloc diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm index 18d415fd39..2b0d1b2c01 100644 --- a/code/modules/mob/mob.dm +++ b/code/modules/mob/mob.dm @@ -755,7 +755,7 @@ note dizziness decrements automatically in the mob's Life() proc. //Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it. /mob/proc/update_canmove() - if(buckled) + if(buckled && (!buckled.movable)) anchored = 1 canmove = 0 if( istype(buckled,/obj/structure/stool/bed/chair) ) @@ -778,9 +778,9 @@ note dizziness decrements automatically in the mob's Life() proc. anchored = 1 canmove = 0 lying = 0 - else + else if (!buckled) lying = !can_stand - canmove = has_limbs + //canmove = has_limbs if(lying) density = 0 diff --git a/code/modules/vehicles/vehicle.dm b/code/modules/vehicles/vehicle.dm index 27ce16d113..ef2ea18a5e 100644 --- a/code/modules/vehicles/vehicle.dm +++ b/code/modules/vehicles/vehicle.dm @@ -19,6 +19,7 @@ var/emagged = 0 var/powered = 0 //set if vehicle is powered and should use fuel when moving var/move_delay = 1 //set this to limit the speed of the vehicle + var/movable = 1 var/obj/item/weapon/cell/cell var/power_use = 5 //set this to adjust the amount of power the vehicle uses per move @@ -47,7 +48,7 @@ if(on && powered) cell.use(power_use) anchored = init_anc - + if(load) load.loc = loc load.dir = dir @@ -288,7 +289,7 @@ /obj/vehicle/proc/unload(var/mob/user, var/direction) if(!load) return - + var/turf/dest = null //find a turf to unload to