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Merge pull request #11844 from Heroman3003/weaverfixes
Fixes bugs related to weaversilk structures
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Chompstation Bot
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commit
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@@ -292,15 +292,20 @@
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// Kill common obstacle in the way like tables.
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// Kill common obstacle in the way like tables.
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var/obj/structure/obstacle = locate(/obj/structure, problem_turf)
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var/obj/structure/obstacle = locate(/obj/structure, problem_turf)
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if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille) || istype(obstacle, /obj/effect/weaversilk/wall)) //VOREStation Edit: spdr
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if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
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ai_log("destroy_surroundings() : Attacking generic structure.", AI_LOG_INFO)
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ai_log("destroy_surroundings() : Attacking generic structure.", AI_LOG_INFO)
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return melee_attack(obstacle)
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return melee_attack(obstacle)
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var/obj/effect/weaversilk/web = locate(/obj/effect/weaversilk, problem_turf)
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if(istype(web, /obj/effect/weaversilk/wall)) //VOREStation Edit: spdr
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ai_log("destroy_surroundings() : Attacking weaversilk effect.", AI_LOG_INFO)
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return melee_attack(web)
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for(var/obj/machinery/door/D in problem_turf) // Required since firelocks take up the same turf.
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for(var/obj/machinery/door/D in problem_turf) // Required since firelocks take up the same turf.
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if(D.density)
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if(D.density)
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ai_log("destroy_surroundings() : Attacking closed door.", AI_LOG_INFO)
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ai_log("destroy_surroundings() : Attacking closed door.", AI_LOG_INFO)
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return melee_attack(D)
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return melee_attack(D)
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// Should always be last thing attempted
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// Should always be last thing attempted
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if(!problem_turf.opacity)
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if(!problem_turf.opacity)
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ai_log("destroy_surroundings() : Attacking a transparent (window?) turf.", AI_LOG_INFO)
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ai_log("destroy_surroundings() : Attacking a transparent (window?) turf.", AI_LOG_INFO)
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@@ -89,6 +89,7 @@
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desc = "A silky, yet firm trap. Be careful not to step into it! Or don't..."
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desc = "A silky, yet firm trap. Be careful not to step into it! Or don't..."
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icon_state = "trap"
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icon_state = "trap"
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var/trap_active = TRUE
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var/trap_active = TRUE
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can_buckle = TRUE
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/obj/effect/weaversilk/trap/Crossed(atom/movable/AM as mob|obj)
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/obj/effect/weaversilk/trap/Crossed(atom/movable/AM as mob|obj)
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if(AM.is_incorporeal())
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if(AM.is_incorporeal())
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@@ -106,17 +107,18 @@
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"<b>You hear a squishy noise!</b>"
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"<b>You hear a squishy noise!</b>"
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)
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)
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set_dir(L.dir)
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set_dir(L.dir)
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can_buckle = TRUE
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buckle_mob(L)
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buckle_mob(L)
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L.Stun(1)
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L.Stun(1)
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to_chat(L, "<span class='danger'>The sticky fibers of \the [src] ensnare, trapping you in place!</span>")
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to_chat(L, "<span class='danger'>The sticky fibers of \the [src] ensnare, trapping you in place!</span>")
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trap_active = FALSE
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trap_active = FALSE
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can_buckle = initial(can_buckle)
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desc += " Actually, it looks like it's been all spent."
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desc += " Actually, it looks like it's been all spent."
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..()
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..()
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/obj/effect/weaversilk/trap/MouseDrop_T(atom/movable/AM,mob/user)
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return
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// Items
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// Items
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// TODO: Spidersilk clothing and actual bindings, once sprites are ready.
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// TODO: Spidersilk clothing and actual bindings, once sprites are ready.
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