Merge upstream PR

This commit is contained in:
Aronai Sieyes
2020-05-15 20:36:47 -04:00
parent 02f82fc1f0
commit b3b22daa1d
14 changed files with 0 additions and 554 deletions

View File

@@ -63,11 +63,7 @@
return loc == card
/mob/living/proc/HardsuitClickOn(var/atom/A, var/alert_ai = 0)
<<<<<<< HEAD
if(!can_use_rig())
=======
if(!can_use_rig() || !checkClickCooldown())
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
return 0
var/obj/item/weapon/rig/rig = get_rig()
if(istype(rig) && !rig.offline && rig.selected_module)

View File

@@ -21,11 +21,7 @@
var/icon_rotation = 0 // Used to rotate icons in update_transform()
var/old_x = 0
var/old_y = 0
<<<<<<< HEAD
var/datum/riding/riding_datum //VOREStation Add - Moved from /obj/vehicle
=======
var/datum/riding/riding_datum = null
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
var/does_spin = TRUE // Does the atom spin when thrown (of course it does :P)
var/movement_type = NONE

View File

@@ -159,20 +159,6 @@
else
unbuckle_mob()
/obj/structure/bed/chair/office/handle_buckled_mob_movement(atom/new_loc, direction, movetime)
for(var/A in buckled_mobs)
var/mob/living/occupant = A
occupant.buckled = null
occupant.Move(loc, direction, movetime)
occupant.buckled = src
if (occupant && (loc != occupant.loc))
if (propelled)
for (var/mob/O in src.loc)
if (O != occupant)
Bump(O)
else
unbuckle_mob()
/obj/structure/bed/chair/office/Bump(atom/A)
..()
if(!has_buckled_mobs()) return

View File

@@ -76,7 +76,6 @@
/mob/living/proc/IMove(turf/newloc, safety = TRUE)
if(!checkMoveCooldown())
return MOVEMENT_ON_COOLDOWN
<<<<<<< HEAD
// Check to make sure moving to newloc won't actually kill us. e.g. we're a slime and trying to walk onto water.
if(istype(newloc))
@@ -95,31 +94,9 @@
var/delay_will_be = movement_delay()
. = SelfMove(newloc, get_dir(loc,newloc), delay_will_be) ? MOVEMENT_SUCCESSFUL : MOVEMENT_FAILED
=======
// Check to make sure moving to newloc won't actually kill us. e.g. we're a slime and trying to walk onto water.
if(istype(newloc))
if(safety && !newloc.is_safe_to_enter(src))
return MOVEMENT_FAILED
// Move()ing to another tile successfully returns 32 because BYOND. Would rather deal with TRUE/FALSE-esque terms.
// Note that moving to the same tile will be 'successful'.
var/turf/old_T = get_turf(src)
// An adjacency check to avoid mobs phasing diagonally past windows.
// This might be better in general movement code but I'm too scared to add it, and most things don't move diagonally anyways.
if(!old_T.Adjacent(newloc))
return MOVEMENT_FAILED
. = SelfMove(newloc) ? MOVEMENT_SUCCESSFUL : MOVEMENT_FAILED
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
if(. == MOVEMENT_SUCCESSFUL)
set_dir(get_dir(old_T, newloc))
// Apply movement delay.
// Player movement has more factors but its all in the client and fixing that would be its own project.
<<<<<<< HEAD
setMoveCooldown(delay_will_be)
=======
setMoveCooldown(movement_delay())
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
return

View File

@@ -1,4 +1,3 @@
<<<<<<< HEAD
/mob/living/carbon/Initialize()
. = ..()
//setup reagent holders
@@ -414,408 +413,3 @@
clear_alert("handcuffed")
update_action_buttons() //some of our action buttons might be unusable when we're handcuffed.
update_inv_handcuffed()
=======
/mob/living/carbon/Initialize()
. = ..()
//setup reagent holders
bloodstr = new/datum/reagents/metabolism/bloodstream(500, src)
ingested = new/datum/reagents/metabolism/ingested(500, src)
touching = new/datum/reagents/metabolism/touch(500, src)
reagents = bloodstr
if (!default_language && species_language)
default_language = GLOB.all_languages[species_language]
/mob/living/carbon/Life()
..()
handle_viruses()
// Increase germ_level regularly
if(germ_level < GERM_LEVEL_AMBIENT && prob(30)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
germ_level++
/mob/living/carbon/Destroy()
qdel(ingested)
qdel(touching)
// We don't qdel(bloodstr) because it's the same as qdel(reagents)
for(var/guts in internal_organs)
qdel(guts)
for(var/food in stomach_contents)
qdel(food)
return ..()
/mob/living/carbon/rejuvenate()
bloodstr.clear_reagents()
ingested.clear_reagents()
touching.clear_reagents()
..()
/mob/living/carbon/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(src.nutrition && src.stat != 2)
adjust_nutrition(-DEFAULT_HUNGER_FACTOR / 10)
if(src.m_intent == "run")
adjust_nutrition(-DEFAULT_HUNGER_FACTOR / 10)
if((FAT in src.mutations) && src.m_intent == "run" && src.bodytemperature <= 360)
src.bodytemperature += 2
// Moving around increases germ_level faster
if(germ_level < GERM_LEVEL_MOVE_CAP && prob(8))
germ_level++
/mob/living/carbon/relaymove(var/mob/living/user, direction)
if((user in src.stomach_contents) && istype(user))
if(user.last_special <= world.time)
user.last_special = world.time + 50
src.visible_message("<span class='danger'>You hear something rumbling inside [src]'s stomach...</span>")
var/obj/item/I = user.get_active_hand()
if(I && I.force)
var/d = rand(round(I.force / 4), I.force)
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/organ = H.get_organ(BP_TORSO)
if (istype(organ))
if(organ.take_damage(d, 0))
H.UpdateDamageIcon()
H.updatehealth()
else
src.take_organ_damage(d)
user.visible_message("<span class='danger'>[user] attacks [src]'s stomach wall with the [I.name]!</span>")
playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(prob(src.getBruteLoss() - 50))
for(var/atom/movable/A in stomach_contents)
A.loc = loc
stomach_contents.Remove(A)
src.gib()
/mob/living/carbon/gib()
for(var/mob/M in src)
if(M in src.stomach_contents)
src.stomach_contents.Remove(M)
M.loc = src.loc
for(var/mob/N in viewers(src, null))
if(N.client)
N.show_message(text("<font color='red'><B>[M] bursts out of [src]!</B></font>"), 2)
..()
/mob/living/carbon/attack_hand(mob/M as mob)
if(!istype(M, /mob/living/carbon)) return
if (ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (H.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
to_chat(H, "<font color='red'>You can't use your [temp.name]</font>")
return
return
/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null, var/stun = 1)
if(status_flags & GODMODE) return 0 //godmode
if(def_zone == "l_hand" || def_zone == "r_hand") //Diona (And any other potential plant people) hands don't get shocked.
if(species.flags & IS_PLANT)
return 0
shock_damage *= siemens_coeff
if (shock_damage<1)
return 0
src.apply_damage(0.2 * shock_damage, BURN, def_zone, used_weapon="Electrocution") //shock the target organ
src.apply_damage(0.4 * shock_damage, BURN, BP_TORSO, used_weapon="Electrocution") //shock the torso more
src.apply_damage(0.2 * shock_damage, BURN, null, used_weapon="Electrocution") //shock a random part!
src.apply_damage(0.2 * shock_damage, BURN, null, used_weapon="Electrocution") //shock a random part!
playsound(loc, "sparks", 50, 1, -1)
if (shock_damage > 15)
src.visible_message(
"<span class='warning'>[src] was electrocuted[source ? " by the [source]" : ""]!</span>", \
"<span class='danger'>You feel a powerful shock course through your body!</span>", \
"<span class='warning'>You hear a heavy electrical crack.</span>" \
)
else
src.visible_message(
"<span class='warning'>[src] was shocked[source ? " by the [source]" : ""].</span>", \
"<span class='warning'>You feel a shock course through your body.</span>", \
"<span class='warning'>You hear a zapping sound.</span>" \
)
if(stun)
switch(shock_damage)
if(16 to 20)
Stun(2)
if(21 to 25)
Weaken(2)
if(26 to 30)
Weaken(5)
if(31 to INFINITY)
Weaken(10) //This should work for now, more is really silly and makes you lay there forever
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, loc)
s.start()
return shock_damage
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if (src.health >= config.health_threshold_crit)
if(src == M && istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/datum/gender/T = gender_datums[H.get_visible_gender()]
src.visible_message( \
"<span class='notice'>[src] examines [T.himself].</span>", \
"<span class='notice'>You check yourself for injuries.</span>" \
)
for(var/obj/item/organ/external/org in H.organs)
var/list/status = list()
var/brutedamage = org.brute_dam
var/burndamage = org.burn_dam
/*
if(halloss > 0) //Makes halloss show up as actual wounds on self examine.
if(prob(30))
brutedamage += halloss
if(prob(30))
burndamage += halloss
*/
switch(brutedamage)
if(1 to 20)
status += "bruised"
if(20 to 40)
status += "wounded"
if(40 to INFINITY)
status += "mangled"
switch(burndamage)
if(1 to 10)
status += "numb"
if(10 to 40)
status += "blistered"
if(40 to INFINITY)
status += "peeling away"
if(org.is_stump())
status += "MISSING"
if(org.status & ORGAN_MUTATED)
status += "weirdly shapen"
if(org.dislocated == 2)
status += "dislocated"
if(org.status & ORGAN_BROKEN)
status += "hurts when touched"
if(org.status & ORGAN_DEAD)
status += "is bruised and necrotic"
if(!org.is_usable() || org.is_dislocated())
status += "dangling uselessly"
if(status.len)
src.show_message("My [org.name] is <span class='warning'> [english_list(status)].</span>",1)
else
src.show_message("My [org.name] is <span class='notice'> OK.</span>",1)
if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
H.play_xylophone()
else if (on_fire)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if (M.on_fire)
M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames, but to no avail!</span>",
"<span class='warning'>You try to pat out [src]'s flames, but to no avail! Put yourself out first!</span>")
else
M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames!</span>",
"<span class='warning'>You try to pat out [src]'s flames! Hot!</span>")
if(do_mob(M, src, 15))
src.adjust_fire_stacks(-0.5)
if (prob(10) && (M.fire_stacks <= 0))
M.adjust_fire_stacks(1)
M.IgniteMob()
if (M.on_fire)
M.visible_message("<span class='danger'>The fire spreads from [src] to [M]!</span>",
"<span class='danger'>The fire spreads to you as well!</span>")
else
src.adjust_fire_stacks(-0.5) //Less effective than stop, drop, and roll - also accounting for the fact that it takes half as long.
if (src.fire_stacks <= 0)
M.visible_message("<span class='warning'>[M] successfully pats out [src]'s flames.</span>",
"<span class='warning'>You successfully pat out [src]'s flames.</span>")
src.ExtinguishMob()
src.fire_stacks = 0
else
if (istype(src,/mob/living/carbon/human) && src:w_uniform)
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
var/show_ssd
var/mob/living/carbon/human/H = src
var/datum/gender/T = gender_datums[H.get_visible_gender()] // make sure to cast to human before using get_gender() or get_visible_gender()!
if(istype(H)) show_ssd = H.species.show_ssd
if(show_ssd && !client && !teleop)
M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [T.him] up!</span>", \
"<span class='notice'>You shake [src], but [T.he] [T.does] not respond... Maybe [T.he] [T.has] S.S.D?</span>")
else if(lying || src.sleeping)
src.sleeping = max(0,src.sleeping-5)
if(src.sleeping == 0)
src.resting = 0
M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [T.him] up!</span>", \
"<span class='notice'>You shake [src] trying to wake [T.him] up!</span>")
else
var/mob/living/carbon/human/hugger = M
var/datum/gender/TM = gender_datums[M.get_visible_gender()]
if(M.resting == 1) //Are they resting on the ground?
M.visible_message("<span class='notice'>[M] grabs onto [src] and pulls [TM.himself] up</span>", \
"<span class='notice'>You grip onto [src] and pull yourself up off the ground!</span>")
if(M.fire_stacks >= (src.fire_stacks + 3)) //Fire checks.
src.adjust_fire_stacks(1)
M.adjust_fire_stacks(-1)
if(M.on_fire)
src.IgniteMob()
if(do_after(M, 0.5 SECONDS)) //.5 second delay. Makes it a bit stronger than just typing rest.
M.resting = 0 //Hoist yourself up up off the ground. No para/stunned/weakened removal.
else if(istype(hugger))
hugger.species.hug(hugger,src)
else
M.visible_message("<span class='notice'>[M] hugs [src] to make [T.him] feel better!</span>", \
"<span class='notice'>You hug [src] to make [T.him] feel better!</span>")
if(M.fire_stacks >= (src.fire_stacks + 3))
src.adjust_fire_stacks(1)
M.adjust_fire_stacks(-1)
if(M.on_fire)
src.IgniteMob()
AdjustParalysis(-3)
AdjustStunned(-3)
AdjustWeakened(-3)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/mob/living/carbon/proc/eyecheck()
return 0
/mob/living/carbon/flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = FALSE, visual = FALSE, type = /obj/screen/fullscreen/flash)
if(eyecheck() < intensity || override_blindness_check)
return ..()
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching.
// Stop! ... Hammertime! ~Carn
/mob/living/carbon/proc/getDNA()
return dna
/mob/living/carbon/proc/setDNA(var/datum/dna/newDNA)
dna = newDNA
// ++++ROCKDTBEN++++ MOB PROCS //END
/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
var/temp_inc = max(min(BODYTEMP_HEATING_MAX*(1-get_heat_protection()), exposed_temperature - bodytemperature), 0)
bodytemperature += temp_inc
/mob/living/carbon/can_use_hands()
if(handcuffed)
return 0
if(buckled && istype(buckled, /obj/structure/bed/nest)) // buckling does not restrict hands
return 0
return 1
/mob/living/carbon/restrained()
if (handcuffed)
return 1
return
/mob/living/carbon/u_equip(obj/item/W as obj)
if(!W) return 0
else if (W == handcuffed)
handcuffed = null
update_inv_handcuffed()
if(buckled && buckled.buckle_require_restraints)
buckled.unbuckle_mob()
else if (W == legcuffed)
legcuffed = null
update_inv_legcuffed()
else
..()
return
//generates realistic-ish pulse output based on preset levels
/mob/living/carbon/proc/get_pulse(var/method) //method 0 is for hands, 1 is for machines, more accurate
var/temp = 0 //see setup.dm:694
switch(src.pulse)
if(PULSE_NONE)
return "0"
if(PULSE_SLOW)
temp = rand(40, 60)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_NORM)
temp = rand(60, 90)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_FAST)
temp = rand(90, 120)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_2FAST)
temp = rand(120, 160)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_THREADY)
return method ? ">250" : "extremely weak and fast, patient's artery feels like a thread"
// output for machines^ ^^^^^^^output for people^^^^^^^^^
/mob/living/carbon/verb/mob_sleep()
set name = "Sleep"
set category = "IC"
if(usr.sleeping)
to_chat(usr, "<font color='red'>You are already sleeping</font>")
return
if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
usr.sleeping = 20 //Short nap
/mob/living/carbon/Bump(atom/A)
if(now_pushing)
return
..()
if(istype(A, /mob/living/carbon) && prob(10))
spread_disease_to(A, "Contact")
/mob/living/carbon/cannot_use_vents()
return
/mob/living/carbon/slip(var/slipped_on,stun_duration=8)
if(buckled)
return 0
stop_pulling()
to_chat(src, "<span class='warning'>You slipped on [slipped_on]!</span>")
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
Weaken(FLOOR(stun_duration/2, 1))
return 1
/mob/living/carbon/proc/add_chemical_effect(var/effect, var/magnitude = 1)
if(effect in chem_effects)
chem_effects[effect] += magnitude
else
chem_effects[effect] = magnitude
/mob/living/carbon/get_default_language()
if(default_language)
if(can_speak(default_language))
return default_language
else
return GLOB.all_languages[LANGUAGE_GIBBERISH]
if(!species)
return null
return species.default_language ? GLOB.all_languages[species.default_language] : null
/mob/living/carbon/proc/should_have_organ(var/organ_check)
return 0
/mob/living/carbon/can_feel_pain(var/check_organ)
if(isSynthetic())
return 0
return !(species.flags & NO_PAIN)
/mob/living/carbon/needs_to_breathe()
if(does_not_breathe)
return FALSE
return ..()
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor

View File

@@ -1658,11 +1658,7 @@
var/obj/item/organ/external/e = organs_by_name[name]
if(!e)
continue
<<<<<<< HEAD
if((e.status & ORGAN_BROKEN && (!e.splinted || (e.splinted && e.splinted in e.contents && prob(30))) || e.status & ORGAN_BLEEDING) && (getBruteLoss() + getFireLoss() >= 100))
=======
if((e.status & ORGAN_BROKEN && (!e.splinted || (e.splinted in e.contents && prob(30))) || e.status & ORGAN_BLEEDING) && (getBruteLoss() + getFireLoss() >= 100))
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
return 1
else
return ..()
@@ -1683,13 +1679,9 @@
if(istype(loc, /turf/simulated))
var/turf/T = loc
T.add_blood(src)
<<<<<<< HEAD
. = ..()
/mob/living/carbon/human/reduce_cuff_time()
if(istype(gloves, /obj/item/clothing/gloves/gauntlets/rig))
return 2
return ..()
=======
. = ..()
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor

View File

@@ -2,19 +2,10 @@
/mob/living/carbon/human/movement_delay(oldloc, direct)
<<<<<<< HEAD
. = 0
if (istype(loc, /turf/space))
return ..() - 1
=======
. = ..()
if(species.slowdown)
. = species.slowdown
if (istype(loc, /turf/space)) return -1 // It's hard to be slowed down in space by... anything
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
if(species.slowdown)
. += species.slowdown
@@ -34,7 +25,6 @@
if(can_feel_pain())
if(halloss >= 10) . += (halloss / 10) //halloss shouldn't slow you down if you can't even feel it
<<<<<<< HEAD
var/hungry = (500 - nutrition) / 5 //VOREStation Edit - Fixed 500 here instead of our huge MAX_NUTRITION
if (hungry >= 70) . += hungry/50
@@ -55,10 +45,6 @@
if(H.weight > L.weight)
. += 1
//VOREstation end
=======
var/hungry = (MAX_NUTRITION - nutrition) / 5
if (hungry >= 70) . += hungry/50
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
if(istype(buckled, /obj/structure/bed/chair/wheelchair))
for(var/organ_name in list(BP_L_HAND, BP_R_HAND, BP_L_ARM, BP_R_ARM))
@@ -126,15 +112,12 @@
. -= chem_effects[CE_SPEEDBOOST] // give 'em a buff on top.
. = max(HUMAN_LOWEST_SLOWDOWN, . + config.human_delay) // Minimum return should be the same as force_max_speed
<<<<<<< HEAD
. += ..()
/mob/living/carbon/human/Moved()
. = ..()
if(embedded_flag)
handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
=======
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
// This calculates the amount of slowdown to receive from items worn. This does NOT include species modifiers.
// It is in a seperate place to avoid an infinite loop situation with dragging mobs dragging each other.

View File

@@ -785,11 +785,8 @@ default behaviour is:
to_chat(usr, "OOC Metadata is not supported by this server!")
//VOREStation Edit End - Making it so SSD people have prefs with fallback to original style.
<<<<<<< HEAD
=======
return
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
// Almost all of this handles pulling movables behind us
/mob/living/Move(atom/newloc, direct, movetime)
if(buckled && buckled.loc != newloc) //not updating position
@@ -802,14 +799,8 @@ default behaviour is:
// Prior to our move it's already too far away
if(pullee && get_dist(src, pullee) > 1)
stop_pulling()
<<<<<<< HEAD
// Shenanigans!
if(pullee && !isturf(pullee.loc) && pullee.loc != loc)
log_debug("[src]'s pull on [pullee] was broken despite [pullee] being in [pullee.loc]. Pull stopped manually.")
=======
// Shenanigans! Pullee closed into locker for eg.
if(pullee && !isturf(pullee.loc) && pullee.loc != loc)
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
stop_pulling()
// Can't pull with no hands
if(restrained())
@@ -829,19 +820,11 @@ default behaviour is:
if(lying && !buckled && pull_damage() && A.has_gravity && (prob(getBruteLoss() * 200 / maxHealth)))
adjustBruteLoss(2)
visible_message("<span class='danger'>\The [src]'s [isSynthetic() ? "state" : "wounds"] worsen terribly from being dragged!</span>")
<<<<<<< HEAD
/mob/living/Moved(var/atom/oldloc, direct, forced, movetime)
. = ..()
handle_footstep(loc)
=======
/mob/living/Moved(var/atom/oldloc, direct, forced, movetime)
. = ..()
handle_footstep(loc)
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
if(pulling) // we were pulling a thing and didn't lose it during our move.
if(pulling.anchored || !isturf(pulling.loc))
stop_pulling()
@@ -1253,11 +1236,7 @@ default behaviour is:
//actually throw it!
src.visible_message("<span class='warning'>[src] has thrown [item].</span>")
<<<<<<< HEAD
if((istype(src.loc, /turf/space)) || (src.lastarea?.has_gravity == 0))
=======
if((isspace(src.loc)) || (src.lastarea?.has_gravity == 0))
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)

View File

@@ -943,13 +943,6 @@
update_canmove()
/mob/living/silicon/robot/mode()
<<<<<<< HEAD
=======
set name = "Activate Held Object"
set category = "IC"
set src = usr
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
if(!checkClickCooldown())
return

View File

@@ -15,7 +15,6 @@
//No longer needed, but I'll leave it here incase we plan to re-use it.
/mob/living/silicon/robot/movement_delay()
<<<<<<< HEAD
. = speed
if(module_active && istype(module_active,/obj/item/borg/combat/mobility))
@@ -24,16 +23,6 @@
. += config.robot_delay
. += ..()
=======
. = ..()
. += speed
if(module_active && istype(module_active,/obj/item/borg/combat/mobility))
. -= 3
. += config.robot_delay
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
// NEW: Use power while moving.
/mob/living/silicon/robot/SelfMove(turf/n, direct, movetime)

View File

@@ -211,13 +211,7 @@
return ..()
*/
/mob/living/simple_mob/movement_delay()
<<<<<<< HEAD
. = movement_cooldown
=======
. = ..()
. += movement_cooldown
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
if(force_max_speed)
return -3
@@ -243,15 +237,10 @@
if(m_intent == "walk")
. *= 1.5
<<<<<<< HEAD
. += config.animal_delay
. += ..()
=======
. += config.animal_delay
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
/mob/living/simple_mob/Stat()

View File

@@ -40,10 +40,7 @@
else
living_mob_list += src
lastarea = get_area(src)
<<<<<<< HEAD
hook_vr("mob_new",list(src)) //VOREStation Code
=======
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
update_transform() // Some mobs may start bigger or smaller than normal.
return ..()

View File

@@ -122,7 +122,6 @@
// Nothing to do in nullspace
if(!my_mob.loc)
return
<<<<<<< HEAD
// Used many times below, faster reference.
var/atom/loc = my_mob.loc
@@ -131,16 +130,6 @@
if(my_mob.control_object)
Move_object(direct)
=======
// Used many times below, faster reference.
var/atom/loc = my_mob.loc
// We're controlling an object which is SOMEHOW DIFFERENT FROM AN EYE??
if(my_mob.control_object)
Move_object(direct)
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
// Ghosty mob movement
if(my_mob.incorporeal_move && isobserver(my_mob))
Process_Incorpmove(direct)
@@ -181,21 +170,12 @@
*/
if(Process_Grab())
<<<<<<< HEAD
return
// Can't move
if(!my_mob.canmove)
return
=======
return
// Can't move
if(!my_mob.canmove)
return
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
// Relaymove could handle it
if(my_mob.machine)
var/result = my_mob.machine.relaymove(my_mob, direct)

View File

@@ -42,11 +42,6 @@
var/load_offset_y = 0 //pixel_y offset for item overlay
var/mob_offset_y = 0 //pixel_y offset for mob overlay
<<<<<<< HEAD
//var/datum/riding/riding_datum = null //VOREStation Edit - Moved to movables.
=======
>>>>>>> 6de7439... Merge pull request #7082 from VOREStation/aro-moverefactor
//-------------------------------------------
// Standard procs
//-------------------------------------------