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Merge pull request #7516 from VOREStation/upstream-merge-7045
[MIRROR] Removes limits on eating, centralizes nutrition changing.
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@@ -205,38 +205,33 @@
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if(throwing)
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return
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if(ismob(src))
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var/mob/H = src //VOREStation Edit Start. Flight on mobs.
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if(H.flying) //Some other checks are done in the wings_toggle proc
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if(H.nutrition > 2)
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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.
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if(H.incapacitated(INCAPACITATION_ALL))
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H.stop_flying()
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//VOREStation Edit Start. Flight on mobs.
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if(isliving(src))
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var/mob/living/L = src //VOREStation Edit Start. Flight on mobs.
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if(L.flying) //Some other checks are done in the wings_toggle proc
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if(L.nutrition > 2)
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L.adjust_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.
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if(L.incapacitated(INCAPACITATION_ALL))
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L.stop_flying()
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//Just here to see if the person is KO'd, stunned, etc. If so, it'll move onto can_fall.
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else if (H.nutrition > 1000) //Eat too much while flying? Get fat and fall.
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to_chat(H, "<span class='danger'>You're too heavy! Your wings give out and you plummit to the ground!</span>")
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H.stop_flying() //womp womp.
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else if(H.nutrition < 300 && H.nutrition > 289) //290 would be risky, as metabolism could mess it up. Let's do 289.
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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.
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H.nutrition -= 10
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else if (L.nutrition > 1000) //Eat too much while flying? Get fat and fall.
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to_chat(L, "<span class='danger'>You're too heavy! Your wings give out and you plummit to the ground!</span>")
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L.stop_flying() //womp womp.
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else if(L.nutrition < 300 && L.nutrition > 289) //290 would be risky, as metabolism could mess it up. Let's do 289.
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to_chat(L, "<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.
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L.adjust_nutrition(-10)
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return
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else if(H.nutrition < 100 && H.nutrition > 89)
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to_chat(H, "<span class='danger'>You're seriously fatigued! You need to get to the ground immediately and eat before you fall!</span>")
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else if(L.nutrition < 100 && L.nutrition > 89)
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to_chat(L, "<span class='danger'>You're seriously fatigued! You need to get to the ground immediately and eat before you fall!</span>")
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return
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else if(H.nutrition < 2) //Should have listened to the warnings!
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to_chat(H, "<span class='danger'>You lack the strength to keep yourself up in the air...</span>")
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H.stop_flying()
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else if(L.nutrition < 2) //Should have listened to the warnings!
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to_chat(L, "<span class='danger'>You lack the strength to keep yourself up in the air...</span>")
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L.stop_flying()
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else
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return
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else if(ishuman(H)) //Needed to prevent 2 people from grabbing eachother in the air.
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var/mob/living/carbon/human/F = H
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if(F.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!
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var/obj/item/weapon/grab/G = F.get_active_hand()
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var/obj/item/weapon/grab/J = F.get_inactive_hand()
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if(istype(G) || istype(J))
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//fall
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else
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return
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if(LAZYLEN(L.grabbed_by)) //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!
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return
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//VOREStation Edit End
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if(can_fall())
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// We spawn here to let the current move operation complete before we start falling. fall() is normally called from
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