/obj/item/weapon/tank/jetpack/verb/moveup() set name = "Move Upwards" set category = "Object" if(allow_thrust(0.01, usr)) var/turf/controllerlocation = locate(1, 1, usr.z) var/legal = 0 for(var/obj/effect/landmark/zcontroller/controller in controllerlocation) legal = controller.up if (controller.up) var/turf/T = locate(usr.x, usr.y, controller.up_target) if(T && (istype(T, /turf/space) || istype(T, /turf/simulated/floor/open))) var/blocked = 0 for(var/atom/A in T.contents) if(A.density) blocked = 1 usr << "\red You bump into [A.name]." break if(!blocked) usr.Move(T) usr << "You move upwards." else usr << "\red There is something in your way." if (legal == 0) usr << "There is nothing of interest in this direction." return 1 /obj/item/weapon/tank/jetpack/verb/movedown() set name = "Move Downwards" set category = "Object" if(allow_thrust(0.01, usr)) var/turf/controllerlocation = locate(1, 1, usr.z) var/legal = 0 for(var/obj/effect/landmark/zcontroller/controller in controllerlocation) legal = controller.down if (controller.down == 1) var/turf/T = locate(usr.x, usr.y, controller.down_target) var/turf/S = locate(usr.x, usr.y, usr.z) if(T && (istype(S, /turf/space) || istype(S, /turf/simulated/floor/open))) var/blocked = 0 for(var/atom/A in T.contents) if(A.density) blocked = 1 usr << "\red You bump into [A.name]." break if(!blocked) usr.Move(T) usr << "You move downwards." else usr << "\red You cant move through the floor." if (legal == 0) usr << "There is nothing of interest in this direction." return 1