/*
Contains helper procs for airflow, handled in /connection_group.
*/
/mob/var/tmp/last_airflow_stun = 0
/mob/proc/airflow_stun()
if(stat == 2)
return 0
if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
to_chat(src, "You stay upright as the air rushes past you.")
return 0
if(buckled)
to_chat(src, "Air suddenly rushes past you!")
return 0
if(!lying)
to_chat(src, "The sudden rush of air knocks you over!")
Weaken(5)
last_airflow_stun = world.time
/mob/living/silicon/airflow_stun()
return
/mob/living/carbon/human/airflow_stun()
if(shoes && (shoes.item_flags & NOSLIP))
to_chat(src, "Air suddenly rushes past you!")
return 0
..()
/atom/movable/proc/check_airflow_movable(n)
if(!simulated) return 0
if(anchored && !ismob(src)) return 0
if(!isobj(src) && n < vsc.airflow_dense_pressure) return 0
return 1
/mob/check_airflow_movable(n)
if(n < vsc.airflow_heavy_pressure)
return 0
return 1
/mob/observer/check_airflow_movable()
return 0
/mob/living/silicon/check_airflow_movable()
return 0
/obj/check_airflow_movable(n)
if (!(. = ..()))
return 0
if(isnull(w_class))
if(n < vsc.airflow_dense_pressure) return 0 //most non-item objs don't have a w_class yet
switch(w_class)
if(ITEMSIZE_TINY,ITEMSIZE_SMALL)
if(n < vsc.airflow_lightest_pressure) return 0
if(ITEMSIZE_NORMAL)
if(n < vsc.airflow_light_pressure) return 0
if(ITEMSIZE_LARGE,ITEMSIZE_HUGE)
if(n < vsc.airflow_medium_pressure) return 0
else
if(n < vsc.airflow_dense_pressure) return 0
/atom/movable/var/tmp/turf/airflow_dest
/atom/movable/var/tmp/airflow_speed = 0
/atom/movable/var/tmp/airflow_time = 0
/atom/movable/var/tmp/last_airflow = 0
/atom/movable/proc/AirflowCanMove(n)
return 1
/mob/AirflowCanMove(n)
if(status_flags & GODMODE)
return 0
if(buckled)
return 0
var/obj/item/shoes = get_equipped_item(slot_shoes)
if(istype(shoes) && (shoes.item_flags & NOSLIP))
return 0
return 1
/atom/movable/Bump(atom/A)
if(airflow_speed > 0 && airflow_dest)
airflow_hit(A)
else
airflow_speed = 0
airflow_time = 0
. = ..()
/atom/movable/proc/airflow_hit(atom/A)
airflow_speed = 0
airflow_dest = null
/mob/airflow_hit(atom/A)
for(var/mob/M in hearers(src))
M.show_message("\The [src] slams into \a [A]!",1,"You hear a loud slam!",2)
playsound(src, "smash.ogg", 25, 1, -1)
var/weak_amt = istype(A,/obj/item) ? A:w_class : rand(1,5) //Heheheh
Weaken(weak_amt)
. = ..()
/obj/airflow_hit(atom/A)
for(var/mob/M in hearers(src))
M.show_message("\The [src] slams into \a [A]!",1,"You hear a loud slam!",2)
playsound(src, "smash.ogg", 25, 1, -1)
. = ..()
/obj/item/airflow_hit(atom/A)
airflow_speed = 0
airflow_dest = null
/mob/living/carbon/human/airflow_hit(atom/A)
// for(var/mob/M in hearers(src))
// M.show_message("[src] slams into [A]!",1,"You hear a loud slam!",2)
playsound(src, "punch", 25, 1, -1)
if (prob(33))
loc:add_blood(src)
bloody_body(src)
var/b_loss = airflow_speed * vsc.airflow_damage
var/blocked = run_armor_check(BP_HEAD,"melee")
var/soaked = get_armor_soak(BP_HEAD,"melee")
apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, soaked, 0, "Airflow")
blocked = run_armor_check(BP_TORSO,"melee")
soaked = get_armor_soak(BP_TORSO,"melee")
apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, soaked, 0, "Airflow")
blocked = run_armor_check(BP_GROIN,"melee")
soaked = get_armor_soak(BP_GROIN,"melee")
apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, soaked, 0, "Airflow")
if(airflow_speed > 10)
Paralyse(round(airflow_speed * vsc.airflow_stun))
Stun(paralysis + 3)
else
Stun(round(airflow_speed * vsc.airflow_stun/2))
. = ..()
/zone/proc/movables()
. = list()
for(var/turf/T in contents)
for(var/atom/movable/A in T)
if(!A.simulated || A.anchored || istype(A, /obj/effect) || istype(A, /mob/observer))
continue
. += A