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https://github.com/CHOMPStation2/CHOMPStation2.git
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``/mob/dead/observer`` -> ``/mob/observer/dead`` ``/mob/eye`` -> ``/mob/observer/eye`` Reason being that they are similar in that they both don't interact with the world in any way. Some procs were shared, some checks as well, and it overall makes more sense this way. Plus, there were no ``/mob/dead`` mobs.
118 lines
2.8 KiB
Plaintext
118 lines
2.8 KiB
Plaintext
/* Simple object type, calls a proc when "stepped" on by something */
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/obj/effect/step_trigger
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var/affect_ghosts = 0
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var/stopper = 1 // stops throwers
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invisibility = 101 // nope cant see this shit
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anchored = 1
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/obj/effect/step_trigger/proc/Trigger(var/atom/movable/A)
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return 0
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/obj/effect/step_trigger/Crossed(H as mob|obj)
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..()
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if(!H)
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return
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if(istype(H, /mob/observer) && !affect_ghosts)
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return
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Trigger(H)
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/* Tosses things in a certain direction */
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/obj/effect/step_trigger/thrower
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var/direction = SOUTH // the direction of throw
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var/tiles = 3 // if 0: forever until atom hits a stopper
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var/immobilize = 1 // if nonzero: prevents mobs from moving while they're being flung
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var/speed = 1 // delay of movement
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var/facedir = 0 // if 1: atom faces the direction of movement
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var/nostop = 0 // if 1: will only be stopped by teleporters
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var/list/affecting = list()
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Trigger(var/atom/A)
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if(!A || !istype(A, /atom/movable))
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return
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var/atom/movable/AM = A
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var/curtiles = 0
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var/stopthrow = 0
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for(var/obj/effect/step_trigger/thrower/T in orange(2, src))
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if(AM in T.affecting)
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return
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if(ismob(AM))
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var/mob/M = AM
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if(immobilize)
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M.canmove = 0
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affecting.Add(AM)
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while(AM && !stopthrow)
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if(tiles)
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if(curtiles >= tiles)
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break
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if(AM.z != src.z)
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break
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curtiles++
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sleep(speed)
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// Calculate if we should stop the process
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if(!nostop)
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for(var/obj/effect/step_trigger/T in get_step(AM, direction))
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if(T.stopper && T != src)
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stopthrow = 1
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else
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for(var/obj/effect/step_trigger/teleporter/T in get_step(AM, direction))
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if(T.stopper)
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stopthrow = 1
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if(AM)
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var/predir = AM.dir
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step(AM, direction)
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if(!facedir)
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AM.set_dir(predir)
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affecting.Remove(AM)
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if(ismob(AM))
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var/mob/M = AM
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if(immobilize)
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M.canmove = 1
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/* Stops things thrown by a thrower, doesn't do anything */
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/obj/effect/step_trigger/stopper
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/* Instant teleporter */
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/obj/effect/step_trigger/teleporter
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var/teleport_x = 0 // teleportation coordinates (if one is null, then no teleport!)
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var/teleport_y = 0
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var/teleport_z = 0
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Trigger(var/atom/movable/A)
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if(teleport_x && teleport_y && teleport_z)
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A.x = teleport_x
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A.y = teleport_y
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A.z = teleport_z
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/* Random teleporter, teleports atoms to locations ranging from teleport_x - teleport_x_offset, etc */
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/obj/effect/step_trigger/teleporter/random
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var/teleport_x_offset = 0
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var/teleport_y_offset = 0
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var/teleport_z_offset = 0
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Trigger(var/atom/movable/A)
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if(teleport_x && teleport_y && teleport_z)
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if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
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A.x = rand(teleport_x, teleport_x_offset)
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A.y = rand(teleport_y, teleport_y_offset)
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A.z = rand(teleport_z, teleport_z_offset)
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