Replaces stool structures with stool items

This commit is contained in:
mwerezak
2015-02-18 00:41:22 -05:00
parent bee187d5bc
commit 57ffdc82f6
36 changed files with 668 additions and 765 deletions
@@ -55,8 +55,8 @@
break
if(O.density || O.anchored || istype(O,/obj/structure/closet))
continue
if(istype(O, /obj/structure/stool/bed)) //This is only necessary because of rollerbeds and swivel chairs.
var/obj/structure/stool/bed/B = O
if(istype(O, /obj/structure/bed)) //This is only necessary because of rollerbeds and swivel chairs.
var/obj/structure/bed/B = O
if(B.buckled_mob)
continue
O.loc = src
@@ -1,4 +1,4 @@
/obj/structure/stool/bed/chair/e_chair
/obj/structure/bed/chair/e_chair
name = "electric chair"
desc = "Looks absolutely SHOCKING!"
icon_state = "echair0"
@@ -6,14 +6,14 @@
var/obj/item/assembly/shock_kit/part = null
var/last_time = 1.0
/obj/structure/stool/bed/chair/e_chair/New()
/obj/structure/bed/chair/e_chair/New()
..()
overlays += image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir)
return
/obj/structure/stool/bed/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/bed/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(loc)
var/obj/structure/bed/chair/C = new /obj/structure/bed/chair(loc)
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
C.set_dir(dir)
part.loc = loc
@@ -23,7 +23,7 @@
return
return
/obj/structure/stool/bed/chair/e_chair/verb/toggle()
/obj/structure/bed/chair/e_chair/verb/toggle()
set name = "Toggle Electric Chair"
set category = "Object"
set src in oview(1)
@@ -37,13 +37,13 @@
usr << "<span class='notice'>You switch [on ? "on" : "off"] [src].</span>"
return
/obj/structure/stool/bed/chair/e_chair/rotate()
/obj/structure/bed/chair/e_chair/rotate()
..()
overlays.Cut()
overlays += image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir) //there's probably a better way of handling this, but eh. -Pete
return
/obj/structure/stool/bed/chair/e_chair/proc/shock()
/obj/structure/bed/chair/e_chair/proc/shock()
if(!on)
return
if(last_time + 50 > world.time)
+13 -13
View File
@@ -156,7 +156,7 @@
//old style retardo-cart
/obj/structure/stool/bed/chair/janicart
/obj/structure/bed/chair/janicart
name = "janicart"
icon = 'icons/obj/vehicles.dmi'
icon_state = "pussywagon"
@@ -169,12 +169,12 @@
var/callme = "pimpin' ride" //how do people refer to it?
/obj/structure/stool/bed/chair/janicart/New()
/obj/structure/bed/chair/janicart/New()
create_reagents(100)
update_layer()
/obj/structure/stool/bed/chair/janicart/examine(mob/user)
/obj/structure/bed/chair/janicart/examine(mob/user)
if(!..(user, 1))
return
@@ -183,7 +183,7 @@
user << "\A [mybag] is hanging on the [callme]."
/obj/structure/stool/bed/chair/janicart/attackby(obj/item/I, mob/user)
/obj/structure/bed/chair/janicart/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop))
if(reagents.total_volume > 1)
reagents.trans_to(I, 2)
@@ -200,7 +200,7 @@
mybag = I
/obj/structure/stool/bed/chair/janicart/attack_hand(mob/user)
/obj/structure/bed/chair/janicart/attack_hand(mob/user)
if(mybag)
mybag.loc = get_turf(user)
user.put_in_hands(mybag)
@@ -209,7 +209,7 @@
..()
/obj/structure/stool/bed/chair/janicart/relaymove(mob/user, direction)
/obj/structure/bed/chair/janicart/relaymove(mob/user, direction)
if(user.stat || user.stunned || user.weakened || user.paralysis)
unbuckle_mob()
if(istype(user.l_hand, /obj/item/key) || istype(user.r_hand, /obj/item/key))
@@ -219,26 +219,26 @@
user << "<span class='notice'>You'll need the keys in one of your hands to drive this [callme].</span>"
/obj/structure/stool/bed/chair/janicart/Move()
/obj/structure/bed/chair/janicart/Move()
..()
if(buckled_mob)
if(buckled_mob.buckled == src)
buckled_mob.loc = loc
/obj/structure/stool/bed/chair/janicart/post_buckle_mob(mob/living/M)
/obj/structure/bed/chair/janicart/post_buckle_mob(mob/living/M)
update_mob()
return ..()
/obj/structure/stool/bed/chair/janicart/update_layer()
/obj/structure/bed/chair/janicart/update_layer()
if(dir == SOUTH)
layer = FLY_LAYER
else
layer = OBJ_LAYER
/obj/structure/stool/bed/chair/janicart/unbuckle_mob()
/obj/structure/bed/chair/janicart/unbuckle_mob()
var/mob/living/M = ..()
if(M)
M.pixel_x = 0
@@ -246,7 +246,7 @@
return M
/obj/structure/stool/bed/chair/janicart/set_dir()
/obj/structure/bed/chair/janicart/set_dir()
..()
update_layer()
if(buckled_mob)
@@ -257,7 +257,7 @@
update_mob()
/obj/structure/stool/bed/chair/janicart/proc/update_mob()
/obj/structure/bed/chair/janicart/proc/update_mob()
if(buckled_mob)
buckled_mob.set_dir(dir)
switch(dir)
@@ -275,7 +275,7 @@
buckled_mob.pixel_y = 7
/obj/structure/stool/bed/chair/janicart/bullet_act(var/obj/item/projectile/Proj)
/obj/structure/bed/chair/janicart/bullet_act(var/obj/item/projectile/Proj)
if(buckled_mob)
if(prob(85))
return buckled_mob.bullet_act(Proj)
@@ -1,14 +1,14 @@
//Alium nests. Essentially beds with an unbuckle delay that only aliums can buckle mobs to.
#define NEST_RESIST_TIME 1200
/obj/structure/stool/bed/nest
/obj/structure/bed/nest
name = "alien nest"
desc = "It's a gruesome pile of thick, sticky resin shaped like a nest."
icon = 'icons/mob/alien.dmi'
icon_state = "nest"
var/health = 100
/obj/structure/stool/bed/nest/user_unbuckle_mob(mob/user as mob)
/obj/structure/bed/nest/user_unbuckle_mob(mob/user as mob)
if(buckled_mob)
if(buckled_mob.buckled == src)
if(buckled_mob != user)
@@ -36,7 +36,7 @@
src.add_fingerprint(user)
return
/obj/structure/stool/bed/nest/user_buckle_mob(mob/M as mob, mob/user as mob)
/obj/structure/bed/nest/user_buckle_mob(mob/M as mob, mob/user as mob)
if ( !ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.restrained() || usr.stat || M.buckled || istype(user, /mob/living/silicon/pai) )
return
@@ -68,7 +68,7 @@
src.add_fingerprint(user)
return
/obj/structure/stool/bed/nest/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/bed/nest/attackby(obj/item/weapon/W as obj, mob/user as mob)
var/aforce = W.force
health = max(0, health - aforce)
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
@@ -76,7 +76,7 @@
M.show_message("<span class='warning'>[user] hits [src] with [W]!</span>", 1)
healthcheck()
/obj/structure/stool/bed/nest/proc/healthcheck()
/obj/structure/bed/nest/proc/healthcheck()
if(health <=0)
density = 0
del(src)
@@ -7,119 +7,63 @@
/*
* Beds
*/
/obj/structure/stool/bed
/obj/structure/bed
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon = 'icons/obj/objects.dmi'
icon_state = "bed"
pressure_resistance = 15
anchored = 1
can_buckle = 1
buckle_lying = 1
//var/mob/living/buckled_mob
//var/movable = 0 // For mobility checks
/obj/structure/stool/bed/psych
/obj/structure/bed/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(5))
del(src)
return
/obj/structure/bed/blob_act()
if(prob(75))
new /obj/item/stack/sheet/metal(src.loc)
del(src)
/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal(src.loc)
del(src)
else
..()
/obj/structure/bed/psych
name = "psychiatrists couch"
desc = "For prime comfort during psychiatric evaluations."
icon_state = "psychbed"
/obj/structure/stool/bed/alien
/obj/structure/bed/alien
name = "resting contraption"
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
icon_state = "abed"
/*/obj/structure/stool/bed/Del()
unbuckle()
..()
return
/obj/structure/stool/bed/attack_hand(mob/user as mob)
manual_unbuckle(user)
return
/obj/structure/stool/bed/MouseDrop(atom/over_object)
return
/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
if(!istype(M)) return
buckle_mob(M, user)
return
/obj/structure/stool/bed/proc/afterbuckle(mob/M as mob) // Called after somebody buckled / unbuckled
return
/obj/structure/stool/bed/proc/unbuckle()
if(buckled_mob)
if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
buckled_mob.buckled = null
buckled_mob.anchored = initial(buckled_mob.anchored)
buckled_mob.update_canmove()
var/M = buckled_mob
buckled_mob = null
afterbuckle(M)
return
/obj/structure/stool/bed/proc/manual_unbuckle(mob/user as mob)
if(buckled_mob)
if(buckled_mob.buckled == src)
if(buckled_mob != user)
buckled_mob.visible_message(\
"\blue [buckled_mob.name] was unbuckled by [user.name]!",\
"You were unbuckled from [src] by [user.name].",\
"You hear metal clanking")
else
buckled_mob.visible_message(\
"\blue [buckled_mob.name] unbuckled \himself!",\
"You unbuckle yourself from [src].",\
"You hear metal clanking")
unbuckle()
src.add_fingerprint(user)
return 1
return 0
/obj/structure/stool/bed/proc/buckle_mob(mob/M as mob, mob/user as mob)
if (!ticker)
user << "You can't buckle anyone in before the game starts."
if (!ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.restrained() || user.lying || user.stat || M.buckled || M.pinned.len || istype(user, /mob/living/silicon/pai) )
return
if (istype(M, /mob/living/carbon/slime))
user << "The [M] is too squishy to buckle in."
return
unbuckle()
if (M == usr)
M.visible_message(\
"\blue [M.name] buckles in!",\
"You buckle yourself to [src].",\
"You hear metal clanking")
else
M.visible_message(\
"\blue [M.name] is buckled in to [src] by [user.name]!",\
"You are buckled in to [src] by [user.name].",\
"You hear metal clanking")
M.buckled = src
M.loc = src.loc
M.set_dir(src.dir)
M.update_canmove()
src.buckled_mob = M
src.add_fingerprint(user)
afterbuckle(M)
return*/
/*
* Roller beds
*/
/obj/structure/stool/bed/roller
/obj/structure/bed/roller
name = "roller bed"
icon = 'icons/obj/rollerbed.dmi'
icon_state = "down"
anchored = 0
/obj/structure/stool/bed/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/bed/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/roller_holder))
if(buckled_mob)
user_unbuckle_mob(user)
@@ -139,7 +83,7 @@
w_class = 4.0 // Can't be put in backpacks. Oh well.
/obj/item/roller/attack_self(mob/user)
var/obj/structure/stool/bed/roller/R = new /obj/structure/stool/bed/roller(user.loc)
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
R.add_fingerprint(user)
del(src)
@@ -173,13 +117,13 @@
return
user << "\blue You deploy the roller bed."
var/obj/structure/stool/bed/roller/R = new /obj/structure/stool/bed/roller(user.loc)
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
R.add_fingerprint(user)
del(held)
held = null
/obj/structure/stool/bed/roller/Move()
/obj/structure/bed/roller/Move()
..()
if(buckled_mob)
if(buckled_mob.buckled == src)
@@ -187,7 +131,7 @@
else
buckled_mob = null
/obj/structure/stool/bed/roller/post_buckle_mob(mob/living/M as mob)
/obj/structure/bed/roller/post_buckle_mob(mob/living/M as mob)
if(M == buckled_mob)
M.pixel_y = 6
M.old_y = 6
@@ -201,7 +145,7 @@
return ..()
/obj/structure/stool/bed/roller/MouseDrop(over_object, src_location, over_location)
/obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location)
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
@@ -1,4 +1,4 @@
/obj/structure/stool/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
/obj/structure/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
name = "chair"
desc = "You sit in this. Either by will or force."
icon_state = "chair"
@@ -6,13 +6,13 @@
var/propelled = 0 // Check for fire-extinguisher-driven chairs
/obj/structure/stool/bed/chair/New()
/obj/structure/bed/chair/New()
..()
spawn(3) //sorry. i don't think there's a better way to do this.
update_layer()
return
/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/assembly/shock_kit))
var/obj/item/assembly/shock_kit/SK = W
@@ -20,7 +20,7 @@
user << "<span class='notice'>[SK] is not ready to be attached!</span>"
return
user.drop_item()
var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
var/obj/structure/bed/chair/e_chair/E = new /obj/structure/bed/chair/e_chair(src.loc)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
E.set_dir(dir)
E.part = SK
@@ -28,26 +28,26 @@
SK.master = E
del(src)
/obj/structure/stool/bed/chair/attack_tk(mob/user as mob)
/obj/structure/bed/chair/attack_tk(mob/user as mob)
if(buckled_mob)
..()
else
rotate()
return
/obj/structure/stool/bed/chair/proc/update_layer()
/obj/structure/bed/chair/proc/update_layer()
if(src.dir == NORTH)
src.layer = FLY_LAYER
else
src.layer = OBJ_LAYER
/obj/structure/stool/bed/chair/set_dir()
/obj/structure/bed/chair/set_dir()
..()
update_layer()
if(buckled_mob)
buckled_mob.set_dir(dir)
/obj/structure/stool/bed/chair/verb/rotate()
/obj/structure/bed/chair/verb/rotate()
set name = "Rotate Chair"
set category = "Object"
set src in oview(1)
@@ -67,17 +67,17 @@
return
// Chair types
/obj/structure/stool/bed/chair/wood/normal
/obj/structure/bed/chair/wood/normal
icon_state = "wooden_chair"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
/obj/structure/stool/bed/chair/wood/wings
/obj/structure/bed/chair/wood/wings
icon_state = "wooden_chair_wings"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
/obj/structure/stool/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/wood(src.loc)
@@ -85,45 +85,45 @@
else
..()
/obj/structure/stool/bed/chair/comfy
/obj/structure/bed/chair/comfy
name = "comfy chair"
desc = "It looks comfy."
icon_state = "comfychair"
color = rgb(255,255,255)
var/image/armrest = null
/obj/structure/stool/bed/chair/comfy/New()
/obj/structure/bed/chair/comfy/New()
armrest = image("icons/obj/objects.dmi", "comfychair_armrest")
armrest.layer = MOB_LAYER + 0.1
return ..()
/obj/structure/stool/bed/chair/comfy/post_buckle_mob()
/obj/structure/bed/chair/comfy/post_buckle_mob()
if(buckled_mob)
overlays += armrest
else
overlays -= armrest
/obj/structure/stool/bed/chair/comfy/brown
/obj/structure/bed/chair/comfy/brown
color = rgb(255,113,0)
/obj/structure/stool/bed/chair/comfy/beige
/obj/structure/bed/chair/comfy/beige
color = rgb(255,253,195)
/obj/structure/stool/bed/chair/comfy/teal
/obj/structure/bed/chair/comfy/teal
color = rgb(0,255,255)
/obj/structure/stool/bed/chair/office
/obj/structure/bed/chair/office
anchored = 0
buckle_movable = 1
/obj/structure/stool/bed/chair/comfy/black
/obj/structure/bed/chair/comfy/black
color = rgb(167,164,153)
/obj/structure/stool/bed/chair/comfy/lime
/obj/structure/bed/chair/comfy/lime
color = rgb(255,251,0)
/obj/structure/stool/bed/chair/office/Move()
/obj/structure/bed/chair/office/Move()
..()
if(buckled_mob)
var/mob/living/occupant = buckled_mob
@@ -138,7 +138,7 @@
else
unbuckle_mob()
/obj/structure/stool/bed/chair/office/Bump(atom/A)
/obj/structure/bed/chair/office/Bump(atom/A)
..()
if(!buckled_mob) return
@@ -163,8 +163,8 @@
victim.apply_damage(10, BRUTE, def_zone, blocked)
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
/obj/structure/stool/bed/chair/office/light
/obj/structure/bed/chair/office/light
icon_state = "officechair_white"
/obj/structure/stool/bed/chair/office/dark
/obj/structure/bed/chair/office/dark
icon_state = "officechair_dark"
@@ -1,81 +1,11 @@
/obj/structure/stool
/obj/item/weapon/stool
name = "stool"
desc = "Apply butt."
icon = 'icons/obj/objects.dmi'
icon_state = "stool"
anchored = 1.0
pressure_resistance = 15
/obj/structure/stool/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(5))
del(src)
return
return
/obj/structure/stool/blob_act()
if(prob(75))
new /obj/item/stack/sheet/metal(src.loc)
del(src)
/obj/structure/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal(src.loc)
del(src)
return
/obj/structure/stool/MouseDrop(atom/over_object)
if(istype(over_object, /mob/living/carbon/human) && type == /obj/structure/stool) //i am sorry for this, but the inheritance mess requires it
var/mob/living/carbon/human/H = over_object
if (H==usr && !H.restrained() && !H.stat && in_range(src, over_object))
var/obj/item/weapon/stool/S = new/obj/item/weapon/stool()
S.origin = src
src.loc = S
H.put_in_hands(S)
H.visible_message("\red [H] grabs [src] from the floor!", "\red You grab [src] from the floor!")
return
return ..()
/obj/item/weapon/stool
name = "stool"
desc = "Uh-hoh, bar is heating up."
icon = 'icons/obj/objects.dmi'
icon_state = "stool"
force = 10
throwforce = 10
w_class = 5.0
var/obj/structure/stool/origin = null
/obj/item/weapon/stool/proc/deploy(var/mob/user)
if(!origin)
del src
origin.loc = get_turf(src)
if(user)
user.u_equip(src)
user.visible_message("\blue [user] puts [src] down.", "\blue You put [src] down.")
del src
/obj/item/weapon/stool/dropped(mob/user as mob)
..()
if(istype(loc,/turf/))
deploy(user)
/obj/item/weapon/stool/attack_self(mob/user as mob)
..()
deploy(user)
w_class = 5
/obj/item/weapon/stool/attack(mob/M as mob, mob/user as mob)
if (prob(5) && istype(M,/mob/living))
@@ -89,3 +19,29 @@
T.apply_damage(20)
return
..()
/obj/item/weapon/stool/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(5))
del(src)
return
/obj/item/weapon/stool/blob_act()
if(prob(75))
new /obj/item/stack/sheet/metal(src.loc)
del(src)
/obj/item/weapon/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal(src.loc)
del(src)
..()
@@ -1,4 +1,4 @@
/obj/structure/stool/bed/chair/wheelchair
/obj/structure/bed/chair/wheelchair
name = "wheelchair"
desc = "You sit in this. Either by will or force."
icon_state = "wheelchair"
@@ -10,7 +10,7 @@
var/bloodiness
/obj/structure/stool/bed/chair/wheelchair/set_dir()
/obj/structure/bed/chair/wheelchair/set_dir()
..()
overlays = null
var/image/O = image(icon = 'icons/obj/objects.dmi', icon_state = "w_overlay", layer = FLY_LAYER, dir = src.dir)
@@ -18,7 +18,7 @@
if(buckled_mob)
buckled_mob.set_dir(dir)
/obj/structure/stool/bed/chair/wheelchair/relaymove(mob/user, direction)
/obj/structure/bed/chair/wheelchair/relaymove(mob/user, direction)
// Redundant check?
if(user.stat || user.stunned || user.weakened || user.paralysis || user.lying || user.restrained())
if(user==pulling)
@@ -79,7 +79,7 @@
create_track()
driving = 0
/obj/structure/stool/bed/chair/wheelchair/Move()
/obj/structure/bed/chair/wheelchair/Move()
..()
if(buckled_mob)
var/mob/living/occupant = buckled_mob
@@ -102,14 +102,14 @@
if (occupant && (src.loc != occupant.loc))
src.loc = occupant.loc // Failsafe to make sure the wheelchair stays beneath the occupant after driving
/obj/structure/stool/bed/chair/wheelchair/attack_hand(mob/living/user as mob)
/obj/structure/bed/chair/wheelchair/attack_hand(mob/living/user as mob)
if (pulling)
MouseDrop(usr)
else
user_unbuckle_mob(user)
return
/obj/structure/stool/bed/chair/wheelchair/MouseDrop(over_object, src_location, over_location)
/obj/structure/bed/chair/wheelchair/MouseDrop(over_object, src_location, over_location)
..()
if(over_object == usr && in_range(src, usr))
if(!ishuman(usr)) return
@@ -133,7 +133,7 @@
pulling = null
return
/obj/structure/stool/bed/chair/wheelchair/Bump(atom/A)
/obj/structure/bed/chair/wheelchair/Bump(atom/A)
..()
if(!buckled_mob) return
@@ -170,7 +170,7 @@
else
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
/obj/structure/stool/bed/chair/wheelchair/proc/create_track()
/obj/structure/bed/chair/wheelchair/proc/create_track()
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
var/newdir = get_dir(get_step(loc, dir), loc)
if(newdir == dir)
@@ -184,7 +184,7 @@
B.set_dir(newdir)
bloodiness--
/obj/structure/stool/bed/chair/wheelchair/buckle_mob(mob/M as mob, mob/user as mob)
/obj/structure/bed/chair/wheelchair/buckle_mob(mob/M as mob, mob/user as mob)
if(M == pulling)
pulling = null
usr.pulledby = null