diff --git a/code/__DEFINES/_flags/atom_flags.dm b/code/__DEFINES/_flags/atom_flags.dm
index d29d8ee6cdf..afb4dec9521 100644
--- a/code/__DEFINES/_flags/atom_flags.dm
+++ b/code/__DEFINES/_flags/atom_flags.dm
@@ -156,7 +156,9 @@ DEFINE_BITFIELD(movement_type, list(
/// Don't let us buckle people to ourselves.
#define BUCKLING_NO_USER_BUCKLE_OTHER_TO_SELF (1<<6)
/// Lets the user avoid step checks.
-#define BUCKLING_GROUND_HOIST (1<<7)
+#define BUCKLING_GROUND_HOIST (1<<7)
+/// projects our depth to the buckled object. you usually don't want this.
+#define BUCKLING_PROJECTS_DEPTH (1<<8)
DEFINE_BITFIELD(buckle_flags, list(
BITFIELD(BUCKLING_REQUIRES_RESTRAINTS),
@@ -167,4 +169,5 @@ DEFINE_BITFIELD(buckle_flags, list(
BITFIELD(BUCKLING_NO_DEFAULT_RESIST),
BITFIELD(BUCKLING_NO_USER_BUCKLE_OTHER_TO_SELF),
BITFIELD(BUCKLING_GROUND_HOIST),
+ BITFIELD(BUCKLING_PROJECTS_DEPTH),
))
diff --git a/code/__DEFINES/_flags/obj_flags.dm b/code/__DEFINES/_flags/obj_flags.dm
index bc1d453b201..14beb93e706 100644
--- a/code/__DEFINES/_flags/obj_flags.dm
+++ b/code/__DEFINES/_flags/obj_flags.dm
@@ -7,10 +7,13 @@
#define ON_BLUEPRINTS (1<<2)
/// Prevent people from clicking under us
#define OBJ_PREVENT_CLICK_UNDER (1<<3)
+/// We ignore depth system when blocking mobs
+#define OBJ_IGNORE_MOB_DEPTH (1<<4)
DEFINE_BITFIELD(obj_flags, list(
BITFIELD(EMAGGED),
BITFIELD(CAN_BE_HIT),
BITFIELD(ON_BLUEPRINTS),
BITFIELD(OBJ_PREVENT_CLICK_UNDER),
+ BITFIELD(OBJ_IGNORE_MOB_DEPTH),
))
diff --git a/code/__DEFINES/procs/do_after.dm b/code/__DEFINES/procs/do_after.dm
index 2a8c22cc0f6..24d4fd21fd5 100644
--- a/code/__DEFINES/procs/do_after.dm
+++ b/code/__DEFINES/procs/do_after.dm
@@ -52,3 +52,5 @@
#define INTERACTING_FOR_ALT_CLICK "alt_click"
/// Attempting to resist out of something
#define INTERACTING_FOR_RESIST "resist"
+/// Climbing a structure
+#define INTERACTING_FOR_CLIMB "climb"
diff --git a/code/game/machinery/computer/atmos_control.dm b/code/game/machinery/computer/atmos_control.dm
index 7351b5d8be4..4bda92467ab 100644
--- a/code/game/machinery/computer/atmos_control.dm
+++ b/code/game/machinery/computer/atmos_control.dm
@@ -26,6 +26,9 @@
icon_keyboard = "pcu_key"
density = FALSE
light_color = "#00cc00"
+ depth_level = 0
+ depth_projected = FALSE
+ climb_allowed = FALSE
/obj/machinery/computer/atmoscontrol/attack_ai(mob/user)
ui_interact(user)
diff --git a/code/game/machinery/computer/computer.dm b/code/game/machinery/computer/computer.dm
index 34af11784c4..956524447cf 100644
--- a/code/game/machinery/computer/computer.dm
+++ b/code/game/machinery/computer/computer.dm
@@ -7,6 +7,9 @@
use_power = USE_POWER_IDLE
idle_power_usage = 300
active_power_usage = 300
+ depth_level = 8
+ depth_projected = TRUE
+ climb_allowed = TRUE
//blocks_emissive = FALSE
var/processing = FALSE
diff --git a/code/game/machinery/computer/medical.dm b/code/game/machinery/computer/medical.dm
index 734cc897362..66badb710a0 100644
--- a/code/game/machinery/computer/medical.dm
+++ b/code/game/machinery/computer/medical.dm
@@ -507,7 +507,9 @@
light_color = "#5284e7"
circuit = /obj/item/circuitboard/med_data/pcu
density = FALSE
-
+ depth_level = 0
+ depth_projected = FALSE
+ climb_allowed = FALSE
#undef FIELD
#undef MED_FIELD
diff --git a/code/game/machinery/computer/skills.dm b/code/game/machinery/computer/skills.dm
index 65b2b5870cc..ba55c1287be 100644
--- a/code/game/machinery/computer/skills.dm
+++ b/code/game/machinery/computer/skills.dm
@@ -14,6 +14,9 @@
req_one_access = list(ACCESS_COMMAND_BRIDGE)
circuit = /obj/item/circuitboard/skills/pcu
density = FALSE
+ depth_level = 0
+ depth_projected = FALSE
+ climb_allowed = FALSE
var/obj/item/card/id/scan = null
var/authenticated = null
var/rank = null
diff --git a/code/game/machinery/computer/timeclock_vr.dm b/code/game/machinery/computer/timeclock_vr.dm
index 8d18a35c73e..1b8cdfdd51b 100644
--- a/code/game/machinery/computer/timeclock_vr.dm
+++ b/code/game/machinery/computer/timeclock_vr.dm
@@ -16,6 +16,8 @@
density = FALSE
circuit = /obj/item/circuitboard/timeclock
clicksound = null
+ climb_allowed = FALSE
+ depth_projected = FALSE
var/channel = "Common" //Radio channel to announce on
var/obj/item/card/id/card // Inserted Id card
diff --git a/code/game/machinery/cryopod.dm b/code/game/machinery/cryopod.dm
index 8eb507be9e9..2f740a0166e 100644
--- a/code/game/machinery/cryopod.dm
+++ b/code/game/machinery/cryopod.dm
@@ -15,6 +15,8 @@
icon_state = "cellconsole"
circuit = /obj/item/circuitboard/cryopodcontrol
density = FALSE
+ climb_allowed = FALSE
+ depth_projected = FALSE
interaction_flags_machine = INTERACT_MACHINE_OFFLINE | INTERACT_MACHINE_ALLOW_SILICON
var/mode = null
diff --git a/code/game/machinery/holopad.dm b/code/game/machinery/holopad.dm
index 7f53db68625..dfaf5ab0c7d 100644
--- a/code/game/machinery/holopad.dm
+++ b/code/game/machinery/holopad.dm
@@ -35,6 +35,8 @@ GLOBAL_VAR_INIT(holopad_connectivity_rebuild_queued, FALSE)
active_power_usage = 100
light_range = 1.5
light_power = 0
+ depth_projected = FALSE
+ climb_allowed = FALSE
//? balancing
/// base power used to project at all
diff --git a/code/game/machinery/lathes/lathe.dm b/code/game/machinery/lathes/lathe.dm
index 4c60f3c5269..71a0e394180 100644
--- a/code/game/machinery/lathes/lathe.dm
+++ b/code/game/machinery/lathes/lathe.dm
@@ -25,6 +25,9 @@
circuit = /obj/item/circuitboard/machine/lathe
default_deconstruct = 0 SECONDS
default_panel = 0 SECONDS
+ depth_projected = TRUE
+ depth_level = 8
+ climb_allowed = TRUE
/// icon state when printing, if any
var/active_icon_state
diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index 949d4d23fdc..4a10872a747 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -4,6 +4,9 @@
w_class = ITEMSIZE_NORMAL
// todo: better way, for now, block all rad contamination to interior
rad_flags = RAD_BLOCK_CONTENTS
+ obj_flags = OBJ_IGNORE_MOB_DEPTH
+ depth_level = 0
+ climb_allowed = FALSE
//? Flags
/// Item flags.
diff --git a/code/game/objects/items/poi_items.dm b/code/game/objects/items/poi_items.dm
index 5762579fcc9..f94168e7a5c 100644
--- a/code/game/objects/items/poi_items.dm
+++ b/code/game/objects/items/poi_items.dm
@@ -26,7 +26,6 @@
icon_state = "poireactor"
icon_opened = "poireactor_open"
icon_closed = "poireactor"
- climbable = 0
starts_with = list(
/obj/item/fuel_assembly/deuterium = 6)
diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm
index 33bc578db28..623b05d1d00 100644
--- a/code/game/objects/objs.dm
+++ b/code/game/objects/objs.dm
@@ -18,6 +18,26 @@
/// If set, at least one of these accesses are needed to access this object.
var/list/req_one_access
+ //? Climbing
+ /// people can climb onto us
+ var/climb_allowed = FALSE
+ /// people are allowed to knock climbers off of us
+ var/climb_knockable = TRUE
+ /// list of people currently climbing on us
+ /// currently, only /mob/living is allowed to climb
+ var/list/mob/living/climbing
+ /// nominal climb delay before modifiers
+ var/climb_delay = 3.5 SECONDS
+
+ //? Depth
+ /// logical depth in pixels. people can freely run from high to low objects without being blocked.
+ ///
+ /// negative values are ignored as turfs are assumed to be depth 0
+ /// unless we change that in the future
+ var/depth_level = 28
+ /// contributes to depth when we're on a turf
+ var/depth_projected = FALSE
+
//? Economy
/// economic category for objects
var/economic_category_obj = ECONOMIC_CATEGORY_OBJ_DEFAULT
@@ -163,7 +183,7 @@
/obj/proc/hides_under_flooring()
return 0
- /**
+/**
* This proc is used for telling whether something can pass by this object in a given direction, for use by the pathfinding system.
*
* Trying to generate one long path across the station will call this proc on every single object on every single tile that we're seeing if we can move through, likely
@@ -236,6 +256,157 @@
add_fingerprint(user)
..()
+//? Climbing
+
+/obj/MouseDroppedOn(atom/dropping, mob/user, proximity, params)
+ if(drag_drop_climb_interaction(user, dropping))
+ return CLICKCHAIN_DO_NOT_PROPAGATE
+ return ..()
+
+/obj/proc/drag_drop_climb_interaction(mob/user, atom/dropping)
+ if(!climb_allowed)
+ return FALSE
+ if(user != dropping)
+ return FALSE
+ // todo: better hinting to user for this
+ if(buckle_allowed && user.a_intent != INTENT_GRAB)
+ return FALSE
+ if(!user.Adjacent(src))
+ return FALSE
+ . = TRUE
+ INVOKE_ASYNC(src, PROC_REF(attempt_climb_on), user)
+
+/obj/proc/attempt_climb_on(mob/living/climber, delay_mod = 1)
+ if(!istype(climber))
+ return FALSE
+ if(!allow_climb_on(climber))
+ climber.action_feedback(SPAN_WARNING("You can't climb onto [src]!"), src)
+ return FALSE
+ if(INTERACTING_WITH_FOR(climber, src, INTERACTING_FOR_CLIMB))
+ return FALSE
+ climber.visible_action_feedback(SPAN_WARNING("[climber] starts climbing onto \the [src]!"), src, MESSAGE_RANGE_COMBAT_LOUD)
+ START_INTERACTING_WITH(climber, src, INTERACTING_FOR_CLIMB)
+ LAZYDISTINCTADD(climbing, climber)
+ . = do_after(climber, climb_delay * delay_mod, src, mobility_flags = MOBILITY_CAN_MOVE | MOBILITY_CAN_STAND | MOBILITY_IS_STANDING)
+ if(!INTERACTING_WITH_FOR(climber, src, INTERACTING_FOR_CLIMB))
+ . = FALSE
+ LAZYREMOVE(climbing, climber)
+ STOP_INTERACTING_WITH(climber, src, INTERACTING_FOR_CLIMB)
+ if(!allow_climb_on(climber))
+ climber.action_feedback(SPAN_WARNING("You couldn't climb onto [src]!"), src)
+ return FALSE
+ do_climb_on(climber)
+
+/obj/proc/allow_climb_on(mob/living/climber)
+ if(!istype(climber))
+ return FALSE
+ if(!climb_allowed)
+ return FALSE
+ if(!climber.Adjacent(src))
+ return FALSE
+ return TRUE
+
+/obj/proc/do_climb_on(mob/living/climber)
+ climber.visible_message(SPAN_WARNING("[climber] climbs onto \the [src]!"))
+ // all this effort just to avoid a splurtstation railing spare ID speedrun incident
+ var/old_depth = climber.depth_current
+ if(climber.depth_current < depth_level)
+ // basically, we don't force move them, we just elevate them to our level
+ // if something else blocks them, L + ratio + get parried
+ climber.change_depth(depth_level)
+ if(!step_towards(climber, do_climb_target(climber)))
+ climber.change_depth(old_depth)
+
+/obj/proc/do_climb_target(mob/living/climber)
+ return get_turf(src)
+
+/obj/attack_hand(mob/user, list/params)
+ . = ..()
+ if(.)
+ return
+ if(length(climbing) && user.a_intent == INTENT_HARM)
+ user.visible_message(SPAN_WARNING("[user] slams against \the [src]!"))
+ user.do_attack_animation(src)
+ shake_climbers()
+ return TRUE
+
+/obj/proc/shake_climbers()
+ for(var/mob/living/climber as anything in climbing)
+ climber.afflict_knockdown(1 SECONDS)
+ climber.visible_message(SPAN_WARNING("[climber] is toppled off of \the [src]!"))
+ STOP_INTERACTING_WITH(climber, src, INTERACTING_FOR_CLIMB)
+ climbing = null
+
+ // disabled old, but fun code that knocks people on their ass if something is shaken without climbers
+ // being ontop of it
+ // consider re-enabling this sometime.
+ /*
+ for(var/mob/living/M in get_turf(src))
+ if(M.lying) return //No spamming this on people.
+
+ M.afflict_paralyze(20 * 3)
+ to_chat(M, "You topple as \the [src] moves under you!")
+
+ if(prob(25))
+
+ var/damage = rand(15,30)
+ var/mob/living/carbon/human/H = M
+ if(!istype(H))
+ to_chat(H, "You land heavily!")
+ M.adjustBruteLoss(damage)
+ return
+
+ var/obj/item/organ/external/affecting
+
+ switch(pick(list("ankle","wrist","head","knee","elbow")))
+ if("ankle")
+ affecting = H.get_organ(pick(BP_L_FOOT, BP_R_FOOT))
+ if("knee")
+ affecting = H.get_organ(pick(BP_L_LEG, BP_R_LEG))
+ if("wrist")
+ affecting = H.get_organ(pick(BP_L_HAND, BP_R_HAND))
+ if("elbow")
+ affecting = H.get_organ(pick(BP_L_ARM, BP_R_ARM))
+ if("head")
+ affecting = H.get_organ(BP_HEAD)
+
+ if(affecting)
+ to_chat(M, "You land heavily on your [affecting.name]!")
+ affecting.take_damage(damage, 0)
+ if(affecting.parent)
+ affecting.parent.add_autopsy_data("Misadventure", damage)
+ else
+ to_chat(H, "You land heavily!")
+ H.adjustBruteLoss(damage)
+
+ H.UpdateDamageIcon()
+ H.update_health()
+ */
+
+//? Materials
+
+/obj/get_materials()
+ . = materials.Copy()
+
+/**
+ * initialize materials
+ */
+/obj/proc/init_materials()
+ if(!isnull(material_defaults))
+ set_material_parts(material_defaults)
+ for(var/key in material_defaults)
+ var/mat = material_defaults[key]
+ var/amt = material_parts[key]
+ materials[mat] += amt
+
+/**
+ * sets our material parts to a list by key / value
+ * this does not update [materials], you have to do that manually
+ * this is usually done in init using init_materials
+ */
+/obj/proc/set_material_parts(list/parts)
+ return
+
//? Resists
/**
@@ -308,27 +479,3 @@
var/shake_dir = pick(-1, 1)
animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1)
animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)
-
-//? materials
-
-/obj/get_materials()
- . = materials.Copy()
-
-/**
- * initialize materials
- */
-/obj/proc/init_materials()
- if(!isnull(material_defaults))
- set_material_parts(material_defaults)
- for(var/key in material_defaults)
- var/mat = material_defaults[key]
- var/amt = material_parts[key]
- materials[mat] += amt
-
-/**
- * sets our material parts to a list by key / value
- * this does not update [materials], you have to do that manually
- * this is usually done in init using init_materials
- */
-/obj/proc/set_material_parts(list/parts)
- return
diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm
index f050a280f3f..f97ca561d5e 100644
--- a/code/game/objects/structures.dm
+++ b/code/game/objects/structures.dm
@@ -5,11 +5,7 @@
// todo: rename to default_unanchor, allow generic structure unanchoring.
var/allow_unanchor = FALSE
-
- var/climbable
- var/climb_delay = 3.5 SECONDS
- var/breakable
- var/list/climbers = list()
+ var/breakable = FALSE
var/list/connections
var/list/other_connections
@@ -19,9 +15,6 @@
/obj/structure/Initialize(mapload)
. = ..()
- if(climbable)
- add_obj_verb(src, /obj/structure/proc/climb_on)
-
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
@@ -48,11 +41,6 @@
if(H.species.can_shred(user))
attack_generic(user,1,"slices")
- if(climbers.len && !(user in climbers))
- user.visible_message("[user.name] shakes \the [src].", \
- "You shake \the [src].")
- structure_shaken()
-
return ..()
/obj/structure/attack_tk()
@@ -70,122 +58,17 @@
if(3.0)
return
-/obj/structure/proc/climb_on()
-
- set name = "Climb structure"
- set desc = "Climbs onto a structure."
- set category = "Object"
- set src in oview(1)
-
- do_climb(usr)
-
-/obj/structure/MouseDroppedOnLegacy(mob/target, mob/user)
-
- var/mob/living/H = user
- if(istype(H) && can_climb(H) && target == user)
- do_climb(target)
- else
- return ..()
-
-/obj/structure/proc/can_climb(var/mob/living/user, post_climb_check=0)
- if (!climbable || !can_touch(user) || (!post_climb_check && (user in climbers)))
- return 0
-
- if (!user.Adjacent(src))
- to_chat(user, "You can't climb there, the way is blocked.")
- return 0
-
- var/obj/occupied = turf_is_crowded()
- if(occupied)
- to_chat(user, "There's \a [occupied] in the way.")
- return 0
- return 1
-
/obj/structure/proc/turf_is_crowded()
var/turf/T = get_turf(src)
if(!T || !istype(T))
return 0
for(var/obj/O in T.contents)
- if(istype(O,/obj/structure))
- var/obj/structure/S = O
- if(S.climbable) continue
+ if(O.climb_allowed)
+ continue
if(O && O.density && !(O.atom_flags & ATOM_BORDER)) //ATOM_BORDER structures are handled by the Adjacent() check.
return O
return 0
-// todo: climbable obj-level (to avoid element/signal spam)
-/obj/structure/proc/do_climb(var/mob/living/user)
- if (!can_climb(user))
- return
-
- usr.visible_message("[user] starts climbing onto \the [src]!")
- climbers |= user
-
- if(!do_after(user, issmall(user) ? climb_delay * 0.6 : climb_delay, src, mobility_flags = MOBILITY_CAN_MOVE | MOBILITY_CAN_USE))
- climbers -= user
- return
-
- if (!can_climb(user, post_climb_check=1))
- climbers -= user
- return
-
- var/old = pass_flags & (ATOM_PASS_BUCKLED)
- pass_flags |= ATOM_PASS_BUCKLED
- usr.locationTransitForceMove(get_turf(src), allow_buckled = TRUE, allow_pulled = FALSE, allow_grabbed = TRUE)
- pass_flags = (pass_flags & ~(ATOM_PASS_BUCKLED)) | (old & ATOM_PASS_BUCKLED)
-
- if (get_turf(user) == get_turf(src))
- usr.visible_message("[user] climbs onto \the [src]!")
- climbers -= user
-
-/obj/structure/proc/structure_shaken()
- for(var/mob/living/M in climbers)
- M.afflict_paralyze(20 * 1)
- to_chat(M, "You topple as you are shaken off \the [src]!")
- climbers.Cut(1,2)
-
- for(var/mob/living/M in get_turf(src))
- if(M.lying) return //No spamming this on people.
-
- M.afflict_paralyze(20 * 3)
- to_chat(M, "You topple as \the [src] moves under you!")
-
- if(prob(25))
-
- var/damage = rand(15,30)
- var/mob/living/carbon/human/H = M
- if(!istype(H))
- to_chat(H, "You land heavily!")
- M.adjustBruteLoss(damage)
- return
-
- var/obj/item/organ/external/affecting
-
- switch(pick(list("ankle","wrist","head","knee","elbow")))
- if("ankle")
- affecting = H.get_organ(pick(BP_L_FOOT, BP_R_FOOT))
- if("knee")
- affecting = H.get_organ(pick(BP_L_LEG, BP_R_LEG))
- if("wrist")
- affecting = H.get_organ(pick(BP_L_HAND, BP_R_HAND))
- if("elbow")
- affecting = H.get_organ(pick(BP_L_ARM, BP_R_ARM))
- if("head")
- affecting = H.get_organ(BP_HEAD)
-
- if(affecting)
- to_chat(M, "You land heavily on your [affecting.name]!")
- affecting.take_damage(damage, 0)
- if(affecting.parent)
- affecting.parent.add_autopsy_data("Misadventure", damage)
- else
- to_chat(H, "You land heavily!")
- H.adjustBruteLoss(damage)
-
- H.UpdateDamageIcon()
- H.update_health()
- return
-
// todo: remove
/obj/structure/proc/can_touch(var/mob/user)
if (!user)
diff --git a/code/game/objects/structures/cliff.dm b/code/game/objects/structures/cliff.dm
index e6100d7aaa8..8dae834f31c 100644
--- a/code/game/objects/structures/cliff.dm
+++ b/code/game/objects/structures/cliff.dm
@@ -31,7 +31,7 @@ two tiles on initialization, and which way a cliff is facing may change during m
anchored = TRUE
density = TRUE
opacity = FALSE
- climbable = TRUE
+ climb_allowed = TRUE
climb_delay = 10 SECONDS
// TODO: IMPLEMENT THIS AGAIN, this was done in a horrifically slow and stupid way
// block_turf_edges = TRUE // Don't want turf edges popping up from the cliff edge.
@@ -219,19 +219,24 @@ two tiles on initialization, and which way a cliff is facing may change during m
sleep(5)
bottom_cliff.fall_off_cliff(L)
-/obj/structure/cliff/can_climb(mob/living/user, post_climb_check = FALSE)
+/obj/structure/cliff/allow_climb_on(mob/living/climber)
+ . = ..()
+ if(!.)
+ return
+ //! LEGAYC CODE START
+ var/mob/living/user = climber
// Cliff climbing requires climbing gear.
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/shoes/shoes = H.shoes
if(shoes && shoes.rock_climbing)
- return ..() // Do the other checks too.
+ return TRUE
var/obj/item/held = H.get_active_held_item()
if(held && istype(held, /obj/item/pickaxe/icepick))
- return ..() //climb rock wall with ice pick. Makes sense.
-
+ return TRUE
to_chat(user, SPAN_WARNING( "\The [src] is too steep to climb unassisted."))
return FALSE
+ //! END
// This tells AI mobs to not be dumb and step off cliffs willingly.
/obj/structure/cliff/is_safe_to_step(mob/living/L)
diff --git a/code/game/objects/structures/crates_lockers/crates.dm b/code/game/objects/structures/crates_lockers/crates.dm
index f97e309e16a..cbcb39c99c7 100644
--- a/code/game/objects/structures/crates_lockers/crates.dm
+++ b/code/game/objects/structures/crates_lockers/crates.dm
@@ -5,7 +5,9 @@
desc = "A rectangular steel crate."
icon = 'icons/obj/closets/bases/crate.dmi'
closet_appearance = /singleton/closet_appearance/crate
- climbable = 1
+ climb_allowed = TRUE
+ depth_projected = TRUE
+ depth_level = 8
var/points_per_crate = 5
// mouse_drag_pointer = MOUSE_ACTIVE_POINTER //???
var/rigged = 0
@@ -44,9 +46,7 @@
O.forceMove(get_turf(src))
icon_state = icon_opened
src.opened = 1
-
- if(climbable)
- structure_shaken()
+ shake_climbers()
return 1
/obj/structure/closet/crate/close()
diff --git a/code/game/objects/structures/fence.dm b/code/game/objects/structures/fence.dm
index 69405eb9c4f..81ac90e359f 100644
--- a/code/game/objects/structures/fence.dm
+++ b/code/game/objects/structures/fence.dm
@@ -94,11 +94,9 @@
if(MEDIUM_HOLE)
visible_message(SPAN_NOTICE("\The [user] cuts into \the [src] some more."))
to_chat(user, SPAN_NOTICE("You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger."))
- climbable = TRUE
if(LARGE_HOLE)
visible_message(SPAN_NOTICE("\The [user] completely cuts through \the [src]."))
to_chat(user, SPAN_NOTICE("The hole in \the [src] is now big enough to walk through."))
- climbable = FALSE
update_cut_status()
return TRUE
@@ -106,15 +104,20 @@
if(!cuttable)
return
density = TRUE
+ climb_allowed = initial(climb_allowed)
+ climb_delay = initial(climb_delay)
switch(hole_size)
if(NO_HOLE)
icon_state = initial(icon_state)
if(MEDIUM_HOLE)
icon_state = "straight-cut2"
+ climb_allowed = TRUE
if(LARGE_HOLE)
icon_state = "straight-cut3"
density = FALSE
+ climb_allowed = TRUE
+ climb_delay = 0
//FENCE DOORS
diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm
index e30cd90d92d..ca18e4e9d96 100644
--- a/code/game/objects/structures/girders.dm
+++ b/code/game/objects/structures/girders.dm
@@ -6,6 +6,8 @@
density = TRUE
plane = TURF_PLANE
w_class = ITEMSIZE_HUGE
+ depth_level = 24
+ depth_projected = TRUE
var/state = 0
var/health = 200
diff --git a/code/game/objects/structures/gravemarker.dm b/code/game/objects/structures/gravemarker.dm
index eb073df8cd6..4e52b35ec66 100644
--- a/code/game/objects/structures/gravemarker.dm
+++ b/code/game/objects/structures/gravemarker.dm
@@ -5,7 +5,8 @@
density = TRUE
pass_flags_self = ATOM_PASS_THROWN | ATOM_PASS_CLICK | ATOM_PASS_TABLE | ATOM_PASS_OVERHEAD_THROW
- climbable = TRUE
+ climb_allowed = TRUE
+ depth_level = 8
anchored = TRUE
layer = ABOVE_JUNK_LAYER
diff --git a/code/game/objects/structures/janicart.dm b/code/game/objects/structures/janicart.dm
index 7b04af27eae..4e706767133 100644
--- a/code/game/objects/structures/janicart.dm
+++ b/code/game/objects/structures/janicart.dm
@@ -7,7 +7,8 @@ GLOBAL_LIST_BOILERPLATE(all_janitorial_carts, /obj/structure/janitorialcart)
icon_state = "cart"
anchored = 0
density = 1
- climbable = 1
+ climb_allowed = TRUE
+ depth_level = 20
atom_flags = OPENCONTAINER
//copypaste sorry
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
diff --git a/code/game/objects/structures/ledges.dm b/code/game/objects/structures/ledges.dm
index 059a5916a6f..4e715093f57 100644
--- a/code/game/objects/structures/ledges.dm
+++ b/code/game/objects/structures/ledges.dm
@@ -4,7 +4,7 @@
icon = 'icons/obj/ledges.dmi'
pass_flags_self = ATOM_PASS_TABLE | ATOM_PASS_THROWN | ATOM_PASS_CLICK | ATOM_PASS_OVERHEAD_THROW | ATOM_PASS_BUCKLED
density = TRUE
- climbable = TRUE
+ climb_allowed = TRUE
anchored = TRUE
var/solidledge = 1
atom_flags = ATOM_BORDER
@@ -19,7 +19,7 @@
icon = 'icons/obj/ledges.dmi'
density = TRUE
pass_flags_self = ATOM_PASS_TABLE | ATOM_PASS_THROWN | ATOM_PASS_CLICK | ATOM_PASS_OVERHEAD_THROW | ATOM_PASS_BUCKLED
- climbable = TRUE
+ climb_allowed = TRUE
anchored = TRUE
layer = STAIRS_LAYER
@@ -51,37 +51,3 @@
if(!(get_dir(src, newLoc) & dir))
return TRUE
return FALSE
-
-/obj/structure/ledge/do_climb(var/mob/living/user)
- if(!can_climb(user))
- return
-
- usr.visible_message("[user] starts climbing onto \the [src]!")
- climbers |= user
-
- if(!do_after(user,(issmall(user) ? 20 : 34)))
- climbers -= user
- return
-
- if(!can_climb(user, post_climb_check=1))
- climbers -= user
- return
-
- if(get_turf(user) == get_turf(src))
- usr.forceMove(get_step(src, src.dir))
- else
- usr.forceMove(get_turf(src))
-
- usr.visible_message("[user] climbed over \the [src]!")
- climbers -= user
-
-/obj/structure/ledge/can_climb(var/mob/living/user, post_climb_check=0)
- if(!..())
- return 0
-
- if(get_turf(user) == get_turf(src))
- var/obj/occupied = neighbor_turf_impassable()
- if(occupied)
- to_chat(user, "You can't climb there, there's \a [occupied] in the way.")
- return 0
- return 1
diff --git a/code/game/objects/structures/low_wall.dm b/code/game/objects/structures/low_wall.dm
index 333903bdf19..86df124311b 100644
--- a/code/game/objects/structures/low_wall.dm
+++ b/code/game/objects/structures/low_wall.dm
@@ -25,6 +25,10 @@ GLOBAL_LIST_INIT(wallframe_typecache, typecacheof(list(
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = (SMOOTH_GROUP_LOW_WALL)
canSmoothWith = (SMOOTH_GROUP_AIRLOCK+SMOOTH_GROUP_LOW_WALL+SMOOTH_GROUP_WALLS)
+ depth_projected = TRUE
+ depth_level = 8
+ climb_allowed = TRUE
+ climb_delay = 2.0 SECONDS
plane = OBJ_PLANE
var/default_material = MAT_STEEL
diff --git a/code/game/objects/structures/mop_bucket.dm b/code/game/objects/structures/mop_bucket.dm
index 8b086f10d7e..51e97f054af 100644
--- a/code/game/objects/structures/mop_bucket.dm
+++ b/code/game/objects/structures/mop_bucket.dm
@@ -4,7 +4,8 @@
icon = 'icons/obj/janitor.dmi'
icon_state = "mopbucket"
density = 1
- climbable = 1
+ climb_allowed = TRUE
+ depth_level = 8
w_class = ITEMSIZE_NORMAL
pressure_resistance = 5
atom_flags = OPENCONTAINER
diff --git a/code/game/objects/structures/railing.dm b/code/game/objects/structures/railing.dm
index 1178892d49f..e6b9b7ea4ca 100644
--- a/code/game/objects/structures/railing.dm
+++ b/code/game/objects/structures/railing.dm
@@ -5,7 +5,8 @@
icon = 'icons/obj/railing.dmi'
density = TRUE
pass_flags_self = ATOM_PASS_THROWN | ATOM_PASS_CLICK | ATOM_PASS_TABLE | ATOM_PASS_OVERHEAD_THROW | ATOM_PASS_CLICK | ATOM_PASS_BUCKLED
- climbable = TRUE
+ climb_allowed = TRUE
+ depth_level = 24
layer = WINDOW_LAYER
anchored = TRUE
atom_flags = ATOM_BORDER
@@ -25,8 +26,6 @@
// TODO - "constructed" is not passed to us. We need to find a way to do this safely.
if (constructed) // player-constructed railings
anchored = 0
- if(climbable)
- add_obj_verb(src, /obj/structure/proc/climb_on)
if(src.anchored)
update_icon(0)
@@ -46,6 +45,10 @@
return TRUE
if(!(get_dir(src, newLoc) & dir))
return TRUE
+ if(isliving(mover))
+ var/mob/living/L = mover
+ if((L.depth_current >= depth_level) && !(obj_flags & OBJ_IGNORE_MOB_DEPTH))
+ return TRUE
return !density
/obj/structure/railing/examine(mob/user, dist)
@@ -268,55 +271,13 @@
switch(severity)
if(1.0)
qdel(src)
- return
if(2.0)
qdel(src)
- return
if(3.0)
qdel(src)
- return
- else
- return
-
-// Duplicated from structures.dm, but its a bit different.
-/obj/structure/railing/do_climb(var/mob/living/user)
- if(!can_climb(user))
- return
-
- usr.visible_message("[user] starts climbing onto \the [src]!")
- climbers |= user
-
- if(!do_after(user,(issmall(user) ? 20 : 34)))
- climbers -= user
- return
-
- if(!can_climb(user, post_climb_check=1))
- climbers -= user
- return
-
- if(get_turf(user) == get_turf(src))
- usr.locationTransitForceMove(get_step(src, src.dir), allow_buckled = TRUE, allow_pulled = FALSE, allow_grabbed = TRUE)
- else
- usr.locationTransitForceMove(get_turf(src), allow_buckled = TRUE, allow_pulled = FALSE, allow_grabbed = TRUE)
-
- usr.visible_message("[user] climbed over \the [src]!")
- if(!anchored) take_damage(maxhealth) // Fatboy
- climbers -= user
-
-/obj/structure/railing/can_climb(var/mob/living/user, post_climb_check=0)
- if(!..())
- return 0
-
- // Normal can_climb() handles climbing from adjacent turf onto our turf. But railings also allow climbing
- // from our turf onto an adjacent! If that is the case we need to do checks for that too...
- if(get_turf(user) == get_turf(src))
- var/obj/occupied = neighbor_turf_impassable()
- if(occupied)
- to_chat(user, "You can't climb there, there's \a [occupied] in the way.")
- return 0
- return 1
// TODO - This here might require some investigation
+// todo: no, this here needs to be thrown out, we have depth system now
/obj/structure/proc/neighbor_turf_impassable()
var/turf/T = get_step(src, src.dir)
if(!T || !istype(T))
@@ -326,6 +287,10 @@
for(var/obj/O in T.contents)
if(istype(O,/obj/structure))
var/obj/structure/S = O
- if(S.climbable) continue
+ if(S.climb_allowed)
+ continue
if(O && O.density && !(O.atom_flags & ATOM_BORDER && !(turn(O.dir, 180) & dir)))
return O
+
+/obj/structure/railing/do_climb_target(mob/living/climber)
+ return climber.loc == get_turf(src)? get_step(src, dir) : ..()
diff --git a/code/game/objects/structures/statues.dm b/code/game/objects/structures/statues.dm
index 20c5fe87b59..c615c6156d1 100644
--- a/code/game/objects/structures/statues.dm
+++ b/code/game/objects/structures/statues.dm
@@ -346,7 +346,9 @@
density = TRUE
anchored = TRUE
pass_flags_self = ATOM_PASS_THROWN | ATOM_PASS_OVERHEAD_THROW
- climbable = TRUE
+ climb_allowed = TRUE
+ depth_projected = TRUE
+ depth_level = 24
/obj/structure/memorial/small
icon = 'icons/obj/structures.dmi'
diff --git a/code/game/turfs/turf.dm b/code/game/turfs/turf.dm
index 3e776a064e9..84c2615ccac 100644
--- a/code/game/turfs/turf.dm
+++ b/code/game/turfs/turf.dm
@@ -566,12 +566,7 @@
return TRUE
return FALSE
-//? Radiation
-
-/turf/proc/update_rad_insulation()
- rad_insulation_contents = 1
-
-//? atom color - we don't use the expensive system.
+//? Atom Color - we don't use the expensive system.
/turf/get_atom_colour()
return color
@@ -589,3 +584,20 @@
if(isnull(other.color))
return
color = other.color
+
+//? Depth
+
+/**
+ * gets overall depth level for stuff standing on us
+ */
+/turf/proc/depth_level()
+ . = 0
+ for(var/obj/O in src)
+ if(!O.depth_projected)
+ continue
+ . = max(., O.depth_level)
+
+//? Radiation
+
+/turf/proc/update_rad_insulation()
+ rad_insulation_contents = 1
diff --git a/code/modules/atmospherics/machinery/machinery.dm b/code/modules/atmospherics/machinery/machinery.dm
index 0db1aeffbf9..dfe8bf9a638 100644
--- a/code/modules/atmospherics/machinery/machinery.dm
+++ b/code/modules/atmospherics/machinery/machinery.dm
@@ -20,6 +20,8 @@ Pipelines + Other Objects -> Pipe network
// why block contents? so you ventcrawling little fucks don't pull a 2020 Citadel Main.
rad_flags = RAD_BLOCK_CONTENTS | RAD_NO_CONTAMINATE
atom_colouration_system = FALSE
+ climb_allowed = FALSE
+ depth_projected = FALSE
///The color of the pipe
var/pipe_color
diff --git a/code/modules/events/meteor_strike_vr.dm b/code/modules/events/meteor_strike_vr.dm
index a65c3e3f754..4c306f10bce 100644
--- a/code/modules/events/meteor_strike_vr.dm
+++ b/code/modules/events/meteor_strike_vr.dm
@@ -77,8 +77,9 @@
desc = "A big hunk of star-stuff."
icon = 'icons/obj/meteor.dmi'
icon_state = "large"
- density = 1
- climbable = 1
+ density = TRUE
+ climb_allowed = TRUE
+ depth_level = 16
/obj/structure/meteorite/Initialize(mapload)
. = ..()
diff --git a/code/modules/holomap/station_holomap.dm b/code/modules/holomap/station_holomap.dm
index 7d4ceb7f7b3..d1f740418da 100644
--- a/code/modules/holomap/station_holomap.dm
+++ b/code/modules/holomap/station_holomap.dm
@@ -6,12 +6,14 @@
desc = "A virtual map of the surrounding station."
icon = 'icons/obj/machines/stationmap.dmi'
icon_state = "station_map"
- anchored = 1
- density = 0
+ anchored = TRUE
+ density = FALSE
use_power = USE_POWER_IDLE
idle_power_usage = 10
active_power_usage = 500
circuit = /obj/item/circuitboard/station_map
+ depth_projected = FALSE
+ climb_allowed = FALSE
// TODO - Port use_auto_lights from /vg - for now declare here
var/use_auto_lights = 1
diff --git a/code/modules/mining/mine_outcrops.dm b/code/modules/mining/mine_outcrops.dm
index aeaa981eda9..3cf2bc1c7bd 100644
--- a/code/modules/mining/mine_outcrops.dm
+++ b/code/modules/mining/mine_outcrops.dm
@@ -4,7 +4,8 @@
icon = 'icons/obj/outcrop.dmi'
density = TRUE
pass_flags_self = ATOM_PASS_THROWN | ATOM_PASS_OVERHEAD_THROW
- climbable = TRUE
+ climb_allowed = TRUE
+ depth_level = 12
anchored = TRUE
icon_state = "outcrop"
var/mindrop = 5
diff --git a/code/modules/mob/living/living_defines.dm b/code/modules/mob/living/living_defines.dm
index 50b762dfef8..f21a67fc0b0 100644
--- a/code/modules/mob/living/living_defines.dm
+++ b/code/modules/mob/living/living_defines.dm
@@ -8,6 +8,7 @@
/mob/living
see_invisible = SEE_INVISIBLE_LIVING
movable_flags = MOVABLE_NO_THROW_SPIN | MOVABLE_NO_THROW_DAMAGE_SCALING | MOVABLE_NO_THROW_SPEED_SCALING
+ buckle_flags = BUCKLING_PROJECTS_DEPTH
//* Health and life related vars *//
/// Maximum health that should be possible. Avoid adjusting this if you can, and instead use modifiers datums.
@@ -144,3 +145,9 @@
var/getting_up_penalized
/// last delay before modifications while getting up - used by resist_a_rest, so reducing damage / whatever doesn't leave you with the same delay
var/getting_up_original
+
+ //? movement
+ /// current depth on turf in pixels
+ var/depth_current = 0
+ /// set during move: staged depth; on successful move, we update depth_current if it's different.
+ var/tmp/depth_staged = 0
diff --git a/code/modules/mob/living/movement.dm b/code/modules/mob/living/movement.dm
index 7e8dc397844..e7c3aa5f340 100644
--- a/code/modules/mob/living/movement.dm
+++ b/code/modules/mob/living/movement.dm
@@ -8,15 +8,26 @@
if(MOVE_INTENT_WALK)
. += config_legacy.walk_speed
+// todo: all this depth staged stuff is stupid and it should all be on /turf and cached someday
+// this is however, faster, so that'll be a very long 'someday'.
+
/mob/living/Move(atom/newloc, direct, glide_size_override)
+ depth_staged = 0
if(buckled && buckled.loc != newloc)
return FALSE
- return ..()
+ . = ..()
+ depth_staged = null
-/mob/living/Moved()
+/mob/living/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
if(s_active && !CheapReachability(s_active))
s_active.close(src)
+ if(forced && isnull(depth_staged) && isturf(loc))
+ var/turf/T = loc
+ depth_staged = T.depth_level()
+ if(!isnull(depth_staged))
+ change_depth(depth_staged)
+ depth_staged = null
/mob/living/forceMove(atom/destination)
if(buckled && (buckled.loc != destination))
@@ -44,6 +55,16 @@
return TRUE
return ..()
+/mob/living/CanPassThrough(atom/blocker, turf/target, blocker_opinion)
+ . = ..()
+ if(isobj(blocker))
+ var/obj/O = blocker
+ if(O.depth_projected)
+ // FINE ILL USE UNLINT INSTEAD OF REMOVE PURITY
+ UNLINT(depth_staged = max(depth_staged, O.depth_level))
+ if(!(O.obj_flags & OBJ_IGNORE_MOB_DEPTH) && O.depth_level <= depth_current)
+ return TRUE
+
/mob/living/can_cross_under(atom/movable/mover)
if(isliving(mover))
var/mob/living/L = mover
@@ -84,6 +105,8 @@
return FALSE
return TRUE
+//? Bumping / Crawling
+
/mob/living/Bump(atom/A)
var/skip_atom_bump_handling
if(throwing)
@@ -357,3 +380,21 @@
// restore dir if needed
if(their_dir)
pushing.setDir(their_dir)
+
+//? Depth
+
+/mob/living/proc/change_depth(new_depth)
+ // depth is propagated up/down our buckled objects, and overridden by what we're buckled to
+ if(isliving(buckled) && (buckled.buckle_flags & BUCKLING_PROJECTS_DEPTH))
+ var/mob/living/L = buckled
+ new_depth = L.depth_current
+ else if(isobj(buckled) && (buckled.buckle_flags & BUCKLING_PROJECTS_DEPTH))
+ var/obj/O = buckled
+ new_depth = O.depth_level
+ if(new_depth == depth_current)
+ return
+ . = new_depth - depth_current
+ depth_current = new_depth
+ pixel_y += .
+ for(var/mob/living/L in buckled_mobs)
+ L.change_depth(new_depth)
diff --git a/code/modules/mob/movement.dm b/code/modules/mob/movement.dm
index ab0cb5a3774..a1d8a8784a6 100644
--- a/code/modules/mob/movement.dm
+++ b/code/modules/mob/movement.dm
@@ -519,14 +519,15 @@
// Called when a mob successfully moves.
// Would've been an /atom/movable proc but it caused issues.
-/mob/Moved(atom/oldloc)
+/mob/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
client?.parallax_holder?.Update()
for(var/obj/O in contents)
- O.on_loc_moved(oldloc)
+ O.on_loc_moved(old_loc)
reset_pixel_shifting()
// Received from Moved(), useful for items that need to know that their loc just moved.
+// todo: REMOVE, this is bad for performance.
/obj/proc/on_loc_moved(atom/oldloc)
return
diff --git a/code/modules/multiz/structures.dm b/code/modules/multiz/structures.dm
index 9fe6bd1c69d..e14fd0f798a 100644
--- a/code/modules/multiz/structures.dm
+++ b/code/modules/multiz/structures.dm
@@ -192,7 +192,7 @@
icon_state = "stair_u"
opacity = TRUE
density = TRUE // Too high to simply step up on
- climbable = TRUE // But they can be climbed if the bottom is out
+ climb_allowed = TRUE
var/obj/structure/stairs/top/top = null
var/obj/structure/stairs/bottom/bottom = null
@@ -265,7 +265,7 @@
/obj/structure/stairs/middle/MouseDroppedOnLegacy(mob/target, mob/user)
. = ..()
if(check_integrity())
- do_climb(user)
+ do_climb_on(user)
transition_atom(user, get_turf(top)) // You can't really drag things when you have to climb up the gap in the stairs yourself
/obj/structure/stairs/middle/Bumped(mob/user)
diff --git a/code/modules/overmap/legacy/ships/computers/helm.dm b/code/modules/overmap/legacy/ships/computers/helm.dm
index e90886ee0c1..c1a1c019300 100644
--- a/code/modules/overmap/legacy/ships/computers/helm.dm
+++ b/code/modules/overmap/legacy/ships/computers/helm.dm
@@ -282,7 +282,9 @@ GLOBAL_LIST_EMPTY(all_waypoints)
icon_keyboard = null
icon_screen = null
circuit = /obj/item/circuitboard/nav/tele
- density = 0
+ density = FALSE
+ depth_projected = FALSE
+ climb_allowed = FALSE
/obj/machinery/computer/ship/navigation/telescreen/update_icon()
if(machine_stat & NOPOWER || machine_stat & BROKEN)
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index d2e2b3d3b6f..bf7d6b858af 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -10,7 +10,8 @@
anchored = TRUE
unacidable = TRUE
pass_flags = ATOM_PASS_TABLE
- mouse_opacity = 0
+ mouse_opacity = MOUSE_OPACITY_TRANSPARENT
+ depth_level = INFINITY // nothing should be passing over us from depth
////TG PROJECTILE SYTSEM
//Projectile stuff
diff --git a/code/modules/tables/flipping.dm b/code/modules/tables/flipping.dm
index e271b22d138..b3f7b6cefd0 100644
--- a/code/modules/tables/flipping.dm
+++ b/code/modules/tables/flipping.dm
@@ -26,11 +26,7 @@
return
usr.visible_message("[usr] flips \the [src]!")
-
- if(climbable)
- structure_shaken()
-
- return
+ shake_climbers()
/obj/structure/table/proc/unflipping_check(var/direction)
@@ -86,7 +82,7 @@
if(dir != NORTH)
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
- climbable = 0 //flipping tables allows them to be used as makeshift barriers
+ climb_delay = 10 SECONDS
flipped = 1
atom_flags |= ATOM_BORDER
for(var/D in list(turn(direction, 90), turn(direction, -90)))
@@ -105,7 +101,7 @@
reset_plane_and_layer()
flipped = 0
- climbable = initial(climbable)
+ climb_delay = initial(climb_delay)
atom_flags &= ~ATOM_BORDER
for(var/D in list(turn(dir, 90), turn(dir, -90)))
var/obj/structure/table/T = locate() in get_step(src.loc,D)
diff --git a/code/modules/tables/tables.dm b/code/modules/tables/tables.dm
index 06e121332be..9cca6dc8612 100644
--- a/code/modules/tables/tables.dm
+++ b/code/modules/tables/tables.dm
@@ -8,7 +8,6 @@ var/list/table_icon_cache = list()
density = TRUE
pass_flags_self = ATOM_PASS_THROWN | ATOM_PASS_CLICK | ATOM_PASS_TABLE | ATOM_PASS_OVERHEAD_THROW | ATOM_PASS_BUCKLED
anchored = TRUE
- climbable = TRUE
layer = TABLE_LAYER
surgery_odds = 66
connections = list("nw0", "ne0", "sw0", "se0")
@@ -17,6 +16,10 @@ var/list/table_icon_cache = list()
smoothing_groups = (SMOOTH_GROUP_TABLES)
canSmoothWith = (SMOOTH_GROUP_TABLES + SMOOTH_GROUP_LOW_WALL)
+ climb_allowed = TRUE
+ depth_level = 8
+ depth_projected = TRUE
+
var/flipped = 0
var/maxhealth = 10
var/health = 10