mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2026-08-21 17:26:35 +01:00
573 lines
19 KiB
Plaintext
573 lines
19 KiB
Plaintext
/mob/verb/up()
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set name = "Move Upwards"
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set category = VERB_CATEGORY_IC
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if(zMove(UP))
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to_chat(src, SPAN_NOTICE("You move upwards."))
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/mob/verb/down()
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set name = "Move Downwards"
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set category = VERB_CATEGORY_IC
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if(zMove(DOWN))
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to_chat(src, SPAN_NOTICE("You move down."))
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/mob/proc/zMove(direction)
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if(eyeobj)
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return eyeobj.zMove(direction)
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if(istype(loc,/obj/vehicle/sealed/mecha))
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var/obj/vehicle/sealed/mecha/mech = loc
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return mech.relaymove(src,direction)
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if(!can_ztravel())
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to_chat(src, SPAN_WARNING("You lack means of travel in that direction."))
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return
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var/turf/start = loc
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if(!istype(start))
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to_chat(src, SPAN_NOTICE("You are unable to move from here."))
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return FALSE
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var/turf/destination = get_step_multiz(src, direction)
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if(!destination)
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to_chat(src, SPAN_NOTICE("There is nothing of interest in this direction."))
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return FALSE
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if(is_incorporeal())
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forceMove(destination)
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return TRUE
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var/atom/obstructing = start.z_exit_obstruction(src, direction)
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if(obstructing)
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to_chat(src, SPAN_WARNING("\The [obstructing] is in the way."))
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return FALSE
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if(direction == UP && has_gravity() && !can_overcome_gravity())
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var/obj/structure/lattice/lattice = locate() in destination.contents
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if(lattice)
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var/pull_up_time = max(5 SECONDS + (movement_delay() * 10), 1)
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to_chat(src, SPAN_NOTICE("You grab \the [lattice] and start pulling yourself upward..."))
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destination.audible_message(SPAN_NOTICE("You hear something climbing up \the [lattice]."))
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if(do_after(src, pull_up_time))
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to_chat(src, SPAN_NOTICE("You pull yourself up."))
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else
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to_chat(src, SPAN_WARNING("You gave up on pulling yourself up."))
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return FALSE
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else if(ismob(src)) // Are they a mob, and are they currently flying??
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var/mob/living/H = src
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var/fly_time
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if(H.flying)
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if(H.incapacitated(INCAPACITATION_ALL))
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to_chat(src, SPAN_NOTICE("You can't fly in your current state."))
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H.stop_flying() //Should already be done, but just in case.
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return FALSE
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if(ishuman(src))
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var/mob/living/carbon/human/M = src
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fly_time = 7 SECONDS * M.species.flight_mod //flight-based species get shorter delay
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else
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fly_time = 7 SECONDS //Non-flight based species / simple mobs get static cooldown
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to_chat(src, SPAN_NOTICE("You begin to fly upwards..."))
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destination.audible_message(SPAN_NOTICE("You hear the of air moving."))
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H.audible_message(SPAN_NOTICE("[H] begins to soar upwards!"))
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if(do_after(H, fly_time) && H.flying)
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to_chat(src, SPAN_NOTICE("You fly upwards."))
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else
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to_chat(src, SPAN_WARNING("You stopped flying upwards."))
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return FALSE
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else
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to_chat(src, SPAN_WARNING("Gravity stops you from moving upward."))
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return FALSE
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else
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to_chat(src, SPAN_WARNING("Gravity stops you from moving upward."))
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return FALSE
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// todo: this should not use Move()
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if(!Move(destination))
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return FALSE
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return TRUE
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/mob/proc/can_overcome_gravity()
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return FALSE
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/mob/living/can_overcome_gravity()
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return hovering
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/mob/living/carbon/human/can_overcome_gravity()
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. = ..()
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if(!.)
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return species && species.can_overcome_gravity(src)
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/mob/observer/zMove(direction)
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var/turf/destination = (direction == UP) ? get_step_multiz(src, UP) : get_step_multiz(src, DOWN)
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if(destination)
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forceMove(destination)
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else
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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/mob/observer/eye/zMove(direction)
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var/turf/destination = (direction == UP) ? get_step_multiz(src, UP) : get_step_multiz(src, DOWN)
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if(destination)
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setLoc(destination)
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else
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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/mob/proc/can_ztravel()
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return 0
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/mob/living/zMove(direction)
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//Sort of a lame hack to allow ztravel through zpipes. Should be improved.
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if(is_ventcrawling && istype(loc,/obj/machinery/atmospherics/pipe/zpipe))
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var/obj/machinery/atmospherics/pipe/zpipe/currentpipe = loc
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if(istype(currentpipe.node1,/obj/machinery/atmospherics/pipe/zpipe))
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currentpipe.ventcrawl_to(src, currentpipe.node1, direction)
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else if(istype(currentpipe.node2,/obj/machinery/atmospherics/pipe/zpipe))
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currentpipe.ventcrawl_to(src, currentpipe.node2, direction)
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return ..()
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/mob/observer/can_ztravel()
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return TRUE
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/mob/living/can_ztravel()
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if(incapacitated())
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return FALSE
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return (hovering || is_incorporeal())
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/mob/living/carbon/human/can_ztravel()
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if(incapacitated())
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return FALSE
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if(hovering || is_incorporeal())
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return TRUE
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if(flying) // Allows movement up/down with wings.
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return 1
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if(Process_Spacemove())
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return TRUE
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if(Check_Shoegrip()) //scaling hull with magboots
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for(var/turf/simulated/T in trange(1,src))
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if(T.density)
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return TRUE
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/mob/living/silicon/robot/can_ztravel()
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if(incapacitated() || is_dead())
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return FALSE
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if(hovering)
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return TRUE
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if(Process_Spacemove()) //Checks for active jetpack
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return TRUE
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for(var/turf/simulated/T in trange(1,src)) //Robots get "magboots"
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if(T.density)
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return TRUE
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// TODO - Leshana Experimental
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//Execution by grand piano!
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/atom/movable/proc/get_fall_damage()
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return 42
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//If atom stands under open space, it can prevent fall, or not
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/atom/proc/can_prevent_fall(var/atom/movable/mover, var/turf/coming_from)
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return (!CanPass(mover, coming_from))
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////////////////////////////
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//FALLING STUFF
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// todo: refactor
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//! WARNING: Falling code is held together by duct tape, to make the new procs shimmed in.
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// Yes, sometimes you need to make things worse temporarily, to make it better
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// yell at me if shit breaks ~silicons
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//Holds fall checks that should not be overriden by children
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/atom/movable/proc/fall()
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if(!isturf(loc))
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return
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var/turf/below = get_step_multiz(src, DOWN)
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if(!below)
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return
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if(istype(below, /turf/space))
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return
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var/turf/T = loc
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if(!T.z_exit_check(src, DOWN))
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return
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if(!T.z_fall_check(src))
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return
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// No gravity in space, apparently.
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if(!has_gravity())
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return
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if(throwing)
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return
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if(ismob(src))
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var/mob/H = src // Flight on mobs.
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if(H.flying) //Some other checks are done in the wings_toggle proc
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if(H.nutrition > 2)
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H.nutrition -= 0.5 //You use up 0.5 nutrition per TILE and tick of flying above open spaces. If people wanna flap their wings in the hallways, shouldn't penalize them for it. Lowered to make winged people less sad.
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if(H.incapacitated(INCAPACITATION_ALL))
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H.stop_flying()
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//Just here to see if the person is KO'd, stunned, etc. If so, it'll move onto can_fall.
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else if (H.nutrition > 1000) //Eat too much while flying? Get fat and fall.
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to_chat(H, "<span class='danger'>You're too heavy! Your wings give out and you plummit to the ground!</span>")
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H.stop_flying() //womp womp.
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else if(H.nutrition < 300 && H.nutrition > 289) //290 would be risky, as metabolism could mess it up. Let's do 289.
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to_chat(H, "<span class='danger'>You are starting to get fatigued... You probably have a good minute left in the air, if that. Even less if you continue to fly around! You should get to the ground soon!</span>") //Ticks are, on average, 3 seconds. So this would most likely be 90 seconds, but lets just say 60.
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H.nutrition -= 0.5 //Fixed the evilness to have 10 nutrition drained per tick and tile below 300 nutrition too
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return
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else if(H.nutrition < 100 && H.nutrition > 89)
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to_chat(H, "<span class='danger'>You're seriously fatigued! You need to get to the ground immediately and eat before you fall!</span>")
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return
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else if(H.nutrition < 10) //Should have listened to the warnings!
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to_chat(H, "<span class='danger'>You lack the strength to keep yourself up in the air...</span>")
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H.stop_flying()
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else
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return
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else if(ishuman(H)) //Needed to prevent 2 people from grabbing eachother in the air.
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var/mob/living/carbon/human/F = H
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if(F.grabbed_by.len) //If you're grabbed (presumably by someone flying) let's not have you fall. This also allows people to grab onto you while you jump over a railing to prevent you from falling!
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var/obj/item/grab/G = F.get_active_held_item()
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var/obj/item/grab/J = F.get_inactive_held_item()
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if(istype(G) || istype(J))
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//fall
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else
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return
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if(can_fall())
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// We spawn here to let the current move operation complete before we start falling. fall() is normally called from
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// Entered() which is part of Move(), by spawn()ing we let that complete. But we want to preserve if we were in client movement
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// or normal movement so other move behavior can continue.
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// todo: this is stupid
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var/checking = loc
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spawn(0)
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if(loc != checking) // we moved
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return
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if(!isturf(loc)) // wtf
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return
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var/turf/cT = loc
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if(!cT.z_exit_check(src, DOWN) || !cT.z_fall_check(src))
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return // nah
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handle_fall(below)
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// TODO - handle fall on damage!
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//For children to override
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/atom/movable/proc/can_fall()
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if(anchored)
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return FALSE
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// if(throwing)
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// return FALSE
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return TRUE
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/obj/effect/can_fall()
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return FALSE
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/obj/effect/debris/cleanable/can_fall()
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return TRUE
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// These didn't fall anyways but better to nip this now just incase.
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/atom/movable/lighting_overlay/can_fall()
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return FALSE
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// Mechas are anchored, so we need to override.
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/obj/vehicle/sealed/mecha/can_fall()
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return TRUE
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/mob/can_fall()
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if(buckled)
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return FALSE // buckled falls instead
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return ..()
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/mob/living/can_fall()
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if(is_incorporeal())
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return FALSE
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if(hovering)
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return FALSE
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return ..()
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/mob/living/carbon/human/can_fall()
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if(..())
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return species.can_fall(src)
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// Actually process the falling movement and impacts.
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/atom/movable/proc/handle_fall(turf/landing)
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var/turf/oldloc = loc
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// something is blocking us
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if(oldloc.z_exit_obstruction(src, DOWN))
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return FALSE
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// TODO - Stairs should operate thru a different mechanism, not falling, to allow side-bumping.
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// this is shitcode lmao
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var/obj/structure/stairs/stairs = locate() in landing
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if(!stairs)
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// Now lets move there!
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if(!forceMove(landing))
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return 1
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var/atom/A = find_fall_target(oldloc, landing)
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if(special_fall_handle(A) || !A || !A.check_z_impact(src))
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return
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fall_impact(A)
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else
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locationTransitForceMove(landing)
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/atom/movable/proc/special_fall_handle(atom/A)
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return FALSE
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/mob/living/carbon/human/special_fall_handle(atom/A)
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if(species)
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return species.fall_impact_special(src, A)
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return FALSE
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/atom/movable/proc/find_fall_target(turf/oldloc, turf/landing)
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if(isopenturf(oldloc))
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oldloc.visible_message("\The [src] falls down through \the [oldloc]!", "You hear something falling through the air.")
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// If the turf has density, we give it first dibs
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if (landing.density && landing.CheckFall(src))
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return landing
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// First hit objects in the turf!
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for(var/atom/movable/A in landing)
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if(A.atom_flags & (ATOM_NONWORLD | ATOM_ABSTRACT))
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continue
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if(A != src && A.CheckFall(src))
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return A
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// If none of them stopped us, then hit the turf itself
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if(landing.CheckFall(src))
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return landing
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/mob/living/carbon/human/find_fall_target(turf/landing)
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if(species)
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var/atom/A = species.find_fall_target_special(src, landing)
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if(A)
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return A
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return ..()
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// CheckFall landing.fall_impact(src)
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//! ## THE FALLING PROCS ###
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// todo: rework falling :/
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/**
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* Called on everything that falling_atom might hit.
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* Return TRUE if you're handling it so find_fall_target() will stop checking.
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*/
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/atom/proc/CheckFall(atom/movable/falling_atom)
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if(density && !(atom_flags & ATOM_BORDER))
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return TRUE
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return prevent_z_fall(falling_atom, 0, NONE) & (FALL_TERMINATED | FALL_BLOCKED)
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/**
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* If you are hit: how is it handled.
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* Return TRUE if the generic fall_impact should be called.
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* Return FALSE if you handled it yourself or if there's no effect from hitting you.
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*
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* todo: this is a legacy proc
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*/
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/atom/proc/check_z_impact(atom/movable/falling_atom)
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return TRUE
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/**
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* Called by CheckFall when we actually hit something. Various Vars will be described below.
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* hit_atom is the thing we fall on.
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* damage_min is the smallest amount of damage a thing (currently only mobs and mechs) will take from falling.
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* damage_max is the largest amount of damage a thing (currently only mobs and mechs) will take from falling.
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* If silent is True, the proc won't play sound or give a message.
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* If planetary is True, it's harder to stop the fall damage.
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*
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* todo: rework everything lmao
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*/
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/atom/movable/proc/fall_impact(atom/hit_atom, damage_min = 0, damage_max = 10, silent = FALSE, planetary = FALSE)
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if(!silent)
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visible_message("\The [src] falls from above and slams into \the [hit_atom]!", "You hear something slam into \the [hit_atom].")
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for(var/atom/movable/A in src.contents)
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if(A.atom_flags & (ATOM_NONWORLD | ATOM_ABSTRACT))
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continue
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A.fall_impact(hit_atom, damage_min, damage_max, silent = TRUE)
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for(var/mob/M in buckled_mobs)
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M.fall_impact(hit_atom, damage_min, damage_max, silent, planetary)
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/// Take damage from falling and hitting the ground.
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/mob/living/fall_impact(atom/hit_atom, damage_min = 0, damage_max = 5, silent = FALSE, planetary = FALSE)
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var/turf/landing = get_turf(hit_atom)
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if(planetary && CanParachute())
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if(!silent)
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visible_message(
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SPAN_WARNING("\The [src] glides in from above and lands on \the [landing]!"),
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SPAN_DANGER("You land on \the [landing]!"),
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SPAN_HEAR("You hear something land \the [landing]."),
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)
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return
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else if(!planetary && softfall) // Falling one floor and falling one atmosphere are very different things
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if(!silent)
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visible_message(
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SPAN_WARNING("\The [src] falls from above and lands on \the [landing]!"),
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SPAN_DANGER("You land on \the [landing]!"),
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SPAN_HEAR("You hear something land \the [landing]."),
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)
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return
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else
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if(!silent)
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if(planetary)
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visible_message(
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SPAN_USERDANGER("\A [src] falls out of the sky and crashes into [landing]!"),
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SPAN_USERDANGER("You fall out of the sky and crash into [landing]!"),
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SPAN_HEAR("You hear something slam into \the [landing]."),
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)
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var/turf/T = get_turf(landing)
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explosion(T, 0, 1, 2)
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else
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visible_message(
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SPAN_WARNING("\The [src] falls from above and slams into [landing]!"),
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SPAN_DANGER("You fall off and hit \the [landing]!"),
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SPAN_HEAR("You hear something slam into \the [landing]."),
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)
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playsound(loc, "punch", 25, TRUE, -1)
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// Because wounds heal rather quickly, 10 (the default for this proc) should be enough to discourage jumping off but not be enough to ruin you, at least for the first time.
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// Hits 10 times, because apparently targeting individual limbs lets certain species survive the fall from atmosphere
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for(var/i = 1 to 10)
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adjustBruteLoss(rand(damage_min, damage_max))
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afflict_paralyze(8 SECONDS)
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update_health()
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/mob/living/carbon/human/fall_impact(atom/hit_atom, damage_min, damage_max, silent, planetary)
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if(!species?.handle_falling(src, hit_atom, damage_min, damage_max, silent, planetary))
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..()
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//Using /atom/movable instead of /obj/item because I'm not sure what all humans can pick up or wear
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/atom/movable
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/// Is this thing a parachute itself?
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var/parachute = FALSE
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/**
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* Is the thing floating or flying in some way? If so, don't fall normally.
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*! Not implemented yet, idea is to let mobs/mechs ignore terrain slowdown and falling down floors.
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*/
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var/hovering = FALSE
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/// Is the thing able to lessen their impact upon falling?
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var/softfall = FALSE
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/// Is the thing able to jump out of planes and survive? Don't check this directly outside of CanParachute().
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var/parachuting = FALSE
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/atom/movable/proc/isParachute()
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return parachute
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/**
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* This is what makes the parachute items know they've been used.
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* I made it /atom/movable so it can be retooled for other things (mobs, mechs, etc), though it's only currently called in human/CanParachute().
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*/
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/atom/movable/proc/handleParachute()
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return
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/// Checks if the thing is allowed to survive a fall from space.
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/atom/movable/proc/CanParachute()
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return parachuting
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/// For humans, this needs to be a wee bit more complicated.
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/mob/living/carbon/human/CanParachute()
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// Certain slots don't really need to be checked for parachute ability, i.e. pockets, ears, etc. If this changes, just add them to the loop, I guess?
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// This is done in Priority Order, so items lower down the list don't call handleParachute() unless they're actually used.
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if(back && back.isParachute())
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back.handleParachute()
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return TRUE
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if(s_store && s_store.isParachute())
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s_store.handleParachute()
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return TRUE
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if(belt && belt.isParachute())
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belt.handleParachute()
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return TRUE
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if(wear_suit && wear_suit.isParachute())
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wear_suit.handleParachute()
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return TRUE
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if(w_uniform && w_uniform.isParachute())
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w_uniform.handleParachute()
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return TRUE
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else
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return parachuting
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// Mech Code
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/obj/vehicle/sealed/mecha/handle_fall(turf/landing)
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// First things first, break any lattice
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var/obj/structure/lattice/lattice = locate(/obj/structure/lattice, loc)
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if(lattice)
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// Lattices seem a bit too flimsy to hold up a massive exosuit.
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lattice.visible_message(SPAN_DANGER("\The [lattice] collapses under the weight of \the [src]!"))
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qdel(lattice)
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// Then call parent to have us actually fall
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return ..()
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/obj/vehicle/sealed/mecha/fall_impact(var/atom/hit_atom, var/damage_min = 15, var/damage_max = 30, var/silent = FALSE, var/planetary = FALSE)
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// Anything on the same tile as the landing tile is gonna have a bad day.
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for(var/mob/living/L in hit_atom.contents)
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L.visible_message(SPAN_DANGER("\The [src] crushes \the [L] as it lands on them!"))
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L.adjustBruteLoss(rand(70, 100))
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L.afflict_paralyze(20 * 8)
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var/turf/landing = get_turf(hit_atom)
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if(planetary && src.CanParachute())
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if(!silent)
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visible_message(
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SPAN_WARNING("\The [src] glides in from above and lands on \the [landing]!"),
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SPAN_DANGER("You land on \the [landing]!"),
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SPAN_HEAR("You hear something land \the [landing]."),
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)
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return
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else if(!planetary && src.softfall) // Falling one floor and falling one atmosphere are very different things
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if(!silent)
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visible_message(
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SPAN_WARNING("\The [src] falls from above and lands on \the [landing]!"),
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SPAN_DANGER("You land on \the [landing]!"),
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SPAN_HEAR("You hear something land \the [landing]."),
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)
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return
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else
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if(!silent)
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if(planetary)
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visible_message(
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SPAN_USERDANGER("\A [src] falls out of the sky and crashes into \the [landing]!"),
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SPAN_USERDANGER("You fall out of the skiy and crash into \the [landing]!"),
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SPAN_HEAR("You hear something slam into \the [landing]."),
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)
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var/turf/T = get_turf(landing)
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explosion(T, 0, 1, 2)
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else
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visible_message(
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SPAN_WARNING("\The [src] falls from above and slams into \the [landing]!"),
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SPAN_DANGER("You fall off and hit \the [landing]!"),
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SPAN_HEAR("You hear something slam into \the [landing]."),
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)
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playsound(loc, "punch", 25, TRUE, -1)
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// And now to hurt the mech.
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if(!planetary)
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take_damage_legacy(rand(damage_min, damage_max))
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else
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for(var/atom/movable/A in src.contents)
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A.fall_impact(hit_atom, damage_min, damage_max, silent = TRUE)
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qdel(src)
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// And hurt the floor.
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if(istype(hit_atom, /turf/simulated/floor))
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var/turf/simulated/floor/ground = hit_atom
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ground.break_tile()
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// todo: rewrite this entire file
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/mob/CheckFall(atom/movable/falling_atom)
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return falling_atom.fall_impact(src)
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/mob/observer/CheckFall(atom/movable/falling_atom)
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return FALSE
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