mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 05:27:01 +01:00
You can no longer push/swap places with anchored mobs
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@@ -59,8 +59,9 @@
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//Even if we don't push/swap places, we "touched" them, so spread fire
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spreadFire(M)
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if(now_pushing)
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return 1
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// No pushing if we're already pushing past something, or if the mob we're pushing into is anchored.
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if(now_pushing || M.anchored)
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return TRUE
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//Should stop you pushing a restrained person out of the way
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if(isliving(M))
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@@ -68,7 +69,7 @@
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if(L.pulledby && L.pulledby != src && L.restrained())
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if(!(world.time % 5))
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to_chat(src, "<span class='warning'>[L] is restrained, you cannot push past.</span>")
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return 1
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return TRUE
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if(L.pulling)
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if(ismob(L.pulling))
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@@ -76,28 +77,28 @@
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if(P.restrained())
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if(!(world.time % 5))
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to_chat(src, "<span class='warning'>[L] is restrained, you cannot push past.</span>")
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return 1
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return TRUE
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if(moving_diagonally) //no mob swap during diagonal moves.
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return 1
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return TRUE
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if(a_intent == INTENT_HELP) // Help intent doesn't mob swap a mob pulling a structure
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if(isstructure(M.pulling) || isstructure(pulling))
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return 1
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return TRUE
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if(!M.buckled && !M.has_buckled_mobs())
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var/mob_swap
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//the puller can always swap with it's victim if on grab intent
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if(M.pulledby == src && a_intent == INTENT_GRAB)
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mob_swap = 1
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mob_swap = TRUE
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
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else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
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mob_swap = 1
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mob_swap = TRUE
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if(mob_swap)
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//switch our position with M
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if(loc && !loc.Adjacent(M.loc))
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return 1
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now_pushing = 1
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return TRUE
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now_pushing = TRUE
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var/oldloc = loc
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var/oldMloc = M.loc
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@@ -114,18 +115,18 @@
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if(!M_passmob)
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M.pass_flags &= ~PASSMOB
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now_pushing = 0
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return 1
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now_pushing = FALSE
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return TRUE
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// okay, so we didn't switch. but should we push?
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// not if he's not CANPUSH of course
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if(!(M.status_flags & CANPUSH))
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return 1
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return TRUE
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//anti-riot equipment is also anti-push
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if(M.r_hand && (prob(M.r_hand.block_chance * 2)) && !istype(M.r_hand, /obj/item/clothing))
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return 1
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return TRUE
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if(M.l_hand && (prob(M.l_hand.block_chance * 2)) && !istype(M.l_hand, /obj/item/clothing))
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return 1
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return TRUE
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//Called when we bump into an obj
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/mob/living/proc/ObjBump(obj/O)
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