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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 01:23:41 +01:00
Sending a message should no longer work if you are incapacitated. Fixes issue 1120.
Moved some mob vars to carbon: mob/var/handcuffed -> mob/living/carbon/var/handcuffed mob/var/legcuffed -> mob/living/carbon/var/legcuffed As a result, I've turned some procs into pure virtual procs and moved their code into carbon.dm. mob/proc/restrained() -> mob/living/carbon/restrained() mob/proc/can_use_hands() -> mob/living/carbon/can_use_hands() The hand and legcuff portion of mob/proc/u_equip() was moved into mob/living/carbon/u_equip(). The handcuffed portion of mob/proc/show_inv() was moved into mob/living/carbon/show_inv(). Fixes issue 1114. Made parrots immune to bear traps since parrots should be flying over them anyway. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5184 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -157,12 +157,6 @@
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else if (W == l_hand)
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l_hand = null
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update_inv_l_hand(0)
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else if (W == handcuffed)
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handcuffed = null
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update_inv_handcuffed(0)
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else if (W == legcuffed)
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legcuffed = null
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update_inv_legcuffed()
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else if (W == back)
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back = null
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update_inv_back(0)
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@@ -437,4 +437,50 @@
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/mob/living/carbon/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > CARBON_LIFEFORM_FIRE_RESISTANCE)
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adjustFireLoss(CARBON_LIFEFORM_FIRE_DAMAGE)
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..()
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..()
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/mob/living/carbon/can_use_hands()
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if(handcuffed)
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return 0
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if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
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return 0
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return 1
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/mob/living/carbon/restrained()
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if (handcuffed)
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return 1
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return
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/mob/living/carbon/u_equip(obj/item/W as obj)
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if(!W) return 0
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else if (W == handcuffed)
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handcuffed = null
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update_inv_handcuffed()
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else if (W == legcuffed)
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legcuffed = null
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update_inv_legcuffed()
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else
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..()
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return
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/mob/living/carbon/show_inv(mob/living/carbon/user as mob)
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user.set_machine(src)
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var/dat = {"
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<B><HR><FONT size=3>[name]</FONT></B>
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<BR><HR>
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<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
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<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
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<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
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<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
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<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
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<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
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<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
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<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
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<BR>"}
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user << browse(dat, text("window=mob[];size=325x500", name))
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onclose(user, "mob[name]")
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return
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@@ -10,3 +10,6 @@
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var/silent = null //Can't talk. Value goes down every life proc.
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var/last_eating = 0 //Not sure what this does... I found it hidden in food.dm
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var/obj/item/handcuffed = null //Whether or not the mob is handcuffed
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var/obj/item/legcuffed = null //Same as handcuffs but for legs. Bear traps use this.
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@@ -262,7 +262,9 @@
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ear_damage = 0
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heal_overall_damage(1000, 1000)
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buckled = initial(src.buckled)
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handcuffed = initial(src.handcuffed)
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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C.handcuffed = initial(C.handcuffed)
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for(var/datum/disease/D in viruses)
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D.cure(0)
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if(stat == 2)
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@@ -129,8 +129,6 @@
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/mob/proc/restrained()
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if (handcuffed)
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return 1
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return
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//This proc is called whenever someone clicks an inventory ui slot.
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@@ -227,7 +225,6 @@ var/list/slot_equipment_priority = list( \
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<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
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<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
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<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
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<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
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<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
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<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
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@@ -537,11 +534,7 @@ var/list/slot_equipment_priority = list( \
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/mob/proc/can_use_hands()
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if(handcuffed)
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return 0
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if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
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return 0
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return ..()
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return
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/mob/proc/is_active()
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return (0 >= usr.stat)
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@@ -103,8 +103,6 @@
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var/lastDblClick = 0
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var/lastKnownIP = null
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var/obj/structure/stool/bed/buckled = null//Living
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var/obj/item/handcuffed = null//Living
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var/obj/item/legcuffed = null//Living
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var/obj/item/l_hand = null//Living
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var/obj/item/r_hand = null//Living
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var/obj/item/weapon/back = null//Human/Monkey
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+31
-27
@@ -283,19 +283,21 @@
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usr.clearmap()
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if("mov_intent")
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if(usr.legcuffed)
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usr << "\red You are legcuffed! You cannot run until you get your cuffs removed!"
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usr.m_intent = "walk" //Just incase
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usr.hud_used.move_intent.icon_state = "walking"
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return
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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usr.hud_used.move_intent.icon_state = "running"
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if(istype(usr,/mob/living/carbon/alien/humanoid)) usr.update_icons()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(C.legcuffed)
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C << "\red You are legcuffed! You cannot run until you get your cuffs removed!"
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C.m_intent = "walk" //Just incase
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C.hud_used.move_intent.icon_state = "walking"
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return
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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usr.hud_used.move_intent.icon_state = "running"
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if(istype(usr,/mob/living/carbon/alien/humanoid)) usr.update_icons()
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if("m_intent")
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if (!( usr.m_int ))
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switch(usr.m_intent)
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@@ -539,20 +541,22 @@
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//unbuckling yourself
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if(L.buckled && (L.last_special <= world.time) )
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if( L.handcuffed )
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L.next_move = world.time + 100
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L.last_special = world.time + 100
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L << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
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for(var/mob/O in viewers(L))
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O.show_message("\red <B>[usr] attempts to unbuckle themself!</B>", 1)
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spawn(0)
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if(do_after(usr, 1200))
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if(!L.buckled)
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return
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for(var/mob/O in viewers(L))
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O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
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L << "\blue You successfully unbuckle yourself."
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L.buckled.manual_unbuckle(L)
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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if( C.handcuffed )
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C.next_move = world.time + 100
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C.last_special = world.time + 100
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C << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
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for(var/mob/O in viewers(L))
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O.show_message("\red <B>[usr] attempts to unbuckle themself!</B>", 1)
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spawn(0)
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if(do_after(usr, 1200))
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if(!C.buckled)
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return
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for(var/mob/O in viewers(C))
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O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
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C << "\blue You successfully unbuckle yourself."
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C.buckled.manual_unbuckle(C)
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else
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L.buckled.manual_unbuckle(L)
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