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:
johnsonmt88@gmail.com
2012-11-25 00:28:47 +00:00
parent c6a4b991bc
commit 4ddf9100f5
14 changed files with 132 additions and 84 deletions
-6
View File
@@ -157,12 +157,6 @@
else if (W == l_hand)
l_hand = null
update_inv_l_hand(0)
else if (W == handcuffed)
handcuffed = null
update_inv_handcuffed(0)
else if (W == legcuffed)
legcuffed = null
update_inv_legcuffed()
else if (W == back)
back = null
update_inv_back(0)
+47 -1
View File
@@ -437,4 +437,50 @@
/mob/living/carbon/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > CARBON_LIFEFORM_FIRE_RESISTANCE)
adjustFireLoss(CARBON_LIFEFORM_FIRE_DAMAGE)
..()
..()
/mob/living/carbon/can_use_hands()
if(handcuffed)
return 0
if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
return 0
return 1
/mob/living/carbon/restrained()
if (handcuffed)
return 1
return
/mob/living/carbon/u_equip(obj/item/W as obj)
if(!W) return 0
else if (W == handcuffed)
handcuffed = null
update_inv_handcuffed()
else if (W == legcuffed)
legcuffed = null
update_inv_legcuffed()
else
..()
return
/mob/living/carbon/show_inv(mob/living/carbon/user as mob)
user.set_machine(src)
var/dat = {"
<B><HR><FONT size=3>[name]</FONT></B>
<BR><HR>
<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
<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) : "")]
<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
<BR>"}
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[name]")
return
@@ -10,3 +10,6 @@
var/silent = null //Can't talk. Value goes down every life proc.
var/last_eating = 0 //Not sure what this does... I found it hidden in food.dm
var/obj/item/handcuffed = null //Whether or not the mob is handcuffed
var/obj/item/legcuffed = null //Same as handcuffs but for legs. Bear traps use this.
+3 -1
View File
@@ -262,7 +262,9 @@
ear_damage = 0
heal_overall_damage(1000, 1000)
buckled = initial(src.buckled)
handcuffed = initial(src.handcuffed)
if(iscarbon(src))
var/mob/living/carbon/C = src
C.handcuffed = initial(C.handcuffed)
for(var/datum/disease/D in viruses)
D.cure(0)
if(stat == 2)
+1 -8
View File
@@ -129,8 +129,6 @@
/mob/proc/restrained()
if (handcuffed)
return 1
return
//This proc is called whenever someone clicks an inventory ui slot.
@@ -227,7 +225,6 @@ var/list/slot_equipment_priority = list( \
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
<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) : "")]
<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
@@ -537,11 +534,7 @@ var/list/slot_equipment_priority = list( \
/mob/proc/can_use_hands()
if(handcuffed)
return 0
if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
return 0
return ..()
return
/mob/proc/is_active()
return (0 >= usr.stat)
-2
View File
@@ -103,8 +103,6 @@
var/lastDblClick = 0
var/lastKnownIP = null
var/obj/structure/stool/bed/buckled = null//Living
var/obj/item/handcuffed = null//Living
var/obj/item/legcuffed = null//Living
var/obj/item/l_hand = null//Living
var/obj/item/r_hand = null//Living
var/obj/item/weapon/back = null//Human/Monkey
+31 -27
View File
@@ -283,19 +283,21 @@
usr.clearmap()
if("mov_intent")
if(usr.legcuffed)
usr << "\red You are legcuffed! You cannot run until you get your cuffs removed!"
usr.m_intent = "walk" //Just incase
usr.hud_used.move_intent.icon_state = "walking"
return
switch(usr.m_intent)
if("run")
usr.m_intent = "walk"
usr.hud_used.move_intent.icon_state = "walking"
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
if(istype(usr,/mob/living/carbon/alien/humanoid)) usr.update_icons()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.legcuffed)
C << "\red You are legcuffed! You cannot run until you get your cuffs removed!"
C.m_intent = "walk" //Just incase
C.hud_used.move_intent.icon_state = "walking"
return
switch(usr.m_intent)
if("run")
usr.m_intent = "walk"
usr.hud_used.move_intent.icon_state = "walking"
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
if(istype(usr,/mob/living/carbon/alien/humanoid)) usr.update_icons()
if("m_intent")
if (!( usr.m_int ))
switch(usr.m_intent)
@@ -539,20 +541,22 @@
//unbuckling yourself
if(L.buckled && (L.last_special <= world.time) )
if( L.handcuffed )
L.next_move = world.time + 100
L.last_special = world.time + 100
L << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
for(var/mob/O in viewers(L))
O.show_message("\red <B>[usr] attempts to unbuckle themself!</B>", 1)
spawn(0)
if(do_after(usr, 1200))
if(!L.buckled)
return
for(var/mob/O in viewers(L))
O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
L << "\blue You successfully unbuckle yourself."
L.buckled.manual_unbuckle(L)
if(iscarbon(L))
var/mob/living/carbon/C = L
if( C.handcuffed )
C.next_move = world.time + 100
C.last_special = world.time + 100
C << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
for(var/mob/O in viewers(L))
O.show_message("\red <B>[usr] attempts to unbuckle themself!</B>", 1)
spawn(0)
if(do_after(usr, 1200))
if(!C.buckled)
return
for(var/mob/O in viewers(C))
O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
C << "\blue You successfully unbuckle yourself."
C.buckled.manual_unbuckle(C)
else
L.buckled.manual_unbuckle(L)