mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-13 16:13:19 +01:00
Move buckling to /atom/movable, can now buckle to mobs if adminbooze
Also changed: - Comment clarifying what buckle_lying = -1 means - Changes direction of lying on operating tables, somehow missed it
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@@ -309,6 +309,10 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
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src << "You can't vent crawl while you're stunned!"
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return
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if(buckled_mob)
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src << "You can't vent crawl with [buckled_mob] on you!"
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return
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var/obj/machinery/atmospherics/unary/vent_found
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if(clicked_on)
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@@ -185,7 +185,7 @@
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return
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//BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
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if((tmob.a_intent == I_HELP || tmob.restrained()) && (a_intent == I_HELP || src.restrained()) && tmob.canmove && !tmob.buckled && canmove) // mutual brohugs all around!
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if((tmob.a_intent == I_HELP || tmob.restrained()) && (a_intent == I_HELP || restrained()) && tmob.canmove && canmove && !tmob.buckled && !tmob.buckled_mob) // mutual brohugs all around!
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var/turf/oldloc = loc
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loc = tmob.loc
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tmob.loc = oldloc
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@@ -317,7 +317,7 @@
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C.reagents.addiction_list.Cut()
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hud_updateflag |= 1 << HEALTH_HUD
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hud_updateflag |= 1 << STATUS_HUD
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/mob/living/proc/update_revive() // handles revival through other means than cloning or adminbus (defib, IPC repair)
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stat = CONSCIOUS
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dead_mob_list -= src
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@@ -406,7 +406,7 @@
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return
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/mob/living/Move(atom/newloc, direct)
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if (buckled && buckled.loc != newloc)
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if (buckled && buckled.loc != newloc) //not updating position
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if (!buckled.anchored)
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return buckled.Move(newloc, direct)
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else
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+27
-3
@@ -1019,9 +1019,6 @@ var/list/slot_equipment_priority = list( \
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/mob/proc/facedir(var/ndir)
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if(!canface()) return 0
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dir = ndir
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if(buckled && buckled.movable)
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buckled.dir = ndir
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buckled.handle_rotation()
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client.move_delay += movement_delay()
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return 1
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@@ -1398,3 +1395,30 @@ mob/proc/yank_out_object()
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/mob/proc/handle_ventcrawl()
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return // Only living mobs can ventcrawl
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//You can buckle on mobs if you're next to them since most are dense
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/mob/buckle_mob(mob/living/M)
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if(M.buckled)
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return 0
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var/turf/T = get_turf(src)
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if(M.loc != T)
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var/old_density = density
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density = 0
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var/can_step = step_towards(M, T)
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density = old_density
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if(!can_step)
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return 0
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return ..()
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//Default buckling shift visual for mobs
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/mob/post_buckle_mob(mob/living/M)
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if(M == buckled_mob) //post buckling
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M.pixel_y = initial(M.pixel_y) + 9
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if(M.layer < layer)
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M.layer = layer + 0.1
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else //post unbuckling
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M.layer = initial(M.layer)
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M.pixel_y = initial(M.pixel_y)
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/mob/proc/can_unbuckle(mob/user)
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return 1
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@@ -118,7 +118,7 @@
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var/m_int = null//Living
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var/m_intent = "run"//Living
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var/lastKnownIP = null
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var/obj/structure/stool/bed/buckled = null//Living
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var/atom/movable/buckled = 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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@@ -1,16 +1,19 @@
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/mob/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSMOB))
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/mob/CanPass(atom/movable/mover, turf/target, height=0)
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if(height==0)
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return 1
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if(istype(mover, /obj/item/projectile) || mover.throwing)
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return (!density || lying)
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if(mover.checkpass(PASSMOB))
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return 1
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if(buckled == mover)
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return 1
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if(ismob(mover))
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var/mob/moving_mob = mover
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if ((other_mobs && moving_mob.other_mobs))
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return 1
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return (!mover.density || !density || lying)
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else
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return (!mover.density || !density || lying)
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return
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if (mover == buckled_mob)
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return 1
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return (!mover.density || !density || lying)
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/client/North()
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