[FIX] It's possible to pick up stuff behind tables again (#26144)

* Replica syndicate space suit sprites

* Revert "Replica syndicate space suit sprites"

This reverts commit 1fb5cf68ac.

* You can grab stuff through tables again

* I must please the linter

* Morgue trays as well

---------

Co-authored-by: adrermail@gmail.com <adrermail@gmail.com>
This commit is contained in:
Adrer
2024-07-05 19:57:20 +02:00
committed by GitHub
parent 9570f5eebd
commit 58137cd7b8
9 changed files with 13 additions and 13 deletions
+1
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@@ -138,6 +138,7 @@
#define PASSFENCE (1<<6)
#define PASSDOOR (1<<7)
#define PASSGIRDER (1<<8)
#define PASSTAKE (1<<9)
//turf-only flags
#define BLESSED_TILE (1<<0)
+3 -3
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@@ -92,13 +92,13 @@
/*
This checks if you there is uninterrupted airspace between that turf and this one.
This is defined as any dense ON_BORDER object, or any dense object without LETPASSTHROW.
This is defined as any dense ON_BORDER object, or any dense object without PASSTAKE .
The border_only flag allows you to not objects (for source and destination squares)
*/
/turf/proc/ClickCross(target_dir, border_only, target_atom = null)
for(var/obj/O in src)
if(!O.density || O == target_atom || (O.pass_flags & LETPASSTHROW))
continue // LETPASSTHROW is used for anything you can click through
if(!O.density || O == target_atom || (O.pass_flags_self & PASSTAKE))
continue // PASSTAKE is used for anything you can click through
if(O.flags&ON_BORDER) // windows are on border, check them first
if(O.dir & target_dir || O.dir&(O.dir-1)) // full tile windows are just diagonals mechanically
+1 -1
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@@ -140,7 +140,7 @@
base_icon_state = "sandbags"
max_integrity = 280
proj_pass_rate = 20
pass_flags_self = LETPASSTHROW
pass_flags_self = LETPASSTHROW | PASSTAKE
bar_material = SAND
climbable = TRUE
smoothing_flags = SMOOTH_BITMASK
+1 -1
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@@ -67,7 +67,7 @@
icon_state = "hoop"
anchored = TRUE
density = TRUE
pass_flags_self = LETPASSTHROW
pass_flags_self = LETPASSTHROW | PASSTAKE
/obj/structure/holohoop/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/grab) && get_dist(src, user) <= 1)
+1 -1
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@@ -52,7 +52,7 @@
name = "holo barrier"
desc = "A short holographic barrier which can only be passed by walking."
icon_state = "holosign_sec"
pass_flags_self = LETPASSTHROW
pass_flags_self = LETPASSTHROW | PASSTAKE
density = TRUE
max_integrity = 20
var/allow_walk = TRUE //can we pass through it on walk intent
+2 -2
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@@ -255,7 +255,7 @@
layer = 2.0
var/obj/structure/morgue/connected = null
anchored = TRUE
pass_flags_self = LETPASSTHROW
pass_flags_self = LETPASSTHROW | PASSTAKE
max_integrity = 350
/obj/structure/m_tray/attack_hand(mob/user as mob)
@@ -552,7 +552,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
layer = 2.0
var/obj/structure/crematorium/connected = null
anchored = TRUE
pass_flags_self = LETPASSTHROW
pass_flags_self = LETPASSTHROW | PASSTAKE
/obj/structure/c_tray/attack_hand(mob/user as mob)
if(connected)
+1 -1
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@@ -5,7 +5,7 @@
icon_state = "railing"
density = TRUE
anchored = TRUE
pass_flags_self = LETPASSTHROW
pass_flags_self = LETPASSTHROW | PASSTAKE
climbable = TRUE
layer = ABOVE_MOB_LAYER
flags = ON_BORDER
+2 -2
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@@ -21,7 +21,7 @@
density = TRUE
anchored = TRUE
layer = TABLE_LAYER
pass_flags_self = LETPASSTHROW
pass_flags_self = LETPASSTHROW | PASSTAKE
climbable = TRUE
max_integrity = 100
integrity_failure = 30
@@ -864,7 +864,7 @@
layer = TABLE_LAYER
density = TRUE
anchored = TRUE
pass_flags_self = LETPASSTHROW
pass_flags_self = LETPASSTHROW | PASSTAKE
max_integrity = 20
/obj/structure/rack/examine(mob/user)
+1 -2
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@@ -35,8 +35,7 @@
icon_state = "bowl1"
density = FALSE // Small enough to not block stuff
anchored = FALSE // Small enough to move even when filled
pass_flags_self = LETPASSTHROW // Just like at the county fair, you can't seem to throw the ball in to win the goldfish, and it's small enough to pull onto a table
pass_flags = PASSTABLE
pass_flags = PASSTABLE // Just like at the county fair, you can't seem to throw the ball in to win the goldfish, and it's small enough to pull onto a table
tank_type = "bowl"
water_capacity = 50 // Not very big, therefore it can't hold much
max_fish = 1 // What a lonely fish