Merge pull request #4491 from IK3I/Sleeper-death-fix

Makes occupied machines not delete you when destroyed
This commit is contained in:
Fox McCloud
2016-05-24 18:33:17 -04:00
4 changed files with 97 additions and 26 deletions
+17 -8
View File
@@ -73,6 +73,7 @@
if(M.environment_smash)
M.do_attack_animation(src)
visible_message("<span class='danger'>[M.name] smashes [src] apart!</span>")
go_out()
qdel(src)
return
@@ -354,15 +355,21 @@
to_chat(occupant, "<span class='notice'>You no longer feel reliant on [R.name]!</span>")
occupant.reagents.addiction_list.Remove(R)
for(var/mob/M as mob in src) // makes sure that simple mobs don't get stuck inside a sleeper when they resist out of occupant's grasp
if(M == occupant)
continue
else
M.forceMove(src.loc)
updateDialog()
return
/obj/machinery/sleeper/blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
A.blob_act()
var/atom/movable/A = occupant
go_out()
A.blob_act()
qdel(src)
return
@@ -404,11 +411,14 @@
orient = "RIGHT"
dir = 4
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
return
if(exchange_parts(user, G))
return
default_deconstruction_crowbar(G)
if(istype(G, /obj/item/weapon/crowbar))
default_deconstruction_crowbar(G)
return
if(istype(G, /obj/item/weapon/grab))
if(panel_open)
@@ -453,24 +463,23 @@
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
ex_act(severity)
A.ex_act(severity)
qdel(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
ex_act(severity)
A.ex_act(severity)
qdel(src)
return
if(3.0)
if(prob(25))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
ex_act(severity)
A.ex_act(severity)
qdel(src)
return
return
/obj/machinery/sleeper/emp_act(severity)
if(filtering)
+35 -17
View File
@@ -19,6 +19,13 @@
else
set_light(0)
/obj/machinery/bodyscanner/process()
for(var/mob/M as mob in src) // makes sure that simple mobs don't get stuck inside a sleeper when they resist out of occupant's grasp
if(M == occupant)
continue
else
M.forceMove(src.loc)
/obj/machinery/bodyscanner/New()
..()
component_parts = list()
@@ -59,11 +66,14 @@
else
dir = 4
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
return
if(exchange_parts(user, G))
return
default_deconstruction_crowbar(G)
if(istype(G, /obj/item/weapon/crowbar))
default_deconstruction_crowbar(G)
return
if(istype(G, /obj/item/weapon/grab))
var/obj/item/weapon/grab/TYPECAST_YOUR_SHIT = G
@@ -161,39 +171,40 @@
switch(severity)
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
//Foreach goto(35)
//SN src = null
A.forceMove(src.loc)
A.ex_act(severity)
qdel(src)
return
if(2.0)
if (prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
//Foreach goto(108)
//SN src = null
A.forceMove(src.loc)
A.ex_act(severity)
qdel(src)
return
if(3.0)
if (prob(25))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
//Foreach goto(181)
//SN src = null
A.forceMove(src.loc)
A.ex_act(severity)
qdel(src)
return
else
return
/obj/machinery/bodyscanner/blob_act()
if(prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
var/atom/movable/A = occupant
go_out()
A.blob_act()
qdel(src)
/obj/machinery/bodyscanner/attack_animal(var/mob/living/simple_animal/M)//Stop putting hostile mobs in things guise
if(M.environment_smash)
M.do_attack_animation(src)
visible_message("<span class='danger'>[M.name] smashes [src] apart!</span>")
go_out()
qdel(src)
return
/obj/machinery/body_scanconsole
var/obj/machinery/bodyscanner/connected
var/delete
@@ -249,6 +260,13 @@
if(prob(50))
qdel(src)
/obj/machinery/body_scanconsole/attack_animal(var/mob/living/simple_animal/M)//Stop putting hostile mobs in things guise
if(M.environment_smash)
M.do_attack_animation(src)
visible_message("<span class='danger'>[M.name] smashes [src] apart!</span>")
qdel(src)
return
/obj/machinery/body_scanconsole/proc/findscanner()
var/obj/machinery/bodyscanner/bodyscannernew = null
// Loop through every direction
+44
View File
@@ -54,8 +54,52 @@
if(src.occupant)
process_occupant()
for(var/mob/M as mob in src) // makes sure that simple mobs don't get stuck inside a sleeper when they resist out of occupant's grasp
if(M == occupant)
continue
else
M.forceMove(src.loc)
return 1
/obj/machinery/recharge_station/ex_act(severity)
switch(severity)
if(1.0)
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
A.ex_act(severity)
qdel(src)
return
if(2.0)
if (prob(50))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
A.ex_act(severity)
qdel(src)
return
if(3.0)
if (prob(25))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
A.ex_act(severity)
qdel(src)
return
/obj/machinery/recharge_station/blob_act()
if(prob(50))
var/atom/movable/A = occupant
go_out()
A.blob_act()
qdel(src)
/obj/machinery/recharge_station/attack_animal(var/mob/living/simple_animal/M)//Stop putting hostile mobs in things guise
if(M.environment_smash)
M.do_attack_animation(src)
visible_message("<span class='danger'>[M.name] smashes [src] apart!</span>")
go_out()
qdel(src)
return
/obj/machinery/recharge_station/Bumped(var/mob/AM)
move_inside(AM)
@@ -299,7 +299,7 @@
return
/mob/living/simple_animal/hostile/proc/FindHidden()
if(istype(target.loc, /obj/structure/closet) || istype(target.loc, /obj/machinery/disposal) || istype(target.loc, /obj/machinery/sleeper))
if(istype(target.loc, /obj/structure/closet) || istype(target.loc, /obj/machinery/disposal) || istype(target.loc, /obj/machinery/sleeper) || istype(target.loc, /obj/machinery/bodyscanner) || istype(target.loc, /obj/machinery/recharge_station))
var/atom/A = target.loc
Goto(A,move_to_delay,minimum_distance)
if(A.Adjacent(src))