Port TG pointing to inventory thought bubble, and expand valid pointing targets (#19072)

* Well that actually works

* Update atoms_movable.dm

* Now you can point at things inside of things.
This commit is contained in:
Vi3trice
2022-09-25 17:29:51 +01:00
committed by GitHub
parent c76b165a6c
commit 7a3f2ed506
15 changed files with 162 additions and 56 deletions
@@ -67,6 +67,8 @@
if(istype(owner,/mob/living/carbon/human))
var/mob/living/carbon/human/H = owner
H.update_hair()
owner.thought_bubble_image = initial(owner.thought_bubble_image)
. = ..()
/obj/item/organ/internal/brain/insert(mob/living/target,special = 0)
+6 -3
View File
@@ -251,15 +251,18 @@
if(!..())
return FALSE
var/obj/item/hand_item = get_active_hand()
var/pointed_object = "\the [A]"
if(A.loc in src)
pointed_object += " inside [A.loc]"
if(istype(hand_item, /obj/item/gun) && A != hand_item)
if(a_intent == INTENT_HELP || !ismob(A))
visible_message("<b>[src]</b> points to [A] with [hand_item]")
visible_message("<b>[src]</b> points to [pointed_object] with [hand_item]")
return TRUE
A.visible_message("<span class='danger'>[src] points [hand_item] at [A]!</span>",
A.visible_message("<span class='danger'>[src] points [hand_item] at [pointed_object]!</span>",
"<span class='userdanger'>[src] points [hand_item] at you!</span>")
SEND_SOUND(A, sound('sound/weapons/targeton.ogg'))
return TRUE
visible_message("<b>[src]</b> points to [A]")
visible_message("<b>[src]</b> points to [pointed_object]")
return TRUE
/mob/living/verb/succumb()
-27
View File
@@ -609,33 +609,6 @@ GLOBAL_LIST_INIT(slot_equipment_priority, list( \
var/list/result = A.examine(src)
to_chat(src, result.Join("\n"))
//same as above
//note: ghosts can point, this is intended
//visible_message will handle invisibility properly
//overriden here and in /mob/dead/observer for different point span classes and sanity checks
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(next_move >= world.time)
return
if(!isturf(loc) || istype(A, /obj/effect/temp_visual/point) || istype(A, /obj/effect/hallucination))
return FALSE
var/tile = get_turf(A)
if(!tile)
return FALSE
changeNext_move(CLICK_CD_POINT)
var/obj/P = new /obj/effect/temp_visual/point(tile)
P.invisibility = invisibility
if(get_turf(src) != tile)
// Start off from the pointer and make it slide to the pointee
P.pixel_x = (x - A.x) * 32
P.pixel_y = (y - A.y) * 32
animate(P, 0.5 SECONDS, pixel_x = A.pixel_x, pixel_y = A.pixel_y, easing = QUAD_EASING)
return TRUE
/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
if((!( istype(l_hand, /obj/item/grab) ) && !( istype(r_hand, /obj/item/grab) )))
if(!( L ))