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Bicycle is now a bicycle! (and gives it a bicycle bell too) (#22619)
* ring ring, looks whats coming * typo * becoming a REAL vehicle * more tweaks! * newer sprite version * Useless * bicycle sprite
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@@ -111,66 +111,3 @@
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max_integrity = 1500
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resistance_flags = FIRE_PROOF | ACID_PROOF
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buildstacktype = /obj/item/stack/sheet/mineral/plastitanium
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/obj/structure/chair/wheelchair/bike
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name = "bicycle"
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desc = "Two wheels of FURY!"
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//placeholder until i get a bike sprite
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icon = 'icons/vehicles/motorcycle.dmi'
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icon_state = "motorcycle_4dir"
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/obj/structure/chair/wheelchair/bike/relaymove(mob/user, direction)
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if(propelled)
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return 0
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if(!Process_Spacemove(direction) || !has_gravity(src.loc) || !isturf(loc)) //bikes in space.
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return 0
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if(world.time < move_delay)
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return
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var/calculated_move_delay
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calculated_move_delay = 0 //bikes are infact sport bikes
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if(has_buckled_mobs())
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var/mob/living/buckled_mob = buckled_mobs[1]
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if(buckled_mob.incapacitated())
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unbuckle_mob(buckled_mob) //if the rider is incapacitated, unbuckle them (they can't balance so they fall off)
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return 0
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var/mob/living/thedriver = user
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var/mob_delay = thedriver.movement_delay()
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if(mob_delay > 0)
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calculated_move_delay += mob_delay
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if(ishuman(buckled_mob))
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var/mob/living/carbon/human/driver = user
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var/obj/item/organ/external/l_hand = driver.get_organ("l_hand")
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var/obj/item/organ/external/r_hand = driver.get_organ("r_hand")
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if(!l_hand && !r_hand)
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calculated_move_delay += 0.5 //I can ride my bike with no handlebars... (but it's slower)
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for(var/organ_name in list("l_leg","r_leg","l_foot","r_foot"))
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var/obj/item/organ/external/E = driver.get_organ(organ_name)
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if(!E)
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return 0 //Bikes need both feet/legs to work. missing even one makes it so you can't ride the bike
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else if(E.status & ORGAN_SPLINTED)
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calculated_move_delay += 0.5
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else if(E.status & ORGAN_BROKEN)
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calculated_move_delay += 1.5
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move_delay = world.time
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move_delay += calculated_move_delay
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if(!buckled_mob.Move(get_step(buckled_mob, direction), direction))
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loc = buckled_mob.loc //we gotta go back
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last_move = buckled_mob.last_move
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inertia_dir = last_move
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buckled_mob.inertia_dir = last_move
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. = 0
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else
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. = 1
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/obj/structure/chair/wheelchair/bike/wrench_act(mob/user, obj/item/I)
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return
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