Shuttle parallax!

This commit is contained in:
Tayyyyyyy
2019-08-19 18:01:45 -07:00
parent 79efa675d1
commit c73f0aafd2
5 changed files with 42 additions and 13 deletions
+20 -7
View File
@@ -30,17 +30,22 @@
if(id_tag == "s_docking_airlock")
INVOKE_ASYNC(src, .proc/lock)
/mob/onShuttleMove()
/mob/onShuttleMove(turf/oldT, turf/T1, rotation, travelDir)
if(!move_on_shuttle)
return 0
. = ..()
if(!.)
return
if(client)
if(buckled)
shake_camera(src, 2, 1) // turn it down a bit come on
else
shake_camera(src, 7, 1)
if(!client)
return
if(buckled)
shake_camera(src, 2, 1) // turn it down a bit come on
else
shake_camera(src, 7, 1)
client.new_parallax_movedir = travelDir ? WEST : NORTH
update_parallax_contents()
/mob/living/carbon/onShuttleMove()
. = ..()
@@ -54,8 +59,16 @@
if(smooth)
queue_smooth(src)
/mob/postDock(obj/docking_port/S1, transit, list/parallax_mobs)
if(!client)
return
if(transit)
parallax_mobs.Add(src)
return
client.new_parallax_movedir = 0
update_parallax_contents()
/obj/machinery/door/airlock/postDock(obj/docking_port/stationary/S1)
. = ..()
if(!S1.lock_shuttle_doors && id_tag == "s_docking_airlock")
INVOKE_ASYNC(src, .proc/unlock)
+13 -4
View File
@@ -215,6 +215,7 @@
var/roundstart_move //id of port to send shuttle to at roundstart
var/travelDir = 0 //direction the shuttle would travel in
var/rebuildable = 0 //can build new shuttle consoles for this one
var/list/parallax_mobs = list() //mobs to unparallax
var/obj/docking_port/stationary/destination
var/obj/docking_port/stationary/previous
@@ -358,7 +359,7 @@
var/obj/docking_port/stationary/S0 = get_docked()
var/obj/docking_port/stationary/S1 = findTransitDock()
if(S1)
if(dock(S1))
if(dock(S1, , TRUE))
WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
else
previous = S0
@@ -429,7 +430,7 @@
//this is the main proc. It instantly moves our mobile port to stationary port S1
//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1, force=FALSE)
/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1, force=FALSE, transit=FALSE)
// Crashing this ship with NO SURVIVORS
if(S1.get_docked() == src)
remove_ripples()
@@ -494,7 +495,7 @@
//move mobile to new location
for(var/atom/movable/AM in T0)
AM.onShuttleMove(T0, T1, rotation)
AM.onShuttleMove(T0, T1, rotation, travelDir)
if(rotation)
T1.shuttleRotate(rotation)
@@ -516,7 +517,15 @@
var/turf/T1 = A1
T1.postDock(S1)
for(var/atom/movable/M in T1)
M.postDock(S1)
M.postDock(S1, transit, parallax_mobs)
// For mobs who move away from a transiting shuttle for whatever reason (teleportation, jumping, etc) so that they don't get stuck parallaxing
if(!transit)
for(var/mob/M in parallax_mobs)
if(M.client && M.client.new_parallax_movedir)
M.client.new_parallax_movedir = 0
M.update_parallax_contents()
parallax_mobs = list()
loc = S1.loc
dir = S1.dir