mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 06:57:42 +01:00
Singularity can no longer eat the AI's eye mob
Cleaned up how throwing works.
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@@ -638,7 +638,6 @@
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#include "code\game\objects\devices\chameleonproj.dm"
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#include "code\game\objects\devices\flash.dm"
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#include "code\game\objects\devices\flashlight.dm"
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#include "code\game\objects\devices\geneanalyzer.dm"
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#include "code\game\objects\devices\infra_sensor.dm"
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#include "code\game\objects\devices\multitool.dm"
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#include "code\game\objects\devices\paicard.dm"
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+2
-4
@@ -41,7 +41,6 @@
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icon = 'policetape.dmi'
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anchored = 1
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density = 1
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throwpass = 1
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req_access = list(access_security)
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/obj/structure/signpost
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@@ -701,7 +700,6 @@
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density = 1
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anchored = 1.0
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layer = 2.8
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throwpass = 1
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New()
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..()
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@@ -827,10 +825,10 @@
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dir_sum = 8
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if(13)
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if(dir_sum == 29)
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dir_sum = 6
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dir_sum = 10
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table_type = 6
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else if(dir_sum == 141)
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dir_sum = 10
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dir_sum = 6
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table_type = 6
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else if(dir_sum == 189 || dir_sum == 221 || dir_sum == 253 || dir_sum == 157)
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dir_sum = 1
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@@ -138,6 +138,8 @@ MASS SPECTROMETER
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return
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if(src.loc != user)
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return 0
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if(istype(A,/obj/machinery/computer/forensic_scanning)) //breaks shit.
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return
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if(istype(A,/obj/item/weapon/f_card))
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user << "Haha, nice try. Cheater. (It would break stuff anyways.)"
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return
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@@ -108,7 +108,7 @@ TABLE AND RACK OBJECT INTERATIONS
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/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSTABLE)) //WTF do things hit tables like that? Jeez.
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if(istype(mover) && (mover.checkpass(PASSTABLE) || mover.flags & TABLEPASS)) //WTF do things hit tables like that? Jeez.
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return 1
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else
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return 0
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@@ -309,7 +309,7 @@ TABLE AND RACK OBJECT INTERATIONS
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if(air_group || (height==0)) return 1
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if(src.density == 0) //Because broken racks -Agouri |TODO: SPRITE!|
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return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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if(istype(mover) && (mover.checkpass(PASSTABLE) || mover.flags & TABLEPASS))
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return 1
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else
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return 0
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@@ -96,12 +96,11 @@
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src.throw_impact(A)
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src.throwing = 0
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if(isobj(A))
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if(A.density && !A.throwpass) // **TODO: Better behaviour for windows
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if(A.density) // **TODO: Better behaviour for windows
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// which are dense, but shouldn't always stop movement
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src.throw_impact(A)
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src.throwing = 0
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/atom/var/throwpass = 0
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/atom/proc/throw_impact(atom/hit_atom)
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if(istype(hit_atom,/mob/living))
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var/mob/living/M = hit_atom
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@@ -2,7 +2,8 @@ var/global/list/uneatable = list(
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/turf/space,
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/obj/effect,
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/obj/effect/overlay,
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/obj/effect/rune
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/obj/effect/rune,
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/mob/aiEye
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)
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/obj/machinery/singularity/
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