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* crawling? * knockdown. CONTAINS CHANGES THAT NEED REVERTING * plotting can_moves death * CANMOVE IS DEAD * mappers are insane * removes todos as the are todone * decreases crawling speed * silly-con fixes * surgery fixes * fixes death * pAI fixes * removes var/lying * runtime fix * decreases default crawling speed * correct crawling dir * some more fixes * stunbaton tweak, revert later * rejuv fix * restraint and incapacitated refactor * crawling dir in line with TG * fixes vehicle movement and grabs * alien rest fixes * antistun fixes * fixed fall sounds * forgor to stage this * first review * canmove zombie dispersal * fix * lots of fixes * defines * fixes the trait helper * if you got no legs you can still crawl * sillyconfix * no reverty keepy * jaunt fix * hopefully fixes perma sleepy zzz * admin rejuv temp fix * rest canceling * antistun chems now remove knockdown * buckle offset fix * fixes some stuff * crawling delay = 4 * descuffs bed * sleeping hotfix * fixes simple mob resting * V is the macro for resting * projectiles no dodgy * refines the projectile check * god I hate strings * MORE FIXES * I hate buckling * fixes capulettium plus * winding down * farie review * bugs did stop showing up * SEAN * todo * sean review * ed209 * i HATE cyborgs * steel review * laaaaaast things * reverts stun baton changes * and done
26 lines
824 B
Plaintext
26 lines
824 B
Plaintext
/datum/element/waddling
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/datum/element/waddling/Attach(datum/target)
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. = ..()
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if(!ismovable(target))
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return ELEMENT_INCOMPATIBLE
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if(isliving(target))
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/LivingWaddle)
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else
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/Waddle)
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/datum/element/waddling/Detach(datum/source, force)
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. = ..()
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UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
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/datum/element/waddling/proc/LivingWaddle(mob/living/target)
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if(target.incapacitated() || IS_HORIZONTAL(target))
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return
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Waddle(target)
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/datum/element/waddling/proc/Waddle(atom/movable/target)
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animate(target, pixel_z = 4, time = 0)
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var/prev_trans = matrix(target.transform)
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animate(pixel_z = 0, transform = turn(target.transform, pick(-12, 0, 12)), time = 2)
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animate(pixel_z = 0, transform = prev_trans, time = 0)
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