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People being able to move while resting/lying ◘What caused it: When a user decided to press "rest", a single variable, resting, was switched from 0 to 1. Through life.dm procs, when the handle_regular_status() proc saw the mob resting && his weakness being 0 or less, it would just give him 2 seconds of being-weak, through Weaken(2). Later on, the proc called update_canmove() to see if the guy had the ability to move due to weakness but also due to reagents/drugs/sleep etc. At every tick, this proc also reduced mob.weakness by 1. The chain that led to the problem was: ○User decides to rest ○resting is set to 1, handle_regular_status_updates() runs ○Proc sees that the user's resting var == 1. Does mob.weakness = 2 ○Proc handles weakness. mob.weakness -= 1. It is now 1. ○update_canmove() is blind to resting, though sees that there's weakness. Sets canmove to 0 ○Proc runs again the following second ○Proc sees user is resting. ○mob.weakness <= 0 fails, since it's 1 from the last run. Weakness stays at 1. ○Proc handles weakness, mob.weakness-=1. It is now 0. ○update_canmove() now sees that there's no weakness, and sets canmove to 1, even though the user is still resting & lying ○For a second, the user is able to roll around on his lying butt ○Proc runs again, giving Weaken(2) and disables movement again, and the circle repeats. ◘How it got fixed: Made update_canmove() not blind to resting. I don't like this solution, as resting still equals weakening and there's wasted processing, albeit miniscule. I will try to work on something better. ◘Sleep can now go over 1 again, some dumb shit did not realise this and led to sleep being weak as hell. You can now put people to permanent sleep through anaesthetic gasses and toxins. Deciding to sleep will put you out for 20. Deciding to faint will put you out for 10. Revision: r3442 Author: polyxenitopalidou
703 lines
20 KiB
Plaintext
703 lines
20 KiB
Plaintext
/obj/screen
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name = "screen"
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icon = 'screen1.dmi'
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layer = 20.0
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unacidable = 1
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var/id = 0.0
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var/obj/master
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var/gun_click_time = -100 //I'm lazy.
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/obj/screen/close
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name = "close"
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master = null
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/obj/screen/close/DblClick()
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if (src.master)
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src.master:close(usr)
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return
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/obj/screen/grab
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name = "grab"
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master = null
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/obj/screen/storage
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name = "storage"
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master = null
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/obj/screen/storage/attackby(W, mob/user as mob)
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src.master.attackby(W, user)
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return
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/obj/screen/zone_sel
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name = "Damage Zone"
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icon = 'zone_sel.dmi'
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icon_state = "blank"
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var/selecting = "chest"
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screen_loc = "EAST+1,NORTH"
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/obj/screen/gun
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name = "gun"
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icon = 'screen1.dmi'
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master = null
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dir = 2
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move
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name = "Allow Walking"
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icon_state = "no_walk"
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screen_loc = ui_gun2
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run
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name = "Allow Running"
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icon_state = "no_run"
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screen_loc = ui_gun3
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item
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name = "Allow Item Use"
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icon_state = "no_item"
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screen_loc = ui_gun1
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mode
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name = "Toggle Gun Mode"
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desc = "The shortcut key for this is \"F6\""
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icon_state = "gun"
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screen_loc = ui_gun_select
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dir = 1
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/obj/screen/zone_sel/MouseDown(location, control,params)
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// Changes because of 4.0
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var/list/PL = params2list(params)
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var/icon_x = text2num(PL["icon-x"])
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var/icon_y = text2num(PL["icon-y"])
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if (icon_y < 2)
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return
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else if (icon_y < 5)
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if ((icon_x > 9 && icon_x < 23))
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if (icon_x < 16)
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selecting = "r_foot"
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else
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selecting = "l_foot"
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else if (icon_y < 11)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 16)
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selecting = "r_leg"
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else
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selecting = "l_leg"
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else if (icon_y < 12)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 14)
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selecting = "r_leg"
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else if (icon_x < 19)
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selecting = "groin"
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else
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selecting = "l_leg"
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else
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return
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else if (icon_y < 13)
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if ((icon_x > 7 && icon_x < 25))
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if (icon_x < 12)
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selecting = "r_hand"
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else if (icon_x < 13)
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selecting = "r_leg"
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else if (icon_x < 20)
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selecting = "groin"
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else if (icon_x < 21)
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selecting = "l_leg"
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else
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selecting = "l_hand"
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else
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return
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else if (icon_y < 14)
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if ((icon_x > 7 && icon_x < 25))
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if (icon_x < 12)
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selecting = "r_hand"
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else if (icon_x < 21)
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selecting = "groin"
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else
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selecting = "l_hand"
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else
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return
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else if (icon_y < 16)
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if ((icon_x > 7 && icon_x < 25))
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if (icon_x < 13)
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selecting = "r_hand"
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else if (icon_x < 20)
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selecting = "chest"
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else
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selecting = "l_hand"
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else
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return
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else if (icon_y < 23)
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if ((icon_x > 7 && icon_x < 25))
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if (icon_x < 12)
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selecting = "r_arm"
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else if (icon_x < 21)
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selecting = "chest"
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else
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selecting = "l_arm"
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else
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return
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else if (icon_y < 24)
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if ((icon_x > 11 && icon_x < 21))
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selecting = "chest"
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else
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return
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else if (icon_y < 25)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 16)
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selecting = "head"
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else if (icon_x < 17)
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selecting = "mouth"
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else
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selecting = "head"
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else
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return
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else if (icon_y < 26)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 15)
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selecting = "head"
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else if (icon_x < 18)
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selecting = "mouth"
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else
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selecting = "head"
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else
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return
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else if (icon_y < 27)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 15)
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selecting = "head"
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else if (icon_x < 16)
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selecting = "eyes"
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else if (icon_x < 17)
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selecting = "mouth"
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else if (icon_x < 18)
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selecting = "eyes"
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else
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selecting = "head"
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else
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return
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else if (icon_y < 28)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 14)
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selecting = "head"
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else if (icon_x < 19)
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selecting = "eyes"
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else
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selecting = "head"
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else
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return
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else if (icon_y < 29)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 15)
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selecting = "head"
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else if (icon_x < 16)
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selecting = "eyes"
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else if (icon_x < 17)
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selecting = "head"
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else if (icon_x < 18)
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selecting = "eyes"
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else
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selecting = "head"
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else
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return
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else if (icon_y < 31)
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if ((icon_x > 11 && icon_x < 21))
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selecting = "head"
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else
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return
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else
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return
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overlays = null
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overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", selecting))
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return
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/obj/screen/grab/Click()
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master:s_click(src)
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return
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/obj/screen/grab/DblClick()
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master:s_dbclick(src)
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return
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/obj/screen/grab/attack_hand()
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return
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/obj/screen/grab/attackby()
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return
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/obj/screen/Click(location, control, params)
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var/list/pa = params2list(params)
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switch(name)
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if("map")
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usr.clearmap()
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if("maprefresh")
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var/obj/machinery/computer/security/seccomp = usr.machine
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if(seccomp!=null)
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seccomp.drawmap(usr)
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else
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usr.clearmap()
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if("other")
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if (usr.hud_used.show_otherinventory)
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usr.hud_used.show_otherinventory = 0
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usr.client.screen -= usr.hud_used.other
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else
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usr.hud_used.show_otherinventory = 1
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usr.client.screen += usr.hud_used.other
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usr.hud_used.other_update()
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if("act_intent")
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if(pa.Find("left"))
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switch(usr.a_intent)
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if("help")
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usr.a_intent = "disarm"
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usr.hud_used.action_intent.icon_state = "disarm"
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if("disarm")
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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if("hurt")
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usr.a_intent = "grab"
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usr.hud_used.action_intent.icon_state = "grab"
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if("grab")
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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else
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switch(usr.a_intent)
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if("help")
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usr.a_intent = "grab"
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usr.hud_used.action_intent.icon_state = "grab"
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if("disarm")
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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if("hurt")
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usr.a_intent = "disarm"
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usr.hud_used.action_intent.icon_state = "disarm"
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if("grab")
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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if("arrowleft")
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switch(usr.a_intent)
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if("help")
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if(issilicon(usr))
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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else
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usr.a_intent = "grab"
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usr.hud_used.action_intent.icon_state = "grab"
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if("disarm")
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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if("hurt")
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if(issilicon(usr))
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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else
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usr.a_intent = "disarm"
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usr.hud_used.action_intent.icon_state = "disarm"
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if("grab")
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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if("arrowright")
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switch(usr.a_intent)
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if("help")
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if(issilicon(usr))
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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else
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usr.a_intent = "disarm"
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usr.hud_used.action_intent.icon_state = "disarm"
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if("disarm")
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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if("hurt")
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if(issilicon(usr))
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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else
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usr.a_intent = "grab"
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usr.hud_used.action_intent.icon_state = "grab"
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if("grab")
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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if("mov_intent")
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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usr.hud_used.move_intent.icon_state = "running"
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if("intent")
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if (!( usr.intent ))
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switch(usr.a_intent)
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if("help")
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usr.intent = "13,15"
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if("disarm")
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usr.intent = "14,15"
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if("hurt")
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usr.intent = "15,15"
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if("grab")
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usr.intent = "12,15"
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else
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usr.intent = null
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if("m_intent")
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if (!( usr.m_int ))
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switch(usr.m_intent)
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if("run")
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usr.m_int = "13,14"
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if("walk")
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usr.m_int = "14,14"
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if("face")
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usr.m_int = "15,14"
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else
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usr.m_int = null
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if("walk")
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usr.m_intent = "walk"
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usr.m_int = "14,14"
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if("face")
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usr.m_intent = "face"
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usr.m_int = "15,14"
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if("run")
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usr.m_intent = "run"
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usr.m_int = "13,14"
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if("hurt")
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usr.a_intent = "hurt"
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usr.intent = "15,15"
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if("grab")
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usr.a_intent = "grab"
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usr.intent = "12,15"
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if("disarm")
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if (istype(usr, /mob/living/carbon/human))
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var/mob/M = usr
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M.a_intent = "disarm"
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M.intent = "14,15"
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if("help")
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usr.a_intent = "help"
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usr.intent = "13,15"
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if("Reset Machine")
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usr.machine = null
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if("internal")
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if ((!( usr.stat ) && usr.canmove && !( usr.restrained() )))
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if (usr.internal)
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usr.internal = null
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usr << "\blue No longer running on internals."
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if (usr.internals)
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usr.internals.icon_state = "internal0"
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else
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if(ishuman(usr))
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if (!( istype(usr.wear_mask, /obj/item/clothing/mask) ))
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usr << "\red You are not wearing a mask"
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return
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else
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if (istype(usr.back, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr.back] on your back."
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usr.internal = usr.back
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else if (ishuman(usr) && istype(usr:s_store, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr:s_store] on your [usr:wear_suit]."
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usr.internal = usr:s_store
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else if (ishuman(usr) && istype(usr:belt, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr:belt] on your belt."
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usr.internal = usr:belt
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else if (istype(usr:l_store, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr:l_store] in your left pocket."
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usr.internal = usr:l_store
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else if (istype(usr:r_store, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr:r_store] in your right pocket."
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usr.internal = usr:r_store
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else if (istype(usr.l_hand, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr.l_hand] on your left hand."
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usr.internal = usr.l_hand
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else if (istype(usr.r_hand, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr.r_hand] on your right hand."
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usr.internal = usr.r_hand
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if (usr.internal)
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//for(var/mob/M in viewers(usr, 1))
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// M.show_message(text("[] is now running on internals.", usr), 1)
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if (usr.internals)
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usr.internals.icon_state = "internal1"
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else
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usr << "\blue You don't have an oxygen tank."
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if("pull")
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usr.pulling = null
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if("sleep")
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if(usr.sleeping && usr.sleeping_willingly)
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return
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else if(!usr.sleeping)
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usr.sleeping = 20 //Short nap
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usr.sleeping_willingly = 1
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if("rest")
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usr.resting = !( usr.resting )
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//kavala2
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if("throw")
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if (!usr.stat && isturf(usr.loc) && !usr.restrained())
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usr:toggle_throw_mode()
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if("drop")
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usr.drop_item_v()
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if("swap")
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usr:swap_hand()
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if("hand")
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usr:swap_hand()
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if("resist")
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if(usr.next_move > world.time)
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return
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usr.next_move = world.time + 20
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if ((!( usr.stat ) && usr.canmove && !( usr.restrained() )))
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var/resisting = 0
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for(var/obj/O in usr.requests)
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del(O)
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resisting++
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for(var/obj/item/weapon/grab/G in usr.grabbed_by)
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resisting++
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if (G.state == 1)
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del(G)
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else
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if (G.state == 2)
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if (prob(25))
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for(var/mob/O in viewers(usr, null))
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O.show_message(text("\red [] has broken free of []'s grip!", usr, G.assailant), 1)
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del(G)
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else
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if (G.state == 3)
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if (prob(5))
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for(var/mob/O in viewers(usr, null))
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O.show_message(text("\red [] has broken free of []'s headlock!", usr, G.assailant), 1)
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del(G)
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if(resisting)
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for(var/mob/O in viewers(usr, null))
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O.show_message(text("\red <B>[] resists!</B>", usr), 1)
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if(usr:handcuffed && usr:canmove && (usr.last_special <= world.time))
|
|
var/breakouttime = 1200
|
|
var/displaytime = 2
|
|
if(!usr:canmove)
|
|
breakouttime = 2400
|
|
displaytime = 4
|
|
usr.next_move = world.time + 100
|
|
usr.last_special = world.time + 100
|
|
if(isalienadult(usr) || usr.mutations & HULK)//Don't want to do a lot of logic gating here.
|
|
usr << "\green You attempt to break your handcuffs. (This will take around 5 seconds and you need to stand still)"
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] is trying to break the handcuffs!</B>", usr), 1)
|
|
spawn(0)
|
|
if(do_after(usr, 50))
|
|
if(!usr:handcuffed || usr:buckled)
|
|
return
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] manages to break the handcuffs!</B>", usr), 1)
|
|
usr << "\green You successfully break your handcuffs."
|
|
del(usr:handcuffed)
|
|
usr:handcuffed = null
|
|
else
|
|
usr << "\red You attempt to remove your handcuffs. (This will take around [displaytime] minutes and you need to stand still)"
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] attempts to remove the handcuffs!</B>", usr), 1)
|
|
spawn(0)
|
|
var/increment = 150
|
|
for(var/i = 0, i < breakouttime, i += increment)
|
|
if(!do_after(usr, increment))
|
|
return
|
|
|
|
else
|
|
usr << pick("You hear something click, but it doesn't open yet.", // - Uristqwerty
|
|
"The latch resists!", // - IRC: BowlSoldier
|
|
"The chain is starting to give!", // - IRC: BowlSoldier
|
|
"The chain bends a little.", // - IRC: STALKER
|
|
"Your wrist hurts.", // - IRC: STALKER
|
|
"Unnng", // - IRC: Doug_H_Nuts
|
|
"The chain jangles a bit.", // - SkyMarshal
|
|
"\red Hurry up, dammit!", // - SkyMarshal
|
|
"This is exhausting!") // - SkyMarshal
|
|
for(var/mob/O in viewers(usr))
|
|
if(prob(50)) //Reduces spam slightly
|
|
O.show_message(text("\red [] continues to struggle in their cuffs!", usr), 1)
|
|
if(!usr:handcuffed) return
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] manages to remove the handcuffs!</B>", usr), 1)
|
|
usr << "\blue You successfully remove your handcuffs."
|
|
usr:handcuffed:loc = usr:loc
|
|
usr:handcuffed = null
|
|
usr.update_clothing()
|
|
|
|
if(istype(usr, /mob/living/carbon/human) && istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket) && usr:canmove && (usr.last_special <= world.time))
|
|
usr.next_move = world.time + 200
|
|
usr.last_special = world.time + 200
|
|
if(isalienadult(usr) || usr.mutations & HULK)//Don't want to do a lot of logic gating here.
|
|
usr << "\green You attempt to break out of your straight jacket. (This will take around 5 seconds and you need to stand still)"
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] is trying to break out of \his straight jacket!</B>", usr), 1)
|
|
spawn(0)
|
|
if(do_after(usr, 50))
|
|
if(!istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket)) return
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] manages to break out of the straight jacket!</B>", usr), 1)
|
|
usr << "\green You successfully break out of your straight jacket."
|
|
var/obj/sj = usr:wear_suit
|
|
usr.remove_from_mob(sj)
|
|
sj.loc = usr.loc
|
|
else
|
|
usr << "\red You attempt to get out of your straight jacket. (This will take around 4 minutes and you need to stand still)"
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] attempts to get out \his straight jacket!</B>", usr), 1)
|
|
spawn(0)
|
|
if(do_after(usr, 1200))
|
|
if(!istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket)) return
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] manages to wriggle out of the straight jacket!</B>", usr), 1)
|
|
usr << "\blue You successfully get out of your straight jacket."
|
|
var/obj/sj = usr:wear_suit
|
|
usr.remove_from_mob(sj)
|
|
sj.loc = usr.loc
|
|
|
|
if(usr:handcuffed && (usr.last_special <= world.time) && usr:buckled)
|
|
usr.next_move = world.time + 100
|
|
usr.last_special = world.time + 100
|
|
usr << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] attempts to unbuckle themself!</B>", usr), 1)
|
|
spawn(0)
|
|
if(do_after(usr, 1200))
|
|
if(!usr:buckled)
|
|
return
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] manages to unbuckle themself!</B>", usr), 1)
|
|
usr << "\blue You successfully unbuckle yourself."
|
|
usr:buckled.manual_unbuckle(usr)
|
|
|
|
|
|
if("module")
|
|
if(issilicon(usr))
|
|
if(usr:module)
|
|
return
|
|
usr:pick_module()
|
|
|
|
if("radio")
|
|
if(issilicon(usr))
|
|
usr:radio_menu()
|
|
if("panel")
|
|
if(issilicon(usr))
|
|
usr:installed_modules()
|
|
|
|
if("store")
|
|
if(issilicon(usr))
|
|
usr:uneq_active()
|
|
|
|
if("module1")
|
|
if(usr:module_state_1)
|
|
if(usr:module_active != usr:module_state_1)
|
|
usr:inv1.icon_state = "inv1 +a"
|
|
usr:inv2.icon_state = "inv2"
|
|
usr:inv3.icon_state = "inv3"
|
|
usr:module_active = usr:module_state_1
|
|
else
|
|
usr:inv1.icon_state = "inv1"
|
|
usr:module_active = null
|
|
|
|
if("module2")
|
|
if(usr:module_state_2)
|
|
if(usr:module_active != usr:module_state_2)
|
|
usr:inv1.icon_state = "inv1"
|
|
usr:inv2.icon_state = "inv2 +a"
|
|
usr:inv3.icon_state = "inv3"
|
|
usr:module_active = usr:module_state_2
|
|
else
|
|
usr:inv2.icon_state = "inv2"
|
|
usr:module_active = null
|
|
|
|
if("module3")
|
|
if(usr:module_state_3)
|
|
if(usr:module_active != usr:module_state_3)
|
|
usr:inv1.icon_state = "inv1"
|
|
usr:inv2.icon_state = "inv2"
|
|
usr:inv3.icon_state = "inv3 +a"
|
|
usr:module_active = usr:module_state_3
|
|
else
|
|
usr:inv3.icon_state = "inv3"
|
|
usr:module_active = null
|
|
|
|
if("Allow Walking")
|
|
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
|
return
|
|
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
|
usr << "You need your gun in your active hand to do that!"
|
|
return
|
|
usr.client.AllowTargetMove()
|
|
gun_click_time = world.time
|
|
|
|
if("Disallow Walking")
|
|
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
|
return
|
|
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
|
usr << "You need your gun in your active hand to do that!"
|
|
return
|
|
usr.client.AllowTargetMove()
|
|
gun_click_time = world.time
|
|
|
|
if("Allow Running")
|
|
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
|
return
|
|
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
|
usr << "You need your gun in your active hand to do that!"
|
|
return
|
|
usr.client.AllowTargetRun()
|
|
gun_click_time = world.time
|
|
|
|
if("Disallow Running")
|
|
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
|
return
|
|
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
|
usr << "You need your gun in your active hand to do that!"
|
|
return
|
|
usr.client.AllowTargetRun()
|
|
gun_click_time = world.time
|
|
|
|
if("Allow Item Use")
|
|
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
|
return
|
|
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
|
usr << "You need your gun in your active hand to do that!"
|
|
return
|
|
usr.client.AllowTargetClick()
|
|
gun_click_time = world.time
|
|
|
|
|
|
if("Disallow Item Use")
|
|
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
|
return
|
|
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
|
usr << "You need your gun in your active hand to do that!"
|
|
return
|
|
usr.client.AllowTargetClick()
|
|
gun_click_time = world.time
|
|
|
|
if("Toggle Gun Mode")
|
|
usr.client.ToggleGunMode()
|
|
|
|
else
|
|
DblClick()
|
|
return
|
|
|
|
/obj/screen/attack_hand(mob/user as mob, using)
|
|
user.db_click(name, using)
|
|
return
|
|
|
|
/obj/screen/attack_paw(mob/user as mob, using)
|
|
user.db_click(name, using)
|
|
return
|