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https://github.com/PolarisSS13/Polaris.git
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update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs. Fixed the throw code for TKgrab so it can be toggled. Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are) Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little. There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
175 lines
4.4 KiB
Plaintext
175 lines
4.4 KiB
Plaintext
/obj/structure/stool/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(5))
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del(src)
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return
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return
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/obj/structure/stool/blob_act()
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if(prob(75))
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new /obj/item/stack/sheet/metal(src.loc)
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del(src)
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/obj/structure/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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new /obj/item/stack/sheet/metal(src.loc)
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del(src)
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return
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/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/assembly/shock_kit))
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var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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E.dir = src.dir
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E.part = W
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W.loc = E
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W.master = E
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user.u_equip(W)
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W.layer = initial(W.layer)
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del(src)
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return
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return
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/obj/structure/stool/bed/Del()
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unbuckle()
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..()
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return
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/obj/structure/stool/bed/proc/unbuckle()
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if(buckled_mob)
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if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
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buckled_mob.buckled = null
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buckled_mob.anchored = 0
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buckled_mob.lying = 0
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buckled_mob = null
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return
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/obj/structure/stool/bed/proc/manual_unbuckle(mob/user as mob)
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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if(buckled_mob != user)
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buckled_mob.visible_message(\
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"\blue [buckled_mob.name] was unbuckled by [user.name]!",\
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"You unbuckled from [src] by [user.name].",\
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"You hear metal clanking")
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else
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buckled_mob.visible_message(\
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"\blue [buckled_mob.name] unbuckled himself!",\
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"You unbuckle yourself from [src].",\
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"You hear metal clanking")
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unbuckle()
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src.add_fingerprint(user)
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return
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/obj/structure/stool/bed/proc/buckle_mob(mob/M as mob, mob/user as mob)
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if (!ticker)
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user << "You can't buckle anyone in before the game starts."
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if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled || istype(user, /mob/living/silicon/pai)))
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return
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unbuckle()
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if (M == usr)
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M.visible_message(\
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"\blue [M.name] buckles in!",\
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"You buckle yourself to [src].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] is buckled in to [src] by [user.name]!",\
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"You are buckled in to [src] by [user.name].",\
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"You hear metal clanking")
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M.anchored = 1
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M.buckled = src
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M.loc = src.loc
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M.dir = src.dir
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src.buckled_mob = M
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src.add_fingerprint(user)
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return
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/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
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if(!istype(M)) return
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buckle_mob(M, user)
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// M.lying = 1
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// M.update_icons() //update our icons to reflect our lying/standing status
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return
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/obj/structure/stool/bed/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/stool/bed/attack_hand(mob/user as mob)
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manual_unbuckle(user)
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return
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/obj/structure/stool/bed/chair/New()
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if(anchored)
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src.verbs -= /atom/movable/verb/pull
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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..()
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return
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/obj/structure/stool/bed/chair/verb/rotate()
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set name = "Rotate Chair"
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set category = "Object"
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set src in oview(1)
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src.dir = turn(src.dir, 90)
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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else
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src.layer = OBJ_LAYER
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if(buckled_mob)
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buckled_mob.dir = dir
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return
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/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
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if(!istype(M)) return
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buckle_mob(M, user)
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// M.update_icons() //update our icons to reflect our lying/standing status
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return
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//roller bed
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/obj/structure/stool/bed/roller
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name = "roller bed"
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icon = 'rollerbed.dmi'
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icon_state = "down"
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anchored = 0
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/obj/structure/stool/bed/roller/Move()
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..()
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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buckled_mob.loc = src.loc
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/obj/structure/stool/bed/roller/buckle_mob(mob/M as mob, mob/user as mob)
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if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled || istype(usr, /mob/living/silicon/pai)))
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return
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M.pixel_y = 6
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density = 1
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icon_state = "up"
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..()
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return
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/obj/structure/stool/bed/roller/manual_unbuckle(mob/user as mob)
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if(buckled_mob)
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buckled_mob.pixel_y = 0
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buckled_mob.anchored = 0
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buckled_mob.buckled = null
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density = 0
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icon_state = "down"
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..()
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return
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