Files
S.P.L.U.R.T-Station-13/code/datums/components/knockback.dm
Detective-Google bd37d45334 Ports TG Icemoon framework and map (#49680) (#12002)
* ports all the tg junk for icemoon, not yet changed to make it all compile

* fixes

* fixes

* fixes

* fixes

* fixes

* new stuff

* whew

* fixes

* it compiles, now to fix the maps

* fixes the maps

* fixes solars + removes the space tiles in the toxins burn chamber

* nukes the SpawnTerrain proc used for tg geysers

* linter fix

* fix

* fixes the non matching turf atmos (hopefully)

* more mapping fixes

* dmm2tgm

* unfucks changeturf for the more_caves

* fixes the volanic subtypes of the other thing

* fixes the stupid fucking tile placing list

* some map fixes, fixes the station_ruin loader shitting out errors this commit took 2 hours of my fucking life

* fixes a bunch of mismatch atmos in ruins

* fixes wendigo cave having no air

* backwards couch backwards couch

* fixes the SM up

* wendigos can't runtime when butchering if you can't butcher them 😎

* makes the wendigo fight have the same atmos as the surrounding icemoon

* Tweaks atmos mixture from o2=22;n2=82;TEMP=180 to o2=18;n2=63;TEMP=180, making lavaland weapons actually work

* makes the wendigo screech shake not completely aids

* fixes snowlegion portals dropping proper legions instead of skeles

* brings the engioutpost ruin over as well

* whoopps

* empty commit to reroll bots

* Fixes pirates, ops, the mining base, and gives pirates and ops drills

* fixes lone ops and ninjas

* fixes the snowed plating getting fucked when tiles are placed on it

* removes some OP junk from the wabbajack pool (aka removes non-antag headslugs again)

* more bug fixes

* empty commit to reroll bots

* hopefully finally kills the active turfs on the library ruin

Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com>
2020-05-07 14:46:16 +02:00

64 lines
2.5 KiB
Plaintext

/datum/component/knockback
/// distance the atom will be thrown
var/throw_distance
/// whether this can throw anchored targets (tables, etc)
var/throw_anchored
/// whether this is a gentle throw (default false means people thrown into walls are stunned / take damage)
var/throw_gentle
/datum/component/knockback/Initialize(throw_distance=1, throw_gentle=FALSE)
if(!isitem(parent) && !ishostile(parent) && !isgun(parent) && !ismachinery(parent) && !isstructure(parent))
return COMPONENT_INCOMPATIBLE
src.throw_distance = throw_distance
src.throw_anchored = throw_anchored
src.throw_gentle = throw_gentle
/datum/component/knockback/RegisterWithParent()
. = ..()
if(ismachinery(parent) || isstructure(parent) || isgun(parent)) // turrets, etc
RegisterSignal(parent, COMSIG_PROJECTILE_ON_HIT, .proc/projectile_hit)
else if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_AFTERATTACK, .proc/item_afterattack)
else if(ishostile(parent))
RegisterSignal(parent, COMSIG_HOSTILE_ATTACKINGTARGET, .proc/hostile_attackingtarget)
/datum/component/knockback/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, list(COMSIG_ITEM_AFTERATTACK, COMSIG_HOSTILE_ATTACKINGTARGET, COMSIG_PROJECTILE_ON_HIT))
/// triggered after an item attacks something
/datum/component/knockback/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
if(!proximity_flag)
return
do_knockback(target, user, get_dir(source, target))
/// triggered after a hostile simplemob attacks something
/datum/component/knockback/proc/hostile_attackingtarget(mob/living/simple_animal/hostile/attacker, atom/target)
do_knockback(target, attacker, get_dir(attacker, target))
/// triggered after a projectile hits something
/datum/component/knockback/proc/projectile_hit(atom/fired_from, atom/movable/firer, atom/target, Angle)
do_knockback(target, null, angle2dir(Angle))
/**
* Throw a target in a direction
*
* Arguments:
* * target - Target atom to throw
* * thrower - Thing that caused this atom to be thrown
* * throw_dir - Direction to throw the atom
*/
/datum/component/knockback/proc/do_knockback(atom/target, mob/thrower, throw_dir)
if(!ismovable(target) || throw_dir == null)
return
var/atom/movable/throwee = target
if(throwee.anchored && !throw_anchored)
return
if(throw_distance < 0)
throw_dir = turn(throw_dir, 180)
throw_distance *= -1
var/atom/throw_target = get_edge_target_turf(throwee, throw_dir)
throwee.safe_throw_at(throw_target, throw_distance, 1, thrower) //, gentle = throw_gentle)