diff --git a/code/modules/multiz/movement.dm b/code/modules/multiz/movement.dm
index 13929d83f72..6d306f101eb 100644
--- a/code/modules/multiz/movement.dm
+++ b/code/modules/multiz/movement.dm
@@ -49,21 +49,22 @@
else
to_chat(src, "You gave up on pulling yourself up.")
return 0
- var/mob/H = src //VOREStation Edit Start. Are they human (H above.), have a wing style, and do they have the trait?
- if(H.flying == 1)
- if(H.incapacitated(INCAPACITATION_ALL))
- to_chat(src, "You can't fly in your current state.")
- H.stop_flying() //Should already be done, but just in case.
- return 0
- var/fly_time = max(7 SECONDS + (H.movement_delay() * 10), 1) //So it's not too useful for combat.
- to_chat(src, "You begin to fly upwards...")
- destination.audible_message("You hear the flapping of wings.")
- H.audible_message("[H] begins to flap \his wings, preparing to move upwards!.")
- if(do_after(H, fly_time) && H.flying)
- to_chat(src, "You fly upwards.")
- else
- to_chat(src, "You stopped flying upwards.")
- return 0 //VOREStation Edit End.
+ else if(ismob(src)) //VOREStation Edit Start. Are they a mob, and are they currently flying??
+ var/mob/H = src
+ if(H.flying == 1)
+ if(H.incapacitated(INCAPACITATION_ALL))
+ to_chat(src, "You can't fly in your current state.")
+ H.stop_flying() //Should already be done, but just in case.
+ return 0
+ var/fly_time = max(7 SECONDS + (H.movement_delay() * 10), 1) //So it's not too useful for combat. Could make this variable somehow, but that's down the road.
+ to_chat(src, "You begin to fly upwards...")
+ destination.audible_message("You hear the flapping of wings.")
+ H.audible_message("[H] begins to flap \his wings, preparing to move upwards!.")
+ if(do_after(H, fly_time) && H.flying)
+ to_chat(src, "You fly upwards.")
+ else
+ to_chat(src, "You stopped flying upwards.")
+ return 0 //VOREStation Edit End.
else
to_chat(src, "Gravity stops you from moving upward.")
return 0
@@ -158,30 +159,31 @@
if(throwing)
return
- var/mob/H = src //VOREStation Edit Start. Flight on mobs.
- if(H.flying == 1) //Some other checks are done in the wings_toggle proc
- if(H.nutrition > 2)
- H.nutrition -= 2 //You use up 2 nutrition per TILE and tick of flying above open spaces. If people wanna flap their wings in the hallways, shouldn't penalize them for it.
- if(H.incapacitated(INCAPACITATION_ALL))
- H.stop_flying()
- //Just here to see if the person is KO'd, stunned, etc. If so, it'll move onto can_fall.
- else if (H.nutrition > 1000) //Eat too much while flying? Get fat and fall.
- to_chat(H, "You're too heavy! Your wings give out and you plummit to the ground!")
- H.stop_flying() //womp womp.
- else if(H.nutrition < 300 && H.nutrition > 289) //290 would be risky, as metabolism could mess it up. Let's do 289.
- to_chat(H, "You are starting to get fatigued... You probably have a good minute left in the air, if that. Even less if you continue to fly around! You should get to the ground soon!") //Ticks are, on average, 3 seconds. So this would most likely be 90 seconds, but lets just say 60.
- H.nutrition -= 10
- return
- else if(H.nutrition < 100 && H.nutrition > 89)
- to_chat(H, "You're seriously fatigued! You need to get to the ground immediately and eat before you fall!")
- return
- else if(H.nutrition < 2) //Should have listened to the warnings!
- to_chat(H, "You lack the strength to keep yourself up in the air...")
- H.stop_flying()
- else
- return
- if(H.grabbed_by.len) //If you're grabbed (presumably by someone flying) let's not have you fall. This also allows people to grab onto you while you jump over a railing to prevent you from falling!
- return //VOREStation Edit End.
+ if(ismob(src))
+ var/mob/H = src //VOREStation Edit Start. Flight on mobs.
+ if(H.flying == 1) //Some other checks are done in the wings_toggle proc
+ if(H.nutrition > 2)
+ H.nutrition -= 2 //You use up 2 nutrition per TILE and tick of flying above open spaces. If people wanna flap their wings in the hallways, shouldn't penalize them for it.
+ if(H.incapacitated(INCAPACITATION_ALL))
+ H.stop_flying()
+ //Just here to see if the person is KO'd, stunned, etc. If so, it'll move onto can_fall.
+ else if (H.nutrition > 1000) //Eat too much while flying? Get fat and fall.
+ to_chat(H, "You're too heavy! Your wings give out and you plummit to the ground!")
+ H.stop_flying() //womp womp.
+ else if(H.nutrition < 300 && H.nutrition > 289) //290 would be risky, as metabolism could mess it up. Let's do 289.
+ to_chat(H, "You are starting to get fatigued... You probably have a good minute left in the air, if that. Even less if you continue to fly around! You should get to the ground soon!") //Ticks are, on average, 3 seconds. So this would most likely be 90 seconds, but lets just say 60.
+ H.nutrition -= 10
+ return
+ else if(H.nutrition < 100 && H.nutrition > 89)
+ to_chat(H, "You're seriously fatigued! You need to get to the ground immediately and eat before you fall!")
+ return
+ else if(H.nutrition < 2) //Should have listened to the warnings!
+ to_chat(H, "You lack the strength to keep yourself up in the air...")
+ H.stop_flying()
+ else
+ return
+ if(H.grabbed_by.len) //If you're grabbed (presumably by someone flying) let's not have you fall. This also allows people to grab onto you while you jump over a railing to prevent you from falling!
+ return //VOREStation Edit End.
if(can_fall())
// We spawn here to let the current move operation complete before we start falling. fall() is normally called from