mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-21 20:14:31 +01:00
Allowed pAIs and AIs loaded into hardsuits to move and rest when control is enabled or the user is unconcious/dead.
Allows AIs/pAIs in rigs to use the selected module via middle click.
This commit is contained in:
@@ -95,14 +95,14 @@
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playsound(T, "sparks", 50, 1)
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anim(T,M,'icons/mob/mob.dmi',,"phaseout",,M.dir)
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/obj/item/rig_module/teleporter/engage(atom/target)
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/obj/item/rig_module/teleporter/engage(var/atom/target, var/notify_ai)
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if(!..()) return 0
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var/mob/living/carbon/human/H = holder.wearer
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if(!istype(H.loc, /turf))
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H << "<span class='warning'>You cannot teleport out of your current location.</span>"
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usr << "<span class='warning'>You cannot teleport out of your current location.</span>"
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return 0
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var/turf/T
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@@ -112,15 +112,15 @@
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T = get_teleport_loc(get_turf(H), H, rand(5, 9))
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if(!T || T.density)
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H << "<span class='warning'>You cannot teleport into solid walls.</span>"
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usr << "<span class='warning'>You cannot teleport into solid walls.</span>"
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return 0
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if(T.z in config.admin_levels)
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H << "<span class='warning'>You cannot use your teleporter on this Z-level.</span>"
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usr << "<span class='warning'>You cannot use your teleporter on this Z-level.</span>"
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return 0
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if(T.contains_dense_objects())
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H << "<span class='warning'>You cannot teleport to a location with solid objects.</span>"
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usr << "<span class='warning'>You cannot teleport to a location with solid objects.</span>"
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phase_out(H,get_turf(H))
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H.loc = T
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@@ -27,6 +27,8 @@
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var/interface_path = "hardsuit.tmpl"
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var/ai_interface_path = "hardsuit.tmpl"
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var/interface_title = "Hardsuit Controller"
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var/wearer_move_delay //Used for AI moving.
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var/ai_controlled_move_delay = 10
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// Keeps track of what this rig should spawn with.
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var/suit_type = "hardsuit"
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@@ -326,6 +328,8 @@
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else
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if(offline)
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offline = 0
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if(istype(wearer) && !wearer.wearing_rig)
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wearer.wearing_rig = src
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chest.slowdown = initial(slowdown)
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if(offline)
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@@ -544,11 +548,13 @@
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/obj/item/weapon/rig/proc/notify_ai(var/message)
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if(!message || !installed_modules || !installed_modules.len)
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return
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return 0
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. = 0
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for(var/obj/item/rig_module/module in installed_modules)
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for(var/mob/living/silicon/ai/ai in module.contents)
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if(ai && ai.client && !ai.stat)
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ai << "[message]"
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. = 1
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/obj/item/weapon/rig/equipped(mob/living/carbon/human/M)
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..()
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@@ -565,6 +571,7 @@
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if(istype(M) && M.back == src)
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M.visible_message("<font color='blue'><b>[M] struggles into \the [src].</b></font>", "<font color='blue'><b>You struggle into \the [src].</b></font>")
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wearer = M
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wearer.wearing_rig = src
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update_icon()
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/obj/item/weapon/rig/proc/toggle_piece(var/piece, var/mob/living/carbon/human/H, var/deploy_mode)
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@@ -676,6 +683,7 @@
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..()
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for(var/piece in list("helmet","gauntlets","chest","boots"))
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toggle_piece(piece, user, ONLY_RETRACT)
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wearer.wearing_rig = null
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wearer = null
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//Todo
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@@ -757,14 +765,133 @@
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return 1
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return 0
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/*/obj/item/weapon/rig/proc/forced_move(dir)
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if(locked_down)
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/obj/item/weapon/rig/proc/ai_can_move_suit(var/mob/user, var/check_user_module = 0, var/check_for_ai = 0)
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if(check_for_ai)
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if(!(locate(/obj/item/rig_module/ai_container) in contents))
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return 0
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var/found_ai
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for(var/obj/item/rig_module/ai_container/module in contents)
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if(module.damage >= 2)
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continue
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if(module.integrated_ai && module.integrated_ai.client && !module.integrated_ai.stat)
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found_ai = 1
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break
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if(!found_ai)
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return 0
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if(check_user_module)
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world << "Checking user module"
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if(!user)
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world << "No user"
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return 0
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if(!user.loc || !user.loc.loc)
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world << "No user loc"
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return 0
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var/obj/item/rig_module/ai_container/module = user.loc.loc
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if(!istype(module) || module.damage >= 2)
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user << "<span class='warning'>Your host module is unable to interface with the suit.</span>"
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return 0
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if(offline || !cell || !cell.charge || locked_down)
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if(user) user << "<span class='warning'>Your host rig is unpowered and unresponsive.</span>"
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return 0
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if(!control_overridden)
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return
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if(!wearer || wearer.back != src)
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if(user) user << "<span class='warning'>Your host rig is not being worn.</span>"
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return 0
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wearer.Move(null,dir)*/
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if(!wearer.stat && !control_overridden && !ai_override_enabled)
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if(user) user << "<span class='warning'>You are locked out of the suit servo controller.</span>"
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return 0
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return 1
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/obj/item/weapon/rig/proc/force_rest(var/mob/user)
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if(!ai_can_move_suit(user, check_user_module = 1))
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return
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wearer.lay_down()
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user << "<span class='notice'>\The [wearer] is now [wearer.resting ? "resting" : "getting up"].</span>"
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/obj/item/weapon/rig/proc/forced_move(var/direction, var/mob/user)
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// Why is all this shit in client/Move()? Who knows?
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if(world.time < wearer_move_delay)
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return
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if(!wearer.loc || !ai_can_move_suit(user, check_user_module = 1))
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return
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//This is sota the goto stop mobs from moving var
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if(wearer.transforming || !wearer.canmove)
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return
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if(locate(/obj/effect/stop/, wearer.loc))
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for(var/obj/effect/stop/S in wearer.loc)
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if(S.victim == wearer)
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return
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if(!wearer.lastarea)
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wearer.lastarea = get_area(wearer.loc)
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if((istype(wearer.loc, /turf/space)) || (wearer.lastarea.has_gravity == 0))
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if(!wearer.Process_Spacemove(0))
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return 0
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if(malfunctioning)
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direction = pick(cardinal)
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// Inside an object, tell it we moved.
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if(isobj(wearer.loc) || ismob(wearer.loc))
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var/atom/O = wearer.loc
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return O.relaymove(wearer, direction)
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if(isturf(wearer.loc))
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if(wearer.restrained())//Why being pulled while cuffed prevents you from moving
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for(var/mob/M in range(wearer, 1))
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if(M.pulling == wearer)
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if(!M.restrained() && M.stat == 0 && M.canmove && wearer.Adjacent(M))
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user << "<span class='notice'>Your host is restrained! They can't move!</span>"
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return 0
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else
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M.stop_pulling()
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if(wearer.pinned.len)
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src << "<span class='notice'>Your host is pinned to a wall by [wearer.pinned[1]]</span>!"
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return 0
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// AIs are a bit slower than regular and ignore move intent.
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wearer.last_move_intent = world.time + ai_controlled_move_delay
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wearer_move_delay = world.time + ai_controlled_move_delay
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var/tickcomp = 0
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if(config.Tickcomp)
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tickcomp = ((1/(world.tick_lag))*1.3) - 1.3
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wearer_move_delay += tickcomp
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if(istype(wearer.buckled, /obj/vehicle))
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//manually set move_delay for vehicles so we don't inherit any mob movement penalties
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//specific vehicle move delays are set in code\modules\vehicles\vehicle.dm
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wearer_move_delay = world.time + tickcomp
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return wearer.buckled.relaymove(wearer, direction)
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if(istype(wearer.machine, /obj/machinery))
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if(wearer.machine.relaymove(wearer, direction))
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return
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if(wearer.pulledby || wearer.buckled) // Wheelchair driving!
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if(istype(wearer.loc, /turf/space))
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return // No wheelchair driving in space
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if(istype(wearer.pulledby, /obj/structure/bed/chair/wheelchair))
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return wearer.pulledby.relaymove(wearer, direction)
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else if(istype(wearer.buckled, /obj/structure/bed/chair/wheelchair))
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if(ishuman(wearer.buckled))
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var/obj/item/organ/external/l_hand = wearer.get_organ("l_hand")
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var/obj/item/organ/external/r_hand = wearer.get_organ("r_hand")
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if((!l_hand || (l_hand.status & ORGAN_DESTROYED)) && (!r_hand || (r_hand.status & ORGAN_DESTROYED)))
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return // No hands to drive your chair? Tough luck!
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wearer_move_delay += 2
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return wearer.buckled.relaymove(wearer,direction)
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cell.use(200) //Arbitrary, TODO
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wearer.Move(get_step(get_turf(wearer),direction),direction)
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/atom/proc/get_rig()
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if(loc)
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@@ -61,11 +61,13 @@
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if(!gibbed && species.death_sound)
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playsound(loc, species.death_sound, 80, 1, 1)
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if(ticker && ticker.mode)
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sql_report_death(src)
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ticker.mode.check_win()
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if(wearing_rig)
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wearing_rig.notify_ai("<span class='danger'>Warning: user death event. Mobility control passed to integrated intelligence system.</span>")
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return ..(gibbed,species.death_message)
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/mob/living/carbon/human/proc/ChangeToHusk()
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@@ -7,6 +7,7 @@
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var/list/hud_list[10]
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var/embedded_flag //To check if we've need to roll for damage on movement while an item is imbedded in us.
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var/obj/item/weapon/rig/wearing_rig // This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
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/mob/living/carbon/human/New(var/new_loc, var/new_species = null)
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@@ -1373,3 +1374,7 @@
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if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.flags & NOSLIP)) //magboots + dense_object = no floating
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return 1
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return 0
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/mob/living/carbon/human/can_stand_overridden()
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return wearing_rig && wearing_rig.ai_can_move_suit(check_for_ai = 1)
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@@ -145,6 +145,9 @@
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/mob/living/carbon/human/Paralyse(amount)
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if(HULK in mutations) return
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// Notify our AI if they can now control the suit.
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if(wearing_rig && !stat && paralysis < amount) //We are passing out right this second.
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wearing_rig.notify_ai("<span class='danger'>Warning: user consciousness failure. Mobility control passed to integrated intelligence system.</span>")
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..()
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/mob/living/carbon/human/getCloneLoss()
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@@ -1,5 +1,9 @@
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/mob/living/carbon/human/movement_delay()
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// Used by the AI suit control proc.
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if(stat)
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return 20
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var/tally = 0
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if(species.slowdown)
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@@ -52,6 +52,10 @@
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// update the current life tick, can be used to e.g. only do something every 4 ticks
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life_tick++
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// This is not an ideal place for this but it will do for now.
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if(wearing_rig && wearing_rig.offline)
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wearing_rig = null
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in_stasis = istype(loc, /obj/structure/closet/body_bag/cryobag) && loc:opened == 0
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if(in_stasis) loc:used++
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@@ -657,7 +657,7 @@ default behaviour is:
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set category = "IC"
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resting = !resting
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src << "\blue You are now [resting ? "resting" : "getting up"]"
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src << "<span class='notice'>You are now [resting ? "resting" : "getting up"].</span>"
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/mob/living/proc/handle_ventcrawl(var/obj/machinery/atmospherics/unary/vent_pump/vent_found = null, var/ignore_items = 0) // -- TLE -- Merged by Carn
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if(stat)
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@@ -684,5 +684,15 @@ var/list/ai_verbs_default = list(
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icon_state = selected_sprite.alive_icon
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set_light(1, 1, selected_sprite.alive_light)
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// Pass lying down or getting up to our pet human, if we're in a rig.
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/mob/living/silicon/ai/lay_down()
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set name = "Rest"
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set category = "IC"
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resting = 0
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var/obj/item/weapon/rig/rig = src.get_rig()
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if(istype(rig))
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rig.force_rest(src)
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#undef AI_CHECK_WIRELESS
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#undef AI_CHECK_RADIO
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@@ -73,8 +73,6 @@
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var/current_pda_messaging = null
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/mob/living/silicon/pai/New(var/obj/item/device/paicard)
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canmove = 0
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src.loc = paicard
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card = paicard
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sradio = new(src)
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@@ -277,8 +275,6 @@
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var/obj/item/device/pda/holder = card.loc
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holder.pai = null
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canmove = 1
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src.client.perspective = EYE_PERSPECTIVE
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src.client.eye = src
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src.forceMove(get_turf(card))
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@@ -340,12 +336,16 @@
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set name = "Rest"
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set category = "IC"
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// Pass lying down or getting up to our pet human, if we're in a rig.
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if(istype(src.loc,/obj/item/device/paicard))
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resting = 0
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var/obj/item/weapon/rig/rig = src.get_rig()
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if(istype(rig))
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rig.force_rest(src)
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else
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resting = !resting
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icon_state = resting ? "[chassis]_rest" : "[chassis]"
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src << "\blue You are now [resting ? "resting" : "getting up"]"
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src << "<span class='notice'>You are now [resting ? "resting" : "getting up"]</span>"
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canmove = !resting
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@@ -394,7 +394,8 @@
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card.loc = get_turf(card)
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src.forceMove(card)
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card.forceMove(card.loc)
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canmove = 0
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canmove = 1
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resting = 0
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icon_state = "[chassis]"
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/mob/living/silicon/pai/start_pulling(var/atom/movable/AM)
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@@ -430,4 +431,4 @@
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get_scooped(H)
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return
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else
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return ..()
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return ..()
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+41
-29
@@ -689,40 +689,52 @@
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if(transforming) return 0
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return 1
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// Not sure what to call this. Used to check if humans are wearing an AI-controlled exosuit and hence don't need to fall over yet.
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/mob/proc/can_stand_overridden()
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return 0
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/mob/proc/cannot_stand()
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return stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH)
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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/mob/proc/update_canmove()
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if(istype(buckled, /obj/vehicle))
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var/obj/vehicle/V = buckled
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if(stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
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lying = 1
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canmove = 0
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pixel_y = V.mob_offset_y - 5
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else
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if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
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canmove = 1
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pixel_y = V.mob_offset_y
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else if(buckled)
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anchored = 1
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canmove = 0
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if(istype(buckled))
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if(buckled.buckle_lying != -1)
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lying = buckled.buckle_lying
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if(buckled.buckle_movable)
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anchored = 0
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canmove = 1
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else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
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lying = 1
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canmove = 0
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else if(stunned)
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canmove = 0
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else if(captured)
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anchored = 1
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canmove = 0
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lying = 0
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else
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if(!resting && cannot_stand() && can_stand_overridden())
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lying = 0
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canmove = 1
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else
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if(istype(buckled, /obj/vehicle))
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var/obj/vehicle/V = buckled
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if(cannot_stand())
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lying = 1
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canmove = 0
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pixel_y = V.mob_offset_y - 5
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else
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if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
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canmove = 1
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pixel_y = V.mob_offset_y
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else if(buckled)
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anchored = 1
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canmove = 0
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if(istype(buckled))
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if(buckled.buckle_lying != -1)
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lying = buckled.buckle_lying
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if(buckled.buckle_movable)
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anchored = 0
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canmove = 1
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else if(cannot_stand())
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lying = 1
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canmove = 0
|
||||
else if(stunned)
|
||||
canmove = 0
|
||||
else if(captured)
|
||||
anchored = 1
|
||||
canmove = 0
|
||||
lying = 0
|
||||
else
|
||||
lying = 0
|
||||
canmove = 1
|
||||
|
||||
if(lying)
|
||||
density = 0
|
||||
|
||||
@@ -222,7 +222,6 @@
|
||||
|
||||
if(Process_Grab()) return
|
||||
|
||||
|
||||
if(!mob.canmove)
|
||||
return
|
||||
|
||||
@@ -235,7 +234,6 @@
|
||||
if((istype(mob.loc, /turf/space)) || (mob.lastarea.has_gravity == 0))
|
||||
if(!mob.Process_Spacemove(0)) return 0
|
||||
|
||||
|
||||
if(isobj(mob.loc) || ismob(mob.loc))//Inside an object, tell it we moved
|
||||
var/atom/O = mob.loc
|
||||
return O.relaymove(mob, direct)
|
||||
|
||||
Reference in New Issue
Block a user