Fixes confused movement for walking/running, adjusts behaviour

This commit is contained in:
HarpyEagle
2016-04-20 16:49:33 +02:00
committed by Hubblenaut
parent bf3253ca28
commit 6b7d40b75f
2 changed files with 16 additions and 12 deletions
+1 -1
View File
@@ -125,7 +125,7 @@ default behaviour is:
..()
if (!istype(AM, /atom/movable) || AM.anchored)
if(confused && prob(50) && m_intent=="run")
Weaken(1)
Weaken(2)
playsound(loc, "punch", 25, 1, -1)
visible_message("<span class='warning'>[src] [pick("ran", "slammed")] into \the [AM]!</span>")
src.apply_damage(5, BRUTE)
+15 -11
View File
@@ -286,8 +286,8 @@
//specific vehicle move delays are set in code\modules\vehicles\vehicle.dm
move_delay = world.time + tickcomp
//drunk driving
if(mob.confused && prob(75))
direct = pick(cardinal)
if(mob.confused && prob(20)) //vehicles tend to keep moving in the same direction
direct = turn(direct, pick(90, -90))
return mob.buckled.relaymove(mob,direct)
if(istype(mob.machine, /obj/machinery))
@@ -310,9 +310,9 @@
else if(mob.confused)
switch(mob.m_intent)
if("run")
if(prob(75)) direct = pick(cardinal)
if(prob(50)) direct = turn(direct, pick(90, -90))
if("walk")
if(prob(25)) direct = pick(cardinal)
if(prob(25)) direct = turn(direct, pick(90, -90))
move_delay += 2
return mob.buckled.relaymove(mob,direct)
@@ -351,13 +351,17 @@
M.animate_movement = 2
return
else if(mob.confused)
switch(mob.m_intent)
if("run")
if(prob(75)) step(mob, pick(cardinal))
if("walk")
if(prob(25)) step(mob, pick(cardinal))
else
else
if(mob.confused)
switch(mob.m_intent)
if("run")
if(prob(75))
direct = turn(direct, pick(90, -90))
n = get_step(mob, direct)
if("walk")
if(prob(25))
direct = turn(direct, pick(90, -90))
n = get_step(mob, direct)
. = mob.SelfMove(n, direct)
for (var/obj/item/weapon/grab/G in mob)