mirror of
https://github.com/VOREStation/VOREStation.git
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Adds Boats, Ports /TG/ Buckling (#4527)
* Adds Boats, Ports /TG/ Buckling * Travis Appeasement * Changelog
This commit is contained in:
@@ -14,7 +14,7 @@
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/obj/structure/bonfire/New(newloc, material_name)
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..(newloc)
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if(!material_name)
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material_name = "wood"
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material_name = MAT_WOOD
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material = get_material_by_name("[material_name]")
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if(!material)
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qdel(src)
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@@ -23,14 +23,14 @@
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// Blue wood.
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/obj/structure/bonfire/sifwood/New(newloc, material_name)
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..(newloc, "alien wood")
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..(newloc, MAT_SIFWOOD)
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/obj/structure/bonfire/permanent/New(newloc, material_name)
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..()
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ignite()
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/obj/structure/bonfire/permanent/sifwood/New(newloc, material_name)
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..(newloc, "alien wood")
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..(newloc, MAT_SIFWOOD)
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/obj/structure/bonfire/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/stack/rods) && !can_buckle && !grill)
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@@ -63,7 +63,7 @@
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return ..()
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/obj/structure/bonfire/attack_hand(mob/user)
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if(buckled_mob)
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if(has_buckled_mobs())
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return ..()
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if(get_fuel_amount())
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@@ -194,7 +194,7 @@
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I.appearance_flags = RESET_COLOR
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overlays += I
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if(buckled_mob && get_fuel_amount() >= 5)
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if(has_buckled_mobs() && get_fuel_amount() >= 5)
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I = image(icon, "bonfire_intense")
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I.pixel_y = 13
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I.layer = MOB_LAYER + 0.1
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@@ -231,7 +231,7 @@
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extinguish()
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/obj/structure/bonfire/post_buckle_mob(mob/living/M)
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if(buckled_mob) // Just buckled someone
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if(M.buckled == src) // Just buckled someone
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M.pixel_y += 13
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else // Just unbuckled someone
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M.pixel_y -= 13
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@@ -59,7 +59,7 @@
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continue
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if(istype(O, /obj/structure/bed)) //This is only necessary because of rollerbeds and swivel chairs.
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var/obj/structure/bed/B = O
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if(B.buckled_mob)
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if(B.has_buckled_mobs())
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continue
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O.forceMove(src)
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itemcount++
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@@ -64,12 +64,14 @@
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(12, 1, src)
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s.start()
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if(buckled_mob)
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buckled_mob.burn_skin(85)
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buckled_mob << "<span class='danger'>You feel a deep shock course through your body!</span>"
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sleep(1)
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buckled_mob.burn_skin(85)
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buckled_mob.Stun(600)
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if(has_buckled_mobs())
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for(var/a in buckled_mobs)
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var/mob/living/L = a
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L.burn_skin(85)
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to_chat(L, "<span class='danger'>You feel a deep shock course through your body!</span>")
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sleep(1)
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L.burn_skin(85)
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L.Stun(600)
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visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='danger'>You hear a deep sharp shock!</span>")
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A.power_light = light
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@@ -4,7 +4,7 @@
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icon = 'icons/obj/janitor.dmi'
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icon_state = "cart"
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anchored = 0
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density = 1
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density = 1
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climbable = 1
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flags = OPENCONTAINER
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//copypaste sorry
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@@ -229,9 +229,11 @@
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/obj/structure/bed/chair/janicart/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 = loc
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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if(L.buckled == src)
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L.loc = loc
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/obj/structure/bed/chair/janicart/post_buckle_mob(mob/living/M)
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@@ -257,36 +259,41 @@
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/obj/structure/bed/chair/janicart/set_dir()
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..()
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update_layer()
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if(buckled_mob)
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if(buckled_mob.loc != loc)
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buckled_mob.buckled = null //Temporary, so Move() succeeds.
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buckled_mob.buckled = src //Restoring
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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if(L.loc != loc)
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L.buckled = null //Temporary, so Move() succeeds.
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L.buckled = src //Restoring
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update_mob()
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/obj/structure/bed/chair/janicart/proc/update_mob()
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if(buckled_mob)
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buckled_mob.set_dir(dir)
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switch(dir)
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if(SOUTH)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 7
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if(WEST)
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buckled_mob.pixel_x = 13
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buckled_mob.pixel_y = 7
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if(NORTH)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 4
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if(EAST)
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buckled_mob.pixel_x = -13
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buckled_mob.pixel_y = 7
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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L.set_dir(dir)
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switch(dir)
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if(SOUTH)
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L.pixel_x = 0
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L.pixel_y = 7
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if(WEST)
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L.pixel_x = 13
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L.pixel_y = 7
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if(NORTH)
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L.pixel_x = 0
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L.pixel_y = 4
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if(EAST)
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L.pixel_x = -13
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L.pixel_y = 7
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/obj/structure/bed/chair/janicart/bullet_act(var/obj/item/projectile/Proj)
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if(buckled_mob)
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if(has_buckled_mobs())
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if(prob(85))
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return buckled_mob.bullet_act(Proj)
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var/mob/living/L = pick(buckled_mobs)
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return L.bullet_act(Proj)
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visible_message("<span class='warning'>[Proj] ricochets off the [callme]!</span>")
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@@ -192,10 +192,10 @@
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..(newloc, "diamond")
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/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
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..(newloc, "wood")
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..(newloc, MAT_WOOD)
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/obj/structure/simple_door/sifwood/New(var/newloc,var/material_name)
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..(newloc, "alien wood")
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..(newloc, MAT_SIFWOOD)
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/obj/structure/simple_door/resin/New(var/newloc,var/material_name)
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..(newloc, "resin")
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@@ -10,7 +10,7 @@
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/obj/structure/bed/nest/update_icon()
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return
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/obj/structure/bed/nest/user_unbuckle_mob(mob/user as mob)
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/obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
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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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@@ -20,7 +20,7 @@
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"<span class='notice'>You hear squelching...</span>")
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buckled_mob.pixel_y = 0
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buckled_mob.old_y = 0
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unbuckle_mob()
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unbuckle_mob(buckled_mob)
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else
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if(world.time <= buckled_mob.last_special+NEST_RESIST_TIME)
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return
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@@ -34,7 +34,7 @@
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buckled_mob.last_special = world.time
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buckled_mob.pixel_y = 0
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buckled_mob.old_y = 0
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unbuckle_mob()
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unbuckle_mob(buckled_mob)
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src.add_fingerprint(user)
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return
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@@ -66,7 +66,7 @@
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M.update_canmove()
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M.pixel_y = 6
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M.old_y = 6
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src.buckled_mob = M
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src.buckled_mobs |= M
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src.add_fingerprint(user)
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return
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@@ -131,7 +131,7 @@
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else if(istype(W, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = W
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var/mob/living/affecting = G.affecting
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if(buckled_mob) //Handles trying to buckle someone else to a chair when someone else is on it
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if(has_buckled_mobs()) //Handles trying to buckle someone else to a chair when someone else is on it
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to_chat(user, "<span class='notice'>\The [src] already has someone buckled to it.</span>")
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return
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user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
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@@ -183,7 +183,7 @@
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..(newloc,"wood","cotton")
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/obj/structure/bed/double/post_buckle_mob(mob/living/M as mob)
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if(M == buckled_mob)
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if(M.buckled == src)
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M.pixel_y = 13
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M.old_y = 13
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else
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@@ -216,8 +216,9 @@
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if(istype(W, /obj/item/weapon/wrench) || istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
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return
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else if(istype(W,/obj/item/roller_holder))
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if(buckled_mob)
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user_unbuckle_mob(user)
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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user_unbuckle_mob(A, user)
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else
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visible_message("[user] collapses \the [src.name].")
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new rollertype(get_turf(src))
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@@ -287,14 +288,15 @@
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/obj/structure/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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else
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buckled_mob = null
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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if(L.buckled == src)
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L.loc = src.loc
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/obj/structure/bed/roller/post_buckle_mob(mob/living/M as mob)
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if(M == buckled_mob)
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if(M.buckled == src)
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M.pixel_y = 6
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M.old_y = 6
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density = 1
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@@ -311,7 +313,7 @@
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..()
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if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
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if(!ishuman(usr)) return
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if(buckled_mob) return 0
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if(has_buckled_mobs()) return 0
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visible_message("[usr] collapses \the [src.name].")
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new rollertype(get_turf(src))
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spawn(0)
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@@ -31,7 +31,7 @@
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qdel(src)
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/obj/structure/bed/chair/attack_tk(mob/user as mob)
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if(buckled_mob)
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if(has_buckled_mobs())
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..()
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else
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rotate()
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@@ -42,7 +42,7 @@
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/obj/structure/bed/chair/update_icon()
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..()
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if(buckled_mob && padding_material)
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if(has_buckled_mobs() && padding_material)
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var/cache_key = "[base_icon]-armrest-[padding_material.name]"
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if(isnull(stool_cache[cache_key]))
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var/image/I = image(icon, "[base_icon]_armrest")
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@@ -60,8 +60,10 @@
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/obj/structure/bed/chair/set_dir()
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..()
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update_layer()
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if(buckled_mob)
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buckled_mob.set_dir(dir)
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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L.set_dir(dir)
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/obj/structure/bed/chair/verb/rotate()
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set name = "Rotate Chair"
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@@ -136,45 +138,47 @@
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/obj/structure/bed/chair/office/Move()
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..()
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if(buckled_mob)
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var/mob/living/occupant = buckled_mob
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occupant.buckled = null
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occupant.Move(src.loc)
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occupant.buckled = src
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if (occupant && (src.loc != occupant.loc))
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if (propelled)
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for (var/mob/O in src.loc)
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if (O != occupant)
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Bump(O)
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else
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unbuckle_mob()
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/occupant = A
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occupant.buckled = null
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occupant.Move(src.loc)
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occupant.buckled = src
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if (occupant && (src.loc != occupant.loc))
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if (propelled)
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for (var/mob/O in src.loc)
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if (O != occupant)
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Bump(O)
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else
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unbuckle_mob()
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/obj/structure/bed/chair/office/Bump(atom/A)
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..()
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if(!buckled_mob) return
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if(!has_buckled_mobs()) return
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if(propelled)
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var/mob/living/occupant = unbuckle_mob()
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for(var/a in buckled_mobs)
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var/mob/living/occupant = unbuckle_mob(a)
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var/def_zone = ran_zone()
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var/blocked = occupant.run_armor_check(def_zone, "melee")
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var/soaked = occupant.get_armor_soak(def_zone, "melee")
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occupant.throw_at(A, 3, propelled)
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occupant.apply_effect(6, STUN, blocked)
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occupant.apply_effect(6, WEAKEN, blocked)
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occupant.apply_effect(6, STUTTER, blocked)
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occupant.apply_damage(10, BRUTE, def_zone, blocked, soaked)
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playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
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if(istype(A, /mob/living))
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var/mob/living/victim = A
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def_zone = ran_zone()
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blocked = victim.run_armor_check(def_zone, "melee")
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soaked = victim.get_armor_soak(def_zone, "melee")
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victim.apply_effect(6, STUN, blocked)
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victim.apply_effect(6, WEAKEN, blocked)
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victim.apply_effect(6, STUTTER, blocked)
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victim.apply_damage(10, BRUTE, def_zone, blocked, soaked)
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occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
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var/def_zone = ran_zone()
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var/blocked = occupant.run_armor_check(def_zone, "melee")
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var/soaked = occupant.get_armor_soak(def_zone, "melee")
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occupant.throw_at(A, 3, propelled)
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occupant.apply_effect(6, STUN, blocked)
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occupant.apply_effect(6, WEAKEN, blocked)
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occupant.apply_effect(6, STUTTER, blocked)
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occupant.apply_damage(10, BRUTE, def_zone, blocked, soaked)
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playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
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if(istype(A, /mob/living))
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var/mob/living/victim = A
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def_zone = ran_zone()
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blocked = victim.run_armor_check(def_zone, "melee")
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soaked = victim.get_armor_soak(def_zone, "melee")
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victim.apply_effect(6, STUN, blocked)
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victim.apply_effect(6, WEAKEN, blocked)
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victim.apply_effect(6, STUTTER, blocked)
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victim.apply_damage(10, BRUTE, def_zone, blocked, soaked)
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occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
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/obj/structure/bed/chair/office/light
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icon_state = "officechair_white"
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@@ -17,8 +17,10 @@
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overlays = null
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var/image/O = image(icon = 'icons/obj/furniture.dmi', icon_state = "w_overlay", layer = FLY_LAYER, dir = src.dir)
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overlays += O
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if(buckled_mob)
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buckled_mob.set_dir(dir)
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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L.set_dir(dir)
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/obj/structure/bed/chair/wheelchair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench) || istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
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@@ -33,7 +35,7 @@
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user.pulledby = null
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user << "<span class='warning'>You lost your grip!</span>"
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return
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if(buckled_mob && pulling && user == buckled_mob)
|
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if(has_buckled_mobs() && pulling && user in buckled_mobs)
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if(pulling.stat || pulling.stunned || pulling.weakened || pulling.paralysis || pulling.lying || pulling.restrained())
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pulling.pulledby = null
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pulling = null
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@@ -51,7 +53,7 @@
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if(pulling && (get_dir(src.loc, pulling.loc) == direction))
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user << "<span class='warning'>You cannot go there.</span>"
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return
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if(pulling && buckled_mob && (buckled_mob == user))
|
||||
if(pulling && has_buckled_mobs() && (user in buckled_mobs))
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||||
user << "<span class='warning'>You cannot drive while being pushed.</span>"
|
||||
return
|
||||
|
||||
@@ -59,10 +61,12 @@
|
||||
driving = 1
|
||||
var/turf/T = null
|
||||
//--1---Move occupant---1--//
|
||||
if(buckled_mob)
|
||||
buckled_mob.buckled = null
|
||||
step(buckled_mob, direction)
|
||||
buckled_mob.buckled = src
|
||||
if(has_buckled_mobs())
|
||||
for(var/A in buckled_mobs)
|
||||
var/mob/living/L = A
|
||||
L.buckled = null
|
||||
step(L, direction)
|
||||
L.buckled = src
|
||||
//--2----Move driver----2--//
|
||||
if(pulling)
|
||||
T = pulling.loc
|
||||
@@ -70,8 +74,9 @@
|
||||
step(pulling, get_dir(pulling.loc, src.loc))
|
||||
//--3--Move wheelchair--3--//
|
||||
step(src, direction)
|
||||
if(buckled_mob) // Make sure it stays beneath the occupant
|
||||
Move(buckled_mob.loc)
|
||||
if(has_buckled_mobs()) // Make sure it stays beneath the occupant
|
||||
var/mob/living/L = buckled_mobs[1]
|
||||
Move(L.loc)
|
||||
set_dir(direction)
|
||||
if(pulling) // Driver
|
||||
if(pulling.loc == src.loc) // We moved onto the wheelchair? Revert!
|
||||
@@ -88,38 +93,41 @@
|
||||
|
||||
/obj/structure/bed/chair/wheelchair/Move()
|
||||
..()
|
||||
if(buckled_mob)
|
||||
var/mob/living/occupant = buckled_mob
|
||||
if(!driving)
|
||||
occupant.buckled = null
|
||||
occupant.Move(src.loc)
|
||||
occupant.buckled = src
|
||||
if (occupant && (src.loc != occupant.loc))
|
||||
if (propelled)
|
||||
for (var/mob/O in src.loc)
|
||||
if (O != occupant)
|
||||
Bump(O)
|
||||
else
|
||||
unbuckle_mob()
|
||||
if (pulling && (get_dist(src, pulling) > 1))
|
||||
pulling.pulledby = null
|
||||
pulling << "<span class='warning'>You lost your grip!</span>"
|
||||
pulling = null
|
||||
else
|
||||
if (occupant && (src.loc != occupant.loc))
|
||||
src.forceMove(occupant.loc) // Failsafe to make sure the wheelchair stays beneath the occupant after driving
|
||||
if(has_buckled_mobs())
|
||||
for(var/A in buckled_mobs)
|
||||
var/mob/living/occupant = A
|
||||
if(!driving)
|
||||
occupant.buckled = null
|
||||
occupant.Move(src.loc)
|
||||
occupant.buckled = src
|
||||
if (occupant && (src.loc != occupant.loc))
|
||||
if (propelled)
|
||||
for (var/mob/O in src.loc)
|
||||
if (O != occupant)
|
||||
Bump(O)
|
||||
else
|
||||
unbuckle_mob()
|
||||
if (pulling && (get_dist(src, pulling) > 1))
|
||||
pulling.pulledby = null
|
||||
pulling << "<span class='warning'>You lost your grip!</span>"
|
||||
pulling = null
|
||||
else
|
||||
if (occupant && (src.loc != occupant.loc))
|
||||
src.forceMove(occupant.loc) // Failsafe to make sure the wheelchair stays beneath the occupant after driving
|
||||
|
||||
/obj/structure/bed/chair/wheelchair/attack_hand(mob/living/user as mob)
|
||||
if (pulling)
|
||||
MouseDrop(usr)
|
||||
else
|
||||
user_unbuckle_mob(user)
|
||||
if(has_buckled_mobs())
|
||||
for(var/A in buckled_mobs)
|
||||
user_unbuckle_mob(A, user)
|
||||
return
|
||||
|
||||
/obj/structure/bed/chair/wheelchair/CtrlClick(var/mob/user)
|
||||
if(in_range(src, user))
|
||||
if(!ishuman(user)) return
|
||||
if(user == buckled_mob)
|
||||
if(has_buckled_mobs() && user in buckled_mobs)
|
||||
user << "<span class='warning'>You realize you are unable to push the wheelchair you sit in.</span>"
|
||||
return
|
||||
if(!pulling)
|
||||
@@ -137,7 +145,7 @@
|
||||
|
||||
/obj/structure/bed/chair/wheelchair/Bump(atom/A)
|
||||
..()
|
||||
if(!buckled_mob) return
|
||||
if(!has_buckled_mobs()) return
|
||||
|
||||
if(propelled || (pulling && (pulling.a_intent == I_HURT)))
|
||||
var/mob/living/occupant = unbuckle_mob()
|
||||
@@ -213,7 +221,7 @@
|
||||
..()
|
||||
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
|
||||
if(!ishuman(usr)) return
|
||||
if(buckled_mob) return 0
|
||||
if(has_buckled_mobs()) return 0
|
||||
visible_message("[usr] collapses \the [src.name].")
|
||||
var/obj/item/wheelchair/R = new/obj/item/wheelchair(get_turf(src))
|
||||
R.name = src.name
|
||||
|
||||
Reference in New Issue
Block a user