diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm index fe468104c16..1019aed79c2 100644 --- a/code/game/area/areas.dm +++ b/code/game/area/areas.dm @@ -299,6 +299,7 @@ var/area/oldarea = L.lastarea if((oldarea.has_gravity == 0) && (newarea.has_gravity == 1) && (L.m_intent == "run")) // Being ready when you change areas gives you a chance to avoid falling all together. thunk(L) + L.make_floating(0) L.lastarea = newarea @@ -326,6 +327,8 @@ if(gravitystate) for(var/mob/living/carbon/human/M in SubA) thunk(M) + for(var/mob/M1 in SubA) + M1.make_floating(0) /area/proc/thunk(mob) if(istype(mob,/mob/living/carbon/human/)) // Only humans can wear magboots, so we give them a chance to. diff --git a/code/game/objects/structures/stool_bed_chair_nest/alien_nests.dm b/code/game/objects/structures/stool_bed_chair_nest/alien_nests.dm index a45e2436b80..f215123b27a 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/alien_nests.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/alien_nests.dm @@ -16,6 +16,7 @@ "[user.name] pulls you free from the gelatinous resin.",\ "You hear squelching...") buckled_mob.pixel_y = 0 + buckled_mob.old_y = 0 unbuckle() else buckled_mob.visible_message(\ @@ -25,6 +26,7 @@ spawn(1200) if(user && buckled_mob && user.buckled == src) buckled_mob.pixel_y = 0 + buckled_mob.old_y = 0 unbuckle() src.add_fingerprint(user) return @@ -52,6 +54,7 @@ M.dir = src.dir M.update_canmove() M.pixel_y = 6 + M.old_y = 6 src.buckled_mob = M src.add_fingerprint(user) return diff --git a/code/game/objects/structures/stool_bed_chair_nest/bed.dm b/code/game/objects/structures/stool_bed_chair_nest/bed.dm index 9874c91fd1b..d4f9356c563 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/bed.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/bed.dm @@ -195,6 +195,7 @@ if ( !ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.restrained() || user.lying || user.stat || M.buckled || istype(usr, /mob/living/silicon/pai) ) return M.pixel_y = 6 + M.old_y = 6 density = 1 icon_state = "up" ..() @@ -204,6 +205,7 @@ if(buckled_mob) if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt buckled_mob.pixel_y = 0 + buckled_mob.old_y = 0 buckled_mob.anchored = initial(buckled_mob.anchored) buckled_mob.buckled = null buckled_mob.update_canmove() diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm index 419973a9565..e264395b15f 100644 --- a/code/modules/mob/mob.dm +++ b/code/modules/mob/mob.dm @@ -661,8 +661,8 @@ note dizziness decrements automatically in the mob's Life() proc. // Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above. /mob/proc/jittery_process() - var/old_x = pixel_x - var/old_y = pixel_y + //var/old_x = pixel_x + //var/old_y = pixel_y is_jittery = 1 while(jitteriness > 100) // var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70 @@ -670,8 +670,8 @@ note dizziness decrements automatically in the mob's Life() proc. // pixel_y = amplitude * cos(0.008 * jitteriness * world.time) var/amplitude = min(4, jitteriness / 100) - pixel_x = rand(-amplitude, amplitude) - pixel_y = rand(-amplitude/3, amplitude/3) + pixel_x = old_x + rand(-amplitude, amplitude) + pixel_y = old_y + rand(-amplitude/3, amplitude/3) sleep(1) //endwhile - reset the pixel offsets to zero @@ -683,22 +683,35 @@ note dizziness decrements automatically in the mob's Life() proc. //handles up-down floaty effect in space /mob/proc/make_floating(var/n) - floatiness = n // store what will be new value + floatiness = n if(floatiness && !is_floating) - spawn(0) - floating_process() + start_floating() + else if(!floatiness && is_floating) + stop_floating() + +/mob/proc/start_floating() -/mob/proc/floating_process() is_floating = 1 - while(floatiness) - var/amplitude = 2 - var/frequency = 10 - pixel_y = amplitude * sin(frequency * world.time) - sleep(1) - //endwhile - reset the pixel offsets to zero + + var/amplitude = 2 //maximum displacement from original position + var/period = 36 //time taken for the mob to go up >> down >> original position, in deciseconds. Should be multiple of 4 + + var/top = old_y + amplitude + var/bottom = old_y - amplitude + var/half_period = period / 2 + var/quarter_period = period / 4 + + animate(src, pixel_y = top, time = quarter_period, easing = SINE_EASING | EASE_OUT, loop = -1) //up + animate(pixel_y = bottom, time = half_period, easing = SINE_EASING, loop = -1) //down + animate(pixel_y = old_y, time = quarter_period, easing = SINE_EASING | EASE_IN, loop = -1) //back + +/mob/proc/stop_floating() + animate(src, pixel_y = old_y, time = 5, easing = SINE_EASING | EASE_IN) //halt animation + //reset the pixel offsets to zero is_floating = 0 - pixel_y = 0 + + /mob/Stat() ..() diff --git a/code/modules/mob/mob_defines.dm b/code/modules/mob/mob_defines.dm index a252b55e658..f781616120f 100644 --- a/code/modules/mob/mob_defines.dm +++ b/code/modules/mob/mob_defines.dm @@ -99,6 +99,8 @@ var/bodytemperature = 310.055 //98.7 F + var/old_x = 0 + var/old_y = 0 var/drowsyness = 0.0//Carbon var/dizziness = 0//Carbon var/is_dizzy = 0 diff --git a/code/modules/mob/mob_movement.dm b/code/modules/mob/mob_movement.dm index 90eca448475..87babf9a7e0 100644 --- a/code/modules/mob/mob_movement.dm +++ b/code/modules/mob/mob_movement.dm @@ -415,7 +415,8 @@ continue if(istype(src,/mob/living/carbon/human/)) // Only humans can wear magboots, so we give them a chance to. - if((istype(turf,/turf/simulated/floor)) && (src.lastarea.has_gravity == 0) && !(istype(src:shoes, /obj/item/clothing/shoes/magboots) && (src:shoes:flags & NOSLIP))) + var/mob/living/carbon/human/H = src + if((istype(turf,/turf/simulated/floor)) && (src.lastarea.has_gravity == 0) && !(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP))) continue @@ -452,7 +453,8 @@ return 0 if(istype(src,/mob/living/carbon/human/)) - if(istype(src:shoes, /obj/item/clothing/shoes/magboots) && (src:shoes.flags & NOSLIP)) //magboots + dense_object = no floaty effect + var/mob/living/carbon/human/H = src + if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP)) //magboots + dense_object = no floaty effect make_floating(0) else make_floating(1)