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https://github.com/VOREStation/VOREStation.git
synced 2026-08-24 12:37:50 +01:00
Stop adjusting cooldown directly
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@@ -56,18 +56,12 @@
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return
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BSACooldown = 1
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spawn(50)
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BSACooldown = 0
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VARSET_IN(global, BSACooldown, FALSE, 5 SECONDS)
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to_chat(target,"You've been hit by bluespace artillery!")
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log_and_message_admins("[key_name(target)] has been hit by Bluespace Artillery fired by [key_name(user ? user : usr)]")
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var/obj/effect/stop/S
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S = new /obj/effect/stop
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S.victim = target
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S.loc = target.loc
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spawn(20)
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qdel(S)
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target.setMoveCooldown(2 SECONDS)
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var/turf/simulated/floor/T = get_turf(target)
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if(istype(T))
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@@ -74,30 +74,27 @@
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// Respects move cooldowns as if it had a client.
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// Also tries to avoid being superdumb with moving into certain tiles (unless that's desired).
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/mob/living/proc/IMove(turf/newloc, safety = TRUE)
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if(check_move_cooldown())
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// if(!newdir)
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// newdir = get_dir(get_turf(src), newloc)
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if(!checkMoveCooldown())
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return MOVEMENT_ON_COOLDOWN
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// Check to make sure moving to newloc won't actually kill us. e.g. we're a slime and trying to walk onto water.
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if(istype(newloc))
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if(safety && !newloc.is_safe_to_enter(src))
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return MOVEMENT_FAILED
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// Move()ing to another tile successfully returns 32 because BYOND. Would rather deal with TRUE/FALSE-esque terms.
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// Note that moving to the same tile will be 'successful'.
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var/turf/old_T = get_turf(src)
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// An adjacency check to avoid mobs phasing diagonally past windows.
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// This might be better in general movement code but I'm too scared to add it, and most things don't move diagonally anyways.
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if(!old_T.Adjacent(newloc))
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// Check to make sure moving to newloc won't actually kill us. e.g. we're a slime and trying to walk onto water.
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if(istype(newloc))
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if(safety && !newloc.is_safe_to_enter(src))
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return MOVEMENT_FAILED
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. = SelfMove(newloc) ? MOVEMENT_SUCCESSFUL : MOVEMENT_FAILED
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if(. == MOVEMENT_SUCCESSFUL)
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set_dir(get_dir(old_T, newloc))
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// Apply movement delay.
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// Player movement has more factors but its all in the client and fixing that would be its own project.
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setMoveCooldown(movement_delay())
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return
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// Move()ing to another tile successfully returns 32 because BYOND. Would rather deal with TRUE/FALSE-esque terms.
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// Note that moving to the same tile will be 'successful'.
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var/turf/old_T = get_turf(src)
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. = MOVEMENT_ON_COOLDOWN // To avoid superfast mobs that aren't meant to be superfast. Is actually -1.
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// An adjacency check to avoid mobs phasing diagonally past windows.
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// This might be better in general movement code but I'm too scared to add it, and most things don't move diagonally anyways.
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if(!old_T.Adjacent(newloc))
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return MOVEMENT_FAILED
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. = SelfMove(newloc) ? MOVEMENT_SUCCESSFUL : MOVEMENT_FAILED
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if(. == MOVEMENT_SUCCESSFUL)
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set_dir(get_dir(old_T, newloc))
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// Apply movement delay.
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// Player movement has more factors but its all in the client and fixing that would be its own project.
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setMoveCooldown(movement_delay())
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return
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@@ -745,12 +745,12 @@
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/mob/proc/facedir(var/ndir)
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if(!canface() || (client && (client.moving || (world.time < move_delay))))
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if(!canface() || (client && (client.moving || !checkMoveCooldown())))
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return 0
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set_dir(ndir)
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if(buckled && buckled.buckle_movable)
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buckled.set_dir(ndir)
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move_delay += movement_delay()
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setMoveCooldown(movement_delay())
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return 1
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