/atom/movable var/can_buckle = 0 var/buckle_movable = 0 var/buckle_dir = 0 var/buckle_lying = -1 //bed-like behavior, forces mob.lying = buckle_lying if != -1 var/buckle_require_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes var/mob/living/buckled_mob = null /atom/movable/attack_hand(mob/living/user) . = ..() if(can_buckle && buckled_mob) user_unbuckle_mob(user) /obj/proc/attack_alien(mob/user as mob) //For calling in the event of Xenomorph or other alien checks. return /obj/attack_robot(mob/living/user) if(Adjacent(user) && buckled_mob) //Checks if what we're touching is adjacent to us and has someone buckled to it. This should prevent interacting with anti-robot manual valves among other things. return attack_hand(user) //Process as if we're a normal person touching the object. return ..() //Otherwise, treat this as an AI click like usual. /atom/movable/MouseDrop_T(mob/living/M, mob/living/user) . = ..() if(can_buckle && istype(M)) user_buckle_mob(M, user) /atom/movable/Destroy() unbuckle_mob() return ..() /atom/movable/proc/buckle_mob(mob/living/M, forced = FALSE, check_loc = TRUE) if((!can_buckle && !forced) || !istype(M) || M.buckled || M.pinned.len || (buckle_require_restraints && !M.restrained())) return 0 if(check_loc && M.loc != loc) return 0 if(buckled_mob) //Handles trying to buckle yourself to the chair when someone is on it M << "\The [src] already has someone buckled to it." return 0 M.buckled = src M.facing_dir = null M.set_dir(buckle_dir ? buckle_dir : dir) M.update_canmove() M.update_floating( M.Check_Dense_Object() ) buckled_mob = M post_buckle_mob(M) return 1 /atom/movable/proc/unbuckle_mob() if(buckled_mob && buckled_mob.buckled == src) . = buckled_mob buckled_mob.buckled = null buckled_mob.anchored = initial(buckled_mob.anchored) buckled_mob.update_canmove() buckled_mob.update_floating( buckled_mob.Check_Dense_Object() ) buckled_mob = null post_buckle_mob(.) /atom/movable/proc/post_buckle_mob(mob/living/M) return /atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, var/forced = FALSE, var/silent = FALSE) if(!ticker) user << "You can't buckle anyone in before the game starts." if(!user.Adjacent(M) || user.restrained() || user.lying || user.stat || istype(user, /mob/living/silicon/pai)) return if(M == buckled_mob) return add_fingerprint(user) unbuckle_mob() //can't buckle unless you share locs so try to move M to the obj. if(M.loc != src.loc) step_towards(M, src) . = buckle_mob(M, forced) if(.) if(!silent) if(M == user) M.visible_message(\ "[M.name] buckles themselves to [src].",\ "You buckle yourself to [src].",\ "You hear metal clanking.") else M.visible_message(\ "[M.name] is buckled to [src] by [user.name]!",\ "You are buckled to [src] by [user.name]!",\ "You hear metal clanking.") /atom/movable/proc/user_unbuckle_mob(mob/user) var/mob/living/M = unbuckle_mob() if(M) if(M != user) M.visible_message(\ "[M.name] was unbuckled by [user.name]!",\ "You were unbuckled from [src] by [user.name].",\ "You hear metal clanking.") else M.visible_message(\ "[M.name] unbuckled themselves!",\ "You unbuckle yourself from [src].",\ "You hear metal clanking.") add_fingerprint(user) return M /atom/movable/proc/handle_buckled_mob_movement(newloc,direct) if(buckled_mob) // if(!buckled_mob.Move(newloc, direct)) if(!buckled_mob.forceMove(newloc, direct)) loc = buckled_mob.loc last_move = buckled_mob.last_move buckled_mob.inertia_dir = last_move return FALSE else buckled_mob.set_dir(dir) return TRUE /atom/movable/Move(atom/newloc, direct = 0) . = ..() if(. && buckled_mob && !handle_buckled_mob_movement(newloc, direct)) //movement failed due to buckled mob(s) . = 0