diff --git a/code/mob/living/carbon/human.dm b/code/mob/living/carbon/human.dm index 6a1f07e..a2d2749 100644 --- a/code/mob/living/carbon/human.dm +++ b/code/mob/living/carbon/human.dm @@ -807,36 +807,6 @@ health_deficiency -= 50 if (health_deficiency >= 30) tally += (health_deficiency / 25) - if (src.wear_suit) //mbc : what the heck? Why isn't this using the ObjectProperty system? better leave it alone! - switch(src.wear_suit.type) - if (/obj/item/clothing/suit/straight_jacket) - tally += 15 - if (/obj/item/clothing/suit/fire) // firesuits slow you down a bit - tally += 1 - if (/obj/item/clothing/suit/fire/armored) // firesuits slow you down a bit - tally += 1 - if (/obj/item/clothing/suit/fire/heavy) // firesuits slow you down a bit - tally += 2 - if (/obj/item/clothing/suit/space) - if (!istype(src.loc, /turf/space)) // space suits slow you down a bit unless in space; - tally += 0.8 - if (/obj/item/clothing/suit/space/engineer) - if (!istype(src.loc, /turf/space)) // bulky engineering space suits slow you down quite a lot unless in space; - tally += 0.8 - if (/obj/item/clothing/suit/space/captain) - tally += 0.4 // it's more ornamental okay?? - if (/obj/item/clothing/suit/armor/heavy) - tally += 2 - if (/obj/item/clothing/suit/armor/EOD) - tally += 0.6 // i'd like people to actually consider using these - if (/obj/item/clothing/suit/armor/ancient) // cogwerks - new evil armor thing - tally += 2 - if (/obj/item/clothing/suit/space/emerg) - if (!istype(src.loc, /turf/space)) - tally += 2 // cogwerks - lowered this from 10 //Noah Buttes - Lowered this from 3 because they're practically useless as is - if (/obj/item/clothing/suit/space/suv) - tally += 1.0 - var/in_wheelchair = 0 if (src.buckled) if (istype(src.buckled, /obj/stool/chair/comfy/wheelchair)) @@ -908,15 +878,24 @@ tally *= max(H.p_class, 1) var/has_fluid_move_gear = 0 + var/has_space_move_gear = 0 + for(var/atom in src.get_equipped_items()) var/obj/item/I = atom tally += I.getProperty("movespeed") has_fluid_move_gear += I.getProperty("negate_fluid_speed_penalty") + has_space_move_gear += I.getProperty("space_movespeed") + + + if (has_space_move_gear) + var/turf/T = get_turf(src) + if (!(T.turf_flags & CAN_BE_SPACE_SAMPLE)) + tally += has_space_move_gear if (!(src.mutantrace && src.mutantrace.aquatic)) //aquatic race suffers no penalty on dry land OR in fluid var/turf/T = get_turf(src) if (T && has_fluid_move_gear) //add tally : we are on dry land and have gear on - if (! (T.active_liquid || istype(T,/turf/space/fluid) || istype(T,/turf/simulated/floor/plating/airless/asteroid)) ) + if (!T.active_liquid && !(T.turf_flags & FLUID_MOVE)) tally += has_fluid_move_gear else if (T && !has_fluid_move_gear) //add tally : we are in fluid but have no gear if (T.active_liquid) @@ -2669,8 +2648,7 @@ src.buckled.attack_hand(src) src.force_laydown_standup() //safety because buckle code is a mess if (src.targeting_spell == src.chair_flip_ability) //fuCKKK - src.targeting_spell = null - src.update_cursor() + src.end_chair_flip_targeting() else if (!src.getStatusDuration("burning")) for (var/mob/O in AIviewers(src, null))