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Moving on walk intent causes you to avoid stepping into the Hive's supermatter lake (#14483)
* Solves the supermatter lake crisis * 1
This commit is contained in:
3
code/__DEFINES/mob.dm
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3
code/__DEFINES/mob.dm
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@@ -0,0 +1,3 @@
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//Values for the m_intent variable
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#define M_INTENT_RUN "run"
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#define M_INTENT_WALK "walk"
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@@ -270,15 +270,15 @@
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var/mob/living/carbon/C = usr
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if(C.legcuffed)
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to_chat(C, "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>")
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C.m_intent = "walk" //Just incase
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C.m_intent = M_INTENT_WALK //Just incase
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C.hud_used.move_intent.icon_state = "walking"
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return 1
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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if(M_INTENT_RUN)
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usr.m_intent = M_INTENT_WALK
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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if(M_INTENT_WALK)
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usr.m_intent = M_INTENT_RUN
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usr.hud_used.move_intent.icon_state = "running"
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if(istype(usr,/mob/living/carbon/alien/humanoid))
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usr.update_icons()
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6
html/changelogs/unid-casuals.yml
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6
html/changelogs/unid-casuals.yml
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@@ -0,0 +1,6 @@
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author: Unid
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delete-after: True
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changes:
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- tweak: "The Hive: moving on 'walk' intent will prevent you from stepping into the supermatter lake, unless you're blind."
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@@ -167,7 +167,8 @@
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play_sound = 'sound/ambience/spookymaint2.ogg'
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/obj/effect/narration/hive/lake
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msg = "The first thing you see as you enter this room is the massive supermatter lake on its bottom. It constantly sizzles and sparks as dust specks collide with it. If you're going to walk on these catwalks hanging from the ceiling, you better be careful - a single misstep, and you'll be pulled down into the lake faster than you'd be able to react."
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msg = {"The first thing you see as you enter this room is the massive supermatter lake on its bottom. It constantly sizzles and sparks as dust specks collide with it. If you're going to walk on these catwalks hanging from the ceiling, you better be careful - a single misstep, and you'll be pulled down into the lake faster than you'd be able to do anything.<br>
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<i>Switch to <b>"walk"</b> intent to move carefully.</i><br>"}
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/obj/effect/narration/hive/cloning_hallway
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msg = "You notice that the surface of the floors and walls around you becomes more and more porous, and more... alive. You must be approaching the cloning chamber."
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@@ -391,6 +392,18 @@
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light_range = 3
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light_power = 1
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/turf/unsimulated/wall/supermatter/no_spread/lake/Bumped(atom/AM)
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if(isliving(AM))
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var/mob/living/L = AM
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//Being on walk intent prevents you from instant death
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//Exceptions: you're blind, you're getting thrown, or you're incapacitated (stunned)
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if(!L.incapacitated() && !L.throwing && !L.is_blind() && (L.m_intent == M_INTENT_WALK))
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to_chat(L, "<span class='notice'>You avoid stepping into \the [src].</span>")
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return
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return ..()
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/turf/unsimulated/wall/supermatter/no_spread/lake/Consume(atom/A)
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var/datum/map_element/away_mission/hive/hive
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if(istype(map_element, /datum/map_element/away_mission/hive))
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@@ -41,6 +41,7 @@
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#include "code\__DEFINES\component_signals.dm"
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#include "code\__DEFINES\disease2.dm"
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#include "code\__DEFINES\hydro.dm"
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#include "code\__DEFINES\mob.dm"
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#include "code\__DEFINES\pai_software.dm"
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#include "code\__DEFINES\spell_flags.dm"
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#include "code\__DEFINES\turfs.dm"
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