/mob/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 if(ismob(mover)) var/mob/moving_mob = mover if ((other_mobs && moving_mob.other_mobs)) return 1 return (!mover.density || !density || lying) else return (!mover.density || !density || lying) return /client/North() ..() /client/South() ..() /client/West() ..() /client/East() ..() /client/Northeast() swap_hand() return /client/Southeast() attack_self() return /client/Southwest() if(iscarbon(usr)) var/mob/living/carbon/C = usr C.toggle_throw_mode() else usr << "\red This mob type cannot throw items." return /client/Northwest() if(iscarbon(usr)) var/mob/living/carbon/C = usr if(!C.get_active_hand()) usr << "\red You have nothing to drop in your hand." return drop_item() else usr << "\red This mob type cannot drop items." return //This gets called when you press the delete button. /client/verb/delete_key_pressed() set hidden = 1 if(!usr.pulling) usr << "\blue You are not pulling anything." return usr.stop_pulling() /client/verb/swap_hand() set hidden = 1 if(istype(mob, /mob/living/carbon)) mob:swap_hand() if(istype(mob,/mob/living/silicon/robot/mommi)) return // MoMMIs only have one tool slot. if(istype(mob,/mob/living/silicon/robot))//Oh nested logic loops, is there anything you can't do? -Sieve var/mob/living/silicon/robot/R = mob if(!R.module_active) if(!R.module_state_1) if(!R.module_state_2) if(!R.module_state_3) return else R:inv1.icon_state = "inv1" R:inv2.icon_state = "inv2" R:inv3.icon_state = "inv3 +a" R:module_active = R:module_state_3 else R:inv1.icon_state = "inv1" R:inv2.icon_state = "inv2 +a" R:inv3.icon_state = "inv3" R:module_active = R:module_state_2 else R:inv1.icon_state = "inv1 +a" R:inv2.icon_state = "inv2" R:inv3.icon_state = "inv3" R:module_active = R:module_state_1 else if(R.module_active == R.module_state_1) if(!R.module_state_2) if(!R.module_state_3) return else R:inv1.icon_state = "inv1" R:inv2.icon_state = "inv2" R:inv3.icon_state = "inv3 +a" R:module_active = R:module_state_3 else R:inv1.icon_state = "inv1" R:inv2.icon_state = "inv2 +a" R:inv3.icon_state = "inv3" R:module_active = R:module_state_2 else if(R.module_active == R.module_state_2) if(!R.module_state_3) if(!R.module_state_1) return else R:inv1.icon_state = "inv1 +a" R:inv2.icon_state = "inv2" R:inv3.icon_state = "inv3" R:module_active = R:module_state_1 else R:inv1.icon_state = "inv1" R:inv2.icon_state = "inv2" R:inv3.icon_state = "inv3 +a" R:module_active = R:module_state_3 else if(R.module_active == R.module_state_3) if(!R.module_state_1) if(!R.module_state_2) return else R:inv1.icon_state = "inv1" R:inv2.icon_state = "inv2 +a" R:inv3.icon_state = "inv3" R:module_active = R:module_state_2 else R:inv1.icon_state = "inv1 +a" R:inv2.icon_state = "inv2" R:inv3.icon_state = "inv3" R:module_active = R:module_state_1 else return return /client/verb/attack_self() set hidden = 1 if(mob) mob.mode() return /client/verb/toggle_throw_mode() set hidden = 1 if(!istype(mob, /mob/living/carbon)) return if (!mob.stat && isturf(mob.loc) && !mob.restrained()) mob:toggle_throw_mode() else return /client/verb/drop_item() set hidden = 1 if(!isrobot(mob)) mob.drop_item_v() return /client/Center() if (isobj(mob.loc)) var/obj/O = mob.loc if (mob.canmove) return O.relaymove(mob, 16) return /atom/movable/Move(NewLoc, direct) if (direct & direct - 1) if (direct & 1) if (direct & 4) if (step(src, NORTH)) step(src, EAST) else if (step(src, EAST)) step(src, NORTH) else if (direct & 8) if (step(src, NORTH)) step(src, WEST) else if (step(src, WEST)) step(src, NORTH) else if (direct & 2) if (direct & 4) if (step(src, SOUTH)) step(src, EAST) else if (step(src, EAST)) step(src, SOUTH) else if (direct & 8) if (step(src, SOUTH)) step(src, WEST) else if (step(src, WEST)) step(src, SOUTH) else . = ..() return /client/proc/Move_object(direct) if(mob && mob.control_object) if(mob.control_object.density) step(mob.control_object,direct) if(!mob.control_object) return mob.control_object.dir = direct else mob.control_object.loc = get_step(mob.control_object,direct) return /client/Move(n, direct) if(mob.control_object) Move_object(direct) if(world.time < move_delay) return if(isAI(mob)) return AIMove(n,direct,mob) if(!isliving(mob)) return mob.Move(n,direct) if(moving) return 0 if(!mob) return if(locate(/obj/effect/stop/, mob.loc)) for(var/obj/effect/stop/S in mob.loc) if(S.victim == mob) return if(mob.stat==2) return if(mob.monkeyizing) return//This is sota the goto stop mobs from moving var if(isliving(mob)) var/mob/living/L = mob if(L.incorporeal_move)//Move though walls Process_Incorpmove(direct) return if(Process_Grab()) return if(mob.buckled) //if we're buckled to something, tell it we moved. return mob.buckled.relaymove(mob, direct) if(!mob.canmove) return //if(istype(mob.loc, /turf/space) || (mob.flags & NOGRAV)) // if(!mob.Process_Spacemove(0)) return 0 if(!mob.lastarea) mob.lastarea = get_area(mob.loc) if((istype(mob.loc, /turf/space)) || (mob.lastarea.has_gravity == 0)) if(!mob.Process_Spacemove(0)) return 0 if(isobj(mob.loc) || ismob(mob.loc))//Inside an object, tell it we moved var/atom/O = mob.loc return O.relaymove(mob, direct) if(isturf(mob.loc)) if(mob.restrained())//Why being pulled while cuffed prevents you from moving for(var/mob/M in range(mob, 1)) if(M.pulling == mob && !M.restrained() && M.stat == 0 && M.canmove) src << "\blue You're restrained! You can't move!" return 0 move_delay = world.time//set move delay mob.last_move_intent = world.time + 10 switch(mob.m_intent) if("run") if(mob.drowsyness > 0) move_delay += 6 move_delay += 1+config.run_speed if("walk") move_delay += 7+config.walk_speed move_delay += mob.movement_delay() if(config.Tickcomp) move_delay -= 1.3 var/tickcomp = ((1/(world.tick_lag))*1.3) move_delay = move_delay + tickcomp //We are now going to move moving = 1 //Something with pulling things if(locate(/obj/item/weapon/grab, mob)) move_delay = max(move_delay, world.time + 7) var/list/L = mob.ret_grab() if(istype(L, /list)) if(L.len == 2) L -= mob var/mob/M = L[1] if(M) if ((get_dist(mob, M) <= 1 || M.loc == mob.loc)) var/turf/T = mob.loc . = ..() if (isturf(M.loc)) var/diag = get_dir(mob, M) if ((diag - 1) & diag) else diag = null if ((get_dist(mob, M) > 1 || diag)) step(M, get_dir(M.loc, T)) else for(var/mob/M in L) M.other_mobs = 1 if(mob != M) M.animate_movement = 3 for(var/mob/M in L) spawn( 0 ) step(M, direct) return spawn( 1 ) M.other_mobs = null M.animate_movement = 2 return else if(mob.confused) step(mob, pick(cardinal)) else . = ..() moving = 0 return . return ///Process_Grab() ///Called by client/Move() ///Checks to see if you are being grabbed and if so attemps to break it /client/proc/Process_Grab() if(locate(/obj/item/weapon/grab, locate(/obj/item/weapon/grab, mob.grabbed_by.len))) var/list/grabbing = list() if(istype(mob.l_hand, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = mob.l_hand grabbing += G.affecting if(istype(mob.r_hand, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = mob.r_hand grabbing += G.affecting for(var/obj/item/weapon/grab/G in mob.grabbed_by) if((G.state == 1)&&(!grabbing.Find(G.assailant))) del(G) if(G.state == 2) move_delay = world.time + 10 if(!prob(25)) return 1 mob.visible_message("\red [mob] has broken free of [G.assailant]'s grip!") del(G) if(G.state == 3) move_delay = world.time + 10 if(!prob(5)) return 1 mob.visible_message("\red [mob] has broken free of [G.assailant]'s headlock!") del(G) return 0 ///Process_Incorpmove ///Called by client/Move() ///Allows mobs to run though walls /client/proc/Process_Incorpmove(direct) var/turf/mobloc = get_turf(mob) if(!isliving(mob)) return var/mob/living/L = mob switch(L.incorporeal_move) if(1) L.loc = get_step(L, direct) L.dir = direct if(2) if(prob(50)) var/locx var/locy switch(direct) if(NORTH) locx = mobloc.x locy = (mobloc.y+2) if(locy>world.maxy) return if(SOUTH) locx = mobloc.x locy = (mobloc.y-2) if(locy<1) return if(EAST) locy = mobloc.y locx = (mobloc.x+2) if(locx>world.maxx) return if(WEST) locy = mobloc.y locx = (mobloc.x-2) if(locx<1) return else return L.loc = locate(locx,locy,mobloc.z) spawn(0) var/limit = 2//For only two trailing shadows. for(var/turf/T in getline(mobloc, L.loc)) spawn(0) anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir) limit-- if(limit<=0) break else spawn(0) anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir) L.loc = get_step(L, direct) L.dir = direct return 1 ///Process_Spacemove ///Called by /client/Move() ///For moving in space ///Return 1 for movement 0 for none /mob/proc/Process_Spacemove(var/check_drift = 0) //First check to see if we can do things if(restrained()) return 0 /* if(istype(src,/mob/living/carbon)) if(src.l_hand && src.r_hand) return 0 */ var/dense_object = 0 for(var/turf/turf in oview(1,src)) if(istype(turf,/turf/space)) 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))) continue else if((istype(turf,/turf/simulated/floor)) && (src.lastarea.has_gravity == 0)) // No one else gets a chance. continue /* if(istype(turf,/turf/simulated/floor) && (src.flags & NOGRAV)) continue */ dense_object++ break if(!dense_object && (locate(/obj/structure/lattice) in oview(1, src))) dense_object++ //Lastly attempt to locate any dense objects we could push off of //TODO: If we implement objects drifing in space this needs to really push them //Due to a few issues only anchored and dense objects will now work. if(!dense_object) for(var/obj/O in oview(1, src)) if((O) && (O.density) && (O.anchored)) dense_object++ break //Nothing to push off of so end here if(!dense_object) return 0 //Check to see if we slipped if(prob(Process_Spaceslipping(5))) src << "\blue You slipped!" src.inertia_dir = src.last_move step(src, src.inertia_dir) return 0 //If not then we can reset inertia and move inertia_dir = 0 return 1 /mob/proc/Process_Spaceslipping(var/prob_slip = 5) //Setup slipage //If knocked out we might just hit it and stop. This makes it possible to get dead bodies and such. if(stat) prob_slip = 0 // Changing this to zero to make it line up with the comment. prob_slip = round(prob_slip) return(prob_slip)