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https://github.com/vgstation-coders/vgstation13.git
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587 lines
19 KiB
Plaintext
587 lines
19 KiB
Plaintext
/*
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CONTAINS:
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All AirflowX() procs, all Variable Setting Controls for airflow, save/load variable tweaks for airflow.
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VARIABLES:
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atom/movable/airflow_dest
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The destination turf of a flying object.
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atom/movable/airflow_speed
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The speed (1-15) at which a flying object is traveling to airflow_dest. Decays over time.
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CALLABLE PROCS:
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AirflowRepel(turf/T, n, per)
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Causes objects to fly away from a point within a single zone.
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Called manually by air releasers. T is the location of the expanding gas.
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n is the pressure released. per indicates that n is a percent value if nonzero.
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RETURNS: Null
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AirflowAttract(turf/T, n, per)
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Causes objects to fly to a point within a single zone.
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Called manually by air consumers. T is the location of the attractor.
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n is the pressure consumed. per indicates that n is a percent value if nonzero.
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RETURNS: Null
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OVERLOADABLE PROCS:
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mob/airflow_stun()
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Contains checks for and results of being stunned by airflow.
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Called when airflow quantities exceed AF_HUMAN_STUN_THRESHOLD.
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RETURNS: Null
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atom/movable/check_airflow_movable(n)
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Contains checks for moving any object due to airflow.
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n is the percent of 1 Atmosphere that is flowing.
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RETURNS: 1 if the object moves under the air conditions, 0 if it stays put.
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atom/movable/airflow_hit(atom/A)
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Contains results of hitting a solid object (A) due to airflow.
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A is the dense object hit.
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Use airflow_speed to determine how fast the projectile was going.
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AUTOMATIC PROCS:
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Airflow(zone/A, zone/B, n)
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Causes objects to fly along a pressure gradient.
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Called by zone updates. A and B are two connected zones.
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n is the pressure difference between them.
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AirflowSpace(zone/A)
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Causes objects to fly into space.
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Called by zone updates. A is a zone connected to space.
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atom/movable/GotoAirflowDest(n)
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atom/movable/RepelAirflowDest(n)
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Called by main airflow procs to cause the object to fly to or away from destination at speed n.
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Probably shouldn't call this directly unless you know what you're
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doing and have set airflow_dest. airflow_hit() will be called if the object collides with an obstacle.
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*/
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var/tick_multiplier = 2
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vs_control/var
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zone_update_delay = 10
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zone_update_delay_NAME = "Zone Update Delay"
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zone_update_delay_DESC = "The delay in ticks between updates of zones. Increase if lag is bad seemingly because of air."
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zone_share_percent = 2
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zone_share_percent_NAME = "Zone Connection Transfer %"
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zone_share_percent_DESC = "Percent of gas per connected tile that is shared between zones."
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//Used in /mob/carbon/human/life
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OXYGEN_LOSS = 2
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OXYGEN_LOSS_NAME = "Damage - Oxygen Loss"
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OXYGEN_LOSS_DESC = "A multiplier for damage due to lack of air, CO2 poisoning, and vacuum. Does not affect oxyloss\
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from being incapacitated or dying."
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TEMP_DMG = 2
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TEMP_DMG_NAME = "Damage - Temperature"
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TEMP_DMG_DESC = "A multiplier for damage due to body temperature irregularities."
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BURN_DMG = 6
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BURN_DMG_NAME = "Damage - Fire"
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BURN_DMG_DESC = "A multiplier for damage due to direct fire exposure."
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AF_TINY_MOVEMENT_THRESHOLD = 50 //% difference to move tiny items.
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AF_TINY_MOVEMENT_THRESHOLD_NAME = "Airflow - Tiny Movement Threshold %"
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AF_TINY_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the tiny weight class will move."
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AF_SMALL_MOVEMENT_THRESHOLD = 70 //% difference to move small items.
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AF_SMALL_MOVEMENT_THRESHOLD_NAME = "Airflow - Small Movement Threshold %"
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AF_SMALL_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the small weight class will move."
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AF_NORMAL_MOVEMENT_THRESHOLD = 90 //% difference to move normal items.
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AF_NORMAL_MOVEMENT_THRESHOLD_NAME = "Airflow - Normal Movement Threshold %"
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AF_NORMAL_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the normal weight class will move."
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AF_LARGE_MOVEMENT_THRESHOLD = 100 //% difference to move large and huge items.
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AF_LARGE_MOVEMENT_THRESHOLD_NAME = "Airflow - Large Movement Threshold %"
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AF_LARGE_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the large or huge weight class will move."
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AF_DENSE_MOVEMENT_THRESHOLD = 120 //% difference to move dense crap and mobs.
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AF_DENSE_MOVEMENT_THRESHOLD_NAME = "Airflow - Dense Movement Threshold %"
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AF_DENSE_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which dense objects (canisters, etc.) will be shifted by airflow."
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AF_MOB_MOVEMENT_THRESHOLD = 175
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AF_MOB_MOVEMENT_THRESHOLD_NAME = "Airflow - Human Movement Threshold %"
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AF_MOB_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which mobs will be shifted by airflow."
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AF_HUMAN_STUN_THRESHOLD = 130
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AF_HUMAN_STUN_THRESHOLD_NAME = "Airflow - Human Stun Threshold %"
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AF_HUMAN_STUN_THRESHOLD_DESC = "Percent of 1 Atm. at which living things are stunned or knocked over."
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AF_PERCENT_OF = ONE_ATMOSPHERE
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AF_PERCENT_OF_NAME = "Airflow - 100% Pressure"
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AF_PERCENT_OF_DESC = "Normally set to 1 Atm. in kPa, this indicates what pressure is considered 100% by the system."
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AF_SPEED_MULTIPLIER = 4 //airspeed per movement threshold value crossed.
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AF_SPEED_MULTIPLIER_NAME = "Airflow - Speed Increase per 10%"
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AF_SPEED_MULTIPLIER_DESC = "Velocity increase of shifted items per 10% of airflow."
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AF_DAMAGE_MULTIPLIER = 5 //Amount of damage applied per airflow_speed.
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AF_DAMAGE_MULTIPLIER_NAME = "Airflow - Damage Per Velocity"
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AF_DAMAGE_MULTIPLIER_DESC = "Amount of damage applied per unit of speed (1-15 units) at which mobs are thrown."
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AF_STUN_MULTIPLIER = 1.5 //Seconds of stun applied per airflow_speed.
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AF_STUN_MULTIPLIER_NAME = "Airflow - Stun Per Velocity"
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AF_STUN_MULTIPLIER_DESC = "Amount of stun effect applied per unit of speed (1-15 units) at which mobs are thrown."
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AF_SPEED_DECAY = 0.5 //Amount that flow speed will decay with time.
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AF_SPEED_DECAY_NAME = "Airflow - Velocity Lost per Tick"
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AF_SPEED_DECAY_DESC = "Amount of airflow speed lost per tick on a moving object."
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AF_SPACE_MULTIPLIER = 2 //Increasing this will make space connections more DRAMATIC!
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AF_SPACE_MULTIPLIER_NAME = "Airflow - Space Airflow Multiplier"
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AF_SPACE_MULTIPLIER_DESC = "Increasing this multiplier will cause more powerful airflow to space."
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AF_CANISTER_MULTIPLIER = 0.25
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AF_CANISTER_MULTIPLIER_NAME = "Airflow - Canister Airflow Multiplier"
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AF_CANISTER_MULTIPLIER_DESC = "Increasing this multiplier will cause more powerful airflow from single-tile sources like canisters."
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mob/proc
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Change_Airflow_Constants()
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set category = "Debug"
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var/choice = input("Which constant will you modify?","Change Airflow Constants")\
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as null|anything in list("Movement Threshold","Speed Multiplier","Damage Multiplier","Stun Multiplier","Speed Decay")
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var/n
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switch(choice)
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if("Movement Threshold")
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n = input("What will you change it to","Change Airflow Constants",vsc.AF_DENSE_MOVEMENT_THRESHOLD) as num
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n = max(1,n)
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vsc.AF_DENSE_MOVEMENT_THRESHOLD = n
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world.log << "vsc.AF_DENSE_MOVEMENT_THRESHOLD set to [n]."
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if("Speed Multiplier")
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n = input("What will you change it to","Change Airflow Constants",vsc.AF_SPEED_MULTIPLIER) as num
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n = max(1,n)
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vsc.AF_SPEED_MULTIPLIER = n
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world.log << "vsc.AF_SPEED_MULTIPLIER set to [n]."
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if("Damage Multiplier")
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n = input("What will you change it to","Change Airflow Constants",vsc.AF_DAMAGE_MULTIPLIER) as num
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vsc.AF_DAMAGE_MULTIPLIER = n
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world.log << "AF_DAMAGE_MULTIPLIER set to [n]."
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if("Stun Multiplier")
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n = input("What will you change it to","Change Airflow Constants",vsc.AF_STUN_MULTIPLIER) as num
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vsc.AF_STUN_MULTIPLIER = n
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world.log << "AF_STUN_MULTIPLIER set to [n]."
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if("Speed Decay")
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n = input("What will you change it to","Change Airflow Constants",vsc.AF_SPEED_DECAY) as num
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vsc.AF_SPEED_DECAY = n
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world.log << "AF_SPEED_DECAY set to [n]."
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if("Space Flow Multiplier")
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n = input("What will you change it to","Change Airflow Constants",vsc.AF_SPEED_DECAY) as num
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vsc.AF_SPEED_DECAY = n
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world.log << "AF_SPEED_DECAY set to [n]."
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//The main airflow code. Called by zone updates.
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//Zones A and B are air zones. n represents the amount of air moved.
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mob/proc/airflow_stun()
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if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
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weakened = max(weakened,5)
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mob/living/silicon/airflow_stun()
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return
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mob/living/carbon/metroid/airflow_stun()
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return
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mob/living/carbon/human/airflow_stun()
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if(buckled) return 0
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if(wear_suit)
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if(wear_suit.flags & SUITSPACE) return 0
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if(shoes)
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if(shoes.flags & NOSLIP) return 0
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if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
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weakened = max(weakened,2)
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atom/movable/proc/check_airflow_movable(n)
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if(anchored && !ismob(src)) return 0
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if(!istype(src,/obj/item) && n < vsc.AF_DENSE_MOVEMENT_THRESHOLD) return 0
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if(ismob(src) && n < vsc.AF_MOB_MOVEMENT_THRESHOLD) return 0
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return 1
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mob/dead/observer/check_airflow_movable()
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return 0
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mob/living/silicon/check_airflow_movable()
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return 0
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obj/item/check_airflow_movable(n)
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. = ..()
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switch(w_class)
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if(2)
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if(n < vsc.AF_SMALL_MOVEMENT_THRESHOLD) return 0
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if(3)
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if(n < vsc.AF_NORMAL_MOVEMENT_THRESHOLD) return 0
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if(4,5)
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if(n < vsc.AF_LARGE_MOVEMENT_THRESHOLD) return 0
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proc/Airflow(zone/A,zone/B,n)
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//Now n is a percent of one atm.
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n = round((n/vsc.AF_PERCENT_OF)*100,0.1)
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//Don't go any further if n is lower than the lowest value needed for airflow.
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if(abs(n) < vsc.AF_TINY_MOVEMENT_THRESHOLD) return
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//These turfs are the midway point between A and B, and will be the destination point for thrown objects.
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var/list/connected_turfs = A.connections[B]
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//Get lists of things that can be thrown across the room for each zone.
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var/list/pplz = A.movables()
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var/list/otherpplz = B.movables()
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for(var/atom/movable/M in pplz)
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//Check for knocking people over
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if(ismob(M) && n > vsc.AF_HUMAN_STUN_THRESHOLD)
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if(M:nodamage) continue
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M:airflow_stun()
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if(M.check_airflow_movable(n))
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//Check for things that are in range of the midpoint turfs.
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var/fail = 1
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for(var/turf/U in connected_turfs)
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if(M in range(U)) fail = 0
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if(fail) continue
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//If they're already being tossed, don't do it again.
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if(!M.airflow_speed)
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M.airflow_dest = pick(connected_turfs) //Pick a random midpoint to fly towards.
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spawn M.GotoAirflowDest(abs(n) * (vsc.AF_SPEED_MULTIPLIER/10))
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//Send the object flying at a speed determined by n and AF_SPEED_MULTIPLIER.
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//Do it again for the stuff in the other zone, making it fly away.
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for(var/atom/movable/M in otherpplz)
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if(ismob(M) && abs(n) > vsc.AF_HUMAN_STUN_THRESHOLD)
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if(M:nodamage) continue
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M:airflow_stun()
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if(M.check_airflow_movable(abs(n)))
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var/fail = 1
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for(var/turf/U in connected_turfs)
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if(M in range(U)) fail = 0
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if(fail) continue
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if(M && !M.airflow_speed)
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M.airflow_dest = pick(connected_turfs)
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spawn M.RepelAirflowDest(abs(n) * (vsc.AF_SPEED_MULTIPLIER/10))
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proc/AirflowSpace(zone/A)
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//The space version of the Airflow(A,B,n) proc.
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var/n = (A.air.oxygen + A.air.nitrogen + A.air.carbon_dioxide)*vsc.AF_SPACE_MULTIPLIER
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//Here, n is determined by the space multiplier constant and the zone's air.
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n = round((n/vsc.AF_PERCENT_OF)*100,0.1)
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if(n < vsc.AF_TINY_MOVEMENT_THRESHOLD) return
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var/list/connected_turfs = A.space_tiles //The midpoints are now all the space connections.
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var/list/pplz = A.movables() //We only need to worry about things in the zone, not things in space.
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for(var/atom/movable/M in pplz)
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if(ismob(M) && n > vsc.AF_HUMAN_STUN_THRESHOLD)
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if(M:nodamage) continue
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M:airflow_stun()
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if(M.check_airflow_movable(n))
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var/fail = 1
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for(var/turf/U in connected_turfs)
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if(M in range(U)) fail = 0
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if(fail) continue
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if(!M.airflow_speed)
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M.airflow_dest = pick(connected_turfs)
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spawn
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if(M) M.GotoAirflowDest(n * (vsc.AF_SPEED_MULTIPLIER/10))
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//Sometimes shit breaks, and M isn't there after the spawn.
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proc/AirflowRepel(turf/T,n,per = 0)
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//This one is used for air escaping from canisters.
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var/zone/A = T.zone
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if(!A) return
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n *= vsc.AF_CANISTER_MULTIPLIER
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if(!per)
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n = round((n/vsc.AF_PERCENT_OF) * 100,0.1)
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if(n < 0) return
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if(abs(n) > vsc.AF_TINY_MOVEMENT_THRESHOLD)
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var/list/pplz = A.movables()
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for(var/atom/movable/M in pplz)
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var/relative_n = n / max(1,get_dist(T,M)/2)
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if(ismob(M) && relative_n > vsc.AF_HUMAN_STUN_THRESHOLD)
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if(M:nodamage) continue
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M:airflow_stun()
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if(M.check_airflow_movable(relative_n))
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if(!(M in range(T))) continue //Recall that T is the center of the repelling force.
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if(!M.airflow_speed)
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M.airflow_dest = T
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spawn M.RepelAirflowDest(relative_n * (vsc.AF_SPEED_MULTIPLIER/10))
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proc/AirflowAttract(turf/T,n,per=0)
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//Same as above, but attracts objects to the target.
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var/zone/A = T.zone
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if(!A) return
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n *= vsc.AF_CANISTER_MULTIPLIER
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if(!per)
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n = round((n/vsc.AF_PERCENT_OF) * 100,0.1)
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if(n < 0) return
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if(abs(n) > vsc.AF_TINY_MOVEMENT_THRESHOLD)
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//world << "Airflow!"
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var/list/pplz = A.movables()
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for(var/atom/movable/M in pplz)
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//world << "[M] / \..."
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var/relative_n = n / max(1,get_dist(T,M)/2)
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if(ismob(M) && relative_n > vsc.AF_HUMAN_STUN_THRESHOLD)
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if(M:nodamage) continue
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M:airflow_stun()
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if(M.check_airflow_movable(relative_n))
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if(!(M in range(T))) continue
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if(!M.airflow_speed)
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M.airflow_dest = T
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spawn M.GotoAirflowDest(relative_n * (vsc.AF_SPEED_MULTIPLIER/10))
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atom/movable
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var/turf/airflow_dest
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var/airflow_speed = 0
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var/airflow_time = 0
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proc/GotoAirflowDest(n)
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if(!airflow_dest) return
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if(airflow_speed < 0) return
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if(airflow_speed)
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airflow_speed = n
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return
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if(airflow_dest == loc)
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step_away(src,loc)
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if(ismob(src))
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if(src:nodamage) return
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if(istype(src, /mob/living/carbon/human))
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if(istype(src, /mob/living/carbon/human))
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if(src:buckled) return
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if(src:wear_suit)
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if(src:wear_suit.flags & SUITSPACE) return
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if(src:shoes)
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if(src:shoes.type == /obj/item/clothing/shoes/magboots) return
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src << "\red You are sucked away by airflow!"
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airflow_speed = min(round(n),9)
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var
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xo = airflow_dest.x - src.x
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yo = airflow_dest.y - src.y
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od = 0
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airflow_dest = null
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if(!density)
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density = 1
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od = 1
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while(airflow_speed > 0)
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if(airflow_speed <= 0) return
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airflow_speed = min(airflow_speed,15)
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airflow_speed -= vsc.AF_SPEED_DECAY
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if(airflow_speed > 7)
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if(airflow_time++ >= airflow_speed - 7)
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sleep(1 * tick_multiplier)
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else
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sleep(max(1,10-(airflow_speed+3)) * tick_multiplier)
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if ((!( src.airflow_dest ) || src.loc == src.airflow_dest))
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src.airflow_dest = locate(min(max(src.x + xo, 1), world.maxx), min(max(src.y + yo, 1), world.maxy), src.z)
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if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy))
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return
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step_towards(src, src.airflow_dest)
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if(ismob(src) && src:client) src:client:move_delay = world.time + 10
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airflow_dest = null
|
|
airflow_speed = -1
|
|
spawn(150 * tick_multiplier) airflow_speed = 0
|
|
if(od)
|
|
density = 0
|
|
|
|
proc/RepelAirflowDest(n)
|
|
if(!airflow_dest) return
|
|
if(airflow_speed < 0) return
|
|
if(airflow_speed)
|
|
airflow_speed = n
|
|
return
|
|
if(airflow_dest == loc)
|
|
step_away(src,loc)
|
|
if(ismob(src))
|
|
if(src:nodamage) return
|
|
if(istype(src, /mob/living/carbon/human))
|
|
if(istype(src, /mob/living/carbon/human))
|
|
if(src:buckled) return
|
|
if(src:wear_suit)
|
|
if(src:wear_suit.flags & SUITSPACE) return
|
|
if(src:shoes)
|
|
if(src:shoes.type == /obj/item/clothing/shoes/magboots) return
|
|
src << "\red You are pushed away by airflow!"
|
|
airflow_speed = min(round(n),9)
|
|
var
|
|
xo = -(airflow_dest.x - src.x)
|
|
yo = -(airflow_dest.y - src.y)
|
|
od = 0
|
|
airflow_dest = null
|
|
if(!density)
|
|
density = 1
|
|
od = 1
|
|
while(airflow_speed > 0)
|
|
if(airflow_speed <= 0) return
|
|
airflow_speed = min(airflow_speed,15)
|
|
airflow_speed -= vsc.AF_SPEED_DECAY
|
|
if(airflow_speed > 7)
|
|
if(airflow_time++ >= airflow_speed - 7)
|
|
sleep(1 * tick_multiplier)
|
|
else
|
|
sleep(max(1,10-(airflow_speed+3)) * tick_multiplier)
|
|
if ((!( src.airflow_dest ) || src.loc == src.airflow_dest))
|
|
src.airflow_dest = locate(min(max(src.x + xo, 1), world.maxx), min(max(src.y + yo, 1), world.maxy), src.z)
|
|
if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy))
|
|
return
|
|
step_towards(src, src.airflow_dest)
|
|
if(ismob(src) && src:client) src:client:move_delay = world.time + 10
|
|
airflow_dest = null
|
|
airflow_speed = -1
|
|
spawn(150 * tick_multiplier) airflow_speed = 0
|
|
if(od)
|
|
density = 0
|
|
|
|
Bump(atom/A)
|
|
if(airflow_speed > 0 && airflow_dest)
|
|
airflow_hit(A)
|
|
else
|
|
airflow_speed = 0
|
|
. = ..()
|
|
|
|
atom/movable/proc/airflow_hit(atom/A)
|
|
airflow_speed = -1
|
|
spawn(50 * tick_multiplier) airflow_speed = 0
|
|
airflow_dest = null
|
|
|
|
mob/airflow_hit(atom/A)
|
|
for(var/mob/M in hearers(src))
|
|
M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
|
|
playsound(src.loc, "smash.ogg", 25, 1, -1)
|
|
. = ..()
|
|
|
|
obj/airflow_hit(atom/A)
|
|
for(var/mob/M in hearers(src))
|
|
M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
|
|
playsound(src.loc, "smash.ogg", 25, 1, -1)
|
|
. = ..()
|
|
|
|
obj/item/airflow_hit(atom/A)
|
|
airflow_speed = -1
|
|
spawn(50 * tick_multiplier) airflow_speed = 0
|
|
airflow_dest = null
|
|
|
|
mob/living/carbon/human/airflow_hit(atom/A)
|
|
for(var/mob/M in hearers(src))
|
|
M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
|
|
playsound(src.loc, "punch", 25, 1, -1)
|
|
loc:add_blood(src)
|
|
if (src.wear_suit)
|
|
src.wear_suit.add_blood(src)
|
|
if (src.w_uniform)
|
|
src.w_uniform.add_blood(src)
|
|
var/b_loss = airflow_speed * vsc.AF_DAMAGE_MULTIPLIER
|
|
for(var/organ in src:organs)
|
|
var/datum/organ/external/temp = src:organs["[organ]"]
|
|
if (istype(temp, /datum/organ/external))
|
|
switch(temp.name)
|
|
if("head")
|
|
temp.take_damage(b_loss * 0.2, 0)
|
|
if("chest")
|
|
temp.take_damage(b_loss * 0.4, 0)
|
|
if("diaper")
|
|
temp.take_damage(b_loss * 0.1, 0)
|
|
spawn UpdateDamageIcon()
|
|
if(airflow_speed > 10)
|
|
paralysis += round(airflow_speed * vsc.AF_STUN_MULTIPLIER)
|
|
stunned = max(stunned,paralysis + 3)
|
|
else
|
|
stunned += round(airflow_speed * vsc.AF_STUN_MULTIPLIER/2)
|
|
. = ..()
|
|
|
|
zone/proc/movables()
|
|
. = list()
|
|
for(var/turf/T in contents)
|
|
for(var/atom/A in T)
|
|
. += A
|
|
|
|
proc/Get_Dir(atom/S,atom/T) //Shamelessly stolen from AJX.AdvancedGetDir
|
|
var/GDist=get_dist(S,T)
|
|
var/GDir=get_dir(S,T)
|
|
if(GDist<=3)
|
|
if(GDist==0) return 0
|
|
if(GDist==1)
|
|
return GDir
|
|
|
|
|
|
var/X1=S.x*10
|
|
var/X2=T.x*10
|
|
var/Y1=S.y*10
|
|
var/Y2=T.y*10
|
|
var/Ref
|
|
if(GDir==NORTHEAST)
|
|
Ref=(X2/X1)*Y1
|
|
if(Ref-1>Y2) .=EAST
|
|
else if(Ref+1<Y2) .=NORTH
|
|
else .=NORTHEAST
|
|
else if(GDir==NORTHWEST)
|
|
Ref=(1+((1-(X2/X1))))*Y1
|
|
if(Ref-1>Y2) .=WEST
|
|
else if(Ref+1<Y2) .=NORTH
|
|
else .=NORTHWEST
|
|
else if(GDir==SOUTHEAST)
|
|
Ref=(1-((X2/X1)-1))*Y1
|
|
if(Ref-1>Y2) .=SOUTH
|
|
else if(Ref+1<Y2) .=EAST
|
|
else .=SOUTHEAST
|
|
else if(GDir==SOUTHWEST)
|
|
Ref=(X2/X1)*Y1
|
|
if(Ref-1>Y2) .=SOUTH
|
|
else if(Ref+1<Y2) .=WEST
|
|
else .=SOUTHWEST
|
|
else
|
|
return GDir
|
|
|
|
proc/SaveTweaks()
|
|
var/savefile/F = new("data/game_settings.sav")
|
|
F << vsc
|
|
del F
|
|
world.log << "TWEAKS: Airflow, Plasma and Damage settings saved."
|
|
proc/LoadTweaks()
|
|
if(fexists("data/game_settings.sav"))
|
|
var/savefile/F = new("data/game_settings.sav")
|
|
F >> vsc
|
|
del F
|
|
world.log << "TWEAKS: Airflow, Plasma and Damage settings loaded." |