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Adds a (disabled) framework for making people drop where they're stunned without waiting for the next tick Shuffles sleeping and resting, making them cause effects of their own rather than just relying on 2 ticks of paralysis or whatever. You now stand up before being able to move again (called in canmove) Reduces slip chance from 50 to 0 when knocked out (more in line with the comments in the code, and it just makes more sense) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3503 316c924e-a436-60f5-8080-3fe189b3f50e
37 lines
1.2 KiB
Plaintext
37 lines
1.2 KiB
Plaintext
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/mob/living/carbon/human/Process_Spacemove(var/check_drift = 0)
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//Can we act
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if(restrained()) return 0
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//Do we have a working jetpack
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if(istype(back, /obj/item/weapon/tank/jetpack))
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var/obj/item/weapon/tank/jetpack/J = back
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if(((!check_drift) || (check_drift && J.stabilization_on)) && (!lying) && (J.allow_thrust(0.01, src)))
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inertia_dir = 0
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return 1
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// if(!check_drift && J.allow_thrust(0.01, src))
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// return 1
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//If no working jetpack then use the other checks
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if(..()) return 1
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return 0
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/mob/living/carbon/human/Process_Spaceslipping(var/prob_slip = 5)
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//If knocked out we might just hit it and stop. This makes it possible to get dead bodies and such.
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if(stat)
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prob_slip = 0 // Changing this to zero to make it line up with the comment, and also, make more sense.
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//Do we have magboots or such on if so no slip
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if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.flags & NOSLIP))
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prob_slip = 0
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//Check hands and mod slip
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if(!l_hand) prob_slip -= 2
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else if(l_hand.w_class <= 2) prob_slip -= 1
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if (!r_hand) prob_slip -= 2
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else if(r_hand.w_class <= 2) prob_slip -= 1
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prob_slip = round(prob_slip)
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return(prob_slip)
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