Merge pull request #11340 from Ghommie/Ghommie-cit605
Porting movespeed modifiers code updates.
This commit is contained in:
@@ -514,39 +514,6 @@ GLOBAL_LIST_EMPTY(teleportlocs)
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/client/proc/ResetAmbiencePlayed()
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played = FALSE
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/atom/proc/has_gravity(turf/T)
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if(!T || !isturf(T))
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T = get_turf(src)
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if(!T)
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return 0
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var/list/forced_gravity = list()
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SEND_SIGNAL(src, COMSIG_ATOM_HAS_GRAVITY, T, forced_gravity)
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if(!forced_gravity.len)
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SEND_SIGNAL(T, COMSIG_TURF_HAS_GRAVITY, src, forced_gravity)
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if(forced_gravity.len)
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var/max_grav
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for(var/i in forced_gravity)
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max_grav = max(max_grav, i)
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if(max_grav)
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return max_grav
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if(isspaceturf(T)) // Turf never has gravity
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return 0
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var/area/A = get_area(T)
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if(A.has_gravity) // Areas which always has gravity
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return A.has_gravity
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else
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// There's a gravity generator on our z level
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if(GLOB.gravity_generators["[T.z]"])
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var/max_grav = 0
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for(var/obj/machinery/gravity_generator/main/G in GLOB.gravity_generators["[T.z]"])
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max_grav = max(G.setting,max_grav)
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return max_grav
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return SSmapping.level_trait(T.z, ZTRAIT_GRAVITY)
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/area/proc/setup(a_name)
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name = a_name
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power_equip = FALSE
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@@ -918,3 +918,49 @@ Proc for attack log creation, because really why not
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if(!(material_flags & MATERIAL_NO_EFFECTS))
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custom_material.on_applied(src, materials[custom_material] * multiplier * material_modifier, material_flags)
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custom_materials[custom_material] += materials[x] * multiplier
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/**
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* Returns true if this atom has gravity for the passed in turf
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*
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* Sends signals COMSIG_ATOM_HAS_GRAVITY and COMSIG_TURF_HAS_GRAVITY, both can force gravity with
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* the forced gravity var
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*
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* Gravity situations:
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* * No gravity if you're not in a turf
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* * No gravity if this atom is in is a space turf
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* * Gravity if the area it's in always has gravity
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* * Gravity if there's a gravity generator on the z level
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* * Gravity if the Z level has an SSMappingTrait for ZTRAIT_GRAVITY
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* * otherwise no gravity
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*/
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/atom/proc/has_gravity(turf/T)
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if(!T || !isturf(T))
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T = get_turf(src)
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if(!T)
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return 0
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var/list/forced_gravity = list()
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SEND_SIGNAL(src, COMSIG_ATOM_HAS_GRAVITY, T, forced_gravity)
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if(!forced_gravity.len)
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SEND_SIGNAL(T, COMSIG_TURF_HAS_GRAVITY, src, forced_gravity)
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if(forced_gravity.len)
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var/max_grav
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for(var/i in forced_gravity)
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max_grav = max(max_grav, i)
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return max_grav
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if(isspaceturf(T)) // Turf never has gravity
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return 0
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var/area/A = get_area(T)
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if(A.has_gravity) // Areas which always has gravity
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return A.has_gravity
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else
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// There's a gravity generator on our z level
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if(GLOB.gravity_generators["[T.z]"])
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var/max_grav = 0
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for(var/obj/machinery/gravity_generator/main/G in GLOB.gravity_generators["[T.z]"])
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max_grav = max(G.setting,max_grav)
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return max_grav
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return SSmapping.level_trait(T.z, ZTRAIT_GRAVITY)
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@@ -131,7 +131,7 @@
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return FALSE
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// Are we trying to pull something we are already pulling? Then enter grab cycle and end.
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if(AM == pulling)
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grab_state = state
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setGrabState(state)
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if(istype(AM,/mob/living))
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var/mob/living/AMob = AM
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AMob.grabbedby(src)
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@@ -142,7 +142,7 @@
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AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once.
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pulling = AM
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AM.pulledby = src
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grab_state = state
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setGrabState(state)
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if(ismob(AM))
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var/mob/M = AM
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log_combat(src, M, "grabbed", addition="passive grab")
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@@ -155,7 +155,7 @@
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pulling.pulledby = null
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var/mob/living/ex_pulled = pulling
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pulling = null
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grab_state = 0
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setGrabState(0)
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if(isliving(ex_pulled))
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var/mob/living/L = ex_pulled
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L.update_mobility()// mob gets up if it was lyng down in a chokehold
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@@ -563,6 +563,11 @@
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return FALSE
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return TRUE
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/// Updates the grab state of the movable
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/// This exists to act as a hook for behaviour
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/atom/movable/proc/setGrabState(newstate)
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grab_state = newstate
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/obj/item/proc/do_pickup_animation(atom/target)
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set waitfor = FALSE
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if(!istype(loc, /turf))
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@@ -377,6 +377,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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qdel(src)
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item_flags &= ~IN_INVENTORY
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SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
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user.update_equipment_speed_mods()
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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@@ -422,6 +423,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
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A.Grant(user)
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item_flags |= IN_INVENTORY
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user.update_equipment_speed_mods()
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//sometimes we only want to grant the item's action if it's equipped in a specific slot.
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/obj/item/proc/item_action_slot_check(slot, mob/user, datum/action/A)
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