compile
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@@ -321,4 +321,4 @@
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// My mouth is no longer full
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REMOVE_TRAIT(owner, TRAIT_MUTE, "bloodsucker_feed")
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// Let me move immediately
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user.update_canmove()
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user.update_mobility()
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@@ -61,7 +61,8 @@
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walk_towards(owner, T, 0.1, 10) // NOTE: this runs in the background! to cancel it, you need to use walk(owner.current,0), or give them a new path.
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addtimer(CALLBACK(owner, .proc/_walk, 0), 2 SECONDS)
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if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && !CHECK_MOBILITY(owner, MOBILITY_STAND))
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var/mob/living/L = owner
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if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && !CHECK_MOBILITY(L, MOBILITY_STAND))
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var/send_dir = get_dir(owner, T)
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new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE)
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owner.spin(10)
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@@ -240,8 +240,8 @@
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T.dust_animation()
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QDEL_IN(T, 5)
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var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade(src)
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S.status_flags |= GODMODE //So they won't die inside the stone somehow
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S.canmove = FALSE//Can't move out of the soul stone
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S.status_flags |= GODMODE //So they won't die inside the stone somehow
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S.mobility_flags = NONE //Can't move out of the soul stone
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S.name = "Shade of [T.real_name]"
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S.real_name = "Shade of [T.real_name]"
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T.transfer_ckey(S)
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