compile
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@@ -96,7 +96,7 @@
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// Incap?
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if(must_be_capacitated)
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var/mob/living/L = owner
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if (L.incapacitated(TRUE, TRUE) || L.resting && !can_be_immobilized)
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if (L.incapacitated(TRUE, TRUE) || !CHECK_MOBILITY(L, MOBILITY_STAND) && !can_be_immobilized)
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if(display_error)
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to_chat(owner, "<span class='warning'>Not while you're incapacitated!</span>")
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return FALSE
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@@ -96,9 +96,9 @@
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// TELEPORT: Move to Coffin & Close it!
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do_teleport(owner, bloodsuckerdatum.coffin, no_effects = TRUE, forced = TRUE, channel = TELEPORT_CHANNEL_QUANTUM) // in teleport.dm?
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// SLEEP
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user.resting = TRUE
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user.set_resting(TRUE, TRUE, FALSE)
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//user.Unconscious(30,0)
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user.Stun(30,1)
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user.Stun(30, TRUE)
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// CLOSE LID: If fail, force me in.
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if (!bloodsuckerdatum.coffin.close(owner))
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bloodsuckerdatum.coffin.insert(owner) // Puts me inside.
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@@ -76,7 +76,7 @@
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to_chat(owner, "<span class='warning'>You must be facing your victim.</span>")
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return FALSE
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// Check: Target facing me?
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if (!target.resting && !is_A_facing_B(target,owner))
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if (CHECK_MOBILITY(target, MOBILITY_STAND) && !is_A_facing_B(target,owner))
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if (display_error)
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to_chat(owner, "<span class='warning'>Your victim must be facing you to see into your eyes.</span>")
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return FALSE
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@@ -18,7 +18,6 @@
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user.tod = STATION_TIME_TIMESTAMP("hh:mm:ss")
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user.fakedeath("changeling") //play dead
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user.update_stat()
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user.update_canmove()
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addtimer(CALLBACK(src, .proc/ready_to_regenerate, user), LING_FAKEDEATH_TIME, TIMER_UNIQUE)
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return TRUE
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@@ -965,7 +965,7 @@
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return FALSE
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if(hallucinating())
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return TRUE
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if(IsSleeping())
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if(_REFACTORING_IsSleeping())
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return TRUE
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if(HAS_TRAIT(src, TRAIT_DUMB))
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return TRUE
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@@ -1843,8 +1843,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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to_chat(user, "<span class='notice'>You can only force yourself up if you're on the ground.</span>")
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return
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user.visible_message("<span class='notice'>[user] forces [p_them()]self up to [p_their()] feet!</span>", "<span class='notice'>You force yourself up to your feet!</span>")
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user.resting = 0
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user.update_canmove()
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user.set_resting(FALSE, TRUE)
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user.adjustStaminaLossBuffered(user.stambuffer) //Rewards good stamina management by making it easier to instantly get up from resting
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playsound(user, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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@@ -1884,7 +1883,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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//Thank you based whoneedsspace
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target_collateral_human = locate(/mob/living/carbon/human) in target_shove_turf.contents
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if(target_collateral_human && !target_collateral_human.resting)
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if(target_collateral_human && CHECK_MOBILITY(target_collateral_human, MOBILITY_STAND))
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shove_blocked = TRUE
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else
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target_collateral_human = null
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@@ -506,7 +506,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
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/mob/living/carbon/handle_status_effects()
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..()
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if(getStaminaLoss() && !combatmode)//CIT CHANGE - prevents stamina regen while combat mode is active
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adjustStaminaLoss(resting ? (recoveringstam ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
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adjustStaminaLoss(!CHECK_MOBILITY(src, MOBILITY_STAND) ? (recoveringstam ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
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if(!recoveringstam && incomingstammult != 1)
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incomingstammult = max(0.01, incomingstammult)
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@@ -519,7 +519,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
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adjustStaminaLoss(drainrate*0.5)
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//END OF CIT CHANGES
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var/restingpwr = 1 + 4 * resting
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var/restingpwr = 1 + 4 * !CHECK_MOBILITY(src, MOBILITY_STAND)
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//Dizziness
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if(dizziness)
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@@ -128,7 +128,7 @@
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return TRUE
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attemptingcrawl = TRUE
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visible_message("<span class='notice'>[src] is attempting to crawl under [L].</span>", "<span class='notice'>You are now attempting to crawl under [L].</span>")
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if(!do_after(src, CRAWLUNDER_DELAY, target = src) || !resting)
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if(!do_after(src, CRAWLUNDER_DELAY, target = src) || CHECK_MOBILITY(src, MOBILITY_STAND))
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attemptingcrawl = FALSE
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return TRUE
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var/src_passmob = (pass_flags & PASSMOB)
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@@ -98,7 +98,7 @@
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var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
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var/restrained = restrained()
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var/pinned = _REFACTORING_resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
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var/canmove = !IsImmobilized() && !stun && conscious && !paralyze && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && (has_arms || ignore_legs || has_legs) && !pinned
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var/canmove = !immobilize && !stun && conscious && !paralyze && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && (has_arms || ignore_legs || has_legs) && !pinned
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if(canmove)
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mobility_flags |= MOBILITY_MOVE
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@@ -213,7 +213,7 @@ Auto Patrol: []"},
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return
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if(iscarbon(A))
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var/mob/living/carbon/C = A
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if(C.canmove || arrest_type) // CIT CHANGE - makes sentient secbots check for canmove rather than !isstun.
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if(CHECK_MOBILITY(C, MOBILITY_MOVE|MOBILITY_USE|MOBILITY_STAND) || arrest_type) // CIT CHANGE - makes sentient secbots check for canmove rather than !isstun.
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stun_attack(A)
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else if(C.canBeHandcuffed() && !C.handcuffed)
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cuff(A)
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@@ -1,4 +1,4 @@
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/mob/living/simple_animal/slime/proc/update_mobility()
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/mob/living/simple_animal/slime/update_mobility()
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. = ..()
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if(Tempstun && !buckled)
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DISABLE_BITFIELD(., MOBILITY_MOVE)
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@@ -29,9 +29,8 @@
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dropItemToGround(W)
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//Make mob invisible and spawn animation
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notransform = 1
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canmove = 0
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Stun(22, ignore_canstun = TRUE)
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notransform = TRUE
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Stun(INFINITY, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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invisibility = INVISIBILITY_MAXIMUM
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@@ -328,7 +328,7 @@
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addiction_tick++
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if(C && need_mob_update) //some of the metabolized reagents had effects on the mob that requires some updates.
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C.updatehealth()
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C.update_canmove()
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C.update_mobility()
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C.update_stamina()
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update_total()
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@@ -243,8 +243,7 @@
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/datum/reagent/teslium/energized_jelly/on_mob_life(mob/living/carbon/M)
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if(isjellyperson(M))
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shock_timer = 0 //immune to shocks
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M.AdjustStun(-40, 0)
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M.AdjustKnockdown(-40, 0)
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M.AdjustAllImmobility(-40, 0)
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M.AdjustUnconscious(-40, 0)
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M.adjustStaminaLoss(-2, 0)
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if(isluminescent(M))
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