Floaty floating.
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@@ -36,7 +36,7 @@
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/mob/living/carbon/Move(NewLoc, direct)
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. = ..()
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if(. && mob_has_gravity()) //floating is easy
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if(. && (movement_type & FLOATING)) //floating is easy
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if(HAS_TRAIT(src, TRAIT_NOHUNGER))
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nutrition = NUTRITION_LEVEL_FED - 1 //just less than feeling vigorous
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else if(nutrition && stat != DEAD)
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@@ -945,7 +945,7 @@
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return FALSE
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/mob/living/carbon/human/proc/clear_shove_slowdown()
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remove_movespeed_modifier(SHOVE_SLOWDOWN_ID)
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remove_movespeed_modifier(MOVESPEED_ID_SHOVE)
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var/active_item = get_active_held_item()
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if(is_type_in_typecache(active_item, GLOB.shove_disarming_types))
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visible_message("<span class='warning'>[src.name] regains their grip on \the [active_item]!</span>", "<span class='warning'>You regain your grip on \the [active_item]</span>", null, COMBAT_MESSAGE_RANGE)
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@@ -1389,7 +1389,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if (H.m_intent == MOVE_INTENT_WALK && HAS_TRAIT(H, TRAIT_SPEEDY_STEP))
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. -= 1.5
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if(!H.has_trait(TRAIT_IGNORESLOWDOWN) && gravity)
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if(!HAS_TRAIT(H, TRAIT_IGNORESLOWDOWN) && gravity)
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if(H.wear_suit)
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. += H.wear_suit.slowdown
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if(H.shoes)
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@@ -23,7 +23,7 @@
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if(changed)
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animate(src, transform = ntransform, time = 2, pixel_y = final_pixel_y, dir = final_dir, easing = EASE_IN|EASE_OUT)
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floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
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setMovetype(movement_type & ~FLOATING) // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
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/mob/living/carbon
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@@ -4,7 +4,7 @@
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if(digitalinvis)
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handle_diginvis() //AI becomes unable to see mob
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if((movement_type & FLYING) && !floating) //TODO: Better floating
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if((movement_type & FLYING) && !(movement_type & FLOATING)) //TODO: Better floating
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float(on = TRUE)
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if (client)
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@@ -716,14 +716,14 @@
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var/fixed = 0
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if(anchored || (buckled && buckled.anchored))
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fixed = 1
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if(on && !floating && !fixed)
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if(on && !(movement_type & FLOATING) && !fixed)
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animate(src, pixel_y = pixel_y + 2, time = 10, loop = -1)
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sleep(10)
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animate(src, pixel_y = pixel_y - 2, time = 10, loop = -1)
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floating = TRUE
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else if(((!on || fixed) && floating))
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setMovetype(movement_type | FLOATING)
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else if(((!on || fixed) && (movement_type & FLOATING)))
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animate(src, pixel_y = get_standard_pixel_y_offset(lying), time = 10)
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floating = FALSE
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setMovetype(movement_type & ~FLOATING)
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// The src mob is trying to strip an item from someone
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// Override if a certain type of mob should be behave differently when stripping items (can't, for example)
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@@ -795,7 +795,7 @@
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var/final_pixel_y = get_standard_pixel_y_offset(lying)
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animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff , time = 2, loop = 6)
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animate(pixel_x = final_pixel_x , pixel_y = final_pixel_y , time = 2)
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floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure to restart it in next life().
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setMovetype(movement_type & ~FLOATING) // If we were without gravity, the bouncing animation got stopped, so we make sure to restart it in next life().
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/mob/living/proc/get_temperature(datum/gas_mixture/environment)
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var/loc_temp = environment ? environment.temperature : T0C
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@@ -422,4 +422,4 @@
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if(!used_item)
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used_item = get_active_held_item()
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..()
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floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
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setMovetype(movement_type & ~FLOATING) // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
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@@ -67,6 +67,7 @@
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if(!(data[MOVESPEED_DATA_INDEX_MOVETYPE] & movement_type)) // We don't affect any of these move types, skip
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continue
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if(data[MOVESPEED_DATA_INDEX_BL_MOVETYPE] & movement_type) // There's a movetype here that disables this modifier, skip
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continue
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var/conflict = data[MOVESPEED_DATA_INDEX_CONFLICT]
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var/amt = data[MOVESPEED_DATA_INDEX_MULTIPLICATIVE_SLOWDOWN]
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if(conflict)
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