compile compile compile
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@@ -261,21 +261,21 @@
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else
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visible_message("<span class='danger'>[user] has grabbed [src] aggressively!</span>", \
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"<span class='userdanger'>[user] has grabbed you aggressively!</span>")
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drop_all_held_items()
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update_mobility()
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stop_pulling()
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log_combat(user, src, "grabbed", addition="aggressive grab[add_log]")
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if(GRAB_NECK)
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log_combat(user, src, "grabbed", addition="neck grab")
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visible_message("<span class='danger'>[user] has grabbed [src] by the neck!</span>",\
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"<span class='userdanger'>[user] has grabbed you by the neck!</span>")
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update_canmove() //we fall down
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update_mobility() //we fall down
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if(!buckled && !density)
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Move(user.loc)
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if(GRAB_KILL)
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log_combat(user, src, "strangled", addition="kill grab")
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visible_message("<span class='danger'>[user] is strangling [src]!</span>", \
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"<span class='userdanger'>[user] is strangling you!</span>")
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update_canmove() //we fall down
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update_mobility() //we fall down
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if(!buckled && !density)
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Move(user.loc)
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return 1
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@@ -95,7 +95,6 @@
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var/immobilize = IsImmobilized()
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/*
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var/ko = IsKnockdown() || IsUnconscious() || (stat && (stat != SOFT_CRIT || pulledby)) || (HAS_TRAIT(src, TRAIT_DEATHCOMA))
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var/move_and_fall = stat == SOFT_CRIT && !pulledby
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@@ -418,13 +418,13 @@
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..()
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/mob/living/simple_animal/update_mobility(value_otherwise = MOBILITY_FLAGS_DEFAULT)
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if(_MOBILITYFLAGTEMPORARY_IsUnconscious() || _MOBILITYFLAGTEMPORARY_IsStun() || IsParalyzed() || stat || resting)
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if(_MOBILITYFLAGTEMPORARY_IsUnconscious() || _MOBILITYFLAGTEMPORARY_IsStun() || IsParalyzed() || stat || _MOBILITYFLAGTEMPORARY_resting)
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drop_all_held_items()
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mobility_flags = NONE
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else if(buckled)
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mobility_flags = ~MOBILITY_MOVE
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else
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mobility_flags = MOBILITY_FLAGS_DEFAUTL
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mobility_flags = MOBILITY_FLAGS_DEFAULT
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update_transform()
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update_action_buttons_icon()
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return mobility_flags
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@@ -26,7 +26,7 @@
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return has_status_effect(STATUS_EFFECT_STUN)
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AmountStun() //How many deciseconds remain in our stun
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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var/datum/status_effect/incapacitating/stun/S = _MOBILITYFLAGTEMPORARY_IsStun()
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if(S)
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return S.duration - world.time
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return 0
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@@ -260,7 +260,7 @@
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update_mobility()
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/// Makes sure all 4 of the non-knockout immobilizing status effects are lower or equal to amount.
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/mob/living/proc/HealAllImmobilityupto(amount, updating, ignore_canstun = FALSE)
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/mob/living/proc/HealAllImmobilityUpTo(amount, updating, ignore_canstun = FALSE)
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if(_MOBILITYFLAGTEMPORARY_AmountStun() > amount)
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_MOBILITYFLAGTEMPORARY_SetStun(amount, FALSE, ignore_canstun)
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if(_MOBILITYFLAGTEMPORARY_AmountKnockdown() > amount)
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