s
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+11
-8
@@ -8,6 +8,7 @@
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var/desc = null
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var/obj/target = null
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var/check_flags = 0
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var/required_mobility_flags = MOBILITY_USE
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var/processing = FALSE
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var/obj/screen/movable/action_button/button = null
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var/buttontooltipstyle = ""
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@@ -95,20 +96,22 @@
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/datum/action/proc/IsAvailable()
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if(!owner)
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return 0
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return FALSE
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if(!CHECK_ALL_MOBILITY(owner, required_mobility_flags))
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return FALSE
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if(check_flags & AB_CHECK_RESTRAINED)
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if(owner.restrained())
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return 0
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return FALSE
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if(check_flags & AB_CHECK_STUN)
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if(owner.IsKnockdown() || owner.IsStun())
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return 0
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if(!CHECK_MOBILITY(owner, MOBILITY_USE))
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return FALSE
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if(check_flags & AB_CHECK_LYING)
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if(owner.lying)
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return 0
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if(!CHECK_MOBILITY(owner, MOBILITY_STAND))
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return FALSE
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if(check_flags & AB_CHECK_CONSCIOUS)
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if(owner.stat)
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return 0
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return 1
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return FALSE
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return TRUE
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/datum/action/proc/UpdateButtonIcon(status_only = FALSE, force = FALSE)
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if(button)
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@@ -227,7 +227,7 @@
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H.visible_message("<span class='warning'>[H] collapses!</span>", \
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"<span class='userdanger'>Your legs give out!</span>")
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H.DefaultCombatKnockdown(80)
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if(H.staminaloss && !H.IsSleeping())
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if(H.staminaloss && !_REFACTORING_H.IsSleeping())
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var/total_health = (H.health - H.staminaloss)
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if(total_health <= HEALTH_THRESHOLD_CRIT && !H.stat)
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H.visible_message("<span class='warning'>[user] delivers a heavy hit to [H]'s head, knocking [H.p_them()] out cold!</span>", \
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@@ -243,7 +243,7 @@
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if(user.mind && (user.mind.isholy) && !reskinned)
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reskin_holy_weapon(user)
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/obj/item/nullrod/proc/reskin_holy_weapon(mob/M)
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/obj/item/nullrod/proc/reskin_holy_weapon(mob/living/M)
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if(GLOB.holy_weapon_type)
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return
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var/obj/item/holy_weapon
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@@ -255,7 +255,7 @@
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display_names[initial(rodtype.name)] = rodtype
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var/choice = input(M,"What theme would you like for your holy weapon?","Holy Weapon Theme") as null|anything in display_names
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if(QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || reskinned)
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if(QDELETED(src) || !choice || !in_range(M, src) || !CHECK_MOBILITY(M, MOBILITY_USE) || reskinned)
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return
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var/A = display_names[choice] // This needs to be on a separate var as list member access is not allowed for new
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@@ -18,7 +18,7 @@
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var/egged = 0
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var/use_mob_movespeed = FALSE //Citadel adds snowflake box handling
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/obj/structure/closet/cardboard/relaymove(mob/user, direction)
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/obj/structure/closet/cardboard/relaymove(mob/living/user, direction)
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if(opened || move_delay || !CHECK_BITFIELD(user.mobility_flags, MOBILITY_MOVE) || !isturf(loc) || !has_gravity(loc))
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return
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move_delay = TRUE
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@@ -1,9 +1,5 @@
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// organ_internal.dm -- /obj/item/organ
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// Do I have a stake in my heart?
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/mob/living/AmStaked()
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var/obj/item/bodypart/BP = get_bodypart("chest")
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@@ -13,16 +9,14 @@
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if (istype(I,/obj/item/stake/))
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return TRUE
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return FALSE
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/mob/proc/AmStaked()
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return FALSE
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/mob/living/proc/StakeCanKillMe()
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return IsSleeping() || stat >= UNCONSCIOUS || blood_volume <= 0 || HAS_TRAIT(src, TRAIT_DEATHCOMA) // NOTE: You can't go to sleep in a coffin with a stake in you.
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return _REFACTORING_IsSleeping() || stat >= UNCONSCIOUS || blood_volume <= 0 || HAS_TRAIT(src, TRAIT_DEATHCOMA) // NOTE: You can't go to sleep in a coffin with a stake in you.
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///obj/item/weapon/melee/stake
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/obj/item/stake/
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/obj/item/stake
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name = "wooden stake"
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desc = "A simple wooden stake carved to a sharp point."
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icon = 'icons/obj/items_and_weapons.dmi'
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@@ -113,7 +107,7 @@
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// Can this target be staked? If someone stands up before this is complete, it fails. Best used on someone stationary.
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/mob/living/carbon/proc/can_be_staked()
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//return resting || IsKnockdown() || IsUnconscious() || (stat && (stat != SOFT_CRIT || pulledby)) || (has_trait(TRAIT_FAKEDEATH)) || resting || IsStun() || IsFrozen() || (pulledby && pulledby.grab_state >= GRAB_NECK)
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return (src.resting || src.lying)
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return !CHECK_MOBILITY(src, MOBILITY_STAND)
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// ABOVE: Taken from update_mobility() in living.dm
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/obj/item/stake/hardened
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@@ -61,7 +61,7 @@
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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() && owner.resting)
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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/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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@@ -7,7 +7,7 @@
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icon = dynamic_chassis_icons[dynamic_chassis]
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var/list/states = icon_states(icon)
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icon_state = ""
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if(resting) //The next line is some bullshit but I can make it worse if you want and make it a single line instead of four.. :)
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if(_REFACTORING_resting) //The next line is some bullshit but I can make it worse if you want and make it a single line instead of four.. :)
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if(dynamic_chassis_sit && ("sit") in states)
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icon_state = "sit"
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else if(dynamic_chassis_bellyup && ("bellyup") in states)
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