compile
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@@ -97,7 +97,8 @@
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/datum/action/proc/IsAvailable()
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if(!owner)
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return FALSE
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if(!CHECK_ALL_MOBILITY(owner, required_mobility_flags))
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var/mob/living/L = owner
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if(istype(L) && !CHECK_ALL_MOBILITY(L, 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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@@ -117,7 +117,8 @@
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if(DEAD)
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to_chat(user, "<span class='notice'>You cannot [key] while dead.</span>")
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return FALSE
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if(restraint_check && !CHECK_MOBILITY(user, MOBILITY_MOVE))
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var/mob/living/L = user
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if(restraint_check && (istype(L) && !CHECK_MOBILITY(user, MOBILITY_USE)))
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if(!intentional)
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return FALSE
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to_chat(user, "<span class='notice'>You cannot [key] while stunned.</span>")
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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 && !_REFACTORING_H.IsSleeping())
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if(H.staminaloss && !H._REFACTORING_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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@@ -750,7 +750,7 @@
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AI.cancel_camera()
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AI.controlled_mech = src
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AI.remote_control = src
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AI.canmove = 1 //Much easier than adding AI checks! Be sure to set this back to 0 if you decide to allow an AI to leave a mech somehow.
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AI.mobility_flags = MOBILIITY_FLAG_DEFAULT //Much easier than adding AI checks! Be sure to set this back to 0 if you decide to allow an AI to leave a mech somehow.
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AI.can_shunt = 0 //ONE AI ENTERS. NO AI LEAVES.
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to_chat(AI, AI.can_dominate_mechs ? "<span class='announce'>Takeover of [name] complete! You are now loaded onto the onboard computer. Do not attempt to leave the station sector!</span>" :\
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"<span class='notice'>You have been uploaded to a mech's onboard computer.</span>")
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@@ -922,7 +922,7 @@
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brainmob.forceMove(src) //should allow relaymove
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brainmob.reset_perspective(src)
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brainmob.remote_control = src
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brainmob.update_canmove()
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brainmob.update_mobility()
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brainmob.update_mouse_pointer()
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icon_state = initial(icon_state)
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update_icon()
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@@ -205,7 +205,7 @@
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buckled_mob.pixel_y = buckled_mob.get_standard_pixel_y_offset(180)
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src.visible_message(text("<span class='danger'>[buckled_mob][buckled_mob.stat==DEAD?"'s corpse":""] slides off of the rack.</span>"))
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density = FALSE
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buckled_mob.AdjustKnockdown(30)
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buckled_mob.DefaultCombatKnockdown(30)
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update_icon()
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useLock = FALSE // Failsafe
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@@ -135,7 +135,7 @@
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if(L.anti_magic_check(check_anti_magic, check_holy))
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immune += L
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return
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L.Stun(20, 1, 1)
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L._REFACTORING_Stun(20, TRUE, TRUE)
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frozen_mobs[L] = L.anchored
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L.anchored = TRUE
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global_frozen_atoms[L] = TRUE
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@@ -146,7 +146,7 @@
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/datum/proximity_monitor/advanced/timestop/proc/unfreeze_mob(mob/living/L)
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escape_the_negative_zone(L)
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L.AdjustStun(-20, 1, 1)
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L._REFACTORING_AdjustStun(-20, TRUE, TRUE)
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L.anchored = frozen_mobs[L]
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frozen_mobs -= L
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global_frozen_atoms -= L
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@@ -22,10 +22,11 @@ In all, this is a lot like the monkey code. /N
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switch(M.a_intent)
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if (INTENT_HELP)
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if(!recoveringstam)
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SetResting(FALSE, TRUE)
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AdjustAllImmobility(-60)
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AdjustUnconscious(-60)
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AdjustSleeping(-100)
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set_resting(FALSE, TRUE, FALSE)
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AdjustAllImmobility(-60, FALSE)
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AdjustUnconscious(-60, FALSE)
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AdjustSleeping(-100, FALSE)
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update_mobililty()
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visible_message("<span class='notice'>[M.name] nuzzles [src] trying to wake [p_them()] up!</span>")
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if(INTENT_DISARM, INTENT_HARM)
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if(health > 0)
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@@ -885,7 +885,7 @@
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if(do_after(src, 30, TRUE, target))
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//Second check to make sure they're still valid to be carried
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if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
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target.resting = FALSE
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target.set_resting(FALSE, TRUE)
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buckle_mob(target, TRUE, TRUE, 90, 1, 0)
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return
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visible_message("<span class='warning'>[src] fails to fireman carry [target]!")
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@@ -1370,7 +1370,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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return TRUE
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if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
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if(!H.IsKnockdown())
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if(CHECK_MOBILITY(H, MOBILITY_STAND))
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H.emote("collapse")
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H.DefaultCombatKnockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
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to_chat(H, "<span class='danger'>You feel weak.</span>")
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@@ -422,7 +422,6 @@
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else
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if(alert(src, "You sure you want to sleep for a while?", "Sleep", "Yes", "No") == "Yes")
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SetSleeping(400) //Short nap
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update_canmove()
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/mob/proc/get_contents()
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@@ -446,4 +446,4 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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leaping = 0
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pixel_y = initial(pixel_y)
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update_icons()
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update_canmove()
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update_mobility()
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