initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,82 @@
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/obj/vehicle/atv
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name = "all-terrain vehicle"
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desc = "An all-terrain vehicle built for traversing rough terrain with ease. One of the few old-earth technologies that are still relevant on most planet-bound outposts."
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icon_state = "atv"
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keytype = /obj/item/key
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generic_pixel_x = 0
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generic_pixel_y = 4
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vehicle_move_delay = 1
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var/static/image/atvcover = null
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/obj/vehicle/atv/New()
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..()
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if(!atvcover)
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atvcover = image("icons/obj/vehicles.dmi", "atvcover")
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atvcover.layer = ABOVE_MOB_LAYER
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obj/vehicle/atv/post_buckle_mob(mob/living/M)
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if(has_buckled_mobs())
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add_overlay(atvcover)
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else
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overlays -= atvcover
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/obj/vehicle/atv/handle_vehicle_layer()
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if(dir == SOUTH)
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layer = ABOVE_MOB_LAYER
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else
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layer = OBJ_LAYER
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//TURRETS!
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/obj/vehicle/atv/turret
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var/obj/machinery/porta_turret/syndicate/vehicle_turret/turret = null
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/obj/machinery/porta_turret/syndicate/vehicle_turret
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name = "mounted turret"
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scan_range = 7
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emp_vunerable = 1
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density = 0
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/obj/vehicle/atv/turret/New()
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..()
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turret = new(loc)
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turret.base = src
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/obj/vehicle/atv/turret/handle_vehicle_layer()
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if(dir == SOUTH)
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layer = ABOVE_MOB_LAYER
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else
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layer = OBJ_LAYER
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if(turret)
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if(dir == NORTH)
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turret.layer = ABOVE_MOB_LAYER
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else
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turret.layer = OBJ_LAYER
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/obj/vehicle/atv/turret/handle_vehicle_offsets()
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..()
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if(turret)
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turret.loc = loc
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switch(dir)
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if(NORTH)
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turret.pixel_x = 0
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turret.pixel_y = 4
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if(EAST)
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turret.pixel_x = -12
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turret.pixel_y = 4
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if(SOUTH)
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turret.pixel_x = 0
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turret.pixel_y = 4
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if(WEST)
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turret.pixel_x = 12
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turret.pixel_y = 4
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@@ -0,0 +1,92 @@
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//PIMP-CART
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/obj/vehicle/janicart
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name = "janicart (pimpin' ride)"
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desc = "A brave janitor cyborg gave its life to produce such an amazing combination of speed and utility."
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icon_state = "pussywagon"
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keytype = /obj/item/key/janitor
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var/obj/item/weapon/storage/bag/trash/mybag = null
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var/floorbuffer = 0
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/obj/vehicle/janicart/handle_vehicle_offsets()
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..()
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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switch(buckled_mob.dir)
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if(NORTH)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 4
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if(EAST)
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buckled_mob.pixel_x = -12
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buckled_mob.pixel_y = 7
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if(SOUTH)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 7
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if(WEST)
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buckled_mob.pixel_x = 12
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buckled_mob.pixel_y = 7
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/obj/item/key/janitor
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desc = "A keyring with a small steel key, and a pink fob reading \"Pussy Wagon\"."
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icon_state = "keyjanitor"
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/obj/item/janiupgrade
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name = "floor buffer upgrade"
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desc = "An upgrade for mobile janicarts."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "upgrade"
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origin_tech = "materials=3;engineering=4"
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/obj/vehicle/janicart/Moved(atom/OldLoc, Dir)
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if(floorbuffer)
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var/turf/tile = loc
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if(isturf(tile))
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tile.clean_blood()
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for(var/A in tile)
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if(is_cleanable(A))
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qdel(A)
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/obj/vehicle/janicart/examine(mob/user)
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..()
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if(floorbuffer)
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user << "It has been upgraded with a floor buffer."
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/obj/vehicle/janicart/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/storage/bag/trash))
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if(!user.drop_item())
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return
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user << "<span class='notice'>You hook the trashbag onto \the [name].</span>"
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I.loc = src
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mybag = I
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update_icon()
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else if(istype(I, /obj/item/janiupgrade))
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floorbuffer = 1
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qdel(I)
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user << "<span class='notice'>You upgrade \the [name] with the floor buffer.</span>"
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update_icon()
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else
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return ..()
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/obj/vehicle/janicart/update_icon()
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cut_overlays()
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if(mybag)
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add_overlay("cart_garbage")
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if(floorbuffer)
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add_overlay("cart_buffer")
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/obj/vehicle/janicart/attack_hand(mob/user)
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if(..())
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return 1
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else if(mybag)
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mybag.loc = get_turf(user)
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user.put_in_hands(mybag)
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mybag = null
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update_icon()
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@@ -0,0 +1,137 @@
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/obj/vehicle/scooter
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name = "scooter"
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desc = "A fun way to get around."
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icon_state = "scooter"
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/obj/vehicle/scooter/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/wrench))
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user << "<span class='notice'>You begin to remove the handlebars...</span>"
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playsound(get_turf(user), 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 40/I.toolspeed, target = src))
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new /obj/vehicle/scooter/skateboard(get_turf(src))
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new /obj/item/stack/rods(get_turf(src),2)
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user << "<span class='notice'>You remove the handlebars from [src].</span>"
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qdel(src)
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/obj/vehicle/scooter/handle_vehicle_layer()
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if(dir == SOUTH)
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layer = ABOVE_MOB_LAYER
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else
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layer = OBJ_LAYER
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/obj/vehicle/scooter/handle_vehicle_offsets()
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..()
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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switch(buckled_mob.dir)
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if(NORTH)
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buckled_mob.pixel_x = 0
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if(EAST)
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buckled_mob.pixel_x = -2
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if(SOUTH)
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buckled_mob.pixel_x = 0
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if(WEST)
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buckled_mob.pixel_x = 2
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if(buckled_mob.get_num_legs() > 0)
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buckled_mob.pixel_y = 5
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else
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buckled_mob.pixel_y = -4
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/obj/vehicle/scooter/post_buckle_mob(mob/living/M)
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vehicle_move_delay = initial(vehicle_move_delay)
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..()
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if(M.get_num_legs() < 2)
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vehicle_move_delay ++
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if(M.get_num_arms() <= 0)
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if(buckled_mobs.len)//to prevent the message displaying twice due to unbuckling
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M << "<span class='warning'>Your limbless body flops off \the [src].</span>"
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unbuckle_mob(M)
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/obj/vehicle/scooter/skateboard
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name = "skateboard"
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desc = "An unfinished scooter which can only barely be called a skateboard. It's still rideable, but probably unsafe. Looks like you'll need to add a few rods to make handlebars."
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icon_state = "skateboard"
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vehicle_move_delay = 0//fast
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density = 0
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/obj/vehicle/scooter/skateboard/post_buckle_mob(mob/living/M)//allows skateboards to be non-dense but still allows 2 skateboarders to collide with each other
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if(has_buckled_mobs())
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density = 1
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else
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density = 0
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..()
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/obj/vehicle/scooter/skateboard/Bump(atom/A)
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..()
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if(A.density && has_buckled_mobs())
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var/mob/living/carbon/H = buckled_mobs[1]
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var/atom/throw_target = get_edge_target_turf(H, pick(cardinal))
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unbuckle_mob(H)
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H.throw_at_fast(throw_target, 4, 3)
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H.Weaken(5)
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H.adjustStaminaLoss(40)
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visible_message("<span class='danger'>[src] crashes into [A], sending [H] flying!</span>")
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playsound(src, 'sound/effects/bang.ogg', 50, 1)
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/obj/vehicle/scooter/skateboard/MouseDrop(atom/over_object)
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var/mob/living/carbon/M = usr
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if(!istype(M) || M.incapacitated() || !Adjacent(M))
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return
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if(has_buckled_mobs() && over_object == M)
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M << "<span class='warning'>You can't lift this up when somebody's on it.</span>"
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return
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if(over_object == M)
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var/obj/item/weapon/melee/skateboard/board = new /obj/item/weapon/melee/skateboard()
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M.put_in_hands(board)
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qdel(src)
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//CONSTRUCTION
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/obj/item/scooter_frame
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name = "scooter frame"
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desc = "A metal frame for building a scooter. Looks like you'll need to add some metal to make wheels."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "scooter_frame"
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w_class = 3
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/obj/item/scooter_frame/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/wrench))
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user << "<span class='notice'>You deconstruct [src].</span>"
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new /obj/item/stack/rods(get_turf(src),10)
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playsound(get_turf(user), 'sound/items/Ratchet.ogg', 50, 1)
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qdel(src)
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return
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else if(istype(I, /obj/item/stack/sheet/metal))
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var/obj/item/stack/sheet/metal/M = I
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if(M.amount < 5)
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user << "<span class='warning'>You need at least five metal sheets to make proper wheels!</span>"
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return
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user << "<span class='notice'>You begin to add wheels to [src].</span>"
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if(do_after(user, 80, target = src))
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M.use(5)
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user << "<span class='notice'>You finish making wheels for [src].</span>"
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new /obj/vehicle/scooter/skateboard(user.loc)
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qdel(src)
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/obj/vehicle/scooter/skateboard/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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user << "<span class='notice'>You begin to deconstruct and remove the wheels on [src]...</span>"
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playsound(get_turf(user), 'sound/items/Screwdriver.ogg', 50, 1)
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if(do_after(user, 20, target = src))
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user << "<span class='notice'>You deconstruct the wheels on [src].</span>"
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new /obj/item/stack/sheet/metal(get_turf(src),5)
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new /obj/item/scooter_frame(get_turf(src))
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qdel(src)
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else if(istype(I, /obj/item/stack/rods))
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var/obj/item/stack/rods/C = I
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if(C.get_amount() < 2)
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user << "<span class='warning'>You need at least two rods to make proper handlebars!</span>"
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return
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user << "<span class='notice'>You begin making handlebars for [src].</span>"
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if(do_after(user, 25, target = src))
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user << "<span class='notice'>You add the rods to [src], creating handlebars.</span>"
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C.use(2)
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new/obj/vehicle/scooter(get_turf(src))
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qdel(src)
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@@ -0,0 +1,13 @@
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/obj/vehicle/secway
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name = "secway"
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desc = "A brave security cyborg gave its life to help you look like a complete tool."
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icon_state = "secway"
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keytype = /obj/item/key/security
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generic_pixel_x = 0
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generic_pixel_y = 4
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/obj/item/key/security
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desc = "A keyring with a small steel key, and a rubber stun baton accessory."
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icon_state = "keysec"
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@@ -0,0 +1,63 @@
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/obj/vehicle/space/speedbike
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name = "Speedbike"
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icon = 'icons/obj/bike.dmi'
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icon_state = "speedbike_blue"
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layer = LYING_MOB_LAYER
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keytype = null
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vehicle_move_delay = 0
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var/overlay_state = "cover_blue"
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var/image/overlay = null
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/obj/vehicle/space/speedbike/New()
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..()
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overlay = image("icons/obj/bike.dmi", overlay_state)
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overlay.layer = ABOVE_MOB_LAYER
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add_overlay(overlay)
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/obj/effect/overlay/temp/speedbike_trail
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name = "speedbike trails"
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icon_state = "ion_fade"
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layer = BELOW_MOB_LAYER
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duration = 10
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randomdir = 0
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/obj/effect/overlay/temp/speedbike_trail/New(loc,move_dir)
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..()
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setDir(move_dir)
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/obj/vehicle/space/speedbike/Move(newloc,move_dir)
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if(has_buckled_mobs())
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PoolOrNew(/obj/effect/overlay/temp/speedbike_trail,list(loc,move_dir))
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. = ..()
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/obj/vehicle/space/speedbike/handle_vehicle_layer()
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switch(dir)
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if(NORTH,SOUTH)
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pixel_x = -16
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pixel_y = -16
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if(EAST,WEST)
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pixel_x = -18
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pixel_y = 0
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/obj/vehicle/space/speedbike/handle_vehicle_offsets()
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
|
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var/mob/living/buckled_mob = m
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buckled_mob.setDir(dir)
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switch(dir)
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if(NORTH)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = -8
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if(SOUTH)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 4
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if(EAST)
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buckled_mob.pixel_x = -10
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buckled_mob.pixel_y = 5
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if(WEST)
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buckled_mob.pixel_x = 10
|
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buckled_mob.pixel_y = 5
|
||||
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/obj/vehicle/space/speedbike/red
|
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icon_state = "speedbike_red"
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overlay_state = "cover_red"
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@@ -0,0 +1,144 @@
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/obj/vehicle
|
||||
name = "vehicle"
|
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desc = "A basic vehicle, vroom"
|
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icon = 'icons/obj/vehicles.dmi'
|
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icon_state = "fuckyou"
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density = 1
|
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anchored = 0
|
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can_buckle = 1
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buckle_lying = 0
|
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var/keytype = null //item typepath, if non-null an item of this type is needed in your hands to drive this vehicle
|
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var/next_vehicle_move = 0 //used for move delays
|
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var/vehicle_move_delay = 2 //tick delay between movements, lower = faster, higher = slower
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var/auto_door_open = TRUE
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var/view_range = 7
|
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|
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//Pixels
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var/generic_pixel_x = 0 //All dirs show this pixel_x for the driver
|
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var/generic_pixel_y = 0 //All dirs shwo this pixel_y for the driver
|
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/obj/vehicle/New()
|
||||
..()
|
||||
handle_vehicle_layer()
|
||||
|
||||
|
||||
//APPEARANCE
|
||||
/obj/vehicle/proc/handle_vehicle_layer()
|
||||
if(dir != NORTH)
|
||||
layer = ABOVE_MOB_LAYER
|
||||
else
|
||||
layer = OBJ_LAYER
|
||||
|
||||
|
||||
//Override this to set your vehicle's various pixel offsets
|
||||
//if they differ between directions, otherwise use the
|
||||
//generic variables
|
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/obj/vehicle/proc/handle_vehicle_offsets()
|
||||
if(has_buckled_mobs())
|
||||
for(var/m in buckled_mobs)
|
||||
var/mob/living/buckled_mob = m
|
||||
buckled_mob.setDir(dir)
|
||||
buckled_mob.pixel_x = generic_pixel_x
|
||||
buckled_mob.pixel_y = generic_pixel_y
|
||||
|
||||
|
||||
/obj/vehicle/update_icon()
|
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return
|
||||
|
||||
|
||||
|
||||
//KEYS
|
||||
/obj/vehicle/proc/keycheck(mob/user)
|
||||
if(keytype)
|
||||
if(istype(user.l_hand, keytype) || istype(user.r_hand, keytype))
|
||||
return 1
|
||||
else
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/key
|
||||
name = "key"
|
||||
desc = "A small grey key."
|
||||
icon = 'icons/obj/vehicles.dmi'
|
||||
icon_state = "key"
|
||||
w_class = 1
|
||||
|
||||
|
||||
//BUCKLE HOOKS
|
||||
/obj/vehicle/unbuckle_mob(mob/living/buckled_mob,force = 0)
|
||||
if(istype(buckled_mob))
|
||||
buckled_mob.pixel_x = 0
|
||||
buckled_mob.pixel_y = 0
|
||||
if(buckled_mob.client)
|
||||
buckled_mob.client.view = world.view
|
||||
. = ..()
|
||||
|
||||
|
||||
/obj/vehicle/user_buckle_mob(mob/living/M, mob/user)
|
||||
if(user.incapacitated())
|
||||
return
|
||||
for(var/atom/movable/A in get_turf(src))
|
||||
if(A.density)
|
||||
if(A != src && A != M)
|
||||
return
|
||||
M.loc = get_turf(src)
|
||||
..()
|
||||
handle_vehicle_offsets()
|
||||
if(user.client)
|
||||
user.client.view = view_range
|
||||
|
||||
|
||||
//MOVEMENT
|
||||
/obj/vehicle/relaymove(mob/user, direction)
|
||||
if(user.incapacitated())
|
||||
unbuckle_mob(user)
|
||||
|
||||
if(keycheck(user))
|
||||
if(!Process_Spacemove(direction) || world.time < next_vehicle_move || !isturf(loc))
|
||||
return
|
||||
next_vehicle_move = world.time + vehicle_move_delay
|
||||
|
||||
step(src, direction)
|
||||
|
||||
handle_vehicle_layer()
|
||||
handle_vehicle_offsets()
|
||||
else
|
||||
user << "<span class='notice'>You'll need the keys in one of your hands to drive \the [name].</span>"
|
||||
|
||||
|
||||
/obj/vehicle/Move(NewLoc,Dir=0,step_x=0,step_y=0)
|
||||
. = ..()
|
||||
handle_vehicle_layer()
|
||||
handle_vehicle_offsets()
|
||||
|
||||
|
||||
/obj/vehicle/attackby(obj/item/I, mob/user, params)
|
||||
if(keytype && istype(I, keytype))
|
||||
user << "Hold [I] in one of your hands while you drive \the [name]."
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/vehicle/Bump(atom/movable/M)
|
||||
. = ..()
|
||||
if(auto_door_open)
|
||||
if(istype(M, /obj/machinery/door) && has_buckled_mobs())
|
||||
for(var/m in buckled_mobs)
|
||||
M.Bumped(m)
|
||||
|
||||
|
||||
/obj/vehicle/Process_Spacemove(direction)
|
||||
if(has_gravity(src))
|
||||
return 1
|
||||
|
||||
if(pulledby)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/obj/vehicle/space
|
||||
pressure_resistance = INFINITY
|
||||
|
||||
/obj/vehicle/space/Process_Spacemove(direction)
|
||||
return 1
|
||||
Reference in New Issue
Block a user