changes
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@@ -50,7 +50,7 @@
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// Mousedrop hook to normal turfs to get out of pools.
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/turf/open/MouseDrop_T(atom/from, mob/user)
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// I could make this /open/floor and not have the !istype but ehh - kev
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if(isliving(from) && SEND_SIGNAL(from, COMSIG_IS_SWIMMING) && isliving(user) && ((user == from) || user.CanReach(from)) && !user.IsStun() && !user.IsKnockdown() && !user.incapacitated() && !istype(src, /turf/open/pool))
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if(isliving(from) && HAS_TRAIT(from, TRAIT_SWIMMING) && isliving(user) && ((user == from) || user.CanReach(from)) && !user.IsStun() && !user.IsKnockdown() && !user.incapacitated() && !istype(src, /turf/open/pool))
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var/mob/living/L = from
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//The element only exists if you're on water and a living mob, so let's skip those checks.
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var/pre_msg
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@@ -81,7 +81,7 @@
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return ..() //human weak, monkey (and anyone else) ook ook eek eek strong
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if(isliving(AM) && (locate(/obj/structure/pool/ladder) in src))
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return ..() //climbing out
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return istype(newloc, type)
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return istype(newloc, /turf/open/pool)
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return ..()
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// Exited logic
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@@ -105,7 +105,7 @@
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return ..()
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if(isliving(AM))
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var/mob/living/victim = AM
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if(!SEND_SIGNAL(victim, COMSIG_IS_SWIMMING)) //poor guy not swimming time to dunk them!
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if(!HAS_TRAIT(victim, TRAIT_SWIMMING)) //poor guy not swimming time to dunk them!
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victim.AddElement(/datum/element/swimming)
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controller.mobs_in_pool += victim
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if(locate(/obj/structure/pool/ladder) in src) //safe climbing
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@@ -126,7 +126,7 @@
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H.visible_message("<span class='danger'>[H] falls in and takes a drink!</span>",
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"<span class='userdanger'>You fall in and swallow some water!</span>")
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playsound(src, 'sound/effects/splash.ogg', 60, TRUE, 1)
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else if(!istype(H.head, /obj/item/clothing/head/helmet))
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else if(!H.head || !(H.head.armor.getRating(melee) > 20))
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if(prob(75))
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H.visible_message("<span class='danger'>[H] falls in the drained pool!</span>",
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"<span class='userdanger'>You fall in the drained pool!</span>")
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@@ -155,7 +155,7 @@
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if(!isliving(from))
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return
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var/mob/living/victim = from
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if(user.stat || user.lying || !Adjacent(user) || !from.Adjacent(user) || !iscarbon(user) || !victim.has_gravity(src) || SEND_SIGNAL(victim, COMSIG_IS_SWIMMING))
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if(user.stat || user.lying || !Adjacent(user) || !from.Adjacent(user) || !iscarbon(user) || !victim.has_gravity(src) || HAS_TRAIT(victim, TRAIT_SWIMMING))
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return
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var/victimname = victim == user? "themselves" : "[victim]"
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var/starttext = victim == user? "[user] is descending into [src]." : "[user] is lowering [victim] into [src]."
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@@ -177,7 +177,7 @@
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. = ..()
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if(.)
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return
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if((user.loc != src) && !user.IsStun() && !user.IsKnockdown() && !user.incapacitated() && Adjacent(user) && SEND_SIGNAL(user, COMSIG_IS_SWIMMING) && filled && (next_splash < world.time))
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if((user.loc != src) && !user.IsStun() && !user.IsKnockdown() && !user.incapacitated() && Adjacent(user) && HAS_TRAIT(user, TRAIT_SWIMMING) && filled && (next_splash < world.time))
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playsound(src, 'sound/effects/watersplash.ogg', 8, TRUE, 1)
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next_splash = world.time + 25
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var/obj/effect/splash/S = new(src)
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