gives combat mode examine text and a message on activation (#7995)
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@@ -88,6 +88,9 @@
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if(digitalcamo)
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msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner.\n"
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if(combatmode)
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msg += "[t_He] [t_is] visibly tense[resting ? "." : ", and [t_is] standing in combative stance."]\n"
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GET_COMPONENT_FROM(mood, /datum/component/mood, src)
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if(mood)
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@@ -3,6 +3,7 @@
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var/lastmousedir
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var/wrongdirmovedelay
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var/lastdirchange
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var/combatmessagecooldown
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/mob/living/carbon/CanPass(atom/movable/mover, turf/target)
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. = ..()
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@@ -27,6 +28,9 @@
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/combattoggle/selector in hud_used.static_inventory)
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selector.rebasetointerbay(src)
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if(world.time >= combatmessagecooldown && combatmode)
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visible_message("<span class='warning'>[src] [resting ? "tenses up" : "drops into a combative stance"].</span>")
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combatmessagecooldown = 10 SECONDS + world.time //This is set 100% of the time to make sure squeezing regen out of process cycles doesn't result in the combat mode message getting spammed
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SEND_SIGNAL(src, COMSIG_COMBAT_TOGGLED, src, combatmode)
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return TRUE
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