let's make this work

This commit is contained in:
kevinz000
2020-02-19 07:20:16 -07:00
parent 950082f537
commit 4a537d770d
6 changed files with 19 additions and 13 deletions

View File

@@ -35,7 +35,7 @@
} \
};\
if (!length(_L[trait])) { \
_L -= trait \
_L -= trait; \
SEND_SIGNAL(target, SIGNAL_TRAIT(trait), COMPONENT_REMOVE_TRAIT); \
}; \
if (!length(_L)) { \
@@ -51,8 +51,8 @@
for (var/_T in _L) { \
_L[_T] &= _S;\
if (!length(_L[_T])) { \
_L -= _T } \
SEND_SIGNAL(target, SIGNAL_TRAIT(trait), COMPONENT_REMOVE_TRAIT); \
_L -= _T ; \
SEND_SIGNAL(target, SIGNAL_TRAIT(_T), COMPONENT_REMOVE_TRAIT); } \
};\
if (!length(_L)) { \
target.status_traits = null\

View File

@@ -72,7 +72,7 @@
if(rand(5 + powerlevel) >= 5)
target.visible_message("<span class='danger'>[user] lands a vicious punch, sending [target] away!</span>", \
"<span class='userdanger'>[user] has landed a horrifying punch on you, sending you flying!!</span>", null, COMBAT_MESSAGE_RANGE)
target.DefaultCombatKnockdownKnockdown(min(5, rand(10, 10 * powerlevel)) )
target.DefaultCombatKnockdown(min(5, rand(10, 10 * powerlevel)) )
// Attack!
playsound(get_turf(target), 'sound/weapons/punch4.ogg', 60, 1, -1)
user.do_attack_animation(target, ATTACK_EFFECT_SMASH)

View File

@@ -88,7 +88,7 @@
var/they_can_move = TRUE
if(isliving(M))
var/mob/living/L = M
they_can_move = L.canmove //L.mobility_flags & MOBILITY_MOVE
they_can_move = L.mobility_flags & MOBILITY_MOVE
//Also spread diseases
for(var/thing in diseases)
var/datum/disease/D = thing

View File

@@ -10,10 +10,13 @@
//Force-set resting variable, without needing to resist/etc.
/mob/living/proc/set_resting(new_resting, silent = FALSE, updating = TRUE)
resting = new_resting
if(!silent)
to_chat(src, "<span class='notice'>You are now [resting? "resting" : "getting up"].</span>")
update_resting(updating)
if(new_resting != resting)
resting = new_resting
if(!silent)
to_chat(src, "<span class='notice'>You are now [resting? "resting" : "getting up"].</span>")
update_resting(updating)
if(has_gravity() && resting)
playsound(src, "bodyfall", 20, 1)
/mob/living/proc/update_resting(update_mobility = TRUE)
if(update_mobility)
@@ -168,8 +171,7 @@
//Handle lying down, voluntary or involuntary
density = !lying
if(lying)
if(!lying_prev)
set_resting(TRUE, TRUE, FALSE)
set_resting(TRUE, TRUE, FALSE)
if(layer == initial(layer)) //to avoid special cases like hiding larvas.
layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
else

View File

@@ -41,7 +41,7 @@
AIproc = 1
while(AIproc && stat != DEAD && (attacked || hungry || rabid || buckled))
if(!canmove) // !(mobility_flags & MOBILITY_MOVE) //also covers buckling. Not sure why buckled is in the while condition if we're going to immediately break, honestly
if(!(mobility_flags & MOBILITY_MOVE)) //also covers buckling. Not sure why buckled is in the while condition if we're going to immediately break, honestly
break
if(!Target || client)

View File

@@ -84,8 +84,12 @@
set category = "Object"
set src in usr
var/mob/living/L = usr
if(!istype(L))
return
var/n_name = stripped_input(usr, "What would you like to label the photo?", "Photo Labelling", "", MAX_NAME_LEN)
//loc.loc check is for making possible renaming photos in clipboards
if(n_name && (loc == usr || loc.loc && loc.loc == usr) && usr.stat == CONSCIOUS && usr.canmove && !usr.restrained())
if(n_name && (loc == usr || loc.loc && loc.loc == usr) && CHECK_MOBILITY(L, MOBILITY_USE))
name = "photo[(n_name ? text("- '[n_name]'") : null)]"
add_fingerprint(usr)