Field of Vision component. (#12075)
* Hopeless WIP for vision cones. * Core component and hooks done * Removing clutter. * linter bashing me for using statements as args. * Ok. * continue * bring back the macro * Configs and openspace filter. * Chat plane, reset perspective signal, mechs/vehicles cases, machineries. * view, viewers and spoopy ghosts. * Renamed component, admin fun button and snowflakes robots. * Whoopsie. * Yikes * test merge tweak. * radial yaketi sax. * Fixed tgui UIs, some messages not displayed to the target. * Documentation and a little bugfix. * Pulling QoL, seventh plane made in this PR. * Fix. * Tweaks and improvements. * Update randomverbs.dm
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@@ -1,5 +1,6 @@
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/obj/vehicle/sealed
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var/enter_delay = 20
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flags_1 = BLOCK_FACE_ATOM_1
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/obj/vehicle/sealed/generate_actions()
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. = ..()
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@@ -51,7 +52,7 @@
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if(randomstep)
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var/turf/target_turf = get_step(exit_location(M), pick(GLOB.cardinals))
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M.throw_at(target_turf, 5, 10)
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if(!silent)
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M.visible_message("<span class='notice'>[M] drops out of \the [src]!</span>")
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return TRUE
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@@ -102,7 +103,13 @@
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if(iscarbon(i))
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var/mob/living/carbon/C = i
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C.DefaultCombatKnockdown(40)
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/obj/vehicle/sealed/AllowDrop()
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return FALSE
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/obj/vehicle/sealed/setDir(newdir)
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. = ..()
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for(var/k in occupants)
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var/mob/M = k
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M.setDir(newdir)
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