more foolproofing.
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@@ -235,6 +235,7 @@
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SEND_SIGNAL(src, COMSIG_ATOM_BULLET_ACT, P, def_zone)
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. = P.on_hit(src, 0, def_zone)
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//used on altdisarm() for special interactions between the shoved victim (target) and the src, with user being the one shoving the target on it.
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/atom/proc/shove_act(mob/living/target, mob/living/user)
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return FALSE
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@@ -21,6 +21,7 @@
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anchored = TRUE
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layer = TABLE_LAYER
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climbable = TRUE
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obj_flags = CAN_BE_HIT|SHOVABLE_ONTO
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pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
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var/frame = /obj/structure/table_frame
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var/framestack = /obj/item/stack/rods
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@@ -141,7 +142,7 @@
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target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name] onto \the [src]!</span>",
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"<span class='danger'>You shove [target.name] onto \the [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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target.throw_at(src, 1, 1, null, FALSE) //1 speed throws with no spin are basically just forcemoves with a hard collision check
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target.forceMove(src.loc)
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log_combat(user, target, "shoved", "onto [src] (table)")
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return TRUE
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+10
-3
@@ -382,10 +382,17 @@
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if(ismob(A) || .)
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A.ratvar_act()
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/turf/shove_act(mob/living/target, mob/living/user)
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//called on /datum/species/proc/altdisarm()
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/turf/shove_act(mob/living/target, mob/living/user, pre_act = FALSE)
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var/list/possibilities
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for(var/obj/O in contents)
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if(O.shove_act(target, user))
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return TRUE
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if(CHECK_BITFIELD(O.obj_flags, SHOVABLE_ONTO))
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LAZYADD(possibilities)
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else if(!O.CanPass(target, src))
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return FALSE
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if(possibilities)
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var/obj/O = pick(possibilities)
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return O.shove_act(target, user)
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return FALSE
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/turf/proc/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
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