partial fix
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@@ -15,8 +15,6 @@
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if(!silent)
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to_chat(src, "<span class='notice'>You are now [resting? "resting" : "getting up"].</span>")
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update_resting(updating)
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if(has_gravity() && resting)
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playsound(src, "bodyfall", 20, 1)
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/mob/living/proc/update_resting(update_mobility = TRUE)
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if(update_mobility)
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@@ -54,6 +52,8 @@
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if(ignoretimer)
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set_resting(FALSE, FALSE)
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return TRUE
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else if(!CHECK_MOBILITY(src, MOBILITY_MOVE))
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to_chat(src, "<span class='warning'>You are unable to stand up right now.</span>")
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else
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var/totaldelay = 3 //A little bit less than half of a second as a baseline for getting up from a rest
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if(getStaminaLoss() >= STAMINA_SOFTCRIT)
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@@ -79,7 +79,7 @@
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var/usernotice = automatic ? "<span class='notice'>You are now getting up. (Auto)</span>" : "<span class='notice'>You are now getting up.</span>"
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visible_message("<span class='notice'>[standupwarning]</span>", usernotice, vision_distance = 5)
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if(do_after(src, totaldelay, target = src, required_mobility_flags = MOBILITY_MOVE))
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set_resting(FALSE, FALSE)
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set_resting(FALSE, TRUE)
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attemptingstandup = FALSE
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return TRUE
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else
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@@ -89,6 +89,7 @@
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playsound(src, "bodyfall", 20, 1)
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return FALSE
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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//Robots, animals and brains have their own version so don't worry about them
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/mob/living/proc/update_mobility()
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@@ -134,6 +135,8 @@
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mobility_flags &= ~MOBILITY_STAND
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if(!lying) //force them on the ground
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lying = pick(90, 270)
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if(has_gravity() && !buckled)
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playsound(src, "bodyfall", 20, 1)
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else
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mobility_flags |= MOBILITY_STAND
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lying = 0
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