12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
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@@ -6,6 +6,7 @@
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var/buckle_requires_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
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var/list/mob/living/buckled_mobs = null //list()
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var/max_buckled_mobs = 1
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var/buckle_prevents_pull = FALSE
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//Interaction
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/atom/movable/attack_hand(mob/living/user)
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@@ -49,19 +50,21 @@
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usr << "<span class='warning'>You are unable to buckle [M] to the [src]!</span>"
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return 0
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if(M.pulledby && buckle_prevents_pull)
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M.pulledby.stop_pulling()
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M.buckled = src
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M.setDir(dir)
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buckled_mobs |= M
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M.update_canmove()
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post_buckle_mob(M)
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M.throw_alert("buckled", /obj/screen/alert/restrained/buckled, new_master = src)
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post_buckle_mob(M)
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return 1
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/obj/buckle_mob(mob/living/M, force = 0)
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. = ..()
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if(.)
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if(burn_state == ON_FIRE) //Sets the mob on fire if you buckle them to a burning atom/movableect
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if(resistance_flags & ON_FIRE) //Sets the mob on fire if you buckle them to a burning atom/movableect
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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@@ -98,7 +101,7 @@
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if(buckle_mob(M))
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if(M == user)
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M.visible_message(\
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"<span class='notice'>[M] buckles themself to [src].</span>",\
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"<span class='notice'>[M] buckles [M.p_them()]self to [src].</span>",\
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"<span class='notice'>You buckle yourself to [src].</span>",\
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"<span class='italics'>You hear metal clanking.</span>")
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else
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@@ -119,7 +122,7 @@
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"<span class='italics'>You hear metal clanking.</span>")
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else
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M.visible_message(\
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"<span class='notice'>[M] unbuckles themselves from [src].</span>",\
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"<span class='notice'>[M] unbuckles [M.p_them()]self from [src].</span>",\
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"<span class='notice'>You unbuckle yourself from [src].</span>",\
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"<span class='italics'>You hear metal clanking.</span>")
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add_fingerprint(user)
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