adjacency checks.
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@@ -137,15 +137,13 @@
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SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table)
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/obj/structure/table/shove_act(mob/living/target, mob/living/user)
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if(target.Adjacent(src))
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if(!target.resting)
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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(target_table, 1, 1, null, FALSE) //1 speed throws with no spin are basically just forcemoves with a hard collision check
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log_combat(user, target, "shoved", "onto [src] (table)")
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return TRUE
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return FALSE
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if(!target.resting)
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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(target_table, 1, 1, null, FALSE) //1 speed throws with no spin are basically just forcemoves with a hard collision check
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log_combat(user, target, "shoved", "onto [src] (table)")
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return TRUE
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/obj/structure/table/attackby(obj/item/I, mob/user, params)
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if(!(flags_1 & NODECONSTRUCT_1))
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