compile, jump board crash to ground
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@@ -49,21 +49,21 @@
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// Mousedrop hook to normal turfs to get out of pools.
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/turf/open/MouseDrop_T(atom/from, mob/user)
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// I could make this /open/floor and not have the !istype but ehh - kev
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if(SEND_SIGNAL(from, COMSIG_IS_SWIMMING) && isliving(user) && ((user == from) || user.CanReach(from)) && !user.IsStunned() && !user.IsKnockdown() && !user.incapacitated() && !istype(src, /turf/open/pool))
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if(isliving(from) && SEND_SIGNAL(from, COMSIG_IS_SWIMMING) && isliving(user) && ((user == from) || user.CanReach(from)) && !user.IsStun() && !user.IsKnockdown() && !user.incapacitated() && !istype(src, /turf/open/pool))
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var/mob/living/L = from
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//The element only exists if you're on water and a living mob, so let's skip those checks.
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var/pre_msg
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var/post_msg
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if(user == from)
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pre_msg = "<span class='notice'>[from] is getting out of the pool.</span>"
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post_msg = "<span class='notice'>[from] gets out of the pool.</span>"
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pre_msg = "<span class='notice'>[L] is getting out of the pool.</span>"
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post_msg = "<span class='notice'>[L] gets out of the pool.</span>"
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else
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pre_msg = "<span class='notice'>[from] is being pulled out of the pool by [user].</span>"
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post_msg = "<span class='notice'>[user] pulls [from] out of the pool.</span>"
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from.visible_message(pre_msg)
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if(do_mob(user, from, 20))
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from.visible_message(post_msg)
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from.forceMove(src)
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pre_msg = "<span class='notice'>[L] is being pulled out of the pool by [user].</span>"
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post_msg = "<span class='notice'>[user] pulls [L] out of the pool.</span>"
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L.visible_message(pre_msg)
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if(do_mob(user, L, 20))
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L.visible_message(post_msg)
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L.forceMove(src)
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else
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return ..()
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@@ -141,7 +141,7 @@
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H.Knockdown(40)
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playsound(src, 'sound/effects/woodhit.ogg', 60, TRUE, 1)
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else if(filled)
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AM.adjustStaminaLoss(1)
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victim.adjustStaminaLoss(1)
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playsound(src, "water_wade", 20, TRUE)
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return ..()
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@@ -172,7 +172,7 @@
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. = ..()
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if(.)
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return
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if((user.loc != src) && !user.IsStunned() && !user.IsKnockdown() && !user.incapacitated() && Adjacent(user) && SEND_SIGNAL(user, COMSIG_IS_SWIMMING) && filled && (next_splash < world.time))
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if((user.loc != src) && !user.IsStun() && !user.IsKnockdown() && !user.incapacitated() && Adjacent(user) && SEND_SIGNAL(user, COMSIG_IS_SWIMMING) && filled && (next_splash < world.time))
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playsound(src, 'sound/effects/watersplash.ogg', 8, TRUE, 1)
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next_splash = world.time + 25
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var/obj/effect/splash/S = new(src)
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