/atom/movable layer = OBJ_LAYER var/last_move = null var/last_move_time = 0 var/anchored = FALSE var/datum/thrownthing/throwing = null var/throw_speed = 2 //How many tiles to move per ds when being thrown. Float values are fully supported var/throw_range = 7 var/mob/pulledby = null var/initial_language_holder = /datum/language_holder var/datum/language_holder/language_holder var/verb_say = "says" var/verb_ask = "asks" var/verb_exclaim = "exclaims" var/verb_whisper = "whispers" var/verb_yell = "yells" var/inertia_dir = 0 var/atom/inertia_last_loc var/inertia_moving = 0 var/inertia_next_move = 0 var/inertia_move_delay = 5 var/pass_flags = 0 var/moving_diagonally = 0 //0: not doing a diagonal move. 1 and 2: doing the first/second step of the diagonal move var/list/client_mobs_in_contents // This contains all the client mobs within this container var/list/acted_explosions //for explosion dodging glide_size = 8 appearance_flags = TILE_BOUND|PIXEL_SCALE var/datum/forced_movement/force_moving = null //handled soley by forced_movement.dm var/floating = FALSE var/movement_type = GROUND //Incase you have multiple types, you automatically use the most useful one. IE: Skating on ice, flippers on water, flying over chasm/space, etc. var/atom/movable/pulling var/grab_state = 0 var/throwforce = 0 /atom/movable/vv_edit_var(var_name, var_value) var/static/list/banned_edits = list("step_x", "step_y", "step_size") var/static/list/careful_edits = list("bound_x", "bound_y", "bound_width", "bound_height") if(var_name in banned_edits) return FALSE //PLEASE no. if((var_name in careful_edits) && (var_value % world.icon_size) != 0) return FALSE switch(var_name) if("x") var/turf/T = locate(var_value, y, z) if(T) forceMove(T) return TRUE return FALSE if("y") var/turf/T = locate(x, var_value, z) if(T) forceMove(T) return TRUE return FALSE if("z") var/turf/T = locate(x, y, var_value) if(T) forceMove(T) return TRUE return FALSE if("loc") if(istype(var_value, /atom)) forceMove(var_value) return TRUE else if(isnull(var_value)) moveToNullspace() return TRUE return FALSE return ..() /atom/movable/proc/start_pulling(atom/movable/AM,gs) if(QDELETED(AM)) return FALSE if(!(AM.can_be_pulled(src))) return FALSE // If we're pulling something then drop what we're currently pulling and pull this instead. if(pulling) if(gs==0) stop_pulling() return FALSE // Are we trying to pull something we are already pulling? Then enter grab cycle and end. if(AM == pulling) grab_state = gs if(istype(AM,/mob/living)) var/mob/living/AMob = AM AMob.grabbedby(src) return TRUE stop_pulling() if(AM.pulledby) log_combat(AM, AM.pulledby, "pulled from", src) AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once. pulling = AM AM.pulledby = src grab_state = gs if(ismob(AM)) var/mob/M = AM log_combat(src, M, "grabbed", addition="passive grab") visible_message("[src] has grabbed [M] passively!") return TRUE /atom/movable/proc/stop_pulling() if(pulling) pulling.pulledby = null var/mob/living/ex_pulled = pulling pulling = null grab_state = 0 if(isliving(ex_pulled)) var/mob/living/L = ex_pulled L.update_canmove()// mob gets up if it was lyng down in a chokehold /atom/movable/proc/Move_Pulled(atom/A) if(!pulling) return if(pulling.anchored || !pulling.Adjacent(src)) stop_pulling() return if(isliving(pulling)) var/mob/living/L = pulling if(L.buckled && L.buckled.buckle_prevents_pull) //if they're buckled to something that disallows pulling, prevent it stop_pulling() return if(A == loc && pulling.density) return if(!Process_Spacemove(get_dir(pulling.loc, A))) return step(pulling, get_dir(pulling.loc, A)) /atom/movable/proc/check_pulling() if(pulling) var/atom/movable/pullee = pulling if(pullee && get_dist(src, pullee) > 1) stop_pulling() return if(!isturf(loc)) stop_pulling() return if(pullee && !isturf(pullee.loc) && pullee.loc != loc) //to be removed once all code that changes an object's loc uses forceMove(). log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.") stop_pulling() return if(pulling.anchored) stop_pulling() return //////////////////////////////////////// // Here's where we rewrite how byond handles movement except slightly different // To be removed on step_ conversion // All this work to prevent a second bump /atom/movable/Move(atom/newloc, direct=0) . = FALSE if(!newloc || newloc == loc) return if(!direct) direct = get_dir(src, newloc) setDir(direct) if(!loc.Exit(src, newloc)) return if(!newloc.Enter(src, src.loc)) return // Past this is the point of no return var/atom/oldloc = loc var/area/oldarea = get_area(oldloc) var/area/newarea = get_area(newloc) loc = newloc . = TRUE oldloc.Exited(src, newloc) if(oldarea != newarea) oldarea.Exited(src, newloc) for(var/i in oldloc) if(i == src) // Multi tile objects continue var/atom/movable/thing = i thing.Uncrossed(src) newloc.Entered(src, oldloc) if(oldarea != newarea) newarea.Entered(src, oldloc) for(var/i in loc) if(i == src) // Multi tile objects continue var/atom/movable/thing = i thing.Crossed(src) // //////////////////////////////////////// /atom/movable/Move(atom/newloc, direct) var/atom/movable/pullee = pulling var/turf/T = loc if(pulling) if(pullee && get_dist(src, pullee) > 1) stop_pulling() if(pullee && pullee.loc != loc && !isturf(pullee.loc) ) //to be removed once all code that changes an object's loc uses forceMove(). log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.") stop_pulling() if(!loc || !newloc) return FALSE var/atom/oldloc = loc if(loc != newloc) if (!(direct & (direct - 1))) //Cardinal move . = ..() else //Diagonal move, split it into cardinal moves moving_diagonally = FIRST_DIAG_STEP var/first_step_dir // The `&& moving_diagonally` checks are so that a forceMove taking // place due to a Crossed, Bumped, etc. call will interrupt // the second half of the diagonal movement, or the second attempt // at a first half if step() fails because we hit something. if (direct & NORTH) if (direct & EAST) if (step(src, NORTH) && moving_diagonally) first_step_dir = NORTH moving_diagonally = SECOND_DIAG_STEP . = step(src, EAST) else if (moving_diagonally && step(src, EAST)) first_step_dir = EAST moving_diagonally = SECOND_DIAG_STEP . = step(src, NORTH) else if (direct & WEST) if (step(src, NORTH) && moving_diagonally) first_step_dir = NORTH moving_diagonally = SECOND_DIAG_STEP . = step(src, WEST) else if (moving_diagonally && step(src, WEST)) first_step_dir = WEST moving_diagonally = SECOND_DIAG_STEP . = step(src, NORTH) else if (direct & SOUTH) if (direct & EAST) if (step(src, SOUTH) && moving_diagonally) first_step_dir = SOUTH moving_diagonally = SECOND_DIAG_STEP . = step(src, EAST) else if (moving_diagonally && step(src, EAST)) first_step_dir = EAST moving_diagonally = SECOND_DIAG_STEP . = step(src, SOUTH) else if (direct & WEST) if (step(src, SOUTH) && moving_diagonally) first_step_dir = SOUTH moving_diagonally = SECOND_DIAG_STEP . = step(src, WEST) else if (moving_diagonally && step(src, WEST)) first_step_dir = WEST moving_diagonally = SECOND_DIAG_STEP . = step(src, SOUTH) if(moving_diagonally == SECOND_DIAG_STEP) if(!.) setDir(first_step_dir) else if (!inertia_moving) inertia_next_move = world.time + inertia_move_delay newtonian_move(direct) moving_diagonally = 0 return if(!loc || (loc == oldloc && oldloc != newloc)) last_move = 0 return if(.) Moved(oldloc, direct) if(. && pulling && pulling == pullee) //we were pulling a thing and didn't lose it during our move. if(pulling.anchored) stop_pulling() else var/pull_dir = get_dir(src, pulling) //puller and pullee more than one tile away or in diagonal position if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir))) pulling.Move(T, get_dir(pulling, T)) //the pullee tries to reach our previous position if(pulling && get_dist(src, pulling) > 1) //the pullee couldn't keep up stop_pulling() if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move. pulledby.stop_pulling() last_move = direct setDir(direct) if(. && has_buckled_mobs() && !handle_buckled_mob_movement(loc,direct)) //movement failed due to buckled mob(s) return FALSE //Called after a successful Move(). By this point, we've already moved /atom/movable/proc/Moved(atom/OldLoc, Dir, Forced = FALSE) SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, OldLoc, Dir, Forced) if (!inertia_moving) inertia_next_move = world.time + inertia_move_delay newtonian_move(Dir) if (length(client_mobs_in_contents)) update_parallax_contents() if (orbiters) for (var/thing in orbiters) var/datum/orbit/O = thing O.Check() if (orbiting) orbiting.Check() return 1 /atom/movable/Destroy(force) QDEL_NULL(proximity_monitor) QDEL_NULL(language_holder) unbuckle_all_mobs(force=1) . = ..() if(loc) //Restore air flow if we were blocking it (movables with ATMOS_PASS_PROC will need to do this manually if necessary) if(((CanAtmosPass == ATMOS_PASS_DENSITY && density) || CanAtmosPass == ATMOS_PASS_NO) && isturf(loc)) CanAtmosPass = ATMOS_PASS_YES air_update_turf(TRUE) loc.handle_atom_del(src) for(var/atom/movable/AM in contents) qdel(AM) moveToNullspace() invisibility = INVISIBILITY_ABSTRACT if(pulledby) pulledby.stop_pulling() // Make sure you know what you're doing if you call this, this is intended to only be called by byond directly. // You probably want CanPass() /atom/movable/Cross(atom/movable/AM) . = TRUE SEND_SIGNAL(src, COMSIG_MOVABLE_CROSS, AM) return CanPass(AM, AM.loc, TRUE) //oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called! /atom/movable/Crossed(atom/movable/AM, oldloc) SEND_SIGNAL(src, COMSIG_MOVABLE_CROSSED, AM) /atom/movable/Uncross(atom/movable/AM, atom/newloc) . = ..() if(SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSS, AM) & COMPONENT_MOVABLE_BLOCK_UNCROSS) return FALSE if(isturf(newloc) && !CheckExit(AM, newloc)) return FALSE /atom/movable/Uncrossed(atom/movable/AM) SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSSED, AM) /atom/movable/Bump(atom/A) if(!A) CRASH("Bump was called with no argument.") SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A) . = ..() if(!QDELETED(throwing)) throwing.hit_atom(A) . = TRUE if(QDELETED(A)) return A.Bumped(src) /atom/movable/proc/forceMove(atom/destination) . = FALSE if(destination) . = doMove(destination) else CRASH("No valid destination passed into forceMove") /atom/movable/proc/moveToNullspace() return doMove(null) /atom/movable/proc/doMove(atom/destination) . = FALSE if(destination) if(pulledby) pulledby.stop_pulling() var/atom/oldloc = loc var/same_loc = oldloc == destination var/area/old_area = get_area(oldloc) var/area/destarea = get_area(destination) loc = destination moving_diagonally = 0 if(!same_loc) if(oldloc) oldloc.Exited(src, destination) if(old_area && old_area != destarea) old_area.Exited(src, destination) for(var/atom/movable/AM in oldloc) AM.Uncrossed(src) var/turf/oldturf = get_turf(oldloc) var/turf/destturf = get_turf(destination) var/old_z = (oldturf ? oldturf.z : null) var/dest_z = (destturf ? destturf.z : null) if (old_z != dest_z) onTransitZ(old_z, dest_z) destination.Entered(src, oldloc) if(destarea && old_area != destarea) destarea.Entered(src, oldloc) for(var/atom/movable/AM in destination) if(AM == src) continue AM.Crossed(src, oldloc) Moved(oldloc, NONE, TRUE) . = TRUE //If no destination, move the atom into nullspace (don't do this unless you know what you're doing) else . = TRUE if (loc) var/atom/oldloc = loc var/area/old_area = get_area(oldloc) oldloc.Exited(src, null) if(old_area) old_area.Exited(src, null) loc = null /atom/movable/proc/onTransitZ(old_z,new_z) SEND_SIGNAL(src, COMSIG_MOVABLE_Z_CHANGED, old_z, new_z) for (var/item in src) // Notify contents of Z-transition. This can be overridden IF we know the items contents do not care. var/atom/movable/AM = item AM.onTransitZ(old_z,new_z) //Called whenever an object moves and by mobs when they attempt to move themselves through space //And when an object or action applies a force on src, see newtonian_move() below //Return 0 to have src start/keep drifting in a no-grav area and 1 to stop/not start drifting //Mobs should return 1 if they should be able to move of their own volition, see client/Move() in mob_movement.dm //movement_dir == 0 when stopping or any dir when trying to move /atom/movable/proc/Process_Spacemove(movement_dir = 0) if(has_gravity(src)) return 1 if(pulledby) return 1 if(throwing) return 1 if(!isturf(loc)) return 1 if(locate(/obj/structure/lattice) in range(1, get_turf(src))) //Not realistic but makes pushing things in space easier return 1 return 0 /atom/movable/proc/newtonian_move(direction) //Only moves the object if it's under no gravity if(!loc || Process_Spacemove(0)) inertia_dir = 0 return 0 inertia_dir = direction if(!direction) return 1 inertia_last_loc = loc SSspacedrift.processing[src] = src return 1 /atom/movable/proc/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) set waitfor = 0 SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum) return hit_atom.hitby(src) /atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked) if(!anchored && hitpush) step(src, AM.dir) ..() /atom/movable/proc/safe_throw_at(atom/target, range, speed, mob/thrower, spin=TRUE, diagonals_first = FALSE, var/datum/callback/callback) return throw_at(target, range, speed, thrower, spin, diagonals_first, callback) /atom/movable/proc/throw_at(atom/target, range, speed, mob/thrower, spin=TRUE, diagonals_first = FALSE, var/datum/callback/callback) //If this returns FALSE then callback will not be called. . = FALSE if (!target || speed <= 0) return if(SEND_SIGNAL(src, COMSIG_MOVABLE_PRE_THROW, args) & COMPONENT_CANCEL_THROW) return if (pulledby) pulledby.stop_pulling() //They are moving! Wouldn't it be cool if we calculated their momentum and added it to the throw? if (thrower && thrower.last_move && thrower.client && thrower.client.move_delay >= world.time + world.tick_lag*2) var/user_momentum = thrower.movement_delay() if (!user_momentum) //no movement_delay, this means they move once per byond tick, lets calculate from that instead. user_momentum = world.tick_lag user_momentum = 1 / user_momentum // convert from ds to the tiles per ds that throw_at uses. if (get_dir(thrower, target) & last_move) user_momentum = user_momentum //basically a noop, but needed else if (get_dir(target, thrower) & last_move) user_momentum = -user_momentum //we are moving away from the target, lets slowdown the throw accordingly else user_momentum = 0 if (user_momentum) //first lets add that momentum to range. range *= (user_momentum / speed) + 1 //then lets add it to speed speed += user_momentum if (speed <= 0) return//no throw speed, the user was moving too fast. . = TRUE // No failure conditions past this point. var/datum/thrownthing/TT = new() TT.thrownthing = src TT.target = target TT.target_turf = get_turf(target) TT.init_dir = get_dir(src, target) TT.maxrange = range TT.speed = speed TT.thrower = thrower TT.diagonals_first = diagonals_first TT.callback = callback var/dist_x = abs(target.x - src.x) var/dist_y = abs(target.y - src.y) var/dx = (target.x > src.x) ? EAST : WEST var/dy = (target.y > src.y) ? NORTH : SOUTH if (dist_x == dist_y) TT.pure_diagonal = 1 else if(dist_x <= dist_y) var/olddist_x = dist_x var/olddx = dx dist_x = dist_y dist_y = olddist_x dx = dy dy = olddx TT.dist_x = dist_x TT.dist_y = dist_y TT.dx = dx TT.dy = dy TT.diagonal_error = dist_x/2 - dist_y TT.start_time = world.time if(pulledby) pulledby.stop_pulling() throwing = TT if(spin) SpinAnimation(5, 1) SEND_SIGNAL(src, COMSIG_MOVABLE_POST_THROW, TT, spin) SSthrowing.processing[src] = TT if (SSthrowing.state == SS_PAUSED && length(SSthrowing.currentrun)) SSthrowing.currentrun[src] = TT TT.tick() /atom/movable/proc/handle_buckled_mob_movement(newloc,direct) for(var/m in buckled_mobs) var/mob/living/buckled_mob = m if(!buckled_mob.Move(newloc, direct)) forceMove(buckled_mob.loc) last_move = buckled_mob.last_move inertia_dir = last_move buckled_mob.inertia_dir = last_move return 0 return 1 /atom/movable/CanPass(atom/movable/mover, turf/target) if(mover in buckled_mobs) return 1 return ..() // called when this atom is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called. /atom/movable/proc/on_exit_storage(datum/component/storage/concrete/S) return // called when this atom is added into a storage item, which is passed on as S. The loc variable is already set to the storage item. /atom/movable/proc/on_enter_storage(datum/component/storage/concrete/S) return /atom/movable/proc/get_spacemove_backup() var/atom/movable/dense_object_backup for(var/A in orange(1, get_turf(src))) if(isarea(A)) continue else if(isturf(A)) var/turf/turf = A if(!turf.density) continue return turf else var/atom/movable/AM = A if(!AM.CanPass(src) || AM.density) if(AM.anchored) return AM dense_object_backup = AM break . = dense_object_backup //called when a mob resists while inside a container that is itself inside something. /atom/movable/proc/relay_container_resist(mob/living/user, obj/O) return /atom/movable/proc/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect) if(!no_effect && (visual_effect_icon || used_item)) do_item_attack_animation(A, visual_effect_icon, used_item) if(A == src) return //don't do an animation if attacking self var/pixel_x_diff = 0 var/pixel_y_diff = 0 var/direction = get_dir(src, A) if(direction & NORTH) pixel_y_diff = 8 else if(direction & SOUTH) pixel_y_diff = -8 if(direction & EAST) pixel_x_diff = 8 else if(direction & WEST) pixel_x_diff = -8 var/matrix/OM = matrix(transform) var/matrix/M = matrix(transform) M.Turn(pixel_x_diff ? pixel_x_diff*2 : pick(-16, 16)) animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, transform = M, time = 2) animate(src, pixel_x = pixel_x - pixel_x_diff, pixel_y = pixel_y - pixel_y_diff, transform = OM, time = 2) /atom/movable/proc/do_item_attack_animation(atom/A, visual_effect_icon, obj/item/used_item) var/image/I if(visual_effect_icon) I = image('icons/effects/effects.dmi', A, visual_effect_icon, A.layer + 0.1) else if(used_item) I = image(icon = used_item, loc = A, layer = A.layer + 0.1) I.plane = GAME_PLANE // Scale the icon. I.transform *= 0.75 // The icon should not rotate. I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA // Set the direction of the icon animation. var/direction = get_dir(src, A) if(direction & NORTH) I.pixel_y = -16 else if(direction & SOUTH) I.pixel_y = 16 if(direction & EAST) I.pixel_x = -16 else if(direction & WEST) I.pixel_x = 16 if(!direction) // Attacked self?! I.pixel_z = 16 if(!I) return flick_overlay(I, GLOB.clients, 5) // 5 ticks/half a second // And animate the attack! animate(I, alpha = 175, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3) /atom/movable/vv_get_dropdown() . = ..() . -= "Jump to" .["Follow"] = "?_src_=holder;[HrefToken()];adminplayerobservefollow=[REF(src)]" .["Get"] = "?_src_=holder;[HrefToken()];admingetmovable=[REF(src)]" /atom/movable/proc/ex_check(ex_id) if(!ex_id) return TRUE LAZYINITLIST(acted_explosions) if(ex_id in acted_explosions) return FALSE acted_explosions += ex_id return TRUE //TODO: Better floating /atom/movable/proc/float(on) if(throwing) return if(on && !floating) animate(src, pixel_y = pixel_y + 2, time = 10, loop = -1) sleep(10) animate(src, pixel_y = pixel_y - 2, time = 10, loop = -1) floating = TRUE else if (!on && floating) animate(src, pixel_y = initial(pixel_y), time = 10) floating = FALSE /* Language procs */ /atom/movable/proc/get_language_holder(shadow=TRUE) if(language_holder) return language_holder else language_holder = new initial_language_holder(src) return language_holder /atom/movable/proc/grant_language(datum/language/dt, body = FALSE) var/datum/language_holder/H = get_language_holder(!body) H.grant_language(dt, body) /atom/movable/proc/grant_all_languages(omnitongue=FALSE) var/datum/language_holder/H = get_language_holder() H.grant_all_languages(omnitongue) /atom/movable/proc/get_random_understood_language() var/datum/language_holder/H = get_language_holder() . = H.get_random_understood_language() /atom/movable/proc/remove_language(datum/language/dt, body = FALSE) var/datum/language_holder/H = get_language_holder(!body) H.remove_language(dt, body) /atom/movable/proc/remove_all_languages() var/datum/language_holder/H = get_language_holder() H.remove_all_languages() /atom/movable/proc/has_language(datum/language/dt) var/datum/language_holder/H = get_language_holder() . = H.has_language(dt) /atom/movable/proc/copy_known_languages_from(thing, replace=FALSE) var/datum/language_holder/H = get_language_holder() . = H.copy_known_languages_from(thing, replace) // Whether an AM can speak in a language or not, independent of whether // it KNOWS the language /atom/movable/proc/could_speak_in_language(datum/language/dt) . = TRUE /atom/movable/proc/can_speak_in_language(datum/language/dt) var/datum/language_holder/H = get_language_holder() if(!H.has_language(dt)) return FALSE else if(H.omnitongue) return TRUE else if(could_speak_in_language(dt) && (!H.only_speaks_language || H.only_speaks_language == dt)) return TRUE else return FALSE /atom/movable/proc/get_default_language() // if no language is specified, and we want to say() something, which // language do we use? var/datum/language_holder/H = get_language_holder() if(H.selected_default_language) if(can_speak_in_language(H.selected_default_language)) return H.selected_default_language else H.selected_default_language = null var/datum/language/chosen_langtype var/highest_priority for(var/lt in H.languages) var/datum/language/langtype = lt if(!can_speak_in_language(langtype)) continue var/pri = initial(langtype.default_priority) if(!highest_priority || (pri > highest_priority)) chosen_langtype = langtype highest_priority = pri H.selected_default_language = . . = chosen_langtype /* End language procs */ /atom/movable/proc/ConveyorMove(movedir) set waitfor = FALSE if(!anchored && has_gravity()) step(src, movedir) //Returns an atom's power cell, if it has one. Overload for individual items. /atom/movable/proc/get_cell() return /atom/movable/proc/can_be_pulled(user) if(src == user || !isturf(loc)) return FALSE if(anchored || throwing) return FALSE return TRUE /obj/item/proc/do_pickup_animation(atom/target) set waitfor = FALSE if(!istype(loc, /turf)) return var/image/I = image(icon = src, loc = loc, layer = layer + 0.1) I.plane = GAME_PLANE I.transform *= 0.75 I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA var/turf/T = get_turf(src) var/direction var/to_x = 0 var/to_y = 0 if(!QDELETED(T) && !QDELETED(target)) direction = get_dir(T, target) if(direction & NORTH) to_y = 32 else if(direction & SOUTH) to_y = -32 if(direction & EAST) to_x = 32 else if(direction & WEST) to_x = -32 if(!direction) to_y = 16 flick_overlay(I, GLOB.clients, 6) var/matrix/M = new M.Turn(pick(-30, 30)) animate(I, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 3, transform = M, easing = CUBIC_EASING) sleep(1) animate(I, alpha = 0, transform = matrix(), time = 1)