/obj/vehicle/ridden/wheelchair //ported from Hippiestation (by Jujumatic) Then ported by Fermis from tg! name = "wheelchair" desc = "A chair with big wheels. It looks like you can move in this on your own." icon = 'icons/obj/vehicles.dmi' icon_state = "wheelchair" layer = OBJ_LAYER max_integrity = 100 armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 30) //Wheelchairs aren't super tough yo legs_required = 0 //You'll probably be using this if you don't have legs canmove = TRUE density = FALSE //Thought I couldn't fix this one easily, phew arms_required = 1 var/override_movespeed = FALSE /obj/vehicle/ridden/wheelchair/Initialize() . = ..() var/datum/component/riding/D = LoadComponent(/datum/component/riding) D.vehicle_move_delay = 0 D.set_vehicle_dir_layer(SOUTH, OBJ_LAYER) D.set_vehicle_dir_layer(NORTH, ABOVE_MOB_LAYER) D.set_vehicle_dir_layer(EAST, OBJ_LAYER) D.set_vehicle_dir_layer(WEST, OBJ_LAYER) /obj/vehicle/ridden/wheelchair/ComponentInitialize() //Since it's technically a chair I want it to have chair properties . = ..() AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE, CALLBACK(src, .proc/can_user_rotate),CALLBACK(src, .proc/can_be_rotated),null) /obj/vehicle/ridden/wheelchair/obj_destruction(damage_flag) new /obj/item/stack/rods(drop_location(), 1) new /obj/item/stack/sheet/metal(drop_location(), 1) ..() /obj/vehicle/ridden/wheelchair/Destroy() if(has_buckled_mobs()) var/mob/living/carbon/H = buckled_mobs[1] unbuckle_mob(H) return ..() /obj/vehicle/ridden/wheelchair/driver_move(mob/living/user, direction) if(istype(user)) if(canmove && (user.get_num_arms() < arms_required)) to_chat(user, "You don't have enough arms to operate the wheels!") canmove = FALSE addtimer(VARSET_CALLBACK(src, canmove, TRUE), 20) return FALSE if(!override_movespeed) var/datum/component/riding/D = GetComponent(/datum/component/riding) //1.5 (movespeed as of this change) multiplied by 6.7 gets ABOUT 10 (rounded), the old constant for the wheelchair that gets divided by how many arms they have //if that made no sense this simply makes the wheelchair speed change along with movement speed delay D.vehicle_move_delay = round((CONFIG_GET(number/movedelay/run_delay) * 4) / min(user.get_num_arms(), 2), world.tick_lag) return ..() /obj/vehicle/ridden/wheelchair/Moved() . = ..() cut_overlays() playsound(src, 'sound/effects/roll.ogg', 75, 1) if(has_buckled_mobs()) handle_rotation_overlayed() /obj/vehicle/ridden/wheelchair/post_buckle_mob(mob/living/user) . = ..() handle_rotation_overlayed() /obj/vehicle/ridden/wheelchair/post_unbuckle_mob() . = ..() cut_overlays() /obj/vehicle/ridden/wheelchair/setDir(newdir) ..() handle_rotation(newdir) /obj/vehicle/ridden/wheelchair/wrench_act(mob/living/user, obj/item/I) //Attackby should stop it attacking the wheelchair after moving away during decon to_chat(user, "You begin to detach the wheels...") if(I.use_tool(src, user, 40, volume=50)) to_chat(user, "You detach the wheels and deconstruct the chair.") new /obj/item/stack/rods(drop_location(), 6) new /obj/item/stack/sheet/metal(drop_location(), 4) qdel(src) return TRUE /obj/vehicle/ridden/wheelchair/proc/handle_rotation(direction) if(has_buckled_mobs()) handle_rotation_overlayed() for(var/m in buckled_mobs) var/mob/living/buckled_mob = m buckled_mob.setDir(direction) /obj/vehicle/ridden/wheelchair/proc/handle_rotation_overlayed() cut_overlays() var/image/V = image(icon = icon, icon_state = "wheelchair_overlay", layer = FLY_LAYER, dir = src.dir) add_overlay(V) /obj/vehicle/ridden/wheelchair/proc/can_be_rotated(mob/living/user) return TRUE /obj/vehicle/ridden/wheelchair/proc/can_user_rotate(mob/living/user) var/mob/living/L = user if(istype(L)) if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user))) return FALSE if(isobserver(user) && CONFIG_GET(flag/ghost_interaction)) return TRUE return FALSE /obj/vehicle/ridden/wheelchair/the_whip/driver_move(mob/living/user, direction) if(istype(user)) var/datum/component/riding/D = GetComponent(/datum/component/riding) D.vehicle_move_delay = round(CONFIG_GET(number/movedelay/run_delay) * 6.7) / user.get_num_arms() return ..()