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2024-03-12 22:17:30 -03:00

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/obj/vehicle/sealed/vectorcraft/rideable/Initialize(mapload)
. = ..()
/obj/vehicle/sealed/vectorcraft/rideable/post_unbuckle_mob(mob/living/M)
remove_occupant(M)
M.pixel_x = 0
M.pixel_y = 0
return ..()
/obj/vehicle/sealed/vectorcraft/rideable/post_buckle_mob(mob/living/M)
add_occupant(M)
return ..()
/obj/vehicle/sealed/vectorcraft/rideable/move_car()
.=..()
driver.pixel_x = pixel_x
driver.pixel_y = pixel_y
driver.forceMove(src.loc)
driver.setDir(dir)
/obj/vehicle/sealed/vectorcraft/rideable/mob_enter(mob/living/M)
if(!istype(M))
return FALSE
M.visible_message("<span class='notice'>[M] climbs into \the [src]!</span>")
M.forceMove(src.loc)
add_occupant(M)
if(!driver)
driver = M
if(gear != "auto")
gear = driver.a_intent
start_engine()
driver.pixel_x = pixel_x
driver.pixel_y = pixel_y
return TRUE
/obj/vehicle/sealed/vectorcraft/rideable/mob_exit(mob/living/M)
.=..()
driver.pixel_x = 0
driver.pixel_y = 0
/obj/vehicle/sealed/vectorcraft/rideable/wheelchair
name = "Hoverchair"
desc = "A chair with big hoverpads. 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
canmove = TRUE
density = FALSE //Thought I couldn't fix this one easily, phew
max_acceleration = 1.5
accel_step = 0.5
acceleration = 0.35
max_deceleration = 1
max_velocity = 20
boost_power = 15
gear = "auto"
/obj/vehicle/sealed/vectorcraft/rideable/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_REF(can_user_rotate),CALLBACK(src), PROC_REF(can_be_rotated)),null)
/obj/vehicle/sealed/vectorcraft/rideable/wheelchair/Destroy()
if(has_buckled_mobs())
var/mob/living/carbon/H = buckled_mobs[1]
unbuckle_mob(H)
return ..()
/obj/vehicle/sealed/vectorcraft/rideable/wheelchair/move_car()
. = ..()
cut_overlays()
playsound(src, 'sound/effects/roll.ogg', 75, 1)
if(has_buckled_mobs())
handle_rotation_overlayed()
/obj/vehicle/sealed/vectorcraft/rideable/wheelchair/post_buckle_mob(mob/living/user)
. = ..()
handle_rotation_overlayed()
/obj/vehicle/sealed/vectorcraft/rideable/wheelchair/post_unbuckle_mob()
. = ..()
cut_overlays()
/obj/vehicle/sealed/vectorcraft/rideable/wheelchair/setDir(newdir)
..()
handle_rotation(newdir)
/obj/vehicle/sealed/vectorcraft/rideable/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/sealed/vectorcraft/rideable/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/sealed/vectorcraft/rideable/wheelchair/proc/can_be_rotated(mob/living/user)
return TRUE
/obj/vehicle/sealed/vectorcraft/rideable/wheelchair/proc/can_user_rotate(mob/living/user)
var/mob/living/L = driver
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