Files
GS13NG/code/modules/vehicles/speedbike.dm
T
CitadelStationBotandPoojawa a905c15dad Replaces /image with /mutable_appearance (#556)
* Replaces /image with /mutable_appearance, where appropriate

* Update miscellaneous.dm

* Delete miscellaneous.dm.rej

* Delete pet.dm.rej

* Update pet.dm

* Update species.dm

* Update miscellaneous.dm

* Update species.dm

* Update miscellaneous.dm

* Delete species.dm.rej

* Update species.dm

pretty sure I got all the indentation correct THIS time, ffs

* Update species.dm

* Update species.dm

fucking tabs man, fucking tabs.
2017-04-26 08:18:35 -05:00

79 lines
2.3 KiB
Plaintext

/obj/vehicle/space/speedbike
name = "Speedbike"
icon = 'icons/obj/bike.dmi'
icon_state = "speedbike_blue"
layer = LYING_MOB_LAYER
var/overlay_state = "cover_blue"
var/static/mutable_appearance/overlay
/obj/vehicle/space/speedbike/buckle_mob(mob/living/M, force = 0, check_loc = 1)
. = ..()
riding_datum = new/datum/riding/space/speedbike
/obj/vehicle/space/speedbike/New()
. = ..()
overlay = overlay || mutable_appearance(icon, overlay_state, ABOVE_MOB_LAYER)
add_overlay(overlay)
/obj/effect/overlay/temp/speedbike_trail
name = "speedbike trails"
icon_state = "ion_fade"
layer = BELOW_MOB_LAYER
duration = 10
randomdir = 0
/obj/effect/overlay/temp/speedbike_trail/New(loc,move_dir)
..()
setDir(move_dir)
/obj/vehicle/space/speedbike/Move(newloc,move_dir)
if(has_buckled_mobs())
new /obj/effect/overlay/temp/speedbike_trail(loc,move_dir)
. = ..()
/obj/vehicle/space/speedbike/red
icon_state = "speedbike_red"
overlay_state = "cover_red"
//BM SPEEDWAGON
/obj/vehicle/space/speedbike/speedwagon
name = "BM Speedwagon"
desc = "Push it to the limit, walk along the razor's edge."
icon = 'icons/obj/car.dmi'
icon_state = "speedwagon"
layer = LYING_MOB_LAYER
overlay_state = "speedwagon_cover"
var/crash_all = FALSE //CHAOS
pixel_y = -48 //to fix the offset when Initialized()
pixel_x = -48
/obj/vehicle/space/speedbike/speedwagon/Bump(atom/movable/A)
. = ..()
if(A.density && has_buckled_mobs())
var/atom/throw_target = get_edge_target_turf(A, src.dir)
if(crash_all)
A.throw_at(throw_target, 4, 3)
visible_message("<span class='danger'>[src] crashes into [A]!</span>")
playsound(src, 'sound/effects/bang.ogg', 50, 1)
if(ishuman(A))
var/mob/living/carbon/human/H = A
H.Weaken(5)
H.adjustStaminaLoss(30)
H.apply_damage(rand(20,35), BRUTE)
if(!crash_all)
H.throw_at(throw_target, 4, 3)
visible_message("<span class='danger'>[src] crashes into [H]!</span>")
playsound(src, 'sound/effects/bang.ogg', 50, 1)
/obj/vehicle/space/speedbike/speedwagon/buckle_mob(mob/living/M, force = 0, check_loc = 1)
. = ..()
riding_datum = new/datum/riding/space/speedwagon
/obj/vehicle/space/speedbike/speedwagon/Moved()
. = ..()
if(src.has_buckled_mobs())
for(var/atom/A in range(2, src))
if(!(A in src.buckled_mobs))
Bump(A)