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GS13NG/modular_citadel/code/modules/mob/living/living.dm
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deathride58 d2fbb671ba Removes ADS + other combat mode tweaks, makes adjuststaminabuffer() affect borg cells, adds sprinting for borgs (#6498)
* adjuststaminabuffer() now drains borg cells, borgs can now sprint, removes aiming down sights, combat mode now makes you face your cursor

* forgot to ctrl+s here
2018-04-27 07:41:31 -07:00

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/mob/living
var/recoveringstam = FALSE
var/bufferedstam = 0
var/stambuffer = 20
var/stambufferregentime
var/attemptingstandup = FALSE
var/intentionalresting = FALSE
var/attemptingcrawl = FALSE
/mob/living/movement_delay(ignorewalk = 0)
. = ..()
if(resting)
. += 6
/atom
var/pseudo_z_axis
/atom/proc/get_fake_z()
return pseudo_z_axis
/obj/structure/table
pseudo_z_axis = 8
/turf/open/get_fake_z()
var/objschecked
for(var/obj/structure/structurestocheck in contents)
objschecked++
if(structurestocheck.pseudo_z_axis)
return structurestocheck.pseudo_z_axis
if(objschecked >= 25)
break
return pseudo_z_axis
/mob/living/Move(atom/newloc, direct)
. = ..()
if(.)
if(makesfootstepsounds)
CitFootstep(newloc)
pseudo_z_axis = newloc.get_fake_z()
pixel_z = pseudo_z_axis
/mob/living/proc/lay_down()
set name = "Rest"
set category = "IC"
if(client && client.prefs && client.prefs.autostand)
intentionalresting = !intentionalresting
to_chat(src, "<span class='notice'>You are now attempting to [intentionalresting ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
if(intentionalresting && !resting)
resting = TRUE
update_canmove()
else
resist_a_rest()
else
if(!resting)
resting = TRUE
to_chat(src, "<span class='notice'>You are now laying down.</span>")
update_canmove()
else
resist_a_rest()
/mob/living/proc/resist_a_rest(automatic = FALSE, ignoretimer = FALSE) //Lets mobs resist out of resting. Major QOL change with combat reworks.
if(!resting || stat || attemptingstandup)
return FALSE
if(ignoretimer)
resting = FALSE
update_canmove()
return TRUE
else
var/totaldelay = 3 //A little bit less than half of a second as a baseline for getting up from a rest
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
to_chat(src, "<span class='warning'>You're too exhausted to get up!")
return FALSE
attemptingstandup = TRUE
var/health_deficiency = max((maxHealth - (health - getStaminaLoss()))*0.5, 0)
if(!has_gravity())
health_deficiency = health_deficiency*0.2
totaldelay += health_deficiency
var/standupwarning = "[src] and everyone around them should probably yell at the dev team"
switch(health_deficiency)
if(-INFINITY to 10)
standupwarning = "[src] stands right up!"
if(10 to 35)
standupwarning = "[src] tries to stand up."
if(35 to 60)
standupwarning = "[src] slowly pushes [p_them()]self upright."
if(60 to 80)
standupwarning = "[src] weakly attempts to stand up."
if(80 to INFINITY)
standupwarning = "[src] struggles to stand up."
var/usernotice = automatic ? "<span class='notice'>You are now getting up. (Auto)</span>" : "<span class='notice'>You are now getting up.</span>"
visible_message("<span class='notice'>[standupwarning]</span>", usernotice, vision_distance = 5)
if(do_after(src, totaldelay, target = src))
resting = FALSE
attemptingstandup = FALSE
update_canmove()
return TRUE
else
visible_message("<span class='notice'>[src] falls right back down.</span>", "<span class='notice'>You fall right back down.</span>")
attemptingstandup = FALSE
if(has_gravity())
playsound(src, "bodyfall", 20, 1)
return FALSE
/mob/living/carbon/update_stamina()
var/total_health = (min(health*2,100) - getStaminaLoss())
if(getStaminaLoss())
if(!recoveringstam && total_health <= STAMINA_CRIT_TRADITIONAL && !stat)
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
resting = TRUE
if(combatmode)
toggle_combat_mode()
recoveringstam = TRUE
update_canmove()
if(recoveringstam && total_health >= STAMINA_SOFTCRIT_TRADITIONAL)
to_chat(src, "<span class='notice'>You don't feel nearly as exhausted anymore.</span>")
recoveringstam = FALSE
update_canmove()
update_health_hud()