* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync * sync part 1 - underscore folders in code * controllers folder * datums folder * game folder * cmon, work * modules - admin to awaymissions * cargo to events * fields to lighting * mapping > ruins * rest of the code folder * rest of the folders in the root directory * DME * fixes compiling errors. it compiles so it works * readds map changes * fixes dogborg module select * fixes typo in moduleselect_alternate_icon filepath
73 lines
2.4 KiB
Plaintext
73 lines
2.4 KiB
Plaintext
/mob/living/carbon/human/movement_delay()
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. = 0
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var/static/config_human_delay
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if(isnull(config_human_delay))
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config_human_delay = CONFIG_GET(number/human_delay)
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. += ..() + config_human_delay + dna.species.movement_delay(src)
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/mob/living/carbon/human/slip(knockdown_amount, obj/O, lube)
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if(has_trait(TRAIT_NOSLIPALL))
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return 0
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if (!(lube&GALOSHES_DONT_HELP))
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if(has_trait(TRAIT_NOSLIPWATER))
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return 0
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if(shoes && istype(shoes, /obj/item/clothing))
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var/obj/item/clothing/CS = shoes
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if (CS.clothing_flags & NOSLIP)
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return 0
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return ..()
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/mob/living/carbon/human/experience_pressure_difference()
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playsound(src, 'sound/effects/space_wind.ogg', 50, 1)
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if(shoes && istype(shoes, /obj/item/clothing))
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var/obj/item/clothing/S = shoes
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if (S.clothing_flags & NOSLIP)
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return 0
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return ..()
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/mob/living/carbon/human/mob_has_gravity()
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. = ..()
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if(!.)
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if(mob_negates_gravity())
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. = 1
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/mob/living/carbon/human/mob_negates_gravity()
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return ((shoes && shoes.negates_gravity()) || (dna.species.negates_gravity(src)))
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/mob/living/carbon/human/Move(NewLoc, direct)
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. = ..()
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for(var/datum/mutation/human/HM in dna.mutations)
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HM.on_move(src, NewLoc)
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if(shoes)
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if(!lying && !buckled)
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if(loc == NewLoc)
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if(!has_gravity(loc))
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return
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var/obj/item/clothing/shoes/S = shoes
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//Bloody footprints
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var/turf/T = get_turf(src)
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
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if(oldFP && oldFP.blood_state == S.blood_state)
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return
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else
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//No oldFP or it's a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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if (S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
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FP.add_blood_DNA(S.return_blood_DNA())
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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S.step_action()
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/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
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if(..())
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return 1
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return dna.species.space_move(src)
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