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- mob
- Move()
- if(!CanMove()) return
- . = ..()
- frozen = 1
- sleep(move_delay / 20)
- frozen = 0
- refresh()
- afk_time = 0
- if(!flying) icon_state = ""
- var/tag/teleport/teleport = locate() in loc
- if(teleport) teleport.Access(src)
- if(ShopOpen) winshow(src,"new_shop",0)
- GrabStruggle()
- SetPlanetGravity()
- TryBuild()
- //is this like a separate building system or something? i left it here since i dont know
- //but otherwise i would have integrated it into TryBuild somehow if it had the same rules for when you
- //need to build something, for example if(. && build_type) are not issues that would stop you from using Build_Lay(),
- //but here they are, so i dont know really
- if(. && build_type) Build()
- proc
- CanMove()
- if(frozen || doing || resting) return
- return 1
- GrabStruggle()
- if(grabberSTR && prob(5))
- for(var/mob/a in view(1,src))
- if(a.grabbee == src)
- var escapechance = strength * power.full * 5 / grabberSTR //parenthesis werent necessary due to the order of operations in this particular math because multiplication and division are all done left to right anyway and you only have multiplication and division in this math
- if(prob(escapechance))
- a.grabbee = null
- attacking = 0
- a.attacking = 0
- grabberSTR = null
- view(src) << output("<font color=7#FFFF00>[src] breaks free of [a]'s hold!","ic")
- else view(src) << output("<font color=#FFFFFF>[src] struggles ast [a]'s hold!","ic")
- TryBuild()
- if(CanBuild()) Build_Lay(Target,src)
- CanBuild()
- if(block || !Target || !istype(Target,/obj/Build)) return
- return 1
- SetPlanetGravity()
- gravitylvl = GetPlanetGravity()
- GetPlanetGravity()
- switch(z)
- if(1) return 1
- if(2) return 2
- if(4) return 2
- if(5) return 5
- if(6) return 20
- if(7) return 10
- if(8) return 10
- if(9) return 10
- if(10) return 1
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