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Revert "Slipping and Smashing." #5285

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4 changes: 0 additions & 4 deletions code/controllers/subsystem/movement/movement_types.dm
Original file line number Diff line number Diff line change
Expand Up @@ -129,10 +129,6 @@

SEND_SIGNAL(src, COMSIG_MOVELOOP_POSTPROCESS, result, delay * visual_delay)

if(result == MOVELOOP_FAILURE && ishuman(src.moving) && istype(src, /datum/move_loop/has_target/move_towards)) // Tell the mob we slipped and what happened
var/datum/move_loop/has_target/move_towards/collide_move = src
SEND_SIGNAL(src.moving, COMSIG_MOVELOOP_POSTPROCESS, result, delay * visual_delay, collide_move.moving_towards, src)

if(QDELETED(src) || result != MOVELOOP_SUCCESS) //Can happen
return

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18 changes: 0 additions & 18 deletions code/datums/components/force_move.dm
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,6 @@
var/datum/move_loop/loop = SSmove_manager.move_towards(mob_parent, target, delay = 1, timeout = dist)
RegisterSignal(mob_parent, COMSIG_MOB_CLIENT_PRE_LIVING_MOVE, PROC_REF(stop_move))
RegisterSignal(mob_parent, COMSIG_ATOM_PRE_PRESSURE_PUSH, PROC_REF(stop_pressure))
RegisterSignal(mob_parent, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(slip_crash))
if(spin)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(slip_spin))
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(loop_ended))
Expand All @@ -30,23 +29,6 @@
var/mob/mob_parent = parent
mob_parent.spin(1, 1)

/datum/component/force_move/proc/slip_crash(datum/source, result, delay, turf/target_turf, datum/blocked)
SIGNAL_HANDLER
if(!result && ishuman(parent) && istype(blocked, /datum/move_loop/has_target/move_towards)) // Something prevented us from moving into the space.
var/obj/machinery/heavy_weight = (locate(/obj/machinery/vending) in target_turf)
var/datum/move_loop/has_target/move_towards/blocked_move = blocked
if(istype(heavy_weight, /obj/machinery/vending)) // When a stoppable force hits immovable capitalism.
blocked_move.lifetime = -1
INVOKE_ASYNC(heavy_weight, /obj/machinery/vending/proc/tilt, parent) // We hit the machine so let them hit back.

else
// We hit a structure and we need to keep going.
var/mob/living/mob_parent = parent
mob_parent.Immobilize(0.8 SECONDS) // Prevent them from throw bending around objects.
// We don't exactly know what stopped us. So throw us at the turf and let physics handle it.
blocked_move.lifetime = -1
INVOKE_ASYNC(mob_parent, /atom/movable/proc/throw_at, target_turf, 1, 1)

/datum/component/force_move/proc/loop_ended(datum/source)
SIGNAL_HANDLER
if(QDELETED(src))
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3 changes: 0 additions & 3 deletions code/modules/recycling/disposal/bin.dm
Original file line number Diff line number Diff line change
Expand Up @@ -408,9 +408,6 @@
else
visible_message(span_notice("[AM] bounces off of [src]'s rim!"))
return ..()
if(ishuman(AM) && AM.CanEnterDisposals())
AM.forceMove(src)
flush() // Might need to use do_flush if this causes problems.
else
return ..()

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