diff --git a/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm b/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm index 37d46cbe6d5d..c8f5a7f82c0f 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm @@ -192,12 +192,12 @@ recently_nested = TRUE addtimer(VARSET_CALLBACK(src, recently_nested, FALSE), 5 SECONDS) -/obj/structure/bed/nest/buckle_mob(mob/M as mob, mob/user as mob) +/obj/structure/bed/nest/buckle_mob(mob/mob, mob/user) . = FALSE - if(!isliving(M) || islarva(user) || (get_dist(src, user) > 1) || user.is_mob_restrained() || user.stat || user.lying || M.buckled || !iscarbon(user)) + if(!isliving(mob) || islarva(user) || (get_dist(src, user) > 1) || user.is_mob_restrained() || user.stat || user.lying || mob.buckled || !iscarbon(user)) return - if(isxeno(M)) + if(isxeno(mob)) to_chat(user, SPAN_WARNING("You can't buckle your sisters.")) return @@ -205,69 +205,64 @@ to_chat(user, SPAN_WARNING("There's already someone in [src].")) return - if(M.mob_size > MOB_SIZE_HUMAN) - to_chat(user, SPAN_WARNING("\The [M] is too big to fit in [src].")) + if(mob.mob_size > MOB_SIZE_HUMAN) + to_chat(user, SPAN_WARNING("\The [mob] is too big to fit in [src].")) return - if(!isxeno(user) || issynth(M)) + if(!isxeno(user) || issynth(mob)) to_chat(user, SPAN_WARNING("Gross! You're not touching that stuff.")) return - if(isyautja(M) && !force_nest) - to_chat(user, SPAN_WARNING("\The [M] seems to be wearing some kind of resin-resistant armor!")) + if(isyautja(mob) && !force_nest) + to_chat(user, SPAN_WARNING("\The [mob] seems to be wearing some kind of resin-resistant armor!")) return - if(M == user) + if(mob == user) return - if(ishuman(M)) - var/mob/living/carbon/human/H = M - if(!H.lying) //Don't ask me why is has to be - to_chat(user, SPAN_WARNING("[M] is resisting, ground them.")) + var/mob/living/carbon/human/human = null + if(ishuman(mob)) + human = mob + if(!human.lying) //Don't ask me why is has to be + to_chat(user, SPAN_WARNING("[mob] is resisting, ground them.")) return var/securing_time = 15 // Don't increase the nesting time for monkeys and other species - if(ishuman_strict(M)) + if(ishuman_strict(mob)) securing_time = 75 - user.visible_message(SPAN_WARNING("[user] pins [M] into [src], preparing the securing resin."), - SPAN_WARNING("[user] pins [M] into [src], preparing the securing resin.")) - var/M_loc = M.loc + user.visible_message(SPAN_WARNING("[user] pins [mob] into [src], preparing the securing resin."), + SPAN_WARNING("[user] pins [mob] into [src], preparing the securing resin.")) + var/M_loc = mob.loc if(!do_after(user, securing_time, INTERRUPT_NO_NEEDHAND, BUSY_ICON_HOSTILE)) return - if(M.loc != M_loc) + if(mob.loc != M_loc) return if(buckled_mob) //Just in case to_chat(user, SPAN_WARNING("There's already someone in [src].")) return - if(ishuman(M)) //Improperly stunned Marines won't be nested - var/mob/living/carbon/human/H = M - if(!H.lying) //Don't ask me why is has to be - to_chat(user, SPAN_WARNING("[M] is resisting, ground them.")) + if(human) //Improperly stunned Marines won't be nested + if(!human.lying) //Don't ask me why is has to be + to_chat(user, SPAN_WARNING("[mob] is resisting, ground them.")) return - do_buckle(M, user) - ADD_TRAIT(M, TRAIT_NESTED, TRAIT_SOURCE_BUCKLE) + do_buckle(mob, user) + ADD_TRAIT(mob, TRAIT_NESTED, TRAIT_SOURCE_BUCKLE) - if(!ishuman(M)) + if(!human) return TRUE //Disabling motion detectors and other stuff they might be carrying - var/mob/living/carbon/human/H = M - H.start_nesting_cooldown() - H.disable_special_flags() - H.disable_lights() - H.disable_special_items() - - if(H.mind) - var/choice = alert(M, "You have no possibility of escaping unless freed by your fellow marines, do you wish to Ghost? If you are freed while ghosted, you will be given the choice to return to your body.", ,"Ghost", "Remain") - if(choice == "Ghost") - // Ask to ghostize() so they can reenter, to leave mind and such intact - ghost_of_buckled_mob = M.ghostize(can_reenter_corpse = TRUE) - ghost_of_buckled_mob?.can_reenter_corpse = FALSE // Just don't for now + human.start_nesting_cooldown() + human.disable_special_flags() + human.disable_lights() + human.disable_special_items() + + if(human.client) + human.do_ghost() return TRUE diff --git a/code/modules/mob/dead/observer/observer.dm b/code/modules/mob/dead/observer/observer.dm index ac67471ce30f..3a35eecd8557 100644 --- a/code/modules/mob/dead/observer/observer.dm +++ b/code/modules/mob/dead/observer/observer.dm @@ -396,7 +396,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp ghostize(TRUE) else var/list/options = list("Ghost", "Stay in body") - if(check_rights(R_MOD)) + if(check_other_rights(client, R_MOD, FALSE)) options = list("Aghost") + options var/text_prompt = "Are you -sure- you want to ghost?\n(You are alive. If you ghost, you won't be able to return to your body. You can't change your mind so choose wisely!)" var/is_nested = (buckled && istype(buckled, /obj/structure/bed/nest)) ? TRUE : FALSE @@ -412,8 +412,8 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp AdjustSleeping(2) // Sleep so you will be properly recognized as ghosted var/turf/location = get_turf(src) if(location) //to avoid runtime when a mob ends up in nullspace - msg_admin_niche("[key_name_admin(usr)] has ghosted. [ADMIN_JMP(location)]") - log_game("[key_name_admin(usr)] has ghosted.") + msg_admin_niche("[key_name_admin(client)] has ghosted. [ADMIN_JMP(location)]") + log_game("[key_name_admin(client)] has ghosted.") var/mob/dead/observer/ghost = ghostize((is_nested && nest && !QDELETED(nest))) //FALSE parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3 if(ghost && !is_admin_level(z)) ghost.timeofdeath = world.time