mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-30 00:21:11 +01:00
Mob Destroy Refactoring (#22573)
Refactoring the entire destroy proc path from Mob Human all the way down to Atom while trying to find the causes for the damn mob human hard deletes. This PR comprehensively reorganizes every single stray snowflake var used by /atom/ all the way to /mob/living/carbon/human, and makes sure that every var that COULD store a reference, is now cleared during the entirety of the Mob Destroy() parent hierarchy. This may very well be the end of the lag war. In total, I've hunted down and cleared 39 hanging references between /atom and /mob/living/carbon/human --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com>
This commit is contained in:
@@ -39,14 +39,19 @@
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. = 1
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/mob/living/carbon/Destroy()
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QDEL_NULL(touching)
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species = null
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QDEL_NULL(handcuffed)
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QDEL_NULL(legcuffed)
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QDEL_NULL(op_stage)
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chem_doses?.Cut()
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QDEL_NULL(bloodstr)
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QDEL_NULL(dna)
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QDEL_NULL(touching)
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QDEL_NULL(breathing)
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// Delete and null a direct list of references to our internal organs (such as brain, lungs, heart, etc).
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QDEL_LIST(internal_organs)
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// Null an Associative list of String = Reference to the same organs.
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internal_organs_by_name = null
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internal_organs_by_name?.Cut()
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QDEL_LIST(hallucinations)
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return ..()
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/mob/living/carbon/rejuvenate()
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@@ -50,7 +50,9 @@
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/// Map organ names to organs.
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var/list/organs_by_name = list()
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/// So internal organs have less ickiness too.
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/// List of references to all internal organs
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var/list/internal_organs = list()
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/// Associative List of "name" = ref
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var/list/internal_organs_by_name = list()
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var/list/stasis_sources = list()
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@@ -58,3 +60,8 @@
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/// For special cases where something permanently removes a mob's ability to feel pain.
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var/pain_immune = FALSE
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/// Hallucination spam limit var
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var/next_hallucination = 0
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/// Hallucinations currently affecting the mob. Not to be confused with singular "hallucination" which is a NUM variable like confused/drowsy/eye_blind etc
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var/list/hallucinations = list()
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var/shock_stage = 0
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@@ -7,10 +7,6 @@
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#define COLD_DAMAGE_LEVEL_2 1.5
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#define COLD_DAMAGE_LEVEL_3 3
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/mob/living/carbon/human
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var/datum/dionastats/DS
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/mob/living/carbon/human/proc/setup_gestalt()
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composition_reagent = /singleton/reagent/nutriment //Dionae aren't animals, so eating them doesn't give animal protein
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setup_dionastats()
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@@ -4,21 +4,12 @@
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voice_name = "unknown"
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icon = 'icons/mob/human.dmi'
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icon_state = "body_m_s"
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mob_size = 9 //Based on average weight of a human
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var/pronouns = NEUTER
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/// Used so species that need special items (autoinhalers for vaurca/RMT for offworlders) don't get them twice when they shouldn't.
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var/species_items_equipped
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var/list/hud_list[11]
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/// To check if we've need to roll for damage on movement while an item is imbedded in us.
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var/embedded_flag
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/// This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
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var/obj/item/rig/wearing_rig
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/// Pref holder for the speech bubble style.
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var/speech_bubble_type
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mob_bump_flag = HUMAN
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mob_push_flags = ~HEAVY
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mob_swap_flags = ~HEAVY
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light_system = MOVABLE_LIGHT
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blocks_emissive = EMISSIVE_BLOCK_NONE
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/mob/living/carbon/human/Initialize(mapload, var/new_species = null)
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if(!dna)
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@@ -105,7 +96,7 @@
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set_default_attack(species.unarmed_attacks[1])
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/mob/living/carbon/human/Destroy(force)
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ghost_spawner = null
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QDEL_NULL(ghost_spawner)
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//Srom (Shared Dreaming)
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srom_pulled_by = null
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@@ -118,9 +109,9 @@
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// It's actually the set of all Limbs (left arm, head, leg leg, etc) we have. We Qdel and null the set of all limbs, which is unique to /human.
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QDEL_LIST(organs)
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// Then also null the associative list of those same limbs, which contains the same references.
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organs_by_name = null
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bad_internal_organs = null
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bad_external_organs = null
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QDEL_LIST_ASSOC_VAL(organs_by_name)
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bad_internal_organs?.Cut()
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bad_external_organs?.Cut()
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QDEL_NULL(vessel)
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@@ -150,13 +141,14 @@
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//Yes this is shit, but since someone had the brillant mind to use images for this, we must suffer
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if(length(hud_list))
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for(var/image/hud_overlay/an_hud_overlay in hud_list)
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if(an_hud_overlay.owner)
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an_hud_overlay.owner.client?.images -= an_hud_overlay
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if(length(an_hud_overlay.owner?.client?.images))
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an_hud_overlay.owner.client.images -= an_hud_overlay
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an_hud_overlay.owner = null
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qdel(an_hud_overlay)
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hud_list = null
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hud_list.Cut()
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. = ..()
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wearing_rig = null
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return ..()
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/mob/living/carbon/human/can_devour(atom/movable/victim, var/silent = FALSE)
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if(!should_have_organ(BP_STOMACH))
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@@ -1,8 +1,4 @@
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/mob/living/carbon/human
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light_system = MOVABLE_LIGHT
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blocks_emissive = EMISSIVE_BLOCK_NONE
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// Tail Style
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var/tail_style = null
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@@ -103,10 +99,6 @@
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var/list/gunshot_residue
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var/pulling_punches // Are you trying not to hurt your opponent?
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mob_bump_flag = HUMAN
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mob_push_flags = ~HEAVY
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mob_swap_flags = ~HEAVY
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var/flash_protection = 0 // Total level of flash protection
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var/equipment_tint_total = 0 // Total level of visualy impairing items
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var/equipment_darkness_modifier // Darkvision modifier from equipped items
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@@ -134,3 +126,48 @@
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var/triage_tag = TRIAGE_NONE
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var/lobotomized = FALSE //additional check for isAdvancedToolUser that can be set manually by things
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var/list/organs = list()
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///Container for blood and BLOOD ONLY. Do not transfer other chems here.
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var/datum/reagents/vessel
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/// Used for cryo to free up a slot when a ghost cryos.
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var/datum/weakref/ghost_spawner
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var/next_stance_collapse = 0
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var/datum/dionastats/DS
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var/oxygen_alert = 0
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var/phoron_alert = 0
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var/co2_alert = 0
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var/fire_alert = 0
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var/pressure_alert = 0
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var/temperature_alert = 0
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var/datum/weakref/srom_pulled_by
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var/datum/weakref/srom_pulling
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/// Our set of "raw" overlays that can be modified, but cannot be directly applied to the mob without preprocessing.
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var/list/overlays_raw[TOTAL_LAYERS]
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/// store what the body last looked like, so we only have to update it if something changed
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var/previous_damage_appearance
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var/singleton/origin_item/culture/culture
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var/singleton/origin_item/origin/origin
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var/tmp/centcomm_despawn_timer
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var/pronouns = NEUTER
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/// Used so species that need special items (autoinhalers for vaurca/RMT for offworlders) don't get them twice when they shouldn't.
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var/species_items_equipped
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var/list/hud_list[11]
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/// To check if we've need to roll for damage on movement while an item is imbedded in us.
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var/embedded_flag
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/// This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
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var/obj/item/rig/wearing_rig
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/// Pref holder for the speech bubble style.
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var/speech_bubble_type
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@@ -4,10 +4,6 @@
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eyes.update_colour()
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regenerate_icons()
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/mob/living/carbon/var/list/internal_organs = list()
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/mob/living/carbon/var/shock_stage = 0
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/mob/living/carbon/human/var/list/organs = list()
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/mob/living/carbon/human/proc/recheck_bad_external_organs()
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var/damage_this_tick = getToxLoss()
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var/arterial_check = 0
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@@ -57,9 +53,6 @@
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if (W.infection_check())
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W.germ_level += 1
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/mob/living/carbon/human
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var/next_stance_collapse = 0
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/mob/living/carbon/human/proc/handle_stance()
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// Don't need to process any of this if they aren't standing anyways
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// unless their stance is damaged, and we want to check if they should stay down
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@@ -45,14 +45,6 @@
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///The maximum dose that can be received, above this level all further radiation is taken as damage directly to the body, ignoring armor. Very rapidly fatal.
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#define RADIATION_MAX_DOSE 1000
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/mob/living/carbon/human
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var/oxygen_alert = 0
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var/phoron_alert = 0
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var/co2_alert = 0
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var/fire_alert = 0
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var/pressure_alert = 0
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var/temperature_alert = 0
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/mob/living/carbon/human/Life(seconds_per_tick, times_fired)
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if (transforming)
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return
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@@ -100,10 +100,6 @@ There are several things that need to be remembered:
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ret.layer = layer
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return ret
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/mob/living/carbon/human
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var/list/overlays_raw[TOTAL_LAYERS] // Our set of "raw" overlays that can be modified, but cannot be directly applied to the mob without preprocessing.
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var/previous_damage_appearance // store what the body last looked like, so we only have to update it if something changed
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// Updates overlays from overlays_raw.
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/mob/living/carbon/human/update_icon()
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if (QDELETED(src))
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@@ -1,6 +1,3 @@
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/mob/living
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var/datum/language/default_language
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/mob/living/verb/set_default_language_verb()
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set name = "Set Default Language"
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set category = "IC.Language"
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@@ -196,9 +196,6 @@
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/mob/living/proc/handle_hud_icons_health()
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return
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/mob/living
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var/datum/weakref/last_weather
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/mob/living/proc/is_outside()
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var/turf/T = loc
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return istype(T) && T.is_outside()
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@@ -53,9 +53,6 @@ default behaviour is:
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return TRUE
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return FALSE
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/mob/living
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var/tmp/last_push_notif
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/mob/living/Collide(atom/movable/target_movable_atom)
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if(now_pushing || !loc)
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return
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@@ -922,19 +919,17 @@ default behaviour is:
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AddElement(/datum/element/connect_loc, loc_connections)
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/mob/living/Destroy()
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cameraFollow = null
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if (length(actions))
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for (var/datum/action/action in actions)
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action.Remove(src)
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actions -= action
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//Aiming overlay
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QDEL_NULL(stamina_bar)
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QDEL_LIST(auras)
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QDEL_NULL(psi)
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QDEL_NULL(aiming)
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QDEL_LIST(aimed_at_by)
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//Psi complexus
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QDEL_NULL(psi)
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if(vr_mob)
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vr_mob = null
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if(old_mob)
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old_mob = null
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//Remove contained mobs
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if(loc)
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for(var/mob/M in contents)
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@@ -943,12 +938,11 @@ default behaviour is:
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for(var/mob/M in contents)
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qdel(M)
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QDEL_NULL(reagents)
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if(auras)
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for(var/a in auras)
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remove_aura(a)
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prepared_maneuver = null
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available_maneuvers?.Cut()
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default_language = null
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QDEL_NULL(z_eye)
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QDEL_NULL(last_weather)
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return ..()
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/mob/living/proc/nervous_system_failure()
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@@ -102,3 +102,27 @@
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/// Time since last weather effect
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var/weather_cooldown_time = 0
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var/datum/psi_complexus/psi
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///The obj to overlay on the aim target
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var/obj/aiming_overlay/aiming
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///A list of mobs the target is being aimed at by
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var/list/aimed_at_by
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var/singleton/maneuver/prepared_maneuver
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var/list/available_maneuvers = list()
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var/datum/language/default_language
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var/atom/movable/z_observer/z_eye
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atom_flags = CRITICAL_ATOM
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var/instability = 0
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var/last_instability = 0 // Used to calculate instability delta.
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var/last_instability_event = null // most recent world.time that something bad happened due to instability.
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var/datum/weakref/last_weather
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var/tmp/last_push_notif
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@@ -1,7 +1,3 @@
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/mob/living
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var/singleton/maneuver/prepared_maneuver
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var/list/available_maneuvers = list()
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/mob/living/begin_falling(var/lastloc, var/below)
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if(throwing)
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return
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