// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines. /proc/issmall(A) if(A && istype(A, /mob/living)) var/mob/living/L = A return L.mob_size <= MOB_SMALL return 0 /mob/living/proc/isSynthetic() return 0 /mob/living/carbon/human/isSynthetic() // If they are 100% robotic, they count as synthetic. for(var/obj/item/organ/external/E in organs) if(!(E.status & ORGAN_ROBOT)) return 0 return 1 /mob/living/carbon/human/proc/isFBP() return species && (species.appearance_flags & HAS_FBP) /proc/isMMI(A) if(isbrain(A)) var/mob/living/carbon/brain/B = A return istype(B.container, /obj/item/device/mmi) /mob/living/bot/isSynthetic() return 1 /mob/living/silicon/isSynthetic() return 1 /mob/proc/isMonkey() return 0 /mob/living/carbon/human/isMonkey() return istype(species, /datum/species/monkey) /proc/ishuman_species(A) if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Human")) return 1 return 0 /proc/isunathi(A) if(ishuman(A)) var/mob/living/carbon/human/H = A switch(H.get_species()) if ("Unathi") return 1 if ("Unathi Zombie") return 1 return 0 /proc/istajara(A) if(istype(A, /mob/living/carbon/human)) switch(A:get_species()) if ("Tajara") return 1 if("Zhan-Khazan Tajara") return 1 if("M'sai Tajara") return 1 if ("Tajara Zombie") return 1 return 0 /proc/isskrell(A) if(istype(A, /mob/living/carbon/human)) switch(A:get_species()) if ("Skrell") return 1 if ("Skrell Zombie") return 1 return 0 /proc/isvaurca(A) if(istype(A, /mob/living/carbon/human)) switch(A:get_species()) if("Vaurca Worker") return 1 if("Vaurca Warrior") return 1 if("Vaurca Breeder") return 1 if("Vaurca Warform") return 1 if("V'krexi") return 1 return 0 /proc/isipc(A) . = 0 if(ishuman(A)) var/mob/living/carbon/human/H = A . = H.species && (H.species.flags & IS_MECHANICAL) /proc/isvox(A) if(istype(A, /mob/living/carbon/human)) switch(A:get_species()) if ("Vox") return 1 if ("Vox Armalis") return 1 return 0 /mob/proc/is_diona() //returns which type of diona we are, or zero if (istype(src, /mob/living/carbon/human)) var/mob/living/carbon/human/T = src if (istype(T.species, /datum/species/diona) || istype(src, /mob/living/carbon/human/diona)) return DIONA_WORKER if (istype(src, /mob/living/carbon/alien/diona)) return DIONA_NYMPH return 0 /proc/isskeleton(A) if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Skeleton")) return 1 return 0 /proc/isundead(A) if(istype(A, /mob/living/carbon/human)) switch(A:get_species()) if ("Skeleton") return 1 if ("Zombie") return 1 if ("Tajara Zombie") return 1 if ("Unathi Zombie") return 1 if ("Skrell Zombie") return 1 if ("Apparition") return 1 return 0 /proc/islesserform(A) if(istype(A, /mob/living/carbon/human)) switch(A:get_species()) if ("Monkey") return 1 if ("Farwa") return 1 if ("Neaera") return 1 if ("Stok") return 1 if ("V'krexi") return 1 return 0 proc/isdeaf(A) if(istype(A, /mob)) var/mob/M = A return (M.sdisabilities & DEAF) || M.ear_deaf return 0 proc/iscuffed(A) if(istype(A, /mob/living/carbon)) var/mob/living/carbon/C = A if(C.handcuffed) return 1 return 0 proc/hassensorlevel(A, var/level) var/mob/living/carbon/human/H = A if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under)) var/obj/item/clothing/under/U = H.w_uniform return U.sensor_mode >= level return 0 proc/getsensorlevel(A) var/mob/living/carbon/human/H = A if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under)) var/obj/item/clothing/under/U = H.w_uniform return U.sensor_mode return SUIT_SENSOR_OFF /proc/is_admin(var/mob/user) return check_rights(R_ADMIN, 0, user) != 0 /proc/hsl2rgb(h, s, l) return //TODO: Implement /mob/living/proc/is_wizard(exclude_apprentice = FALSE) if(exclude_apprentice) return mind && mind.assigned_role == "Space Wizard" else return mind && (mind.assigned_role == "Space Wizard" || mind.assigned_role == "Apprentice") /mob/proc/is_berserk() return FALSE /mob/proc/is_pacified() return FALSE /* Miss Chance */ //TODO: Integrate defence zones and targeting body parts with the actual organ system, move these into organ definitions. //The base miss chance for the different defence zones var/list/global/base_miss_chance = list( BP_HEAD = 70, BP_CHEST = 10, BP_GROIN = 20, BP_L_LEG = 20, BP_R_LEG = 20, BP_L_ARM = 30, BP_R_ARM = 30, BP_L_HAND = 50, BP_R_HAND = 50, BP_L_FOOT = 50, BP_R_FOOT = 50 ) //Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack). //Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects. var/list/global/organ_rel_size = list( BP_HEAD = 25, BP_CHEST = 70, BP_GROIN = 30, BP_L_LEG = 25, BP_R_LEG = 25, BP_L_ARM = 25, BP_R_ARM = 25, BP_L_HAND = 10, BP_R_HAND = 10, BP_L_FOOT = 10, BP_R_FOOT = 10 ) /proc/check_zone(zone) if(!zone) return BP_CHEST switch(zone) if(BP_EYES) zone = BP_HEAD if(BP_MOUTH) zone = BP_HEAD return zone // Returns zone with a certain probability. If the probability fails, or no zone is specified, then a random body part is chosen. // Do not use this if someone is intentionally trying to hit a specific body part. // Use get_zone_with_miss_chance() for that. /proc/ran_zone(zone, probability) if (zone) zone = check_zone(zone) if (prob(probability)) return zone var/ran_zone = zone while (ran_zone == zone) ran_zone = pick ( organ_rel_size[BP_HEAD]; BP_HEAD, organ_rel_size[BP_CHEST]; BP_CHEST, organ_rel_size[BP_GROIN]; BP_GROIN, organ_rel_size[BP_L_ARM]; BP_L_ARM, organ_rel_size[BP_R_ARM]; BP_R_ARM, organ_rel_size[BP_L_LEG]; BP_L_LEG, organ_rel_size[BP_R_LEG]; BP_R_LEG, organ_rel_size[BP_L_HAND]; BP_L_HAND, organ_rel_size[BP_R_HAND]; BP_R_HAND, organ_rel_size[BP_L_FOOT]; BP_L_FOOT, organ_rel_size[BP_R_FOOT]; BP_R_FOOT ) return ran_zone // Emulates targetting a specific body part, and miss chances // May return null if missed // miss_chance_mod may be negative. /proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0, var/ranged_attack=0) zone = check_zone(zone) if(!ranged_attack) // you cannot miss if your target is prone or restrained if(target.buckled || target.lying) return zone // if your target is being grabbed aggressively by someone you cannot miss either for(var/obj/item/grab/G in target.grabbed_by) if(G.state >= GRAB_AGGRESSIVE) return zone var/miss_chance = 10 if (zone in base_miss_chance) miss_chance = base_miss_chance[zone] miss_chance = max(miss_chance + miss_chance_mod, 0) if(prob(miss_chance)) if(prob(70)) return null return pick(base_miss_chance) return zone /proc/stars(n, pr) if (pr == null) pr = 25 if (pr <= 0) return null else if (pr >= 100) return n var/te = n var/t = "" n = length(n) var/p = null p = 1 var/intag = 0 while(p <= n) var/char = copytext(te, p, p + 1) if (char == "<") //let's try to not break tags intag = !intag if (intag || char == " " || prob(pr)) t = text("[][]", t, char) else t = text("[]*", t) if (char == ">") intag = !intag p++ return t proc/slur(phrase, strength = 100) phrase = html_decode(phrase) var/leng=length(phrase) var/counter=length(phrase) var/newphrase="" var/newletter="" while(counter>=1) newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2) if(prob(strength)) if(rand(1,3)==3) if(lowertext(newletter)=="o") newletter="u" if(lowertext(newletter)=="s") newletter="ch" if(lowertext(newletter)=="a") newletter="ah" if(lowertext(newletter)=="c") newletter="k" switch(rand(1,15)) if(1,3,5,8) newletter="[lowertext(newletter)]" if(2,4,6,15) newletter="[uppertext(newletter)]" if(7) newletter+="'" newphrase+="[newletter]";counter-=1 return newphrase proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added /* Turn text into complete gibberish! */ var/returntext = "" for(var/i = 1, i <= length(t), i++) var/letter = copytext(t, i, i+1) if(prob(50)) if(p >= 70) letter = "" for(var/j = 1, j <= rand(0, 2), j++) letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*") returntext += letter return returntext /proc/ninjaspeak(n) /* The difference with stutter is that this proc can stutter more than 1 letter The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma. It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N */ var/te = html_decode(n) var/t = "" n = length(n) var/p = 1 while(p <= n) var/n_letter var/n_mod = rand(1,4) if(p+n_mod>n+1) n_letter = copytext(te, p, n+1) else n_letter = copytext(te, p, p+n_mod) if (prob(50)) if (prob(30)) n_letter = text("[n_letter]-[n_letter]-[n_letter]") else n_letter = text("[n_letter]-[n_letter]") else n_letter = text("[n_letter]") t = text("[t][n_letter]") p=p+n_mod return sanitize(t) #define TICKS_PER_RECOIL_ANIM 2 #define PIXELS_PER_STRENGTH_VAL 16 /proc/shake_camera(mob/M, duration, strength = 1) set waitfor = 0 if(!M || !M.client || M.shakecamera || M.stat || isEye(M) || isAI(M)) return M.shakecamera = TRUE strength = abs(strength)*PIXELS_PER_STRENGTH_VAL var/steps = min(1, Floor(duration/TICKS_PER_RECOIL_ANIM))-1 animate(M.client, pixel_x = rand(-(strength), strength), pixel_y = rand(-(strength), strength), time = TICKS_PER_RECOIL_ANIM) sleep(TICKS_PER_RECOIL_ANIM) if(steps) for(var/i = 1 to steps) animate(M.client, pixel_x = rand(-(strength), strength), pixel_y = rand(-(strength), strength), time = TICKS_PER_RECOIL_ANIM) sleep(TICKS_PER_RECOIL_ANIM) M?.shakecamera = FALSE animate(M.client, pixel_x = 0, pixel_y = 0, time = TICKS_PER_RECOIL_ANIM) /proc/findname(msg) for(var/mob/M in mob_list) if (M.real_name == text("[msg]")) return 1 return 0 /mob/proc/abiotic(var/full_body = 0) if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask))) return 1 if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract ))) return 1 return 0 //converts intent-strings into numbers and back var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT) /proc/intent_numeric(argument) if(istext(argument)) switch(argument) if(I_HELP) return 0 if(I_DISARM) return 1 if(I_GRAB) return 2 else return 3 else switch(argument) if(0) return I_HELP if(1) return I_DISARM if(2) return I_GRAB else return I_HURT //change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left /mob/verb/a_intent_change(input as text) set name = "a-intent" set hidden = 1 if(ishuman(src) || isbrain(src) || isslime(src)) switch(input) if(I_HELP,I_DISARM,I_GRAB,I_HURT) a_intent = input if("right") a_intent = intent_numeric((intent_numeric(a_intent)+1) % 4) if("left") a_intent = intent_numeric((intent_numeric(a_intent)+3) % 4) if(hud_used && hud_used.action_intent) hud_used.action_intent.icon_state = "intent_[a_intent]" else if(isrobot(src)) switch(input) if(I_HELP) a_intent = I_HELP if(I_HURT) a_intent = I_HURT if("right","left") a_intent = intent_numeric(intent_numeric(a_intent) - 3) if(hud_used && hud_used.action_intent) if(a_intent == I_HURT) hud_used.action_intent.icon_state = I_HURT else hud_used.action_intent.icon_state = I_HELP proc/is_blind(A) if(istype(A, /mob/living/carbon)) var/mob/living/carbon/C = A if(C.sdisabilities & BLIND || C.blinded) return 1 return 0 /proc/broadcast_security_hud_message(var/message, var/broadcast_source) broadcast_hud_message(message, broadcast_source, sec_hud_users, /obj/item/clothing/glasses/hud/security) /proc/broadcast_medical_hud_message(var/message, var/broadcast_source) broadcast_hud_message(message, broadcast_source, med_hud_users, /obj/item/clothing/glasses/hud/health) /proc/broadcast_hud_message(var/message, var/broadcast_source, var/list/targets, var/icon) var/turf/sourceturf = get_turf(broadcast_source) for(var/mob/M in targets) var/turf/targetturf = get_turf(M) if(targetturf && (targetturf.z == sourceturf.z)) M.show_message("\icon[icon] [message]", 1) /proc/mobs_in_area(var/area/A) var/list/mobs = new for(var/mob/living/M in mob_list) if(get_area(M) == A) mobs += M return mobs //Direct dead say used both by emote and say //It is somewhat messy. I don't know what to do. //I know you can't see the change, but I rewrote the name code. It is significantly less messy now /proc/say_dead_direct(var/message, var/mob/subject = null) var/name var/keyname if(subject && subject.client) var/client/C = subject.client keyname = (C.holder && C.holder.fakekey) ? C.holder.fakekey : C.key if(C.mob) //Most of the time this is the dead/observer mob; we can totally use him if there is no better name var/mindname var/realname = C.mob.real_name if(C.mob.mind) mindname = C.mob.mind.name if(C.mob.mind.original && C.mob.mind.original.real_name) realname = C.mob.mind.original.real_name if(mindname && mindname != realname) name = "[realname] died as [mindname]" else name = realname for(var/mob/M in player_list) if(M.client && ((!istype(M, /mob/abstract/new_player) && M.stat == DEAD) || (M.client.holder && check_rights(R_DEV|R_MOD|R_ADMIN, 0, M))) && (M.client.prefs.toggles & CHAT_DEAD)) var/follow var/lname if(subject) if(subject != M) follow = "[ghost_follow_link(subject, M)] " if(M.stat != DEAD && M.client.holder) follow = "([admin_jump_link(subject, M.client.holder)]) " var/mob/abstract/observer/DM if(istype(subject, /mob/abstract/observer)) DM = subject if(M.client.holder) // What admins see lname = "[keyname][(DM && DM.anonsay) ? "*" : (DM ? "" : "^")] ([name])" else if(DM && DM.anonsay) // If the person is actually observer they have the option to be anonymous lname = "Ghost of [name]" else if(DM) // Non-anons lname = "[keyname] ([name])" else // Everyone else (dead people who didn't ghost yet, etc.) lname = name lname = "[lname] " to_chat(M, "[follow] " + create_text_tag("dead", "DEAD:", M.client) + " [lname][message]") //Announces that a ghost has joined/left, mainly for use with wizards /proc/announce_ghost_joinleave(O, var/joined_ghosts = 1, var/message = "") var/client/C //Accept any type, sort what we want here if(ismob(O)) var/mob/M = O if(M.client) C = M.client else if(isclient(O)) C = O else if(istype(O, /datum/mind)) var/datum/mind/M = O if(M.current && M.current.client) C = M.current.client else if(M.original && M.original.client) C = M.original.client if(C) var/name if(C.mob) var/mob/M = C.mob if(M.mind && M.mind.name) name = M.mind.name if(M.real_name && M.real_name != name) if(name) name += " ([M.real_name])" else name = M.real_name if(!name) name = (C.holder && C.holder.fakekey) ? C.holder.fakekey : C.key var/last_at = "" if(C.mob.lastarea) last_at = " at [C.mob.lastarea]" if(joined_ghosts) say_dead_direct("The ghost of [name] now [pick("skulks","lurks","prowls","creeps","stalks")] among the dead[last_at]. [message]") else say_dead_direct("[name] no longer [pick("skulks","lurks","prowls","creeps","stalks")] in the realm of the dead. [message]") /mob/proc/switch_to_camera(var/obj/machinery/camera/C) if (!C.can_use() || stat || (get_dist(C, src) > 1 || machine != src || blinded || !canmove)) return 0 check_eye(src) return 1 /mob/living/silicon/ai/switch_to_camera(var/obj/machinery/camera/C) if(!C.can_use() || !is_in_chassis()) return 0 eyeobj.setLoc(C) return 1 // Returns true if the mob has a client which has been active in the last given X minutes. /mob/proc/is_client_active(var/active = 1) return client && client.inactivity < active MINUTES /mob/proc/can_eat() return 1 /mob/proc/can_force_feed() return 1 #define SAFE_PERP -50 /mob/living/proc/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest) if(stat == DEAD) return SAFE_PERP return 0 /mob/living/carbon/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest) if(handcuffed) return SAFE_PERP return ..() /mob/living/carbon/human/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest) var/threatcount = ..() if(. == SAFE_PERP) return SAFE_PERP //Agent cards lower threatlevel. var/obj/item/card/id/id = GetIdCard() if(id && istype(id, /obj/item/card/id/syndicate)) threatcount -= 2 // A proper CentCom id is hard currency. else if(id && istype(id, /obj/item/card/id/centcom)) return SAFE_PERP if(check_access && !access_obj.allowed(src)) threatcount += 4 if(auth_weapons && !access_obj.allowed(src)) if(istype(l_hand, /obj/item/gun) || istype(l_hand, /obj/item/melee)) threatcount += 4 if(istype(r_hand, /obj/item/gun) || istype(r_hand, /obj/item/melee)) threatcount += 4 if(istype(belt, /obj/item/gun) || istype(belt, /obj/item/melee)) threatcount += 2 if(species.name != "Human") threatcount += 2 if(check_records || check_arrest) var/perpname = name if(id) perpname = id.registered_name var/datum/record/general/R = SSrecords.find_record("name", perpname) if(check_records && !R) threatcount += 4 if(check_arrest && R && R.security && (R.security.criminal == "*Arrest*")) threatcount += 4 return threatcount /mob/living/simple_animal/hostile/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest) var/threatcount = ..() if(threatcount == SAFE_PERP) return SAFE_PERP if(istype(src, /mob/living/simple_animal/hostile/retaliate/goat) || istype(src, /mob/living/simple_animal/hostile/commanded)) return threatcount return threatcount + 4 /mob/living/proc/bucklecheck(var/mob/living/user) if (buckled && istype(buckled, /obj/structure)) if (istype(user,/mob/living/silicon/robot)) return 2 else to_chat(user, "You must unbuckle the subject first") return 0 return 1 /mob/living/carbon/human/proc/delayed_vomit() if(!check_has_mouth()) return if(stat == DEAD) return if(!lastpuke) lastpuke = 1 to_chat(src, "You feel nauseous...") spawn(150) //15 seconds until second warning to_chat(src, "You feel like you are about to throw up!") spawn(100) //and you have 10 more for mad dash to the bucket empty_stomach() spawn(350) //wait 35 seconds before next volley lastpuke = 0 /obj/proc/get_equip_slot() //This function is called by an object which is somewhere on a humanoid mob //It will return the number of the equipment slot its in if (!istype(loc, /mob/living/carbon/human))//This function is for finding where we are on a human. not valid otherwise return null var/mob/living/carbon/human/H = loc //Now we check various slots on the mob, the order of these is optimised based on how likely we are to be in that slot if (H.l_hand == src) return slot_l_hand else if (H.r_hand == src) return slot_r_hand else if (H.l_store == src) return slot_l_store else if (H.r_store == src) return slot_r_store else if (H.head == src) return slot_head else if (H.wear_suit == src) return slot_wear_suit else if (H.s_store == src) return slot_s_store else if (H.wear_mask == src) return slot_wear_mask else if (H.wear_id == src) return slot_wear_id else if (H.w_uniform == src) return slot_w_uniform else if (H.gloves == src) return slot_gloves else if (H.belt == src) return slot_belt else if (H.back == src) return slot_back else if (H.r_ear == src) return slot_r_ear else if (H.l_ear == src) return slot_l_ear else if (H.shoes == src) return slot_shoes else return null//We failed to find the slot /* Variables to check l_hand r_hand head l_store //Left and right pockets r_store s_store //Suit storage? wear_mask, wear_id w_uniform //the uniform wear_suit gloves belt back r_ear l_ear shoes */ /obj/proc/report_onmob_location(var/justmoved, var/slot = null, var/mob/reportto) var/mob/living/carbon/human/H//The person who the item is on var/newlocation var/preposition= "" var/action = "" var/action3 = "" if (!reportto) return 0 if (istype(loc, /mob/living/carbon/human))//This function is for finding where we are on a human. not valid otherwise H = loc else H = get_holding_mob() if (slot != null) if (slot_l_hand == slot) if (justmoved) action += "now " preposition = "in" action += "being held" action3 = "holds" newlocation = "left hand" else if (slot_r_hand == slot) if (justmoved) action += "now " preposition = "in" action += "being held" action3 = "holds" newlocation = "right hand" else if (slot_l_store == slot) if (justmoved) preposition = "into" action = "placed" action3 = "places" else preposition = "inside" newlocation = "left pocket" else if (slot_r_store == slot) if (justmoved) preposition = "into" action = "placed" action3 = "places" else preposition = "inside" newlocation = "right pocket" else if (slot_s_store == slot) if (justmoved) preposition = "into" action = "placed" action3 = "places" else preposition = "inside" newlocation = "suit storage" else if (justmoved) action += "now " action += "being worn" if (slot_head == slot) preposition = "as" action3 = "wears" newlocation = "hat" else if (slot_wear_suit == slot) preposition = "over" action3 = "wears" newlocation = "uniform" else if (slot_wear_mask == slot) preposition = "on" action3 = "wears" newlocation = "face" else if (slot_wear_id == slot) preposition = "as" action3 = "wears" newlocation = "ID" else if (slot_w_uniform == slot) preposition = "on" action3 = "wears" newlocation = "body" else if (slot_gloves == slot) preposition = "on" action3 = "wears" newlocation = "hands" else if (slot_belt == slot) preposition = "around" action3 = "wears" newlocation = "waist" else if (slot_back == slot) preposition = "on" action3 = "wears" newlocation = "back" else if (slot_r_ear == slot) preposition = "on" action3 = "wears" newlocation = "right shoulder"//Ill use ear slots for wearing mobs on the shoulder in future else if (slot_l_ear == slot) preposition = "on" action3 = "wears" newlocation = "left shoulder" else if (slot_shoes == slot) preposition = "on" action3 = "wears" newlocation = "feet" else if (istype(loc,/obj/item/device/pda)) var/obj/item/device/pda/S = loc newlocation = S.name if (justmoved) preposition = "into" action = "slotted" action3 = "slots" else action = "installed" preposition = "in" else if (istype(loc,/obj/item/storage)) var/obj/item/storage/S = loc newlocation = S.name if (justmoved) preposition = "into" action = "placed" action3 = "places" else action = "tucked" preposition = "inside" if (justmoved) reportto.contained_visible_message(H, "[H] [action3] [reportto] [preposition] their [newlocation]", "You are [action] [preposition] [H]'s [newlocation]", "", 1) else to_chat(reportto, "You are [action] [preposition] [H]'s [newlocation]") /atom/proc/get_holding_mob() //This function will return the mob which is holding this holder, or null if it's not held //It recurses up the hierarchy out of containers until it reaches a mob, or aturf, or hits the limit var/x = 0//As a safety, we'll crawl up a maximum of five layers var/atom/a = src while (x < 5) x++ if (isnull(a)) return null a = a.loc if (istype(a, /turf)) return null//We must be on a table or a floor, or maybe in a wall. Either way we're not held. if (istype(a, /mob)) return a //If none of the above are true, we must be inside a box or backpack or something. Keep recursing up. return null//If we get here, the holder must be buried many layers deep in nested containers. Shouldn't happen //This proc retrieves the relevant time of death from /mob/proc/get_death_time(var/which) var/datum/preferences/P if (client) P = client.prefs else if (ckey) // To avoid runtimes during adminghost. if (copytext(ckey, 1, 2) == "@") P = preferences_datums[copytext(ckey, 2)] else P = preferences_datums[ckey] else return null if (!P) return null return P.time_of_death[which] /mob/proc/set_death_time(var/which, var/value) var/datum/preferences/P if (client) P = client.prefs else if (ckey) // To avoid runtimes during adminghost. if (copytext(ckey, 1, 2) == "@") P = preferences_datums[copytext(ckey, 2)] else P = preferences_datums[ckey] else return 0 if (!P) return 0 P.time_of_death[which] = value return 1 /** * Resets death timers for a mob. Should only be called during new player creation. */ /mob/proc/reset_death_timers() var/datum/preferences/P if (client) P = client.prefs else if (ckey) // To avoid runtimes during adminghost. if (copytext(ckey, 1, 2) == "@") P = preferences_datums[copytext(ckey, 2)] else P = preferences_datums[ckey] else return if (!P) return P.time_of_death.Cut() //Below here is stuff related to devouring, but which is generally helpful and thus placed here //See Devour.dm for more info in how these are used // Returns a bitfield representing the mob's type as relevant to the devour system. /mob/proc/find_type() return 0 /mob/living/carbon/human/find_type() . = ..() . |= isSynthetic() ? TYPE_SYNTHETIC : TYPE_ORGANIC if (!islesserform(src)) . |= TYPE_HUMANOID /mob/living/carbon/slime/find_type() . = ..() . |= TYPE_WEIRD /mob/living/bot/find_type() . = ..() . |= TYPE_SYNTHETIC /mob/living/silicon/find_type() . = ..() . |= TYPE_SYNTHETIC // Yeah, I'm just going to cheat and do istype(src) checks here. // It's not worth adding a proc for every single one of these types. /mob/living/simple_animal/find_type() . = ..() if (is_type_in_typecache(src, SSmob.mtl_synthetic)) . |= TYPE_SYNTHETIC if (is_type_in_typecache(src, SSmob.mtl_weird)) . |= TYPE_WEIRD if (is_type_in_typecache(src, SSmob.mtl_incorporeal)) . |= TYPE_INCORPOREAL // If it's not TYPE_SYNTHETIC, TYPE_WEIRD or TYPE_INCORPOREAL, we can assume it's TYPE_ORGANIC. if (!(. & (TYPE_SYNTHETIC|TYPE_WEIRD|TYPE_INCORPOREAL))) . |= TYPE_ORGANIC if (is_type_in_typecache(src, SSmob.mtl_humanoid)) . |= TYPE_HUMANOID /mob/living/proc/get_vessel(create = FALSE) if (!create) return //we make a new vessel for whatever creature we're devouring. this allows blood to come from creatures that can't normally bleed //We create an MD5 hash of the mob's reference to use as its DNA string. //This creates unique DNA for each creature in a consistently repeatable process var/datum/reagents/vessel = new/datum/reagents(600) vessel.add_reagent("blood",560) for(var/datum/reagent/blood/B in vessel.reagent_list) if(B.id == "blood") B.data = list( "donor" = WEAKREF(src), "viruses" = null, "species" = name, "blood_DNA" = md5("\ref[src]"), "blood_colour" = "#a10808", "blood_type" = null, "resistances" = null, "trace_chem" = null, "virus2" = null, "antibodies" = list() ) B.color = B.data["blood_colour"] return vessel /mob/living/carbon/human/get_vessel(create = FALSE) . = vessel /mob/living/carbon/alien/diona/get_vessel(create = FALSE) . = vessel #define POSESSIVE_PRONOUN 0 #define POSESSIVE_ADJECTIVE 1 #define REFLEXIVE 2 #define SUBJECTIVE_PERSONAL 3 #define OBJECTIVE_PERSONAL 4 /mob/proc/get_pronoun(var/type) switch (type) if (POSESSIVE_PRONOUN) switch(gender) if (MALE) return "his" if (FEMALE) return "hers" else return "theirs" if (POSESSIVE_ADJECTIVE) switch(gender) if (MALE) return "his" if (FEMALE) return "her" else return "their" if (REFLEXIVE) switch(gender) if (MALE) return "himself" if (FEMALE) return "herself" else return "themselves" if (SUBJECTIVE_PERSONAL) switch(gender) if (MALE) return "he" if (FEMALE) return "she" else return "they" if (OBJECTIVE_PERSONAL) switch(gender) if (MALE) return "him" if (FEMALE) return "her" else return "them" else return "its"//Something went wrong #undef SAFE_PERP /mob/proc/get_multitool(var/obj/P) if(P.ismultitool()) return P /mob/abstract/observer/get_multitool() return can_admin_interact() && ..(ghost_multitool) /mob/living/carbon/human/get_multitool() return ..(get_active_hand()) /mob/living/silicon/robot/get_multitool() return ..(get_active_hand()) /mob/living/silicon/ai/get_multitool() return ..(ai_multi) /mob/proc/get_hydration_mul(var/minscale = 0, var/maxscale = 1) if(status_flags & GODMODE) //Godmode return maxscale if(max_hydration <= 0) //Has no hydration return maxscale var/hydration_mul = hydration/max_hydration if(hydration_mul >= CREW_HYDRATION_OVERHYDRATED) return minscale + ( (maxscale - minscale) * 0.66) if(hydration_mul <= CREW_HYDRATION_DEHYDRATED) return minscale if(hydration_mul <= CREW_HYDRATION_VERYTHIRSTY) return minscale + ( (maxscale - minscale) * 0.33) if(hydration_mul <= CREW_HYDRATION_THIRSTY) return minscale + ( (maxscale - minscale) * 0.66) return minscale + ( (maxscale - minscale) * 1) /mob/proc/get_nutrition_mul(var/minscale = 0, var/maxscale = 1) if(status_flags & GODMODE) //Godmode return maxscale if(max_nutrition <= 0) //Has no nutrition return maxscale var/nutrition_mul = nutrition/max_nutrition if(nutrition_mul >= CREW_NUTRITION_OVEREATEN) return minscale + ( (maxscale - minscale) * 0.66) if(nutrition_mul <= CREW_NUTRITION_STARVING) return minscale if(nutrition_mul <= CREW_NUTRITION_VERYHUNGRY) return minscale + ( (maxscale - minscale) * 0.33) if(nutrition_mul <= CREW_NUTRITION_HUNGRY) return minscale + ( (maxscale - minscale) * 0.66) return minscale + ( (maxscale - minscale) * 1) /mob/proc/adjustNutritionLoss(var/amount) if(max_nutrition <= 0) return FALSE nutrition = max(0,min(max_nutrition,nutrition - amount)) return TRUE /mob/proc/adjustHydrationLoss(var/amount) if(max_hydration <= 0) return FALSE hydration = max(0,min(max_hydration,hydration - amount)) return TRUE /mob/proc/get_accumulated_vision_handlers() var/result[2] var/asight = 0 var/ainvis = 0 for(var/atom/vision_handler in additional_vision_handlers) //Grab their flags asight |= vision_handler.additional_sight_flags() ainvis = max(ainvis, vision_handler.additional_see_invisible()) result[1] = asight result[2] = ainvis return result /mob/proc/remove_blood_simple(var/blood) return