// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines. /proc/isxenomorph(A) if(istype(A, /mob/living/carbon/human)) var/mob/living/carbon/human/H = A return istype(H.species, /datum/species/xenos) return 0 /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/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(istype(A, /mob/living/carbon/human) && (A:get_species() == "Unathi")) 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 return 0 /proc/isskrell(A) if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Skrell")) 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("V'krexi") return 1 return 0 /proc/isipc(A) . = 0 if(istype(A, /mob/living/carbon/human)) var/mob/living/carbon/human/H = A . = !!global.mechanical_species[H.get_species()] /proc/isvox(A) if(istype(A, /mob/living/carbon/human)) switch(A:get_species()) if ("Vox") return 1 if ("Vox Pariah") 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/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/hasorgans(A) // Fucking really?? return ishuman(A) 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") /* 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( "head" = 40, "chest" = 10, "groin" = 20, "l_leg" = 20, "r_leg" = 20, "l_arm" = 20, "r_arm" = 20, "l_hand" = 50, "r_hand" = 50, "l_foot" = 50, "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( "head" = 25, "chest" = 70, "groin" = 30, "l_leg" = 25, "r_leg" = 25, "l_arm" = 25, "r_arm" = 25, "l_hand" = 10, "r_hand" = 10, "l_foot" = 10, "r_foot" = 10 ) /proc/check_zone(zone) if(!zone) return "chest" switch(zone) if("eyes") zone = "head" if("mouth") zone = "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["head"]; "head", organ_rel_size["chest"]; "chest", organ_rel_size["groin"]; "groin", organ_rel_size["l_arm"]; "l_arm", organ_rel_size["r_arm"]; "r_arm", organ_rel_size["l_leg"]; "l_leg", organ_rel_size["r_leg"]; "r_leg", organ_rel_size["l_hand"]; "l_hand", organ_rel_size["r_hand"]; "r_hand", organ_rel_size["l_foot"]; "l_foot", organ_rel_size["r_foot"]; "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/weapon/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) phrase = html_decode(phrase) var/leng=lentext(phrase) var/counter=lentext(phrase) var/newphrase="" var/newletter="" while(counter>=1) newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2) 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+="'" //if(9,10) newletter="[newletter]" //if(11,12) newletter="[newletter]" //if(13) newletter="[newletter]" newphrase+="[newletter]";counter-=1 return newphrase /proc/stutter(n) var/te = html_decode(n) var/t = ""//placed before the message. Not really sure what it's for. n = length(n)//length of the entire word var/p = null p = 1//1 is the start of any word while(p <= n)//while P, which starts at 1 is less or equal to N which is the length. var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time. if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z"))) if (prob(10)) n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead. else if (prob(20)) n_letter = text("[n_letter]-[n_letter]-[n_letter]") else if (prob(5)) n_letter = null else n_letter = text("[n_letter]-[n_letter]") t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word. p++//for each letter p is increased to find where the next letter will be. return sanitize(t) 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) /proc/shake_camera(mob/M, duration, strength=1, var/taper = 0) if(!M || !M.client || M.shakecamera || M.stat || isEye(M) || isAI(M)) return M.shakecamera = 1 spawn(2) if(!M.client) return var/atom/oldeye=M.client.eye var/aiEyeFlag = 0 if(istype(oldeye, /mob/eye/aiEye)) aiEyeFlag = 1 var/x for(x=0; x 0) while (strength > 0) strength -= taper if(aiEyeFlag) M.client.eye = locate(dd_range(1,oldeye.loc.x+rand(-strength,strength),world.maxx),dd_range(1,oldeye.loc.y+rand(-strength,strength),world.maxy),oldeye.loc.z) else M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z) sleep(1) M.client.eye=oldeye M.shakecamera = 0 /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.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/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/dead/observer/DM if(istype(subject, /mob/dead/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] " 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(istype(O, /mob)) var/mob/M = O if(M.client) C = M.client else if(istype(O, /client)) 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 if(joined_ghosts) say_dead_direct("The ghost of [name] now [pick("skulks","lurks","prowls","creeps","stalks")] among the dead. [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/weapon/card/id/id = GetIdCard() if(id && istype(id, /obj/item/weapon/card/id/syndicate)) threatcount -= 2 // A proper CentCom id is hard currency. else if(id && istype(id, /obj/item/weapon/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/weapon/gun) || istype(l_hand, /obj/item/weapon/melee)) threatcount += 4 if(istype(r_hand, /obj/item/weapon/gun) || istype(r_hand, /obj/item/weapon/melee)) threatcount += 4 if(istype(belt, /obj/item/weapon/gun) || istype(belt, /obj/item/weapon/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/data/record/R = find_security_record("name", perpname) if(check_records && !R) threatcount += 4 if(check_arrest && R && (R.fields["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(. == SAFE_PERP) return SAFE_PERP if(!istype(src, /mob/living/simple_animal/hostile/retaliate/goat)) threatcount += 4 return threatcount /mob/living/proc/bucklecheck(var/mob/living/user) if (buckled && istype(buckled, /obj/structure)) if (istype(user,/mob/living/silicon/robot)) return 2 else user << "You must unbuckle the subject first" return 0 return 1 /mob/living/carbon/proc/vomit() var/canVomit = 0 var/mob/living/carbon/human/H if (istype(src, /mob/living/carbon/human)) H = src if (H.ingested.total_volume > 0) canVomit = 1 if (nutrition > 0) canVomit = 1 if(canVomit) Stun(4) src.visible_message("[src] vomits!","You vomit!") playsound(loc, 'sound/effects/splat.ogg', 50, 1) var/turf/location = loc if (istype(location, /turf/simulated)) location.add_vomit_floor(src, 1) nutrition -= 60 if (intoxication)//The pain and system shock of vomiting, sobers you up a little intoxication *= 0.8 if (istype(src, /mob/living/carbon/human)) ingested.trans_to_turf(location,30)//Vomiting empties the stomach, transferring 30u reagents to the floor where you vomited else if (prob(50)) src.visible_message("[src] retches, attempting to vomit!","You gag and collapse as you feel the urge to vomit, but there's nothing in your stomach!") Weaken(4) /mob/living/carbon/human/proc/delayed_vomit() if(!check_has_mouth()) return if(stat == DEAD) return if(!lastpuke) lastpuke = 1 src << "You feel nauseous..." spawn(150) //15 seconds until second warning src << "You feel like you are about to throw up!" spawn(100) //and you have 10 more for mad dash to the bucket vomit()//Vomit function is in mob helpers 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/weapon/storage)) var/obj/item/weapon/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 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 // 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, global.mtl_synthetic)) . |= TYPE_SYNTHETIC if (is_type_in_typecache(src, global.mtl_weird)) . |= TYPE_WEIRD // If it's not TYPE_SYNTHETIC or TYPE_WEIRD, we can assume it's TYPE_ORGANIC. if (!(. & (TYPE_SYNTHETIC|TYPE_WEIRD))) . |= TYPE_ORGANIC if (is_type_in_typecache(src, global.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/item/device/multitool/P) if(istype(P)) return P mob/dead/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 ..(aiMulti)