mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-23 16:42:13 +00:00
What: The mind/memory variable is a variable that is used to store IC notes. Players can add to it at will, using the Add Note verb. The problem, is that they can add to this infinitely. This can be weaponized with macros to generate an infinitely long string. Well, infinite in theory, in reality, this will cause DD to OOM and crash. Solution: Capped the length of mind/memory to MAX_PAPER_MESSAGE_LEN (3072) characters. This length is checked when the user attempts to input, and also when the notes are actually edited. The former produces an error for the user, the latter will simply shift the memory contents forward, potentially causing HTML break. But this limit is not likely to be reached via other means.
1338 lines
37 KiB
Plaintext
1338 lines
37 KiB
Plaintext
/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
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mob_list -= src
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dead_mob_list -= src
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living_mob_list -= src
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unset_machine()
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QDEL_NULL(hud_used)
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if(client)
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for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
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qdel(spell_master)
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remove_screen_obj_references()
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for(var/atom/movable/AM in client.screen)
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qdel(AM)
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client.screen = list()
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client.cleanup_parallax_references()
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if (mind)
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mind.handle_mob_deletion(src)
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for(var/infection in viruses)
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qdel(infection)
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for(var/cc in client_colors)
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qdel(cc)
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client_colors = null
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viruses.Cut()
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//Added this to prevent nonliving mobs from ghostising
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//The only non 'living' mobs are:
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//observers (ie ghosts),
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//new_player, an abstraction used to handle people who are sitting in the lobby
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//Freelook, an abstraction used to handle the AI looking through cameras, and possibly remote viewing mutation
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//None of these mobs can 'die' in any sense, and none of them should be able to become ghosts.
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//Ghosts are the only ones that even technically 'exist' and aren't just an abstraction using mob code for convenience
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if (istype(src, /mob/living))
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ghostize()
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if (istype(src.loc, /atom/movable))
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var/atom/movable/AM = src.loc
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LAZYREMOVE(AM.contained_mobs, src)
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MOB_STOP_THINKING(src)
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return ..()
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/mob/proc/remove_screen_obj_references()
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flash = null
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blind = null
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hands = null
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pullin = null
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purged = null
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internals = null
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oxygen = null
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i_select = null
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m_select = null
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toxin = null
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fire = null
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bodytemp = null
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healths = null
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throw_icon = null
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nutrition_icon = null
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hydration_icon = null
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pressure = null
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damageoverlay = null
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pain = null
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item_use_icon = null
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gun_move_icon = null
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gun_setting_icon = null
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spell_masters = null
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zone_sel = null
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/mob/Initialize()
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. = ..()
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mob_list += src
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if(stat == DEAD)
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dead_mob_list += src
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else
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living_mob_list += src
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if (!ckey && mob_thinks)
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MOB_START_THINKING(src)
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/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
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if(!client) return
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if (type)
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if(type & 1 && (sdisabilities & BLIND || blinded || paralysis) )//Vision related
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if (!( alt ))
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return
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else
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msg = alt
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type = alt_type
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if (type & 2 && (sdisabilities & DEAF || ear_deaf))//Hearing related
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if (!( alt ))
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return
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else
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msg = alt
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type = alt_type
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if ((type & 1 && sdisabilities & BLIND))
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return
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// Added voice muffling for Issue 41.
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if(stat == UNCONSCIOUS || sleeping > 0)
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to_chat(src, "<I>... You can almost hear someone talking ...</I>")
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else
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to_chat(src, msg)
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return
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// Show a message to all mobs and objects in sight of this one
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// This would be for visible actions by the src mob
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// message is the message output to anyone who can see e.g. "[src] does something!"
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// self_message (optional) is what the src mob sees e.g. "You do something!"
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// blind_message (optional) is what blind people will hear e.g. "You hear something!"
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/mob/visible_message(var/message, var/self_message, var/blind_message, var/range = world.view)
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var/list/messageturfs = list()//List of turfs we broadcast to.
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var/list/messagemobs = list()//List of living mobs nearby who can hear it, and distant ghosts who've chosen to hear it
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for (var/turf in view(range, get_turf(src)))
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messageturfs += turf
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for(var/A in player_list)
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var/mob/M = A
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if (QDELETED(M))
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warning("Null or QDELETED object [DEBUG_REF(M)] found in player list! Removing.")
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player_list -= M
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continue
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if (!M.client || istype(M, /mob/abstract/new_player))
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continue
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if(get_turf(M) in messageturfs)
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messagemobs += M
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for(var/A in messagemobs)
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var/mob/M = A
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if(self_message && M==src)
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M.show_message(self_message, 1, blind_message, 2)
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else if(M.see_invisible < invisibility) // Cannot view the invisible, but you can hear it.
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if(blind_message)
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M.show_message(blind_message, 2)
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else
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M.show_message(message, 1, blind_message, 2)
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// Designed for mobs contained inside things, where a normal visible message wont actually be visible
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// Useful for visible actions by pAIs, and held mobs
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// Broadcaster is the place the action will be seen/heard from, mobs in sight of THAT will see the message. This is generally the object or mob that src is contained in
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// message is the message output to anyone who can see e.g. "[src] does something!"
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// self_message (optional) is what the src mob sees e.g. "You do something!"
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// blind_message (optional) is what blind people will hear e.g. "You hear something!"
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//This is obsolete now
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/mob/proc/contained_visible_message(var/atom/broadcaster, var/message, var/self_message, var/blind_message)
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var/self_served = 0
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for(var/mob/M in viewers(broadcaster))
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if(self_message && M==src)
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M.show_message(self_message, 1, blind_message, 2)
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self_served = 1
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else if(M.see_invisible < invisibility) // Cannot view the invisible, but you can hear it.
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if(blind_message)
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M.show_message(blind_message, 2)
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else
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M.show_message(message, 1, blind_message, 2)
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if (!self_served)
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src.show_message(self_message, 1, blind_message, 2)
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// Returns an amount of power drawn from the object (-1 if it's not viable).
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// If drain_check is set it will not actually drain power, just return a value.
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// If surge is set, it will destroy/damage the recipient and not return any power.
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// Not sure where to define this, so it can sit here for the rest of time.
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/atom/proc/drain_power(var/drain_check,var/surge, var/amount = 0)
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return -1
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// Show a message to all mobs and objects in earshot of this one
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// This would be for audible actions by the src mob
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// message is the message output to anyone who can hear.
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// self_message (optional) is what the src mob hears.
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// deaf_message (optional) is what deaf people will see.
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// hearing_distance (optional) is the range, how many tiles away the message can be heard.
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/mob/audible_message(var/message, var/deaf_message, var/hearing_distance, var/self_message)
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var/range = world.view
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if(hearing_distance)
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range = hearing_distance
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var/turf/T = get_turf(src)
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var/list/mobs = list()
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var/list/objs = list()
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get_mobs_and_objs_in_view_fast(T, range, mobs, objs)
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for(var/m in mobs)
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var/mob/M = m
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if(self_message && M==src)
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M.show_message(self_message,2,deaf_message,1)
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continue
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M.show_message(message,2,deaf_message,1)
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for(var/o in objs)
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var/obj/O = o
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O.show_message(message,2,deaf_message,1)
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/mob/proc/findname(msg)
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for(var/mob/M in mob_list)
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if (M.real_name == text("[]", msg))
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return M
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return 0
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/mob/proc/movement_delay()
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return 0
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/mob/proc/Life()
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return
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#define UNBUCKLED 0
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#define PARTIALLY_BUCKLED 1
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#define FULLY_BUCKLED 2
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/mob/proc/buckled()
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// Preliminary work for a future buckle rewrite,
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// where one might be fully restrained (like an elecrical chair), or merely secured (shuttle chair, keeping you safe but not otherwise restrained from acting)
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if(!buckled)
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return UNBUCKLED
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return restrained() ? FULLY_BUCKLED : PARTIALLY_BUCKLED
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/mob/proc/is_physically_disabled()
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return incapacitated(INCAPACITATION_DISABLED)
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/mob/proc/cannot_stand()
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return incapacitated(INCAPACITATION_KNOCKDOWN)
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/mob/proc/incapacitated(var/incapacitation_flags = INCAPACITATION_DEFAULT)
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if ((incapacitation_flags & INCAPACITATION_STUNNED) && stunned)
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return 1
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if ((incapacitation_flags & INCAPACITATION_FORCELYING) && (weakened || resting))
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return 1
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if ((incapacitation_flags & INCAPACITATION_KNOCKOUT) && (stat || paralysis || sleeping || (status_flags & FAKEDEATH)))
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return 1
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if((incapacitation_flags & INCAPACITATION_RESTRAINED) && restrained())
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return 1
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if((incapacitation_flags & (INCAPACITATION_BUCKLED_PARTIALLY|INCAPACITATION_BUCKLED_FULLY)))
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var/buckling = buckled()
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if(buckling >= PARTIALLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_PARTIALLY))
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return 1
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if(buckling == FULLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_FULLY))
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return 1
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return 0
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#undef UNBUCKLED
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#undef PARTIALLY_BUCKLED
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#undef FULLY_BUCKLED
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/mob/proc/restrained()
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return
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/mob/proc/reset_view(atom/A)
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if (client)
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if (istype(A, /atom/movable))
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client.perspective = EYE_PERSPECTIVE
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client.eye = A
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else
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if (isturf(loc))
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else
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client.perspective = EYE_PERSPECTIVE
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client.eye = loc
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return
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/mob/proc/show_inv(mob/user as mob)
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user.set_machine(src)
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var/dat = {"
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<B><HR><FONT size=3>[name]</FONT></B>
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<BR><HR>
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<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
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<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
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<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
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<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
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<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
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<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
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<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
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<BR>"}
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user << browse(dat, text("window=mob[];size=325x500", name))
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onclose(user, "mob[name]")
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return
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//mob verbs are faster than object verbs. See http://www.byond.com/forum/?post=1326139&page=2#comment8198716 for why this isn't atom/verb/examine()
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/mob/verb/examinate(atom/A as mob|obj|turf in view())
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set name = "Examine"
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set category = "IC"
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if(!A)
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return
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if((is_blind(src) || usr.stat) && !isobserver(src))
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to_chat(src, "<span class='notice'>Something is there but you can't see it.</span>")
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return 1
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face_atom(A)
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A.examine(src)
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/mob/var/obj/effect/decal/point/pointing_effect = null//Spam control, can only point when the previous pointer qdels
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/mob/verb/pointed(atom/A as mob|obj|turf in view())
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set name = "Point To"
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set category = "Object"
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if(!src || !isturf(src.loc) || !(A in range(world.view, get_turf(src))))
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return 0
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if(istype(A, /obj/effect/decal/point) || pointing_effect)
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return 0
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var/tile = get_turf(A)
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if (!tile)
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return 0
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pointing_effect = new /obj/effect/decal/point(tile)
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pointing_effect.invisibility = invisibility
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addtimer(CALLBACK(src, .proc/clear_point), 20)
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face_atom(A)
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return 1
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/mob/proc/clear_point()
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QDEL_NULL(pointing_effect)
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/datum/mobl // I have no idea what the fuck this is, but it's better for it to be a datum than an /obj/effect.
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var/list/container = list()
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var/master
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/mob/proc/ret_grab(datum/mobl/L, flag)
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if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
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if (!( L ))
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return null
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else
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return L.container
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else
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if (!( L ))
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L = new /datum/mobl
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L.container += src
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L.master = src
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if (istype(l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = l_hand
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if (!(L.container.Find(G.affecting)))
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L.container += G.affecting
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if (G.affecting)
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G.affecting.ret_grab(L, 1)
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if (istype(r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = r_hand
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if (!(L.container.Find(G.affecting)))
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L.container += G.affecting
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if (G.affecting)
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G.affecting.ret_grab(L, 1)
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if (!( flag ))
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if (L.master == src)
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var/list/temp = L.container.Copy()
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qdel(L)
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return temp
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else
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return L.container
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return
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/mob/verb/mode()
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set name = "Activate Held Object"
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set category = "Object"
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set src = usr
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if(istype(loc,/obj/mecha)) return
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if(hand)
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var/obj/item/W = l_hand
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if (W)
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W.attack_self(src)
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update_inv_l_hand()
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else
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var/obj/item/W = r_hand
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if (W)
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W.attack_self(src)
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update_inv_r_hand()
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return
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/mob/verb/memory()
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set name = "Notes"
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set category = "IC"
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if(mind)
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mind.show_memory(src)
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else
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to_chat(src, "The game appears to have misplaced your mind datum, so we can't show you your notes.")
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/mob/verb/add_memory(msg as message)
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set name = "Add Note"
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set category = "IC"
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if (!mind)
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to_chat(src, "The game appears to have misplaced your mind datum, so we can't show you your notes.")
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return
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if (length(mind.memory) >= MAX_PAPER_MESSAGE_LEN)
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to_chat(src, "<span class='danger'>You have exceeded the alotted text size for memories.</span>")
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return
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msg = sanitize(msg)
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if (length(mind.memory + msg) >= MAX_PAPER_MESSAGE_LEN)
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to_chat(src, "<span class='danger'>Your input would exceed the alotted text size for memories. Try again with a shorter message.</span>")
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return
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mind.store_memory(msg)
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/mob/proc/update_flavor_text()
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set src in usr
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if(usr != src)
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to_chat(usr, "No.")
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var/msg = sanitize(input(usr,"Set the flavor text in your 'examine' verb. Can also be used for OOC notes about your character.","Flavor Text",html_decode(flavor_text)) as message|null, extra = 0)
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if(msg != null)
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flavor_text = msg
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/mob/proc/warn_flavor_changed()
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if(flavor_text && flavor_text != "") // don't spam people that don't use it!
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to_chat(src, "<h2 class='alert'>OOC Warning:</h2>")
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to_chat(src, "<span class='alert'>Your flavor text is likely out of date! <a href='byond://?src=\ref[src];flavor_change=1'>Change</a></span>")
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/mob/proc/print_flavor_text()
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if (flavor_text && flavor_text != "")
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var/msg = replacetext(flavor_text, "\n", " ")
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if(lentext(msg) <= 40)
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return "<span class='notice'>[msg]</span>"
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else
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return "<span class='notice'>[copytext_preserve_html(msg, 1, 37)]... <a href='byond://?src=\ref[src];flavor_more=1'>More...</a></span>"
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|
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/*
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/mob/verb/help()
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set name = "Help"
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src << browse('html/help.html', "window=help")
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return
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*/
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/mob/verb/abandon_mob()
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set name = "Respawn"
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set category = "OOC"
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|
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if (!client)
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return//This shouldnt happen
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|
|
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if (!( config.abandon_allowed ))
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to_chat(usr, "<span class='notice'>Respawn is disabled.</span>")
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return
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if (stat != DEAD)
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to_chat(usr, "<span class='notice'><B>You must be dead to use this!</B></span>")
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return
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|
if (SSticker.mode && SSticker.mode.deny_respawn) //BS12 EDIT
|
|
to_chat(usr, "<span class='notice'>Respawn is disabled for this roundtype.</span>")
|
|
return
|
|
else if(!MayRespawn(1, CREW))
|
|
return
|
|
|
|
to_chat(usr, "You can respawn now, enjoy your new life!")
|
|
|
|
log_game("[usr.name]/[usr.key] used abandon mob.",ckey=key_name(usr))
|
|
|
|
to_chat(usr, "<span class='notice'><B>Make sure to play a different character, and please roleplay correctly!</B></span>")
|
|
|
|
if(!client)
|
|
log_game("[usr.key] AM failed due to disconnect.",ckey=key_name(usr))
|
|
return
|
|
client.screen.Cut()
|
|
if(!client)
|
|
log_game("[usr.key] AM failed due to disconnect.",ckey=key_name(usr))
|
|
return
|
|
|
|
announce_ghost_joinleave(client, 0)
|
|
|
|
// Run this here to null out death timers for the next go.
|
|
|
|
var/mob/abstract/new_player/M = new /mob/abstract/new_player()
|
|
|
|
M.reset_death_timers()
|
|
|
|
if(!client)
|
|
log_game("[usr.key] AM failed due to disconnect.",ckey=key_name(usr))
|
|
qdel(M)
|
|
return
|
|
|
|
M.key = key
|
|
if(M.mind)
|
|
M.mind.reset()
|
|
return
|
|
|
|
/client/verb/changes()
|
|
set name = "Changelog"
|
|
set category = "OOC"
|
|
var/datum/asset/changelog = get_asset_datum(/datum/asset/simple/changelog)
|
|
changelog.send(src)
|
|
src << browse('html/changelog.html', "window=changes;size=675x650")
|
|
if(prefs.lastchangelog != changelog_hash)
|
|
prefs.lastchangelog = changelog_hash
|
|
prefs.save_preferences()
|
|
winset(src, "rpane.changelog", "background-color=none;font-style=;")
|
|
|
|
/mob/verb/observe()
|
|
set name = "Observe"
|
|
set category = "OOC"
|
|
var/is_admin = 0
|
|
|
|
if(client.holder && (client.holder.rights & R_ADMIN))
|
|
is_admin = 1
|
|
else if(stat != DEAD || istype(src, /mob/abstract/new_player))
|
|
to_chat(usr, "<span class='notice'>You must be observing to use this!</span>")
|
|
return
|
|
|
|
if(is_admin && stat == DEAD)
|
|
is_admin = 0
|
|
|
|
var/list/names = list()
|
|
var/list/namecounts = list()
|
|
var/list/creatures = list()
|
|
|
|
for(var/obj/O in world) //EWWWWWWWWWWWWWWWWWWWWWWWW ~needs to be optimised
|
|
if(!O.loc)
|
|
continue
|
|
if(istype(O, /obj/item/weapon/disk/nuclear))
|
|
var/name = "Nuclear Disk"
|
|
if (names.Find(name))
|
|
namecounts[name]++
|
|
name = "[name] ([namecounts[name]])"
|
|
else
|
|
names.Add(name)
|
|
namecounts[name] = 1
|
|
creatures[name] = O
|
|
|
|
if(istype(O, /obj/singularity))
|
|
var/name = "Singularity"
|
|
if (names.Find(name))
|
|
namecounts[name]++
|
|
name = "[name] ([namecounts[name]])"
|
|
else
|
|
names.Add(name)
|
|
namecounts[name] = 1
|
|
creatures[name] = O
|
|
|
|
if(istype(O, /obj/machinery/bot))
|
|
var/name = "BOT: [O.name]"
|
|
if (names.Find(name))
|
|
namecounts[name]++
|
|
name = "[name] ([namecounts[name]])"
|
|
else
|
|
names.Add(name)
|
|
namecounts[name] = 1
|
|
creatures[name] = O
|
|
|
|
|
|
for(var/mob/M in sortAtom(mob_list))
|
|
var/name = M.name
|
|
if (names.Find(name))
|
|
namecounts[name]++
|
|
name = "[name] ([namecounts[name]])"
|
|
else
|
|
names.Add(name)
|
|
namecounts[name] = 1
|
|
|
|
creatures[name] = M
|
|
|
|
|
|
client.perspective = EYE_PERSPECTIVE
|
|
|
|
var/eye_name = null
|
|
|
|
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
|
|
eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures
|
|
|
|
if (!eye_name)
|
|
return
|
|
|
|
var/mob/mob_eye = creatures[eye_name]
|
|
|
|
if(client && mob_eye)
|
|
client.eye = mob_eye
|
|
if (is_admin)
|
|
client.adminobs = 1
|
|
if(mob_eye == client.mob || client.eye == client.mob)
|
|
client.adminobs = 0
|
|
|
|
/mob/verb/cancel_camera()
|
|
set name = "Cancel Camera View"
|
|
set category = "OOC"
|
|
unset_machine()
|
|
reset_view(null)
|
|
|
|
/mob/Topic(href, href_list)
|
|
if(href_list["mach_close"])
|
|
var/t1 = text("window=[href_list["mach_close"]]")
|
|
unset_machine()
|
|
src << browse(null, t1)
|
|
|
|
if(href_list["flavor_more"])
|
|
usr << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", name, replacetext(flavor_text, "\n", "<BR>")), text("window=[];size=500x200", name))
|
|
onclose(usr, "[name]")
|
|
if(href_list["flavor_change"])
|
|
update_flavor_text()
|
|
// ..()
|
|
return
|
|
|
|
|
|
/mob/proc/pull_damage()
|
|
if(ishuman(src))
|
|
var/mob/living/carbon/human/H = src
|
|
if(H.health - H.halloss <= config.health_threshold_softcrit)
|
|
for(var/name in H.organs_by_name)
|
|
var/obj/item/organ/external/e = H.organs_by_name[name]
|
|
if(e && H.lying)
|
|
if(((e.status & ORGAN_BROKEN && !(e.status & ORGAN_SPLINTED)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
|
|
return 1
|
|
break
|
|
return 0
|
|
|
|
/mob/MouseDrop(mob/M as mob)
|
|
..()
|
|
if(M != usr) return
|
|
if(usr == src) return
|
|
if(!Adjacent(usr)) return
|
|
if(istype(M,/mob/living/silicon/ai)) return
|
|
show_inv(usr)
|
|
|
|
|
|
/mob/verb/stop_pulling()
|
|
|
|
set name = "Stop Pulling"
|
|
set category = "IC"
|
|
|
|
if(pulling)
|
|
pulling.pulledby = null
|
|
pulling = null
|
|
if(pullin)
|
|
pullin.icon_state = "pull0"
|
|
|
|
/mob/proc/start_pulling(var/atom/movable/AM)
|
|
|
|
if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
|
|
return
|
|
|
|
if (AM.anchored)
|
|
to_chat(src, "<span class='warning'>It won't budge!</span>")
|
|
return
|
|
|
|
var/mob/M = null
|
|
if(ismob(AM))
|
|
M = AM
|
|
if(!can_pull_mobs || !can_pull_size)
|
|
to_chat(src, "<span class='warning'>It won't budge!</span>")
|
|
return
|
|
|
|
if((mob_size < M.mob_size) && (can_pull_mobs != MOB_PULL_LARGER))
|
|
to_chat(src, "<span class='warning'>It won't budge!</span>")
|
|
return
|
|
|
|
if((mob_size == M.mob_size) && (can_pull_mobs == MOB_PULL_SMALLER))
|
|
to_chat(src, "<span class='warning'>It won't budge!</span>")
|
|
return
|
|
|
|
// If your size is larger than theirs and you have some
|
|
// kind of mob pull value AT ALL, you will be able to pull
|
|
// them, so don't bother checking that explicitly.
|
|
|
|
if(!iscarbon(src))
|
|
M.LAssailant = null
|
|
else
|
|
M.LAssailant = usr
|
|
|
|
else if(isobj(AM))
|
|
var/obj/I = AM
|
|
if(!can_pull_size || can_pull_size < I.w_class)
|
|
to_chat(src, "<span class='warning'>It won't budge!</span>")
|
|
return
|
|
|
|
if(pulling)
|
|
var/pulling_old = pulling
|
|
stop_pulling()
|
|
// Are we pulling the same thing twice? Just stop pulling.
|
|
if(pulling_old == AM)
|
|
return
|
|
|
|
src.pulling = AM
|
|
AM.pulledby = src
|
|
|
|
if(pullin)
|
|
pullin.icon_state = "pull1"
|
|
|
|
if(ishuman(AM))
|
|
var/mob/living/carbon/human/H = AM
|
|
if(H.pull_damage())
|
|
to_chat(src, "<span class='danger'>Pulling \the [H] in their current condition would probably be a bad idea.</span>")
|
|
|
|
//Attempted fix for people flying away through space when cuffed and dragged.
|
|
if(M)
|
|
var/mob/pulled = AM
|
|
pulled.inertia_dir = 0
|
|
|
|
/mob/proc/can_use_hands()
|
|
return
|
|
|
|
/mob/proc/is_active()
|
|
return (0 >= usr.stat)
|
|
|
|
/mob/proc/is_dead()
|
|
return stat == DEAD
|
|
|
|
/mob/proc/is_mechanical()
|
|
return FALSE
|
|
|
|
/mob/living/silicon/is_mechanical()
|
|
return TRUE
|
|
|
|
/mob/living/carbon/human/is_mechanical()
|
|
return species && (species.flags & IS_MECHANICAL)
|
|
|
|
/mob/proc/is_ready()
|
|
return client && !!mind
|
|
|
|
/mob/proc/get_gender()
|
|
return gender
|
|
|
|
/mob/proc/see(message)
|
|
if(!is_active())
|
|
return 0
|
|
to_chat(src, message)
|
|
return 1
|
|
|
|
/mob/proc/show_viewers(message)
|
|
for(var/mob/M in viewers())
|
|
M.see(message)
|
|
|
|
/mob/Stat()
|
|
..()
|
|
. = (is_client_active(10 MINUTES))
|
|
|
|
if(.)
|
|
if(statpanel("Status") && SSticker.current_state != GAME_STATE_PREGAME)
|
|
stat("Game ID", game_id)
|
|
stat("Map", current_map.full_name)
|
|
stat("Station Time", worldtime2text())
|
|
stat("Round Duration", get_round_duration_formatted())
|
|
stat("Last Transfer Vote", SSvote.last_transfer_vote ? time2text(SSvote.last_transfer_vote, "hh:mm") : "Never")
|
|
|
|
if(client.holder)
|
|
if(statpanel("Status"))
|
|
stat("Location:", "([x], [y], [z]) [loc]")
|
|
if (LAZYLEN(client.holder.watched_processes))
|
|
for (var/datum/controller/ctrl in client.holder.watched_processes)
|
|
if (!ctrl)
|
|
LAZYREMOVE(client.holder.watched_processes, ctrl)
|
|
else
|
|
ctrl.stat_entry()
|
|
|
|
if(statpanel("MC"))
|
|
stat("CPU:", world.cpu)
|
|
stat("Tick Usage:", world.tick_usage)
|
|
stat("Instances:", num2text(world.contents.len, 7))
|
|
if (config.fastboot)
|
|
stat(null, "FASTBOOT ENABLED")
|
|
if(Master)
|
|
Master.stat_entry()
|
|
else
|
|
stat("Master Controller:", "ERROR")
|
|
if(Failsafe)
|
|
Failsafe.stat_entry()
|
|
else
|
|
stat("Failsafe Controller:", "ERROR")
|
|
if (Master)
|
|
stat(null, "- Subsystems -")
|
|
for(var/datum/controller/subsystem/SS in Master.subsystems)
|
|
if (!Master.initializing && SS.flags & SS_NO_DISPLAY)
|
|
continue
|
|
|
|
SS.stat_entry()
|
|
|
|
if(listed_turf && client)
|
|
if(!TurfAdjacent(listed_turf))
|
|
listed_turf = null
|
|
else
|
|
if(statpanel("Turf"))
|
|
stat("Turf:", listed_turf)
|
|
for(var/atom/A in listed_turf)
|
|
if(!A.mouse_opacity)
|
|
continue
|
|
if(A.invisibility > see_invisible)
|
|
continue
|
|
if(is_type_in_typecache(A, shouldnt_see))
|
|
continue
|
|
stat(A)
|
|
|
|
|
|
// facing verbs
|
|
/mob/proc/canface()
|
|
if(!canmove) return 0
|
|
if(stat) return 0
|
|
if(anchored) return 0
|
|
if(transforming) return 0
|
|
return 1
|
|
|
|
// Not sure what to call this. Used to check if humans are wearing an AI-controlled exosuit and hence don't need to fall over yet.
|
|
/mob/proc/can_stand_overridden()
|
|
return 0
|
|
|
|
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
|
|
/mob/proc/update_canmove()
|
|
|
|
if(!resting && cannot_stand() && can_stand_overridden())
|
|
lying = 0
|
|
canmove = 1
|
|
else
|
|
if(istype(buckled, /obj/vehicle))
|
|
var/obj/vehicle/V = buckled
|
|
if(is_physically_disabled())
|
|
lying = 1
|
|
canmove = 0
|
|
pixel_y = V.mob_offset_y - 5
|
|
else
|
|
if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
|
|
canmove = 1
|
|
pixel_y = V.mob_offset_y
|
|
else if(buckled)
|
|
anchored = 1
|
|
canmove = 0
|
|
if(istype(buckled))
|
|
if(buckled.buckle_lying != -1)
|
|
lying = buckled.buckle_lying
|
|
if(buckled.buckle_movable)
|
|
anchored = 0
|
|
canmove = 1
|
|
else if(captured)
|
|
anchored = 1
|
|
canmove = 0
|
|
lying = 0
|
|
else
|
|
lying = incapacitated(INCAPACITATION_KNOCKDOWN)
|
|
canmove = !incapacitated(INCAPACITATION_DISABLED)
|
|
|
|
if(lying)
|
|
density = 0
|
|
if(l_hand) unEquip(l_hand)
|
|
if(r_hand) unEquip(r_hand)
|
|
else
|
|
density = initial(density)
|
|
|
|
for(var/obj/item/weapon/grab/G in grabbed_by)
|
|
if(G.state >= GRAB_AGGRESSIVE)
|
|
canmove = 0
|
|
break
|
|
|
|
//Temporarily moved here from the various life() procs
|
|
//I'm fixing stuff incrementally so this will likely find a better home.
|
|
//It just makes sense for now. ~Carn
|
|
if( update_icon ) //forces a full overlay update
|
|
update_icon = 0
|
|
regenerate_icons()
|
|
else if( lying != lying_prev )
|
|
update_icons()
|
|
|
|
return canmove
|
|
|
|
|
|
/mob/proc/facedir(var/ndir)
|
|
if(!canface() || (client && client.moving) || (client && world.time < client.move_delay))
|
|
return 0
|
|
set_dir(ndir)
|
|
if(buckled && buckled.buckle_movable)
|
|
buckled.set_dir(ndir)
|
|
if (client)//Fixing a ton of runtime errors that came from checking client vars on an NPC
|
|
client.move_delay += movement_delay()
|
|
return 1
|
|
|
|
|
|
/mob/verb/eastface()
|
|
set hidden = 1
|
|
return facedir(client.client_dir(EAST))
|
|
|
|
|
|
/mob/verb/westface()
|
|
set hidden = 1
|
|
return facedir(client.client_dir(WEST))
|
|
|
|
|
|
/mob/verb/northface()
|
|
set hidden = 1
|
|
return facedir(client.client_dir(NORTH))
|
|
|
|
|
|
/mob/verb/southface()
|
|
set hidden = 1
|
|
return facedir(client.client_dir(SOUTH))
|
|
|
|
|
|
//This might need a rename but it should replace the can this mob use things check
|
|
/mob/proc/IsAdvancedToolUser()
|
|
return 0
|
|
|
|
/mob/proc/Stun(amount)
|
|
if(status_flags & CANSTUN)
|
|
facing_dir = null
|
|
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
|
|
return
|
|
|
|
/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
|
|
if(status_flags & CANSTUN)
|
|
stunned = max(amount,0)
|
|
return
|
|
|
|
/mob/proc/AdjustStunned(amount)
|
|
if(status_flags & CANSTUN)
|
|
stunned = max(stunned + amount,0)
|
|
return
|
|
|
|
/mob/proc/Weaken(amount)
|
|
if(status_flags & CANWEAKEN)
|
|
facing_dir = null
|
|
weakened = max(max(weakened,amount),0)
|
|
update_canmove() //updates lying, canmove and icons
|
|
return
|
|
|
|
/mob/proc/SetWeakened(amount)
|
|
if(status_flags & CANWEAKEN)
|
|
weakened = max(amount,0)
|
|
update_canmove() //updates lying, canmove and icons
|
|
return
|
|
|
|
/mob/proc/AdjustWeakened(amount)
|
|
if(status_flags & CANWEAKEN)
|
|
weakened = max(weakened + amount,0)
|
|
update_canmove() //updates lying, canmove and icons
|
|
return
|
|
|
|
/mob/proc/Paralyse(amount)
|
|
if(status_flags & CANPARALYSE)
|
|
facing_dir = null
|
|
paralysis = max(max(paralysis,amount),0)
|
|
return
|
|
|
|
/mob/proc/SetParalysis(amount)
|
|
if(status_flags & CANPARALYSE)
|
|
paralysis = max(amount,0)
|
|
return
|
|
|
|
/mob/proc/AdjustParalysis(amount)
|
|
if(status_flags & CANPARALYSE)
|
|
paralysis = max(paralysis + amount,0)
|
|
return
|
|
|
|
/mob/proc/Sleeping(amount)
|
|
facing_dir = null
|
|
sleeping = max(max(sleeping,amount),0)
|
|
return
|
|
|
|
/mob/proc/SetSleeping(amount)
|
|
sleeping = max(amount,0)
|
|
return
|
|
|
|
/mob/proc/AdjustSleeping(amount)
|
|
sleeping = max(sleeping + amount,0)
|
|
return
|
|
|
|
/mob/proc/Resting(amount)
|
|
facing_dir = null
|
|
resting = max(max(resting,amount),0)
|
|
return
|
|
|
|
/mob/proc/SetResting(amount)
|
|
resting = max(amount,0)
|
|
return
|
|
|
|
/mob/proc/AdjustResting(amount)
|
|
resting = max(resting + amount,0)
|
|
return
|
|
|
|
/mob/proc/get_species(var/reference = 0)
|
|
return ""
|
|
|
|
/mob/proc/flash_weak_pain()
|
|
flick("weak_pain",pain)
|
|
|
|
/mob/proc/Jitter(amount)
|
|
jitteriness = max(jitteriness,amount,0)
|
|
|
|
/mob/proc/get_visible_implants(var/class = 0)
|
|
var/list/visible_implants = list()
|
|
for(var/obj/item/O in embedded)
|
|
if(O.w_class > class)
|
|
visible_implants += O
|
|
return visible_implants
|
|
|
|
/mob/proc/embedded_needs_process()
|
|
return (embedded.len > 0)
|
|
|
|
mob/proc/yank_out_object()
|
|
set category = "Object"
|
|
set name = "Yank out object"
|
|
set desc = "Remove an embedded item at the cost of bleeding and pain."
|
|
set src in view(1)
|
|
|
|
if(!isliving(usr) || !usr.canClick())
|
|
return
|
|
usr.setClickCooldown(20)
|
|
|
|
if(usr.stat == 1)
|
|
to_chat(usr, "You are unconscious and cannot do that!")
|
|
return
|
|
|
|
if(usr.restrained())
|
|
to_chat(usr, "You are restrained and cannot do that!")
|
|
return
|
|
|
|
var/mob/S = src
|
|
var/mob/U = usr
|
|
var/list/valid_objects = list()
|
|
var/self = null
|
|
|
|
if(S == U)
|
|
self = 1 // Removing object from yourself.
|
|
|
|
valid_objects = get_visible_implants(0)
|
|
if(!valid_objects.len)
|
|
if(self)
|
|
to_chat(src, "You have nothing stuck in your body that is large enough to remove.")
|
|
else
|
|
to_chat(U, "[src] has nothing stuck in their wounds that is large enough to remove.")
|
|
return
|
|
|
|
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
|
|
|
|
if(self)
|
|
to_chat(src, "<span class='warning'>You attempt to get a good grip on [selection] in your body.</span>")
|
|
else
|
|
to_chat(U, "<span class='warning'>You attempt to get a good grip on [selection] in [S]'s body.</span>")
|
|
|
|
if(!do_after(U, 30))
|
|
return
|
|
if(!selection || !S || !U)
|
|
return
|
|
|
|
if(self)
|
|
visible_message("<span class='warning'><b>[src] rips [selection] out of their body.</b></span>","<span class='warning'><b>You rip [selection] out of your body.</b></span>")
|
|
else
|
|
visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s body.</b></span>","<span class='warning'><b>[usr] rips [selection] out of your body.</b></span>")
|
|
valid_objects = get_visible_implants(0)
|
|
if(valid_objects.len == 1) //Yanking out last object - removing verb.
|
|
src.verbs -= /mob/proc/yank_out_object
|
|
|
|
if(ishuman(src))
|
|
var/mob/living/carbon/human/H = src
|
|
var/obj/item/organ/external/affected
|
|
|
|
for(var/obj/item/organ/external/organ in H.organs) //Grab the organ holding the implant.
|
|
for(var/obj/item/O in organ.implants)
|
|
if(O == selection)
|
|
affected = organ
|
|
|
|
affected.implants -= selection
|
|
H.shock_stage+=20
|
|
affected.take_damage((selection.w_class * 3), 0, 0, 1, "Embedded object extraction")
|
|
|
|
if(prob(selection.w_class * 5)) //I'M SO ANEMIC I COULD JUST -DIE-.
|
|
var/datum/wound/internal_bleeding/I = new (min(selection.w_class * 5, 15))
|
|
affected.wounds += I
|
|
H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
|
|
|
|
if (ishuman(U))
|
|
var/mob/living/carbon/human/human_user = U
|
|
human_user.bloody_hands(H)
|
|
|
|
else if(issilicon(src))
|
|
var/mob/living/silicon/robot/R = src
|
|
R.embedded -= selection
|
|
R.adjustBruteLoss(5)
|
|
R.adjustFireLoss(10)
|
|
|
|
selection.forceMove(get_turf(src))
|
|
if(!(U.l_hand && U.r_hand))
|
|
U.put_in_hands(selection)
|
|
|
|
for(var/obj/item/weapon/O in pinned)
|
|
if(O == selection)
|
|
pinned -= O
|
|
if(!pinned.len)
|
|
anchored = 0
|
|
return 1
|
|
|
|
/mob/living/proc/handle_statuses()
|
|
handle_stunned()
|
|
handle_weakened()
|
|
handle_stuttering()
|
|
handle_silent()
|
|
handle_drugged()
|
|
handle_slurring()
|
|
handle_tarded()
|
|
|
|
/mob/living/proc/handle_stunned()
|
|
if(stunned)
|
|
AdjustStunned(-1)
|
|
return stunned
|
|
|
|
/mob/living/proc/handle_weakened()
|
|
if(weakened)
|
|
weakened = max(weakened-1,0) //before you get mad Rockdtben: I done this so update_canmove isn't called multiple times
|
|
return weakened
|
|
|
|
/mob/living/proc/handle_stuttering()
|
|
if(stuttering)
|
|
stuttering = max(stuttering-1, 0)
|
|
return stuttering
|
|
|
|
/mob/living/proc/handle_silent()
|
|
if(silent)
|
|
silent = max(silent-1, 0)
|
|
return silent
|
|
|
|
/mob/living/proc/handle_drugged()
|
|
if(druggy)
|
|
druggy = max(druggy-1, 0)
|
|
return druggy
|
|
|
|
/mob/living/proc/handle_slurring()
|
|
if(slurring)
|
|
slurring = max(slurring-1, 0)
|
|
return slurring
|
|
|
|
/mob/living/proc/handle_tarded()
|
|
if(tarded)
|
|
tarded = max(tarded-1, 0)
|
|
return tarded
|
|
|
|
/mob/living/proc/handle_paralysed() // Currently only used by simple_animal.dm, treated as a special case in other mobs
|
|
if(paralysis)
|
|
AdjustParalysis(-1)
|
|
return paralysis
|
|
|
|
//Check for brain worms in head.
|
|
/mob/proc/has_brain_worms()
|
|
|
|
for(var/I in contents)
|
|
if(istype(I,/mob/living/simple_animal/borer))
|
|
return I
|
|
|
|
return 0
|
|
|
|
/mob/proc/Released()
|
|
//This is called when the mob is let out of a holder
|
|
//Override for mob-specific functionality
|
|
return
|
|
|
|
/mob/proc/updateicon()
|
|
return
|
|
|
|
/mob/verb/face_direction()
|
|
set name = "Face Direction"
|
|
set category = "IC"
|
|
set src = usr
|
|
|
|
set_face_dir(dir)
|
|
|
|
if(!facing_dir)
|
|
to_chat(usr, "You are now not facing anything.")
|
|
else
|
|
to_chat(usr, "You are now facing [dir2text(facing_dir)].")
|
|
|
|
/mob/proc/set_face_dir(var/newdir)
|
|
if(newdir == facing_dir)
|
|
facing_dir = null
|
|
else if(newdir)
|
|
set_dir(newdir)
|
|
facing_dir = newdir
|
|
else if(facing_dir)
|
|
facing_dir = null
|
|
else
|
|
set_dir(dir)
|
|
facing_dir = dir
|
|
|
|
/mob/set_dir(ndir)
|
|
if(facing_dir)
|
|
if(!canface() || lying || buckled || restrained())
|
|
facing_dir = null
|
|
else if(dir != facing_dir)
|
|
return ..(facing_dir)
|
|
else
|
|
return ..(ndir)
|
|
|
|
/mob/forceMove(atom/dest)
|
|
var/atom/movable/AM
|
|
if (dest != loc && istype(dest, /atom/movable))
|
|
AM = dest
|
|
LAZYADD(AM.contained_mobs, src)
|
|
|
|
if (istype(loc, /atom/movable))
|
|
AM = loc
|
|
LAZYREMOVE(AM.contained_mobs, src)
|
|
|
|
. = ..()
|
|
|
|
if (!contained_mobs) // If this is true, the parent will have already called the client hook.
|
|
update_client_hook(loc)
|
|
|
|
/mob/Move()
|
|
. = ..()
|
|
if (. && !contained_mobs && client)
|
|
update_client_hook(loc)
|
|
|
|
/mob/verb/northfaceperm()
|
|
set hidden = 1
|
|
set_face_dir(client.client_dir(NORTH))
|
|
|
|
/mob/verb/southfaceperm()
|
|
set hidden = 1
|
|
set_face_dir(client.client_dir(SOUTH))
|
|
|
|
/mob/verb/eastfaceperm()
|
|
set hidden = 1
|
|
set_face_dir(client.client_dir(EAST))
|
|
|
|
/mob/verb/westfaceperm()
|
|
set hidden = 1
|
|
set_face_dir(client.client_dir(WEST))
|
|
|
|
/mob/proc/adjustEarDamage()
|
|
return
|
|
|
|
/mob/proc/setEarDamage()
|
|
return
|
|
|
|
//Throwing stuff
|
|
|
|
/mob/proc/toggle_throw_mode()
|
|
if (src.in_throw_mode)
|
|
throw_mode_off()
|
|
else
|
|
throw_mode_on()
|
|
|
|
/mob/proc/throw_mode_off()
|
|
src.in_throw_mode = 0
|
|
if(src.throw_icon) //in case we don't have the HUD and we use the hotkey
|
|
src.throw_icon.icon_state = "act_throw_off"
|
|
|
|
/mob/proc/throw_mode_on()
|
|
src.in_throw_mode = 1
|
|
if(src.throw_icon)
|
|
src.throw_icon.icon_state = "act_throw_on"
|
|
|
|
//Admin helpers
|
|
/mob/proc/wind_mob(var/mob/admin)
|
|
if (!admin)
|
|
return
|
|
|
|
if (!check_rights((R_MOD|R_ADMIN), 1, admin))
|
|
return
|
|
|
|
if (alert(admin, "Wind [src]?",,"Yes","No")!="Yes")
|
|
return
|
|
|
|
SetWeakened(200)
|
|
visible_message("<font color='#002eb8'><b>OOC Information:</b></font> <font color='red'>[src] has been winded by a member of staff! Please freeze all roleplay involving their character until the matter is resolved! Adminhelp if you have further questions.</font>", "<font color='red'><b>You have been winded by a member of staff! Please stand by until they contact you!</b></font>")
|
|
log_admin("[key_name(admin)] winded [key_name(src)]!",admin_key=key_name(admin),ckey=key_name(src))
|
|
message_admins("[key_name_admin(admin)] winded [key_name_admin(src)]!", 1)
|
|
|
|
feedback_add_details("admin_verb", "WIND")
|
|
|
|
return
|
|
|
|
/mob/proc/unwind_mob(var/mob/admin)
|
|
if (!admin)
|
|
return
|
|
|
|
if (!check_rights((R_MOD|R_ADMIN), 1, admin))
|
|
return
|
|
|
|
SetWeakened(0)
|
|
visible_message("<font color='#002eb8'><b>OOC Information:</b></font> <font color='green'>[src] has been unwinded by a member of staff!</font>", "<font color='red'><b>You have been unwinded by a member of staff!</b></font>")
|
|
log_admin("[key_name(admin)] unwinded [key_name(src)]!",admin_key=key_name(admin),ckey=key_name(src))
|
|
message_admins("[key_name_admin(admin)] unwinded [key_name_admin(src)]!", 1)
|
|
|
|
feedback_add_details("admin_verb", "UNWIND")
|
|
|
|
return
|
|
|
|
|
|
/mob/proc/is_clumsy()
|
|
if(CLUMSY in mutations)
|
|
return TRUE
|
|
|
|
return FALSE
|
|
|
|
//Helper proc for figuring out if the active hand (or given hand) is usable.
|
|
/mob/proc/can_use_hand()
|
|
return 1
|
|
|
|
/client/proc/check_has_body_select()
|
|
return mob && mob.hud_used && istype(mob.zone_sel, /obj/screen/zone_sel)
|
|
|
|
/client/verb/body_toggle_head()
|
|
set name = "body-toggle-head"
|
|
set hidden = 1
|
|
toggle_zone_sel(list("head","eyes","mouth"))
|
|
|
|
/client/verb/body_r_arm()
|
|
set name = "body-r-arm"
|
|
set hidden = 1
|
|
toggle_zone_sel(list("r_arm","r_hand"))
|
|
|
|
/client/verb/body_l_arm()
|
|
set name = "body-l-arm"
|
|
set hidden = 1
|
|
toggle_zone_sel(list("l_arm","l_hand"))
|
|
|
|
/client/verb/body_chest()
|
|
set name = "body-chest"
|
|
set hidden = 1
|
|
toggle_zone_sel(list("chest"))
|
|
|
|
/client/verb/body_groin()
|
|
set name = "body-groin"
|
|
set hidden = 1
|
|
toggle_zone_sel(list("groin"))
|
|
|
|
/client/verb/body_r_leg()
|
|
set name = "body-r-leg"
|
|
set hidden = 1
|
|
toggle_zone_sel(list("r_leg","r_foot"))
|
|
|
|
/client/verb/body_l_leg()
|
|
set name = "body-l-leg"
|
|
set hidden = 1
|
|
toggle_zone_sel(list("l_leg","l_foot"))
|
|
|
|
/client/proc/toggle_zone_sel(list/zones)
|
|
if(!check_has_body_select())
|
|
return
|
|
var/obj/screen/zone_sel/selector = mob.zone_sel
|
|
selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))
|