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https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-22 07:13:08 +00:00
Part 2 of the PR series to bring /tg/'s and bay's plane masters to Aurora, the lack of which is blocking several features we want. This ports over the easier to understand Bay version of plane masters, which is detailed in the relevant readme file in the code. Example effect code for a warp effect is also in, which has been implemented for gravity catapults. Relies on #18741 --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Cody Brittain <cbrittain10@live.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
1468 lines
41 KiB
Plaintext
1468 lines
41 KiB
Plaintext
#define UNBUCKLED 0
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#define PARTIALLY_BUCKLED 1
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#define FULLY_BUCKLED 2
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/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
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MOB_STOP_THINKING(src)
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GLOB.mob_list -= src
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GLOB.dead_mob_list -= src
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GLOB.living_mob_list -= src
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unset_machine()
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QDEL_NULL(hud_used)
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lose_hearing_sensitivity()
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QDEL_LIST(spell_masters)
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remove_screen_obj_references()
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if(client)
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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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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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item_verbs = null
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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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QDEL_NULL(ability_master)
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return ..()
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/mob/New()
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// This needs to happen IMMEDIATELY. I'm sorry :(
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GenerateTag()
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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/var/should_add_to_mob_list = TRUE
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/mob/Initialize()
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. = ..()
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if(should_add_to_mob_list)
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GLOB.mob_list += src
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if(stat == DEAD)
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GLOB.dead_mob_list += src
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else
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GLOB.living_mob_list += src
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if (!ckey && mob_thinks)
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MOB_START_THINKING(src)
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become_hearing_sensitive()
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/**
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* Generate the tag for this mob
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*
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* This is simply "mob_"+ a global incrementing counter that goes up for every mob
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*/
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/mob/GenerateTag()
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. = ..()
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tag = "mob_[next_mob_id++]"
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/mob/verb/say_wrapper()
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set name = ".Say"
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set hidden = TRUE
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winset(src, null, "command=[client.tgui_say_create_open_command(SAY_CHANNEL)]")
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/mob/verb/me_wrapper()
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set name = ".Me"
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set hidden = TRUE
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winset(src, null, "command=[client.tgui_say_create_open_command(ME_CHANNEL)]")
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/client/verb/typing_indicator()
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set name = "Show/Hide Typing Indicator"
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set category = "Preferences"
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set desc = "Toggles showing an indicator when you are typing emote or say message."
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prefs.toggles ^= HIDE_TYPING_INDICATOR
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prefs.save_preferences()
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to_chat(src, "You will [(prefs.toggles & HIDE_TYPING_INDICATOR) ? "no longer" : "now"] display a typing indicator.")
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feedback_add_details("admin_verb","TID") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/mob/proc/set_stat(var/new_stat)
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. = stat != new_stat
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if(.)
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stat = new_stat
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/mob/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 && isdeaf(src))//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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/mob/visible_message(message, self_message, blind_message, range = world.view, show_observers = TRUE, intent_message = null, intent_range = 7)
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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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var/list/messageobjs = list() //list of objs nearby who can see 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 GLOB.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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GLOB.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) || (show_observers && isobserver(M) && (M.client.prefs.toggles & CHAT_GHOSTSIGHT)))
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messagemobs += M
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for(var/o in GLOB.listening_objects)
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var/obj/O = o
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var/turf/O_turf = get_turf(O)
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if(O && (O_turf in messageturfs))
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messageobjs += O
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for(var/A in messagemobs)
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var/mob/M = A
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if(isobserver(M))
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M.show_message("[ghost_follow_link(src, M)] [message]", 1)
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continue
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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(is_invisible_to(M)) // 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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for(var/o in messageobjs)
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var/obj/O = o
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O.see_emote(src, message)
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if(intent_message)
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intent_message(intent_message, intent_range, messagemobs)
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//Multiz, have shadow do same
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if(bound_overlay)
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bound_overlay.visible_message(message, blind_message, range)
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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, var/ghost_hearing = GHOSTS_ALL_HEAR)
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if(!hearing_distance)
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hearing_distance = world.view
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var/list/hearers = get_hearers_in_view(hearing_distance, src)
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for (var/atom/movable/AM as anything in hearers)
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if(self_message && AM == src)
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AM.show_message("[get_accent_icon(null, src)] [self_message]", 2, deaf_message, 1)
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continue
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AM.show_message("[get_accent_icon(null, ismob(AM) ? AM : src)] [message]", 2, deaf_message, 1)
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/mob/proc/findname(msg)
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for(var/mob/M in GLOB.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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if(lying) //Crawling, it's slower
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. += (8 + ((weakened * 3) + (confused * 2)))
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. = get_pulling_movement_delay()
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/mob/proc/get_pulling_movement_delay()
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. = 0
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if(istype(pulling, /obj/structure))
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var/obj/structure/P = pulling
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if(P.buckled || locate(/mob) in P.contents)
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. += P.slowdown
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/mob/proc/Life()
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return
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/mob/proc/buckled_to()
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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_to)
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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 MOB_IS_INCAPACITATED(INCAPACITATION_DISABLED)
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/mob/proc/cannot_stand()
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return MOB_IS_INCAPACITATED(INCAPACITATION_KNOCKDOWN)
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// Inside this file, you should use MOB_IS_INCAPACITATED for performance reasons
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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_to()
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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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/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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A = A ? A : eyeobj
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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)
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user.set_machine(src)
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var/dat = {"
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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/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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var/datum/browser/mob_win = new(user, "mob[name]", capitalize_first_letters(name))
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mob_win.set_content(dat)
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mob_win.open()
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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/ExaminateVerb(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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examinate(usr, A)
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/mob/proc/can_examine()
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if(client?.eye == src)
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return TRUE
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return FALSE
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/mob/living/silicon/pai/can_examine()
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. = ..()
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if(!.)
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var/atom/our_holder = recursive_loc_turf_check(src, 5)
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if(isturf(our_holder.loc)) // Are we folded on the ground?
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return TRUE
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/mob/living/simple_animal/borer/can_examine()
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. = ..()
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if(!. && iscarbon(loc) && isturf(loc.loc)) // We're inside someone, let us examine still.
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return TRUE
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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(!isturf(src.loc) || !(A in range(world.view, get_turf(src))))
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return FALSE
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if(next_point_time >= world.time)
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return FALSE
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next_point_time = world.time + 25
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face_atom(A)
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if(isturf(A))
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if(pointing_effect)
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end_pointing_effect()
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pointing_effect = new /obj/effect/decal/point(A)
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pointing_effect.set_invisibility(invisibility)
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addtimer(CALLBACK(src, PROC_REF(end_pointing_effect), pointing_effect), 2 SECONDS)
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else if(!invisibility)
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var/atom/movable/M = A
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M.add_filter("pointglow", 1, list(type = "drop_shadow", x = 0, y = -1, offset = 1, size = 1, color = "#F00"))
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addtimer(CALLBACK(M, TYPE_PROC_REF(/atom/movable, remove_filter), "pointglow"), 2 SECONDS)
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A.handle_pointed_at(src)
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SEND_SIGNAL(src, COMSIG_MOB_POINT, A)
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return TRUE
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/mob/proc/end_pointing_effect()
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QDEL_NULL(pointing_effect)
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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(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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attack_empty_hand(BP_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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else
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attack_empty_hand(BP_R_HAND)
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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
|
|
if(usr != src)
|
|
to_chat(usr, "No.")
|
|
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)
|
|
|
|
if(msg != null)
|
|
flavor_text = msg
|
|
|
|
/mob/proc/warn_flavor_changed()
|
|
if(flavor_text && flavor_text != "") // don't spam people that don't use it!
|
|
to_chat(src, "<h2 class='alert'>OOC Warning:</h2>")
|
|
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>")
|
|
|
|
/mob/proc/print_flavor_text()
|
|
if (flavor_text && flavor_text != "")
|
|
var/msg = replacetext(flavor_text, "\n", " ")
|
|
if(length(msg) <= 40)
|
|
return "<span class='message linkify'>[msg]</span>"
|
|
else
|
|
return "<span class='message linkify'>[copytext_preserve_html(msg, 1, 37)]...</span> <a href='byond://?src=\ref[src];flavor_more=1'>More...</a>"
|
|
|
|
/mob/verb/abandon_mob()
|
|
set name = "Respawn"
|
|
set category = "OOC"
|
|
|
|
if (!client)
|
|
return//This shouldnt happen
|
|
|
|
var/failure = null
|
|
if (!( GLOB.config.abandon_allowed ))
|
|
failure = "Respawn is disabled."
|
|
else if (stat != DEAD)
|
|
failure = "You must be dead to use this!"
|
|
else if (SSticker.mode && SSticker.mode.deny_respawn)
|
|
failure = "Respawn is disabled for this roundtype."
|
|
else if(!MayRespawn(1, CREW))
|
|
failure = ""
|
|
|
|
if(!isnull(failure))
|
|
if(check_rights(R_ADMIN, show_msg = FALSE))
|
|
if(failure == "")
|
|
failure = "You are not allowed to respawn."
|
|
if(alert(failure + " Override?", "Respawn not allowed", "Yes", "Cancel") != "Yes")
|
|
return
|
|
log_admin("[key_name(usr)] bypassed respawn restrictions (they failed with message \"[failure]\").", admin_key=key_name(usr))
|
|
else
|
|
if(failure != "")
|
|
to_chat(usr, SPAN_DANGER(failure))
|
|
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>")
|
|
|
|
client?.screen.Cut()
|
|
if(!client)
|
|
log_game("[usr.key] AM failed due to disconnect.", ckey=key_name(usr))
|
|
return
|
|
|
|
announce_ghost_joinleave(client, 0)
|
|
|
|
var/mob/abstract/new_player/M = new /mob/abstract/new_player()
|
|
|
|
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()
|
|
M.client.init_verbs()
|
|
return
|
|
|
|
/client/verb/changes()
|
|
set name = "Changelog"
|
|
set category = "OOC"
|
|
if(!GLOB.changelog_tgui)
|
|
GLOB.changelog_tgui = new /datum/changelog()
|
|
|
|
GLOB.changelog_tgui.ui_interact(mob)
|
|
if(prefs.lastchangelog != GLOB.changelog_hash)
|
|
prefs.lastchangelog = GLOB.changelog_hash
|
|
prefs.save_preferences()
|
|
winset(src, "infowindow.changelog", "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/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(GLOB.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"])
|
|
var/datum/tgui_module/flavor_text/FT = new /datum/tgui_module/flavor_text(usr, capitalize_first_letters(name), flavor_text)
|
|
FT.ui_interact(usr)
|
|
|
|
if(href_list["accent_tag"])
|
|
var/datum/accent/accent = SSrecords.accents[href_list["accent_tag"]]
|
|
if(accent && istype(accent))
|
|
var/datum/browser/accent_win = new(usr, accent.name, capitalize_first_letters(accent.name), 500, 250)
|
|
var/html = "[accent.description]<br>"
|
|
var/datum/asset/spritesheet/S = get_asset_datum(/datum/asset/spritesheet/chat)
|
|
html += "[S.css_tag()]<br>"
|
|
html += {"[S.icon_tag(accent.tag_icon)]<br>"}
|
|
html += "([accent.text_tag])<br>"
|
|
accent_win.set_content(html)
|
|
accent_win.open()
|
|
|
|
if(href_list["flavor_change"])
|
|
update_flavor_text()
|
|
|
|
|
|
/mob/proc/pull_damage()
|
|
return 0
|
|
|
|
/mob/living/carbon/human/pull_damage()
|
|
if(!lying || getBruteLoss() + getFireLoss() < 100)
|
|
return 0
|
|
for(var/thing in organs)
|
|
var/obj/item/organ/external/e = thing
|
|
if(!e || e.is_stump())
|
|
continue
|
|
if((e.status & ORGAN_BROKEN) && !(e.status & ORGAN_SPLINTED))
|
|
return 1
|
|
if(e.status & ORGAN_BLEEDING)
|
|
return 1
|
|
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)
|
|
if(!AM.buckled_to)
|
|
to_chat(src, "<span class='warning'>It won't budge!</span>")
|
|
else
|
|
start_pulling(AM.buckled_to) //Pull the thing they're buckled to instead.
|
|
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(length(M.grabbed_by))
|
|
to_chat(src, SPAN_WARNING("You can't pull someone being held in a grab!"))
|
|
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 = WEAKREF(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
|
|
SSmove_manager.stop_looping(AM)
|
|
|
|
if(pullin)
|
|
pullin.icon_state = "pull1"
|
|
|
|
if(ishuman(AM))
|
|
var/mob/living/carbon/human/H = AM
|
|
if(H.lying) // If they're on the ground we're probably dragging their arms to move them
|
|
visible_message(SPAN_WARNING("\The [src] leans down and grips \the [H]'s arms."), SPAN_NOTICE("You lean down and grip \the [H]'s arms."))
|
|
else //Otherwise we're probably just holding their arm to lead them somewhere
|
|
visible_message(SPAN_WARNING("\The [src] grips \the [H]'s arm."), SPAN_NOTICE("You grip \the [H]'s arm."))
|
|
playsound(loc, /singleton/sound_category/grab_sound, 25, FALSE, -1) //Quieter than hugging/grabbing but we still want some audio feedback
|
|
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/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)
|
|
|
|
// 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(in_neck_grab())
|
|
lying = FALSE
|
|
for(var/obj/item/grab/G in grabbed_by)
|
|
if(G.force_down)
|
|
lying = TRUE
|
|
break
|
|
else if(!resting && cannot_stand() && can_stand_overridden())
|
|
lying = FALSE
|
|
lying_is_intentional = FALSE
|
|
canmove = TRUE
|
|
else
|
|
if(istype(buckled_to, /obj/vehicle))
|
|
var/obj/vehicle/V = buckled_to
|
|
if(is_physically_disabled())
|
|
lying = TRUE
|
|
lying_is_intentional = FALSE
|
|
canmove = FALSE
|
|
pixel_y = V.mob_offset_y - 5
|
|
else
|
|
if(buckled_to.buckle_lying != -1) lying = buckled_to.buckle_lying
|
|
lying_is_intentional = FALSE
|
|
canmove = TRUE
|
|
pixel_y = V.mob_offset_y
|
|
else if(buckled_to)
|
|
anchored = TRUE
|
|
canmove = FALSE
|
|
if(isobj(buckled_to))
|
|
if(buckled_to.buckle_lying != -1)
|
|
lying = buckled_to.buckle_lying
|
|
lying_is_intentional = FALSE
|
|
if(buckled_to.buckle_movable)
|
|
anchored = FALSE
|
|
canmove = TRUE
|
|
else if(captured)
|
|
anchored = TRUE
|
|
canmove = FALSE
|
|
lying = FALSE
|
|
else if(m_intent == M_LAY && !incapacitated())
|
|
lying = TRUE
|
|
lying_is_intentional = TRUE
|
|
canmove = TRUE
|
|
else
|
|
lying = MOB_IS_INCAPACITATED(INCAPACITATION_KNOCKDOWN)
|
|
lying_is_intentional = FALSE
|
|
canmove = !MOB_IS_INCAPACITATED(INCAPACITATION_KNOCKOUT) && !weakened
|
|
|
|
if(lying)
|
|
density = 0
|
|
if(!lying_is_intentional)
|
|
if(l_hand) unEquip(l_hand)
|
|
if(r_hand) unEquip(r_hand)
|
|
else
|
|
density = initial(density)
|
|
|
|
for(var/obj/item/grab/G in grabbed_by)
|
|
if(G.wielded)
|
|
canmove = FALSE
|
|
lying = TRUE
|
|
break
|
|
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_icon()
|
|
|
|
return canmove
|
|
|
|
|
|
/mob/proc/facedir(var/ndir, var/force_change = FALSE)
|
|
if(!canface() || (client && client.moving))
|
|
return 0
|
|
if((facing_dir != ndir) && force_change)
|
|
facing_dir = null
|
|
set_dir(ndir)
|
|
if(buckled_to && buckled_to.buckle_movable)
|
|
buckled_to.set_dir(ndir)
|
|
if (client)//Fixing a ton of runtime errors that came from checking client vars on an NPC
|
|
setMoveCooldown(movement_delay())
|
|
SEND_SIGNAL(src, COMSIG_MOB_FACEDIR, ndir)
|
|
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/get_pressure_weakness()
|
|
return 1
|
|
|
|
/mob/living/proc/flash_strong_pain()
|
|
return
|
|
|
|
/mob/living/carbon/human/flash_strong_pain()
|
|
if(can_feel_pain())
|
|
overlay_fullscreen("strong_pain", /obj/screen/fullscreen/strong_pain)
|
|
addtimer(CALLBACK(src, PROC_REF(clear_strong_pain)), 10, TIMER_UNIQUE)
|
|
|
|
/mob/living/proc/clear_strong_pain()
|
|
clear_fullscreen("strong_pain", 10)
|
|
|
|
/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/remove_implant(var/obj/item/implant, var/surgical_removal = FALSE)
|
|
if(!LAZYLEN(get_visible_implants(0))) //Yanking out last object - removing verb.
|
|
remove_verb(src, /mob/proc/yank_out_object)
|
|
for(var/obj/item/O in pinned)
|
|
if(O == implant)
|
|
pinned -= O
|
|
if(!pinned.len)
|
|
anchored = 0
|
|
implant.dropInto(loc)
|
|
implant.add_blood(src)
|
|
implant.update_icon()
|
|
if(istype(implant,/obj/item/implant))
|
|
var/obj/item/implant/imp = implant
|
|
imp.removed()
|
|
. = TRUE
|
|
|
|
/mob/living/carbon/human/remove_implant(var/obj/item/implant, var/surgical_removal = FALSE, var/obj/item/organ/external/affected)
|
|
if(!affected) //Grab the organ holding the implant.
|
|
for(var/obj/item/organ/external/organ in organs)
|
|
for(var/obj/item/O in organ.implants)
|
|
if(O == implant)
|
|
affected = organ
|
|
break
|
|
if(affected)
|
|
affected.implants -= implant
|
|
if(!surgical_removal)
|
|
shock_stage += 20
|
|
apply_damage((implant.w_class * 7), DAMAGE_BRUTE, affected)
|
|
if(!BP_IS_ROBOTIC(affected) && prob(implant.w_class * 5) && affected.sever_artery()) //I'M SO ANEMIC I COULD JUST -DIE-.
|
|
custom_pain("Something tears wetly in your [affected.name] as [implant] is pulled free!", 50, affecting = affected)
|
|
. = ..()
|
|
|
|
/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/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)
|
|
|
|
remove_implant(selection)
|
|
selection.forceMove(get_turf(src))
|
|
if(!(U.l_hand && U.r_hand))
|
|
U.put_in_hands(selection)
|
|
if(ishuman(U))
|
|
var/mob/living/carbon/human/human_user = U
|
|
human_user.bloody_hands(src)
|
|
return 1
|
|
|
|
/mob/living/proc/handle_statuses()
|
|
handle_stunned()
|
|
handle_weakened()
|
|
handle_stuttering()
|
|
handle_silent()
|
|
handle_drugged()
|
|
handle_slurring()
|
|
|
|
/mob/living/proc/handle_stunned()
|
|
if(stunned)
|
|
AdjustStunned(-1)
|
|
return stunned
|
|
|
|
/mob/living/proc/handle_weakened()
|
|
if(weakened)
|
|
weakened = max(weakened-1,0)
|
|
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_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 null
|
|
|
|
/mob/proc/Released()
|
|
//This is called when the mob is let out of a holder
|
|
//Override for mob-specific functionality
|
|
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_to || 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(ismob(pulledby))
|
|
var/mob/M = pulledby
|
|
M.stop_pulling()
|
|
|
|
if (istype(loc, /atom/movable))
|
|
AM = loc
|
|
LAZYREMOVE(AM.contained_mobs, src)
|
|
|
|
. = ..()
|
|
|
|
/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/living/verb/unique_action()
|
|
set hidden = 1
|
|
var/obj/item/gun/dakka = get_active_hand()
|
|
if(istype(dakka))
|
|
dakka.unique_action(src)
|
|
|
|
/mob/living/verb/toggle_firing_mode()
|
|
set hidden = 1
|
|
var/obj/item/gun/dakka = get_active_hand()
|
|
if(istype(dakka))
|
|
dakka.toggle_firing_mode(src)
|
|
|
|
/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()
|
|
|
|
#define THROW_MODE_ICON 'icons/effects/cursor/throw_mode.dmi'
|
|
|
|
/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"
|
|
if(client?.mouse_pointer_icon == THROW_MODE_ICON)
|
|
client.mouse_pointer_icon = initial(client.mouse_pointer_icon)
|
|
|
|
/mob/proc/throw_mode_on()
|
|
src.in_throw_mode = 1
|
|
if(src.throw_icon)
|
|
src.throw_icon.icon_state = "act_throw_on"
|
|
if(client?.mouse_pointer_icon == initial(client.mouse_pointer_icon))
|
|
client.mouse_pointer_icon = THROW_MODE_ICON
|
|
|
|
#undef THROW_MODE_ICON
|
|
|
|
/mob/proc/is_invisible_to(var/mob/viewer)
|
|
if(isAI(viewer))
|
|
for(var/image/I as anything in SSai_obfuscation.obfuscation_images)
|
|
if(I.loc == src)
|
|
return TRUE
|
|
return (!alpha || !mouse_opacity || viewer.see_invisible < invisibility)
|
|
|
|
//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("<span class='info'><b>OOC Information:</b></span> <span class='warning'>[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.</span>", "<span class='warning'><b>You have been winded by a member of staff! Please stand by until they contact you!</b></span>")
|
|
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("<span class='info'><b>OOC Information:</b></span> <span class='good'>[src] has been unwinded by a member of staff!</span>", "<span class='warning'><b>You have been unwinded by a member of staff!</b></span>")
|
|
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()
|
|
return (mutations & CLUMSY)
|
|
|
|
//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(BP_HEAD,BP_EYES,BP_MOUTH))
|
|
|
|
/client/verb/body_r_arm()
|
|
set name = "body-r-arm"
|
|
set hidden = 1
|
|
toggle_zone_sel(list(BP_R_ARM,BP_R_HAND))
|
|
|
|
/client/verb/body_l_arm()
|
|
set name = "body-l-arm"
|
|
set hidden = 1
|
|
toggle_zone_sel(list(BP_L_ARM,BP_L_HAND))
|
|
|
|
/client/verb/body_chest()
|
|
set name = "body-chest"
|
|
set hidden = 1
|
|
toggle_zone_sel(list(BP_CHEST))
|
|
|
|
/client/verb/body_groin()
|
|
set name = "body-groin"
|
|
set hidden = 1
|
|
toggle_zone_sel(list(BP_GROIN))
|
|
|
|
/client/verb/body_r_leg()
|
|
set name = "body-r-leg"
|
|
set hidden = 1
|
|
toggle_zone_sel(list(BP_R_LEG,BP_R_FOOT))
|
|
|
|
/client/verb/body_l_leg()
|
|
set name = "body-l-leg"
|
|
set hidden = 1
|
|
toggle_zone_sel(list(BP_L_LEG,BP_L_FOOT))
|
|
|
|
/client/verb/cycle_target_zone()
|
|
set name = "cycle-zone"
|
|
set hidden = 1
|
|
toggle_zone_sel(BP_ALL_LIMBS)
|
|
|
|
/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), usr)
|
|
|
|
/mob/proc/get_speech_bubble_state_modifier()
|
|
return "default"
|
|
|
|
/// Adds this list to the output to the stat browser
|
|
/mob/proc/get_status_tab_items()
|
|
. = list("") //we want to offset unique stuff from standard stuff
|
|
SEND_SIGNAL(src, COMSIG_MOB_GET_STATUS_TAB_ITEMS, .)
|
|
|
|
/// This proc differs slightly from normal TG usage with actions due to how it is repurposed here for hardsuit modules.
|
|
/// Take a look at /mob/living/carbon/human/get_actions_for_statpanel().
|
|
/mob/proc/get_actions_for_statpanel()
|
|
var/list/data = list()
|
|
return data
|
|
|
|
/mob/proc/get_weather_protection()
|
|
for(var/obj/item/brolly in get_active_hand())
|
|
if(brolly.gives_weather_protection())
|
|
LAZYADD(., brolly)
|
|
if(!LAZYLEN(.))
|
|
for(var/turf/T as anything in RANGE_TURFS(1, loc))
|
|
for(var/obj/structure/flora/tree in T)
|
|
if(tree.protects_against_weather)
|
|
LAZYADD(., tree)
|
|
|
|
/mob/living/carbon/human/get_weather_protection()
|
|
. = ..()
|
|
if(!LAZYLEN(.))
|
|
var/obj/item/clothing/head/check_head = get_equipped_item(slot_head_str)
|
|
if(!istype(check_head) || !check_head.protects_against_weather)
|
|
return
|
|
var/obj/item/clothing/suit/check_body = get_equipped_item(slot_wear_suit_str)
|
|
if(!istype(check_body) || !check_body.protects_against_weather)
|
|
return
|
|
LAZYADD(., check_head)
|
|
LAZYADD(., check_body)
|
|
|
|
/mob/proc/get_weather_exposure()
|
|
|
|
// We're inside something else.
|
|
if(!isturf(loc))
|
|
return WEATHER_IGNORE
|
|
|
|
var/turf/T = loc
|
|
// We're under a roof or otherwise shouldn't be being rained on.
|
|
if(!T.is_outside())
|
|
|
|
// For non-multiz we'll give everyone some nice ambience.
|
|
if(!HasAbove(T.z))
|
|
return WEATHER_ROOFED
|
|
|
|
// For multi-z, check the actual weather on the turf above.
|
|
// TODO: maybe make this a property of the z-level marker.
|
|
var/turf/above = GetAbove(T)
|
|
if(above.weather)
|
|
return WEATHER_ROOFED
|
|
|
|
// Being more than one level down should exempt us from ambience.
|
|
return WEATHER_IGNORE
|
|
|
|
// Nothing's protecting us from the rain here
|
|
var/list/weather_protection = get_weather_protection()
|
|
if(LAZYLEN(weather_protection))
|
|
return WEATHER_PROTECTED
|
|
|
|
return WEATHER_EXPOSED
|
|
|
|
/mob/proc/check_emissive_equipment()
|
|
var/old_zflags = z_flags
|
|
z_flags &= ~ZMM_MANGLE_PLANES
|
|
for(var/atom/movable/AM in get_equipped_items(TRUE))
|
|
if(AM.z_flags & ZMM_MANGLE_PLANES)
|
|
z_flags |= ZMM_MANGLE_PLANES
|
|
break
|
|
if(old_zflags != z_flags)
|
|
UPDATE_OO_IF_PRESENT
|
|
|
|
#undef UNBUCKLED
|
|
#undef PARTIALLY_BUCKLED
|
|
#undef FULLY_BUCKLED
|