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Aurora.3/code/ZAS/Phoron.dm
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VMSolidus 201592f6bd Mob Destroy Refactoring (#22573)
Refactoring the entire destroy proc path from Mob Human all the way down
to Atom while trying to find the causes for the damn mob human hard
deletes. This PR comprehensively reorganizes every single stray
snowflake var used by /atom/ all the way to /mob/living/carbon/human,
and makes sure that every var that COULD store a reference, is now
cleared during the entirety of the Mob Destroy() parent hierarchy.

This may very well be the end of the lag war. 

In total, I've hunted down and cleared 39 hanging references between
/atom and /mob/living/carbon/human

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-06-03 15:15:56 +00:00

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GLOBAL_DATUM_INIT(contamination_overlay, /image, image('icons/effects/contamination.dmi'))
/pl_control
///Self Descriptive
var/PHORON_DMG = 3
///If this is on, phoron does damage by getting into cloth.
var/CLOTH_CONTAMINATION = TRUE
///If this is on, only biosuits and spacesuits protect against contamination and ill effects.
var/PHORONGUARD_ONLY = FALSE
///Chance of genetic corruption as well as toxic damage, X in 10,000.
var/GENETIC_CORRUPTION = FALSE
///Phoron has an effect similar to mustard gas on the un-suited.
var/SKIN_BURNS = TRUE
///Phoron burns the eyes of anyone not wearing eye protection.
var/EYE_BURNS = TRUE
///How much fire damage is dealt from contaminated clothing to each covered body part per life process.
var/CONTAMINATION_LOSS = 0.2 //This is no longer divided between all body parts, the whole value is instead applied to all covered body parts, for each piece of contaminated clothing.
///Does being in phoron cause you to hallucinate?
var/PHORON_HALLUCINATION = FALSE
///Does being in sleeping gas cause you to hallucinate?
var/N2O_HALLUCINATION = TRUE
/obj/item/proc/can_contaminate()
if(item_flags & ITEM_FLAG_PHORON_GUARD)
return FALSE
if(!(prob(100 * min(gas_transfer_coefficient, permeability_coefficient))))
return FALSE
return TRUE
//Clothing can be contaminated.
/obj/item/storage/backpack/can_contaminate()
return FALSE
/obj/item/proc/contaminate()
//Do a contamination overlay? Temporary measure to keep contamination less deadly than it was.
if(!contaminated)
contaminated = 1
AddOverlays(GLOB.contamination_overlay, ATOM_ICON_CACHE_PROTECTED)
/obj/item/proc/decontaminate()
contaminated = 0
CutOverlays(GLOB.contamination_overlay, ATOM_ICON_CACHE_PROTECTED)
/mob/proc/contaminate()
/mob/living/carbon/human/contaminate()
//See if anything can be contaminated.
if(!pl_suit_protected())
suit_contamination()
if(!pl_head_protected())
if(prob(1)) suit_contamination() //Phoron can sometimes get through such an open suit.
/mob/proc/pl_effects()
/mob/living/carbon/human/pl_effects()
//Handles all the bad things phoron can do.
//Contamination
if(GLOB.vsc.plc.CLOTH_CONTAMINATION) contaminate()
//Anything else requires them to not be dead.
if(stat >= DEAD)
return
if(species.flags & PHORON_IMMUNE)
return
//Burn skin if exposed.
if(GLOB.vsc.plc.SKIN_BURNS)
if(!pl_head_protected() || !pl_suit_protected())
apply_damage(2, DAMAGE_BURN, null, "Chemical burns", DAMAGE_FLAG_DISPERSED | DAMAGE_FLAG_IGNORE_PROSTHETICS, 100, TRUE)
if(prob(20))
to_chat(src, SPAN_DANGER("Your skin burns!"))
updatehealth()
//Burn eyes if exposed.
if(GLOB.vsc.plc.EYE_BURNS)
var/burn_eyes = 1
//Check for protective glasses
if(glasses && (glasses.body_parts_covered & EYES) && (glasses.item_flags & ITEM_FLAG_AIRTIGHT))
burn_eyes = 0
//Check for protective maskwear
if(burn_eyes && wear_mask && (wear_mask.body_parts_covered & EYES) && (wear_mask.item_flags & ITEM_FLAG_AIRTIGHT))
burn_eyes = 0
//Check for protective helmets
if(burn_eyes && head && (head.body_parts_covered & EYES) && (head.item_flags & ITEM_FLAG_AIRTIGHT))
burn_eyes = 0
//If we still need to, burn their eyes
if(burn_eyes)
burn_eyes()
//Genetic Corruption
if(GLOB.vsc.plc.GENETIC_CORRUPTION)
if(rand(1,10000) < GLOB.vsc.plc.GENETIC_CORRUPTION)
randmutb(src)
to_chat(src, SPAN_DANGER("High levels of toxins cause you to spontaneously mutate!"))
domutcheck(src,null)
/mob/living/carbon/human/proc/burn_eyes()
//The proc that handles eye burning.
if (!has_eyes() || species.eyes_are_impermeable)
return
var/obj/item/organ/internal/eyes/E = get_eyes(no_synthetic = TRUE)
if(E)
if(prob(20)) to_chat(src, SPAN_DANGER("Your eyes burn!"))
E.damage += 2.5
eye_blurry = min(eye_blurry+1.5,50)
if (prob(max(0,E.damage - 15) + 1) &&!eye_blind)
to_chat(src, SPAN_DANGER("You are blinded!"))
eye_blind += 20
/mob/living/carbon/human/proc/pl_head_protected()
//Checks if the head is adequately sealed.
if(head)
if(GLOB.vsc.plc.PHORONGUARD_ONLY)
if(head.item_flags & ITEM_FLAG_PHORON_GUARD)
return 1
else if(head.body_parts_covered & EYES)
return 1
return 0
/mob/living/carbon/human/proc/pl_suit_protected()
//Checks if the suit is adequately sealed.
var/coverage = 0
for(var/obj/item/protection in list(wear_suit, gloves, shoes))
if(!protection)
continue
if(GLOB.vsc.plc.PHORONGUARD_ONLY && !(protection.item_flags & ITEM_FLAG_PHORON_GUARD))
return 0
coverage |= protection.body_parts_covered
if(GLOB.vsc.plc.PHORONGUARD_ONLY)
return 1
return BIT_TEST_ALL(coverage, UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS)
/mob/living/carbon/human/proc/suit_contamination()
//Runs over the things that can be contaminated and does so.
if(w_uniform) w_uniform.contaminate()
if(shoes) shoes.contaminate()
if(gloves) gloves.contaminate()