mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-31 09:08:30 +01:00
moved human helpers out of human.dm to new file human_helpers.dm, added two new mon helpers to check for mutations and mutantraces
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -532,4 +532,11 @@
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if(istype(wear_mask, /obj/item/clothing/mask/muzzle))
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return
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..(message)
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..(message)
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/mob/living/carbon/proc/is_mutantrace(var/mrace)
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if(mrace)
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if(src.dna && src.dna.mutantrace == mrace)
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return 1
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else
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return src.dna && src.dna.mutantrace ? 1 : 0
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@@ -326,15 +326,6 @@
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return
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/mob/living/carbon/human/restrained()
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if (handcuffed)
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return 1
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if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
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return 1
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return 0
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/mob/living/carbon/human/var/co2overloadtime = null
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/mob/living/carbon/human/var/temperature_resistance = T0C+75
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@@ -394,72 +385,6 @@
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if(istype(MB))
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MB.RunOver(src)
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//gets assignment from ID or ID inside PDA or PDA itself
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//Useful when player do something with computers
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/mob/living/carbon/human/proc/get_assignment(var/if_no_id = "No id", var/if_no_job = "No job")
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var/obj/item/weapon/card/id/id = get_idcard()
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if(id)
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. = id.assignment
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else
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var/obj/item/device/pda/pda = wear_id
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if(istype(pda))
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. = pda.ownjob
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else
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return if_no_id
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if(!.)
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return if_no_job
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//gets name from ID or ID inside PDA or PDA itself
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//Useful when player do something with computers
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/mob/living/carbon/human/proc/get_authentification_name(var/if_no_id = "Unknown")
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var/obj/item/weapon/card/id/id = get_idcard()
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if(id)
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return id.registered_name
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var/obj/item/device/pda/pda = wear_id
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if(istype(pda))
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return pda.owner
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return if_no_id
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//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
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/mob/living/carbon/human/proc/get_visible_name()
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var/face_name = get_face_name("")
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var/id_name = get_id_name("")
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if(face_name)
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if(id_name && (id_name != face_name))
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return "[face_name] (as [id_name])"
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return face_name
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if(id_name)
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return id_name
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return "Unknown"
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//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
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/mob/living/carbon/human/proc/get_face_name(if_no_face="Unknown")
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if( wear_mask && (wear_mask.flags_inv&HIDEFACE) ) //Wearing a mask which hides our face, use id-name if possible
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return if_no_face
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if( head && (head.flags_inv&HIDEFACE) )
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return if_no_face //Likewise for hats
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var/datum/limb/O = get_organ("head")
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if( (status_flags&DISFIGURED) || (O.brutestate+O.burnstate)>2 || cloneloss>50 || !real_name ) //disfigured. use id-name if possible
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return if_no_face
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return real_name
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//gets name from ID or PDA itself, ID inside PDA doesn't matter
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//Useful when player is being seen by other mobs
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/mob/living/carbon/human/proc/get_id_name(var/if_no_id = "Unknown")
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var/obj/item/weapon/storage/wallet/wallet = wear_id
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var/obj/item/device/pda/pda = wear_id
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var/obj/item/weapon/card/id/id = wear_id
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if(istype(wallet)) id = wallet.front_id
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if(istype(id)) . = id.registered_name
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else if(istype(pda)) . = pda.owner
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if(!.) . = if_no_id //to prevent null-names making the mob unclickable
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return
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//gets ID card object from special clothes slot or null.
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/mob/living/carbon/human/proc/get_idcard()
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if(wear_id)
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return wear_id.GetID()
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//Added a safety check in case you want to shock a human mob directly through electrocute_act.
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/mob/living/carbon/human/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/safety = 0)
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if(!safety)
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@@ -548,51 +473,6 @@
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if(!modified)
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usr << "\red Unable to locate a data core entry for this person."
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///eyecheck()
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///Returns a number between -1 to 2
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/mob/living/carbon/human/eyecheck()
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var/number = 0
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if(istype(src.head, /obj/item/clothing/head)) //are they wearing something on their head
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var/obj/item/clothing/head/HFP = src.head //if yes gets the flash protection value from that item
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number += HFP.flash_protect
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if(istype(src.glasses, /obj/item/clothing/glasses)) //glasses
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var/obj/item/clothing/glasses/GFP = src.glasses
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number += GFP.flash_protect
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if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
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var/obj/item/clothing/mask/MFP = src.wear_mask
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number += MFP.flash_protect
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return number
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///tintcheck()
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///Checks eye covering items for visually impairing tinting, such as welding masks
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///Checked in life.dm. 0 & 1 = no impairment, 2 = welding mask overlay, 3 = You can see jack, but you can't see shit.
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/mob/living/carbon/human/tintcheck()
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var/tinted = 0
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if(istype(src.head, /obj/item/clothing/head))
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var/obj/item/clothing/head/HT = src.head
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tinted += HT.tint
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if(istype(src.glasses, /obj/item/clothing/glasses))
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var/obj/item/clothing/glasses/GT = src.glasses
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tinted += GT.tint
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if(istype(src.wear_mask, /obj/item/clothing/mask))
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var/obj/item/clothing/mask/MT = src.wear_mask
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tinted += MT.tint
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return tinted
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/mob/living/carbon/human/IsAdvancedToolUser()
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return 1//Humans can use guns and such
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/mob/living/carbon/human/abiotic(var/full_body = 0)
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if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask || src.head || src.shoes || src.w_uniform || src.wear_suit || src.glasses || src.ears || src.gloves)))
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return 1
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if( (src.l_hand && !src.l_hand.abstract) || (src.r_hand && !src.r_hand.abstract) )
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return 1
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return 0
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/mob/living/carbon/human/proc/play_xylophone()
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if(!src.xylophone)
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visible_message("<span class='notice'>[src] begins playing \his ribcage like a xylophone. It's quite spooky.</span>","<span class='notice'>You begin to play a spooky refrain on your ribcage.</span>","You hear a spooky xylophone melody.")
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@@ -600,4 +480,4 @@
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playsound(loc, song, 50, 1, -1)
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xylophone = 1
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spawn(1200)
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xylophone = 0
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xylophone = 0
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@@ -0,0 +1,116 @@
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/mob/living/carbon/human/restrained()
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if (handcuffed)
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return 1
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if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
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return 1
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return 0
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//gets assignment from ID or ID inside PDA or PDA itself
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//Useful when player do something with computers
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/mob/living/carbon/human/proc/get_assignment(var/if_no_id = "No id", var/if_no_job = "No job")
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var/obj/item/weapon/card/id/id = get_idcard()
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if(id)
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. = id.assignment
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else
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var/obj/item/device/pda/pda = wear_id
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if(istype(pda))
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. = pda.ownjob
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else
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return if_no_id
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if(!.)
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return if_no_job
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//gets name from ID or ID inside PDA or PDA itself
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//Useful when player do something with computers
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/mob/living/carbon/human/proc/get_authentification_name(var/if_no_id = "Unknown")
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var/obj/item/weapon/card/id/id = get_idcard()
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if(id)
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return id.registered_name
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var/obj/item/device/pda/pda = wear_id
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if(istype(pda))
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return pda.owner
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return if_no_id
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//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
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/mob/living/carbon/human/proc/get_visible_name()
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var/face_name = get_face_name("")
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var/id_name = get_id_name("")
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if(face_name)
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if(id_name && (id_name != face_name))
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return "[face_name] (as [id_name])"
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return face_name
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if(id_name)
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return id_name
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return "Unknown"
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//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
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/mob/living/carbon/human/proc/get_face_name(if_no_face="Unknown")
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if( wear_mask && (wear_mask.flags_inv&HIDEFACE) ) //Wearing a mask which hides our face, use id-name if possible
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return if_no_face
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if( head && (head.flags_inv&HIDEFACE) )
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return if_no_face //Likewise for hats
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var/datum/limb/O = get_organ("head")
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if( (status_flags&DISFIGURED) || (O.brutestate+O.burnstate)>2 || cloneloss>50 || !real_name ) //disfigured. use id-name if possible
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return if_no_face
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return real_name
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//gets name from ID or PDA itself, ID inside PDA doesn't matter
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//Useful when player is being seen by other mobs
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/mob/living/carbon/human/proc/get_id_name(var/if_no_id = "Unknown")
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var/obj/item/weapon/storage/wallet/wallet = wear_id
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var/obj/item/device/pda/pda = wear_id
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var/obj/item/weapon/card/id/id = wear_id
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if(istype(wallet)) id = wallet.front_id
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if(istype(id)) . = id.registered_name
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else if(istype(pda)) . = pda.owner
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if(!.) . = if_no_id //to prevent null-names making the mob unclickable
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return
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//gets ID card object from special clothes slot or null.
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/mob/living/carbon/human/proc/get_idcard()
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if(wear_id)
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return wear_id.GetID()
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///eyecheck()
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///Returns a number between -1 to 2
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/mob/living/carbon/human/eyecheck()
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var/number = 0
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if(istype(src.head, /obj/item/clothing/head)) //are they wearing something on their head
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var/obj/item/clothing/head/HFP = src.head //if yes gets the flash protection value from that item
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number += HFP.flash_protect
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if(istype(src.glasses, /obj/item/clothing/glasses)) //glasses
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var/obj/item/clothing/glasses/GFP = src.glasses
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number += GFP.flash_protect
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if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
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var/obj/item/clothing/mask/MFP = src.wear_mask
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number += MFP.flash_protect
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return number
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///tintcheck()
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///Checks eye covering items for visually impairing tinting, such as welding masks
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///Checked in life.dm. 0 & 1 = no impairment, 2 = welding mask overlay, 3 = You can see jack, but you can't see shit.
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/mob/living/carbon/human/tintcheck()
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var/tinted = 0
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if(istype(src.head, /obj/item/clothing/head))
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var/obj/item/clothing/head/HT = src.head
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tinted += HT.tint
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if(istype(src.glasses, /obj/item/clothing/glasses))
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var/obj/item/clothing/glasses/GT = src.glasses
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tinted += GT.tint
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if(istype(src.wear_mask, /obj/item/clothing/mask))
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var/obj/item/clothing/mask/MT = src.wear_mask
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tinted += MT.tint
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return tinted
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/mob/living/carbon/human/abiotic(var/full_body = 0)
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if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask || src.head || src.shoes || src.w_uniform || src.wear_suit || src.glasses || src.ears || src.gloves)))
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return 1
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if( (src.l_hand && !src.l_hand.abstract) || (src.r_hand && !src.r_hand.abstract) )
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return 1
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return 0
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/mob/living/carbon/human/IsAdvancedToolUser()
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return 1//Humans can use guns and such
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@@ -441,4 +441,7 @@ proc/is_special_character(mob/M) // returns 1 for special characters and 2 for h
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if(M.viruses && (locate(/datum/disease/jungle_fever) in M.viruses))
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return 2
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return 1
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return 0
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return 0
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/mob/proc/has_mutation(var/mutation)
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return mutation in src.mutations ? 1 : 0
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@@ -872,6 +872,7 @@
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#include "code\modules\mob\living\carbon\human\human_damage.dm"
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#include "code\modules\mob\living\carbon\human\human_defense.dm"
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#include "code\modules\mob\living\carbon\human\human_defines.dm"
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#include "code\modules\mob\living\carbon\human\human_helpers.dm"
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#include "code\modules\mob\living\carbon\human\human_movement.dm"
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#include "code\modules\mob\living\carbon\human\inventory.dm"
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#include "code\modules\mob\living\carbon\human\life.dm"
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