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https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-18 03:26:31 +01:00
Removes some unnecessary wrapper procs (#44061)
* unwrap some things * actually let's not #define this either
This commit is contained in:
committed by
81Denton
parent
a79ab97d39
commit
cdad5e93a0
@@ -4,7 +4,7 @@
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set invisibility = 0
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if (notransform)
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return
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if(..() && !IsInStasis()) //not dead and not in stasis
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if(..() && !IS_IN_STASIS(src)) //not dead and not in stasis
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// GROW!
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if(amount_grown < max_grown)
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amount_grown++
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@@ -28,9 +28,11 @@
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if (QDELETED(src))
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return 0
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if(!IsInStasis())
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if(!IS_IN_STASIS(src))
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if(.) //not dead
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handle_active_genes()
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for(var/datum/mutation/human/HM in dna.mutations) // Handle active genes
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HM.on_life()
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if(stat != DEAD)
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//heart attack stuff
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@@ -310,10 +312,6 @@
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clear_alert("embeddedobject")
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SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "embedded")
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/mob/living/carbon/human/proc/handle_active_genes()
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for(var/datum/mutation/human/HM in dna.mutations)
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HM.on_life()
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/mob/living/carbon/human/proc/handle_heart()
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var/we_breath = !HAS_TRAIT_FROM(src, TRAIT_NOBREATH, SPECIES_TRAIT)
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@@ -8,7 +8,7 @@
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damageoverlaytemp = 0
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update_damage_hud()
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if(!IsInStasis())
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if(!IS_IN_STASIS(src))
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if(stat != DEAD) //Reagent processing needs to come before breathing, to prevent edge cases.
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handle_organs()
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@@ -9,7 +9,7 @@
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if (notransform)
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return
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if(..() && !IsInStasis())
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if(..() && !IS_IN_STASIS(src))
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if(!client)
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if(stat == CONSCIOUS)
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@@ -35,7 +35,7 @@
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if(!loc)
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return
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if(!IsInStasis())
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if(!IS_IN_STASIS(src))
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if(stat != DEAD)
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//Mutations and radiation
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@@ -383,7 +383,7 @@
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death()
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/mob/living/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, check_immobilized = FALSE, ignore_stasis = FALSE)
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if(stat || IsUnconscious() || IsStun() || IsParalyzed() || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)) || (!ignore_stasis && IsInStasis()))
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if(stat || IsUnconscious() || IsStun() || IsParalyzed() || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)) || (!ignore_stasis && IS_IN_STASIS(src)))
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return TRUE
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/mob/living/canUseStorage()
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@@ -1097,8 +1097,7 @@
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var/stun = IsStun()
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var/knockdown = IsKnockdown()
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var/ignore_legs = get_leg_ignore()
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var/in_stasis = IsInStasis()
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var/canmove = !IsImmobilized() && !stun && conscious && !paralyzed && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && !in_stasis && (has_arms || ignore_legs || has_legs)
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var/canmove = !IsImmobilized() && !stun && conscious && !paralyzed && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && !IS_IN_STASIS(src) && (has_arms || ignore_legs || has_legs)
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if(canmove)
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mobility_flags |= MOBILITY_MOVE
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else
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@@ -374,14 +374,6 @@
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priority_absorb_key["stuns_absorbed"] += amount
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return TRUE
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/////////////////////////////////// STASIS ///////////////////////////////////
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/mob/living/proc/IsInStasis()
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. = has_status_effect(STATUS_EFFECT_STASIS)
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/mob/living/proc/SetStasis(apply, updating = TRUE)
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. = apply ? apply_status_effect(STATUS_EFFECT_STASIS, null, updating) : remove_status_effect(STATUS_EFFECT_STASIS)
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/////////////////////////////////// DISABILITIES ////////////////////////////////////
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/mob/living/proc/add_quirk(quirktype, spawn_effects) //separate proc due to the way these ones are handled
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if(HAS_TRAIT(src, quirktype))
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