Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025

This commit is contained in:
Roxy
2025-10-23 17:38:23 -04:00
453 changed files with 20635 additions and 15897 deletions
@@ -83,8 +83,7 @@
if(HAS_TRAIT(current_target, TRAIT_DEAF))
return
var/obj/item/organ/ears/target_ears = current_target.get_organ_slot(ORGAN_SLOT_EARS)
target_ears?.adjustEarDamage(0, 5)
sound_damage(deafen = 10 SECONDS)
/mob/living/basic/bot/honkbot/ui_data(mob/user)
var/list/data = ..()
@@ -86,7 +86,7 @@
found_target = wash_potential
break
for(var/atom/clothing in wash_potential.get_equipped_items())
for(var/atom/clothing in wash_potential.get_equipped_items(INCLUDE_HELD|INCLUDE_PROSTHETICS))
if(GET_ATOM_BLOOD_DNA_LENGTH(clothing))
found_target = wash_potential
break
@@ -398,6 +398,7 @@
ACCESS_SURGERY,
ACCESS_VIROLOGY,
ACCESS_PHARMACY,
ACCESS_PARAMEDIC,
)
honorifics = list("Medical Robot")
honorific_positions = HONORIFIC_POSITION_FIRST | HONORIFIC_POSITION_LAST | HONORIFIC_POSITION_FIRST_FULL | HONORIFIC_POSITION_NONE
+1 -1
View File
@@ -30,5 +30,5 @@
var/area/A = get_area(loc)
if(alert_s && A && stat != DEAD)
var/msg = span_boldnotice("DRONE PING: [name]: [alert_s] priority alert in [A.name]!")
var/msg = span_big("DRONE PING: [name]: [alert_s] priority alert in [A.name]!")
alert_drones(msg)
@@ -31,14 +31,10 @@
. = ..()
animate_pulse()
/obj/item/organ/legion_tumour/apply_organ_damage(damage_amount, maximum, required_organ_flag)
var/was_failing = organ_flags & ORGAN_FAILING
. = ..()
if (was_failing != (organ_flags & ORGAN_FAILING))
animate_pulse()
/obj/item/organ/legion_tumour/on_begin_failure()
animate_pulse()
/obj/item/organ/legion_tumour/set_organ_damage(damage_amount, required_organ_flag)
. = ..()
/obj/item/organ/legion_tumour/on_failure_recovery()
animate_pulse()
/// Do a heartbeat animation depending on if we're failing or not
+26 -29
View File
@@ -25,8 +25,6 @@
var/mob/living/brain/brainmob = null
/// If it's a fake brain with no brainmob assigned. Feedback messages will be faked as if it does have a brainmob. See changelings & dullahans.
var/decoy_override = FALSE
/// Two variables necessary for calculating whether we get a brain trauma or not
var/damage_delta = 0
var/list/datum/brain_trauma/traumas = list()
@@ -347,34 +345,42 @@
owner.investigate_log("has been killed by brain damage.", INVESTIGATE_DEATHS)
owner.death()
/obj/item/organ/brain/check_damage_thresholds(mob/M)
/obj/item/organ/brain/apply_organ_damage(damage_amount, maximum = maxHealth, required_organ_flag = NONE)
. = ..()
var/delta_dam = . //for the sake of clarity
if(delta_dam <= 0 || damage < BRAIN_DAMAGE_MILD)
return
if(prob(delta_dam * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
gain_trauma_type(BRAIN_TRAUMA_MILD, natural_gain = TRUE)
var/is_boosted = (owner && HAS_TRAIT(owner, TRAIT_SPECIAL_TRAUMA_BOOST))
if(damage < BRAIN_DAMAGE_SEVERE)
return
if(prob(delta_dam * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
if(prob(20 + (is_boosted * 30)))
gain_trauma_type(BRAIN_TRAUMA_SPECIAL, is_boosted ? TRAUMA_RESILIENCE_SURGERY : null, natural_gain = TRUE)
else
gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
/obj/item/organ/brain/check_damage_thresholds()
. = ..()
if(!owner)
return
// If we crossed blinking brain damage thresholds either way, update our blinking
if (owner && ((prev_damage > BRAIN_DAMAGE_ASYNC_BLINKING && damage < BRAIN_DAMAGE_ASYNC_BLINKING) || (prev_damage < BRAIN_DAMAGE_ASYNC_BLINKING && damage > BRAIN_DAMAGE_ASYNC_BLINKING)))
if((prev_damage >= BRAIN_DAMAGE_ASYNC_BLINKING && damage < BRAIN_DAMAGE_ASYNC_BLINKING) || (prev_damage < BRAIN_DAMAGE_ASYNC_BLINKING && damage >= BRAIN_DAMAGE_ASYNC_BLINKING))
var/obj/item/organ/eyes/eyes = owner.get_organ_slot(ORGAN_SLOT_EYES)
if(eyes?.blink_animation)
eyes.animate_eyelids(owner)
if(damage >= 60 && prev_damage < 60)
owner.add_mood_event("brain_damage", /datum/mood_event/brain_damage)
else if(prev_damage >= 60 && damage < 60)
owner.clear_mood_event("brain_damage")
// If we're not more injured than before, return without gambling for a trauma
if(damage <= prev_damage)
return
damage_delta = damage - prev_damage
if(damage > BRAIN_DAMAGE_MILD)
if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
gain_trauma_type(BRAIN_TRAUMA_MILD, natural_gain = TRUE)
var/is_boosted = (owner && HAS_TRAIT(owner, TRAIT_SPECIAL_TRAUMA_BOOST))
if(damage > BRAIN_DAMAGE_SEVERE)
if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
if(prob(20 + (is_boosted * 30)))
gain_trauma_type(BRAIN_TRAUMA_SPECIAL, is_boosted ? TRAUMA_RESILIENCE_SURGERY : null, natural_gain = TRUE)
else
gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
if (!owner || owner.stat > UNCONSCIOUS)
return
// Conscious or soft-crit
var/brain_message
if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
@@ -667,15 +673,6 @@
amount_cured++
return amount_cured
/obj/item/organ/brain/apply_organ_damage(damage_amount, maximum = maxHealth, required_organ_flag = NONE)
. = ..()
if(!owner)
return FALSE
if(damage >= 60)
owner.add_mood_event("brain_damage", /datum/mood_event/brain_damage)
else
owner.clear_mood_event("brain_damage")
/// This proc lets the mob's brain decide what bodypart to attack with in an unarmed strike.
/obj/item/organ/brain/proc/get_attacking_limb(mob/living/carbon/human/target)
var/obj/item/bodypart/arm/active_hand = owner.get_active_hand()
@@ -71,22 +71,19 @@ In all, this is a lot like the monkey code. /N
if(!. || QDELETED(src))
return FALSE
var/obj/item/organ/ears/ears = get_organ_slot(ORGAN_SLOT_EARS)
switch (severity)
if (EXPLODE_DEVASTATE)
gib(DROP_ALL_REMAINS)
if (EXPLODE_HEAVY)
take_overall_damage(60, 60)
if(ears)
ears.adjustEarDamage(30,120)
sound_damage(30, 240 SECONDS)
if(EXPLODE_LIGHT)
take_overall_damage(30,0)
if(prob(50))
Unconscious(20)
if(ears)
ears.adjustEarDamage(15,60)
sound_damage(15, 120 SECONDS)
return TRUE
+1 -1
View File
@@ -517,7 +517,7 @@
*/
/mob/living/carbon/proc/update_tint()
var/tint = 0
for(var/obj/item/clothing/worn_item in get_equipped_items())
for(var/obj/item/clothing/worn_item in get_equipped_items(INCLUDE_ABSTRACT))
tint += worn_item.tint
var/obj/item/organ/eyes/eyes = get_organ_slot(ORGAN_SLOT_EYES)
@@ -16,6 +16,17 @@
if(isclothing(wear_mask)) //Mask
. += wear_mask.flash_protect
/mob/living/carbon/sound_damage(damage, deafen)
if(HAS_TRAIT(src, TRAIT_GODMODE))
return
var/obj/item/organ/ears/ears = get_organ_slot(ORGAN_SLOT_EARS)
if(QDELETED(ears))
return
if(damage)
ears.apply_organ_damage(damage * ears.damage_multiplier)
if(deafen)
ears.adjust_temporary_deafness(deafen)
/mob/living/carbon/get_ear_protection()
. = ..()
if(HAS_TRAIT(src, TRAIT_DEAF))
@@ -56,7 +67,7 @@
return null
/mob/living/carbon/is_ears_covered()
for(var/obj/item/worn_thing as anything in get_equipped_items())
for(var/obj/item/worn_thing as anything in get_equipped_items(INCLUDE_ABSTRACT))
if(worn_thing.flags_cover & EARS_COVERED)
return worn_thing
@@ -558,8 +569,8 @@
if(ears && (deafen_pwr || damage_pwr))
var/ear_damage = damage_pwr * effect_amount
var/deaf = deafen_pwr * effect_amount
ears.adjustEarDamage(ear_damage,deaf)
var/deaf = deafen_pwr * effect_amount * 2 SECONDS
sound_damage(ear_damage, deaf)
. = effect_amount //how soundbanged we are
SEND_SOUND(src, sound('sound/items/weapons/flash_ring.ogg',0,1,0,250))
@@ -20,7 +20,7 @@
if(OFFSET_HEAD)
update_worn_head()
if(OFFSET_FACE)
dna?.species?.update_face_offset(src) // updates eye and lipstick icon
update_face_offset() // updates eye and lipstick icon
update_worn_mask()
if(OFFSET_BELT)
update_worn_belt()
@@ -49,7 +49,6 @@
SEND_SIGNAL(src, COMSIG_CARBON_REMOVE_OVERLAY, cache_index, I)
/mob/living/carbon/update_body(is_creating = FALSE)
dna?.species.handle_body(src)
update_body_parts(is_creating)
/mob/living/carbon/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
@@ -524,6 +523,9 @@
apply_overlay(BODYPARTS_LAYER)
/mob/living/carbon/proc/update_face_offset()
return
/////////////////////////
// Limb Icon Cache 2.0 //
/////////////////////////
@@ -499,88 +499,6 @@ GLOBAL_LIST_EMPTY(features_by_species)
human.living_flags &= ~STOP_OVERLAY_UPDATE_BODY_PARTS
/**
* Handles the body of a human
*
* Handles lipstick, having no eyes, eye color, undergarnments like underwear, undershirts, and socks, and body layers.
* Arguments:
* * species_human - Human, whoever we're handling the body for
*/
//SKYRAT EDIT REMOVAL BEGIN - CUSTOMIZATION (moved to modular)
/*
/datum/species/proc/handle_body(mob/living/carbon/human/species_human)
species_human.remove_overlay(BODY_LAYER)
species_human.remove_overlay(EYES_LAYER)
if(HAS_TRAIT(species_human, TRAIT_INVISIBLE_MAN))
return
if(!HAS_TRAIT(species_human, TRAIT_HUSK))
var/obj/item/bodypart/head/noggin = species_human.get_bodypart(BODY_ZONE_HEAD)
if(noggin?.head_flags & HEAD_EYESPRITES)
// eyes (missing eye sprites get handled by the head itself, but sadly we have to do this stupid shit here, for now)
var/obj/item/organ/eyes/eye_organ = species_human.get_organ_slot(ORGAN_SLOT_EYES)
if(eye_organ)
eye_organ.refresh(call_update = FALSE)
species_human.overlays_standing[EYES_LAYER] = eye_organ.generate_body_overlay(species_human)
species_human.apply_overlay(EYES_LAYER)
if(HAS_TRAIT(species_human, TRAIT_NO_UNDERWEAR))
return
// Underwear, Undershirts & Socks
var/list/standing = list()
if(species_human.underwear)
var/datum/sprite_accessory/underwear/underwear = SSaccessories.underwear_list[species_human.underwear]
var/mutable_appearance/underwear_overlay
if(underwear)
if(species_human.dna.species.sexes && species_human.physique == FEMALE && (underwear.gender == MALE))
underwear_overlay = mutable_appearance(wear_female_version(underwear.icon_state, underwear.icon, FEMALE_UNIFORM_FULL), layer = -BODY_LAYER)
else
underwear_overlay = mutable_appearance(underwear.icon, underwear.icon_state, -BODY_LAYER)
if(!underwear.use_static)
underwear_overlay.color = species_human.underwear_color
standing += underwear_overlay
if(species_human.undershirt)
var/datum/sprite_accessory/undershirt/undershirt = SSaccessories.undershirt_list[species_human.undershirt]
if(undershirt)
var/mutable_appearance/working_shirt
if(species_human.dna.species.sexes && species_human.physique == FEMALE)
working_shirt = mutable_appearance(wear_female_version(undershirt.icon_state, undershirt.icon), layer = -BODY_LAYER)
else
working_shirt = mutable_appearance(undershirt.icon, undershirt.icon_state, layer = -BODY_LAYER)
standing += working_shirt
if(species_human.socks && species_human.num_legs >= 2 && !(species_human.bodyshape & BODYSHAPE_DIGITIGRADE))
var/datum/sprite_accessory/socks/socks = SSaccessories.socks_list[species_human.socks]
if(socks)
standing += mutable_appearance(socks.icon, socks.icon_state, -BODY_LAYER)
if(standing.len)
species_human.overlays_standing[BODY_LAYER] = standing
species_human.apply_overlay(BODY_LAYER)
*/
//SKYRAT EDIT REMOVAL END
/// Updates face (as of now, only eye) offsets
/datum/species/proc/update_face_offset(mob/living/carbon/human/species_human)
var/list/eye_overlays = species_human.overlays_standing[EYES_LAYER]
species_human.remove_overlay(EYES_LAYER)
if(HAS_TRAIT(species_human, TRAIT_INVISIBLE_MAN) || HAS_TRAIT(species_human, TRAIT_HUSK) || !length(eye_overlays))
return
var/obj/item/bodypart/head/noggin = species_human.get_bodypart(BODY_ZONE_HEAD)
for (var/mutable_appearance/overlay as anything in eye_overlays)
overlay.pixel_w = 0
overlay.pixel_z = 0
noggin.worn_face_offset.apply_offset(overlay)
species_human.overlays_standing[EYES_LAYER] = eye_overlays
species_human.apply_overlay(EYES_LAYER)
// This exists so sprite accessories can still be per-layer without having to include that layer's
// number in their sprite name, which causes issues when those numbers change.
/datum/species/proc/mutant_bodyparts_layertext(layer)
+17 -1
View File
@@ -45,7 +45,7 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
//Instead of just deleting our equipment, we save what we can and reinsert it into SSwardrobe's store
//Hopefully this makes preference reloading not the worst thing ever
/mob/living/carbon/human/dummy/delete_equipment()
var/list/items_to_check = get_equipped_items(INCLUDE_POCKETS | INCLUDE_HELD)
var/list/items_to_check = get_equipped_items(INCLUDE_POCKETS|INCLUDE_HELD|INCLUDE_PROSTHETICS|INCLUDE_ABSTRACT)
var/list/to_nuke = list() //List of items queued for deletion, can't qdel them before iterating their contents in case they hold something
///Travel to the bottom of the contents chain, expanding it out
for(var/i = 1; i <= length(items_to_check); i++) //Needs to be a c style loop since it can expand
@@ -82,6 +82,7 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
/mob/living/carbon/human/dummy/proc/wipe_state()
delete_equipment()
update_lips(null, null, null, update = FALSE)
cut_overlays(TRUE)
/mob/living/carbon/human/dummy/setup_human_dna()
@@ -158,6 +159,21 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
/mob/living/carbon/human/consistent/domutcheck()
return // We skipped adding any mutations so this runtimes
/mob/living/carbon/human/consistent/slow
#ifdef UNIT_TESTS
//unit test dummies should be very fast with actions
/mob/living/carbon/human/dummy/consistent/initialize_actionspeed()
add_or_update_variable_actionspeed_modifier(/datum/actionspeed_modifier/base, multiplicative_slowdown = -1)
/mob/living/carbon/human/consistent/initialize_actionspeed()
add_or_update_variable_actionspeed_modifier(/datum/actionspeed_modifier/base, multiplicative_slowdown = -1)
//this one gives us a small window of time for checks on asynced actions.
/mob/living/carbon/human/consistent/slow/initialize_actionspeed()
add_or_update_variable_actionspeed_modifier(/datum/actionspeed_modifier/base, multiplicative_slowdown = 0.1)
#endif
//Inefficient pooling/caching way.
GLOBAL_LIST_EMPTY(human_dummy_list)
GLOBAL_LIST_EMPTY(dummy_mob_list)
@@ -1148,7 +1148,7 @@
var/chest_covered = FALSE
var/head_covered = FALSE
var/hands_covered = FALSE
for (var/obj/item/clothing/equipped in get_equipped_items())
for (var/obj/item/clothing/equipped in get_equipped_items(INCLUDE_ABSTRACT))
// We don't really have space-proof gloves, so even if we're checking them we ignore the flags
if ((equipped.body_parts_covered & HANDS) && num_hands >= default_num_hands)
hands_covered = TRUE
@@ -34,7 +34,7 @@
///Get all the clothing on a specific body part
/mob/living/carbon/human/proc/get_clothing_on_part(obj/item/bodypart/def_zone)
var/list/covering_part = list()
for(var/obj/item/clothing/equipped in get_equipped_items())
for(var/obj/item/clothing/equipped in get_equipped_items(INCLUDE_ABSTRACT))
if(equipped.body_parts_covered & def_zone.body_part)
covering_part += equipped
return covering_part
@@ -85,7 +85,7 @@
return SUCCESSFUL_BLOCK
var/block_chance_modifier = round(damage / -3)
for(var/obj/item/worn_thing in get_equipped_items(INCLUDE_HELD))
for(var/obj/item/worn_thing in get_equipped_items(INCLUDE_HELD|INCLUDE_PROSTHETICS|INCLUDE_ABSTRACT))
// Things that are supposed to be worn, being held = cannot block
if(isclothing(worn_thing))
if(worn_thing in held_items)
@@ -275,7 +275,6 @@
//200 max knockdown for EXPLODE_HEAVY
//160 max knockdown for EXPLODE_LIGHT
var/obj/item/organ/ears/ears = get_organ_slot(ORGAN_SLOT_EARS)
switch (severity)
if (EXPLODE_DEVASTATE)
if(bomb_armor < EXPLODE_GIB_THRESHOLD) //gibs the mob if their bomb armor is lower than EXPLODE_GIB_THRESHOLD
@@ -303,8 +302,8 @@
brute_loss = 30*(2 - round(bomb_armor*0.01, 0.05))
burn_loss = brute_loss //damage gets reduced from 120 to up to 60 combined brute+burn
damage_clothes(200 - bomb_armor, BRUTE, BOMB)
if (ears && !HAS_TRAIT_FROM_ONLY(src, TRAIT_DEAF, EAR_DAMAGE))
ears.adjustEarDamage(30, 120)
if (!HAS_TRAIT_FROM(src, TRAIT_DEAF, EAR_DAMAGE))
sound_damage(30, 240 SECONDS)
Unconscious(20) //short amount of time for follow up attacks against elusive enemies like wizards
Knockdown(200 - (bomb_armor * 1.6)) //between ~4 and ~20 seconds of knockdown depending on bomb armor
@@ -313,8 +312,8 @@
if(bomb_armor)
brute_loss = 15*(2 - round(bomb_armor*0.01, 0.05))
damage_clothes(max(50 - bomb_armor, 0), BRUTE, BOMB)
if (ears && !HAS_TRAIT_FROM_ONLY(src, TRAIT_DEAF, EAR_DAMAGE))
ears.adjustEarDamage(15,60)
if (!HAS_TRAIT_FROM(src, TRAIT_DEAF, EAR_DAMAGE))
sound_damage(15, 120 SECONDS)
Knockdown(160 - (bomb_armor * 1.6)) //100 bomb armor will prevent knockdown altogether
take_overall_damage(brute_loss,burn_loss)
@@ -1191,6 +1191,82 @@ mutant_styles: The mutant style - taur bodytype, STYLE_TESHARI, etc. // SKYRAT E
observers = null
break
/mob/living/carbon/human/update_body(is_creating = FALSE)
update_eyes()
update_underwear()
return ..()
/mob/living/carbon/human/proc/update_underwear() // OVERRIDDEN IN MODULAR_ZUBBERS
remove_overlay(BODY_LAYER)
if(HAS_TRAIT(src, TRAIT_HUSK) || HAS_TRAIT(src, TRAIT_INVISIBLE_MAN))
return
// Underwear, Undershirts & Socks
var/list/standing = list()
if(underwear)
var/datum/sprite_accessory/underwear/undie_accessory = SSaccessories.underwear_list[underwear]
var/mutable_appearance/underwear_overlay
if(undie_accessory)
if(dna.species.sexes && physique == FEMALE && (undie_accessory.gender == MALE))
underwear_overlay = mutable_appearance(wear_female_version(undie_accessory.icon_state, undie_accessory.icon, FEMALE_UNIFORM_FULL), layer = -BODY_LAYER)
else
underwear_overlay = mutable_appearance(undie_accessory.icon, undie_accessory.icon_state, -BODY_LAYER)
if(!undie_accessory.use_static)
underwear_overlay.color = underwear_color
standing += underwear_overlay
if(undershirt)
var/datum/sprite_accessory/undershirt/undie_accessory = SSaccessories.undershirt_list[undershirt]
if(undie_accessory)
var/mutable_appearance/working_shirt
if(dna.species.sexes && physique == FEMALE)
working_shirt = mutable_appearance(wear_female_version(undie_accessory.icon_state, undie_accessory.icon), layer = -BODY_LAYER)
else
working_shirt = mutable_appearance(undie_accessory.icon, undie_accessory.icon_state, layer = -BODY_LAYER)
standing += working_shirt
if(socks && num_legs >= 2 && !(bodyshape & BODYSHAPE_DIGITIGRADE))
var/datum/sprite_accessory/socks/undie_accessory = SSaccessories.socks_list[socks]
if(undie_accessory)
standing += mutable_appearance(undie_accessory.icon, undie_accessory.icon_state, -BODY_LAYER)
if(standing.len)
overlays_standing[BODY_LAYER] = standing
apply_overlay(BODY_LAYER)
/mob/living/carbon/human/proc/update_eyes()
remove_overlay(EYES_LAYER)
if(HAS_TRAIT(src, TRAIT_HUSK) || HAS_TRAIT(src, TRAIT_INVISIBLE_MAN))
return
var/obj/item/bodypart/head/noggin = get_bodypart(BODY_ZONE_HEAD)
if(!(noggin?.head_flags & HEAD_EYESPRITES))
return
// eyes (missing eye sprites get handled by the head itself, but sadly we have to do this stupid shit here, for now)
var/obj/item/organ/eyes/eye_organ = get_organ_slot(ORGAN_SLOT_EYES)
if(eye_organ)
eye_organ.refresh(call_update = FALSE)
overlays_standing[EYES_LAYER] = eye_organ.generate_body_overlay(src)
apply_overlay(EYES_LAYER)
/// Updates face (as of now, only eye) offsets
/mob/living/carbon/human/update_face_offset()
var/list/eye_overlays = overlays_standing[EYES_LAYER]
if(HAS_TRAIT(src, TRAIT_INVISIBLE_MAN) || HAS_TRAIT(src, TRAIT_HUSK) || !length(eye_overlays))
return
remove_overlay(EYES_LAYER)
var/obj/item/bodypart/head/noggin = get_bodypart(BODY_ZONE_HEAD)
for (var/mutable_appearance/overlay as anything in eye_overlays)
overlay.pixel_w = 0
overlay.pixel_z = 0
noggin.worn_face_offset.apply_offset(overlay)
overlays_standing[EYES_LAYER] = eye_overlays
apply_overlay(EYES_LAYER)
// Only renders the head of the human
/mob/living/carbon/human/proc/update_body_parts_head_only(update_limb_data)
if(!dna?.species)
@@ -1259,7 +1335,7 @@ mutant_styles: The mutant style - taur bodytype, STYLE_TESHARI, etc. // SKYRAT E
// hardcoding this here until bodypart updating is more sane
// we need to update clothing items that may have been affected by bodyshape updates
if(check_shapes & BODYSHAPE_DIGITIGRADE)
for(var/obj/item/thing as anything in get_equipped_items())
for(var/obj/item/thing as anything in get_equipped_items(INCLUDE_PROSTHETICS|INCLUDE_ABSTRACT))
if(thing.slot_flags & ignore_slots)
continue
if(thing.supports_variations_flags & DIGITIGRADE_VARIATIONS)
@@ -362,7 +362,7 @@
//delete all equipment without dropping anything
/mob/living/carbon/human/proc/delete_equipment()
for(var/slot in get_equipped_items(INCLUDE_POCKETS))//order matters, dependant slots go first
for(var/slot in get_equipped_items(INCLUDE_POCKETS|INCLUDE_HELD))//order matters, dependant slots go first
qdel(slot)
for(var/obj/item/held_item in held_items)
qdel(held_item)
+1 -1
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@@ -54,7 +54,7 @@
var/head_covered = !get_bodypart(BODY_ZONE_HEAD)
var/hands_covered = !get_bodypart(BODY_ZONE_L_ARM) && !get_bodypart(BODY_ZONE_R_ARM)
var/feet_covered = !get_bodypart(BODY_ZONE_L_LEG) && !get_bodypart(BODY_ZONE_R_LEG)
for(var/obj/item/clothing/equipped in get_equipped_items())
for(var/obj/item/clothing/equipped in get_equipped_items(INCLUDE_ABSTRACT))
if(!chest_covered && (equipped.body_parts_covered & CHEST) && (equipped.clothing_flags & STOPSPRESSUREDAMAGE))
chest_covered = TRUE
if(!head_covered && (equipped.body_parts_covered & HEAD) && (equipped.clothing_flags & STOPSPRESSUREDAMAGE))
@@ -7,6 +7,7 @@
mutanttongue = /obj/item/organ/tongue/cat
/* SKYRAT EDIT REMOVAL - CUSTOMIZATION
mutantears = /obj/item/organ/ears/cat
mutanteyes = /obj/item/organ/eyes/felinid
mutant_organs = list(
/obj/item/organ/tail/cat = "Cat",
)
+4 -6
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@@ -65,9 +65,7 @@
/mob/living/carbon/proc/get_visible_items()
var/list/visible_items = list()
var/obscured_item_slots = hidden_slots_to_inventory_slots(obscured_slots)
for (var/obj/item/held in held_items)
visible_items += held
for(var/obj/item/thing in get_equipped_items())
for(var/obj/item/thing in get_equipped_items(INCLUDE_HELD|INCLUDE_PROSTHETICS))
if(!(get_slot_by_item(thing) & obscured_item_slots))
visible_items += thing
return visible_items
@@ -166,7 +164,7 @@
return not_handled
/mob/living/carbon/get_equipped_speed_mod_items()
return ..() + get_equipped_items()
return ..() + get_equipped_items(INCLUDE_ABSTRACT)
/mob/living/carbon/has_equipped(obj/item/item, slot, initial = FALSE)
. = ..()
@@ -426,7 +424,7 @@
SHOULD_NOT_OVERRIDE(TRUE)
var/covered_flags = NONE
var/list/all_worn_items = get_equipped_items()
var/list/all_worn_items = get_equipped_items(INCLUDE_ABSTRACT)
for(var/obj/item/worn_item in all_worn_items)
covered_flags |= worn_item.body_parts_covered
@@ -437,7 +435,7 @@
SHOULD_NOT_OVERRIDE(TRUE)
var/covered_flags = NONE
var/list/all_worn_items = get_equipped_items()
var/list/all_worn_items = get_equipped_items(INCLUDE_ABSTRACT)
for(var/obj/item/worn_item in all_worn_items)
covered_flags |= worn_item.body_parts_covered
+3 -1
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@@ -1244,7 +1244,9 @@
var/mob/living/carbon/human/human_puller = pulledby
var/obj/item/bodypart/grabbing_bodypart = human_puller.get_active_hand()
if(grabbing_bodypart)
damage_on_resist_fail += rand(grabbing_bodypart.unarmed_damage_low, grabbing_bodypart.unarmed_damage_high)
damage_on_resist_fail += (rand(grabbing_bodypart.unarmed_damage_low, grabbing_bodypart.unarmed_damage_high)) + grabbing_bodypart.unarmed_grab_damage_bonus
effective_grab_state += grabbing_bodypart.unarmed_grab_state_bonus
escape_chance += grabbing_bodypart.unarmed_grab_escape_chance_bonus
//If our puller is a drunken brawler, they add more damage based on their own damage taken so long as they're drunk and treat the grab state as one higher
var/puller_drunkenness = human_puller.get_drunk_amount()
@@ -37,6 +37,10 @@
/mob/living/proc/get_eye_protection()
return 0
///A easy to use proc to apply both organ damage and temporary deafness at once, so you don't have to get the ears everytime.
/mob/living/proc/sound_damage(damage, deafen)
return
//this returns the mob's protection against ear damage (0:no protection; 1: some ear protection; 2: has no ears)
/mob/living/proc/get_ear_protection()
var/turf/current_turf = get_turf(src)
@@ -6,23 +6,17 @@
force = 3
throw_speed = 2
throw_range = 5
obj_flags = UNIQUE_RENAME | RENAME_NO_DESC
var/created_name
var/build_step = ASSEMBLY_FIRST_STEP
var/robot_arm = /obj/item/bodypart/arm/right/robot
/obj/item/bot_assembly/attackby(obj/item/I, mob/user, list/modifiers, list/attack_modifiers)
..()
if(IS_WRITING_UTENSIL(I))
rename_bot()
return
/obj/item/bot_assembly/nameformat(input, user)
created_name = input
return input
/obj/item/bot_assembly/proc/rename_bot()
var/t = sanitize_name(tgui_input_text(usr, "Enter a new robot name", "Robot Rename", created_name, MAX_NAME_LEN), allow_numbers = TRUE)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
/obj/item/bot_assembly/rename_reset()
created_name = initial(created_name)
/**
* Checks if the user can finish constructing a bot with a given item.
+1 -1
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@@ -49,7 +49,7 @@
to_chat(src, span_warning("You can't vent crawl while buckled!"))
return
if(iscarbon(src) && required_nudity && !signal_result) // BUBBER CHANGE - VENTCRAWLING SIGNAL
if(length(get_equipped_items(INCLUDE_POCKETS)) || get_num_held_items())
if(length(get_equipped_items(INCLUDE_POCKETS|INCLUDE_HELD)))
if(provide_feedback)
to_chat(src, span_warning("You can't crawl around in the ventilation ducts with items!"))
return