//Here are the procs used to modify status effects of a mob. //The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness, ear damage, // eye damage, eye_blind, eye_blurry, druggy, BLIND disability, and NEARSIGHT disability. /////////////////////////////////// STUN //////////////////////////////////// /mob/proc/IsStun() //non-living mobs shouldn't be stunned return FALSE /////////////////////////////////// KNOCKDOWN //////////////////////////////////// /mob/proc/IsKnockdown() //non-living mobs shouldn't be knocked down return FALSE /////////////////////////////////// UNCONSCIOUS //////////////////////////////////// /mob/proc/IsUnconscious() //non-living mobs shouldn't be unconscious return FALSE /mob/living/IsUnconscious() //If we're unconscious return has_status_effect(STATUS_EFFECT_UNCONSCIOUS) /mob/living/proc/AmountUnconscious() //How many deciseconds remain in our unconsciousness var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious() if(U) return U.duration - world.time return 0 /mob/living/proc/Unconscious(amount, updating = TRUE, ignore_canunconscious = FALSE) //Can't go below remaining duration if((status_flags & CANUNCONSCIOUS) || ignore_canunconscious) var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious() if(U) U.duration = max(world.time + amount, U.duration) else if(amount > 0) U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating) return U /mob/living/proc/SetUnconscious(amount, updating = TRUE, ignore_canunconscious = FALSE) //Sets remaining duration if((status_flags & CANUNCONSCIOUS) || ignore_canunconscious) var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious() if(amount <= 0) if(U) qdel(U) else if(U) U.duration = world.time + amount else U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating) return U /mob/living/proc/AdjustUnconscious(amount, updating = TRUE, ignore_canunconscious = FALSE) //Adds to remaining duration if((status_flags & CANUNCONSCIOUS) || ignore_canunconscious) var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious() if(U) U.duration += amount else if(amount > 0) U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating) return U /////////////////////////////////// SLEEPING //////////////////////////////////// /mob/living/proc/IsSleeping() //If we're asleep return has_status_effect(STATUS_EFFECT_SLEEPING) /mob/living/proc/AmountSleeping() //How many deciseconds remain in our sleep var/datum/status_effect/incapacitating/sleeping/S = IsSleeping() if(S) return S.duration - world.time return 0 /mob/living/proc/Sleeping(amount, updating = TRUE) //Can't go below remaining duration var/datum/status_effect/incapacitating/sleeping/S = IsSleeping() if(S) S.duration = max(world.time + amount, S.duration) else if(amount > 0) S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating) return S /mob/living/proc/SetSleeping(amount, updating = TRUE) //Sets remaining duration var/datum/status_effect/incapacitating/sleeping/S = IsSleeping() if(amount <= 0) if(S) qdel(S) else if(S) S.duration = world.time + amount else S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating) return S /mob/living/proc/AdjustSleeping(amount, updating = TRUE) //Adds to remaining duration var/datum/status_effect/incapacitating/sleeping/S = IsSleeping() if(S) S.duration += amount else if(amount > 0) S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating) return S /////////////////////////////////// RESTING //////////////////////////////////// /mob/proc/Resting(amount) resting = max(max(resting,amount),0) /mob/living/Resting(amount) ..() update_canmove() /mob/proc/SetResting(amount) resting = max(amount,0) /mob/living/SetResting(amount) ..() update_canmove() /mob/proc/AdjustResting(amount) resting = max(resting + amount,0) /mob/living/AdjustResting(amount) ..() update_canmove() /////////////////////////////////// JITTERINESS //////////////////////////////////// /mob/proc/Jitter(amount) jitteriness = max(jitteriness,amount,0) /////////////////////////////////// DIZZINESS //////////////////////////////////// /mob/proc/Dizzy(amount) dizziness = max(dizziness,amount,0) /////////////////////////////////// EYE DAMAGE //////////////////////////////////// /mob/proc/damage_eyes(amount) return /mob/proc/adjust_eye_damage(amount) return /mob/proc/set_eye_damage(amount) return /////////////////////////////////// EYE_BLIND //////////////////////////////////// /mob/proc/blind_eyes(amount) if(amount>0) var/old_eye_blind = eye_blind eye_blind = max(eye_blind, amount) if(!old_eye_blind) if(stat == CONSCIOUS || stat == SOFT_CRIT) throw_alert("blind", /obj/screen/alert/blind) overlay_fullscreen("blind", /obj/screen/fullscreen/blind) /mob/proc/adjust_blindness(amount) if(amount>0) var/old_eye_blind = eye_blind eye_blind += amount if(!old_eye_blind) if(stat == CONSCIOUS || stat == SOFT_CRIT) throw_alert("blind", /obj/screen/alert/blind) overlay_fullscreen("blind", /obj/screen/fullscreen/blind) else if(eye_blind) var/blind_minimum = 0 if((stat != CONSCIOUS && stat != SOFT_CRIT) || (disabilities & BLIND)) blind_minimum = 1 eye_blind = max(eye_blind+amount, blind_minimum) if(!eye_blind) clear_alert("blind") clear_fullscreen("blind") /mob/proc/set_blindness(amount) if(amount>0) var/old_eye_blind = eye_blind eye_blind = amount if(client && !old_eye_blind) if(stat == CONSCIOUS || stat == SOFT_CRIT) throw_alert("blind", /obj/screen/alert/blind) overlay_fullscreen("blind", /obj/screen/fullscreen/blind) else if(eye_blind) var/blind_minimum = 0 if((stat != CONSCIOUS && stat != SOFT_CRIT) || (disabilities & BLIND)) blind_minimum = 1 eye_blind = blind_minimum if(!eye_blind) clear_alert("blind") clear_fullscreen("blind") /////////////////////////////////// EYE_BLURRY //////////////////////////////////// /mob/proc/blur_eyes(amount) if(amount>0) var/old_eye_blurry = eye_blurry eye_blurry = max(amount, eye_blurry) if(!old_eye_blurry) overlay_fullscreen("blurry", /obj/screen/fullscreen/blurry) /mob/proc/adjust_blurriness(amount) var/old_eye_blurry = eye_blurry eye_blurry = max(eye_blurry+amount, 0) if(amount>0) if(!old_eye_blurry) overlay_fullscreen("blurry", /obj/screen/fullscreen/blurry) else if(old_eye_blurry && !eye_blurry) clear_fullscreen("blurry") /mob/proc/set_blurriness(amount) var/old_eye_blurry = eye_blurry eye_blurry = max(amount, 0) if(amount>0) if(!old_eye_blurry) overlay_fullscreen("blurry", /obj/screen/fullscreen/blurry) else if(old_eye_blurry) clear_fullscreen("blurry") /////////////////////////////////// DRUGGY //////////////////////////////////// /mob/proc/adjust_drugginess(amount) return /mob/proc/set_drugginess(amount) return /////////////////////////////////// GROSSED OUT //////////////////////////////////// /mob/proc/adjust_disgust(amount) return /mob/proc/set_disgust(amount) return /////////////////////////////////// BLIND DISABILITY //////////////////////////////////// /mob/proc/cure_blind() //when we want to cure the BLIND disability only. return /mob/proc/become_blind() return /////////////////////////////////// NEARSIGHT DISABILITY //////////////////////////////////// /mob/proc/cure_nearsighted() return /mob/proc/become_nearsighted() return //////////////////////////////// HUSK DISABILITY ///////////////////////////: /mob/proc/cure_husk() return /mob/proc/become_husk() return