/mob/living/proc/HasDisease(datum/disease/D) for(var/thing in diseases) var/datum/disease/DD = thing if(D.IsSame(DD)) return TRUE return FALSE /mob/living/proc/CanContractDisease(datum/disease/D) if(stat == DEAD) return FALSE if(D.GetDiseaseID() in disease_resistances) return FALSE if(HasDisease(D)) return FALSE var/can_infect = FALSE for(var/host_type in D.infectable_biotypes) if(host_type in mob_biotypes) can_infect = TRUE break if(!can_infect) return FALSE if(!(type in D.viable_mobtypes)) return FALSE return TRUE /mob/living/proc/ContactContractDisease(datum/disease/D) if(!CanContractDisease(D)) return FALSE D.try_infect(src) /mob/living/carbon/ContactContractDisease(datum/disease/D, target_zone) if(!CanContractDisease(D)) return FALSE var/obj/item/clothing/Cl = null var/passed = TRUE var/head_ch = 80 var/body_ch = 100 var/hands_ch = 35 var/feet_ch = 15 if(prob(15/D.permeability_mod)) return if(satiety>0 && prob(satiety/10)) // positive satiety makes it harder to contract the disease. return //Lefts and rights do not matter for arms and legs, they both run the same checks if(!target_zone) target_zone = pick(head_ch;BODY_ZONE_HEAD,body_ch;BODY_ZONE_CHEST,hands_ch;BODY_ZONE_L_ARM,feet_ch;BODY_ZONE_L_LEG) else target_zone = check_zone(target_zone) if(ishuman(src)) var/mob/living/carbon/human/H = src switch(target_zone) if(BODY_ZONE_HEAD) if(isobj(H.head) && !istype(H.head, /obj/item/paper)) Cl = H.head passed = prob((Cl.permeability_coefficient*100) - 1) if(passed && isobj(H.wear_mask)) Cl = H.wear_mask passed = prob((Cl.permeability_coefficient*100) - 1) if(passed && isobj(H.wear_neck)) Cl = H.wear_neck passed = prob((Cl.permeability_coefficient*100) - 1) if(BODY_ZONE_CHEST) if(isobj(H.wear_suit)) Cl = H.wear_suit passed = prob((Cl.permeability_coefficient*100) - 1) if(passed && isobj(SLOT_W_UNIFORM)) Cl = SLOT_W_UNIFORM passed = prob((Cl.permeability_coefficient*100) - 1) if(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM) if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&HANDS) Cl = H.wear_suit passed = prob((Cl.permeability_coefficient*100) - 1) if(passed && isobj(H.gloves)) Cl = H.gloves passed = prob((Cl.permeability_coefficient*100) - 1) if(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&FEET) Cl = H.wear_suit passed = prob((Cl.permeability_coefficient*100) - 1) if(passed && isobj(H.shoes)) Cl = H.shoes passed = prob((Cl.permeability_coefficient*100) - 1) else if(ismonkey(src)) var/mob/living/carbon/monkey/M = src switch(target_zone) if(BODY_ZONE_HEAD) if(M.wear_mask && isobj(M.wear_mask)) Cl = M.wear_mask passed = prob((Cl.permeability_coefficient*100) - 1) if(passed) D.try_infect(src) /mob/living/proc/AirborneContractDisease(datum/disease/D, force_spread) if( ((D.spread_flags & DISEASE_SPREAD_AIRBORNE) || force_spread) && prob((50*D.permeability_mod) - 1)) ForceContractDisease(D) /mob/living/carbon/AirborneContractDisease(datum/disease/D, force_spread) if(internal) return if(has_trait(TRAIT_NOBREATH)) return ..() //Proc to use when you 100% want to try to infect someone (ignoreing protective clothing and such), as long as they aren't immune /mob/living/proc/ForceContractDisease(datum/disease/D, make_copy = TRUE, del_on_fail = FALSE) if(!CanContractDisease(D)) if(del_on_fail) qdel(D) return FALSE if(!D.try_infect(src, make_copy)) if(del_on_fail) qdel(D) return FALSE return TRUE /mob/living/carbon/human/CanContractDisease(datum/disease/D) if(dna) if(has_trait(TRAIT_VIRUSIMMUNE) && !D.bypasses_immunity) return FALSE for(var/thing in D.required_organs) if(!((locate(thing) in bodyparts) || (locate(thing) in internal_organs))) return FALSE return ..()