Files
Bubberstation/code/modules/mob/mob.dm
2016-05-27 15:36:56 -07:00

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/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
mob_list -= src
dead_mob_list -= src
living_mob_list -= src
qdel(hud_used)
if(mind && mind.current == src)
spellremove(src)
for(var/infection in viruses)
qdel(infection)
for(var/cc in client_colours)
qdel(cc)
client_colours = null
ghostize()
return ..()
var/next_mob_id = 0
/mob/New()
tag = "mob_[next_mob_id++]"
mob_list += src
if(stat == DEAD)
dead_mob_list += src
else
living_mob_list += src
prepare_huds()
..()
/atom/proc/prepare_huds()
for(var/hud in hud_possible)
var/image/I = image('icons/mob/hud.dmi', src, "")
I.appearance_flags = RESET_COLOR
hud_list[hud] = I
/mob/proc/Cell()
set category = "Admin"
set hidden = 1
if(!loc) return 0
var/datum/gas_mixture/environment = loc.return_air()
var/t = "<span class='notice'>Coordinates: [x],[y] \n</span>"
t += "<span class='danger'>Temperature: [environment.temperature] \n</span>"
for(var/id in environment.gases)
var/gas = environment.gases[id]
if(gas[MOLES])
t+="<span class='notice'>[gas[GAS_META][META_GAS_NAME]]: [gas[MOLES]] \n</span>"
usr << t
/mob/proc/show_message(msg, type, alt_msg, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client)
return
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
if(type)
if(type & 1 && eye_blind )//Vision related
if(!alt_msg)
return
else
msg = alt_msg
type = alt_type
if(type & 2 && ear_deaf)//Hearing related
if(!alt_msg)
return
else
msg = alt_msg
type = alt_type
if(type & 1 && eye_blind)
return
// voice muffling
if(stat == UNCONSCIOUS)
if(type & 2) //audio
src << "<I>... You can almost hear something ...</I>"
else
src << msg
// Show a message the src mob and to all player mobs who sees the src mob
// This would be for visible actions by the src mob
// message is the message output to anyone who can see e.g. "[src] does something!"
// self_message (optional) is what the src mob sees e.g. "You do something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/mob/visible_message(message, self_message, blind_message)
var/turf/T = get_turf(src)
if(!T)
return
for(var/mob/M in get_hearers_in_view(7, src))
if(!M.client)
continue
var/msg = message
if(M == src) //the src always see the main message or self message
if(self_message)
msg = self_message
else
if(M.see_invisible<invisibility || T != loc) //if src is inside something or invisible to us,
if(blind_message) // then people see blind message if there is one, otherwise nothing.
msg = blind_message
else
continue
else if(T.lighting_object)
if(T.lighting_object.invisibility <= M.see_invisible && !T.lighting_object.luminosity)
if(blind_message) //if the light object is dark and not invisible to us, we see blind_message/nothing
msg = blind_message
else
continue
M.show_message(msg,1,blind_message,2)
// Show a message to all player mobs who sees this atom
// Use for objects performing visible actions
// message is output to anyone who can see, e.g. "The [src] does something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/atom/proc/visible_message(message, blind_message)
var/turf/T = get_turf(src)
if(!T)
return
for(var/mob/M in get_hearers_in_view(7, src))
if(!M.client)
continue
var/msg = message
if(M.see_invisible<invisibility || (T != loc && T != src))//if src is invisible to us or is inside something (and isn't a turf),
if(blind_message) // then people see blind message if there is one, otherwise nothing.
msg = blind_message
else
continue
else if(T.lighting_object)
if(T.lighting_object.invisibility <= M.see_invisible && !T.lighting_object.luminosity) //the light object is dark and not invisible to us
if(blind_message)
msg = blind_message
else
continue
M.show_message(msg,1,blind_message,2)
// Show a message to all mobs in earshot of this one
// This would be for audible actions by the src mob
// message is the message output to anyone who can hear.
// self_message (optional) is what the src mob hears.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/mob/audible_message(message, deaf_message, hearing_distance, self_message)
var/range = 7
if(hearing_distance)
range = hearing_distance
for(var/mob/M in get_hearers_in_view(range, src))
var/msg = message
if(self_message && M==src)
msg = self_message
M.show_message( msg, 2, deaf_message, 1)
// Show a message to all mobs in earshot of this atom
// Use for objects performing audible actions
// message is the message output to anyone who can hear.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/atom/proc/audible_message(message, deaf_message, hearing_distance)
var/range = 7
if(hearing_distance)
range = hearing_distance
for(var/mob/M in get_hearers_in_view(range, src))
M.show_message( message, 2, deaf_message, 1)
/mob/proc/movement_delay()
return 0
/mob/proc/Life()
set waitfor = 0
return
/mob/proc/get_item_by_slot(slot_id)
switch(slot_id)
if(slot_l_hand)
return l_hand
if(slot_r_hand)
return r_hand
return null
/mob/proc/restrained(ignore_grab)
return
/mob/proc/incapacitated(ignore_restraints, ignore_grab)
return
//This proc is called whenever someone clicks an inventory ui slot.
/mob/proc/attack_ui(slot)
var/obj/item/W = get_active_hand()
if(istype(W))
if(equip_to_slot_if_possible(W, slot,0,0,0))
return 1
if(!W)
// Activate the item
var/obj/item/I = get_item_by_slot(slot)
if(istype(I))
I.attack_hand(src)
return 0
//This is a SAFE proc. Use this instead of equip_to_slot()!
//set qdel_on_fail to have it delete W if it fails to equip
//set disable_warning to disable the 'you are unable to equip that' warning.
//unset redraw_mob to prevent the mob from being redrawn at the end.
/mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = 0, disable_warning = 0, redraw_mob = 1)
if(!istype(W)) return 0
if(!W.mob_can_equip(src, slot, disable_warning))
if(qdel_on_fail)
qdel(W)
else
if(!disable_warning)
src << "<span class='warning'>You are unable to equip that!</span>" //Only print if qdel_on_fail is false
return 0
equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
return 1
//This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task.
//In most cases you will want to use equip_to_slot_if_possible()
/mob/proc/equip_to_slot(obj/item/W, slot)
return
//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
/mob/proc/equip_to_slot_or_del(obj/item/W, slot)
equip_to_slot_if_possible(W, slot, 1, 1, 0)
//puts the item "W" into an appropriate slot in a human's inventory
//returns 0 if it cannot, 1 if successful
/mob/proc/equip_to_appropriate_slot(obj/item/W)
if(!istype(W)) return 0
for(var/slot in W.slot_equipment_priority)
if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //qdel_on_fail = 0; disable_warning = 0; redraw_mob = 1
return 1
return 0
/mob/proc/reset_perspective(atom/A)
if(client)
if(istype(A, /atom/movable))
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
if(isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
return 1
/mob/living/reset_perspective(atom/A)
if(..())
update_sight()
if(client.eye != src)
var/atom/AT = client.eye
AT.get_remote_view_fullscreens(src)
else
clear_fullscreen("remote_view", 0)
update_pipe_vision()
/mob/proc/show_inv(mob/user)
return
//mob verbs are faster than object verbs. See http://www.byond.com/forum/?post=1326139&page=2#comment8198716 for why this isn't atom/verb/examine()
/mob/verb/examinate(atom/A as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why
set name = "Examine"
set category = "IC"
if(is_blind(src))
src << "<span class='notice'>Something is there but you can't see it.</span>"
return
face_atom(A)
A.examine(src)
//same as above
//note: ghosts can point, this is intended
//visible_message will handle invisibility properly
//overriden here and in /mob/dead/observer for different point span classes and sanity checks
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(!src || !isturf(src.loc) || !(A in view(src.loc)))
return 0
if(istype(A, /obj/effect/overlay/temp/point))
return 0
var/tile = get_turf(A)
if (!tile)
return 0
PoolOrNew(/obj/effect/overlay/temp/point, list(A,invisibility))
return 1
//this and stop_pulling really ought to be /mob/living procs
/mob/proc/start_pulling(atom/movable/AM, supress_message = 0)
if(!AM || !src)
return
if(AM == src || !isturf(AM.loc))
return
if(AM.anchored || AM.throwing)
return
if(throwing || incapacitated())
return
AM.add_fingerprint(src)
// If we're pulling something then drop what we're currently pulling and pull this instead.
if(pulling)
// Are we trying to pull something we are already pulling? Then just stop here, no need to continue.
if(AM == pulling)
return
stop_pulling()
changeNext_move(CLICK_CD_GRABBING)
if(AM.pulledby)
visible_message("<span class='danger'>[src] has pulled [AM] from [AM.pulledby]'s grip.</span>")
AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once.
pulling = AM
AM.pulledby = src
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
update_pull_hud_icon()
if(ismob(AM))
var/mob/M = AM
if(!supress_message)
visible_message("<span class='warning'>[src] has grabbed [M] passively!</span>")
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
/mob/verb/stop_pulling()
set name = "Stop Pulling"
set category = "IC"
if(pulling)
pulling.pulledby = null
if(ismob(pulling))
var/mob/M = pulling
M.update_canmove()// mob gets up if it was lyng down in a chokehold
pulling = null
grab_state = 0
update_pull_hud_icon()
/mob/proc/update_pull_hud_icon()
if(hud_used)
if(hud_used.pull_icon)
hud_used.pull_icon.update_icon(src)
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
if(istype(loc,/obj/mecha))
return
if(incapacitated())
return
if(hand)
var/obj/item/W = l_hand
if (W)
W.attack_self(src)
update_inv_l_hand()
else
var/obj/item/W = r_hand
if (W)
W.attack_self(src)
update_inv_r_hand()
/*
/mob/verb/dump_source()
var/master = "<PRE>"
for(var/t in typesof(/area))
master += text("[]\n", t)
//Foreach goto(26)
src << browse(master)
return
*/
/mob/verb/memory()
set name = "Notes"
set category = "IC"
if(mind)
mind.show_memory(src)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "IC"
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
msg = sanitize(msg)
if(mind)
mind.store_memory(msg)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/proc/store_memory(msg as message, popup, sane = 1)
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
if (sane)
msg = sanitize(msg)
if (length(memory) == 0)
memory += msg
else
memory += "<BR>[msg]"
if (popup)
memory()
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (!( abandon_allowed ))
return
if ((stat != 2 || !( ticker )))
usr << "<span class='boldnotice'>You must be dead to use this!</span>"
return
log_game("[usr.name]/[usr.key] used abandon mob.")
usr << "<span class='boldnotice'>Please roleplay correctly!</span>"
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
client.screen.Cut()
client.screen += client.void
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
var/mob/new_player/M = new /mob/new_player()
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
qdel(M)
return
M.key = key
// M.Login() //wat
return
/mob/verb/observe()
set name = "Observe"
set category = "OOC"
var/is_admin = 0
if(check_rights_for(client,R_ADMIN))
is_admin = 1
else if(stat != DEAD || istype(src, /mob/new_player))
usr << "<span class='notice'>You must be observing to use this!</span>"
return
if(is_admin && stat == DEAD)
is_admin = 0
var/list/creatures = getpois()
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures
if (!eye_name)
return
var/mob/mob_eye = creatures[eye_name]
if(client && mob_eye)
client.eye = mob_eye
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
reset_perspective(null)
unset_machine()
/mob/Topic(href, href_list)
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
unset_machine()
src << browse(null, t1)
if(href_list["refresh"])
if(machine && in_range(src, usr))
show_inv(machine)
if(usr.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
if(href_list["item"])
var/slot = text2num(href_list["item"])
var/obj/item/what = get_item_by_slot(slot)
if(what)
usr.stripPanelUnequip(what,src,slot)
else
usr.stripPanelEquip(what,src,slot)
if(usr.machine == src)
if(Adjacent(usr))
show_inv(usr)
else
usr << browse(null,"window=mob\ref[src]")
// The src mob is trying to strip an item from someone
// Defined in living.dm
/mob/proc/stripPanelUnequip(obj/item/what, mob/who)
return
// The src mob is trying to place an item on someone
// Defined in living.dm
/mob/proc/stripPanelEquip(obj/item/what, mob/who)
return
/mob/MouseDrop(mob/M)
..()
if(M != usr)
return
if(usr == src)
return
if(!Adjacent(usr))
return
if(istype(M, /mob/living/silicon/ai))
return
show_inv(usr)
/mob/proc/is_active()
return (0 >= usr.stat)
/mob/proc/is_muzzled()
return 0
/mob/proc/see(message)
if(!is_active())
return 0
src << message
return 1
/mob/proc/show_viewers(message)
for(var/mob/M in viewers())
M.see(message)
/mob/Stat()
..()
if(statpanel("Status"))
stat(null, "Map: [MAP_NAME]")
if (nextmap && istype(nextmap))
stat(null, "Next Map: [nextmap.friendlyname]")
stat(null, "Server Time: [time2text(world.realtime, "YYYY-MM-DD hh:mm")]")
if(SSshuttle.emergency)
var/ETA = SSshuttle.emergency.getModeStr()
if(ETA)
stat(null, "[ETA] [SSshuttle.emergency.getTimerStr()]")
if(client && client.holder)
if(statpanel("MC"))
stat("Location:", "([x], [y], [z])")
stat("CPU:", "[world.cpu]")
stat("Instances:", "[world.contents.len]")
config.stat_entry()
stat(null)
if(Master)
Master.stat_entry()
else
stat("Master Controller:", "ERROR")
if(Failsafe)
Failsafe.stat_entry()
else
stat("Failsafe Controller:", "ERROR")
if(Master)
stat("Subsystems:", "[round(Master.subsystem_cost, 0.01)]ds")
stat(null)
for(var/datum/subsystem/SS in Master.subsystems)
SS.stat_entry()
cameranet.stat_entry()
if(listed_turf && client)
if(!TurfAdjacent(listed_turf))
listed_turf = null
else
statpanel(listed_turf.name, null, listed_turf)
var/list/overrides = list()
for(var/image/I in client.images)
if(I.loc && I.loc.loc == listed_turf && I.override)
overrides = I.loc
for(var/atom/A in listed_turf)
if(!A.mouse_opacity)
continue
if(A.invisibility > see_invisible)
continue
if(overrides.len && (A in overrides))
continue
statpanel(listed_turf.name, null, A)
if(mind)
add_spells_to_statpanel(mind.spell_list)
if(mind.changeling)
add_stings_to_statpanel(mind.changeling.purchasedpowers)
add_spells_to_statpanel(mob_spell_list)
/mob/proc/add_spells_to_statpanel(list/spells)
for(var/obj/effect/proc_holder/spell/S in spells)
if(S.can_be_cast_by(src))
switch(S.charge_type)
if("recharge")
statpanel("[S.panel]","[S.charge_counter/10.0]/[S.charge_max/10]",S)
if("charges")
statpanel("[S.panel]","[S.charge_counter]/[S.charge_max]",S)
if("holdervar")
statpanel("[S.panel]","[S.holder_var_type] [S.holder_var_amount]",S)
/mob/proc/add_stings_to_statpanel(list/stings)
for(var/obj/effect/proc_holder/changeling/S in stings)
if(S.chemical_cost >=0 && S.can_be_used_by(src))
statpanel("[S.panel]",((S.chemical_cost > 0) ? "[S.chemical_cost]" : ""),S)
// facing verbs
/mob/proc/canface()
if(!canmove)
return 0
if(client.moving)
return 0
if(world.time < client.move_delay)
return 0
if(stat==2)
return 0
if(anchored)
return 0
if(notransform)
return 0
if(restrained())
return 0
return 1
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
//Robots, animals and brains have their own version so don't worry about them
/mob/proc/update_canmove()
var/ko = weakened || paralysis || stat || (status_flags & FAKEDEATH)
var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
var/buckle_lying = !(buckled && !buckled.buckle_lying)
var/has_legs = get_num_legs()
var/has_arms = get_num_arms()
var/ignore_legs = get_leg_ignore()
if(ko || resting || stunned || chokehold)
drop_r_hand()
drop_l_hand()
unset_machine()
if(pulling)
stop_pulling()
else if(has_legs || ignore_legs)
lying = 0
if(buckled)
lying = 90*buckle_lying
else if(!lying)
if(resting)
fall()
else if(ko || (!has_legs && !ignore_legs) || chokehold)
fall(forced = 1)
canmove = !(ko || resting || stunned || chokehold || buckled || (!has_legs && !ignore_legs && !has_arms))
density = !lying
if(lying)
if(layer == initial(layer)) //to avoid special cases like hiding larvas.
layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
else
if(layer == LYING_MOB_LAYER)
layer = initial(layer)
update_transform()
update_action_buttons_icon()
lying_prev = lying
return canmove
/mob/proc/fall(forced)
drop_l_hand()
drop_r_hand()
/mob/verb/eastface()
set hidden = 1
if(!canface())
return 0
dir = EAST
client.move_delay += movement_delay()
return 1
/mob/verb/westface()
set hidden = 1
if(!canface())
return 0
dir = WEST
client.move_delay += movement_delay()
return 1
/mob/verb/northface()
set hidden = 1
if(!canface())
return 0
dir = NORTH
client.move_delay += movement_delay()
return 1
/mob/verb/southface()
set hidden = 1
if(!canface())
return 0
dir = SOUTH
client.move_delay += movement_delay()
return 1
/mob/proc/IsAdvancedToolUser()//This might need a rename but it should replace the can this mob use things check
return 0
/mob/proc/swap_hand()
return
/mob/proc/activate_hand(selhand)
return
/mob/proc/assess_threat() //For sec bot threat assessment
return
/mob/proc/get_ghost(even_if_they_cant_reenter = 0)
if(mind)
return mind.get_ghost(even_if_they_cant_reenter)
/mob/proc/grab_ghost(force)
if(mind)
return mind.grab_ghost(force = force)
/mob/proc/notify_ghost_cloning(var/message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", var/sound = 'sound/effects/genetics.ogg', var/atom/source = null)
var/mob/dead/observer/ghost = get_ghost()
if(ghost)
ghost.notify_cloning(message, sound, source)
return ghost
/mob/proc/AddSpell(obj/effect/proc_holder/spell/S)
mob_spell_list += S
S.action.Grant(src)
//override to avoid rotating pixel_xy on mobs
/mob/shuttleRotate(rotation)
dir = angle2dir(rotation+dir2angle(dir))
//You can buckle on mobs if you're next to them since most are dense
/mob/buckle_mob(mob/living/M, force = 0)
if(M.buckled)
return 0
var/turf/T = get_turf(src)
if(M.loc != T)
var/old_density = density
density = 0
var/can_step = step_towards(M, T)
density = old_density
if(!can_step)
return 0
return ..()
//Default buckling shift visual for mobs
/mob/post_buckle_mob(mob/living/M)
if(M in buckled_mobs)//post buckling
var/height = M.get_mob_buckling_height(src)
M.pixel_y = initial(M.pixel_y) + height
if(M.layer < layer)
M.layer = layer + 0.1
else //post unbuckling
M.layer = initial(M.layer)
M.pixel_y = initial(M.pixel_y)
//returns the height in pixel the mob should have when buckled to another mob.
/mob/proc/get_mob_buckling_height(mob/seat)
if(isliving(seat))
var/mob/living/L = seat
if(L.mob_size <= MOB_SIZE_SMALL) //being on top of a small mob doesn't put you very high.
return 0
return 9
//can the mob be buckled to something by default?
/mob/proc/can_buckle()
return 1
//can the mob be unbuckled from something by default?
/mob/proc/can_unbuckle()
return 1
//Can the mob see reagents inside of containers?
/mob/proc/can_see_reagents()
if(stat == DEAD) //Ghosts and such can always see reagents
return 1
if(has_unlimited_silicon_privilege) //Silicons can automatically view reagents
return 1
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.head && istype(H.head, /obj/item/clothing))
var/obj/item/clothing/CL = H.head
if(CL.scan_reagents)
return 1
if(H.wear_mask && H.wear_mask.scan_reagents)
return 1
if(H.glasses && istype(H.glasses, /obj/item/clothing))
var/obj/item/clothing/CL = H.glasses
if(CL.scan_reagents)
return 1
return 0
//Can the mob use Topic to interact with machines
/mob/proc/canUseTopic()
return
/mob/proc/faction_check(mob/target)
for(var/F in faction)
if(F in target.faction)
return 1
return 0
//This will update a mob's name, real_name, mind.name, data_core records, pda, id and traitor text
//Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn
/mob/proc/fully_replace_character_name(oldname,newname)
if(!newname)
return 0
real_name = newname
name = newname
if(mind)
mind.name = newname
if(oldname)
//update the datacore records! This is goig to be a bit costly.
replace_records_name(oldname,newname)
//update our pda and id if we have them on our person
replace_identification_name(oldname,newname)
for(var/datum/mind/T in ticker.minds)
for(var/datum/objective/obj in T.objectives)
// Only update if this player is a target
if(obj.target && obj.target.current && obj.target.current.real_name == name)
obj.update_explanation_text()
return 1
//Updates data_core records with new name , see mob/living/carbon/human
/mob/proc/replace_records_name(oldname,newname)
return
/mob/proc/replace_identification_name(oldname,newname)
var/list/searching = GetAllContents()
var/search_id = 1
var/search_pda = 1
for(var/A in searching)
if( search_id && istype(A,/obj/item/weapon/card/id) )
var/obj/item/weapon/card/id/ID = A
if(ID.registered_name == oldname)
ID.registered_name = newname
ID.update_label()
if(!search_pda)
break
search_id = 0
else if( search_pda && istype(A,/obj/item/device/pda) )
var/obj/item/device/pda/PDA = A
if(PDA.owner == oldname)
PDA.owner = newname
PDA.update_label()
if(!search_id)
break
search_pda = 0
/mob/proc/update_stat()
return
/mob/proc/update_health_hud()
return
/mob/living/on_varedit(modified_var)
switch(modified_var)
if("weakened")
SetWeakened(weakened)
if("stunned")
SetStunned(stunned)
if("paralysis")
SetParalysis(paralysis)
if("sleeping")
SetSleeping(sleeping)
if("eye_blind")
set_blindness(eye_blind)
if("eye_damage")
set_eye_damage(eye_damage)
if("eye_blurry")
set_blurriness(eye_blurry)
if("ear_deaf")
setEarDamage(-1, ear_deaf)
if("ear_damage")
setEarDamage(ear_damage, -1)
if("maxHealth")
updatehealth()
if("resize")
update_transform()
..()
/mob/proc/is_literate()
return 0
/mob/proc/get_idcard()
return