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## About The Pull Request Reworks Living Limb code to fix a bunch of runtimes and issues I saw while testing Bioscrambler. Specifically, the contained mobs are now initialised via element following attachment so that signal registration can occur at the correct time. This allows limbs to function correctly when added from nullspace via admin panel or bioscrambler. Secondarily (and more wide-ranging) at some point (probably #79563) we inadvertently made basic mobs only attack the target's chest instead of spreading damage. This is problematic for Living Flesh which can only attach itself to damaged limbs but was left unable to attack damaged limbs. I've fixed this in a way which is maybe stupid: adding an element which randomises attack zone pre-attack. Living limbs also limit this to _only_ limbs (although it will fall back to chest if you have no limbs at all). This is _technically_ still different, the previous behaviour used `adjustBruteLoss` and `adjustFireLoss` and would spread the damage across your entire body, but there isn't a route to that via the new interface and this seems close enough. ## Changelog 🆑 fix: Living Limbs created by Bioscrambler will be alive. fix: Living Limbs can once more attach themselves to your body. balance: Living Limbs will prioritise attacking your limbs. fix: Basic Mobs will once again spread their damage across body zones instead of only attacking your chest. /🆑
321 lines
12 KiB
Plaintext
321 lines
12 KiB
Plaintext
///Simple animals 2.0, This time, let's really try to keep it simple. This basetype should purely be used as a base-level for implementing simplified behaviours for things such as damage and attacks. Everything else should be in components or AI behaviours.
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/mob/living/basic
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name = "basic mob"
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icon = 'icons/mob/simple/animal.dmi'
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health = 20
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maxHealth = 20
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gender = PLURAL
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living_flags = MOVES_ON_ITS_OWN
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status_flags = CANPUSH
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fire_stack_decay_rate = -5 // Reasonably fast as NPCs will not usually actively extinguish themselves
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var/basic_mob_flags = NONE
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///Defines how fast the basic mob can move. This is not a multiplier
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var/speed = 1
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///How much stamina the mob recovers per second
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var/stamina_recovery = 5
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///how much damage this basic mob does to objects, if any.
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var/obj_damage = 0
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///How much armour they ignore, as a flat reduction from the targets armour value.
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var/armour_penetration = 0
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///Damage type of a simple mob's melee attack, should it do damage.
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var/melee_damage_type = BRUTE
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///How much wounding power it has
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var/wound_bonus = CANT_WOUND
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///How much bare wounding power it has
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var/bare_wound_bonus = 0
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///If the attacks from this are sharp
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var/sharpness = NONE
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/// Sound played when the critter attacks.
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var/attack_sound
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/// Override for the visual attack effect shown on 'do_attack_animation()'.
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var/attack_vis_effect
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///Played when someone punches the creature.
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var/attacked_sound = SFX_PUNCH //This should be an element
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/// How often can you melee attack?
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var/melee_attack_cooldown = 2 SECONDS
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/// Variable maintained for compatibility with attack_animal procs until simple animals can be refactored away. Use element instead of setting manually.
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var/environment_smash = ENVIRONMENT_SMASH_STRUCTURES
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/// 1 for full damage, 0 for none, -1 for 1:1 heal from that source.
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var/list/damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 0, OXY = 1)
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///Verbs used for speaking e.g. "Says" or "Chitters". This can be elementized
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var/list/speak_emote = list()
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///When someone interacts with the simple animal.
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///Help-intent verb in present continuous tense.
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var/response_help_continuous = "pokes"
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///Help-intent verb in present simple tense.
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var/response_help_simple = "poke"
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///Disarm-intent verb in present continuous tense.
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var/response_disarm_continuous = "shoves"
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///Disarm-intent verb in present simple tense.
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var/response_disarm_simple = "shove"
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///Harm-intent verb in present continuous tense.
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var/response_harm_continuous = "hits"
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///Harm-intent verb in present simple tense.
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var/response_harm_simple = "hit"
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///Basic mob's own attacks verbs,
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///Attacking verb in present continuous tense.
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var/attack_verb_continuous = "attacks"
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///Attacking verb in present simple tense.
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var/attack_verb_simple = "attack"
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///Attacking, but without damage, verb in present continuous tense.
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var/friendly_verb_continuous = "nuzzles"
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///Attacking, but without damage, verb in present simple tense.
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var/friendly_verb_simple = "nuzzle"
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////////THIS SECTION COULD BE ITS OWN ELEMENT
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///Icon to use
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var/icon_living = ""
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///Icon when the animal is dead. Don't use animated icons for this.
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var/icon_dead = ""
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///We only try to show a gibbing animation if this exists.
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var/icon_gib = null
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///If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood.
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var/gold_core_spawnable = NO_SPAWN
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///Sentience type, for slime potions. SHOULD BE AN ELEMENT BUT I DONT CARE ABOUT IT FOR NOW
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var/sentience_type = SENTIENCE_ORGANIC
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///Leaving something at 0 means it's off - has no maximum.
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var/list/habitable_atmos = list("min_oxy" = 5, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
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///This damage is taken when atmos doesn't fit all the requirements above. Set to 0 to avoid adding the atmos_requirements element.
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var/unsuitable_atmos_damage = 1
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///Minimal body temperature without receiving damage
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var/minimum_survivable_temperature = NPC_DEFAULT_MIN_TEMP
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///Maximal body temperature without receiving damage
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var/maximum_survivable_temperature = NPC_DEFAULT_MAX_TEMP
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///This damage is taken when the body temp is too cold. Set both this and unsuitable_heat_damage to 0 to avoid adding the body_temp_sensitive element.
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var/unsuitable_cold_damage = 1
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///This damage is taken when the body temp is too hot. Set both this and unsuitable_cold_damage to 0 to avoid adding the body_temp_sensitive element.
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var/unsuitable_heat_damage = 1
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/mob/living/basic/Initialize(mapload)
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. = ..()
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if(gender == PLURAL)
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gender = pick(MALE,FEMALE)
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if(!real_name)
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real_name = name
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if(!loc)
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stack_trace("Basic mob being instantiated in nullspace")
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update_basic_mob_varspeed()
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if(speak_emote)
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speak_emote = string_list(speak_emote)
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///We need to wait for SSair to be initialized before we can check atmos/temp requirements.
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if(PERFORM_ALL_TESTS(focus_only/atmos_and_temp_requirements) && mapload && !SSair.initialized)
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RegisterSignal(SSair, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(on_ssair_init))
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return
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apply_atmos_requirements(mapload)
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apply_temperature_requirements(mapload)
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apply_target_randomisation()
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/mob/living/basic/proc/on_ssair_init(datum/source)
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SIGNAL_HANDLER
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UnregisterSignal(SSair, COMSIG_SUBSYSTEM_POST_INITIALIZE)
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apply_atmos_requirements(TRUE)
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apply_temperature_requirements(TRUE)
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/// Ensures this mob can take atmospheric damage if it's supposed to
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/mob/living/basic/proc/apply_atmos_requirements(mapload)
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if(unsuitable_atmos_damage == 0 || isnull(habitable_atmos))
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return
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//String assoc list returns a cached list, so this is like a static list to pass into the element below.
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habitable_atmos = string_assoc_list(habitable_atmos)
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AddElement(/datum/element/atmos_requirements, habitable_atmos, unsuitable_atmos_damage, mapload)
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/// Ensures this mob can take temperature damage if it's supposed to
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/mob/living/basic/proc/apply_temperature_requirements(mapload)
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if((unsuitable_cold_damage == 0 && unsuitable_heat_damage == 0) || (minimum_survivable_temperature <= 0 && maximum_survivable_temperature >= INFINITY))
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return
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AddElement(/datum/element/body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage, mapload)
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/mob/living/basic/proc/apply_target_randomisation()
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if (basic_mob_flags & PRECISE_ATTACK_ZONES)
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return
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AddElement(/datum/element/attack_zone_randomiser)
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/mob/living/basic/Life(seconds_per_tick = SSMOBS_DT, times_fired)
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. = ..()
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if(staminaloss > 0)
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adjustStaminaLoss(-stamina_recovery * seconds_per_tick, forced = TRUE)
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/mob/living/basic/get_default_say_verb()
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return length(speak_emote) ? pick(speak_emote) : ..()
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/mob/living/basic/death(gibbed)
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. = ..()
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if(basic_mob_flags & DEL_ON_DEATH)
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ghostize(can_reenter_corpse = FALSE)
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qdel(src)
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else
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health = 0
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look_dead()
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/mob/living/basic/gib()
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if(butcher_results || guaranteed_butcher_results)
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var/list/butcher_loot = list()
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if(butcher_results)
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butcher_loot += butcher_results
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if(guaranteed_butcher_results)
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butcher_loot += guaranteed_butcher_results
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var/atom/loot_destination = drop_location()
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for(var/path in butcher_loot)
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for(var/i in 1 to butcher_loot[path])
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new path(loot_destination)
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return ..()
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/**
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* Apply the appearance and properties this mob has when it dies
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* This is called by the mob pretending to be dead too so don't put loot drops in here or something
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*/
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/mob/living/basic/proc/look_dead()
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icon_state = icon_dead
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if(basic_mob_flags & FLIP_ON_DEATH)
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transform = transform.Turn(180)
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if(!(basic_mob_flags & REMAIN_DENSE_WHILE_DEAD))
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ADD_TRAIT(src, TRAIT_UNDENSE, BASIC_MOB_DEATH_TRAIT)
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SEND_SIGNAL(src, COMSIG_BASICMOB_LOOK_DEAD)
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/mob/living/basic/revive(full_heal_flags = NONE, excess_healing = 0, force_grab_ghost = FALSE)
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. = ..()
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if(!.)
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return
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look_alive()
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/// Apply the appearance and properties this mob has when it is alive
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/mob/living/basic/proc/look_alive()
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icon_state = icon_living
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if(basic_mob_flags & FLIP_ON_DEATH)
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transform = transform.Turn(180)
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if(!(basic_mob_flags & REMAIN_DENSE_WHILE_DEAD))
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REMOVE_TRAIT(src, TRAIT_UNDENSE, BASIC_MOB_DEATH_TRAIT)
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SEND_SIGNAL(src, COMSIG_BASICMOB_LOOK_ALIVE)
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/mob/living/basic/update_sight()
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lighting_color_cutoffs = list(lighting_cutoff_red, lighting_cutoff_green, lighting_cutoff_blue)
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return ..()
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/mob/living/basic/examine(mob/user)
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. = ..()
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if(stat != DEAD)
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return
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. += span_deadsay("Upon closer examination, [p_they()] appear[p_s()] to be [HAS_MIND_TRAIT(user, TRAIT_NAIVE) ? "asleep" : "dead"].")
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/mob/living/basic/proc/melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
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face_atom(target)
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if (!ignore_cooldown)
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changeNext_move(melee_attack_cooldown)
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if(SEND_SIGNAL(src, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, target, Adjacent(target), modifiers) & COMPONENT_HOSTILE_NO_ATTACK)
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return FALSE //but more importantly return before attack_animal called
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var/result = target.attack_basic_mob(src, modifiers)
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SEND_SIGNAL(src, COMSIG_HOSTILE_POST_ATTACKINGTARGET, target, result)
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return result
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/mob/living/basic/resolve_unarmed_attack(atom/attack_target, list/modifiers)
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melee_attack(attack_target, modifiers)
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/mob/living/basic/vv_edit_var(vname, vval)
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switch(vname)
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if(NAMEOF(src, habitable_atmos), NAMEOF(src, unsuitable_atmos_damage))
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RemoveElement(/datum/element/atmos_requirements, habitable_atmos, unsuitable_atmos_damage)
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. = TRUE
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if(NAMEOF(src, minimum_survivable_temperature), NAMEOF(src, maximum_survivable_temperature), NAMEOF(src, unsuitable_cold_damage), NAMEOF(src, unsuitable_heat_damage))
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RemoveElement(/datum/element/body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
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. = TRUE
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. = ..()
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switch(vname)
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if(NAMEOF(src, habitable_atmos), NAMEOF(src, unsuitable_atmos_damage))
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apply_atmos_requirements()
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if(NAMEOF(src, minimum_survivable_temperature), NAMEOF(src, maximum_survivable_temperature), NAMEOF(src, unsuitable_cold_damage), NAMEOF(src, unsuitable_heat_damage))
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apply_temperature_requirements()
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if(NAMEOF(src, speed))
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datum_flags |= DF_VAR_EDITED
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set_varspeed(vval)
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/mob/living/basic/proc/set_varspeed(var_value)
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speed = var_value
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update_basic_mob_varspeed()
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/mob/living/basic/proc/update_basic_mob_varspeed()
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if(speed == 0)
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remove_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed)
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add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed, multiplicative_slowdown = speed)
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SEND_SIGNAL(src, POST_BASIC_MOB_UPDATE_VARSPEED)
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/mob/living/basic/update_movespeed()
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. = ..()
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if (cached_multiplicative_slowdown > END_GLIDE_SPEED)
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ADD_TRAIT(src, TRAIT_NO_GLIDE, SPEED_TRAIT)
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else
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REMOVE_TRAIT(src, TRAIT_NO_GLIDE, SPEED_TRAIT)
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/mob/living/basic/relaymove(mob/living/user, direction)
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if(user.incapacitated())
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return
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return relaydrive(user, direction)
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/mob/living/basic/get_status_tab_items()
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. = ..()
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. += "Health: [round((health / maxHealth) * 100)]%"
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. += "Combat Mode: [combat_mode ? "On" : "Off"]"
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/mob/living/basic/compare_sentience_type(compare_type)
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return sentience_type == compare_type
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/// Updates movement speed based on stamina loss
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/mob/living/basic/update_stamina()
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set_varspeed(initial(speed) + (staminaloss * 0.06))
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/mob/living/basic/on_fire_stack(seconds_per_tick, datum/status_effect/fire_handler/fire_stacks/fire_handler)
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adjust_bodytemperature((maximum_survivable_temperature + (fire_handler.stacks * 12)) * 0.5 * seconds_per_tick)
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/mob/living/basic/get_fire_overlay(stacks, on_fire)
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var/fire_icon = "generic_fire"
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if(!GLOB.fire_appearances[fire_icon])
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GLOB.fire_appearances[fire_icon] = mutable_appearance(
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'icons/mob/effects/onfire.dmi',
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fire_icon,
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-HIGHEST_LAYER,
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appearance_flags = RESET_COLOR,
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)
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return GLOB.fire_appearances[fire_icon]
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/mob/living/basic/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, ignore_animation = TRUE)
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. = ..()
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if (.)
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update_held_items()
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/mob/living/basic/update_held_items()
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. = ..()
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if(isnull(client) || isnull(hud_used) || hud_used.hud_version == HUD_STYLE_NOHUD)
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return
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var/turf/our_turf = get_turf(src)
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for(var/obj/item/held in held_items)
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var/index = get_held_index_of_item(held)
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SET_PLANE(held, ABOVE_HUD_PLANE, our_turf)
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held.screen_loc = ui_hand_position(index)
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client.screen |= held
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/mob/living/basic/get_body_temp_heat_damage_limit()
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return maximum_survivable_temperature
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/mob/living/basic/get_body_temp_cold_damage_limit()
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return minimum_survivable_temperature
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