Files
Bubberstation/code/modules/mob/status_procs.dm
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00

262 lines
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//Here are the procs used to modify status effects of a mob.
//The effects include: stunned, weakened, paralysis, sleeping, resting, jitteriness, dizziness, ear damage,
// eye damage, eye_blind, eye_blurry, druggy, BLIND disability, and NEARSIGHT disability.
/////////////////////////////////// STUNNED ////////////////////////////////////
/mob/proc/Stun(amount, updating = 1, ignore_canstun = 0)
if(status_flags & CANSTUN || ignore_canstun)
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
if(updating)
update_canmove()
/mob/proc/SetStunned(amount, updating = 1, ignore_canstun = 0) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
if(status_flags & CANSTUN || ignore_canstun)
stunned = max(amount,0)
if(updating)
update_canmove()
/mob/proc/AdjustStunned(amount, updating = 1, ignore_canstun = 0)
if(status_flags & CANSTUN || ignore_canstun)
stunned = max(stunned + amount,0)
if(updating)
update_canmove()
/////////////////////////////////// WEAKENED ////////////////////////////////////
/mob/proc/Weaken(amount, updating = 1, ignore_canweaken = 0)
if((status_flags & CANWEAKEN) || ignore_canweaken)
weakened = max(max(weakened,amount),0)
if(updating)
update_canmove() //updates lying, canmove and icons
/mob/proc/SetWeakened(amount, updating = 1, ignore_canweaken = 0)
if(status_flags & CANWEAKEN)
weakened = max(amount,0)
if(updating)
update_canmove() //updates lying, canmove and icons
/mob/proc/AdjustWeakened(amount, updating = 1, ignore_canweaken = 0)
if((status_flags & CANWEAKEN) || ignore_canweaken)
weakened = max(weakened + amount,0)
if(updating)
update_canmove() //updates lying, canmove and icons
/////////////////////////////////// PARALYSIS ////////////////////////////////////
/mob/proc/Paralyse(amount, updating = 1, ignore_canparalyse = 0)
if(status_flags & CANPARALYSE || ignore_canparalyse)
var/old_paralysis = paralysis
paralysis = max(max(paralysis,amount),0)
if((!old_paralysis && paralysis) || (old_paralysis && !paralysis))
if(updating)
update_stat()
/mob/proc/SetParalysis(amount, updating = 1, ignore_canparalyse = 0)
if(status_flags & CANPARALYSE || ignore_canparalyse)
var/old_paralysis = paralysis
paralysis = max(amount,0)
if((!old_paralysis && paralysis) || (old_paralysis && !paralysis))
if(updating)
update_stat()
/mob/proc/AdjustParalysis(amount, updating = 1, ignore_canparalyse = 0)
if(status_flags & CANPARALYSE || ignore_canparalyse)
var/old_paralysis = paralysis
paralysis = max(paralysis + amount,0)
if((!old_paralysis && paralysis) || (old_paralysis && !paralysis))
if(updating)
update_stat()
/////////////////////////////////// SLEEPING ////////////////////////////////////
/mob/proc/Sleeping(amount, updating = 1)
var/old_sleeping = sleeping
sleeping = max(max(sleeping,amount),0)
if(!old_sleeping && sleeping)
throw_alert("asleep", /obj/screen/alert/asleep)
if(updating)
update_stat()
else if(old_sleeping && !sleeping)
clear_alert("asleep")
if(updating)
update_stat()
/mob/proc/SetSleeping(amount, updating = 1)
var/old_sleeping = sleeping
sleeping = max(amount,0)
if(!old_sleeping && sleeping)
throw_alert("asleep", /obj/screen/alert/asleep)
if(updating)
update_stat()
else if(old_sleeping && !sleeping)
clear_alert("asleep")
if(updating)
update_stat()
/mob/proc/AdjustSleeping(amount, updating = 1)
var/old_sleeping = sleeping
sleeping = max(sleeping + amount,0)
if(!old_sleeping && sleeping)
throw_alert("asleep", /obj/screen/alert/asleep)
if(updating)
update_stat()
else if(old_sleeping && !sleeping)
clear_alert("asleep")
if(updating)
update_stat()
/////////////////////////////////// RESTING ////////////////////////////////////
/mob/proc/Resting(amount)
resting = max(max(resting,amount),0)
update_canmove()
/mob/proc/SetResting(amount)
resting = max(amount,0)
update_canmove()
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
update_canmove()
/////////////////////////////////// JITTERINESS ////////////////////////////////////
/mob/proc/Jitter(amount)
jitteriness = max(jitteriness,amount,0)
/////////////////////////////////// DIZZINESS ////////////////////////////////////
/mob/proc/Dizzy(amount)
dizziness = max(dizziness,amount,0)
/////////////////////////////////// EAR DAMAGE ////////////////////////////////////
/mob/proc/adjustEarDamage()
return
/mob/proc/setEarDamage()
return
/////////////////////////////////// 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)
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)
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 || (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)
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 || (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
/////////////////////////////////// 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