Files
Bubberstation/code/datums/diseases/_MobProcs.dm
LemonInTheDark f4f8a686df Makes grounding rods consistent, changes the supermatters bolts a great deal. (#48472)
* Goof I will find you and I will berate you

holy hell

Calm and peaceful ahhhhh

I swear goofs pc failing was the biggest tragedy in gaming

Fixes some flags

More touchups

Now to squash

Goofs PC failing was the biggest tragady in GAMING

* Fixing some misspellings before the bee gets me

* GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

* Full vehicle support

* Changes some flags around, "fixes" some bugs, makes being shocked less insane

* Makes spliting more reasonable, unfucks some shitty tesla code I copypasta'd into the sm, godspeed shitcode,
none noticed you.

* Removes my tesla_ignore_1 fix, another pr is up that should solve things, so we're just leaving it in for now,
gonna have to deal with merge conflicts when it gets merged, but that won't be too bad

* tfw

* Nothing to see here folks

* I'm a boomer
2020-01-10 23:25:11 +11:00

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/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 && !D.process_dead)
return FALSE
if(D.GetDiseaseID() in disease_resistances)
return FALSE
if(HasDisease(D))
return FALSE
if(!(D.infectable_biotypes & mob_biotypes))
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(ITEM_SLOT_ICLOTHING))
Cl = ITEM_SLOT_ICLOTHING
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(src, 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(src, 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 ..()
/mob/living/proc/CanSpreadAirborneDisease()
return !is_mouth_covered()
/mob/living/carbon/CanSpreadAirborneDisease()
return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating("bio") >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating("bio") >= 25)))
/mob/living/proc/set_shocked()
flags_1 |= SHOCKED_1
/mob/living/proc/reset_shocked()
flags_1 &= ~ SHOCKED_1