mirror of
https://github.com/Bubberstation/Bubberstation.git
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DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily. DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave. DNA strings can be spliced together using merge_text(). e.g. string 1: "Hello World" string 2: "Seeya______" result: "Seeya World" This isn't used except for admin-spawnable SE injectors at the moment. r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors. Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc. Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy() var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna. DNA modifier console has almost all controls on one screen. UIs and UEs can be injected separately (appearance and name, respectively) dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning) Every block of SEs are in randomised positions. Disabled automatic logging of world.log, as it produced undesirable behaviour. Mr Muggles and God Emperor of Mankind disks removed. Floor() removed. (it was completely uneccesary, that is what round() is). Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity) Tanning removed from beaches (again) Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob)) This is mainly due to the way everything is hardcoded into New(). Changelog.html updated Signed-off-by: carnie <elly1989@rocketmail.com>
823 lines
22 KiB
Plaintext
823 lines
22 KiB
Plaintext
/mob/Del()//This makes sure that mobs with clients/keys are not just deleted from the game.
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mob_list -= src
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dead_mob_list -= src
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living_mob_list -= src
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ghostize()
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..()
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var/next_mob_id = 0
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/mob/New()
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tag = "mob_[next_mob_id++]"
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mob_list += src
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if(stat == DEAD)
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dead_mob_list += src
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else
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living_mob_list += src
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..()
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/mob/proc/Cell()
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set category = "Admin"
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set hidden = 1
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if(!loc) return 0
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var/datum/gas_mixture/environment = loc.return_air()
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var/t = "\blue Coordinates: [x],[y] \n"
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t+= "\red Temperature: [environment.temperature] \n"
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t+= "\blue Nitrogen: [environment.nitrogen] \n"
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t+= "\blue Oxygen: [environment.oxygen] \n"
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t+= "\blue Plasma : [environment.toxins] \n"
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t+= "\blue Carbon Dioxide: [environment.carbon_dioxide] \n"
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for(var/datum/gas/trace_gas in environment.trace_gases)
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usr << "\blue [trace_gas.type]: [trace_gas.moles] \n"
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usr.show_message(t, 1)
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/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
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if(!client) return
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if (type)
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if(type & 1 && (sdisabilities & BLIND || blinded || paralysis) )//Vision related
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if (!( alt ))
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return
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else
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msg = alt
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type = alt_type
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if (type & 2 && (sdisabilities & DEAF || ear_deaf))//Hearing related
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if (!( alt ))
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return
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else
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msg = alt
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type = alt_type
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if ((type & 1 && sdisabilities & BLIND))
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return
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// Added voice muffling for Issue 41.
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if(stat == UNCONSCIOUS || sleeping > 0)
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src << "<I>... You can almost hear someone talking ...</I>"
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else
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src << msg
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return
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// Show a message to all mobs in sight of this one
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// This would be for visible actions by the src mob
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// message is the message output to anyone who can see e.g. "[src] does something!"
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// self_message (optional) is what the src mob sees e.g. "You do something!"
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// blind_message (optional) is what blind people will hear e.g. "You hear something!"
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/mob/visible_message(var/message, var/self_message, var/blind_message)
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for(var/mob/M in viewers(src))
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var/msg = message
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if(self_message && M==src)
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msg = self_message
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M.show_message( msg, 1, blind_message, 2)
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// Show a message to all mobs in sight of this atom
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// Use for objects performing visible actions
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// message is output to anyone who can see, e.g. "The [src] does something!"
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// blind_message (optional) is what blind people will hear e.g. "You hear something!"
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/atom/proc/visible_message(var/message, var/blind_message)
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for(var/mob/M in viewers(src))
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M.show_message( message, 1, blind_message, 2)
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//This is awful, still.
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/mob/attackby(obj/item/I, mob/user)
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if(I && istype(I)) //The istype is necessary for things like bodybags which are structures that do not have an attack() proc.
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I.attack(src, user)
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/mob/proc/movement_delay()
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return 0
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/mob/proc/Life()
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return
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/mob/proc/get_item_by_slot(slot_id)
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switch(slot_id)
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if(slot_l_hand)
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return l_hand
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if(slot_r_hand)
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return r_hand
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return null
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/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
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if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
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if (!( L ))
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return null
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else
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return L.container
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else
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if (!( L ))
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L = new /obj/effect/list_container/mobl( null )
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L.container += src
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L.master = src
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if (istype(l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = l_hand
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if (!( L.container.Find(G.affecting) ))
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L.container += G.affecting
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if (G.affecting)
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G.affecting.ret_grab(L, 1)
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if (istype(r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = r_hand
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if (!( L.container.Find(G.affecting) ))
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L.container += G.affecting
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if (G.affecting)
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G.affecting.ret_grab(L, 1)
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if (!( flag ))
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if (L.master == src)
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var/list/temp = list( )
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temp += L.container
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//L = null
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del(L)
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return temp
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else
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return L.container
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return
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/mob/proc/restrained()
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return
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//This proc is called whenever someone clicks an inventory ui slot.
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/mob/proc/attack_ui(slot)
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var/obj/item/W = get_active_hand()
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if(istype(W))
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if(equip_to_slot_if_possible(W, slot,0,0,0))
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return 1
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if(!W)
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// Activate the item
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var/obj/item/I = get_item_by_slot(slot)
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if(istype(I))
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I.attack_hand(src)
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return 0
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/mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1)
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if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob))
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return 1
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else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob))
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return 1
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return 0
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//This is a SAFE proc. Use this instead of equip_to_splot()!
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//set del_on_fail to have it delete W if it fails to equip
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//set disable_warning to disable the 'you are unable to equip that' warning.
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//unset redraw_mob to prevent the mob from being redrawn at the end.
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/mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1)
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if(!istype(W)) return 0
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if(!W.mob_can_equip(src, slot, disable_warning))
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if(del_on_fail)
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del(W)
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else
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if(!disable_warning)
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src << "\red You are unable to equip that." //Only print if del_on_fail is false
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return 0
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equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
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return 1
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//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.
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//In most cases you will want to use equip_to_slot_if_possible()
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/mob/proc/equip_to_slot(obj/item/W as obj, slot)
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return
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//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.
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/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
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equip_to_slot_if_possible(W, slot, 1, 1, 0)
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//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
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var/list/slot_equipment_priority = list( \
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slot_back,\
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slot_wear_id,\
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slot_w_uniform,\
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slot_wear_suit,\
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slot_wear_mask,\
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slot_head,\
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slot_shoes,\
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slot_gloves,\
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slot_ears,\
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slot_glasses,\
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slot_belt,\
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slot_s_store,\
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slot_l_store,\
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slot_r_store\
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)
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//puts the item "W" into an appropriate slot in a human's inventory
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//returns 0 if it cannot, 1 if successful
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/mob/proc/equip_to_appropriate_slot(obj/item/W)
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if(!istype(W)) return 0
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for(var/slot in slot_equipment_priority)
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if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //del_on_fail = 0; disable_warning = 0; redraw_mob = 1
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return 1
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return 0
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/mob/proc/reset_view(atom/A)
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if (client)
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if (istype(A, /atom/movable))
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client.perspective = EYE_PERSPECTIVE
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client.eye = A
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else
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if (isturf(loc))
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else
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client.perspective = EYE_PERSPECTIVE
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client.eye = loc
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return
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/mob/proc/show_inv(mob/user)
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user.set_machine(src)
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var/dat = {"
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<HR>
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<B><FONT size=3>[name]</FONT></B>
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<HR>
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<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=[slot_l_hand]'> [l_hand ? l_hand : "Nothing"]</A>
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<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=[slot_r_hand]'> [r_hand ? r_hand : "Nothing"]</A>
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<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
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"}
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user << browse(dat, "window=mob[name];size=325x500")
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onclose(user, "mob[name]")
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/mob/verb/mode()
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set name = "Activate Held Object"
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set category = "IC"
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set src = usr
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if(hand)
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var/obj/item/W = l_hand
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if (W)
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W.attack_self(src)
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update_inv_l_hand(0)
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else
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var/obj/item/W = r_hand
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if (W)
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W.attack_self(src)
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update_inv_r_hand(0)
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return
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/*
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/mob/verb/dump_source()
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var/master = "<PRE>"
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for(var/t in typesof(/area))
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master += text("[]\n", t)
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//Foreach goto(26)
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src << browse(master)
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return
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*/
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/mob/verb/memory()
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set name = "Notes"
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set category = "IC"
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if(mind)
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mind.show_memory(src)
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else
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src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
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/mob/verb/add_memory(msg as message)
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set name = "Add Note"
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set category = "IC"
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msg = copytext(msg, 1, MAX_MESSAGE_LEN)
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msg = sanitize(msg)
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if(mind)
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mind.store_memory(msg)
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else
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src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
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/mob/proc/store_memory(msg as message, popup, sane = 1)
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msg = copytext(msg, 1, MAX_MESSAGE_LEN)
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if (sane)
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msg = sanitize(msg)
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if (length(memory) == 0)
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memory += msg
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else
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memory += "<BR>[msg]"
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if (popup)
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memory()
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/*
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/mob/verb/help()
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set name = "Help"
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src << browse('html/help.html', "window=help")
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return
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*/
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/mob/verb/abandon_mob()
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set name = "Respawn"
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set category = "OOC"
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if (!( abandon_allowed ))
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return
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if ((stat != 2 || !( ticker )))
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usr << "\blue <B>You must be dead to use this!</B>"
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return
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log_game("[usr.name]/[usr.key] used abandon mob.")
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usr << "\blue <B>Please roleplay correctly!</B>"
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if(!client)
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log_game("[usr.key] AM failed due to disconnect.")
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return
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client.screen.Cut()
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if(!client)
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log_game("[usr.key] AM failed due to disconnect.")
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return
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var/mob/new_player/M = new /mob/new_player()
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if(!client)
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log_game("[usr.key] AM failed due to disconnect.")
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del(M)
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return
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M.key = key
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// M.Login() //wat
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return
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/client/verb/changes()
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set name = "Changelog"
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set category = "OOC"
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getFiles(
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'html/postcardsmall.jpg',
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'html/somerights20.png',
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'html/88x31.png',
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'html/bug-minus.png',
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'html/cross-circle.png',
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'html/hard-hat-exclamation.png',
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'html/image-minus.png',
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'html/image-plus.png',
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'html/music-minus.png',
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'html/music-plus.png',
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'html/tick-circle.png',
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'html/wrench-screwdriver.png',
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'html/spell-check.png',
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'html/burn-exclamation.png',
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'html/chevron.png',
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'html/chevron-expand.png',
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'html/changelog.css',
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'html/changelog.js',
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'html/changelog.html'
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)
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src << browse('html/changelog.html', "window=changes;size=675x650")
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if(prefs.lastchangelog != changelog_hash)
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prefs.lastchangelog = changelog_hash
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prefs.save_preferences()
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winset(src, "rpane.changelog", "background-color=none;font-style=;")
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/mob/verb/observe()
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set name = "Observe"
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set category = "OOC"
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var/is_admin = 0
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if(client.holder && (client.holder.rights & R_ADMIN))
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is_admin = 1
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else if(stat != DEAD || istype(src, /mob/new_player))
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usr << "\blue You must be observing to use this!"
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return
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if(is_admin && stat == DEAD)
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is_admin = 0
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var/list/names = list()
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var/list/namecounts = list()
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var/list/creatures = list()
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for(var/obj/O in world) //EWWWWWWWWWWWWWWWWWWWWWWWW ~needs to be optimised
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if(!O.loc)
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continue
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if(istype(O, /obj/item/weapon/disk/nuclear))
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var/name = "Nuclear Disk"
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = O
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if(istype(O, /obj/machinery/singularity))
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var/name = "Singularity"
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = O
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if(istype(O, /obj/machinery/bot))
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var/name = "BOT: [O.name]"
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = O
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for(var/mob/M in sortAtom(mob_list))
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var/name = M.name
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if (names.Find(name))
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = M
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client.perspective = EYE_PERSPECTIVE
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var/eye_name = null
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var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
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eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures
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if (!eye_name)
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return
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var/mob/mob_eye = creatures[eye_name]
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if(client && mob_eye)
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client.eye = mob_eye
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if (is_admin)
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client.adminobs = 1
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if(mob_eye == client.mob || client.eye == client.mob)
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client.adminobs = 0
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/mob/verb/cancel_camera()
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set name = "Cancel Camera View"
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set category = "OOC"
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reset_view(null)
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unset_machine()
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if(istype(src, /mob/living))
|
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if(src:cameraFollow)
|
|
src:cameraFollow = null
|
|
|
|
/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.stat && usr.canmove && !usr.restrained() && in_range(src, usr))
|
|
if(href_list["item"])
|
|
var/slot = text2num(href_list["item"])
|
|
var/obj/item/what = get_item_by_slot(slot)
|
|
|
|
if(what && what.canremove)
|
|
visible_message("<span class='danger'>[usr] tries to remove [src]'s [what.name].</span>", \
|
|
"<span class='userdanger'>[usr] tries to remove [src]'s [what.name].</span>")
|
|
what.add_fingerprint(usr)
|
|
if(do_mob(usr, src, STRIP_DELAY))
|
|
if(what)
|
|
u_equip(what)
|
|
else
|
|
what = usr.get_active_hand()
|
|
if(what && what.mob_can_equip(src, slot, 1))
|
|
visible_message("<span class='notice'>[usr] tries to put [what] on [src].</span>")
|
|
if(do_mob(usr, src, STRIP_DELAY * 0.5))
|
|
if(what)
|
|
usr.u_equip(what)
|
|
equip_to_slot_if_possible(what, slot, 0, 1)
|
|
|
|
if(usr.machine == src && in_range(src, usr))
|
|
show_inv(usr)
|
|
|
|
|
|
/mob/MouseDrop(mob/M)
|
|
..()
|
|
if(M != usr) return
|
|
if(usr == src) return
|
|
if(!in_range(usr, src)) return
|
|
if(istype(M, /mob/living/silicon/ai)) return
|
|
if(LinkBlocked(usr.loc, loc)) return
|
|
show_inv(usr)
|
|
|
|
|
|
/mob/verb/stop_pulling()
|
|
|
|
set name = "Stop Pulling"
|
|
set category = "IC"
|
|
|
|
if(pulling)
|
|
pulling.pulledby = null
|
|
pulling = null
|
|
|
|
/mob/proc/start_pulling(var/atom/movable/AM)
|
|
if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
|
|
return
|
|
if (!( AM.anchored ))
|
|
if(pulling)
|
|
var/pulling_old = pulling
|
|
stop_pulling()
|
|
// Are we pulling the same thing twice? Just stop pulling.
|
|
if(pulling_old == AM)
|
|
return
|
|
src.pulling = AM
|
|
AM.pulledby = src
|
|
if(ismob(AM))
|
|
var/mob/M = AM
|
|
if(!iscarbon(src))
|
|
M.LAssailant = null
|
|
else
|
|
M.LAssailant = usr
|
|
|
|
|
|
/mob/proc/can_use_hands()
|
|
return
|
|
|
|
/mob/proc/is_active()
|
|
return (0 >= usr.stat)
|
|
|
|
/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)
|
|
|
|
/*
|
|
adds a dizziness amount to a mob
|
|
use this rather than directly changing var/dizziness
|
|
since this ensures that the dizzy_process proc is started
|
|
currently only humans get dizzy
|
|
|
|
value of dizziness ranges from 0 to 1000
|
|
below 100 is not dizzy
|
|
*/
|
|
/mob/proc/make_dizzy(var/amount)
|
|
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
|
|
return
|
|
|
|
dizziness = min(1000, dizziness + amount) // store what will be new value
|
|
// clamped to max 1000
|
|
if(dizziness > 100 && !is_dizzy)
|
|
spawn(0)
|
|
dizzy_process()
|
|
|
|
|
|
/*
|
|
dizzy process - wiggles the client's pixel offset over time
|
|
spawned from make_dizzy(), will terminate automatically when dizziness gets <100
|
|
note dizziness decrements automatically in the mob's Life() proc.
|
|
*/
|
|
/mob/proc/dizzy_process()
|
|
is_dizzy = 1
|
|
while(dizziness > 100)
|
|
if(client)
|
|
var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
|
|
client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
|
|
client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
|
|
|
|
sleep(1)
|
|
//endwhile - reset the pixel offsets to zero
|
|
is_dizzy = 0
|
|
if(client)
|
|
client.pixel_x = 0
|
|
client.pixel_y = 0
|
|
|
|
// jitteriness - copy+paste of dizziness
|
|
|
|
/mob/proc/make_jittery(var/amount)
|
|
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
|
|
return
|
|
|
|
jitteriness = min(1000, jitteriness + amount) // store what will be new value
|
|
// clamped to max 1000
|
|
if(jitteriness > 100 && !is_jittery)
|
|
spawn(0)
|
|
jittery_process()
|
|
|
|
|
|
// Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above.
|
|
/mob/proc/jittery_process()
|
|
var/old_x = pixel_x
|
|
var/old_y = pixel_y
|
|
is_jittery = 1
|
|
while(jitteriness > 100)
|
|
// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
|
|
// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
|
|
// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
|
|
|
|
var/amplitude = min(4, jitteriness / 100)
|
|
pixel_x = rand(-amplitude, amplitude)
|
|
pixel_y = rand(-amplitude/3, amplitude/3)
|
|
|
|
sleep(1)
|
|
//endwhile - reset the pixel offsets to zero
|
|
is_jittery = 0
|
|
pixel_x = old_x
|
|
pixel_y = old_y
|
|
|
|
/mob/Stat()
|
|
..()
|
|
|
|
if(statpanel("Status")) //not looking at that panel
|
|
|
|
if(client && client.holder)
|
|
stat(null,"Location:\t([x], [y], [z])")
|
|
stat(null,"CPU:\t[world.cpu]")
|
|
stat(null,"Instances:\t[world.contents.len]")
|
|
|
|
if(master_controller)
|
|
stat(null,"MasterController-[last_tick_duration] ([master_controller.processing?"On":"Off"]-[controller_iteration])")
|
|
stat(null,"Air-[master_controller.air_cost]\tSun-[master_controller.sun_cost]")
|
|
stat(null,"Mob-[master_controller.mobs_cost]\t#[mob_list.len]")
|
|
stat(null,"Dis-[master_controller.diseases_cost]\t#[active_diseases.len]")
|
|
stat(null,"Mch-[master_controller.machines_cost]\t#[machines.len]")
|
|
stat(null,"Obj-[master_controller.objects_cost]\t#[processing_objects.len]")
|
|
stat(null,"Net-[master_controller.networks_cost]\tPnet-[master_controller.powernets_cost]")
|
|
stat(null,"Tick-[master_controller.ticker_cost]\tALL-[master_controller.total_cost]")
|
|
else
|
|
stat(null,"MasterController-ERROR")
|
|
|
|
|
|
if(spell_list.len)
|
|
for(var/obj/effect/proc_holder/spell/S in spell_list)
|
|
switch(S.charge_type)
|
|
if("recharge")
|
|
statpanel("Spells","[S.charge_counter/10.0]/[S.charge_max/10]",S)
|
|
if("charges")
|
|
statpanel("Spells","[S.charge_counter]/[S.charge_max]",S)
|
|
if("holdervar")
|
|
statpanel("Spells","[S.holder_var_type] [S.holder_var_amount]",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(monkeyizing) 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.
|
|
/mob/proc/update_canmove()
|
|
if(buckled)
|
|
anchored = 1
|
|
canmove = 0
|
|
if( istype(buckled,/obj/structure/stool/bed/chair) )
|
|
lying = 0
|
|
else
|
|
lying = 1
|
|
else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH) )
|
|
lying = 1
|
|
canmove = 0
|
|
else if( stunned )
|
|
// lying = 0
|
|
canmove = 0
|
|
else
|
|
lying = 0
|
|
canmove = 1
|
|
|
|
if(lying)
|
|
density = 0
|
|
drop_l_hand()
|
|
drop_r_hand()
|
|
else
|
|
density = 1
|
|
|
|
//Temporarily moved here from the various life() procs
|
|
//I'm fixing stuff incrementally so this will likely find a better home.
|
|
//It just makes sense for now. ~Carn
|
|
if( update_icon ) //forces a full overlay update
|
|
update_icon = 0
|
|
regenerate_icons()
|
|
else if( lying != lying_prev )
|
|
update_icons()
|
|
|
|
return canmove
|
|
|
|
|
|
/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/Stun(amount)
|
|
if(status_flags & CANSTUN)
|
|
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
|
|
return
|
|
|
|
/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
|
|
if(status_flags & CANSTUN)
|
|
stunned = max(amount,0)
|
|
return
|
|
|
|
/mob/proc/AdjustStunned(amount)
|
|
if(status_flags & CANSTUN)
|
|
stunned = max(stunned + amount,0)
|
|
return
|
|
|
|
/mob/proc/Weaken(amount)
|
|
if(status_flags & CANWEAKEN)
|
|
weakened = max(max(weakened,amount),0)
|
|
update_canmove() //updates lying, canmove and icons
|
|
return
|
|
|
|
/mob/proc/SetWeakened(amount)
|
|
if(status_flags & CANWEAKEN)
|
|
weakened = max(amount,0)
|
|
update_canmove() //updates lying, canmove and icons
|
|
return
|
|
|
|
/mob/proc/AdjustWeakened(amount)
|
|
if(status_flags & CANWEAKEN)
|
|
weakened = max(weakened + amount,0)
|
|
update_canmove() //updates lying, canmove and icons
|
|
return
|
|
|
|
/mob/proc/Paralyse(amount)
|
|
if(status_flags & CANPARALYSE)
|
|
paralysis = max(max(paralysis,amount),0)
|
|
return
|
|
|
|
/mob/proc/SetParalysis(amount)
|
|
if(status_flags & CANPARALYSE)
|
|
paralysis = max(amount,0)
|
|
return
|
|
|
|
/mob/proc/AdjustParalysis(amount)
|
|
if(status_flags & CANPARALYSE)
|
|
paralysis = max(paralysis + amount,0)
|
|
return
|
|
|
|
/mob/proc/Sleeping(amount)
|
|
sleeping = max(max(sleeping,amount),0)
|
|
return
|
|
|
|
/mob/proc/SetSleeping(amount)
|
|
sleeping = max(amount,0)
|
|
return
|
|
|
|
/mob/proc/AdjustSleeping(amount)
|
|
sleeping = max(sleeping + amount,0)
|
|
return
|
|
|
|
/mob/proc/Resting(amount)
|
|
resting = max(max(resting,amount),0)
|
|
return
|
|
|
|
/mob/proc/SetResting(amount)
|
|
resting = max(amount,0)
|
|
return
|
|
|
|
/mob/proc/AdjustResting(amount)
|
|
resting = max(resting + amount,0)
|
|
return |