Files
Bubberstation/code/modules/mob/mob.dm
Kyle Spier-Swenson 11d504e93a Removes hacky see in darkness invisibility bullshit, uses planes. (#25931)
* Removes hacky see in darkness invisibility bullshit, uses planes.

Also removed the use of invisibility for ghosts of others, instead using override images.

Per client lighting visibility now has 4 levels, all on, all off, and two midways, this allows for things to be able to see in the dark while still being able to see what is dark and what has light, ghosts and aliens and other shit can cycle between all 4, other things were given one of the 3 values depending.

* Remove qdel global var search.

* Cleans up code, makes changing lighting/NV level easier.
2017-04-11 21:01:24 +12:00

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/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
GLOB.mob_list -= src
GLOB.dead_mob_list -= src
GLOB.living_mob_list -= src
GLOB.all_clockwork_mobs -= src
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
observe.reset_perspective(null)
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 QDEL_HINT_HARDDEL
/mob/Initialize()
tag = "mob_[next_mob_id++]"
GLOB.mob_list += src
if(stat == DEAD)
GLOB.dead_mob_list += src
else
GLOB.living_mob_list += src
prepare_huds()
can_ride_typecache = typecacheof(can_ride_typecache)
..()
/atom/proc/prepare_huds()
hud_list = list()
for(var/hud in hud_possible)
var/image/I = image('icons/mob/hud.dmi', src, "")
I.appearance_flags = RESET_COLOR|RESET_TRANSFORM
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>"
to_chat(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
to_chat(src, "<I>... You can almost hear something ...</I>")
else
to_chat(src, msg)
// Show a message to all player mobs who sees this atom
// Show a message to the src mob (if the src is a mob)
// Use for atoms performing visible actions
// message is output to anyone who can see, e.g. "The [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!"
// vision_distance (optional) define how many tiles away the message can be seen.
// ignored_mob (optional) doesn't show any message to a given mob if TRUE.
/atom/proc/visible_message(message, self_message, blind_message, vision_distance, ignored_mob)
var/turf/T = get_turf(src)
if(!T)
return
var/range = 7
if(vision_distance)
range = vision_distance
for(var/mob/M in get_hearers_in_view(range, src))
if(!M.client)
continue
if(M == ignored_mob)
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 && 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.is_softly_lit()) //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)
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_held_item()
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, null, slot, disable_warning))
if(qdel_on_fail)
qdel(W)
else
if(!disable_warning)
to_chat(src, "<span class='warning'>You are unable to equip that!</span>" )
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)
return 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
var/slot_priority = W.slot_equipment_priority
if(!slot_priority)
slot_priority = list( \
slot_back, slot_wear_id,\
slot_w_uniform, slot_wear_suit,\
slot_wear_mask, slot_head, slot_neck,\
slot_shoes, slot_gloves,\
slot_ears, slot_glasses,\
slot_belt, slot_s_store,\
slot_l_store, slot_r_store,\
slot_generic_dextrous_storage\
)
for(var/slot in slot_priority)
if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //qdel_on_fail = 0; disable_warning = 1; 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))
to_chat(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
new /obj/effect/overlay/temp/point(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(isliving(AM))
var/mob/living/L = AM
if(L.buckled && L.buckled.buckle_prevents_pull)
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/proc/spin(spintime, speed)
set waitfor = 0
var/D = dir
while(spintime >= speed)
sleep(speed)
switch(D)
if(NORTH)
D = EAST
if(SOUTH)
D = WEST
if(EAST)
D = SOUTH
if(WEST)
D = NORTH
setDir(D)
spintime -= speed
/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
var/obj/item/I = get_active_held_item()
if(I)
I.attack_self(src)
update_inv_hands()
/*
/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"
set desc = "View your character's notes memory."
if(mind)
mind.show_memory(src)
else
to_chat(src, "You don't have a mind datum for some reason, so you can't look at your notes, if you had any.")
/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
to_chat(src, "You don't have a mind datum for some reason, so you can't add a note to it.")
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (!( GLOB.abandon_allowed ))
return
if ((stat != 2 || !( SSticker )))
to_chat(usr, "<span class='boldnotice'>You must be dead to use this!</span>")
return
log_game("[usr.name]/[usr.key] used abandon mob.")
to_chat(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/dead/new_player/M = new /mob/dead/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/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
reset_perspective(null)
unset_machine()
//suppress the .click/dblclick macros so people can't use them to identify the location of items or aimbot
/mob/verb/DisClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num)
set name = ".click"
set hidden = TRUE
set category = null
return
/mob/verb/DisDblClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num)
set name = ".dblclick"
set hidden = TRUE
set category = null
return
/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/hand_index = text2num(href_list["hand_index"])
var/obj/item/what
if(hand_index)
what = get_item_for_held_index(hand_index)
slot = list(slot,hand_index)
else
what = get_item_by_slot(slot)
if(what)
if(!(what.flags & ABSTRACT))
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(isAI(M))
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
to_chat(src, message)
return 1
/mob/proc/show_viewers(message)
for(var/mob/M in viewers())
M.see(message)
/mob/Stat()
..()
if(statpanel("Status"))
if (client)
stat(null, "Ping: [round(client.lastping, 1)]ms (Average: [round(client.avgping, 1)]ms)")
stat(null, "Map: [SSmapping.config.map_name]")
var/datum/map_config/cached = SSmapping.next_map_config
if(cached)
stat(null, "Next Map: [cached.map_name]")
stat(null, "Server Time: [time2text(world.timeofday, "YYYY-MM-DD hh:mm:ss")]")
stat(null, "Station Time: [worldtime2text()]")
stat(null, "Time Dilation: [round(SStime_track.time_dilation_current,1)]% AVG:([round(SStime_track.time_dilation_avg_fast,1)]%, [round(SStime_track.time_dilation_avg,1)]%, [round(SStime_track.time_dilation_avg_slow,1)]%)")
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]")
GLOB.stat_entry()
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(null)
for(var/datum/controller/subsystem/SS in Master.subsystems)
SS.stat_entry()
GLOB.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_all_held_items()
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(status_only=TRUE)
if(isliving(src))
var/mob/living/L = src
if(L.has_status_effect(/datum/status_effect/freon))
canmove = 0
if(!lying && lying_prev)
if(client)
client.move_delay = world.time + movement_delay()
lying_prev = lying
return canmove
/mob/proc/fall(forced)
drop_all_held_items()
/mob/verb/eastface()
set hidden = 1
if(!canface())
return 0
setDir(EAST)
client.move_delay += movement_delay()
return 1
/mob/verb/westface()
set hidden = 1
if(!canface())
return 0
setDir(WEST)
client.move_delay += movement_delay()
return 1
/mob/verb/northface()
set hidden = 1
if(!canface())
return 0
setDir(NORTH)
client.move_delay += movement_delay()
return 1
/mob/verb/southface()
set hidden = 1
if(!canface())
return 0
setDir(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, flashwindow)
var/mob/dead/observer/ghost = get_ghost()
if(ghost)
ghost.notify_cloning(message, sound, source, flashwindow)
return ghost
/mob/proc/AddSpell(obj/effect/proc_holder/spell/S)
mob_spell_list += S
S.action.Grant(src)
/mob/proc/RemoveSpell(obj/effect/proc_holder/spell/spell)
if(!spell)
return
for(var/X in mob_spell_list)
var/obj/effect/proc_holder/spell/S = X
if(istype(S, spell))
mob_spell_list -= S
qdel(S)
//override to avoid rotating pixel_xy on mobs
/mob/shuttleRotate(rotation)
setDir(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 = FALSE, check_loc = TRUE)
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(mob/target, exact_match)
if(exact_match) //if we need an exact match, we need to do some bullfuckery.
var/list/faction_src = faction.Copy()
var/list/faction_target = target.faction.Copy()
if(!("\ref[src]" in faction_target)) //if they don't have our ref faction, remove it from our factions list.
faction_src -= "\ref[src]" //if we don't do this, we'll never have an exact match.
if(!("\ref[target]" in faction_src))
faction_target -= "\ref[target]" //same thing here.
return faction_check(faction_src, faction_target, TRUE)
return faction_check(faction, target.faction, FALSE)
/proc/faction_check(list/faction_A, list/faction_B, exact_match)
var/list/match_list
if(exact_match)
match_list = faction_A&faction_B //only items in both lists
var/length = LAZYLEN(match_list)
if(length)
return (length == LAZYLEN(faction_A)) //if they're not the same len(gth) or we don't have a len, then this isn't an exact match.
else
match_list = faction_A&faction_B
return LAZYLEN(match_list)
return FALSE
//This will update a mob's name, real_name, mind.name, GLOB.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 SSticker.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 GLOB.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/proc/update_sight()
sync_lighting_plane_alpha()
/mob/proc/sync_lighting_plane_alpha()
if(hud_used)
var/obj/screen/plane_master/lighting/L = hud_used.plane_masters["[LIGHTING_PLANE]"]
if (L)
L.alpha = lighting_alpha
/mob/living/vv_edit_var(var_name, var_value)
switch(var_name)
if("stat")
if((stat == DEAD) && (var_value < DEAD))//Bringing the dead back to life
GLOB.dead_mob_list -= src
GLOB.living_mob_list += src
if((stat < DEAD) && (var_value == DEAD))//Kill he
GLOB.living_mob_list -= src
GLOB.dead_mob_list += src
. = ..()
switch(var_name)
if("weakened")
SetWeakened(var_value)
if("stunned")
SetStunned(var_value)
if("paralysis")
SetParalysis(var_value)
if("sleeping")
SetSleeping(var_value)
if("eye_blind")
set_blindness(var_value)
if("eye_damage")
set_eye_damage(var_value)
if("eye_blurry")
set_blurriness(var_value)
if("ear_deaf")
setEarDamage(-1, var_value)
if("ear_damage")
setEarDamage(var_value, -1)
if("maxHealth")
updatehealth()
if("resize")
update_transform()
if("lighting_alpha")
sync_lighting_plane_alpha()
/mob/proc/is_literate()
return 0
/mob/proc/can_hold_items()
return FALSE
/mob/proc/get_idcard()
return
/mob/vv_get_dropdown()
. = ..()
. += "---"
.["Gib"] = "?_src_=vars;gib=\ref[src]"
.["Give Spell"] = "?_src_=vars;give_spell=\ref[src]"
.["Remove Spell"] = "?_src_=vars;remove_spell=\ref[src]"
.["Give Disease"] = "?_src_=vars;give_disease=\ref[src]"
.["Toggle Godmode"] = "?_src_=vars;godmode=\ref[src]"
.["Drop Everything"] = "?_src_=vars;drop_everything=\ref[src]"
.["Regenerate Icons"] = "?_src_=vars;regenerateicons=\ref[src]"
.["Make Space Ninja"] = "?_src_=vars;ninja=\ref[src]"
.["Show player panel"] = "?_src_=vars;mob_player_panel=\ref[src]"
.["Toggle Build Mode"] = "?_src_=vars;build_mode=\ref[src]"
.["Assume Direct Control"] = "?_src_=vars;direct_control=\ref[src]"
.["Offer Control to Ghosts"] = "?_src_=vars;offer_control=\ref[src]"
/mob/vv_get_var(var_name)
switch(var_name)
if("logging")
return debug_variable(var_name, logging, 0, src, FALSE)
. = ..()