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@@ -1,4 +1,3 @@
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<<<<<<< HEAD
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/mob/living/carbon/Initialize()
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. = ..()
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//setup reagent holders
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@@ -413,408 +412,4 @@
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else
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clear_alert("handcuffed")
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update_action_buttons() //some of our action buttons might be unusable when we're handcuffed.
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update_inv_handcuffed()
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=======
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/mob/living/carbon/Initialize()
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. = ..()
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//setup reagent holders
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bloodstr = new/datum/reagents/metabolism/bloodstream(500, src)
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ingested = new/datum/reagents/metabolism/ingested(500, src)
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touching = new/datum/reagents/metabolism/touch(500, src)
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reagents = bloodstr
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if (!default_language && species_language)
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default_language = GLOB.all_languages[species_language]
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/mob/living/carbon/Life()
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..()
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handle_viruses()
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// Increase germ_level regularly
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if(germ_level < GERM_LEVEL_AMBIENT && prob(30)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
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germ_level++
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/mob/living/carbon/Destroy()
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qdel(ingested)
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qdel(touching)
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// We don't qdel(bloodstr) because it's the same as qdel(reagents)
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for(var/guts in internal_organs)
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qdel(guts)
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for(var/food in stomach_contents)
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qdel(food)
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return ..()
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/mob/living/carbon/rejuvenate()
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bloodstr.clear_reagents()
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ingested.clear_reagents()
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touching.clear_reagents()
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..()
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/mob/living/carbon/Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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if(src.nutrition && src.stat != DEAD)
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adjust_nutrition(-DEFAULT_HUNGER_FACTOR / 10)
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if(src.m_intent == "run")
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adjust_nutrition(-DEFAULT_HUNGER_FACTOR / 10)
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if((FAT in src.mutations) && src.m_intent == "run" && src.bodytemperature <= 360)
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src.bodytemperature += 2
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// Moving around increases germ_level faster
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if(germ_level < GERM_LEVEL_MOVE_CAP && prob(8))
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germ_level++
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/mob/living/carbon/relaymove(var/mob/living/user, direction)
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if((user in src.stomach_contents) && istype(user))
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if(user.last_special <= world.time)
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user.last_special = world.time + 50
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src.visible_message("<span class='danger'>You hear something rumbling inside [src]'s stomach...</span>")
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var/obj/item/I = user.get_active_hand()
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if(I && I.force)
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var/d = rand(round(I.force / 4), I.force)
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if(istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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var/obj/item/organ/external/organ = H.get_organ(BP_TORSO)
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if (istype(organ))
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if(organ.take_damage(d, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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else
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src.take_organ_damage(d)
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user.visible_message("<span class='danger'>[user] attacks [src]'s stomach wall with the [I.name]!</span>")
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playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
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if(prob(src.getBruteLoss() - 50))
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for(var/atom/movable/A in stomach_contents)
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A.loc = loc
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stomach_contents.Remove(A)
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src.gib()
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/mob/living/carbon/gib()
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for(var/mob/M in src)
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if(M in src.stomach_contents)
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src.stomach_contents.Remove(M)
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M.loc = src.loc
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for(var/mob/N in viewers(src, null))
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if(N.client)
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N.show_message(text("<font color='red'><B>[M] bursts out of [src]!</B></font>"), 2)
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..()
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/mob/living/carbon/attack_hand(mob/M as mob)
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if(!istype(M, /mob/living/carbon)) return
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
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if (H.hand)
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temp = H.organs_by_name["l_hand"]
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if(temp && !temp.is_usable())
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to_chat(H, "<font color='red'>You can't use your [temp.name]</font>")
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return
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return
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/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null, var/stun = 1)
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if(status_flags & GODMODE) return 0 //godmode
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if(def_zone == "l_hand" || def_zone == "r_hand") //Diona (And any other potential plant people) hands don't get shocked.
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if(species.flags & IS_PLANT)
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return 0
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shock_damage *= siemens_coeff
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if (shock_damage<1)
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return 0
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src.apply_damage(0.2 * shock_damage, BURN, def_zone, used_weapon="Electrocution") //shock the target organ
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src.apply_damage(0.4 * shock_damage, BURN, BP_TORSO, used_weapon="Electrocution") //shock the torso more
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src.apply_damage(0.2 * shock_damage, BURN, null, used_weapon="Electrocution") //shock a random part!
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src.apply_damage(0.2 * shock_damage, BURN, null, used_weapon="Electrocution") //shock a random part!
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playsound(loc, "sparks", 50, 1, -1)
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if (shock_damage > 15)
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src.visible_message(
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"<span class='warning'>[src] was electrocuted[source ? " by the [source]" : ""]!</span>", \
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"<span class='danger'>You feel a powerful shock course through your body!</span>", \
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"<span class='warning'>You hear a heavy electrical crack.</span>" \
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)
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else
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src.visible_message(
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"<span class='warning'>[src] was shocked[source ? " by the [source]" : ""].</span>", \
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"<span class='warning'>You feel a shock course through your body.</span>", \
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"<span class='warning'>You hear a zapping sound.</span>" \
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)
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if(stun)
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switch(shock_damage)
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if(16 to 20)
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Stun(2)
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if(21 to 25)
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Weaken(2)
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if(26 to 30)
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Weaken(5)
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if(31 to INFINITY)
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Weaken(10) //This should work for now, more is really silly and makes you lay there forever
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, loc)
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s.start()
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return shock_damage
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/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
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if (src.health >= config.health_threshold_crit)
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if(src == M && istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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var/datum/gender/T = gender_datums[H.get_visible_gender()]
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src.visible_message( \
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"<span class='notice'>[src] examines [T.himself].</span>", \
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"<span class='notice'>You check yourself for injuries.</span>" \
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)
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for(var/obj/item/organ/external/org in H.organs)
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var/list/status = list()
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var/brutedamage = org.brute_dam
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var/burndamage = org.burn_dam
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/*
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if(halloss > 0) //Makes halloss show up as actual wounds on self examine.
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if(prob(30))
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brutedamage += halloss
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if(prob(30))
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burndamage += halloss
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*/
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switch(brutedamage)
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if(1 to 20)
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status += "bruised"
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if(20 to 40)
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status += "wounded"
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if(40 to INFINITY)
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status += "mangled"
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switch(burndamage)
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if(1 to 10)
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status += "numb"
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if(10 to 40)
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status += "blistered"
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if(40 to INFINITY)
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status += "peeling away"
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if(org.is_stump())
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status += "MISSING"
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if(org.status & ORGAN_MUTATED)
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status += "weirdly shapen"
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if(org.dislocated == 2)
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status += "dislocated"
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if(org.status & ORGAN_BROKEN)
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status += "hurts when touched"
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if(org.status & ORGAN_DEAD)
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status += "is bruised and necrotic"
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if(!org.is_usable() || org.is_dislocated())
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status += "dangling uselessly"
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if(status.len)
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src.show_message("My [org.name] is <span class='warning'> [english_list(status)].</span>",1)
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else
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src.show_message("My [org.name] is <span class='notice'> OK.</span>",1)
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if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
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H.play_xylophone()
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else if (on_fire)
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playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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if (M.on_fire)
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M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames, but to no avail!</span>",
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"<span class='warning'>You try to pat out [src]'s flames, but to no avail! Put yourself out first!</span>")
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else
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M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames!</span>",
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"<span class='warning'>You try to pat out [src]'s flames! Hot!</span>")
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if(do_mob(M, src, 15))
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src.adjust_fire_stacks(-0.5)
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if (prob(10) && (M.fire_stacks <= 0))
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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if (M.on_fire)
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M.visible_message("<span class='danger'>The fire spreads from [src] to [M]!</span>",
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"<span class='danger'>The fire spreads to you as well!</span>")
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else
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src.adjust_fire_stacks(-0.5) //Less effective than stop, drop, and roll - also accounting for the fact that it takes half as long.
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if (src.fire_stacks <= 0)
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M.visible_message("<span class='warning'>[M] successfully pats out [src]'s flames.</span>",
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"<span class='warning'>You successfully pat out [src]'s flames.</span>")
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src.ExtinguishMob()
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src.fire_stacks = 0
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else
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if (istype(src,/mob/living/carbon/human) && src:w_uniform)
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var/mob/living/carbon/human/H = src
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H.w_uniform.add_fingerprint(M)
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var/show_ssd
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var/mob/living/carbon/human/H = src
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var/datum/gender/T = gender_datums[H.get_visible_gender()] // make sure to cast to human before using get_gender() or get_visible_gender()!
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if(istype(H)) show_ssd = H.species.show_ssd
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if(show_ssd && !client && !teleop)
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M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [T.him] up!</span>", \
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"<span class='notice'>You shake [src], but [T.he] [T.does] not respond... Maybe [T.he] [T.has] S.S.D?</span>")
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else if(lying || src.sleeping)
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src.sleeping = max(0,src.sleeping-5)
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if(src.sleeping == 0)
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src.resting = 0
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M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [T.him] up!</span>", \
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"<span class='notice'>You shake [src] trying to wake [T.him] up!</span>")
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else
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var/mob/living/carbon/human/hugger = M
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var/datum/gender/TM = gender_datums[M.get_visible_gender()]
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if(M.resting == 1) //Are they resting on the ground?
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M.visible_message("<span class='notice'>[M] grabs onto [src] and pulls [TM.himself] up</span>", \
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"<span class='notice'>You grip onto [src] and pull yourself up off the ground!</span>")
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if(M.fire_stacks >= (src.fire_stacks + 3)) //Fire checks.
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src.adjust_fire_stacks(1)
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M.adjust_fire_stacks(-1)
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if(M.on_fire)
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src.IgniteMob()
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if(do_after(M, 0.5 SECONDS)) //.5 second delay. Makes it a bit stronger than just typing rest.
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M.resting = 0 //Hoist yourself up up off the ground. No para/stunned/weakened removal.
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else if(istype(hugger))
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hugger.species.hug(hugger,src)
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else
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M.visible_message("<span class='notice'>[M] hugs [src] to make [T.him] feel better!</span>", \
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"<span class='notice'>You hug [src] to make [T.him] feel better!</span>")
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if(M.fire_stacks >= (src.fire_stacks + 3))
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src.adjust_fire_stacks(1)
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M.adjust_fire_stacks(-1)
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if(M.on_fire)
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src.IgniteMob()
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AdjustParalysis(-3)
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AdjustStunned(-3)
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AdjustWeakened(-3)
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playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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/mob/living/carbon/proc/eyecheck()
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return 0
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/mob/living/carbon/flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = FALSE, visual = FALSE, type = /obj/screen/fullscreen/flash)
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if(eyecheck() < intensity || override_blindness_check)
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return ..()
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// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching.
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// Stop! ... Hammertime! ~Carn
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/mob/living/carbon/proc/getDNA()
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return dna
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/mob/living/carbon/proc/setDNA(var/datum/dna/newDNA)
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dna = newDNA
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// ++++ROCKDTBEN++++ MOB PROCS //END
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/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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var/temp_inc = max(min(BODYTEMP_HEATING_MAX*(1-get_heat_protection()), exposed_temperature - bodytemperature), 0)
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bodytemperature += temp_inc
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/mob/living/carbon/can_use_hands()
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if(handcuffed)
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return 0
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if(buckled && istype(buckled, /obj/structure/bed/nest)) // buckling does not restrict hands
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|
return 0
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return 1
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/mob/living/carbon/restrained()
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|
|
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if (handcuffed)
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|
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|
|
return 1
|
|
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|
|
return
|
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|
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/mob/living/carbon/u_equip(obj/item/W as obj)
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|
|
if(!W) return 0
|
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|
else if (W == handcuffed)
|
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|
|
handcuffed = null
|
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|
|
update_inv_handcuffed()
|
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|
|
if(buckled && buckled.buckle_require_restraints)
|
|
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|
|
buckled.unbuckle_mob()
|
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|
|
|
|
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|
|
else if (W == legcuffed)
|
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|
|
legcuffed = null
|
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|
|
update_inv_legcuffed()
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|
|
else
|
|
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|
|
..()
|
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|
|
|
|
|
|
|
|
return
|
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|
|
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|
|
|
|
|
//generates realistic-ish pulse output based on preset levels
|
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|
|
|
/mob/living/carbon/proc/get_pulse(var/method) //method 0 is for hands, 1 is for machines, more accurate
|
|
|
|
|
var/temp = 0 //see setup.dm:694
|
|
|
|
|
switch(src.pulse)
|
|
|
|
|
if(PULSE_NONE)
|
|
|
|
|
return "0"
|
|
|
|
|
if(PULSE_SLOW)
|
|
|
|
|
temp = rand(40, 60)
|
|
|
|
|
return num2text(method ? temp : temp + rand(-10, 10))
|
|
|
|
|
if(PULSE_NORM)
|
|
|
|
|
temp = rand(60, 90)
|
|
|
|
|
return num2text(method ? temp : temp + rand(-10, 10))
|
|
|
|
|
if(PULSE_FAST)
|
|
|
|
|
temp = rand(90, 120)
|
|
|
|
|
return num2text(method ? temp : temp + rand(-10, 10))
|
|
|
|
|
if(PULSE_2FAST)
|
|
|
|
|
temp = rand(120, 160)
|
|
|
|
|
return num2text(method ? temp : temp + rand(-10, 10))
|
|
|
|
|
if(PULSE_THREADY)
|
|
|
|
|
return method ? ">250" : "extremely weak and fast, patient's artery feels like a thread"
|
|
|
|
|
// output for machines^ ^^^^^^^output for people^^^^^^^^^
|
|
|
|
|
|
|
|
|
|
/mob/living/carbon/verb/mob_sleep()
|
|
|
|
|
set name = "Sleep"
|
|
|
|
|
set category = "IC"
|
|
|
|
|
|
|
|
|
|
if(usr.sleeping)
|
|
|
|
|
to_chat(usr, "<font color='red'>You are already sleeping</font>")
|
|
|
|
|
return
|
|
|
|
|
if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
|
|
|
|
|
usr.sleeping = 20 //Short nap
|
|
|
|
|
|
|
|
|
|
/mob/living/carbon/Bump(atom/A)
|
|
|
|
|
if(now_pushing)
|
|
|
|
|
return
|
|
|
|
|
..()
|
|
|
|
|
if(istype(A, /mob/living/carbon) && prob(10))
|
|
|
|
|
spread_disease_to(A, "Contact")
|
|
|
|
|
|
|
|
|
|
/mob/living/carbon/cannot_use_vents()
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
/mob/living/carbon/slip(var/slipped_on,stun_duration=8)
|
|
|
|
|
if(buckled)
|
|
|
|
|
return 0
|
|
|
|
|
stop_pulling()
|
|
|
|
|
to_chat(src, "<span class='warning'>You slipped on [slipped_on]!</span>")
|
|
|
|
|
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
|
|
|
|
|
Weaken(FLOOR(stun_duration/2, 1))
|
|
|
|
|
return 1
|
|
|
|
|
|
|
|
|
|
/mob/living/carbon/proc/add_chemical_effect(var/effect, var/magnitude = 1)
|
|
|
|
|
if(effect in chem_effects)
|
|
|
|
|
chem_effects[effect] += magnitude
|
|
|
|
|
else
|
|
|
|
|
chem_effects[effect] = magnitude
|
|
|
|
|
|
|
|
|
|
/mob/living/carbon/get_default_language()
|
|
|
|
|
if(default_language)
|
|
|
|
|
if(can_speak(default_language))
|
|
|
|
|
return default_language
|
|
|
|
|
else
|
|
|
|
|
return GLOB.all_languages[LANGUAGE_GIBBERISH]
|
|
|
|
|
|
|
|
|
|
if(!species)
|
|
|
|
|
return null
|
|
|
|
|
|
|
|
|
|
return species.default_language ? GLOB.all_languages[species.default_language] : null
|
|
|
|
|
|
|
|
|
|
/mob/living/carbon/proc/should_have_organ(var/organ_check)
|
|
|
|
|
return 0
|
|
|
|
|
|
|
|
|
|
/mob/living/carbon/can_feel_pain(var/check_organ)
|
|
|
|
|
if(isSynthetic())
|
|
|
|
|
return 0
|
|
|
|
|
return !(species.flags & NO_PAIN)
|
|
|
|
|
|
|
|
|
|
/mob/living/carbon/needs_to_breathe()
|
|
|
|
|
if(does_not_breathe)
|
|
|
|
|
return FALSE
|
|
|
|
|
return ..()
|
|
|
|
|
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved
|
|
|
|
|
update_inv_handcuffed()
|
|
|
|
|
|