/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game. mob_list -= src dead_mob_list -= src living_mob_list -= src qdel(hud_used) if(mind && mind.current == src) spellremove(src) for(var/infection in viruses) qdel(infection) ghostize() ..() /mob/New() mob_list += src if(stat == DEAD) dead_mob_list += src else living_mob_list += src ..() /mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2) if(!client) return if (type) if(type & 1 && (sdisabilities & BLIND || blinded || paralysis) )//Vision related if (!( alt )) return else msg = alt type = alt_type if (type & 2 && (sdisabilities & DEAF || ear_deaf))//Hearing related if (!( alt )) return else msg = alt type = alt_type if ((type & 1 && sdisabilities & BLIND)) return // Added voice muffling for Issue 41. if(stat == UNCONSCIOUS || sleeping > 0) src << "... You can almost hear someone talking ..." else src << msg return // Show a message to all mobs and objects in sight of this one // This would be for visible actions by the src mob // message is the message output to anyone who can see e.g. "[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!" /mob/visible_message(var/message, var/self_message, var/blind_message) var/list/see = get_mobs_or_objects_in_view(world.view,src) | viewers(get_turf(src), null) for(var/I in see) if(isobj(I)) spawn(0) if(I) //It's possible that it could be deleted in the meantime. var/obj/O = I O.show_message( message, 1, blind_message, 2) else if(ismob(I)) var/mob/M = I if(self_message && M==src) M.show_message( self_message, 1, blind_message, 2) if(M.see_invisible >= invisibility) // Cannot view the invisible M.show_message( message, 1, blind_message, 2) else if (blind_message) M.show_message(blind_message, 2) // Returns an amount of power drawn from the object (-1 if it's not viable). // If drain_check is set it will not actually drain power, just return a value. // If surge is set, it will destroy/damage the recipient and not return any power. // Not sure where to define this, so it can sit here for the rest of time. /atom/proc/drain_power(var/drain_check,var/surge, var/amount = 0) return -1 // Show a message to all mobs and objects 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(var/message, var/deaf_message, var/hearing_distance, var/self_message) var/range = world.view if(hearing_distance) range = hearing_distance var/list/hear = get_mobs_or_objects_in_view(range,src) for(var/I in hear) if(isobj(I)) spawn(0) if(I) //It's possible that it could be deleted in the meantime. var/obj/O = I O.show_message( message, 2, deaf_message, 1) else if(ismob(I)) var/mob/M = I var/msg = message if(self_message && M==src) msg = self_message M.show_message( msg, 2, deaf_message, 1) /mob/proc/findname(msg) for(var/mob/M in mob_list) if (M.real_name == text("[]", msg)) return M return 0 /mob/proc/movement_delay() return 0 /mob/proc/Life() // if(organStructure) // organStructure.ProcessOrgans() //handle_typing_indicator() //You said the typing indicator would be fine. The test determined that was a lie. return /mob/proc/incapacitated() return /mob/proc/restrained() return /mob/proc/reset_view(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 /mob/proc/show_inv(mob/user as mob) user.set_machine(src) var/dat = {"
[name]



Head(Mask): [(wear_mask ? wear_mask : "Nothing")]
Left Hand: [(l_hand ? l_hand : "Nothing")]
Right Hand: [(r_hand ? r_hand : "Nothing")]
Back: [(back ? back : "Nothing")] [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" Set Internal", src) : "")]
[(internal ? text("Remove Internal") : "")]
Empty Pockets
Refresh
Close
"} user << browse(dat, text("window=mob[];size=325x500", name)) onclose(user, "mob[name]") 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()) set name = "Examine" set category = "IC" if((is_blind(src) || usr.stat) && !isobserver(src)) src << "Something is there but you can't see it." return 1 face_atom(A) A.examine(src) /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/decal/point)) return 0 var/tile = get_turf(A) if (!tile) return 0 var/obj/P = new /obj/effect/decal/point(tile) P.invisibility = invisibility spawn (20) if(P) qdel(P) // qdel face_atom(A) return 1 /mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag) if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) ))) if (!( L )) return null else return L.container else if (!( L )) L = new /obj/effect/list_container/mobl( null ) L.container += src L.master = src if (istype(l_hand, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = l_hand if (!( L.container.Find(G.affecting) )) L.container += G.affecting if (G.affecting) G.affecting.ret_grab(L, 1) if (istype(r_hand, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = r_hand if (!( L.container.Find(G.affecting) )) L.container += G.affecting if (G.affecting) G.affecting.ret_grab(L, 1) if (!( flag )) if (L.master == src) var/list/temp = list( ) temp += L.container //L = null qdel(L) return temp else return L.container return /mob/verb/mode() set name = "Activate Held Object" set category = "Object" set src = usr if(istype(loc,/obj/mecha)) return if(hand) var/obj/item/W = l_hand if (W) W.attack_self(src) update_inv_l_hand() else var/obj/item/W = r_hand if (W) W.attack_self(src) update_inv_r_hand() if(next_move < world.time) next_move = world.time + 2 return /* /mob/verb/dump_source() var/master = "
"
	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"
	if(mind)
		mind.show_memory(src)
	else
		src << "The game appears to have misplaced your mind datum, so we can't show you your notes."

/mob/verb/add_memory(msg as message)
	set name = "Add Note"
	set category = "IC"

	msg = sanitize(msg)

	if(mind)
		mind.store_memory(msg)
	else
		src << "The game appears to have misplaced your mind datum, so we can't show you your notes."

/mob/proc/store_memory(msg as message, popup, sane = 1)
	msg = copytext(msg, 1, MAX_MESSAGE_LEN)

	if (sane)
		msg = sanitize(msg)

	if (length(memory) == 0)
		memory += msg
	else
		memory += "
[msg]" if (popup) memory() /mob/proc/update_flavor_text() set src in usr if(usr != src) usr << "No." var/msg = sanitize(input(usr,"Set the flavor text in your 'examine' verb. Can also be used for OOC notes about your character.","Flavor Text",html_decode(flavor_text)) as message|null, extra = 0) if(msg != null) flavor_text = msg /mob/proc/warn_flavor_changed() if(flavor_text && flavor_text != "") // don't spam people that don't use it! src << "

OOC Warning:

" src << "Your flavor text is likely out of date! Change" /mob/proc/print_flavor_text() if (flavor_text && flavor_text != "") var/msg = replacetext(flavor_text, "\n", " ") if(lentext(msg) <= 40) return "\blue [msg]" else return "\blue [copytext_preserve_html(msg, 1, 37)]... More..." /* /mob/verb/help() set name = "Help" src << browse('html/help.html', "window=help") return */ /mob/verb/abandon_mob() set name = "Respawn" set category = "OOC" if (!( config.abandon_allowed )) usr << "Respawn is disabled." return if ((stat != 2 || !( ticker ))) usr << "You must be dead to use this!" return if (ticker.mode.deny_respawn) //BS12 EDIT usr << "Respawn is disabled for this roundtype." return else var/deathtime = world.time - src.timeofdeath if(istype(src,/mob/dead/observer)) var/mob/dead/observer/G = src if(G.has_enabled_antagHUD == 1 && config.antag_hud_restricted) usr << "\blue Upon using the antagHUD you forfeighted the ability to join the round." return var/deathtimeminutes = round(deathtime / 600) var/pluralcheck = "minute" if(deathtimeminutes == 0) pluralcheck = "" else if(deathtimeminutes == 1) pluralcheck = " [deathtimeminutes] minute and" else if(deathtimeminutes > 1) pluralcheck = " [deathtimeminutes] minutes and" var/deathtimeseconds = round((deathtime - deathtimeminutes * 600) / 10,1) usr << "You have been dead for[pluralcheck] [deathtimeseconds] seconds." if (deathtime < 18000) usr << "You must wait 30 minutes to respawn!" return else usr << "You can respawn now, enjoy your new life!" log_game("[usr.name]/[usr.key] used abandon mob.") usr << "\blue Make sure to play a different character, and please roleplay correctly!" if(!client) log_game("[usr.key] AM failed due to disconnect.") return client.screen.Cut() if(!client) log_game("[usr.key] AM failed due to disconnect.") return announce_ghost_joinleave(client, 0) var/mob/new_player/M = new /mob/new_player() if(!client) log_game("[usr.key] AM failed due to disconnect.") qdel(M) return M.key = key if(M.mind) M.mind.reset() return /client/verb/changes() set name = "Changelog" set category = "OOC" getFiles( 'html/88x31.png', 'html/bug-minus.png', 'html/cross-circle.png', 'html/hard-hat-exclamation.png', 'html/image-minus.png', 'html/image-plus.png', 'html/map-pencil.png', 'html/music-minus.png', 'html/music-plus.png', 'html/tick-circle.png', 'html/wrench-screwdriver.png', 'html/spell-check.png', 'html/burn-exclamation.png', 'html/chevron.png', 'html/chevron-expand.png', 'html/changelog.css', 'html/changelog.js', 'html/changelog.html' ) src << browse('html/changelog.html', "window=changes;size=675x650") if(prefs.lastchangelog != changelog_hash) prefs.lastchangelog = changelog_hash prefs.save_preferences() winset(src, "rpane.changelog", "background-color=none;font-style=;") /mob/verb/observe() set name = "Observe" set category = "OOC" var/is_admin = 0 if(client.holder && (client.holder.rights & R_ADMIN)) is_admin = 1 else if(stat != DEAD || istype(src, /mob/new_player)) usr << "\blue You must be observing to use this!" return if(is_admin && stat == DEAD) is_admin = 0 var/list/names = list() var/list/namecounts = list() var/list/creatures = list() for(var/obj/O in world) //EWWWWWWWWWWWWWWWWWWWWWWWW ~needs to be optimised if(!O.loc) continue if(istype(O, /obj/item/weapon/disk/nuclear)) var/name = "Nuclear Disk" if (names.Find(name)) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = O if(istype(O, /obj/singularity)) var/name = "Singularity" if (names.Find(name)) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = O if(istype(O, /obj/machinery/bot)) var/name = "BOT: [O.name]" if (names.Find(name)) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = O for(var/mob/M in sortAtom(mob_list)) var/name = M.name if (names.Find(name)) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = M client.perspective = EYE_PERSPECTIVE var/eye_name = null var/ok = "[is_admin ? "Admin Observe" : "Observe"]" eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures if (!eye_name) return var/mob/mob_eye = creatures[eye_name] if(client && mob_eye) client.eye = mob_eye if (is_admin) client.adminobs = 1 if(mob_eye == client.mob || client.eye == client.mob) client.adminobs = 0 /mob/verb/cancel_camera() set name = "Cancel Camera View" set category = "OOC" unset_machine() reset_view(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["flavor_more"]) usr << browse(text("[][]", name, replacetext(flavor_text, "\n", "
")), text("window=[];size=500x200", name)) onclose(usr, "[name]") if(href_list["flavor_change"]) update_flavor_text() // ..() return /mob/proc/pull_damage() if(ishuman(src)) var/mob/living/carbon/human/H = src if(H.health - H.halloss <= config.health_threshold_softcrit) for(var/name in H.organs_by_name) var/obj/item/organ/external/e = H.organs_by_name[name] if(e && H.lying) if(((e.status & ORGAN_BROKEN && !(e.status & ORGAN_SPLINTED)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100)) return 1 break return 0 /mob/MouseDrop(mob/M as mob) ..() if(M != usr) return if(usr == src) return if(!Adjacent(usr)) return if(istype(M,/mob/living/silicon/ai)) return show_inv(usr) /mob/verb/stop_pulling() set name = "Stop Pulling" set category = "IC" if(pulling) pulling.pulledby = null pulling = null if(pullin) pullin.icon_state = "pull0" /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) usr << "It won't budge!" return var/mob/M = AM if(ismob(AM)) if(!iscarbon(src)) M.LAssailant = null else M.LAssailant = usr 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(pullin) pullin.icon_state = "pull1" if(ishuman(AM)) var/mob/living/carbon/human/H = AM if(H.pull_damage()) src << "\red Pulling \the [H] in their current condition would probably be a bad idea." //Attempted fix for people flying away through space when cuffed and dragged. if(ismob(AM)) var/mob/pulled = AM pulled.inertia_dir = 0 /mob/proc/can_use_hands() return /mob/proc/is_active() return (0 >= usr.stat) /mob/proc/is_dead() return stat == DEAD /mob/proc/is_mechanical() if(mind && (mind.assigned_role == "Cyborg" || mind.assigned_role == "AI")) return 1 return istype(src, /mob/living/silicon) || get_species() == "Machine" /mob/proc/is_ready() return client && !!mind /mob/proc/get_gender() return gender /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) /mob/Stat() ..() if(client && client.holder) if(statpanel("Status")) statpanel("Status","Location:","([x], [y], [z])") statpanel("Status","CPU:","[world.cpu]") statpanel("Status","Instances:","[world.contents.len]") if(statpanel("Status") && processScheduler && processScheduler.getIsRunning()) for(var/datum/controller/process/P in processScheduler.processes) statpanel("Status",P.getStatName(), P.getTickTime()) else statpanel("Status","processScheduler is not running.") if(listed_turf && client) if(!TurfAdjacent(listed_turf)) listed_turf = null else statpanel(listed_turf.name, null, listed_turf) for(var/atom/A in listed_turf) if(!A.mouse_opacity) continue if(A.invisibility > see_invisible) continue if(is_type_in_list(A, shouldnt_see)) continue statpanel(listed_turf.name, null, A) // facing verbs /mob/proc/canface() if(!canmove) return 0 if(stat) return 0 if(anchored) return 0 if(transforming) 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(istype(buckled, /obj/vehicle)) var/obj/vehicle/V = buckled if(stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH)) lying = 1 canmove = 0 pixel_y = V.mob_offset_y - 5 else if(buckled.buckle_lying != -1) lying = buckled.buckle_lying canmove = 1 pixel_y = V.mob_offset_y else if(buckled) anchored = 1 canmove = 0 if(istype(buckled)) if(buckled.buckle_lying != -1) lying = buckled.buckle_lying if(buckled.buckle_movable) anchored = 0 canmove = 1 else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH)) lying = 1 canmove = 0 else if(stunned) canmove = 0 else if(captured) anchored = 1 canmove = 0 lying = 0 else lying = 0 canmove = 1 if(lying) density = 0 drop_l_hand() drop_r_hand() else density = 1 for(var/obj/item/weapon/grab/G in grabbed_by) if(G.state >= GRAB_AGGRESSIVE) canmove = 0 break //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/proc/facedir(var/ndir) if(!canface() || client.moving || world.time < client.move_delay) return 0 set_dir(ndir) if(buckled && buckled.buckle_movable) buckled.set_dir(ndir) client.move_delay += movement_delay() return 1 /mob/verb/eastface() set hidden = 1 return facedir(EAST) /mob/verb/westface() set hidden = 1 return facedir(WEST) /mob/verb/northface() set hidden = 1 return facedir(NORTH) /mob/verb/southface() set hidden = 1 return facedir(SOUTH) //This might need a rename but it should replace the can this mob use things check /mob/proc/IsAdvancedToolUser() return 0 /mob/proc/Stun(amount) if(status_flags & CANSTUN) facing_dir = null 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) facing_dir = null 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) facing_dir = null 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) facing_dir = null 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) facing_dir = null 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 /mob/proc/get_species() return "" /mob/proc/flash_weak_pain() flick("weak_pain",pain) /mob/proc/get_visible_implants(var/class = 0) var/list/visible_implants = list() for(var/obj/item/O in embedded) if(O.w_class > class) visible_implants += O return visible_implants mob/proc/yank_out_object() set category = "Object" set name = "Yank out object" set desc = "Remove an embedded item at the cost of bleeding and pain." set src in view(1) if(!isliving(usr) || usr.next_move > world.time) return usr.next_move = world.time + 20 if(usr.stat == 1) usr << "You are unconcious and cannot do that!" return if(usr.restrained()) usr << "You are restrained and cannot do that!" return var/mob/S = src var/mob/U = usr var/list/valid_objects = list() var/self = null if(S == U) self = 1 // Removing object from yourself. valid_objects = get_visible_implants(0) if(!valid_objects.len) if(self) src << "You have nothing stuck in your body that is large enough to remove." else U << "[src] has nothing stuck in their wounds that is large enough to remove." return var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects if(self) src << "You attempt to get a good grip on [selection] in your body." else U << "You attempt to get a good grip on [selection] in [S]'s body." if(!do_after(U, 30)) return if(!selection || !S || !U) return if(self) visible_message("[src] rips [selection] out of their body.","You rip [selection] out of your body.") else visible_message("[usr] rips [selection] out of [src]'s body.","[usr] rips [selection] out of your body.") valid_objects = get_visible_implants(0) if(valid_objects.len == 1) //Yanking out last object - removing verb. src.verbs -= /mob/proc/yank_out_object if(ishuman(src)) var/mob/living/carbon/human/H = src var/obj/item/organ/external/affected for(var/obj/item/organ/external/organ in H.organs) //Grab the organ holding the implant. for(var/obj/item/O in organ.implants) if(O == selection) affected = organ affected.implants -= selection H.shock_stage+=20 affected.take_damage((selection.w_class * 3), 0, 0, 1, "Embedded object extraction") if(prob(selection.w_class * 5)) //I'M SO ANEMIC I COULD JUST -DIE-. var/datum/wound/internal_bleeding/I = new (min(selection.w_class * 5, 15)) affected.wounds += I H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1) if (ishuman(U)) var/mob/living/carbon/human/human_user = U human_user.bloody_hands(H) selection.loc = get_turf(src) if(!(U.l_hand && U.r_hand)) U.put_in_hands(selection) for(var/obj/item/weapon/O in pinned) if(O == selection) pinned -= O if(!pinned.len) anchored = 0 return 1 /mob/living/proc/handle_statuses() handle_stunned() handle_weakened() handle_stuttering() handle_silent() handle_drugged() handle_slurring() /mob/living/proc/handle_stunned() if(stunned) AdjustStunned(-1) return stunned /mob/living/proc/handle_weakened() if(weakened) weakened = max(weakened-1,0) //before you get mad Rockdtben: I done this so update_canmove isn't called multiple times return weakened /mob/living/proc/handle_stuttering() if(stuttering) stuttering = max(stuttering-1, 0) return stuttering /mob/living/proc/handle_silent() if(silent) silent = max(silent-1, 0) return silent /mob/living/proc/handle_drugged() if(druggy) druggy = max(druggy-1, 0) return druggy /mob/living/proc/handle_slurring() if(slurring) slurring = max(slurring-1, 0) return slurring /mob/living/proc/handle_paralysed() // Currently only used by simple_animal.dm, treated as a special case in other mobs if(paralysis) AdjustParalysis(-1) return paralysis //Check for brain worms in head. /mob/proc/has_brain_worms() for(var/I in contents) if(istype(I,/mob/living/simple_animal/borer)) return I return 0 /mob/proc/updateicon() return /mob/verb/face_direction() set name = "Face Direction" set category = "IC" set src = usr set_face_dir() if(!facing_dir) usr << "You are now not facing anything." else usr << "You are now facing [dir2text(facing_dir)]." /mob/proc/set_face_dir(var/newdir) if(newdir == facing_dir) facing_dir = null else if(newdir) set_dir(newdir) facing_dir = newdir else if(facing_dir) facing_dir = null else set_dir(dir) facing_dir = dir /mob/set_dir() if(facing_dir) if(!canface() || lying || buckled || restrained()) facing_dir = null else if(dir != facing_dir) return ..(facing_dir) else return ..() /mob/verb/northfaceperm() set hidden = 1 set_face_dir(NORTH) /mob/verb/southfaceperm() set hidden = 1 set_face_dir(SOUTH) /mob/verb/eastfaceperm() set hidden = 1 set_face_dir(EAST) /mob/verb/westfaceperm() set hidden = 1 set_face_dir(WEST) /mob/proc/adjustEarDamage() return /mob/proc/setEarDamage() return