/mob/Del()//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 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 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) for(var/mob/M in viewers(src)) if(M.see_invisible < invisibility) continue // Cannot view the invisible var/msg = message if(self_message && M==src) msg = self_message M.show_message( msg, 1, blind_message, 2) // Show a message to all mobs in sight of this atom // Use for objects performing visible actions // message is output to anyone who can see, e.g. "The [src] does something!" // blind_message (optional) is what blind people will hear e.g. "You hear something!" /atom/proc/visible_message(var/message, var/blind_message) for(var/mob/M in viewers(src)) M.show_message( message, 1, blind_message, 2) /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/restrained() return //This proc is called whenever someone clicks an inventory ui slot. /mob/proc/attack_ui(slot) var/obj/item/W = get_active_hand() if(istype(W)) equip_to_slot_if_possible(W, slot) /mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1) if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob)) return 1 else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob)) return 1 return 0 //This is a SAFE proc. Use this instead of equip_to_splot()! //set del_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 as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1) if(!istype(W)) return 0 if(!W.mob_can_equip(src, slot, disable_warning)) if(del_on_fail) del(W) else if(!disable_warning) src << "\red You are unable to equip that." //Only print if del_on_fail is false 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 as obj, 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 as obj, slot) return equip_to_slot_if_possible(W, slot, 1, 1, 0) //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. var/list/slot_equipment_priority = list( \ slot_back,\ slot_wear_id,\ slot_w_uniform,\ slot_wear_suit,\ slot_wear_mask,\ slot_head,\ slot_shoes,\ slot_gloves,\ slot_l_ear,\ slot_r_ear,\ slot_glasses,\ slot_belt,\ slot_s_store,\ slot_l_store,\ slot_r_store\ ) //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 for(var/slot in slot_equipment_priority) if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //del_on_fail = 0; disable_warning = 0; redraw_mob = 1 return 1 return 0 /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 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) del(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 del(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 = copytext(msg, 1, MAX_MESSAGE_LEN)
	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 = 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 if(msg != null) msg = copytext(msg, 1, MAX_MESSAGE_LEN) msg = html_encode(msg) 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(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 (!( abandon_allowed )) usr << "\blue Respawn is disabled." return if ((stat != 2 || !( ticker ))) usr << "\blue You must be dead to use this!" return if (ticker.mode.name == "meteor" || ticker.mode.name == "epidemic") //BS12 EDIT usr << "\blue 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 var/mob/new_player/M = new /mob/new_player() if(!client) log_game("[usr.key] AM failed due to disconnect.") del(M) return M.key = key // M.Login() //wat return /client/verb/changes() set name = "Changelog" set category = "OOC" getFiles( 'html/postcardsmall.jpg', 'html/somerights20.png', '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/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/machinery/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" reset_view(null) unset_machine() if(istype(src, /mob/living)) var/mob/living/M = src if(M.cameraFollow) M.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["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/datum/organ/external/e = H.organs_by_name[name] if(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 /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(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) /* 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 = old_x + rand(-amplitude, amplitude) pixel_y = old_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 //handles up-down floaty effect in space /mob/proc/make_floating(var/n) floatiness = n if(floatiness && !is_floating) start_floating() else if(!floatiness && is_floating) stop_floating() /mob/proc/start_floating() is_floating = 1 var/amplitude = 2 //maximum displacement from original position var/period = 36 //time taken for the mob to go up >> down >> original position, in deciseconds. Should be multiple of 4 var/top = old_y + amplitude var/bottom = old_y - amplitude var/half_period = period / 2 var/quarter_period = period / 4 animate(src, pixel_y = top, time = quarter_period, easing = SINE_EASING | EASE_OUT, loop = -1) //up animate(pixel_y = bottom, time = half_period, easing = SINE_EASING, loop = -1) //down animate(pixel_y = old_y, time = quarter_period, easing = SINE_EASING | EASE_IN, loop = -1) //back /mob/proc/stop_floating() animate(src, pixel_y = old_y, time = 5, easing = SINE_EASING | EASE_IN) //halt animation //reset the pixel offsets to zero is_floating = 0 /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,"NanoUI-[master_controller.nano_cost]\t#[nanomanager.processing_uis.len]") stat(null,"Tick-[master_controller.ticker_cost]\tALL-[master_controller.total_cost]") else stat(null,"MasterController-ERROR") 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.invisibility > see_invisible) continue statpanel(listed_turf.name, null, A) if(spell_list && 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(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 lying = 0 canmove = 1 pixel_y = V.mob_offset_y else if(buckled && (!buckled.movable)) anchored = 1 canmove = 0 if(istype(buckled,/obj/structure/stool/bed/chair) ) lying = 0 else lying = 1 else if (buckled && (buckled.movable)) anchored = 0 canmove = 1 lying = 0 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 if (!buckled) lying = !can_stand canmove = has_limbs 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/proc/facedir(var/ndir) if(!canface()) return 0 dir = ndir if(buckled && buckled.movable) buckled.dir = ndir buckled.handle_rotation() 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) /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 /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, 80)) 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/datum/organ/external/affected for(var/datum/organ/external/organ in H.organs) //Grab the organ holding the implant. for(var/obj/item/weapon/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) 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