Files
CHOMPStation2/code/modules/mob/mob.dm
2022-06-22 23:54:36 -04:00

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/mob/Destroy()//This makes sure that mobs withGLOB.clients/keys are not just deleted from the game.
mob_list -= src
dead_mob_list -= src
living_mob_list -= src
unset_machine()
qdel(hud_used)
clear_fullscreen()
if(client)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
qdel(spell_master)
remove_screen_obj_references()
client.screen = list()
if(mind && mind.current == src)
spellremove(src)
ghostize()
QDEL_NULL(plane_holder)
..()
return QDEL_HINT_HARDDEL_NOW
/mob/proc/remove_screen_obj_references()
hands = null
pullin = null
purged = null
internals = null
i_select = null
m_select = null
healths = null
throw_icon = null
pain = null
item_use_icon = null
gun_move_icon = null
gun_setting_icon = null
spell_masters = null
zone_sel = null
/mob/Initialize()
mob_list += src
if(stat == DEAD)
dead_mob_list += src
else
living_mob_list += src
lastarea = get_area(src)
set_focus(src) // VOREStation Add - Key Handling
hook_vr("mob_new",list(src)) //VOREStation Code
update_transform() // Some mobs may start bigger or smaller than normal.
return ..()
/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 && !teleop) return
if (type)
if((type & VISIBLE_MESSAGE) && (is_blind() || paralysis) )//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & AUDIBLE_MESSAGE) && is_deaf())//Hearing related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & VISIBLE_MESSAGE) && (sdisabilities & BLIND))
return
// Added voice muffling for Issue 41.
if(stat == UNCONSCIOUS || sleeping > 0)
to_chat(src, "<I>... You can almost hear someone talking ...</I>")
else
to_chat(src,msg)
if(teleop)
to_chat(teleop, create_text_tag("body", "BODY:", teleop) + "[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/exclude_mobs = null, var/range = world.view, var/runemessage)
if(self_message)
if(LAZYLEN(exclude_mobs))
exclude_mobs |= src
else
exclude_mobs = list(src)
src.show_message(self_message, 1, blind_message, 2)
if(isnull(runemessage))
runemessage = -1
. = ..(message, blind_message, exclude_mobs, range, runemessage) // Really not ideal that atom/visible_message has different arg numbering :(
// 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/radio_message, var/runemessage)
var/range = hearing_distance || world.view
var/list/hear = get_mobs_and_objs_in_view_fast(get_turf(src),range,remote_ghosts = FALSE)
var/list/hearing_mobs = hear["mobs"]
var/list/hearing_objs = hear["objs"]
if(isnull(runemessage))
runemessage = -1 // Symmetry with mob/audible_message, despite the fact this one doesn't call parent. Maybe it should!
if(radio_message)
for(var/obj/O as anything in hearing_objs)
O.hear_talk(src, list(new /datum/multilingual_say_piece(GLOB.all_languages["Noise"], radio_message)), null)
else
for(var/obj/O as anything in hearing_objs)
O.show_message(message, AUDIBLE_MESSAGE, deaf_message, VISIBLE_MESSAGE)
for(var/mob/M as anything in hearing_mobs)
var/msg = message
if(self_message && M==src)
msg = self_message
M.show_message(msg, AUDIBLE_MESSAGE, deaf_message, VISIBLE_MESSAGE)
if(runemessage != -1)
M.create_chat_message(src, "[runemessage || message]", FALSE, list("emote"), audible = FALSE)
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[]", msg))
return M
return 0
/mob/proc/Life()
// if(organStructure)
// organStructure.ProcessOrgans()
return
#define UNBUCKLED 0
#define PARTIALLY_BUCKLED 1
#define FULLY_BUCKLED 2
/mob/proc/buckled()
// Preliminary work for a future buckle rewrite,
// where one might be fully restrained (like an elecrical chair), or merely secured (shuttle chair, keeping you safe but not otherwise restrained from acting)
if(!buckled)
return UNBUCKLED
return restrained() ? FULLY_BUCKLED : PARTIALLY_BUCKLED
/mob/proc/is_blind()
return ((sdisabilities & BLIND) || blinded || incapacitated(INCAPACITATION_KNOCKOUT))
/mob/proc/is_deaf()
return ((sdisabilities & DEAF) || ear_deaf || incapacitated(INCAPACITATION_KNOCKOUT))
/mob/proc/is_physically_disabled()
return incapacitated(INCAPACITATION_DISABLED)
/mob/proc/cannot_stand()
return incapacitated(INCAPACITATION_KNOCKDOWN)
/mob/proc/incapacitated(var/incapacitation_flags = INCAPACITATION_DEFAULT)
if ((incapacitation_flags & INCAPACITATION_STUNNED) && stunned)
return 1
if ((incapacitation_flags & INCAPACITATION_FORCELYING) && (weakened || resting))
return 1
if ((incapacitation_flags & INCAPACITATION_KNOCKOUT) && (stat || paralysis || sleeping || (status_flags & FAKEDEATH)))
return 1
if((incapacitation_flags & INCAPACITATION_RESTRAINED) && restrained())
return 1
if((incapacitation_flags & (INCAPACITATION_BUCKLED_PARTIALLY|INCAPACITATION_BUCKLED_FULLY)))
var/buckling = buckled()
if(buckling >= PARTIALLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_PARTIALLY))
return 1
if(buckling == FULLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_FULLY))
return 1
return 0
#undef UNBUCKLED
#undef PARTIALLY_BUCKLED
#undef FULLY_BUCKLED
/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 TRUE
/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/turf/tile = get_turf(A)
if (!tile)
return 0
var/turf/our_tile = get_turf(src)
var/obj/visual = new /obj/effect/decal/point(our_tile)
visual.invisibility = invisibility
visual.plane = ABOVE_PLANE
visual.layer = FLY_LAYER
animate(visual,
pixel_x = (tile.x - our_tile.x) * world.icon_size + A.pixel_x,
pixel_y = (tile.y - our_tile.y) * world.icon_size + A.pixel_y,
time = 1.7,
easing = EASE_OUT)
QDEL_IN(visual, 2 SECONDS) //Better qdel
face_atom(A)
return 1
/mob/proc/ret_grab(list/L, flag)
return
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
return
/*
/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"
if(mind)
mind.show_memory(src)
else
to_chat(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
to_chat(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 += "<BR>[msg]"
if (popup)
memory()
/mob/proc/update_flavor_text()
set src in usr
if(usr != src)
to_chat(usr, "No.")
var/msg = sanitize(tgui_input_text(usr,"Set the flavor text in your 'examine' verb.","Flavor Text",html_decode(flavor_text), multiline = TRUE), extra = 0) //VOREStation Edit: separating out OOC notes
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!
to_chat(src, "<h2 class='alert'>OOC Warning:</h2>")
to_chat(src, "<span class='alert'>Your flavor text is likely out of date! <a href='byond://?src=\ref[src];flavor_change=1'>Change</a></span>")
/mob/proc/print_flavor_text()
if (flavor_text && flavor_text != "")
var/msg = replacetext(flavor_text, "\n", " ")
if(length(msg) <= 40)
return "<span class='notice'>[msg]</span>"
else
return "<span class='notice'>[copytext_preserve_html(msg, 1, 37)]... <a href='byond://?src=\ref[src];flavor_more=1'>More...</span></a>"
/*
/mob/verb/help()
set name = "Help"
src << browse('html/help.html', "window=help")
return
*/
/mob/proc/set_respawn_timer(var/time)
// Try to figure out what time to use
// Special cases, can never respawn
if(ticker?.mode?.deny_respawn)
time = -1
else if(!config.abandon_allowed)
time = -1
else if(!config.respawn)
time = -1
// Special case for observing before game start
else if(ticker?.current_state <= GAME_STATE_SETTING_UP)
time = 1 MINUTE
// Wasn't given a time, use the config time
else if(!time)
time = config.respawn_time
var/keytouse = ckey
// Try harder to find a key to use
if(!keytouse && key)
keytouse = ckey(key)
else if(!keytouse && mind?.key)
keytouse = ckey(mind.key)
GLOB.respawn_timers[keytouse] = world.time + time
/mob/observer/dead/set_respawn_timer()
if(config.antag_hud_restricted && has_enabled_antagHUD)
..(-1)
else
return // Don't set it, no need
/mob/verb/abandon_mob()
set name = "Return to Menu"
set category = "OOC"
if(stat != DEAD || !ticker)
to_chat(usr, "<span class='notice'><B>You must be dead to use this!</B></span>")
return
// Final chance to abort "respawning"
if(mind && timeofdeath) // They had spawned before
var/choice = tgui_alert(usr, "Returning to the menu will prevent your character from being revived in-round. Are you sure?", "Confirmation", list("No, wait", "Yes, leave"))
if(choice == "No, wait")
return
else if(mind.assigned_role)
var/extra_check = tgui_alert(usr, "Do you want to Quit This Round before you return to lobby? This will properly remove you from manifest, as well as prevent resleeving.","Quit This Round",list("Quit Round","Cancel"))
if(extra_check == "Quit Round")
//Update any existing objectives involving this mob.
for(var/datum/objective/O in all_objectives)
if(O.target == src.mind)
if(O.owner && O.owner.current)
to_chat(O.owner.current,"<span class='warning'>You get the feeling your target is no longer within your reach...</span>")
qdel(O)
//Resleeving cleanup
if(mind)
SStranscore.leave_round(src)
//Job slot cleanup
var/job = src.mind.assigned_role
job_master.FreeRole(job)
//Their objectives cleanup
if(src.mind.objectives.len)
qdel(src.mind.objectives)
src.mind.special_role = null
//Cut the PDA manifest (ugh)
if(PDA_Manifest.len)
PDA_Manifest.Cut()
for(var/datum/data/record/R in data_core.medical)
if((R.fields["name"] == src.real_name))
qdel(R)
for(var/datum/data/record/T in data_core.security)
if((T.fields["name"] == src.real_name))
qdel(T)
for(var/datum/data/record/G in data_core.general)
if((G.fields["name"] == src.real_name))
qdel(G)
//This removes them from being 'active' list on join screen
src.mind.assigned_role = null
to_chat(src,"<span class='notice'>Your job has been free'd up, and you can rejoin as another character or quit. Thanks for properly quitting round, it helps the server!</span>")
// Beyond this point, you're going to respawn
to_chat(usr, config.respawn_message)
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
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"
src << browse('html/changelog.html', "window=changes;size=675x650")
if(prefs.lastchangelog != changelog_hash)
prefs.lastchangelog = changelog_hash
SScharacter_setup.queue_preferences_save(prefs)
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|R_EVENT))
is_admin = 1
else if(stat != DEAD || istype(src, /mob/new_player))
to_chat(usr, "<font color='blue'>You must be observing to use this!</font>")
return
if(is_admin && stat == DEAD)
is_admin = 0
var/list/targets = list()
targets += observe_list_format(nuke_disks)
targets += observe_list_format(GLOB.all_singularities) //CHOMP Edit
targets += getmobs()
targets += observe_list_format(sortAtom(mechas_list))
targets += observe_list_format(SSshuttles.ships)
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
eye_name = tgui_input_list(usr, "Select something to [ok]:", "Select Target", targets)
if (!eye_name)
return
var/mob/mob_eye = targets[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("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", name, replacetext(flavor_text, "\n", "<BR>")), text("window=[];size=500x200", name))
onclose(usr, "[name]")
if(href_list["flavor_change"])
update_flavor_text()
// ..()
return
/mob/proc/pull_damage()
return 0
/mob/verb/stop_pulling()
set name = "Stop Pulling"
set category = "IC"
if(pulling)
if(ishuman(pulling))
var/mob/living/carbon/human/H = pulling
visible_message(SPAN_WARNING("\The [src] lets go of \the [H]."), SPAN_NOTICE("You let go of \the [H]."), exclude_mobs = list(H))
if(!H.stat)
to_chat(H, SPAN_WARNING("\The [src] lets go of you."))
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)
to_chat(src, "<span class='warning'>It won't budge!</span>")
return
var/mob/M = AM
if(ismob(AM))
if(!can_pull_mobs || !can_pull_size)
to_chat(src, "<span class='warning'>They won't budge!</span>")
return
if((mob_size < M.mob_size) && (can_pull_mobs != MOB_PULL_LARGER))
to_chat(src, "<span class='warning'>[M] is too large for you to move!</span>")
return
if((mob_size == M.mob_size) && (can_pull_mobs == MOB_PULL_SMALLER))
to_chat(src, "<span class='warning'>[M] is too heavy for you to move!</span>")
return
// If your size is larger than theirs and you have some
// kind of mob pull value AT ALL, you will be able to pull
// them, so don't bother checking that explicitly.
if(M.grabbed_by.len)
// Only start pulling when nobody else has a grab on them
. = 1
for(var/obj/item/weapon/grab/G in M.grabbed_by)
if(G.assailant != usr)
. = 0
else
qdel(G)
if(!.)
to_chat(src, "<span class='warning'>Somebody has a grip on them!</span>")
return
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
else if(isobj(AM))
var/obj/I = AM
if(!can_pull_size || can_pull_size < I.w_class)
to_chat(src, "<span class='warning'>It won't budge!</span>")
return
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.lying) // If they're on the ground we're probably dragging their arms to move them
visible_message(SPAN_WARNING("\The [src] leans down and grips \the [H]'s arms."), SPAN_NOTICE("You lean down and grip \the [H]'s arms."), exclude_mobs = list(H))
if(!H.stat)
to_chat(H, SPAN_WARNING("\The [src] leans down and grips your arms."))
else //Otherwise we're probably just holding their arm to lead them somewhere
visible_message(SPAN_WARNING("\The [src] grips \the [H]'s arm."), SPAN_NOTICE("You grip \the [H]'s arm."), exclude_mobs = list(H))
if(!H.stat)
to_chat(H, SPAN_WARNING("\The [src] grips your arm."))
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 25) //Quieter than hugging/grabbing but we still want some audio feedback
if(H.pull_damage())
to_chat(src, "<font color='red'><B>Pulling \the [H] in their current condition would probably be a bad idea.</B></font>")
//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/name_gender()
return gender
/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()
..()
. = (is_client_active(10 MINUTES))
if(.)
if(statpanel("Status"))
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(ticker && ticker.current_state != GAME_STATE_PREGAME)
stat("Station Time", stationtime2text())
stat("Station Date", stationdate2text())
stat("Round Duration", roundduration2text())
if(client.holder)
if(statpanel("Status"))
stat("Location:", "([x], [y], [z]) [loc]")
stat("CPU:","[world.cpu]")
stat("Instances:","[world.contents.len]")
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)]%)")
stat("Keys Held", keys2text(client.move_keys_held | client.mod_keys_held))
stat("Next Move ADD", dirs2text(client.next_move_dir_add))
stat("Next Move SUB", dirs2text(client.next_move_dir_sub))
if(statpanel("MC"))
stat("Location:", "([x], [y], [z]) [loc]")
stat("CPU:","[world.cpu]")
stat("Instances:","[world.contents.len]")
stat("World Time:", world.time)
stat("Real time of day:", REALTIMEOFDAY)
stat(null)
if(GLOB)
GLOB.stat_entry()
else
stat("Globals:", "ERROR")
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()
if(statpanel("Tickets"))
GLOB.ahelp_tickets.stat_entry()
if(length(GLOB.sdql2_queries))
if(statpanel("SDQL2"))
stat("Access Global SDQL2 List", GLOB.sdql2_vv_statobj)
for(var/datum/SDQL2_query/Q as anything in GLOB.sdql2_queries)
Q.generate_stat()
if(listed_turf && client)
if(!TurfAdjacent(listed_turf))
listed_turf = null
else
if(statpanel("Turf"))
stat(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
if(A.plane > plane)
continue
stat(A)
// facing verbs
/mob/proc/canface()
// if(!canmove) return 0 //VOREStation Edit. Redundant check that only affects conscious proning, actual inability to turn and shift around handled by actual inabilities.
if(stat) return 0
if(anchored) return 0
if(transforming) return 0
return 1
// Not sure what to call this. Used to check if humans are wearing an AI-controlled exosuit and hence don't need to fall over yet.
/mob/proc/can_stand_overridden()
return 0
//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()
return canmove
/mob/proc/facedir(var/ndir)
if(!canface() || (client && (client.moving || !checkMoveCooldown())))
DEBUG_INPUT("Denying Facedir for [src] (moving=[client?.moving])")
return 0
set_dir(ndir)
if(buckled && buckled.buckle_movable)
buckled.set_dir(ndir)
setMoveCooldown(movement_delay())
return 1
/mob/verb/eastface()
set hidden = 1
return facedir(client.client_dir(EAST))
/mob/verb/westface()
set hidden = 1
return facedir(client.client_dir(WEST))
/mob/verb/northface()
set hidden = 1
return facedir(client.client_dir(NORTH))
/mob/verb/southface()
set hidden = 1
return facedir(client.client_dir(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
update_canmove() //updates lying, canmove and icons
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)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/AdjustStunned(amount)
if(status_flags & CANSTUN)
stunned = max(stunned + amount,0)
update_canmove() //updates lying, canmove and icons
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() //can you guess what this does yet?
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/Confuse(amount)
confused = max(max(confused,amount),0)
return
/mob/proc/SetConfused(amount)
confused = max(amount,0)
return
/mob/proc/AdjustConfused(amount)
confused = max(confused + amount,0)
return
/mob/proc/Blind(amount)
eye_blind = max(max(eye_blind,amount),0)
return
/mob/proc/SetBlinded(amount)
eye_blind = max(amount,0)
return
/mob/proc/AdjustBlinded(amount)
eye_blind = max(eye_blind + amount,0)
return
/mob/proc/Resting(amount)
facing_dir = null
resting = max(max(resting,amount),0)
update_canmove()
return
/mob/proc/SetResting(amount)
resting = max(amount,0)
update_canmove()
return
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
update_canmove()
return
/mob/proc/AdjustLosebreath(amount)
losebreath = CLAMP(losebreath + amount, 0, 25)
/mob/proc/SetLosebreath(amount)
losebreath = CLAMP(amount, 0, 25)
/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/embedded_needs_process()
return (embedded.len > 0)
/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.checkClickCooldown())
return
usr.setClickCooldown(20)
if(usr.stat == 1)
to_chat(usr, "You are unconcious and cannot do that!")
return
if(usr.restrained())
to_chat(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)
to_chat(src, "You have nothing stuck in your body that is large enough to remove.")
else
to_chat(U, "[src] has nothing stuck in their wounds that is large enough to remove.")
return
var/obj/item/weapon/selection = tgui_input_list(usr, "What do you want to yank out?", "Embedded objects", valid_objects)
if(self)
to_chat(src, "<span class='warning'>You attempt to get a good grip on [selection] in your body.</span>")
else
to_chat(U, "<span class='warning'>You attempt to get a good grip on [selection] in [S]'s body.</span>")
if(!do_after(U, 30))
return
if(!selection || !S || !U)
return
if(self)
visible_message("<span class='warning'><b>[src] rips [selection] out of their body.</b></span>","<span class='warning'><b>You rip [selection] out of your body.</b></span>")
else
visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s body.</b></span>","<span class='warning'><b>[usr] rips [selection] out of your body.</b></span>")
valid_objects = get_visible_implants(0)
if(valid_objects.len == 1) //Yanking out last object - removing verb.
src.verbs -= /mob/proc/yank_out_object
clear_alert("embeddedobject")
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) && (affected.robotic < ORGAN_ROBOT)) //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!", 50)
if (ishuman(U))
var/mob/living/carbon/human/human_user = U
human_user.bloody_hands(H)
else if(issilicon(src))
var/mob/living/silicon/robot/R = src
R.embedded -= selection
R.adjustBruteLoss(5)
R.adjustFireLoss(10)
selection.forceMove(get_turf(src))
U.put_in_hands(selection)
for(var/obj/item/weapon/O in pinned)
if(O == selection)
pinned -= O
if(!pinned.len)
anchored = FALSE
return 1
//Check for brain worms in head.
/mob/proc/has_brain_worms()
for(var/I in contents)
if(istype(I,/mob/living/simple_mob/animal/borer))
return I
return 0
/mob/proc/updateicon()
return
// Please always use this proc, never just set the var directly.
/mob/proc/set_stat(var/new_stat)
. = (stat != new_stat)
stat = new_stat
/mob/verb/face_direction()
set name = "Face Direction"
set category = "IC"
set src = usr
set_face_dir()
if(!facing_dir)
to_chat(usr, "You are now not facing anything.")
else
to_chat(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(client.client_dir(NORTH))
/mob/verb/southfaceperm()
set hidden = 1
set_face_dir(client.client_dir(SOUTH))
/mob/verb/eastfaceperm()
set hidden = 1
set_face_dir(client.client_dir(EAST))
/mob/verb/westfaceperm()
set hidden = 1
set_face_dir(client.client_dir(WEST))
// Begin VOREstation edit
/mob/verb/shiftnorth()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_y <= (default_pixel_y + 16))
pixel_y++
is_shifted = TRUE
/mob/verb/shiftsouth()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_y >= (default_pixel_y - 16))
pixel_y--
is_shifted = TRUE
/mob/verb/shiftwest()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_x >= (default_pixel_x - 16))
pixel_x--
is_shifted = TRUE
/mob/verb/shifteast()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_x <= (default_pixel_x + 16))
pixel_x++
is_shifted = TRUE
// End VOREstation edit
/mob/proc/adjustEarDamage()
return
/mob/proc/setEarDamage()
return
// Set client view distance (size of client's screen). Returns TRUE if anything changed.
/mob/proc/set_viewsize(var/new_view = world.view)
if (client && new_view != client.view)
client.view = new_view
return TRUE
return FALSE
//Throwing stuff
/mob/proc/toggle_throw_mode()
if (src.in_throw_mode)
throw_mode_off()
else
throw_mode_on()
/mob/proc/throw_mode_off()
src.in_throw_mode = 0
if(src.throw_icon) //in case we don't have the HUD and we use the hotkey
src.throw_icon.icon_state = "act_throw_off"
/mob/proc/throw_mode_on()
src.in_throw_mode = 1
if(src.throw_icon)
src.throw_icon.icon_state = "act_throw_on"
/mob/proc/isSynthetic()
return 0
/mob/proc/is_muzzled()
return 0
//Exploitable Info Update
/mob/proc/amend_exploitable(var/obj/item/I)
if(istype(I))
exploit_addons |= I
var/exploitmsg = html_decode("\n" + "Has " + I.name + ".")
exploit_record += exploitmsg
/client/proc/check_has_body_select()
return mob && mob.hud_used && istype(mob.zone_sel, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
toggle_zone_sel(list(BP_HEAD, O_EYES, O_MOUTH))
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
toggle_zone_sel(list(BP_R_ARM,BP_R_HAND))
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
toggle_zone_sel(list(BP_L_ARM,BP_L_HAND))
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
toggle_zone_sel(list(BP_TORSO))
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
toggle_zone_sel(list(BP_GROIN))
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
toggle_zone_sel(list(BP_R_LEG,BP_R_FOOT))
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
toggle_zone_sel(list(BP_L_LEG,BP_L_FOOT))
/client/proc/toggle_zone_sel(list/zones)
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.zone_sel
selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))
// This handles setting the client's color variable, which makes everything look a specific color.
// This proc is here so it can be called without needing to check if the client exists, or if the client relogs.
// This is for inheritence since /mob/living will serve most cases. If you need ghosts to use this you'll have to implement that yourself.
/mob/proc/update_client_color()
if(client && client.color)
animate(client, color = null, time = 10)
return
/mob/proc/swap_hand()
return
//Throwing stuff
/mob/proc/throw_item(atom/target)
return FALSE
/mob/proc/will_show_tooltip()
if(alpha <= EFFECTIVE_INVIS)
return FALSE
return TRUE
/mob/MouseEntered(location, control, params)
if(usr != src && usr.is_preference_enabled(/datum/client_preference/mob_tooltips) && src.will_show_tooltip())
openToolTip(user = usr, tip_src = src, params = params, title = get_nametag_name(usr), content = get_nametag_desc(usr))
..()
/mob/MouseDown()
closeToolTip(usr) //No reason not to, really
..()
/mob/MouseExited()
closeToolTip(usr) //No reason not to, really
..()
// Manages a global list of mobs with clients attached, indexed by z-level.
/mob/proc/update_client_z(new_z) // +1 to register, null to unregister.
if(registered_z != new_z)
if(registered_z)
GLOB.players_by_zlevel[registered_z] -= src
if(client)
if(new_z)
GLOB.players_by_zlevel[new_z] += src
registered_z = new_z
else
registered_z = null
GLOBAL_LIST_EMPTY_TYPED(living_players_by_zlevel, /list)
/mob/living/update_client_z(new_z)
var/precall_reg_z = registered_z
. = ..() // will update registered_z if necessary
if(precall_reg_z != registered_z) // parent did work, let's do work too
if(precall_reg_z)
GLOB.living_players_by_zlevel[precall_reg_z] -= src
if(registered_z)
GLOB.living_players_by_zlevel[registered_z] += src
/mob/onTransitZ(old_z, new_z)
..()
update_client_z(new_z)
/mob/cloak()
. = ..()
if(client && cloaked_selfimage)
client.images += cloaked_selfimage
/mob/uncloak()
if(client && cloaked_selfimage)
client.images -= cloaked_selfimage
return ..()
/mob/get_cloaked_selfimage()
var/icon/selficon = getCompoundIcon(src)
selficon.MapColors(0,0,0, 0,0,0, 0,0,0, 1,1,1) //White
var/image/selfimage = image(selficon)
selfimage.color = "#0000FF"
selfimage.alpha = 100
selfimage.layer = initial(layer)
selfimage.plane = initial(plane)
selfimage.loc = src
return selfimage
/mob/proc/GetAltName()
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/Destroy()//This makes sure that mobs withGLOB.clients/keys are not just deleted from the game.
mob_list -= src
dead_mob_list -= src
living_mob_list -= src
unset_machine()
qdel(hud_used)
clear_fullscreen()
if(client)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
qdel(spell_master)
remove_screen_obj_references()
client.screen = list()
if(mind && mind.current == src)
spellremove(src)
ghostize()
QDEL_NULL(plane_holder)
..()
return QDEL_HINT_HARDDEL_NOW
/mob/proc/remove_screen_obj_references()
hands = null
pullin = null
purged = null
internals = null
i_select = null
m_select = null
healths = null
throw_icon = null
pain = null
item_use_icon = null
gun_move_icon = null
gun_setting_icon = null
spell_masters = null
zone_sel = null
/mob/Initialize()
mob_list += src
if(stat == DEAD)
dead_mob_list += src
else
living_mob_list += src
lastarea = get_area(src)
set_focus(src) // VOREStation Add - Key Handling
hook_vr("mob_new",list(src)) //VOREStation Code
update_transform() // Some mobs may start bigger or smaller than normal.
return ..()
/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 && !teleop) return
if (type)
if((type & VISIBLE_MESSAGE) && (is_blind() || paralysis) )//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & AUDIBLE_MESSAGE) && is_deaf())//Hearing related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & VISIBLE_MESSAGE) && (sdisabilities & BLIND))
return
// Added voice muffling for Issue 41.
if(stat == UNCONSCIOUS || sleeping > 0)
to_chat(src, "<I>... You can almost hear someone talking ...</I>")
else
to_chat(src,msg)
if(teleop)
to_chat(teleop, create_text_tag("body", "BODY:", teleop) + "[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/exclude_mobs = null, var/range = world.view, var/runemessage)
if(self_message)
if(LAZYLEN(exclude_mobs))
exclude_mobs |= src
else
exclude_mobs = list(src)
src.show_message(self_message, 1, blind_message, 2)
if(isnull(runemessage))
runemessage = -1
. = ..(message, blind_message, exclude_mobs, range, runemessage) // Really not ideal that atom/visible_message has different arg numbering :(
// 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/radio_message, var/runemessage)
var/range = hearing_distance || world.view
var/list/hear = get_mobs_and_objs_in_view_fast(get_turf(src),range,remote_ghosts = FALSE)
var/list/hearing_mobs = hear["mobs"]
var/list/hearing_objs = hear["objs"]
if(isnull(runemessage))
runemessage = -1 // Symmetry with mob/audible_message, despite the fact this one doesn't call parent. Maybe it should!
if(radio_message)
for(var/obj/O as anything in hearing_objs)
O.hear_talk(src, list(new /datum/multilingual_say_piece(GLOB.all_languages["Noise"], radio_message)), null)
else
for(var/obj/O as anything in hearing_objs)
O.show_message(message, AUDIBLE_MESSAGE, deaf_message, VISIBLE_MESSAGE)
for(var/mob/M as anything in hearing_mobs)
var/msg = message
if(self_message && M==src)
msg = self_message
M.show_message(msg, AUDIBLE_MESSAGE, deaf_message, VISIBLE_MESSAGE)
if(runemessage != -1)
M.create_chat_message(src, "[runemessage || message]", FALSE, list("emote"), audible = FALSE)
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[]", msg))
return M
return 0
/mob/proc/Life()
// if(organStructure)
// organStructure.ProcessOrgans()
return
#define UNBUCKLED 0
#define PARTIALLY_BUCKLED 1
#define FULLY_BUCKLED 2
/mob/proc/buckled()
// Preliminary work for a future buckle rewrite,
// where one might be fully restrained (like an elecrical chair), or merely secured (shuttle chair, keeping you safe but not otherwise restrained from acting)
if(!buckled)
return UNBUCKLED
return restrained() ? FULLY_BUCKLED : PARTIALLY_BUCKLED
/mob/proc/is_blind()
return ((sdisabilities & BLIND) || blinded || incapacitated(INCAPACITATION_KNOCKOUT))
/mob/proc/is_deaf()
return ((sdisabilities & DEAF) || ear_deaf || incapacitated(INCAPACITATION_KNOCKOUT))
/mob/proc/is_physically_disabled()
return incapacitated(INCAPACITATION_DISABLED)
/mob/proc/cannot_stand()
return incapacitated(INCAPACITATION_KNOCKDOWN)
/mob/proc/incapacitated(var/incapacitation_flags = INCAPACITATION_DEFAULT)
if ((incapacitation_flags & INCAPACITATION_STUNNED) && stunned)
return 1
if ((incapacitation_flags & INCAPACITATION_FORCELYING) && (weakened || resting))
return 1
if ((incapacitation_flags & INCAPACITATION_KNOCKOUT) && (stat || paralysis || sleeping || (status_flags & FAKEDEATH)))
return 1
if((incapacitation_flags & INCAPACITATION_RESTRAINED) && restrained())
return 1
if((incapacitation_flags & (INCAPACITATION_BUCKLED_PARTIALLY|INCAPACITATION_BUCKLED_FULLY)))
var/buckling = buckled()
if(buckling >= PARTIALLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_PARTIALLY))
return 1
if(buckling == FULLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_FULLY))
return 1
return 0
#undef UNBUCKLED
#undef PARTIALLY_BUCKLED
#undef FULLY_BUCKLED
/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 TRUE
/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/turf/tile = get_turf(A)
if (!tile)
return 0
var/turf/our_tile = get_turf(src)
var/obj/visual = new /obj/effect/decal/point(our_tile)
visual.invisibility = invisibility
visual.plane = ABOVE_PLANE
visual.layer = FLY_LAYER
animate(visual,
pixel_x = (tile.x - our_tile.x) * world.icon_size + A.pixel_x,
pixel_y = (tile.y - our_tile.y) * world.icon_size + A.pixel_y,
time = 1.7,
easing = EASE_OUT)
QDEL_IN(visual, 2 SECONDS) //Better qdel
face_atom(A)
return 1
/mob/proc/ret_grab(list/L, flag)
return
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
return
/*
/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"
if(mind)
mind.show_memory(src)
else
to_chat(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
to_chat(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 += "<BR>[msg]"
if (popup)
memory()
/mob/proc/update_flavor_text()
set src in usr
if(usr != src)
to_chat(usr, "No.")
var/msg = sanitize(tgui_input_text(usr,"Set the flavor text in your 'examine' verb.","Flavor Text",html_decode(flavor_text), multiline = TRUE, prevent_enter = TRUE), extra = 0) //VOREStation Edit: separating out OOC notes
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!
to_chat(src, "<h2 class='alert'>OOC Warning:</h2>")
to_chat(src, "<span class='alert'>Your flavor text is likely out of date! <a href='byond://?src=\ref[src];flavor_change=1'>Change</a></span>")
/mob/proc/print_flavor_text()
if (flavor_text && flavor_text != "")
var/msg = replacetext(flavor_text, "\n", " ")
if(length(msg) <= 40)
return "<span class='notice'>[msg]</span>"
else
return "<span class='notice'>[copytext_preserve_html(msg, 1, 37)]... <a href='byond://?src=\ref[src];flavor_more=1'>More...</span></a>"
/*
/mob/verb/help()
set name = "Help"
src << browse('html/help.html', "window=help")
return
*/
/mob/proc/set_respawn_timer(var/time)
// Try to figure out what time to use
// Special cases, can never respawn
if(ticker?.mode?.deny_respawn)
time = -1
else if(!config.abandon_allowed)
time = -1
else if(!config.respawn)
time = -1
// Special case for observing before game start
else if(ticker?.current_state <= GAME_STATE_SETTING_UP)
time = 1 MINUTE
// Wasn't given a time, use the config time
else if(!time)
time = config.respawn_time
var/keytouse = ckey
// Try harder to find a key to use
if(!keytouse && key)
keytouse = ckey(key)
else if(!keytouse && mind?.key)
keytouse = ckey(mind.key)
GLOB.respawn_timers[keytouse] = world.time + time
/mob/observer/dead/set_respawn_timer()
if(config.antag_hud_restricted && has_enabled_antagHUD)
..(-1)
else
return // Don't set it, no need
/mob/verb/abandon_mob()
set name = "Return to Menu"
set category = "OOC"
if(stat != DEAD || !ticker)
to_chat(usr, "<span class='notice'><B>You must be dead to use this!</B></span>")
return
// Final chance to abort "respawning"
if(mind && timeofdeath) // They had spawned before
var/choice = tgui_alert(usr, "Returning to the menu will prevent your character from being revived in-round. Are you sure?", "Confirmation", list("No, wait", "Yes, leave"))
if(choice == "No, wait")
return
else if(mind.assigned_role)
var/extra_check = tgui_alert(usr, "Do you want to Quit This Round before you return to lobby? This will properly remove you from manifest, as well as prevent resleeving.","Quit This Round",list("Quit Round","Cancel"))
if(extra_check == "Quit Round")
//Update any existing objectives involving this mob.
for(var/datum/objective/O in all_objectives)
if(O.target == src.mind)
if(O.owner && O.owner.current)
to_chat(O.owner.current,"<span class='warning'>You get the feeling your target is no longer within your reach...</span>")
qdel(O)
//Resleeving cleanup
if(mind)
SStranscore.leave_round(src)
//Job slot cleanup
var/job = src.mind.assigned_role
job_master.FreeRole(job)
//Their objectives cleanup
if(src.mind.objectives.len)
qdel(src.mind.objectives)
src.mind.special_role = null
//Cut the PDA manifest (ugh)
if(PDA_Manifest.len)
PDA_Manifest.Cut()
for(var/datum/data/record/R in data_core.medical)
if((R.fields["name"] == src.real_name))
qdel(R)
for(var/datum/data/record/T in data_core.security)
if((T.fields["name"] == src.real_name))
qdel(T)
for(var/datum/data/record/G in data_core.general)
if((G.fields["name"] == src.real_name))
qdel(G)
//This removes them from being 'active' list on join screen
src.mind.assigned_role = null
to_chat(src,"<span class='notice'>Your job has been free'd up, and you can rejoin as another character or quit. Thanks for properly quitting round, it helps the server!</span>")
// Beyond this point, you're going to respawn
to_chat(usr, config.respawn_message)
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
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"
src << browse('html/changelog.html', "window=changes;size=675x650")
if(prefs.lastchangelog != changelog_hash)
prefs.lastchangelog = changelog_hash
SScharacter_setup.queue_preferences_save(prefs)
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|R_EVENT))
is_admin = 1
else if(stat != DEAD || istype(src, /mob/new_player))
to_chat(usr, "<font color='blue'>You must be observing to use this!</font>")
return
if(is_admin && stat == DEAD)
is_admin = 0
var/list/targets = list()
targets += observe_list_format(nuke_disks)
targets += observe_list_format(all_singularities)
targets += getmobs()
targets += observe_list_format(sortAtom(mechas_list))
targets += observe_list_format(SSshuttles.ships)
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
eye_name = tgui_input_list(usr, "Select something to [ok]:", "Select Target", targets)
if (!eye_name)
return
var/mob/mob_eye = targets[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("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", name, replacetext(flavor_text, "\n", "<BR>")), text("window=[];size=500x200", name))
onclose(usr, "[name]")
if(href_list["flavor_change"])
update_flavor_text()
// ..()
return
/mob/proc/pull_damage()
return 0
/mob/verb/stop_pulling()
set name = "Stop Pulling"
set category = "IC"
if(pulling)
if(ishuman(pulling))
var/mob/living/carbon/human/H = pulling
visible_message(SPAN_WARNING("\The [src] lets go of \the [H]."), SPAN_NOTICE("You let go of \the [H]."), exclude_mobs = list(H))
if(!H.stat)
to_chat(H, SPAN_WARNING("\The [src] lets go of you."))
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)
to_chat(src, "<span class='warning'>It won't budge!</span>")
return
var/mob/M = AM
if(ismob(AM))
if(!can_pull_mobs || !can_pull_size)
to_chat(src, "<span class='warning'>They won't budge!</span>")
return
if((mob_size < M.mob_size) && (can_pull_mobs != MOB_PULL_LARGER))
to_chat(src, "<span class='warning'>[M] is too large for you to move!</span>")
return
if((mob_size == M.mob_size) && (can_pull_mobs == MOB_PULL_SMALLER))
to_chat(src, "<span class='warning'>[M] is too heavy for you to move!</span>")
return
// If your size is larger than theirs and you have some
// kind of mob pull value AT ALL, you will be able to pull
// them, so don't bother checking that explicitly.
if(M.grabbed_by.len)
// Only start pulling when nobody else has a grab on them
. = 1
for(var/obj/item/weapon/grab/G in M.grabbed_by)
if(G.assailant != usr)
. = 0
else
qdel(G)
if(!.)
to_chat(src, "<span class='warning'>Somebody has a grip on them!</span>")
return
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
else if(isobj(AM))
var/obj/I = AM
if(!can_pull_size || can_pull_size < I.w_class)
to_chat(src, "<span class='warning'>It won't budge!</span>")
return
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.lying) // If they're on the ground we're probably dragging their arms to move them
visible_message(SPAN_WARNING("\The [src] leans down and grips \the [H]'s arms."), SPAN_NOTICE("You lean down and grip \the [H]'s arms."), exclude_mobs = list(H))
if(!H.stat)
to_chat(H, SPAN_WARNING("\The [src] leans down and grips your arms."))
else //Otherwise we're probably just holding their arm to lead them somewhere
visible_message(SPAN_WARNING("\The [src] grips \the [H]'s arm."), SPAN_NOTICE("You grip \the [H]'s arm."), exclude_mobs = list(H))
if(!H.stat)
to_chat(H, SPAN_WARNING("\The [src] grips your arm."))
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 25) //Quieter than hugging/grabbing but we still want some audio feedback
if(H.pull_damage())
to_chat(src, "<font color='red'><B>Pulling \the [H] in their current condition would probably be a bad idea.</B></font>")
//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/name_gender()
return gender
/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()
..()
. = (is_client_active(10 MINUTES))
if(.)
if(statpanel("Status"))
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(ticker && ticker.current_state != GAME_STATE_PREGAME)
stat("Station Time", stationtime2text())
stat("Station Date", stationdate2text())
stat("Round Duration", roundduration2text())
if(client.holder)
if(statpanel("Status"))
stat("Location:", "([x], [y], [z]) [loc]")
stat("CPU:","[world.cpu]")
stat("Instances:","[world.contents.len]")
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)]%)")
stat("Keys Held", keys2text(client.move_keys_held | client.mod_keys_held))
stat("Next Move ADD", dirs2text(client.next_move_dir_add))
stat("Next Move SUB", dirs2text(client.next_move_dir_sub))
if(statpanel("MC"))
stat("Location:", "([x], [y], [z]) [loc]")
stat("CPU:","[world.cpu]")
stat("Instances:","[world.contents.len]")
stat("World Time:", world.time)
stat("Real time of day:", REALTIMEOFDAY)
stat(null)
if(GLOB)
GLOB.stat_entry()
else
stat("Globals:", "ERROR")
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()
if(statpanel("Tickets"))
GLOB.ahelp_tickets.stat_entry()
if(length(GLOB.sdql2_queries))
if(statpanel("SDQL2"))
stat("Access Global SDQL2 List", GLOB.sdql2_vv_statobj)
for(var/datum/SDQL2_query/Q as anything in GLOB.sdql2_queries)
Q.generate_stat()
if(listed_turf && client)
if(!TurfAdjacent(listed_turf))
listed_turf = null
else
if(statpanel("Turf"))
stat(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
if(A.plane > plane)
continue
stat(A)
// facing verbs
/mob/proc/canface()
// if(!canmove) return 0 //VOREStation Edit. Redundant check that only affects conscious proning, actual inability to turn and shift around handled by actual inabilities.
if(stat) return 0
if(anchored) return 0
if(transforming) return 0
return 1
// Not sure what to call this. Used to check if humans are wearing an AI-controlled exosuit and hence don't need to fall over yet.
/mob/proc/can_stand_overridden()
return 0
//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()
return canmove
/mob/proc/facedir(var/ndir)
if(!canface() || (client && (client.moving || !checkMoveCooldown())))
DEBUG_INPUT("Denying Facedir for [src] (moving=[client?.moving])")
return 0
set_dir(ndir)
if(buckled && buckled.buckle_movable)
buckled.set_dir(ndir)
setMoveCooldown(movement_delay())
return 1
/mob/verb/eastface()
set hidden = 1
return facedir(client.client_dir(EAST))
/mob/verb/westface()
set hidden = 1
return facedir(client.client_dir(WEST))
/mob/verb/northface()
set hidden = 1
return facedir(client.client_dir(NORTH))
/mob/verb/southface()
set hidden = 1
return facedir(client.client_dir(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
update_canmove() //updates lying, canmove and icons
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)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/AdjustStunned(amount)
if(status_flags & CANSTUN)
stunned = max(stunned + amount,0)
update_canmove() //updates lying, canmove and icons
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() //can you guess what this does yet?
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/Confuse(amount)
confused = max(max(confused,amount),0)
return
/mob/proc/SetConfused(amount)
confused = max(amount,0)
return
/mob/proc/AdjustConfused(amount)
confused = max(confused + amount,0)
return
/mob/proc/Blind(amount)
eye_blind = max(max(eye_blind,amount),0)
return
/mob/proc/SetBlinded(amount)
eye_blind = max(amount,0)
return
/mob/proc/AdjustBlinded(amount)
eye_blind = max(eye_blind + amount,0)
return
/mob/proc/Resting(amount)
facing_dir = null
resting = max(max(resting,amount),0)
update_canmove()
return
/mob/proc/SetResting(amount)
resting = max(amount,0)
update_canmove()
return
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
update_canmove()
return
/mob/proc/AdjustLosebreath(amount)
losebreath = CLAMP(losebreath + amount, 0, 25)
/mob/proc/SetLosebreath(amount)
losebreath = CLAMP(amount, 0, 25)
/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/embedded_needs_process()
return (embedded.len > 0)
/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.checkClickCooldown())
return
usr.setClickCooldown(20)
if(usr.stat == 1)
to_chat(usr, "You are unconcious and cannot do that!")
return
if(usr.restrained())
to_chat(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)
to_chat(src, "You have nothing stuck in your body that is large enough to remove.")
else
to_chat(U, "[src] has nothing stuck in their wounds that is large enough to remove.")
return
var/obj/item/weapon/selection = tgui_input_list(usr, "What do you want to yank out?", "Embedded objects", valid_objects)
if(self)
to_chat(src, "<span class='warning'>You attempt to get a good grip on [selection] in your body.</span>")
else
to_chat(U, "<span class='warning'>You attempt to get a good grip on [selection] in [S]'s body.</span>")
if(!do_after(U, 30))
return
if(!selection || !S || !U)
return
if(self)
visible_message("<span class='warning'><b>[src] rips [selection] out of their body.</b></span>","<span class='warning'><b>You rip [selection] out of your body.</b></span>")
else
visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s body.</b></span>","<span class='warning'><b>[usr] rips [selection] out of your body.</b></span>")
valid_objects = get_visible_implants(0)
if(valid_objects.len == 1) //Yanking out last object - removing verb.
src.verbs -= /mob/proc/yank_out_object
clear_alert("embeddedobject")
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) && (affected.robotic < ORGAN_ROBOT)) //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!", 50)
if (ishuman(U))
var/mob/living/carbon/human/human_user = U
human_user.bloody_hands(H)
else if(issilicon(src))
var/mob/living/silicon/robot/R = src
R.embedded -= selection
R.adjustBruteLoss(5)
R.adjustFireLoss(10)
selection.forceMove(get_turf(src))
U.put_in_hands(selection)
for(var/obj/item/weapon/O in pinned)
if(O == selection)
pinned -= O
if(!pinned.len)
anchored = FALSE
return 1
//Check for brain worms in head.
/mob/proc/has_brain_worms()
for(var/I in contents)
if(istype(I,/mob/living/simple_mob/animal/borer))
return I
return 0
/mob/proc/updateicon()
return
// Please always use this proc, never just set the var directly.
/mob/proc/set_stat(var/new_stat)
. = (stat != new_stat)
stat = new_stat
/mob/verb/face_direction()
set name = "Face Direction"
set category = "IC"
set src = usr
set_face_dir()
if(!facing_dir)
to_chat(usr, "You are now not facing anything.")
else
to_chat(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(client.client_dir(NORTH))
/mob/verb/southfaceperm()
set hidden = 1
set_face_dir(client.client_dir(SOUTH))
/mob/verb/eastfaceperm()
set hidden = 1
set_face_dir(client.client_dir(EAST))
/mob/verb/westfaceperm()
set hidden = 1
set_face_dir(client.client_dir(WEST))
// Begin VOREstation edit
/mob/verb/shiftnorth()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_y <= (default_pixel_y + 16))
pixel_y++
is_shifted = TRUE
/mob/verb/shiftsouth()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_y >= (default_pixel_y - 16))
pixel_y--
is_shifted = TRUE
/mob/verb/shiftwest()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_x >= (default_pixel_x - 16))
pixel_x--
is_shifted = TRUE
/mob/verb/shifteast()
set hidden = TRUE
if(!canface())
return FALSE
if(pixel_x <= (default_pixel_x + 16))
pixel_x++
is_shifted = TRUE
// End VOREstation edit
/mob/proc/adjustEarDamage()
return
/mob/proc/setEarDamage()
return
// Set client view distance (size of client's screen). Returns TRUE if anything changed.
/mob/proc/set_viewsize(var/new_view = world.view)
if (client && new_view != client.view)
client.view = new_view
return TRUE
return FALSE
//Throwing stuff
/mob/proc/toggle_throw_mode()
if (src.in_throw_mode)
throw_mode_off()
else
throw_mode_on()
/mob/proc/throw_mode_off()
src.in_throw_mode = 0
if(src.throw_icon) //in case we don't have the HUD and we use the hotkey
src.throw_icon.icon_state = "act_throw_off"
/mob/proc/throw_mode_on()
src.in_throw_mode = 1
if(src.throw_icon)
src.throw_icon.icon_state = "act_throw_on"
/mob/proc/isSynthetic()
return 0
/mob/proc/is_muzzled()
return 0
//Exploitable Info Update
/mob/proc/amend_exploitable(var/obj/item/I)
if(istype(I))
exploit_addons |= I
var/exploitmsg = html_decode("\n" + "Has " + I.name + ".")
exploit_record += exploitmsg
/client/proc/check_has_body_select()
return mob && mob.hud_used && istype(mob.zone_sel, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
toggle_zone_sel(list(BP_HEAD, O_EYES, O_MOUTH))
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
toggle_zone_sel(list(BP_R_ARM,BP_R_HAND))
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
toggle_zone_sel(list(BP_L_ARM,BP_L_HAND))
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
toggle_zone_sel(list(BP_TORSO))
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
toggle_zone_sel(list(BP_GROIN))
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
toggle_zone_sel(list(BP_R_LEG,BP_R_FOOT))
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
toggle_zone_sel(list(BP_L_LEG,BP_L_FOOT))
/client/proc/toggle_zone_sel(list/zones)
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.zone_sel
selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))
// This handles setting the client's color variable, which makes everything look a specific color.
// This proc is here so it can be called without needing to check if the client exists, or if the client relogs.
// This is for inheritence since /mob/living will serve most cases. If you need ghosts to use this you'll have to implement that yourself.
/mob/proc/update_client_color()
if(client && client.color)
animate(client, color = null, time = 10)
return
/mob/proc/swap_hand()
return
//Throwing stuff
/mob/proc/throw_item(atom/target)
return FALSE
/mob/proc/will_show_tooltip()
if(alpha <= EFFECTIVE_INVIS)
return FALSE
return TRUE
/mob/MouseEntered(location, control, params)
if(usr != src && usr.is_preference_enabled(/datum/client_preference/mob_tooltips) && src.will_show_tooltip())
openToolTip(user = usr, tip_src = src, params = params, title = get_nametag_name(usr), content = get_nametag_desc(usr))
..()
/mob/MouseDown()
closeToolTip(usr) //No reason not to, really
..()
/mob/MouseExited()
closeToolTip(usr) //No reason not to, really
..()
// Manages a global list of mobs with clients attached, indexed by z-level.
/mob/proc/update_client_z(new_z) // +1 to register, null to unregister.
if(registered_z != new_z)
if(registered_z)
GLOB.players_by_zlevel[registered_z] -= src
if(client)
if(new_z)
GLOB.players_by_zlevel[new_z] += src
registered_z = new_z
else
registered_z = null
GLOBAL_LIST_EMPTY_TYPED(living_players_by_zlevel, /list)
/mob/living/update_client_z(new_z)
var/precall_reg_z = registered_z
. = ..() // will update registered_z if necessary
if(precall_reg_z != registered_z) // parent did work, let's do work too
if(precall_reg_z)
GLOB.living_players_by_zlevel[precall_reg_z] -= src
if(registered_z)
GLOB.living_players_by_zlevel[registered_z] += src
/mob/onTransitZ(old_z, new_z)
..()
update_client_z(new_z)
/mob/cloak()
. = ..()
if(client && cloaked_selfimage)
client.images += cloaked_selfimage
/mob/uncloak()
if(client && cloaked_selfimage)
client.images -= cloaked_selfimage
return ..()
/mob/get_cloaked_selfimage()
var/icon/selficon = getCompoundIcon(src)
selficon.MapColors(0,0,0, 0,0,0, 0,0,0, 1,1,1) //White
var/image/selfimage = image(selficon)
selfimage.color = "#0000FF"
selfimage.alpha = 100
selfimage.layer = initial(layer)
selfimage.plane = initial(plane)
selfimage.loc = src
return selfimage
/mob/proc/GetAltName()
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)
>>>>>>> 9f14866f07... Merge pull request #13135 from ItsSelis/tgui-input-framework-hotfix