Files
CHOMPStation2/code/modules/mob/mob.dm
mwerezak 4ea1379b33 Fixes #10230
Moves throw mode procs up to /mob level, clicking on a non-turf or an
atom that is not in a turf cancels throw mode.
2015-07-18 23:27:09 -04:00

1029 lines
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/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
mob_list -= src
dead_mob_list -= src
living_mob_list -= src
qdel(hud_used)
if(mind && mind.current == src)
spellremove(src)
for(var/infection in viruses)
qdel(infection)
ghostize()
..()
/mob/New()
mob_list += src
if(stat == DEAD)
dead_mob_list += src
else
living_mob_list += src
..()
/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client) return
if (type)
if(type & 1 && (sdisabilities & BLIND || blinded || paralysis) )//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if (type & 2 && (sdisabilities & DEAF || ear_deaf))//Hearing related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 1 && sdisabilities & BLIND))
return
// Added voice muffling for Issue 41.
if(stat == UNCONSCIOUS || sleeping > 0)
src << "<I>... You can almost hear someone talking ...</I>"
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(self_message && M==src)
M.show_message(self_message, 1, blind_message, 2)
else if(M.see_invisible < invisibility) // Cannot view the invisible, but you can hear it.
if(blind_message)
M.show_message(blind_message, 2)
else
M.show_message(message, 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)
// 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 in earshot of this one
// This would be for audible actions by the src mob
// message is the message output to anyone who can hear.
// self_message (optional) is what the src mob hears.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/mob/audible_message(var/message, var/deaf_message, var/hearing_distance, var/self_message)
var/range = 7
if(hearing_distance)
range = hearing_distance
var/msg = message
for(var/mob/M in get_mobs_in_view(range, src))
if(self_message && M==src)
msg = self_message
M.show_message( msg, 2, deaf_message, 1)
// Show a message to all mobs in earshot of this atom
// Use for objects performing audible actions
// message is the message output to anyone who can hear.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/atom/proc/audible_message(var/message, var/deaf_message, var/hearing_distance)
var/range = 7
if(hearing_distance)
range = hearing_distance
for(var/mob/M in get_mobs_in_view(range, src))
M.show_message( message, 2, deaf_message, 1)
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[]", msg))
return M
return 0
/mob/proc/movement_delay()
return 0
/mob/proc/Life()
// if(organStructure)
// organStructure.ProcessOrgans()
//handle_typing_indicator() //You said the typing indicator would be fine. The test determined that was a lie.
return
/mob/proc/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
// This is not needed short of simple_animal and carbon/alien / carbon/human, who reimplement it.
/mob/proc/show_inv(mob/user as mob)
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 << "<span class='notice'>Something is there but you can't see it.</span>"
return 1
face_atom(A)
A.examine(src)
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(!src || !isturf(src.loc) || !(A in view(src.loc)))
return 0
if(istype(A, /obj/effect/decal/point))
return 0
var/tile = get_turf(A)
if (!tile)
return 0
var/obj/P = new /obj/effect/decal/point(tile)
P.invisibility = invisibility
spawn (20)
if(P)
qdel(P) // qdel
face_atom(A)
return 1
/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
if (!( L ))
return null
else
return L.container
else
if (!( L ))
L = new /obj/effect/list_container/mobl( null )
L.container += src
L.master = src
if (istype(l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = l_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (istype(r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = r_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (!( flag ))
if (L.master == src)
var/list/temp = list( )
temp += L.container
//L = null
qdel(L)
return temp
else
return L.container
return
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
if(istype(loc,/obj/mecha)) return
if(hand)
var/obj/item/W = l_hand
if (W)
W.attack_self(src)
update_inv_l_hand()
else
var/obj/item/W = r_hand
if (W)
W.attack_self(src)
update_inv_r_hand()
if(next_move < world.time)
next_move = world.time + 2
return
/*
/mob/verb/dump_source()
var/master = "<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
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "IC"
msg = sanitize(msg)
if(mind)
mind.store_memory(msg)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/proc/store_memory(msg as message, popup, sane = 1)
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
if (sane)
msg = sanitize(msg)
if (length(memory) == 0)
memory += msg
else
memory += "<BR>[msg]"
if (popup)
memory()
/mob/proc/update_flavor_text()
set src in usr
if(usr != src)
usr << "No."
var/msg = sanitize(input(usr,"Set the flavor text in your 'examine' verb. Can also be used for OOC notes about your character.","Flavor Text",html_decode(flavor_text)) as message|null, extra = 0)
if(msg != null)
flavor_text = msg
/mob/proc/warn_flavor_changed()
if(flavor_text && flavor_text != "") // don't spam people that don't use it!
src << "<h2 class='alert'>OOC Warning:</h2>"
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(lentext(msg) <= 40)
return "\blue [msg]"
else
return "\blue [copytext_preserve_html(msg, 1, 37)]... <a href='byond://?src=\ref[src];flavor_more=1'>More...</a>"
/*
/mob/verb/help()
set name = "Help"
src << browse('html/help.html', "window=help")
return
*/
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (!( config.abandon_allowed ))
usr << "<span class='notice'>Respawn is disabled.</span>"
return
if ((stat != 2 || !( ticker )))
usr << "<span class='notice'><B>You must be dead to use this!</B></span>"
return
if (ticker.mode.deny_respawn) //BS12 EDIT
usr << "<span class='notice'>Respawn is disabled for this roundtype.</span>"
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 <B>Upon using the antagHUD you forfeighted the ability to join the round.</B>"
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 <B>Make sure to play a different character, and please roleplay correctly!</B>"
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
client.screen.Cut()
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
announce_ghost_joinleave(client, 0)
var/mob/new_player/M = new /mob/new_player()
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
qdel(M)
return
M.key = key
if(M.mind)
M.mind.reset()
return
/client/verb/changes()
set name = "Changelog"
set category = "OOC"
getFiles(
'html/88x31.png',
'html/bug-minus.png',
'html/cross-circle.png',
'html/hard-hat-exclamation.png',
'html/image-minus.png',
'html/image-plus.png',
'html/map-pencil.png',
'html/music-minus.png',
'html/music-plus.png',
'html/tick-circle.png',
'html/wrench-screwdriver.png',
'html/spell-check.png',
'html/burn-exclamation.png',
'html/chevron.png',
'html/chevron-expand.png',
'html/changelog.css',
'html/changelog.js',
'html/changelog.html'
)
src << browse('html/changelog.html', "window=changes;size=675x650")
if(prefs.lastchangelog != changelog_hash)
prefs.lastchangelog = changelog_hash
prefs.save_preferences()
winset(src, "rpane.changelog", "background-color=none;font-style=;")
/mob/verb/observe()
set name = "Observe"
set category = "OOC"
var/is_admin = 0
if(client.holder && (client.holder.rights & R_ADMIN))
is_admin = 1
else if(stat != DEAD || istype(src, /mob/new_player))
usr << "\blue You must be observing to use this!"
return
if(is_admin && stat == DEAD)
is_admin = 0
var/list/names = list()
var/list/namecounts = list()
var/list/creatures = list()
for(var/obj/O in world) //EWWWWWWWWWWWWWWWWWWWWWWWW ~needs to be optimised
if(!O.loc)
continue
if(istype(O, /obj/item/weapon/disk/nuclear))
var/name = "Nuclear Disk"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
if(istype(O, /obj/singularity))
var/name = "Singularity"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
if(istype(O, /obj/machinery/bot))
var/name = "BOT: [O.name]"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
for(var/mob/M in sortAtom(mob_list))
var/name = M.name
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = M
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures
if (!eye_name)
return
var/mob/mob_eye = creatures[eye_name]
if(client && mob_eye)
client.eye = mob_eye
if (is_admin)
client.adminobs = 1
if(mob_eye == client.mob || client.eye == client.mob)
client.adminobs = 0
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
unset_machine()
reset_view(null)
/mob/Topic(href, href_list)
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
unset_machine()
src << browse(null, t1)
if(href_list["flavor_more"])
usr << browse(text("<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()
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.health - H.halloss <= config.health_threshold_softcrit)
for(var/name in H.organs_by_name)
var/obj/item/organ/external/e = H.organs_by_name[name]
if(e && H.lying)
if(((e.status & ORGAN_BROKEN && !(e.status & ORGAN_SPLINTED)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
return 1
break
return 0
/mob/MouseDrop(mob/M as mob)
..()
if(M != usr) return
if(usr == src) return
if(!Adjacent(usr)) return
if(istype(M,/mob/living/silicon/ai)) return
show_inv(usr)
/mob/verb/stop_pulling()
set name = "Stop Pulling"
set category = "IC"
if(pulling)
pulling.pulledby = null
pulling = null
if(pullin)
pullin.icon_state = "pull0"
/mob/proc/start_pulling(var/atom/movable/AM)
if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
return
if (AM.anchored)
usr << "<span class='notice'>It won't budge!</span>"
return
var/mob/M = AM
if(ismob(AM))
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
if(pulling)
var/pulling_old = pulling
stop_pulling()
// Are we pulling the same thing twice? Just stop pulling.
if(pulling_old == AM)
return
src.pulling = AM
AM.pulledby = src
if(pullin)
pullin.icon_state = "pull1"
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(H.pull_damage())
src << "\red <B>Pulling \the [H] in their current condition would probably be a bad idea.</B>"
//Attempted fix for people flying away through space when cuffed and dragged.
if(ismob(AM))
var/mob/pulled = AM
pulled.inertia_dir = 0
/mob/proc/can_use_hands()
return
/mob/proc/is_active()
return (0 >= usr.stat)
/mob/proc/is_dead()
return stat == DEAD
/mob/proc/is_mechanical()
if(mind && (mind.assigned_role == "Cyborg" || mind.assigned_role == "AI"))
return 1
return istype(src, /mob/living/silicon) || get_species() == "Machine"
/mob/proc/is_ready()
return client && !!mind
/mob/proc/get_gender()
return gender
/mob/proc/see(message)
if(!is_active())
return 0
src << message
return 1
/mob/proc/show_viewers(message)
for(var/mob/M in viewers())
M.see(message)
/mob/Stat()
..()
if(client && client.holder)
if(statpanel("Status"))
statpanel("Status","Location:","([x], [y], [z])")
statpanel("Status","CPU:","[world.cpu]")
statpanel("Status","Instances:","[world.contents.len]")
if(statpanel("Status") && processScheduler && processScheduler.getIsRunning())
for(var/datum/controller/process/P in processScheduler.processes)
statpanel("Status",P.getStatName(), P.getTickTime())
else
statpanel("Status","processScheduler is not running.")
if(listed_turf && client)
if(!TurfAdjacent(listed_turf))
listed_turf = null
else
statpanel(listed_turf.name, null, listed_turf)
for(var/atom/A in listed_turf)
if(!A.mouse_opacity)
continue
if(A.invisibility > see_invisible)
continue
if(is_type_in_list(A, shouldnt_see))
continue
statpanel(listed_turf.name, null, A)
// facing verbs
/mob/proc/canface()
if(!canmove) return 0
if(stat) return 0
if(anchored) return 0
if(monkeyizing) return 0
return 1
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
/mob/proc/update_canmove()
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/V = buckled
if(stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
lying = 1
canmove = 0
pixel_y = V.mob_offset_y - 5
else
if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
canmove = 1
pixel_y = V.mob_offset_y
else if(buckled)
anchored = 1
canmove = 0
if(istype(buckled))
if(buckled.buckle_lying != -1)
lying = buckled.buckle_lying
if(buckled.buckle_movable)
anchored = 0
canmove = 1
else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
lying = 1
canmove = 0
else if(stunned)
canmove = 0
else if(captured)
anchored = 1
canmove = 0
lying = 0
else
lying = 0
canmove = 1
if(lying)
density = 0
drop_l_hand()
drop_r_hand()
else
density = 1
for(var/obj/item/weapon/grab/G in grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
canmove = 0
break
//Temporarily moved here from the various life() procs
//I'm fixing stuff incrementally so this will likely find a better home.
//It just makes sense for now. ~Carn
if( update_icon ) //forces a full overlay update
update_icon = 0
regenerate_icons()
else if( lying != lying_prev )
update_icons()
return canmove
/mob/proc/facedir(var/ndir)
if(!canface() || client.moving || world.time < client.move_delay)
return 0
set_dir(ndir)
if(buckled && buckled.buckle_movable)
buckled.set_dir(ndir)
client.move_delay += movement_delay()
return 1
/mob/verb/eastface()
set hidden = 1
return facedir(EAST)
/mob/verb/westface()
set hidden = 1
return facedir(WEST)
/mob/verb/northface()
set hidden = 1
return facedir(NORTH)
/mob/verb/southface()
set hidden = 1
return facedir(SOUTH)
//This might need a rename but it should replace the can this mob use things check
/mob/proc/IsAdvancedToolUser()
return 0
/mob/proc/Stun(amount)
if(status_flags & CANSTUN)
facing_dir = null
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
return
/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
if(status_flags & CANSTUN)
stunned = max(amount,0)
return
/mob/proc/AdjustStunned(amount)
if(status_flags & CANSTUN)
stunned = max(stunned + amount,0)
return
/mob/proc/Weaken(amount)
if(status_flags & CANWEAKEN)
facing_dir = null
weakened = max(max(weakened,amount),0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/SetWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/AdjustWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(weakened + amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/Paralyse(amount)
if(status_flags & CANPARALYSE)
facing_dir = null
paralysis = max(max(paralysis,amount),0)
return
/mob/proc/SetParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(amount,0)
return
/mob/proc/AdjustParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(paralysis + amount,0)
return
/mob/proc/Sleeping(amount)
facing_dir = null
sleeping = max(max(sleeping,amount),0)
return
/mob/proc/SetSleeping(amount)
sleeping = max(amount,0)
return
/mob/proc/AdjustSleeping(amount)
sleeping = max(sleeping + amount,0)
return
/mob/proc/Resting(amount)
facing_dir = null
resting = max(max(resting,amount),0)
return
/mob/proc/SetResting(amount)
resting = max(amount,0)
return
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
return
/mob/proc/get_species()
return ""
/mob/proc/flash_weak_pain()
flick("weak_pain",pain)
/mob/proc/get_visible_implants(var/class = 0)
var/list/visible_implants = list()
for(var/obj/item/O in embedded)
if(O.w_class > class)
visible_implants += O
return visible_implants
mob/proc/yank_out_object()
set category = "Object"
set name = "Yank out object"
set desc = "Remove an embedded item at the cost of bleeding and pain."
set src in view(1)
if(!isliving(usr) || usr.next_move > world.time)
return
usr.next_move = world.time + 20
if(usr.stat == 1)
usr << "You are unconcious and cannot do that!"
return
if(usr.restrained())
usr << "You are restrained and cannot do that!"
return
var/mob/S = src
var/mob/U = usr
var/list/valid_objects = list()
var/self = null
if(S == U)
self = 1 // Removing object from yourself.
valid_objects = get_visible_implants(0)
if(!valid_objects.len)
if(self)
src << "You have nothing stuck in your body that is large enough to remove."
else
U << "[src] has nothing stuck in their wounds that is large enough to remove."
return
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
if(self)
src << "<span class='warning'>You attempt to get a good grip on [selection] in your body.</span>"
else
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
if(ishuman(src))
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/affected
for(var/obj/item/organ/external/organ in H.organs) //Grab the organ holding the implant.
for(var/obj/item/O in organ.implants)
if(O == selection)
affected = organ
affected.implants -= selection
H.shock_stage+=20
affected.take_damage((selection.w_class * 3), 0, 0, 1, "Embedded object extraction")
if(prob(selection.w_class * 5)) //I'M SO ANEMIC I COULD JUST -DIE-.
var/datum/wound/internal_bleeding/I = new (min(selection.w_class * 5, 15))
affected.wounds += I
H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
if (ishuman(U))
var/mob/living/carbon/human/human_user = U
human_user.bloody_hands(H)
selection.loc = get_turf(src)
if(!(U.l_hand && U.r_hand))
U.put_in_hands(selection)
for(var/obj/item/weapon/O in pinned)
if(O == selection)
pinned -= O
if(!pinned.len)
anchored = 0
return 1
/mob/living/proc/handle_statuses()
handle_stunned()
handle_weakened()
handle_stuttering()
handle_silent()
handle_drugged()
handle_slurring()
/mob/living/proc/handle_stunned()
if(stunned)
AdjustStunned(-1)
return stunned
/mob/living/proc/handle_weakened()
if(weakened)
weakened = max(weakened-1,0) //before you get mad Rockdtben: I done this so update_canmove isn't called multiple times
return weakened
/mob/living/proc/handle_stuttering()
if(stuttering)
stuttering = max(stuttering-1, 0)
return stuttering
/mob/living/proc/handle_silent()
if(silent)
silent = max(silent-1, 0)
return silent
/mob/living/proc/handle_drugged()
if(druggy)
druggy = max(druggy-1, 0)
return druggy
/mob/living/proc/handle_slurring()
if(slurring)
slurring = max(slurring-1, 0)
return slurring
/mob/living/proc/handle_paralysed() // Currently only used by simple_animal.dm, treated as a special case in other mobs
if(paralysis)
AdjustParalysis(-1)
return paralysis
//Check for brain worms in head.
/mob/proc/has_brain_worms()
for(var/I in contents)
if(istype(I,/mob/living/simple_animal/borer))
return I
return 0
/mob/proc/updateicon()
return
/mob/verb/face_direction()
set name = "Face Direction"
set category = "IC"
set src = usr
set_face_dir()
if(!facing_dir)
usr << "You are now not facing anything."
else
usr << "You are now facing [dir2text(facing_dir)]."
/mob/proc/set_face_dir(var/newdir)
if(newdir == facing_dir)
facing_dir = null
else if(newdir)
set_dir(newdir)
facing_dir = newdir
else if(facing_dir)
facing_dir = null
else
set_dir(dir)
facing_dir = dir
/mob/set_dir()
if(facing_dir)
if(!canface() || lying || buckled || restrained())
facing_dir = null
else if(dir != facing_dir)
return ..(facing_dir)
else
return ..()
/mob/verb/northfaceperm()
set hidden = 1
set_face_dir(NORTH)
/mob/verb/southfaceperm()
set hidden = 1
set_face_dir(SOUTH)
/mob/verb/eastfaceperm()
set hidden = 1
set_face_dir(EAST)
/mob/verb/westfaceperm()
set hidden = 1
set_face_dir(WEST)
//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"