Files
CHOMPStation2/code/modules/mob/living/living.dm
CHOMPStation2StaffMirrorBot f46d700e64 [MIRROR] some more grep checks (#11414)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-08-14 20:22:06 +02:00

1553 lines
50 KiB
Plaintext

/mob/living/Initialize(mapload)
. = ..()
//Prime this list if we need it.
if(has_huds)
add_overlay(backplane,TRUE) //Strap this on here, to block HUDs from appearing in rightclick menus: http://www.byond.com/forum/?post=2336679
hud_list = list()
hud_list.len = TOTAL_HUDS
make_hud_overlays()
//I'll just hang my coat up over here
dsoverlay = image('icons/mob/darksight.dmi',GLOB.global_hud.darksight) //This is a secret overlay! Go look at the file, you'll see.
var/mutable_appearance/dsma = new(dsoverlay) //Changing like ten things, might as well.
dsma.alpha = 0
dsma.plane = PLANE_LIGHTING
dsma.blend_mode = BLEND_ADD
dsoverlay.appearance = dsma
selected_image = image(icon = GLOB.buildmode_hud, loc = src, icon_state = "ai_sel")
/mob/living/proc/get_visible_name()
var/datum/component/shadekin/SK = get_shadekin_component()
if(SK && SK.in_phase)
return "Something"
if(real_name)
return real_name
else
return name
/mob/living/Destroy()
SSradiation.listeners -= src
remove_all_modifiers(TRUE)
QDEL_NULL(say_list)
for(var/datum/soul_link/S as anything in owned_soul_links)
S.owner_died(FALSE)
qdel(S) // If the owner is destroy()'d, the soullink is destroy()'d.
owned_soul_links = null
for(var/datum/soul_link/S as anything in shared_soul_links)
S.sharer_died(FALSE)
S.remove_soul_sharer(src) // If a sharer is destroy()'d, they are simply removed.
shared_soul_links = null
if(ai_holder)
ai_holder.holder = null
ai_holder.UnregisterSignal(src,COMSIG_MOB_STATCHANGE)
if(ai_holder.faction_friends && ai_holder.faction_friends.len) //This list is shared amongst the faction
ai_holder.faction_friends -= src
ai_holder.faction_friends = null
QDEL_NULL(ai_holder)
if(dsoverlay)
dsoverlay.loc = null //I'll take my coat with me
dsoverlay = null
if(nest) //Ew.
if(istype(nest, /obj/structure/prop/nest))
var/obj/structure/prop/nest/N = nest
N.remove_creature(src)
if(istype(nest, /obj/structure/blob/factory))
var/obj/structure/blob/factory/F = nest
F.spores -= src
if(istype(nest, /obj/structure/mob_spawner))
var/obj/structure/mob_spawner/S = nest
S.get_death_report(src)
nest = null
if(buckled)
buckled.unbuckle_mob(src, TRUE)
if(tf_mob_holder && tf_mob_holder.loc == src)
tf_mob_holder.ckey = ckey
if(isbelly(loc))
tf_mob_holder.loc = loc
tf_mob_holder.forceMove(loc)
else
var/turf/get_dat_turf = get_turf(src)
tf_mob_holder.loc = get_dat_turf
tf_mob_holder.forceMove(get_dat_turf)
QDEL_LIST_NULL(tf_mob_holder.vore_organs)
tf_mob_holder.vore_organs = list()
for(var/obj/belly/B as anything in vore_organs)
B.loc = tf_mob_holder
B.forceMove(tf_mob_holder)
B.owner = tf_mob_holder
tf_mob_holder.vore_organs |= B
vore_organs -= B
if(tf_mob_holder)
tf_mob_holder = null
QDEL_NULL_LIST(hud_list)
QDEL_NULL(selected_image)
temp_language_sources = null
temp_languages = null
if(LAZYLEN(organs))
organs_by_name.Cut()
while(organs.len)
var/obj/item/OR = organs[1]
organs -= OR
qdel(OR)
if(LAZYLEN(internal_organs) && !istype(src, /mob/living/simple_mob/animal))
internal_organs_by_name.Cut()
while(internal_organs.len)
var/obj/item/OR = internal_organs[1]
internal_organs -= OR
qdel(OR)
cultnet.updateVisibility(src, 0)
if(aiming)
qdel(aiming)
aiming = null
aimed.Cut()
. = ..()
//mob verbs are faster than object verbs. See mob/verb/examine.
/mob/living/verb/pulled(atom/movable/AM as mob|obj in oview(1))
set name = "Pull"
set category = "Object"
if(AM.Adjacent(src))
src.start_pulling(AM)
return
//mob verbs are faster than object verbs. See above.
/mob/living/pointed(atom/A as mob|obj|turf in view(client.view, src))
if(src.stat || src.restrained())
return FALSE
if(src.status_flags & FAKEDEATH)
return FALSE
return ..()
/mob/living/_pointed(atom/pointing_at)
if(!..())
return FALSE
visible_message(span_info(span_bold("[src]") + " points at [pointing_at]."), span_info("You point at [pointing_at]."))
/mob/living/verb/succumb()
set name = "Succumb to death"
set category = "IC.Game"
set desc = "Press this button if you are in crit and wish to die. Use this sparingly (ending a scene, no medical, etc.)"
var/confirm1 = tgui_alert(src, "Pressing this button will kill you instantenously! Are you sure you wish to proceed?", "Confirm wish to succumb", list("No","Yes"))
var/confirm2 = "No"
if(confirm1 == "Yes")
confirm2 = tgui_alert(src, "Pressing this buttom will really kill you, no going back", "Are you sure?", list("Yes", "No")) //Swapped answers to protect from accidental double clicks.
if (src.health < 0 && stat != DEAD && confirm1 == "Yes" && confirm2 == "Yes") // Checking both confirm1 and confirm2 for good measure. I don't trust TGUI.
src.death()
to_chat(src, span_blue("You have given up life and succumbed to death."))
else
if(stat == DEAD)
to_chat(src, span_blue("As much as you'd like, you can't die when already dead"))
else if(!confirm1 || confirm1 == "No" || !confirm2 || confirm2 == "No")
to_chat(src, span_blue("You chose to live another day."))
else
to_chat(src, span_blue("You are not injured enough to succumb to death!"))
/mob/living/verb/toggle_afk()
set name = "Toggle AFK"
set category = "IC.Game"
set desc = "Mark yourself as Away From Keyboard, or clear that status!"
if(away_from_keyboard)
remove_status_indicator("afk")
to_chat(src, span_notice("You are no longer marked as AFK."))
away_from_keyboard = FALSE
manual_afk = FALSE
else
add_status_indicator("afk")
to_chat(src, span_notice("You are now marked as AFK."))
away_from_keyboard = TRUE
manual_afk = TRUE
/mob/living/proc/updatehealth()
if(SEND_SIGNAL(src, COMSIG_UPDATE_HEALTH) & COMSIG_UPDATE_HEALTH_GOD_MODE)
health = getMaxHealth()
set_stat(CONSCIOUS)
else
// Pain/etc calculations, but more efficient:tm: - this should work for literally anything that applies to health. Far better than slapping emote("pain") everywhere like scream does.
if(health > getMaxHealth()) //Overhealth
health = getMaxHealth()
var/initialhealth = health // Getting our health before this check
health = getMaxHealth() - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss() - halloss
if(!((ishuman(src)) || (issilicon(src))) && src.can_pain_emote) // Only run this if we're non-human/non-silicon (bots and mechanical simplemobs should be allowed to make pain sounds) & can emote pain, bc humans + carbons already do this. human_damage doesn't call parent, but sanity is better here.
if(health < initialhealth) // Did we lose health?
// Yes. How much by?
var/damage = initialhealth - health // Get our damage (say, 200 - 180 = 20, etc etc)
var/pain_noise = (damage * rand(0.5, 1.5)) // Multiply damage by our rand mod. 50 damage becomes 50 x 0.5, means prob 25. 50 x 1.5 means prob 75, etc.
switch(damage)
if(-INFINITY to 0)
return
if(1 to 25)
if(prob(pain_noise) && !isbelly(loc)) // No pain noises inside bellies.
emote("pain")
if(26 to 50)
if(prob(pain_noise * 1.5) && !isbelly(loc)) // No pain noises inside bellies.
emote("pain")
if(51 to INFINITY)
if(prob(pain_noise * 3) && !isbelly(loc)) // More likely, most severe damage. No pain noises inside bellies.
emote("pain")
if(health <= -getMaxHealth()) //die only once
death()
return
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
/mob/living/proc/calculate_affecting_pressure(var/pressure)
return
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
/mob/living/proc/burn_skin(burn_amount)
if(ishuman(src))
//to_world("DEBUG: burn_skin(), mutations=[mutations]")
if(mShock in src.mutations) //shockproof
return 0
if (COLD_RESISTANCE in src.mutations) //fireproof
return 0
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
var/divided_damage = (burn_amount)/(H.organs.len)
var/extradam = 0 //added to when organ is at max dam
for(var/obj/item/organ/external/affecting in H.organs)
if(!affecting) continue
if(affecting.take_damage(0, divided_damage+extradam)) //TODO: fix the extradam stuff. Or, ebtter yet...rewrite this entire proc ~Carn
H.UpdateDamageIcon()
H.updatehealth()
return 1
else if(isAI(src))
return 0
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
var/temperature = actual
var/difference = abs(actual-desired) //get difference
var/increments = difference/10 //find how many increments apart they are
var/change = increments*incrementboost // Get the amount to change by (x per increment)
// Too cold
if(actual < desired)
temperature += change
if(actual > desired)
temperature = desired
// Too hot
if(actual > desired)
temperature -= change
if(actual < desired)
temperature = desired
// if(ishuman(src))
// to_world("[src] ~ [src.bodytemperature] ~ [temperature]")
return temperature
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching.
// Stop! ... Hammertime! ~Carn
// I touched them without asking... I'm soooo edgy ~Erro (added nodamage checks)
/mob/living/proc/getBruteLoss()
return bruteloss
/mob/living/proc/getShockBruteLoss() //Only checks for things that'll actually hurt (not robolimbs)
return bruteloss
/mob/living/proc/getActualBruteLoss() // Mostly for humans with robolimbs.
return getBruteLoss()
//'include_robo' only applies to healing, for legacy purposes, as all damage typically hurts both types of organs
/mob/living/proc/adjustBruteLoss(var/amount,var/include_robo)
if(SEND_SIGNAL(src, COMSIG_TAKING_BRUTE_DAMAGE, amount) & COMSIG_CANCEL_BRUTE_DAMAGE)
return 0 // Cancelled by a component
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
if(M.energy_based)
M.energy_source.use(M.damage_cost*amount)
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_brute_damage_percent))
if(M.energy_based)
M.energy_source.use(M.damage_cost*amount)
amount *= M.incoming_brute_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
if(tf_mob_holder && tf_mob_holder.loc == src)
var/dmgmultiplier = tf_mob_holder.getMaxHealth() / getMaxHealth()
dmgmultiplier *= amount
tf_mob_holder.adjustBruteLoss(dmgmultiplier)
bruteloss = min(max(bruteloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/getOxyLoss()
return oxyloss
/mob/living/proc/adjustOxyLoss(var/amount)
if(SEND_SIGNAL(src, COMSIG_TAKING_OXY_DAMAGE, amount) & COMSIG_CANCEL_OXY_DAMAGE)
return 0 // Cancelled by a component
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
if(M.energy_based)
M.energy_source.use(M.damage_cost*amount)
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_oxy_damage_percent))
if(M.energy_based)
M.energy_source.use(M.damage_cost*amount)
amount *= M.incoming_oxy_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
oxyloss = min(max(oxyloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/setOxyLoss(var/amount)
if(SEND_SIGNAL(src, COMSIG_TAKING_OXY_DAMAGE, amount) & COMSIG_CANCEL_OXY_DAMAGE)
return 0 // Cancelled by a component
oxyloss = amount
/mob/living/proc/getToxLoss()
return toxloss
/mob/living/proc/adjustToxLoss(var/amount)
if(SEND_SIGNAL(src, COMSIG_TAKING_TOX_DAMAGE, amount) & COMSIG_CANCEL_TOX_DAMAGE)
return 0 // Cancelled by a component
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
if(M.energy_based)
M.energy_source.use(M.damage_cost*amount)
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_tox_damage_percent))
if(M.energy_based)
M.energy_source.use(M.damage_cost*amount)
amount *= M.incoming_tox_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
toxloss = min(max(toxloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/setToxLoss(var/amount)
if(SEND_SIGNAL(src, COMSIG_TAKING_TOX_DAMAGE, amount) & COMSIG_CANCEL_TOX_DAMAGE)
return 0 // Cancelled by a component
toxloss = amount
/mob/living/proc/getFireLoss()
return fireloss
/mob/living/proc/getShockFireLoss() //Only checks for things that'll actually hurt (not robolimbs)
return fireloss
/mob/living/proc/getActualFireLoss() // Mostly for humans with robolimbs.
return getFireLoss()
//'include_robo' only applies to healing, for legacy purposes, as all damage typically hurts both types of organs
/mob/living/proc/adjustFireLoss(var/amount,var/include_robo)
if(SEND_SIGNAL(src, COMSIG_TAKING_FIRE_DAMAGE, amount) & COMSIG_CANCEL_FIRE_DAMAGE)
return 0 // Cancelled by a component
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
if(M.energy_based)
M.energy_source.use(M.damage_cost*amount)
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_fire_damage_percent))
if(M.energy_based)
M.energy_source.use(M.damage_cost*amount)
amount *= M.incoming_fire_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
if(tf_mob_holder && tf_mob_holder.loc == src)
var/dmgmultiplier = tf_mob_holder.getMaxHealth() / getMaxHealth()
dmgmultiplier *= amount
tf_mob_holder.adjustFireLoss(dmgmultiplier)
fireloss = min(max(fireloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/getCloneLoss()
return cloneloss
/mob/living/proc/adjustCloneLoss(var/amount)
if(SEND_SIGNAL(src, COMSIG_TAKING_CLONE_DAMAGE, amount) & COMSIG_CANCEL_CLONE_DAMAGE)
return 0 // Cancelled by a component
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
if(M.energy_based)
M.energy_source.use(M.damage_cost*amount)
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_clone_damage_percent))
if(M.energy_based)
M.energy_source.use(M.damage_cost*amount)
amount *= M.incoming_clone_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
cloneloss = min(max(cloneloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/setCloneLoss(var/amount)
if(SEND_SIGNAL(src, COMSIG_TAKING_CLONE_DAMAGE, amount) & COMSIG_CANCEL_CLONE_DAMAGE)
return 0 // Cancelled by a component
cloneloss = amount
/mob/living/proc/getBrainLoss()
return brainloss
/mob/living/proc/adjustBrainLoss(var/amount)
if(SEND_SIGNAL(src, COMSIG_TAKING_BRAIN_DAMAGE, amount) & COMSIG_CANCEL_BRAIN_DAMAGE)
return 0 // Cancelled by a component
brainloss = min(max(brainloss + amount, 0),(getMaxHealth()*2))
/mob/living/proc/setBrainLoss(var/amount)
if(SEND_SIGNAL(src, COMSIG_TAKING_BRAIN_DAMAGE, amount) & COMSIG_CANCEL_BRAIN_DAMAGE)
return 0 // Cancelled by a component
brainloss = amount
/mob/living/proc/getHalLoss()
return halloss
/mob/living/proc/adjustHalLoss(var/amount)
if(SEND_SIGNAL(src, COMSIG_TAKING_HALO_DAMAGE, amount) & COMSIG_CANCEL_HALO_DAMAGE)
return 0 // Cancelled by a component
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(M.energy_based && (!isnull(M.incoming_hal_damage_percent) || !isnull(M.disable_duration_percent)))
M.energy_source.use(M.damage_cost*amount) // Cost of the Damage absorbed.
M.energy_source.use(M.energy_cost) // Cost of the Effect absorbed.
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_hal_damage_percent))
amount *= M.incoming_hal_damage_percent
if(!isnull(M.disable_duration_percent))
amount *= M.disable_duration_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
halloss = min(max(halloss + amount, 0),(getMaxHealth()*2))
updatehealth()
/mob/living/proc/setHalLoss(var/amount)
if(SEND_SIGNAL(src, COMSIG_TAKING_HALO_DAMAGE, amount) & COMSIG_CANCEL_HALO_DAMAGE)
return 0 // Cancelled by a component
halloss = amount
// Use this to get a mob's max health whenever possible. Reading maxHealth directly will give inaccurate results if any modifiers exist.
/mob/living/proc/getMaxHealth()
var/result = maxHealth
for(var/datum/modifier/M in modifiers)
if(!isnull(M.max_health_flat))
result += M.max_health_flat
// Second loop is so we can get all the flat adjustments first before multiplying, otherwise the result will be different.
for(var/datum/modifier/M in modifiers)
if(!isnull(M.max_health_percent))
result *= M.max_health_percent
return result
///Use this proc to get the damage in which the mob will be put into critical condition (hardcrit)
/mob/living/proc/get_crit_point()
return -(getMaxHealth()*0.5)
/mob/living/carbon/human/get_crit_point()
var/crit_point = -(getMaxHealth()*0.5)
if(species.crit_mod)
crit_point *= species.crit_mod
return crit_point
/mob/living/proc/setMaxHealth(var/newMaxHealth)
var/h_mult = maxHealth / newMaxHealth //Calculate change multiplier
if(bruteloss) //In case a damage value is 0, divide by 0 bad
bruteloss = round(bruteloss / h_mult) //Health is calculated on life based on damage types, so we update the damage and let life handle health
if(fireloss)
fireloss = round(fireloss / h_mult)
if(toxloss)
toxloss = round(toxloss / h_mult)
if(oxyloss)
oxyloss = round(oxyloss / h_mult)
if(cloneloss)
cloneloss = round(cloneloss / h_mult)
maxHealth = newMaxHealth
/mob/living/Stun(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(stunned > 0)
add_status_indicator("stunned")
/mob/living/SetStunned(amount)
..()
if(stunned <= 0)
remove_status_indicator("stunned")
else
add_status_indicator("stunned")
/mob/living/AdjustStunned(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(stunned <= 0)
remove_status_indicator("stunned")
else
add_status_indicator("stunned")
/mob/living/Weaken(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(weakened > 0)
add_status_indicator("weakened")
/mob/living/SetWeakened(amount)
..()
if(weakened <= 0)
remove_status_indicator("weakened")
else
add_status_indicator("weakened")
/mob/living/AdjustWeakened(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(weakened <= 0)
remove_status_indicator("weakened")
else
add_status_indicator("weakened")
/mob/living/Paralyse(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(paralysis > 0)
add_status_indicator("paralysis")
/mob/living/SetParalysis(amount)
..()
if(paralysis <= 0)
remove_status_indicator("paralysis")
else
add_status_indicator("paralysis")
/mob/living/AdjustParalysis(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(paralysis <= 0)
remove_status_indicator("paralysis")
else
add_status_indicator("paralysis")
/mob/living/Sleeping(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(sleeping > 0)
add_status_indicator("sleeping")
/mob/living/SetSleeping(amount)
..()
if(sleeping <= 0)
remove_status_indicator("sleeping")
else
add_status_indicator("sleeping")
/mob/living/AdjustSleeping(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(sleeping <= 0)
remove_status_indicator("sleeping")
else
add_status_indicator("sleeping")
/mob/living/Confuse(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(confused > 0)
add_status_indicator("confused")
/mob/living/SetConfused(amount)
..()
if(confused <= 0)
remove_status_indicator("confused")
else
add_status_indicator("confused")
/mob/living/AdjustConfused(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(confused <= 0)
remove_status_indicator("confused")
else
add_status_indicator("confused")
/mob/living/Blind(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(eye_blind > 0)
add_status_indicator("blinded")
/mob/living/SetBlinded(amount)
..()
if(eye_blind <= 0)
remove_status_indicator("blinded")
else
add_status_indicator("blinded")
/mob/living/AdjustBlinded(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
if(eye_blind <= 0)
remove_status_indicator("blinded")
else
add_status_indicator("blinded")
// ++++ROCKDTBEN++++ MOB PROCS //END
/mob/proc/get_contents()
//Recursive function to find everything a mob is holding.
/mob/living/get_contents(var/obj/item/storage/Storage = null)
var/list/L = list()
if(Storage) //If it called itself
L += Storage.return_inv()
//Leave this commented out, it will cause storage items to exponentially add duplicate to the list
//for(var/obj/item/storage/S in Storage.return_inv()) //Check for storage items
// L += get_contents(S)
for(var/obj/item/gift/G in Storage.return_inv()) //Check for gift-wrapped items
L += G.gift
if(istype(G.gift, /obj/item/storage))
L += get_contents(G.gift)
for(var/obj/item/smallDelivery/D in Storage.return_inv()) //Check for package wrapped items
L += D.wrapped
if(istype(D.wrapped, /obj/item/storage)) //this should never happen
L += get_contents(D.wrapped)
return L
else
L += src.contents
for(var/obj/item/storage/S in src.contents) //Check for storage items
L += get_contents(S)
for(var/obj/item/gift/G in src.contents) //Check for gift-wrapped items
L += G.gift
if(istype(G.gift, /obj/item/storage))
L += get_contents(G.gift)
for(var/obj/item/smallDelivery/D in src.contents) //Check for package wrapped items
L += D.wrapped
if(istype(D.wrapped, /obj/item/storage)) //this should never happen
L += get_contents(D.wrapped)
for(var/obj/item/rig/R in src.contents) //Check rigsuit storage for items
if(R.rig_storage)
L += get_contents(R.rig_storage)
return L
/mob/living/proc/check_contents_for(A)
var/list/L = src.get_contents()
for(var/obj/B in L)
if(B.type == A)
return 1
return 0
/// Revives a body using the client's preferences if human
/mob/living/proc/revive()
revival_healing_action()
/// Performs the actual healing of Aheal, seperate from revive() because it does not use client prefs. Will not heal everything, and expects to be called through revive() or with a bodyrecord doing a respawn/revive.
/mob/living/proc/revival_healing_action()
rejuvenate()
if(buckled)
buckled.unbuckle_mob()
if(iscarbon(src))
var/mob/living/carbon/C = src
if (C.handcuffed && !initial(C.handcuffed))
C.drop_from_inventory(C.handcuffed)
C.handcuffed = initial(C.handcuffed)
if (C.legcuffed && !initial(C.legcuffed))
C.drop_from_inventory(C.legcuffed)
C.legcuffed = initial(C.legcuffed)
BITSET(hud_updateflag, HEALTH_HUD)
BITSET(hud_updateflag, STATUS_HUD)
BITSET(hud_updateflag, LIFE_HUD)
ExtinguishMob()
fire_stacks = 0
if(ai_holder) // AI gets told to sleep when killed. Since they're not dead anymore, wake it up.
ai_holder.go_wake()
SEND_SIGNAL(src, COMSIG_HUMAN_DNA_FINALIZED)
/mob/living/proc/rejuvenate()
if(reagents)
reagents.clear_reagents()
// shut down various types of badness
setToxLoss(0)
setOxyLoss(0)
setCloneLoss(0)
setBrainLoss(0)
SetParalysis(0)
SetStunned(0)
SetWeakened(0)
// undo various death related conveniences
sight = initial(sight)
see_in_dark = initial(see_in_dark)
see_invisible = initial(see_invisible)
// shut down ongoing problems
radiation = 0
nutrition = 400
bodytemperature = T20C
sdisabilities = 0
disabilities = 0
resting = FALSE
if(viruses)
viruses.Cut()
// fix blindness and deafness
blinded = 0
SetBlinded(0)
eye_blurry = 0
ear_deaf = 0
ear_damage = 0
heal_overall_damage(getBruteLoss(), getFireLoss())
// fix all of our organs
restore_all_organs()
// remove the character from the list of the dead
if(stat == DEAD)
GLOB.dead_mob_list -= src
GLOB.living_mob_list += src
tod = null
timeofdeath = 0
// restore us to conciousness
set_stat(CONSCIOUS)
// make the icons look correct
regenerate_icons()
BITSET(hud_updateflag, HEALTH_HUD)
BITSET(hud_updateflag, STATUS_HUD)
BITSET(hud_updateflag, LIFE_HUD)
failed_last_breath = 0 //So mobs that died of oxyloss don't revive and have perpetual out of breath.
reload_fullscreen()
return
/mob/living/proc/UpdateDamageIcon()
return
/mob/living/verb/Examine_OOC()
set name = "Examine Meta-Info (OOC)"
set category = "OOC.Game"
set src in view()
do_examine_ooc(usr)
/mob/living/proc/do_examine_ooc(mob/user)
//Makes it so SSD people have prefs with fallback to original style.
if(CONFIG_GET(flag/allow_metadata))
if(ooc_notes)
ooc_notes_window(user)
// to_chat(user, span_filter_notice("[src]'s Metainfo:<br>[ooc_notes]"))
else if(client)
to_chat(user, span_filter_notice("[src]'s Metainfo:<br>[client.prefs.read_preference(/datum/preference/text/living/ooc_notes)]"))
else
to_chat(user, span_filter_notice("[src] does not have any stored infomation!"))
else
to_chat(user, span_filter_notice("OOC Metadata is not supported by this server!"))
return
/mob/living/verb/resist()
set name = "Resist"
set category = "IC.Game"
if(!incapacitated(INCAPACITATION_KNOCKOUT) && (last_resist_time + RESIST_COOLDOWN < world.time))
last_resist_time = world.time
resist_grab()
if(!weakened)
process_resist()
else if(absorbed && isbelly(loc)) // Allow absorbed resistance
var/obj/belly/B = loc
B.relay_absorbed_resist(src)
/mob/living/proc/process_resist()
if(istype(src.loc, /mob/living/silicon/robot/platform))
var/mob/living/silicon/robot/platform/R = src.loc
R.drop_stored_atom(src, src)
return TRUE
//unbuckling yourself
if(buckled)
resist_buckle()
return TRUE
if(isobj(loc))
var/obj/C = loc
C.container_resist(src)
return TRUE
else if(canmove)
if(on_fire)
resist_fire() //stop, drop, and roll
else
resist_restraints()
if(attempt_vr(src,"vore_process_resist",args)) return TRUE
/mob/living/proc/resist_buckle()
if(buckled)
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/vehicle = buckled
vehicle.unload()
else
buckled.user_unbuckle_mob(src, src)
/mob/living/proc/resist_grab()
var/resisting = 0
for(var/obj/item/grab/G in grabbed_by)
resisting++
G.handle_resist()
if(resisting)
visible_message(span_danger("[src] resists!"))
/mob/living/proc/resist_fire()
return
/mob/living/proc/resist_restraints()
return
/mob/living/verb/lay_down()
set name = "Rest"
set category = "IC.Game"
resting = !resting
to_chat(src, span_notice("You are now [resting ? "resting" : "getting up"]."))
update_canmove()
//called when the mob receives a bright flash
/mob/living/flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = FALSE, visual = FALSE, type = /obj/screen/fullscreen/flash)
if(override_blindness_check || !(disabilities & BLIND))
overlay_fullscreen("flash", type)
spawn(25)
if(src)
clear_fullscreen("flash", 25)
return 1
/mob/living/proc/cannot_use_vents()
if(mob_size > MOB_SMALL)
return "You can't fit into that vent."
return null
/mob/living/proc/has_brain()
return 1
/mob/living/proc/has_eyes()
return 1
/mob/living/proc/get_restraining_bolt()
var/obj/item/implant/restrainingbolt/RB = locate() in src
if(RB)
if(!RB.malfunction)
return TRUE
return FALSE
/mob/living/proc/slip(var/slipped_on,stun_duration=8)
return 0
/mob/living/carbon/drop_from_inventory(var/obj/item/W, var/atom/target = null)
return !(W in internal_organs) && ..()
/mob/living/proc/drop_both_hands()
if(l_hand)
unEquip(l_hand)
if(r_hand)
unEquip(r_hand)
return
/mob/living/touch_map_edge()
//check for nuke disks
if(client && stat != DEAD) //if they are clientless and dead don't bother, the parent will treat them as any other container
if(SSticker && istype(SSticker.mode, /datum/game_mode/nuclear)) //only really care if the game mode is nuclear
var/datum/game_mode/nuclear/G = SSticker.mode
if(G.check_mob(src))
if(x <= TRANSITIONEDGE)
inertia_dir = 4
else if(x >= world.maxx -TRANSITIONEDGE)
inertia_dir = 8
else if(y <= TRANSITIONEDGE)
inertia_dir = 1
else if(y >= world.maxy -TRANSITIONEDGE)
inertia_dir = 2
to_chat(src, span_warning("Something you are carrying is preventing you from leaving."))
return
..()
//damage/heal the mob ears and adjust the deaf amount
/mob/living/adjustEarDamage(var/damage, var/deaf)
ear_damage = max(0, ear_damage + damage)
ear_deaf = max(0, ear_deaf + deaf)
if(ear_deaf > 0) //CHOMPStaiton Enable: Ear Ringing/Deafness
deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness - Not sure if we need this, but, safety.
else if(ear_deaf <= 0)
deaf_loop.stop() // CHOMPStation Add: Ear Ringing/Deafness - Not sure if we need this, but, safety.
//pass a negative argument to skip one of the variable
/mob/living/setEarDamage(var/damage, var/deaf)
if(damage >= 0)
ear_damage = damage
if(deaf >= 0)
ear_deaf = deaf
deaf_loop.start() // Ear Ringing/Deafness - Not sure if we need this, but, safety. NYI. Used downstream. //CHOMPStation Enable
/mob/living/proc/vomit(lost_nutrition = 10, blood = FALSE, stun = 5, distance = 1, message = TRUE, toxic = VOMIT_TOXIC, purge = FALSE)
if(!lastpuke)
lastpuke = TRUE
to_chat(src, span_warning("You feel nauseous..."))
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), src, span_warning("You feel like you're about to throw up!")), 15 SECONDS)
addtimer(CALLBACK(src, PROC_REF(do_vomit), lost_nutrition, blood, stun, distance, message, toxic, purge), 25 SECONDS)
/mob/living/proc/do_vomit(lost_nutrition = 10, blood = FALSE, stun = 5, distance = 1, message = TRUE, toxic = VOMIT_TOXIC, purge = FALSE)
if(!check_has_mouth())
return TRUE
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(CE_ANTACID in H.chem_effects)
if(prob(min(90, H.chem_effects[CE_ANTACID] * 15)))
VARSET_IN(src, lastpuke, FALSE, rand(30 SECONDS, 2 MINUTES))
return FALSE
if(nutrition < 100 && !blood)
if(message)
visible_message(span_warning("[src] dry heaves!"), span_userdanger("You try to throw up, but there's nothing in your stomach!"))
if(stun)
Stun(stun)
return TRUE
var/obj/vomit_goal = get_active_hand()
if(!istype(vomit_goal, /obj/item/reagent_containers/glass/bucket))
vomit_goal = check_vomit_goal()
if(iscarbon(src) && is_mouth_covered())
if(message)
visible_message(span_danger("[src] throws up all over themself!"), span_userdanger("You throw up all over yourself!"))
distance = 0
else if(vomit_goal)
if(message)
visible_message(span_danger("[src] throws up into the [vomit_goal]!"), span_userdanger("You throw up into the [vomit_goal]!"))
if(istype(vomit_goal, /obj/item/reagent_containers/glass/bucket))
var/obj/item/organ/internal/stomach/S = organs_by_name[O_STOMACH]
var/obj/item/reagent_containers/glass/bucket/puke_bucket = vomit_goal
if(S && S.acidtype)
puke_bucket.reagents.add_reagent(S.acidtype, rand(3, 6))
else if(blood)
puke_bucket.reagents.add_reagent(REAGENT_BLOOD, rand(3, 6))
else
puke_bucket.reagents.add_reagent(REAGENT_ID_TOXIN, rand(3, 6))
distance = 0
else
if(message)
visible_message(span_danger("[src] throws up!"), span_userdanger("You throw up!"))
// Hurt liver means throwing up blood
if(!blood && ishuman(src))
var/mob/living/carbon/human/H = src
if(!H.isSynthetic())
var/obj/item/organ/internal/liver/L = H.internal_organs_by_name[O_LIVER]
if(!L || L.is_broken())
blood = TRUE
if(stun)
Stun(stun)
playsound(get_turf(src), 'sound/effects/splat.ogg', 50, 1)
var/turf/T = get_turf(src)
var/vomit_type = NONE
var/mob/living/carbon/human/H = src
if(isSynthetic())
vomit_type = VOMIT_NANITE
else if(ishuman(src) && H.ingested.has_reagent(REAGENT_ID_PHORON) && !isSynthetic())
vomit_type = VOMIT_PURPLE
else if(toxloss && !isSynthetic())
vomit_type = VOMIT_TOXIC
if(!blood)
adjust_nutrition(-lost_nutrition)
adjustToxLoss(-3)
if(distance)
for(var/i=0 to distance)
if(blood)
if(T)
blood_splatter(T, src, large = TRUE)
if(stun)
adjustBruteLoss(2)
else if(T)
T.add_vomit_floor(src, vomit_type, purge)
T = get_step(T, dir)
VARSET_IN(src, lastpuke, FALSE, 10 SECONDS)
return TRUE
/mob/living/proc/check_vomit_goal()
PRIVATE_PROC(TRUE)
var/obj_list = list(/obj/machinery/disposal,/obj/structure/toilet,/obj/structure/sink,/obj/structure/urinal)
for(var/type in obj_list)
// check standing on
var/turf/T = get_turf(src)
var/obj/O = locate(type) in T
if(O)
return O
// check ahead of us
T = get_turf(get_step(T,dir))
O = locate(type) in T
if(O && O.Adjacent(src))
return O
return null
/mob/living/update_canmove()
if(!resting && cannot_stand() && can_stand_overridden())
lying = 0
canmove = 1
else
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/V = buckled
if(is_physically_disabled())
lying = 0
canmove = 1
if(!V.riding_datum) // If it has a riding datum, the datum handles moving the pixel_ vars.
pixel_y = V.mob_offset_y - 5
else
if(buckled.buckle_lying != -1)
lying = buckled.buckle_lying
canmove = 1
if(!V.riding_datum) // If it has a riding datum, the datum handles moving the pixel_ vars.
pixel_y = V.mob_offset_y
else if(buckled)
anchored = TRUE
canmove = 1 //The line above already makes the chair not swooce away if the sitter presses a button. No need to incapacitate them as a criminally large amount of mechanics read this var as a type of stun.
if(istype(buckled))
if(buckled.buckle_lying != -1)
lying = buckled.buckle_lying
canmove = buckled.buckle_movable
if(buckled.buckle_movable)
anchored = FALSE
canmove = 1
else
lying = incapacitated(INCAPACITATION_KNOCKDOWN)
canmove = !incapacitated(INCAPACITATION_DISABLED)
if(incapacitated(INCAPACITATION_KNOCKOUT) || incapacitated(INCAPACITATION_STUNNED)) // Making sure we're in good condition to crawl
canmove = 0
else
canmove = 1
if(lying)
density = FALSE
update_water() // Submerges the mob.
stop_pulling()
if(!passtable_crawl_checked)
passtable_crawl_checked = TRUE
if(pass_flags & PASSTABLE)
passtable_reset = FALSE
else
passtable_reset = TRUE
pass_flags |= PASSTABLE
else
density = initial(density)
if(passtable_reset)
passtable_reset = FALSE
pass_flags &= ~PASSTABLE
passtable_crawl_checked = FALSE
for(var/obj/item/grab/G in grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
canmove = 0
break
if(lying != lying_prev)
lying_prev = lying
update_transform()
update_mob_action_buttons()
if(lying && LAZYLEN(buckled_mobs))
for(var/mob/living/L as anything in buckled_mobs)
if(buckled_mobs[L] != "riding")
continue // Only boot off riders
if(riding_datum)
riding_datum.force_dismount(L)
else
unbuckle_mob(L)
L.Stun(5)
return canmove
// Mob holders in these slots will be spilled if the mob goes prone.
/mob/living/proc/get_mob_riding_slots()
return list(back)
// Adds overlays for specific modifiers.
// You'll have to add your own implementation for non-humans currently, just override this proc.
/mob/living/proc/update_modifier_visuals()
return
/mob/living/proc/update_water() // Involves overlays for humans. Maybe we'll get submerged sprites for borgs in the future?
return
/mob/living/proc/can_feel_pain(var/check_organ)
if(isSynthetic())
return FALSE
return TRUE
// Gets the correct icon_state for being on fire. See OnFire.dmi for the icons.
/mob/living/proc/get_fire_icon_state()
return "generic"
// Called by job_controller.
/mob/living/proc/equip_post_job()
return
// Used to check if something is capable of thought, in the traditional sense.
/mob/living/proc/is_sentient()
return TRUE
/mob/living/get_icon_scale_x()
. = ..()
for(var/datum/modifier/M in modifiers)
if(!isnull(M.icon_scale_x_percent))
. *= M.icon_scale_x_percent
/mob/living/get_icon_scale_y()
. = ..()
for(var/datum/modifier/M in modifiers)
if(!isnull(M.icon_scale_y_percent))
. *= M.icon_scale_y_percent
/mob/living/update_transform(var/instant = FALSE)
// First, get the correct size.
var/desired_scale_x = size_multiplier * icon_scale_x
var/desired_scale_y = size_multiplier * icon_scale_y
var/cent_offset = center_offset
// Now for the regular stuff.
if(fuzzy || offset_override || dir == EAST || dir == WEST)
cent_offset = 0
var/matrix/M = matrix()
M.Scale(desired_scale_x, desired_scale_y)
M.Translate(cent_offset * desired_scale_x, (vis_height/2)*(desired_scale_y-1))
src.transform = M
handle_status_indicators()
// 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.
/mob/living/update_client_color()
if(!client)
return
var/list/colors_to_blend = list()
for(var/datum/modifier/M in modifiers)
if(!isnull(M.client_color))
if(islist(M.client_color)) //It's a color matrix! Forget it. Just use that one.
animate(client, color = M.client_color, time = 10)
return
colors_to_blend += M.client_color
if(!colors_to_blend.len) // Modifiers take priority over passive area blending, to prevent changes on every area entered
var/location_grade = get_location_color_tint() // Area or weather!
if(location_grade)
colors_to_blend += location_grade
if(colors_to_blend.len)
var/final_color
if(colors_to_blend.len == 1) // If it's just one color we can skip all of this work.
final_color = colors_to_blend[1]
else // Otherwise we need to do some messy additive blending.
var/R = 0
var/G = 0
var/B = 0
for(var/C in colors_to_blend)
var/RGB = hex2rgb(C)
R = between(0, R + RGB[1], 255)
G = between(0, G + RGB[2], 255)
B = between(0, B + RGB[3], 255)
final_color = rgb(R,G,B)
if(final_color)
var/old_color = client.color // Don't know if BYOND has an internal optimization to not care about animate() calls that effectively do nothing.
if(final_color != old_color) // Gonna do a check just incase.
animate(client, color = final_color, time = 10)
else // No colors, so remove the client's color.
animate(client, color = null, time = 10)
/mob/living/swap_hand()
src.hand = !( src.hand )
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
hud_used.l_hand_hud_object.icon_state = "l_hand_active"
hud_used.r_hand_hud_object.icon_state = "r_hand_inactive"
else
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
// We just swapped hands, so the thing in our inactive hand will notice it's not the focus
var/obj/item/I = get_inactive_hand()
if(I)
if(I.zoom)
I.zoom()
I.in_inactive_hand(src) //This'll do specific things, determined by the item
return
/mob/living/proc/activate_hand(var/selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 0
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != src.hand)
swap_hand()
/mob/living/throw_item(atom/target)
if(incapacitated() || !target || istype(target, /obj/screen) || is_incorporeal())
return FALSE
var/atom/movable/item = src.get_active_hand()
if(!item || istype(item, /obj/item/tk_grab))
return FALSE
var/throw_range = item.throw_range
if (istype(item, /obj/item/grab))
var/obj/item/grab/G = item
item = G.throw_held() //throw the person instead of the grab
if(ismob(item))
var/mob/M = item
//limit throw range by relative mob size
throw_range = round(M.throw_range * min(src.mob_size/M.mob_size, 1))
var/turf/end_T = get_turf(target)
if(end_T)
add_attack_logs(src,M,"Thrown via grab to [end_T.x],[end_T.y],[end_T.z]")
if(ishuman(M))
var/mob/living/carbon/human/N = M
if((N.health + N.halloss) < N.get_crit_point() || N.stat == DEAD)
N.adjustBruteLoss(rand(10,30))
src.drop_from_inventory(G)
src.visible_message(span_warning("[src] has thrown [item]."))
if((isspace(src.loc)) || (src.lastarea?.get_gravity() == 0))
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
item.throw_at(target, throw_range, item.throw_speed, src)
item.throwing = 1 //Small edit so thrown interactions actually work!
return TRUE
else
return FALSE
if(!item)
return FALSE //Grab processing has a chance of returning null
// Help intent + Adjacent = pass item to other
if(a_intent == I_HELP && Adjacent(target) && isitem(item) && ishuman(target))
var/obj/item/I = item
var/mob/living/carbon/human/H = target
if(H.in_throw_mode && H.a_intent == I_HELP && unEquip(I))
H.put_in_hands(I) // If this fails it will just end up on the floor, but that's fitting for things like dionaea.
visible_message(span_filter_notice(span_bold("[src]") + " hands \the [H] \a [I]."), span_notice("You give \the [target] \a [I]."))
else
to_chat(src, span_notice("You offer \the [I] to \the [target]."))
do_give(H)
return TRUE
drop_from_inventory(item)
if(!item || QDELETED(item))
return TRUE //It may not have thrown, but it sure as hell left your hand successfully.
//actually throw it!
src.visible_message(span_warning("[src] has thrown [item]."))
if((isspace(src.loc)) || (src.lastarea?.get_gravity() == 0))
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
if(istype(item,/obj/item))
var/obj/item/W = item
W.randpixel_xy()
/*
if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
*/
item.throw_at(target, throw_range, item.throw_speed, src)
return TRUE
/mob/living/get_sound_env(var/pressure_factor)
if (hallucination)
return SOUND_ENVIRONMENT_PSYCHOTIC
else if (druggy)
return SOUND_ENVIRONMENT_DRUGGED
else if (drowsyness)
return SOUND_ENVIRONMENT_DIZZY
else if (confused)
return SOUND_ENVIRONMENT_DIZZY
else if (sleeping)
return SOUND_ENVIRONMENT_UNDERWATER
else
return ..()
//Add an entry to overlays, assuming it exists
/mob/living/proc/apply_hud(cache_index, var/image/I)
hud_list[cache_index] = I
if((. = hud_list[cache_index]))
//underlays += .
add_overlay(.)
//Remove an entry from overlays, and from the list
/mob/living/proc/grab_hud(cache_index)
var/I = hud_list[cache_index]
if(I)
//underlays -= I
cut_overlay(I)
hud_list[cache_index] = null
return I
/mob/living/proc/make_hud_overlays()
return
/mob/living/proc/has_vision()
return !(eye_blind || (disabilities & BLIND) || stat || blinded)
/mob/living/proc/dirties_floor() // If we ever decide to add fancy conditionals for making dirty floors (floating, etc), here's the proc.
return makes_dirt
/mob/living/proc/needs_to_breathe()
return !isSynthetic()
/mob/living/proc/adjust_nutrition(amount)
nutrition = between(0, nutrition + amount, max_nutrition)
/mob/living/vv_get_header()
. = ..()
var/refid = REF(src)
. += {"
<br>"} + span_small("[VV_HREF_TARGETREF(refid, VV_HK_GIVE_DIRECT_CONTROL, "[ckey || "no ckey"]")] / [VV_HREF_TARGETREF_1V(refid, VV_HK_BASIC_EDIT, "[real_name || "no real name"]", NAMEOF(src, real_name))]") + {"
<br>"} + span_small({"
BRUTE:"} + span_small("<a href='byond://?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=brute' id='brute'>[getBruteLoss()]</a>") + {"
FIRE:"} + span_small("<a href='byond://?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=fire' id='fire'>[getFireLoss()]</a>") + {"
TOXIN:"} + span_small("<a href='byond://?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=toxin' id='toxin'>[getToxLoss()]</a>") + {"
OXY:"} + span_small("<a href='byond://?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=oxygen' id='oxygen'>[getOxyLoss()]</a>") + {"
BRAIN:"} + span_small("<a href='byond://?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=brain' id='brain'>[getBrainLoss()]</a>") + {"
CLONE:"} + span_small("<a href='byond://?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=clone' id='clone'>[getCloneLoss()]</a>") + {"
"})
/mob/living/update_gravity(has_gravity)
if(!SSticker)
return
if(has_gravity)
clear_alert("weightless")
else
throw_alert("weightless", /obj/screen/alert/weightless)
// Tries to turn off things that let you see through walls, like mesons.
// Each mob does vision a bit differently so this is just for inheritence and also so overrided procs can make the vision apply instantly if they call `..()`.
/mob/living/proc/disable_spoiler_vision()
handle_vision()
/**
* Small helper component to manage the character setup HUD icon
*/
/datum/component/character_setup
var/obj/screen/character_setup/screen_icon
/datum/component/character_setup/Initialize()
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
. = ..()
/datum/component/character_setup/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_MOB_CLIENT_LOGIN, PROC_REF(create_mob_button))
var/mob/owner = parent
if(owner.client)
create_mob_button(parent)
/datum/component/character_setup/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, COMSIG_MOB_CLIENT_LOGIN)
var/mob/owner = parent
if(screen_icon)
owner?.client?.screen -= screen_icon
UnregisterSignal(screen_icon, COMSIG_CLICK)
QDEL_NULL(screen_icon)
/datum/component/character_setup/proc/create_mob_button(mob/user)
SIGNAL_HANDLER
var/datum/hud/HUD = user.hud_used
if(!screen_icon)
screen_icon = new()
RegisterSignal(screen_icon, COMSIG_CLICK, PROC_REF(character_setup_click))
if(ispAI(user))
screen_icon.icon = 'icons/mob/pai_hud.dmi'
screen_icon.screen_loc = ui_acti
else
screen_icon.icon = HUD.ui_style
screen_icon.color = HUD.ui_color
screen_icon.alpha = HUD.ui_alpha
LAZYADD(HUD.other_important, screen_icon)
user.client?.screen += screen_icon
/datum/component/character_setup/proc/character_setup_click(source, location, control, params, user)
SIGNAL_HANDLER
var/mob/owner = user
if(owner.client?.prefs)
INVOKE_ASYNC(owner.client.prefs, TYPE_PROC_REF(/datum/preferences, ShowChoices), owner)
/**
* Screen object for vore panel
*/
/obj/screen/character_setup
name = "character setup"
icon = 'icons/mob/screen/midnight.dmi'
icon_state = "character"
screen_loc = ui_smallquad
/mob/living/set_dir(var/new_dir)
. = ..()
if(size_multiplier != 1 || icon_scale_x != DEFAULT_ICON_SCALE_X && center_offset > 0)
update_transform(TRUE)
/mob/living
var/toggled_sleeping = FALSE
/mob/living/verb/mob_sleep()
set name = "Sleep"
set category = "IC.Game"
if(!toggled_sleeping && tgui_alert(src, "Are you sure you wish to go to sleep? You will snooze until you use the Sleep verb again.", "Sleepy Time", list("No", "Yes")) != "Yes")
return
toggled_sleeping = !toggled_sleeping
to_chat(src, span_notice("You are [toggled_sleeping ? "now sleeping. Use the Sleep verb again to wake up" : "no longer sleeping"]."))
if(toggled_sleeping)
Sleeping(1)
/mob/living/proc/set_metainfo_favs(var/mob/user, var/reopen = TRUE)
if(user != src)
return
var/new_metadata = strip_html_simple(tgui_input_text(user, "Enter any information you'd like others to see relating to your FAVOURITE roleplay preferences. This will not be saved permanently unless you click save in the OOC notes panel! Type \"!clear\" to empty.", "Game Preference" , html_decode(ooc_notes_favs), multiline = TRUE, prevent_enter = TRUE))
if(new_metadata && CanUseTopic(user))
if(new_metadata == "!clear")
new_metadata = ""
ooc_notes_favs = new_metadata
client.prefs.update_preference_by_type(/datum/preference/text/living/ooc_notes_favs, new_metadata)
to_chat(user, span_filter_notice("OOC note favs have been updated. Don't forget to save!"))
log_admin("[key_name(user)] updated their OOC note favs mid-round.")
if(reopen)
ooc_notes_window(user)
/mob/living/proc/set_metainfo_maybes(var/mob/user, var/reopen = TRUE)
if(user != src)
return
var/new_metadata = strip_html_simple(tgui_input_text(user, "Enter any information you'd like others to see relating to your MAYBE roleplay preferences. This will not be saved permanently unless you click save in the OOC notes panel! Type \"!clear\" to empty.", "Game Preference" , html_decode(ooc_notes_maybes), multiline = TRUE, prevent_enter = TRUE))
if(new_metadata && CanUseTopic(user))
if(new_metadata == "!clear")
new_metadata = ""
ooc_notes_maybes = new_metadata
client.prefs.update_preference_by_type(/datum/preference/text/living/ooc_notes_maybes, new_metadata)
to_chat(user, span_filter_notice("OOC note maybes have been updated. Don't forget to save!"))
log_admin("[key_name(user)] updated their OOC note maybes mid-round.")
if(reopen)
ooc_notes_window(user)
/mob/living/proc/set_metainfo_ooc_style(var/mob/user, var/reopen = TRUE)
if(user != src)
return
ooc_notes_style = !ooc_notes_style
client.prefs.update_preference_by_type(/datum/preference/toggle/living/ooc_notes_style, ooc_notes_style)
if(reopen)
ooc_notes_window(user)