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/*
Ideas for the subtle effects of hallucination:
Light up oxygen/phoron indicators (done)
Cause health to look critical/dead, even when standing (done)
Characters silently watching you
Brief flashes of fire/space/bombs/c4/dangerous shit (done)
Items that are rare/traitorous/don't exist appearing in your inventory slots (done)
Strange audio (should be rare) (done)
Gunshots/explosions/opening doors/less rare audio (done)
*/
/mob/living/carbon/var
image/halimage
image/halbody
obj/halitem
hal_screwyhud = 0 //1 - critical, 2 - dead, 3 - oxygen indicator, 4 - toxin indicator
handling_hal = 0
hal_crit = 0
/mob/living/carbon/proc/handle_hallucinations()
if(handling_hal) return
handling_hal = 1
while(client && hallucination > 20)
sleep(rand(200,500)/(hallucination/25))
var/halpick = rand(1,100)
switch(halpick)
if(0 to 15)
//Screwy HUD
//to_chat(src, "Screwy HUD")
hal_screwyhud = pick(1,2,3,3,4,4)
spawn(rand(100,250))
hal_screwyhud = 0
if(16 to 25)
//Strange items
//to_chat(src, "Traitor Items")
// if(!halitem)
// halitem = new
// var/list/slots_free = list()
// for(var/i in get_empty_hand_indices())
// slots_free += SCREEN_LOC_INV_HAND(i)
// if(istype(src,/mob/living/carbon/human))
// var/mob/living/carbon/human/H = src
// if(!H.belt) slots_free += ui_belt
// if(!H.l_store) slots_free += ui_storage1
// if(!H.r_store) slots_free += ui_storage2
// if(slots_free.len)
// halitem.screen_loc = pick(slots_free)
// halitem.hud_layerise()
// switch(rand(1,6))
// if(1) //revolver
// halitem.icon = 'icons/obj/gun/ballistic.dmi'
// halitem.icon_state = "revolver"
// halitem.name = "Revolver"
// if(2) //c4
// halitem.icon = 'icons/obj/assemblies.dmi'
// halitem.icon_state = "plastic-explosive0"
// halitem.name = "Mysterious Package"
// if(prob(25))
// halitem.icon_state = "c4small_1"
// if(3) //sword
// halitem.icon = 'icons/obj/weapons.dmi'
// halitem.icon_state = "sword1"
// halitem.name = "Sword"
// if(4) //stun baton
// halitem.icon = 'icons/obj/weapons.dmi'
// halitem.icon_state = "stunbaton"
// halitem.name = "Stun Baton"
// if(5) //emag
// halitem.icon = 'icons/obj/card.dmi'
// halitem.icon_state = "emag"
// halitem.name = "Cryptographic Sequencer"
// if(6) //flashbang
// halitem.icon = 'icons/obj/grenade.dmi'
// halitem.icon_state = "flashbang1"
// halitem.name = "Flashbang"
// if(client) client.screen += halitem
// spawn(rand(100,250))
// if(client)
// client.screen -= halitem
// halitem = null
if(26 to 40)
//Flashes of danger
//to_chat(src, "Danger Flash")
if(!halimage)
var/list/possible_points = list()
for(var/turf/simulated/floor/F in view(src,world.view))
possible_points += F
if(possible_points.len)
var/turf/simulated/floor/target = pick(possible_points)
switch(rand(1,3))
if(1)
//to_chat(src, "Space")
halimage = image('icons/turf/space.dmi',target,"[rand(1,25)]",TURF_LAYER)
if(2)
//to_chat(src, "Fire")
halimage = image('icons/effects/fire.dmi',target,"1",TURF_LAYER)
if(3)
//to_chat(src, "C4")
halimage = image('icons/obj/assemblies.dmi',target,"plastic-explosive2",OBJ_LAYER+0.01)
if(client) client.images += halimage
spawn(rand(10,50)) //Only seen for a brief moment.
if(client) client.images -= halimage
halimage = null
if(41 to 65)
//Strange audio
//to_chat(src, "Strange Audio")
switch(rand(1,12))
if(1) SEND_SOUND(src, sound('sound/machines/airlock.ogg'))
if(2)
if(prob(50))SEND_SOUND(src, sound('sound/soundbytes/effects/explosion/explosion1.ogg'))
else SEND_SOUND(src, sound('sound/soundbytes/effects/explosion/explosion2.ogg'))
if(3) SEND_SOUND(src, sound('sound/soundbytes/effects/explosion/explosionfar.ogg'))
if(4) SEND_SOUND(src, sound('sound/effects/Glassbr1.ogg'))
if(5) SEND_SOUND(src, sound('sound/effects/Glassbr2.ogg'))
if(6) SEND_SOUND(src, sound('sound/effects/Glassbr3.ogg'))
if(7) SEND_SOUND(src, sound('sound/machines/twobeep.ogg'))
if(8) SEND_SOUND(src, sound('sound/machines/windowdoor.ogg'))
if(9)
//To make it more realistic, I added two gunshots (enough to kill)
SEND_SOUND(src, sound('sound/weapons/Gunshot1.ogg'))
spawn(rand(10,30))
SEND_SOUND(src, sound('sound/weapons/Gunshot2.ogg'))
if(10) SEND_SOUND(src, sound('sound/weapons/smash.ogg'))
if(11)
//Same as above, but with tasers.
SEND_SOUND(src, sound('sound/weapons/Taser.ogg'))
spawn(rand(10,30))
SEND_SOUND(src, sound('sound/weapons/Taser.ogg'))
//Rare audio
if(12)
//These sounds are (mostly) taken from Hidden: Source
var/list/creepyasssounds = list('sound/effects/ghost.ogg', 'sound/effects/ghost2.ogg', 'sound/effects/Heart Beat.ogg', 'sound/effects/screech.ogg',\
'sound/hallucinations/behind_you1.ogg', 'sound/hallucinations/behind_you2.ogg', 'sound/hallucinations/far_noise.ogg', 'sound/hallucinations/growl1.ogg', 'sound/hallucinations/growl2.ogg',\
'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg', 'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
SEND_SOUND(src, pick(creepyasssounds))
if(66 to 70)
//Flashes of danger
//to_chat(src, "Danger Flash")
if(!halbody)
var/list/possible_points = list()
for(var/turf/simulated/floor/F in view(src,world.view))
possible_points += F
if(possible_points.len)
var/turf/simulated/floor/target = pick(possible_points)
switch(rand(1,4))
if(1)
halbody = image('icons/mob/human.dmi',target,"husk_l",TURF_LAYER)
if(2,3)
halbody = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
if(4)
halbody = image('icons/mob/alien.dmi',target,"alienother",TURF_LAYER)
// if(5)
// halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
if(client) client.images += halbody
spawn(rand(50,80)) //Only seen for a brief moment.
if(client) client.images -= halbody
halbody = null
if(71 to 72)
//Fake death
// src.sleeping_willingly = 1
set_sleeping(20 * 20)
hal_crit = 1
hal_screwyhud = 1
spawn(rand(50,100))
// src.sleeping_willingly = 0
set_sleeping(0)
hal_crit = 0
hal_screwyhud = 0
handling_hal = 0
/*obj/machinery/proc/mockpanel(list/buttons,start_txt,end_txt,list/mid_txts)
if(!mocktxt)
mocktxt = ""
var/possible_txt = list("Launch Escape Pods","Self-Destruct Sequence","\[Swipe ID\]","De-Monkify",\
"Reticulate Splines","Plasma","Open Valve","Lockdown","Nerf Airflow","Kill Traitor","Nihilism",\
"OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Facility Director IQ","Retrieve Arms",\
"Play Charades","Oxygen","Inject BeAcOs","Ninja Lizards","Limit Break","Build Sentry")
if(mid_txts)
while(mid_txts.len)
var/mid_txt = pick(mid_txts)
mocktxt += mid_txt
mid_txts -= mid_txt
while(buttons.len)
var/button = pick(buttons)
var/button_txt = pick(possible_txt)
mocktxt += "<a href='?src=\ref[src];[button]'>[button_txt]</a><br>"
buttons -= button
possible_txt -= button_txt
return start_txt + mocktxt + end_txt + "</TT></BODY></HTML>"
proc/check_panel(mob/M)
if (istype(M, /mob/living/carbon/human) || istype(M, /mob/living/silicon/ai))
if(M.hallucination < 15)
return 1
return 0*/
/obj/effect/fake_attacker
icon = null
icon_state = null
name = ""
desc = ""
density = 0
anchored = 1
opacity = 0
var/health = 100
var/mob/living/carbon/human/my_target = null
var/weapon_name = null
var/obj/item/weap = null
var/image/stand_icon = null
var/image/currentimage = null
var/icon/base = null
var/s_tone
var/mob/living/clone = null
var/image/left
var/image/right
var/image/up
var/collapse
var/image/down
/obj/effect/fake_attacker/Initialize(mapload)
. = ..()
QDEL_IN(src, 30 SECONDS)
step_away(src,my_target,2)
INVOKE_ASYNC(src, PROC_REF(attack_loop))
/obj/effect/fake_attacker/Destroy()
if(my_target)
my_target.hallucinations -= src
return ..()
/obj/effect/fake_attacker/attackby(var/obj/item/P as obj, mob/user as mob)
step_away(src,my_target,2)
for(var/mob/M in oviewers(world.view,my_target))
to_chat(M, "<font color='red'><B>[my_target] flails around wildly.</B></font>")
my_target.show_message("<font color='red'><B>[src] has been attacked by [my_target] </B></font>", 1) //Lazy.
src.health -= P.damage_force
/obj/effect/fake_attacker/Crossed(var/mob/M, somenumber)
. = ..()
if(M == my_target)
step_away(src,my_target,2)
if(prob(30))
for(var/mob/O in oviewers(world.view , my_target))
to_chat(O, "<font color='red'><B>[my_target] stumbles around.</B></font>")
/obj/effect/fake_attacker/proc/updateimage()
if(src.dir == NORTH)
qdel(src.currentimage)
src.currentimage = new /image(up,src)
else if(src.dir == SOUTH)
qdel(src.currentimage)
src.currentimage = new /image(down,src)
else if(src.dir == EAST)
qdel(src.currentimage)
src.currentimage = new /image(right,src)
else if(src.dir == WEST)
qdel(src.currentimage)
src.currentimage = new /image(left,src)
SEND_IMAGE(my_target, currentimage)
/obj/effect/fake_attacker/proc/attack_loop()
while(1)
sleep(rand(5,10))
if(QDELETED(src))
return
if(src.health < 0)
collapse()
continue
if(get_dist(src,my_target) > 1)
src.setDir(get_dir(src,my_target))
step_towards(src,my_target)
updateimage()
else
if(prob(15))
if(weapon_name)
SEND_SOUND(my_target, sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')))
my_target.show_message("<font color='red'><B>[my_target] has been attacked with [weapon_name] by [src.name] </B></font>", 1)
my_target.halloss += 8
if(prob(20)) my_target.eye_blurry += 3
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
else
SEND_SOUND(my_target, sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')))
my_target.show_message("<font color='red'><B>[src.name] has punched [my_target]!</B></font>", 1)
my_target.halloss += 4
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
if(prob(15))
step_away(src,my_target,2)
/obj/effect/fake_attacker/proc/collapse()
collapse = 1
updateimage()
/proc/fake_blood(var/mob/target)
var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
O.name = "blood"
var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
SEND_IMAGE(target, I)
spawn(300)
qdel(O)
/proc/fake_attack(var/mob/living/target)
var/list/possible_clones = new/list()
var/mob/living/carbon/human/clone = null
var/clone_weapon = null
for(var/mob/living/carbon/human/H in living_mob_list)
if(H.stat || H.lying)
continue
possible_clones += H
// clone = H
// break //changed the code a bit. Less randomised, but less work to do. Should be ok, world.contents aren't stored in any particular order.
if(!possible_clones.len)
return
clone = pick(possible_clones)
if(!clone)
return
//var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(outside_range(target))
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(target.loc)
// meta-able but whatever we can redo later.
F.weap = clone.get_active_held_item() || clone.get_inactive_held_item()
F.name = clone.name
F.my_target = target
F.weapon_name = clone_weapon
target.hallucinations += F
F.left = image(clone,dir = WEST)
F.right = image(clone,dir = EAST)
F.up = image(clone,dir = NORTH)
F.down = image(clone,dir = SOUTH)
F.updateimage()