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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 11:34:19 +01:00
Life refactor (#13471)
* Life Refactor WIP * part 2 * part 3 * runtime fix * newlines * tweaks * perspective checks * fixes * remote view tweaks * more fixes * robot fixes * better updating * cleaned up icon procs * less proc call overhead * performance gains * more optimization * shorter lists, removal of unecesary code * gene OOP and dna styling cleanup * oops * axe disabilities * typeless loop * various tweaks and fixes * brain checks * runtime fixes * cryo vision fixes
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@@ -19,7 +19,7 @@
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L.buckled = 0
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L.anchored = 0
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L.forceMove(src)
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L.disabilities += MUTE
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L.mutations |= MUTE
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max_integrity = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
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intialTox = L.getToxLoss()
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intialFire = L.getFireLoss()
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@@ -69,7 +69,7 @@
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for(var/mob/living/M in src)
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M.forceMove(loc)
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M.disabilities -= MUTE
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M.mutations -= MUTE
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M.take_overall_damage((M.health - obj_integrity - 100),0) //any new damage the statue incurred is transfered to the mob
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..()
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@@ -144,9 +144,7 @@
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if(istype(mob, /mob) && mob.client)
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// If the pod is not in a tube at all, you can get out at any time.
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if(!(locate(/obj/structure/transit_tube) in loc))
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mob.loc = loc
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mob.client.Move(get_step(loc, direction), direction)
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mob.reset_perspective(null)
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mob.forceMove(loc)
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//if(moving && istype(loc, /turf/space))
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// Todo: If you get out of a moving pod in space, you should move as well.
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@@ -158,9 +156,7 @@
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if(!station.pod_moving)
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if(direction == station.dir)
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if(station.icon_state == "open")
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mob.loc = loc
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mob.client.Move(get_step(loc, direction), direction)
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mob.reset_perspective(null)
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mob.forceMove(loc)
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else
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station.open_animation()
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@@ -411,7 +411,7 @@
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M.l_hand.clean_blood()
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if(M.back)
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if(M.back.clean_blood())
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M.update_inv_back(0)
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M.update_inv_back()
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/washgloves = 1
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@@ -437,38 +437,38 @@
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if(H.head)
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if(H.head.clean_blood())
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H.update_inv_head(0,0)
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H.update_inv_head()
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if(H.wear_suit)
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if(H.wear_suit.clean_blood())
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H.update_inv_wear_suit(0,0)
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H.update_inv_wear_suit()
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else if(H.w_uniform)
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if(H.w_uniform.clean_blood())
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H.update_inv_w_uniform(0,0)
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H.update_inv_w_uniform()
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if(H.gloves && washgloves)
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if(H.gloves.clean_blood())
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H.update_inv_gloves(0,0)
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H.update_inv_gloves()
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if(H.shoes && washshoes)
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if(H.shoes.clean_blood())
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H.update_inv_shoes(0,0)
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H.update_inv_shoes()
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if(H.wear_mask && washmask)
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if(H.wear_mask.clean_blood())
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H.update_inv_wear_mask(0)
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H.update_inv_wear_mask()
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if(H.glasses && washglasses)
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if(H.glasses.clean_blood())
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H.update_inv_glasses(0)
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H.update_inv_glasses()
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if(H.l_ear && washears)
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if(H.l_ear.clean_blood())
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H.update_inv_ears(0)
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H.update_inv_ears()
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if(H.r_ear && washears)
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if(H.r_ear.clean_blood())
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H.update_inv_ears(0)
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H.update_inv_ears()
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if(H.belt)
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if(H.belt.clean_blood())
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H.update_inv_belt(0)
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H.update_inv_belt()
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else
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if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags
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if(M.wear_mask.clean_blood())
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M.update_inv_wear_mask(0)
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M.update_inv_wear_mask()
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else
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O.clean_blood()
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