TG: Adds Halloss as a damage type weapons can do. Halloss can be healed by

sleeping.  Halloss now effects the interface more fully.
Adds a holodeck to fitness!
Tensioner now respects antagonist preferences (Mmph.  More antagonist for me.)
More flailing attempts to fix the tensioner assigning braindead people.  (How?)
Revision: r3342
Author: 	 VivianFoxfoot
This commit is contained in:
Ren Erthilo
2012-04-29 23:16:02 +01:00
parent 1c661ab5ea
commit c467b4f84e
10 changed files with 735 additions and 61 deletions
+1
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@@ -533,6 +533,7 @@
#include "code\game\machinery\computer\communications.dm"
#include "code\game\machinery\computer\computer.dm"
#include "code\game\machinery\computer\crew.dm"
#include "code\game\machinery\computer\HolodeckControl.dm"
#include "code\game\machinery\computer\hologram.dm"
#include "code\game\machinery\computer\id.dm"
#include "code\game\machinery\computer\lockdown.dm"
+166
View File
@@ -1534,6 +1534,172 @@ proc/listclearnulls(list/list)
proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
if(!original)
return null
var/obj/O = null
if(sameloc)
O=new original.type(original.loc)
else
O=new original.type(locate(0,0,0))
if(perfectcopy)
if((O) && (original))
for(var/V in original.vars)
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key")))
O.vars[V] = original.vars[V]
return O
/area/proc/copy_contents_to(var/area/A , var/platingRequired = 0 )
//Takes: Area. Optional: If it should copy to areas that don't have plating
//Returns: Nothing.
//Notes: Attempts to move the contents of one area to another area.
// Movement based on lower left corner. Tiles that do not fit
// into the new area will not be moved.
if(!A || !src) return 0
var/list/turfs_src = get_area_turfs(src.type)
var/list/turfs_trg = get_area_turfs(A.type)
var/src_min_x = 0
var/src_min_y = 0
for (var/turf/T in turfs_src)
if(T.x < src_min_x || !src_min_x) src_min_x = T.x
if(T.y < src_min_y || !src_min_y) src_min_y = T.y
var/trg_min_x = 0
var/trg_min_y = 0
for (var/turf/T in turfs_trg)
if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x
if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y
var/list/refined_src = new/list()
for(var/turf/T in turfs_src)
refined_src += T
refined_src[T] = new/datum/coords
var/datum/coords/C = refined_src[T]
C.x_pos = (T.x - src_min_x)
C.y_pos = (T.y - src_min_y)
var/list/refined_trg = new/list()
for(var/turf/T in turfs_trg)
refined_trg += T
refined_trg[T] = new/datum/coords
var/datum/coords/C = refined_trg[T]
C.x_pos = (T.x - trg_min_x)
C.y_pos = (T.y - trg_min_y)
var/list/toupdate = new/list()
var/copiedobjs = list()
moving:
for (var/turf/T in refined_src)
var/datum/coords/C_src = refined_src[T]
for (var/turf/B in refined_trg)
var/datum/coords/C_trg = refined_trg[B]
if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos)
var/old_dir1 = T.dir
var/old_icon_state1 = T.icon_state
var/old_icon1 = T.icon
if(platingRequired)
if(istype(B, /turf/space))
continue moving
var/turf/X = new T.type(B)
X.dir = old_dir1
X.icon_state = old_icon_state1
X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
var/list/objs = new/list()
var/list/newobjs = new/list()
var/list/mobs = new/list()
var/list/newmobs = new/list()
for(var/obj/O in T)
if(!istype(O,/obj))
continue
objs += O
for(var/obj/O in objs)
newobjs += DuplicateObject(O , 1)
for(var/obj/O in newobjs)
O.loc = X
for(var/mob/M in T)
if(!istype(M,/mob))
continue
mobs += M
for(var/mob/M in mobs)
newmobs += DuplicateObject(M , 1)
for(var/mob/M in newmobs)
M.loc = X
copiedobjs += newobjs
copiedobjs += newmobs
for(var/V in T.vars)
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity", "sd_light_spill",)))
X.vars[V] = T.vars[V]
var/area/AR = X.loc
if(AR.sd_lighting)
X.opacity = !X.opacity
X.sd_SetOpacity(!X.opacity)
toupdate += X
refined_src -= T
refined_trg -= B
continue moving
var/list/doors = new/list()
if(toupdate.len)
for(var/turf/simulated/T1 in toupdate)
for(var/obj/machinery/door/D2 in T1)
doors += D2
if(T1.parent)
air_master.groups_to_rebuild += T1.parent
else
air_master.tiles_to_update += T1
for(var/obj/O in doors)
O:update_nearby_tiles(1)
return copiedobjs
proc/get_cardinal_dir(atom/A, atom/B)
var/dx = abs(B.x - A.x)
var/dy = abs(B.y - A.y)
@@ -0,0 +1,458 @@
/obj/machinery/computer/HolodeckControl
name = "Holodeck Control Computer"
desc = "A computer used to control a nearby holodeck."
icon_state = "computer_generic"
var/area/linkedholodeck = null
var/area/target = null
var/active = 0
var/list/holographic_items = list()
var/damaged = 0
attack_ai(var/mob/user as mob)
return src.attack_hand(user)
attack_paw(var/mob/user as mob)
return
attack_hand(var/mob/user as mob)
if(..())
return
user.machine = src
var/dat
dat += "<B>Holodeck Control System</B><BR>"
dat += "<HR>Current Loaded Programs:<BR>"
dat += "<A href='?src=\ref[src];emptycourt=1'>((Empty Court)</font>)</A><BR>"
dat += "<A href='?src=\ref[src];boxingcourt=1'>((Boxing Court)</font>)</A><BR>"
dat += "<A href='?src=\ref[src];thunderdomecourt=1'>((Thunderdome Court)</font>)</A><BR>"
dat += "<A href='?src=\ref[src];beach=1'>((Beach)</font>)</A><BR>"
// dat += "<A href='?src=\ref[src];turnoff=1'>((Shutdown System)</font>)</A><BR>"
dat += "Please ensure that only holographic weapons are used in the holodeck if a combat simulation has been loaded.<BR>"
if(issilicon(user) && !emagged)
dat += "<A href='?src=\ref[src];AIoverride=1'>(<font color=red>Override Safety Protocols?</font>)</A><BR>"
if(emagged)
dat += "<A href='?src=\ref[src];burntest=1'>(<font color=red>Begin Atmospheric Burn Simulation</font>)</A><BR>"
dat += "Ensure the holodeck is empty before testing.<BR>"
dat += "<BR>"
dat += "<A href='?src=\ref[src];wildlifecarp=1'>(<font color=red>Begin Wildlife Simulation</font>)</A><BR>"
dat += "Ensure the holodeck is empty before testing.<BR>"
dat += "<BR>"
dat += "Safety Protocols are <font color=red> DISABLED </font><BR>"
else
dat += "<BR>"
dat += "Safety Protocols are <font color=green> ENABLED </font><BR>"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
Topic(href, href_list)
if(..())
return
if((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if(href_list["emptycourt"])
target = locate(/area/holodeck/source_emptycourt)
if(target)
loadProgram(target)
else if(href_list["boxingcourt"])
target = locate(/area/holodeck/source_boxingcourt)
if(target)
loadProgram(target)
else if(href_list["thunderdomecourt"])
target = locate(/area/holodeck/source_thunderdomecourt)
if(target)
loadProgram(target)
else if(href_list["beach"])
target = locate(/area/holodeck/source_beach)
if(target)
loadProgram(target)
else if(href_list["turnoff"])
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
else if(href_list["burntest"])
target = locate(/area/holodeck/source_burntest)
if(target)
loadProgram(target)
else if(href_list["wildlifecarp"])
target = locate(/area/holodeck/source_wildlife)
if(target)
loadProgram(target)
else if(href_list["AIoverride"])
emagged = 1
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/HolodeckControl/attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
/* if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
*/
if(istype(D, /obj/item/weapon/card/emag) && !emagged)
playsound(src.loc, 'sparks4.ogg', 75, 1)
emagged = 1
user << "\blue You vastly increase projector power and override the safety and security protocols."
user << "Warning. Automatic shutoff and derezing protocols have been corrupted. Please call Nanotrasen maintence and do not use the simulator."
src.updateUsrDialog()
return
/obj/machinery/computer/HolodeckControl/New()
..()
linkedholodeck = locate(/area/holodeck/alphadeck)
//if(linkedholodeck)
// target = locate(/area/holodeck/source_emptycourt)
// if(target)
// loadProgram(target)
/obj/machinery/computer/HolodeckControl/process()
if(active)
if(!checkInteg(linkedholodeck))
damaged = 1
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
active = 0
for(var/mob/M in range(10,src))
M.show_message("The holodeck overloads!")
for(var/turf/T in linkedholodeck)
if(prob(30))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
T.ex_act(3)
T.hotspot_expose(1000,500,1)
for(var/item in holographic_items)
if(!(get_turf(item) in linkedholodeck))
derez(item, 0)
/obj/machinery/computer/HolodeckControl/proc/derez(var/obj , var/silent = 1)
holographic_items.Remove(obj)
if(istype(obj , /obj/))
if(istype(obj:loc , /mob/))
var/mob/M = obj:loc
M.drop_from_slot(obj)
if(!silent)
var/obj/oldobj = obj
for(var/mob/M in viewers(world.view,get_turf(obj)))
M << "The [oldobj.name] fades away!"
del(obj)
/obj/machinery/computer/HolodeckControl/proc/checkInteg(var/area/A)
for(var/turf/T in A)
if(istype(T, /turf/space))
return 0
return 1
/obj/machinery/computer/HolodeckControl/proc/togglePower(var/toggleOn = 0)
if(toggleOn)
var/area/targetsource = locate(/area/holodeck/source_emptycourt)
holographic_items = targetsource.copy_contents_to(linkedholodeck)
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
if(L.name=="Atmospheric Test Start")
spawn(20)
var/turf/T = get_turf(L)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
if(T)
T.temperature = 5000
T.hotspot_expose(50000,50000,1)
active = 1
else
for(var/item in holographic_items)
derez(item)
var/area/targetsource = locate(/area/holodeck/source_plating)
targetsource.copy_contents_to(linkedholodeck , 1)
active = 0
/obj/machinery/computer/HolodeckControl/proc/loadProgram(var/area/A)
active = 1
for(var/item in holographic_items)
derez(item)
for(var/obj/effect/decal/cleanable/blood/B in linkedholodeck)
del(B)
holographic_items = A.copy_contents_to(linkedholodeck , 1)
if(emagged)
for(var/obj/item/weapon/melee/energy/sword/holosword/H in linkedholodeck)
H.damtype = BRUTE
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
if(L.name=="Atmospheric Test Start")
spawn(20)
var/turf/T = get_turf(L)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
if(T)
T.temperature = 5000
T.hotspot_expose(50000,50000,1)
// Holographic Items!
/turf/simulated/floor/holofloor/
thermal_conductivity = 0
/turf/simulated/floor/holofloor/grass
name = "Lush Grass"
icon_state = "grass1"
floor_tile = new/obj/item/stack/tile/grass
New()
floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
icon_state = "grass[pick("1","2","3","4")]"
..()
spawn(4)
update_icon()
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
// HOLOFLOOR DOES NOT GIVE A FUCK
/obj/structure/table/holotable
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'structures.dmi'
icon_state = "table"
density = 1
anchored = 1.0
layer = 2.8
/obj/structure/table/holotable/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/table/holotable/attack_alien(mob/user as mob) //Removed code for larva since it doesn't work. Previous code is now a larva ability. /N
return attack_hand(user)
/obj/structure/table/holotable/attack_animal(mob/living/simple_animal/user as mob) //Removed code for larva since it doesn't work. Previous code is now a larva ability. /N
return attack_hand(user)
/obj/structure/table/holotable/attack_hand(mob/user as mob)
return // HOLOTABLE DOES NOT GIVE A FUCK
/obj/structure/table/holotable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(G.state<2)
user << "\red You need a better grip to do that!"
return
G.affecting.loc = src.loc
G.affecting.Weaken(5)
for(var/mob/O in viewers(world.view, src))
if (O.client)
O << text("\red [] puts [] on the table.", G.assailant, G.affecting)
del(W)
return
if (istype(W, /obj/item/weapon/wrench))
user << "It's a holotable! There are no bolts!"
return
if(isrobot(user))
return
/obj/item/clothing/gloves/boxing/hologlove
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
/obj/structure/holowindow
name = "reinforced window"
icon = 'structures.dmi'
icon_state = "rwindow"
desc = "A window."
density = 1
layer = 3.2//Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
/obj/structure/holowindow/Del()
..()
/obj/item/weapon/melee/energy/sword/holosword
damtype = HALLOSS
/obj/item/weapon/melee/energy/sword/holosword/green
New()
color = "green"
/obj/item/weapon/melee/energy/sword/holosword/red
New()
color = "red"
/obj/machinery/readybutton
name = "Ready Declaration Device"
desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
icon = 'monitors.dmi'
icon_state = "auth_off"
var/ready = 0
var/area/currentarea = null
var/eventstarted = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
/obj/machinery/readybutton/attack_ai(mob/user as mob)
user << "The station AI is not to interact with these devices"
return
/obj/machinery/readybutton/attack_paw(mob/user as mob)
user << "You are too primitive to use this device"
return
/obj/machinery/readybutton/New()
..()
/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob)
user << "The device is a solid button, there's nothing you can do with it!"
/obj/machinery/readybutton/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN))
user << "This device is not powered."
return
currentarea = get_area(src.loc)
if(!currentarea)
del(src)
if(eventstarted)
usr << "The event has already begun!"
return
ready = !ready
update_icon()
var/numbuttons = 0
var/numready = 0
for(var/obj/machinery/readybutton/button in currentarea)
numbuttons++
if (button.ready)
numready++
if(numbuttons == numready)
begin_event()
/obj/machinery/readybutton/update_icon()
if(ready)
icon_state = "auth_on"
else
icon_state = "auth_off"
/obj/machinery/readybutton/proc/begin_event()
eventstarted = 1
for(var/obj/structure/holowindow/W in currentarea)
del(W)
for(var/mob/M in currentarea)
M << "FIGHT!"
@@ -32,6 +32,30 @@
visible_message("\red <B>[src] has been touched with the stun gloves by [M]!</B>")
return
if(istype(M.gloves , /obj/item/clothing/gloves/boxing/hologlove))
var/damage = rand(0, 9)
if(!damage)
playsound(loc, 'punchmiss.ogg', 25, 1, -1)
visible_message("\red <B>[M] has attempted to punch [src]!</B>")
return 0
var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
var/armor_block = run_armor_check(affecting, "melee")
if(M.mutations & HULK) damage += 5
playsound(loc, "punch", 25, 1, -1)
visible_message("\red <B>[M] has punched [src]!</B>")
apply_damage(damage, HALLOSS, affecting, armor_block)
if(damage >= 9)
visible_message("\red <B>[M] has weakened [src]!</B>")
apply_effect(4, WEAKEN, armor_block)
UpdateDamageIcon()
return
switch(M.a_intent)
if("help")
if(health > 0)
@@ -143,7 +143,7 @@ emp_act
apply_damage(power, I.damtype, affecting, armor, is_cut(I), I.name)
var/bloody = 0
if((I.damtype == BRUTE) && prob(25 + is_sharp(I) * 50 + (I.force * 2)))
if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + is_sharp(I) * 50 + (I.force * 2)))
I.add_blood(src) //Make the weapon bloody, not the person.
bloody = 1
var/turf/location = loc
+17 -3
View File
@@ -186,15 +186,29 @@
// a.hallucinate(src)
if(!handling_hal && hallucination > 20)
spawn handle_hallucinations() //The not boring kind!
hallucination = max(hallucination - 2, 0)
if(hallucination <= 2)
halloss = 0
hallucination = 0
else
hallucination -= 2
//if(health < 0)
// for(var/obj/a in hallucinations)
// del a
else
halloss = 0
//halloss = 0
for(var/atom/a in hallucinations)
del a
if(halloss > 100)
src << "You're too tired to keep going..."
for(var/mob/O in viewers(src, null))
if(O == src)
continue
O.show_message(text("\red <B>[src] slumps to the ground panting, too weak to continue fighting."), 1)
Paralyse(15)
setHalLoss(99)
if(mutations2 & mSmallsize)
if(!(pass_flags & PASSTABLE))
pass_flags |= PASSTABLE
@@ -927,7 +941,7 @@
if(getOxyLoss() > 50) Paralyse(3)
if(sleeping)
// adjustHalLoss(-5)
adjustHalLoss(-5)
if(paralysis <= 0)
Paralyse(2)
if (prob(10) && health && !hal_crit) spawn(0) emote("snore")
+1 -1
View File
@@ -3,7 +3,7 @@
// proc to find out in how much pain the mob is at the moment
/mob/living/carbon/proc/updateshock()
src.traumatic_shock = src.getOxyLoss() + src.getToxLoss() + src.getFireLoss() + 1.2*src.getBruteLoss() + 2*src.getCloneLoss()
src.traumatic_shock = src.getOxyLoss() + src.getToxLoss() + src.getFireLoss() + 1.2*src.getBruteLoss() + 2*src.getCloneLoss() + src.halloss
if(reagents.has_reagent("alkysine"))
src.traumatic_shock -= 10
if(reagents.has_reagent("inaprovaline"))
+4 -1
View File
@@ -22,18 +22,21 @@
adjustOxyLoss(damage/(blocked+1))
if(CLONE)
adjustCloneLoss(damage/(blocked+1))
if(HALLOSS)
adjustHalLoss(damage/(blocked+1))
UpdateDamageIcon()
updatehealth()
return 1
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/def_zone = null, var/blocked = 0)
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/def_zone = null, var/blocked = 0, var/halloss = 0)
if(blocked >= 2) return 0
if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
if(burn) apply_damage(burn, BURN, def_zone, blocked)
if(tox) apply_damage(tox, TOX, def_zone, blocked)
if(oxy) apply_damage(oxy, OXY, def_zone, blocked)
if(clone) apply_damage(clone, CLONE, def_zone, blocked)
if(halloss) apply_damage(halloss, HALLOSS, def_zone, blocked)
return 1
+63
View File
@@ -1149,3 +1149,66 @@ note dizziness decrements automatically in the mob's Life() proc.
/mob/proc/AdjustParalysis(amount)
paralysis = max(paralysis + amount,0)
return
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching
/mob/proc/getBruteLoss()
return bruteloss
/mob/proc/adjustBruteLoss(var/amount)
bruteloss = max(bruteloss + amount, 0)
/mob/proc/getOxyLoss()
return oxyloss
/mob/proc/adjustOxyLoss(var/amount)
oxyloss = max(oxyloss + amount, 0)
/mob/proc/setOxyLoss(var/amount)
oxyloss = amount
/mob/proc/getToxLoss()
return toxloss
/mob/proc/adjustToxLoss(var/amount)
toxloss = max(toxloss + amount, 0)
/mob/proc/setToxLoss(var/amount)
toxloss = amount
/mob/proc/getFireLoss()
return fireloss
/mob/proc/adjustFireLoss(var/amount)
fireloss = max(fireloss + amount, 0)
/mob/proc/getCloneLoss()
return cloneloss
/mob/proc/adjustCloneLoss(var/amount)
cloneloss = max(cloneloss + amount, 0)
/mob/proc/setCloneLoss(var/amount)
cloneloss = amount
/mob/proc/getHalLoss()
return halloss
/mob/proc/adjustHalLoss(var/amount)
halloss = max(halloss + amount, 0)
/mob/proc/setHalLoss(var/amount)
halloss = amount
/mob/proc/getBrainLoss()
return brainloss
/mob/proc/adjustBrainLoss(var/amount)
brainloss = max(brainloss + amount, 0)
/mob/proc/setBrainLoss(var/amount)
brainloss = amount
// ++++ROCKDTBEN++++ MOB PROCS //END
-55
View File
@@ -288,58 +288,3 @@ the mob is also allowed to move without any sort of restriction. For instance, i
//Singularity wants you!
var/grav_delay = 0
var/being_strangled = 0
// ++++ROCKDTBEN++++ MOB PROCS
/mob/proc/getBruteLoss()
return bruteloss
/mob/proc/adjustBruteLoss(var/amount)
bruteloss = max(bruteloss + amount, 0)
/mob/proc/getOxyLoss()
return oxyloss
/mob/proc/adjustOxyLoss(var/amount)
oxyloss = max(oxyloss + amount, 0)
/mob/proc/setOxyLoss(var/amount)
oxyloss = amount
/mob/proc/getToxLoss()
return toxloss
/mob/proc/adjustToxLoss(var/amount)
toxloss = max(toxloss + amount, 0)
/mob/proc/setToxLoss(var/amount)
toxloss = amount
/mob/proc/getFireLoss()
return fireloss
/mob/proc/adjustFireLoss(var/amount)
fireloss = max(fireloss + amount, 0)
/mob/proc/getCloneLoss()
return cloneloss
/mob/proc/adjustCloneLoss(var/amount)
cloneloss = max(cloneloss + amount, 0)
/mob/proc/setCloneLoss(var/amount)
cloneloss = amount
/mob/proc/getBrainLoss()
return brainloss
/mob/proc/adjustBrainLoss(var/amount)
brainloss = max(brainloss + amount, 0)
/mob/proc/setBrainLoss(var/amount)
brainloss = amount
// ++++ROCKDTBEN++++ MOB PROCS //END