Merge remote-tracking branch 'upstream/master' into HUNKE

This commit is contained in:
Fox-McCloud
2017-08-16 18:36:30 -04:00
502 changed files with 6483 additions and 15620 deletions
+1 -1
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@@ -657,7 +657,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
return FALSE
/mob/dead/observer/incapacitated()
/mob/dead/observer/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_lying = FALSE)
return TRUE
//this is a mob verb instead of atom for performance reasons
+4
View File
@@ -91,6 +91,10 @@
desc = "It's a small maintenance robot."
icon_state = "drone"
/obj/item/weapon/holder/drone/emagged
name = "maintenance drone"
icon_state = "drone-emagged"
/obj/item/weapon/holder/pai
name = "pAI"
desc = "It's a little robot."
@@ -153,14 +153,10 @@
return has_fine_manipulation
/mob/living/carbon/alien/Stat()
..()
statpanel("Status")
stat(null, "Intent: [a_intent]")
stat(null, "Move Mode: [m_intent]")
..()
show_stat_emergency_shuttle_eta()
/mob/living/carbon/alien/SetStunned(amount, updating = 1, force = 0)
@@ -1,11 +1,8 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/mob/living/carbon/alien/humanoid
oxygen_alert = 0
toxins_alert = 0
fire_alert = 0
pass_flags = PASSTABLE
var/temperature_alert = 0
/mob/living/carbon/alien/humanoid/Life()
@@ -1,8 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/mob/living/carbon/alien/larva
var/temperature_alert = 0
/mob/living/carbon/alien/larva/Life()
if(..()) //still breathing
// GROW!
@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
//TODO: Make these simple_animals
var/const/MIN_IMPREGNATION_TIME = 100 //time it takes to impregnate someone
@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/mmi
name = "Man-Machine Interface"
desc = "The Warrior's bland acronym, MMI, obscures the true horror of this monstrosity."
@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/mob/living/carbon/brain
var/obj/item/container = null
var/timeofhostdeath = 0
@@ -25,12 +25,14 @@
to_chat(user, "<span class='notice'>You carefully locate the manual activation switch and start the positronic brain's boot process.</span>")
icon_state = "posibrain-searching"
ghost_volunteers.Cut()
src.searching = 1
src.request_player()
searching = 1
request_player()
spawn(600)
if(ghost_volunteers.len)
var/mob/dead/observer/O = pick(ghost_volunteers)
if(check_observer(O))
var/mob/dead/observer/O
while(!istype(O) && ghost_volunteers.len)
O = pick_n_take(ghost_volunteers)
if(istype(O) && check_observer(O))
transfer_personality(O)
reset_search()
else
+36 -22
View File
@@ -19,6 +19,10 @@
/mob/living/carbon/Destroy()
QDEL_LIST(internal_organs)
QDEL_LIST(stomach_contents)
var/mob/living/simple_animal/borer/B = has_brain_worms()
if(B)
B.leave_host()
qdel(B)
remove_from_all_data_huds()
return ..()
@@ -216,15 +220,18 @@
"<span class='notice'>You check yourself for injuries.</span>" \
)
for(var/obj/item/organ/external/org in H.bodyparts)
var/list/missing = list("head", "chest", "groin", "l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")
for(var/X in H.bodyparts)
var/obj/item/organ/external/LB = X
missing -= LB.limb_name
var/status = ""
var/brutedamage = org.brute_dam
var/burndamage = org.burn_dam
var/brutedamage = LB.brute_dam
var/burndamage = LB.burn_dam
if(brutedamage > 0)
status = "bruised"
if(brutedamage > 20)
status = "bleeding"
status = "battered"
if(brutedamage > 40)
status = "mangled"
if(brutedamage > 0 && burndamage > 0)
@@ -236,17 +243,20 @@
status += "blistered"
else if(burndamage > 0)
status += "numb"
if(org.status & ORGAN_DESTROYED)
status = "MISSING!"
if(org.status & ORGAN_MUTATED)
if(LB.status & ORGAN_MUTATED)
status = "weirdly shapen."
if(status == "")
status = "OK"
src.show_message(text("\t []My [] is [].",status=="OK"?"<span class='notice'></span>":"<span class='warning'></span>",org.name,status),1)
to_chat(src, "\t <span class='[status == "OK" ? "notice" : "warning"]'>Your [LB.name] is [status].</span>")
for(var/obj/item/I in org.embedded_objects)
to_chat(src, "\t <a href='byond://?src=[UID()];embedded_object=[I.UID()];embedded_limb=[org.UID()]' class='warning'>There is \a [I] embedded in your [org.name]!</a>")
for(var/obj/item/I in LB.embedded_objects)
to_chat(src, "\t <a href='byond://?src=[UID()];embedded_object=[I.UID()];embedded_limb=[LB.UID()]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
for(var/t in missing)
to_chat(src, "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>")
if(H.bleed_rate)
to_chat(src, "<span class='danger'>You are bleeding!</span>")
if(staminaloss)
if(staminaloss > 30)
to_chat(src, "<span class='info'>You're completely exhausted.</span>")
@@ -295,7 +305,9 @@
)
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/H = src
if(H.w_uniform)
if(H.wear_suit)
H.wear_suit.add_fingerprint(M)
else if(H.w_uniform)
H.w_uniform.add_fingerprint(M)
/mob/living/carbon/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
@@ -315,15 +327,15 @@
if(1)
to_chat(src, "<span class='warning'>Your eyes sting a little.</span>")
if(prob(40)) //waiting on carbon organs
E.damage += 1
E.take_damage(1, 1)
if(2)
to_chat(src, "<span class='warning'>Your eyes burn.</span>")
E.damage += rand(2, 4)
E.take_damage(rand(2, 4), 1)
else
to_chat(src, "Your eyes itch and burn severely!</span>")
E.damage += rand(12, 16)
E.take_damage(rand(12, 16), 1)
if(E.damage > E.min_bruised_damage)
AdjustEyeBlind(damage)
@@ -885,11 +897,11 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
..()
/mob/living/carbon/Stat()
..()
if(statpanel("Status"))
var/obj/item/organ/internal/xenos/plasmavessel/vessel = get_int_organ(/obj/item/organ/internal/xenos/plasmavessel)
if(vessel)
stat(null, "Plasma Stored: [vessel.stored_plasma]/[vessel.max_plasma]")
..()
/mob/living/carbon/get_all_slots()
return list(l_hand,
@@ -928,7 +940,7 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
W.plane = initial(W.plane)
/mob/living/carbon/proc/slip(var/description, var/stun, var/weaken, var/tilesSlipped, var/walkSafely, var/slipAny)
/mob/living/carbon/proc/slip(description, stun, weaken, tilesSlipped, walkSafely, slipAny, slipVerb = "slip")
if(flying || buckled || (walkSafely && m_intent == MOVE_INTENT_WALK))
return 0
if((lying) && (!(tilesSlipped)))
@@ -936,16 +948,16 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
if(!(slipAny))
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
if((isobj(H.shoes) && H.shoes.flags & NOSLIP) || H.species.bodyflags & FEET_NOSLIP)
if(isobj(H.shoes) && H.shoes.flags & NOSLIP)
return 0
if(tilesSlipped)
for(var/t = 0, t<=tilesSlipped, t++)
spawn (t) step(src, src.dir)
stop_pulling()
to_chat(src, "<span class='notice'>You slipped on [description]!</span>")
to_chat(src, "<span class='notice'>You [slipVerb]ped on [description]!</span>")
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
if(stun)
Stun(stun)
// Something something don't run with scissors
Stun(stun)
Weaken(weaken)
return 1
@@ -969,7 +981,7 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
else
if(!forceFed(toEat, user, fullness))
return 0
consume(toEat, bitesize_override)
consume(toEat, bitesize_override, taste = toEat.taste)
score_foodeaten++
return 1
@@ -1022,7 +1034,7 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
/*TO DO - If/when stomach organs are introduced, override this at the human level sending the item to the stomach
so that different stomachs can handle things in different ways VB*/
/mob/living/carbon/proc/consume(var/obj/item/weapon/reagent_containers/food/toEat, var/bitesize_override)
/mob/living/carbon/proc/consume(var/obj/item/weapon/reagent_containers/food/toEat, var/bitesize_override, var/taste = TRUE)
var/this_bite = bitesize_override ? bitesize_override : toEat.bitesize
if(!toEat.reagents)
return
@@ -1031,6 +1043,8 @@ so that different stomachs can handle things in different ways VB*/
if(toEat.consume_sound)
playsound(loc, toEat.consume_sound, rand(10,50), 1)
if(toEat.reagents.total_volume)
if(taste)
taste_reagents(toEat.reagents)
var/fraction = min(this_bite/toEat.reagents.total_volume, 1)
toEat.reagents.reaction(src, toEat.apply_type, fraction)
toEat.reagents.trans_to(src, this_bite*toEat.transfer_efficiency)
@@ -40,3 +40,7 @@
if(D.IsSpreadByTouch())
ContractDisease(D)
return 0
/mob/living/carbon/is_mouth_covered(head_only = FALSE, mask_only = FALSE)
if((!mask_only && head && (head.flags_cover & HEADCOVERSMOUTH)) || (!head_only && wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH)))
return TRUE
@@ -8,14 +8,14 @@
var/life_tick = 0 // The amount of life ticks that have processed on this mob.
// total amount of wounds on mob, used to spread out healing and the like over all wounds
var/number_wounds = 0
var/obj/item/handcuffed = null //Whether or not the mob is handcuffed
var/obj/item/legcuffed = null //Same as handcuffs but for legs. Bear traps use this.
var/obj/item/head = null
var/obj/item/clothing/suit/wear_suit = null //TODO: necessary? Are they even used? ~Carn
var/mob/living/simple_animal/borer/borer = null
//Active emote/pose
var/pose = null
@@ -210,19 +210,14 @@
H.ha_style = "None"
update_head_accessory()
/mob/living/carbon/human/proc/change_eye_color(var/red, var/green, var/blue, update_dna = 1)
/mob/living/carbon/human/proc/change_eye_color(var/colour = "#000000", update_dna = 1)
// Update the main DNA datum, then sync the change across the organs
var/obj/item/organ/internal/eyes/eyes_organ = get_int_organ(/obj/item/organ/internal/eyes)
if(eyes_organ)
var/eyes_red = eyes_organ.eye_colour[1]
var/eyes_green = eyes_organ.eye_colour[2]
var/eyes_blue = eyes_organ.eye_colour[3]
if(red == eyes_red && green == eyes_green && blue == eyes_blue)
if(colour == eyes_organ.eye_colour)
return
eyes_organ.eye_colour[1] = red
eyes_organ.eye_colour[2] = green
eyes_organ.eye_colour[3] = blue
eyes_organ.eye_colour = colour
dna.eye_color_to_dna(eyes_organ)
eyes_organ.set_dna(dna)
@@ -233,68 +228,58 @@
update_body()
return 1
/mob/living/carbon/human/proc/change_hair_color(var/red, var/green, var/blue, var/secondary)
/mob/living/carbon/human/proc/change_hair_color(var/colour = "#000000", var/secondary)
var/obj/item/organ/external/head/H = get_organ("head")
if(!H)
return
if(!secondary)
if(red == H.r_hair && green == H.g_hair && blue == H.b_hair)
if(colour == H.hair_colour)
return
H.r_hair = red
H.g_hair = green
H.b_hair = blue
H.hair_colour = colour
else
if(red == H.r_hair_sec && green == H.g_hair_sec && blue == H.b_hair_sec)
if(colour == H.sec_hair_colour)
return
H.r_hair_sec = red
H.g_hair_sec = green
H.b_hair_sec = blue
H.sec_hair_colour = colour
update_hair()
return 1
/mob/living/carbon/human/proc/change_facial_hair_color(var/red, var/green, var/blue, var/secondary)
/mob/living/carbon/human/proc/change_facial_hair_color(var/colour = "#000000", var/secondary)
var/obj/item/organ/external/head/H = get_organ("head")
if(!H)
return
if(!secondary)
if(red == H.r_facial && green == H.g_facial && blue == H.b_facial)
if(colour == H.facial_colour)
return
H.r_facial = red
H.g_facial = green
H.b_facial = blue
H.facial_colour = colour
else
if(red == H.r_facial_sec && green == H.g_facial_sec && blue == H.b_facial_sec)
if(colour == H.sec_facial_colour)
return
H.r_facial_sec = red
H.g_facial_sec = green
H.b_facial_sec = blue
H.sec_facial_colour = colour
update_fhair()
return 1
/mob/living/carbon/human/proc/change_head_accessory_color(var/red, var/green, var/blue)
/mob/living/carbon/human/proc/change_head_accessory_color(var/colour = "#000000")
var/obj/item/organ/external/head/H = get_organ("head")
if(!H)
return
if(red == H.r_headacc && green == H.g_headacc && blue == H.b_headacc)
if(colour == H.headacc_colour)
return
H.r_headacc = red
H.g_headacc = green
H.b_headacc = blue
H.headacc_colour = colour
update_head_accessory()
return 1
/mob/living/carbon/human/proc/change_marking_color(var/colour, var/location = "body")
/mob/living/carbon/human/proc/change_marking_color(var/colour = "#000000", var/location = "body")
if(colour == m_colours[location])
return
@@ -307,13 +292,11 @@
return 1
/mob/living/carbon/human/proc/change_skin_color(var/red, var/green, var/blue)
if(red == r_skin && green == g_skin && blue == b_skin || !(species.bodyflags & HAS_SKIN_COLOR))
/mob/living/carbon/human/proc/change_skin_color(var/colour = "#000000")
if(colour == skin_colour || !(species.bodyflags & HAS_SKIN_COLOR))
return
r_skin = red
g_skin = green
b_skin = blue
skin_colour = colour
force_update_limbs()
update_body()
@@ -343,7 +326,7 @@
continue
if(blacklist.len && (current_species_name in blacklist))
continue
if((current_species.flags & IS_WHITELISTED) && !is_alien_whitelisted(src, current_species_name))
if((IS_WHITELISTED in current_species.species_traits) && !is_alien_whitelisted(src, current_species_name))
continue
valid_species += current_species_name
@@ -364,7 +347,7 @@
continue
if((H.gender == MALE && S.gender == FEMALE) || (H.gender == FEMALE && S.gender == MALE))
continue
if(H.species.flags & ALL_RPARTS) //If the user is a species who can have a robotic head...
if(H.species.bodyflags & ALL_RPARTS) //If the user is a species who can have a robotic head...
var/datum/robolimb/robohead = all_robolimbs[H.model]
if((H.species.name in S.species_allowed) && robohead.is_monitor && ((S.models_allowed && (robohead.company in S.models_allowed)) || !S.models_allowed)) //If this is a hair style native to the user's species, check to see if they have a head with an ipc-style screen and that the head's company is in the screen style's allowed models list.
valid_hairstyles += hairstyle //Give them their hairstyles if they do.
@@ -392,7 +375,7 @@
continue
if((H.gender == MALE && S.gender == FEMALE) || (H.gender == FEMALE && S.gender == MALE))
continue
if(H.species.flags & ALL_RPARTS) //If the user is a species who can have a robotic head...
if(H.species.bodyflags & ALL_RPARTS) //If the user is a species who can have a robotic head...
var/datum/robolimb/robohead = all_robolimbs[H.model]
if(H.species.name in S.species_allowed) //If this is a facial hair style native to the user's species...
if((H.species.name in S.species_allowed) && robohead.is_monitor && ((S.models_allowed && (robohead.company in S.models_allowed)) || !S.models_allowed)) //If this is a facial hair style native to the user's species, check to see if they have a head with an ipc-style screen and that the head's company is in the screen style's allowed models list.
@@ -446,7 +429,7 @@
continue
if(location == "head")
var/datum/sprite_accessory/body_markings/head/M = marking_styles_list[S.name]
if(H.species.flags & ALL_RPARTS)//If the user is a species that can have a robotic head...
if(H.species.bodyflags & ALL_RPARTS)//If the user is a species that can have a robotic head...
var/datum/robolimb/robohead = all_robolimbs[H.model]
if(!(S.models_allowed && (robohead.company in S.models_allowed))) //Make sure they don't get markings incompatible with their head.
continue
@@ -37,7 +37,7 @@
if(species.name == "Drask") //Only Drask can make whale noises
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
else
return
return
if("howl", "howls")
if (species.name == "Vulpkanin") //Only Vulpkanin can howl
on_CD = handle_emote_CD(100)
@@ -47,7 +47,7 @@
if (species.name == "Vulpkanin") //Only Vulpkanin can growl
on_CD = handle_emote_CD()
else
return
return
if("squish", "squishes")
var/found_slime_bodypart = 0
@@ -101,7 +101,7 @@
if("me") //OKAY SO RANT TIME, THIS FUCKING HAS TO BE HERE OR A SHITLOAD OF THINGS BREAK
return custom_emote(m_type, message) //DO YOU KNOW WHY SHIT BREAKS? BECAUSE SO MUCH OLDCODE CALLS mob.emote("me",1,"whatever_the_fuck_it_wants_to_emote")
//WHO THE FUCK THOUGHT THAT WAS A GOOD FUCKING IDEA!?!?
if("howl", "howls")
var/M = handle_emote_param(param) //Check to see if the param is valid (mob with the param name is in view).
message = "<B>[src]</B> howls[M ? " at [M]" : ""]!"
@@ -113,7 +113,7 @@
message = "<B>[src]</B> growls[M ? " at [M]" : ""]."
playsound(loc, "growls", 80, 0)
m_type = 2
if("ping", "pings")
var/M = handle_emote_param(param)
@@ -734,9 +734,9 @@
message = "<B>[src]</B> [species.scream_verb][M ? " at [M]" : ""]!"
m_type = 2
if(gender == FEMALE)
playsound(loc, "[species.female_scream_sound]", 80, 1, 0, pitch = get_age_pitch())
playsound(loc, "[species.female_scream_sound]", 80, 1, frequency = get_age_pitch())
else
playsound(loc, "[species.male_scream_sound]", 80, 1, 0, pitch = get_age_pitch()) //default to male screams if no gender is present.
playsound(loc, "[species.male_scream_sound]", 80, 1, frequency = get_age_pitch()) //default to male screams if no gender is present.
else
message = "<B>[src]</B> makes a very loud noise[M ? " at [M]" : ""]."
@@ -750,9 +750,9 @@
var/obj/item/organ/external/R = H.get_organ("r_hand")
var/left_hand_good = 0
var/right_hand_good = 0
if(L && (!(L.status & ORGAN_DESTROYED)) && (!(L.status & ORGAN_SPLINTED)) && (!(L.status & ORGAN_BROKEN)))
if(L && (!(L.status & ORGAN_SPLINTED)) && (!(L.status & ORGAN_BROKEN)))
left_hand_good = 1
if(R && (!(R.status & ORGAN_DESTROYED)) && (!(R.status & ORGAN_SPLINTED)) && (!(R.status & ORGAN_BROKEN)))
if(R && (!(R.status & ORGAN_SPLINTED)) && (!(R.status & ORGAN_BROKEN)))
right_hand_good = 1
if(!left_hand_good && !right_hand_good)
+126 -209
View File
@@ -191,16 +191,6 @@
//ID
if(wear_id)
/*var/id
if(istype(wear_id, /obj/item/device/pda))
var/obj/item/device/pda/pda = wear_id
id = pda.owner
else if(istype(wear_id, /obj/item/weapon/card/id)) //just in case something other than a PDA/ID card somehow gets in the ID slot :[
var/obj/item/weapon/card/id/idcard = wear_id
id = idcard.registered_name
if(id && (id != real_name) && (get_dist(src, user) <= 1) && prob(10))
msg += "<span class='warning'>[t_He] [t_is] wearing [bicon(wear_id)] \a [wear_id] yet something doesn't seem right...</span>\n"
else*/
msg += "[t_He] [t_is] wearing [bicon(wear_id)] \a [wear_id].\n"
//Jitters
@@ -212,36 +202,103 @@
if(100 to 200)
msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
//splints
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
var/obj/item/organ/external/o = get_organ(organ)
if(o && o.status & ORGAN_SPLINTED)
msg += "<span class='warning'>[t_He] [t_has] a splint on his [o.name]!</span>\n"
if(suiciding)
msg += "<span class='warning'>[t_He] appears to have commited suicide... there is no hope of recovery.</span>\n"
var/appears_dead = FALSE
if(stat == DEAD || (status_flags & FAKEDEATH))
appears_dead = TRUE
if(suiciding)
msg += "<span class='warning'>[t_He] appears to have committed suicide... there is no hope of recovery.</span>\n"
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life"
if(get_int_organ(/obj/item/organ/internal/brain))
if(!key)
var/foundghost = FALSE
if(mind)
for(var/mob/dead/observer/G in player_list)
if(G.mind == mind)
foundghost = TRUE
if(G.can_reenter_corpse == 0)
foundghost = FALSE
break
if(!foundghost)
msg += " and [t_his] soul has departed"
msg += "...</span>\n"
if(DWARF in mutations)
msg += "[t_He] [t_is] a halfling!\n"
var/distance = get_dist(user,src)
if(istype(user, /mob/dead/observer) || user.stat == 2) // ghosts can see anything
distance = 1
if(src.stat)
msg += "<span class='warning'>[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.</span>\n"
if((stat == 2 || src.health <= config.health_threshold_crit) && distance <= 3)
msg += "<span class='warning'>[t_He] does not appear to be breathing.</span>\n"
if(istype(user, /mob/living/carbon/human) && !user.stat && distance <= 1)
for(var/mob/O in viewers(user.loc, null))
O.show_message("[user] checks [src]'s pulse.", 1)
spawn(15)
if(distance <= 1 && user.stat != 1)
if(pulse == PULSE_NONE)
to_chat(user, "<span class='deadsay'>[t_He] has no pulse[src.client ? "" : " and [t_his] soul has departed"]...</span>")
else
to_chat(user, "<span class='deadsay'>[t_He] has a pulse!</span>")
if(!get_int_organ(/obj/item/organ/internal/brain))
msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
msg += "<span class='warning'>"
var/list/wound_flavor_text = list()
var/list/is_destroyed = list()
for(var/organ_tag in species.has_limbs)
var/list/organ_data = species.has_limbs[organ_tag]
var/organ_descriptor = organ_data["descriptor"]
is_destroyed["[organ_data["descriptor"]]"] = 1
var/obj/item/organ/external/E = bodyparts_by_name[organ_tag]
if(!E)
wound_flavor_text["[organ_tag]"] = "<B>[t_He] [t_is] missing [t_his] [organ_descriptor].</B>\n"
else
if(!isSynthetic())
if(E.status & ORGAN_ROBOT)
wound_flavor_text["[E.limb_name]"] = "[t_He] [t_has] a robotic [E.name]!\n"
else if(E.status & ORGAN_SPLINTED)
wound_flavor_text["[E.limb_name]"] = "[t_He] [t_has] a splint on his [E.name]!\n"
for(var/obj/item/I in E.embedded_objects)
msg += "<B>[t_He] [t_has] \a [bicon(I)] [I] embedded in [t_his] [E.name]!</B>\n"
//Handles the text strings being added to the actual description.
//If they have something that covers the limb, and it is not missing, put flavortext. If it is covered but bleeding, add other flavortext.
if(wound_flavor_text["head"] && (is_destroyed["head"] || (!skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))))
msg += wound_flavor_text["head"]
if(wound_flavor_text["chest"] && !w_uniform && !skipjumpsuit) //No need. A missing chest gibs you.
msg += wound_flavor_text["chest"]
if(wound_flavor_text["l_arm"] && (is_destroyed["left arm"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["l_arm"]
if(wound_flavor_text["l_hand"] && (is_destroyed["left hand"] || (!gloves && !skipgloves)))
msg += wound_flavor_text["l_hand"]
if(wound_flavor_text["r_arm"] && (is_destroyed["right arm"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["r_arm"]
if(wound_flavor_text["r_hand"] && (is_destroyed["right hand"] || (!gloves && !skipgloves)))
msg += wound_flavor_text["r_hand"]
if(wound_flavor_text["groin"] && (is_destroyed["groin"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["groin"]
if(wound_flavor_text["l_leg"] && (is_destroyed["left leg"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["l_leg"]
if(wound_flavor_text["l_foot"]&& (is_destroyed["left foot"] || (!shoes && !skipshoes)))
msg += wound_flavor_text["l_foot"]
if(wound_flavor_text["r_leg"] && (is_destroyed["right leg"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["r_leg"]
if(wound_flavor_text["r_foot"]&& (is_destroyed["right foot"] || (!shoes && !skipshoes)))
msg += wound_flavor_text["r_foot"]
var/temp = getBruteLoss() //no need to calculate each of these twice
if(temp)
var/brute_message = !isSynthetic() ? "bruising" : "denting"
if(temp < 30)
msg += "[t_He] [t_has] minor [brute_message ].\n"
else
msg += "<B>[t_He] [t_has] severe [brute_message ]!</B>\n"
temp = getFireLoss()
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor burns.\n"
else
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
temp = getCloneLoss()
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor cellular damage.\n"
else
msg += "<B>[t_He] [t_has] severe cellular damage.</B>\n"
if(fire_stacks > 0)
msg += "[t_He] [t_is] covered in something flammable.\n"
if(fire_stacks < 0)
@@ -267,189 +324,49 @@
else
msg += "[t_He] [t_is] quite chubby.\n"
if(blood_volume < BLOOD_VOLUME_SAFE)
msg += "[t_He] [t_has] pale skin.\n"
if(bleedsuppress)
msg += "[t_He] [t_is] bandaged with something.\n"
else if(bleed_rate)
if(reagents.has_reagent("heparin"))
msg += "<B>[t_He] [t_is] bleeding uncontrollably!</B>\n"
else
msg += "<B>[t_He] [t_is] bleeding!</B>\n"
if(reagents.has_reagent("teslium"))
msg += "[t_He] is emitting a gentle blue glow!\n"
msg += "</span>"
if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if(!appears_dead)
if(stat == UNCONSCIOUS)
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.\n"
else if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if(species.show_ssd && (!species.has_organ["brain"] || get_int_organ(/obj/item/organ/internal/brain)) && stat != DEAD)
if(istype(src, /mob/living/carbon/human/interactive))
msg += "<span class='deadsay'>[t_He] appears to be some sort of sick automaton: [t_his] eyes are glazed over and [t_his] mouth is slightly agape.</span>\n"
else if(!key)
msg += "<span class='deadsay'>[t_He] [t_is] fast asleep. It doesn't look like they are waking up anytime soon.</span>\n"
else if(!client)
msg += "[t_He] [t_has] suddenly fallen asleep, suffering from Space Sleep Disorder.\n"
if(get_int_organ(/obj/item/organ/internal/brain))
if(istype(src, /mob/living/carbon/human/interactive))
var/mob/living/carbon/human/interactive/auto = src
if(auto.showexaminetext)
msg += "<span class='deadsay'>[t_He] [t_is] appears to be some sort of sick automaton, [t_his] eyes are glazed over and [t_his] mouth is slightly agape.</span>\n"
if(auto.debugexamine)
var/dodebug = auto.doing2string(auto.doing)
var/interestdebug = auto.interest2string(auto.interest)
msg += "<span class='deadsay'>[t_He] [t_is] appears to be [interestdebug] and [dodebug].</span>\n"
else if(species.show_ssd)
if(!key)
msg += "<span class='deadsay'>[t_He] [t_is] totally catatonic. The stresses of life in deep-space must have been too much for [t_him]. Any recovery is unlikely.</span>\n"
else if(!client)
msg += "[t_He] [t_has] suddenly fallen asleep, suffering from Space Sleep Disorder. [t_He] may wake up soon.\n"
if(!get_int_organ(/obj/item/organ/internal/brain))
msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
if(digitalcamo)
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
var/list/wound_flavor_text = list()
var/list/is_destroyed = list()
var/list/is_bleeding = list()
for(var/organ_tag in species.has_limbs)
var/list/organ_data = species.has_limbs[organ_tag]
var/organ_descriptor = organ_data["descriptor"]
is_destroyed["[organ_data["descriptor"]]"] = 1
var/obj/item/organ/external/E = bodyparts_by_name[organ_tag]
if(!E)
wound_flavor_text["[organ_tag]"] = "<span class='warning'><b>[t_He] [t_is] missing [t_his] [organ_descriptor].</b></span>\n"
else if(E.is_stump())
wound_flavor_text["[organ_tag]"] = "<span class='warning'><b>[t_He] [t_has] a stump where [t_his] [organ_descriptor] should be.</b></span>\n"
else
continue
for(var/obj/item/organ/external/temp in bodyparts)
if(temp && !temp.is_stump())
if(temp.status & ORGAN_ROBOT)
if(!(temp.brute_dam + temp.burn_dam))
if(!isSynthetic())
wound_flavor_text["[temp.limb_name]"] = "<span class='warning'>[t_He] [t_has] a robotic [temp.name]!</span>\n"
continue
else
wound_flavor_text["[temp.limb_name]"] = "<span class='warning'>[t_He] [t_has] a robotic [temp.name]. It has"
if(temp.brute_dam) switch(temp.brute_dam)
if(0 to 20)
wound_flavor_text["[temp.limb_name]"] += " some dents"
if(21 to INFINITY)
wound_flavor_text["[temp.limb_name]"] += pick(" a lot of dents"," severe denting")
if(temp.brute_dam && temp.burn_dam)
wound_flavor_text["[temp.limb_name]"] += " and"
if(temp.burn_dam) switch(temp.burn_dam)
if(0 to 20)
wound_flavor_text["[temp.limb_name]"] += " some burns"
if(21 to INFINITY)
wound_flavor_text["[temp.limb_name]"] += pick(" a lot of burns"," severe melting")
if(wound_flavor_text["[temp.limb_name]"])
wound_flavor_text["[temp.limb_name]"] += "!</span>\n"
else if(temp.wounds.len > 0)
var/list/wound_descriptors = list()
for(var/datum/wound/W in temp.wounds)
if(W.internal && !temp.open) continue // can't see internal wounds
var/this_wound_desc = W.desc
if(W.damage_type == BURN && W.salved) this_wound_desc = "salved [this_wound_desc]"
if(W.bleeding()) this_wound_desc = "bleeding [this_wound_desc]"
else if(W.bandaged) this_wound_desc = "bandaged [this_wound_desc]"
if(W.germ_level > 600) this_wound_desc = "badly infected [this_wound_desc]"
else if(W.germ_level > 330) this_wound_desc = "lightly infected [this_wound_desc]"
if(this_wound_desc in wound_descriptors)
wound_descriptors[this_wound_desc] += W.amount
continue
wound_descriptors[this_wound_desc] = W.amount
if(wound_descriptors.len)
var/list/flavor_text = list()
var/list/no_exclude = list("gaping wound", "big gaping wound", "massive wound", "large bruise",\
"huge bruise", "massive bruise", "severe burn", "large burn", "deep burn", "carbonised area")
for(var/wound in wound_descriptors)
switch(wound_descriptors[wound])
if(1)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] [t_has][prob(10) && !(wound in no_exclude) ? " what might be" : ""] a [wound]"
else
flavor_text += "[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a [wound]"
if(2)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] [t_has][prob(10) && !(wound in no_exclude) ? " what might be" : ""] a pair of [wound]s"
else
flavor_text += "[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a pair of [wound]s"
if(3 to 5)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] [t_has] several [wound]s"
else
flavor_text += " several [wound]s"
if(6 to INFINITY)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] [t_has] a bunch of [wound]s"
else
flavor_text += " a ton of [wound]\s"
var/flavor_text_string = ""
for(var/text = 1, text <= flavor_text.len, text++)
if(text == flavor_text.len && flavor_text.len > 1)
flavor_text_string += ", and"
else if(flavor_text.len > 1 && text > 1)
flavor_text_string += ","
flavor_text_string += flavor_text[text]
flavor_text_string += " on [t_his] [temp.name].</span><br>"
wound_flavor_text["[temp.limb_name]"] = flavor_text_string
else
wound_flavor_text["[temp.limb_name]"] = ""
if(temp.status & ORGAN_BLEEDING)
is_bleeding["[temp.limb_name]"] = 1
else
wound_flavor_text["[temp.limb_name]"] = ""
for(var/obj/item/I in temp.embedded_objects)
msg += "<B>[t_He] [t_has] \a [bicon(I)] [I] embedded in [t_his] [temp.name]!</B>\n"
//Handles the text strings being added to the actual description.
//If they have something that covers the limb, and it is not missing, put flavortext. If it is covered but bleeding, add other flavortext.
var/display_chest = 0
var/display_shoes = 0
var/display_gloves = 0
if(wound_flavor_text["head"] && (is_destroyed["head"] || (!skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))))
msg += wound_flavor_text["head"]
else if(is_bleeding["head"])
msg += "<span class='warning'>[src] has blood running down [t_his] face!</span>\n"
if(wound_flavor_text["chest"] && !w_uniform && !skipjumpsuit) //No need. A missing chest gibs you.
msg += wound_flavor_text["chest"]
else if(is_bleeding["chest"])
display_chest = 1
if(wound_flavor_text["l_arm"] && (is_destroyed["left arm"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["l_arm"]
else if(is_bleeding["l_arm"])
display_chest = 1
if(wound_flavor_text["l_hand"] && (is_destroyed["left hand"] || (!gloves && !skipgloves)))
msg += wound_flavor_text["l_hand"]
else if(is_bleeding["l_hand"])
display_gloves = 1
if(wound_flavor_text["r_arm"] && (is_destroyed["right arm"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["r_arm"]
else if(is_bleeding["r_arm"])
display_chest = 1
if(wound_flavor_text["r_hand"] && (is_destroyed["right hand"] || (!gloves && !skipgloves)))
msg += wound_flavor_text["r_hand"]
else if(is_bleeding["r_hand"])
display_gloves = 1
if(wound_flavor_text["groin"] && (is_destroyed["groin"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["groin"]
else if(is_bleeding["groin"])
display_chest = 1
if(wound_flavor_text["l_leg"] && (is_destroyed["left leg"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["l_leg"]
else if(is_bleeding["l_leg"])
display_chest = 1
if(wound_flavor_text["l_foot"]&& (is_destroyed["left foot"] || (!shoes && !skipshoes)))
msg += wound_flavor_text["l_foot"]
else if(is_bleeding["l_foot"])
display_shoes = 1
if(wound_flavor_text["r_leg"] && (is_destroyed["right leg"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["r_leg"]
else if(is_bleeding["r_leg"])
display_chest = 1
if(wound_flavor_text["r_foot"]&& (is_destroyed["right foot"] || (!shoes && !skipshoes)))
msg += wound_flavor_text["r_foot"]
else if(is_bleeding["r_foot"])
display_shoes = 1
if(display_chest)
msg += "<span class='warning'><b>[src] has blood soaking through from under [t_his] clothing!</b></span>\n"
if(display_shoes)
msg += "<span class='warning'><b>[src] has blood running from [t_his] shoes!</b></span>\n"
if(display_gloves)
msg += "<span class='warning'><b>[src] has blood running from under [t_his] gloves!</b></span>\n"
if(blood_volume < BLOOD_VOLUME_SAFE)
msg += "[t_He] [t_has] pale skin.\n"
if(bleedsuppress)
msg += "[t_He] [t_is] bandaged with something.\n"
if(digitalcamo)
msg += "[t_He] [t_is] repulsively uncanny!\n"
if(!(skipface || ( wear_mask && ( wear_mask.flags_inv & HIDEFACE || wear_mask.flags_cover & MASKCOVERSMOUTH) ) ) && is_thrall(src) && in_range(user,src))
msg += "Their features seem unnaturally tight and drawn.\n"
if(decaylevel == 1)
msg += "[t_He] [t_is] starting to smell.\n"
if(decaylevel == 2)
+21 -41
View File
@@ -32,8 +32,6 @@
create_reagents(330)
prev_gender = gender // Debug for plural genders
martial_art = default_martial_art
handcrafting = new()
@@ -609,7 +607,7 @@
//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
/mob/living/carbon/human/proc/get_face_name()
var/obj/item/organ/external/head = get_organ("head")
if( !head || head.disfigured || (head.status & ORGAN_DESTROYED) || !real_name || (HUSK in mutations) ) //disfigured. use id-name if possible
if( !head || head.disfigured || !real_name || (HUSK in mutations) ) //disfigured. use id-name if possible
return "Unknown"
return real_name
@@ -1208,18 +1206,10 @@
for(var/obj/item/organ/internal/I in H.internal_organs)
types_of_int_organs |= I.type //Compiling the list of organ types. It is possible for organs to be missing from this list if they are absent from the mob.
//Removing stumps.
for(var/obj/item/organ/organ in H.contents)
if(istype(organ, /obj/item/organ/external/stump)) //Get rid of all stumps.
qdel(organ)
H.contents -= organ //Making sure the list entry is removed.
for(var/obj/item/organ/organ in H.bodyparts)
if(istype(organ, /obj/item/organ/external/stump))
qdel(organ)
H.bodyparts -= organ //Making sure the list entry is removed.
//Clean up limbs
for(var/organ_name in H.bodyparts_by_name)
var/obj/item/organ/organ = H.bodyparts_by_name[organ_name]
if(istype(organ, /obj/item/organ/external/stump) || !organ) //The !organ check is to account for mechanical limb (prostheses) losses, since those are handled in a way that leaves indexed but null list entries instead of stumps.
if(!organ) //The !organ check is to account for mechanical limb (prostheses) losses, since those are handled in a way that leaves indexed but null list entries instead of stumps.
qdel(organ)
H.bodyparts_by_name -= organ_name //Making sure the list entry is removed.
@@ -1441,13 +1431,9 @@
if(species.base_color && default_colour)
//Apply colour.
r_skin = color2R(species.base_color)
g_skin = color2G(species.base_color)
b_skin = color2B(species.base_color)
skin_colour = species.base_color
else
r_skin = 0
g_skin = 0
b_skin = 0
skin_colour = "#000000"
if(!(species.bodyflags & HAS_SKIN_TONE))
s_tone = 0
@@ -1471,29 +1457,17 @@
if(species.default_hair_colour)
//Apply colour.
H.r_hair = color2R(species.default_hair_colour)
H.g_hair = color2G(species.default_hair_colour)
H.b_hair = color2B(species.default_hair_colour)
H.hair_colour = species.default_hair_colour
else
H.r_hair = 0
H.g_hair = 0
H.b_hair = 0
H.hair_colour = "#000000"
if(species.default_fhair_colour)
H.r_facial = color2R(species.default_fhair_colour)
H.g_facial = color2G(species.default_fhair_colour)
H.b_facial = color2B(species.default_fhair_colour)
H.facial_colour = species.default_fhair_colour
else
H.r_facial = 0
H.g_facial = 0
H.b_facial = 0
H.facial_colour = "#000000"
if(species.default_headacc_colour)
H.r_headacc = color2R(species.default_headacc_colour)
H.g_headacc = color2G(species.default_headacc_colour)
H.b_headacc = color2B(species.default_headacc_colour)
H.headacc_colour = species.default_headacc_colour
else
H.r_headacc = 0
H.g_headacc = 0
H.b_headacc = 0
H.headacc_colour = "#000000"
m_styles = DEFAULT_MARKING_STYLES //Wipes out markings, setting them all to "None".
m_colours = DEFAULT_MARKING_COLOURS //Defaults colour to #00000 for all markings.
@@ -1598,11 +1572,11 @@
return
var/obj/item/organ/external/head/head_organ = get_organ("head")
if(!head_organ || head_organ.is_stump() || (head_organ.status & ORGAN_DESTROYED)) //If the rock'em-sock'em robot's head came off during a fight, they shouldn't be able to change their screen/optics.
if(!head_organ) //If the rock'em-sock'em robot's head came off during a fight, they shouldn't be able to change their screen/optics.
to_chat(src, "<span class='warning'>Where's your head at? Can't change your monitor/display without one.</span>")
return
if(species.flags & ALL_RPARTS) //If they can have a fully cybernetic body...
if(species.bodyflags & ALL_RPARTS) //If they can have a fully cybernetic body...
var/datum/robolimb/robohead = all_robolimbs[head_organ.model]
if(!head_organ)
return
@@ -1936,7 +1910,7 @@
. |= A.GetAccess()
/mob/living/carbon/human/is_mechanical()
return ..() || (species.flags & ALL_RPARTS) != 0
return ..() || (species.bodyflags & ALL_RPARTS) != 0
/mob/living/carbon/human/can_use_guns(var/obj/item/weapon/gun/G)
. = ..()
@@ -1945,7 +1919,7 @@
if(HULK in mutations)
to_chat(src, "<span class='warning'>Your meaty finger is much too large for the trigger guard!</span>")
return 0
if(species.flags & NOGUNS)
if(NOGUNS in species.species_traits)
to_chat(src, "<span class='warning'>Your fingers don't fit in the trigger guard!</span>")
return 0
@@ -2059,6 +2033,12 @@
..()
mob/living/carbon/human/get_taste_sensitivity()
if(species)
return species.taste_sensitivity
else
return 1
/mob/living/carbon/human/proc/special_post_clone_handling()
if(mind && mind.assigned_role == "Cluwne") //HUNKE your suffering never stops
makeCluwne()
@@ -109,16 +109,16 @@
if(INTENT_HARM)
//Vampire code
if(M.mind && M.mind.vampire && (M.mind in ticker.mode.vampires) && !M.mind.vampire.draining && M.zone_sel && M.zone_sel.selecting == "head" && src != M)
if(species && species.flags & NO_BLOOD)//why this hell were we never checkinf for this?
if((NO_BLOOD in species.species_traits) || species.exotic_blood || !blood_volume)
to_chat(M, "<span class='warning'>They have no blood!</span>")
return
if(mind && mind.vampire && (mind in ticker.mode.vampires))
to_chat(M, "<span class='warning'>Your fangs fail to pierce [src.name]'s cold flesh</span>")
to_chat(M, "<span class='warning'>Your fangs fail to pierce [name]'s cold flesh</span>")
return
if(SKELETON in mutations)
to_chat(M, "<span class='warning'>There is no blood in a skeleton!</span>")
return
if(issmall(src) && !ckey) //Monkeyized humans are okay, humanized monkeys are okey, monkeys are not.
if(issmall(src) && !ckey) //Monkeyized humans are okay, humanized monkeys are okay, NPC monkeys are not.
to_chat(M, "<span class='warning'>Blood from a monkey is useless!</span>")
return
//we're good to suck the blood, blaah
@@ -201,10 +201,10 @@ emp_act
qdel(src)
var/obj/item/organ/external/affecting = get_organ(ran_zone(user.zone_sel.selecting))
if(!affecting || affecting.is_stump() || (affecting.status & ORGAN_DESTROYED))
if(!affecting)
to_chat(user, "<span class='danger'>They are missing that limb!</span>")
return 1
var/hit_area = affecting.name
var/hit_area = parse_zone(affecting.limb_name)
if(user != src)
user.do_attack_animation(src)
@@ -270,7 +270,7 @@ emp_act
update_inv_glasses(0)
if("upper body")//Easier to score a stun but lasts less time
if("chest")//Easier to score a stun but lasts less time
if(stat == CONSCIOUS && I.force && prob(I.force + 10))
visible_message("<span class='combat danger'>[src] has been knocked down!</span>", \
"<span class='combat userdanger'>[src] has been knocked down!</span>")
@@ -309,7 +309,7 @@ emp_act
throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
var/obj/item/organ/external/L = pick(bodyparts)
L.embedded_objects |= I
// I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
I.forceMove(src)
L.take_damage(I.w_class*I.embedded_impact_pain_multiplier)
visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
@@ -393,3 +393,10 @@ emp_act
..()
species.water_act(src,volume,temperature,source)
/mob/living/carbon/human/is_eyes_covered(check_glasses = TRUE, check_head = TRUE, check_mask = TRUE)
if(check_glasses && glasses && (glasses.flags_cover & GLASSESCOVERSEYES))
return TRUE
if(check_head && head && (head.flags_cover & HEADCOVERSEYES))
return TRUE
if(check_mask && wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH))
return TRUE
@@ -10,9 +10,7 @@ var/global/default_martial_art = new/datum/martial_art
var/s_tone = 0 //Skin tone
//Skin colour
var/r_skin = 0
var/g_skin = 0
var/b_skin = 0
var/skin_colour = "#000000"
var/lip_style = null //no lipstick by default- arguably misleading, as it could be used for general makeup
var/lip_color = "white"
@@ -52,9 +50,6 @@ var/global/default_martial_art = new/datum/martial_art
var/special_voice = "" // For changing our voice. Used by a symptom.
var/last_dam = -1 //Used for determining if we need to process all organs or just some or even none.
var/list/bad_external_organs = list()// organs we check until they are good.
var/hand_blood_color
var/name_override //For temporary visible name changes
@@ -70,6 +65,8 @@ var/global/default_martial_art = new/datum/martial_art
var/check_mutations=0 // Check mutations on next life tick
var/heartbeat = 0
var/fire_dmi = 'icons/mob/OnFire.dmi'
var/fire_sprite = "Standing"
@@ -45,7 +45,7 @@
var/obj/item/organ/external/l_foot = get_organ("l_foot")
var/obj/item/organ/external/r_foot = get_organ("r_foot")
var/hasfeet = 1
if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
if(!l_foot && !r_foot)
hasfeet = 0
if(shoes)
@@ -56,13 +56,7 @@
else
//No oldFP or it's a different kind of blood
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
FP.blood_DNA = S.blood_DNA
FP.basecolor = S.blood_color
FP.update_icon()
createFootprintsFrom(shoes, dir, T)
update_inv_shoes()
else if(hasfeet)
if(bloody_feet && bloody_feet[blood_state])
@@ -71,12 +65,7 @@
return
else
bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP)
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
FP.blood_state = blood_state
FP.entered_dirs |= dir
FP.bloodiness = bloody_feet[blood_state]
FP.basecolor = feet_blood_color
FP.update_icon()
createFootprintsFrom(src, dir, T)
update_inv_shoes()
//End bloody footprints
if(S)
@@ -9,52 +9,24 @@
// Takes care of organ related updates, such as broken and missing limbs
/mob/living/carbon/human/proc/handle_organs()
number_wounds = 0
var/force_process = 0
var/damage_this_tick = getBruteLoss() + getFireLoss() + getToxLoss()
if(damage_this_tick > last_dam)
force_process = 1
last_dam = damage_this_tick
if(force_process)
bad_external_organs.Cut()
for(var/obj/item/organ/external/Ex in bodyparts)
bad_external_organs |= Ex
//processing internal organs is pretty cheap, do that first.
for(var/obj/item/organ/internal/I in internal_organs)
I.process()
for(var/obj/item/organ/external/E in bodyparts)
E.process()
if(!lying && world.time - l_move_time < 15)
//Moving around with fractured ribs won't do you any good
if(E.is_broken() && E.internal_organs && E.internal_organs.len && prob(15))
var/obj/item/organ/internal/I = pick(E.internal_organs)
custom_pain("You feel broken bones moving in your [E.name]!", 1)
I.take_damage(rand(3,5))
//handle_stance()
handle_grasp()
handle_stance()
if(!force_process && !bad_external_organs.len)
return
for(var/obj/item/organ/external/E in bad_external_organs)
if(!E)
continue
if(!E.need_process())
bad_external_organs -= E
continue
else
E.process()
number_wounds += E.number_wounds
if(!lying && world.time - l_move_time < 15)
//Moving around with fractured ribs won't do you any good
if(E.is_broken() && E.internal_organs && E.internal_organs.len && prob(15))
var/obj/item/organ/internal/I = pick(E.internal_organs)
custom_pain("You feel broken bones moving in your [E.name]!", 1)
I.take_damage(rand(3,5))
//Moving makes open wounds get infected much faster
if(E.wounds.len)
for(var/datum/wound/W in E.wounds)
if(W.infection_check())
W.germ_level += 1
/mob/living/carbon/human/proc/handle_stance()
// Don't need to process any of this if they aren't standing anyways
@@ -71,7 +43,7 @@
for(var/limb_tag in list("l_leg","r_leg","l_foot","r_foot"))
var/obj/item/organ/external/E = bodyparts_by_name[limb_tag]
if(!E || (E.status & (ORGAN_DESTROYED|ORGAN_DEAD)) || E.is_malfunctioning())
if(!E || (E.status & ORGAN_DEAD) || E.is_malfunctioning())
stance_damage += 2 // let it fail even if just foot&leg. Also malfunctioning happens sporadically so it should impact more when it procs
else if(E.is_broken() || !E.is_usable())
stance_damage += 1
@@ -90,7 +62,7 @@
// standing is poor
if(stance_damage >= 8)
if(!(lying || resting))
if(species && !(species.flags & NO_PAIN))
if(!(NO_PAIN in species.species_traits))
emote("scream")
custom_emote(1, "collapses!")
Weaken(5) //can't emote while weakened, apparently.
@@ -118,7 +90,7 @@
continue
var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
custom_emote(1, "[(species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
custom_emote(1, "[(NO_PAIN in species.species_traits) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
else if(E.is_malfunctioning())
@@ -72,6 +72,8 @@
var/forceProcess = 0
var/processTime = 10
var/speak_file = "npc_chatter.json"
var/debugexamine = FALSE //If we show debug info in our examine
var/showexaminetext = TRUE //If we show our telltale examine text
var/list/knownStrings = list()
@@ -24,8 +24,7 @@
/mob/living/carbon/human/proc/has_organ(name)
var/obj/item/organ/external/O = bodyparts_by_name[name]
return (O && !(O.status & ORGAN_DESTROYED) && !O.is_stump())
return O
/mob/living/carbon/human/proc/has_organ_for_slot(slot)
switch(slot)
+22 -99
View File
@@ -1,29 +1,10 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/mob/living/carbon/human
var/pressure_alert = 0
var/prev_gender = null // Debug for plural genders
var/temperature_alert = 0
var/in_stasis = 0
var/exposedtimenow = 0
var/firstexposed = 0
var/heartbeat = 0
/mob/living/carbon/human/Life()
fire_alert = 0 //Reset this here, because both breathe() and handle_environment() have a chance to set it.
life_tick++
in_stasis = 0
if(istype(loc, /obj/structure/closet/body_bag/cryobag))
var/obj/structure/closet/body_bag/cryobag/loc_as_cryobag = loc
if(!loc_as_cryobag.opened)
loc_as_cryobag.used++
in_stasis = 1
voice = GetVoice()
if(..() && !in_stasis)
if(..())
if(check_mutations)
domutcheck(src,null)
@@ -47,8 +28,6 @@
if(stat == DEAD)
handle_decay()
handle_stasis_bag()
if(life_tick > 5 && timeofdeath && (timeofdeath < 5 || world.time - timeofdeath > 6000)) //We are long dead, or we're junk mobs spawned like the clowns on the clown shuttle
return //We go ahead and process them 5 times for HUD images and other stuff though.
@@ -158,16 +137,6 @@
visible_message("<span class='alert'><B>[src]</B> goes limp, their facial expression utterly blank.</span>")
death()
/mob/living/carbon/human/proc/handle_stasis_bag()
// Handle side effects from stasis bag
if(in_stasis)
// First off, there's no oxygen supply, so the mob will slowly take brain damage
adjustBrainLoss(0.1)
// Next, the method to induce stasis has some adverse side-effects, manifesting
// as cloneloss
adjustCloneLoss(0.1)
/mob/living/carbon/human/handle_mutations_and_radiation()
for(var/datum/dna/gene/gene in dna_genes)
if(!gene.block)
@@ -193,7 +162,7 @@
if(gene_stability < GENETIC_DAMAGE_STAGE_3)
gib()
if(!(species.flags & RADIMMUNE))
if(!(RADIMMUNE in species.species_traits))
if(radiation)
radiation = Clamp(radiation, 0, 200)
@@ -254,7 +223,7 @@
/mob/living/carbon/human/breathe()
if((NO_BREATH in mutations) || (species && (species.flags & NO_BREATHE)) || reagents.has_reagent("lexorin"))
if((NO_BREATH in mutations) || (NO_BREATHE in species.species_traits) || reagents.has_reagent("lexorin"))
adjustOxyLoss(-5)
oxygen_alert = 0
toxins_alert = 0
@@ -658,7 +627,7 @@
return 0 //godmode
//The fucking FAT mutation is the greatest shit ever. It makes everyone so hot and bothered.
if(species.flags & CAN_BE_FAT)
if(CAN_BE_FAT in species.species_traits)
if(FAT in mutations)
if(overeatduration < 100)
becomeSlim()
@@ -722,7 +691,8 @@
AdjustDizzy(-3)
AdjustJitter(-3)
if(species && species.flags & NO_INTORGANS) return
if(NO_INTORGANS in species.species_traits)
return
handle_trace_chems()
@@ -891,8 +861,7 @@
if(gloves && germ_level > gloves.germ_level && prob(10))
gloves.germ_level += 1
if(!in_stasis)
handle_organs()
handle_organs()
else //dead
@@ -971,64 +940,13 @@
if(hud_used)
hud_used.lingchemdisplay.invisibility = 101
/mob/living/carbon/human/handle_shock()
..()
if(status_flags & GODMODE)
return 0 //godmode
if(species && species.flags & NO_PAIN)
return
if(health <= config.health_threshold_softcrit)// health 0 makes you immediately collapse
shock_stage = max(shock_stage, 61)
if(traumatic_shock >= 100)
shock_stage += 1
else
shock_stage = min(shock_stage, 160)
shock_stage = max(shock_stage-1, 0)
return
if(shock_stage == 10)
to_chat(src, "<font color='red'><b>"+pick("It hurts so much!", "You really need some painkillers..", "Dear god, the pain!"))
if(shock_stage >= 30)
if(shock_stage == 30) custom_emote(1,"is having trouble keeping their eyes open.")
EyeBlurry(2)
Stuttering(5)
if(shock_stage == 40)
to_chat(src, "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!"))
if(shock_stage >=60)
if(shock_stage == 60) custom_emote(1,"falls limp.")
if(prob(2))
to_chat(src, "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!"))
Weaken(20)
if(shock_stage >= 80)
if(prob(5))
to_chat(src, "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!"))
Weaken(20)
if(shock_stage >= 120)
if(prob(2))
to_chat(src, "<font color='red'><b>"+pick("You black out!", "You feel like you could die any moment now.", "You're about to lose consciousness."))
Paralyse(5)
if(shock_stage == 150)
custom_emote(1,"can no longer stand, collapsing!")
Weaken(20)
if(shock_stage >= 150)
Weaken(20)
/mob/living/carbon/human/proc/handle_pulse()
if(mob_master.current_cycle % 5)
return pulse //update pulse every 5 life ticks (~1 tick/sec, depending on server load)
if(species && species.flags & NO_BLOOD)
if(NO_BLOOD in species.species_traits)
return PULSE_NONE //No blood, no pulse.
if(stat == DEAD)
@@ -1090,15 +1008,15 @@
makeSkeleton()
return //No puking over skeletons, they don't smell at all!
if(!isturf(loc))
return
for(var/mob/living/carbon/human/H in range(decaylevel, src))
if(prob(2))
if(istype(loc,/obj/item/bodybag))
return
var/obj/item/clothing/mask/M = H.wear_mask
if(M && (M.flags_cover & MASKCOVERSMOUTH))
return
if(H.species && H.species.flags & NO_BREATHE)
if(NO_BREATHE in species.species_traits)
return //no puking if you can't smell!
// Humans can lack a mind datum, y'know
if(H.mind && (H.mind.assigned_role == "Detective" || H.mind.assigned_role == "Coroner"))
@@ -1123,7 +1041,7 @@
if(heartbeat >= rate)
heartbeat = 0
src << sound('sound/effects/electheart.ogg',0,0,0,30)//Credit to GhostHack (www.ghosthack.de) for sound.
src << sound('sound/effects/electheart.ogg',0,0,CHANNEL_HEARTBEAT,30)//Credit to GhostHack (www.ghosthack.de) for sound.
else
heartbeat++
@@ -1142,9 +1060,9 @@
if(heartbeat >= rate)
heartbeat = 0
if(H.status & ORGAN_ASSISTED)
src << sound('sound/effects/pacemakebeat.ogg',0,0,0,50)
src << sound('sound/effects/pacemakebeat.ogg',0,0,CHANNEL_HEARTBEAT,50)
else
src << sound('sound/effects/singlebeat.ogg',0,0,0,50)
src << sound('sound/effects/singlebeat.ogg',0,0,CHANNEL_HEARTBEAT,50)
else
heartbeat++
@@ -1178,7 +1096,9 @@
/mob/living/carbon/human/proc/can_heartattack()
if(species.flags & (NO_BLOOD|NO_INTORGANS))
if(NO_BLOOD in species.species_traits)
return FALSE
if(NO_INTORGANS in species.species_traits)
return FALSE
return TRUE
@@ -1186,8 +1106,11 @@
if(!can_heartattack())
return FALSE
var/obj/item/organ/internal/heart/heart = get_int_organ(/obj/item/organ/internal/heart)
if(istype(heart) && heart.beating)
return FALSE
if(istype(heart))
if(heart.status & ORGAN_DEAD)
return TRUE
if(heart.beating)
return FALSE
return TRUE
/mob/living/carbon/human/proc/set_heartattack(status)
@@ -0,0 +1,75 @@
/mob/living/carbon/human/var/traumatic_shock = 0
/mob/living/carbon/human/var/shock_stage = 0
// proc to find out in how much pain the mob is at the moment
/mob/living/carbon/human/proc/updateshock()
traumatic_shock = getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss()
// broken or ripped off organs will add quite a bit of pain
for(var/thing in bodyparts)
var/obj/item/organ/external/BP = thing
if(BP.status & ORGAN_BROKEN && !(BP.status & ORGAN_SPLINTED) || BP.open)
traumatic_shock += 15
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
if(R.shock_reduction)
traumatic_shock = max(0, traumatic_shock - R.shock_reduction) // now you too can varedit cyanide to reduce shock by 1000 - Iamgoofball
if(drunk)
traumatic_shock = max(0, traumatic_shock - 10)
return traumatic_shock
/mob/living/carbon/human/proc/handle_shock()
if(status_flags & GODMODE) //godmode
return
if(NO_PAIN in species.species_traits)
return
updateshock()
if(health <= config.health_threshold_softcrit)// health 0 makes you immediately collapse
shock_stage = max(shock_stage, 61)
if(traumatic_shock >= 100)
shock_stage += 1
else
shock_stage = min(shock_stage, 160)
shock_stage = max(shock_stage-1, 0)
return
if(shock_stage == 10)
to_chat(src, "<font color='red'><b>"+pick("It hurts so much!", "You really need some painkillers..", "Dear god, the pain!"))
if(shock_stage >= 30)
if(shock_stage == 30)
custom_emote(1,"is having trouble keeping their eyes open.")
EyeBlurry(2)
Stuttering(5)
if(shock_stage == 40)
to_chat(src, "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!"))
if(shock_stage >=60)
if(shock_stage == 60)
custom_emote(1,"falls limp.")
if(prob(2))
to_chat(src, "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!"))
Weaken(20)
if(shock_stage >= 80)
if(prob(5))
to_chat(src, "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!"))
Weaken(20)
if(shock_stage >= 120)
if(prob(2))
to_chat(src, "<font color='red'><b>"+pick("You black out!", "You feel like you could die any moment now.", "You're about to lose consciousness."))
Paralyse(5)
if(shock_stage == 150)
custom_emote(1,"can no longer stand, collapsing!")
Weaken(20)
if(shock_stage >= 150)
Weaken(20)
@@ -18,11 +18,10 @@
"eyes" = /obj/item/organ/internal/eyes/abductor //3 darksight.
)
flags = HAS_LIPS | NO_BLOOD | NO_BREATHE | NOGUNS
species_traits = list(NO_BLOOD, NO_BREATHE, VIRUSIMMUNE, NOGUNS)
oxy_mod = 0
virus_immune = 1
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
dietflags = DIET_OMNI
reagent_tag = PROCESS_ORG
@@ -36,7 +36,7 @@
"antennae" = /obj/item/organ/internal/wryn/hivenode
)
flags = IS_WHITELISTED | HAS_LIPS | NO_BREATHE | HAS_SKIN_COLOR | NO_SCAN | HIVEMIND
species_traits = list(IS_WHITELISTED, NO_BREATHE, HAS_SKIN_COLOR, NO_SCAN, HIVEMIND)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
dietflags = DIET_HERB //bees feed off nectar, so bee people feed off plants too
@@ -99,7 +99,7 @@
burn_mod = 4 // holy shite, poor guys wont survive half a second cooking smores
brute_mod = 2 // damn, double wham, double dam
oxy_mod = 0
flags = IS_WHITELISTED | NO_BREATHE | NO_BLOOD | NO_PAIN | HAS_LIPS | NO_SCAN | RADIMMUNE
species_traits = list(LIPS, IS_WHITELISTED, NO_BREATHE, NO_BLOOD, NO_PAIN, NO_SCAN, RADIMMUNE)
dietflags = DIET_OMNI //still human at their core, so they maintain their eating habits and diet
//Default styles for created mobs.
@@ -6,11 +6,10 @@
deform = 'icons/mob/human_races/r_golem.dmi'
default_language = "Galactic Common"
flags = NO_BREATHE | NO_BLOOD | RADIMMUNE | NOGUNS
species_traits = list(NO_BREATHE, NO_BLOOD, RADIMMUNE, VIRUSIMMUNE, NOGUNS)
oxy_mod = 0
virus_immune = 1
dietflags = DIET_OMNI //golems can eat anything because they are magic or something
reagent_tag = PROCESS_ORG
@@ -24,7 +24,7 @@
female_scream_sound = 'sound/goonstation/voice/monkey_scream.ogg'
tail = "chimptail"
bodyflags = FEET_PADDED | HAS_TAIL
bodyflags = HAS_TAIL
reagent_tag = PROCESS_ORG
//Has standard darksight of 2.
@@ -155,9 +155,6 @@
reagent_tag = PROCESS_ORG
tail = null
bodyflags = FEET_PADDED
/datum/species/monkey/unathi
name = "Stok"
name_plural = "Stok"
@@ -172,4 +169,4 @@
base_color = "#000000"
reagent_tag = PROCESS_ORG
bodyflags = FEET_CLAWS | HAS_TAIL
bodyflags = HAS_TAIL
@@ -6,7 +6,7 @@
//language = "Clatter"
unarmed_type = /datum/unarmed_attack/punch
flags = IS_WHITELISTED | NO_BLOOD | NOTRANSSTING
species_traits = list(IS_WHITELISTED, NO_BLOOD, NOTRANSSTING)
dietflags = DIET_OMNI
reagent_tag = PROCESS_ORG
@@ -17,12 +17,10 @@
"eyes" = /obj/item/organ/internal/eyes/shadow //8 darksight.
)
flags = NO_BLOOD | NO_BREATHE | RADIMMUNE
species_traits = list(NO_BREATHE, NO_BLOOD, RADIMMUNE, VIRUSIMMUNE)
oxy_mod = 0
virus_immune = 1
dietflags = DIET_OMNI //the mutation process allowed you to now digest all foods regardless of initial race
reagent_tag = PROCESS_ORG
suicide_messages = list(
@@ -13,11 +13,10 @@
blood_color = "#FFFFFF"
flesh_color = "#E6E6C6"
flags = NO_BREATHE | NO_BLOOD | RADIMMUNE
species_traits = list(NO_BREATHE, NO_BLOOD, RADIMMUNE, VIRUSIMMUNE)
oxy_mod = 0
virus_immune = 1 //why is this a var and not a flag?
dietflags = DIET_OMNI
reagent_tag = PROCESS_ORG
@@ -45,6 +45,7 @@
var/reagent_tag //Used for metabolizing reagents.
var/hunger_drain = HUNGER_FACTOR
var/digestion_ratio = 1 //How quickly the species digests/absorbs reagents.
var/taste_sensitivity = TASTE_SENSITIVITY_NORMAL //the most widely used factor; humans use a different one
var/siemens_coeff = 1 //base electrocution coefficient
@@ -76,6 +77,8 @@
var/brain_mod = 1 // Brain damage damage reduction/amplification
var/stun_mod = 1 // If a species is more/less impacated by stuns/weakens/paralysis
var/blood_damage_type = OXY //What type of damage does this species take if it's low on blood?
var/total_health = 100
var/punchdamagelow = 0 //lowest possible punch damage
var/punchdamagehigh = 9 //highest possible punch damage
@@ -89,7 +92,8 @@
var/list/allowed_consumed_mobs = list() //If a species can consume mobs, put the type of mobs it can consume here.
var/flags = 0 // Various specific features.
var/list/species_traits = list()
var/clothing_flags = 0 // Underwear and socks.
var/exotic_blood
var/bodyflags = 0
@@ -108,7 +112,6 @@
var/icon/icon_template
var/is_small
var/show_ssd = 1
var/virus_immune
var/can_revive_by_healing // Determines whether or not this species can be revived by simply healing them
var/has_gender = TRUE
@@ -464,7 +467,11 @@
// Return 1 if it should do normal processing too
// Return 0 if it shouldn't deplete and do its normal effect
// Other return values will cause weird badness
/datum/species/proc/handle_reagents(var/mob/living/carbon/human/H, var/datum/reagent/R)
/datum/species/proc/handle_reagents(mob/living/carbon/human/H, datum/reagent/R)
if(R.id == exotic_blood)
H.blood_volume = min(H.blood_volume + round(R.volume, 0.1), BLOOD_VOLUME_NORMAL)
H.reagents.del_reagent(R.id)
return 0
return 1
// For special snowflake species effects
@@ -579,7 +586,7 @@
if(SCREWYHUD_DEAD) H.healths.icon_state = "health7"
if(SCREWYHUD_HEALTHY) H.healths.icon_state = "health0"
else
switch(100 - ((flags & NO_PAIN) ? 0 : H.traumatic_shock) - H.staminaloss)
switch(100 - ((NO_PAIN in species_traits) ? 0 : H.traumatic_shock) - H.staminaloss)
if(100 to INFINITY) H.healths.icon_state = "health0"
if(80 to 100) H.healths.icon_state = "health1"
if(60 to 80) H.healths.icon_state = "health2"
@@ -6,7 +6,7 @@
primitive_form = "Monkey"
path = /mob/living/carbon/human/human
language = "Sol Common"
flags = HAS_LIPS | CAN_BE_FAT
species_traits = list(LIPS, CAN_BE_FAT)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_SKIN_TONE | HAS_BODY_MARKINGS
dietflags = DIET_OMNI
@@ -38,9 +38,9 @@
else, frequently even their own lives. They prefer warmer temperatures than most species and \
their native tongue is a heavy hissing laungage called Sinta'Unathi."
flags = HAS_LIPS
species_traits = list(LIPS)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = FEET_CLAWS | HAS_TAIL | HAS_HEAD_ACCESSORY | HAS_BODY_MARKINGS | HAS_HEAD_MARKINGS | HAS_SKIN_COLOR | HAS_ALT_HEADS | TAIL_WAGGING
bodyflags = HAS_TAIL | HAS_HEAD_ACCESSORY | HAS_BODY_MARKINGS | HAS_HEAD_MARKINGS | HAS_SKIN_COLOR | HAS_ALT_HEADS | TAIL_WAGGING
dietflags = DIET_CARN
cold_level_1 = 280 //Default 260 - Lower is better
@@ -110,10 +110,11 @@
primitive_form = "Farwa"
flags = HAS_LIPS | CAN_BE_FAT
species_traits = list(LIPS, CAN_BE_FAT)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = FEET_PADDED | HAS_TAIL | HAS_HEAD_ACCESSORY | HAS_HEAD_MARKINGS | HAS_BODY_MARKINGS | HAS_SKIN_COLOR | TAIL_WAGGING | HAS_FUR
bodyflags = HAS_TAIL | HAS_HEAD_ACCESSORY | HAS_HEAD_MARKINGS | HAS_BODY_MARKINGS | HAS_SKIN_COLOR | TAIL_WAGGING
dietflags = DIET_OMNI
taste_sensitivity = TASTE_SENSITIVITY_SHARP
reagent_tag = PROCESS_ORG
flesh_color = "#AFA59E"
base_color = "#424242"
@@ -160,10 +161,11 @@
to the degree it can cause conflict with more rigorous and strict authorities. They speak a guttural language known as 'Canilunzt' \
which has a heavy emphasis on utilizing tail positioning and ear twitches to communicate intent."
flags = HAS_LIPS
species_traits = list(LIPS)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = FEET_PADDED | HAS_TAIL | TAIL_WAGGING | TAIL_OVERLAPPED | HAS_HEAD_ACCESSORY | HAS_MARKINGS | HAS_SKIN_COLOR | HAS_FUR
bodyflags = HAS_TAIL | TAIL_WAGGING | TAIL_OVERLAPPED | HAS_HEAD_ACCESSORY | HAS_MARKINGS | HAS_SKIN_COLOR
dietflags = DIET_OMNI
taste_sensitivity = TASTE_SENSITIVITY_SHARP
reagent_tag = PROCESS_ORG
flesh_color = "#966464"
base_color = "#CF4D2F"
@@ -211,10 +213,11 @@
herbivores on the whole and tend to be co-operative with the other species of the galaxy, although they rarely reveal \
the secrets of their empire to their allies."
flags = HAS_LIPS
species_traits = list(LIPS)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_SKIN_COLOR | HAS_BODY_MARKINGS
dietflags = DIET_HERB
taste_sensitivity = TASTE_SENSITIVITY_DULL
flesh_color = "#8CD7A3"
blood_color = "#1D2CBF"
base_color = "#38b661" //RGB: 56, 182, 97.
@@ -291,7 +294,7 @@
breath_type = "nitrogen"
poison_type = "oxygen"
flags = NO_SCAN | IS_WHITELISTED | NOTRANSSTING
species_traits = list(NO_SCAN, IS_WHITELISTED, NOTRANSSTING)
clothing_flags = HAS_SOCKS
dietflags = DIET_OMNI
bodyflags = HAS_ICON_SKIN_TONE | HAS_TAIL | TAIL_WAGGING | TAIL_OVERLAPPED | HAS_BODY_MARKINGS | HAS_TAIL_MARKINGS
@@ -444,7 +447,7 @@
breath_type = "nitrogen"
poison_type = "oxygen"
flags = NO_SCAN | NO_BLOOD | NO_PAIN | IS_WHITELISTED
species_traits = list(NO_SCAN, NO_BLOOD, NO_PAIN, IS_WHITELISTED)
bodyflags = HAS_TAIL
dietflags = DIET_OMNI //should inherit this from vox, this is here just in case
@@ -488,9 +491,9 @@
brute_mod = 0.8
flags = IS_WHITELISTED
species_traits = list(IS_WHITELISTED)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = FEET_CLAWS | HAS_HEAD_ACCESSORY | HAS_HEAD_MARKINGS | HAS_BODY_MARKINGS
bodyflags = HAS_HEAD_ACCESSORY | HAS_HEAD_MARKINGS | HAS_BODY_MARKINGS
eyes = "kidan_eyes_s"
dietflags = DIET_HERB
blood_color = "#FB9800"
@@ -543,14 +546,16 @@
male_cough_sounds = list('sound/effects/slime_squish.ogg')
female_cough_sounds = list('sound/effects/slime_squish.ogg')
flags = IS_WHITELISTED | NO_BREATHE | HAS_LIPS | NO_INTORGANS | NO_SCAN
species_traits = list(LIPS, IS_WHITELISTED, NO_BREATHE, NO_INTORGANS, NO_SCAN)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_SKIN_COLOR | NO_EYES
dietflags = DIET_CARN
reagent_tag = PROCESS_ORG
blood_color = "#0064C8"
exotic_blood = "water"
//ventcrawler = 1 //ventcrawling commented out
blood_damage_type = TOX
butt_sprite = "slime"
//Has default darksight of 2.
@@ -579,11 +584,8 @@
if((H in recolor_list) && H.reagents.total_volume > SLIMEPERSON_COLOR_SHIFT_TRIGGER)
var/blood_amount = H.blood_volume
var/r_color = mix_color_from_reagents(H.reagents.reagent_list)
var/new_body_color = BlendRGB(r_color, rgb(H.r_skin, H.g_skin, H.b_skin), (blood_amount*SLIMEPERSON_BLOOD_SCALING_FACTOR)/((blood_amount*SLIMEPERSON_BLOOD_SCALING_FACTOR)+(H.reagents.total_volume)))
var/list/new_color_list = ReadRGB(new_body_color)
H.r_skin = new_color_list[1]
H.g_skin = new_color_list[2]
H.b_skin = new_color_list[3]
var/new_body_color = BlendRGB(r_color, H.skin_colour, (blood_amount*SLIMEPERSON_BLOOD_SCALING_FACTOR)/((blood_amount*SLIMEPERSON_BLOOD_SCALING_FACTOR)+(H.reagents.total_volume)))
H.skin_colour = new_body_color
if(world.time % SLIMEPERSON_ICON_UPDATE_PERIOD > SLIMEPERSON_ICON_UPDATE_PERIOD - 20) // The 20 is because this gets called every 2 seconds, from the mob controller
for(var/organname in H.bodyparts_by_name)
var/obj/item/organ/external/E = H.bodyparts_by_name[organname]
@@ -641,12 +643,12 @@
var/list/missing_limbs = list()
for(var/l in bodyparts_by_name)
var/obj/item/organ/external/E = bodyparts_by_name[l]
if(!istype(E) || istype(E, /obj/item/organ/external/stump))
if(!istype(E))
var/list/limblist = species.has_limbs[l]
var/obj/item/organ/external/limb = limblist["path"]
var/parent_organ = initial(limb.parent_organ)
var/obj/item/organ/external/parentLimb = bodyparts_by_name[parent_organ]
if(!istype(parentLimb) || parentLimb.is_stump())
if(!istype(parentLimb))
continue
missing_limbs[initial(limb.name)] = l
@@ -672,21 +674,17 @@
var/stored_brute = 0
var/stored_burn = 0
if(istype(O))
if(!O.is_stump())
to_chat(src, "<span class='warning'>Your limb has already been replaced in some way!</span>")
return
else
to_chat(src, "<span class='warning'>You distribute the damaged tissue around your body, out of the way of your new pseudopod!</span>")
var/obj/item/organ/external/doomedStump = O
stored_brute = doomedStump.brute_dam
stored_burn = doomedStump.burn_dam
qdel(O)
to_chat(src, "<span class='warning'>You distribute the damaged tissue around your body, out of the way of your new pseudopod!</span>")
var/obj/item/organ/external/doomedStump = O
stored_brute = doomedStump.brute_dam
stored_burn = doomedStump.burn_dam
qdel(O)
var/limb_list = species.has_limbs[chosen_limb]
var/obj/item/organ/external/limb_path = limb_list["path"]
// Parent check
var/obj/item/organ/external/potential_parent = bodyparts_by_name[initial(limb_path.parent_organ)]
if(!istype(potential_parent) || potential_parent.is_stump())
if(!istype(potential_parent))
to_chat(src, "<span class='danger'>You've lost the organ that you've been growing your new part on!</span>")
return // No rayman for you
// Grah this line will leave a "not used" warning, in spite of the fact that the new() proc WILL do the thing.
@@ -739,7 +737,7 @@
default_genes = list(REMOTE_TALK)
flags = IS_WHITELISTED | HAS_LIPS | CAN_BE_FAT
species_traits = list(LIPS, IS_WHITELISTED, CAN_BE_FAT)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_BODY_MARKINGS
dietflags = DIET_HERB
@@ -799,9 +797,10 @@
even the simplest concepts of other minds. Their alien physiology allows them survive happily off a diet of nothing but light, \
water and other radiation."
flags = NO_BREATHE | RADIMMUNE | IS_PLANT | NO_BLOOD | NO_PAIN
species_traits = list(NO_BREATHE, RADIMMUNE, IS_PLANT, NO_BLOOD, NO_PAIN)
clothing_flags = HAS_SOCKS
dietflags = 0 //Diona regenerate nutrition in light, no diet necessary
taste_sensitivity = TASTE_SENSITIVITY_NO_TASTE
oxy_mod = 0
@@ -864,7 +863,6 @@
var/turf/T = H.loc
light_amount = min(T.get_lumcount() * 10, 5) //hardcapped so it's not abused by having a ton of flashlights
H.nutrition = min(H.nutrition+light_amount, NUTRITION_LEVEL_WELL_FED+10)
H.traumatic_shock -= light_amount
if(light_amount > 0)
H.clear_alert("nolight")
@@ -877,7 +875,6 @@
H.adjustFireLoss(-(light_amount/4))
if(H.nutrition < NUTRITION_LEVEL_STARVING+50)
H.take_overall_damage(10,0)
H.traumatic_shock++
/datum/species/machine
name = "Machine"
@@ -905,15 +902,15 @@
oxy_mod = 0
death_message = "gives one shrill beep before falling limp, their monitor flashing blue before completely shutting off..."
flags = IS_WHITELISTED | NO_BREATHE | NO_SCAN | NO_BLOOD | NO_PAIN | NO_DNA | RADIMMUNE | ALL_RPARTS | NOTRANSSTING
species_traits = list(IS_WHITELISTED, NO_BREATHE, NO_SCAN, NO_BLOOD, NO_PAIN, NO_DNA, RADIMMUNE, VIRUSIMMUNE, NOTRANSSTING)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_SKIN_COLOR | HAS_HEAD_MARKINGS | HAS_HEAD_ACCESSORY
bodyflags = HAS_SKIN_COLOR | HAS_HEAD_MARKINGS | HAS_HEAD_ACCESSORY | ALL_RPARTS
dietflags = 0 //IPCs can't eat, so no diet
taste_sensitivity = TASTE_SENSITIVITY_NO_TASTE
blood_color = "#1F181F"
flesh_color = "#AAAAAA"
//Default styles for created mobs.
default_hair = "Blue IPC Screen"
virus_immune = 1
can_revive_by_healing = 1
has_gender = FALSE
reagent_tag = PROCESS_SYN
@@ -1005,9 +1002,9 @@
"is sucking in warm air!",
"is holding their breath!")
flags = IS_WHITELISTED | HAS_LIPS
species_traits = list(LIPS, IS_WHITELISTED)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT
bodyflags = FEET_CLAWS | HAS_SKIN_TONE | HAS_BODY_MARKINGS
bodyflags = HAS_SKIN_TONE | HAS_BODY_MARKINGS
dietflags = DIET_OMNI
cold_level_1 = -1 //Default 260 - Lower is better
@@ -172,11 +172,7 @@ var/global/list/damage_icon_parts = list()
var/damage_appearance = ""
for(var/obj/item/organ/external/O in bodyparts)
if(O.is_stump())
continue
if(O.status & ORGAN_DESTROYED) damage_appearance += "d"
else
damage_appearance += O.damage_state
damage_appearance += O.damage_state
if(damage_appearance == previous_damage_appearance)
// nothing to do here
@@ -190,22 +186,19 @@ var/global/list/damage_icon_parts = list()
// blend the individual damage states with our icons
for(var/obj/item/organ/external/O in bodyparts)
if(O.is_stump())
continue
if(!(O.status & ORGAN_DESTROYED))
O.update_icon()
if(O.damage_state == "00") continue
var/icon/DI
var/cache_index = "[O.damage_state]/[O.icon_name]/[species.blood_color]/[species.name]"
O.update_icon()
if(O.damage_state == "00") continue
var/icon/DI
var/cache_index = "[O.damage_state]/[O.icon_name]/[species.blood_color]/[species.name]"
if(damage_icon_parts[cache_index] == null)
DI = new /icon(species.damage_overlays, O.damage_state) // the damage icon for whole human
DI.Blend(new /icon(species.damage_mask, O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
DI.Blend(species.blood_color, ICON_MULTIPLY)
damage_icon_parts[cache_index] = DI
else
DI = damage_icon_parts[cache_index]
standing_image.overlays += DI
if(damage_icon_parts[cache_index] == null)
DI = new /icon(species.damage_overlays, O.damage_state) // the damage icon for whole human
DI.Blend(new /icon(species.damage_mask, O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
DI.Blend(species.blood_color, ICON_MULTIPLY)
damage_icon_parts[cache_index] = DI
else
DI = damage_icon_parts[cache_index]
standing_image.overlays += DI
overlays_standing[DAMAGE_LAYER] = standing_image
@@ -235,13 +228,13 @@ var/global/list/damage_icon_parts = list()
var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
if(eyes)
icon_key += "[rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3])]"
icon_key += "[eyes.eye_colour]"
else
icon_key += "#000000"
for(var/organ_tag in species.has_limbs)
var/obj/item/organ/external/part = bodyparts_by_name[organ_tag]
if(isnull(part) || part.is_stump() || (part.status & ORGAN_DESTROYED))
if(isnull(part))
icon_key += "0"
else if(part.status & ORGAN_ROBOT)
icon_key += "2[part.model ? "-[part.model]": ""]"
@@ -255,7 +248,7 @@ var/global/list/damage_icon_parts = list()
icon_key += "[part.dna.GetUIState(DNA_UI_GENDER)]"
icon_key += "[part.dna.GetUIValue(DNA_UI_SKIN_TONE)]"
if(part.s_col)
icon_key += "[rgb(part.s_col[1], part.s_col[2], part.s_col[3])]"
icon_key += "[part.s_col]"
if(part.s_tone)
icon_key += "[part.s_tone]"
@@ -341,7 +334,7 @@ var/global/list/damage_icon_parts = list()
if(update_icons)
update_icons()
if(lip_style && species && species.flags & HAS_LIPS)
if(lip_style && (LIPS in species.species_traits))
var/icon/lips = icon("icon"='icons/mob/human_face.dmi', "icon_state"="lips_[lip_style]_s")
lips.Blend(lip_color, ICON_ADD)
@@ -368,7 +361,7 @@ var/global/list/damage_icon_parts = list()
//Body markings.
var/obj/item/organ/external/chest/chest_organ = get_organ("chest")
if(chest_organ && !chest_organ.is_stump() && !(chest_organ.status & ORGAN_DESTROYED) && m_styles["body"])
if(chest_organ && m_styles["body"])
var/body_marking = m_styles["body"]
var/datum/sprite_accessory/body_marking_style = marking_styles_list[body_marking]
if(body_marking_style && body_marking_style.species_allowed && (species.name in body_marking_style.species_allowed))
@@ -378,7 +371,7 @@ var/global/list/damage_icon_parts = list()
markings_standing.Blend(b_marking_s, ICON_OVERLAY)
//Head markings.
var/obj/item/organ/external/head/head_organ = get_organ("head")
if(head_organ && !head_organ.is_stump() && !(head_organ.status & ORGAN_DESTROYED) && m_styles["head"]) //If the head is destroyed, forget the head markings. This prevents floating optical markings on decapitated IPCs, for example.
if(head_organ && m_styles["head"]) //If the head is destroyed, forget the head markings. This prevents floating optical markings on decapitated IPCs, for example.
var/head_marking = m_styles["head"]
var/datum/sprite_accessory/head_marking_style = marking_styles_list[head_marking]
if(head_marking_style && head_marking_style.species_allowed && (head_organ.species.name in head_marking_style.species_allowed))
@@ -398,7 +391,7 @@ var/global/list/damage_icon_parts = list()
overlays_standing[HEAD_ACC_OVER_LAYER] = null
var/obj/item/organ/external/head/head_organ = get_organ("head")
if(!head_organ || head_organ.is_stump() || (head_organ.status & ORGAN_DESTROYED) )
if(!head_organ)
if(update_icons) update_icons()
return
@@ -415,7 +408,7 @@ var/global/list/damage_icon_parts = list()
if(head_organ.species.name in head_accessory_style.species_allowed)
var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
if(head_accessory_style.do_colouration)
head_accessory_s.Blend(rgb(head_organ.r_headacc, head_organ.g_headacc, head_organ.b_headacc), ICON_ADD)
head_accessory_s.Blend(head_organ.headacc_colour, ICON_ADD)
head_accessory_standing = head_accessory_s //head_accessory_standing.Blend(head_accessory_s, ICON_OVERLAY)
//Having it this way preserves animations. Useful for animated antennae.
@@ -435,7 +428,7 @@ var/global/list/damage_icon_parts = list()
overlays_standing[HAIR_LAYER] = null
var/obj/item/organ/external/head/head_organ = get_organ("head")
if(!head_organ || head_organ.is_stump() || (head_organ.status & ORGAN_DESTROYED))
if(!head_organ)
if(update_icons) update_icons()
return
@@ -453,17 +446,17 @@ var/global/list/damage_icon_parts = list()
//if(!src.get_int_organ(/obj/item/organ/internal/brain) && src.get_species() != "Machine" )//make it obvious we have NO BRAIN
// hair_standing.Blend(debrained_s, ICON_OVERLAY)
if(hair_style && hair_style.species_allowed)
if((head_organ.species.name in hair_style.species_allowed) || (head_organ.species.flags & ALL_RPARTS)) //If the head's species is in the list of allowed species for the hairstyle, or the head's species is one flagged to have bodies comprised wholly of cybernetics...
if((head_organ.species.name in hair_style.species_allowed) || (head_organ.species.bodyflags & ALL_RPARTS)) //If the head's species is in the list of allowed species for the hairstyle, or the head's species is one flagged to have bodies comprised wholly of cybernetics...
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(head_organ.species.name == "Slime People") // I am el worstos
hair_s.Blend(rgb(r_skin, g_skin, b_skin, 160), ICON_AND)
hair_s.Blend("[skin_colour]A0", ICON_AND)
else if(hair_style.do_colouration)
hair_s.Blend(rgb(head_organ.r_hair, head_organ.g_hair, head_organ.b_hair), ICON_ADD)
hair_s.Blend(head_organ.hair_colour, ICON_ADD)
if(hair_style.secondary_theme)
var/icon/hair_secondary_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_[hair_style.secondary_theme]_s")
if(!hair_style.no_sec_colour)
hair_secondary_s.Blend(rgb(head_organ.r_hair_sec, head_organ.g_hair_sec, head_organ.b_hair_sec), ICON_ADD)
hair_secondary_s.Blend(head_organ.sec_hair_colour, ICON_ADD)
hair_s.Blend(hair_secondary_s, ICON_OVERLAY)
hair_standing = hair_s //hair_standing.Blend(hair_s, ICON_OVERLAY)
@@ -484,7 +477,7 @@ var/global/list/damage_icon_parts = list()
overlays_standing[FHAIR_OVER_LAYER] = null
var/obj/item/organ/external/head/head_organ = get_organ("head")
if(!head_organ || head_organ.is_stump() || (head_organ.status & ORGAN_DESTROYED))
if(!head_organ)
if(update_icons) update_icons()
return
@@ -499,17 +492,17 @@ var/global/list/damage_icon_parts = list()
if(head_organ.f_style)
var/datum/sprite_accessory/facial_hair/facial_hair_style = facial_hair_styles_list[head_organ.f_style]
if(facial_hair_style && facial_hair_style.species_allowed)
if((head_organ.species.name in facial_hair_style.species_allowed) || (head_organ.species.flags & ALL_RPARTS)) //If the head's species is in the list of allowed species for the hairstyle, or the head's species is one flagged to have bodies comprised wholly of cybernetics...
if((head_organ.species.name in facial_hair_style.species_allowed) || (head_organ.species.bodyflags & ALL_RPARTS)) //If the head's species is in the list of allowed species for the hairstyle, or the head's species is one flagged to have bodies comprised wholly of cybernetics...
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(head_organ.species.name == "Slime People") // I am el worstos
facial_s.Blend(rgb(r_skin, g_skin, b_skin, 160), ICON_AND)
facial_s.Blend("[skin_colour]A0", ICON_AND)
else if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(head_organ.r_facial, head_organ.g_facial, head_organ.b_facial), ICON_ADD)
facial_s.Blend(head_organ.facial_colour, ICON_ADD)
if(facial_hair_style.secondary_theme)
var/icon/facial_secondary_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_[facial_hair_style.secondary_theme]_s")
if(!facial_hair_style.no_sec_colour)
facial_secondary_s.Blend(rgb(head_organ.r_facial_sec, head_organ.g_facial_sec, head_organ.b_facial_sec), ICON_ADD)
facial_secondary_s.Blend(head_organ.sec_facial_colour, ICON_ADD)
facial_s.Blend(facial_secondary_s, ICON_OVERLAY)
face_standing.Blend(facial_s, ICON_OVERLAY)
@@ -1175,7 +1168,7 @@ var/global/list/damage_icon_parts = list()
if(body_accessory.try_restrictions(src))
var/icon/accessory_s = new/icon("icon" = body_accessory.icon, "icon_state" = body_accessory.icon_state)
if(species.bodyflags & HAS_SKIN_COLOR)
accessory_s.Blend(rgb(r_skin, g_skin, b_skin), body_accessory.blend_mode)
accessory_s.Blend(skin_colour, body_accessory.blend_mode)
if(tail_marking_icon && (body_accessory.name in tail_marking_style.tails_allowed))
accessory_s.Blend(tail_marking_icon, ICON_OVERLAY)
if((!body_accessory || istype(body_accessory, /datum/body_accessory/tail)) && species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
@@ -1200,7 +1193,7 @@ var/global/list/damage_icon_parts = list()
if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space))
var/icon/tail_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[tail]_s")
if(species.bodyflags & HAS_SKIN_COLOR)
tail_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
tail_s.Blend(skin_colour, ICON_ADD)
if(tail_marking_icon && !tail_marking_style.tails_allowed)
tail_s.Blend(tail_marking_icon, ICON_OVERLAY)
if((!body_accessory || istype(body_accessory, /datum/body_accessory/tail)) && species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
@@ -1241,7 +1234,7 @@ var/global/list/damage_icon_parts = list()
if(body_accessory)
var/icon/accessory_s = new/icon("icon" = body_accessory.get_animated_icon(), "icon_state" = body_accessory.get_animated_icon_state())
if(species.bodyflags & HAS_SKIN_COLOR)
accessory_s.Blend(rgb(r_skin, g_skin, b_skin), body_accessory.blend_mode)
accessory_s.Blend(skin_colour, body_accessory.blend_mode)
if(tail_marking_icon && (body_accessory.name in tail_marking_style.tails_allowed))
accessory_s.Blend(tail_marking_icon, ICON_OVERLAY)
if((!body_accessory || istype(body_accessory, /datum/body_accessory/tail)) && species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
@@ -1268,7 +1261,7 @@ var/global/list/damage_icon_parts = list()
else if(tail && species.bodyflags & HAS_TAIL)
var/icon/tailw_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[tail]w_s")
if(species.bodyflags & HAS_SKIN_COLOR)
tailw_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
tailw_s.Blend(skin_colour, ICON_ADD)
if(tail_marking_icon && !tail_marking_style.tails_allowed)
tailw_s.Blend(tail_marking_icon, ICON_OVERLAY)
if((!body_accessory || istype(body_accessory, /datum/body_accessory/tail)) && species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
-38
View File
@@ -1,38 +0,0 @@
/mob/living/var/traumatic_shock = 0
/mob/living/carbon/var/shock_stage = 0
// proc to find out in how much pain the mob is at the moment
/mob/living/carbon/proc/updateshock()
src.traumatic_shock = \
1 * src.getOxyLoss() + \
1 * src.getToxLoss() + \
1 * src.getFireLoss() + \
1 * src.getBruteLoss() + \
1 * src.getCloneLoss()
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
if(R.shock_reduction)
src.traumatic_shock -= R.shock_reduction // now you too can varedit cyanide to reduce shock by 1000 - Iamgoofball
if(src.slurring)
src.traumatic_shock -= 10
// broken or ripped off organs will add quite a bit of pain
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/M = src
for(var/obj/item/organ/external/organ in M.bodyparts)
if(!organ)
continue
else if(organ.status & ORGAN_BROKEN || organ.open)
src.traumatic_shock += 15
if(organ.status & ORGAN_SPLINTED)
src.traumatic_shock -= 15
if(src.traumatic_shock < 0)
src.traumatic_shock = 0
return src.traumatic_shock
/mob/living/carbon/proc/handle_shock()
updateshock()
+16
View File
@@ -27,6 +27,22 @@
updatehealth()
return 1
/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE) //like apply damage except it always uses the damage procs
switch(damagetype)
if(BRUTE)
return adjustBruteLoss(damage)
if(BURN)
return adjustFireLoss(damage)
if(TOX)
return adjustToxLoss(damage)
if(OXY)
return adjustOxyLoss(damage)
if(CLONE)
return adjustCloneLoss(damage)
if(STAMINA)
return adjustStaminaLoss(damage)
if(BRAIN)
return adjustBrainLoss(damage)
/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/stamina = 0)
if(blocked >= 100) return 0
+46 -8
View File
@@ -168,23 +168,23 @@
//same as above
/mob/living/pointed(atom/A as mob|obj|turf in view())
if(incapacitated())
return 0
if(incapacitated(ignore_lying = TRUE))
return FALSE
if(status_flags & FAKEDEATH)
return 0
return FALSE
if(!..())
return 0
return FALSE
var/obj/item/hand_item = get_active_hand()
if(istype(hand_item, /obj/item/weapon/gun) && A != hand_item)
if(a_intent == INTENT_HELP || !ismob(A))
visible_message("<b>[src]</b> points to [A] with [hand_item]")
return 1
return TRUE
A.visible_message("<span class='danger'>[src] points [hand_item] at [A]!</span>",
"<span class='userdanger'>[src] points [hand_item] at you!</span>")
A << 'sound/weapons/TargetOn.ogg'
return 1
return TRUE
visible_message("<b>[src]</b> points to [A]")
return 1
return TRUE
/mob/living/verb/succumb()
set hidden = 1
@@ -641,7 +641,7 @@
/mob/living/carbon/human/makeTrail(turf/T)
if((species.flags & NO_BLOOD) || species.exotic_blood || !bleed_rate || bleedsuppress)
if((NO_BLOOD in species.species_traits) || species.exotic_blood || !bleed_rate || bleedsuppress)
return
..()
@@ -1002,3 +1002,41 @@
to_chat(src, "<span class='warning'>You don't have the dexterity to do this!</span>")
return 0
return 1
/mob/living/proc/get_taste_sensitivity()
return 1
/mob/living/proc/taste_reagents(datum/reagents/tastes)
if(!get_taste_sensitivity())//this also works for IPCs and stuff that returns 0 here
return
var/do_not_taste_at_all = 1//so we don't spam with recent tastes
var/taste_sum = 0
var/list/taste_list = list()//associative list so we can stack stuff that tastes the same
var/list/final_taste_list = list()//final list of taste strings
for(var/datum/reagent/R in tastes.reagent_list)
taste_sum += R.volume * R.taste_strength
if(!R.taste_message)//set to null; no taste, like water
continue
taste_list[R.taste_message] += R.volume * R.taste_strength
for(var/R in taste_list)
if(recent_tastes[R] && (world.time - recent_tastes[R] < 12 SECONDS))
continue
do_not_taste_at_all = 0//something was fresh enough to taste; could still be bland enough to be unrecognizable
if(taste_list[R] / taste_sum >= 0.15 / get_taste_sensitivity())//we return earlier if the proc returns a 0; won't break the universe
final_taste_list += R
recent_tastes[R] = world.time
if(do_not_taste_at_all)
return //no message spam
if(final_taste_list.len == 0)//too many reagents - none meet their thresholds
to_chat(src, "<span class='notice'>You you can't really make out what you're tasting...</span>")
return
to_chat(src, "<span class='notice'>You can taste [english_list(final_taste_list)].</span>")
+6 -5
View File
@@ -37,6 +37,11 @@
/mob/living/proc/getarmor(var/def_zone, var/type)
return 0
/mob/living/proc/is_mouth_covered(head_only = FALSE, mask_only = FALSE)
return FALSE
/mob/living/proc/is_eyes_covered(check_glasses = TRUE, check_head = TRUE, check_mask = TRUE)
return FALSE
/mob/living/bullet_act(var/obj/item/projectile/P, var/def_zone)
//Armor
@@ -260,8 +265,4 @@
if(!supress_message)
visible_message("<span class='warning'>[user] has grabbed [src] passively!</span>")
return G
/mob/living/incapacitated()
if(stat || paralysis || stunned || weakened || restrained())
return 1
return G
@@ -60,4 +60,5 @@
var/list/say_log = list() //a log of what we've said, plain text, no spans or junk, essentially just each individual "message"
var/list/recent_tastes = list()
var/blood_volume = 0 //how much blood the mob has
+13 -1
View File
@@ -706,7 +706,19 @@ var/list/ai_verbs_default = list(
visible_message("<span class='danger'><B>[M]</B> [M.attacktext] [src]!")
add_logs(M, src, "attacked", admin=0, print_attack_log = 0)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
adjustBruteLoss(damage)
switch(M.melee_damage_type)
if(BRUTE)
adjustBruteLoss(damage)
if(BURN)
adjustFireLoss(damage)
if(TOX)
adjustToxLoss(damage)
if(OXY)
adjustOxyLoss(damage)
if(CLONE)
adjustCloneLoss(damage)
if(STAMINA)
adjustStaminaLoss(damage)
updatehealth()
/mob/living/silicon/ai/reset_perspective(atom/A)
+5 -3
View File
@@ -66,7 +66,6 @@
*/
var/announcing_vox = 0 // Stores the time of the last announcement
var/const/VOX_CHANNEL = 200
var/const/VOX_DELAY = 100
var/const/VOX_PATH = "sound/vox_fem/"
@@ -136,11 +135,14 @@ var/const/VOX_PATH = "sound/vox_fem/"
play_vox_word(word, src.z, null)
/proc/play_vox_word(var/word, var/z_level, var/mob/only_listener)
/proc/play_vox_word(word, z_level, mob/only_listener)
word = lowertext(word)
if(vox_sounds[word])
var/sound_file = vox_sounds[word]
var/sound/voice = sound(sound_file, wait = 1, channel = VOX_CHANNEL)
var/sound/voice = sound(sound_file, wait = 1, channel = CHANNEL_VOX)
voice.status = SOUND_STREAM
// If there is no single listener, broadcast to everyone in the same z level
@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
// Recruiting observers to play as pAIs
var/datum/paiController/paiController // Global handler for pAI candidates
@@ -188,6 +188,9 @@
lawchanges.Add("[time] <B>:</B> [H.name]([H.key]) emagged [name]([key])")
emagged = 1
icon_state = "repairbot-emagged"
holder_type = /obj/item/weapon/holder/drone/emagged
update_icons()
lawupdate = 0
connected_ai = null
clear_supplied_laws()
@@ -91,6 +91,9 @@
H.righthand_file = 'icons/mob/custom_synthetic/custom_righthand.dmi'
H.icon_state = "[icon_state]"
H.item_state = "[icon_state]_hand"
else if(emagged)
H.icon_state = "drone-emagged"
H.item_state = "drone-emagged"
else
H.icon_state = "drone"
H.item_state = "drone"
@@ -161,8 +161,8 @@
name = "matter decompiler"
desc = "Eating trash, bits of glass, or other debris will replenish your stores."
icon = 'icons/obj/device.dmi'
icon_state = "decompiler"
icon = 'icons/obj/toy.dmi'
icon_state = "minigibber"
//Metal, glass, wood, plastic.
var/list/stored_comms = list(
@@ -1,7 +1,7 @@
// No args for restraints because robots don't have those
/mob/living/silicon/robot/incapacitated()
/mob/living/silicon/robot/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_lying = FALSE)
if(stat || lockcharge || weakened || stunned || paralysis || !is_component_functioning("actuator"))
return 1
return TRUE
/mob/living/silicon/robot/update_stat()
if(status_flags & GODMODE)
+1 -1
View File
@@ -144,11 +144,11 @@
// This adds the basic clock, shuttle recall timer, and malf_ai info to all silicon lifeforms
/mob/living/silicon/Stat()
..()
if(statpanel("Status"))
show_stat_station_time()
show_stat_emergency_shuttle_eta()
show_system_integrity()
..()
//Silicon mob language procs
@@ -429,6 +429,7 @@
chemscan(src, A)
/mob/living/simple_animal/bot/medbot/proc/medicate_patient(mob/living/carbon/C)
var/inject_beaker = FALSE
if(!on)
return
@@ -484,7 +485,8 @@
if(reagent_id && use_beaker && reagent_glass && reagent_glass.reagents.total_volume)
for(var/datum/reagent/R in reagent_glass.reagents.reagent_list)
if(!C.reagents.has_reagent(R.id))
reagent_id = "internal_beaker"
reagent_id = R.id
inject_beaker = TRUE
break
if(!reagent_id) //If they don't need any of that they're probably cured!
@@ -501,7 +503,7 @@
spawn(30)//replace with do mob
if((get_dist(src, patient) <= 1) && on && assess_patient(patient))
if(reagent_id == "internal_beaker")
if(inject_beaker)
if(use_beaker && reagent_glass && reagent_glass.reagents.total_volume)
var/fraction = min(injection_amount/reagent_glass.reagents.total_volume, 1)
reagent_glass.reagents.reaction(patient, INGEST, fraction)
@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
// Mulebot - carries crates around for Quartermaster
// Navigates via floor navbeacons
// Remote Controlled from QM's PDA
@@ -22,12 +22,13 @@
see_in_dark = 5
childtype = /mob/living/simple_animal/pet/corgi/puppy
simplespecies = /mob/living/simple_animal/pet/corgi
gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY
var/shaved = 0
var/obj/item/inventory_head
var/obj/item/inventory_back
var/facehugger
var/default_atmos_requirements = 0
gold_core_spawnable = CHEM_MOB_SPAWN_FRIENDLY
var/last_eaten = 0
/mob/living/simple_animal/pet/corgi/New()
..()
@@ -13,6 +13,8 @@
pass_flags = PASSTABLE | PASSMOB
mob_size = MOB_SIZE_SMALL
ventcrawler = 2
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxHealth = 50
health = 50
@@ -176,7 +178,7 @@
if(!M || !src)
return
if(M.species.flags & NO_BLOOD)
if(NO_BLOOD in M.species.species_traits)
to_chat(src, "<span class='warning'>That donor has no blood to take.</span>")
return
@@ -9,6 +9,7 @@
universal_speak = 1
health = 40
maxHealth = 40
pass_flags = PASSTABLE
melee_damage_lower = 2
melee_damage_upper = 2
@@ -172,4 +173,4 @@
mind.transfer_to(mmi.brainmob)
mmi = null
name = "Spider-bot"
update_icon()
update_icon()
@@ -26,6 +26,7 @@
/obj/item/weapon/melee/energy/sword/pirate)
del_on_death = 1
faction = list("pirate")
sentience_type = SENTIENCE_OTHER
/mob/living/simple_animal/hostile/pirate/ranged
name = "Pirate Gunner"
@@ -25,7 +25,7 @@
loot = list(/obj/effect/landmark/mobcorpse/russian,
/obj/item/weapon/kitchen/knife)
del_on_death = 1
sentience_type = SENTIENCE_OTHER
/mob/living/simple_animal/hostile/russian/ranged
icon_state = "russianranged"
@@ -25,6 +25,7 @@
status_flags = CANPUSH
loot = list(/obj/effect/landmark/mobcorpse/syndicatesoldier)
del_on_death = 1
sentience_type = SENTIENCE_OTHER
///////////////Sword and shield////////////
@@ -82,7 +82,7 @@
/mob/living/simple_animal/hostile/poison/terror_spider/black)
S.spider_myqueen = spider_myqueen
if(prob(sbpc))
S.stillborn = 1
S.stillborn = TRUE
if(spider_growinstantly)
S.amount_grown = 250
@@ -94,7 +94,7 @@
for(var/obj/structure/spider/eggcluster/terror_eggcluster/T in ts_egg_list)
qdel(T)
for(var/obj/structure/spider/spiderling/terror_spiderling/T in ts_spiderling_list)
T.stillborn = 1
T.stillborn = TRUE
to_chat(src, "<span class='userdanger'>All Terror Spiders, except yourself, will die off shortly.</span>")
@@ -33,12 +33,15 @@
ventsmash_action.Grant(src)
/mob/living/simple_animal/hostile/poison/terror_spider/mother/death(gibbed)
var/always_stillborn = FALSE
if(spider_awaymission && !is_away_level(z))
always_stillborn = TRUE
if(canspawn)
canspawn = 0
for(var/i in 0 to 30)
var/obj/structure/spider/spiderling/terror_spiderling/S = new /obj/structure/spider/spiderling/terror_spiderling(get_turf(src))
S.grow_as = pick(/mob/living/simple_animal/hostile/poison/terror_spider/red, /mob/living/simple_animal/hostile/poison/terror_spider/gray)
if(prob(66))
if(always_stillborn || prob(66))
S.stillborn = 1
else if(prob(10))
S.grow_as = pick(/mob/living/simple_animal/hostile/poison/terror_spider/black, /mob/living/simple_animal/hostile/poison/terror_spider/green)
@@ -333,7 +333,7 @@
for(var/i in 1 to numlings)
var/obj/structure/spider/spiderling/terror_spiderling/S = new /obj/structure/spider/spiderling/terror_spiderling(get_turf(src))
S.grow_as = /mob/living/simple_animal/hostile/poison/terror_spider/red
S.stillborn = 1
S.stillborn = TRUE
S.name = "Evil-Looking Spiderling"
S.desc = "It moves very quickly, hisses loudly for its size... and has disproportionately large fangs. Hopefully it does not grow up..."
if(!spider_can_fakelings)
@@ -10,16 +10,19 @@
anchored = 0
layer = 2.75
health = 3
var/stillborn = 0
var/stillborn = FALSE
faction = list("terrorspiders")
var/spider_myqueen = null
var/use_vents = 1
var/list/enemies = list()
var/immediate_ventcrawl = 0
var/spider_awaymission = FALSE
/obj/structure/spider/spiderling/terror_spiderling/New()
..()
ts_spiderling_list += src
if(is_away_level(z))
spider_awaymission = TRUE
/obj/structure/spider/spiderling/terror_spiderling/Destroy()
ts_spiderling_list -= src
@@ -85,6 +88,8 @@
if(isturf(loc))
amount_grown += rand(0,2)
if(amount_grown >= 100)
if(spider_awaymission && !is_away_level(z))
stillborn = TRUE
if(stillborn)
die()
else
@@ -174,6 +179,6 @@
var/rnum = 5 - spiderling_number
for(var/i=0, i<rnum, i++)
var/obj/structure/spider/spiderling/terror_spiderling/S = new /obj/structure/spider/spiderling/terror_spiderling(get_turf(src))
S.stillborn = 1
S.stillborn = TRUE
// every set of eggs always spawn 5 spiderlings, but most are decoys
qdel(src)
+9 -1
View File
@@ -330,6 +330,8 @@
SetParalysis(max(paralysis, amount), updating, force)
/mob/living/SetParalysis(amount, updating = 1, force = 0)
if((!!amount) == (!!paralysis)) // We're not changing from + to 0 or vice versa
updating = FALSE
if(status_flags & CANPARALYSE || force)
paralysis = max(amount, 0)
if(updating)
@@ -358,9 +360,11 @@
SetSleeping(max(sleeping, amount), updating, no_alert)
/mob/living/SetSleeping(amount, updating = 1, no_alert = FALSE)
if((!!amount) == (!!sleeping)) // We're not changing from + to 0 or vice versa
updating = FALSE
sleeping = max(amount, 0)
update_sleeping_effects(no_alert)
if(updating)
update_sleeping_effects(no_alert)
update_stat()
update_canmove()
@@ -410,6 +414,8 @@
SetStunned(max(stunned, amount), updating, force)
/mob/living/SetStunned(amount, updating = 1, force = 0) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
if((!!amount) == (!!stunned)) // We're not changing from + to 0 or vice versa
updating = FALSE
if(status_flags & CANSTUN || force)
stunned = max(amount, 0)
if(updating)
@@ -440,6 +446,8 @@
SetWeakened(max(weakened, amount), updating, force)
/mob/living/SetWeakened(amount, updating = 1, force = 0)
if((!!amount) == (!!weakened)) // We're not changing from + to 0 or vice versa
updating = FALSE
if(status_flags & CANWEAKEN || force)
weakened = max(amount, 0)
if(updating)
+3 -3
View File
@@ -56,9 +56,9 @@
return !(weakened || paralysis || stat || (status_flags & FAKEDEATH))
// Whether the mob is capable of actions or not
/mob/living/incapacitated(ignore_restraints = 0, ignore_grab = 0, ignore_lying = 0)
if(stat || paralysis || stunned || (weakened && lying) || (!ignore_restraints && restrained()) || (!ignore_lying && lying))
return 1
/mob/living/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_lying = FALSE)
if(stat || paralysis || stunned || weakened || (!ignore_restraints && restrained()) || (!ignore_lying && lying))
return TRUE
// wonderful proc names, I know - used to check whether the blur overlay
// should show or not
-13
View File
@@ -867,19 +867,6 @@ var/list/slot_equipment_priority = list( \
/mob/proc/stripPanelEquip(obj/item/what, mob/who)
return
/mob/proc/pull_damage()
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.health <= config.health_threshold_softcrit)
for(var/name in H.bodyparts_by_name)
var/obj/item/organ/external/e = H.bodyparts_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
+4 -6
View File
@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/mob/new_player
var/ready = 0
var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
@@ -67,9 +65,9 @@
return
/mob/new_player/Stat()
..()
if((!ticker) || ticker.current_state == GAME_STATE_PREGAME)
statpanel("Lobby") // First tab during pre-game.
..()
statpanel("Status")
if(client.statpanel == "Status" && ticker)
@@ -125,7 +123,7 @@
var/mob/dead/observer/observer = new()
src << browse(null, "window=playersetup")
spawning = 1
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1)// MAD JAMS cant last forever yo
stop_sound_channel(CHANNEL_LOBBYMUSIC)
observer.started_as_observer = 1
@@ -453,7 +451,7 @@
client.prefs.real_name = random_name(client.prefs.gender)
client.prefs.copy_to(new_character)
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1)// MAD JAMS cant last forever yo
stop_sound_channel(CHANNEL_LOBBYMUSIC)
if(mind)
@@ -516,7 +514,7 @@
/mob/new_player/proc/is_species_whitelisted(datum/species/S)
if(!S) return 1
return is_alien_whitelisted(src, S.name) || !config.usealienwhitelist || !(S.flags & IS_WHITELISTED)
return is_alien_whitelisted(src, S.name) || !config.usealienwhitelist || !(IS_WHITELISTED in S.species_traits)
/mob/new_player/get_species()
var/datum/species/chosen_species
@@ -1,8 +1,13 @@
/datum/preferences
//The mob should have a gender you want before running this proc. Will run fine without H
/datum/preferences/proc/random_character(gender_override)
var/datum/species/S = all_species[species]
if(!istype(S)) //The species was invalid. Set the species to the default, fetch the datum for that species and generate a random character.
species = initial(species)
S = all_species[species]
var/datum/robolimb/robohead
if(species == "Machine")
if(S.bodyflags & ALL_RPARTS)
var/head_model = "[!rlimb_data["head"] ? "Morpheus Cyberkinetics" : rlimb_data["head"]]"
robohead = all_robolimbs[head_model]
if(gender_override)
@@ -12,38 +17,32 @@
underwear = random_underwear(gender, species)
undershirt = random_undershirt(gender, species)
socks = random_socks(gender, species)
if(species == "Vulpkanin")
if(body_accessory_by_species[species])
body_accessory = random_body_accessory(species)
if(body_accessory == "None") //Required to prevent a bug where the information/icons in the character preferences screen wouldn't update despite the data being changed.
body_accessory = null
if(species in list("Human", "Drask", "Vox"))
if(S.bodyflags & (HAS_SKIN_TONE|HAS_ICON_SKIN_TONE))
s_tone = random_skin_tone(species)
h_style = random_hair_style(gender, species, robohead)
f_style = random_facial_hair_style(gender, species, robohead)
if(species in list("Human", "Unathi", "Tajaran", "Skrell", "Machine", "Vulpkanin", "Vox"))
if(species in list("Human", "Unathi", "Tajaran", "Skrell", "Machine", "Wryn", "Vulpkanin", "Vox"))
randomize_hair_color("hair")
randomize_hair_color("facial")
if(species in list("Unathi", "Vulpkanin", "Tajaran", "Machine"))
if(S.bodyflags & HAS_HEAD_ACCESSORY)
ha_style = random_head_accessory(species)
var/list/colours = randomize_skin_color(1)
r_headacc = colours["red"]
g_headacc = colours["green"]
b_headacc = colours["blue"]
if(species in list("Machine", "Tajaran", "Unathi", "Vulpkanin"))
hacc_colour = randomize_skin_color(1)
if(S.bodyflags & HAS_HEAD_MARKINGS)
m_styles["head"] = random_marking_style("head", species, robohead, null, alt_head)
var/list/colours = randomize_skin_color(1)
m_colours["head"] = rgb(colours["red"], colours["green"], colours["blue"])
if(species in list("Human", "Unathi", "Grey", "Vulpkanin", "Tajaran", "Skrell", "Vox", "Drask"))
m_colours["head"] = randomize_skin_color(1)
if(S.bodyflags & HAS_BODY_MARKINGS)
m_styles["body"] = random_marking_style("body", species)
var/list/colours = randomize_skin_color(1)
m_colours["body"] = rgb(colours["red"], colours["green"], colours["blue"])
if(species in list("Vox", "Vulpkanin")) //Species with tail markings.
m_colours["body"] = randomize_skin_color(1)
if(S.bodyflags & HAS_TAIL_MARKINGS) //Species with tail markings.
m_styles["tail"] = random_marking_style("tail", species, null, body_accessory)
var/list/colours = randomize_skin_color(1)
m_colours["tail"] = rgb(colours["red"], colours["green"], colours["blue"])
if(species != "Machine")
m_colours["tail"] = randomize_skin_color(1)
if(!(S.bodyflags & ALL_RPARTS))
randomize_eyes_color()
if(species in list("Unathi", "Tajaran", "Skrell", "Vulpkanin"))
if(S.bodyflags & HAS_SKIN_COLOR)
randomize_skin_color()
backbag = 2
age = rand(AGE_MIN, AGE_MAX)
@@ -51,9 +50,7 @@
/datum/preferences/proc/randomize_hair_color(var/target = "hair")
if(prob (75) && target == "facial") // Chance to inherit hair color
r_facial = r_hair
g_facial = g_hair
b_facial = b_hair
f_colour = h_colour
return
var/red
@@ -101,13 +98,9 @@
switch(target)
if("hair")
r_hair = red
g_hair = green
b_hair = blue
h_colour = rgb(red, green, blue)
if("facial")
r_facial = red
g_facial = green
b_facial = blue
f_colour = rgb(red, green, blue)
/datum/preferences/proc/randomize_eyes_color()
var/red
@@ -153,11 +146,9 @@
green = max(min(green + rand (-25, 25), 255), 0)
blue = max(min(blue + rand (-25, 25), 255), 0)
r_eyes = red
g_eyes = green
b_eyes = blue
e_colour = rgb(red, green, blue)
/datum/preferences/proc/randomize_skin_color(var/pass_to_list)
/datum/preferences/proc/randomize_skin_color(var/pass_on)
var/red
var/green
var/blue
@@ -201,17 +192,10 @@
green = max(min(green + rand (-25, 25), 255), 0)
blue = max(min(blue + rand (-25, 25), 255), 0)
if(pass_to_list)
var/list/colours = list(
"red" = red,
"blue" = blue,
"green" = green
)
return colours
if(pass_on)
return rgb(red, green, blue)
else
r_skin = red
g_skin = green
b_skin = blue
s_colour = rgb(red, green, blue)
/datum/preferences/proc/blend_backpack(var/icon/clothes_s,var/backbag,var/satchel,var/backpack="backpack")
switch(backbag)
@@ -254,7 +238,7 @@
icobase = 'icons/mob/human_races/r_human.dmi'
var/fat=""
if(disabilities & DISABILITY_FLAG_FAT && current_species.flags & CAN_BE_FAT)
if(disabilities & DISABILITY_FLAG_FAT && (CAN_BE_FAT in current_species.species_traits))
fat="_fat"
preview_icon = new /icon(icobase, "torso_[g][fat]")
preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY)
@@ -279,7 +263,7 @@
// Skin color
if(current_species && (current_species.bodyflags & HAS_SKIN_COLOR))
preview_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
preview_icon.Blend(s_colour, ICON_ADD)
// Skin tone
if(current_species && (current_species.bodyflags & HAS_SKIN_TONE))
@@ -320,7 +304,7 @@
temp.Shift(NORTH, tail_shift_y)
if(current_species && (current_species.bodyflags & HAS_SKIN_COLOR))
temp.Blend(rgb(r_skin, g_skin, b_skin), blend_mode)
temp.Blend(s_colour, blend_mode)
if(current_species && (current_species.bodyflags & HAS_TAIL_MARKINGS))
var/tail_marking = m_styles["tail"]
@@ -353,7 +337,7 @@
var/icon/face_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = "bald_s")
if(!(current_species.bodyflags & NO_EYES))
var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = current_species ? current_species.eyes : "eyes_s")
eyes_s.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
eyes_s.Blend(e_colour, ICON_ADD)
face_s.Blend(eyes_s, ICON_OVERLAY)
@@ -361,14 +345,14 @@
if(hair_style)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(current_species.name == "Slime People") // whee I am part of the problem
hair_s.Blend(rgb(r_skin, g_skin, b_skin, 160), ICON_ADD)
hair_s.Blend("[s_colour]A0", ICON_ADD)
else
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
hair_s.Blend(h_colour, ICON_ADD)
if(hair_style.secondary_theme)
var/icon/hair_secondary_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_[hair_style.secondary_theme]_s")
if(!hair_style.no_sec_colour)
hair_secondary_s.Blend(rgb(r_hair_sec, g_hair_sec, b_hair_sec), ICON_ADD)
hair_secondary_s.Blend(h_sec_colour, ICON_ADD)
hair_s.Blend(hair_secondary_s, ICON_OVERLAY)
face_s.Blend(hair_s, ICON_OVERLAY)
@@ -378,21 +362,21 @@
var/datum/sprite_accessory/head_accessory_style = head_accessory_styles_list[ha_style]
if(head_accessory_style && head_accessory_style.species_allowed)
var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
head_accessory_s.Blend(rgb(r_headacc, g_headacc, b_headacc), ICON_ADD)
head_accessory_s.Blend(hacc_colour, ICON_ADD)
face_s.Blend(head_accessory_s, ICON_OVERLAY)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
if(facial_hair_style && facial_hair_style.species_allowed)
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(current_species.name == "Slime People") // whee I am part of the problem
facial_s.Blend(rgb(r_skin, g_skin, b_skin, 160), ICON_ADD)
facial_s.Blend("[s_colour]A0", ICON_ADD)
else
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
facial_s.Blend(f_colour, ICON_ADD)
if(facial_hair_style.secondary_theme)
var/icon/facial_secondary_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_[facial_hair_style.secondary_theme]_s")
if(!facial_hair_style.no_sec_colour)
facial_secondary_s.Blend(rgb(r_facial_sec, g_facial_sec, b_facial_sec), ICON_ADD)
facial_secondary_s.Blend(f_sec_colour, ICON_ADD)
facial_s.Blend(facial_secondary_s, ICON_OVERLAY)
face_s.Blend(facial_s, ICON_OVERLAY)
+1 -1
View File
@@ -20,7 +20,7 @@
/mob/proc/AIize()
if(client)
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1)// stop the jams for AIs
stop_sound_channel(CHANNEL_LOBBYMUSIC)
var/mob/living/silicon/ai/O = new (loc,,,1)//No MMI but safety is in effect.
O.invisibility = 0
+2 -2
View File
@@ -43,8 +43,8 @@
/mob/proc/can_speak()
return 1
/mob/proc/incapacitated(ignore_restraints, ignore_grab)
return 0
/mob/proc/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_lying = FALSE)
return FALSE
/mob/proc/restrained(ignore_grab)
// All are created free