mirror of
https://github.com/ParadiseSS13/Paradise.git
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Ugh another big 'Carn broke everything' commit.
Tried to standardise the (confusing as all hell) handle_regular_status_updates() procs for monkeys alien/humanoid, alien/larva, brains and humans. Removed clamp_values as per Rockdtben's request. Hopefully this should make those procs a lot easier to read and work with as well as reduce the number of calculations done every call. Admin's rejuvinate verb cures disabilities, sdisabilities and sight/hearing. Xenos can actually use their sleeping icon properly now. If I've broken anything let me know directly and I'll have it fixed/reverted within 24 hours. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3933 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -533,11 +533,12 @@ In all, this is a lot like the monkey code. /N
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return
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/mob/living/carbon/alien/humanoid/updatehealth()
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if (nodamage == 0)
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//oxyloss is only used for suicide
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//toxloss isn't used for aliens, its actually used as alien powers!!
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health = 100 - getOxyLoss() - getFireLoss() - getBruteLoss()
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else
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if(nodamage)
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health = 100
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stat = 0
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else
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//oxyloss is only used for suicide
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//toxloss isn't used for aliens, its actually used as alien powers!!
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health = 100 - getOxyLoss() - getFireLoss() - getBruteLoss()
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@@ -12,12 +12,12 @@
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set invisibility = 0
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set background = 1
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if (src.monkeyizing)
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if (monkeyizing)
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return
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..()
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if (src.stat != DEAD) //still breathing
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if (stat != DEAD) //still breathing
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//First, resolve location and get a breath
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@@ -34,7 +34,7 @@
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//blinded get reset each cycle and then get activated later in the
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//code. Very ugly. I dont care. Moving this stuff here so its easy
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//to find it.
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src.blinded = null
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blinded = null
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//Disease Check
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handle_virus_updates()
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@@ -59,8 +59,6 @@
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//Status updates, death etc.
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handle_regular_status_updates()
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// Yup.
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update_canmove()
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// Grabbing
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@@ -70,501 +68,477 @@
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if(client)
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handle_regular_hud_updates()
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clamp_values()
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/mob/living/carbon/alien/humanoid
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proc
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clamp_values()
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proc/handle_disabilities()
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if (disabilities & 2)
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if ((prob(1) && paralysis < 10 && r_epil < 1))
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src << "\red You have a seizure!"
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Paralyse(10)
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if (disabilities & 4)
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if ((prob(5) && paralysis <= 1 && r_ch_cou < 1))
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drop_item()
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spawn( 0 )
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emote("cough")
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return
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if (disabilities & 8)
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if ((prob(10) && paralysis <= 1 && r_Tourette < 1))
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Stun(10)
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spawn( 0 )
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emote("twitch")
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return
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if (disabilities & 16)
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if (prob(10))
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stuttering = max(10, stuttering)
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// SetStunned(min(stunned, 20))
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SetParalysis(min(paralysis, 20))
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// SetWeakened(min(weakened, 20))
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sleeping = max(min(sleeping, 20), 0)
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adjustBruteLoss(0)
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adjustToxLoss(0)
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adjustOxyLoss(0)
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adjustFireLoss(0)
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proc/update_mind()
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if(!mind && client)
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mind = new
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mind.current = src
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mind.assigned_role = "Hunter"
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mind.key = key
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proc/handle_mutations_and_radiation()
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handle_disabilities()
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if(getFireLoss())
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if((COLD_RESISTANCE in mutations) || prob(50))
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switch(getFireLoss())
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if(1 to 50)
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adjustFireLoss(-1)
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if(51 to 100)
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adjustFireLoss(-5)
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if (src.disabilities & 2)
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if ((prob(1) && src.paralysis < 10 && src.r_epil < 1))
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src << "\red You have a seizure!"
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Paralyse(10)
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if (src.disabilities & 4)
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if ((prob(5) && src.paralysis <= 1 && src.r_ch_cou < 1))
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src.drop_item()
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spawn( 0 )
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emote("cough")
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return
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if (src.disabilities & 8)
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if ((prob(10) && src.paralysis <= 1 && src.r_Tourette < 1))
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Stun(10)
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spawn( 0 )
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emote("twitch")
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return
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if (src.disabilities & 16)
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if (prob(10))
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src.stuttering = max(10, src.stuttering)
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if ((HULK in mutations) && health <= 25)
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mutations.Remove(HULK)
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src << "\red You suddenly feel very weak."
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Weaken(3)
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emote("collapse")
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update_mind()
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if(!mind && client)
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mind = new
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mind.current = src
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mind.assigned_role = "Hunter"
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mind.key = key
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handle_mutations_and_radiation()
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if(src.getFireLoss())
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if((COLD_RESISTANCE in src.mutations) || prob(50))
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switch(src.getFireLoss())
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if(1 to 50)
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src.adjustFireLoss(-1)
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if(51 to 100)
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src.adjustFireLoss(-5)
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if ((HULK in src.mutations) && src.health <= 25)
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src.mutations.Remove(HULK)
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src << "\red You suddenly feel very weak."
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Weaken(3)
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if (radiation)
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if (radiation > 100)
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radiation = 100
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Weaken(10)
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src << "\red You feel weak."
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emote("collapse")
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if (src.radiation)
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if (src.radiation > 100)
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src.radiation = 100
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Weaken(10)
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src << "\red You feel weak."
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emote("collapse")
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if (radiation < 0)
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radiation = 0
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if (src.radiation < 0)
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src.radiation = 0
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switch(radiation)
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if(1 to 49)
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radiation--
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if(prob(25))
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adjustToxLoss(1)
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updatehealth()
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switch(src.radiation)
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if(1 to 49)
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src.radiation--
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if(prob(25))
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src.adjustToxLoss(1)
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src.updatehealth()
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if(50 to 74)
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radiation -= 2
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adjustToxLoss(1)
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if(prob(5))
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radiation -= 5
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Weaken(3)
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src << "\red You feel weak."
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emote("collapse")
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updatehealth()
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if(50 to 74)
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src.radiation -= 2
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src.adjustToxLoss(1)
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if(prob(5))
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src.radiation -= 5
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Weaken(3)
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src << "\red You feel weak."
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emote("collapse")
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src.updatehealth()
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if(75 to 100)
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src.radiation -= 3
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src.adjustToxLoss(3)
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if(prob(1))
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src << "\red You mutate!"
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randmutb(src)
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domutcheck(src,null)
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emote("gasp")
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src.updatehealth()
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if(75 to 100)
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radiation -= 3
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adjustToxLoss(3)
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if(prob(1))
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src << "\red You mutate!"
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randmutb(src)
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domutcheck(src,null)
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emote("gasp")
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updatehealth()
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breathe()
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if(src.reagents)
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if(src.reagents.has_reagent("lexorin")) return
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if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
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proc/breathe()
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if(reagents)
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if(reagents.has_reagent("lexorin")) return
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if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
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var/datum/gas_mixture/environment = loc.return_air()
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var/datum/air_group/breath
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// HACK NEED CHANGING LATER
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if(src.health < 0)
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src.losebreath++
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var/datum/gas_mixture/environment = loc.return_air()
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var/datum/air_group/breath
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// HACK NEED CHANGING LATER
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if(health < 0)
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losebreath++
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if(losebreath>0) //Suffocating so do not take a breath
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src.losebreath--
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if (prob(75)) //High chance of gasping for air
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spawn emote("gasp")
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if(losebreath>0) //Suffocating so do not take a breath
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losebreath--
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if (prob(75)) //High chance of gasping for air
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spawn emote("gasp")
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if(istype(loc, /obj/))
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var/obj/location_as_object = loc
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location_as_object.handle_internal_lifeform(src, 0)
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else
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//First, check for air from internal atmosphere (using an air tank and mask generally)
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breath = get_breath_from_internal(BREATH_VOLUME)
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//No breath from internal atmosphere so get breath from location
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if(!breath)
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if(istype(loc, /obj/))
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var/obj/location_as_object = loc
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breath = location_as_object.handle_internal_lifeform(src, BREATH_VOLUME)
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else if(istype(loc, /turf/))
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var/breath_moles = 0
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/*if(environment.return_pressure() > ONE_ATMOSPHERE)
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// Loads of air around (pressure effect will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
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breath_moles = (ONE_ATMOSPHERE*BREATH_VOLUME/R_IDEAL_GAS_EQUATION*environment.temperature)
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else*/
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// Not enough air around, take a percentage of what's there to model this properly
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breath_moles = environment.total_moles()*BREATH_PERCENTAGE
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breath = loc.remove_air(breath_moles)
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// Handle chem smoke effect -- Doohl
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for(var/obj/effect/effect/chem_smoke/smoke in view(1, src))
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if(smoke.reagents.total_volume)
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smoke.reagents.reaction(src, INGEST)
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spawn(5)
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if(smoke)
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smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
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break // If they breathe in the nasty stuff once, no need to continue checking
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else //Still give containing object the chance to interact
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if(istype(loc, /obj/))
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var/obj/location_as_object = loc
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location_as_object.handle_internal_lifeform(src, 0)
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else
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//First, check for air from internal atmosphere (using an air tank and mask generally)
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breath = get_breath_from_internal(BREATH_VOLUME)
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//No breath from internal atmosphere so get breath from location
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if(!breath)
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if(istype(loc, /obj/))
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var/obj/location_as_object = loc
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breath = location_as_object.handle_internal_lifeform(src, BREATH_VOLUME)
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else if(istype(loc, /turf/))
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var/breath_moles = 0
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/*if(environment.return_pressure() > ONE_ATMOSPHERE)
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// Loads of air around (pressure effect will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
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breath_moles = (ONE_ATMOSPHERE*BREATH_VOLUME/R_IDEAL_GAS_EQUATION*environment.temperature)
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else*/
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// Not enough air around, take a percentage of what's there to model this properly
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breath_moles = environment.total_moles()*BREATH_PERCENTAGE
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handle_breath(breath)
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breath = loc.remove_air(breath_moles)
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// Handle chem smoke effect -- Doohl
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for(var/obj/effect/effect/chem_smoke/smoke in view(1, src))
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if(smoke.reagents.total_volume)
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smoke.reagents.reaction(src, INGEST)
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spawn(5)
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if(smoke)
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smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
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break // If they breathe in the nasty stuff once, no need to continue checking
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if(breath)
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loc.assume_air(breath)
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else //Still give containing object the chance to interact
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if(istype(loc, /obj/))
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var/obj/location_as_object = loc
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location_as_object.handle_internal_lifeform(src, 0)
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handle_breath(breath)
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if(breath)
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loc.assume_air(breath)
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get_breath_from_internal(volume_needed)
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proc/get_breath_from_internal(volume_needed)
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if(internal)
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if (!contents.Find(internal))
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internal = null
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if (!wear_mask || !(wear_mask.flags & MASKINTERNALS) )
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internal = null
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if(internal)
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if (!contents.Find(src.internal))
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internal = null
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if (!wear_mask || !(wear_mask.flags & MASKINTERNALS) )
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internal = null
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if(internal)
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if (src.internals)
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src.internals.icon_state = "internal1"
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return internal.remove_air_volume(volume_needed)
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else
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if (src.internals)
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src.internals.icon_state = "internal0"
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return null
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if (internals)
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internals.icon_state = "internal1"
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return internal.remove_air_volume(volume_needed)
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else
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if (internals)
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internals.icon_state = "internal0"
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return null
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handle_breath(datum/gas_mixture/breath)
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if(src.nodamage)
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return
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proc/handle_breath(datum/gas_mixture/breath)
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if(nodamage)
|
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return
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if(!breath || (breath.total_moles() == 0))
|
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//Aliens breathe in vaccuum
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return 0
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if(!breath || (breath.total_moles() == 0))
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//Aliens breathe in vaccuum
|
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return 0
|
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|
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var/toxins_used = 0
|
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var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
|
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var/toxins_used = 0
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var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
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//Partial pressure of the toxins in our breath
|
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var/Toxins_pp = (breath.toxins/breath.total_moles())*breath_pressure
|
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//Partial pressure of the toxins in our breath
|
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var/Toxins_pp = (breath.toxins/breath.total_moles())*breath_pressure
|
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|
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if(Toxins_pp) // Detect toxins in air
|
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if(Toxins_pp) // Detect toxins in air
|
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|
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adjustToxLoss(breath.toxins*250)
|
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toxins_alert = max(toxins_alert, 1)
|
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adjustToxLoss(breath.toxins*250)
|
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toxins_alert = max(toxins_alert, 1)
|
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|
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toxins_used = breath.toxins
|
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toxins_used = breath.toxins
|
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|
||||
else
|
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toxins_alert = 0
|
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|
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//Breathe in toxins and out oxygen
|
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breath.toxins -= toxins_used
|
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breath.oxygen += toxins_used
|
||||
|
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if(breath.temperature > (T0C+66) && !(COLD_RESISTANCE in mutations)) // Hot air hurts :(
|
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if(prob(20))
|
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src << "\red You feel a searing heat in your lungs!"
|
||||
fire_alert = max(fire_alert, 1)
|
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else
|
||||
fire_alert = 0
|
||||
|
||||
//Temporary fixes to the alerts.
|
||||
|
||||
return 1
|
||||
|
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proc/handle_environment()
|
||||
|
||||
//If there are alien weeds on the ground then heal if needed or give some toxins
|
||||
if(locate(/obj/effect/alien/weeds) in loc)
|
||||
if(health >= 100)
|
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adjustToxLoss(15)
|
||||
|
||||
else
|
||||
toxins_alert = 0
|
||||
|
||||
//Breathe in toxins and out oxygen
|
||||
breath.toxins -= toxins_used
|
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breath.oxygen += toxins_used
|
||||
|
||||
if(breath.temperature > (T0C+66) && !(COLD_RESISTANCE in src.mutations)) // Hot air hurts :(
|
||||
if(prob(20))
|
||||
src << "\red You feel a searing heat in your lungs!"
|
||||
fire_alert = max(fire_alert, 1)
|
||||
else
|
||||
fire_alert = 0
|
||||
|
||||
//Temporary fixes to the alerts.
|
||||
|
||||
return 1
|
||||
|
||||
handle_environment()
|
||||
|
||||
//If there are alien weeds on the ground then heal if needed or give some toxins
|
||||
if(locate(/obj/effect/alien/weeds) in loc)
|
||||
if(health >= 100)
|
||||
adjustToxLoss(15)
|
||||
|
||||
else
|
||||
adjustBruteLoss(-15)
|
||||
adjustFireLoss(-15)
|
||||
adjustBruteLoss(-15)
|
||||
adjustFireLoss(-15)
|
||||
|
||||
|
||||
|
||||
adjust_body_temperature(current, loc_temp, boost)
|
||||
var/temperature = current
|
||||
var/difference = abs(current-loc_temp) //get difference
|
||||
var/increments// = difference/10 //find how many increments apart they are
|
||||
if(difference > 50)
|
||||
increments = difference/5
|
||||
else
|
||||
increments = difference/10
|
||||
var/change = increments*boost // Get the amount to change by (x per increment)
|
||||
var/temp_change
|
||||
if(current < loc_temp)
|
||||
temperature = min(loc_temp, temperature+change)
|
||||
else if(current > loc_temp)
|
||||
temperature = max(loc_temp, temperature-change)
|
||||
temp_change = (temperature - current)
|
||||
return temp_change
|
||||
proc/adjust_body_temperature(current, loc_temp, boost)
|
||||
var/temperature = current
|
||||
var/difference = abs(current-loc_temp) //get difference
|
||||
var/increments// = difference/10 //find how many increments apart they are
|
||||
if(difference > 50)
|
||||
increments = difference/5
|
||||
else
|
||||
increments = difference/10
|
||||
var/change = increments*boost // Get the amount to change by (x per increment)
|
||||
var/temp_change
|
||||
if(current < loc_temp)
|
||||
temperature = min(loc_temp, temperature+change)
|
||||
else if(current > loc_temp)
|
||||
temperature = max(loc_temp, temperature-change)
|
||||
temp_change = (temperature - current)
|
||||
return temp_change
|
||||
|
||||
get_thermal_protection()
|
||||
var/thermal_protection = 1.0
|
||||
//Handle normal clothing
|
||||
if(head && (head.body_parts_covered & HEAD))
|
||||
thermal_protection += 0.5
|
||||
if(wear_suit && (wear_suit.body_parts_covered & UPPER_TORSO))
|
||||
thermal_protection += 0.5
|
||||
if(wear_suit && (wear_suit.body_parts_covered & LEGS))
|
||||
thermal_protection += 0.2
|
||||
if(wear_suit && (wear_suit.body_parts_covered & ARMS))
|
||||
thermal_protection += 0.2
|
||||
if(wear_suit && (wear_suit.body_parts_covered & HANDS))
|
||||
thermal_protection += 0.2
|
||||
if(wear_suit && (wear_suit.flags & SUITSPACE))
|
||||
thermal_protection += 3
|
||||
if(COLD_RESISTANCE in src.mutations)
|
||||
thermal_protection += 5
|
||||
proc/get_thermal_protection()
|
||||
var/thermal_protection = 1.0
|
||||
//Handle normal clothing
|
||||
if(head && (head.body_parts_covered & HEAD))
|
||||
thermal_protection += 0.5
|
||||
if(wear_suit && (wear_suit.body_parts_covered & UPPER_TORSO))
|
||||
thermal_protection += 0.5
|
||||
if(wear_suit && (wear_suit.body_parts_covered & LEGS))
|
||||
thermal_protection += 0.2
|
||||
if(wear_suit && (wear_suit.body_parts_covered & ARMS))
|
||||
thermal_protection += 0.2
|
||||
if(wear_suit && (wear_suit.body_parts_covered & HANDS))
|
||||
thermal_protection += 0.2
|
||||
if(wear_suit && (wear_suit.flags & SUITSPACE))
|
||||
thermal_protection += 3
|
||||
if(COLD_RESISTANCE in mutations)
|
||||
thermal_protection += 5
|
||||
|
||||
return thermal_protection
|
||||
return thermal_protection
|
||||
|
||||
add_fire_protection(var/temp)
|
||||
var/fire_prot = 0
|
||||
if(head)
|
||||
if(head.protective_temperature > temp)
|
||||
fire_prot += (head.protective_temperature/10)
|
||||
if(wear_mask)
|
||||
if(wear_mask.protective_temperature > temp)
|
||||
fire_prot += (wear_mask.protective_temperature/10)
|
||||
if(wear_suit)
|
||||
if(wear_suit.protective_temperature > temp)
|
||||
fire_prot += (wear_suit.protective_temperature/10)
|
||||
proc/add_fire_protection(var/temp)
|
||||
var/fire_prot = 0
|
||||
if(head)
|
||||
if(head.protective_temperature > temp)
|
||||
fire_prot += (head.protective_temperature/10)
|
||||
if(wear_mask)
|
||||
if(wear_mask.protective_temperature > temp)
|
||||
fire_prot += (wear_mask.protective_temperature/10)
|
||||
if(wear_suit)
|
||||
if(wear_suit.protective_temperature > temp)
|
||||
fire_prot += (wear_suit.protective_temperature/10)
|
||||
|
||||
|
||||
return fire_prot
|
||||
return fire_prot
|
||||
|
||||
handle_chemicals_in_body()
|
||||
proc/handle_chemicals_in_body()
|
||||
|
||||
if(reagents) reagents.metabolize(src)
|
||||
if(reagents) reagents.metabolize(src)
|
||||
|
||||
if(FAT in mutations)
|
||||
if(nutrition < 100)
|
||||
if(prob(round((50 - src.nutrition) / 100)))
|
||||
src << "\blue You feel fit again!"
|
||||
src.mutations.Remove(FAT)
|
||||
else
|
||||
if(nutrition > 500)
|
||||
if(prob(5 + round((src.nutrition - 200) / 2)))
|
||||
src << "\red You suddenly feel blubbery!"
|
||||
src.mutations.Add(FAT)
|
||||
if(FAT in mutations)
|
||||
if(nutrition < 100)
|
||||
if(prob(round((50 - nutrition) / 100)))
|
||||
src << "\blue You feel fit again!"
|
||||
mutations.Remove(FAT)
|
||||
else
|
||||
if(nutrition > 500)
|
||||
if(prob(5 + round((nutrition - 200) / 2)))
|
||||
src << "\red You suddenly feel blubbery!"
|
||||
mutations.Add(FAT)
|
||||
|
||||
if (src.nutrition > 0)
|
||||
src.nutrition -= HUNGER_FACTOR
|
||||
if (nutrition > 0)
|
||||
nutrition -= HUNGER_FACTOR
|
||||
|
||||
if (src.drowsyness)
|
||||
src.drowsyness--
|
||||
src.eye_blurry = max(2, src.eye_blurry)
|
||||
if (prob(5))
|
||||
src.sleeping += 1
|
||||
src.Paralyse(5)
|
||||
if (drowsyness)
|
||||
drowsyness--
|
||||
eye_blurry = max(2, eye_blurry)
|
||||
if (prob(5))
|
||||
sleeping += 1
|
||||
Paralyse(5)
|
||||
|
||||
confused = max(0, confused - 1)
|
||||
// decrement dizziness counter, clamped to 0
|
||||
if(resting)
|
||||
dizziness = max(0, dizziness - 5)
|
||||
jitteriness = max(0, jitteriness - 5)
|
||||
else
|
||||
dizziness = max(0, dizziness - 1)
|
||||
jitteriness = max(0, jitteriness - 1)
|
||||
confused = max(0, confused - 1)
|
||||
// decrement dizziness counter, clamped to 0
|
||||
if(resting)
|
||||
dizziness = max(0, dizziness - 5)
|
||||
jitteriness = max(0, jitteriness - 5)
|
||||
else
|
||||
dizziness = max(0, dizziness - 1)
|
||||
jitteriness = max(0, jitteriness - 1)
|
||||
|
||||
src.updatehealth()
|
||||
updatehealth()
|
||||
|
||||
return //TODO: DEFERRED
|
||||
return //TODO: DEFERRED
|
||||
|
||||
handle_regular_status_updates()
|
||||
|
||||
health = 100 - (getOxyLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
|
||||
proc/handle_regular_status_updates()
|
||||
updatehealth()
|
||||
|
||||
if(getOxyLoss() > 50) Paralyse(3)
|
||||
if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
|
||||
blinded = 1
|
||||
silent = 0
|
||||
else //ALIVE. LIGHTS ARE ON
|
||||
if(health < config.health_threshold_dead || brain_op_stage == 4.0)
|
||||
death()
|
||||
blinded = 1
|
||||
stat = DEAD
|
||||
silent = 0
|
||||
return 1
|
||||
|
||||
if(src.sleeping)
|
||||
//UNCONSCIOUS. NO-ONE IS HOME
|
||||
if( (getOxyLoss() > 50) || (config.health_threshold_crit > health) )
|
||||
if( health <= 20 && prob(1) )
|
||||
spawn(0)
|
||||
emote("gasp")
|
||||
if(!reagents.has_reagent("inaprovaline"))
|
||||
adjustOxyLoss(1)
|
||||
Paralyse(3)
|
||||
//if (prob(10) && health) emote("snore") //Invalid emote for aliens, but it might be worth making sleep noticeable somehow -Yvarov
|
||||
src.sleeping--
|
||||
|
||||
// if(src.resting)
|
||||
// Weaken(5)
|
||||
if(paralysis)
|
||||
AdjustParalysis(-1)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
else if(sleeping)
|
||||
sleeping = max(sleeping-1, 0)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
if( prob(10) && health )
|
||||
spawn(0)
|
||||
emote("hiss")
|
||||
//CONSCIOUS
|
||||
else
|
||||
stat = CONSCIOUS
|
||||
|
||||
/* What in the living hell is this?*/
|
||||
if(move_delay_add > 0)
|
||||
move_delay_add = max(0, move_delay_add - rand(1, 2))
|
||||
|
||||
if(health < config.health_threshold_dead || src.brain_op_stage == 4.0)
|
||||
death()
|
||||
else if(src.health < config.health_threshold_crit)
|
||||
if(src.health <= 20 && prob(1)) spawn(0) emote("gasp")
|
||||
//Eyes
|
||||
if(sdisabilities & 1) //disabled-blind, doesn't get better on its own
|
||||
blinded = 1
|
||||
else if(eye_blind) //blindness, heals slowly over time
|
||||
eye_blind = max(eye_blind-1,0)
|
||||
blinded = 1
|
||||
else if(eye_blurry) //blurry eyes heal slowly
|
||||
eye_blurry = max(eye_blurry-1, 0)
|
||||
|
||||
//if(!src.rejuv) src.oxyloss++
|
||||
if(!src.reagents.has_reagent("inaprovaline")) src.adjustOxyLoss(1)
|
||||
//Ears
|
||||
if(sdisabilities & 4) //disabled-deaf, doesn't get better on its own
|
||||
ear_deaf = max(ear_deaf, 1)
|
||||
else if(ear_deaf) //deafness, heals slowly over time
|
||||
ear_deaf = max(ear_deaf-1, 0)
|
||||
else if(ear_damage < 25) //ear damage heals slowly under this threshold. otherwise you'll need earmuffs
|
||||
ear_damage = max(ear_damage-0.05, 0)
|
||||
|
||||
if(src.stat != 2) src.stat = 1
|
||||
Paralyse(5)
|
||||
//Other
|
||||
if(stunned)
|
||||
AdjustStunned(-1)
|
||||
|
||||
if (src.stat != DEAD) //Alive.
|
||||
if(weakened)
|
||||
weakened = max(weakened-1,0) //before you get mad Rockdtben: I done this so update_canmove isn't called multiple times
|
||||
|
||||
if (resting || src.paralysis || src.stunned || src.weakened) //Stunned etc.
|
||||
if (resting)
|
||||
src.lying = 1
|
||||
if (src.stunned > 0)
|
||||
AdjustStunned(-1)
|
||||
src.stat = 0
|
||||
if (src.weakened > 0)
|
||||
AdjustWeakened(-1)
|
||||
src.lying = 1
|
||||
src.stat = 0
|
||||
if (src.paralysis > 0)
|
||||
AdjustParalysis(-1)
|
||||
src.blinded = 1
|
||||
src.lying = 1
|
||||
src.stat = 1
|
||||
drop_item()
|
||||
hand = !hand
|
||||
drop_item()
|
||||
hand = !hand
|
||||
if(stuttering)
|
||||
stuttering = max(stuttering-1, 0)
|
||||
|
||||
else //Not stunned.
|
||||
src.lying = 0
|
||||
src.stat = 0
|
||||
if(silent)
|
||||
silent = max(silent-1, 0)
|
||||
|
||||
else //Dead.
|
||||
src.lying = 1
|
||||
src.blinded = 1
|
||||
src.stat = 2
|
||||
|
||||
if (src.stuttering) src.stuttering--
|
||||
|
||||
if (src.eye_blind)
|
||||
src.eye_blind--
|
||||
src.blinded = 1
|
||||
|
||||
if (src.ear_deaf > 0) src.ear_deaf--
|
||||
if (src.ear_damage < 25)
|
||||
src.ear_damage -= 0.05
|
||||
src.ear_damage = max(src.ear_damage, 0)
|
||||
|
||||
src.density = !( src.lying )
|
||||
|
||||
if ((src.sdisabilities & 1))
|
||||
src.blinded = 1
|
||||
if ((src.sdisabilities & 4))
|
||||
src.ear_deaf = 1
|
||||
|
||||
if (src.eye_blurry > 0)
|
||||
src.eye_blurry--
|
||||
src.eye_blurry = max(0, src.eye_blurry)
|
||||
|
||||
if (src.druggy > 0)
|
||||
src.druggy--
|
||||
src.druggy = max(0, src.druggy)
|
||||
|
||||
return 1
|
||||
|
||||
handle_regular_hud_updates()
|
||||
|
||||
if (src.stat == 2 || (XRAY in src.mutations))
|
||||
src.sight |= SEE_TURFS
|
||||
src.sight |= SEE_MOBS
|
||||
src.sight |= SEE_OBJS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
else if (src.stat != 2)
|
||||
src.sight |= SEE_MOBS
|
||||
src.sight &= ~SEE_TURFS
|
||||
src.sight &= ~SEE_OBJS
|
||||
src.see_in_dark = 4
|
||||
src.see_invisible = 2
|
||||
|
||||
if (src.sleep) src.sleep.icon_state = text("sleep[]", src.sleeping)
|
||||
if (src.rest) src.rest.icon_state = text("rest[]", src.resting)
|
||||
|
||||
if (src.healths)
|
||||
if (src.stat != 2)
|
||||
switch(health)
|
||||
if(100 to INFINITY)
|
||||
src.healths.icon_state = "health0"
|
||||
if(75 to 100)
|
||||
src.healths.icon_state = "health1"
|
||||
if(50 to 75)
|
||||
src.healths.icon_state = "health2"
|
||||
if(25 to 50)
|
||||
src.healths.icon_state = "health3"
|
||||
if(0 to 25)
|
||||
src.healths.icon_state = "health4"
|
||||
else
|
||||
src.healths.icon_state = "health5"
|
||||
else
|
||||
src.healths.icon_state = "health6"
|
||||
|
||||
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
|
||||
if(druggy)
|
||||
druggy = max(druggy-1, 0)
|
||||
return 1
|
||||
|
||||
|
||||
if (src.toxin) src.toxin.icon_state = "tox[src.toxins_alert ? 1 : 0]"
|
||||
if (src.oxygen) src.oxygen.icon_state = "oxy[src.oxygen_alert ? 1 : 0]"
|
||||
if (src.fire) src.fire.icon_state = "fire[src.fire_alert ? 1 : 0]"
|
||||
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
|
||||
//blame the person who coded them. Temporary fix added.
|
||||
proc/handle_regular_hud_updates()
|
||||
|
||||
src.client.screen -= src.hud_used.blurry
|
||||
src.client.screen -= src.hud_used.druggy
|
||||
src.client.screen -= src.hud_used.vimpaired
|
||||
if (stat == 2 || (XRAY in mutations))
|
||||
sight |= SEE_TURFS
|
||||
sight |= SEE_MOBS
|
||||
sight |= SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = 2
|
||||
else if (stat != 2)
|
||||
sight |= SEE_MOBS
|
||||
sight &= ~SEE_TURFS
|
||||
sight &= ~SEE_OBJS
|
||||
see_in_dark = 4
|
||||
see_invisible = 2
|
||||
|
||||
if ((src.blind && src.stat != 2))
|
||||
if ((src.blinded))
|
||||
src.blind.layer = 18
|
||||
else
|
||||
src.blind.layer = 0
|
||||
if (sleep) sleep.icon_state = text("sleep[]", sleeping)
|
||||
if (rest) rest.icon_state = text("rest[]", resting)
|
||||
|
||||
if (src.disabilities & 1)
|
||||
src.client.screen += src.hud_used.vimpaired
|
||||
if (healths)
|
||||
if (stat != 2)
|
||||
switch(health)
|
||||
if(100 to INFINITY)
|
||||
healths.icon_state = "health0"
|
||||
if(75 to 100)
|
||||
healths.icon_state = "health1"
|
||||
if(50 to 75)
|
||||
healths.icon_state = "health2"
|
||||
if(25 to 50)
|
||||
healths.icon_state = "health3"
|
||||
if(0 to 25)
|
||||
healths.icon_state = "health4"
|
||||
else
|
||||
healths.icon_state = "health5"
|
||||
else
|
||||
healths.icon_state = "health6"
|
||||
|
||||
if (src.eye_blurry)
|
||||
src.client.screen += src.hud_used.blurry
|
||||
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
|
||||
|
||||
if (src.druggy)
|
||||
src.client.screen += src.hud_used.druggy
|
||||
|
||||
if (src.stat != 2)
|
||||
if (src.machine)
|
||||
if (!( src.machine.check_eye(src) ))
|
||||
src.reset_view(null)
|
||||
else
|
||||
if(!client.adminobs)
|
||||
reset_view(null)
|
||||
if (toxin) toxin.icon_state = "tox[toxins_alert ? 1 : 0]"
|
||||
if (oxygen) oxygen.icon_state = "oxy[oxygen_alert ? 1 : 0]"
|
||||
if (fire) fire.icon_state = "fire[fire_alert ? 1 : 0]"
|
||||
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
|
||||
//blame the person who coded them. Temporary fix added.
|
||||
|
||||
return 1
|
||||
client.screen -= hud_used.blurry
|
||||
client.screen -= hud_used.druggy
|
||||
client.screen -= hud_used.vimpaired
|
||||
|
||||
handle_virus_updates()
|
||||
if(src.bodytemperature > 406)
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure()
|
||||
return
|
||||
if ((blind && stat != 2))
|
||||
if ((blinded))
|
||||
blind.layer = 18
|
||||
else
|
||||
blind.layer = 0
|
||||
|
||||
handle_stomach()
|
||||
spawn(0)
|
||||
for(var/mob/M in stomach_contents)
|
||||
if(M.loc != src)
|
||||
if (disabilities & 1)
|
||||
client.screen += hud_used.vimpaired
|
||||
|
||||
if (eye_blurry)
|
||||
client.screen += hud_used.blurry
|
||||
|
||||
if (druggy)
|
||||
client.screen += hud_used.druggy
|
||||
|
||||
if (stat != 2)
|
||||
if (machine)
|
||||
if (!( machine.check_eye(src) ))
|
||||
reset_view(null)
|
||||
else
|
||||
if(!client.adminobs)
|
||||
reset_view(null)
|
||||
|
||||
return 1
|
||||
|
||||
proc/handle_virus_updates()
|
||||
if(bodytemperature > 406)
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure()
|
||||
return
|
||||
|
||||
proc/handle_stomach()
|
||||
spawn(0)
|
||||
for(var/mob/M in stomach_contents)
|
||||
if(M.loc != src)
|
||||
stomach_contents.Remove(M)
|
||||
continue
|
||||
if(istype(M, /mob/living/carbon) && stat != 2)
|
||||
if(M.stat == 2)
|
||||
M.death(1)
|
||||
stomach_contents.Remove(M)
|
||||
del(M)
|
||||
continue
|
||||
if(istype(M, /mob/living/carbon) && src.stat != 2)
|
||||
if(M.stat == 2)
|
||||
M.death(1)
|
||||
stomach_contents.Remove(M)
|
||||
del(M)
|
||||
continue
|
||||
if(air_master.current_cycle%3==1)
|
||||
if(!M.nodamage)
|
||||
M.adjustBruteLoss(5)
|
||||
src.nutrition += 10
|
||||
if(air_master.current_cycle%3==1)
|
||||
if(!M.nodamage)
|
||||
M.adjustBruteLoss(5)
|
||||
nutrition += 10
|
||||
|
||||
@@ -469,14 +469,13 @@
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/larva/updatehealth()
|
||||
if (nodamage == 0)
|
||||
//oxyloss is only used for suicide
|
||||
//toxloss isn't used for aliens, its actually used as alien powers!!
|
||||
health = 25 - getOxyLoss() - getFireLoss() - getBruteLoss()
|
||||
else
|
||||
if(nodamage)
|
||||
health = 25
|
||||
stat = 0
|
||||
|
||||
else
|
||||
//oxyloss is only used for suicide
|
||||
//toxloss isn't used for aliens, its actually used as alien powers!!
|
||||
health = 25 - getOxyLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
|
||||
|
||||
/* Commented out because it's duplicated in life.dm
|
||||
/mob/living/carbon/alien/larva/proc/grow() // Larvae can grow into full fledged Xenos if they survive long enough -- TLE
|
||||
|
||||
@@ -54,11 +54,8 @@
|
||||
//stuff in the stomach
|
||||
handle_stomach()
|
||||
|
||||
|
||||
//Status updates, death etc.
|
||||
handle_regular_status_updates()
|
||||
|
||||
//Handles updating canmove.
|
||||
update_canmove()
|
||||
|
||||
// Grabbing
|
||||
@@ -68,432 +65,411 @@
|
||||
if(client)
|
||||
handle_regular_hud_updates()
|
||||
|
||||
clamp_values()
|
||||
|
||||
|
||||
/mob/living/carbon/alien/larva
|
||||
proc
|
||||
clamp_values()
|
||||
proc/handle_mutations_and_radiation()
|
||||
|
||||
// SetStunned(min(stunned, 20))
|
||||
SetParalysis(min(paralysis, 20))
|
||||
// SetWeakened(min(weakened, 20))
|
||||
sleeping = max(min(sleeping, 20), 0)
|
||||
if(amount_grown == 200)
|
||||
src << "\green You are growing into a beautiful alien! It is time to choose a caste."
|
||||
src << "\green There are three to choose from:"
|
||||
src << "\green <B>Hunters</B> are strong and agile, able to hunt away from the hive and rapidly move through ventilation shafts. Hunters generate plasma slowly and have low reserves."
|
||||
src << "\green <B>Sentinels</B> are tasked with protecting the hive and are deadly up close and at a range. They are not as physically imposing nor fast as the hunters."
|
||||
src << "\green <B>Drones</B> are the working class, offering the largest plasma storage and generation. They are the only caste which may evolve again, turning into the dreaded alien queen."
|
||||
var/alien_caste = alert(src, "Please choose which alien caste you shall belong to.",,"Hunter","Sentinel","Drone")
|
||||
|
||||
handle_mutations_and_radiation()
|
||||
var/mob/living/carbon/alien/humanoid/new_xeno
|
||||
switch(alien_caste)
|
||||
if("Hunter")
|
||||
new_xeno = new /mob/living/carbon/alien/humanoid/hunter (loc)
|
||||
if("Sentinel")
|
||||
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel (loc)
|
||||
if("Drone")
|
||||
new_xeno = new /mob/living/carbon/alien/humanoid/drone (loc)
|
||||
|
||||
if(amount_grown == 200)
|
||||
src << "\green You are growing into a beautiful alien! It is time to choose a caste."
|
||||
src << "\green There are three to choose from:"
|
||||
src << "\green <B>Hunters</B> are strong and agile, able to hunt away from the hive and rapidly move through ventilation shafts. Hunters generate plasma slowly and have low reserves."
|
||||
src << "\green <B>Sentinels</B> are tasked with protecting the hive and are deadly up close and at a range. They are not as physically imposing nor fast as the hunters."
|
||||
src << "\green <B>Drones</B> are the working class, offering the largest plasma storage and generation. They are the only caste which may evolve again, turning into the dreaded alien queen."
|
||||
var/alien_caste = alert(src, "Please choose which alien caste you shall belong to.",,"Hunter","Sentinel","Drone")
|
||||
new_xeno.mind_initialize(src, alien_caste)
|
||||
new_xeno.key = key
|
||||
|
||||
var/mob/living/carbon/alien/humanoid/new_xeno
|
||||
switch(alien_caste)
|
||||
if("Hunter")
|
||||
new_xeno = new /mob/living/carbon/alien/humanoid/hunter (loc)
|
||||
if("Sentinel")
|
||||
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel (loc)
|
||||
if("Drone")
|
||||
new_xeno = new /mob/living/carbon/alien/humanoid/drone (loc)
|
||||
del(src)
|
||||
return
|
||||
//grow!! but not if metroid or dead
|
||||
if(health>-100)
|
||||
amount_grown++
|
||||
|
||||
new_xeno.mind_initialize(src, alien_caste)
|
||||
new_xeno.key = key
|
||||
if (radiation)
|
||||
if (radiation > 100)
|
||||
radiation = 100
|
||||
Weaken(10)
|
||||
src << "\red You feel weak."
|
||||
emote("collapse")
|
||||
|
||||
del(src)
|
||||
return
|
||||
//grow!! but not if metroid or dead
|
||||
if(health>-100)
|
||||
amount_grown++
|
||||
if (radiation < 0)
|
||||
radiation = 0
|
||||
|
||||
if (radiation)
|
||||
if (radiation > 100)
|
||||
radiation = 100
|
||||
Weaken(10)
|
||||
src << "\red You feel weak."
|
||||
emote("collapse")
|
||||
|
||||
if (radiation < 0)
|
||||
radiation = 0
|
||||
|
||||
switch(radiation)
|
||||
if(1 to 49)
|
||||
radiation--
|
||||
if(prob(25))
|
||||
adjustToxLoss(1)
|
||||
updatehealth()
|
||||
|
||||
if(50 to 74)
|
||||
radiation -= 2
|
||||
switch(radiation)
|
||||
if(1 to 49)
|
||||
radiation--
|
||||
if(prob(25))
|
||||
adjustToxLoss(1)
|
||||
if(prob(5))
|
||||
radiation -= 5
|
||||
Weaken(3)
|
||||
src << "\red You feel weak."
|
||||
emote("collapse")
|
||||
updatehealth()
|
||||
|
||||
if(75 to 100)
|
||||
radiation -= 3
|
||||
adjustToxLoss(3)
|
||||
updatehealth()
|
||||
if(50 to 74)
|
||||
radiation -= 2
|
||||
adjustToxLoss(1)
|
||||
if(prob(5))
|
||||
radiation -= 5
|
||||
Weaken(3)
|
||||
src << "\red You feel weak."
|
||||
emote("collapse")
|
||||
updatehealth()
|
||||
|
||||
update_mind()
|
||||
if(!mind && client)
|
||||
mind = new
|
||||
mind.current = src
|
||||
mind.assigned_role = "Larva"
|
||||
mind.key = key
|
||||
if(75 to 100)
|
||||
radiation -= 3
|
||||
adjustToxLoss(3)
|
||||
updatehealth()
|
||||
|
||||
breathe()
|
||||
proc/update_mind()
|
||||
if(!mind && client)
|
||||
mind = new
|
||||
mind.current = src
|
||||
mind.assigned_role = "Larva"
|
||||
mind.key = key
|
||||
|
||||
if(reagents.has_reagent("lexorin")) return
|
||||
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
|
||||
proc/breathe()
|
||||
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
var/datum/air_group/breath
|
||||
// HACK NEED CHANGING LATER
|
||||
if(health < 0)
|
||||
losebreath++
|
||||
if(reagents.has_reagent("lexorin")) return
|
||||
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
|
||||
|
||||
if(losebreath>0) //Suffocating so do not take a breath
|
||||
losebreath--
|
||||
if (prob(75)) //High chance of gasping for air
|
||||
spawn emote("gasp")
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
var/datum/air_group/breath
|
||||
// HACK NEED CHANGING LATER
|
||||
if(health < 0)
|
||||
losebreath++
|
||||
|
||||
if(losebreath>0) //Suffocating so do not take a breath
|
||||
losebreath--
|
||||
if (prob(75)) //High chance of gasping for air
|
||||
spawn emote("gasp")
|
||||
if(istype(loc, /obj/))
|
||||
var/obj/location_as_object = loc
|
||||
location_as_object.handle_internal_lifeform(src, 0)
|
||||
else
|
||||
//First, check for air from internal atmosphere (using an air tank and mask generally)
|
||||
breath = get_breath_from_internal(BREATH_VOLUME)
|
||||
|
||||
//No breath from internal atmosphere so get breath from location
|
||||
if(!breath)
|
||||
if(istype(loc, /obj/))
|
||||
var/obj/location_as_object = loc
|
||||
breath = location_as_object.handle_internal_lifeform(src, BREATH_VOLUME)
|
||||
else if(istype(loc, /turf/))
|
||||
var/breath_moles = 0
|
||||
/*if(environment.return_pressure() > ONE_ATMOSPHERE)
|
||||
// Loads of air around (pressure effect will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
|
||||
breath_moles = (ONE_ATMOSPHERE*BREATH_VOLUME/R_IDEAL_GAS_EQUATION*environment.temperature)
|
||||
else*/
|
||||
// Not enough air around, take a percentage of what's there to model this properly
|
||||
breath_moles = environment.total_moles()*BREATH_PERCENTAGE
|
||||
|
||||
breath = loc.remove_air(breath_moles)
|
||||
|
||||
// Handle chem smoke effect -- Doohl
|
||||
for(var/obj/effect/effect/chem_smoke/smoke in view(1, src))
|
||||
if(smoke.reagents.total_volume)
|
||||
smoke.reagents.reaction(src, INGEST)
|
||||
spawn(5)
|
||||
if(smoke)
|
||||
smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
|
||||
break // If they breathe in the nasty stuff once, no need to continue checking
|
||||
|
||||
|
||||
else //Still give containing object the chance to interact
|
||||
if(istype(loc, /obj/))
|
||||
var/obj/location_as_object = loc
|
||||
location_as_object.handle_internal_lifeform(src, 0)
|
||||
else
|
||||
//First, check for air from internal atmosphere (using an air tank and mask generally)
|
||||
breath = get_breath_from_internal(BREATH_VOLUME)
|
||||
|
||||
//No breath from internal atmosphere so get breath from location
|
||||
if(!breath)
|
||||
if(istype(loc, /obj/))
|
||||
var/obj/location_as_object = loc
|
||||
breath = location_as_object.handle_internal_lifeform(src, BREATH_VOLUME)
|
||||
else if(istype(loc, /turf/))
|
||||
var/breath_moles = 0
|
||||
/*if(environment.return_pressure() > ONE_ATMOSPHERE)
|
||||
// Loads of air around (pressure effect will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
|
||||
breath_moles = (ONE_ATMOSPHERE*BREATH_VOLUME/R_IDEAL_GAS_EQUATION*environment.temperature)
|
||||
else*/
|
||||
// Not enough air around, take a percentage of what's there to model this properly
|
||||
breath_moles = environment.total_moles()*BREATH_PERCENTAGE
|
||||
handle_breath(breath)
|
||||
|
||||
breath = loc.remove_air(breath_moles)
|
||||
|
||||
// Handle chem smoke effect -- Doohl
|
||||
for(var/obj/effect/effect/chem_smoke/smoke in view(1, src))
|
||||
if(smoke.reagents.total_volume)
|
||||
smoke.reagents.reaction(src, INGEST)
|
||||
spawn(5)
|
||||
if(smoke)
|
||||
smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
|
||||
break // If they breathe in the nasty stuff once, no need to continue checking
|
||||
if(breath)
|
||||
loc.assume_air(breath)
|
||||
|
||||
|
||||
else //Still give containing object the chance to interact
|
||||
if(istype(loc, /obj/))
|
||||
var/obj/location_as_object = loc
|
||||
location_as_object.handle_internal_lifeform(src, 0)
|
||||
|
||||
handle_breath(breath)
|
||||
|
||||
if(breath)
|
||||
loc.assume_air(breath)
|
||||
|
||||
|
||||
get_breath_from_internal(volume_needed)
|
||||
proc/get_breath_from_internal(volume_needed)
|
||||
if(internal)
|
||||
if (!contents.Find(internal))
|
||||
internal = null
|
||||
if (!wear_mask || !(wear_mask.flags & MASKINTERNALS) )
|
||||
internal = null
|
||||
if(internal)
|
||||
if (!contents.Find(internal))
|
||||
internal = null
|
||||
if (!wear_mask || !(wear_mask.flags & MASKINTERNALS) )
|
||||
internal = null
|
||||
if(internal)
|
||||
if (internals)
|
||||
internals.icon_state = "internal1"
|
||||
return internal.remove_air_volume(volume_needed)
|
||||
else
|
||||
if (internals)
|
||||
internals.icon_state = "internal0"
|
||||
return null
|
||||
|
||||
handle_breath(datum/gas_mixture/breath)
|
||||
if(nodamage)
|
||||
return
|
||||
|
||||
if(!breath || (breath.total_moles() == 0))
|
||||
//Aliens breathe in vaccuum
|
||||
return 0
|
||||
|
||||
var/toxins_used = 0
|
||||
var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
|
||||
|
||||
//Partial pressure of the toxins in our breath
|
||||
var/Toxins_pp = (breath.toxins/breath.total_moles())*breath_pressure
|
||||
|
||||
if(Toxins_pp) // Detect toxins in air
|
||||
|
||||
adjustToxLoss(breath.toxins*250)
|
||||
toxins_alert = max(toxins_alert, 1)
|
||||
|
||||
toxins_used = breath.toxins
|
||||
|
||||
if (internals)
|
||||
internals.icon_state = "internal1"
|
||||
return internal.remove_air_volume(volume_needed)
|
||||
else
|
||||
toxins_alert = 0
|
||||
|
||||
//Breathe in toxins and out oxygen
|
||||
breath.toxins -= toxins_used
|
||||
breath.oxygen += toxins_used
|
||||
|
||||
if(breath.temperature > (T0C+66) && !(COLD_RESISTANCE in src.mutations)) // Hot air hurts :(
|
||||
if(prob(20))
|
||||
src << "\red You feel a searing heat in your lungs!"
|
||||
fire_alert = max(fire_alert, 1)
|
||||
else
|
||||
fire_alert = 0
|
||||
|
||||
//Temporary fixes to the alerts.
|
||||
|
||||
return 1
|
||||
|
||||
handle_environment()
|
||||
|
||||
//If there are alien weeds on the ground then heal if needed or give some toxins
|
||||
if(locate(/obj/effect/alien/weeds) in loc)
|
||||
if(health >= 25)
|
||||
adjustToxLoss(5)
|
||||
else
|
||||
adjustBruteLoss(-5)
|
||||
adjustFireLoss(-5)
|
||||
if (internals)
|
||||
internals.icon_state = "internal0"
|
||||
return null
|
||||
|
||||
proc/handle_breath(datum/gas_mixture/breath)
|
||||
if(nodamage)
|
||||
return
|
||||
|
||||
if(!breath || (breath.total_moles() == 0))
|
||||
//Aliens breathe in vaccuum
|
||||
return 0
|
||||
|
||||
handle_chemicals_in_body()
|
||||
if(reagents) reagents.metabolize(src)
|
||||
var/toxins_used = 0
|
||||
var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
|
||||
|
||||
if(FAT in mutations)
|
||||
if(nutrition < 100)
|
||||
if(prob(round((50 - nutrition) / 100)))
|
||||
src << "\blue You feel fit again!"
|
||||
mutations.Add(FAT)
|
||||
//Partial pressure of the toxins in our breath
|
||||
var/Toxins_pp = (breath.toxins/breath.total_moles())*breath_pressure
|
||||
|
||||
if(Toxins_pp) // Detect toxins in air
|
||||
|
||||
adjustToxLoss(breath.toxins*250)
|
||||
toxins_alert = max(toxins_alert, 1)
|
||||
|
||||
toxins_used = breath.toxins
|
||||
|
||||
else
|
||||
toxins_alert = 0
|
||||
|
||||
//Breathe in toxins and out oxygen
|
||||
breath.toxins -= toxins_used
|
||||
breath.oxygen += toxins_used
|
||||
|
||||
if(breath.temperature > (T0C+66) && !(COLD_RESISTANCE in mutations)) // Hot air hurts :(
|
||||
if(prob(20))
|
||||
src << "\red You feel a searing heat in your lungs!"
|
||||
fire_alert = max(fire_alert, 1)
|
||||
else
|
||||
fire_alert = 0
|
||||
|
||||
//Temporary fixes to the alerts.
|
||||
|
||||
return 1
|
||||
|
||||
proc/handle_environment()
|
||||
|
||||
//If there are alien weeds on the ground then heal if needed or give some toxins
|
||||
if(locate(/obj/effect/alien/weeds) in loc)
|
||||
if(health >= 25)
|
||||
adjustToxLoss(5)
|
||||
else
|
||||
if(nutrition > 500)
|
||||
if(prob(5 + round((nutrition - 200) / 2)))
|
||||
src << "\red You suddenly feel blubbery!"
|
||||
mutations.Add(FAT)
|
||||
adjustBruteLoss(-5)
|
||||
adjustFireLoss(-5)
|
||||
|
||||
if (nutrition > 0)
|
||||
nutrition-= HUNGER_FACTOR
|
||||
return
|
||||
|
||||
if (drowsyness)
|
||||
drowsyness--
|
||||
eye_blurry = max(2, eye_blurry)
|
||||
if (prob(5))
|
||||
sleeping += 1
|
||||
Paralyse(5)
|
||||
|
||||
confused = max(0, confused - 1)
|
||||
// decrement dizziness counter, clamped to 0
|
||||
if(resting)
|
||||
dizziness = max(0, dizziness - 5)
|
||||
jitteriness = max(0, jitteriness - 5)
|
||||
else
|
||||
dizziness = max(0, dizziness - 1)
|
||||
jitteriness = max(0, jitteriness - 1)
|
||||
proc/handle_chemicals_in_body()
|
||||
if(reagents) reagents.metabolize(src)
|
||||
|
||||
updatehealth()
|
||||
if(FAT in mutations)
|
||||
if(nutrition < 100)
|
||||
if(prob(round((50 - nutrition) / 100)))
|
||||
src << "\blue You feel fit again!"
|
||||
mutations.Add(FAT)
|
||||
else
|
||||
if(nutrition > 500)
|
||||
if(prob(5 + round((nutrition - 200) / 2)))
|
||||
src << "\red You suddenly feel blubbery!"
|
||||
mutations.Add(FAT)
|
||||
|
||||
return //TODO: DEFERRED
|
||||
if (nutrition > 0)
|
||||
nutrition-= HUNGER_FACTOR
|
||||
|
||||
handle_regular_status_updates()
|
||||
if (drowsyness)
|
||||
drowsyness--
|
||||
eye_blurry = max(2, eye_blurry)
|
||||
if (prob(5))
|
||||
sleeping += 1
|
||||
Paralyse(5)
|
||||
|
||||
health = 25 - (getOxyLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
|
||||
confused = max(0, confused - 1)
|
||||
// decrement dizziness counter, clamped to 0
|
||||
if(resting)
|
||||
dizziness = max(0, dizziness - 5)
|
||||
jitteriness = max(0, jitteriness - 5)
|
||||
else
|
||||
dizziness = max(0, dizziness - 1)
|
||||
jitteriness = max(0, jitteriness - 1)
|
||||
|
||||
if(getOxyLoss() > 50) Paralyse(3)
|
||||
updatehealth()
|
||||
|
||||
if(sleeping)
|
||||
return //TODO: DEFERRED
|
||||
|
||||
proc/handle_regular_status_updates()
|
||||
updatehealth()
|
||||
|
||||
if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
|
||||
blinded = 1
|
||||
silent = 0
|
||||
else //ALIVE. LIGHTS ARE ON
|
||||
if(health < config.health_threshold_dead || brain_op_stage == 4.0)
|
||||
death()
|
||||
blinded = 1
|
||||
silent = 0
|
||||
return 1
|
||||
|
||||
//UNCONSCIOUS. NO-ONE IS HOME
|
||||
if( (getOxyLoss() > 50) || (config.health_threshold_crit > health) )
|
||||
if( health <= 20 && prob(1) )
|
||||
spawn(0)
|
||||
emote("gasp")
|
||||
if(!reagents.has_reagent("inaprovaline"))
|
||||
adjustOxyLoss(1)
|
||||
Paralyse(3)
|
||||
//if (prob(10) && health) spawn(0) emote("snore") Invalid Emote
|
||||
sleeping--
|
||||
|
||||
if(resting)
|
||||
Weaken(5)
|
||||
if(paralysis)
|
||||
AdjustParalysis(-1)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
else if(sleeping)
|
||||
sleeping = max(sleeping-1, 0)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
if( prob(10) && health )
|
||||
spawn(0)
|
||||
emote("hiss")
|
||||
//CONSCIOUS
|
||||
else
|
||||
stat = CONSCIOUS
|
||||
|
||||
/* What in the living hell is this?*/
|
||||
if(move_delay_add > 0)
|
||||
move_delay_add = max(0, move_delay_add - rand(1, 2))
|
||||
|
||||
if(health < config.health_threshold_dead || brain_op_stage == 4.0)
|
||||
death()
|
||||
else if(health < config.health_threshold_crit)
|
||||
if(health <= 20 && prob(1)) spawn(0) emote("gasp")
|
||||
|
||||
//if(!rejuv) oxyloss++
|
||||
if(!reagents.has_reagent("inaprovaline")) adjustOxyLoss(1)
|
||||
|
||||
if(stat != 2) stat = 1
|
||||
Paralyse(5)
|
||||
|
||||
if (stat != 2) //Alive.
|
||||
|
||||
if (paralysis || stunned || weakened) //Stunned etc.
|
||||
if (stunned > 0)
|
||||
AdjustStunned(-1)
|
||||
stat = 0
|
||||
if (weakened > 0)
|
||||
AdjustWeakened(-1)
|
||||
lying = 1
|
||||
stat = 0
|
||||
if (paralysis > 0)
|
||||
AdjustParalysis(-1)
|
||||
blinded = 1
|
||||
lying = 1
|
||||
stat = 1
|
||||
var/h = hand
|
||||
hand = 0
|
||||
drop_item()
|
||||
hand = 1
|
||||
drop_item()
|
||||
hand = h
|
||||
|
||||
else //Not stunned.
|
||||
lying = 0
|
||||
stat = 0
|
||||
|
||||
else //Dead.
|
||||
lying = 1
|
||||
//Eyes
|
||||
if(sdisabilities & 1) //disabled-blind, doesn't get better on its own
|
||||
blinded = 1
|
||||
stat = 2
|
||||
|
||||
if (stuttering) stuttering--
|
||||
|
||||
if (eye_blind)
|
||||
eye_blind--
|
||||
else if(eye_blind) //blindness, heals slowly over time
|
||||
eye_blind = max(eye_blind-1,0)
|
||||
blinded = 1
|
||||
else if(eye_blurry) //blurry eyes heal slowly
|
||||
eye_blurry = max(eye_blurry-1, 0)
|
||||
|
||||
if (ear_deaf > 0) ear_deaf--
|
||||
if (ear_damage < 25)
|
||||
ear_damage -= 0.05
|
||||
ear_damage = max(ear_damage, 0)
|
||||
//Ears
|
||||
if(sdisabilities & 4) //disabled-deaf, doesn't get better on its own
|
||||
ear_deaf = max(ear_deaf, 1)
|
||||
else if(ear_deaf) //deafness, heals slowly over time
|
||||
ear_deaf = max(ear_deaf-1, 0)
|
||||
else if(ear_damage < 25) //ear damage heals slowly under this threshold. otherwise you'll need earmuffs
|
||||
ear_damage = max(ear_damage-0.05, 0)
|
||||
|
||||
density = !( lying )
|
||||
//Other
|
||||
if(stunned)
|
||||
AdjustStunned(-1)
|
||||
|
||||
if ((sdisabilities & 1))
|
||||
blinded = 1
|
||||
if ((sdisabilities & 4))
|
||||
ear_deaf = 1
|
||||
if(weakened)
|
||||
weakened = max(weakened-1,0) //before you get mad Rockdtben: I done this so update_canmove isn't called multiple times
|
||||
|
||||
if (eye_blurry > 0)
|
||||
eye_blurry--
|
||||
eye_blurry = max(0, eye_blurry)
|
||||
if(stuttering)
|
||||
stuttering = max(stuttering-1, 0)
|
||||
|
||||
if (druggy > 0)
|
||||
druggy--
|
||||
druggy = max(0, druggy)
|
||||
if(silent)
|
||||
silent = max(silent-1, 0)
|
||||
|
||||
return 1
|
||||
|
||||
handle_regular_hud_updates()
|
||||
|
||||
if (stat == 2 || (XRAY in src.mutations))
|
||||
sight |= SEE_TURFS
|
||||
sight |= SEE_MOBS
|
||||
sight |= SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = 2
|
||||
else if (stat != 2)
|
||||
sight |= SEE_MOBS
|
||||
sight &= ~SEE_TURFS
|
||||
sight &= ~SEE_OBJS
|
||||
see_in_dark = 4
|
||||
see_invisible = 2
|
||||
|
||||
if (sleep) sleep.icon_state = text("sleep[]", sleeping)
|
||||
if (rest) rest.icon_state = text("rest[]", resting)
|
||||
|
||||
if (healths)
|
||||
if (stat != 2)
|
||||
switch(health)
|
||||
if(25 to INFINITY)
|
||||
healths.icon_state = "health0"
|
||||
if(19 to 25)
|
||||
healths.icon_state = "health1"
|
||||
if(13 to 19)
|
||||
healths.icon_state = "health2"
|
||||
if(7 to 13)
|
||||
healths.icon_state = "health3"
|
||||
if(0 to 7)
|
||||
healths.icon_state = "health4"
|
||||
else
|
||||
healths.icon_state = "health5"
|
||||
else
|
||||
healths.icon_state = "health6"
|
||||
|
||||
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
|
||||
if(druggy)
|
||||
druggy = max(druggy-1, 0)
|
||||
return 1
|
||||
|
||||
|
||||
if (toxin) toxin.icon_state = "tox[toxins_alert ? 1 : 0]"
|
||||
if (oxygen) oxygen.icon_state = "oxy[oxygen_alert ? 1 : 0]"
|
||||
if (fire) fire.icon_state = "fire[fire_alert ? 1 : 0]"
|
||||
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
|
||||
//blame the person who coded them. Temporary fix added.
|
||||
proc/handle_regular_hud_updates()
|
||||
|
||||
if (stat == 2 || (XRAY in mutations))
|
||||
sight |= SEE_TURFS
|
||||
sight |= SEE_MOBS
|
||||
sight |= SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = 2
|
||||
else if (stat != 2)
|
||||
sight |= SEE_MOBS
|
||||
sight &= ~SEE_TURFS
|
||||
sight &= ~SEE_OBJS
|
||||
see_in_dark = 4
|
||||
see_invisible = 2
|
||||
|
||||
client.screen -= hud_used.blurry
|
||||
client.screen -= hud_used.druggy
|
||||
client.screen -= hud_used.vimpaired
|
||||
|
||||
if ((blind && stat != 2))
|
||||
if ((blinded))
|
||||
blind.layer = 18
|
||||
else
|
||||
blind.layer = 0
|
||||
|
||||
if (disabilities & 1)
|
||||
client.screen += hud_used.vimpaired
|
||||
|
||||
if (eye_blurry)
|
||||
client.screen += hud_used.blurry
|
||||
|
||||
if (druggy)
|
||||
client.screen += hud_used.druggy
|
||||
if (sleep) sleep.icon_state = text("sleep[]", sleeping)
|
||||
if (rest) rest.icon_state = text("rest[]", resting)
|
||||
|
||||
if (healths)
|
||||
if (stat != 2)
|
||||
if (machine)
|
||||
if (!( machine.check_eye(src) ))
|
||||
reset_view(null)
|
||||
else
|
||||
if(!client.adminobs)
|
||||
reset_view(null)
|
||||
switch(health)
|
||||
if(25 to INFINITY)
|
||||
healths.icon_state = "health0"
|
||||
if(19 to 25)
|
||||
healths.icon_state = "health1"
|
||||
if(13 to 19)
|
||||
healths.icon_state = "health2"
|
||||
if(7 to 13)
|
||||
healths.icon_state = "health3"
|
||||
if(0 to 7)
|
||||
healths.icon_state = "health4"
|
||||
else
|
||||
healths.icon_state = "health5"
|
||||
else
|
||||
healths.icon_state = "health6"
|
||||
|
||||
return 1
|
||||
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
|
||||
|
||||
handle_random_events()
|
||||
return
|
||||
|
||||
handle_virus_updates()
|
||||
if(bodytemperature > 406)
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure()
|
||||
return
|
||||
if (toxin) toxin.icon_state = "tox[toxins_alert ? 1 : 0]"
|
||||
if (oxygen) oxygen.icon_state = "oxy[oxygen_alert ? 1 : 0]"
|
||||
if (fire) fire.icon_state = "fire[fire_alert ? 1 : 0]"
|
||||
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
|
||||
//blame the person who coded them. Temporary fix added.
|
||||
|
||||
handle_stomach()
|
||||
spawn(0)
|
||||
for(var/mob/M in stomach_contents)
|
||||
if(M.loc != src)
|
||||
|
||||
client.screen -= hud_used.blurry
|
||||
client.screen -= hud_used.druggy
|
||||
client.screen -= hud_used.vimpaired
|
||||
|
||||
if ((blind && stat != 2))
|
||||
if ((blinded))
|
||||
blind.layer = 18
|
||||
else
|
||||
blind.layer = 0
|
||||
|
||||
if (disabilities & 1)
|
||||
client.screen += hud_used.vimpaired
|
||||
|
||||
if (eye_blurry)
|
||||
client.screen += hud_used.blurry
|
||||
|
||||
if (druggy)
|
||||
client.screen += hud_used.druggy
|
||||
|
||||
if (stat != 2)
|
||||
if (machine)
|
||||
if (!( machine.check_eye(src) ))
|
||||
reset_view(null)
|
||||
else
|
||||
if(!client.adminobs)
|
||||
reset_view(null)
|
||||
|
||||
return 1
|
||||
|
||||
proc/handle_random_events()
|
||||
return
|
||||
|
||||
proc/handle_virus_updates()
|
||||
if(bodytemperature > 406)
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure()
|
||||
return
|
||||
|
||||
proc/handle_stomach()
|
||||
spawn(0)
|
||||
for(var/mob/M in stomach_contents)
|
||||
if(M.loc != src)
|
||||
stomach_contents.Remove(M)
|
||||
continue
|
||||
if(istype(M, /mob/living/carbon) && stat != 2)
|
||||
if(M.stat == 2)
|
||||
M.death(1)
|
||||
stomach_contents.Remove(M)
|
||||
del(M)
|
||||
continue
|
||||
if(istype(M, /mob/living/carbon) && stat != 2)
|
||||
if(M.stat == 2)
|
||||
M.death(1)
|
||||
stomach_contents.Remove(M)
|
||||
del(M)
|
||||
continue
|
||||
if(air_master.current_cycle%3==1)
|
||||
if(!M.nodamage)
|
||||
M.adjustBruteLoss(5)
|
||||
nutrition += 10
|
||||
if(air_master.current_cycle%3==1)
|
||||
if(!M.nodamage)
|
||||
M.adjustBruteLoss(5)
|
||||
nutrition += 10
|
||||
@@ -43,3 +43,8 @@
|
||||
src.verbs += /mob/proc/ghost
|
||||
|
||||
return
|
||||
|
||||
/mob/living/carbon/brain/update_canmove()
|
||||
if(in_contents_of(/obj/mecha)) canmove = 1
|
||||
else canmove = 0
|
||||
return canmove
|
||||
@@ -1,313 +1,282 @@
|
||||
/mob/living/carbon/brain
|
||||
/mob/living/carbon/brain/Life()
|
||||
set invisibility = 0
|
||||
set background = 1
|
||||
..()
|
||||
|
||||
Life()
|
||||
set invisibility = 0
|
||||
set background = 1
|
||||
|
||||
..()
|
||||
|
||||
var/datum/gas_mixture/environment // Added to prevent null location errors-- TLE
|
||||
if(loc)
|
||||
environment = loc.return_air()
|
||||
var/datum/gas_mixture/environment // Added to prevent null location errors-- TLE
|
||||
if(loc)
|
||||
environment = loc.return_air()
|
||||
|
||||
//Apparently, the person who wrote this code designed it so that
|
||||
//blinded get reset each cycle and then get activated later in the
|
||||
//code. Very ugly. I dont care. Moving this stuff here so its easy
|
||||
//to find it.
|
||||
blinded = null
|
||||
blinded = null
|
||||
|
||||
//Disease Check
|
||||
handle_virus_updates()
|
||||
handle_virus_updates()
|
||||
|
||||
//Handle temperature/pressure differences between body and environment
|
||||
if(environment) // More error checking -- TLE
|
||||
handle_environment(environment)
|
||||
if(environment) // More error checking -- TLE
|
||||
handle_environment(environment)
|
||||
|
||||
//Mutations and radiation
|
||||
handle_mutations_and_radiation()
|
||||
handle_mutations_and_radiation()
|
||||
|
||||
//Chemicals in the body
|
||||
handle_chemicals_in_body()
|
||||
handle_chemicals_in_body()
|
||||
|
||||
//Status updates, death etc.
|
||||
handle_regular_status_updates()
|
||||
|
||||
if(client)
|
||||
handle_regular_hud_updates()
|
||||
|
||||
// Yup.
|
||||
update_canmove()
|
||||
|
||||
clamp_values()
|
||||
|
||||
proc
|
||||
|
||||
clamp_values()
|
||||
|
||||
AdjustParalysis(0)
|
||||
// AdjustStunned(0)
|
||||
// AdjustWeakened(0)
|
||||
adjustBruteLoss(0)
|
||||
adjustFireLoss(0)
|
||||
adjustOxyLoss(0)
|
||||
adjustToxLoss(0)
|
||||
|
||||
handle_mutations_and_radiation()
|
||||
|
||||
if (radiation)
|
||||
if (radiation > 100)
|
||||
radiation = 100
|
||||
Weaken(10)
|
||||
src << "\red You feel weak."
|
||||
|
||||
switch(radiation)
|
||||
if(1 to 49)
|
||||
radiation--
|
||||
if(prob(25))
|
||||
adjustToxLoss(1)
|
||||
updatehealth()
|
||||
|
||||
if(50 to 74)
|
||||
radiation -= 2
|
||||
adjustToxLoss(1)
|
||||
if(prob(5))
|
||||
radiation -= 5
|
||||
Weaken(3)
|
||||
src << "\red You feel weak."
|
||||
// emote("collapse")
|
||||
updatehealth()
|
||||
|
||||
if(75 to 100)
|
||||
radiation -= 3
|
||||
adjustToxLoss(3)
|
||||
if(prob(1))
|
||||
src << "\red You mutate!"
|
||||
randmutb(src)
|
||||
domutcheck(src,null)
|
||||
emote("gasp")
|
||||
updatehealth()
|
||||
|
||||
|
||||
handle_environment(datum/gas_mixture/environment)
|
||||
if(!environment)
|
||||
return
|
||||
var/environment_heat_capacity = environment.heat_capacity()
|
||||
if(istype(loc, /turf/space))
|
||||
environment_heat_capacity = loc:heat_capacity
|
||||
|
||||
if((environment.temperature > (T0C + 50)) || (environment.temperature < (T0C + 10)))
|
||||
var/transfer_coefficient
|
||||
|
||||
transfer_coefficient = 1
|
||||
if(wear_mask && (wear_mask.body_parts_covered & HEAD) && (environment.temperature < wear_mask.protective_temperature))
|
||||
transfer_coefficient *= wear_mask.heat_transfer_coefficient
|
||||
|
||||
handle_temperature_damage(HEAD, environment.temperature, environment_heat_capacity*transfer_coefficient)
|
||||
|
||||
if(stat==2)
|
||||
bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
|
||||
|
||||
//Account for massive pressure differences
|
||||
|
||||
return //TODO: DEFERRED
|
||||
|
||||
handle_temperature_damage(body_part, exposed_temperature, exposed_intensity)
|
||||
if(nodamage) return
|
||||
|
||||
if(exposed_temperature > bodytemperature)
|
||||
var/discomfort = min( abs(exposed_temperature - bodytemperature)*(exposed_intensity)/2000000, 1.0)
|
||||
//adjustFireLoss(2.5*discomfort)
|
||||
//adjustFireLoss(5.0*discomfort)
|
||||
adjustFireLoss(20.0*discomfort)
|
||||
|
||||
else
|
||||
var/discomfort = min( abs(exposed_temperature - bodytemperature)*(exposed_intensity)/2000000, 1.0)
|
||||
//adjustFireLoss(2.5*discomfort)
|
||||
adjustFireLoss(5.0*discomfort)
|
||||
|
||||
|
||||
|
||||
handle_chemicals_in_body()
|
||||
|
||||
if(reagents) reagents.metabolize(src)
|
||||
|
||||
if (drowsyness)
|
||||
drowsyness--
|
||||
eye_blurry = max(2, eye_blurry)
|
||||
if (prob(5))
|
||||
sleeping += 1
|
||||
Paralyse(5)
|
||||
|
||||
confused = max(0, confused - 1)
|
||||
// decrement dizziness counter, clamped to 0
|
||||
if(resting)
|
||||
dizziness = max(0, dizziness - 5)
|
||||
else
|
||||
dizziness = max(0, dizziness - 1)
|
||||
|
||||
updatehealth()
|
||||
|
||||
return //TODO: DEFERRED
|
||||
|
||||
handle_regular_status_updates()
|
||||
|
||||
health = 100 - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
|
||||
|
||||
if(getOxyLoss() > 25) Paralyse(3)
|
||||
|
||||
if(sleeping)
|
||||
Paralyse(5)
|
||||
if (prob(1) && health) spawn(0) emote("snore")
|
||||
|
||||
if(resting)
|
||||
Weaken(5)
|
||||
|
||||
if(stat != 2 && (!container && (health < config.health_threshold_dead || (config.revival_brain_life >= 0 && ((world.time - timeofhostdeath) > config.revival_brain_life )))))
|
||||
death()
|
||||
else if(health < config.health_threshold_crit)
|
||||
if(health <= 20 && prob(1)) spawn(0) emote("gasp")
|
||||
|
||||
//if(!rejuv) oxyloss++
|
||||
if(!reagents.has_reagent("inaprovaline")) adjustOxyLoss(1)
|
||||
|
||||
if(stat != 2) stat = 1
|
||||
Paralyse(5)
|
||||
|
||||
if (stat != 2) //Alive.
|
||||
|
||||
if (paralysis || stunned || weakened) //Stunned etc.
|
||||
if (stunned > 0)
|
||||
AdjustStunned(-1)
|
||||
stat = 0
|
||||
if (weakened > 0)
|
||||
AdjustWeakened(-1)
|
||||
lying = 1
|
||||
stat = 0
|
||||
if (paralysis > 0)
|
||||
AdjustParalysis(-1)
|
||||
blinded = 1
|
||||
lying = 1
|
||||
stat = 1
|
||||
var/h = hand
|
||||
hand = 0
|
||||
drop_item()
|
||||
hand = 1
|
||||
drop_item()
|
||||
hand = h
|
||||
|
||||
else //Not stunned.
|
||||
lying = 0
|
||||
stat = 0
|
||||
|
||||
else //Dead.
|
||||
lying = 1
|
||||
blinded = 1
|
||||
stat = 2
|
||||
|
||||
if (stuttering) stuttering--
|
||||
|
||||
if (eye_blind)
|
||||
eye_blind--
|
||||
blinded = 1
|
||||
|
||||
if (ear_deaf > 0) ear_deaf--
|
||||
if (ear_damage < 25)
|
||||
ear_damage -= 0.05
|
||||
ear_damage = max(ear_damage, 0)
|
||||
|
||||
// density = !( lying )
|
||||
|
||||
if (sdisabilities & 1)
|
||||
blinded = 1
|
||||
if (sdisabilities & 4)
|
||||
ear_deaf = 1
|
||||
|
||||
if (eye_blurry > 0)
|
||||
eye_blurry--
|
||||
eye_blurry = max(0, eye_blurry)
|
||||
|
||||
if (druggy > 0)
|
||||
druggy--
|
||||
druggy = max(0, druggy)
|
||||
|
||||
return 1
|
||||
handle_regular_status_updates()
|
||||
update_canmove()
|
||||
|
||||
if(client)
|
||||
handle_regular_hud_updates()
|
||||
|
||||
if (stat == 2 || (XRAY in src.mutations))
|
||||
sight |= SEE_TURFS
|
||||
sight |= SEE_MOBS
|
||||
sight |= SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = 2
|
||||
else if (stat != 2)
|
||||
sight &= ~SEE_TURFS
|
||||
sight &= ~SEE_MOBS
|
||||
sight &= ~SEE_OBJS
|
||||
see_in_dark = 2
|
||||
see_invisible = 0
|
||||
|
||||
if (sleep) sleep.icon_state = text("sleep[]", sleeping)
|
||||
if (rest) rest.icon_state = text("rest[]", resting)
|
||||
/mob/living/carbon/brain/
|
||||
proc/handle_mutations_and_radiation()
|
||||
|
||||
if (healths)
|
||||
if (stat != 2)
|
||||
switch(health)
|
||||
if(100 to INFINITY)
|
||||
healths.icon_state = "health0"
|
||||
if(80 to 100)
|
||||
healths.icon_state = "health1"
|
||||
if(60 to 80)
|
||||
healths.icon_state = "health2"
|
||||
if(40 to 60)
|
||||
healths.icon_state = "health3"
|
||||
if(20 to 40)
|
||||
healths.icon_state = "health4"
|
||||
if(0 to 20)
|
||||
healths.icon_state = "health5"
|
||||
else
|
||||
healths.icon_state = "health6"
|
||||
else
|
||||
healths.icon_state = "health7"
|
||||
if (radiation)
|
||||
if (radiation > 100)
|
||||
radiation = 100
|
||||
Weaken(10)
|
||||
src << "\red You feel weak."
|
||||
|
||||
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
|
||||
switch(radiation)
|
||||
if(1 to 49)
|
||||
radiation--
|
||||
if(prob(25))
|
||||
adjustToxLoss(1)
|
||||
updatehealth()
|
||||
|
||||
client.screen -= hud_used.blurry
|
||||
client.screen -= hud_used.druggy
|
||||
client.screen -= hud_used.vimpaired
|
||||
if(50 to 74)
|
||||
radiation -= 2
|
||||
adjustToxLoss(1)
|
||||
if(prob(5))
|
||||
radiation -= 5
|
||||
Weaken(3)
|
||||
src << "\red You feel weak."
|
||||
// emote("collapse")
|
||||
updatehealth()
|
||||
|
||||
if ((blind && stat != 2))
|
||||
if ((blinded))
|
||||
blind.layer = 18
|
||||
else
|
||||
blind.layer = 0
|
||||
if(75 to 100)
|
||||
radiation -= 3
|
||||
adjustToxLoss(3)
|
||||
if(prob(1))
|
||||
src << "\red You mutate!"
|
||||
randmutb(src)
|
||||
domutcheck(src,null)
|
||||
emote("gasp")
|
||||
updatehealth()
|
||||
|
||||
if (disabilities & 1)
|
||||
client.screen += hud_used.vimpaired
|
||||
|
||||
if (eye_blurry)
|
||||
client.screen += hud_used.blurry
|
||||
|
||||
if (druggy)
|
||||
client.screen += hud_used.druggy
|
||||
|
||||
if (stat != 2)
|
||||
if (machine)
|
||||
if (!( machine.check_eye(src) ))
|
||||
reset_view(null)
|
||||
else
|
||||
if(!client.adminobs)
|
||||
reset_view(null)
|
||||
|
||||
return 1
|
||||
|
||||
handle_virus_updates()
|
||||
if(bodytemperature > 409)
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure()
|
||||
proc/handle_environment(datum/gas_mixture/environment)
|
||||
if(!environment)
|
||||
return
|
||||
var/environment_heat_capacity = environment.heat_capacity()
|
||||
if(istype(loc, /turf/space))
|
||||
environment_heat_capacity = loc:heat_capacity
|
||||
|
||||
update_canmove()
|
||||
if(in_contents_of(/obj/mecha)) canmove = 1
|
||||
else canmove = 0
|
||||
return canmove
|
||||
if((environment.temperature > (T0C + 50)) || (environment.temperature < (T0C + 10)))
|
||||
var/transfer_coefficient
|
||||
|
||||
transfer_coefficient = 1
|
||||
if(wear_mask && (wear_mask.body_parts_covered & HEAD) && (environment.temperature < wear_mask.protective_temperature))
|
||||
transfer_coefficient *= wear_mask.heat_transfer_coefficient
|
||||
|
||||
handle_temperature_damage(HEAD, environment.temperature, environment_heat_capacity*transfer_coefficient)
|
||||
|
||||
if(stat==2)
|
||||
bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
|
||||
|
||||
//Account for massive pressure differences
|
||||
|
||||
return //TODO: DEFERRED
|
||||
|
||||
proc/handle_temperature_damage(body_part, exposed_temperature, exposed_intensity)
|
||||
if(nodamage) return
|
||||
|
||||
if(exposed_temperature > bodytemperature)
|
||||
var/discomfort = min( abs(exposed_temperature - bodytemperature)*(exposed_intensity)/2000000, 1.0)
|
||||
//adjustFireLoss(2.5*discomfort)
|
||||
//adjustFireLoss(5.0*discomfort)
|
||||
adjustFireLoss(20.0*discomfort)
|
||||
|
||||
else
|
||||
var/discomfort = min( abs(exposed_temperature - bodytemperature)*(exposed_intensity)/2000000, 1.0)
|
||||
//adjustFireLoss(2.5*discomfort)
|
||||
adjustFireLoss(5.0*discomfort)
|
||||
|
||||
|
||||
|
||||
proc/handle_chemicals_in_body()
|
||||
|
||||
if(reagents) reagents.metabolize(src)
|
||||
|
||||
if (drowsyness)
|
||||
drowsyness--
|
||||
eye_blurry = max(2, eye_blurry)
|
||||
if (prob(5))
|
||||
sleeping += 1
|
||||
Paralyse(5)
|
||||
|
||||
confused = max(0, confused - 1)
|
||||
// decrement dizziness counter, clamped to 0
|
||||
if(resting)
|
||||
dizziness = max(0, dizziness - 5)
|
||||
else
|
||||
dizziness = max(0, dizziness - 1)
|
||||
|
||||
updatehealth()
|
||||
|
||||
return //TODO: DEFERRED
|
||||
|
||||
|
||||
proc/handle_regular_status_updates() //TODO: comment out the unused bits >_>
|
||||
updatehealth()
|
||||
|
||||
if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
|
||||
blinded = 1
|
||||
silent = 0
|
||||
else //ALIVE. LIGHTS ARE ON
|
||||
if( !container && (health < config.health_threshold_dead || ((world.time - timeofhostdeath) > config.revival_brain_life)) )
|
||||
death()
|
||||
blinded = 1
|
||||
silent = 0
|
||||
return 1
|
||||
|
||||
//UNCONSCIOUS. NO-ONE IS HOME
|
||||
if( (getOxyLoss() > 25) || (config.health_threshold_crit > health) )
|
||||
if( health <= 20 && prob(1) )
|
||||
spawn(0)
|
||||
emote("gasp")
|
||||
if(!reagents.has_reagent("inaprovaline"))
|
||||
adjustOxyLoss(1)
|
||||
Paralyse(3)
|
||||
|
||||
if(paralysis)
|
||||
AdjustParalysis(-1)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
else if(sleeping)
|
||||
sleeping = max(sleeping-1, 0)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
if( prob(10) && health )
|
||||
spawn(0)
|
||||
emote("snore")
|
||||
//CONSCIOUS
|
||||
else
|
||||
stat = CONSCIOUS
|
||||
|
||||
|
||||
//Eyes
|
||||
if(sdisabilities & 1) //disabled-blind, doesn't get better on its own
|
||||
blinded = 1
|
||||
else if(eye_blind) //blindness, heals slowly over time
|
||||
eye_blind = max(eye_blind-1,0)
|
||||
blinded = 1
|
||||
else if(eye_blurry) //blurry eyes heal slowly
|
||||
eye_blurry = max(eye_blurry-1, 0)
|
||||
|
||||
//Ears
|
||||
if(sdisabilities & 4) //disabled-deaf, doesn't get better on its own
|
||||
ear_deaf = max(ear_deaf, 1)
|
||||
else if(ear_deaf) //deafness, heals slowly over time
|
||||
ear_deaf = max(ear_deaf-1, 0)
|
||||
else if(ear_damage < 25) //ear damage heals slowly under this threshold. otherwise you'll need earmuffs
|
||||
ear_damage = max(ear_damage-0.05, 0)
|
||||
|
||||
//Other
|
||||
if(stunned)
|
||||
AdjustStunned(-1)
|
||||
|
||||
if(weakened)
|
||||
weakened = max(weakened-1,0) //before you get mad Rockdtben: I done this so update_canmove isn't called multiple times
|
||||
|
||||
if(stuttering)
|
||||
stuttering = max(stuttering-1, 0)
|
||||
|
||||
if(silent)
|
||||
silent = max(silent-1, 0)
|
||||
|
||||
if(druggy)
|
||||
druggy = max(druggy-1, 0)
|
||||
return 1
|
||||
|
||||
|
||||
proc/handle_regular_hud_updates()
|
||||
|
||||
if (stat == 2 || (XRAY in src.mutations))
|
||||
sight |= SEE_TURFS
|
||||
sight |= SEE_MOBS
|
||||
sight |= SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = 2
|
||||
else if (stat != 2)
|
||||
sight &= ~SEE_TURFS
|
||||
sight &= ~SEE_MOBS
|
||||
sight &= ~SEE_OBJS
|
||||
see_in_dark = 2
|
||||
see_invisible = 0
|
||||
|
||||
if (sleep) sleep.icon_state = text("sleep[]", sleeping)
|
||||
if (rest) rest.icon_state = text("rest[]", resting)
|
||||
|
||||
if (healths)
|
||||
if (stat != 2)
|
||||
switch(health)
|
||||
if(100 to INFINITY)
|
||||
healths.icon_state = "health0"
|
||||
if(80 to 100)
|
||||
healths.icon_state = "health1"
|
||||
if(60 to 80)
|
||||
healths.icon_state = "health2"
|
||||
if(40 to 60)
|
||||
healths.icon_state = "health3"
|
||||
if(20 to 40)
|
||||
healths.icon_state = "health4"
|
||||
if(0 to 20)
|
||||
healths.icon_state = "health5"
|
||||
else
|
||||
healths.icon_state = "health6"
|
||||
else
|
||||
healths.icon_state = "health7"
|
||||
|
||||
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
|
||||
|
||||
client.screen -= hud_used.blurry
|
||||
client.screen -= hud_used.druggy
|
||||
client.screen -= hud_used.vimpaired
|
||||
|
||||
if ((blind && stat != 2))
|
||||
if ((blinded))
|
||||
blind.layer = 18
|
||||
else
|
||||
blind.layer = 0
|
||||
|
||||
if (disabilities & 1)
|
||||
client.screen += hud_used.vimpaired
|
||||
|
||||
if (eye_blurry)
|
||||
client.screen += hud_used.blurry
|
||||
|
||||
if (druggy)
|
||||
client.screen += hud_used.druggy
|
||||
|
||||
if (stat != 2)
|
||||
if (machine)
|
||||
if (!( machine.check_eye(src) ))
|
||||
reset_view(null)
|
||||
else
|
||||
if(!client.adminobs)
|
||||
reset_view(null)
|
||||
|
||||
return 1
|
||||
|
||||
proc/handle_virus_updates()
|
||||
if(bodytemperature > 409)
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure()
|
||||
return
|
||||
@@ -19,11 +19,15 @@
|
||||
|
||||
..()
|
||||
|
||||
//Apparently, the person who wrote this code designed it so that
|
||||
//blinded get reset each cycle and then get activated later in the
|
||||
//code. Very ugly. I dont care. Moving this stuff here so its easy
|
||||
//to find it.
|
||||
blinded = null
|
||||
|
||||
//TODO: seperate this out
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
|
||||
|
||||
|
||||
//No need to update all of these procs if the guy is dead.
|
||||
if(stat != DEAD)
|
||||
if(air_master.current_cycle%4==2) //First, resolve location and get a breath
|
||||
@@ -52,15 +56,6 @@
|
||||
//Random events (vomiting etc)
|
||||
handle_random_events()
|
||||
|
||||
update_canmove() //TODO: remove from life() if viable ~Carn
|
||||
//Removed for dead people, that's at least a small step closer to removing it! - Nodrak
|
||||
|
||||
else if(stat == DEAD)
|
||||
canmove = 0 //Since canmove doesn't update if they're dead, force this var 0.
|
||||
|
||||
//These should be updated whether the mob is dead or alive
|
||||
blinded = null
|
||||
|
||||
//Update Mind
|
||||
update_mind()
|
||||
|
||||
@@ -70,10 +65,12 @@
|
||||
//stuff in the stomach
|
||||
handle_stomach()
|
||||
|
||||
//Flashlights and such
|
||||
UpdateLuminosity()
|
||||
|
||||
//Status updates, death etc.
|
||||
UpdateLuminosity()
|
||||
handle_regular_status_updates() //TODO: optimise ~Carn
|
||||
update_canmove()
|
||||
|
||||
//Update our name based on whether our face is obscured/disfigured
|
||||
name = get_visible_name() //TODO: this was broken by the dismemberment revert ~Carn
|
||||
@@ -85,14 +82,6 @@
|
||||
for(var/obj/item/weapon/grab/G in src)
|
||||
G.process()
|
||||
|
||||
//TODO: optimise this.
|
||||
if(isturf(loc) && rand(1,1000) == 1) //0.1% chance of playing a scary sound to someone who's in complete darkness
|
||||
var/turf/currentTurf = loc
|
||||
if(!currentTurf.sd_lumcount)
|
||||
playsound_local(src,pick(scarySounds),50, 1, -1)
|
||||
|
||||
clamp_values() //TODO: finish removing this ~Carn
|
||||
|
||||
|
||||
/mob/living/carbon/human/calculate_affecting_pressure(var/pressure)
|
||||
..()
|
||||
@@ -111,20 +100,6 @@
|
||||
return ONE_ATMOSPHERE - pressure_difference
|
||||
|
||||
/mob/living/carbon/human
|
||||
|
||||
//I've rewritten this to do what it was intended to do.
|
||||
//This can probably be removed like Rockdtben suggested, but I'd like to go over the damage procs first just to be safe.
|
||||
//Perhaps code view-vars to be unable to directly edit the damagevariables without using procs
|
||||
proc/clamp_values()
|
||||
// stunned = max( min(stunned,20), 0 ) // positive and under 20
|
||||
paralysis = max( min(paralysis,20), 0 ) // positive and under 20
|
||||
// weakened = max( min(weakened,20), 0 ) // positive and under 20
|
||||
sleeping = max( min(sleeping, 20), 0 ) // positive and under 20
|
||||
oxyloss = max(oxyloss,0) // positive
|
||||
toxloss = max(toxloss,0) // positive
|
||||
// bruteloss = max(bruteloss,0) // positive
|
||||
// fireloss = max(fireloss,0) // positive
|
||||
|
||||
proc/update_mind()
|
||||
if(!mind && client)
|
||||
mind = new
|
||||
@@ -136,38 +111,6 @@
|
||||
|
||||
|
||||
proc/handle_disabilities()
|
||||
if(hallucination > 0)
|
||||
if(hallucination >= 20 && health > 0)
|
||||
if(prob(3))
|
||||
fake_attack(src)
|
||||
//for(var/atom/a in hallucinations)
|
||||
// a.hallucinate(src)
|
||||
if(!handling_hal && hallucination > 20)
|
||||
spawn handle_hallucinations() //The not boring kind!
|
||||
|
||||
if(hallucination <= 2)
|
||||
halloss = 0
|
||||
hallucination = 0
|
||||
else
|
||||
hallucination -= 2
|
||||
//if(health < 0)
|
||||
// for(var/obj/a in hallucinations)
|
||||
// del a
|
||||
else
|
||||
//halloss = 0
|
||||
for(var/atom/a in hallucinations)
|
||||
del a
|
||||
|
||||
if(halloss > 100)
|
||||
src << "You're too tired to keep going..."
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if(O == src)
|
||||
continue
|
||||
O.show_message(text("\red <B>[src] slumps to the ground panting, too weak to continue fighting."), 1)
|
||||
Paralyse(15)
|
||||
setHalLoss(99)
|
||||
|
||||
|
||||
if (disabilities & 2)
|
||||
if ((prob(1) && paralysis < 1 && r_epil < 1))
|
||||
src << "\red You have a seizure!"
|
||||
@@ -262,32 +205,33 @@
|
||||
if (radiation < 0)
|
||||
radiation = 0
|
||||
|
||||
switch(radiation)
|
||||
if(1 to 49)
|
||||
radiation--
|
||||
if(prob(25))
|
||||
else
|
||||
switch(radiation)
|
||||
if(1 to 49)
|
||||
radiation--
|
||||
if(prob(25))
|
||||
adjustToxLoss(1)
|
||||
updatehealth()
|
||||
|
||||
if(50 to 74)
|
||||
radiation -= 2
|
||||
adjustToxLoss(1)
|
||||
if(prob(5))
|
||||
radiation -= 5
|
||||
Weaken(3)
|
||||
src << "\red You feel weak."
|
||||
emote("collapse")
|
||||
updatehealth()
|
||||
|
||||
if(50 to 74)
|
||||
radiation -= 2
|
||||
adjustToxLoss(1)
|
||||
if(prob(5))
|
||||
radiation -= 5
|
||||
Weaken(3)
|
||||
src << "\red You feel weak."
|
||||
emote("collapse")
|
||||
updatehealth()
|
||||
|
||||
if(75 to 100)
|
||||
radiation -= 3
|
||||
adjustToxLoss(3)
|
||||
if(prob(1))
|
||||
src << "\red You mutate!"
|
||||
randmutb(src)
|
||||
domutcheck(src,null)
|
||||
emote("gasp")
|
||||
updatehealth()
|
||||
if(75 to 100)
|
||||
radiation -= 3
|
||||
adjustToxLoss(3)
|
||||
if(prob(1))
|
||||
src << "\red You mutate!"
|
||||
randmutb(src)
|
||||
domutcheck(src,null)
|
||||
emote("gasp")
|
||||
updatehealth()
|
||||
|
||||
|
||||
proc/breathe()
|
||||
@@ -453,7 +397,7 @@
|
||||
if(SA_pp > SA_para_min) // Enough to make us paralysed for a bit
|
||||
Paralyse(3) // 3 gives them one second to wake up and run away a bit!
|
||||
if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
|
||||
sleeping = max(src.sleeping+2, 10)
|
||||
sleeping = max(sleeping+2, 10)
|
||||
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
|
||||
if(prob(20))
|
||||
spawn(0) emote(pick("giggle", "laugh"))
|
||||
@@ -743,59 +687,66 @@
|
||||
proc/handle_regular_status_updates()
|
||||
if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
|
||||
blinded = 1
|
||||
stat = DEAD
|
||||
silent = 0
|
||||
else //ALIVE. LIGHTS ARE ON
|
||||
updatehealth() //TODO
|
||||
if(health < config.health_threshold_dead || brain_op_stage == 4.0)
|
||||
death()
|
||||
blinded = 1
|
||||
stat = DEAD
|
||||
silent = 0
|
||||
return 1
|
||||
|
||||
stat = CONSCIOUS
|
||||
if(getOxyLoss() > 50)
|
||||
Paralyse(3)
|
||||
|
||||
if(health < config.health_threshold_crit) //UNCONSCIOUS. NO-ONE IS HOME
|
||||
//UNCONSCIOUS. NO-ONE IS HOME
|
||||
if( (getOxyLoss() > 50) || (config.health_threshold_crit > health) )
|
||||
if( health <= 20 && prob(1) )
|
||||
spawn(0)
|
||||
emote("gasp")
|
||||
|
||||
if(!reagents.has_reagent("inaprovaline"))
|
||||
adjustOxyLoss(1)
|
||||
Paralyse(3)
|
||||
|
||||
stat = UNCONSCIOUS
|
||||
Paralyse(5)
|
||||
if(hallucination)
|
||||
if(hallucination >= 20)
|
||||
if(prob(3))
|
||||
fake_attack(src)
|
||||
if(!handling_hal)
|
||||
spawn handle_hallucinations() //The not boring kind!
|
||||
|
||||
if(silent)
|
||||
silent = max(silent-1, 0)
|
||||
if(hallucination<=2)
|
||||
hallucination = 0
|
||||
halloss = 0
|
||||
else
|
||||
hallucination -= 2
|
||||
|
||||
if(stunned > 0)
|
||||
AdjustStunned(-1)
|
||||
if(weakened > 0)
|
||||
AdjustWeakened(-1)
|
||||
else
|
||||
for(var/atom/a in hallucinations)
|
||||
del a
|
||||
|
||||
//Incapacitated
|
||||
if(paralysis > 0)
|
||||
if(halloss > 100)
|
||||
src << "<span class='notice'>You're too tired to keep going...</span>"
|
||||
for(var/mob/O in oviewers(src, null))
|
||||
O.show_message("<B>[src]</B> slumps to the ground panting, too weak to continue fighting.", 1)
|
||||
Paralyse(3)
|
||||
setHalLoss(99)
|
||||
|
||||
if(paralysis)
|
||||
AdjustParalysis(-1)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
|
||||
if(sleeping > 0)
|
||||
else if(sleeping)
|
||||
handle_dreams()
|
||||
adjustHalLoss(-5)
|
||||
sleeping = max(sleeping-1, 0)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
if( prob(10) && health && !hal_crit )
|
||||
spawn(0)
|
||||
emote("snore")
|
||||
sleeping = max(sleeping-1, 0)
|
||||
//CONSCIOUS
|
||||
else
|
||||
stat = CONSCIOUS
|
||||
|
||||
if(stuttering)
|
||||
stuttering = max(stuttering-1, 0)
|
||||
|
||||
//Eyes & Ears
|
||||
//Eyes
|
||||
if(sdisabilities & 1) //disabled-blind, doesn't get better on its own
|
||||
blinded = 1
|
||||
else if(eye_blind) //blindness, heals slowly over time
|
||||
@@ -807,6 +758,7 @@
|
||||
else if(eye_blurry) //blurry eyes heal slowly
|
||||
eye_blurry = max(eye_blurry-1, 0)
|
||||
|
||||
//Ears
|
||||
if(sdisabilities & 4) //disabled-deaf, doesn't get better on its own
|
||||
ear_deaf = max(ear_deaf, 1)
|
||||
else if(ear_deaf) //deafness, heals slowly over time
|
||||
@@ -817,6 +769,19 @@
|
||||
else if(ear_damage < 25) //ear damage heals slowly under this threshold. otherwise you'll need earmuffs
|
||||
ear_damage = max(ear_damage-0.05, 0)
|
||||
|
||||
//Other
|
||||
if(stunned)
|
||||
AdjustStunned(-1)
|
||||
|
||||
if(weakened)
|
||||
weakened = max(weakened-1,0) //before you get mad Rockdtben: I done this so update_canmove isn't called multiple times
|
||||
|
||||
if(stuttering)
|
||||
stuttering = max(stuttering-1, 0)
|
||||
|
||||
if(silent)
|
||||
silent = max(silent-1, 0)
|
||||
|
||||
if(druggy)
|
||||
druggy = max(druggy-1, 0)
|
||||
return 1
|
||||
@@ -925,7 +890,7 @@
|
||||
|
||||
|
||||
|
||||
/* HUD shit goes here, as long as it doesn't modify src.sight flags */
|
||||
/* HUD shit goes here, as long as it doesn't modify sight flags */
|
||||
// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
|
||||
if(istype(glasses, /obj/item/clothing/glasses/hud/health))
|
||||
if(client)
|
||||
@@ -1055,27 +1020,24 @@
|
||||
bodytemp.icon_state = "temp-4"
|
||||
|
||||
if(!client) return 0 //Wish we did not need these
|
||||
client.screen -= hud_used.blurry
|
||||
client.screen -= hud_used.druggy
|
||||
client.screen -= hud_used.vimpaired
|
||||
client.screen -= hud_used.darkMask
|
||||
client.screen.Remove(hud_used.blurry, hud_used.druggy, hud_used.vimpaired, hud_used.darkMask)
|
||||
|
||||
if ((blind && stat != 2))
|
||||
if ((blinded))
|
||||
if(blinded)
|
||||
blind.layer = 18
|
||||
else
|
||||
blind.layer = 0
|
||||
|
||||
if (disabilities & 1 && !istype(glasses, /obj/item/clothing/glasses/regular) )
|
||||
if( disabilities & 1 && !istype(glasses, /obj/item/clothing/glasses/regular) )
|
||||
client.screen += hud_used.vimpaired
|
||||
|
||||
if (eye_blurry)
|
||||
if(eye_blurry)
|
||||
client.screen += hud_used.blurry
|
||||
|
||||
if (druggy)
|
||||
if(druggy)
|
||||
client.screen += hud_used.druggy
|
||||
|
||||
if ((istype(head, /obj/item/clothing/head/welding)) )
|
||||
if( istype(head, /obj/item/clothing/head/welding) )
|
||||
if(!head:up && tinted_weldhelh)
|
||||
client.screen += hud_used.darkMask
|
||||
|
||||
@@ -1114,7 +1076,7 @@
|
||||
|
||||
for(var/mob/O in viewers(world.view, src))
|
||||
O.show_message(text("<b>\red [] throws up!</b>", src), 1)
|
||||
playsound(src.loc, 'splat.ogg', 50, 1)
|
||||
playsound(loc, 'splat.ogg', 50, 1)
|
||||
|
||||
var/turf/location = loc
|
||||
if (istype(location, /turf/simulated))
|
||||
@@ -1126,6 +1088,12 @@
|
||||
// make it so you can only puke so fast
|
||||
lastpuke = 0
|
||||
|
||||
//0.1% chance of playing a scary sound to someone who's in complete darkness
|
||||
if(isturf(loc) && rand(1,1000) == 1)
|
||||
var/turf/currentTurf = loc
|
||||
if(!currentTurf.sd_lumcount)
|
||||
playsound_local(src,pick(scarySounds),50, 1, -1)
|
||||
|
||||
proc/handle_virus_updates()
|
||||
if(bodytemperature > 406)
|
||||
for(var/datum/disease/D in viruses)
|
||||
@@ -1156,3 +1124,4 @@
|
||||
if ((changeling.geneticdamage > 0))
|
||||
changeling.geneticdamage = changeling.geneticdamage-1
|
||||
|
||||
#undef HUMAN_MAX_OXYLOSS
|
||||
@@ -11,14 +11,14 @@
|
||||
/mob/living/carbon/monkey/Life()
|
||||
set invisibility = 0
|
||||
set background = 1
|
||||
if (src.monkeyizing) return
|
||||
if (monkeyizing) return
|
||||
..()
|
||||
|
||||
var/datum/gas_mixture/environment // Added to prevent null location errors-- TLE
|
||||
if(src.loc)
|
||||
if(loc)
|
||||
environment = loc.return_air()
|
||||
|
||||
if (src.stat != DEAD) //still breathing
|
||||
if (stat != DEAD) //still breathing
|
||||
//First, resolve location and get a breath
|
||||
if(air_master.current_cycle%4==2)
|
||||
//Only try to take a breath every 4 seconds, unless suffocating
|
||||
@@ -32,7 +32,7 @@
|
||||
//blinded get reset each cycle and then get activated later in the
|
||||
//code. Very ugly. I dont care. Moving this stuff here so its easy
|
||||
//to find it.
|
||||
src.blinded = null
|
||||
blinded = null
|
||||
|
||||
//Disease Check
|
||||
handle_virus_updates()
|
||||
@@ -53,12 +53,12 @@
|
||||
//Disabilities
|
||||
handle_disabilities()
|
||||
|
||||
//Status updates, death etc.
|
||||
//Flashlights and such
|
||||
UpdateLuminosity()
|
||||
|
||||
//Status updates, death etc.
|
||||
handle_regular_status_updates()
|
||||
update_canmove()
|
||||
clamp_values()
|
||||
|
||||
|
||||
if(client)
|
||||
handle_regular_hud_updates()
|
||||
@@ -79,33 +79,27 @@
|
||||
|
||||
/mob/living/carbon/monkey
|
||||
|
||||
|
||||
proc/clamp_values()
|
||||
// AdjustStunned(0)
|
||||
AdjustParalysis(0)
|
||||
// AdjustWeakened(0)
|
||||
|
||||
proc/handle_disabilities()
|
||||
|
||||
if (src.disabilities & 2)
|
||||
if ((prob(1) && src.paralysis < 10 && src.r_epil < 1))
|
||||
if (disabilities & 2)
|
||||
if ((prob(1) && paralysis < 10 && r_epil < 1))
|
||||
src << "\red You have a seizure!"
|
||||
Paralyse(10)
|
||||
if (src.disabilities & 4)
|
||||
if ((prob(5) && src.paralysis <= 1 && src.r_ch_cou < 1))
|
||||
src.drop_item()
|
||||
if (disabilities & 4)
|
||||
if ((prob(5) && paralysis <= 1 && r_ch_cou < 1))
|
||||
drop_item()
|
||||
spawn( 0 )
|
||||
emote("cough")
|
||||
return
|
||||
if (src.disabilities & 8)
|
||||
if ((prob(10) && src.paralysis <= 1 && src.r_Tourette < 1))
|
||||
if (disabilities & 8)
|
||||
if ((prob(10) && paralysis <= 1 && r_Tourette < 1))
|
||||
Stun(10)
|
||||
spawn( 0 )
|
||||
emote("twitch")
|
||||
return
|
||||
if (src.disabilities & 16)
|
||||
if (disabilities & 16)
|
||||
if (prob(10))
|
||||
src.stuttering = max(10, src.stuttering)
|
||||
stuttering = max(10, stuttering)
|
||||
|
||||
proc/update_mind()
|
||||
if(!mind && client)
|
||||
@@ -115,59 +109,59 @@
|
||||
|
||||
proc/handle_mutations_and_radiation()
|
||||
|
||||
if(src.getFireLoss())
|
||||
if(getFireLoss())
|
||||
if((COLD_RESISTANCE in mutations) || prob(50))
|
||||
switch(src.getFireLoss())
|
||||
switch(getFireLoss())
|
||||
if(1 to 50)
|
||||
src.adjustFireLoss(-1)
|
||||
adjustFireLoss(-1)
|
||||
if(51 to 100)
|
||||
src.adjustFireLoss(-5)
|
||||
adjustFireLoss(-5)
|
||||
|
||||
if ((HULK in mutations) && src.health <= 25)
|
||||
src.mutations.Remove(HULK)
|
||||
if ((HULK in mutations) && health <= 25)
|
||||
mutations.Remove(HULK)
|
||||
src << "\red You suddenly feel very weak."
|
||||
Weaken(3)
|
||||
emote("collapse")
|
||||
|
||||
if (src.radiation)
|
||||
if (src.radiation > 100)
|
||||
src.radiation = 100
|
||||
if (radiation)
|
||||
if (radiation > 100)
|
||||
radiation = 100
|
||||
Weaken(10)
|
||||
src << "\red You feel weak."
|
||||
emote("collapse")
|
||||
|
||||
switch(src.radiation)
|
||||
switch(radiation)
|
||||
if(1 to 49)
|
||||
src.radiation--
|
||||
radiation--
|
||||
if(prob(25))
|
||||
src.adjustToxLoss(1)
|
||||
src.updatehealth()
|
||||
adjustToxLoss(1)
|
||||
updatehealth()
|
||||
|
||||
if(50 to 74)
|
||||
src.radiation -= 2
|
||||
src.adjustToxLoss(1)
|
||||
radiation -= 2
|
||||
adjustToxLoss(1)
|
||||
if(prob(5))
|
||||
src.radiation -= 5
|
||||
radiation -= 5
|
||||
Weaken(3)
|
||||
src << "\red You feel weak."
|
||||
emote("collapse")
|
||||
src.updatehealth()
|
||||
updatehealth()
|
||||
|
||||
if(75 to 100)
|
||||
src.radiation -= 3
|
||||
src.adjustToxLoss(3)
|
||||
radiation -= 3
|
||||
adjustToxLoss(3)
|
||||
if(prob(1))
|
||||
src << "\red You mutate!"
|
||||
randmutb(src)
|
||||
domutcheck(src,null)
|
||||
emote("gasp")
|
||||
src.updatehealth()
|
||||
updatehealth()
|
||||
|
||||
|
||||
proc/breathe()
|
||||
if(src.reagents)
|
||||
if(reagents)
|
||||
|
||||
if(src.reagents.has_reagent("lexorin")) return
|
||||
if(reagents.has_reagent("lexorin")) return
|
||||
|
||||
if(!loc) return //probably ought to make a proper fix for this, but :effort: --NeoFite
|
||||
|
||||
@@ -175,7 +169,7 @@
|
||||
var/datum/air_group/breath
|
||||
|
||||
if(losebreath>0) //Suffocating so do not take a breath
|
||||
src.losebreath--
|
||||
losebreath--
|
||||
if (prob(75)) //High chance of gasping for air
|
||||
spawn emote("gasp")
|
||||
if(istype(loc, /obj/))
|
||||
@@ -224,21 +218,21 @@
|
||||
|
||||
proc/get_breath_from_internal(volume_needed)
|
||||
if(internal)
|
||||
if (!contents.Find(src.internal))
|
||||
if (!contents.Find(internal))
|
||||
internal = null
|
||||
if (!wear_mask || !(wear_mask.flags|MASKINTERNALS) )
|
||||
internal = null
|
||||
if(internal)
|
||||
if (src.internals)
|
||||
src.internals.icon_state = "internal1"
|
||||
if (internals)
|
||||
internals.icon_state = "internal1"
|
||||
return internal.remove_air_volume(volume_needed)
|
||||
else
|
||||
if (src.internals)
|
||||
src.internals.icon_state = "internal0"
|
||||
if (internals)
|
||||
internals.icon_state = "internal0"
|
||||
return null
|
||||
|
||||
proc/handle_breath(datum/gas_mixture/breath)
|
||||
if(src.nodamage)
|
||||
if(nodamage)
|
||||
return
|
||||
|
||||
if(!breath || (breath.total_moles() == 0))
|
||||
@@ -314,7 +308,7 @@
|
||||
if(SA_pp > SA_para_min) // Enough to make us paralysed for a bit
|
||||
Paralyse(3) // 3 gives them one second to wake up and run away a bit!
|
||||
if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
|
||||
src.sleeping = max(src.sleeping+2, 10)
|
||||
sleeping = max(sleeping+2, 10)
|
||||
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
|
||||
if(prob(20))
|
||||
spawn(0) emote(pick("giggle", "laugh"))
|
||||
@@ -361,7 +355,7 @@
|
||||
return //TODO: DEFERRED
|
||||
|
||||
proc/handle_temperature_damage(body_part, exposed_temperature, exposed_intensity)
|
||||
if(src.nodamage) return
|
||||
if(nodamage) return
|
||||
var/discomfort = min( abs(exposed_temperature - bodytemperature)*(exposed_intensity)/2000000, 1.0)
|
||||
//adjustFireLoss(2.5*discomfort)
|
||||
|
||||
@@ -375,11 +369,11 @@
|
||||
|
||||
if(reagents) reagents.metabolize(src)
|
||||
|
||||
if (src.drowsyness)
|
||||
src.drowsyness--
|
||||
src.eye_blurry = max(2, src.eye_blurry)
|
||||
if (drowsyness)
|
||||
drowsyness--
|
||||
eye_blurry = max(2, eye_blurry)
|
||||
if (prob(5))
|
||||
src.sleeping += 1
|
||||
sleeping += 1
|
||||
Paralyse(5)
|
||||
|
||||
confused = max(0, confused - 1)
|
||||
@@ -389,130 +383,120 @@
|
||||
else
|
||||
dizziness = max(0, dizziness - 1)
|
||||
|
||||
src.updatehealth()
|
||||
updatehealth()
|
||||
|
||||
return //TODO: DEFERRED
|
||||
|
||||
proc/handle_regular_status_updates()
|
||||
updatehealth()
|
||||
|
||||
health = 100 - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
|
||||
if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
|
||||
blinded = 1
|
||||
silent = 0
|
||||
else //ALIVE. LIGHTS ARE ON
|
||||
if(health < config.health_threshold_dead || brain_op_stage == 4.0)
|
||||
death()
|
||||
blinded = 1
|
||||
stat = DEAD
|
||||
silent = 0
|
||||
return 1
|
||||
|
||||
if(getOxyLoss() > 25) Paralyse(3)
|
||||
//UNCONSCIOUS. NO-ONE IS HOME
|
||||
if( (getOxyLoss() > 25) || (config.health_threshold_crit > health) )
|
||||
if( health <= 20 && prob(1) )
|
||||
spawn(0)
|
||||
emote("gasp")
|
||||
if(!reagents.has_reagent("inaprovaline"))
|
||||
adjustOxyLoss(1)
|
||||
Paralyse(3)
|
||||
|
||||
if(src.sleeping)
|
||||
Paralyse(5)
|
||||
if (prob(1) && health) spawn(0) emote("snore")
|
||||
if(paralysis)
|
||||
AdjustParalysis(-1)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
else if(sleeping)
|
||||
sleeping = max(sleeping-1, 0)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
if( prob(10) && health )
|
||||
spawn(0)
|
||||
emote("snore")
|
||||
//CONSCIOUS
|
||||
else
|
||||
stat = CONSCIOUS
|
||||
|
||||
if(src.resting)
|
||||
Weaken(5)
|
||||
//Eyes
|
||||
if(sdisabilities & 1) //disabled-blind, doesn't get better on its own
|
||||
blinded = 1
|
||||
else if(eye_blind) //blindness, heals slowly over time
|
||||
eye_blind = max(eye_blind-1,0)
|
||||
blinded = 1
|
||||
else if(eye_blurry) //blurry eyes heal slowly
|
||||
eye_blurry = max(eye_blurry-1, 0)
|
||||
|
||||
if(health < config.health_threshold_dead && stat != 2)
|
||||
death()
|
||||
else if(src.health < config.health_threshold_crit)
|
||||
if(src.health <= 20 && prob(1)) spawn(0) emote("gasp")
|
||||
//Ears
|
||||
if(sdisabilities & 4) //disabled-deaf, doesn't get better on its own
|
||||
ear_deaf = max(ear_deaf, 1)
|
||||
else if(ear_deaf) //deafness, heals slowly over time
|
||||
ear_deaf = max(ear_deaf-1, 0)
|
||||
else if(ear_damage < 25) //ear damage heals slowly under this threshold. otherwise you'll need earmuffs
|
||||
ear_damage = max(ear_damage-0.05, 0)
|
||||
|
||||
//if(!src.rejuv) src.oxyloss++ //-Nodrak (I can't believe I thought this should be commented back in)
|
||||
if(!src.reagents.has_reagent("inaprovaline") && src.stat != 2) src.adjustOxyLoss(2)
|
||||
//Other
|
||||
if(stunned)
|
||||
AdjustStunned(-1)
|
||||
|
||||
if(src.stat != 2) src.stat = 1
|
||||
Paralyse(5)
|
||||
if(weakened)
|
||||
weakened = max(weakened-1,0) //before you get mad Rockdtben: I done this so update_canmove isn't called multiple times
|
||||
|
||||
if (src.stat != 2) //Alive.
|
||||
if(stuttering)
|
||||
stuttering = max(stuttering-1, 0)
|
||||
|
||||
if (src.paralysis || src.stunned || src.weakened || (changeling && changeling.changeling_fakedeath)) //Stunned etc.
|
||||
if (src.stunned > 0)
|
||||
AdjustStunned(-1)
|
||||
src.stat = 0
|
||||
if (src.weakened > 0)
|
||||
AdjustWeakened(-1)
|
||||
src.lying = 1
|
||||
src.stat = 0
|
||||
if (src.paralysis > 0)
|
||||
AdjustParalysis(-1)
|
||||
src.blinded = 1
|
||||
src.lying = 1
|
||||
src.stat = 1
|
||||
var/h = src.hand
|
||||
src.hand = 0
|
||||
drop_item()
|
||||
src.hand = 1
|
||||
drop_item()
|
||||
src.hand = h
|
||||
|
||||
else //Not stunned.
|
||||
src.lying = 0
|
||||
src.stat = 0
|
||||
|
||||
else //Dead.
|
||||
src.lying = 1
|
||||
src.blinded = 1
|
||||
src.stat = 2
|
||||
|
||||
if (src.stuttering) src.stuttering--
|
||||
|
||||
if (src.eye_blind)
|
||||
src.eye_blind--
|
||||
src.blinded = 1
|
||||
|
||||
if (src.ear_deaf > 0) src.ear_deaf--
|
||||
if (src.ear_damage < 25)
|
||||
src.ear_damage -= 0.05
|
||||
src.ear_damage = max(src.ear_damage, 0)
|
||||
|
||||
src.density = !( src.lying )
|
||||
|
||||
if (src.sdisabilities & 1)
|
||||
src.blinded = 1
|
||||
if (src.sdisabilities & 4)
|
||||
src.ear_deaf = 1
|
||||
|
||||
if (src.eye_blurry > 0)
|
||||
src.eye_blurry--
|
||||
src.eye_blurry = max(0, src.eye_blurry)
|
||||
|
||||
if (src.druggy > 0)
|
||||
src.druggy--
|
||||
src.druggy = max(0, src.druggy)
|
||||
if(silent)
|
||||
silent = max(silent-1, 0)
|
||||
|
||||
if(druggy)
|
||||
druggy = max(druggy-1, 0)
|
||||
return 1
|
||||
|
||||
|
||||
proc/handle_regular_hud_updates()
|
||||
|
||||
if (src.stat == 2 || (XRAY in mutations))
|
||||
src.sight |= SEE_TURFS
|
||||
src.sight |= SEE_MOBS
|
||||
src.sight |= SEE_OBJS
|
||||
src.see_in_dark = 8
|
||||
src.see_invisible = 2
|
||||
else if (src.stat != 2)
|
||||
src.sight &= ~SEE_TURFS
|
||||
src.sight &= ~SEE_MOBS
|
||||
src.sight &= ~SEE_OBJS
|
||||
src.see_in_dark = 2
|
||||
src.see_invisible = 0
|
||||
if (stat == 2 || (XRAY in mutations))
|
||||
sight |= SEE_TURFS
|
||||
sight |= SEE_MOBS
|
||||
sight |= SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = 2
|
||||
else if (stat != 2)
|
||||
sight &= ~SEE_TURFS
|
||||
sight &= ~SEE_MOBS
|
||||
sight &= ~SEE_OBJS
|
||||
see_in_dark = 2
|
||||
see_invisible = 0
|
||||
|
||||
if (src.sleep) src.sleep.icon_state = text("sleep[]", src.sleeping)
|
||||
if (src.rest) src.rest.icon_state = text("rest[]", src.resting)
|
||||
if (sleep) sleep.icon_state = text("sleep[]", sleeping)
|
||||
if (rest) rest.icon_state = text("rest[]", resting)
|
||||
|
||||
if (src.healths)
|
||||
if (src.stat != 2)
|
||||
if (healths)
|
||||
if (stat != 2)
|
||||
switch(health)
|
||||
if(100 to INFINITY)
|
||||
src.healths.icon_state = "health0"
|
||||
healths.icon_state = "health0"
|
||||
if(80 to 100)
|
||||
src.healths.icon_state = "health1"
|
||||
healths.icon_state = "health1"
|
||||
if(60 to 80)
|
||||
src.healths.icon_state = "health2"
|
||||
healths.icon_state = "health2"
|
||||
if(40 to 60)
|
||||
src.healths.icon_state = "health3"
|
||||
healths.icon_state = "health3"
|
||||
if(20 to 40)
|
||||
src.healths.icon_state = "health4"
|
||||
healths.icon_state = "health4"
|
||||
if(0 to 20)
|
||||
src.healths.icon_state = "health5"
|
||||
healths.icon_state = "health5"
|
||||
else
|
||||
src.healths.icon_state = "health6"
|
||||
healths.icon_state = "health6"
|
||||
else
|
||||
src.healths.icon_state = "health7"
|
||||
healths.icon_state = "health7"
|
||||
|
||||
if (pressure)
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
@@ -530,59 +514,59 @@
|
||||
else
|
||||
pressure.icon_state = "pressure-2"
|
||||
|
||||
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
|
||||
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
|
||||
|
||||
|
||||
if (src.toxin) src.toxin.icon_state = "tox[src.toxins_alert ? 1 : 0]"
|
||||
if (src.oxygen) src.oxygen.icon_state = "oxy[src.oxygen_alert ? 1 : 0]"
|
||||
if (src.fire) src.fire.icon_state = "fire[src.fire_alert ? 1 : 0]"
|
||||
if (toxin) toxin.icon_state = "tox[toxins_alert ? 1 : 0]"
|
||||
if (oxygen) oxygen.icon_state = "oxy[oxygen_alert ? 1 : 0]"
|
||||
if (fire) fire.icon_state = "fire[fire_alert ? 1 : 0]"
|
||||
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
|
||||
//blame the person who coded them. Temporary fix added.
|
||||
|
||||
if(bodytemp)
|
||||
switch(src.bodytemperature) //310.055 optimal body temp
|
||||
switch(bodytemperature) //310.055 optimal body temp
|
||||
if(345 to INFINITY)
|
||||
src.bodytemp.icon_state = "temp4"
|
||||
bodytemp.icon_state = "temp4"
|
||||
if(335 to 345)
|
||||
src.bodytemp.icon_state = "temp3"
|
||||
bodytemp.icon_state = "temp3"
|
||||
if(327 to 335)
|
||||
src.bodytemp.icon_state = "temp2"
|
||||
bodytemp.icon_state = "temp2"
|
||||
if(316 to 327)
|
||||
src.bodytemp.icon_state = "temp1"
|
||||
bodytemp.icon_state = "temp1"
|
||||
if(300 to 316)
|
||||
src.bodytemp.icon_state = "temp0"
|
||||
bodytemp.icon_state = "temp0"
|
||||
if(295 to 300)
|
||||
src.bodytemp.icon_state = "temp-1"
|
||||
bodytemp.icon_state = "temp-1"
|
||||
if(280 to 295)
|
||||
src.bodytemp.icon_state = "temp-2"
|
||||
bodytemp.icon_state = "temp-2"
|
||||
if(260 to 280)
|
||||
src.bodytemp.icon_state = "temp-3"
|
||||
bodytemp.icon_state = "temp-3"
|
||||
else
|
||||
src.bodytemp.icon_state = "temp-4"
|
||||
bodytemp.icon_state = "temp-4"
|
||||
|
||||
src.client.screen -= src.hud_used.blurry
|
||||
src.client.screen -= src.hud_used.druggy
|
||||
src.client.screen -= src.hud_used.vimpaired
|
||||
client.screen -= hud_used.blurry
|
||||
client.screen -= hud_used.druggy
|
||||
client.screen -= hud_used.vimpaired
|
||||
|
||||
if ((src.blind && src.stat != 2))
|
||||
if ((src.blinded))
|
||||
src.blind.layer = 18
|
||||
if ((blind && stat != 2))
|
||||
if ((blinded))
|
||||
blind.layer = 18
|
||||
else
|
||||
src.blind.layer = 0
|
||||
blind.layer = 0
|
||||
|
||||
if (src.disabilities & 1)
|
||||
src.client.screen += src.hud_used.vimpaired
|
||||
if (disabilities & 1)
|
||||
client.screen += hud_used.vimpaired
|
||||
|
||||
if (src.eye_blurry)
|
||||
src.client.screen += src.hud_used.blurry
|
||||
if (eye_blurry)
|
||||
client.screen += hud_used.blurry
|
||||
|
||||
if (src.druggy)
|
||||
src.client.screen += src.hud_used.druggy
|
||||
if (druggy)
|
||||
client.screen += hud_used.druggy
|
||||
|
||||
if (src.stat != 2)
|
||||
if (src.machine)
|
||||
if (!( src.machine.check_eye(src) ))
|
||||
src.reset_view(null)
|
||||
if (stat != 2)
|
||||
if (machine)
|
||||
if (!( machine.check_eye(src) ))
|
||||
reset_view(null)
|
||||
else
|
||||
if(!client.adminobs)
|
||||
reset_view(null)
|
||||
@@ -596,7 +580,7 @@
|
||||
return
|
||||
|
||||
proc/handle_virus_updates()
|
||||
if(src.bodytemperature > 406)
|
||||
if(bodytemperature > 406)
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure()
|
||||
return
|
||||
|
||||
@@ -23,11 +23,12 @@
|
||||
|
||||
|
||||
/mob/living/proc/updatehealth()
|
||||
if(!src.nodamage)
|
||||
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss() - src.getCloneLoss() -src.halloss
|
||||
else
|
||||
if(nodamage)
|
||||
src.health = 100
|
||||
src.stat = 0
|
||||
else
|
||||
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss() - src.getCloneLoss() - src.halloss
|
||||
|
||||
|
||||
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
|
||||
//affects them once clothing is factored in. ~Errorage
|
||||
@@ -152,21 +153,25 @@
|
||||
src.updatehealth()
|
||||
|
||||
/mob/living/proc/revive()
|
||||
//src.fireloss = 0
|
||||
src.setToxLoss(0)
|
||||
//src.bruteloss = 0
|
||||
src.setOxyLoss(0)
|
||||
setToxLoss(0)
|
||||
setOxyLoss(0)
|
||||
SetParalysis(0)
|
||||
SetStunned(0)
|
||||
SetWeakened(0)
|
||||
src.radiation = 0
|
||||
src.nutrition = 400
|
||||
src.bodytemperature = 310
|
||||
//src.health = 100
|
||||
src.heal_overall_damage(1000, 1000)
|
||||
src.buckled = initial(src.buckled)
|
||||
src.handcuffed = initial(src.handcuffed)
|
||||
if(src.stat > 1) src.stat = CONSCIOUS
|
||||
radiation = 0
|
||||
nutrition = 400
|
||||
bodytemperature = 310
|
||||
sdisabilities = 0
|
||||
disabilities = 0
|
||||
blinded = 0
|
||||
eye_blind = 0
|
||||
eye_blurry = 0
|
||||
ear_deaf = 0
|
||||
ear_damage = 0
|
||||
heal_overall_damage(1000, 1000)
|
||||
buckled = initial(src.buckled)
|
||||
handcuffed = initial(src.handcuffed)
|
||||
stat = CONSCIOUS
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
@@ -89,7 +89,7 @@
|
||||
var/blinded = null
|
||||
var/bhunger = 0 //Carbon
|
||||
var/ajourn = 0
|
||||
var/rejuv = null
|
||||
// var/rejuv = null
|
||||
var/druggy = 0 //Carbon
|
||||
var/confused = 0 //Carbon
|
||||
var/antitoxs = null
|
||||
|
||||
Reference in New Issue
Block a user