/mob/proc/HasDisease(datum/disease/D) for(var/thing in viruses) var/datum/disease/DD = thing if(D.IsSame(DD)) return 1 return 0 /mob/proc/CanContractDisease(datum/disease/D) if(stat == DEAD) return FALSE if(D.GetDiseaseID() in resistances) return FALSE if(HasDisease(D)) return FALSE if(istype(D, /datum/disease/advance) && count_by_type(viruses, /datum/disease/advance) > 0) return FALSE if(!(type in D.viable_mobtypes)) return -1 //for stupid fucking monkies return TRUE /mob/proc/ContractDisease(datum/disease/D) if(!CanContractDisease(D)) return 0 AddDisease(D) /mob/proc/AddDisease(datum/disease/D) var/datum/disease/DD = new D.type(1, D, 0) viruses += DD DD.affected_mob = src GLOB.active_diseases += DD //Add it to the active diseases list, now that it's actually in a mob and being processed. //Copy properties over. This is so edited diseases persist. var/list/skipped = list("affected_mob","holder","carrier","stage","type","parent_type","vars","transformed") for(var/V in DD.vars) if(V in skipped) continue if(istype(DD.vars[V],/list)) var/list/L = D.vars[V] DD.vars[V] = L.Copy() else DD.vars[V] = D.vars[V] DD.affected_mob.med_hud_set_status() /mob/living/carbon/ContractDisease(datum/disease/D) if(!CanContractDisease(D)) return 0 var/obj/item/clothing/Cl = null var/passed = 1 var/head_ch = 100 var/body_ch = 100 var/hands_ch = 25 var/feet_ch = 25 if(D.spread_flags & CONTACT_HANDS) head_ch = 0 body_ch = 0 hands_ch = 100 feet_ch = 0 if(D.spread_flags & CONTACT_FEET) head_ch = 0 body_ch = 0 hands_ch = 0 feet_ch = 100 if(prob(15/D.permeability_mod)) return if(satiety > 0 && prob(satiety/10)) // positive satiety makes it harder to contract the disease. return var/target_zone = pick(head_ch;1,body_ch;2,hands_ch;3,feet_ch;4) if(istype(src, /mob/living/carbon/human)) var/mob/living/carbon/human/H = src switch(target_zone) if(1) if(isobj(H.head) && !istype(H.head, /obj/item/paper)) Cl = H.head passed = prob((Cl.permeability_coefficient*100) - 1) if(passed && isobj(H.wear_mask)) Cl = H.wear_mask passed = prob((Cl.permeability_coefficient*100) - 1) if(2) if(isobj(H.wear_suit)) Cl = H.wear_suit passed = prob((Cl.permeability_coefficient*100) - 1) if(passed && isobj(slot_w_uniform)) Cl = slot_w_uniform passed = prob((Cl.permeability_coefficient*100) - 1) if(3) if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&HANDS) Cl = H.wear_suit passed = prob((Cl.permeability_coefficient*100) - 1) if(passed && isobj(H.gloves)) Cl = H.gloves passed = prob((Cl.permeability_coefficient*100) - 1) if(4) if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&FEET) Cl = H.wear_suit passed = prob((Cl.permeability_coefficient*100) - 1) if(passed && isobj(H.shoes)) Cl = H.shoes passed = prob((Cl.permeability_coefficient*100) - 1) if(!passed && (D.spread_flags & AIRBORNE) && !internal) passed = (prob((50*D.permeability_mod) - 1)) if(passed) AddDisease(D) /** * Forces the mob to contract a virus. If the mob can have viruses. Ignores clothing and other protection * Returns TRUE if it succeeds. False if it doesn't * * Arguments: * * D - the disease the mob will try to contract */ //Same as ContractDisease, except never overidden clothes checks /mob/proc/ForceContractDisease(datum/disease/D) if(!CanContractDisease(D)) return FALSE AddDisease(D) return TRUE /mob/living/carbon/human/CanContractDisease(datum/disease/D) if(HAS_TRAIT(src, TRAIT_VIRUSIMMUNE) && !D.bypasses_immunity) return FALSE for(var/thing in D.required_organs) if(!((locate(thing) in bodyparts) || (locate(thing) in internal_organs))) return FALSE return ..() /mob/living/carbon/human/monkey/CanContractDisease(datum/disease/D) . = ..() if(. == -1) if(D.viable_mobtypes.Find(/mob/living/carbon/human)) return 1 //this is stupid as fuck but because monkeys are only half the time actually subtypes of humans they need this