/mob/Del()//This makes sure that mobs with clients/keys are not just deleted from the game. ghostize(1) ..() /mob/proc/Cell() set category = "Admin" set hidden = 1 if(!loc) return 0 var/datum/gas_mixture/environment = loc.return_air() var/t = "\blue Coordinates: [x],[y] \n" t+= "\red Temperature: [environment.temperature] \n" t+= "\blue Nitrogen: [environment.nitrogen] \n" t+= "\blue Oxygen: [environment.oxygen] \n" t+= "\blue Plasma : [environment.toxins] \n" t+= "\blue Carbon Dioxide: [environment.carbon_dioxide] \n" for(var/datum/gas/trace_gas in environment.trace_gases) usr << "\blue [trace_gas.type]: [trace_gas.moles] \n" usr.show_message(t, 1) /atom/proc/relaymove() return /obj/effect/equip_e/process() return /obj/effect/equip_e/proc/done() return /obj/effect/equip_e/New() if (!ticker) del(src) return spawn(100) del(src) return ..() return /mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2) if(!client) return if (type) if(type & 1 && (sdisabilities & BLIND || blinded || paralysis) )//Vision related if (!( alt )) return else msg = alt type = alt_type if (type & 2 && (sdisabilities & DEAF || ear_deaf))//Hearing related if (!( alt )) return else msg = alt type = alt_type if ((type & 1 && sdisabilities & BLIND)) return // Added voice muffling for Issue 41. if(stat == UNCONSCIOUS || sleeping > 0) src << "... You can almost hear someone talking ..." else src << msg return // Show a message to all mobs in sight of this one // This would be for visible actions by the src mob // message is the message output to anyone who can see e.g. "[src] does something!" // self_message (optional) is what the src mob sees e.g. "You do something!" // blind_message (optional) is what blind people will hear e.g. "You hear something!" /mob/visible_message(var/message, var/self_message, var/blind_message) for(var/mob/M in viewers(src)) var/msg = message if(self_message && M==src) msg = self_message M.show_message( msg, 1, blind_message, 2) // Show a message to all mobs in sight of this atom // Use for objects performing visible actions // message is output to anyone who can see, e.g. "The [src] does something!" // blind_message (optional) is what blind people will hear e.g. "You hear something!" /atom/proc/visible_message(var/message, var/blind_message) for(var/mob/M in viewers(src)) M.show_message( message, 1, blind_message, 2) /mob/proc/findname(msg) for(var/mob/M in world) if (M.real_name == text("[]", msg)) return M return 0 /mob/proc/movement_delay() return 0 /mob/proc/Life() // if(organStructure) // organStructure.ProcessOrgans() return /mob/proc/restrained() if (handcuffed) return 1 return //Used by monkeys, *chimpers* //TODO: eliminate this convoluted proc it's incredibly shitty. ~Carn /mob/proc/db_click(text, t1) var/obj/item/W = get_active_hand() if(W) if(!istype(W)) return switch(text) if("mask") if(wear_mask) return if( !(W.slot_flags & SLOT_MASK) ) return u_equip(W) wear_mask = W W.equipped(src, text) update_inv_wear_mask() if("back") if(back) return if( !(W.slot_flags & SLOT_BACK) ) return if( istype(W,/obj/item/weapon/twohanded) && W:wielded ) //TODO: Carn usr << "Unwield the [initial(W.name)] first!" return u_equip(W) back = W W.equipped(src, text) update_inv_back() return /mob/proc/reset_view(atom/A) if (client) if (istype(A, /atom/movable)) client.perspective = EYE_PERSPECTIVE client.eye = A else if (isturf(loc)) client.eye = client.mob client.perspective = MOB_PERSPECTIVE else client.perspective = EYE_PERSPECTIVE client.eye = loc return /mob/proc/show_inv(mob/user as mob) user.machine = src var/dat = {"
[name]



Head(Mask): [(wear_mask ? wear_mask : "Nothing")]
Left Hand: [(l_hand ? l_hand : "Nothing")]
Right Hand: [(r_hand ? r_hand : "Nothing")]
Back: [(back ? back : "Nothing")] [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" Set Internal", src) : "")]
[(handcuffed ? text("Handcuffed") : text("Not Handcuffed"))]
[(internal ? text("Remove Internal") : "")]
Empty Pockets
Refresh
Close
"} user << browse(dat, text("window=mob[];size=325x500", name)) onclose(user, "mob[name]") return /mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag) if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) ))) if (!( L )) return null else return L.container else if (!( L )) L = new /obj/effect/list_container/mobl( null ) L.container += src L.master = src if (istype(l_hand, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = l_hand if (!( L.container.Find(G.affecting) )) L.container += G.affecting if (G.affecting) G.affecting.ret_grab(L, 1) if (istype(r_hand, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = r_hand if (!( L.container.Find(G.affecting) )) L.container += G.affecting if (G.affecting) G.affecting.ret_grab(L, 1) if (!( flag )) if (L.master == src) var/list/temp = list( ) temp += L.container //L = null del(L) return temp else return L.container return /mob/verb/mode() set name = "Activate Held Object" set category = "IC" set src = usr if(hand) var/obj/item/W = l_hand if (W) W.attack_self(src) update_inv_l_hand() else var/obj/item/W = r_hand if (W) W.attack_self(src) update_inv_r_hand() return /* /mob/verb/dump_source() var/master = "
"
	for(var/t in typesof(/area))
		master += text("[]\n", t)
		//Foreach goto(26)
	src << browse(master)
	return
*/

/mob/verb/memory()
	set name = "Notes"
	set category = "OOC"
	if(mind)
		mind.show_memory(src)
	else
		src << "The game appears to have misplaced your mind datum, so we can't show you your notes."

/mob/verb/add_memory(msg as message)
	set name = "Add Note"
	set category = "OOC"

	msg = copytext(msg, 1, MAX_MESSAGE_LEN)
	msg = sanitize(msg)

	if(mind)
		mind.store_memory(msg)
	else
		src << "The game appears to have misplaced your mind datum, so we can't show you your notes."

/mob/proc/store_memory(msg as message, popup, sane = 1)
	msg = copytext(msg, 1, MAX_MESSAGE_LEN)

	if (sane)
		msg = sanitize(msg)

	if (length(memory) == 0)
		memory += msg
	else
		memory += "
[msg]" if (popup) memory() /* /mob/verb/help() set name = "Help" src << browse('help.html', "window=help") return */ /mob/verb/abandon_mob() set name = "Respawn" set category = "OOC" if (!( abandon_allowed )) return if ((stat != 2 || !( ticker ))) usr << "\blue You must be dead to use this!" return log_game("[usr.name]/[usr.key] used abandon mob.") usr << "\blue Please roleplay correctly!" if(!client) log_game("[usr.key] AM failed due to disconnect.") return for(var/obj/screen/t in usr.client.screen) if (t.loc == null) //t = null del(t) if(!client) log_game("[usr.key] AM failed due to disconnect.") return var/mob/new_player/M = new /mob/new_player() if(!client) log_game("[usr.key] AM failed due to disconnect.") del(M) return if(client && client.holder && (client.holder.state == 2)) client.admin_play() return M.key = client.key M.Login() return /mob/verb/changes() set name = "Changelog" set category = "OOC" if (client) src.getFiles('postcardsmall.jpg', 'somerights20.png', '88x31.png', 'bug-minus.png', 'cross-circle.png', 'hard-hat-exclamation.png', 'image-minus.png', 'image-plus.png', 'music-minus.png', 'music-plus.png', 'tick-circle.png', 'wrench-screwdriver.png', 'spell-check.png', 'burn-exclamation.png', 'chevron.png', 'chevron-expand.png', 'changelog.css', 'changelog.js' ) src << browse('changelog.html', "window=changes;size=675x650") client.changes = 1 /client/var/ghost_ears = 1 /client/verb/toggle_ghost_ears() set name = "Ghost ears" set category = "OOC" set desc = "Hear talks from everywhere" ghost_ears = !ghost_ears if (ghost_ears) usr << "\blue Now you hear all speech in the world" else usr << "\blue Now you hear speech only from nearest creatures." /client/var/ghost_sight = 1 /client/verb/toggle_ghost_sight() set name = "Ghost sight" set category = "OOC" set desc = "Hear emotes from everywhere" ghost_sight = !ghost_sight if (ghost_sight) usr << "\blue Now you hear all emotes in the world" else usr << "\blue Now you hear emotes only from nearest creatures." /mob/verb/observe() set name = "Observe" set category = "OOC" var/is_admin = 0 if (client.holder && client.holder.level >= 1 && ( client.holder.state == 2 || client.holder.level > 3 )) is_admin = 1 else if (istype(src, /mob/new_player) || stat != 2) usr << "\blue You must be observing to use this!" return if (is_admin && stat == 2) is_admin = 0 var/list/names = list() var/list/namecounts = list() var/list/creatures = list() for (var/obj/item/weapon/disk/nuclear/D in world) var/name = "Nuclear Disk" if (name in names) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = D for (var/obj/machinery/singularity/S in world) var/name = "Singularity" if (name in names) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = S for (var/obj/machinery/bot/B in world) var/name = "BOT: [B.name]" if (name in names) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = B /* for (var/mob/living/silicon/decoy/D in world) var/name = "[D.name]" if (name in names) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = D */ //THIS IS HOW YOU ADD OBJECTS TO BE OBSERVED creatures += getmobs() //THIS IS THE MOBS PART: LOOK IN HELPERS.DM client.perspective = EYE_PERSPECTIVE var/eye_name = null if (is_admin) eye_name = input("Please, select a player!", "Admin Observe", null, null) as null|anything in creatures else eye_name = input("Please, select a player!", "Observe", null, null) as null|anything in creatures if (!eye_name) return var/mob/eye = creatures[eye_name] if (is_admin) if (eye) reset_view(eye) client.adminobs = 1 if(eye == client.mob) client.adminobs = 0 else reset_view(null) client.adminobs = 0 else if(ticker) // world << "there's a ticker" if(ticker.mode.name == "AI malfunction") // world << "ticker says its malf" var/datum/game_mode/malfunction/malf = ticker.mode for (var/datum/mind/B in malf.malf_ai) // world << "comparing [B.current] to [eye]" if (B.current == eye) for (var/mob/living/silicon/decoy/D in world) if (eye) eye = D if (client) if (eye) client.eye = eye else client.eye = client.mob /mob/verb/cancel_camera() set name = "Cancel Camera View" set category = "OOC" reset_view(null) machine = null if(istype(src, /mob/living)) if(src:cameraFollow) src:cameraFollow = null /mob/Topic(href, href_list) if(href_list["mach_close"]) var/t1 = text("window=[href_list["mach_close"]]") machine = null src << browse(null, t1) // ..() return /mob/proc/UpdateLuminosity() if(src.total_luminosity == src.last_luminosity) return 0//nothing to do here src.last_luminosity = src.total_luminosity sd_SetLuminosity(min(src.total_luminosity,7))//Current hardcode max at 7, should likely be a const somewhere else return 1 /mob/MouseDrop(mob/M as mob) ..() if(M != usr) return if(usr == src) return if(get_dist(usr,src) > 1) return if(istype(M,/mob/living/silicon/ai)) return if(LinkBlocked(usr.loc,loc)) return show_inv(usr) /atom/movable/verb/pull() set name = "Pull" set category = "IC" set src in oview(1) if ( !usr || usr==src || !istype(src.loc,/turf) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort! return if (!( anchored )) usr.pulling = src if(ismob(src)) var/mob/M = src if(!istype(usr, /mob/living/carbon)) M.LAssailant = null else M.LAssailant = usr return /atom/verb/examine() set name = "Examine" set category = "IC" set src in oview(12) //make it work from farther away if (!( usr )) return usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn usr << desc // *****RM //usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]" return /mob/proc/can_use_hands() if(handcuffed) return 0 if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands return 0 return ..() /mob/proc/is_active() return (0 >= usr.stat) /mob/proc/see(message) if(!is_active()) return 0 src << message return 1 /mob/proc/show_viewers(message) for(var/mob/M in viewers()) M.see(message) /* adds a dizziness amount to a mob use this rather than directly changing var/dizziness since this ensures that the dizzy_process proc is started currently only humans get dizzy value of dizziness ranges from 0 to 1000 below 100 is not dizzy */ /mob/proc/make_dizzy(var/amount) if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy return dizziness = min(1000, dizziness + amount) // store what will be new value // clamped to max 1000 if(dizziness > 100 && !is_dizzy) spawn(0) dizzy_process() /* dizzy process - wiggles the client's pixel offset over time spawned from make_dizzy(), will terminate automatically when dizziness gets <100 note dizziness decrements automatically in the mob's Life() proc. */ /mob/proc/dizzy_process() is_dizzy = 1 while(dizziness > 100) if(client) var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70 client.pixel_x = amplitude * sin(0.008 * dizziness * world.time) client.pixel_y = amplitude * cos(0.008 * dizziness * world.time) sleep(1) //endwhile - reset the pixel offsets to zero is_dizzy = 0 if(client) client.pixel_x = 0 client.pixel_y = 0 // jitteriness - copy+paste of dizziness /mob/proc/make_jittery(var/amount) if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy return jitteriness = min(1000, jitteriness + amount) // store what will be new value // clamped to max 1000 if(jitteriness > 100 && !is_jittery) spawn(0) jittery_process() // Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above. /mob/proc/jittery_process() var/old_x = pixel_x var/old_y = pixel_y is_jittery = 1 while(jitteriness > 100) // var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70 // pixel_x = amplitude * sin(0.008 * jitteriness * world.time) // pixel_y = amplitude * cos(0.008 * jitteriness * world.time) var/amplitude = min(4, jitteriness / 100) pixel_x = rand(-amplitude, amplitude) pixel_y = rand(-amplitude/3, amplitude/3) sleep(1) //endwhile - reset the pixel offsets to zero is_jittery = 0 pixel_x = old_x pixel_y = old_y /mob/Stat() ..() statpanel("Status") if (client && client.holder) stat(null, "([x], [y], [z])") stat(null, "CPU: [world.cpu]") if (master_controller) stat(null, "Current Iteration: [controller_iteration]") stat(null, "Time between ticks: [last_tick_duration]") if (spell_list.len) for(var/obj/effect/proc_holder/spell/S in spell_list) switch(S.charge_type) if("recharge") statpanel("Spells","[S.charge_counter/10.0]/[S.charge_max/10]",S) if("charges") statpanel("Spells","[S.charge_counter]/[S.charge_max]",S) if("holdervar") statpanel("Spells","[S.holder_var_type] [S.holder_var_amount]",S) // facing verbs /mob/proc/canface() if(!canmove) return 0 if(client.moving) return 0 if(world.time < client.move_delay) return 0 if(stat==2) return 0 if(anchored) return 0 if(monkeyizing) return 0 if(restrained()) return 0 return 1 //Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it. /mob/proc/update_canmove() if(buckled) anchored = 1 canmove = 0 if( istype(buckled,/obj/structure/stool/bed/chair) ) lying = 0 else lying = 1 else if( stat || weakened || paralysis || resting || sleeping || (changeling && changeling.changeling_fakedeath) ) lying = 1 canmove = 0 else if( stunned ) // lying = 0 canmove = 0 else lying = 0 canmove = 1 if(lying) density = 0 drop_l_hand() drop_r_hand() else density = 1 //Temporarily moved here from the various life() procs //I'm fixing stuff incrementally so this will likely find a better home. //It just makes sense for now. ~Carn if( update_icon ) //forces a full overlay update update_icon = 0 regenerate_icons() else if( lying != lying_prev ) update_icons() return canmove /mob/verb/eastface() set hidden = 1 if(!canface()) return 0 dir = EAST client.move_delay += movement_delay() return 1 /mob/verb/westface() set hidden = 1 if(!canface()) return 0 dir = WEST client.move_delay += movement_delay() return 1 /mob/verb/northface() set hidden = 1 if(!canface()) return 0 dir = NORTH client.move_delay += movement_delay() return 1 /mob/verb/southface() set hidden = 1 if(!canface()) return 0 dir = SOUTH client.move_delay += movement_delay() return 1 /mob/proc/IsAdvancedToolUser()//This might need a rename but it should replace the can this mob use things check return 0 /mob/proc/Stun(amount) if(status_flags & CANSTUN) stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun return /mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned" if(status_flags & CANSTUN) stunned = max(amount,0) return /mob/proc/AdjustStunned(amount) if(status_flags & CANSTUN) stunned = max(stunned + amount,0) return /mob/proc/Weaken(amount) if(status_flags & CANWEAKEN) weakened = max(max(weakened,amount),0) update_canmove() //updates lying, canmove and icons return /mob/proc/SetWeakened(amount) if(status_flags & CANWEAKEN) weakened = max(amount,0) update_canmove() //updates lying, canmove and icons return /mob/proc/AdjustWeakened(amount) if(status_flags & CANWEAKEN) weakened = max(weakened + amount,0) update_canmove() //updates lying, canmove and icons return /mob/proc/Paralyse(amount) if(status_flags & CANPARALYSE) paralysis = max(max(paralysis,amount),0) return /mob/proc/SetParalysis(amount) if(status_flags & CANPARALYSE) paralysis = max(amount,0) return /mob/proc/AdjustParalysis(amount) if(status_flags & CANPARALYSE) paralysis = max(paralysis + amount,0) return /mob/proc/Sleeping(amount) sleeping = max(max(sleeping,amount),0) return /mob/proc/SetSleeping(amount) sleeping = max(amount,0) return /mob/proc/AdjustSleeping(amount) sleeping = max(sleeping + amount,0) return /mob/proc/Resting(amount) resting = max(max(resting,amount),0) return /mob/proc/SetResting(amount) resting = max(amount,0) return /mob/proc/AdjustResting(amount) resting = max(resting + amount,0) return /* * Sends resource files to client cache */ /mob/proc/getFiles() if(!isemptylist(args)) for(var/file in args) src << browse_rsc(file) return 1 return 0