/* apply_damage(a,b,c) args a:damage - How much damage to take b:damage_type - What type of damage to take, brute, burn c:def_zone - Where to take the damage if its brute or burn Returns standard 0 if fail */ /mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0) if(!damage || (blocked >= 2)) return 0 switch(damagetype) if(BRUTE) bruteloss += (damage/(blocked+1)) if(BURN) if(mutations & COLD_RESISTANCE) damage = 0 fireloss += (damage/(blocked+1)) if(TOX) toxloss += (damage/(blocked+1)) if(OXY) oxyloss += (damage/(blocked+1)) if(CLONE) cloneloss += (damage/(blocked+1)) UpdateDamageIcon() updatehealth() return 1 /mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/def_zone = null, var/blocked = 0) if(blocked >= 2) return 0 if(brute) apply_damage(brute, BRUTE, def_zone, blocked) if(burn) apply_damage(burn, BURN, def_zone, blocked) if(tox) apply_damage(tox, TOX, def_zone, blocked) if(oxy) apply_damage(oxy, OXY, def_zone, blocked) if(clone) apply_damage(clone, CLONE, def_zone, blocked) return 1 /mob/living/proc/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0) if(!effect || (blocked >= 2)) return 0 switch(effecttype) if(STUN) stunned = max(stunned,(effect/(blocked+1))) if(WEAKEN) weakened = max(weakened,(effect/(blocked+1))) if(PARALYZE) paralysis = max(paralysis,(effect/(blocked+1))) if(IRRADIATE) radiation += min((effect - (effect*getarmor(null, "rad"))), 0)//Rads auto check armor if(STUTTER) stuttering = max(stuttering,(effect/(blocked+1))) if(EYE_BLUR) eye_blurry = max(eye_blurry,(effect/(blocked+1))) if(DROWSY) drowsyness = max(drowsyness,(effect/(blocked+1))) UpdateDamageIcon() updatehealth() return 1 /mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0) if(blocked >= 2) return 0 if(stun) apply_effect(stun, STUN, blocked) if(weaken) apply_effect(weaken, WEAKEN, blocked) if(paralyze) apply_effect(paralyze, PARALYZE, blocked) if(irradiate) apply_effect(irradiate, IRRADIATE, blocked) if(stutter) apply_effect(stutter, STUTTER, blocked) if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked) if(drowsy) apply_effect(drowsy, DROWSY, blocked) return 1