/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game. mob_list -= src dead_mob_list -= src living_mob_list -= src qdel(hud_used) if(mind && mind.current == src) spellremove(src) ghostize() return ..() /mob/New() mob_list += src if(stat == DEAD) dead_mob_list += src else living_mob_list += src ..() /mob/proc/generate_name() return name /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) /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 && stat != 2)) 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) // Show a message to all mobs in earshot of this one // This would be for audible actions by the src mob // message is the message output to anyone who can hear. // self_message (optional) is what the src mob hears. // deaf_message (optional) is what deaf people will see. // hearing_distance (optional) is the range, how many tiles away the message can be heard. /mob/audible_message(var/message, var/deaf_message, var/hearing_distance, var/self_message) var/range = 7 if(hearing_distance) range = hearing_distance var/msg = message for(var/mob/M in get_mobs_in_view(range, src)) if(self_message && M==src) msg = self_message M.show_message( msg, 2, deaf_message, 1) // Show a message to all mobs in earshot of this atom // Use for objects performing audible actions // message is the message output to anyone who can hear. // deaf_message (optional) is what deaf people will see. // hearing_distance (optional) is the range, how many tiles away the message can be heard. /atom/proc/audible_message(var/message, var/deaf_message, var/hearing_distance) var/range = 7 if(hearing_distance) range = hearing_distance for(var/mob/M in get_mobs_in_view(range, src)) M.show_message( message, 2, deaf_message, 1) /mob/proc/findname(msg) for(var/mob/M in mob_list) if (M.real_name == text("[]", msg)) return M return 0 /mob/proc/movement_delay() return 0 /mob/proc/Life() // handle_typing_indicator() // if(organStructure) // organStructure.ProcessOrgans() return /mob/proc/restrained() return //This proc is called whenever someone clicks an inventory ui slot. /mob/proc/attack_ui(slot) var/obj/item/W = get_active_hand() if(istype(W)) if (istype(W, /obj/item/clothing)) var/obj/item/clothing/C = W if(C.rig_restrict_helmet) src << "\red You must fasten the helmet to a hardsuit first. (Target the head and use on a hardsuit)" // Stop eva helms equipping. else equip_to_slot_if_possible(C, slot) else equip_to_slot_if_possible(W, slot) if(ishuman(src) && W == src:head) src:update_hair() /mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1) if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob)) return 1 else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob)) return 1 return 0 //This is a SAFE proc. Use this instead of equip_to_slot()! //set del_on_fail to have it delete W if it fails to equip //set disable_warning to disable the 'you are unable to equip that' warning. //unset redraw_mob to prevent the mob from being redrawn at the end. /mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1) if(!istype(W)) return 0 if(!W.mob_can_equip(src, slot, disable_warning)) if(del_on_fail) qdel(W) else if(!disable_warning) src << "\red You are unable to equip that." //Only print if del_on_fail is false return 0 equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail. return 1 //This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task. //In most cases you will want to use equip_to_slot_if_possible() /mob/proc/equip_to_slot(obj/item/W as obj, slot) return //This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such. /mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot) return equip_to_slot_if_possible(W, slot, 1, 1, 0) // Convinience proc. Collects crap that fails to equip either onto the mob's back, or drops it. // Used in job equipping so shit doesn't pile up at the start loc. /mob/living/carbon/human/proc/equip_or_collect(var/obj/item/W, var/slot) if(W.mob_can_equip(src, slot, 1)) //Mob can equip. Equip it. equip_to_slot_or_del(W, slot) else //Mob can't equip it. Put it in a bag B. // Do I have a backpack? var/obj/item/weapon/storage/B if(istype(back,/obj/item/weapon/storage)) //Mob is wearing backpack B = back else //not wearing backpack. Check if player holding plastic bag B=is_in_hands(/obj/item/weapon/storage/bag/plasticbag) if(!B) //If not holding plastic bag, give plastic bag B=new /obj/item/weapon/storage/bag/plasticbag(null) // Null in case of failed equip. if(!put_in_hands(B)) return // Bag could not be placed in players hands. I don't know what to do here... //Now, B represents a container we can insert W into. B.handle_item_insertion(W,1) //The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot. var/list/slot_equipment_priority = list( \ slot_back,\ slot_wear_id,\ slot_wear_pda,\ slot_w_uniform,\ slot_wear_suit,\ slot_wear_mask,\ slot_head,\ slot_shoes,\ slot_gloves,\ slot_l_ear,\ slot_r_ear,\ slot_glasses,\ slot_belt,\ slot_s_store,\ slot_tie,\ slot_l_store,\ slot_r_store\ ) //puts the item "W" into an appropriate slot in a human's inventory //returns 0 if it cannot, 1 if successful /mob/proc/equip_to_appropriate_slot(obj/item/W) if(!istype(W)) return 0 for(var/slot in slot_equipment_priority) if(istype(W,/obj/item/weapon/storage/) && slot == slot_head) // Storage items should be put on the belt before the head continue if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //del_on_fail = 0; disable_warning = 0; redraw_mob = 1 return 1 return 0 /mob/proc/check_for_open_slot(obj/item/W) if(!istype(W)) return 0 var/openslot = 0 for(var/slot in slot_equipment_priority) if(W.mob_check_equip(src, slot, 1) == 1) openslot = 1 break return openslot /obj/item/proc/mob_check_equip(M as mob, slot, disable_warning = 0) if(!M) return 0 if(!slot) return 0 if(ishuman(M)) //START HUMAN var/mob/living/carbon/human/H = M switch(slot) if(slot_l_hand) if(H.l_hand) return 0 return 1 if(slot_r_hand) if(H.r_hand) return 0 return 1 if(slot_wear_mask) if( !(slot_flags & SLOT_MASK) ) return 0 if(H.wear_mask) return 0 return 1 if(slot_back) if( !(slot_flags & SLOT_BACK) ) return 0 if(H.back) if(!(H.back.flags & NODROP)) return 2 else return 0 return 1 if(slot_wear_suit) if( !(slot_flags & SLOT_OCLOTHING) ) return 0 if(H.wear_suit) if(!(H.wear_suit.flags & NODROP)) return 2 else return 0 return 1 if(slot_gloves) if( !(slot_flags & SLOT_GLOVES) ) return 0 if(H.gloves) if(!(H.gloves.flags & NODROP)) return 2 else return 0 return 1 if(slot_shoes) if( !(slot_flags & SLOT_FEET) ) return 0 if(H.shoes) if(!(H.shoes.flags & NODROP)) return 2 else return 0 return 1 if(slot_belt) if(!H.w_uniform) if(!disable_warning) H << "\red You need a jumpsuit before you can attach this [name]." return 0 if( !(slot_flags & SLOT_BELT) ) return 0 if(H.belt) if(!(H.belt.flags & NODROP)) return 2 else return 0 return 1 if(slot_glasses) if( !(slot_flags & SLOT_EYES) ) return 0 if(H.glasses) if(!(H.glasses.flags & NODROP)) return 2 else return 0 return 1 if(slot_head) if( !(slot_flags & SLOT_HEAD) ) return 0 if(H.head) if(!(H.head.flags & NODROP)) return 2 else return 0 return 1 if(slot_l_ear) if( !(slot_flags & slot_l_ear) ) return 0 if(H.l_ear) if(!(H.l_ear.flags & NODROP)) return 2 else return 0 return 1 if(slot_r_ear) if( !(slot_flags & slot_r_ear) ) return 0 if(H.r_ear) if(!(H.r_ear.flags & NODROP)) return 2 else return 0 return 1 if(slot_w_uniform) if( !(slot_flags & SLOT_ICLOTHING) ) return 0 if((FAT in H.mutations) && !(flags & ONESIZEFITSALL)) return 0 if(H.w_uniform) if(!(H.w_uniform.flags & NODROP)) return 2 else return 0 return 1 if(slot_wear_id) if(!H.w_uniform) if(!disable_warning) H << "\red You need a jumpsuit before you can attach this [name]." return 0 if( !(slot_flags & SLOT_ID) ) return 0 if(H.wear_id) if(!(H.wear_id.flags & NODROP)) return 2 else return 0 return 1 if(slot_l_store) if(H.l_store) return 0 if(!H.w_uniform) if(!disable_warning) H << "\red You need a jumpsuit before you can attach this [name]." return 0 if(slot_flags & SLOT_DENYPOCKET) return if( w_class <= 2 || (slot_flags & SLOT_POCKET) ) return 1 if(slot_r_store) if(H.r_store) return 0 if(!H.w_uniform) if(!disable_warning) H << "\red You need a jumpsuit before you can attach this [name]." return 0 if(slot_flags & SLOT_DENYPOCKET) return 0 if( w_class <= 2 || (slot_flags & SLOT_POCKET) ) return 1 return 0 if(slot_s_store) if(!H.wear_suit) if(!disable_warning) H << "\red You need a suit before you can attach this [name]." return 0 if(!H.wear_suit.allowed) if(!disable_warning) usr << "You somehow have a suit with no defined allowed items for suit storage, stop that." return 0 if(src.w_class > 4) if(!disable_warning) usr << "The [name] is too big to attach." return 0 if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) ) if(H.s_store) if(!(H.s_store.flags & NODROP)) return 2 else return 0 else return 1 return 0 if(slot_handcuffed) if(H.handcuffed) return 0 if(!istype(src, /obj/item/weapon/restraints/handcuffs)) return 0 return 1 if(slot_legcuffed) if(H.legcuffed) return 0 if(!istype(src, /obj/item/weapon/restraints/legcuffs)) return 0 return 1 if(slot_in_backpack) if (H.back && istype(H.back, /obj/item/weapon/storage/backpack)) var/obj/item/weapon/storage/backpack/B = H.back if(B.contents.len < B.storage_slots && w_class <= B.max_w_class) return 1 return 0 return 0 //Unsupported slot //END HUMAN /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.set_machine(src) var/dat = {"
[name]



Head(Mask): [(wear_mask ? wear_mask : "Nothing")]
Left Hand: [(l_hand && !(l_hand.flags & ABSTRACT)) ? l_hand : "Nothing"]
Right Hand: [(r_hand && !(r_hand.flags & ABSTRACT)) ? r_hand : "Nothing"]
Back: [(back && !(back.flags & ABSTRACT)) ? back : "Nothing"] [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" Set Internal", src) : "")]
[(internal ? text("Remove Internal") : "")]
Empty Pockets
Refresh
Close
"} user << browse(dat, text("window=mob[];size=325x500", name)) onclose(user, "mob\ref[src]") 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 qdel(L) return temp else return L.container return /mob/verb/mode() set name = "Activate Held Object" set category = null set src = usr if(istype(loc,/obj/mecha)) return 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 = "IC"
	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 = "IC"

	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/proc/update_flavor_text() set src in usr if(usr != src) usr << "No." var/msg = input(usr,"Set the flavor text in your 'examine' verb. Can also be used for OOC notes about your character.","Flavor Text",html_decode(flavor_text)) as message|null if(msg != null) msg = copytext(msg, 1, MAX_MESSAGE_LEN) msg = html_encode(msg) flavor_text = msg /mob/proc/warn_flavor_changed() if(flavor_text && flavor_text != "") // don't spam people that don't use it! src << "

OOC Warning:

" src << "Your flavor text is likely out of date! Change" /mob/proc/print_flavor_text() if (flavor_text && flavor_text != "") var/msg = replacetext(flavor_text, "\n", " ") if(lentext(msg) <= 40) return "\blue [msg]" else return "\blue [copytext(msg, 1, 37)]... More..." /mob/proc/is_dead() return stat == DEAD /* /mob/verb/help() set name = "Help" src << browse('html/help.html', "window=help") return */ /mob var/newPlayerType = /mob/new_player /* /mob/verb/abandon_mob() set name = "Respawn" set category = "OOC" if (!( abandon_allowed )) usr << "\blue Respawn is disabled." return if ((stat != 2 || !( ticker ))) usr << "\blue You must be dead to use this!" return if (ticker.mode.name == "meteor" || ticker.mode.name == "epidemic") //BS12 EDIT usr << "\blue Respawn is disabled." return else var/deathtime = world.time - src.timeofdeath var/deathtimeminutes = round(deathtime / 600) var/pluralcheck = "minute" if(deathtimeminutes == 0) pluralcheck = "" else if(deathtimeminutes == 1) pluralcheck = " [deathtimeminutes] minute and" else if(deathtimeminutes > 1) pluralcheck = " [deathtimeminutes] minutes and" var/deathtimeseconds = round((deathtime - deathtimeminutes * 600) / 10,1) usr << "You have been dead for[pluralcheck] [deathtimeseconds] seconds." if (deathtime < 18000) usr << "You must wait 30 minutes to respawn!" return else usr << "You can respawn now, enjoy your new life!" log_game("[usr.name]/[usr.key] used abandon mob.") usr << "\blue Make sure to play a different character, and please roleplay correctly!" if(!client) log_game("[usr.key] AM failed due to disconnect.") return client.screen.Cut() if(!client) log_game("[usr.key] AM failed due to disconnect.") return var/mob/newPlayer = new newPlayerType() if(!client) log_game("[usr.key] AM failed due to disconnect.") del(newPlayer) return newPlayer.key = key return */ /mob/verb/observe() set name = "Observe" set category = "OOC" var/is_admin = 0 if(client.holder && (client.holder.rights & R_ADMIN)) is_admin = 1 else if(stat != DEAD || istype(src, /mob/new_player)) usr << "\blue You must be observing to use this!" return if(is_admin && stat == DEAD) is_admin = 0 var/list/names = list() var/list/namecounts = list() var/list/creatures = list() for(var/obj/O in world) //EWWWWWWWWWWWWWWWWWWWWWWWW ~needs to be optimised if(!O.loc) continue if(istype(O, /obj/item/weapon/disk/nuclear)) var/name = "Nuclear Disk" if (names.Find(name)) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = O if(istype(O, /obj/singularity)) var/name = "Singularity" if (names.Find(name)) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = O if(istype(O, /obj/machinery/bot)) var/name = "BOT: [O.name]" if (names.Find(name)) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = O for(var/mob/M in sortAtom(mob_list)) var/name = M.name if (names.Find(name)) namecounts[name]++ name = "[name] ([namecounts[name]])" else names.Add(name) namecounts[name] = 1 creatures[name] = M client.perspective = EYE_PERSPECTIVE var/eye_name = null var/ok = "[is_admin ? "Admin Observe" : "Observe"]" eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures if (!eye_name) return var/mob/mob_eye = creatures[eye_name] if(client && mob_eye) client.eye = mob_eye if (is_admin) client.adminobs = 1 if(mob_eye == client.mob || client.eye == client.mob) client.adminobs = 0 /mob/verb/cancel_camera() set name = "Cancel Camera View" set category = "OOC" reset_view(null) unset_machine() 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"]]") unset_machine() src << browse(null, t1) if(href_list["flavor_more"]) usr << browse(text("[][]", name, replacetext(flavor_text, "\n", "
")), text("window=[];size=500x200", name)) onclose(usr, "[name]") if(href_list["flavor_change"]) update_flavor_text() // ..() return /mob/proc/pull_damage() if(ishuman(src)) var/mob/living/carbon/human/H = src if(H.health - H.halloss <= config.health_threshold_softcrit) for(var/name in H.organs_by_name) var/obj/item/organ/external/e = H.organs_by_name[name] if(e && H.lying) if(((e.status & ORGAN_BROKEN && !(e.status & ORGAN_SPLINTED)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100)) return 1 break return 0 /mob/MouseDrop(mob/M as mob) ..() if(M != usr) return if(M.small) return // Stops pAI drones and small mobs (borers, parrots, crabs) from stripping people. --DZD if(usr == src) return if(!Adjacent(usr)) return if(istype(M,/mob/living/silicon/ai)) return show_inv(usr) /mob/verb/stop_pulling() set name = "Stop Pulling" set category = "IC" if(pulling) pulling.pulledby = null pulling = null /mob/proc/start_pulling(var/atom/movable/AM) if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort! return if (AM.anchored) return var/mob/M = AM if(ismob(AM)) if(!iscarbon(src)) M.LAssailant = null else M.LAssailant = usr if(pulling) var/pulling_old = pulling stop_pulling() // Are we pulling the same thing twice? Just stop pulling. if(pulling_old == AM) return src.pulling = AM AM.pulledby = src //Attempted fix for people flying away through space when cuffed and dragged. if(ismob(AM)) var/mob/pulled = AM pulled.inertia_dir = 0 /mob/proc/can_use_hands() return /mob/proc/is_active() return (0 >= usr.stat) /mob/proc/is_mechanical() if(mind && (mind.assigned_role == "Cyborg" || mind.assigned_role == "AI")) return 1 return istype(src, /mob/living/silicon) || get_species() == "Machine" /mob/proc/is_ready() return client && !!mind /mob/proc/is_in_brig() if(!loc || !loc.loc) return 0 // They should be in a cell or the Brig portion of the shuttle. var/area/A = loc.loc if(!istype(A, /area/security/prison) && !istype(A, /area/prison)) if(!istype(A, /area/shuttle/escape) || loc.name != "Brig floor") return 0 // If they still have their ID they're not brigged. for(var/obj/item/weapon/card/id/card in src) return 0 for(var/obj/item/device/pda/P in src) if(P.id) return 0 return 1 /mob/proc/get_gender() return gender /mob/proc/see(message) if(!is_active()) return 0 src << message return 1 /mob/proc/is_muzzled() return 0 /mob/proc/show_viewers(message) for(var/mob/M in viewers()) M.see(message) /mob/Stat() ..() if(listed_turf && client) if(!TurfAdjacent(listed_turf)) listed_turf = null else statpanel(listed_turf.name, null, listed_turf) for(var/atom/A in listed_turf) if(A.invisibility > see_invisible) continue if(is_type_in_list(A, shouldnt_see)) continue statpanel(listed_turf.name, null, A) statpanel("Status") // We only want alt-clicked turfs to come before Status if(mind && mind.changeling) add_stings_to_statpanel(mind.changeling.purchasedpowers) if(spell_list && spell_list.len) for(var/obj/effect/proc_holder/spell/wizard/S in spell_list) add_spell_to_statpanel(S) if(mind && istype(src, /mob/living) && mind.spell_list && mind.spell_list.len) for(var/obj/effect/proc_holder/spell/wizard/S in mind.spell_list) add_spell_to_statpanel(S) if(client && client.holder) if(statpanel("DI")) //not looking at that panel stat(null, "Location:\t([x], [y], [z])") stat(null, "CPU:\t[world.cpu]") stat(null, "Instances:\t[world.contents.len]") if (garbageCollector) stat(null, "\tqdel - [garbageCollector.del_everything ? "off" : "on"]") stat(null, "\ton queue - [garbageCollector.queue.len]") stat(null, "\ttotal delete - [garbageCollector.dels_count]") stat(null, "\tsoft delete - [garbageCollector.soft_dels]") stat(null, "\thard delete - [garbageCollector.hard_dels]") else stat(null, "Garbage Controller is not running.") if(processScheduler.getIsRunning()) var/datum/controller/process/process process = processScheduler.getProcess("ticker") stat(null, "TIC\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("air") stat(null, "AIR\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("lighting") stat(null, "LIG\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("mob") stat(null, "MOB([mob_list.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("machinery") stat(null, "MAC([machines.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("obj") stat(null, "OBJ([processing_objects.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("bot") stat(null, "BOT([aibots.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("pipenet") stat(null, "PIP([pipe_networks.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("nanoui") stat(null, "NAN([nanomanager.processing_uis.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("disease") stat(null, "DIS([active_diseases.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("garbage") stat(null, "GAR\t - #[process.getTicks()]\t - [process.getLastRunTime()]") process = processScheduler.getProcess("sun") stat(null, "SUN([sun.solars.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]") //process = processScheduler.getProcess("garbage") //stat(null, "GAR\t - #[process.getTicks()]\t - [process.getLastRunTime()]") //process = processScheduler.getProcess("vote") //stat(null, "VOT\t - #[process.getTicks()]\t - [process.getLastRunTime()]") //process = processScheduler.getProcess("shuttle controller") //stat(null, "SHT\t - #[process.getTicks()]\t - [process.getLastRunTime()]") //process = processScheduler.getProcess("emergency shuttle") //stat(null, "EME\t - #[process.getTicks()]\t - [process.getLastRunTime()]") //process = processScheduler.getProcess("inactivity") //stat(null, "IAC\t - #[process.getTicks()]\t - [process.getLastRunTime()]") //process = processScheduler.getProcess("event") //stat(null, "EVE([events.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]") else stat(null, "processScheduler is not running.") statpanel("Status") // Switch to the Status panel again, for the sake of the lazy Stat procs /mob/proc/add_stings_to_statpanel(var/list/stings) for(var/obj/effect/proc_holder/changeling/S in stings) if(S.chemical_cost >=0 && S.can_be_used_by(src)) statpanel("[S.panel]",((S.chemical_cost > 0) ? "[S.chemical_cost]" : ""),S) /mob/proc/add_spell_to_statpanel(var/obj/effect/proc_holder/spell/wizard/S) switch(S.charge_type) if("recharge") statpanel(S.panel,"[S.charge_counter/10.0]/[S.charge_max/10]",S) if("charges") statpanel(S.panel,"[S.charge_counter]/[S.charge_max]",S) if("holdervar") statpanel(S.panel,"[S.holder_var_type] [S.holder_var_amount]",S) /* // Why have a duplicate set of turfs in the stat panel? if(listed_turf) if(get_dist(listed_turf,src) > 1) listed_turf = null else statpanel(listed_turf.name,listed_turf.name,listed_turf) for(var/atom/A in listed_turf) if(A.invisibility > see_invisible) continue statpanel(listed_turf.name,A.name,A) */ // 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(notransform) 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() var/ko = weakened || paralysis || stat || (status_flags & FAKEDEATH) if(ko || resting || buckled) canmove = 0 if(!lying) if(resting) //Presuming that you're resting on a bed, which would look goofy lying the wrong way lying = 90 else lying = pick(90, 270) //180 looks like shit since BYOND inverts rather than turns in that case else if(stunned) drop_l_hand() drop_r_hand() canmove = 0 else lying = 0 canmove = 1 var/is_movable if(buckled && istype(buckled)) is_movable = buckled.movable if(istype(buckled, /obj/vehicle)) var/obj/vehicle/V = buckled if(stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH)) lying = 90 canmove = 0 pixel_y = V.mob_offset_y - 5 else lying = 0 canmove = 1 pixel_y = V.mob_offset_y else if(buckled && (!buckled.movable)) anchored = 1 canmove = 0 if( istype(buckled,/obj/structure/stool/bed/chair) ) lying = 0 else lying = 90 else if(buckled && is_movable) anchored = 0 canmove = 1 lying = 0 else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH)) lying = 90 canmove = 0 else if( stunned ) drop_l_hand() drop_r_hand() 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(lying != lying_prev) if(lying && !lying_prev) fall(ko) if(update_icon) //forces a full overlay update update_icon = 0 regenerate_icons() update_transform() lying_prev = lying return canmove /mob/proc/fall(var/forced) drop_l_hand() drop_r_hand() /mob/proc/facedir(var/ndir) if(!canface()) return 0 dir = ndir if(buckled && buckled.movable) buckled.dir = ndir buckled.handle_rotation() client.move_delay += movement_delay() return 1 /mob/verb/eastface() set hidden = 1 return facedir(EAST) /mob/verb/westface() set hidden = 1 return facedir(WEST) /mob/verb/northface() set hidden = 1 return facedir(NORTH) /mob/verb/southface() set hidden = 1 return facedir(SOUTH) /mob/proc/IsAdvancedToolUser()//This might need a rename but it should replace the can this mob use things check return 0 /mob/proc/Jitter(amount) jitteriness = max(jitteriness,amount,0) /mob/proc/Dizzy(amount) dizziness = max(dizziness,amount,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 update_canmove() 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) update_canmove() return /mob/proc/AdjustStunned(amount) if(status_flags & CANSTUN) stunned = max(stunned + amount,0) update_canmove() 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) update_canmove() return /mob/proc/SetParalysis(amount) if(status_flags & CANPARALYSE) paralysis = max(amount,0) update_canmove() return /mob/proc/AdjustParalysis(amount) if(status_flags & CANPARALYSE) paralysis = max(paralysis + amount,0) update_canmove() return /mob/proc/Sleeping(amount) sleeping = max(max(sleeping,amount),0) update_canmove() return /mob/proc/SetSleeping(amount) sleeping = max(amount,0) update_canmove() return /mob/proc/AdjustSleeping(amount) sleeping = max(sleeping + amount,0) update_canmove() return /mob/proc/Resting(amount) resting = max(max(resting,amount),0) update_canmove() return /mob/proc/SetResting(amount) resting = max(amount,0) update_canmove() return /mob/proc/AdjustResting(amount) resting = max(resting + amount,0) update_canmove() return /mob/proc/get_species() return "" /mob/proc/flash_weak_pain() flick("weak_pain",pain) /mob/proc/get_visible_implants(var/class = 0) var/list/visible_implants = list() for(var/obj/item/O in embedded) if(O.w_class > class) visible_implants += O return visible_implants mob/proc/yank_out_object() set category = "Object" set name = "Yank out object" set desc = "Remove an embedded item at the cost of bleeding and pain." set src in view(1) if(!isliving(usr) || usr.next_move > world.time) return usr.changeNext_move(CLICK_CD_RESIST) if(usr.stat == 1) usr << "You are unconcious and cannot do that!" return if(usr.restrained()) usr << "You are restrained and cannot do that!" return var/mob/S = src var/mob/U = usr var/list/valid_objects = list() var/self = null if(S == U) self = 1 // Removing object from yourself. valid_objects = get_visible_implants(0) if(!valid_objects.len) if(self) src << "You have nothing stuck in your body that is large enough to remove." else U << "[src] has nothing stuck in their wounds that is large enough to remove." return var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects if(self) src << "You attempt to get a good grip on [selection] in your body." else U << "You attempt to get a good grip on [selection] in [S]'s body." if(!do_after(U, 80)) return if(!selection || !S || !U) return if(self) visible_message("[src] rips [selection] out of their body.","You rip [selection] out of your body.") else visible_message("[usr] rips [selection] out of [src]'s body.","[usr] rips [selection] out of your body.") valid_objects = get_visible_implants(0) if(valid_objects.len == 1) //Yanking out last object - removing verb. src.verbs -= /mob/proc/yank_out_object if(ishuman(src)) var/mob/living/carbon/human/H = src var/obj/item/organ/external/affected for(var/obj/item/organ/external/organ in H.organs) //Grab the organ holding the implant. for(var/obj/item/weapon/O in organ.implants) if(O == selection) affected = organ affected.implants -= selection H.shock_stage+=10 if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-. var/datum/wound/internal_bleeding/I = new () affected.wounds += I H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1) if (ishuman(U)) var/mob/living/carbon/human/human_user = U human_user.bloody_hands(H) selection.loc = get_turf(src) if(!(U.l_hand && U.r_hand)) U.put_in_hands(selection) for(var/obj/item/weapon/O in pinned) if(O == selection) pinned -= O if(!pinned.len) anchored = 0 return 1 /mob/dead/observer/verb/respawn() set name = "Respawn as NPC" set category = "Ghost" if(jobban_isbanned(usr, "NPC")) usr << "You are banned from playing as NPC's." return if(!ticker || ticker.current_state < 3) src << "You can't respawn as an NPC before the game starts!" return if((usr in respawnable_list) && (stat==2 || istype(usr,/mob/dead/observer))) var/list/creatures = list("Mouse") for(var/mob/living/L in living_mob_list) if(safe_respawn(L.type) && L.stat!=2) if(!L.key) creatures += L var/picked = input("Please select an NPC to respawn as", "Respawn as NPC") as null|anything in creatures switch(picked) if("Mouse") respawnable_list -= usr become_mouse() spawn(5) respawnable_list += usr else var/mob/living/NPC = picked if(istype(NPC) && !NPC.key) respawnable_list -= usr NPC.key = key spawn(5) respawnable_list += usr else // message_admins("Failed to check type") else usr << "You are not dead or you have given up your right to be respawned!" return /mob/proc/become_mouse() var/timedifference = world.time - client.time_died_as_mouse if(client.time_died_as_mouse && timedifference <= mouse_respawn_time * 600) var/timedifference_text timedifference_text = time2text(mouse_respawn_time * 600 - timedifference,"mm:ss") src << "You may only spawn again as a mouse more than [mouse_respawn_time] minutes after your death. You have [timedifference_text] left." return //find a viable mouse candidate var/mob/living/simple_animal/mouse/host var/obj/machinery/atmospherics/unary/vent_pump/vent_found var/list/found_vents = list() for(var/obj/machinery/atmospherics/unary/vent_pump/v in world) if(!v.welded && v.z == src.z) found_vents.Add(v) if(found_vents.len) vent_found = pick(found_vents) host = new /mob/living/simple_animal/mouse(vent_found.loc) else src << "Unable to find any unwelded vents to spawn mice at." if(host) host.ckey = src.ckey host << "You are now a mouse. Try to avoid interaction with players, and do not give hints away that you are more than a simple rodent." /mob/living/proc/handle_statuses() handle_stunned() handle_weakened() handle_stuttering() handle_silent() handle_drugged() handle_slurring() /mob/living/proc/handle_stunned() if(stunned) AdjustStunned(-1) return stunned /mob/living/proc/handle_weakened() if(weakened) weakened = max(weakened-1,0) //before you get mad Rockdtben: I done this so update_canmove isn't called multiple times return weakened /mob/living/proc/handle_stuttering() if(stuttering) stuttering = max(stuttering-1, 0) return stuttering /mob/living/proc/handle_silent() if(silent) silent = max(silent-1, 0) return silent /mob/living/proc/handle_drugged() if(druggy) druggy = max(druggy-1, 0) return druggy /mob/living/proc/handle_slurring() if(slurring) slurring = max(slurring-1, 0) return slurring /mob/living/proc/handle_paralysed() // Currently only used by simple_animal.dm, treated as a special case in other mobs if(paralysis) AdjustParalysis(-1) return paralysis /mob/proc/assess_threat() //For sec bot threat assessment return /mob/proc/get_ghost(even_if_they_cant_reenter = 0) if(mind) for(var/mob/dead/observer/G in dead_mob_list) if(G.mind == mind) if(G.can_reenter_corpse || even_if_they_cant_reenter) return G break /mob/proc/fakevomit(green=0) //for aesthetic vomits that need to be instant and do not stun. -Fox if(stat==DEAD) return var/turf/location = loc if (istype(location, /turf/simulated)) if(green) src.visible_message("[src] vomits up some green goo!","You vomit up some green goo!") new /obj/effect/decal/cleanable/vomit/green(location) else src.visible_message("[src] pukes all over \himself!","You puke all over yourself!") location.add_vomit_floor(src, 1) playsound(location, 'sound/effects/splat.ogg', 50, 1) /mob/proc/fakepoop() //for aesthetic craps. Whyyyyy -Fox if(stat==DEAD) return var/turf/location = loc if (istype(location, /turf/simulated)) src.visible_message("[src] has explosive diarrhea all over the floor!","You have explosive diarrhea all over the floor!") location.add_poop_floor() playsound(location, 'sound/effects/splat.ogg', 50, 1) /mob/proc/AddSpell(var/obj/effect/proc_holder/spell/spell) spell_list += spell if(!spell.action) spell.action = new/datum/action/spell_action spell.action.target = spell spell.action.name = spell.name spell.action.button_icon = spell.action_icon spell.action.button_icon_state = spell.action_icon_state spell.action.background_icon_state = spell.action_background_icon_state if(isliving(src)) spell.action.Grant(src) return /mob/proc/handle_ventcrawl() return // Only living mobs can ventcrawl