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mid-refactor of `take_overall_damage` Fully refactors the (?:take|heal)_(?:overall|organ)_damage procs Allows the dead to examine Removes the `blinded` var Refactor cyborg components so vision loss is instant Robot life/death updates instantly Adds instant updates for damage overlays and HUD icons for humans Final reconciliation with the species refactor Adds a stat debugging system and debugging logs Also fixes instant death on species change "Debugging logs" are used for stuff an admin wouldn't care about but someone debugging would I used it to fix people dying instantly when changing species due to temporary deletion of the brain Fox's requests Adds a more careful updating system to our reagents system
66 lines
1.7 KiB
Plaintext
66 lines
1.7 KiB
Plaintext
// These are procs that cause immediate updates to features of the mob - prefixed with `update_`
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// Procs that have a stacking effect depending on how many times they are called
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// do not belong in this file - those go in `life.dm` instead, with the prefix `handle_`
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// OVERLAY/SIGHT PROCS
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// These return 0 if they are not applying an overlay, and 1 if they are
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// Call this to immediately apply blindness effects, instead of
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// waiting for the next `Life` tick
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/mob/proc/update_blind_effects()
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// No handling for this on the mob level
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return 0
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/mob/proc/update_blurry_effects()
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// No handling for this on the mob level
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return 0
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/mob/proc/update_druggy_effects()
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// No handling for this on the mob level
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return 0
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/mob/proc/update_nearsighted_effects()
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// No handling for this on the mob level
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return 0
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/mob/proc/update_sleeping_effects()
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// No handling for this on the mob level
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return 0
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/mob/proc/update_tint_effects()
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// No handling for this on the mob level
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return 0
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// Procs that give information about the status of the mob
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/mob/proc/can_hear()
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return 1
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/mob/proc/has_vision(information_only = FALSE)
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return 1
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/mob/proc/can_speak()
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return 1
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/mob/proc/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_lying = FALSE)
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return FALSE
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/mob/proc/restrained(ignore_grab)
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// All are created free
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return 0
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// Procs that update other things about the mob
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// Does various animations - Jitter, Flying, Spinning
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/mob/proc/update_animations()
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if(flying)
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animate(src, pixel_y = pixel_y + 5 , time = 10, loop = 1, easing = SINE_EASING)
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animate(pixel_y = pixel_y - 5, time = 10, loop = 1, easing = SINE_EASING)
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/mob/proc/update_stat()
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return
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/mob/proc/update_canmove()
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return 1
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