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This reverts commit d54579850c.
Conflicts:
code/game/gamemodes/nuclear/nuclearbomb.dm
code/game/objects/items/devices/radio/intercom.dm
code/modules/mob/living/silicon/pai/pai.dm
108 lines
3.2 KiB
Plaintext
108 lines
3.2 KiB
Plaintext
// (Re-)Apply mutations.
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// TODO: Turn into a /mob proc, change inj to a bitflag for various forms of differing behavior.
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// M: Mob to mess with
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// connected: Machine we're in, type unchecked so I doubt it's used beyond monkeying
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// flags: See below, bitfield.
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#define MUTCHK_FORCED 1
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/proc/domutcheck(var/mob/living/M, var/connected=null, var/flags=0)
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for(var/datum/dna/gene/gene in dna_genes)
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if(!M || !M.dna)
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return
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if(!gene.block)
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continue
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domutation(gene, M, connected, flags)
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// To prevent needless copy pasting of code i put this commented out section
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// into domutation so domutcheck and genemutcheck can both use it.
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/*
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// Sanity checks, don't skip.
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if(!gene.can_activate(M,flags))
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//testing("[M] - Failed to activate [gene.name] (can_activate fail).")
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continue
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// Current state
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var/gene_active = (gene.flags & GENE_ALWAYS_ACTIVATE)
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if(!gene_active)
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gene_active = M.dna.GetSEState(gene.block)
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// Prior state
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var/gene_prior_status = (gene.type in M.active_genes)
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var/changed = gene_active != gene_prior_status || (gene.flags & GENE_ALWAYS_ACTIVATE)
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// If gene state has changed:
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if(changed)
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// Gene active (or ALWAYS ACTIVATE)
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if(gene_active || (gene.flags & GENE_ALWAYS_ACTIVATE))
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// testing("[gene.name] activated!")
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gene.activate(M,connected,flags)
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if(M)
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M.active_genes |= gene.type
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M.update_icon = 1
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// If Gene is NOT active:
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else
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// testing("[gene.name] deactivated!")
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gene.deactivate(M,connected,flags)
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if(M)
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M.active_genes -= gene.type
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M.update_icon = 1
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*/
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// Use this to force a mut check on a single gene!
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/proc/genemutcheck(var/mob/living/M, var/block, var/connected=null, var/flags=0)
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if(ishuman(M)) // Would've done this via species instead of type, but the basic mob doesn't have a species, go figure.
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var/mob/living/carbon/human/H = M
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if(H.species.flags & IS_SYNTHETIC)
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return
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if(!M)
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return
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if(block < 0)
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return
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var/datum/dna/gene/gene = assigned_gene_blocks[block]
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domutation(gene, M, connected, flags)
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/proc/domutation(var/datum/dna/gene/gene, var/mob/living/M, var/connected=null, var/flags=0)
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if(!gene || !istype(gene))
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return 0
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// Sanity checks, don't skip.
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if(!gene.can_activate(M,flags))
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//testing("[M] - Failed to activate [gene.name] (can_activate fail).")
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return 0
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// Current state
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var/gene_active = (gene.flags & GENE_ALWAYS_ACTIVATE)
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if(!gene_active)
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gene_active = M.dna.GetSEState(gene.block)
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var/defaultgenes // Do not mutate inherent species abilities
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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defaultgenes = H.species.default_genes
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if((gene in defaultgenes) && gene_active)
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return
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// Prior state
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var/gene_prior_status = (gene.type in M.active_genes)
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var/changed = gene_active != gene_prior_status || (gene.flags & GENE_ALWAYS_ACTIVATE)
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// If gene state has changed:
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if(changed)
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// Gene active (or ALWAYS ACTIVATE)
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if(gene_active || (gene.flags & GENE_ALWAYS_ACTIVATE))
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//testing("[gene.name] activated!")
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gene.activate(M,connected,flags)
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if(M)
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M.active_genes |= gene.type
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M.update_icon = 1
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// If Gene is NOT active:
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else
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//testing("[gene.name] deactivated!")
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gene.deactivate(M,connected,flags)
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if(M)
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M.active_genes -= gene.type
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M.update_icon = 1
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