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replaced canweaken and canstun variables with status_flags bitfield. Current flags are CANWEAKEN CANSTUN CANPARALYSE. Although you could add stuff like CANDAMAGE, CANBLIND, CANDEAFEN etc. to add additional flexibility to mob code and reduce on duplication. Added humans_need_surnames as a config option. If when spawning a human has only one name it will give them a random surname. I'd recommend leaving it on so that people can't name themselves "floor" "Unknown" etc. totally removed autolowercasing of names (except for first letter) due to people pestering me. inb4 everyone starts CRUISECONTROLLING. allowed a few characters like @ # etc for when the flag allow_numbers is set. So AIs can use those symbols (numbers and symbols cannot be used as the first character because of syntax. Added alium nests. They're basically beds that only aliums can use. They are made of sticky resin which aliums secure their prey too for sexytimes. Weed nodes are no longer dense. Tidied up some alium verbs so that they are more structured. This will allow me to add Alt-Click neurotoxin shooting for queens and sentinels Queens can secrete resin now to build nests/walls/membranes (doors to come!) Drones that evolve into queens when there is already a live Queen will become princesses instead so the hive can tell them how stupid they are for splitting from the will of the hive. It also gives them a number so they can be differentiated between. Credits to 39kk9t for fixing larva/death.dm, hissing which I forgot to do and some of the alium verbs. You're awesome <3 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3983 316c924e-a436-60f5-8080-3fe189b3f50e
819 lines
21 KiB
Plaintext
819 lines
21 KiB
Plaintext
/mob/Del()//This makes sure that mobs with clients/keys are not just deleted from the game.
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ghostize(1)
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..()
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/mob/proc/Cell()
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set category = "Admin"
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set hidden = 1
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if(!loc) return 0
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var/datum/gas_mixture/environment = loc.return_air()
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var/t = "\blue Coordinates: [x],[y] \n"
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t+= "\red Temperature: [environment.temperature] \n"
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t+= "\blue Nitrogen: [environment.nitrogen] \n"
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t+= "\blue Oxygen: [environment.oxygen] \n"
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t+= "\blue Plasma : [environment.toxins] \n"
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t+= "\blue Carbon Dioxide: [environment.carbon_dioxide] \n"
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for(var/datum/gas/trace_gas in environment.trace_gases)
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usr << "\blue [trace_gas.type]: [trace_gas.moles] \n"
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usr.show_message(t, 1)
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/atom/proc/relaymove()
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return
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/obj/effect/equip_e/process()
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return
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/obj/effect/equip_e/proc/done()
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return
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/obj/effect/equip_e/New()
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if (!ticker)
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del(src)
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return
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spawn(100)
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del(src)
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return
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..()
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return
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/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
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if(!client) return
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if (type)
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if ((type & 1 && (sdisabilities & 1 || (blinded || paralysis))))//Vision related
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if (!( alt ))
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return
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else
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msg = alt
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type = alt_type
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if ((type & 2 && (sdisabilities & 4 || ear_deaf)))//Hearing related
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if (!( alt ))
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return
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else
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msg = alt
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type = alt_type
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if ((type & 1 && sdisabilities & 1))
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return
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// Added voice muffling for Issue 41.
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if (stat == 1 || sleeping > 0)
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src << "<I>... You can almost hear someone talking ...</I>"
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else
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src << msg
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return
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// Show a message to all mobs in sight of this one
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// This would be for visible actions by the src mob
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// message is the message output to anyone who can see e.g. "[src] does something!"
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// self_message (optional) is what the src mob sees e.g. "You do something!"
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// blind_message (optional) is what blind people will hear e.g. "You hear something!"
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/mob/visible_message(var/message, var/self_message, var/blind_message)
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for(var/mob/M in viewers(src))
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var/msg = message
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if(self_message && M==src)
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msg = self_message
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M.show_message( msg, 1, blind_message, 2)
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// Show a message to all mobs in sight of this atom
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// Use for objects performing visible actions
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// message is output to anyone who can see, e.g. "The [src] does something!"
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// blind_message (optional) is what blind people will hear e.g. "You hear something!"
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/atom/proc/visible_message(var/message, var/blind_message)
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for(var/mob/M in viewers(src))
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M.show_message( message, 1, blind_message, 2)
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/mob/proc/findname(msg)
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for(var/mob/M in world)
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if (M.real_name == text("[]", msg))
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return M
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return 0
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/mob/proc/movement_delay()
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return 0
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/mob/proc/Life()
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// if(organStructure)
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// organStructure.ProcessOrgans()
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return
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/mob/proc/restrained()
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if (handcuffed)
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return 1
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return
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//Used by monkeys, *chimpers* //TODO: eliminate this convoluted proc it's incredibly shitty. ~Carn
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/mob/proc/db_click(text, t1)
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var/obj/item/weapon/W = get_active_hand()
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switch(text)
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if("mask")
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if (wear_mask)
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return
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if (!( W.slot_flags & SLOT_MASK ))
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return
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u_equip(W)
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wear_mask = W
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W.equipped(src, text)
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update_inv_wear_mask()
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if("back")
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if (back)
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return
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if (!istype(W, /obj/item))
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return
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if (!( W.slot_flags & SLOT_BACK ))
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return
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if(istype(W,/obj/item/weapon/twohanded) && W:wielded)
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usr << "<span class='warning'>Unwield the [initial(W.name)] first!</span>"
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return
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u_equip(W)
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back = W
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W.equipped(src, text)
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update_inv_back()
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return
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/mob/proc/reset_view(atom/A)
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if (client)
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if (istype(A, /atom/movable))
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client.perspective = EYE_PERSPECTIVE
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client.eye = A
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else
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if (isturf(loc))
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else
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client.perspective = EYE_PERSPECTIVE
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client.eye = loc
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return
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/mob/proc/show_inv(mob/user as mob)
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user.machine = src
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var/dat = {"
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<B><HR><FONT size=3>[name]</FONT></B>
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<BR><HR>
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<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
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<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
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<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
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<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
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<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
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<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
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<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
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<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
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<BR>"}
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user << browse(dat, text("window=mob[];size=325x500", name))
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onclose(user, "mob[name]")
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return
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/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
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if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
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if (!( L ))
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return null
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else
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return L.container
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else
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if (!( L ))
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L = new /obj/effect/list_container/mobl( null )
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L.container += src
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L.master = src
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if (istype(l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = l_hand
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if (!( L.container.Find(G.affecting) ))
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L.container += G.affecting
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if (G.affecting)
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G.affecting.ret_grab(L, 1)
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if (istype(r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = r_hand
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if (!( L.container.Find(G.affecting) ))
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L.container += G.affecting
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if (G.affecting)
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G.affecting.ret_grab(L, 1)
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if (!( flag ))
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if (L.master == src)
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var/list/temp = list( )
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temp += L.container
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//L = null
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del(L)
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return temp
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else
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return L.container
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return
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/mob/verb/mode()
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set name = "Activate Held Object"
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set category = "IC"
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set src = usr
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if(hand)
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var/obj/item/W = l_hand
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if (W)
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W.attack_self(src)
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update_inv_l_hand()
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else
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var/obj/item/W = r_hand
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if (W)
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W.attack_self(src)
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update_inv_r_hand()
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return
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/*
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/mob/verb/dump_source()
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var/master = "<PRE>"
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for(var/t in typesof(/area))
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master += text("[]\n", t)
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//Foreach goto(26)
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src << browse(master)
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return
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*/
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/mob/verb/memory()
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set name = "Notes"
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set category = "OOC"
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if(mind)
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mind.show_memory(src)
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else
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src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
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/mob/verb/add_memory(msg as message)
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set name = "Add Note"
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set category = "OOC"
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msg = copytext(msg, 1, MAX_MESSAGE_LEN)
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msg = sanitize(msg)
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if(mind)
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mind.store_memory(msg)
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else
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src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
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/mob/proc/store_memory(msg as message, popup, sane = 1)
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msg = copytext(msg, 1, MAX_MESSAGE_LEN)
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if (sane)
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msg = sanitize(msg)
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if (length(memory) == 0)
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memory += msg
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else
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memory += "<BR>[msg]"
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if (popup)
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memory()
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/*
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/mob/verb/help()
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set name = "Help"
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src << browse('help.html', "window=help")
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return
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*/
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/mob/verb/abandon_mob()
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set name = "Respawn"
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set category = "OOC"
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if (!( abandon_allowed ))
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return
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if ((stat != 2 || !( ticker )))
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usr << "\blue <B>You must be dead to use this!</B>"
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return
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log_game("[usr.name]/[usr.key] used abandon mob.")
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usr << "\blue <B>Please roleplay correctly!</B>"
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if(!client)
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log_game("[usr.key] AM failed due to disconnect.")
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return
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for(var/obj/screen/t in usr.client.screen)
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if (t.loc == null)
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//t = null
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del(t)
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if(!client)
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log_game("[usr.key] AM failed due to disconnect.")
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return
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var/mob/new_player/M = new /mob/new_player()
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if(!client)
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log_game("[usr.key] AM failed due to disconnect.")
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del(M)
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return
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if(client && client.holder && (client.holder.state == 2))
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client.admin_play()
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return
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M.key = client.key
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M.Login()
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return
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/mob/verb/changes()
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set name = "Changelog"
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set category = "OOC"
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if (client)
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src.getFiles('postcardsmall.jpg',
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'somerights20.png',
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'88x31.png',
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'bug-minus.png',
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'cross-circle.png',
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'hard-hat-exclamation.png',
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'image-minus.png',
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'image-plus.png',
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'music-minus.png',
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'music-plus.png',
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'tick-circle.png',
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'wrench-screwdriver.png',
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'spell-check.png',
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'burn-exclamation.png',
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'chevron.png',
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'chevron-expand.png',
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'changelog.css',
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'changelog.js'
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)
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src << browse('changelog.html', "window=changes;size=675x650")
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client.changes = 1
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/client/var/ghost_ears = 1
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/client/verb/toggle_ghost_ears()
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set name = "Ghost ears"
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set category = "OOC"
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set desc = "Hear talks from everywhere"
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ghost_ears = !ghost_ears
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if (ghost_ears)
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usr << "\blue Now you hear all speech in the world"
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else
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usr << "\blue Now you hear speech only from nearest creatures."
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/client/var/ghost_sight = 1
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/client/verb/toggle_ghost_sight()
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set name = "Ghost sight"
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set category = "OOC"
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set desc = "Hear emotes from everywhere"
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ghost_sight = !ghost_sight
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if (ghost_sight)
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usr << "\blue Now you hear all emotes in the world"
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else
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usr << "\blue Now you hear emotes only from nearest creatures."
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/mob/verb/observe()
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set name = "Observe"
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set category = "OOC"
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var/is_admin = 0
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if (client.holder && client.holder.level >= 1 && ( client.holder.state == 2 || client.holder.level > 3 ))
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is_admin = 1
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else if (istype(src, /mob/new_player) || stat != 2)
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usr << "\blue You must be observing to use this!"
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return
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if (is_admin && stat == 2)
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is_admin = 0
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var/list/names = list()
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var/list/namecounts = list()
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var/list/creatures = list()
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for (var/obj/item/weapon/disk/nuclear/D in world)
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var/name = "Nuclear Disk"
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if (name in names)
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = D
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for (var/obj/machinery/singularity/S in world)
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var/name = "Singularity"
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if (name in names)
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = S
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for (var/obj/machinery/bot/B in world)
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var/name = "BOT: [B.name]"
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if (name in names)
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = B
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/*
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for (var/mob/living/silicon/decoy/D in world)
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var/name = "[D.name]"
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if (name in names)
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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creatures[name] = D
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*/
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//THIS IS HOW YOU ADD OBJECTS TO BE OBSERVED
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creatures += getmobs()
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//THIS IS THE MOBS PART: LOOK IN HELPERS.DM
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client.perspective = EYE_PERSPECTIVE
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var/eye_name = null
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if (is_admin)
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eye_name = input("Please, select a player!", "Admin Observe", null, null) as null|anything in creatures
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else
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eye_name = input("Please, select a player!", "Observe", null, null) as null|anything in creatures
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if (!eye_name)
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return
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var/mob/eye = creatures[eye_name]
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if (is_admin)
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if (eye)
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reset_view(eye)
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client.adminobs = 1
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if(eye == client.mob)
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client.adminobs = 0
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else
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reset_view(null)
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client.adminobs = 0
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else
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if(ticker)
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// world << "there's a ticker"
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if(ticker.mode.name == "AI malfunction")
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// world << "ticker says its malf"
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var/datum/game_mode/malfunction/malf = ticker.mode
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for (var/datum/mind/B in malf.malf_ai)
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// world << "comparing [B.current] to [eye]"
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if (B.current == eye)
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for (var/mob/living/silicon/decoy/D in world)
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if (eye)
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eye = D
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if (client)
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if (eye)
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client.eye = eye
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else
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client.eye = client.mob
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/mob/verb/cancel_camera()
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set name = "Cancel Camera View"
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set category = "OOC"
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reset_view(null)
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machine = null
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if(istype(src, /mob/living))
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if(src:cameraFollow)
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src:cameraFollow = null
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/mob/Topic(href, href_list)
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if(href_list["mach_close"])
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var/t1 = text("window=[href_list["mach_close"]]")
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machine = null
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src << browse(null, t1)
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// ..()
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return
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/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 |