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Paradise/code/modules/mob/living/living.dm
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/mob/living/Destroy()
..()
return QDEL_HINT_HARDDEL_NOW
//mob verbs are a lot faster than object verbs
//for more info on why this is not atom/pull, see examinate() in mob.dm
/mob/living/verb/pulled(atom/movable/AM as mob|obj in oview(1))
set name = "Pull"
set category = "Object"
if(AM.Adjacent(src))
src.start_pulling(AM)
return
//same as above
/mob/living/pointed(atom/A as mob|obj|turf in view())
if(src.stat || !src.canmove || src.restrained())
return 0
if(src.status_flags & FAKEDEATH)
return 0
if(!..())
return 0
visible_message("<b>[src]</b> points to [A]")
return 1
/mob/living/verb/succumb()
set hidden = 1
if (InCritical())
src.attack_log += "[src] has ["succumbed to death"] with [round(health, 0.1)] points of health!"
src.adjustOxyLoss(src.health - config.health_threshold_dead)
updatehealth()
src << "<span class='notice'>You have given up life and succumbed to death.</span>"
death()
/mob/living/proc/InCritical()
return (src.health < 0 && src.health > -95.0 && stat == UNCONSCIOUS)
/mob/living/ex_act(severity)
..()
if(client && !eye_blind)
flick("flash", src.flash)
/mob/living/proc/updatehealth()
if(status_flags & GODMODE)
health = maxHealth
stat = CONSCIOUS
return
health = maxHealth - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
/mob/living/proc/calculate_affecting_pressure(var/pressure)
return 0
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
/mob/living/proc/burn_skin(burn_amount)
if(istype(src, /mob/living/carbon/human))
//world << "DEBUG: burn_skin(), mutations=[mutations]"
if (RESIST_HEAT in src.mutations) //fireproof
return 0
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
var/divided_damage = (burn_amount)/(H.organs.len)
var/extradam = 0 //added to when organ is at max dam
for(var/obj/item/organ/external/affecting in H.organs)
if(!affecting) continue
if(affecting.take_damage(0, divided_damage+extradam)) //TODO: fix the extradam stuff. Or, ebtter yet...rewrite this entire proc ~Carn
H.UpdateDamageIcon()
H.updatehealth()
return 1
else if(istype(src, /mob/living/silicon/ai))
return 0
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
var/temperature = actual
var/difference = abs(actual-desired) //get difference
var/increments = difference/10 //find how many increments apart they are
var/change = increments*incrementboost // Get the amount to change by (x per increment)
// Too cold
if(actual < desired)
temperature += change
if(actual > desired)
temperature = desired
// Too hot
if(actual > desired)
temperature -= change
if(actual < desired)
temperature = desired
// if(istype(src, /mob/living/carbon/human))
// world << "[src] ~ [src.bodytemperature] ~ [temperature]"
return temperature
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching.
// Stop! ... Hammertime! ~Carn
// I touched them without asking... I'm soooo edgy ~Erro (added nodamage checks)
/mob/living/proc/getBruteLoss()
return bruteloss
/mob/living/proc/adjustBruteLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
bruteloss = min(max(bruteloss + amount, 0),(maxHealth*2))
/mob/living/proc/getOxyLoss()
return oxyloss
/mob/living/proc/adjustOxyLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
oxyloss = min(max(oxyloss + amount, 0),(maxHealth*2))
/mob/living/proc/setOxyLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
oxyloss = amount
/mob/living/proc/getToxLoss()
return toxloss
/mob/living/proc/adjustToxLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
toxloss = min(max(toxloss + amount, 0),(maxHealth*2))
/mob/living/proc/setToxLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
toxloss = amount
/mob/living/proc/getFireLoss()
return fireloss
/mob/living/proc/adjustFireLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
fireloss = min(max(fireloss + amount, 0),(maxHealth*2))
/mob/living/proc/getCloneLoss()
return cloneloss
/mob/living/proc/adjustCloneLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
cloneloss = min(max(cloneloss + amount, 0),(maxHealth*2))
/mob/living/proc/setCloneLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
cloneloss = amount
/mob/living/proc/getBrainLoss()
return brainloss
/mob/living/proc/adjustBrainLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
brainloss = min(max(brainloss + amount, 0),(maxHealth*2))
/mob/living/proc/setBrainLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
brainloss = amount
/mob/living/proc/getStaminaLoss()
return staminaloss
/mob/living/proc/adjustStaminaLoss(var/amount)
if(status_flags & GODMODE) return 0
staminaloss = min(max(staminaloss + amount, 0),(maxHealth*2))
/mob/living/proc/setStaminaLoss(var/amount)
if(status_flags & GODMODE) return 0
staminaloss = amount
/mob/living/proc/getHalLoss()
return halloss
/mob/living/proc/adjustHalLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
halloss = min(max(halloss + amount, 0),(maxHealth*2))
/mob/living/proc/setHalLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
halloss = amount
/mob/living/proc/getMaxHealth()
return maxHealth
/mob/living/proc/setMaxHealth(var/newMaxHealth)
maxHealth = newMaxHealth
// ++++ROCKDTBEN++++ MOB PROCS //END
/mob/proc/get_contents()
//Recursive function to find everything a mob is holding.
/mob/living/get_contents(var/obj/item/weapon/storage/Storage = null)
var/list/L = list()
if(Storage) //If it called itself
L += Storage.return_inv()
//Leave this commented out, it will cause storage items to exponentially add duplicate to the list
//for(var/obj/item/weapon/storage/S in Storage.return_inv()) //Check for storage items
// L += get_contents(S)
for(var/obj/item/weapon/gift/G in Storage.return_inv()) //Check for gift-wrapped items
L += G.gift
if(istype(G.gift, /obj/item/weapon/storage))
L += get_contents(G.gift)
for(var/obj/item/smallDelivery/D in Storage.return_inv()) //Check for package wrapped items
L += D.wrapped
if(istype(D.wrapped, /obj/item/weapon/storage)) //this should never happen
L += get_contents(D.wrapped)
return L
else
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents) //Check for storage items
L += get_contents(S)
for(var/obj/item/clothing/suit/storage/S in src.contents)//Check for labcoats and jackets
L += get_contents(S)
for(var/obj/item/clothing/accessory/storage/S in src.contents)//Check for holsters
L += get_contents(S)
for(var/obj/item/weapon/gift/G in src.contents) //Check for gift-wrapped items
L += G.gift
if(istype(G.gift, /obj/item/weapon/storage))
L += get_contents(G.gift)
for(var/obj/item/smallDelivery/D in src.contents) //Check for package wrapped items
L += D.wrapped
if(istype(D.wrapped, /obj/item/weapon/storage)) //this should never happen
L += get_contents(D.wrapped)
for(var/obj/item/weapon/folder/F in src.contents)
L += F.contents //Folders can't store any storage items.
return L
/mob/living/proc/check_contents_for(A)
var/list/L = src.get_contents()
for(var/obj/B in L)
if(B.type == A)
return 1
return 0
/mob/living/proc/can_inject()
return 1
/mob/living/proc/get_organ_target()
var/mob/shooter = src
var/t = shooter:zone_sel.selecting
if ((t in list( "eyes", "mouth" )))
t = "head"
var/obj/item/organ/external/def_zone = ran_zone(t)
return def_zone
//damage/heal the mob ears and adjust the deaf amount
/mob/living/adjustEarDamage(damage, deaf)
ear_damage = max(0, ear_damage + damage)
ear_deaf = max(0, ear_deaf + deaf)
//pass a negative argument to skip one of the variable
/mob/living/setEarDamage(damage, deaf)
if(damage >= 0)
ear_damage = damage
if(deaf >= 0)
ear_deaf = deaf
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_organ_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_organ_damage(var/brute, var/burn)
if(status_flags & GODMODE) return 0 //godmode
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
// heal MANY external organs, in random order
/mob/living/proc/heal_overall_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage MANY external organs, in random order
/mob/living/proc/take_overall_damage(var/brute, var/burn, var/used_weapon = null)
if(status_flags & GODMODE) return 0 //godmode
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
/mob/living/proc/restore_all_organs()
return
/mob/living/proc/revive()
rejuvenate()
buckled = initial(src.buckled)
if(iscarbon(src))
var/mob/living/carbon/C = src
if (C.handcuffed && !initial(C.handcuffed))
C.unEquip(C.handcuffed)
C.handcuffed = initial(C.handcuffed)
if (C.legcuffed && !initial(C.legcuffed))
C.unEquip(C.legcuffed)
C.legcuffed = initial(C.legcuffed)
if(C.reagents)
for(var/datum/reagent/R in C.reagents.reagent_list)
C.reagents.clear_reagents()
C.reagents.addiction_list.Cut()
hud_updateflag |= 1 << HEALTH_HUD
hud_updateflag |= 1 << STATUS_HUD
/mob/living/proc/update_revive() // handles revival through other means than cloning or adminbus (defib, IPC repair)
stat = CONSCIOUS
dead_mob_list -= src
living_mob_list |= src
mob_list |= src
ear_deaf = 0
timeofdeath = 0
/mob/living/proc/rejuvenate()
// shut down various types of badness
setToxLoss(0)
setOxyLoss(0)
setCloneLoss(0)
setBrainLoss(0)
setStaminaLoss(0)
SetSleeping(0)
setHalLoss(0)
SetParalysis(0)
SetStunned(0)
SetWeakened(0)
losebreath = 0
dizziness = 0
jitteriness = 0
confused = 0
drowsyness = 0
radiation = 0
nutrition = 400
bodytemperature = 310
sdisabilities = 0
disabilities = 0
blinded = 0
eye_blind = 0
eye_blurry = 0
ear_deaf = 0
ear_damage = 0
heal_overall_damage(1000, 1000)
ExtinguishMob()
fire_stacks = 0
on_fire = 0
suiciding = 0
buckled = initial(src.buckled)
if(iscarbon(src))
var/mob/living/carbon/C = src
C.handcuffed = initial(C.handcuffed)
C.heart_attack = 0
C.brain_op_stage = 0
// restore all of the human's blood and reset their shock stage
if(ishuman(src))
var/mob/living/carbon/human/human_mob = src
human_mob.restore_blood()
human_mob.shock_stage = 0
human_mob.decaylevel = 0
restore_all_organs()
if(stat == DEAD)
dead_mob_list -= src
living_mob_list += src
timeofdeath = 0
stat = CONSCIOUS
update_fire()
regenerate_icons()
hud_updateflag |= 1 << HEALTH_HUD
hud_updateflag |= 1 << STATUS_HUD
return
/mob/living/proc/UpdateDamageIcon()
return
/mob/living/proc/Examine_OOC()
set name = "Examine Meta-Info (OOC)"
set category = "OOC"
set src in view()
if(config.allow_Metadata)
if(client)
usr << "[src]'s Metainfo:<br>[client.prefs.metadata]"
else
usr << "[src] does not have any stored infomation!"
else
usr << "OOC Metadata is not supported by this server!"
return
/mob/living/Move(atom/newloc, direct)
if (buckled && buckled.loc != newloc) //not updating position
if (!buckled.anchored)
return buckled.Move(newloc, direct)
else
return 0
if (restrained())
stop_pulling()
var/t7 = 1
if (restrained())
for(var/mob/living/M in range(src, 1))
if ((M.pulling == src && M.stat == 0 && !( M.restrained() )))
t7 = null
if(t7 && pulling && (get_dist(src, pulling) <= 1 || pulling.loc == loc))
var/turf/T = loc
. = ..()
if (pulling && pulling.loc)
if(!( isturf(pulling.loc) ))
stop_pulling()
return
else
if(Debug)
diary <<"pulling disappeared? at [__LINE__] in mob.dm - pulling = [pulling]"
diary <<"REPORT THIS"
/////
if(pulling && pulling.anchored)
stop_pulling()
return
if (!restrained())
var/diag = get_dir(src, pulling)
if ((diag - 1) & diag)
else
diag = null
if ((get_dist(src, pulling) > 1 || diag))
if (isliving(pulling))
var/mob/living/M = pulling
var/ok = 1
if (locate(/obj/item/weapon/grab, M.grabbed_by))
if (prob(75))
var/obj/item/weapon/grab/G = pick(M.grabbed_by)
if (istype(G, /obj/item/weapon/grab))
for(var/mob/O in viewers(M, null))
O.show_message(text("\red [] has been pulled from []'s grip by []", G.affecting, G.assailant, src), 1)
//G = null
qdel(G)
else
ok = 0
if (locate(/obj/item/weapon/grab, M.grabbed_by.len))
ok = 0
if (ok)
var/atom/movable/t = M.pulling
M.stop_pulling()
//this is the gay blood on floor shit -- Added back -- Skie
if (M.lying && (prob(M.getBruteLoss() / 6)))
var/turf/location = M.loc
if (istype(location, /turf/simulated))
location.add_blood()
pulling.Move(T, get_dir(pulling, T))
if(M)
M.start_pulling(t)
else
if (pulling)
pulling.Move(T, get_dir(pulling, T))
else
stop_pulling()
. = ..()
if (s_active && !( s_active in contents ) && get_turf(s_active) != get_turf(src)) //check !( s_active in contents ) first so we hopefully don't have to call get_turf() so much.
s_active.close(src)
handle_footstep(loc)
step_count++
if(update_slimes)
for(var/mob/living/carbon/slime/M in view(1,src))
M.UpdateFeed(src)
/mob/living/proc/handle_footstep(turf/T)
if(istype(T))
return 1
return 0
/*//////////////////////
START RESIST PROCS
*///////////////////////
/mob/living/verb/resist()
set name = "Resist"
set category = "IC"
if(!isliving(usr) || usr.next_move > world.time)
return
usr.changeNext_move(CLICK_CD_RESIST)
var/mob/living/L = usr
//Resisting control by an alien mind.
if(istype(src.loc,/mob/living/simple_animal/borer))
resist_borer()
//resisting grabs (as if it helps anyone...)
if ((!(L.stat) && !(L.restrained())))
resist_grab(L) //this passes L because the proc requires a typecasted mob/living instead of just 'src'
//unbuckling yourself
if(L.buckled && (L.last_special <= world.time) )
resist_buckle(L) //this passes L because the proc requires a typecasted mob/living instead of just 'src'
//Breaking out of an object?
else if(src.loc && istype(src.loc, /obj) && (!isturf(src.loc)))
if(stat == CONSCIOUS && !stunned && !weakened && !paralysis)
var/obj/C = loc
C.container_resist(L)
//breaking out of handcuffs
else if(iscarbon(L))
var/mob/living/carbon/CM = L
if(CM.on_fire && CM.canmove)
resist_stop_drop_roll(CM) //this passes CM because the proc requires a typecasted mob/living/carbon instead of just 'src'
if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))//this passes CM because the proc requires a typecasted mob/living/carbon instead of just 'src'
resist_handcuffs(CM)
else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time)) //this passes CM because the proc requires a typecasted mob/living/carbon instead of just 'src'
resist_legcuffs(CM)
/*////////////////////
RESIST SUBPROCS
*/////////////////////
/* resist_borer allows a mob to regain control of their body after a borer has assumed control.
*/////
/mob/living/proc/resist_borer()
var/mob/living/simple_animal/borer/B = src.loc
var/mob/living/captive_brain/H = src
H << "\red <B>You begin doggedly resisting the parasite's control (this will take approximately sixty seconds).</B>"
B.host << "\red <B>You feel the captive mind of [src] begin to resist your control.</B>"
spawn(rand(350,450)+B.host.brainloss)
if(!B || !B.controlling)
return
B.host.adjustBrainLoss(rand(5,10))
H << "\red <B>With an immense exertion of will, you regain control of your body!</B>"
B.host << "\red <B>You feel control of the host brain ripped from your grasp, and retract your probosci before the wild neural impulses can damage you.</b>"
B.detatch()
verbs -= /mob/living/carbon/proc/release_control
verbs -= /mob/living/carbon/proc/punish_host
verbs -= /mob/living/carbon/proc/spawn_larvae
return
/* resist_grab allows a mob to resist a grab from another mob when disarming is not an option/neckgrabbed.
*/////
/mob/living/proc/resist_grab(var/mob/living/L)
var/resisting = 0
for(var/obj/O in L.requests)
L.requests.Remove(O)
qdel(O)
resisting++
for(var/obj/item/weapon/grab/G in usr.grabbed_by)
resisting++
if (G.state == 1)
qdel(G)
else
if(G.state == 2)
if(prob(60))
for(var/mob/O in viewers(L, null))
O.show_message(text("\red [] has broken free of []'s grip!", L, G.assailant), 1)
qdel(G)
else
if(G.state == 3)
if(prob(5))
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red [] has broken free of []'s headlock!", L, G.assailant), 1)
qdel(G)
if(resisting)
for(var/mob/O in viewers(usr, null))
O.show_message(text("\red <B>[] resists!</B>", L), 1)
/* resist_buckle allows a mob that is bucklecuffed to break free of the chair/bed/whatever
*/////
/mob/living/proc/resist_buckle(var/mob/living/L)
if(iscarbon(L))
var/mob/living/carbon/C = L
if(C.handcuffed)
C.changeNext_move(CLICK_CD_BREAKOUT)
C.last_special = world.time + CLICK_CD_BREAKOUT
C << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stay still)</span>"
for(var/mob/O in viewers(L))
O.show_message("\red <B>[usr] attempts to unbuckle themself!</B>", 1)
spawn(0)
if(do_after(usr, 1200, target = C))
if(!C.buckled)
return
for(var/mob/O in viewers(C))
O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
C << "\blue You successfully unbuckle yourself."
C.buckled.user_unbuckle_mob(C,C)
else
L.buckled.user_unbuckle_mob(L,L)
/* resist_stop_drop_roll allows a mob to stop, drop, and roll in order to put out a fire burning on them.
*/////
/mob/living/proc/resist_stop_drop_roll(var/mob/living/carbon/CM)
CM.fire_stacks -= 5
CM.weakened = max(CM.weakened, 3)//We dont check for CANWEAKEN, I don't care how immune to weakening you are, if you're rolling on the ground, you're busy.
CM.update_canmove()
CM.spin(32,2)
CM.visible_message("<span class='danger'>[CM] rolls on the floor, trying to put themselves out!</span>", \
"<span class='notice'>You stop, drop, and roll!</span>")
sleep(30)
if(fire_stacks <= 0)
CM.visible_message("<span class='danger'>[CM] has successfully extinguished themselves!</span>", \
"<span class='notice'>You extinguish yourself.</span>")
ExtinguishMob()
return
/* resist_handcuffs allows a mob to break/remove their handcuffs after a delay
*/////
/mob/living/proc/resist_handcuffs(var/mob/living/carbon/CM)
CM.changeNext_move(CLICK_CD_BREAKOUT)
CM.last_special = world.time + CLICK_CD_BREAKOUT
var/obj/item/weapon/restraints/handcuffs/HC = CM.handcuffed
var/breakouttime = 1200 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/restraints/handcuffs type
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
var/hulklien = 0 //variable used to define if someone is a hulk or alien
if(istype(HC)) //If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future...
breakouttime = HC.breakouttime
displaytime = breakouttime / 600 //Minutes
if(isalienadult(CM) || (HULK in usr.mutations))
hulklien = 1
breakouttime = 50
displaytime = 5
CM << "\red You attempt to remove \the [HC]. (This will take around [displaytime] [hulklien ? "seconds" : "minute[displaytime==1 ? "" : "s"]"] and you need to stand still)"
for(var/mob/O in viewers(CM))
O.show_message( "\red <B>[usr] attempts to [hulklien ? "break" : "remove"] \the [HC]!</B>", 1)
spawn(0)
if(do_after(CM, breakouttime, target = src))
if(!CM.handcuffed || CM.buckled)
return // time leniency for lag which also might make this whole thing pointless but the server
for(var/mob/O in viewers(CM))// lags so hard that 40s isn't lenient enough - Quarxink
O.show_message("\red <B>[CM] manages to [hulklien ? "break" : "remove"] the handcuffs!</B>", 1)
CM << "\blue You successfully [hulklien ? "break" : "remove"] \the [CM.handcuffed]."
if(hulklien)
CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
qdel(CM.handcuffed)
CM.handcuffed = null
if(CM.buckled && CM.buckled.buckle_requires_restraints)
CM.buckled.unbuckle_mob()
CM.update_inv_handcuffed()
return
CM.unEquip(CM.handcuffed)
/* resist_legcuffs allows a mob to break/remove their legcuffs after a delay
*/////
/mob/living/proc/resist_legcuffs(var/mob/living/carbon/CM)
var/obj/item/weapon/restraints/legcuffs/HC = CM.legcuffed
var/breakouttime = 1200 //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
var/hulklien = 0 //variable used to define if someone is a hulk or alien
if(istype(HC)) //If you are legcuffed with actual legcuffs... Well what do I know, maybe someone will want to legcuff you with toilet paper in the future...
breakouttime = HC.breakouttime
displaytime = breakouttime / 600 //Minutes
if(isalienadult(CM) || (HULK in usr.mutations))
hulklien = 1
breakouttime = 50
displaytime = 5
CM << "\red You attempt to remove \the [HC]. (This will take around [displaytime] [hulklien ? "seconds" : "minute[displaytime==1 ? "" : "s"]"] and you need to stand still)"
for(var/mob/O in viewers(CM))
O.show_message( "\red <B>[usr] attempts to [hulklien ? "break" : "remove"] \the [HC]!</B>", 1)
spawn(0)
if(do_after(CM, breakouttime, target = src))
if(!CM.legcuffed || CM.buckled)
return // time leniency for lag which also might make this whole thing pointless but the server
for(var/mob/O in viewers(CM))// lags so hard that 40s isn't lenient enough - Quarxink
O.show_message("\red <B>[CM] manages to [hulklien ? "break" : "remove"] the legcuffs!</B>", 1)
CM << "\blue You successfully [hulklien ? "break" : "remove"] \the [CM.legcuffed]."
if(!hulklien)
CM.unEquip(CM.legcuffed)
if(hulklien)
CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
qdel(CM.legcuffed)
CM.legcuffed = null
CM.update_inv_legcuffed()
/*//////////////////////
END RESIST PROCS
*///////////////////////
/mob/living/carbon/proc/spin(spintime, speed)
spawn()
var/D = dir
while(spintime >= speed)
sleep(speed)
switch(D)
if(NORTH)
D = EAST
if(SOUTH)
D = WEST
if(EAST)
D = SOUTH
if(WEST)
D = NORTH
dir = D
spintime -= speed
return
/mob/living/proc/Exhaust()
src << "<span class='notice'>You're too exhausted to keep going...</span>"
Weaken(5)
/mob/living/update_gravity(has_gravity)
if(!ticker)
return
float(!has_gravity)
/mob/living/proc/float(on)
if(throwing)
return
var/fixed = 0
if(anchored || (buckled && buckled.anchored))
fixed = 1
if(on && !floating && !fixed)
animate(src, pixel_y = pixel_y + 2, time = 10, loop = -1)
floating = 1
else if(((!on || fixed) && floating))
var/final_pixel_y = get_standard_pixel_y_offset(lying)
animate(src, pixel_y = final_pixel_y, time = 10)
floating = 0
/mob/living/proc/can_use_vents()
return "You can't fit into that vent."
// The src mob is trying to strip an item from someone
// Override if a certain type of mob should be behave differently when stripping items (can't, for example)
/mob/living/stripPanelUnequip(obj/item/what, mob/who, where, var/silent = 0)
if(what.flags & NODROP)
src << "<span class='warning'>You can't remove \the [what.name], it appears to be stuck!</span>"
return
if(!silent)
who.visible_message("<span class='danger'>[src] tries to remove [who]'s [what.name].</span>", \
"<span class='userdanger'>[src] tries to remove [who]'s [what.name].</span>")
what.add_fingerprint(src)
if(do_mob(src, who, what.strip_delay))
if(what && what == who.get_item_by_slot(where) && Adjacent(who))
who.unEquip(what)
add_logs(who, src, "stripped", addition="of [what]")
// The src mob is trying to place an item on someone
// Override if a certain mob should be behave differently when placing items (can't, for example)
/mob/living/stripPanelEquip(obj/item/what, mob/who, where, var/silent = 0)
what = src.get_active_hand()
if(what && (what.flags & NODROP))
src << "<span class='warning'>You can't put \the [what.name] on [who], it's stuck to your hand!</span>"
return
if(what)
if(!what.mob_can_equip(who, where, 1))
src << "<span class='warning'>\The [what.name] doesn't fit in that place!</span>"
return
if(!silent)
visible_message("<span class='notice'>[src] tries to put [what] on [who].</span>")
if(do_mob(src, who, what.put_on_delay))
if(what && Adjacent(who))
unEquip(what)
who.equip_to_slot_if_possible(what, where, 0, 1)
add_logs(who, src, "equipped", what)
/mob/living/singularity_act()
var/gain = 20
investigate_log("([key_name(src)]) has been consumed by the singularity.","singulo") //Oh that's where the clown ended up!
gib()
return(gain)
/mob/living/singularity_pull(S)
step_towards(src,S)
/mob/living/narsie_act()
if(client)
makeNewConstruct(/mob/living/simple_animal/construct/harvester, src, null, 1)
spawn_dust()
gib()
return
/atom/movable/proc/do_attack_animation(atom/A)
var/pixel_x_diff = 0
var/pixel_y_diff = 0
var/direction = get_dir(src, A)
switch(direction)
if(NORTH)
pixel_y_diff = 8
if(SOUTH)
pixel_y_diff = -8
if(EAST)
pixel_x_diff = 8
if(WEST)
pixel_x_diff = -8
if(NORTHEAST)
pixel_x_diff = 8
pixel_y_diff = 8
if(NORTHWEST)
pixel_x_diff = -8
pixel_y_diff = 8
if(SOUTHEAST)
pixel_x_diff = 8
pixel_y_diff = -8
if(SOUTHWEST)
pixel_x_diff = -8
pixel_y_diff = -8
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
animate(pixel_x = initial(pixel_x), pixel_y = initial(pixel_y), time = 2)
/mob/living/do_attack_animation(atom/A)
..()
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
/atom/movable/proc/receive_damage(atom/A)
var/pixel_x_diff = rand(-3,3)
var/pixel_y_diff = rand(-3,3)
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
animate(pixel_x = initial(pixel_x), pixel_y = initial(pixel_y), time = 2)
/mob/living/receive_damage(atom/A)
..()
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
/mob/living/proc/do_jitter_animation(jitteriness)
var/amplitude = min(4, (jitteriness/100) + 1)
var/pixel_x_diff = rand(-amplitude, amplitude)
var/pixel_y_diff = rand(-amplitude/3, amplitude/3)
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff , time = 2, loop = 6)
animate(pixel_x = initial(pixel_x) , pixel_y = initial(pixel_y) , time = 2)
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
/mob/living/proc/get_temperature(datum/gas_mixture/environment)
var/loc_temp = T0C
if(istype(loc, /obj/mecha))
var/obj/mecha/M = loc
loc_temp = M.return_temperature()
else if(istype(loc, /obj/structure/transit_tube_pod))
loc_temp = environment.temperature
else if(istype(get_turf(src), /turf/space))
var/turf/heat_turf = get_turf(src)
loc_temp = heat_turf.temperature
else if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
var/obj/machinery/atmospherics/unary/cryo_cell/C = loc
if(C.air_contents.total_moles() < 10)
loc_temp = environment.temperature
else
loc_temp = C.air_contents.temperature
else
loc_temp = environment.temperature
return loc_temp
/mob/living/proc/get_standard_pixel_x_offset(lying = 0)
return initial(pixel_x)
/mob/living/proc/get_standard_pixel_y_offset(lying = 0)
return initial(pixel_y)
/mob/living/proc/spawn_dust()
new /obj/effect/decal/cleanable/ash(loc)
//used in datum/reagents/reaction() proc
/mob/living/proc/get_permeability_protection()
return 0