Files
Paradise/code/modules/mob/living/damage_procs.dm
2019-04-02 14:25:29 -04:00

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/*
apply_damage(a,b,c)
args
a:damage - How much damage to take
b:damage_type - What type of damage to take, brute, burn
c:def_zone - Where to take the damage if its brute or burn
Returns
standard 0 if fail
*/
/mob/living/proc/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/used_weapon = null)
blocked = (100-blocked)/100
if(!damage || (blocked <= 0)) return 0
switch(damagetype)
if(BRUTE)
adjustBruteLoss(damage * blocked)
if(BURN)
adjustFireLoss(damage * blocked)
if(TOX)
adjustToxLoss(damage * blocked)
if(OXY)
adjustOxyLoss(damage * blocked)
if(CLONE)
adjustCloneLoss(damage * blocked)
if(STAMINA)
adjustStaminaLoss(damage * blocked)
updatehealth("apply damage")
return 1
/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE) //like apply damage except it always uses the damage procs
switch(damagetype)
if(BRUTE)
return adjustBruteLoss(damage)
if(BURN)
return adjustFireLoss(damage)
if(TOX)
return adjustToxLoss(damage)
if(OXY)
return adjustOxyLoss(damage)
if(CLONE)
return adjustCloneLoss(damage)
if(STAMINA)
return adjustStaminaLoss(damage)
if(BRAIN)
return adjustBrainLoss(damage)
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/def_zone = null, var/blocked = 0, var/stamina = 0)
if(blocked >= 100) return 0
if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
if(burn) apply_damage(burn, BURN, def_zone, blocked)
if(tox) apply_damage(tox, TOX, def_zone, blocked)
if(oxy) apply_damage(oxy, OXY, def_zone, blocked)
if(clone) apply_damage(clone, CLONE, def_zone, blocked)
if(stamina) apply_damage(stamina, STAMINA, def_zone, blocked)
return 1
/mob/living/proc/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0, var/negate_armor = 0)
blocked = (100-blocked)/100
if(!effect || (blocked <= 0))
return 0
switch(effecttype)
if(STUN)
Stun(effect * blocked)
if(WEAKEN)
Weaken(effect * blocked)
if(PARALYZE)
Paralyse(effect * blocked)
if(IRRADIATE)
var/rad_damage = effect
if(!negate_armor) // Setting negate_armor overrides radiation armor checks, which are automatic otherwise
rad_damage = max(effect * ((100-run_armor_check(null, "rad", "Your clothes feel warm.", "Your clothes feel warm."))/100),0)
radiation += rad_damage
if(SLUR)
Slur(effect * blocked)
if(STUTTER)
Stuttering(effect * blocked)
if(EYE_BLUR)
EyeBlurry(effect * blocked)
if(DROWSY)
Drowsy(effect * blocked)
if(JITTER)
if(status_flags & CANSTUN)
Jitter(effect * blocked)
updatehealth("apply effect")
return 1
/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/slur = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0, var/stamina = 0, var/jitter = 0)
if(blocked >= 100) return 0
if(stun) apply_effect(stun, STUN, blocked)
if(weaken) apply_effect(weaken, WEAKEN, blocked)
if(paralyze) apply_effect(paralyze, PARALYZE, blocked)
if(irradiate) apply_effect(irradiate, IRRADIATE, blocked)
if(slur) apply_effect(slur, SLUR, blocked)
if(stutter) apply_effect(stutter, STUTTER, blocked)
if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
if(drowsy) apply_effect(drowsy, DROWSY, blocked)
if(stamina) apply_damage(stamina, STAMINA, null, blocked)
if(jitter) apply_effect(jitter, JITTER, blocked)
return 1
/mob/living/proc/getBruteLoss()
return bruteloss
/mob/living/proc/adjustBruteLoss(amount, updating_health = TRUE)
if(status_flags & GODMODE)
return FALSE //godmode
var/old_bruteloss = bruteloss
bruteloss = max(bruteloss + amount, 0)
if(old_bruteloss == bruteloss)
updating_health = FALSE
. = STATUS_UPDATE_NONE
else
. = STATUS_UPDATE_HEALTH
if(updating_health)
updatehealth("adjustBruteLoss")
/mob/living/proc/getOxyLoss()
return oxyloss
/mob/living/proc/adjustOxyLoss(amount, updating_health = TRUE)
if(status_flags & GODMODE)
oxyloss = 0
return FALSE //godmode
if(BREATHLESS in mutations)
oxyloss = 0
return FALSE
var/old_oxyloss = oxyloss
oxyloss = max(oxyloss + amount, 0)
if(old_oxyloss == oxyloss)
updating_health = FALSE
. = STATUS_UPDATE_NONE
else
. = STATUS_UPDATE_HEALTH
if(updating_health)
updatehealth("adjustOxyLoss")
/mob/living/proc/setOxyLoss(amount, updating_health = TRUE)
if(status_flags & GODMODE)
oxyloss = 0
return FALSE //godmode
if(BREATHLESS in mutations)
oxyloss = 0
return FALSE
var/old_oxyloss = oxyloss
oxyloss = amount
if(old_oxyloss == oxyloss)
updating_health = FALSE
. = STATUS_UPDATE_NONE
else
. = STATUS_UPDATE_HEALTH
if(updating_health)
updatehealth("setOxyLoss")
/mob/living/proc/getToxLoss()
return toxloss
/mob/living/proc/adjustToxLoss(amount, updating_health = TRUE)
if(status_flags & GODMODE)
return FALSE //godmode
var/old_toxloss = toxloss
toxloss = max(toxloss + amount, 0)
if(old_toxloss == toxloss)
updating_health = FALSE
. = STATUS_UPDATE_NONE
else
. = STATUS_UPDATE_HEALTH
if(updating_health)
updatehealth("adjustToxLoss")
/mob/living/proc/setToxLoss(amount, updating_health = TRUE)
if(status_flags & GODMODE)
return FALSE //godmode
var/old_toxloss = toxloss
toxloss = amount
if(old_toxloss == toxloss)
updating_health = FALSE
. = STATUS_UPDATE_NONE
else
. = STATUS_UPDATE_HEALTH
if(updating_health)
updatehealth("setToxLoss")
/mob/living/proc/getFireLoss()
return fireloss
/mob/living/proc/adjustFireLoss(amount, updating_health = TRUE)
if(status_flags & GODMODE)
return FALSE //godmode
var/old_fireloss = fireloss
fireloss = max(fireloss + amount, 0)
if(old_fireloss == fireloss)
updating_health = FALSE
. = STATUS_UPDATE_NONE
else
. = STATUS_UPDATE_HEALTH
if(updating_health)
updatehealth("adjustFireLoss")
/mob/living/proc/getCloneLoss()
return cloneloss
/mob/living/proc/adjustCloneLoss(amount, updating_health = TRUE)
if(status_flags & GODMODE)
return FALSE //godmode
var/old_cloneloss = cloneloss
cloneloss = max(cloneloss + amount, 0)
if(old_cloneloss == cloneloss)
updating_health = FALSE
. = STATUS_UPDATE_NONE
else
. = STATUS_UPDATE_HEALTH
if(updating_health)
updatehealth("adjustCloneLoss")
/mob/living/proc/setCloneLoss(amount, updating_health = TRUE)
if(status_flags & GODMODE)
return FALSE //godmode
var/old_cloneloss = cloneloss
cloneloss = amount
if(old_cloneloss == cloneloss)
updating_health = FALSE
. = STATUS_UPDATE_NONE
else
. = STATUS_UPDATE_HEALTH
if(updating_health)
updatehealth("setCloneLoss")
/mob/living/proc/getBrainLoss()
return 0
/mob/living/proc/adjustBrainLoss(amount, updating = TRUE)
return STATUS_UPDATE_NONE
/mob/living/proc/setBrainLoss(amount, updating = TRUE)
return STATUS_UPDATE_NONE
/mob/living/proc/getStaminaLoss()
return staminaloss
/mob/living/proc/adjustStaminaLoss(amount, updating = TRUE)
if(status_flags & GODMODE)
return FALSE
var/old_stamloss = staminaloss
staminaloss = max(staminaloss + amount, 0)
if(old_stamloss == staminaloss)
updating = FALSE
. = STATUS_UPDATE_NONE
else
. = STATUS_UPDATE_STAMINA
if(updating)
handle_hud_icons_health()
update_stamina()
/mob/living/proc/setStaminaLoss(amount, updating = TRUE)
if(status_flags & GODMODE)
return FALSE
var/old_stamloss = staminaloss
staminaloss = amount
if(old_stamloss == staminaloss)
updating = FALSE
. = STATUS_UPDATE_NONE
else
. = STATUS_UPDATE_STAMINA
if(updating)
handle_hud_icons_health()
update_stamina()
/mob/living/proc/getMaxHealth()
return maxHealth
/mob/living/proc/setMaxHealth(var/newMaxHealth)
maxHealth = newMaxHealth
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_organ_damage(brute, burn, updating_health = TRUE)
adjustBruteLoss(-brute, FALSE)
adjustFireLoss(-burn, FALSE)
if(updating_health)
updatehealth("heal organ damage")
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_organ_damage(brute, burn, updating_health = TRUE)
if(status_flags & GODMODE)
return FALSE //godmode
adjustBruteLoss(brute, FALSE)
adjustFireLoss(burn, FALSE)
if(updating_health)
updatehealth("take organ damage")
// heal MANY external organs, in random order
/mob/living/proc/heal_overall_damage(brute, burn, updating_health = TRUE)
adjustBruteLoss(-brute, FALSE)
adjustFireLoss(-burn, FALSE)
if(updating_health)
updatehealth("heal overall damage")
// damage MANY external organs, in random order
/mob/living/proc/take_overall_damage(brute, burn, updating_health = TRUE, used_weapon = null)
if(status_flags & GODMODE)
return FALSE //godmode
adjustBruteLoss(brute, FALSE)
adjustFireLoss(burn, FALSE)
if(updating_health)
updatehealth("take overall damage")
/mob/living/proc/has_organic_damage()
return (maxHealth - health)