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https://github.com/ParadiseSS13/Paradise.git
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update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs. Fixed the throw code for TKgrab so it can be toggled. Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are) Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little. There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
389 lines
10 KiB
Plaintext
389 lines
10 KiB
Plaintext
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/obj/item/proc/attack_self()
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return
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/obj/item/proc/talk_into(mob/M as mob, text)
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return
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/obj/item/proc/moved(mob/user as mob, old_loc as turf)
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return
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/obj/item/proc/dropped(mob/user as mob)
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..()
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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return
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// called after an item is placed in an equipment slot
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// user is mob that equipped it
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// slot is text of slot type e.g. "head"
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(var/mob/user, var/slot)
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return
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//
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// ***TODO: implement unequipped()
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//
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/obj/item/proc/afterattack()
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return
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/obj/item/weapon/dummy/ex_act()
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return
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/obj/item/weapon/dummy/blob_act()
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return
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/obj/item/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(5))
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del(src)
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return
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else
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return
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/obj/item/blob_act()
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return
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/obj/item/verb/move_to_top()
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set name = "Move To Top"
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set category = "Object"
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set src in oview(1)
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if(!istype(src.loc, /turf) || usr.stat || usr.restrained() )
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return
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var/turf/T = src.loc
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src.loc = null
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src.loc = T
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/obj/item/examine()
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set src in view()
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var/t
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switch(src.w_class)
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if(1.0)
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t = "tiny"
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if(2.0)
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t = "small"
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if(3.0)
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t = "normal-sized"
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if(4.0)
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t = "bulky"
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if(5.0)
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t = "huge"
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else
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if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
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usr << text("This is a []\icon[][]. It is a [] item.", !src.blood_DNA ? "" : "bloody ",src, src.name, t)
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if(src.desc)
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usr << src.desc
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return
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/obj/item/attack_hand(mob/user as mob)
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if (!user) return
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if (istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if (M.s_active == src.loc)
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if (M.client)
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M.client.screen -= src
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if(istype(src.loc, /obj/item/weapon/storage/backpack/santabag))
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if(src.loc.contents.len < 5)
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src.loc.icon_state = "giftbag0"
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else if(src.loc.contents.len >= 5 && src.loc.contents.len < 15)
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src.loc.icon_state = "giftbag1"
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else if(src.loc.contents.len >= 15)
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src.loc.icon_state = "giftbag2"
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src.throwing = 0
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if (src.loc == user)
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//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
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if(istype(src, /obj/item/clothing) && !src:canremove)
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return
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else
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user.u_equip(src)
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else
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if(istype(src.loc, /mob/living))
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return
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src.pickup(user)
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user.lastDblClick = world.time + 2
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user.next_move = world.time + 2
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src.loc = user
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src.layer = 20
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add_fingerprint(user)
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if (user.hand)
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user.l_hand = src
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user.update_inv_l_hand()
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else
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user.r_hand = src
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user.update_inv_r_hand()
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return
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/obj/item/attack_paw(mob/user as mob)
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if(isalien(user)) // -- TLE
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var/mob/living/carbon/alien/A = user
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if(!A.has_fine_manipulation || w_class >= 4)
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user << "Your claws aren't capable of such fine manipulation."
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return
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if (istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if (M.s_active == src.loc)
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if (M.client)
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M.client.screen -= src
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src.throwing = 0
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if (src.loc == user)
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//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
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if(istype(src, /obj/item/clothing) && !src:canremove)
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return
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else
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user.u_equip(src)
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else
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if(istype(src.loc, /mob/living))
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return
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src.pickup(user)
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user.lastDblClick = world.time + 2
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user.next_move = world.time + 2
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src.loc = user
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src.layer = 20
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if (user.hand)
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user.l_hand = src
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user.update_inv_l_hand()
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else
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user.r_hand = src
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user.update_inv_r_hand()
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return
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/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
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return
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/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (!istype(M)) // not sure if this is the right thing...
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return
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var/messagesource = M
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if (istype(M,/mob/living/carbon/brain))
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messagesource = M:container
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if (src.hitsound)
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playsound(src.loc, hitsound, 50, 1, -1)
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/////////////////////////
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user.lastattacked = M
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M.lastattacker = user
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>"
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M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>"
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log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>" )
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//spawn(1800) // this wont work right
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// M.lastattacker = null
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/////////////////////////
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var/power = src.force
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if((HULK in user.mutations) || (SUPRSTR in user.augmentations))
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power *= 2
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if(!istype(M, /mob/living/carbon/human))
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if(istype(M, /mob/living/carbon/metroid))
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var/mob/living/carbon/metroid/Metroid = M
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if(prob(25))
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user << "\red [src] passes right through [M]!"
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return
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if(power > 0)
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Metroid.attacked += 10
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if(Metroid.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
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Metroid.Discipline = 0
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if(power >= 3)
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if(istype(Metroid, /mob/living/carbon/metroid/adult))
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if(prob(5 + round(power/2)))
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if(Metroid.Victim)
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if(prob(80) && !Metroid.client)
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Metroid.Discipline++
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Metroid.Victim = null
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Metroid.anchored = 0
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spawn()
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if(Metroid)
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Metroid.SStun = 1
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sleep(rand(5,20))
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if(Metroid)
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Metroid.SStun = 0
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spawn(0)
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if(Metroid)
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Metroid.canmove = 0
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step_away(Metroid, user)
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if(prob(25 + power))
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sleep(2)
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if(Metroid && user)
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step_away(Metroid, user)
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Metroid.canmove = 1
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else
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if(prob(10 + power*2))
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if(Metroid)
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if(Metroid.Victim)
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if(prob(80) && !Metroid.client)
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Metroid.Discipline++
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if(Metroid.Discipline == 1)
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Metroid.attacked = 0
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spawn()
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if(Metroid)
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Metroid.SStun = 1
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sleep(rand(5,20))
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if(Metroid)
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Metroid.SStun = 0
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Metroid.Victim = null
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Metroid.anchored = 0
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spawn(0)
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if(Metroid && user)
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step_away(Metroid, user)
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Metroid.canmove = 0
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if(prob(25 + power*4))
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sleep(2)
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if(Metroid && user)
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step_away(Metroid, user)
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Metroid.canmove = 1
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var/showname = "."
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if(user)
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showname = " by [user]."
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if(!(user in viewers(M, null)))
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showname = "."
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for(var/mob/O in viewers(messagesource, null))
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O.show_message(text("\red <B>[] has been attacked with [][] </B>", M, src, showname), 1)
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if(!showname && user)
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if(user.client)
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user << "\red <B>You attack [M] with [src]. </B>"
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if(istype(M, /mob/living/carbon/human))
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M:attacked_by(src, user, def_zone)
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else
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switch(src.damtype)
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if("brute")
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if(istype(src, /mob/living/carbon/metroid))
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M.adjustBrainLoss(power)
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else
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M.take_organ_damage(power)
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if (prob(33)) // Added blood for whacking non-humans too
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location.add_blood_floor(M)
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if("fire")
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if (!(COLD_RESISTANCE in M.mutations))
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M.take_organ_damage(0, power)
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M << "Aargh it burns!"
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M.updatehealth()
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src.add_fingerprint(user)
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return 1
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/obj/item/proc/IsShield()
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return 0
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/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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var/mob/living/carbon/human/H = M
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if(istype(H) && ( \
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(H.head && H.head.flags & HEADCOVERSEYES) || \
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(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
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(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "\red You're going to need to remove that mask/helmet/glasses first."
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return
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var/mob/living/carbon/monkey/Mo = M
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if(istype(Mo) && ( \
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(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "\red You're going to need to remove that mask/helmet/glasses first."
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return
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if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/metroid))//Aliens don't have eyes./N Metroids also don't have eyes!
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user << "\red You cannot locate any eyes on this creature!"
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return
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
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M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
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log_attack("<font color='red'> [user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
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src.add_fingerprint(user)
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//if((CLUMSY in user.mutations) && prob(50))
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// M = user
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/*
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M << "\red You stab yourself in the eye."
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M.sdisabilities |= 1
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M.weakened += 4
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M.adjustBruteLoss(10)
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*/
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if(M != user)
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for(var/mob/O in (viewers(M) - user - M))
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O.show_message("\red [M] has been stabbed in the eye with [src] by [user].", 1)
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M << "\red [user] stabs you in the eye with [src]!"
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user << "\red You stab [M] in the eye with [src]!"
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else
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user.visible_message( \
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"\red [user] has stabbed themself with [src]!", \
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"\red You stab yourself in the eyes with [src]!" \
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)
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if(istype(M, /mob/living/carbon/human))
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var/datum/organ/external/affecting = M:get_organ("head")
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if(affecting.take_damage(7))
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M:UpdateDamageIcon()
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else
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M.take_organ_damage(7)
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M.eye_blurry += rand(3,4)
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M.eye_stat += rand(2,4)
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if (M.eye_stat >= 10)
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M.eye_blurry += 15+(0.1*M.eye_blurry)
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M.disabilities |= 1
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if(M.stat != 2)
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M << "\red Your eyes start to bleed profusely!"
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if(prob(50))
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if(M.stat != 2)
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M << "\red You drop what you're holding and clutch at your eyes!"
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M.drop_item()
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M.eye_blurry += 10
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M.Paralyse(1)
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M.Weaken(4)
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if (prob(M.eye_stat - 10 + 1))
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if(M.stat != 2)
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M << "\red You go blind!"
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M.sdisabilities |= 1
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return
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