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Paradise/code/modules/mob/living/living.dm
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/mob/living/Destroy()
if(ranged_ability)
ranged_ability.remove_ranged_ability(src)
return ..()
/mob/living/ghostize(can_reenter_corpse = 1)
var/prev_client = client
. = ..()
if(.)
if(ranged_ability && prev_client)
ranged_ability.remove_mousepointer(prev_client)
/mob/living/proc/OpenCraftingMenu()
return
/mob/living/Stat()
. = ..()
if(. && get_rig_stats)
var/obj/item/weapon/rig/rig = get_rig()
if(rig)
SetupStat(rig)
/mob/living/proc/can_track(mob/living/user)
//basic fast checks go first. When overriding this proc, I recommend calling ..() at the end.
var/turf/T = get_turf(src)
if(!T)
return 0
if(!is_level_reachable(T.z))
return 0
if(user != null && src == user)
return 0
if(invisibility || alpha == 0)//cloaked
return 0
if(digitalcamo)
return 0
// Now, are they viewable by a camera? (This is last because it's the most intensive check)
if(!near_camera(src))
return 0
return 1
//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))
start_pulling(AM)
return
//same as above
/mob/living/pointed(atom/A as mob|obj|turf in view())
if(incapacitated())
return 0
if(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())
attack_log += "[src] has ["succumbed to death"] with [round(health, 0.1)] points of health!"
adjustOxyLoss(health - config.health_threshold_dead)
updatehealth()
// super check for weird mobs, including ones that adjust hp
// we don't want to go overboard and gib them, though
for(var/i = 1 to 5)
if(health < config.health_threshold_dead)
break
take_overall_damage(max(5, health - config.health_threshold_dead), 0)
updatehealth()
to_chat(src, "<span class='notice'>You have given up life and succumbed to death.</span>")
/mob/living/proc/InCritical()
return (health < 0 && health > -95.0 && stat == UNCONSCIOUS)
/mob/living/ex_act(severity)
..()
flash_eyes()
/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
/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))
// to_chat(world, "[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)
// no ~Tigerkitty
/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/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 += contents
for(var/obj/item/weapon/storage/S in contents) //Check for storage items
L += get_contents(S)
for(var/obj/item/clothing/suit/storage/S in contents)//Check for labcoats and jackets
L += get_contents(S)
for(var/obj/item/clothing/accessory/storage/S in contents)//Check for holsters
L += get_contents(S)
for(var/obj/item/weapon/implant/storage/I in contents) //Check for storage implants.
L += I.get_contents()
for(var/obj/item/weapon/gift/G in 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 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 contents)
L += F.contents //Folders can't store any storage items.
return L
/mob/living/proc/check_contents_for(A)
var/list/L = 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
// 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)
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)
updatehealth()
// heal MANY external organs, in random order
/mob/living/proc/heal_overall_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
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)
updatehealth()
/mob/living/proc/has_organic_damage()
return (maxHealth - health)
/mob/living/proc/restore_all_organs()
return
/mob/living/proc/revive()
rejuvenate()
if(iscarbon(src))
var/mob/living/carbon/C = src
if(C.handcuffed && !initial(C.handcuffed))
C.unEquip(C.handcuffed)
C.handcuffed = initial(C.handcuffed)
C.update_handcuffed()
if(C.legcuffed && !initial(C.legcuffed))
C.unEquip(C.legcuffed)
C.legcuffed = initial(C.legcuffed)
C.update_inv_legcuffed()
if(C.reagents)
for(var/datum/reagent/R in C.reagents.reagent_list)
C.reagents.clear_reagents()
C.reagents.addiction_list.Cut()
/mob/living/proc/rejuvenate()
var/mob/living/carbon/human/human_mob = null //Get this declared for use later.
// shut down various types of badness
setToxLoss(0)
setOxyLoss(0)
setCloneLoss(0)
setBrainLoss(0)
setStaminaLoss(0)
SetSleeping(0)
SetParalysis(0, 1, 1)
SetStunned(0, 1, 1)
SetWeakened(0, 1, 1)
SetSlowed(0)
SetLoseBreath(0)
SetDizzy(0)
SetJitter(0)
SetConfused(0)
SetDrowsy(0)
radiation = 0
SetDruggy(0)
SetHallucinate(0)
blinded = 0
nutrition = NUTRITION_LEVEL_FED + 50
bodytemperature = 310
CureBlind()
CureNearsighted()
CureMute()
CureDeaf()
CureTourettes()
CureEpilepsy()
CureCoughing()
CureNervous()
SetEyeBlind(0)
SetEyeBlurry(0)
SetEarDamage(0)
SetEarDeaf(0)
heal_overall_damage(1000, 1000)
ExtinguishMob()
fire_stacks = 0
on_fire = 0
suiciding = 0
if(buckled) //Unbuckle the mob and clear the alerts.
buckled.buckled_mob = null
buckled = null
anchored = initial(anchored)
update_canmove()
clear_alert("buckled")
post_buckle_mob(src)
if(iscarbon(src))
var/mob/living/carbon/C = src
C.handcuffed = initial(C.handcuffed)
C.heart_attack = 0
for(var/datum/disease/D in C.viruses)
D.cure(0)
// restore all of the human's blood and reset their shock stage
if(ishuman(src))
human_mob = src
human_mob.restore_blood()
human_mob.shock_stage = 0
human_mob.decaylevel = 0
restore_all_organs()
surgeries.Cut() //End all surgeries.
if(stat == DEAD)
dead_mob_list -= src
living_mob_list += src
timeofdeath = 0
stat = CONSCIOUS
update_fire()
regenerate_icons()
if(human_mob)
human_mob.update_eyes()
human_mob.update_dna()
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)
to_chat(usr, "[src]'s Metainfo:<br>[client.prefs.metadata]")
else
to_chat(usr, "[src] does not have any stored infomation!")
else
to_chat(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()
if(M.lying && (prob(M.getBruteLoss() / 6)))
var/turf/location = M.loc
if(istype(location, /turf/simulated))
location.add_blood(M)
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)
if(.) // did we actually move?
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(src) || next_move > world.time || stat || weakened || stunned || paralysis)
return
changeNext_move(CLICK_CD_RESIST)
if(!restrained())
if(resist_grab())
return
//unbuckling yourself
if(buckled && last_special <= world.time)
resist_buckle()
//Breaking out of a container (Locker, sleeper, cryo...)
else if(isobj(loc))
var/obj/C = loc
C.container_resist(src)
else if(canmove)
if(on_fire)
resist_fire() //stop, drop, and roll
else if(last_special <= world.time)
resist_restraints() //trying to remove cuffs.
/*////////////////////
RESIST SUBPROCS
*/////////////////////
/mob/living/proc/resist_grab()
var/resisting = 0
for(var/obj/O in requests)
qdel(O)
resisting++
for(var/X in grabbed_by)
var/obj/item/weapon/grab/G = X
resisting++
switch(G.state)
if(GRAB_PASSIVE)
qdel(G)
if(GRAB_AGGRESSIVE)
if(prob(60))
visible_message("<span class='danger'>[src] has broken free of [G.assailant]'s grip!</span>")
qdel(G)
if(GRAB_NECK)
if(prob(5))
visible_message("<span class='danger'>[src] has broken free of [G.assailant]'s headlock!</span>")
qdel(G)
if(resisting)
visible_message("<span class='danger'>[src] resists!</span>")
return 1
/mob/living/proc/resist_buckle()
spawn(0)
resist_muzzle()
buckled.user_unbuckle_mob(src,src)
/mob/living/proc/resist_muzzle()
return
/mob/living/proc/resist_fire()
return
/mob/living/proc/resist_restraints()
spawn(0)
resist_muzzle()
return
/*//////////////////////
END RESIST PROCS
*///////////////////////
/mob/living/proc/Exhaust()
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
Weaken(5)
/mob/living/proc/get_visible_name()
return name
/mob/living/update_gravity(has_gravity)
if(!ticker)
return
if(has_gravity)
clear_alert("weightless")
else
throw_alert("weightless", /obj/screen/alert/weightless)
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."
//called when the mob receives a bright flash
/mob/living/proc/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash)
if(check_eye_prot() < intensity && (override_blindness_check || !(disabilities & BLIND)))
overlay_fullscreen("flash", type)
addtimer(src, "clear_fullscreen", 25, FALSE, "flash", 25)
return 1
/mob/living/proc/check_eye_prot()
return 0
/mob/living/proc/check_ear_prot()
// 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)
to_chat(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)
if(silent)
put_in_hands(what)
add_logs(src, who, "stripped", addition="of [what]", print_attack_log = isLivingSSD(who))
// 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 = get_active_hand()
if(what && (what.flags & NODROP))
to_chat(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))
to_chat(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(src, who, "equipped", what, print_attack_log = isLivingSSD(who))
/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/hostile/construct/harvester, src, null, 1)
spawn_dust()
gib()
return
/atom/movable/proc/do_attack_animation(atom/A, end_pixel_y)
var/pixel_x_diff = 0
var/pixel_y_diff = 0
var/final_pixel_y = initial(pixel_y)
if(end_pixel_y)
final_pixel_y = end_pixel_y
var/direction = get_dir(src, A)
if(direction & NORTH)
pixel_y_diff = 8
else if(direction & SOUTH)
pixel_y_diff = -8
if(direction & EAST)
pixel_x_diff = 8
else if(direction & WEST)
pixel_x_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 = final_pixel_y, time = 2)
/mob/living/do_attack_animation(atom/A)
var/final_pixel_y = get_standard_pixel_y_offset(lying)
..(A, final_pixel_y)
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
// What icon do we use for the attack?
var/image/I
if(hand && l_hand) // Attacked with item in left hand.
I = image(l_hand.icon, A, l_hand.icon_state, A.layer + 1)
else if(!hand && r_hand) // Attacked with item in right hand.
I = image(r_hand.icon, A, r_hand.icon_state, A.layer + 1)
else // Attacked with a fist?
return
// Who can see the attack?
var/list/viewing = list()
for(var/mob/M in viewers(A))
if(M.client && M.client.prefs.show_ghostitem_attack)
viewing |= M.client
flick_overlay(I, viewing, 5) // 5 ticks/half a second
// Scale the icon.
I.transform *= 0.75
// The icon should not rotate.
I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
// Set the direction of the icon animation.
var/direction = get_dir(src, A)
if(direction & NORTH)
I.pixel_y = -16
else if(direction & SOUTH)
I.pixel_y = 16
if(direction & EAST)
I.pixel_x = -16
else if(direction & WEST)
I.pixel_x = 16
if(!direction) // Attacked self?!
I.pixel_z = 16
// And animate the attack!
animate(I, alpha = 175, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3)
/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/spacepod))
var/obj/spacepod/S = loc
loc_temp = S.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
/mob/living/proc/attempt_harvest(obj/item/I, mob/user)
if(stat == DEAD && !isnull(butcher_results)) //can we butcher it?
if(istype(I, /obj/item/weapon/kitchen/knife))
to_chat(user, "<span class='notice'>You begin to butcher [src]...</span>")
playsound(loc, 'sound/weapons/slice.ogg', 50, 1, -1)
if(do_mob(user, src, 80))
harvest(user)
return 1
/mob/living/proc/harvest(mob/living/user)
if(qdeleted(src))
return
if(butcher_results)
for(var/path in butcher_results)
for(var/i = 1, i <= butcher_results[path], i++)
new path(loc)
butcher_results.Remove(path) //In case you want to have things like simple_animals drop their butcher results on gib, so it won't double up below.
visible_message("<span class='notice'>[user] butchers [src].</span>")
gib()
/mob/living/movement_delay()
var/tally = 0
if(slowed)
tally += 10
return tally
/mob/living/proc/can_use_guns(var/obj/item/weapon/gun/G)
if(G.trigger_guard != TRIGGER_GUARD_ALLOW_ALL && !IsAdvancedToolUser())
to_chat(src, "<span class='warning'>You don't have the dexterity to do this!</span>")
return 0
return 1