mirror of
https://github.com/ParadiseSS13/Paradise.git
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Adds a variable to hats to determine how likely they are to fall off. Makes them fall off with the given probability when disarmed (some percentage of the time) or when the character falls. Space helmets, bio hoods, helmets, radiation helmets, etc, are unlikely to fall off Conflicts: code/game/gamemodes/cult/cult_items.dm code/modules/clothing/clothing.dm code/modules/clothing/head/hardhat.dm code/modules/clothing/head/helmet.dm code/modules/clothing/head/jobs.dm code/modules/clothing/head/misc.dm code/modules/clothing/head/misc_special.dm code/modules/clothing/suits/bio.dm code/modules/clothing/suits/utility.dm code/modules/events/tgevents/holiday/xmas.dm code/modules/mob/mob.dm
1230 lines
34 KiB
Plaintext
1230 lines
34 KiB
Plaintext
/mob/Del()//This makes sure that mobs with clients/keys are not just deleted from the game.
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mob_list -= src
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dead_mob_list -= src
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living_mob_list -= src
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ghostize()
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..()
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/mob/New()
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mob_list += src
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if(stat == DEAD)
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dead_mob_list += src
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else
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living_mob_list += src
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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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/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 & BLIND || 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 & DEAF || 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 & BLIND))
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return
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// Added voice muffling for Issue 41.
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if(stat == UNCONSCIOUS || 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 mob_list)
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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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return
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//This proc is called whenever someone clicks an inventory ui slot.
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/mob/proc/attack_ui(slot)
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var/obj/item/W = get_active_hand()
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if(istype(W))
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equip_to_slot_if_possible(W, slot)
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if(ishuman(src) && W == src:head)
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src:update_hair()
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/mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1)
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if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob))
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return 1
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else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob))
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return 1
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return 0
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//This is a SAFE proc. Use this instead of equip_to_splot()!
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//set del_on_fail to have it delete W if it fails to equip
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//set disable_warning to disable the 'you are unable to equip that' warning.
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//unset redraw_mob to prevent the mob from being redrawn at the end.
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/mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1)
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if(!istype(W)) return 0
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if(!W.mob_can_equip(src, slot, disable_warning))
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if(del_on_fail)
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del(W)
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else
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if(!disable_warning)
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src << "\red You are unable to equip that." //Only print if del_on_fail is false
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return 0
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equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
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return 1
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//This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task.
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//In most cases you will want to use equip_to_slot_if_possible()
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/mob/proc/equip_to_slot(obj/item/W as obj, slot)
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return
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//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
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/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
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return equip_to_slot_if_possible(W, slot, 1, 1, 0)
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// Convinience proc. Collects crap that fails to equip either onto the mob's back, or drops it.
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// Used in job equipping so shit doesn't pile up at the start loc.
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/mob/living/carbon/human/proc/equip_or_collect(var/obj/item/W, var/slot)
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if(!equip_to_slot_or_del(W, slot))
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// Do I have a bag?
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var/obj/item/weapon/storage/bag/plasticbag/B = is_in_hands(/obj/item/weapon/storage/bag/plasticbag)
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if(!B)
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// Gimme one.
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B=new(null) // Null in case of failed equip.
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if(!put_in_hands(B,slot_back))
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return // Fuck it
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B.handle_item_insertion(W,1)
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//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
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var/list/slot_equipment_priority = list( \
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slot_back,\
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slot_wear_id,\
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slot_wear_pda,\
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slot_w_uniform,\
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slot_wear_suit,\
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slot_wear_mask,\
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slot_head,\
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slot_shoes,\
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slot_gloves,\
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slot_l_ear,\
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slot_r_ear,\
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slot_glasses,\
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slot_belt,\
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slot_s_store,\
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slot_l_store,\
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slot_r_store\
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)
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//puts the item "W" into an appropriate slot in a human's inventory
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//returns 0 if it cannot, 1 if successful
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/mob/proc/equip_to_appropriate_slot(obj/item/W)
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if(!istype(W)) return 0
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for(var/slot in slot_equipment_priority)
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if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //del_on_fail = 0; disable_warning = 0; redraw_mob = 1
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return 1
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return 0
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/mob/proc/check_for_open_slot(obj/item/W)
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if(!istype(W)) return 0
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var/openslot = 0
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for(var/slot in slot_equipment_priority)
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if(W.mob_check_equip(src, slot, 1) == 1)
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openslot = 1
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break
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return openslot
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/obj/item/proc/mob_check_equip(M as mob, slot, disable_warning = 0)
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if(!M) return 0
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if(!slot) return 0
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if(ishuman(M))
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//START HUMAN
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var/mob/living/carbon/human/H = M
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switch(slot)
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if(slot_l_hand)
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if(H.l_hand)
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return 0
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return 1
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if(slot_r_hand)
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if(H.r_hand)
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return 0
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return 1
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if(slot_wear_mask)
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if( !(slot_flags & SLOT_MASK) )
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return 0
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if(H.wear_mask)
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return 0
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return 1
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if(slot_back)
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if( !(slot_flags & SLOT_BACK) )
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return 0
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if(H.back)
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if(H.back.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_wear_suit)
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if( !(slot_flags & SLOT_OCLOTHING) )
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return 0
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if(H.wear_suit)
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if(H.wear_suit.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_gloves)
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if( !(slot_flags & SLOT_GLOVES) )
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return 0
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if(H.gloves)
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if(H.gloves.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_shoes)
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if( !(slot_flags & SLOT_FEET) )
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return 0
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if(H.shoes)
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if(H.shoes.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_belt)
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if(!H.w_uniform)
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if(!disable_warning)
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H << "\red You need a jumpsuit before you can attach this [name]."
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return 0
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if( !(slot_flags & SLOT_BELT) )
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return 0
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if(H.belt)
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if(H.belt.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_glasses)
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if( !(slot_flags & SLOT_EYES) )
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return 0
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if(H.glasses)
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if(H.glasses.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_head)
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if( !(slot_flags & SLOT_HEAD) )
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return 0
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if(H.head)
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if(H.head.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_l_ear)
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if( !(slot_flags & slot_l_ear) )
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return 0
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if(H.l_ear)
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if(H.l_ear.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_r_ear)
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if( !(slot_flags & slot_r_ear) )
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return 0
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if(H.r_ear)
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if(H.r_ear.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_w_uniform)
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if( !(slot_flags & SLOT_ICLOTHING) )
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return 0
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if((M_FAT in H.mutations) && !(flags & ONESIZEFITSALL))
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return 0
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if(H.w_uniform)
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if(H.w_uniform.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_wear_id)
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if(!H.w_uniform)
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if(!disable_warning)
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H << "\red You need a jumpsuit before you can attach this [name]."
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return 0
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if( !(slot_flags & SLOT_ID) )
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return 0
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if(H.wear_id)
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if(H.wear_id.canremove)
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return 2
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else
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return 0
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return 1
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if(slot_l_store)
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if(H.l_store)
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return 0
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if(!H.w_uniform)
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if(!disable_warning)
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H << "\red You need a jumpsuit before you can attach this [name]."
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return 0
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if(slot_flags & SLOT_DENYPOCKET)
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return
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if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
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return 1
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if(slot_r_store)
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if(H.r_store)
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return 0
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if(!H.w_uniform)
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if(!disable_warning)
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H << "\red You need a jumpsuit before you can attach this [name]."
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return 0
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if(slot_flags & SLOT_DENYPOCKET)
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return 0
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if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
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return 1
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return 0
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if(slot_s_store)
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if(!H.wear_suit)
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if(!disable_warning)
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H << "\red You need a suit before you can attach this [name]."
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return 0
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if(!H.wear_suit.allowed)
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if(!disable_warning)
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usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
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return 0
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if(src.w_class > 3)
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if(!disable_warning)
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usr << "The [name] is too big to attach."
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return 0
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if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) )
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if(H.s_store)
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if(H.s_store.canremove)
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return 2
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else
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return 0
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else
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return 1
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return 0
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if(slot_handcuffed)
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if(H.handcuffed)
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return 0
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if(!istype(src, /obj/item/weapon/handcuffs))
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return 0
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return 1
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if(slot_legcuffed)
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if(H.legcuffed)
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return 0
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if(!istype(src, /obj/item/weapon/legcuffs))
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return 0
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return 1
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if(slot_in_backpack)
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if (H.back && istype(H.back, /obj/item/weapon/storage/backpack))
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var/obj/item/weapon/storage/backpack/B = H.back
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if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
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return 1
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return 0
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return 0 //Unsupported slot
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//END HUMAN
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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.set_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>[(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\ref[src]'>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\ref[src]")
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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 = "Object"
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set src = usr
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if(istype(loc,/obj/mecha)) return
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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)
|
|
W.attack_self(src)
|
|
update_inv_r_hand()
|
|
if(next_move < world.time)
|
|
next_move = world.time + 2
|
|
return
|
|
|
|
/*
|
|
/mob/verb/dump_source()
|
|
|
|
var/master = "<PRE>"
|
|
for(var/t in typesof(/area))
|
|
master += text("[]\n", t)
|
|
//Foreach goto(26)
|
|
src << browse(master)
|
|
return
|
|
*/
|
|
|
|
/mob/verb/memory()
|
|
set name = "Notes"
|
|
set category = "IC"
|
|
if(mind)
|
|
mind.show_memory(src)
|
|
else
|
|
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
|
|
|
|
/mob/verb/add_memory(msg as message)
|
|
set name = "Add Note"
|
|
set category = "IC"
|
|
|
|
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
|
|
msg = sanitize(msg)
|
|
|
|
if(mind)
|
|
mind.store_memory(msg)
|
|
else
|
|
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
|
|
|
|
/mob/proc/store_memory(msg as message, popup, sane = 1)
|
|
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
|
|
|
|
if (sane)
|
|
msg = sanitize(msg)
|
|
|
|
if (length(memory) == 0)
|
|
memory += msg
|
|
else
|
|
memory += "<BR>[msg]"
|
|
|
|
if (popup)
|
|
memory()
|
|
|
|
/mob/proc/update_flavor_text()
|
|
set src in usr
|
|
if(usr != src)
|
|
usr << "No."
|
|
var/msg = input(usr,"Set the flavor text in your 'examine' verb. Can also be used for OOC notes about your character.","Flavor Text",html_decode(flavor_text)) as message|null
|
|
|
|
if(msg != null)
|
|
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
|
|
msg = html_encode(msg)
|
|
|
|
flavor_text = msg
|
|
|
|
/mob/proc/warn_flavor_changed()
|
|
if(flavor_text && flavor_text != "") // don't spam people that don't use it!
|
|
src << "<h2 class='alert'>OOC Warning:</h2>"
|
|
src << "<span class='alert'>Your flavor text is likely out of date! <a href='byond://?src=\ref[src];flavor_change=1'>Change</a></span>"
|
|
|
|
/mob/proc/print_flavor_text()
|
|
if (flavor_text && flavor_text != "")
|
|
var/msg = replacetext(flavor_text, "\n", " ")
|
|
if(lentext(msg) <= 40)
|
|
return "\blue [msg]"
|
|
else
|
|
return "\blue [copytext(msg, 1, 37)]... <a href='byond://?src=\ref[src];flavor_more=1'>More...</a>"
|
|
|
|
/*
|
|
/mob/verb/help()
|
|
set name = "Help"
|
|
src << browse('html/help.html', "window=help")
|
|
return
|
|
*/
|
|
/*
|
|
/mob/verb/abandon_mob()
|
|
set name = "Respawn"
|
|
set category = "OOC"
|
|
|
|
if (!( abandon_allowed ))
|
|
usr << "\blue Respawn is disabled."
|
|
return
|
|
if ((stat != 2 || !( ticker )))
|
|
usr << "\blue <B>You must be dead to use this!</B>"
|
|
return
|
|
if (ticker.mode.name == "meteor" || ticker.mode.name == "epidemic") //BS12 EDIT
|
|
usr << "\blue Respawn is disabled."
|
|
return
|
|
else
|
|
var/deathtime = world.time - src.timeofdeath
|
|
var/deathtimeminutes = round(deathtime / 600)
|
|
var/pluralcheck = "minute"
|
|
if(deathtimeminutes == 0)
|
|
pluralcheck = ""
|
|
else if(deathtimeminutes == 1)
|
|
pluralcheck = " [deathtimeminutes] minute and"
|
|
else if(deathtimeminutes > 1)
|
|
pluralcheck = " [deathtimeminutes] minutes and"
|
|
var/deathtimeseconds = round((deathtime - deathtimeminutes * 600) / 10,1)
|
|
usr << "You have been dead for[pluralcheck] [deathtimeseconds] seconds."
|
|
if (deathtime < 18000)
|
|
usr << "You must wait 30 minutes to respawn!"
|
|
return
|
|
else
|
|
usr << "You can respawn now, enjoy your new life!"
|
|
|
|
log_game("[usr.name]/[usr.key] used abandon mob.")
|
|
|
|
usr << "\blue <B>Make sure to play a different character, and please roleplay correctly!</B>"
|
|
|
|
if(!client)
|
|
log_game("[usr.key] AM failed due to disconnect.")
|
|
return
|
|
client.screen.Cut()
|
|
if(!client)
|
|
log_game("[usr.key] AM failed due to disconnect.")
|
|
return
|
|
|
|
var/mob/new_player/M = new /mob/new_player()
|
|
if(!client)
|
|
log_game("[usr.key] AM failed due to disconnect.")
|
|
del(M)
|
|
return
|
|
|
|
M.key = key
|
|
// M.Login() //wat
|
|
return
|
|
*/
|
|
/mob/verb/observe()
|
|
set name = "Observe"
|
|
set category = "OOC"
|
|
var/is_admin = 0
|
|
|
|
if(client.holder && (client.holder.rights & R_ADMIN))
|
|
is_admin = 1
|
|
else if(stat != DEAD || istype(src, /mob/new_player))
|
|
usr << "\blue You must be observing to use this!"
|
|
return
|
|
|
|
if(is_admin && stat == DEAD)
|
|
is_admin = 0
|
|
|
|
var/list/names = list()
|
|
var/list/namecounts = list()
|
|
var/list/creatures = list()
|
|
|
|
for(var/obj/O in world) //EWWWWWWWWWWWWWWWWWWWWWWWW ~needs to be optimised
|
|
if(!O.loc)
|
|
continue
|
|
if(istype(O, /obj/item/weapon/disk/nuclear))
|
|
var/name = "Nuclear Disk"
|
|
if (names.Find(name))
|
|
namecounts[name]++
|
|
name = "[name] ([namecounts[name]])"
|
|
else
|
|
names.Add(name)
|
|
namecounts[name] = 1
|
|
creatures[name] = O
|
|
|
|
if(istype(O, /obj/machinery/singularity))
|
|
var/name = "Singularity"
|
|
if (names.Find(name))
|
|
namecounts[name]++
|
|
name = "[name] ([namecounts[name]])"
|
|
else
|
|
names.Add(name)
|
|
namecounts[name] = 1
|
|
creatures[name] = O
|
|
|
|
if(istype(O, /obj/machinery/bot))
|
|
var/name = "BOT: [O.name]"
|
|
if (names.Find(name))
|
|
namecounts[name]++
|
|
name = "[name] ([namecounts[name]])"
|
|
else
|
|
names.Add(name)
|
|
namecounts[name] = 1
|
|
creatures[name] = O
|
|
|
|
|
|
for(var/mob/M in sortAtom(mob_list))
|
|
var/name = M.name
|
|
if (names.Find(name))
|
|
namecounts[name]++
|
|
name = "[name] ([namecounts[name]])"
|
|
else
|
|
names.Add(name)
|
|
namecounts[name] = 1
|
|
|
|
creatures[name] = M
|
|
|
|
|
|
client.perspective = EYE_PERSPECTIVE
|
|
|
|
var/eye_name = null
|
|
|
|
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
|
|
eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures
|
|
|
|
if (!eye_name)
|
|
return
|
|
|
|
var/mob/mob_eye = creatures[eye_name]
|
|
|
|
if(client && mob_eye)
|
|
client.eye = mob_eye
|
|
if (is_admin)
|
|
client.adminobs = 1
|
|
if(mob_eye == client.mob || client.eye == client.mob)
|
|
client.adminobs = 0
|
|
|
|
/mob/verb/cancel_camera()
|
|
set name = "Cancel Camera View"
|
|
set category = "OOC"
|
|
reset_view(null)
|
|
unset_machine()
|
|
if(istype(src, /mob/living))
|
|
if(src:cameraFollow)
|
|
src:cameraFollow = null
|
|
|
|
/mob/Topic(href, href_list)
|
|
if(href_list["mach_close"])
|
|
var/t1 = text("window=[href_list["mach_close"]]")
|
|
unset_machine()
|
|
src << browse(null, t1)
|
|
|
|
if(href_list["flavor_more"])
|
|
usr << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", name, replacetext(flavor_text, "\n", "<BR>")), text("window=[];size=500x200", name))
|
|
onclose(usr, "[name]")
|
|
if(href_list["flavor_change"])
|
|
update_flavor_text()
|
|
|
|
|
|
// ..()
|
|
return
|
|
|
|
|
|
/mob/proc/pull_damage()
|
|
if(ishuman(src))
|
|
var/mob/living/carbon/human/H = src
|
|
if(H.health - H.halloss <= config.health_threshold_crit)
|
|
for(var/name in H.organs_by_name)
|
|
var/datum/organ/external/e = H.organs_by_name[name]
|
|
if((H.lying) && ((e.status & ORGAN_BROKEN && !(e.status & ORGAN_SPLINTED)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
|
|
return 1
|
|
break
|
|
return 0
|
|
|
|
/mob/MouseDrop(mob/M as mob)
|
|
..()
|
|
if(M != usr) return
|
|
if(usr == src) return
|
|
if(!Adjacent(usr)) return
|
|
if(istype(M,/mob/living/silicon/ai)) return
|
|
show_inv(usr)
|
|
|
|
|
|
/mob/verb/stop_pulling()
|
|
|
|
set name = "Stop Pulling"
|
|
set category = "IC"
|
|
|
|
if(pulling)
|
|
pulling.pulledby = null
|
|
pulling = null
|
|
|
|
/mob/proc/start_pulling(var/atom/movable/AM)
|
|
|
|
if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
|
|
return
|
|
|
|
if (AM.anchored)
|
|
return
|
|
|
|
var/mob/M = AM
|
|
if(ismob(AM))
|
|
if(!iscarbon(src))
|
|
M.LAssailant = null
|
|
else
|
|
M.LAssailant = usr
|
|
|
|
if(pulling)
|
|
var/pulling_old = pulling
|
|
stop_pulling()
|
|
// Are we pulling the same thing twice? Just stop pulling.
|
|
if(pulling_old == AM)
|
|
return
|
|
|
|
src.pulling = AM
|
|
AM.pulledby = src
|
|
|
|
//Attempted fix for people flying away through space when cuffed and dragged.
|
|
if(ismob(AM))
|
|
var/mob/pulled = AM
|
|
pulled.inertia_dir = 0
|
|
|
|
/mob/proc/can_use_hands()
|
|
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()
|
|
..()
|
|
|
|
if(statpanel("Status")) //not looking at that panel
|
|
|
|
if(client && client.holder)
|
|
stat(null,"Location:\t([x], [y], [z])")
|
|
stat(null,"CPU:\t[world.cpu]")
|
|
stat(null,"Instances:\t[world.contents.len]")
|
|
|
|
if(master_controller)
|
|
stat(null,"MasterController-[last_tick_duration] ([master_controller.processing?"On":"Off"]-[controller_iteration])")
|
|
stat(null,"Air-[master_controller.air_cost]\tSun-[master_controller.sun_cost]")
|
|
stat(null,"Mob-[master_controller.mobs_cost]\t#[mob_list.len]")
|
|
stat(null,"Dis-[master_controller.diseases_cost]\t#[active_diseases.len]")
|
|
stat(null,"Mch-[master_controller.machines_cost]\t#[machines.len]")
|
|
stat(null,"Obj-[master_controller.objects_cost]\t#[processing_objects.len]")
|
|
stat(null,"Net-[master_controller.networks_cost]\tPnet-[master_controller.powernets_cost]")
|
|
stat(null,"NanoUI-[master_controller.nano_cost]\t#[nanomanager.processing_uis.len]")
|
|
stat(null,"Tick-[master_controller.ticker_cost]\tALL-[master_controller.total_cost]")
|
|
else
|
|
stat(null,"MasterController-ERROR")
|
|
|
|
if(listed_turf && client)
|
|
if(get_dist(listed_turf,src) > 1)
|
|
listed_turf = null
|
|
else
|
|
statpanel(listed_turf.name, null, listed_turf)
|
|
for(var/atom/A in listed_turf)
|
|
if(A.invisibility > see_invisible)
|
|
continue
|
|
statpanel(listed_turf.name, null, A)
|
|
|
|
if(spell_list && 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)
|
|
|
|
if(listed_turf)
|
|
if(get_dist(listed_turf,src) > 1)
|
|
listed_turf = null
|
|
else
|
|
statpanel(listed_turf.name,listed_turf.name,listed_turf)
|
|
for(var/atom/A in listed_turf)
|
|
if(A.invisibility > see_invisible)
|
|
continue
|
|
statpanel(listed_turf.name,A.name,A)
|
|
|
|
|
|
|
|
// 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()
|
|
var/ko = weakened || paralysis || stat || (status_flags & FAKEDEATH)
|
|
if(ko || resting || buckled)
|
|
canmove = 0
|
|
if(!lying)
|
|
if(resting) //Presuming that you're resting on a bed, which would look goofy lying the wrong way
|
|
lying = 90
|
|
else
|
|
lying = pick(90, 270) //180 looks like shit since BYOND inverts rather than turns in that case
|
|
else if(stunned)
|
|
canmove = 0
|
|
else
|
|
lying = 0
|
|
canmove = 1
|
|
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 || (status_flags & FAKEDEATH))
|
|
lying = 1
|
|
canmove = 0
|
|
else if( stunned )
|
|
// lying = 0
|
|
canmove = 0
|
|
else
|
|
lying = !can_stand
|
|
canmove = has_limbs
|
|
|
|
if(lying)
|
|
density = 0
|
|
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(lying != lying_prev)
|
|
if(lying && !lying_prev)
|
|
fall(ko)
|
|
|
|
if(update_icon) //forces a full overlay update
|
|
update_icon = 0
|
|
regenerate_icons()
|
|
else if( lying != lying_prev )
|
|
update_icons()
|
|
|
|
return canmove
|
|
|
|
/mob/proc/fall(var/forced)
|
|
drop_l_hand()
|
|
drop_r_hand()
|
|
|
|
/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
|
|
|
|
/mob/proc/get_species()
|
|
return ""
|
|
|
|
/mob/proc/flash_weak_pain()
|
|
flick("weak_pain",pain)
|
|
|
|
mob/verb/yank_out_object()
|
|
set category = "Object"
|
|
set name = "Yank out object"
|
|
set desc = "Remove an embedded item at the cost of bleeding and pain."
|
|
set src in view(1)
|
|
|
|
if(!isliving(usr) || usr.next_move > world.time)
|
|
return
|
|
usr.next_move = world.time + 20
|
|
|
|
if(usr.stat == 1)
|
|
usr << "You are unconcious and cannot do that!"
|
|
return
|
|
|
|
if(usr.restrained())
|
|
usr << "You are restrained and cannot do that!"
|
|
return
|
|
|
|
var/mob/S = src
|
|
var/mob/U = usr
|
|
var/list/valid_objects = list()
|
|
var/self = null
|
|
|
|
if(S == U)
|
|
self = 1 // Removing object from yourself.
|
|
|
|
for(var/obj/item/weapon/W in embedded)
|
|
if(W.w_class >= 2)
|
|
valid_objects += W
|
|
|
|
if(!valid_objects.len)
|
|
if(self)
|
|
src << "You have nothing stuck in your body that is large enough to remove."
|
|
else
|
|
U << "[src] has nothing stuck in their wounds that is large enough to remove."
|
|
return
|
|
|
|
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
|
|
|
|
if(self)
|
|
src << "<span class='warning'>You attempt to get a good grip on the [selection] in your body.</span>"
|
|
else
|
|
U << "<span class='warning'>You attempt to get a good grip on the [selection] in [S]'s body.</span>"
|
|
|
|
if(!do_after(U, 80))
|
|
return
|
|
if(!selection || !S || !U)
|
|
return
|
|
|
|
if(self)
|
|
visible_message("<span class='warning'><b>[src] rips [selection] out of their body.</b></span>","<span class='warning'><b>You rip [selection] out of your body.</b></span>")
|
|
else
|
|
visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s body.</b></span>","<span class='warning'><b>[usr] rips [selection] out of your body.</b></span>")
|
|
|
|
selection.loc = get_turf(src)
|
|
|
|
for(var/obj/item/weapon/O in pinned)
|
|
if(O == selection)
|
|
pinned -= O
|
|
if(!pinned.len)
|
|
anchored = 0
|
|
return 1
|
|
|
|
|
|
|
|
/mob/verb/respawn()
|
|
set name = "Respawn as NPC"
|
|
set category = "OOC"
|
|
|
|
if((usr in respawnable_list) && (stat==2 || istype(usr,/mob/dead/observer)))
|
|
var/list/creatures = list("Mouse")
|
|
for(var/mob/living/L in living_mob_list)
|
|
if(safe_respawn(L.type))
|
|
if(!L.key)
|
|
creatures += L
|
|
var/picked = input("Please select an NPC to respawn as", "Respawn as NPC") as null|anything in creatures
|
|
switch(picked)
|
|
if("Mouse")
|
|
respawnable_list -= usr
|
|
become_mouse()
|
|
spawn(5)
|
|
respawnable_list += usr
|
|
else
|
|
var/mob/living/NPC = picked
|
|
if(istype(NPC) && !NPC.key)
|
|
respawnable_list -= usr
|
|
NPC.key = key
|
|
spawn(5)
|
|
respawnable_list += usr
|
|
else
|
|
// message_admins("Failed to check type")
|
|
else
|
|
usr << "You are not dead or you have given up your right to be respawned!"
|
|
return
|
|
|
|
|
|
/mob/proc/become_mouse()
|
|
if(usr in respawnable_list)
|
|
var/timedifference = world.time - client.time_died_as_mouse
|
|
if(client.time_died_as_mouse && timedifference <= mouse_respawn_time * 600)
|
|
var/timedifference_text
|
|
timedifference_text = time2text(mouse_respawn_time * 600 - timedifference,"mm:ss")
|
|
src << "<span class='warning'>You may only spawn again as a mouse more than [mouse_respawn_time] minutes after your death. You have [timedifference_text] left.</span>"
|
|
return
|
|
|
|
//find a viable mouse candidate
|
|
var/mob/living/simple_animal/mouse/host
|
|
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
|
|
var/list/found_vents = list()
|
|
for(var/obj/machinery/atmospherics/unary/vent_pump/v in world)
|
|
if(!v.welded && v.z == src.z)
|
|
found_vents.Add(v)
|
|
if(found_vents.len)
|
|
vent_found = pick(found_vents)
|
|
host = new /mob/living/simple_animal/mouse(vent_found.loc)
|
|
else
|
|
src << "<span class='warning'>Unable to find any unwelded vents to spawn mice at.</span>"
|
|
|
|
if(host)
|
|
host.ckey = src.ckey
|
|
host << "<span class='info'>You are now a mouse. Try to avoid interaction with players, and do not give hints away that you are more than a simple rodent.</span>"
|
|
else
|
|
usr << "You are not dead or you have given up your right to be respawned!"
|
|
return
|