removed old taj files

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-10-23 23:14:38 +10:00
parent 903464af45
commit 721dfeda57
8 changed files with 0 additions and 1885 deletions

View File

@@ -1,513 +0,0 @@
/mob/living/carbon/human/tajaran/examine()
set src in oview()
if(!usr || !src) return
if(((usr.disabilities & 128) || usr.blinded || usr.stat) && !(istype(usr,/mob/dead/observer/)))
usr << "<span class='notice'>Something is there but you can't see it.</span>"
return
var/skipgloves = 0
var/skipsuitstorage = 0
var/skipjumpsuit = 0
var/skipshoes = 0
var/skipmask = 0
var/skipears = 0
var/skipeyes = 0
//exosuits and helmets obscure our view and stuff.
if (src.wear_suit)
skipgloves = src.wear_suit.flags_inv & HIDEGLOVES
skipsuitstorage = src.wear_suit.flags_inv & HIDESUITSTORAGE
skipjumpsuit = src.wear_suit.flags_inv & HIDEJUMPSUIT
skipshoes = src.wear_suit.flags_inv & HIDESHOES
if (src.head)
skipmask = src.head.flags_inv & HIDEMASK
skipeyes = src.head.flags_inv & HIDEEYES
skipears = src.head.flags_inv & HIDEEARS
// crappy hacks because you can't do \his[src] etc. I'm sorry this proc is so unreadable, blame the text macros :<
var/t_He = "It" //capitalised for use at the start of each line.
var/t_his = "its"
var/t_him = "it"
var/t_has = "has"
var/t_is = "is"
var/msg = "<span class='info'>*---------*\nThis is "
if( skipjumpsuit && (wear_mask || skipmask) ) //big suits/masks make it hard to tell their gender
t_He = "They"
t_his = "their"
t_him = "them"
t_has = "have"
t_is = "are"
else
if(src.icon)
msg += "\icon[src.icon] " //fucking BYOND: this should stop dreamseeker crashing if we -somehow- examine somebody before their icon is generated
switch(src.gender)
if(MALE)
t_He = "He"
t_his = "his"
t_him = "him"
if(FEMALE)
t_He = "She"
t_his = "her"
t_him = "her"
msg += "<EM>\a [src], one of the cat-like Tajarans</EM>!\n"
//uniform
if (src.w_uniform && !skipjumpsuit)
if (src.w_uniform.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.w_uniform] [src.w_uniform.gender==PLURAL?"some":"a"] blood-stained [src.w_uniform.name]!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[src.w_uniform] \a [src.w_uniform].\n"
//head
if (src.head)
if (src.head.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.head] [src.head.gender==PLURAL?"some":"a"] blood-stained [src.head.name] on [t_his] head!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[src.head] \a [src.head] on [t_his] head.\n"
//suit/armour
if (src.wear_suit)
if (src.wear_suit.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.wear_suit] [src.wear_suit.gender==PLURAL?"some":"a"] blood-stained [src.wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[src.wear_suit] \a [src.wear_suit].\n"
//suit/armour storage
if(src.s_store && !skipsuitstorage)
if(src.s_store.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] carrying \icon[src.s_store] [src.s_store.gender==PLURAL?"some":"a"] blood-stained [src.s_store.name] on [t_his] [src.wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] carrying \icon[src.s_store] \a [src.s_store] on [t_his] [src.wear_suit.name].\n"
//back
if (src.back)
if (src.back.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[src.back] [src.back.gender==PLURAL?"some":"a"] blood-stained [src.back] on [t_his] back.</span>\n"
else
msg += "[t_He] [t_has] \icon[src.back] \a [src.back] on [t_his] back.\n"
//left hand
if (src.l_hand)
if (src.l_hand.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] holding \icon[src.l_hand] [src.l_hand.gender==PLURAL?"some":"a"] blood-stained [src.l_hand.name] in [t_his] left hand!</span>\n"
else
msg += "[t_He] [t_is] holding \icon[src.l_hand] \a [src.l_hand] in [t_his] left hand.\n"
//right hand
if (src.r_hand)
if (src.r_hand.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] holding \icon[src.r_hand] [src.r_hand.gender==PLURAL?"some":"a"] blood-stained [src.r_hand.name] in [t_his] right hand!</span>\n"
else
msg += "[t_He] [t_is] holding \icon[src.r_hand] \a [src.r_hand] in [t_his] right hand.\n"
//gloves
if (src.gloves && !skipgloves)
if (src.gloves.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[src.gloves] [src.gloves.gender==PLURAL?"some":"a"] blood-stained [src.gloves.name] on [t_his] hands!</span>\n"
else
msg += "[t_He] [t_has] \icon[src.gloves] \a [src.gloves] on [t_his] hands.\n"
else if (src.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] blood-stained hands!</span>\n"
//handcuffed?
if (src.handcuffed)
msg += "[t_He] [t_is] \icon[src.handcuffed] handcuffed!\n"
//belt
if (src.belt)
if (src.belt.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[src.belt] [src.belt.gender==PLURAL?"some":"a"] blood-stained [src.belt.name] about [t_his] waist!</span>\n"
else
msg += "[t_He] [t_has] \icon[src.belt] \a [src.belt] about [t_his] waist.\n"
//shoes
if (src.shoes && !skipshoes)
if(src.shoes.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.shoes] [src.shoes.gender==PLURAL?"some":"a"] blood-stained [src.shoes.name] on [t_his] feet!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[src.shoes] \a [src.shoes] on [t_his] feet.\n"
//mask
if (src.wear_mask && !skipmask)
if (src.wear_mask.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[src.wear_mask] [src.wear_mask.gender==PLURAL?"some":"a"] blood-stained [src.wear_mask.name] on [t_his] face!</span>\n"
else
msg += "[t_He] [t_has] \icon[src.wear_mask] \a [src.wear_mask] on [t_his] face.\n"
//eyes
if (src.glasses && !skipeyes)
if (src.glasses.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[src.glasses] [src.glasses.gender==PLURAL?"some":"a"] blood-stained [src.glasses] covering [t_his] eyes!</span>\n"
else
msg += "[t_He] [t_has] \icon[src.glasses] \a [src.glasses] covering [t_his] eyes.\n"
if (src.l_ear && !skipears)
msg += "[t_He] [t_has] has a \icon[src.l_ear] [src.l_ear.name] on [t_his] left ear.\n"
if (src.r_ear && !skipears)
msg += "[t_He] [t_has] has a \icon[src.r_ear] [src.r_ear.name] on [t_his] right ear.\n"
//ID
if (src.wear_id)
var/id
if(istype(src.wear_id, /obj/item/device/pda))
var/obj/item/device/pda/pda = src.wear_id
id = pda.owner
else if(istype(src.wear_id, /obj/item/weapon/card/id)) //just in case something other than a PDA/ID card somehow gets in the ID slot :[
var/obj/item/weapon/card/id/idcard = src.wear_id
id = idcard.registered_name
if (id && (id != src.real_name) && (get_dist(src, usr) <= 1) && prob(10))
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.wear_id] \a [src.wear_id] yet something doesn't seem right...</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[src.wear_id] \a [src.wear_id].\n"
//Jitters
if (src.is_jittery)
if(src.jitteriness >= 300)
msg += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>\n"
else if(src.jitteriness >= 200)
msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
else if(src.jitteriness >= 100)
msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
var/distance = get_dist(usr,src)
if(istype(usr, /mob/dead/observer) || usr.stat == 2) // ghosts can see anything
distance = 1
if (src.stat == 1 || stat == 2)
msg += "<span class='warning'>[name] doesn't seem to be responding to anything around [t_him], [t_his] eyes closed as though asleep.</span>\n"
if((!isbreathing || holdbreath) && distance <= 3)
msg += "<span class='warning'>[name] does not appear to be breathing.</span>\n"
if(istype(usr, /mob/living/carbon/human) && usr.stat == 0 && src.stat == 1 && distance <= 1)
for(var/mob/O in viewers(usr.loc, null))
O.show_message("[usr] checks [src]'s pulse.", 1)
spawn(15)
usr << "\blue [name] has a pulse!"
if (src.stat == 2 || (changeling && changeling.changeling_fakedeath == 1))
if(distance <= 1)
if(istype(usr, /mob/living/carbon/human) && usr.stat == 0)
for(var/mob/O in viewers(usr.loc, null))
O.show_message("[usr] checks [src]'s pulse.", 1)
spawn(15)
usr << "\red [name] has no pulse!"
/* if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
usr << "\red [src.name] looks slightly injured!"
else
usr << "\red <B>[src.name] looks severely injured!</B>"*/
if (src.cloneloss)
if (src.cloneloss < 30)
msg += "<span class='warning'>[src.name] looks slightly... unfinished?</span>\n"
else
msg += "<span class='warning'>[src.name] looks very... unfinished?</B></span>\n"
/* if (src.getFireLoss())
if (src.getFireLoss() < 30)
usr << "\red [src.name] looks slightly burned!"
else
usr << "\red <B>[src.name] looks severely burned!</B>"*/
msg += "<span class='warning'>"
if (src.nutrition < 100)
msg += "[t_He] [t_is] severely malnourished.\n"
else if (src.nutrition >= 500)
if (usr.nutrition < 100)
msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else
msg += "[t_He] [t_is] quite chubby.\n"
msg += "</span>"
if (src.getBrainLoss() >= 60 && !stat)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if (!src.client)
msg += "[t_He] [t_has] a vacant, braindead stare...\n"
var/list/wound_descriptions = list()
var/list/wound_flavor_text = list()
for(var/named in organs)
var/datum/organ/external/temp = organs[named]
if(temp)
if(temp.destroyed)
wound_flavor_text["[temp.display_name]"] = "<span class='warning'><b>[t_He] is missing [t_his] [temp.display_name].</b></span>\n"
continue
if(temp.robot)
if(!(temp.brute_dam + temp.burn_dam))
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>[t_He] has a robot arm!</span>\n"
else
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>[t_He] has a robot arm, it has"
switch(temp.brute_dam)
if(0)
wound_flavor_text["[temp.display_name]"] += ""
else if(0 to 20)
wound_flavor_text["[temp.display_name]"] += " some dents"
else if(20 to INFINITY)
wound_flavor_text["[temp.display_name]"] += pick(" a lot of dents"," severe denting")
if(temp.brute_dam && temp.brute_dam)
wound_flavor_text["[temp.display_name]"] += " and"
switch(temp.burn_dam)
if(0)
wound_flavor_text["[temp.display_name]"] += ""
else if(0 to 20)
wound_flavor_text["[temp.display_name]"] += " some burns"
else if(20 to INFINITY)
wound_flavor_text["[temp.display_name]"] += pick(" a lot of burns"," severe melting")
wound_flavor_text["[temp.display_name]"] += "!</span>\n"
else if(temp.wounds)
var/list/wounds = list(list(),list(),list(),list(),list(),list())
for(var/datum/organ/wound/w in temp.wounds)
switch(w.healing_state)
if(0)
var/list/cut = wounds[1]
cut += w
wounds[1] = cut
if(1)
var/list/cut = wounds[2]
cut += w
wounds[2] = cut
if(2)
var/list/cut = wounds[3]
cut += w
wounds[3] = cut
if(3)
var/list/cut = wounds[4]
cut += w
wounds[4] = cut
if(4)
var/list/cut = wounds[5]
cut += w
wounds[5] = cut
if(5)
var/list/cut = wounds[6]
cut += w
wounds[6] = cut
wound_descriptions["[temp.display_name]"] = wounds
else
wound_flavor_text["[temp.display_name]"] = ""
//Now that we have a big list of all the wounds, on all the limbs.
var/list/is_bleeding = list()
for(var/named in wound_descriptions)
var/list/wound_states = wound_descriptions[named]
var/list/flavor_text = list()
for(var/i = 1, i <= 6, i++)
var/list/wound_state = wound_states[i] //All wounds at this level of healing.
var/list/tally = list("cut" = 0, "deep cut" = 0, "flesh wound" = 0, "gaping wound" = 0, "big gaping wound" = 0, "massive wound" = 0,\
"tiny bruise" = 0, "small bruise" = 0, "moderate bruise" = 0, "large bruise" = 0, "huge bruise" = 0, "monumental bruise" = 0,\
"small burn" = 0, "moderate burn" = 0, "large burn" = 0, "severe burn" = 0, "deep burn" = 0, "carbonised area" = 0) //How many wounds of what size.
for(var/datum/organ/wound/w in wound_state)
if(w.bleeding && !is_bleeding[named]) is_bleeding[named] = 1
switch(w.wound_size)
if(1)
switch(w.wound_type)
if(0)
tally["cut"] += 1
if(1)
tally["tiny bruise"] += 1
if(2)
tally["small burn"] += 1
if(2)
switch(w.wound_type)
if(0)
tally["deep cut"] += 1
if(1)
tally["small bruise"] += 1
if(2)
tally["moderate burn"] += 1
if(3)
switch(w.wound_type)
if(0)
tally["flesh wound"] += 1
if(1)
tally["moderate bruise"] += 1
if(2)
tally["large burn"] += 1
if(4)
switch(w.wound_type)
if(0)
tally["gaping wound"] += 1
if(1)
tally["large bruise"] += 1
if(2)
tally["severe burn"] += 1
if(5)
switch(w.wound_type)
if(0)
tally["big gaping wound"] += 1
if(1)
tally["huge bruise"] += 1
if(2)
tally["deep burn"] += 1
if(6)
switch(w.wound_type)
if(0)
tally["massive wound"] += 1
if(1)
tally["monumental bruise"] += 1
if(2)
tally["carbonised area"] += 1
for(var/tallied in tally)
if(!tally[tallied])
continue
//if(flavor_text_string && tally[tallied])
// for(
// flavor_text_string += pick(list(", as well as", ", in addition to")) //add more later.
var/tallied_rename = list("cut" = "cut","deep cut" = "deep cut", "flesh wound" = "flesh wound",\
"gaping wound" = "gaping wound", "big gaping wound" = "big gaping wound", "massive wound" = "massive wound",\
"tiny bruise" = "tiny bruise", "small bruise" = "small bruise", "moderate bruise" = "moderate bruise",\
"large bruise" = "large bruise", "huge bruise" = "huge bruise", "monumental bruise" = "monumental bruise",\
"small burn" = "small burn", "moderate burn" = "moderate burn", "large burn" = "large burn",\
"severe burn" = "severe burn", "deep burn" = "deep burn", "carbonised area" = "carbonised area")
switch(i)
if(2) //Healing wounds.
if(tallied in list("cut","tiny bruise","small burn"))
continue
tallied_rename = list("deep cut" = "clotted cut", "flesh wound" = "small bandaged wound",\
"gaping wound" = "bandaged wound", "big gaping wound" = "gauze wrapped wound",\
"massive wound" = "massive blood soaked bandage", "small bruise" = "small bruise",\
"moderate bruise" = "moderate bruise", "large bruise" = "large bruise",\
"huge bruise" = "huge bruise", "monumental bruise" = "monumental bruise",\
"moderate burn" = "moderate salved burn", "large burn" = "large salved burn",\
"severe burn" = "severe salved burn", "deep burn" = "deep salved burn",\
"carbonised area" = "treated carbonised area")
if(3)
if(tallied in list("cut","tiny bruise","small burn"))
continue
tallied_rename = list("deep cut" = "fading cut", "flesh wound" = "small healing wound",\
"gaping wound" = "healing wound", "big gaping wound" = "big healing wound",\
"massive wound" = "massive healing wound", "small bruise" = "tiny bruise",\
"moderate bruise" = "small bruise", "large bruise" = "moderate bruise",\
"huge bruise" = "large bruise", "monumental bruise" = "huge bruise",\
"moderate burn" = "healing moderate burn", "large burn" = "healing large burn",\
"severe burn" = "healing severe burn", "deep burn" = "healing deep burn",\
"carbonised area" = "slowly healing carbonised area")
if(4)
if(tallied in list("cut","deep cut","tiny bruise", "small bruise","small burn", "moderate burn"))
continue
tallied_rename = list("flesh wound" = "small red scar", "gaping wound" = "angry straight scar",\
"big gaping wound" = "jagged angry scar", "massive wound" = "gigantic angry scar",\
"moderate bruise" = "tiny bruise", "large bruise" = "small bruise",\
"huge bruise" = "moderate bruise", "monumental bruise" = "large bruise",\
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "healing carbonised area")
if(5)
if(tallied in list("cut","deep cut","tiny bruise", "small bruise", "moderate bruise","small burn", "moderate burn"))
continue
tallied_rename = list("flesh wound" = "small scar", "gaping wound" = "straight scar",\
"big gaping wound" = "jagged scar", "massive wound" = "gigantic scar",\
"large bruise" = "tiny bruise",\
"huge bruise" = "small bruise", "monumental bruise" = "moderate bruise",\
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "large scarred area")
if(6)
if(tallied in list("cut","deep cut","flesh wound","tiny bruise", "small bruise", "moderate bruise", "large bruise", "huge bruise","small burn", "moderate burn"))
continue
tallied_rename = list("gaping wound" = "straight scar",\
"big gaping wound" = "jagged scar", "massive wound" = "gigantic scar",\
"monumental bruise" = "tiny bruise",\
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "large scarred area")
var/list/no_exclude = list("gaping wound", "big gaping wound", "massive wound", "large bruise",\
"huge bruise", "massive bruise", "severe burn", "large burn", "deep burn", "carbonised area")
switch(tally[tallied])
if(1)
if(!flavor_text.len)
flavor_text += "<span class='warning'>\The [src] has[prob(4) && !(tallied in no_exclude) ? " what might be" : ""] a [tallied_rename[tallied]]"
else
flavor_text += "[prob(4) && !(tallied in no_exclude) ? " what might be" : ""] a [tallied_rename[tallied]]"
if(2)
if(!flavor_text.len)
flavor_text += "<span class='warning'>\The [src] has[prob(4) && !(tallied in no_exclude) ? " what might be" : ""] a pair of [tallied_rename[tallied]]s"
else
flavor_text += "[prob(4) && !(tallied in no_exclude) ? " what might be" : ""] a pair of [tallied_rename[tallied]]s"
if(3 to 5)
if(!flavor_text.len)
flavor_text += "<span class='warning'>\The [src] has several [tallied_rename[tallied]]s"
else
flavor_text += " several [tallied_rename[tallied]]s"
if(6 to INFINITY)
if(!flavor_text.len)
flavor_text += "<span class='warning'>\The [src] has a bunch of [tallied_rename[tallied]]s"
else
flavor_text += " a ton of [tallied_rename[tallied]]s"
if(flavor_text.len)
var/flavor_text_string = ""
for(var/text = 1, text <= flavor_text.len, text++)
if(text == flavor_text.len && flavor_text.len > 1)
flavor_text_string += ", and"
else if(flavor_text.len > 1)
flavor_text_string += ","
flavor_text_string += flavor_text[text]
flavor_text_string += " on [t_his] [named].</span><br>"
wound_flavor_text["[named]"] = flavor_text_string
var/display_chest = 0
var/display_shoes = 0
var/display_gloves = 0
if(wound_flavor_text["head"] && (is_destroyed["head"] || (!skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))))
msg += wound_flavor_text["head"]
else if(is_bleeding["head"])
msg += "<span class='warning'>[src] has blood running down [t_his] face!</span>\n"
if(wound_flavor_text["chest"] && !w_uniform && !skipjumpsuit) //No need. A missing chest gibs you.
msg += wound_flavor_text["chest"]
else if(is_bleeding["chest"])
display_chest = 1
if(wound_flavor_text["left arm"] && (is_destroyed["left arm"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["left arm"]
else if(is_bleeding["left arm"])
display_chest = 1
if(wound_flavor_text["left hand"] && (is_destroyed["left hand"] || (!gloves && !skipgloves)))
msg += wound_flavor_text["left hand"]
else if(is_bleeding["left hand"])
display_gloves = 1
if(wound_flavor_text["right arm"] && (is_destroyed["right arm"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["right arm"]
else if(is_bleeding["right arm"])
display_chest = 1
if(wound_flavor_text["right hand"] && (is_destroyed["right hand"] || (!gloves && !skipgloves)))
msg += wound_flavor_text["right hand"]
else if(is_bleeding["right hand"])
display_gloves = 1
if(wound_flavor_text["groin"] && (is_destroyed["groin"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["groin"]
else if(is_bleeding["groin"])
display_chest = 1
if(wound_flavor_text["left leg"] && (is_destroyed["left leg"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["left leg"]
else if(is_bleeding["left leg"])
display_chest = 1
if(wound_flavor_text["left foot"]&& (is_destroyed["left foot"] || (!shoes && !skipshoes)))
msg += wound_flavor_text["left foot"]
else if(is_bleeding["left foot"])
display_shoes = 1
if(wound_flavor_text["right leg"] && (is_destroyed["right leg"] || (!w_uniform && !skipjumpsuit)))
msg += wound_flavor_text["right leg"]
else if(is_bleeding["right leg"])
display_chest = 1
if(wound_flavor_text["right foot"]&& (is_destroyed["right foot"] || (!shoes && !skipshoes)))
msg += wound_flavor_text["right foot"]
else if(is_bleeding["right foot"])
display_shoes = 1
if(display_chest)
msg += "<span class='warning'><b>[src] has blood soaking through from under [t_his] clothing!</b></span>\n"
if(display_shoes)
msg += "<span class='warning'><b>[src] has blood running from [t_his] shoes!</b></span>\n"
if(display_gloves)
msg += "<span class='warning'><b>[src] has blood running from under [t_his] gloves!</b></span>\n"
// if(w.bleeding)
// usr << "\red [src.name] is bleeding from a [sizetext] on [t_his] [temp.display_name]."
// continue
msg += "[print_flavor_text()]\n"
msg += "\blue *---------*"
usr << msg

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@@ -1,511 +0,0 @@
//their language needs to hook into radios as well
/mob/living/carbon/human/tajaran/say_quote(var/text,var/is_speaking_taj)
//work out if the listener can understand or not
var/ending = copytext(text, length(text))
/*if (src.disease_symptoms & DISEASE_HOARSE)
return "rasps, \"[text]\"";*/
if (src.stuttering)
return "stammers, \"[text]\"";
if (src.slurring)
return "slurrs, \"[text]\"";
if (src.brainloss >= 60)
return "gibbers, \"[text]\"";
if(is_speaking_taj)
return "mrowls, \"[text]\""//pick("yowls, \"[text]\"", "growls, \"[text]\"","mewls, \"[text]\"", "mrowls, \"[text]\"", "meows, \"[text]\"", "purrs, \"[text]\"");
if (ending == "?")
return "asks, \"[text]\"";
else if (ending == "!")
return "exclaims, \"[text]\"";
return "says, \"[text]\"";
//convert message to an indecipherable series of sounds for anyone who isnt tajaran
/mob/living/carbon/human/tajaran/proc/tajspeak(var/message)
//return stars(message)
var/te = html_decode(message)
var/t = ""
var/n = length(message)
var/p = 1
while(p <= n)
if (copytext(te, p, p + 1) != " ")
t = text("[][]", t, pick(tajspeak_letters))
p++
return html_encode(t)
/*if (pr == null)
pr = 25
if (pr <= 0)
return null
else
if (pr >= 100)
return n
var/te = html_decode(n)
var/t = ""
n = length(n)
var/p = null
p = 1
while(p <= n)
if ((copytext(te, p, p + 1) == " " || prob(pr)))
t = text("[][]", t, copytext(te, p, p + 1))
else
t = text("[]*", t)
p++
return html_encode(t)*/
/mob/living/carbon/human/tajaran/say(var/message)
var/message_old = message
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
if (!message)
return
log_say("[name]/[key] : [message]")
if (length(message) >= 1)
if (miming && copytext(message, 1, 2) != "*")
return
if (stat == 2)
return say_dead(message)
if (silent)
return
if (src.client && (client.muted || src.client.muted_complete))
src << "You are muted."
return
// wtf?
if (stat)
return
// Mute disability
if (disabilities & 64)
return
if (istype(wear_mask, /obj/item/clothing/mask/muzzle))
return
// emotes
if (copytext(message, 1, 2) == "*" && !stat)
return emote(copytext(message, 2))
var/alt_name = ""
if (istype(src, /mob/living/carbon/human) && name != real_name)
var/mob/living/carbon/human/H = src
alt_name = " (as [H.get_visible_name()])"
var/italics = 0
var/message_range = null
var/message_mode = null
if (brainloss >= 60 && prob(50))
if (ishuman(src))
message_mode = "headset"
// Special message handling
else if (copytext(message, 1, 2) == ";")
if (ishuman(src))
message_mode = "headset"
else if(istype(src, /mob/living/silicon/pai) || istype(src, /mob/living/silicon/robot))
message_mode = "pAI"
message = copytext(message, 2)
else if (length(message) >= 2)
var/channel_prefix = copytext(message, 1, 3)
message_mode = department_radio_keys[channel_prefix]
//world << "channel_prefix=[channel_prefix]; message_mode=[message_mode]"
if (message_mode)
message = trim(copytext(message, 3))
if (!ishuman(src) && (message_mode=="department" || (message_mode in radiochannels)))
message_mode = null //only humans can use headsets
if (!message)
return
//work out if we're speaking tajaran or not
var/is_speaking_taj = 0
if(copytext(message, 1, 3) == ":j" || copytext(message, 1, 3) == ":J")
message = copytext(message, 3)
if(taj_talk_understand || universal_speak)
is_speaking_taj = 1
if( !message_mode && (disease_symptoms & DISEASE_WHISPER))
message_mode = "whisper"
if(src.stunned > 0 || (traumatic_shock > 61 && prob(50)))
message_mode = "" //Stunned people shouldn't be able to physically turn on their radio/hold down the button to speak into it
message = capitalize(message) //capitalize the first letter of what they actually say
// :downs:
if (brainloss >= 60)
message = dd_replacetext(message, " am ", " ")
message = dd_replacetext(message, " is ", " ")
message = dd_replacetext(message, " are ", " ")
message = dd_replacetext(message, "you", "u")
message = dd_replacetext(message, "help", "halp")
message = dd_replacetext(message, "grief", "grife")
message = dd_replacetext(message, "space", "spess")
message = dd_replacetext(message, "carp", "crap")
message = dd_replacetext(message, "reason", "raisin")
if(prob(50))
message = uppertext(message)
message += "[stutter(pick("!", "!!", "!!!"))]"
if(!stuttering && prob(15))
message = stutter(message)
if (stuttering)
message = stutter(message)
if (slurring)
message = slur(message)
/* //qw do not have beesease atm.
if(virus)
if(virus.name=="beesease" && virus.stage>=2)
if(prob(virus.stage*10))
var/bzz = length(message)
message = "B"
for(var/i=0,i<bzz,i++)
message += "Z"
*/
var/list/obj/item/used_radios = new
switch (message_mode)
if ("headset")
if (src:l_ear && istype(src:l_ear,/obj/item/device/radio))
src:l_ear.talk_into(src, message, 0, "[is_speaking_taj ? "tajaran" : "english"]")
used_radios += src:l_ear
else if (src:r_ear)
src:r_ear.talk_into(src, message, 0, "[is_speaking_taj ? "tajaran" : "english"]")
used_radios += src:r_ear
message_range = 1
italics = 1
if ("secure headset")
if (src:l_ear && istype(src:l_ear,/obj/item/device/radio))
src:l_ear.talk_into(src, message, 1, "[is_speaking_taj ? "tajaran" : "english"]")
used_radios += src:l_ear
else if (src:r_ear)
src:r_ear.talk_into(src, message, 1, "[is_speaking_taj ? "tajaran" : "english"]")
used_radios += src:r_ear
message_range = 1
italics = 1
if ("right ear")
if (src:r_ear)
src:r_ear.talk_into(src, message, 0, "[is_speaking_taj ? "tajaran" : "english"]")
used_radios += src:r_ear
message_range = 1
italics = 1
if ("left ear")
if (src:l_ear)
src:l_ear.talk_into(src, message, 0, "[is_speaking_taj ? "tajaran" : "english"]")
used_radios += src:l_ear
message_range = 1
italics = 1
if ("intercom")
for (var/obj/item/device/radio/intercom/I in view(1, null))
I.talk_into(src, message, 0, "[is_speaking_taj ? "tajaran" : "english"]")
used_radios += I
message_range = 1
italics = 1
//I see no reason to restrict such way of whispering
if ("whisper")
whisper(trim(copytext(message_old, 3)))
return
if ("binary")
if(robot_talk_understand || binarycheck())
//message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN)) //seems redundant
robot_talk(message)
return
if ("alientalk")
if(alien_talk_understand || hivecheck())
//message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN)) //seems redundant
alien_talk(message)
return
if ("department")
if (src:l_ear && istype(src:l_ear,/obj/item/device/radio))
src:l_ear.talk_into(src, message, message_mode)
used_radios += src:l_ear
else if (src:r_ear)
src:r_ear.talk_into(src, message, message_mode)
used_radios += src:r_ear
message_range = 1
italics = 1
if("changeling")
if(src.changeling)
for(var/mob/living/carbon/aChangeling in world)
if(aChangeling.changeling)
aChangeling << "<i><font color=#800080><b>[gender=="male"?"Mr.":"Mrs."] [changeling.changelingID]:</b> [message]</font></i>"
return
////SPECIAL HEADSETS START
else
//world << "SPECIAL HEADSETS"
if (message_mode in radiochannels)
if (src:l_ear && istype(src:l_ear,/obj/item/device/radio))
src:l_ear.talk_into(src, message, message_mode)
used_radios += src:l_ear
else if (src:r_ear)
src:r_ear.talk_into(src, message, message_mode)
used_radios += src:r_ear
message_range = 1
italics = 1
/////SPECIAL HEADSETS END
var/list/listening
/*
if(istype(loc, /obj/item/device/aicard)) // -- TLE
var/obj/O = loc
if(istype(O.loc, /mob))
var/mob/M = O.loc
listening = hearers(message_range, M)
else
listening = hearers(message_range, O)
else
listening = hearers(message_range, src)
for (var/obj/O in view(message_range, src))
for (var/mob/M in O)
listening += M // maybe need to check if M can hear src
spawn (0)
if (O)
O.hear_talk(src, message)
if (!(src in listening))
listening += src
*/
var/turf/T = get_turf(src)
listening = hearers(message_range, T)
var/list/V = view(message_range, T)
var/list/W = V
//find mobs in lockers, cryo, intellicards, brains, MMIs, and so on.
for (var/mob/M in world)
if (!M.client)
continue //skip monkeys and leavers
if (istype(M, /mob/new_player))
continue
if (M.stat <2) //is alive
if (isturf(M.loc))
continue //if M can hear us it was already found by hearers()
if (get_turf(M) in V) //this is slow, but I don't think we'd have a lot of wardrobewhores every round --rastaf0
listening+=M
else
if (M.client && M.client.ghost_ears)
listening|=M
var/list/eavesdroppers = get_mobs_in_view(7, src)
for(var/mob/M in listening)
eavesdroppers.Remove(M)
for(var/mob/M in eavesdroppers)
if(M.stat)
eavesdroppers.Remove(M)
for (var/obj/O in ((W | contents)-used_radios))
W |= O
for (var/mob/M in W)
W |= M.contents
if(hasorgans(M))
var/mob/living/carbon/G = M
for(var/name in G:organs)
var/datum/organ/external/F = G:organs[name]
for(var/obj/item/weapon/implant/I in F.implant)
W |= I
for (var/obj/item/device/pda/M in W)
W |= M.contents
for (var/obj/O in W) //radio in pocket could work, radio in backpack wouldn't --rastaf0
spawn (0)
if(O && !istype(O.loc, /obj/item/weapon/storage))
O.hear_talk(src, message)
if(isbrain(src))//For brains to properly talk if they are in an MMI..or in a brain. Could be extended to other mobs I guess.
for(var/obj/O in loc)//Kinda ugly but whatever.
if(O)
spawn(0)
O.hear_talk(src, message)
var/list/heard_a = list() // understood us
var/list/heard_b = list() // didn't understand us
for (var/mob/M in listening)
//if speaking in tajaran, only let other tajs understand
if ( M.say_understands(src) && (M.taj_talk_understand || !is_speaking_taj || M.universal_speak) )
heard_a += M
else
heard_b += M
var/speech_bubble_test = say_test(message)
var/image/speech_bubble = image('talk.dmi',src,"h[speech_bubble_test]")
var/rendered = null
if (length(heard_a))
var/message_a = say_quote(message,is_speaking_taj)
if (italics)
message_a = "<i>[message_a]</i>"
if (!istype(src, /mob/living/carbon/human))
rendered = "<span class='game say'><span class='name'>[name]</span> <span class='message'>[message_a]</span></span>"
else if(istype(wear_mask, /obj/item/clothing/mask/gas/voice))
if(wear_mask:vchange)
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> <span class='message'>[message_a]</span></span>"
else
rendered = "<span class='game say'><span class='name'>[name]</span> <span class='message'>[message_a]</span></span>"
else
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] <span class='message'>[message_a]</span></span>"
/*
// Create speech bubble
var/obj/effect/speech_bubble/B = new/obj/effect/speech_bubble
B.icon = 'speechbubble.dmi'
B.parent = src
B.mouse_opacity = 0
B.invisibility = invisibility
B.layer = 10
// Determine if the speech bubble's going to have a special look
var/presay = ""
if(istype(src, /mob/living/silicon))
presay = "bot"
if(istype(src, /mob/living/carbon/alien))
presay = "xeno"
if(istype(src, /mob/living/carbon/metroid))
presay = "metroid"
*/
for (var/mob/M in heard_a)
M.show_message(rendered, 2)
M << speech_bubble
spawn(30) del(speech_bubble)
//spawn(30) del(speech_bubble)
/*
if(M.client)
// If this client has bubbles disabled, obscure the bubble
if(!M.client.bubbles || M == src)
var/image/I = image('speechbubble.dmi', B, "override")
I.override = 1
M << I
*/
/*
// find the suffix, if bot, human or monkey
var/punctuation = ""
if(presay == "bot" || presay == "")
var/ending = copytext(text, length(text))
if (ending == "?")
punctuation = "question"
else if (ending == "!")
punctuation = "exclamation"
else
punctuation = ""
// flick the bubble
flick("[presay]say[punctuation]", B)
if(istype(loc, /turf))
B.loc = loc
else
B.loc = loc.loc
spawn()
sleep(11)
del(B)
*/
if (length(heard_b))
var/message_b = tajspeak(message)
message_b = say_quote(message_b,1)
if (italics)
message_b = "<i>[message_b]</i>"
rendered = "<span class='game say'><span class='name'>[voice_name]</span> <span class='message'>[message_b]</span></span>"
/*
// Create speech bubble
var/obj/effect/speech_bubble/B = new/obj/effect/speech_bubble
B.icon = 'speechbubble.dmi'
B.parent = src
B.mouse_opacity = 0
B.invisibility = invisibility
B.layer = 10
// Determine if the speech bubble's going to have a special look
var/presay = ""
if(istype(src, /mob/living/silicon))
presay = "bot"
if(istype(src, /mob/living/carbon/alien))
presay = "xeno"
if(istype(src, /mob/living/carbon/metroid))
presay = "metroid"
*/
for (var/mob/M in heard_b)
M.show_message(rendered, 2)
M << speech_bubble
spawn(30) del(speech_bubble)
/*
if(M.client)
if(!M.client.bubbles || M == src)
var/image/I = image('speechbubble.dmi', B, "override")
I.override = 1
M << I
flick("[presay]say", B)
if(istype(loc, /turf))
B.loc = loc
else
B.loc = loc.loc
spawn()
sleep(11)
del(B)
*/
if (length(eavesdroppers))
for (var/mob/M in eavesdroppers)
M << "\blue [src] speaks into their radio..."
M << speech_bubble
spawn(30) del(speech_bubble)
/mob/living/carbon/human/tajaran/say_understands(var/other)
if (istype(other, /mob/living/silicon/ai))
return 1
if (istype(other, /mob/living/silicon/decoy))
return 1
if (istype(other, /mob/living/silicon/pai))
return 1
if (istype(other, /mob/living/silicon/robot))
return 1
if (istype(other, /mob/living/carbon/brain))
return 1
if (istype(other, /mob/living/carbon/metroid))
return 1
if (istype(other, /mob/living/carbon/human))
return 1
return ..()

View File

@@ -1,74 +0,0 @@
/mob/living/carbon/human/proc/Tajaraize()
if (monkeyizing)
return
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
overlays = list()
var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(18)
//animation = null
var/mob/living/carbon/human/tajaran/O = new /mob/living/carbon/human/tajaran( loc )
del(animation)
O.organs.Cut()
O.organs = organs
for(var/name in O.organs) //Ensuring organ trasnfer
var/datum/organ/external/organ = O.organs[name]
organ.owner = O
for(var/obj/item/weapon/implant/implant in organ.implant)
implant.imp_in = O
for(var/obj/hud/H in contents) //Lets not get a duplicate hud
del(H)
for(var/named in vars) //Making them keep their crap.
if(istype(vars[named], /obj/item))
O.vars[named] = vars[named]
else if (named == "contents")
O.vars[named] = vars[named]
O.real_name = real_name
O.name = name
O.dna = dna
updateappearance(O,O.dna.uni_identity)
O.loc = loc
O.viruses = viruses
O.s_tone = s_tone
viruses = list()
for(var/datum/disease/D in O.viruses)
D.affected_mob = O
O.flavor_text = flavor_text
O.universal_speak = 1 //hacky fix until someone can figure out how to make them only understand humans
if (client)
client.mob = O
if(mind)
mind.transfer_to(O)
del(O.stand_icon) //Force it to update.
del(O.lying_icon)
O.update_body()
O.update_face()
spawn(1)
O.rebuild_appearance()
O << "<B>You are now a Tajara.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
/client/proc/make_tajaran(mob/living/carbon/human/H as mob)
set category = "Fun"
set name = "Make Tajaran"
set desc = "Make (mob) into a tajaran."
if (!holder)
src << "Only administrators may use this command."
return
if(istype(H))
H:Tajaraize()

View File

@@ -1,613 +0,0 @@
/mob/living/carbon/human/tajaran
name = "tajaran"
real_name = "tajaran"
voice_name = "tajaran"
icon = 'tajaran.dmi'
icon_state = "m_none"
var/list/tajspeak_letters = list("~","*","-")
//universal_speak = 1 (I think I fixed it, need testy testy) hacky fix until someone can figure out how to make them only understand humans
taj_talk_understand = 1
voice_message = "mrowls"
examine_text = "one of the cat-like Tajarans"
/mob/living/carbon/human/tajaran/New()
var/g = "m"
if (gender == FEMALE)
g = "f"
spawn (1)
if(!stand_icon)
stand_icon = new /icon('tajaran.dmi', "body_[g]_s")
if(!lying_icon)
lying_icon = new /icon('tajaran.dmi', "body_[g]_l")
icon = stand_icon
rebuild_appearance()
src << "\blue Your icons have been generated!"
..()
spawn(33)
update_clothing()
update_body()
update_face()
/mob/living/carbon/human/tajaran/rebuild_appearance()
update_clothing()
/mob/living/carbon/human/tajaran/update_body_appearance()
update_clothing()
/mob/living/carbon/human/tajaran/update_clothing()
// ..()
if (monkeyizing)
return
overlays = null
// lol
var/fat = ""
/*if (FAT in mutation)
fat = "fat"*/
/*
if (HULK in mutations)
overlays += image("icon" = 'genetics.dmi', "icon_state" = "hulk[fat][!lying ? "_s" : "_l"]")
*/
if (COLD_RESISTANCE in mutations)
overlays += image("icon" = 'genetics.dmi', "icon_state" = "fire[fat][!lying ? "_s" : "_l"]")
if (TK in mutations)
overlays += image("icon" = 'genetics.dmi', "icon_state" = "telekinesishead[fat][!lying ? "_s" : "_l"]")
if (LASER in mutations)
overlays += image("icon" = 'genetics.dmi', "icon_state" = "lasereyes[!lying ? "_s" : "_l"]")
if (mutantrace)
switch(mutantrace)
if("golem","metroid")
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace][fat][!lying ? "_s" : "_l"]")
if(face_standing)
del(face_standing)
if(face_lying)
del(face_lying)
if(stand_icon)
del(stand_icon)
if(lying_icon)
del(lying_icon)
if("lizard")
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace][fat]_[gender][!lying ? "_s" : "_l"]")
if(face_standing)
del(face_standing)
if(face_lying)
del(face_lying)
if(stand_icon)
del(stand_icon)
if(lying_icon)
del(lying_icon)
if("skrell")
body_overlays_standing += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender]_s")
body_overlays_lying += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_[gender]_l")
// This needs to be matched up with humans, but I'm too lazy right now
// if(face_standing)
// del(face_standing)
// if(face_lying)
// del(face_lying)
if(stand_icon)
del(stand_icon)
if(lying_icon)
del(lying_icon)
if("plant")
if(stat != 2) //if not dead, that is
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace][fat]_[gender][!lying ? "_s" : "_l"]")
else
overlays += image("icon" = 'genetics.dmi', "icon_state" = "[mutantrace]_d")
if(face_standing)
del(face_standing)
if(face_lying)
del(face_lying)
if(stand_icon)
del(stand_icon)
if(lying_icon)
del(lying_icon)
else
if(!face_standing || !face_lying)
update_face()
if(!stand_icon || !lying_icon)
update_body()
if(buckled)
if(istype(buckled, /obj/structure/stool/bed))
lying = 1
else
lying = 0
// Automatically drop anything in store / id / belt if you're not wearing a uniform.
if (!w_uniform)
for (var/obj/item/thing in list(r_store, l_store, wear_id, belt))
if (thing)
u_equip(thing)
if (client)
client.screen -= thing
if (thing)
thing.loc = loc
thing.dropped(src)
thing.layer = initial(thing.layer)
//if (zone_sel)
// zone_sel.overlays = null
// zone_sel.overlays += body_standing
// zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", zone_sel.selecting))
if (lying)
icon = lying_icon
overlays += damageicon_lying
if (face_lying)
overlays += face_lying
else
icon = stand_icon
overlays += damageicon_standing
if (face_standing)
overlays += face_standing
// Uniform
if(w_uniform)
/*if ((FAT in mutations) && !(w_uniform.flags & ONESIZEFITSALL))
src << "\red You burst out of the [w_uniform.name]!"
var/obj/item/clothing/c = w_uniform
u_equip(c)
if(client)
client.screen -= c
if(c)
c:loc = loc
c:dropped(src)
c:layer = initial(c:layer)*/
if(w_uniform)//I should really not need these
w_uniform.screen_loc = ui_iclothing
if(istype(w_uniform, /obj/item/clothing/under))
var/t1 = w_uniform.color
if (!t1)
t1 = icon_state
/*if (FAT in mutations)
overlays += image("icon" = 'uniform_fat.dmi', "icon_state" = "[t1][!lying ? "_s" : "_l"]", "layer" = MOB_LAYER)
else*/
overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = MOB_LAYER)
if (w_uniform.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "uniformblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
if (wear_id)
if(wear_id.over_jumpsuit)
overlays += image("icon" = 'mob.dmi', "icon_state" = "id[!lying ? null : "2"]", "layer" = MOB_LAYER)
if (client)
client.screen -= hud_used.intents
client.screen -= hud_used.mov_int
//Screenlocs for these slots are handled by the huds other_update()
//because theyre located on the 'other' inventory bar.
// Gloves
var/datum/organ/external/lo = organs["l_hand"]
var/datum/organ/external/ro = organs["r_hand"]
if (!(lo.status & ORGAN_DESTROYED && ro.status & ORGAN_DESTROYED))
if (gloves)
var/t1 = gloves.item_state
if (!t1)
t1 = gloves.icon_state
var/icon/gloves_icon = new /icon("icon" = 'hands.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
if(lo.status & ORGAN_DESTROYED)
gloves_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.status & ORGAN_DESTROYED)
gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image(gloves_icon, "layer" = MOB_LAYER)
if (gloves.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
if(lo.status & ORGAN_DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.status & ORGAN_DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
else if (blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
if(lo.status & ORGAN_DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.status & ORGAN_DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
// Glasses
if (glasses)
var/t1 = glasses.icon_state
overlays += image("icon" = 'eyes.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
// Ears
if (l_ear)
var/t1 = l_ear.icon_state
overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
if (r_ear)
var/t1 = r_ear.icon_state
overlays += image("icon" = 'ears.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
// Shoes
lo = organs["l_foot"]
ro = organs["r_foot"]
if (!(lo.status & ORGAN_DESTROYED && ro.status & ORGAN_DESTROYED) && shoes)
var/t1 = shoes.icon_state
var/icon/shoes_icon = new /icon("icon" = 'feet.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
if(lo.status & ORGAN_DESTROYED && !lying)
shoes_icon.Blend(new /icon('limb_mask.dmi', "right[lying?"_l":""]"), ICON_MULTIPLY)
else if(ro.status & ORGAN_DESTROYED && !lying)
shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
overlays += image(shoes_icon, "layer" = MOB_LAYER)
if (shoes.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "shoesblood[!lying ? "" : "2"]")
if(lo.status & ORGAN_DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.status & ORGAN_DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
/* if (w_radio)
overlays += image("icon" = 'ears.dmi', "icon_state" = "headset[!lying ? "" : "2"]", "layer" = MOB_LAYER) */
if (s_store)
var/t1 = s_store.item_state
if (!t1)
t1 = s_store.icon_state
if(!istype(wear_suit, /obj/item/clothing/suit/storage/armoredundersuit))
overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
s_store.screen_loc = ui_sstore1
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
//to hide / show them.
if (client)
if (i_select)
if (intent)
client.screen += hud_used.intents
var/list/L = dd_text2list(intent, ",")
L[1] += ":-11"
i_select.screen_loc = dd_list2text(L,",") //ICONS4, FUCKING SHIT
else
i_select.screen_loc = null
if (m_select)
if (m_int)
client.screen += hud_used.mov_int
var/list/L = dd_text2list(m_int, ",")
L[1] += ":-11"
m_select.screen_loc = dd_list2text(L,",") //ICONS4, FUCKING SHIT
else
m_select.screen_loc = null
var/tail_shown = 1
if (wear_suit)
/*if ((FAT in mutations) && !(wear_suit.flags & ONESIZEFITSALL))
src << "\red You burst out of the [wear_suit.name]!"
var/obj/item/clothing/c = wear_suit
u_equip(c)
if(client)
client.screen -= c
if(c)
c:loc = loc
c:dropped(src)
c:layer = initial(c:layer)*/
if (istype(wear_suit, /obj/item/clothing/suit))
var/t1 = wear_suit.icon_state
overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
if (wear_suit)
if (wear_suit.blood_DNA)
var/icon/stain_icon = null
if (istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/storage/wcoat))
stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
else if (istype(wear_suit, /obj/item/clothing/suit/storage/det_suit || /obj/item/clothing/suit/storage/labcoat))
stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
else
stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
wear_suit.screen_loc = ui_oclothing
if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
if (handcuffed)
handcuffed.loc = loc
handcuffed.layer = initial(handcuffed.layer)
handcuffed = null
if ((l_hand || r_hand))
var/h = hand
hand = 1
drop_item()
hand = 0
drop_item()
hand = h
//if wearing some suits, hide the tail
if ( istype(wear_suit, /obj/item/clothing/suit/bio_suit) || istype(wear_suit, /obj/item/clothing/suit/bomb_suit) || istype(wear_suit, /obj/item/clothing/suit/space) )
tail_shown = 0
if(tail_shown)
overlays += image("icon" = icon('tajaran.dmi', "tail_[gender==FEMALE ? "f" : "m"]_[lying ? "l" : "s"]"), "layer" = MOB_LAYER)
if (lying)
if (face_lying)
overlays += face_lying
else
if (face_standing)
overlays += face_standing
if (wear_mask)
if (istype(wear_mask, /obj/item/clothing/mask))
var/t1 = wear_mask.icon_state
overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
if (!istype(wear_mask, /obj/item/clothing/mask/cigarette))
if (wear_mask.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "maskblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
wear_mask.screen_loc = ui_mask
// Head
if (head)
var/t1 = head.icon_state
var/icon/head_icon = icon('head.dmi', text("[][]", t1, (!( lying ) ? null : "2")))
if(istype(head,/obj/item/clothing/head/kitty))
head_icon = (( lying ) ? head:mob2 : head:mob)
overlays += image("icon" = head_icon, "layer" = MOB_LAYER)
if(gimmick_hat)
overlays += image("icon" = icon('gimmick_head.dmi', "[gimmick_hat][!lying ? "" : "2"]"), "layer" = MOB_LAYER)
if (head.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "helmetblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
head.screen_loc = ui_head
else
var/datum/organ/external/head = organs["head"]
if(!(head.status & ORGAN_DESTROYED))
//if not wearing anything on the head, show the ears
overlays += image("icon" = icon('tajaran.dmi', "ears_[gender==FEMALE ? "f" : "m"]_[lying ? "l" : "s"]"), "layer" = MOB_LAYER)
// Belt
if (belt)
var/t1 = belt.item_state
if (!t1)
t1 = belt.icon_state
overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
belt.screen_loc = ui_belt
name = get_visible_name()
if (wear_id)
wear_id.screen_loc = ui_id
if (l_store)
l_store.screen_loc = ui_storage1
if (r_store)
r_store.screen_loc = ui_storage2
if (back)
var/t1 = back.icon_state
overlays += image("icon" = 'back.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
back.screen_loc = ui_back
if (handcuffed)
pulling = null
if (!lying)
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff1", "layer" = MOB_LAYER)
else
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff2", "layer" = MOB_LAYER)
if (client)
client.screen -= contents
client.screen += contents
if (r_hand)
overlays += image("icon" = 'items_righthand.dmi', "icon_state" = r_hand.item_state ? r_hand.item_state : r_hand.icon_state, "layer" = MOB_LAYER+1)
r_hand.screen_loc = ui_rhand
if (l_hand)
overlays += image("icon" = 'items_lefthand.dmi', "icon_state" = l_hand.item_state ? l_hand.item_state : l_hand.icon_state, "layer" = MOB_LAYER+1)
l_hand.screen_loc = ui_lhand
var/shielded = 0
for (var/obj/item/weapon/cloaking_device/S in src)
if (S.active)
shielded = 2
break
if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
shielded = 3
switch(shielded)
if(1)
overlays += image("icon" = 'effects.dmi', "icon_state" = "shield", "layer" = MOB_LAYER+1)
if(2)
invisibility = 2
//New stealth. Hopefully doesn't lag too much. /N
if(istype(loc, /turf))//If they are standing on a turf.
AddCamoOverlay(loc)//Overlay camo.
if(3)
if(istype(loc, /turf))
//Ninjas may flick into view once in a while if they are stealthed.
if(prob(90))
NinjaStealthActive(loc)
else
NinjaStealthMalf()
else
invisibility = 0
if(client && client.admin_invis)
invisibility = 100
else if (shielded == 2)
invisibility = 2
else
invisibility = 0
if(targeted_by && target_locked)
overlays += target_locked
else if(targeted_by)
target_locked = new /obj/effect/target_locked(src)
overlays += target_locked
else if(!targeted_by && target_locked)
del(target_locked)
/*
for (var/mob/M in viewers(1, src))//For the love of god DO NOT REFRESH EVERY SECOND - Mport
if ((M.client && M.machine == src))
spawn (0)
show_inv(M)
return
*/
last_b_state = stat
/mob/living/carbon/human/tajaran/update_body()
if(stand_icon)
del(stand_icon)
if(lying_icon)
del(lying_icon)
if (mutantrace)
return
var/g = "m"
if (gender == MALE)
g = "m"
else if (gender == FEMALE)
g = "f"
stand_icon = new /icon('tajaran.dmi', "torso_[g]_s")
lying_icon = new /icon('tajaran.dmi', "torso_[g]_l")
var/husk = (HUSK in mutations)
//var/obese = (FAT in mutations)
stand_icon.Blend(new /icon('tajaran.dmi', "chest_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('tajaran.dmi', "chest_[g]_l"), ICON_OVERLAY)
var/datum/organ/external/head = organs["head"]
if(!(head.status & ORGAN_DESTROYED))
stand_icon.Blend(new /icon('tajaran.dmi', "head_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('tajaran.dmi', "head_[g]_l"), ICON_OVERLAY)
for(var/name in organs)
var/datum/organ/external/part = organs[name]
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& !(part.status & ORGAN_DESTROYED))
var/icon/temp = new /icon('tajaran.dmi', "[part.icon_name]_s")
if(part.status & ORGAN_ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
stand_icon.Blend(temp, ICON_OVERLAY)
temp = new /icon('tajaran.dmi', "[part.icon_name]_l")
if(part.status & ORGAN_ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
lying_icon.Blend(temp , ICON_OVERLAY)
stand_icon.Blend(new /icon('tajaran.dmi', "groin_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('tajaran.dmi', "groin_[g]_l"), ICON_OVERLAY)
if (husk)
var/icon/husk_s = new /icon('tajaran.dmi', "husk_s")
var/icon/husk_l = new /icon('tajaran.dmi', "husk_l")
for(var/name in organs)
var/datum/organ/external/part = organs[name]
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& (part.status & ORGAN_DESTROYED))
husk_s.Blend(new /icon('dam_mask.dmi', "[part.icon_name]"), ICON_SUBTRACT)
husk_l.Blend(new /icon('dam_mask.dmi', "[part.icon_name]2"), ICON_SUBTRACT)
stand_icon.Blend(husk_s, ICON_OVERLAY)
lying_icon.Blend(husk_l, ICON_OVERLAY)
/*else if(obese)
stand_icon.Blend(new /icon('human.dmi', "fatbody_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('human.dmi', "fatbody_l"), ICON_OVERLAY)*/
// Skin tone
if (s_tone >= 0)
stand_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
lying_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
stand_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
lying_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
if (underwear > 0)
//if(!obese)
stand_icon.Blend(new /icon('tajaran.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('tajaran.dmi', "underwear[underwear]_[g]_l"), ICON_OVERLAY)
/mob/living/carbon/human/tajaran/update_face()
if(organs)
var/datum/organ/external/head = organs["head"]
if(head)
if(head.status & ORGAN_DESTROYED)
del(face_standing)
del(face_lying)
return
//if(!facial_hair_style || !hair_style) return//Seems people like to lose their icons, this should stop the runtimes for now
del(face_standing)
del(face_lying)
if (mutantrace)
return
var/g = "m"
if (gender == MALE)
g = "m"
else if (gender == FEMALE)
g = "f"
var/icon/eyes_s = new/icon("icon" = 'tajaran_face.dmi', "icon_state" = "eyes_s")
var/icon/eyes_l = new/icon("icon" = 'tajaran_face.dmi', "icon_state" = "eyes_l")
eyes_s.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
eyes_l.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
//var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
//var/icon/hair_l = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_l")
//hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
//hair_l.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
//var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
//var/icon/facial_l = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_l")
//facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
//facial_l.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
var/icon/mouth_s = new/icon("icon" = 'tajaran_face.dmi', "icon_state" = "mouth_[g]_s")
var/icon/mouth_l = new/icon("icon" = 'tajaran_face.dmi', "icon_state" = "mouth_[g]_l")
// if the head or mask has the flag BLOCKHAIR (equal to 5), then do not apply hair
//if((!(head && (head.flags & BLOCKHAIR))) && !(wear_mask && (wear_mask.flags & BLOCKHAIR)))
//eyes_s.Blend(hair_s, ICON_OVERLAY)
//eyes_l.Blend(hair_l, ICON_OVERLAY)
eyes_s.Blend(mouth_s, ICON_OVERLAY)
eyes_l.Blend(mouth_l, ICON_OVERLAY)
// if BLOCKHAIR, do not apply facial hair
//if((!(head && (head.flags & BLOCKHAIR))) && !(wear_mask && (wear_mask.flags & BLOCKHAIR)))
//eyes_s.Blend(facial_s, ICON_OVERLAY)
//eyes_l.Blend(facial_l, ICON_OVERLAY)
face_standing = new /image()
face_lying = new /image()
face_standing.icon = eyes_s
face_standing.layer = MOB_LAYER
face_lying.icon = eyes_l
face_lying.layer = MOB_LAYER
del(mouth_l)
del(mouth_s)
//del(facial_l)
//del(facial_s)
//del(hair_l)
//del(hair_s)
del(eyes_l)
del(eyes_s)
/mob/living/carbon/human/tajaran/co2overloadtime = null
/mob/living/carbon/human/tajaran/temperature_resistance = T0C+70

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//todo: this
/mob/living/carbon/human/tajaran
/mob/var/taj_talk_understand = 0

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/mob/living/carbon/human/tajaran/whisper(message as text)
//Figured it out. If you use say :w (message) it HTML encodes it, THEN passes it to the whisper code, which does so again. Jeez. --SkyMarshal
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
if (!message)
return
if (silent)
return
log_whisper("[src.name]/[src.key] : [message]")
if (src.client && (src.client.muted || src.client.muted_complete))
src << "You are muted."
return
if (src.stat == 2)
return src.say_dead(message)
if (src.stat)
return
var/alt_name = ""
if (istype(src, /mob/living/carbon/human) && src.name != src.real_name)
var/mob/living/carbon/human/H = src
alt_name = " (as [H.get_visible_name()])"
// Mute disability
if (src.disabilities & 64)
return
if (istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
return
var/italics = 1
var/message_range = 1
//work out if we're speaking tajaran or not
var/is_speaking_taj = 0
if(copytext(message, 1, 4) == ":j ")
message = copytext(message, 4)
if(taj_talk_understand || universal_speak)
is_speaking_taj = 1
if(istype(src.wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja)&&src.wear_mask:voice=="Unknown")
if(copytext(message, 1, 2) != "*")
var/list/temp_message = dd_text2list(message, " ")
var/list/pick_list = list()
for(var/i = 1, i <= temp_message.len, i++)
pick_list += i
for(var/i=1, i <= abs(temp_message.len/3), i++)
var/H = pick(pick_list)
if(findtext(temp_message[H], "*") || findtext(temp_message[H], ";") || findtext(temp_message[H], ":")) continue
temp_message[H] = ninjaspeak(temp_message[H])
pick_list -= H
message = dd_list2text(temp_message, " ")
message = dd_replaceText(message, "o", "<22>")
message = dd_replaceText(message, "p", "<22>")
message = dd_replaceText(message, "l", "<22>")
message = dd_replaceText(message, "s", "<22>")
message = dd_replaceText(message, "u", "<22>")
message = dd_replaceText(message, "b", "<22>")
message = capitalize(message)
if (src.stuttering)
message = stutter(message)
if (src.slurring)
message = slur(message)
for (var/obj/O in view(message_range, src))
spawn (0)
if (O)
O.hear_talk(src, message)
var/list/listening = hearers(message_range, src)
listening -= src
listening += src
var/list/eavesdropping = hearers(2, src)
eavesdropping -= src
eavesdropping -= listening
var/list/watching = hearers(5, src)
watching -= src
watching -= listening
watching -= eavesdropping
var/list/heard_a = list() // understood us
var/list/heard_b = list() // didn't understand us
for (var/mob/M in listening)
if ( M.say_understands(src) && (M.taj_talk_understand || !is_speaking_taj || M.universal_speak) )
heard_a += M
else
heard_b += M
var/rendered = null
for (var/mob/M in watching)
if ( (M.say_understands(src) && !is_speaking_taj) || istype(M,/mob/living/carbon/human/tajaran) )
rendered = "<span class='game say'><span class='name'>[src.name]</span> [is_speaking_taj ? "quietly mrowls" : "whispers"] something.</span>"
else
rendered = "<span class='game say'><span class='name'>[src.voice_name]</span> [is_speaking_taj ? "quietly mrowls" : "whispers"] something.</span>"
M.show_message(rendered, 2)
if (length(heard_a))
var/message_a = message
if (italics)
message_a = "<i>[message_a]</i>"
//This appears copied from carbon/living say.dm so the istype check for mob is probably not needed. Appending for src is also not needed as the game will check that automatically.
if (!istype(src, /mob/living/carbon/human))
rendered = "<span class='game say'><span class='name'>[name]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message_a]\"</span></span>"
else if (istype(wear_mask, /obj/item/clothing/mask/gas/voice))
if (wear_mask:vchange)
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message_a]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[name]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message_a]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message_a]\"</span></span>"
for (var/mob/M in heard_a)
M.show_message(rendered, 2)
if (length(heard_b))
var/message_b
message_b = tajspeak(message)
if (italics)
message_b = "<i>[message_b]</i>"
rendered = "<span class='game say'><span class='name'>[src.voice_name]</span> mrows quietly, <span class='message'>\"[message_b]\"</span></span>"
for (var/mob/M in heard_b)
M.show_message(rendered, 2)
for (var/mob/M in eavesdropping)
if (M.say_understands(src))
var/message_c = tajspeak(message)
if (!istype(src, /mob/living/carbon/human))
rendered = "<span class='game say'><span class='name'>[name]</span> mrowls quietly, <span class='message'>\"[message_c]\"</span></span>"
else if(istype(wear_mask, /obj/item/clothing/mask/gas/voice))
if(wear_mask:vchange)
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> mrowls quietly, <span class='message'>\"[message_c]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[name]</span> mrowls quietly, <span class='message'>\"[message_c]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] mrowls quietly, <span class='message'>\"[message_c]\"</span></span>"
M.show_message(rendered, 2)
else
rendered = "<span class='game say'><span class='name'>[src.voice_name]</span> quietly mrowls something.</span>"
M.show_message(rendered, 2)
if (italics)
message = "<i>[message]</i>"
if (!istype(src, /mob/living/carbon/human))
rendered = "<span class='game say'><span class='name'>[name]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message]\"</span></span>"
else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
if(wear_mask:vchange)
rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[name]</span> [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message]\"</span></span>"
else
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] [is_speaking_taj ? "mrowls quietly" : "whispers"], <span class='message'>\"[message]\"</span></span>"
for (var/mob/M in world)
if (istype(M, /mob/new_player))
continue
if (M.stat > 1 && !(M in heard_a))
M.show_message(rendered, 2)