/mob/Del()//This makes sure that mobs with clients/keys are not just deleted from the game.
ghostize(1)
..()
/mob/proc/Cell()
set category = "Admin"
set hidden = 1
if(!loc) return 0
var/datum/gas_mixture/environment = loc.return_air()
var/t = "\blue Coordinates: [x],[y] \n"
t+= "\red Temperature: [environment.temperature] \n"
t+= "\blue Nitrogen: [environment.nitrogen] \n"
t+= "\blue Oxygen: [environment.oxygen] \n"
t+= "\blue Plasma : [environment.toxins] \n"
t+= "\blue Carbon Dioxide: [environment.carbon_dioxide] \n"
for(var/datum/gas/trace_gas in environment.trace_gases)
usr << "\blue [trace_gas.type]: [trace_gas.moles] \n"
usr.show_message(t, 1)
/atom/proc/relaymove()
return
/obj/effect/equip_e/process()
return
/obj/effect/equip_e/proc/done()
return
/obj/effect/equip_e/New()
if (!ticker)
del(src)
return
spawn(100)
del(src)
return
..()
return
/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client) return
if (type)
if ((type & 1 && (disabilities & 128 || (blinded || paralysis))))//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 2 && (disabilities & 32 || ear_deaf)))//Hearing related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 1 && disabilities & 128))
return
// Added voice muffling for Issue 41.
if (stat == 1 || sleeping > 0)
src << "... You can almost hear someone talking ..."
else
src << msg
return
/mob/proc/findname(msg)
for(var/mob/M in world)
if (M.real_name == text("[]", msg))
return M
return 0
/mob/proc/movement_delay()
return 0
/mob/proc/Life()
return
/mob/proc/update_clothing()
return
/mob/proc/restrained()
if (handcuffed)
return 1
return
/mob/proc/db_click(text, t1)
var/obj/item/weapon/W = equipped()
switch(text)
if("mask")
if (wear_mask)
return
if (!( W.slot_flags & SLOT_MASK ))
return
u_equip(W)
wear_mask = W
W.equipped(src, text)
if("back")
if (back)
return
if (!istype(W, /obj/item))
return
if (!( W.slot_flags & SLOT_BACK ))
return
if(istype(W,/obj/item/weapon/twohanded) && W:wielded)
usr << "Unwield the [initial(W.name)] first!"
return
u_equip(W)
back = W
W.equipped(src, text)
else
return
/mob/proc/drop_item_v()
if (stat == 0)
drop_item()
return
/mob/proc/drop_from_slot(var/obj/item/item)
if(!item)
return
if(!(item in contents))
return
u_equip(item)
if (client)
client.screen -= item
if (item)
item.loc = loc
item.dropped(src)
if (item)
item.layer = initial(item.layer)
var/turf/T = get_turf(loc)
if (istype(T))
T.Entered(item)
return
/mob/proc/drop_item(var/atom/target)
var/obj/item/W = equipped()
if (W)
u_equip(W)
if (client)
client.screen -= W
if (W)
W.layer = initial(W.layer)
if(target)
W.loc = target.loc
else
W.loc = loc
W.dropped(src)
var/turf/T = get_turf(loc)
if (istype(T))
T.Entered(W)
update_clothing()
return
/mob/proc/before_take_item(var/obj/item/item)
item.loc = null
item.layer = initial(item.layer)
u_equip(item)
return
/mob/proc/get_active_hand()
if (hand)
return l_hand
else
return r_hand
/mob/proc/get_inactive_hand()
if (!hand)
return l_hand
else
return r_hand
/mob/proc/put_in_hand(var/obj/item/I)
if(!I) return
I.loc = src
if (hand)
l_hand = I
else
r_hand = I
I.layer = 20
update_clothing()
/mob/proc/put_in_inactive_hand(var/obj/item/I)
I.loc = src
if (!hand)
l_hand = I
else
r_hand = I
I.layer = 20
update_clothing()
/mob/proc/reset_view(atom/A)
if (client)
if (istype(A, /atom/movable))
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
if (isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
return
/mob/proc/equipped()
if(issilicon(src))
if(isrobot(src))
if(src:module_active)
return src:module_active
else
if (hand)
return l_hand
else
return r_hand
return
/mob/proc/show_inv(mob/user as mob)
user.machine = src
var/dat = {"
[name]
"
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 = "OOC"
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 = "OOC"
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 += "
[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 << "OOC Warning:
"
src << "Your flavor text is likely out of date! Change"
/mob/proc/print_flavor_text()
if (flavor_text && flavor_text != "")
var/msg = dd_replacetext(flavor_text, "\n", " ")
if(lentext(msg) <= 40)
return "\blue [msg]"
else
return "\blue [copytext(msg, 1, 37)]... More..."
/*
/mob/verb/help()
set name = "Help"
src << browse('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 You must be dead to use this!"
return
if (ticker.mode.name == "meteor" || ticker.mode.name == "epidemic")
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 Make sure to play a different character, and please roleplay correctly!"
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
for(var/obj/screen/t in usr.client.screen)
if (t.loc == null)
//t = null
del(t)
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
if(client && client.holder && (client.holder.state == 2))
client.admin_play()
return
M.key = client.key
M.Login()
return
/mob/verb/changes()
set name = "Changelog"
set category = "OOC"
if (client)
src.getFiles('postcardsmall.jpg',
'somerights20.png',
'88x31.png',
'bug-minus.png',
'cross-circle.png',
'hard-hat-exclamation.png',
'image-minus.png',
'image-plus.png',
'music-minus.png',
'music-plus.png',
'tick-circle.png',
'wrench-screwdriver.png',
'spell-check.png',
'burn-exclamation.png',
'chevron.png',
'chevron-expand.png',
'changelog.css',
'changelog.js'
)
src << browse('changelog.html', "window=changes;size=675x650")
client.changes = 1
/client/var/ghost_ears = 1
/client/verb/toggle_ghost_ears()
set name = "Ghost ears"
set category = "OOC"
set desc = "Hear talks from everywhere"
ghost_ears = !ghost_ears
if (ghost_ears)
usr << "\blue Now you hear all speech in the world"
else
usr << "\blue Now you hear speech only from nearest creatures."
/client/var/ghost_sight = 1
/client/verb/toggle_ghost_sight()
set name = "Ghost sight"
set category = "OOC"
set desc = "Hear emotes from everywhere"
ghost_sight = !ghost_sight
if (ghost_sight)
usr << "\blue Now you hear all emotes in the world"
else
usr << "\blue Now you hear emotes only from nearest creatures."
/mob/verb/observe()
set name = "Observe"
set category = "OOC"
var/is_admin = 0
if (client.holder && client.holder.level >= 1 && ( client.holder.state == 2 || client.holder.level > 3 ))
is_admin = 1
else if (istype(src, /mob/new_player) || stat != 2)
usr << "\blue You must be observing to use this!"
return
if (is_admin && stat == 2)
is_admin = 0
var/list/names = list()
var/list/namecounts = list()
var/list/creatures = list()
for (var/obj/item/weapon/disk/nuclear/D in world)
var/name = "Nuclear Disk"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = D
for (var/obj/machinery/singularity/S in world)
var/name = "Singularity"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = S
for (var/obj/machinery/bot/B in world)
var/name = "BOT: [B.name]"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = B
/*
for (var/mob/living/silicon/decoy/D in world)
var/name = "[D.name]"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = D
*/
//THIS IS HOW YOU ADD OBJECTS TO BE OBSERVED
creatures += getmobs()
//THIS IS THE MOBS PART: LOOK IN HELPERS.DM
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
if (is_admin)
eye_name = input("Please, select a player!", "Admin Observe", null, null) as null|anything in creatures
else
eye_name = input("Please, select a player!", "Observe", null, null) as null|anything in creatures
if (!eye_name)
return
var/mob/eye = creatures[eye_name]
if (is_admin)
if (eye)
reset_view(eye)
client.adminobs = 1
if(eye == client.mob)
client.adminobs = 0
else
reset_view(null)
client.adminobs = 0
else
if(ticker && ticker.mode)
// world << "there's a ticker"
if(ticker.mode.name == "AI malfunction")
// world << "ticker says its malf"
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/B in malf.malf_ai)
// world << "comparing [B.current] to [eye]"
if (B.current == eye)
for (var/mob/living/silicon/decoy/D in world)
if (eye)
eye = D
if (client)
if (eye)
client.eye = eye
else
client.eye = client.mob
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
reset_view(null)
machine = null
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"]]")
machine = null
src << browse(null, t1)
if(href_list["teleto"])
client.jumptoturf(locate(href_list["teleto"]))
if(href_list["priv_msg"])
var/mob/M = locate(href_list["priv_msg"])
if(M)
//if(src.client && client.muted_complete)
// src << "You are muted have a nice day"
// return
if (!ismob(M))
return
var/recipient_name = M.key
if(M.client && M.client.holder && M.client.stealth)
recipient_name = "Administrator"
//This should have a check to prevent the player to player chat but I am too tired atm to add it.
var/t = input("Message:", text("Private message to [recipient_name]")) as text|null
if (!t || !usr || !usr.client)
return
if (usr.client && usr.client.holder)
M << "\red Admin PM from-[key_name(usr, M, 0)]: [t]"
usr << "\blue Admin PM to-[key_name(M, usr, 1)]: [t]"
else
if (M)
if (M.client && M.client.holder)
M << "\blue Reply PM from-[key_name(usr, M, 1)]: [t]"
else
M << "\red Reply PM from-[key_name(usr, M, 0)]: [t]"
usr << "\blue Reply PM to-[key_name(M, usr, 0)]: [t]"
log_admin("PM: [key_name(usr)]->[key_name(M)] : [t]")
//we don't use message_admins here because the sender/receiver might get it too
for (var/mob/K in world)
if(K && usr)
if(K.client && K.client.holder && K.key != usr.key && K.key != M.key)
K << "PM: [key_name(usr, K)]->[key_name(M, K)]: \blue [t]"
if(href_list["flavor_more"])
usr << browse(text("[] []", name, dd_replacetext(flavor_text, "\n", "
")), text("window=[];size=500x200", name))
onclose(usr, "[name]")
if(href_list["flavor_change"])
update_flavor_text()
// ..()
return
/mob/proc/get_damage()
return health
/mob/proc/UpdateLuminosity()
ul_SetLuminosity(LuminosityRed, LuminosityGreen, LuminosityBlue)//Current hardcode max at 7, should likely be a const somewhere else
return 1
/mob/MouseDrop(mob/M as mob)
..()
if(M != usr) return
if(usr == src) return
if(get_dist(usr,src) > 1) return
if(istype(M,/mob/living/silicon/ai)) return
if(LinkBlocked(usr.loc,loc)) return
show_inv(usr)
/atom/movable/verb/pull()
set name = "Pull"
set category = "IC"
set src in oview(1)
if ( !usr || usr==src || !istype(src.loc,/turf) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
return
if(ishuman(usr))
if(usr.hand) // if he's using his left hand.
var/datum/organ/external/temp = usr:get_organ("l_hand")
if(temp.destroyed)
usr << "\blue You look at your stump."
return
else
var/datum/organ/external/temp = usr:get_organ("r_hand")
if(temp.destroyed)
usr << "\blue You look at your stump."
return
if (!( anchored ))
usr.pulling = src
if(ismob(src))
var/mob/M = src
if(!istype(usr, /mob/living/carbon))
M.LAssailant = null
else
M.LAssailant = usr
if(istype(src, /obj/machinery/artifact))
var/obj/machinery/artifact/A = src
A.attack_hand(usr)
return
/atom/verb/examine()
set name = "Examine"
set category = "IC"
set src in oview(12) //make it work from farther away
if (!( usr ))
return
usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
usr << desc
// *****RM
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
return
/mob/proc/can_use_hands()
if(handcuffed)
return 0
if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
return 0
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()
..()
statpanel("Status")
if (client && client.holder)
stat(null, "([x], [y], [z])")
stat(null, "CPU: [world.cpu]")
stat(null, "Controller: [controllernum]")
if (master_controller)
stat(null, "Current Iteration: [controller_iteration]")
if (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)
// 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
/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/createGeas()
var/obj/effect/stop/S
for(var/obj/effect/stop/temp in loc)
if(temp.victim == src)
S = temp
if(!S)
S = new /obj/effect/stop
S.victim = src
S.loc = src.loc
geaslist += S
return
*/
/mob/proc/Stun(amount)
if(canstun)
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
// if(stunned)
// createGeas()
else
if(istype(src, /mob/living/carbon/alien)) // add some movement delay
var/mob/living/carbon/alien/Alien = src
Alien.move_delay_add = min(Alien.move_delay_add + round(amount / 2), 10) // a maximum delay of 10
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(canstun)
stunned = max(amount,0)
// if(stunned)
// createGeas()
return
/mob/proc/AdjustStunned(amount)
if(canstun)
stunned = max(stunned + amount,0)
// if(stunned)
// createGeas()
return
/mob/proc/Weaken(amount)
if(canweaken)
weakened = max(max(weakened,amount),0)
// if(weakened)
// createGeas()
return
/mob/proc/SetWeakened(amount)
if(canweaken)
weakened = max(amount,0)
// if(weakened)
// createGeas()
return
/mob/proc/AdjustWeakened(amount)
if(canweaken)
weakened = max(weakened + amount,0)
// if(weakened)
// createGeas()
return
/mob/proc/Paralyse(amount)
paralysis = max(max(paralysis,amount),0)
// if(paralysis)
// createGeas()
return
/mob/proc/SetParalysis(amount)
paralysis = max(amount,0)
return
// if(paralysis)
// createGeas()
/mob/proc/AdjustParalysis(amount)
paralysis = max(paralysis + amount,0)
// if(paralysis)
// createGeas()
return
/mob/proc/Sleeping(amount)
sleeping = max(max(sleeping,amount),0)
// if(sleeping)
// createGeas()
return
/mob/proc/SetSleeping(amount)
sleeping = max(amount,0)
return
// if(sleeping)
// createGeas()
/mob/proc/AdjustSleeping(amount)
sleeping = max(sleeping + amount,0)
// if(sleeping)
// createGeas()
return
/mob/proc/Resting(amount)
resting = max(max(resting,amount),0)
// if(resting)
// createGeas()
return
/mob/proc/SetResting(amount)
resting = max(amount,0)
return
// if(resting)
// createGeas()
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
// if(resting)
// createGeas()
return
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching
/mob/proc/getBruteLoss()
return bruteloss
/mob/proc/adjustBruteLoss(var/amount)
bruteloss = max(bruteloss + amount, 0)
/mob/proc/getOxyLoss()
return oxyloss
/mob/proc/adjustOxyLoss(var/amount)
oxyloss = max(oxyloss + amount, 0)
/mob/proc/setOxyLoss(var/amount)
oxyloss = amount
/mob/proc/getToxLoss()
return toxloss
/mob/proc/adjustToxLoss(var/amount)
toxloss = max(toxloss + amount, 0)
/mob/proc/setToxLoss(var/amount)
toxloss = amount
/mob/proc/getFireLoss()
return fireloss
/mob/proc/adjustFireLoss(var/amount)
fireloss = max(fireloss + amount, 0)
/mob/proc/getCloneLoss()
return cloneloss
/mob/proc/adjustCloneLoss(var/amount)
cloneloss = max(cloneloss + amount, 0)
/mob/proc/setCloneLoss(var/amount)
cloneloss = amount
/mob/proc/getHalLoss()
return halloss
/mob/proc/adjustHalLoss(var/amount)
halloss = max(halloss + amount, 0)
/mob/proc/setHalLoss(var/amount)
halloss = amount
/mob/proc/getBrainLoss()
return brainloss
/mob/proc/adjustBrainLoss(var/amount)
brainloss = max(brainloss + amount, 0)
/mob/proc/setBrainLoss(var/amount)
brainloss = amount
// ++++ROCKDTBEN++++ MOB PROCS //END
/*
* Sends resource files to client cache
*/
/mob/proc/getFiles()
if(args && args.len)
for(var/file in args)
src << browse_rsc(file)
return 1
return 0
/** The stuff below here really should be in /mob/living, but due to tons of procs that should only
take /mob/living only taking /mob(or, indeed, some silly procs relying on usr.. yes, *procs*, not verbs..),
I'm putting this stuff into /mob for now
**/
/mob/proc/rebuild_appearance()
// Rebuild the entire mob appearance completely, this should ONLY be called in rare cases,
// e.g. when the mob spawns.
return update_clothing() // most mobs still implement update_clothing() by simply rebuilding the entire appearance
/mob/proc/update_body_appearance()
// Call this proc whenever something about the appearance of the body itself changes.
// For example, this must be called when you add a wound to a mob.
/mob/proc/update_lying()
// Call this whenever the lying status of a mob changes.
/mob/update_clothing()
// Call this proc whenever something about the clothing of a mob changes. Normally, you
// don't need to call this by hand, as the equip procs will do it for you.
..()
/mob/proc/get_visible_gender()
//Returns the proper words to use based on the mob's visible gender. Used in text creation.
return list("It" = "It", "its" = "its", "it" = "it", "has" = "has", "is" = "is", "itself" = "itself")
/mob/proc/get_gender_form(var/form)
if(!istext(form))
return
var/list/proper_forms = get_visible_gender()
return proper_forms[form]