/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 && (sdisabilities & 1 || (blinded || paralysis))))//Vision related if (!( alt )) return else msg = alt type = alt_type if ((type & 2 && (sdisabilities & 4 || ear_deaf)))//Hearing related if (!( alt )) return else msg = alt type = alt_type if ((type & 1 && sdisabilities & 1)) return // Added voice muffling for Issue 41. if (stat == 1 || sleeping > 0) src << "... You can almost hear someone talking ..." else src << msg return // Show a message to all mobs in sight of this one // This would be for visible actions by the src mob // message is the message output to anyone who can see e.g. "[src] does something!" // self_message (optional) is what the src mob sees e.g. "You do something!" // blind_message (optional) is what blind people will hear e.g. "You hear something!" /mob/visible_message(var/message, var/self_message, var/blind_message) for(var/mob/M in viewers(src)) var/msg = message if(self_message && M==src) msg = self_message M.show_message( msg, 1, blind_message, 2) // Show a message to all mobs in sight of this atom // Use for objects performing visible actions // message is output to anyone who can see, e.g. "The [src] does something!" // blind_message (optional) is what blind people will hear e.g. "You hear something!" /atom/proc/visible_message(var/message, var/blind_message) for(var/mob/M in viewers(src)) M.show_message( message, 1, blind_message, 2) /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() // if(organStructure) // organStructure.ProcessOrgans() return /mob/proc/update_clothing() return /mob/proc/death(gibbed) timeofdeath = world.time return ..(gibbed) /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 (!( istype(W, /obj/item/clothing/mask) )) return u_equip(W) wear_mask = W W.equipped(src, text) if("back") if ((back || !( istype(W, /obj/item/weapon) ))) return if (!( W.flags & 1 )) 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) if(W.twohanded) if(W.wielded) if(hand) var/obj/item/weapon/offhand/O = r_hand del O else var/obj/item/weapon/offhand/O = l_hand del O W.wielded = 0 //Kinda crude, but gets the job done with minimal pain -Agouri W.name = "[initial(W.name)]" //name reset so people don't see world fireaxes with (unwielded) or (wielded) tags W.update_icon() u_equip(W) if (client) client.screen -= W if (W) if(target) W.loc = target.loc else W.loc = loc W.dropped(src) if (W) W.layer = initial(W.layer) var/turf/T = get_turf(loc) if (istype(T)) T.Entered(W) return /mob/proc/before_take_item(var/obj/item/item) item.loc = null item.layer = initial(item.layer) u_equip(item) //if (client) // client.screen -= item //update_clothing() 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 = text("\n[]
\n\tHead(Mask): []
\n\tLeft Hand: []
\n\tRight Hand: []
\n\tBack: []
\n\t[]
\n\t[]
\n\t[]
\n\tEmpty Pockets
\nClose
\n
", name, src, (wear_mask ? text("[]", wear_mask) : "Nothing"), src, (l_hand ? text("[]", l_hand) : "Nothing"), src, (r_hand ? text("[]", r_hand) : "Nothing"), src, (back ? text("[]", back) : "Nothing"), ((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" Set Internal", src) : ""), (internal ? text("Remove Internal", src) : ""), (handcuffed ? text("Handcuffed", src) : text("Not Handcuffed", src)), src, user, name) user << browse(dat, text("window=mob[];size=325x500", name)) onclose(user, "mob[name]") return /mob/proc/u_equip(W as obj) if (W == r_hand) r_hand = null else if (W == l_hand) l_hand = null else if (W == handcuffed) handcuffed = null else if (W == back) back = null else if (W == wear_mask) wear_mask = null update_clothing() return //Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob. /mob/proc/remove_from_mob(var/obj/O) src.u_equip(O) if (src.client) src.client.screen -= O O.layer = initial(O.layer) O.screen_loc = null return 1 /mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag) if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) ))) if (!( L )) return null else return L.container else if (!( L )) L = new /obj/effect/list_container/mobl( null ) L.container += src L.master = src if (istype(l_hand, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = l_hand if (!( L.container.Find(G.affecting) )) L.container += G.affecting if (G.affecting) G.affecting.ret_grab(L, 1) if (istype(r_hand, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = r_hand if (!( L.container.Find(G.affecting) )) L.container += G.affecting if (G.affecting) G.affecting.ret_grab(L, 1) if (!( flag )) if (L.master == src) var/list/temp = list( ) temp += L.container //L = null del(L) return temp else return L.container return /mob/verb/mode() set name = "Activate Held Object" set category = "IC" set src = usr var/obj/item/W = equipped() if (W) W.attack_self(src) return /* /mob/verb/dump_source() var/master = "
"
	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/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 )) return if ((stat != 2 || !( ticker ))) usr << "\blue You must be dead to use this!" return log_game("[usr.name]/[usr.key] used abandon mob.") usr << "\blue 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/cmd_rules() set name = "Rules" set category = "OOC" src << browse(rules, "window=rules;size=480x320") /mob/verb/changes() set name = "Changelog" set category = "OOC" if (client) src << browse_rsc('postcardsmall.jpg') src << browse_rsc('somerights20.png') src << browse_rsc('88x31.png') 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." /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) // 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 (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["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 //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 [M.key]")) as text|null if (!t || !usr || !M) 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]" ..() return /mob/proc/get_damage() return health /mob/proc/UpdateLuminosity() if(src.total_luminosity == src.last_luminosity) return 0//nothing to do here src.last_luminosity = src.total_luminosity sd_SetLuminosity(min(src.total_luminosity,7))//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 )) 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 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 << "This is \an [name]." usr << desc // *****RM //usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]" return /client/New() if(findtextEx(key, "Telnet @")) src << "Sorry, this game does not support Telnet." del(src) var/isbanned = CheckBan(src) if (isbanned) log_access("Failed Login: [src] - Banned") message_admins("\blue Failed Login: [src] - Banned") alert(src,"You have been banned.\nReason : [isbanned]","Ban","Ok") del(src) if (!guests_allowed && IsGuestKey(key)) log_access("Failed Login: [src] - Guests not allowed") message_admins("\blue Failed Login: [src] - Guests not allowed") alert(src,"You cannot play here.\nReason : Guests not allowed","Guests not allowed","Ok") del(src) if (((world.address == address || !(address)) && !(host))) host = key world.update_status() ..() if (join_motd) src << "
[join_motd]
" authorize() if(admins.Find(ckey)) holder = new /obj/admins(src) holder.rank = admins[ckey] update_admins(admins[ckey]) if(ticker && ticker.mode && ticker.mode.name =="sandbox" && authenticated) mob.CanBuild() /client/Del() spawn(0) if(holder) del(holder) return ..() /mob/proc/can_use_hands() if(handcuffed) return 0 if(buckled && istype(buckled, /obj/structure/stool/bed)) // 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) //This is the proc for gibbing a mob. Cannot gib ghosts. Removed the medal reference, //added different sort of gibs and animations. N /mob/proc/gib() if (istype(src, /mob/dead/observer)) gibs(loc, viruses) return if(!isrobot(src))//Cyborgs no-longer "die" when gibbed. death(1) var/atom/movable/overlay/animation = null monkeyizing = 1 canmove = 0 icon = null invisibility = 101 animation = new(loc) animation.icon_state = "blank" animation.icon = 'mob.dmi' animation.master = src if(ishuman(src)) flick("gibbed-h", animation) else if(ismonkey(src)) flick("gibbed-m", animation) else if(isalien(src)) flick("gibbed-a", animation) else flick("gibbed-r", animation) spawn() if(key) if(istype(src, /mob/living/silicon)) robogibs(loc, viruses) else if (istype(src, /mob/living/carbon/alien)) xgibs(loc, viruses) else gibs(loc, viruses) else if(istype(src, /mob/living/silicon)) robogibs(loc, viruses) else if(istype(src, /mob/living/carbon/alien)) xgibs(loc, viruses) else gibs(loc, viruses) sleep(15) del(src) /* This is the proc for turning a mob into ash. Mostly a copy of gib code (above). Originally created for wizard disintegrate. I've removed the virus code since it's irrelevant here. Dusting robots does not eject the MMI, so it's a bit more powerful than gib() /N */ /mob/proc/dust() death(1) var/atom/movable/overlay/animation = null monkeyizing = 1 canmove = 0 icon = null invisibility = 101 animation = new(loc) animation.icon_state = "blank" animation.icon = 'mob.dmi' animation.master = src if(ishuman(src)) flick("dust-h", animation) new /obj/effect/decal/remains/human(loc) else if(ismonkey(src)) flick("dust-m", animation) new /obj/effect/decal/remains/human(loc) else if(isalien(src)) flick("dust-a", animation) new /obj/effect/decal/remains/xeno(loc) else flick("dust-r", animation) new /obj/effect/decal/remains/robot(loc) sleep(15) if(isrobot(src)&&src:mmi)//Is a robot and it has an mmi. del(src:mmi)//Delete the MMI first so that it won't go popping out. del(src) /* 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, "Loop: [master_controller.loop_freq]") 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) #if 1 /client/proc/station_explosion_cinematic(var/derp) if(mob) var/mob/M = mob M.loc = null // HACK, but whatever, this works if (M.client&&M.hud_used)//They may some times not have a hud, apparently. var/obj/screen/boom = M.hud_used.station_explosion M.client.screen += boom if(ticker) switch(ticker.mode.name) if("nuclear emergency") flick("start_nuke", boom) if("AI malfunction") flick("start_malf", boom) else boom.icon_state = "start" sleep(40) M << sound('explosionfar.ogg') boom.icon_state = "end" if(!derp) flick("explode", boom) else flick("explode2", boom) sleep(40) if(ticker) switch(ticker.mode.name) if("nuclear emergency") if (!derp) boom.icon_state = "loss_nuke" else boom.icon_state = "loss_nuke2" if("malfunction") boom.icon_state = "loss_malf" if("blob") return//Nothin here yet and the general one does not fit. else boom.icon_state = "loss_general" #elif /client/proc/station_explosion_cinematic(var/derp) if(!src.mob) return var/mob/M = src.mob M.loc = null // HACK, but whatever, this works if(!M.hud_used) return var/obj/screen/boom = M.hud_used.station_explosion src.screen += boom if(ticker) switch(ticker.mode.name) if("nuclear emergency") flick("start_nuke", boom) if("AI malfunction") flick("start_malf", boom) else boom.icon_state = "start" sleep(40) M << sound('explosionfar.ogg') boom.icon_state = "end" if(!derp) flick("explode", boom) else flick("explode2", boom) sleep(40) if(ticker) switch(ticker.mode.name) if("nuclear emergency") if (!derp) boom.icon_state = "loss_nuke" else boom.icon_state = "loss_nuke2" if("AI malfunction") boom.icon_state = "loss_malf" else boom.icon_state = "loss_general" #endif // 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/Stun(amount) 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" stunned = max(amount,0) return /mob/proc/AdjustStunned(amount) stunned = max(stunned + amount,0) return /mob/proc/Weaken(amount) weakened = max(max(weakened,amount),0) return /mob/proc/SetWeakened(amount) weakened = max(amount,0) return /mob/proc/AdjustWeakened(amount) weakened = max(weakened + amount,0) return /mob/proc/Paralyse(amount) paralysis = max(max(paralysis,amount),0) return /mob/proc/SetParalysis(amount) paralysis = max(amount,0) return /mob/proc/AdjustParalysis(amount) paralysis = max(paralysis + amount,0) return