Files
Polaris/code/modules/mob/mob.dm
Neerti ea6128f986 Adds Modifier System, Changes Some Ling Stuff
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc.  The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
2017-04-18 21:23:59 -04:00

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/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
mob_list -= src
dead_mob_list -= src
living_mob_list -= src
unset_machine()
qdel(hud_used)
clear_fullscreen()
if(client)
for(var/obj/screen/movable/spell_master/spell_master in spell_masters)
qdel(spell_master)
remove_screen_obj_references()
client.screen = list()
if(mind && mind.current == src)
spellremove(src)
ghostize()
..()
/mob/proc/remove_screen_obj_references()
hands = null
pullin = null
purged = null
internals = null
oxygen = null
i_select = null
m_select = null
toxin = null
fire = null
bodytemp = null
healths = null
throw_icon = null
nutrition_icon = null
pressure = null
pain = null
item_use_icon = null
gun_move_icon = null
gun_setting_icon = null
spell_masters = null
zone_sel = null
/mob/New()
mob_list += src
if(stat == DEAD)
dead_mob_list += src
else
living_mob_list += src
..()
/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) && (is_blind() || paralysis) )//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 2) && is_deaf())//Hearing related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 1) && (sdisabilities & BLIND))
return
// Added voice muffling for Issue 41.
if(stat == UNCONSCIOUS || sleeping > 0)
src << "<I>... You can almost hear someone talking ...</I>"
else
src << msg
return
// Show a message to all mobs and objects 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)
var/list/see = get_mobs_or_objects_in_view(world.view,src) | viewers(world.view,src)
for(var/I in see)
if(isobj(I))
//spawn(0)
//if(I) //It's possible that it could be deleted in the meantime.
var/obj/O = I
O.show_message( message, 1, blind_message, 2)
else if(ismob(I))
var/mob/M = I
if(self_message && M==src)
M.show_message( self_message, 1, blind_message, 2)
else if(M.see_invisible >= invisibility) // Cannot view the invisible
M.show_message( message, 1, blind_message, 2)
else if (blind_message)
M.show_message(blind_message, 2)
// Returns an amount of power drawn from the object (-1 if it's not viable).
// If drain_check is set it will not actually drain power, just return a value.
// If surge is set, it will destroy/damage the recipient and not return any power.
// Not sure where to define this, so it can sit here for the rest of time.
/atom/proc/drain_power(var/drain_check,var/surge, var/amount = 0)
return -1
// Show a message to all mobs and objects in earshot of this one
// This would be for audible actions by the src mob
// message is the message output to anyone who can hear.
// self_message (optional) is what the src mob hears.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/mob/audible_message(var/message, var/deaf_message, var/hearing_distance, var/self_message)
var/range = world.view
if(hearing_distance)
range = hearing_distance
var/list/hear = get_mobs_or_objects_in_view(range,src)
for(var/I in hear)
if(isobj(I))
spawn(0)
if(I) //It's possible that it could be deleted in the meantime.
var/obj/O = I
O.show_message( message, 2, deaf_message, 1)
else if(ismob(I))
var/mob/M = I
var/msg = message
if(self_message && M==src)
msg = self_message
M.show_message( msg, 2, deaf_message, 1)
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[]", msg))
return M
return 0
/mob/proc/movement_delay()
return 0
/mob/proc/Life()
// if(organStructure)
// organStructure.ProcessOrgans()
//handle_typing_indicator() //You said the typing indicator would be fine. The test determined that was a lie.
return
#define UNBUCKLED 0
#define PARTIALLY_BUCKLED 1
#define FULLY_BUCKLED 2
/mob/proc/buckled()
// Preliminary work for a future buckle rewrite,
// where one might be fully restrained (like an elecrical chair), or merely secured (shuttle chair, keeping you safe but not otherwise restrained from acting)
if(!buckled)
return UNBUCKLED
return restrained() ? FULLY_BUCKLED : PARTIALLY_BUCKLED
/mob/proc/is_blind()
return ((sdisabilities & BLIND) || blinded || incapacitated(INCAPACITATION_KNOCKOUT))
/mob/proc/is_deaf()
return ((sdisabilities & DEAF) || ear_deaf || incapacitated(INCAPACITATION_KNOCKOUT))
/mob/proc/is_physically_disabled()
return incapacitated(INCAPACITATION_DISABLED)
/mob/proc/cannot_stand()
return incapacitated(INCAPACITATION_KNOCKDOWN)
/mob/proc/incapacitated(var/incapacitation_flags = INCAPACITATION_DEFAULT)
if ((incapacitation_flags & INCAPACITATION_STUNNED) && stunned)
return 1
if ((incapacitation_flags & INCAPACITATION_FORCELYING) && (weakened || resting))
return 1
if ((incapacitation_flags & INCAPACITATION_KNOCKOUT) && (stat || paralysis || sleeping || (status_flags & FAKEDEATH)))
return 1
if((incapacitation_flags & INCAPACITATION_RESTRAINED) && restrained())
return 1
if((incapacitation_flags & (INCAPACITATION_BUCKLED_PARTIALLY|INCAPACITATION_BUCKLED_FULLY)))
var/buckling = buckled()
if(buckling >= PARTIALLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_PARTIALLY))
return 1
if(buckling == FULLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_FULLY))
return 1
return 0
#undef UNBUCKLED
#undef PARTIALLY_BUCKLED
#undef FULLY_BUCKLED
/mob/proc/restrained()
return
/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/show_inv(mob/user as mob)
return
//mob verbs are faster than object verbs. See http://www.byond.com/forum/?post=1326139&page=2#comment8198716 for why this isn't atom/verb/examine()
/mob/verb/examinate(atom/A as mob|obj|turf in view())
set name = "Examine"
set category = "IC"
if((is_blind(src) || usr.stat) && !isobserver(src))
src << "<span class='notice'>Something is there but you can't see it.</span>"
return 1
face_atom(A)
A.examine(src)
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(!src || !isturf(src.loc) || !(A in view(src.loc)))
return 0
if(istype(A, /obj/effect/decal/point))
return 0
var/tile = get_turf(A)
if (!tile)
return 0
var/obj/P = new /obj/effect/decal/point(tile)
P.invisibility = invisibility
spawn (20)
if(P)
qdel(P) // qdel
face_atom(A)
return 1
/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
return
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
return
/*
/mob/verb/dump_source()
var/master = "<PRE>"
for(var/t in typesof(/area))
master += text("[]\n", t)
//Foreach goto(26)
src << browse(master)
return
*/
/mob/verb/memory()
set name = "Notes"
set category = "IC"
if(mind)
mind.show_memory(src)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "IC"
msg = sanitize(msg)
if(mind)
mind.store_memory(msg)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/proc/store_memory(msg as message, popup, sane = 1)
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
if (sane)
msg = sanitize(msg)
if (length(memory) == 0)
memory += msg
else
memory += "<BR>[msg]"
if (popup)
memory()
/mob/proc/update_flavor_text()
set src in usr
if(usr != src)
usr << "No."
var/msg = sanitize(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, extra = 0)
if(msg != null)
flavor_text = msg
/mob/proc/warn_flavor_changed()
if(flavor_text && flavor_text != "") // don't spam people that don't use it!
src << "<h2 class='alert'>OOC Warning:</h2>"
src << "<span class='alert'>Your flavor text is likely out of date! <a href='byond://?src=\ref[src];flavor_change=1'>Change</a></span>"
/mob/proc/print_flavor_text()
if (flavor_text && flavor_text != "")
var/msg = replacetext(flavor_text, "\n", " ")
if(lentext(msg) <= 40)
return "\blue [msg]"
else
return "\blue [copytext_preserve_html(msg, 1, 37)]... <a href='byond://?src=\ref[src];flavor_more=1'>More...</a>"
/*
/mob/verb/help()
set name = "Help"
src << browse('html/help.html', "window=help")
return
*/
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (!( config.abandon_allowed ))
usr << "<span class='notice'>Respawn is disabled.</span>"
return
if ((stat != 2 || !( ticker )))
usr << "<span class='notice'><B>You must be dead to use this!</B></span>"
return
if (ticker.mode && ticker.mode.deny_respawn) //BS12 EDIT
usr << "<span class='notice'>Respawn is disabled for this roundtype.</span>"
return
else
var/deathtime = world.time - src.timeofdeath
if(istype(src,/mob/observer/dead))
var/mob/observer/dead/G = src
if(G.has_enabled_antagHUD == 1 && config.antag_hud_restricted)
usr << "\blue <B>Upon using the antagHUD you forfeighted the ability to join the round.</B>"
return
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 < (5 * 600)) && (ticker && ticker.current_state > GAME_STATE_PREGAME))
usr << "You must wait 5 minutes to respawn!"
return
else
usr << "You can respawn now, enjoy your new life!"
log_game("[usr.name]/[usr.key] used abandon mob.")
usr << "\blue <B>Make sure to play a different character, and please roleplay correctly!</B>"
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
client.screen.Cut()
client.screen += client.void
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
announce_ghost_joinleave(client, 0)
var/mob/new_player/M = new /mob/new_player()
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
qdel(M)
return
M.key = key
if(M.mind)
M.mind.reset()
return
/client/verb/changes()
set name = "Changelog"
set category = "OOC"
getFiles(
'html/88x31.png',
'html/bug-minus.png',
'html/cross-circle.png',
'html/hard-hat-exclamation.png',
'html/image-minus.png',
'html/image-plus.png',
'html/map-pencil.png',
'html/music-minus.png',
'html/music-plus.png',
'html/tick-circle.png',
'html/wrench-screwdriver.png',
'html/spell-check.png',
'html/burn-exclamation.png',
'html/chevron.png',
'html/chevron-expand.png',
'html/changelog.css',
'html/changelog.js',
'html/changelog.html'
)
src << browse('html/changelog.html', "window=changes;size=675x650")
if(prefs.lastchangelog != changelog_hash)
prefs.lastchangelog = changelog_hash
prefs.save_preferences()
winset(src, "rpane.changelog", "background-color=none;font-style=;")
/mob/verb/observe()
set name = "Observe"
set category = "OOC"
var/is_admin = 0
if(client.holder && (client.holder.rights & R_ADMIN))
is_admin = 1
else if(stat != DEAD || istype(src, /mob/new_player))
usr << "\blue You must be observing to use this!"
return
if(is_admin && stat == DEAD)
is_admin = 0
var/list/names = list()
var/list/namecounts = list()
var/list/creatures = list()
for(var/obj/O in world) //EWWWWWWWWWWWWWWWWWWWWWWWW ~needs to be optimised
if(!O.loc)
continue
if(istype(O, /obj/item/weapon/disk/nuclear))
var/name = "Nuclear Disk"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
if(istype(O, /obj/singularity))
var/name = "Singularity"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
for(var/mob/M in sortAtom(mob_list))
var/name = M.name
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = M
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures
if (!eye_name)
return
var/mob/mob_eye = creatures[eye_name]
if(client && mob_eye)
client.eye = mob_eye
if (is_admin)
client.adminobs = 1
if(mob_eye == client.mob || client.eye == client.mob)
client.adminobs = 0
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
unset_machine()
reset_view(null)
/mob/Topic(href, href_list)
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
unset_machine()
src << browse(null, t1)
if(href_list["flavor_more"])
usr << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", name, replacetext(flavor_text, "\n", "<BR>")), text("window=[];size=500x200", name))
onclose(usr, "[name]")
if(href_list["flavor_change"])
update_flavor_text()
// ..()
return
/mob/proc/pull_damage()
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.health - H.halloss <= config.health_threshold_softcrit)
for(var/name in H.organs_by_name)
var/obj/item/organ/external/e = H.organs_by_name[name]
if(e && H.lying)
if(((e.status & ORGAN_BROKEN && !(e.splinted)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
return 1
break
return 0
/mob/MouseDrop(mob/M as mob)
..()
if(M != usr) return
if(usr == src) return
if(!Adjacent(usr)) return
if(istype(M,/mob/living/silicon/ai)) return
show_inv(usr)
/mob/verb/stop_pulling()
set name = "Stop Pulling"
set category = "IC"
if(pulling)
pulling.pulledby = null
pulling = null
if(pullin)
pullin.icon_state = "pull0"
/mob/proc/start_pulling(var/atom/movable/AM)
if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
return
if (AM.anchored)
src << "<span class='warning'>It won't budge!</span>"
return
var/mob/M = AM
if(ismob(AM))
if(!can_pull_mobs || !can_pull_size)
src << "<span class='warning'>They won't budge!</span>"
return
if((mob_size < M.mob_size) && (can_pull_mobs != MOB_PULL_LARGER))
src << "<span class='warning'>[M] is too large for you to move!</span>"
return
if((mob_size == M.mob_size) && (can_pull_mobs == MOB_PULL_SMALLER))
src << "<span class='warning'>[M] is too heavy for you to move!</span>"
return
// If your size is larger than theirs and you have some
// kind of mob pull value AT ALL, you will be able to pull
// them, so don't bother checking that explicitly.
if(M.grabbed_by.len)
// Only start pulling when nobody else has a grab on them
. = 1
for(var/obj/item/weapon/grab/G in M.grabbed_by)
if(G.assailant != usr)
. = 0
else
qdel(G)
if(!.)
src << "<span class='warning'>Somebody has a grip on them!</span>"
return
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
else if(isobj(AM))
var/obj/I = AM
if(!can_pull_size || can_pull_size < I.w_class)
src << "<span class='warning'>It won't budge!</span>"
return
if(pulling)
var/pulling_old = pulling
stop_pulling()
// Are we pulling the same thing twice? Just stop pulling.
if(pulling_old == AM)
return
src.pulling = AM
AM.pulledby = src
if(pullin)
pullin.icon_state = "pull1"
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(H.pull_damage())
src << "\red <B>Pulling \the [H] in their current condition would probably be a bad idea.</B>"
//Attempted fix for people flying away through space when cuffed and dragged.
if(ismob(AM))
var/mob/pulled = AM
pulled.inertia_dir = 0
/mob/proc/can_use_hands()
return
/mob/proc/is_active()
return (0 >= usr.stat)
/mob/proc/is_dead()
return stat == DEAD
/mob/proc/is_mechanical()
if(mind && (mind.assigned_role == "Cyborg" || mind.assigned_role == "AI"))
return 1
return istype(src, /mob/living/silicon) || get_species() == "Machine"
/mob/proc/is_ready()
return client && !!mind
/mob/proc/get_gender()
return gender
/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)
/mob/Stat()
..()
. = (is_client_active(10 MINUTES))
if(.)
if(statpanel("Status") && ticker && ticker.current_state != GAME_STATE_PREGAME)
stat("Station Time", stationtime2text())
stat("Station Date", stationdate2text())
stat("Round Duration", roundduration2text())
if(client.holder)
if(statpanel("Status"))
stat("Location:", "([x], [y], [z]) [loc]")
stat("CPU:","[world.cpu]")
stat("Instances:","[world.contents.len]")
if(statpanel("Processes"))
if(processScheduler)
processScheduler.statProcesses()
if(listed_turf && client)
if(!TurfAdjacent(listed_turf))
listed_turf = null
else
if(statpanel("Turf"))
stat("\icon[listed_turf]", listed_turf.name)
for(var/atom/A in listed_turf)
if(!A.mouse_opacity)
continue
if(A.invisibility > see_invisible)
continue
if(is_type_in_list(A, shouldnt_see))
continue
stat(A)
// facing verbs
/mob/proc/canface()
if(!canmove) return 0
if(stat) return 0
if(anchored) return 0
if(transforming) return 0
return 1
// Not sure what to call this. Used to check if humans are wearing an AI-controlled exosuit and hence don't need to fall over yet.
/mob/proc/can_stand_overridden()
return 0
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
/mob/proc/update_canmove()
return canmove
/mob/proc/facedir(var/ndir)
if(!canface() || (client && (client.moving || (world.time < client.move_delay))))
return 0
set_dir(ndir)
if(buckled && buckled.buckle_movable)
buckled.set_dir(ndir)
if(client)
client.move_delay += movement_delay()
return 1
/mob/verb/eastface()
set hidden = 1
return facedir(client.client_dir(EAST))
/mob/verb/westface()
set hidden = 1
return facedir(client.client_dir(WEST))
/mob/verb/northface()
set hidden = 1
return facedir(client.client_dir(NORTH))
/mob/verb/southface()
set hidden = 1
return facedir(client.client_dir(SOUTH))
//This might need a rename but it should replace the can this mob use things check
/mob/proc/IsAdvancedToolUser()
return 0
/mob/proc/Stun(amount)
if(status_flags & CANSTUN)
facing_dir = null
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
return
/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
if(status_flags & CANSTUN)
stunned = max(amount,0)
return
/mob/proc/AdjustStunned(amount)
if(status_flags & CANSTUN)
stunned = max(stunned + amount,0)
return
/mob/proc/Weaken(amount)
if(status_flags & CANWEAKEN)
facing_dir = null
weakened = max(max(weakened,amount),0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/SetWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/AdjustWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(weakened + amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/Paralyse(amount)
if(status_flags & CANPARALYSE)
facing_dir = null
paralysis = max(max(paralysis,amount),0)
return
/mob/proc/SetParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(amount,0)
return
/mob/proc/AdjustParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(paralysis + amount,0)
return
/mob/proc/Sleeping(amount)
facing_dir = null
sleeping = max(max(sleeping,amount),0)
return
/mob/proc/SetSleeping(amount)
sleeping = max(amount,0)
return
/mob/proc/AdjustSleeping(amount)
sleeping = max(sleeping + amount,0)
return
/mob/proc/Confuse(amount)
confused = max(max(confused,amount),0)
return
/mob/proc/SetConfused(amount)
confused = max(amount,0)
return
/mob/proc/AdjustConfused(amount)
confused = max(confused + amount,0)
return
/mob/proc/Blind(amount)
eye_blind = max(max(eye_blind,amount),0)
return
/mob/proc/SetBlinded(amount)
eye_blind = max(amount,0)
return
/mob/proc/AdjustBlinded(amount)
eye_blind = max(eye_blind + amount,0)
return
/mob/proc/Resting(amount)
facing_dir = null
resting = max(max(resting,amount),0)
return
/mob/proc/SetResting(amount)
resting = max(amount,0)
return
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
return
/mob/proc/get_species()
return ""
/mob/proc/flash_weak_pain()
flick("weak_pain",pain)
/mob/proc/get_visible_implants(var/class = 0)
var/list/visible_implants = list()
for(var/obj/item/O in embedded)
if(O.w_class > class)
visible_implants += O
return visible_implants
/mob/proc/embedded_needs_process()
return (embedded.len > 0)
mob/proc/yank_out_object()
set category = "Object"
set name = "Yank out object"
set desc = "Remove an embedded item at the cost of bleeding and pain."
set src in view(1)
if(!isliving(usr) || !usr.canClick())
return
usr.setClickCooldown(20)
if(usr.stat == 1)
usr << "You are unconcious and cannot do that!"
return
if(usr.restrained())
usr << "You are restrained and cannot do that!"
return
var/mob/S = src
var/mob/U = usr
var/list/valid_objects = list()
var/self = null
if(S == U)
self = 1 // Removing object from yourself.
valid_objects = get_visible_implants(0)
if(!valid_objects.len)
if(self)
src << "You have nothing stuck in your body that is large enough to remove."
else
U << "[src] has nothing stuck in their wounds that is large enough to remove."
return
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
if(self)
src << "<span class='warning'>You attempt to get a good grip on [selection] in your body.</span>"
else
U << "<span class='warning'>You attempt to get a good grip on [selection] in [S]'s body.</span>"
if(!do_after(U, 30))
return
if(!selection || !S || !U)
return
if(self)
visible_message("<span class='warning'><b>[src] rips [selection] out of their body.</b></span>","<span class='warning'><b>You rip [selection] out of your body.</b></span>")
else
visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s body.</b></span>","<span class='warning'><b>[usr] rips [selection] out of your body.</b></span>")
valid_objects = get_visible_implants(0)
if(valid_objects.len == 1) //Yanking out last object - removing verb.
src.verbs -= /mob/proc/yank_out_object
if(ishuman(src))
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/affected
for(var/obj/item/organ/external/organ in H.organs) //Grab the organ holding the implant.
for(var/obj/item/O in organ.implants)
if(O == selection)
affected = organ
affected.implants -= selection
H.shock_stage+=20
affected.take_damage((selection.w_class * 3), 0, 0, 1, "Embedded object extraction")
if(prob(selection.w_class * 5) && (affected.robotic < ORGAN_ROBOT)) //I'M SO ANEMIC I COULD JUST -DIE-.
var/datum/wound/internal_bleeding/I = new (min(selection.w_class * 5, 15))
affected.wounds += I
H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 50)
if (ishuman(U))
var/mob/living/carbon/human/human_user = U
human_user.bloody_hands(H)
else if(issilicon(src))
var/mob/living/silicon/robot/R = src
R.embedded -= selection
R.adjustBruteLoss(5)
R.adjustFireLoss(10)
selection.forceMove(get_turf(src))
U.put_in_hands(selection)
for(var/obj/item/weapon/O in pinned)
if(O == selection)
pinned -= O
if(!pinned.len)
anchored = 0
return 1
//Check for brain worms in head.
/mob/proc/has_brain_worms()
for(var/I in contents)
if(istype(I,/mob/living/simple_animal/borer))
return I
return 0
/mob/proc/updateicon()
return
/mob/verb/face_direction()
set name = "Face Direction"
set category = "IC"
set src = usr
set_face_dir()
if(!facing_dir)
usr << "You are now not facing anything."
else
usr << "You are now facing [dir2text(facing_dir)]."
/mob/proc/set_face_dir(var/newdir)
if(newdir == facing_dir)
facing_dir = null
else if(newdir)
set_dir(newdir)
facing_dir = newdir
else if(facing_dir)
facing_dir = null
else
set_dir(dir)
facing_dir = dir
/mob/set_dir()
if(facing_dir)
if(!canface() || lying || buckled || restrained())
facing_dir = null
else if(dir != facing_dir)
return ..(facing_dir)
else
return ..()
/mob/verb/northfaceperm()
set hidden = 1
set_face_dir(client.client_dir(NORTH))
/mob/verb/southfaceperm()
set hidden = 1
set_face_dir(client.client_dir(SOUTH))
/mob/verb/eastfaceperm()
set hidden = 1
set_face_dir(client.client_dir(EAST))
/mob/verb/westfaceperm()
set hidden = 1
set_face_dir(client.client_dir(WEST))
/mob/proc/adjustEarDamage()
return
/mob/proc/setEarDamage()
return
//Throwing stuff
/mob/proc/toggle_throw_mode()
if (src.in_throw_mode)
throw_mode_off()
else
throw_mode_on()
/mob/proc/throw_mode_off()
src.in_throw_mode = 0
if(src.throw_icon) //in case we don't have the HUD and we use the hotkey
src.throw_icon.icon_state = "act_throw_off"
/mob/proc/throw_mode_on()
src.in_throw_mode = 1
if(src.throw_icon)
src.throw_icon.icon_state = "act_throw_on"
/mob/proc/isSynthetic()
return 0
/mob/proc/is_muzzled()
return 0
/client/proc/check_has_body_select()
return mob && mob.hud_used && istype(mob.zone_sel, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
toggle_zone_sel(list(BP_HEAD, O_EYES, O_MOUTH))
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
toggle_zone_sel(list(BP_R_ARM,BP_R_HAND))
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
toggle_zone_sel(list(BP_L_ARM,BP_L_HAND))
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
toggle_zone_sel(list(BP_TORSO))
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
toggle_zone_sel(list(BP_GROIN))
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
toggle_zone_sel(list(BP_R_LEG,BP_R_FOOT))
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
toggle_zone_sel(list(BP_L_LEG,BP_L_FOOT))
/client/proc/toggle_zone_sel(list/zones)
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.zone_sel
selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))