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Polaris/code/modules/mob/mob.dm

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/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 << "<I>... You can almost hear someone talking ...</I>"
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("<TT>\n<B><FONT size=3>[]</FONT></B><BR>\n\t<B>Head(Mask):</B> <A href='?src=\ref[];item=mask'>[]</A><BR>\n\t<B>Left Hand:</B> <A href='?src=\ref[];item=l_hand'>[]</A><BR>\n\t<B>Right Hand:</B> <A href='?src=\ref[];item=r_hand'>[]</A><BR>\n\t<B>Back:</B> <A href='?src=\ref[];item=back'>[]</A><BR>\n\t[]<BR>\n\t[]<BR>\n\t[]<BR>\n\t<A href='?src=\ref[];item=pockets'>Empty Pockets</A><BR>\n<A href='?src=\ref[];mach_close=mob[]'>Close</A><BR>\n</TT>", 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(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : ""), (internal ? text("<A href='?src=\ref[];item=internal'>Remove Internal</A>", src) : ""), (handcuffed ? text("<A href='?src=\ref[];item=handcuff'>Handcuffed</A>", src) : text("<A href='?src=\ref[];item=handcuff'>Not Handcuffed</A>", 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 = "<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 = "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 += "<BR>[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 <B>You must be dead to use this!</B>"
return
log_game("[usr.name]/[usr.key] used abandon mob.")
usr << "\blue <B>Please roleplay correctly!</B>"
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-<b>[key_name(usr, M, 0)]</b>: [t]"
usr << "\blue Admin PM to-<b>[key_name(M, usr, 1)]</b>: [t]"
else
if (M)
if (M.client && M.client.holder)
M << "\blue Reply PM from-<b>[key_name(usr, M, 1)]</b>: [t]"
else
M << "\red Reply PM from-<b>[key_name(usr, M, 0)]</b>: [t]"
usr << "\blue Reply PM to-<b>[key_name(M, usr, 0)]</b>: [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 << "<b><font color='blue'>PM: [key_name(usr, K)]->[key_name(M, K)]:</b> \blue [t]</font>"
..()
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 << "<div class=\"motd\">[join_motd]</div>"
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