mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-11 10:22:13 +00:00
refactor tags
This commit is contained in:
@@ -14,7 +14,7 @@
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if(check_click_intercept(params,A))
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if(check_click_intercept(params,A))
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return
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return
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if(stat || locked_down || IsParalyzed() || _REFACTORING_IsStun() || _REFACTORING_IsUnconscious())
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if(stat || locked_down || IsParalyzed() || IsStun() || IsUnconscious())
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return
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return
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var/list/modifiers = params2list(params)
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var/list/modifiers = params2list(params)
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@@ -406,7 +406,7 @@
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var/mob/living/user = hud?.mymob
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var/mob/living/user = hud?.mymob
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if(!istype(user))
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if(!istype(user))
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return
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return
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if(!user._REFACTORING_resting)
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if(!user.resting)
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icon_state = "act_rest"
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icon_state = "act_rest"
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else
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else
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icon_state = "act_rest0"
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icon_state = "act_rest0"
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@@ -132,7 +132,7 @@
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/datum/brain_trauma/severe/narcolepsy/on_life()
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/datum/brain_trauma/severe/narcolepsy/on_life()
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..()
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..()
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if(owner._REFACTORING_IsSleeping())
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if(owner.IsSleeping())
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return
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return
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var/sleep_chance = 1
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var/sleep_chance = 1
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if(owner.m_intent == MOVE_INTENT_RUN)
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if(owner.m_intent == MOVE_INTENT_RUN)
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@@ -32,7 +32,7 @@
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if(ishuman(M) && source.force && source.get_sharpness())
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if(ishuman(M) && source.force && source.get_sharpness())
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var/mob/living/carbon/human/H = M
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var/mob/living/carbon/human/H = M
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if((H.health <= H.crit_threshold || (user.pulling == H && user.grab_state >= GRAB_NECK) || H._REFACTORING_IsSleeping()) && user.zone_selected == BODY_ZONE_PRECISE_MOUTH) // Only sleeping, neck grabbed, or crit, can be sliced.
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if((H.health <= H.crit_threshold || (user.pulling == H && user.grab_state >= GRAB_NECK) || H.IsSleeping()) && user.zone_selected == BODY_ZONE_PRECISE_MOUTH) // Only sleeping, neck grabbed, or crit, can be sliced.
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if(H.has_status_effect(/datum/status_effect/neck_slice))
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if(H.has_status_effect(/datum/status_effect/neck_slice))
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user.show_message("<span class='warning'>[H]'s neck has already been already cut, you can't make the bleeding any worse!</span>", 1, \
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user.show_message("<span class='warning'>[H]'s neck has already been already cut, you can't make the bleeding any worse!</span>", 1, \
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"<span class='warning'>Their neck has already been already cut, you can't make the bleeding any worse!</span>")
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"<span class='warning'>Their neck has already been already cut, you can't make the bleeding any worse!</span>")
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@@ -253,11 +253,11 @@
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var/mob/living/M = A.affected_mob
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var/mob/living/M = A.affected_mob
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if(HAS_TRAIT(M, TRAIT_DEATHCOMA))
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if(HAS_TRAIT(M, TRAIT_DEATHCOMA))
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return power
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return power
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else if(M._REFACTORING_IsUnconscious() || M.stat == UNCONSCIOUS)
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else if(M.IsUnconscious() || M.stat == UNCONSCIOUS)
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return power * 0.9
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return power * 0.9
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else if(M.stat == SOFT_CRIT)
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else if(M.stat == SOFT_CRIT)
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return power * 0.5
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return power * 0.5
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else if(M._REFACTORING_IsSleeping())
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else if(M.IsSleeping())
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return power * 0.25
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return power * 0.25
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else if(M.getBruteLoss() + M.getFireLoss() >= 70 && !active_coma)
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else if(M.getBruteLoss() + M.getFireLoss() >= 70 && !active_coma)
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to_chat(M, "<span class='warning'>You feel yourself slip into a regenerative coma...</span>")
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to_chat(M, "<span class='warning'>You feel yourself slip into a regenerative coma...</span>")
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@@ -227,7 +227,7 @@
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H.visible_message("<span class='warning'>[H] collapses!</span>", \
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H.visible_message("<span class='warning'>[H] collapses!</span>", \
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"<span class='userdanger'>Your legs give out!</span>")
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"<span class='userdanger'>Your legs give out!</span>")
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H.DefaultCombatKnockdown(80)
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H.DefaultCombatKnockdown(80)
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if(H.staminaloss && !H._REFACTORING_IsSleeping())
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if(H.staminaloss && !H.IsSleeping())
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var/total_health = (H.health - H.staminaloss)
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var/total_health = (H.health - H.staminaloss)
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if(total_health <= HEALTH_THRESHOLD_CRIT && !H.stat)
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if(total_health <= HEALTH_THRESHOLD_CRIT && !H.stat)
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H.visible_message("<span class='warning'>[user] delivers a heavy hit to [H]'s head, knocking [H.p_them()] out cold!</span>", \
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H.visible_message("<span class='warning'>[user] delivers a heavy hit to [H]'s head, knocking [H.p_them()] out cold!</span>", \
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@@ -99,7 +99,7 @@
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text_gain_indication = "<span class='danger'>You twitch.</span>"
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text_gain_indication = "<span class='danger'>You twitch.</span>"
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/datum/mutation/human/tourettes/on_life(mob/living/carbon/human/owner)
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/datum/mutation/human/tourettes/on_life(mob/living/carbon/human/owner)
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if(prob(10) && owner.stat == CONSCIOUS && !owner._REFACTORING_IsStun())
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if(prob(10) && owner.stat == CONSCIOUS && !owner.IsStun())
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owner.Stun(200)
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owner.Stun(200)
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switch(rand(1, 3))
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switch(rand(1, 3))
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if(1)
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if(1)
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@@ -545,7 +545,7 @@
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var/obj/item/projectile/A
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var/obj/item/projectile/A
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//any emagged turrets drains 2x power and uses a different projectile?
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//any emagged turrets drains 2x power and uses a different projectile?
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if(mode == TURRET_STUN)
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if(mode == TURRET_STUN)
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if(nonlethal_projectile && C && C._REFACTORING_resting)
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if(nonlethal_projectile && C && C.resting)
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use_power(reqpower*0.5)
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use_power(reqpower*0.5)
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A = new nonlethal_projectile(T)
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A = new nonlethal_projectile(T)
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playsound(loc, nonlethal_projectile_sound, 75, 1)
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playsound(loc, nonlethal_projectile_sound, 75, 1)
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@@ -80,7 +80,7 @@
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else
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else
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user.visible_message("<span class='notice'>[user] hugs [M] to make [M.p_them()] feel better!</span>", \
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user.visible_message("<span class='notice'>[user] hugs [M] to make [M.p_them()] feel better!</span>", \
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"<span class='notice'>You hug [M] to make [M.p_them()] feel better!</span>")
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"<span class='notice'>You hug [M] to make [M.p_them()] feel better!</span>")
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if(M._REFACTORING_resting && !M.recoveringstam)
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if(M.resting && !M.recoveringstam)
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M.set_resting(FALSE, TRUE)
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M.set_resting(FALSE, TRUE)
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else
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else
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user.visible_message("<span class='notice'>[user] pets [M]!</span>", \
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user.visible_message("<span class='notice'>[user] pets [M]!</span>", \
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@@ -14,7 +14,7 @@
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return FALSE
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return FALSE
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/mob/living/proc/StakeCanKillMe()
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/mob/living/proc/StakeCanKillMe()
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return _REFACTORING_IsSleeping() || stat >= UNCONSCIOUS || blood_volume <= 0 || HAS_TRAIT(src, TRAIT_DEATHCOMA) // NOTE: You can't go to sleep in a coffin with a stake in you.
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return IsSleeping() || stat >= UNCONSCIOUS || blood_volume <= 0 || HAS_TRAIT(src, TRAIT_DEATHCOMA) // NOTE: You can't go to sleep in a coffin with a stake in you.
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/obj/item/stake
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/obj/item/stake
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name = "wooden stake"
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name = "wooden stake"
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@@ -71,7 +71,7 @@
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if (rand(0, 5) < level_current)
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if (rand(0, 5) < level_current)
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playsound(get_turf(newtarget), "sound/weapons/punch[rand(1,4)].ogg", 15, 1, -1)
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playsound(get_turf(newtarget), "sound/weapons/punch[rand(1,4)].ogg", 15, 1, -1)
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newtarget.DefaultCombatKnockdown(10 + level_current * 5)
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newtarget.DefaultCombatKnockdown(10 + level_current * 5)
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if(newtarget._REFACTORING_IsStun())
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if(newtarget.IsStun())
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newtarget.spin(10,1)
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newtarget.spin(10,1)
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if (rand(0,4))
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if (rand(0,4))
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newtarget.drop_all_held_items()
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newtarget.drop_all_held_items()
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@@ -282,7 +282,7 @@
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if(target.get_item_by_slot(SLOT_HEAD) != src)
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if(target.get_item_by_slot(SLOT_HEAD) != src)
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return
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return
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QDEL_NULL(paranoia)
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QDEL_NULL(paranoia)
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if(!target._REFACTORING_IsUnconscious())
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if(!target.IsUnconscious())
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to_chat(target, "<span class='warning'>Your zealous conspirationism rapidly dissipates as the donned hat warps up into a ruined mess. All those theories starting to sound like nothing but a ridicolous fanfare.</span>")
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to_chat(target, "<span class='warning'>Your zealous conspirationism rapidly dissipates as the donned hat warps up into a ruined mess. All those theories starting to sound like nothing but a ridicolous fanfare.</span>")
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/obj/item/clothing/head/foilhat/attack_hand(mob/user)
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/obj/item/clothing/head/foilhat/attack_hand(mob/user)
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@@ -87,7 +87,7 @@
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if(istype(user))
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if(istype(user))
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if(to_turf)
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if(to_turf)
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user.forceMove(to_turf)
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user.forceMove(to_turf)
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user._REFACTORING_SetStun(0)
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user.SetStun(0)
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user.next_move = 1
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user.next_move = 1
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user.alpha = 255
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user.alpha = 255
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user.update_atom_colour()
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user.update_atom_colour()
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@@ -146,7 +146,7 @@
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/datum/proximity_monitor/advanced/timestop/proc/unfreeze_mob(mob/living/L)
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/datum/proximity_monitor/advanced/timestop/proc/unfreeze_mob(mob/living/L)
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escape_the_negative_zone(L)
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escape_the_negative_zone(L)
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L._REFACTORING_AdjustStun(-20, TRUE, TRUE)
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L.AdjustStun(-20, TRUE, TRUE)
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L.anchored = frozen_mobs[L]
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L.anchored = frozen_mobs[L]
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frozen_mobs -= L
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frozen_mobs -= L
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global_frozen_atoms -= L
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global_frozen_atoms -= L
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@@ -1136,7 +1136,7 @@ GLOBAL_LIST_INIT(hallucination_list, list(
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set waitfor = FALSE
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set waitfor = FALSE
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..()
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..()
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target.set_screwyhud(SCREWYHUD_DEAD)
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target.set_screwyhud(SCREWYHUD_DEAD)
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target._REFACTORING_Knockdown(300)
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target.Knockdown(300)
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target.silent += 10
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target.silent += 10
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to_chat(target, "<span class='deadsay'><b>[target.real_name]</b> has died at <b>[get_area_name(target)]</b>.</span>")
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to_chat(target, "<span class='deadsay'><b>[target.real_name]</b> has died at <b>[get_area_name(target)]</b>.</span>")
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if(prob(50))
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if(prob(50))
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@@ -1154,7 +1154,7 @@ GLOBAL_LIST_INIT(hallucination_list, list(
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"i[prob(50)?" fucking":""] hate [pick("blood cult", "clock cult", "revenants", "this round","this","myself","admins","you")]")]\"</span>")
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"i[prob(50)?" fucking":""] hate [pick("blood cult", "clock cult", "revenants", "this round","this","myself","admins","you")]")]\"</span>")
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sleep(rand(70,90))
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sleep(rand(70,90))
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target.set_screwyhud(SCREWYHUD_NONE)
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target.set_screwyhud(SCREWYHUD_NONE)
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target._REFACTORING_SetKnockdown(0)
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target.SetKnockdown(0)
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target.silent = FALSE
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target.silent = FALSE
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qdel(src)
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qdel(src)
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@@ -4,7 +4,7 @@
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for(var/I in overlays_standing)
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for(var/I in overlays_standing)
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add_overlay(I)
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add_overlay(I)
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var/asleep = _REFACTORING_IsSleeping()
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var/asleep = IsSleeping()
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if(stat == DEAD)
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if(stat == DEAD)
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//If we mostly took damage from fire
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//If we mostly took damage from fire
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if(fireloss > 125)
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if(fireloss > 125)
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@@ -18,7 +18,7 @@
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if(health<= -maxHealth || !getorgan(/obj/item/organ/brain))
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if(health<= -maxHealth || !getorgan(/obj/item/organ/brain))
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death()
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death()
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return
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return
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if(_REFACTORING_IsUnconscious() || _REFACTORING_IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || health <= crit_threshold)
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if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || health <= crit_threshold)
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if(stat == CONSCIOUS)
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if(stat == CONSCIOUS)
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stat = UNCONSCIOUS
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stat = UNCONSCIOUS
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blind_eyes(1)
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blind_eyes(1)
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@@ -14,9 +14,9 @@
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icon_state = "larva[state]_dead"
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icon_state = "larva[state]_dead"
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else if(handcuffed || legcuffed) //This should be an overlay. Who made this an icon_state?
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else if(handcuffed || legcuffed) //This should be an overlay. Who made this an icon_state?
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icon_state = "larva[state]_cuff"
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icon_state = "larva[state]_cuff"
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else if(stat == UNCONSCIOUS || lying || _REFACTORING_resting)
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else if(stat == UNCONSCIOUS || lying || resting)
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icon_state = "larva[state]_sleep"
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icon_state = "larva[state]_sleep"
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else if(_REFACTORING_IsStun() || IsParalyzed())
|
else if(IsStun() || IsParalyzed())
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icon_state = "larva[state]_stun"
|
icon_state = "larva[state]_stun"
|
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else
|
else
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icon_state = "larva[state]"
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icon_state = "larva[state]"
|
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@@ -803,7 +803,7 @@
|
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if(health <= HEALTH_THRESHOLD_DEAD && !HAS_TRAIT(src, TRAIT_NODEATH))
|
if(health <= HEALTH_THRESHOLD_DEAD && !HAS_TRAIT(src, TRAIT_NODEATH))
|
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death()
|
death()
|
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return
|
return
|
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if(_REFACTORING_IsUnconscious() || _REFACTORING_IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || (health <= HEALTH_THRESHOLD_FULLCRIT && !HAS_TRAIT(src, TRAIT_NOHARDCRIT)))
|
if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || (health <= HEALTH_THRESHOLD_FULLCRIT && !HAS_TRAIT(src, TRAIT_NOHARDCRIT)))
|
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stat = UNCONSCIOUS
|
stat = UNCONSCIOUS
|
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blind_eyes(1)
|
blind_eyes(1)
|
||||||
if(combatmode)
|
if(combatmode)
|
||||||
@@ -965,7 +965,7 @@
|
|||||||
return FALSE
|
return FALSE
|
||||||
if(hallucinating())
|
if(hallucinating())
|
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return TRUE
|
return TRUE
|
||||||
if(_REFACTORING_IsSleeping())
|
if(IsSleeping())
|
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return TRUE
|
return TRUE
|
||||||
if(HAS_TRAIT(src, TRAIT_DUMB))
|
if(HAS_TRAIT(src, TRAIT_DUMB))
|
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return TRUE
|
return TRUE
|
||||||
|
|||||||
@@ -79,7 +79,7 @@
|
|||||||
visible_message("<span class='danger'>[M] has attempted to punch [name]!</span>", \
|
visible_message("<span class='danger'>[M] has attempted to punch [name]!</span>", \
|
||||||
"<span class='userdanger'>[M] has attempted to punch [name]!</span>", null, COMBAT_MESSAGE_RANGE)
|
"<span class='userdanger'>[M] has attempted to punch [name]!</span>", null, COMBAT_MESSAGE_RANGE)
|
||||||
if(INTENT_DISARM)
|
if(INTENT_DISARM)
|
||||||
if(!_REFACTORING_IsUnconscious())
|
if(!IsUnconscious())
|
||||||
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
|
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
|
||||||
if (prob(25))
|
if (prob(25))
|
||||||
DefaultCombatKnockdown(40)
|
DefaultCombatKnockdown(40)
|
||||||
|
|||||||
@@ -416,7 +416,7 @@
|
|||||||
set name = "Sleep"
|
set name = "Sleep"
|
||||||
set category = "IC"
|
set category = "IC"
|
||||||
|
|
||||||
if(_REFACTORING_IsSleeping())
|
if(IsSleeping())
|
||||||
to_chat(src, "<span class='notice'>You are already sleeping.</span>")
|
to_chat(src, "<span class='notice'>You are already sleeping.</span>")
|
||||||
return
|
return
|
||||||
else
|
else
|
||||||
@@ -674,7 +674,7 @@
|
|||||||
if(on_fire)
|
if(on_fire)
|
||||||
resist_fire() //stop, drop, and roll
|
resist_fire() //stop, drop, and roll
|
||||||
return
|
return
|
||||||
if(_REFACTORING_resting) //cit change - allows resisting out of resting
|
if(resting) //cit change - allows resisting out of resting
|
||||||
resist_a_rest() // ditto
|
resist_a_rest() // ditto
|
||||||
return
|
return
|
||||||
if(resist_embedded()) //Citadel Change for embedded removal memes
|
if(resist_embedded()) //Citadel Change for embedded removal memes
|
||||||
|
|||||||
@@ -2,9 +2,9 @@
|
|||||||
|
|
||||||
//Force-set resting variable, without needing to resist/etc.
|
//Force-set resting variable, without needing to resist/etc.
|
||||||
/mob/living/proc/set_resting(new_resting, silent = FALSE, updating = TRUE)
|
/mob/living/proc/set_resting(new_resting, silent = FALSE, updating = TRUE)
|
||||||
_REFACTORING_resting = new_resting
|
resting = new_resting
|
||||||
if(!silent)
|
if(!silent)
|
||||||
to_chat(src, "<span class='notice'>You are now [_REFACTORING_resting? "resting" : "getting up"].</span>")
|
to_chat(src, "<span class='notice'>You are now [resting? "resting" : "getting up"].</span>")
|
||||||
update_resting(updating)
|
update_resting(updating)
|
||||||
|
|
||||||
/mob/living/proc/update_resting(update_mobility = TRUE)
|
/mob/living/proc/update_resting(update_mobility = TRUE)
|
||||||
@@ -25,20 +25,20 @@
|
|||||||
set category = "IC"
|
set category = "IC"
|
||||||
if(client?.prefs?.autostand)
|
if(client?.prefs?.autostand)
|
||||||
intentionalresting = !intentionalresting
|
intentionalresting = !intentionalresting
|
||||||
to_chat(src, "<span class='notice'>You are now attempting to [intentionalresting ? "[!_REFACTORING_resting ? "lay down and ": ""]stay down" : "[_REFACTORING_resting ? "get up and ": ""]stay up"].</span>")
|
to_chat(src, "<span class='notice'>You are now attempting to [intentionalresting ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
|
||||||
if(intentionalresting && !_REFACTORING_resting)
|
if(intentionalresting && !resting)
|
||||||
set_resting(TRUE, FALSE)
|
set_resting(TRUE, FALSE)
|
||||||
else
|
else
|
||||||
resist_a_rest()
|
resist_a_rest()
|
||||||
else
|
else
|
||||||
if(!_REFACTORING_resting)
|
if(!resting)
|
||||||
set_resting(TRUE, FALSE)
|
set_resting(TRUE, FALSE)
|
||||||
to_chat(src, "<span class='notice'>You are now laying down.</span>")
|
to_chat(src, "<span class='notice'>You are now laying down.</span>")
|
||||||
else
|
else
|
||||||
resist_a_rest()
|
resist_a_rest()
|
||||||
|
|
||||||
/mob/living/proc/resist_a_rest(automatic = FALSE, ignoretimer = FALSE) //Lets mobs resist out of resting. Major QOL change with combat reworks.
|
/mob/living/proc/resist_a_rest(automatic = FALSE, ignoretimer = FALSE) //Lets mobs resist out of resting. Major QOL change with combat reworks.
|
||||||
if(!_REFACTORING_resting || stat || attemptingstandup)
|
if(!resting || stat || attemptingstandup)
|
||||||
return FALSE
|
return FALSE
|
||||||
if(ignoretimer)
|
if(ignoretimer)
|
||||||
set_resting(FALSE, FALSE)
|
set_resting(FALSE, FALSE)
|
||||||
@@ -84,20 +84,20 @@
|
|||||||
var/stat_softcrit = stat == SOFT_CRIT
|
var/stat_softcrit = stat == SOFT_CRIT
|
||||||
var/stat_conscious = (stat == CONSCIOUS) || stat_softcrit
|
var/stat_conscious = (stat == CONSCIOUS) || stat_softcrit
|
||||||
|
|
||||||
var/conscious = !_REFACTORING_IsUnconscious() && stat_conscious && !HAS_TRAIT(src, TRAIT_DEATHCOMA)
|
var/conscious = !IsUnconscious() && stat_conscious && !HAS_TRAIT(src, TRAIT_DEATHCOMA)
|
||||||
|
|
||||||
var/has_arms = get_num_arms()
|
var/has_arms = get_num_arms()
|
||||||
var/has_legs = get_num_legs()
|
var/has_legs = get_num_legs()
|
||||||
var/ignore_legs = get_leg_ignore()
|
var/ignore_legs = get_leg_ignore()
|
||||||
var/stun = _REFACTORING_IsStun()
|
var/stun = IsStun()
|
||||||
var/paralyze = IsParalyzed()
|
var/paralyze = IsParalyzed()
|
||||||
var/knockdown = _REFACTORING_IsKnockdown()
|
var/knockdown = IsKnockdown()
|
||||||
var/daze = IsDazed()
|
var/daze = IsDazed()
|
||||||
var/immobilize = IsImmobilized()
|
var/immobilize = IsImmobilized()
|
||||||
|
|
||||||
var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
|
var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
|
||||||
var/restrained = restrained()
|
var/restrained = restrained()
|
||||||
var/pinned = _REFACTORING_resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
|
var/pinned = resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
|
||||||
var/canmove = !immobilize && !stun && conscious && !paralyze && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && (has_arms || ignore_legs || has_legs) && !pinned && !recoveringstam
|
var/canmove = !immobilize && !stun && conscious && !paralyze && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && (has_arms || ignore_legs || has_legs) && !pinned && !recoveringstam
|
||||||
|
|
||||||
if(canmove)
|
if(canmove)
|
||||||
@@ -105,7 +105,7 @@
|
|||||||
else
|
else
|
||||||
mobility_flags &= ~MOBILITY_MOVE
|
mobility_flags &= ~MOBILITY_MOVE
|
||||||
var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) || !recoveringstam
|
var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) || !recoveringstam
|
||||||
var/canstand = canstand_involuntary && !_REFACTORING_resting
|
var/canstand = canstand_involuntary && !resting
|
||||||
|
|
||||||
var/should_be_lying = !canstand
|
var/should_be_lying = !canstand
|
||||||
if(buckled)
|
if(buckled)
|
||||||
|
|||||||
@@ -100,7 +100,7 @@
|
|||||||
/mob/living/silicon/pai/lay_down()
|
/mob/living/silicon/pai/lay_down()
|
||||||
. = ..()
|
. = ..()
|
||||||
if(loc != card)
|
if(loc != card)
|
||||||
visible_message("<span class='notice'>[src] [_REFACTORING_resting? "lays down for a moment..." : "perks up from the ground"]</span>")
|
visible_message("<span class='notice'>[src] [resting? "lays down for a moment..." : "perks up from the ground"]</span>")
|
||||||
update_icon()
|
update_icon()
|
||||||
|
|
||||||
/mob/living/silicon/pai/start_pulling(atom/movable/AM, gs)
|
/mob/living/silicon/pai/start_pulling(atom/movable/AM, gs)
|
||||||
|
|||||||
@@ -7,7 +7,7 @@
|
|||||||
icon = dynamic_chassis_icons[dynamic_chassis]
|
icon = dynamic_chassis_icons[dynamic_chassis]
|
||||||
var/list/states = icon_states(icon)
|
var/list/states = icon_states(icon)
|
||||||
icon_state = ""
|
icon_state = ""
|
||||||
if(_REFACTORING_resting) //The next line is some bullshit but I can make it worse if you want and make it a single line instead of four.. :)
|
if(resting) //The next line is some bullshit but I can make it worse if you want and make it a single line instead of four.. :)
|
||||||
if(dynamic_chassis_sit && ("sit") in states)
|
if(dynamic_chassis_sit && ("sit") in states)
|
||||||
icon_state = "sit"
|
icon_state = "sit"
|
||||||
else if(dynamic_chassis_bellyup && ("bellyup") in states)
|
else if(dynamic_chassis_bellyup && ("bellyup") in states)
|
||||||
@@ -21,7 +21,7 @@
|
|||||||
rotate_on_lying = TRUE
|
rotate_on_lying = TRUE
|
||||||
else
|
else
|
||||||
icon = initial(icon)
|
icon = initial(icon)
|
||||||
icon_state = "[chassis][_REFACTORING_resting? "_rest" : (stat == DEAD? "_dead" : "")]"
|
icon_state = "[chassis][resting? "_rest" : (stat == DEAD? "_dead" : "")]"
|
||||||
rotate_on_lying = FALSE
|
rotate_on_lying = FALSE
|
||||||
pixel_x = ((chassis == "dynamic") && chassis_pixel_offsets_x[dynamic_chassis]) || 0
|
pixel_x = ((chassis == "dynamic") && chassis_pixel_offsets_x[dynamic_chassis]) || 0
|
||||||
update_transform()
|
update_transform()
|
||||||
|
|||||||
@@ -675,7 +675,7 @@
|
|||||||
if(module.cyborg_base_icon == "robot")
|
if(module.cyborg_base_icon == "robot")
|
||||||
icon = 'icons/mob/robots.dmi'
|
icon = 'icons/mob/robots.dmi'
|
||||||
pixel_x = initial(pixel_x)
|
pixel_x = initial(pixel_x)
|
||||||
if(stat != DEAD && !(_REFACTORING_IsUnconscious() ||_REFACTORING_IsStun() || _REFACTORING_IsKnockdown() || IsParalyzed() || low_power_mode)) //Not dead, not stunned.
|
if(stat != DEAD && !(IsUnconscious() ||IsStun() || IsKnockdown() || IsParalyzed() || low_power_mode)) //Not dead, not stunned.
|
||||||
if(!eye_lights)
|
if(!eye_lights)
|
||||||
eye_lights = new()
|
eye_lights = new()
|
||||||
if(lamp_intensity > 2)
|
if(lamp_intensity > 2)
|
||||||
@@ -699,7 +699,7 @@
|
|||||||
update_fire()
|
update_fire()
|
||||||
|
|
||||||
if(client && stat != DEAD && module.dogborg == TRUE)
|
if(client && stat != DEAD && module.dogborg == TRUE)
|
||||||
if(_REFACTORING_resting)
|
if(resting)
|
||||||
if(sitting)
|
if(sitting)
|
||||||
icon_state = "[module.cyborg_base_icon]-sit"
|
icon_state = "[module.cyborg_base_icon]-sit"
|
||||||
if(bellyup)
|
if(bellyup)
|
||||||
@@ -1020,7 +1020,7 @@
|
|||||||
if(health <= -maxHealth) //die only once
|
if(health <= -maxHealth) //die only once
|
||||||
death()
|
death()
|
||||||
return
|
return
|
||||||
if(_REFACTORING_IsUnconscious() || _REFACTORING_IsStun() || IsParalyzed() || getOxyLoss() > maxHealth*0.5)
|
if(IsUnconscious() || IsStun() || IsParalyzed() || getOxyLoss() > maxHealth*0.5)
|
||||||
if(stat == CONSCIOUS)
|
if(stat == CONSCIOUS)
|
||||||
stat = UNCONSCIOUS
|
stat = UNCONSCIOUS
|
||||||
blind_eyes(1)
|
blind_eyes(1)
|
||||||
@@ -1271,7 +1271,7 @@
|
|||||||
/mob/living/silicon/robot/update_mobility()
|
/mob/living/silicon/robot/update_mobility()
|
||||||
. = ..()
|
. = ..()
|
||||||
if(client && stat != DEAD && dogborg == FALSE)
|
if(client && stat != DEAD && dogborg == FALSE)
|
||||||
if(_REFACTORING_resting)
|
if(resting)
|
||||||
cut_overlays()
|
cut_overlays()
|
||||||
icon_state = "[module.cyborg_base_icon]-rest"
|
icon_state = "[module.cyborg_base_icon]-rest"
|
||||||
else
|
else
|
||||||
|
|||||||
@@ -136,7 +136,7 @@
|
|||||||
|
|
||||||
/mob/living/silicon/robot/proc/beep_boop_rogue_bot(mob/user)
|
/mob/living/silicon/robot/proc/beep_boop_rogue_bot(mob/user)
|
||||||
SetEmagged(1)
|
SetEmagged(1)
|
||||||
_REFACTORING_SetStun(60) //Borgs were getting into trouble because they would attack the emagger before the new laws were shown
|
SetStun(60) //Borgs were getting into trouble because they would attack the emagger before the new laws were shown
|
||||||
lawupdate = 0
|
lawupdate = 0
|
||||||
connected_ai = null
|
connected_ai = null
|
||||||
message_admins("[ADMIN_LOOKUPFLW(user)] emagged cyborg [ADMIN_LOOKUPFLW(src)]. Laws overridden.")
|
message_admins("[ADMIN_LOOKUPFLW(user)] emagged cyborg [ADMIN_LOOKUPFLW(src)]. Laws overridden.")
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
/mob/living/silicon/robot/update_mobility()
|
/mob/living/silicon/robot/update_mobility()
|
||||||
var/newflags = NONE
|
var/newflags = NONE
|
||||||
if(!stat)
|
if(!stat)
|
||||||
if(!_REFACTORING_resting)
|
if(!resting)
|
||||||
newflags |= MOBILITY_STAND
|
newflags |= MOBILITY_STAND
|
||||||
if(!locked_down)
|
if(!locked_down)
|
||||||
newflags |= MOBILITY_MOVE
|
newflags |= MOBILITY_MOVE
|
||||||
|
|||||||
@@ -170,7 +170,7 @@
|
|||||||
if(!..())
|
if(!..())
|
||||||
return
|
return
|
||||||
|
|
||||||
if(_REFACTORING_IsStun() || IsParalyzed())
|
if(IsStun() || IsParalyzed())
|
||||||
old_target_fire = target_fire
|
old_target_fire = target_fire
|
||||||
target_fire = null
|
target_fire = null
|
||||||
mode = BOT_IDLE
|
mode = BOT_IDLE
|
||||||
@@ -287,7 +287,7 @@
|
|||||||
if(!on)
|
if(!on)
|
||||||
icon_state = "firebot0"
|
icon_state = "firebot0"
|
||||||
return
|
return
|
||||||
if(_REFACTORING_IsStun() || IsParalyzed())
|
if(IsStun() || IsParalyzed())
|
||||||
icon_state = "firebots1"
|
icon_state = "firebots1"
|
||||||
else if(stationary_mode) //Bot has yellow light to indicate stationary mode.
|
else if(stationary_mode) //Bot has yellow light to indicate stationary mode.
|
||||||
icon_state = "firebots1"
|
icon_state = "firebots1"
|
||||||
|
|||||||
@@ -149,7 +149,7 @@ Maintenance panel panel is [open ? "opened" : "closed"]"},
|
|||||||
if (emagged <= 1)
|
if (emagged <= 1)
|
||||||
honk_attack(A)
|
honk_attack(A)
|
||||||
else
|
else
|
||||||
if(!C._REFACTORING_IsStun() || arrest_type)
|
if(!C.IsStun() || arrest_type)
|
||||||
stun_attack(A)
|
stun_attack(A)
|
||||||
..()
|
..()
|
||||||
else if (!spam_flag) //honking at the ground
|
else if (!spam_flag) //honking at the ground
|
||||||
|
|||||||
@@ -86,7 +86,7 @@
|
|||||||
if(!on)
|
if(!on)
|
||||||
icon_state = "medibot0"
|
icon_state = "medibot0"
|
||||||
return
|
return
|
||||||
if(_REFACTORING_IsStun())
|
if(IsStun())
|
||||||
icon_state = "medibota"
|
icon_state = "medibota"
|
||||||
return
|
return
|
||||||
if(mode == BOT_HEALING)
|
if(mode == BOT_HEALING)
|
||||||
@@ -278,7 +278,7 @@
|
|||||||
if(mode == BOT_HEALING)
|
if(mode == BOT_HEALING)
|
||||||
return
|
return
|
||||||
|
|
||||||
if(_REFACTORING_IsStun())
|
if(IsStun())
|
||||||
oldpatient = patient
|
oldpatient = patient
|
||||||
patient = null
|
patient = null
|
||||||
mode = BOT_IDLE
|
mode = BOT_IDLE
|
||||||
|
|||||||
@@ -180,7 +180,7 @@
|
|||||||
collar_type = "[initial(collar_type)]_sit"
|
collar_type = "[initial(collar_type)]_sit"
|
||||||
set_resting(TRUE)
|
set_resting(TRUE)
|
||||||
else if (prob(1))
|
else if (prob(1))
|
||||||
if (_REFACTORING_resting)
|
if (resting)
|
||||||
emote("me", EMOTE_VISIBLE, pick("gets up and meows.", "walks around.", "stops resting."))
|
emote("me", EMOTE_VISIBLE, pick("gets up and meows.", "walks around.", "stops resting."))
|
||||||
icon_state = "[icon_living]"
|
icon_state = "[icon_living]"
|
||||||
collar_type = "[initial(collar_type)]"
|
collar_type = "[initial(collar_type)]"
|
||||||
|
|||||||
@@ -26,7 +26,7 @@
|
|||||||
..()
|
..()
|
||||||
//CRAB movement
|
//CRAB movement
|
||||||
if(!ckey && !stat)
|
if(!ckey && !stat)
|
||||||
if(isturf(loc) && !_REFACTORING_resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
|
if(isturf(loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
|
||||||
turns_since_move++
|
turns_since_move++
|
||||||
if(turns_since_move >= turns_per_move)
|
if(turns_since_move >= turns_per_move)
|
||||||
var/east_vs_west = pick(4,8)
|
var/east_vs_west = pick(4,8)
|
||||||
|
|||||||
@@ -418,7 +418,7 @@
|
|||||||
..()
|
..()
|
||||||
|
|
||||||
/mob/living/simple_animal/update_mobility(value_otherwise = MOBILITY_FLAGS_DEFAULT)
|
/mob/living/simple_animal/update_mobility(value_otherwise = MOBILITY_FLAGS_DEFAULT)
|
||||||
if(_REFACTORING_IsUnconscious() || _REFACTORING_IsStun() || IsParalyzed() || stat || _REFACTORING_resting)
|
if(IsUnconscious() || IsStun() || IsParalyzed() || stat || resting)
|
||||||
drop_all_held_items()
|
drop_all_held_items()
|
||||||
mobility_flags = NONE
|
mobility_flags = NONE
|
||||||
else if(buckled)
|
else if(buckled)
|
||||||
|
|||||||
@@ -22,11 +22,11 @@
|
|||||||
|
|
||||||
////////////////////////////// STUN ////////////////////////////////////
|
////////////////////////////// STUN ////////////////////////////////////
|
||||||
|
|
||||||
/mob/living/proc/_REFACTORING_IsStun() //If we're stunned
|
/mob/living/proc/IsStun() //If we're stunned
|
||||||
return has_status_effect(STATUS_EFFECT_STUN)
|
return has_status_effect(STATUS_EFFECT_STUN)
|
||||||
|
|
||||||
/mob/living/proc/_REFACTORING_AmountStun() //How many deciseconds remain in our stun
|
/mob/living/proc/AmountStun() //How many deciseconds remain in our stun
|
||||||
var/datum/status_effect/incapacitating/stun/S = _REFACTORING_IsStun()
|
var/datum/status_effect/incapacitating/stun/S = IsStun()
|
||||||
if(S)
|
if(S)
|
||||||
return S.duration - world.time
|
return S.duration - world.time
|
||||||
return 0
|
return 0
|
||||||
@@ -37,18 +37,18 @@
|
|||||||
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||||
if(absorb_stun(amount, ignore_canstun))
|
if(absorb_stun(amount, ignore_canstun))
|
||||||
return
|
return
|
||||||
var/datum/status_effect/incapacitating/stun/S = _REFACTORING_IsStun()
|
var/datum/status_effect/incapacitating/stun/S = IsStun()
|
||||||
if(S)
|
if(S)
|
||||||
S.duration = max(world.time + amount, S.duration)
|
S.duration = max(world.time + amount, S.duration)
|
||||||
else if(amount > 0)
|
else if(amount > 0)
|
||||||
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
|
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
|
||||||
return S
|
return S
|
||||||
|
|
||||||
/mob/living/proc/_REFACTORING_SetStun(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
/mob/living/proc/SetStun(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||||
var/datum/status_effect/incapacitating/stun/S = _REFACTORING_IsStun()
|
var/datum/status_effect/incapacitating/stun/S = IsStun()
|
||||||
if(amount <= 0)
|
if(amount <= 0)
|
||||||
if(S)
|
if(S)
|
||||||
qdel(S)
|
qdel(S)
|
||||||
@@ -61,13 +61,13 @@
|
|||||||
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
|
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
|
||||||
return S
|
return S
|
||||||
|
|
||||||
/mob/living/proc/_REFACTORING_AdjustStun(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
/mob/living/proc/AdjustStun(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||||
if(absorb_stun(amount, ignore_canstun))
|
if(absorb_stun(amount, ignore_canstun))
|
||||||
return
|
return
|
||||||
var/datum/status_effect/incapacitating/stun/S = _REFACTORING_IsStun()
|
var/datum/status_effect/incapacitating/stun/S = IsStun()
|
||||||
if(S)
|
if(S)
|
||||||
S.duration += amount
|
S.duration += amount
|
||||||
else if(amount > 0)
|
else if(amount > 0)
|
||||||
@@ -76,33 +76,33 @@
|
|||||||
|
|
||||||
///////////////////////////////// KNOCKDOWN /////////////////////////////////////
|
///////////////////////////////// KNOCKDOWN /////////////////////////////////////
|
||||||
|
|
||||||
/mob/living/proc/_REFACTORING_IsKnockdown() //If we're knocked down
|
/mob/living/proc/IsKnockdown() //If we're knocked down
|
||||||
return has_status_effect(STATUS_EFFECT_KNOCKDOWN)
|
return has_status_effect(STATUS_EFFECT_KNOCKDOWN)
|
||||||
|
|
||||||
/mob/living/proc/_REFACTORING_AmountKnockdown() //How many deciseconds remain in our knockdown
|
/mob/living/proc/AmountKnockdown() //How many deciseconds remain in our knockdown
|
||||||
var/datum/status_effect/incapacitating/knockdown/K = _REFACTORING_IsKnockdown()
|
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||||
if(K)
|
if(K)
|
||||||
return K.duration - world.time
|
return K.duration - world.time
|
||||||
return 0
|
return 0
|
||||||
|
|
||||||
/mob/living/proc/_REFACTORING_Knockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
/mob/living/proc/Knockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||||
if(absorb_stun(amount, ignore_canstun))
|
if(absorb_stun(amount, ignore_canstun))
|
||||||
return
|
return
|
||||||
var/datum/status_effect/incapacitating/knockdown/K = _REFACTORING_IsKnockdown()
|
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||||
if(K)
|
if(K)
|
||||||
K.duration = max(world.time + amount, K.duration)
|
K.duration = max(world.time + amount, K.duration)
|
||||||
else if(amount > 0)
|
else if(amount > 0)
|
||||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||||
return K
|
return K
|
||||||
|
|
||||||
/mob/living/proc/_REFACTORING_SetKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
/mob/living/proc/SetKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||||
var/datum/status_effect/incapacitating/knockdown/K = _REFACTORING_IsKnockdown()
|
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||||
if(amount <= 0)
|
if(amount <= 0)
|
||||||
if(K)
|
if(K)
|
||||||
qdel(K)
|
qdel(K)
|
||||||
@@ -115,13 +115,13 @@
|
|||||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||||
return K
|
return K
|
||||||
|
|
||||||
/mob/living/proc/_REFACTORING_AdjustKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
/mob/living/proc/AdjustKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||||
if(absorb_stun(amount, ignore_canstun))
|
if(absorb_stun(amount, ignore_canstun))
|
||||||
return
|
return
|
||||||
var/datum/status_effect/incapacitating/knockdown/K = _REFACTORING_IsKnockdown()
|
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||||
if(K)
|
if(K)
|
||||||
K.duration += amount
|
K.duration += amount
|
||||||
else if(amount > 0)
|
else if(amount > 0)
|
||||||
@@ -290,7 +290,7 @@
|
|||||||
//Blanket
|
//Blanket
|
||||||
/mob/living/proc/AllImmobility(amount, updating, ignore_canstun = FALSE)
|
/mob/living/proc/AllImmobility(amount, updating, ignore_canstun = FALSE)
|
||||||
Paralyze(amount, FALSE, ignore_canstun)
|
Paralyze(amount, FALSE, ignore_canstun)
|
||||||
_REFACTORING_Knockdown(amount, FALSE, ignore_canstun)
|
Knockdown(amount, FALSE, ignore_canstun)
|
||||||
Stun(amount, FALSE, ignore_canstun)
|
Stun(amount, FALSE, ignore_canstun)
|
||||||
Immobilize(amount, FALSE, ignore_canstun)
|
Immobilize(amount, FALSE, ignore_canstun)
|
||||||
Daze(amount, FALSE, ignore_canstun)
|
Daze(amount, FALSE, ignore_canstun)
|
||||||
@@ -299,8 +299,8 @@
|
|||||||
|
|
||||||
/mob/living/proc/SetAllImmobility(amount, updating, ignore_canstun = FALSE)
|
/mob/living/proc/SetAllImmobility(amount, updating, ignore_canstun = FALSE)
|
||||||
SetParalyzed(amount, FALSE, ignore_canstun)
|
SetParalyzed(amount, FALSE, ignore_canstun)
|
||||||
_REFACTORING_SetKnockdown(amount, FALSE, ignore_canstun)
|
SetKnockdown(amount, FALSE, ignore_canstun)
|
||||||
_REFACTORING_SetStun(amount, FALSE, ignore_canstun)
|
SetStun(amount, FALSE, ignore_canstun)
|
||||||
SetImmobilized(amount, FALSE, ignore_canstun)
|
SetImmobilized(amount, FALSE, ignore_canstun)
|
||||||
SetDazed(amount, FALSE, ignore_canstun)
|
SetDazed(amount, FALSE, ignore_canstun)
|
||||||
if(updating)
|
if(updating)
|
||||||
@@ -308,8 +308,8 @@
|
|||||||
|
|
||||||
/mob/living/proc/AdjustAllImmobility(amount, updating, ignore_canstun = FALSE)
|
/mob/living/proc/AdjustAllImmobility(amount, updating, ignore_canstun = FALSE)
|
||||||
AdjustParalyzed(amount, FALSE, ignore_canstun)
|
AdjustParalyzed(amount, FALSE, ignore_canstun)
|
||||||
_REFACTORING_AdjustKnockdown(amount, FALSE, ignore_canstun)
|
AdjustKnockdown(amount, FALSE, ignore_canstun)
|
||||||
_REFACTORING_AdjustStun(amount, FALSE, ignore_canstun)
|
AdjustStun(amount, FALSE, ignore_canstun)
|
||||||
AdjustImmobilized(amount, FALSE, ignore_canstun)
|
AdjustImmobilized(amount, FALSE, ignore_canstun)
|
||||||
AdjustDazed(amount, FALSE, ignore_canstun)
|
AdjustDazed(amount, FALSE, ignore_canstun)
|
||||||
if(updating)
|
if(updating)
|
||||||
@@ -317,10 +317,10 @@
|
|||||||
|
|
||||||
/// Makes sure all 5 of the non-knockout immobilizing status effects are lower or equal to amount.
|
/// Makes sure all 5 of the non-knockout immobilizing status effects are lower or equal to amount.
|
||||||
/mob/living/proc/HealAllImmobilityUpTo(amount, updating, ignore_canstun = FALSE)
|
/mob/living/proc/HealAllImmobilityUpTo(amount, updating, ignore_canstun = FALSE)
|
||||||
if(_REFACTORING_AmountStun() > amount)
|
if(AmountStun() > amount)
|
||||||
_REFACTORING_SetStun(amount, FALSE, ignore_canstun)
|
SetStun(amount, FALSE, ignore_canstun)
|
||||||
if(_REFACTORING_AmountKnockdown() > amount)
|
if(AmountKnockdown() > amount)
|
||||||
_REFACTORING_SetKnockdown(amount, FALSE, ignore_canstun)
|
SetKnockdown(amount, FALSE, ignore_canstun)
|
||||||
if(AmountParalyzed() > amount)
|
if(AmountParalyzed() > amount)
|
||||||
SetParalyzed(amount, FALSE, ignore_canstun)
|
SetParalyzed(amount, FALSE, ignore_canstun)
|
||||||
if(AmountImmobilized() > amount)
|
if(AmountImmobilized() > amount)
|
||||||
@@ -331,14 +331,14 @@
|
|||||||
update_mobility()
|
update_mobility()
|
||||||
|
|
||||||
/mob/living/proc/HighestImmobilityAmount()
|
/mob/living/proc/HighestImmobilityAmount()
|
||||||
return max(max(max(max(_REFACTORING_AmountStun(), _REFACTORING_AmountKnockdown()), AmountParalyzed()), AmountImmobilized()), AmountDazed())
|
return max(max(max(max(AmountStun(), AmountKnockdown()), AmountParalyzed()), AmountImmobilized()), AmountDazed())
|
||||||
|
|
||||||
//////////////////UNCONSCIOUS
|
//////////////////UNCONSCIOUS
|
||||||
/mob/living/proc/_REFACTORING_IsUnconscious() //If we're unconscious
|
/mob/living/proc/IsUnconscious() //If we're unconscious
|
||||||
return has_status_effect(STATUS_EFFECT_UNCONSCIOUS)
|
return has_status_effect(STATUS_EFFECT_UNCONSCIOUS)
|
||||||
|
|
||||||
/mob/living/proc/AmountUnconscious() //How many deciseconds remain in our unconsciousness
|
/mob/living/proc/AmountUnconscious() //How many deciseconds remain in our unconsciousness
|
||||||
var/datum/status_effect/incapacitating/unconscious/U = _REFACTORING_IsUnconscious()
|
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||||
if(U)
|
if(U)
|
||||||
return U.duration - world.time
|
return U.duration - world.time
|
||||||
return 0
|
return 0
|
||||||
@@ -347,7 +347,7 @@
|
|||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||||
var/datum/status_effect/incapacitating/unconscious/U = _REFACTORING_IsUnconscious()
|
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||||
if(U)
|
if(U)
|
||||||
U.duration = max(world.time + amount, U.duration)
|
U.duration = max(world.time + amount, U.duration)
|
||||||
else if(amount > 0)
|
else if(amount > 0)
|
||||||
@@ -358,7 +358,7 @@
|
|||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||||
var/datum/status_effect/incapacitating/unconscious/U = _REFACTORING_IsUnconscious()
|
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||||
if(amount <= 0)
|
if(amount <= 0)
|
||||||
if(U)
|
if(U)
|
||||||
qdel(U)
|
qdel(U)
|
||||||
@@ -372,7 +372,7 @@
|
|||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||||
var/datum/status_effect/incapacitating/unconscious/U = _REFACTORING_IsUnconscious()
|
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||||
if(U)
|
if(U)
|
||||||
U.duration += amount
|
U.duration += amount
|
||||||
else if(amount > 0)
|
else if(amount > 0)
|
||||||
@@ -381,11 +381,11 @@
|
|||||||
|
|
||||||
/////////////////////////////////// SLEEPING ////////////////////////////////////
|
/////////////////////////////////// SLEEPING ////////////////////////////////////
|
||||||
|
|
||||||
/mob/living/proc/_REFACTORING_IsSleeping() //If we're asleep
|
/mob/living/proc/IsSleeping() //If we're asleep
|
||||||
return has_status_effect(STATUS_EFFECT_SLEEPING)
|
return has_status_effect(STATUS_EFFECT_SLEEPING)
|
||||||
|
|
||||||
/mob/living/proc/AmountSleeping() //How many deciseconds remain in our sleep
|
/mob/living/proc/AmountSleeping() //How many deciseconds remain in our sleep
|
||||||
var/datum/status_effect/incapacitating/sleeping/S = _REFACTORING_IsSleeping()
|
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||||
if(S)
|
if(S)
|
||||||
return S.duration - world.time
|
return S.duration - world.time
|
||||||
return 0
|
return 0
|
||||||
@@ -394,7 +394,7 @@
|
|||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
|
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
|
||||||
var/datum/status_effect/incapacitating/sleeping/S = _REFACTORING_IsSleeping()
|
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||||
if(S)
|
if(S)
|
||||||
S.duration = max(world.time + amount, S.duration)
|
S.duration = max(world.time + amount, S.duration)
|
||||||
else if(amount > 0)
|
else if(amount > 0)
|
||||||
@@ -405,7 +405,7 @@
|
|||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
|
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
|
||||||
var/datum/status_effect/incapacitating/sleeping/S = _REFACTORING_IsSleeping()
|
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||||
if(amount <= 0)
|
if(amount <= 0)
|
||||||
if(S)
|
if(S)
|
||||||
qdel(S)
|
qdel(S)
|
||||||
@@ -419,7 +419,7 @@
|
|||||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||||
return
|
return
|
||||||
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
|
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
|
||||||
var/datum/status_effect/incapacitating/sleeping/S = _REFACTORING_IsSleeping()
|
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||||
if(S)
|
if(S)
|
||||||
S.duration += amount
|
S.duration += amount
|
||||||
else if(amount > 0)
|
else if(amount > 0)
|
||||||
|
|||||||
@@ -34,7 +34,7 @@
|
|||||||
var/eye_blurry = 0 //Carbon
|
var/eye_blurry = 0 //Carbon
|
||||||
var/real_name = null
|
var/real_name = null
|
||||||
var/spacewalk = FALSE
|
var/spacewalk = FALSE
|
||||||
var/_REFACTORING_resting = 0 //Carbon
|
var/resting = 0 //Carbon
|
||||||
var/lying = 0
|
var/lying = 0
|
||||||
var/lying_prev = 0
|
var/lying_prev = 0
|
||||||
|
|
||||||
|
|||||||
@@ -1898,7 +1898,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
|||||||
|
|
||||||
/datum/reagent/consumable/ethanol/between_the_sheets/on_mob_life(mob/living/L)
|
/datum/reagent/consumable/ethanol/between_the_sheets/on_mob_life(mob/living/L)
|
||||||
..()
|
..()
|
||||||
if(L._REFACTORING_IsSleeping())
|
if(L.IsSleeping())
|
||||||
if(L.bruteloss && L.fireloss) //If you are damaged by both types, slightly increased healing but it only heals one. The more the merrier wink wink.
|
if(L.bruteloss && L.fireloss) //If you are damaged by both types, slightly increased healing but it only heals one. The more the merrier wink wink.
|
||||||
if(prob(50))
|
if(prob(50))
|
||||||
L.adjustBruteLoss(-0.25)
|
L.adjustBruteLoss(-0.25)
|
||||||
|
|||||||
@@ -465,7 +465,7 @@
|
|||||||
M.drowsyness = max(M.drowsyness-5, 0)
|
M.drowsyness = max(M.drowsyness-5, 0)
|
||||||
M.AdjustUnconscious(-60, FALSE)
|
M.AdjustUnconscious(-60, FALSE)
|
||||||
M.AdjustAllImmobility(-30, FALSE)
|
M.AdjustAllImmobility(-30, FALSE)
|
||||||
M._REFACTORING_AdjustKnockdown(-40, FALSE)
|
M.AdjustKnockdown(-40, FALSE)
|
||||||
M.adjustStaminaLoss(-15, FALSE)
|
M.adjustStaminaLoss(-15, FALSE)
|
||||||
M.adjustToxLoss(-5, FALSE, TRUE)
|
M.adjustToxLoss(-5, FALSE, TRUE)
|
||||||
M.adjustOxyLoss(-3, FALSE)
|
M.adjustOxyLoss(-3, FALSE)
|
||||||
@@ -474,7 +474,7 @@
|
|||||||
if(iscultist(M))
|
if(iscultist(M))
|
||||||
M.AdjustUnconscious(1, FALSE)
|
M.AdjustUnconscious(1, FALSE)
|
||||||
M.AdjustAllImmobility(10, FALSE)
|
M.AdjustAllImmobility(10, FALSE)
|
||||||
M._REFACTORING_AdjustKnockdown(10, FALSE)
|
M.AdjustKnockdown(10, FALSE)
|
||||||
M.adjustStaminaLoss(15, FALSE)
|
M.adjustStaminaLoss(15, FALSE)
|
||||||
else
|
else
|
||||||
M.adjustToxLoss(3, FALSE)
|
M.adjustToxLoss(3, FALSE)
|
||||||
|
|||||||
@@ -377,9 +377,9 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
|
|||||||
if("oxyloss")
|
if("oxyloss")
|
||||||
target.adjustOxyLoss(amount)
|
target.adjustOxyLoss(amount)
|
||||||
if("stun")
|
if("stun")
|
||||||
target._REFACTORING_AdjustStun(amount)
|
target.AdjustStun(amount)
|
||||||
if("knockdown")
|
if("knockdown")
|
||||||
target._REFACTORING_AdjustKnockdown(amount)
|
target.AdjustKnockdown(amount)
|
||||||
if("unconscious")
|
if("unconscious")
|
||||||
target.AdjustUnconscious(amount)
|
target.AdjustUnconscious(amount)
|
||||||
else
|
else
|
||||||
|
|||||||
@@ -491,7 +491,7 @@
|
|||||||
cooldown = COOLDOWN_DAMAGE //because stun removal
|
cooldown = COOLDOWN_DAMAGE //because stun removal
|
||||||
for(var/V in listeners)
|
for(var/V in listeners)
|
||||||
var/mob/living/L = V
|
var/mob/living/L = V
|
||||||
if(L._REFACTORING_resting)
|
if(L.resting)
|
||||||
L.set_resting(FALSE, FALSE, FALSE)
|
L.set_resting(FALSE, FALSE, FALSE)
|
||||||
L.SetAllImmobility(0, FALSE)
|
L.SetAllImmobility(0, FALSE)
|
||||||
L.SetUnconscious(0, FALSE) //i said get up i don't care if you're being tased
|
L.SetUnconscious(0, FALSE) //i said get up i don't care if you're being tased
|
||||||
@@ -1114,7 +1114,7 @@
|
|||||||
if(HAS_TRAIT(H, TRAIT_NYMPHO) && H.canbearoused && E.lewd) // probably a redundant check but for good measure
|
if(HAS_TRAIT(H, TRAIT_NYMPHO) && H.canbearoused && E.lewd) // probably a redundant check but for good measure
|
||||||
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, H, "<span class='love'>Your [E.enthrallGender] pushes you over the limit, overwhelming your body with pleasure.</b></span>"), 5)
|
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, H, "<span class='love'>Your [E.enthrallGender] pushes you over the limit, overwhelming your body with pleasure.</b></span>"), 5)
|
||||||
H.mob_climax(forced_climax=TRUE)
|
H.mob_climax(forced_climax=TRUE)
|
||||||
H._REFACTORING_SetStun(20)
|
H.SetStun(20)
|
||||||
H.setArousalLoss(H.min_arousal)
|
H.setArousalLoss(H.min_arousal)
|
||||||
E.resistanceTally = 0 //makes resistance 0, but resets arousal, resistance buildup is faster unaroused (massively so).
|
E.resistanceTally = 0 //makes resistance 0, but resets arousal, resistance buildup is faster unaroused (massively so).
|
||||||
E.enthrallTally += power_multiplier
|
E.enthrallTally += power_multiplier
|
||||||
@@ -1253,8 +1253,8 @@
|
|||||||
continue
|
continue
|
||||||
else
|
else
|
||||||
user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
|
user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
|
||||||
user._REFACTORING_SetStun(1000)//Hands are handy, so you have to stay still
|
user.SetStun(1000)//Hands are handy, so you have to stay still
|
||||||
H._REFACTORING_SetStun(1000)
|
H.SetStun(1000)
|
||||||
if (E.mental_capacity >= 5)
|
if (E.mental_capacity >= 5)
|
||||||
var/trigger = html_decode(stripped_input(user, "Enter the trigger phrase", MAX_MESSAGE_LEN))
|
var/trigger = html_decode(stripped_input(user, "Enter the trigger phrase", MAX_MESSAGE_LEN))
|
||||||
var/custom_words_words_list = list("Speak", "Echo", "Shock", "Cum", "Kneel", "Strip", "Trance", "Cancel")
|
var/custom_words_words_list = list("Speak", "Echo", "Shock", "Cum", "Kneel", "Strip", "Trance", "Cancel")
|
||||||
@@ -1277,8 +1277,8 @@
|
|||||||
to_chat(user, "<span class='warning'>Your pet looks at you confused, it seems they don't understand that effect!</b></span>")
|
to_chat(user, "<span class='warning'>Your pet looks at you confused, it seems they don't understand that effect!</b></span>")
|
||||||
else
|
else
|
||||||
to_chat(user, "<span class='warning'>Your pet looks at you with a vacant blase expression, you don't think you can program anything else into them</b></span>")
|
to_chat(user, "<span class='warning'>Your pet looks at you with a vacant blase expression, you don't think you can program anything else into them</b></span>")
|
||||||
user._REFACTORING_SetStun(0)
|
user.SetStun(0)
|
||||||
H._REFACTORING_SetStun(0)
|
H.SetStun(0)
|
||||||
|
|
||||||
//CUSTOM ECHO
|
//CUSTOM ECHO
|
||||||
else if((findtext(message, custom_echo)))
|
else if((findtext(message, custom_echo)))
|
||||||
@@ -1294,16 +1294,16 @@
|
|||||||
continue
|
continue
|
||||||
else
|
else
|
||||||
user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
|
user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
|
||||||
user._REFACTORING_SetStun(1000)//Hands are handy, so you have to stay still
|
user.SetStun(1000)//Hands are handy, so you have to stay still
|
||||||
H._REFACTORING_SetStun(1000)
|
H.SetStun(1000)
|
||||||
var/trigger = stripped_input(user, "Enter the loop phrase", MAX_MESSAGE_LEN)
|
var/trigger = stripped_input(user, "Enter the loop phrase", MAX_MESSAGE_LEN)
|
||||||
var/customSpan = list("Notice", "Warning", "Hypnophrase", "Love", "Velvet")
|
var/customSpan = list("Notice", "Warning", "Hypnophrase", "Love", "Velvet")
|
||||||
var/trigger2 = input(user, "Pick the style", "Style") in customSpan
|
var/trigger2 = input(user, "Pick the style", "Style") in customSpan
|
||||||
trigger2 = lowertext(trigger2)
|
trigger2 = lowertext(trigger2)
|
||||||
E.customEcho = trigger
|
E.customEcho = trigger
|
||||||
E.customSpan = trigger2
|
E.customSpan = trigger2
|
||||||
user._REFACTORING_SetStun(0)
|
user.SetStun(0)
|
||||||
H._REFACTORING_SetStun(0)
|
H.SetStun(0)
|
||||||
to_chat(user, "<span class='notice'><i>You sucessfully set an echoing phrase in [H]</i></span>")
|
to_chat(user, "<span class='notice'><i>You sucessfully set an echoing phrase in [H]</i></span>")
|
||||||
|
|
||||||
//CUSTOM OBJECTIVE
|
//CUSTOM OBJECTIVE
|
||||||
@@ -1317,8 +1317,8 @@
|
|||||||
continue
|
continue
|
||||||
else
|
else
|
||||||
user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.'")
|
user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.'")
|
||||||
user._REFACTORING_SetStun(1000)//So you can't run away!
|
user.SetStun(1000)//So you can't run away!
|
||||||
H._REFACTORING_SetStun(1000)
|
H.SetStun(1000)
|
||||||
if (E.mental_capacity >= 200)
|
if (E.mental_capacity >= 200)
|
||||||
var/datum/objective/brainwashing/objective = stripped_input(user, "Add an objective to give your pet.", MAX_MESSAGE_LEN)
|
var/datum/objective/brainwashing/objective = stripped_input(user, "Add an objective to give your pet.", MAX_MESSAGE_LEN)
|
||||||
if(!LAZYLEN(objective))
|
if(!LAZYLEN(objective))
|
||||||
@@ -1339,8 +1339,8 @@
|
|||||||
to_chat(user, "<span class='notice'><i>You sucessfully give an objective to [H]</i></span>")
|
to_chat(user, "<span class='notice'><i>You sucessfully give an objective to [H]</i></span>")
|
||||||
else
|
else
|
||||||
to_chat(user, "<span class='warning'>Your pet looks at you with a vacant blasé expression, you don't think you can program anything else into them</b></span>")
|
to_chat(user, "<span class='warning'>Your pet looks at you with a vacant blasé expression, you don't think you can program anything else into them</b></span>")
|
||||||
user._REFACTORING_SetStun(0)
|
user.SetStun(0)
|
||||||
H._REFACTORING_SetStun(0)
|
H.SetStun(0)
|
||||||
|
|
||||||
//INSTILL
|
//INSTILL
|
||||||
else if((findtext(message, instill_words)))
|
else if((findtext(message, instill_words)))
|
||||||
|
|||||||
@@ -652,7 +652,7 @@
|
|||||||
if (HAS_TRAIT(C, TRAIT_NYMPHO) && lewd)
|
if (HAS_TRAIT(C, TRAIT_NYMPHO) && lewd)
|
||||||
if (C.getArousalLoss() > 80)
|
if (C.getArousalLoss() > 80)
|
||||||
C.mob_climax(forced_climax=TRUE)
|
C.mob_climax(forced_climax=TRUE)
|
||||||
C._REFACTORING_SetStun(10)//We got your stun effects in somewhere, Kev.
|
C.SetStun(10)//We got your stun effects in somewhere, Kev.
|
||||||
else
|
else
|
||||||
C.adjustArousalLoss(10)
|
C.adjustArousalLoss(10)
|
||||||
to_chat(C, "<span class='love'><i>You feel a surge of arousal!</i></span>")
|
to_chat(C, "<span class='love'><i>You feel a surge of arousal!</i></span>")
|
||||||
|
|||||||
@@ -33,7 +33,7 @@
|
|||||||
if(combatmode)
|
if(combatmode)
|
||||||
if(world.time >= combatmessagecooldown)
|
if(world.time >= combatmessagecooldown)
|
||||||
if(a_intent != INTENT_HELP)
|
if(a_intent != INTENT_HELP)
|
||||||
visible_message("<span class='warning'>[src] [_REFACTORING_resting ? "tenses up" : (prob(95)? "drops into a combative stance" : (prob(95)? "poses aggressively" : "asserts dominance with their pose"))].</span>")
|
visible_message("<span class='warning'>[src] [resting ? "tenses up" : (prob(95)? "drops into a combative stance" : (prob(95)? "poses aggressively" : "asserts dominance with their pose"))].</span>")
|
||||||
else
|
else
|
||||||
visible_message("<span class='notice'>[src] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].</span>")
|
visible_message("<span class='notice'>[src] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].</span>")
|
||||||
playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
|
playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
|
||||||
|
|||||||
@@ -6,7 +6,7 @@
|
|||||||
|
|
||||||
/mob/living/silicon/robot/movement_delay()
|
/mob/living/silicon/robot/movement_delay()
|
||||||
. = ..()
|
. = ..()
|
||||||
if(!_REFACTORING_resting && !sprinting)
|
if(!resting && !sprinting)
|
||||||
. += 1
|
. += 1
|
||||||
. += speed
|
. += speed
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user