mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:49:19 +00:00
1252 lines
38 KiB
Plaintext
1252 lines
38 KiB
Plaintext
/mob/living/Initialize()
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. = ..()
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if(unique_name)
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name = "[name] ([rand(1, 1000)])"
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real_name = name
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var/datum/atom_hud/data/human/medical/advanced/medhud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
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medhud.add_to_hud(src)
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for(var/datum/atom_hud/data/diagnostic/diag_hud in GLOB.huds)
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diag_hud.add_to_hud(src)
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faction += "[REF(src)]"
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GLOB.mob_living_list += src
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initialize_footstep()
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/mob/living/proc/initialize_footstep()
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AddComponent(/datum/component/footstep)
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/mob/living/prepare_huds()
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..()
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prepare_data_huds()
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/mob/living/proc/prepare_data_huds()
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med_hud_set_health()
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med_hud_set_status()
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/mob/living/Destroy()
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if(LAZYLEN(status_effects))
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for(var/s in status_effects)
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var/datum/status_effect/S = s
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if(S.on_remove_on_mob_delete) //the status effect calls on_remove when its mob is deleted
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qdel(S)
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else
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S.be_replaced()
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if(ranged_ability)
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ranged_ability.remove_ranged_ability(src)
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if(buckled)
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buckled.unbuckle_mob(src,force=1)
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remove_from_all_data_huds()
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GLOB.mob_living_list -= src
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QDEL_LIST(diseases)
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return ..()
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/mob/living/proc/OpenCraftingMenu()
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return
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//Generic Bump(). Override MobBump() and ObjBump() instead of this.
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/mob/living/Bump(atom/A)
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if(..()) //we are thrown onto something
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return
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if (buckled || now_pushing)
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return
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if(ismob(A))
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var/mob/M = A
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if(MobBump(M))
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return
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if(isobj(A))
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var/obj/O = A
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if(ObjBump(O))
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return
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if(ismovableatom(A))
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var/atom/movable/AM = A
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if(PushAM(AM))
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return
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/mob/living/Bumped(atom/movable/AM)
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..()
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last_bumped = world.time
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//Called when we bump onto a mob
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/mob/living/proc/MobBump(mob/M)
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//Even if we don't push/swap places, we "touched" them, so spread fire
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spreadFire(M)
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if(now_pushing)
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return TRUE
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if(isliving(M))
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var/mob/living/L = M
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//Also spread diseases
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for(var/thing in diseases)
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var/datum/disease/D = thing
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if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
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L.ContactContractDisease(D)
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for(var/thing in L.diseases)
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var/datum/disease/D = thing
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if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
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ContactContractDisease(D)
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//Should stop you pushing a restrained person out of the way
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if(L.pulledby && L.pulledby != src && L.restrained())
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if(!(world.time % 5))
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to_chat(src, "<span class='warning'>[L] is restrained, you cannot push past.</span>")
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return 1
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if(L.pulling)
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if(ismob(L.pulling))
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var/mob/P = L.pulling
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if(P.restrained())
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if(!(world.time % 5))
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to_chat(src, "<span class='warning'>[L] is restraining [P], you cannot push past.</span>")
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return 1
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//CIT CHANGES START HERE - makes it so resting stops you from moving through standing folks without a short delay
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if(resting && !L.resting)
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var/origtargetloc = L.loc
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if(!pulledby)
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if(attemptingcrawl)
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return TRUE
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if(getStaminaLoss() >= STAMINA_SOFTCRIT)
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to_chat(src, "<span class='warning'>You're too exhausted to crawl under [L].</span>")
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return TRUE
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attemptingcrawl = TRUE
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visible_message("<span class='notice'>[src] is attempting to crawl under [L].</span>", "<span class='notice'>You are now attempting to crawl under [L].</span>")
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if(!do_after(src, CRAWLUNDER_DELAY, target = src) || !resting)
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attemptingcrawl = FALSE
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return TRUE
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var/src_passmob = (pass_flags & PASSMOB)
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pass_flags |= PASSMOB
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Move(origtargetloc)
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if(!src_passmob)
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pass_flags &= ~PASSMOB
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attemptingcrawl = FALSE
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return TRUE
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//END OF CIT CHANGES
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if(moving_diagonally)//no mob swap during diagonal moves.
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return 1
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if(!M.buckled && !M.has_buckled_mobs())
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var/mob_swap
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//the puller can always swap with its victim if on grab intent
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if(M.pulledby == src && a_intent == INTENT_GRAB)
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mob_swap = 1
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being separated from their puller
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else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
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mob_swap = 1
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if(mob_swap)
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//switch our position with M
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if(loc && !loc.Adjacent(M.loc))
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return 1
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now_pushing = 1
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var/oldloc = loc
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var/oldMloc = M.loc
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var/M_passmob = (M.pass_flags & PASSMOB) // we give PASSMOB to both mobs to avoid bumping other mobs during swap.
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var/src_passmob = (pass_flags & PASSMOB)
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M.pass_flags |= PASSMOB
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pass_flags |= PASSMOB
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var/move_failed = FALSE
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if(!M.Move(oldloc) || !Move(oldMloc))
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M.forceMove(oldMloc)
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forceMove(oldloc)
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move_failed = TRUE
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if(!src_passmob)
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pass_flags &= ~PASSMOB
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if(!M_passmob)
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M.pass_flags &= ~PASSMOB
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now_pushing = 0
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if(!move_failed)
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return 1
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//okay, so we didn't switch. but should we push?
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//not if he's not CANPUSH of course
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if(!(M.status_flags & CANPUSH))
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return 1
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if(isliving(M))
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var/mob/living/L = M
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if(HAS_TRAIT(L, TRAIT_PUSHIMMUNE))
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return 1
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//If they're a human, and they're not in help intent, block pushing
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if(ishuman(M) && (M.a_intent != INTENT_HELP))
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return TRUE
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//anti-riot equipment is also anti-push
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for(var/obj/item/I in M.held_items)
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if(!istype(M, /obj/item/clothing))
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if(prob(I.block_chance*2))
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return 1
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/mob/living/get_photo_description(obj/item/camera/camera)
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var/list/mob_details = list()
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var/list/holding = list()
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var/len = length(held_items)
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if(len)
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for(var/obj/item/I in held_items)
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if(!holding.len)
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holding += "They are holding \a [I]"
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else if(held_items.Find(I) == len)
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holding += ", and \a [I]."
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else
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holding += ", \a [I]"
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holding += "."
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mob_details += "You can also see [src] on the photo[health < (maxHealth * 0.75) ? ", looking a bit hurt":""][holding ? ". [holding.Join("")]":"."]."
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return mob_details.Join("")
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//Called when we bump onto an obj
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/mob/living/proc/ObjBump(obj/O)
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return
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//Called when we want to push an atom/movable
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/mob/living/proc/PushAM(atom/movable/AM)
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if(now_pushing)
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return 1
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if(moving_diagonally)// no pushing during diagonal moves.
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return 1
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if(!client && (mob_size < MOB_SIZE_SMALL))
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return
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if(!AM.anchored)
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now_pushing = 1
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var/t = get_dir(src, AM)
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if (istype(AM, /obj/structure/window))
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var/obj/structure/window/W = AM
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if(W.fulltile)
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for(var/obj/structure/window/win in get_step(W,t))
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now_pushing = 0
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return
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if(pulling == AM)
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stop_pulling()
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var/current_dir
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if(isliving(AM))
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current_dir = AM.dir
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step(AM, t)
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if(current_dir)
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AM.setDir(current_dir)
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now_pushing = 0
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/mob/living/start_pulling(atom/movable/AM, supress_message = 0)
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if(!AM || !src)
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return FALSE
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if(!(AM.can_be_pulled(src)))
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return FALSE
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if(throwing || incapacitated())
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return FALSE
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AM.add_fingerprint(src)
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// If we're pulling something then drop what we're currently pulling and pull this instead.
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if(pulling)
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// Are we trying to pull something we are already pulling? Then just stop here, no need to continue.
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if(AM == pulling)
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return
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stop_pulling()
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changeNext_move(CLICK_CD_GRABBING)
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if(AM.pulledby)
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if(!supress_message)
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visible_message("<span class='danger'>[src] has pulled [AM] from [AM.pulledby]'s grip.</span>")
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log_combat(AM, AM.pulledby, "pulled from", src)
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AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once.
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pulling = AM
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AM.pulledby = src
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if(!supress_message)
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playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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update_pull_hud_icon()
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if(ismob(AM))
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var/mob/M = AM
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log_combat(src, M, "grabbed", addition="passive grab")
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if(!supress_message && !(iscarbon(AM) && HAS_TRAIT(src, TRAIT_STRONG_GRABBER)))
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visible_message("<span class='warning'>[src] has grabbed [M][(zone_selected == "l_arm" || zone_selected == "r_arm")? " by their hands":" passively"]!</span>") //Cit change - And they thought ERP was bad.
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if(!iscarbon(src))
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M.LAssailant = null
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else
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M.LAssailant = usr
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if(isliving(M))
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var/mob/living/L = M
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//Share diseases that are spread by touch
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for(var/thing in diseases)
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var/datum/disease/D = thing
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if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
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L.ContactContractDisease(D)
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for(var/thing in L.diseases)
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var/datum/disease/D = thing
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if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
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ContactContractDisease(D)
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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if(HAS_TRAIT(src, TRAIT_STRONG_GRABBER))
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C.grippedby(src)
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update_pull_movespeed()
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//mob verbs are a lot faster than object verbs
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//for more info on why this is not atom/pull, see examinate() in mob.dm
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/mob/living/verb/pulled(atom/movable/AM as mob|obj in oview(1))
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set name = "Pull"
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set category = "Object"
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if(istype(AM) && Adjacent(AM))
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start_pulling(AM)
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else
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stop_pulling()
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/mob/living/stop_pulling()
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..()
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update_pull_movespeed()
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update_pull_hud_icon()
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/mob/living/verb/stop_pulling1()
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set name = "Stop Pulling"
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set category = "IC"
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stop_pulling()
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//same as above
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/mob/living/pointed(atom/A as mob|obj|turf in view())
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if(incapacitated())
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return FALSE
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if(HAS_TRAIT(src, TRAIT_DEATHCOMA))
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return FALSE
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if(!..())
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return FALSE
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visible_message("<b>[src]</b> points at [A].", "<span class='notice'>You point at [A].</span>")
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return TRUE
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/mob/living/verb/succumb()
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set name = "Succumb"
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set category = "IC"
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if(src.has_status_effect(/datum/status_effect/chem/enthrall))
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var/datum/status_effect/chem/enthrall/E = src.has_status_effect(/datum/status_effect/chem/enthrall)
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if(E.phase < 3)
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if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
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to_chat(src, "<span class='notice'>Your mindshield prevents your mind from giving in!</span>")
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else if(src.mind.assigned_role in GLOB.command_positions)
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to_chat(src, "<span class='notice'>Your dedication to your department prevents you from giving in!</span>")
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else
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E.enthrallTally += 20
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to_chat(src, "<span class='notice'>You give into [E.master]'s influence.</span>")
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if (InCritical())
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log_message("Has succumbed to death while in [InFullCritical() ? "hard":"soft"] critical with [round(health, 0.1)] points of health!", LOG_ATTACK)
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adjustOxyLoss(health - HEALTH_THRESHOLD_DEAD)
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updatehealth()
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to_chat(src, "<span class='notice'>You have given up life and succumbed to death.</span>")
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death()
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/mob/living/incapacitated(ignore_restraints, ignore_grab)
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if(stat || IsUnconscious() || IsStun() || IsKnockdown() || recoveringstam || (!ignore_restraints && restrained(ignore_grab))) // CIT CHANGE - adds recoveringstam check here
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return TRUE
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/mob/living/canUseStorage()
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if (get_num_arms() <= 0)
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return FALSE
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return TRUE
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/mob/living/proc/InCritical()
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return (health <= crit_threshold && (stat == SOFT_CRIT || stat == UNCONSCIOUS))
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/mob/living/proc/InFullCritical()
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return (health <= HEALTH_THRESHOLD_FULLCRIT && stat == UNCONSCIOUS)
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//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
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//affects them once clothing is factored in. ~Errorage
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/mob/living/proc/calculate_affecting_pressure(pressure)
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return pressure
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/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
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var/temperature = actual
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var/difference = abs(actual-desired) //get difference
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var/increments = difference/10 //find how many increments apart they are
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var/change = increments*incrementboost // Get the amount to change by (x per increment)
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// Too cold
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if(actual < desired)
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temperature += change
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if(actual > desired)
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temperature = desired
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// Too hot
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if(actual > desired)
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temperature -= change
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if(actual < desired)
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temperature = desired
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return temperature
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/mob/living/proc/getMaxHealth()
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return maxHealth
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/mob/living/proc/setMaxHealth(newMaxHealth)
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maxHealth = newMaxHealth
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// MOB PROCS //END
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/mob/living/proc/mob_sleep()
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set name = "Sleep"
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set category = "IC"
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if(IsSleeping())
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to_chat(src, "<span class='notice'>You are already sleeping.</span>")
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return
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else
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if(alert(src, "You sure you want to sleep for a while?", "Sleep", "Yes", "No") == "Yes")
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SetSleeping(400) //Short nap
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update_canmove()
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/mob/proc/get_contents()
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/*CIT CHANGE - comments out lay_down proc to be modified in modular_citadel
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/mob/living/proc/lay_down()
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set name = "Rest"
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set category = "IC"
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resting = !resting
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to_chat(src, "<span class='notice'>You are now [resting ? "resting" : "getting up"].</span>")
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update_canmove()
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*/
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//Recursive function to find everything a mob is holding. Really shitty proc tbh.
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/mob/living/get_contents()
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var/list/ret = list()
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ret |= contents //add our contents
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for(var/i in ret.Copy()) //iterate storage objects
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var/atom/A = i
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SEND_SIGNAL(A, COMSIG_TRY_STORAGE_RETURN_INVENTORY, ret)
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for(var/obj/item/folder/F in ret.Copy()) //very snowflakey-ly iterate folders
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ret |= F.contents
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return ret
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// Living mobs use can_inject() to make sure that the mob is not syringe-proof in general.
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/mob/living/proc/can_inject()
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return TRUE
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/mob/living/is_injectable(allowmobs = TRUE)
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return (allowmobs && reagents && can_inject())
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/mob/living/is_drawable(allowmobs = TRUE)
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return (allowmobs && reagents && can_inject())
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/mob/living/proc/get_organ_target()
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var/mob/shooter = src
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var/t = shooter.zone_selected
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if ((t in list( BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH )))
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t = BODY_ZONE_HEAD
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var/def_zone = ran_zone(t)
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return def_zone
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/mob/living/proc/updatehealth()
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if(status_flags & GODMODE)
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return
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health = maxHealth - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
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staminaloss = getStaminaLoss()
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update_stat()
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med_hud_set_health()
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med_hud_set_status()
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//proc used to ressuscitate a mob
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/mob/living/proc/revive(full_heal = 0, admin_revive = 0)
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if(full_heal)
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fully_heal(admin_revive)
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if(stat == DEAD && can_be_revived()) //in some cases you can't revive (e.g. no brain)
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GLOB.dead_mob_list -= src
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GLOB.alive_mob_list += src
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suiciding = 0
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stat = UNCONSCIOUS //the mob starts unconscious,
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blind_eyes(1)
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updatehealth() //then we check if the mob should wake up.
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update_canmove()
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update_sight()
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clear_alert("not_enough_oxy")
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reload_fullscreen()
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. = 1
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if(mind)
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for(var/S in mind.spell_list)
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var/obj/effect/proc_holder/spell/spell = S
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spell.updateButtonIcon()
|
|
|
|
//proc used to completely heal a mob.
|
|
/mob/living/proc/fully_heal(admin_revive = 0)
|
|
restore_blood()
|
|
setToxLoss(0, 0) //zero as second argument not automatically call updatehealth().
|
|
setOxyLoss(0, 0)
|
|
setCloneLoss(0, 0)
|
|
setBrainLoss(0)
|
|
setStaminaLoss(0, 0)
|
|
SetUnconscious(0, FALSE)
|
|
set_disgust(0)
|
|
SetStun(0, FALSE)
|
|
SetKnockdown(0, FALSE)
|
|
SetSleeping(0, FALSE)
|
|
radiation = 0
|
|
nutrition = NUTRITION_LEVEL_FED + 50
|
|
bodytemperature = BODYTEMP_NORMAL
|
|
set_blindness(0)
|
|
set_blurriness(0)
|
|
set_eye_damage(0)
|
|
cure_nearsighted()
|
|
cure_blind()
|
|
cure_husk()
|
|
hallucination = 0
|
|
heal_overall_damage(INFINITY, INFINITY, INFINITY, FALSE, FALSE, TRUE) //heal brute and burn dmg on both organic and robotic limbs, and update health right away.
|
|
ExtinguishMob()
|
|
fire_stacks = 0
|
|
confused = 0
|
|
update_canmove()
|
|
GET_COMPONENT(mood, /datum/component/mood)
|
|
if (mood)
|
|
QDEL_LIST_ASSOC_VAL(mood.mood_events)
|
|
mood.sanity = SANITY_GREAT
|
|
mood.update_mood()
|
|
|
|
|
|
//proc called by revive(), to check if we can actually ressuscitate the mob (we don't want to revive him and have him instantly die again)
|
|
/mob/living/proc/can_be_revived()
|
|
. = 1
|
|
if(health <= HEALTH_THRESHOLD_DEAD)
|
|
return 0
|
|
|
|
/mob/living/proc/update_damage_overlays()
|
|
return
|
|
|
|
/mob/living/Move(atom/newloc, direct)
|
|
if (buckled && buckled.loc != newloc) //not updating position
|
|
if (!buckled.anchored)
|
|
return buckled.Move(newloc, direct)
|
|
else
|
|
return 0
|
|
|
|
var/old_direction = dir
|
|
var/turf/T = loc
|
|
|
|
if(pulling)
|
|
update_pull_movespeed()
|
|
|
|
. = ..()
|
|
|
|
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move.
|
|
pulledby.stop_pulling()
|
|
|
|
if(active_storage && !(CanReach(active_storage.parent,view_only = TRUE)))
|
|
active_storage.close(src)
|
|
|
|
if(lying && !buckled && prob(getBruteLoss()*200/maxHealth))
|
|
makeTrail(newloc, T, old_direction)
|
|
|
|
/mob/living/proc/makeTrail(turf/target_turf, turf/start, direction)
|
|
if(!has_gravity())
|
|
return
|
|
var/blood_exists = FALSE
|
|
|
|
for(var/obj/effect/decal/cleanable/trail_holder/C in start) //checks for blood splatter already on the floor
|
|
blood_exists = TRUE
|
|
if(isturf(start))
|
|
var/trail_type = getTrail()
|
|
if(trail_type)
|
|
var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
|
|
if(blood_volume && blood_volume > max((BLOOD_VOLUME_NORMAL*blood_ratio)*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold
|
|
blood_volume = max(blood_volume - max(1, brute_ratio * 2), 0) //that depends on our brute damage.
|
|
var/newdir = get_dir(target_turf, start)
|
|
if(newdir != direction)
|
|
newdir = newdir | direction
|
|
if(newdir == 3) //N + S
|
|
newdir = NORTH
|
|
else if(newdir == 12) //E + W
|
|
newdir = EAST
|
|
if((newdir in GLOB.cardinals) && (prob(50)))
|
|
newdir = turn(get_dir(target_turf, start), 180)
|
|
if(!blood_exists)
|
|
new /obj/effect/decal/cleanable/trail_holder(start, get_static_viruses())
|
|
|
|
for(var/obj/effect/decal/cleanable/trail_holder/TH in start)
|
|
if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
|
|
TH.existing_dirs += newdir
|
|
TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir))
|
|
TH.transfer_mob_blood_dna(src)
|
|
|
|
/mob/living/carbon/human/makeTrail(turf/T)
|
|
if((NOBLOOD in dna.species.species_traits) || !bleed_rate || bleedsuppress)
|
|
return
|
|
..()
|
|
|
|
/mob/living/proc/getTrail()
|
|
if(getBruteLoss() < 300)
|
|
return pick("ltrails_1", "ltrails_2")
|
|
else
|
|
return pick("trails_1", "trails_2")
|
|
|
|
/mob/living/experience_pressure_difference(pressure_difference, direction, pressure_resistance_prob_delta = 0)
|
|
if(buckled)
|
|
return
|
|
if(client && client.move_delay >= world.time + world.tick_lag*2)
|
|
pressure_resistance_prob_delta -= 30
|
|
|
|
var/list/turfs_to_check = list()
|
|
|
|
if(has_limbs)
|
|
var/turf/T = get_step(src, angle2dir(dir2angle(direction)+90))
|
|
if (T)
|
|
turfs_to_check += T
|
|
|
|
T = get_step(src, angle2dir(dir2angle(direction)-90))
|
|
if(T)
|
|
turfs_to_check += T
|
|
|
|
for(var/t in turfs_to_check)
|
|
T = t
|
|
if(T.density)
|
|
pressure_resistance_prob_delta -= 20
|
|
continue
|
|
for (var/atom/movable/AM in T)
|
|
if (AM.density && AM.anchored)
|
|
pressure_resistance_prob_delta -= 20
|
|
break
|
|
if(!force_moving)
|
|
..(pressure_difference, direction, pressure_resistance_prob_delta)
|
|
|
|
/mob/living/can_resist()
|
|
return !((next_move > world.time) || incapacitated(ignore_restraints = TRUE))
|
|
|
|
/mob/living/verb/resist()
|
|
set name = "Resist"
|
|
set category = "IC"
|
|
|
|
if(!can_resist())
|
|
return
|
|
changeNext_move(CLICK_CD_RESIST)
|
|
|
|
SEND_SIGNAL(src, COMSIG_LIVING_RESIST, src)
|
|
//resisting grabs (as if it helps anyone...)
|
|
if(!restrained(ignore_grab = 1) && pulledby)
|
|
visible_message("<span class='danger'>[src] resists against [pulledby]'s grip!</span>")
|
|
log_combat(src, pulledby, "resisted grab")
|
|
resist_grab()
|
|
return
|
|
|
|
//unbuckling yourself
|
|
if(buckled && last_special <= world.time)
|
|
resist_buckle()
|
|
|
|
// CIT CHANGE - climbing out of a gut
|
|
if(attempt_vr(src,"vore_process_resist",args)) return TRUE
|
|
|
|
//Breaking out of a container (Locker, sleeper, cryo...)
|
|
else if(isobj(loc))
|
|
var/obj/C = loc
|
|
C.container_resist(src)
|
|
|
|
else if(canmove)
|
|
if(on_fire)
|
|
resist_fire() //stop, drop, and roll
|
|
return
|
|
if(resting) //cit change - allows resisting out of resting
|
|
resist_a_rest() // ditto
|
|
return
|
|
if(resist_embedded()) //Citadel Change for embedded removal memes
|
|
return
|
|
if(last_special <= world.time)
|
|
resist_restraints() //trying to remove cuffs.
|
|
return
|
|
|
|
|
|
/mob/proc/resist_grab(moving_resist)
|
|
return 1 //returning 0 means we successfully broke free
|
|
|
|
/mob/living/resist_grab(moving_resist)
|
|
. = 1
|
|
if(pulledby.grab_state)
|
|
if(!resting && prob(30/pulledby.grab_state))
|
|
visible_message("<span class='danger'>[src] has broken free of [pulledby]'s grip!</span>")
|
|
log_combat(pulledby, src, "broke grab")
|
|
pulledby.stop_pulling()
|
|
return 0
|
|
if(moving_resist && client) //we resisted by trying to move
|
|
client.move_delay = world.time + 20
|
|
else
|
|
pulledby.stop_pulling()
|
|
return 0
|
|
|
|
/mob/living/proc/resist_buckle()
|
|
buckled.user_unbuckle_mob(src,src)
|
|
|
|
/mob/living/proc/resist_fire()
|
|
return
|
|
|
|
/mob/living/proc/resist_restraints()
|
|
return
|
|
|
|
/mob/living/proc/get_visible_name()
|
|
return name
|
|
|
|
/mob/living/update_gravity(has_gravity,override = 0)
|
|
if(!SSticker.HasRoundStarted())
|
|
return
|
|
if(has_gravity)
|
|
if(has_gravity == 1)
|
|
clear_alert("gravity")
|
|
else
|
|
if(has_gravity >= GRAVITY_DAMAGE_TRESHOLD)
|
|
throw_alert("gravity", /obj/screen/alert/veryhighgravity)
|
|
else
|
|
throw_alert("gravity", /obj/screen/alert/highgravity)
|
|
else
|
|
throw_alert("gravity", /obj/screen/alert/weightless)
|
|
if(!override && !is_flying())
|
|
float(!has_gravity)
|
|
|
|
/mob/living/float(on)
|
|
if(throwing)
|
|
return
|
|
var/fixed = 0
|
|
if(anchored || (buckled && buckled.anchored))
|
|
fixed = 1
|
|
if(on && !floating && !fixed)
|
|
animate(src, pixel_y = pixel_y + 2, time = 10, loop = -1)
|
|
sleep(10)
|
|
animate(src, pixel_y = pixel_y - 2, time = 10, loop = -1)
|
|
floating = TRUE
|
|
else if(((!on || fixed) && floating))
|
|
animate(src, pixel_y = get_standard_pixel_y_offset(lying), time = 10)
|
|
floating = FALSE
|
|
|
|
// The src mob is trying to strip an item from someone
|
|
// Override if a certain type of mob should be behave differently when stripping items (can't, for example)
|
|
/mob/living/stripPanelUnequip(obj/item/what, mob/who, where)
|
|
if(HAS_TRAIT(what, TRAIT_NODROP))
|
|
to_chat(src, "<span class='warning'>You can't remove \the [what.name], it appears to be stuck!</span>")
|
|
return
|
|
who.visible_message("<span class='danger'>[src] tries to remove [who]'s [what.name].</span>", \
|
|
"<span class='userdanger'>[src] tries to remove [who]'s [what.name].</span>")
|
|
what.add_fingerprint(src)
|
|
if(do_mob(src, who, what.strip_delay, ignorehelditem = TRUE))
|
|
if(what && Adjacent(who))
|
|
if(islist(where))
|
|
var/list/L = where
|
|
if(what == who.get_item_for_held_index(L[2]))
|
|
if(who.dropItemToGround(what))
|
|
if(!put_in_hands(what))
|
|
what.forceMove(drop_location())
|
|
log_combat(src, who, "stripped [what] off")
|
|
if(what == who.get_item_by_slot(where))
|
|
if(who.dropItemToGround(what))
|
|
if(!can_hold_items() || !put_in_hands(what))
|
|
what.forceMove(drop_location())
|
|
log_combat(src, who, "stripped [what] off")
|
|
|
|
// The src mob is trying to place an item on someone
|
|
// Override if a certain mob should be behave differently when placing items (can't, for example)
|
|
/mob/living/stripPanelEquip(obj/item/what, mob/who, where)
|
|
what = src.get_active_held_item()
|
|
if(what && HAS_TRAIT(what, TRAIT_NODROP))
|
|
to_chat(src, "<span class='warning'>You can't put \the [what.name] on [who], it's stuck to your hand!</span>")
|
|
return
|
|
if(what)
|
|
var/list/where_list
|
|
var/final_where
|
|
|
|
if(islist(where))
|
|
where_list = where
|
|
final_where = where[1]
|
|
else
|
|
final_where = where
|
|
|
|
if(!what.mob_can_equip(who, src, final_where, TRUE, TRUE))
|
|
to_chat(src, "<span class='warning'>\The [what.name] doesn't fit in that place!</span>")
|
|
return
|
|
|
|
visible_message("<span class='notice'>[src] tries to put [what] on [who].</span>")
|
|
if(do_mob(src, who, what.equip_delay_other))
|
|
if(what && Adjacent(who) && what.mob_can_equip(who, src, final_where, TRUE, TRUE))
|
|
if(temporarilyRemoveItemFromInventory(what))
|
|
if(where_list)
|
|
if(!who.put_in_hand(what, where_list[2]))
|
|
what.forceMove(get_turf(who))
|
|
else
|
|
who.equip_to_slot(what, where, TRUE)
|
|
|
|
/mob/living/singularity_pull(S, current_size)
|
|
..()
|
|
if(current_size >= STAGE_SIX)
|
|
throw_at(S, 14, 3, src, TRUE)
|
|
else
|
|
step_towards(src,S)
|
|
|
|
/mob/living/proc/do_jitter_animation(jitteriness)
|
|
var/amplitude = min(4, (jitteriness/100) + 1)
|
|
var/pixel_x_diff = rand(-amplitude, amplitude)
|
|
var/pixel_y_diff = rand(-amplitude/3, amplitude/3)
|
|
var/final_pixel_x = get_standard_pixel_x_offset(lying)
|
|
var/final_pixel_y = get_standard_pixel_y_offset(lying)
|
|
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff , time = 2, loop = 6)
|
|
animate(pixel_x = final_pixel_x , pixel_y = final_pixel_y , time = 2)
|
|
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure to restart it in next life().
|
|
|
|
/mob/living/proc/get_temperature(datum/gas_mixture/environment)
|
|
var/loc_temp = environment ? environment.temperature : T0C
|
|
if(isobj(loc))
|
|
var/obj/oloc = loc
|
|
var/obj_temp = oloc.return_temperature()
|
|
if(obj_temp != null)
|
|
loc_temp = obj_temp
|
|
else if(isspaceturf(get_turf(src)))
|
|
var/turf/heat_turf = get_turf(src)
|
|
loc_temp = heat_turf.temperature
|
|
return loc_temp
|
|
|
|
/mob/living/proc/get_standard_pixel_x_offset(lying = 0)
|
|
return initial(pixel_x)
|
|
|
|
/mob/living/proc/get_standard_pixel_y_offset(lying = 0)
|
|
return initial(pixel_y)
|
|
|
|
/mob/living/cancel_camera()
|
|
..()
|
|
cameraFollow = null
|
|
|
|
/mob/living/proc/can_track(mob/living/user)
|
|
//basic fast checks go first. When overriding this proc, I recommend calling ..() at the end.
|
|
var/turf/T = get_turf(src)
|
|
if(!T)
|
|
return 0
|
|
if(is_centcom_level(T.z)) //dont detect mobs on centcom
|
|
return 0
|
|
if(is_away_level(T.z))
|
|
return 0
|
|
if(user != null && src == user)
|
|
return 0
|
|
if(invisibility || alpha == 0)//cloaked
|
|
return 0
|
|
if(digitalcamo || digitalinvis)
|
|
return 0
|
|
|
|
// Now, are they viewable by a camera? (This is last because it's the most intensive check)
|
|
if(!near_camera(src))
|
|
return 0
|
|
|
|
return 1
|
|
|
|
//used in datum/reagents/reaction() proc
|
|
/mob/living/proc/get_permeability_protection(list/target_zones)
|
|
return 0
|
|
|
|
/mob/living/proc/harvest(mob/living/user) //used for extra objects etc. in butchering
|
|
return
|
|
|
|
/mob/living/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
|
|
if(incapacitated())
|
|
to_chat(src, "<span class='warning'>You can't do that right now!</span>")
|
|
return FALSE
|
|
if(be_close && !in_range(M, src))
|
|
to_chat(src, "<span class='warning'>You are too far away!</span>")
|
|
return FALSE
|
|
if(!no_dextery)
|
|
to_chat(src, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/mob/living/proc/can_use_guns(obj/item/G)//actually used for more than guns!
|
|
if(G.trigger_guard != TRIGGER_GUARD_ALLOW_ALL && !IsAdvancedToolUser())
|
|
to_chat(src, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/mob/living/proc/update_stamina()
|
|
return
|
|
|
|
/mob/living/carbon/alien/update_stamina()
|
|
return
|
|
|
|
/mob/living/proc/owns_soul()
|
|
if(mind)
|
|
return mind.soulOwner == mind
|
|
return TRUE
|
|
|
|
/mob/living/proc/return_soul()
|
|
hellbound = 0
|
|
if(mind)
|
|
var/datum/antagonist/devil/devilInfo = mind.soulOwner.has_antag_datum(/datum/antagonist/devil)
|
|
if(devilInfo)//Not sure how this could be null, but let's just try anyway.
|
|
devilInfo.remove_soul(mind)
|
|
mind.soulOwner = mind
|
|
|
|
/mob/living/proc/has_bane(banetype)
|
|
var/datum/antagonist/devil/devilInfo = is_devil(src)
|
|
return devilInfo && banetype == devilInfo.bane
|
|
|
|
/mob/living/proc/check_weakness(obj/item/weapon, mob/living/attacker)
|
|
if(mind && mind.has_antag_datum(/datum/antagonist/devil))
|
|
return check_devil_bane_multiplier(weapon, attacker)
|
|
return 1
|
|
|
|
/mob/living/proc/check_acedia()
|
|
if(mind && mind.has_objective(/datum/objective/sintouched/acedia))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/mob/living/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
|
|
stop_pulling()
|
|
. = ..()
|
|
|
|
// Called when we are hit by a bolt of polymorph and changed
|
|
// Generally the mob we are currently in is about to be deleted
|
|
/mob/living/proc/wabbajack_act(mob/living/new_mob)
|
|
new_mob.name = real_name
|
|
new_mob.real_name = real_name
|
|
|
|
if(mind)
|
|
mind.transfer_to(new_mob)
|
|
else
|
|
new_mob.key = key
|
|
|
|
for(var/para in hasparasites())
|
|
var/mob/living/simple_animal/hostile/guardian/G = para
|
|
G.summoner = new_mob
|
|
G.Recall()
|
|
to_chat(G, "<span class='holoparasite'>Your summoner has changed form!</span>")
|
|
|
|
/mob/living/rad_act(amount)
|
|
. = ..()
|
|
|
|
if(!amount || (amount < RAD_MOB_SKIN_PROTECTION) || HAS_TRAIT(src, TRAIT_RADIMMUNE))
|
|
return
|
|
|
|
amount -= RAD_BACKGROUND_RADIATION // This will always be at least 1 because of how skin protection is calculated
|
|
|
|
var/blocked = getarmor(null, "rad")
|
|
|
|
if(amount > RAD_BURN_THRESHOLD)
|
|
apply_damage((amount-RAD_BURN_THRESHOLD)/RAD_BURN_THRESHOLD, BURN, null, blocked)
|
|
|
|
apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), EFFECT_IRRADIATE, blocked)
|
|
|
|
/mob/living/anti_magic_check(magic = TRUE, holy = FALSE)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if((magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC)) || (holy && HAS_TRAIT(src, TRAIT_HOLY)))
|
|
return src
|
|
|
|
/mob/living/proc/fakefireextinguish()
|
|
return
|
|
|
|
/mob/living/proc/fakefire()
|
|
return
|
|
|
|
|
|
|
|
//Mobs on Fire
|
|
/mob/living/proc/IgniteMob()
|
|
if(fire_stacks > 0 && !on_fire)
|
|
on_fire = 1
|
|
src.visible_message("<span class='warning'>[src] catches fire!</span>", \
|
|
"<span class='userdanger'>You're set on fire!</span>")
|
|
new/obj/effect/dummy/lighting_obj/moblight/fire(src)
|
|
throw_alert("fire", /obj/screen/alert/fire)
|
|
update_fire()
|
|
SEND_SIGNAL(src, COMSIG_LIVING_IGNITED,src)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/mob/living/proc/ExtinguishMob()
|
|
if(on_fire)
|
|
on_fire = 0
|
|
fire_stacks = 0
|
|
for(var/obj/effect/dummy/lighting_obj/moblight/fire/F in src)
|
|
qdel(F)
|
|
clear_alert("fire")
|
|
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "on_fire")
|
|
SEND_SIGNAL(src, COMSIG_LIVING_EXTINGUISHED, src)
|
|
update_fire()
|
|
|
|
/mob/living/proc/adjust_fire_stacks(add_fire_stacks) //Adjusting the amount of fire_stacks we have on person
|
|
fire_stacks = CLAMP(fire_stacks + add_fire_stacks, -20, 20)
|
|
if(on_fire && fire_stacks <= 0)
|
|
ExtinguishMob()
|
|
|
|
//Share fire evenly between the two mobs
|
|
//Called in MobBump() and Crossed()
|
|
/mob/living/proc/spreadFire(mob/living/L)
|
|
if(!istype(L))
|
|
return
|
|
var/L_old_on_fire = L.on_fire
|
|
|
|
if(on_fire) //Only spread fire stacks if we're on fire
|
|
fire_stacks /= 2
|
|
L.fire_stacks += fire_stacks
|
|
if(L.IgniteMob())
|
|
log_game("[key_name(src)] bumped into [key_name(L)] and set them on fire")
|
|
|
|
if(L_old_on_fire) //Only ignite us and gain their stacks if they were onfire before we bumped them
|
|
L.fire_stacks /= 2
|
|
fire_stacks += L.fire_stacks
|
|
IgniteMob()
|
|
|
|
//Mobs on Fire end
|
|
|
|
// used by secbot and monkeys Crossed
|
|
/mob/living/proc/knockOver(var/mob/living/carbon/C)
|
|
if(C.key) //save us from monkey hordes
|
|
C.visible_message("<span class='warning'>[pick( \
|
|
"[C] dives out of [src]'s way!", \
|
|
"[C] stumbles over [src]!", \
|
|
"[C] jumps out of [src]'s path!", \
|
|
"[C] trips over [src] and falls!", \
|
|
"[C] topples over [src]!", \
|
|
"[C] leaps out of [src]'s way!")]</span>")
|
|
C.Knockdown(40)
|
|
|
|
/mob/living/ConveyorMove()
|
|
if((movement_type & FLYING) && !stat)
|
|
return
|
|
..()
|
|
|
|
/mob/living/can_be_pulled()
|
|
return ..() && !(buckled && buckled.buckle_prevents_pull)
|
|
|
|
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
|
|
//Robots, animals and brains have their own version so don't worry about them
|
|
/mob/living/proc/update_canmove()
|
|
var/ko = IsKnockdown() || IsUnconscious() || (stat && (stat != SOFT_CRIT || pulledby)) || (HAS_TRAIT(src, TRAIT_DEATHCOMA))
|
|
var/move_and_fall = stat == SOFT_CRIT && !pulledby
|
|
var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
|
|
var/buckle_lying = !(buckled && !buckled.buckle_lying)
|
|
var/has_legs = get_num_legs()
|
|
var/has_arms = get_num_arms()
|
|
var/ignore_legs = get_leg_ignore()
|
|
var/pinned = resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
|
|
if(ko || move_and_fall || IsStun() || chokehold) // Cit change - makes resting not force you to drop everything
|
|
drop_all_held_items()
|
|
unset_machine()
|
|
if(pulling)
|
|
stop_pulling()
|
|
else if(resting) //CIT CHANGE - makes resting make you stop pulling and interacting with machines
|
|
unset_machine() //CIT CHANGE - Ditto!
|
|
if(pulling) //CIT CHANGE - Ditto.
|
|
stop_pulling() //CIT CHANGE - Ditto...
|
|
else if(has_legs || ignore_legs)
|
|
lying = 0
|
|
if (pulledby)
|
|
var/mob/living/L = pulledby
|
|
L.update_pull_movespeed()
|
|
if(buckled)
|
|
lying = 90*buckle_lying
|
|
else if(!lying)
|
|
if(resting)
|
|
lying = pick(90, 270) // Cit change - makes resting not force you to drop your held items
|
|
if(has_gravity()) // Cit change - Ditto
|
|
playsound(src, "bodyfall", 50, 1) // Cit change - Ditto!
|
|
else if(ko || move_and_fall || (!has_legs && !ignore_legs) || chokehold)
|
|
fall(forced = 1)
|
|
canmove = !(ko || recoveringstam || pinned || IsStun() || IsFrozen() || chokehold || buckled || (!has_legs && !ignore_legs && !has_arms)) //Cit change - makes it plausible to move while resting, adds pinning and stamina crit
|
|
density = !lying
|
|
if(lying)
|
|
if(layer == initial(layer)) //to avoid special cases like hiding larvas.
|
|
layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
|
|
else
|
|
if(layer == LYING_MOB_LAYER)
|
|
layer = initial(layer)
|
|
update_transform()
|
|
if(!lying && lying_prev)
|
|
if(client)
|
|
client.move_delay = world.time + movement_delay()
|
|
lying_prev = lying
|
|
if(canmove && !intentionalresting && iscarbon(src) && client && client.prefs && client.prefs.autostand)//CIT CHANGE - adds autostanding as a preference
|
|
addtimer(CALLBACK(src, .proc/resist_a_rest, TRUE), 0) //CIT CHANGE - ditto
|
|
return canmove
|
|
|
|
/mob/living/proc/AddAbility(obj/effect/proc_holder/A)
|
|
abilities.Add(A)
|
|
A.on_gain(src)
|
|
if(A.has_action)
|
|
A.action.Grant(src)
|
|
|
|
/mob/living/proc/RemoveAbility(obj/effect/proc_holder/A)
|
|
abilities.Remove(A)
|
|
A.on_lose(src)
|
|
if(A.action)
|
|
A.action.Remove(src)
|
|
|
|
/mob/living/proc/add_abilities_to_panel()
|
|
for(var/obj/effect/proc_holder/A in abilities)
|
|
statpanel("[A.panel]",A.get_panel_text(),A)
|
|
|
|
/mob/living/lingcheck()
|
|
if(mind)
|
|
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
|
|
if(changeling)
|
|
if(changeling.changeling_speak)
|
|
return LINGHIVE_LING
|
|
return LINGHIVE_OUTSIDER
|
|
if(mind && mind.linglink)
|
|
return LINGHIVE_LINK
|
|
return LINGHIVE_NONE
|
|
|
|
/mob/living/forceMove(atom/destination)
|
|
stop_pulling()
|
|
if(buckled)
|
|
buckled.unbuckle_mob(src, force = TRUE)
|
|
if(has_buckled_mobs())
|
|
unbuckle_all_mobs(force = TRUE)
|
|
. = ..()
|
|
if(.)
|
|
if(client)
|
|
reset_perspective()
|
|
update_canmove() //if the mob was asleep inside a container and then got forceMoved out we need to make them fall.
|
|
|
|
/mob/living/proc/update_z(new_z) // 1+ to register, null to unregister
|
|
if(isnull(new_z) && audiovisual_redirect)
|
|
return
|
|
if (registered_z != new_z)
|
|
if (registered_z)
|
|
SSmobs.clients_by_zlevel[registered_z] -= src
|
|
if (client || audiovisual_redirect)
|
|
if (new_z)
|
|
SSmobs.clients_by_zlevel[new_z] += src
|
|
for (var/I in length(SSidlenpcpool.idle_mobs_by_zlevel[new_z]) to 1 step -1) //Backwards loop because we're removing (guarantees optimal rather than worst-case performance), it's fine to use .len here but doesn't compile on 511
|
|
var/mob/living/simple_animal/SA = SSidlenpcpool.idle_mobs_by_zlevel[new_z][I]
|
|
if (SA)
|
|
SA.toggle_ai(AI_ON) // Guarantees responsiveness for when appearing right next to mobs
|
|
else
|
|
SSidlenpcpool.idle_mobs_by_zlevel[new_z] -= SA
|
|
|
|
registered_z = new_z
|
|
else
|
|
registered_z = null
|
|
|
|
/mob/living/onTransitZ(old_z,new_z)
|
|
..()
|
|
update_z(new_z)
|
|
|
|
/mob/living/MouseDrop(mob/over)
|
|
. = ..()
|
|
var/mob/living/user = usr
|
|
if(!istype(over) || !istype(user))
|
|
return
|
|
if(!over.Adjacent(src) || (user != src) || !canUseTopic(over))
|
|
return
|
|
if(can_be_held)
|
|
mob_try_pickup(over)
|
|
|
|
/mob/living/proc/mob_pickup(mob/living/L)
|
|
return
|
|
|
|
/mob/living/proc/mob_try_pickup(mob/living/user)
|
|
if(!ishuman(user))
|
|
return
|
|
if(user.get_active_held_item())
|
|
to_chat(user, "<span class='warning'>Your hands are full!</span>")
|
|
return FALSE
|
|
if(buckled)
|
|
to_chat(user, "<span class='warning'>[src] is buckled to something!</span>")
|
|
return FALSE
|
|
user.visible_message("<span class='notice'>[user] starts trying to scoop up [src]!</span>")
|
|
if(!do_after(user, 20, target = src))
|
|
return FALSE
|
|
mob_pickup(user)
|
|
return TRUE
|
|
|
|
/mob/living/proc/get_static_viruses() //used when creating blood and other infective objects
|
|
if(!LAZYLEN(diseases))
|
|
return
|
|
var/list/datum/disease/result = list()
|
|
for(var/datum/disease/D in diseases)
|
|
var/static_virus = D.Copy()
|
|
result += static_virus
|
|
return result
|
|
|
|
/mob/living/reset_perspective(atom/A)
|
|
if(..())
|
|
update_sight()
|
|
if(client.eye && client.eye != src)
|
|
var/atom/AT = client.eye
|
|
AT.get_remote_view_fullscreens(src)
|
|
else
|
|
clear_fullscreen("remote_view", 0)
|
|
update_pipe_vision()
|
|
|
|
/mob/living/update_mouse_pointer()
|
|
..()
|
|
if (client && ranged_ability && ranged_ability.ranged_mousepointer)
|
|
client.mouse_pointer_icon = ranged_ability.ranged_mousepointer
|
|
|
|
/mob/living/vv_edit_var(var_name, var_value)
|
|
switch(var_name)
|
|
if ("maxHealth")
|
|
if (!isnum(var_value) || var_value <= 0)
|
|
return FALSE
|
|
if("stat")
|
|
if((stat == DEAD) && (var_value < DEAD))//Bringing the dead back to life
|
|
GLOB.dead_mob_list -= src
|
|
GLOB.alive_mob_list += src
|
|
if((stat < DEAD) && (var_value == DEAD))//Kill he
|
|
GLOB.alive_mob_list -= src
|
|
GLOB.dead_mob_list += src
|
|
. = ..()
|
|
switch(var_name)
|
|
if("knockdown")
|
|
SetKnockdown(var_value)
|
|
if("stun")
|
|
SetStun(var_value)
|
|
if("unconscious")
|
|
SetUnconscious(var_value)
|
|
if("sleeping")
|
|
SetSleeping(var_value)
|
|
if("eye_blind")
|
|
set_blindness(var_value)
|
|
if("eye_damage")
|
|
set_eye_damage(var_value)
|
|
if("eye_blurry")
|
|
set_blurriness(var_value)
|
|
if("maxHealth")
|
|
updatehealth()
|
|
if("resize")
|
|
update_transform()
|
|
if("lighting_alpha")
|
|
sync_lighting_plane_alpha()
|
|
|
|
/mob/living/proc/do_adrenaline(
|
|
stamina_boost = 150,
|
|
put_on_feet = TRUE,
|
|
clamp_unconscious_to = 0,
|
|
clamp_immobility_to = 0,
|
|
reset_misc = TRUE,
|
|
healing_chems = list("inaprovaline" = 3, "synaptizine" = 10, "regen_jelly" = 10, "stimulants" = 10),
|
|
message = "<span class='boldnotice'>You feel a surge of energy!</span>",
|
|
stamina_buffer_boost = 0, //restores stamina buffer rather than just health
|
|
scale_stamina_loss_recovery, //defaults to null. if this is set, restores loss * this stamina. make sure it's a fraction.
|
|
stamina_loss_recovery_bypass = 0 //amount of stamina loss to ignore during calculation
|
|
)
|
|
to_chat(src, message)
|
|
if(AmountSleeping() > clamp_unconscious_to)
|
|
SetSleeping(clamp_unconscious_to)
|
|
if(AmountUnconscious() > clamp_unconscious_to)
|
|
SetUnconscious(clamp_unconscious_to)
|
|
if(AmountStun() > clamp_immobility_to)
|
|
SetStun(clamp_immobility_to)
|
|
if(AmountKnockdown() > clamp_immobility_to)
|
|
SetKnockdown(clamp_immobility_to)
|
|
adjustStaminaLoss(min(0, -stamina_boost))
|
|
adjustStaminaLossBuffered(min(0, -stamina_buffer_boost))
|
|
if(scale_stamina_loss_recovery)
|
|
adjustStaminaLoss(min(-((getStaminaLoss() - stamina_loss_recovery_bypass) * scale_stamina_loss_recovery), 0))
|
|
if(put_on_feet)
|
|
resting = FALSE
|
|
lying = FALSE
|
|
if(reset_misc)
|
|
stuttering = 0
|
|
updatehealth()
|
|
update_stamina()
|
|
update_canmove()
|
|
for(var/chem in healing_chems)
|
|
reagents.add_reagent(chem, healing_chems[chem])
|