Files
VOREStation/code/modules/mob/living/carbon/human/life.dm
T
2021-01-24 19:45:36 -05:00

1872 lines
69 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
//NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick!
#define HUMAN_MAX_OXYLOSS 1 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
#define HUMAN_CRIT_MAX_OXYLOSS ( 2.0 / 6) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 50HP to get through, so (1/6)*last_tick_duration per second. Breaths however only happen every 4 ticks. last_tick_duration = ~2.0 on average
#define HEAT_DAMAGE_LEVEL_1 2 //VOREStation Edit //Amount of damage applied when your body temperature just passes the 360.15k safety point
#define HEAT_DAMAGE_LEVEL_2 4 //VOREStation Edit //Amount of damage applied when your body temperature passes the 400K point
#define HEAT_DAMAGE_LEVEL_3 8 //VOREStation Edit //Amount of damage applied when your body temperature passes the 1000K point
#define COLD_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when your body temperature just passes the 260.15k safety point
#define COLD_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when your body temperature passes the 200K point
#define COLD_DAMAGE_LEVEL_3 3 //Amount of damage applied when your body temperature passes the 120K point
//Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2 //Amount of damage applied when the current breath's temperature just passes the 360.15k safety point
#define HEAT_GAS_DAMAGE_LEVEL_2 4 //Amount of damage applied when the current breath's temperature passes the 400K point
#define HEAT_GAS_DAMAGE_LEVEL_3 8 //Amount of damage applied when the current breath's temperature passes the 1000K point
#define COLD_GAS_DAMAGE_LEVEL_1 0.5 //Amount of damage applied when the current breath's temperature just passes the 260.15k safety point
#define COLD_GAS_DAMAGE_LEVEL_2 1.5 //Amount of damage applied when the current breath's temperature passes the 200K point
#define COLD_GAS_DAMAGE_LEVEL_3 3 //Amount of damage applied when the current breath's temperature passes the 120K point
#define RADIATION_SPEED_COEFFICIENT 0.1
#define HUMAN_COMBUSTION_TEMP 524 //524k is the sustained combustion temperature of human fat
/mob/living/carbon/human
var/in_stasis = 0
var/heartbeat = 0
/mob/living/carbon/human/Life()
set invisibility = 0
set background = BACKGROUND_ENABLED
if (transforming)
return
//Apparently, the person who wrote this code designed it so that
//blinded get reset each cycle and then get activated later in the
//code. Very ugly. I dont care. Moving this stuff here so its easy
//to find it.
blinded = 0
//TODO: seperate this out
// update the current life tick, can be used to e.g. only do something every 4 ticks
life_tick++
// This is not an ideal place for this but it will do for now.
if(wearing_rig && wearing_rig.offline)
wearing_rig = null
..()
if(life_tick % 30)
hud_updateflag = (1 << TOTAL_HUDS) - 1
voice = GetVoice()
var/stasis = inStasisNow()
if(getStasis() > 2)
Sleeping(20)
//No need to update all of these procs if the guy is dead.
fall() //VORESTATION EDIT. Prevents people from floating
if(stat != DEAD && !stasis)
//Updates the number of stored chemicals for powers
handle_changeling()
//Organs and blood
handle_organs()
stabilize_body_temperature() //Body temperature adjusts itself (self-regulation)
weightgain() //VORESTATION EDIT
handle_shock()
handle_pain()
handle_medical_side_effects()
handle_heartbeat()
handle_nif() //VOREStation Add
if(!client)
species.handle_npc(src)
else if(stat == DEAD && !stasis)
handle_defib_timer()
if(skip_some_updates())
return //We go ahead and process them 5 times for HUD images and other stuff though.
//Update our name based on whether our face is obscured/disfigured
name = get_visible_name()
pulse = handle_pulse()
/mob/living/carbon/human/proc/skip_some_updates()
if(life_tick > 5 && timeofdeath && (timeofdeath < 5 || world.time - timeofdeath > 6000)) //We are long dead, or we're junk mobs spawned like the clowns on the clown shuttle
return 1
return 0
/mob/living/carbon/human/breathe()
if(!inStasisNow())
..()
// Calculate how vulnerable the human is to the current pressure.
// Returns 0 (equals 0 %) if sealed in an undamaged suit that's rated for the pressure, 1 if unprotected (equals 100%).
// Suitdamage can modifiy this in 10% steps.
// Protection scales down from 100% at the boundary to 0% at 10% in excess of the boundary
/mob/living/carbon/human/proc/get_pressure_weakness(pressure)
if(pressure == null)
return 1 // No protection if someone forgot to give a pressure
var/pressure_adjustment_coefficient = 1 // Assume no protection at first.
// Check suit
if(wear_suit && wear_suit.max_pressure_protection != null && wear_suit.min_pressure_protection != null)
pressure_adjustment_coefficient = 0
// Pressure is too high
if(wear_suit.max_pressure_protection < pressure)
// Protection scales down from 100% at the boundary to 0% at 10% in excess of the boundary
pressure_adjustment_coefficient += round((pressure - wear_suit.max_pressure_protection) / (wear_suit.max_pressure_protection/10))
// Pressure is too low
if(wear_suit.min_pressure_protection > pressure)
pressure_adjustment_coefficient += round((wear_suit.min_pressure_protection - pressure) / (wear_suit.min_pressure_protection/10))
// Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure protection.
if(istype(wear_suit,/obj/item/clothing/suit/space))
var/obj/item/clothing/suit/space/S = wear_suit
if(S.can_breach && S.damage)
pressure_adjustment_coefficient += S.damage * 0.1
else
// Missing key protection
pressure_adjustment_coefficient = 1
// Check hat
if(head && head.max_pressure_protection != null && head.min_pressure_protection != null)
// Pressure is too high
if(head.max_pressure_protection < pressure)
// Protection scales down from 100% at the boundary to 0% at 20% in excess of the boundary
pressure_adjustment_coefficient += round((pressure - head.max_pressure_protection) / (head.max_pressure_protection/20))
// Pressure is too low
if(head.min_pressure_protection > pressure)
pressure_adjustment_coefficient += round((head.min_pressure_protection - pressure) / (head.min_pressure_protection/20))
else
// Missing key protection
pressure_adjustment_coefficient = 1
pressure_adjustment_coefficient = min(pressure_adjustment_coefficient, 1)
return pressure_adjustment_coefficient
// Calculate how much of the enviroment pressure-difference affects the human.
/mob/living/carbon/human/calculate_affecting_pressure(var/pressure)
var/pressure_difference
// First get the absolute pressure difference.
if(pressure < species.safe_pressure) // We are in an underpressure.
pressure_difference = species.safe_pressure - pressure
else //We are in an overpressure or standard atmosphere.
pressure_difference = pressure - species.safe_pressure
if(pressure_difference < 5) // If the difference is small, don't bother calculating the fraction.
pressure_difference = 0
else
// Otherwise calculate how much of that absolute pressure difference affects us, can be 0 to 1 (equals 0% to 100%).
// This is our relative difference.
pressure_difference *= get_pressure_weakness(pressure)
// The difference is always positive to avoid extra calculations.
// Apply the relative difference on a standard atmosphere to get the final result.
// The return value will be the adjusted_pressure of the human that is the basis of pressure warnings and damage.
if(pressure < species.safe_pressure)
return species.safe_pressure - pressure_difference
else
return species.safe_pressure + pressure_difference
/mob/living/carbon/human/handle_disabilities()
..()
if(stat != CONSCIOUS) //Let's not worry about tourettes if you're not conscious.
return
if (disabilities & EPILEPSY)
if ((prob(1) && paralysis < 1))
to_chat(src, "<font color='red'>You have a seizure!</font>")
for(var/mob/O in viewers(src, null))
if(O == src)
continue
O.show_message(text("<span class='danger'>[src] starts having a seizure!</span>"), 1)
Paralyse(10)
make_jittery(1000)
if (disabilities & COUGHING)
if ((prob(5) && paralysis <= 1))
drop_item()
spawn( 0 )
emote("cough")
return
if (disabilities & TOURETTES)
if ((prob(10) && paralysis <= 1))
Stun(10)
spawn( 0 )
switch(rand(1, 3))
if(1)
emote("twitch")
if(2 to 3)
say("[prob(50) ? ";" : ""][pick("SHIT", "PISS", "FUCK", "CUNT", "COCKSUCKER", "MOTHERFUCKER", "TITS")]")
make_jittery(100)
return
if (disabilities & NERVOUS)
if (prob(10))
stuttering = max(10, stuttering)
var/rn = rand(0, 200)
if(getBrainLoss() >= 5)
if(0 <= rn && rn <= 3)
custom_pain("Your head feels numb and painful.", 10)
if(getBrainLoss() >= 15)
if(4 <= rn && rn <= 6) if(eye_blurry <= 0)
to_chat(src, "<span class='warning'>It becomes hard to see for some reason.</span>")
eye_blurry = 10
if(getBrainLoss() >= 35)
if(7 <= rn && rn <= 9) if(get_active_hand())
to_chat(src, "<span class='danger'>Your hand won't respond properly, you drop what you're holding!</span>")
drop_item()
if(getBrainLoss() >= 45)
if(10 <= rn && rn <= 12)
if(prob(50))
to_chat(src, "<span class='danger'>You suddenly black out!</span>")
Paralyse(10)
else if(!lying)
to_chat(src, "<span class='danger'>Your legs won't respond properly, you fall down!</span>")
Weaken(10)
/mob/living/carbon/human/handle_mutations_and_radiation()
if(inStasisNow())
return
if(getFireLoss())
if((COLD_RESISTANCE in mutations) || (prob(1)))
heal_organ_damage(0,1)
// DNA2 - Gene processing.
// The HULK stuff that was here is now in the hulk gene.
if(!isSynthetic())
for(var/datum/dna/gene/gene in dna_genes)
if(!gene.block)
continue
if(gene.is_active(src))
gene.OnMobLife(src)
radiation = CLAMP(radiation,0,250)
if(!radiation)
if(species.appearance_flags & RADIATION_GLOWS)
set_light(0)
else
if(species.appearance_flags & RADIATION_GLOWS)
set_light(max(1,min(5,radiation/15)), max(1,min(10,radiation/25)), species.get_flesh_colour(src))
// END DOGSHIT SNOWFLAKE
var/obj/item/organ/internal/diona/nutrients/rad_organ = locate() in internal_organs
if(rad_organ && !rad_organ.is_broken())
var/rads = radiation/25
radiation -= rads
adjust_nutrition(rads)
adjustBruteLoss(-(rads))
adjustFireLoss(-(rads))
adjustOxyLoss(-(rads))
adjustToxLoss(-(rads))
updatehealth()
return
var/obj/item/organ/internal/brain/slime/core = locate() in internal_organs
if(core)
return
//VOREStation Addition start: shadekin
var/obj/item/organ/internal/brain/shadekin/s_brain = locate() in internal_organs
if(s_brain)
return
//VOREStation Addition end: shadekin
var/damage = 0
radiation -= 1 * RADIATION_SPEED_COEFFICIENT
if(radiation > 2.5 && prob(25)) // Safe for a little over 2m at the recommended maximum safe dosage of 0.05Bq
damage = 1
if (radiation > 50)
damage = 1
radiation -= 1 * RADIATION_SPEED_COEFFICIENT
if(!isSynthetic())
if(prob(5) && prob(100 * RADIATION_SPEED_COEFFICIENT))
radiation -= 5 * RADIATION_SPEED_COEFFICIENT
to_chat(src, "<span class='warning'>You feel weak.</span>")
Weaken(3)
if(!lying)
emote("collapse")
if(prob(5) && prob(100 * RADIATION_SPEED_COEFFICIENT) && species.get_bodytype() == SPECIES_HUMAN) //apes go bald
if((h_style != "Bald" || f_style != "Shaved" ))
to_chat(src, "<span class='warning'>Your hair falls out.</span>")
h_style = "Bald"
f_style = "Shaved"
update_hair()
if (radiation > 75)
damage = 3
radiation -= 1 * RADIATION_SPEED_COEFFICIENT
if(!isSynthetic())
if(prob(5))
take_overall_damage(0, 5 * RADIATION_SPEED_COEFFICIENT, used_weapon = "Radiation Burns")
if(prob(1))
to_chat(src, "<span class='warning'>You feel strange!</span>")
adjustCloneLoss(5 * RADIATION_SPEED_COEFFICIENT)
emote("gasp")
if (radiation > 150)
damage = 6
radiation -= 4 * RADIATION_SPEED_COEFFICIENT
if(damage)
damage *= species.radiation_mod
adjustToxLoss(damage * RADIATION_SPEED_COEFFICIENT)
updatehealth()
if(!isSynthetic() && organs.len)
var/obj/item/organ/external/O = pick(organs)
if(istype(O)) O.add_autopsy_data("Radiation Poisoning", damage)
/** breathing **/
/mob/living/carbon/human/handle_chemical_smoke(var/datum/gas_mixture/environment)
if(wear_mask && (wear_mask.item_flags & BLOCK_GAS_SMOKE_EFFECT))
return
if(glasses && (glasses.item_flags & BLOCK_GAS_SMOKE_EFFECT))
return
if(head && (head.item_flags & BLOCK_GAS_SMOKE_EFFECT))
return
..()
/mob/living/carbon/human/handle_post_breath(datum/gas_mixture/breath)
..()
//spread some viruses while we are at it
if(breath && virus2.len > 0 && prob(10))
for(var/mob/living/carbon/M in view(1,src))
src.spread_disease_to(M)
/mob/living/carbon/human/get_breath_from_internal(volume_needed=BREATH_VOLUME)
if(internal)
//Because rigs store their tanks out of reach of contents.Find(), a check has to be made to make
//sure the rig is still worn, still online, and that its air supply still exists.
var/obj/item/weapon/tank/rig_supply
var/obj/item/weapon/rig/Rig = get_rig()
if(Rig)
rig_supply = Rig.air_supply
if ((!rig_supply && !contents.Find(internal)) || !((wear_mask && (wear_mask.item_flags & AIRTIGHT)) || (head && (head.item_flags & AIRTIGHT))))
internal = null
if(internal)
return internal.remove_air_volume(volume_needed)
else if(internals)
internals.icon_state = "internal0"
return null
/mob/living/carbon/human/handle_breath(datum/gas_mixture/breath)
if(status_flags & GODMODE)
return
if(suiciding)
failed_last_breath = 1
adjustOxyLoss(2)//If you are suiciding, you should die a little bit faster
suiciding--
return 0
if(does_not_breathe)
failed_last_breath = 0
adjustOxyLoss(-5)
return
if(!breath || (breath.total_moles == 0))
failed_last_breath = 1
if(health > config.health_threshold_crit)
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
else
adjustOxyLoss(HUMAN_CRIT_MAX_OXYLOSS)
if(breath && should_have_organ(O_LUNGS))
var/obj/item/organ/internal/lungs/L = internal_organs_by_name[O_LUNGS]
if(!L.is_bruised() && prob(8))
rupture_lung()
throw_alert("pressure", /obj/screen/alert/lowpressure)
return 0
else
clear_alert("pressure")
var/safe_pressure_min = species.minimum_breath_pressure // Minimum safe partial pressure of breathable gas in kPa
// Lung damage increases the minimum safe pressure.
if(should_have_organ(O_LUNGS))
var/obj/item/organ/internal/lungs/L = internal_organs_by_name[O_LUNGS]
if(isnull(L))
safe_pressure_min = INFINITY //No lungs, how are you breathing?
else if(L.is_broken())
safe_pressure_min *= 1.5
else if(L.is_bruised())
safe_pressure_min *= 1.25
else if(breath)
if(breath.total_moles < BREATH_MOLES / 10 || breath.total_moles > BREATH_MOLES * 5)
if(is_below_sound_pressure(get_turf(src))) //No more popped lungs from choking/drowning
if (prob(8))
rupture_lung()
var/safe_exhaled_max = 10
var/safe_toxins_max = 0.2
var/SA_para_min = 1
var/SA_sleep_min = 5
var/inhaled_gas_used = 0
var/breath_pressure = (breath.total_moles*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
var/inhaling
var/poison
var/exhaling
var/breath_type
var/poison_type
var/exhale_type
var/failed_inhale = 0
var/failed_exhale = 0
if(species.breath_type)
breath_type = species.breath_type
else
breath_type = "oxygen"
inhaling = breath.gas[breath_type]
if(species.poison_type)
poison_type = species.poison_type
else
poison_type = "phoron"
poison = breath.gas[poison_type]
if(species.exhale_type)
exhale_type = species.exhale_type
exhaling = breath.gas[exhale_type]
else
exhaling = 0
var/inhale_pp = (inhaling/breath.total_moles)*breath_pressure
var/toxins_pp = (poison/breath.total_moles)*breath_pressure
// To be clear, this isn't how much they're exhaling -- it's the amount of the species exhale_gas that they just
var/exhaled_pp = (exhaling/breath.total_moles)*breath_pressure
// Not enough to breathe
if(inhale_pp < safe_pressure_min)
if(prob(20))
spawn(0) emote("gasp")
var/ratio = inhale_pp/safe_pressure_min
// Don't fuck them up too fast (space only does HUMAN_MAX_OXYLOSS after all!)
adjustOxyLoss(max(HUMAN_MAX_OXYLOSS*(1-ratio), 0))
failed_inhale = 1
switch(breath_type)
if("oxygen")
throw_alert("oxy", /obj/screen/alert/not_enough_oxy)
if("phoron")
throw_alert("oxy", /obj/screen/alert/not_enough_tox)
if("nitrogen")
throw_alert("oxy", /obj/screen/alert/not_enough_nitro)
if("carbon_dioxide")
throw_alert("oxy", /obj/screen/alert/not_enough_co2)
if("volatile_fuel")
throw_alert("oxy", /obj/screen/alert/not_enough_fuel)
if("nitrous_oxide")
throw_alert("oxy", /obj/screen/alert/not_enough_n2o)
else
// We're in safe limits
clear_alert("oxy")
inhaled_gas_used = inhaling/6
breath.adjust_gas(breath_type, -inhaled_gas_used, update = 0) //update afterwards
if(exhale_type)
breath.adjust_gas_temp(exhale_type, inhaled_gas_used, bodytemperature, update = 0) //update afterwards
// Too much exhaled gas in the air
if(exhaled_pp > safe_exhaled_max)
if (prob(15))
var/word = pick("extremely dizzy","short of breath","faint","confused")
to_chat(src, "<span class='danger'>You feel [word].</span>")
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
failed_exhale = 1
else if(exhaled_pp > safe_exhaled_max * 0.7)
if (!prob(1))
var/word = pick("dizzy","short of breath","faint","momentarily confused")
to_chat(src, "<span class='warning'>You feel [word].</span>")
//scale linearly from 0 to 1 between safe_exhaled_max and safe_exhaled_max*0.7
var/ratio = 1.0 - (safe_exhaled_max - exhaled_pp)/(safe_exhaled_max*0.3)
//give them some oxyloss, up to the limit - we don't want people falling unconcious due to CO2 alone until they're pretty close to safe_exhaled_max.
if (getOxyLoss() < 50*ratio)
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
failed_exhale = 1
else if(exhaled_pp > safe_exhaled_max * 0.6)
if(prob(0.3))
var/word = pick("a little dizzy","short of breath")
to_chat(src, "<span class='warning'>You feel [word].</span>")
// Too much poison in the air.
if(toxins_pp > safe_toxins_max)
var/ratio = (poison/safe_toxins_max) * 10
if(reagents)
reagents.add_reagent("toxin", CLAMP(ratio, MIN_TOXIN_DAMAGE, MAX_TOXIN_DAMAGE))
breath.adjust_gas(poison_type, -poison/6, update = 0) //update after
throw_alert("tox_in_air", /obj/screen/alert/tox_in_air)
else
clear_alert("tox_in_air")
// If there's some other shit in the air lets deal with it here.
if(breath.gas["nitrous_oxide"])
var/SA_pp = (breath.gas["nitrous_oxide"] / breath.total_moles) * breath_pressure
// Enough to make us paralysed for a bit
if(SA_pp > SA_para_min)
// 3 gives them one second to wake up and run away a bit!
Paralyse(3)
// Enough to make us sleep as well
if(SA_pp > SA_sleep_min)
Sleeping(5)
// There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
else if(SA_pp > 0.15)
if(prob(20))
spawn(0) emote(pick("giggle", "laugh"))
breath.adjust_gas("nitrous_oxide", -breath.gas["nitrous_oxide"]/6, update = 0) //update after
// Were we able to breathe?
if (failed_inhale || failed_exhale)
failed_last_breath = 1
else
failed_last_breath = 0
adjustOxyLoss(-5)
// Hot air hurts :(
if((breath.temperature < species.breath_cold_level_1 || breath.temperature > species.breath_heat_level_1) && !(COLD_RESISTANCE in mutations))
if(breath.temperature <= species.breath_cold_level_1)
if(prob(20))
to_chat(src, "<span class='danger'>You feel your face freezing and icicles forming in your lungs!</span>")
else if(breath.temperature >= species.breath_heat_level_1)
if(prob(20))
to_chat(src, "<span class='danger'>You feel your face burning and a searing heat in your lungs!</span>")
if(breath.temperature >= species.breath_heat_level_1)
if(breath.temperature < species.breath_heat_level_2)
apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, BP_HEAD, used_weapon = "Excessive Heat")
throw_alert("temp", /obj/screen/alert/hot, 1)
else if(breath.temperature < species.breath_heat_level_3)
apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, BP_HEAD, used_weapon = "Excessive Heat")
throw_alert("temp", /obj/screen/alert/hot, 2)
else
apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, BP_HEAD, used_weapon = "Excessive Heat")
throw_alert("temp", /obj/screen/alert/hot, 3)
else if(breath.temperature <= species.breath_cold_level_1)
if(breath.temperature > species.breath_cold_level_2)
apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, BP_HEAD, used_weapon = "Excessive Cold")
throw_alert("temp", /obj/screen/alert/cold, 1)
else if(breath.temperature > species.breath_cold_level_3)
apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, BP_HEAD, used_weapon = "Excessive Cold")
throw_alert("temp", /obj/screen/alert/cold, 2)
else
apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, BP_HEAD, used_weapon = "Excessive Cold")
throw_alert("temp", /obj/screen/alert/cold, 3)
//breathing in hot/cold air also heats/cools you a bit
var/temp_adj = breath.temperature - bodytemperature
if (temp_adj < 0)
temp_adj /= (BODYTEMP_COLD_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
else
temp_adj /= (BODYTEMP_HEAT_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
var/relative_density = breath.total_moles / (MOLES_CELLSTANDARD * BREATH_PERCENTAGE)
temp_adj *= relative_density
if (temp_adj > BODYTEMP_HEATING_MAX) temp_adj = BODYTEMP_HEATING_MAX
if (temp_adj < BODYTEMP_COOLING_MAX) temp_adj = BODYTEMP_COOLING_MAX
//to_world("Breath: [breath.temperature], [src]: [bodytemperature], Adjusting: [temp_adj]")
bodytemperature += temp_adj
else if(breath.temperature >= species.heat_discomfort_level)
species.get_environment_discomfort(src,"heat")
else if(breath.temperature <= species.cold_discomfort_level)
species.get_environment_discomfort(src,"cold")
else
clear_alert("temp")
breath.update_values()
return 1
/mob/living/carbon/human/handle_environment(datum/gas_mixture/environment)
if(!environment)
return
//Stuff like the xenomorph's plasma regen happens here.
species.handle_environment_special(src)
if(is_incorporeal())
return
//Moved pressure calculations here for use in skip-processing check.
var/pressure = environment.return_pressure()
var/adjusted_pressure = calculate_affecting_pressure(pressure)
//Check for contaminants before anything else because we don't want to skip it.
for(var/g in environment.gas)
if(gas_data.flags[g] & XGM_GAS_CONTAMINANT && environment.gas[g] > gas_data.overlay_limit[g] + 1)
pl_effects()
break
if(istype(loc, /turf/space)) //VOREStation Edit - No FBPs overheating on space turfs inside mechs or people.
//Don't bother if the temperature drop is less than 0.1 anyways. Hopefully BYOND is smart enough to turn this constant expression into a constant
if(bodytemperature > (0.1 * HUMAN_HEAT_CAPACITY/(HUMAN_EXPOSED_SURFACE_AREA*STEFAN_BOLTZMANN_CONSTANT))**(1/4) + COSMIC_RADIATION_TEMPERATURE)
//Thermal radiation into space
var/heat_loss = HUMAN_EXPOSED_SURFACE_AREA * STEFAN_BOLTZMANN_CONSTANT * ((bodytemperature - COSMIC_RADIATION_TEMPERATURE)**4)
var/temperature_loss = heat_loss/HUMAN_HEAT_CAPACITY
bodytemperature -= temperature_loss
else
var/loc_temp = T0C
if(istype(loc, /obj/mecha))
var/obj/mecha/M = loc
loc_temp = M.return_temperature()
else if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
loc_temp = loc:air_contents.temperature
else
loc_temp = environment.temperature
if(adjusted_pressure < species.warning_high_pressure && adjusted_pressure > species.warning_low_pressure && abs(loc_temp - bodytemperature) < 20 && bodytemperature < species.heat_level_1 && bodytemperature > species.cold_level_1)
clear_alert("pressure")
return // Temperatures are within normal ranges, fuck all this processing. ~Ccomp
//Body temperature adjusts depending on surrounding atmosphere based on your thermal protection (convection)
var/temp_adj = 0
if(loc_temp < bodytemperature) //Place is colder than we are
var/thermal_protection = get_cold_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
if(thermal_protection < 0.99) //For some reason, < 1 returns false if the value is 1.
temp_adj = (1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR) //this will be negative
else if (loc_temp > bodytemperature) //Place is hotter than we are
var/thermal_protection = get_heat_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
if(thermal_protection < 0.99) //For some reason, < 1 returns false if the value is 1.
temp_adj = (1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR)
//Use heat transfer as proportional to the gas density. However, we only care about the relative density vs standard 101 kPa/20 C air. Therefore we can use mole ratios
var/relative_density = environment.total_moles / MOLES_CELLSTANDARD
bodytemperature += between(BODYTEMP_COOLING_MAX, temp_adj*relative_density, BODYTEMP_HEATING_MAX)
// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
if(bodytemperature >= species.heat_level_1)
//Body temperature is too hot.
if(status_flags & GODMODE)
return 1 //godmode
var/burn_dam = 0
// switch() can't access numbers inside variables, so we need to use some ugly if() spam ladder.
if(bodytemperature >= species.heat_level_1)
if(bodytemperature >= species.heat_level_2)
if(bodytemperature >= species.heat_level_3)
burn_dam = HEAT_DAMAGE_LEVEL_3
throw_alert("temp", /obj/screen/alert/hot, 3)
else
burn_dam = HEAT_DAMAGE_LEVEL_2
throw_alert("temp", /obj/screen/alert/hot, 2)
else
burn_dam = HEAT_DAMAGE_LEVEL_1
throw_alert("temp", /obj/screen/alert/hot, 1)
take_overall_damage(burn=burn_dam, used_weapon = "High Body Temperature")
else if(bodytemperature <= species.cold_level_1)
//Body temperature is too cold.
if(status_flags & GODMODE)
return 1 //godmode
if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
var/cold_dam = 0
if(bodytemperature <= species.cold_level_1)
if(bodytemperature <= species.cold_level_2)
if(bodytemperature <= species.cold_level_3)
cold_dam = COLD_DAMAGE_LEVEL_3
else
cold_dam = COLD_DAMAGE_LEVEL_2
else
cold_dam = COLD_DAMAGE_LEVEL_1
take_overall_damage(burn=cold_dam, used_weapon = "Low Body Temperature")
else clear_alert("temp")
// Account for massive pressure differences. Done by Polymorph
// Made it possible to actually have something that can protect against high pressure... Done by Errorage. Polymorph now has an axe sticking from his head for his previous hardcoded nonsense!
if(status_flags & GODMODE)
return 1 //godmode
if(adjusted_pressure >= species.hazard_high_pressure)
var/pressure_damage = min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE)
take_overall_damage(brute=pressure_damage, used_weapon = "High Pressure")
throw_alert("pressure", /obj/screen/alert/highpressure, 2)
else if(adjusted_pressure >= species.warning_high_pressure)
throw_alert("pressure", /obj/screen/alert/highpressure, 1)
else if(adjusted_pressure >= species.warning_low_pressure)
clear_alert("pressure")
else if(adjusted_pressure >= species.hazard_low_pressure)
throw_alert("pressure", /obj/screen/alert/lowpressure, 1)
else
if( !(COLD_RESISTANCE in mutations))
if(!isSynthetic() || !nif || !nif.flag_check(NIF_O_PRESSURESEAL,NIF_FLAGS_OTHER)) //VOREStation Edit - NIF pressure seals
take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
if(getOxyLoss() < 55) // 12 OxyLoss per 4 ticks when wearing internals; unconsciousness in 16 ticks, roughly half a minute
var/pressure_dam = 3 // 16 OxyLoss per 4 ticks when no internals present; unconsciousness in 13 ticks, roughly twenty seconds
// (Extra 1 oxyloss from failed breath)
// Being in higher pressure decreases the damage taken, down to a minimum of (species.hazard_low_pressure / ONE_ATMOSPHERE) at species.hazard_low_pressure
pressure_dam *= (ONE_ATMOSPHERE - adjusted_pressure) / ONE_ATMOSPHERE
if(wear_suit && wear_suit.min_pressure_protection && head && head.min_pressure_protection)
var/protection = max(wear_suit.min_pressure_protection, head.min_pressure_protection) // Take the weakest protection
pressure_dam *= (protection) / (ONE_ATMOSPHERE) // Divide by ONE_ATMOSPHERE to get a fractional protection
// Stronger protection (Closer to 0) results in a smaller fraction
// Firesuits (Min protection = 0.2 atmospheres) decrease oxyloss to 1/5
adjustOxyLoss(pressure_dam)
throw_alert("pressure", /obj/screen/alert/lowpressure, 2)
else
clear_alert("pressure")
return
/*
/mob/living/carbon/human/proc/adjust_body_temperature(current, loc_temp, boost)
var/temperature = current
var/difference = abs(current-loc_temp) //get difference
var/increments// = difference/10 //find how many increments apart they are
if(difference > 50)
increments = difference/5
else
increments = difference/10
var/change = increments*boost // Get the amount to change by (x per increment)
var/temp_change
if(current < loc_temp)
temperature = min(loc_temp, temperature+change)
else if(current > loc_temp)
temperature = max(loc_temp, temperature-change)
temp_change = (temperature - current)
return temp_change
*/
/mob/living/carbon/human/proc/stabilize_body_temperature()
// We produce heat naturally.
if (species.passive_temp_gain)
bodytemperature += species.passive_temp_gain
if (species.body_temperature == null)
return //this species doesn't have metabolic thermoregulation
// FBPs will overheat when alive, prosthetic limbs are fine.
if(stat != DEAD && robobody_count)
if(!nif || !nif.flag_check(NIF_O_HEATSINKS,NIF_FLAGS_OTHER)) //VOREStation Edit - NIF heatsinks prevent the base heat increase per tick if installed.
bodytemperature += round(robobody_count*1.15)
var/obj/item/organ/internal/robotic/heatsink/HS = internal_organs_by_name[O_HEATSINK]
if(!HS || HS.is_broken()) // However, NIF Heatsinks will not compensate for a core FBP component (your heatsink) being lost.
bodytemperature += round(robobody_count*0.5)
var/body_temperature_difference = species.body_temperature - bodytemperature
if (abs(body_temperature_difference) < 0.5)
return //fuck this precision
if (on_fire)
return //too busy for pesky metabolic regulation
if(bodytemperature < species.cold_level_1) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up.
adjust_nutrition(-2)
var/recovery_amt = max((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
//to_world("Cold. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
// log_debug("Cold. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
bodytemperature += recovery_amt
else if(species.cold_level_1 <= bodytemperature && bodytemperature <= species.heat_level_1)
var/recovery_amt = body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR
//to_world("Norm. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
// log_debug("Norm. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
bodytemperature += recovery_amt
else if(bodytemperature > species.heat_level_1) //360.15 is 310.15 + 50, the temperature where you start to feel effects.
//We totally need a sweat system cause it totally makes sense...~
var/recovery_amt = min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
//to_world("Hot. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
// log_debug("Hot. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
bodytemperature += recovery_amt
//This proc returns a number made up of the flags for body parts which you are protected on. (such as HEAD, UPPER_TORSO, LOWER_TORSO, etc. See setup.dm for the full list)
/mob/living/carbon/human/proc/get_heat_protection_flags(temperature) //Temperature is the temperature you're being exposed to.
. = 0
//Handle normal clothing
for(var/obj/item/clothing/C in list(head,wear_suit,w_uniform,shoes,gloves,wear_mask))
if(C)
if(C.handle_high_temperature(temperature))
. |= C.get_heat_protection_flags()
//See proc/get_heat_protection_flags(temperature) for the description of this proc.
/mob/living/carbon/human/proc/get_cold_protection_flags(temperature)
. = 0
//Handle normal clothing
for(var/obj/item/clothing/C in list(head,wear_suit,w_uniform,shoes,gloves,wear_mask))
if(C)
if(C.handle_low_temperature(temperature))
. |= C.get_cold_protection_flags()
/mob/living/carbon/human/get_heat_protection(temperature) //Temperature is the temperature you're being exposed to.
var/thermal_protection_flags = get_heat_protection_flags(temperature)
. = get_thermal_protection(thermal_protection_flags)
. = 1 - . // Invert from 1 = immunity to 0 = immunity.
// Doing it this way makes multiplicative stacking not get out of hand, so two modifiers that give 0.5 protection will be combined to 0.75 in the end.
for(var/thing in modifiers)
var/datum/modifier/M = thing
if(!isnull(M.heat_protection))
. *= 1 - M.heat_protection
// Code that calls this expects 1 = immunity so we need to invert again.
. = 1 - .
. = min(., 1.0)
/mob/living/carbon/human/get_cold_protection(temperature)
if(COLD_RESISTANCE in mutations)
return 1 //Fully protected from the cold.
temperature = max(temperature, 2.7) //There is an occasional bug where the temperature is miscalculated in ares with a small amount of gas on them, so this is necessary to ensure that that bug does not affect this calculation. Space's temperature is 2.7K and most suits that are intended to protect against any cold, protect down to 2.0K.
var/thermal_protection_flags = get_cold_protection_flags(temperature)
. = get_thermal_protection(thermal_protection_flags)
. = 1 - . // Invert from 1 = immunity to 0 = immunity.
// Doing it this way makes multiplicative stacking not get out of hand, so two modifiers that give 0.5 protection will be combined to 0.75 in the end.
for(var/thing in modifiers)
var/datum/modifier/M = thing
if(!isnull(M.cold_protection))
// Invert the modifier values so they align with the current working value.
. *= 1 - M.cold_protection
// Code that calls this expects 1 = immunity so we need to invert again.
. = 1 - .
. = min(., 1.0)
/mob/living/carbon/human/proc/get_thermal_protection(var/flags)
.=0
if(flags)
if(flags & HEAD)
. += THERMAL_PROTECTION_HEAD
if(flags & UPPER_TORSO)
. += THERMAL_PROTECTION_UPPER_TORSO
if(flags & LOWER_TORSO)
. += THERMAL_PROTECTION_LOWER_TORSO
if(flags & LEG_LEFT)
. += THERMAL_PROTECTION_LEG_LEFT
if(flags & LEG_RIGHT)
. += THERMAL_PROTECTION_LEG_RIGHT
if(flags & FOOT_LEFT)
. += THERMAL_PROTECTION_FOOT_LEFT
if(flags & FOOT_RIGHT)
. += THERMAL_PROTECTION_FOOT_RIGHT
if(flags & ARM_LEFT)
. += THERMAL_PROTECTION_ARM_LEFT
if(flags & ARM_RIGHT)
. += THERMAL_PROTECTION_ARM_RIGHT
if(flags & HAND_LEFT)
. += THERMAL_PROTECTION_HAND_LEFT
if(flags & HAND_RIGHT)
. += THERMAL_PROTECTION_HAND_RIGHT
return min(1,.)
/mob/living/carbon/human/handle_chemicals_in_body()
if(inStasisNow())
return
if(reagents)
chem_effects.Cut()
if(touching)
touching.metabolize()
if(ingested)
ingested.metabolize()
if(bloodstr)
bloodstr.metabolize()
if(!isSynthetic())
var/total_phoronloss = 0
for(var/obj/item/I in src)
if(I.contaminated)
if(check_belly(I)) continue //VOREStation Edit
if(src.species && src.species.get_bodytype() != "Vox" && src.species.get_bodytype() != "Shadekin") //VOREStation Edit: shadekin
// This is hacky, I'm so sorry.
if(I != l_hand && I != r_hand) //If the item isn't in your hands, you're probably wearing it. Full damage for you.
total_phoronloss += vsc.plc.CONTAMINATION_LOSS
else if(I == l_hand) //If the item is in your hands, but you're wearing protection, you might be alright.
var/l_hand_blocked = 0
l_hand_blocked = 1-(100-getarmor(BP_L_HAND, "bio"))/100 //This should get a number between 0 and 1
total_phoronloss += vsc.plc.CONTAMINATION_LOSS * l_hand_blocked
else if(I == r_hand) //If the item is in your hands, but you're wearing protection, you might be alright.
var/r_hand_blocked = 0
r_hand_blocked = 1-(100-getarmor(BP_R_HAND, "bio"))/100 //This should get a number between 0 and 1
total_phoronloss += vsc.plc.CONTAMINATION_LOSS * r_hand_blocked
if(total_phoronloss)
if(!(status_flags & GODMODE))
adjustToxLoss(total_phoronloss)
if(status_flags & GODMODE)
return 0 //godmode
if(species.light_dam)
var/light_amount = 0
if(isturf(loc))
var/turf/T = loc
light_amount = T.get_lumcount() * 10
if(light_amount > species.light_dam) //if there's enough light, start dying
take_overall_damage(1,1)
else //heal in the dark
heal_overall_damage(1,1)
// nutrition decrease
if (nutrition > 0 && stat != DEAD)
var/nutrition_reduction = species.hunger_factor
for(var/datum/modifier/mod in modifiers)
if(!isnull(mod.metabolism_percent))
nutrition_reduction *= mod.metabolism_percent
adjust_nutrition(-nutrition_reduction)
if(noisy == TRUE && nutrition < 250 && prob(10)) //VOREStation edit for hunger noises.
var/sound/growlsound = sound(get_sfx("hunger_sounds"))
var/growlmultiplier = 100 - (nutrition / 250 * 100)
playsound(src, growlsound, vol = growlmultiplier, vary = 1, falloff = 0.1, ignore_walls = TRUE, preference = /datum/client_preference/digestion_noises)
// VOREStation Edit End
// TODO: stomach and bloodstream organ.
if(!isSynthetic())
handle_trace_chems()
updatehealth()
return //TODO: DEFERRED
//DO NOT CALL handle_statuses() from this proc, it's called from living/Life() as long as this returns a true value.
/mob/living/carbon/human/handle_regular_status_updates()
if(skip_some_updates())
return 0
if(status_flags & GODMODE) return 0
//SSD check, if a logged player is awake put them back to sleep!
if(species.get_ssd(src) && !client && !teleop)
Sleeping(2)
if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
blinded = 1
silent = 0
else //ALIVE. LIGHTS ARE ON
updatehealth() //TODO
if(health <= config.health_threshold_dead || (should_have_organ("brain") && !has_brain()))
death()
blinded = 1
silent = 0
return 1
//UNCONSCIOUS. NO-ONE IS HOME
if((getOxyLoss() > (species.total_health/2)) || (health <= config.health_threshold_crit))
Paralyse(3)
if(hallucination)
if(hallucination >= 20 && !(species.flags & (NO_POISON|IS_PLANT|NO_HALLUCINATION)) )
if(prob(3))
fake_attack(src)
if(!handling_hal)
spawn handle_hallucinations() //The not boring kind!
if(client && prob(5))
client.dir = pick(2,4,8)
spawn(rand(20,50))
client.dir = 1
hallucination = max(0, hallucination - 2)
else
for(var/atom/a in hallucinations)
qdel(a)
//Brain damage from Oxyloss
if(should_have_organ("brain"))
var/brainOxPercent = 0.015 //Default 1.5% of your current oxyloss is applied as brain damage, 50 oxyloss is 1 brain damage
if(CE_STABLE in chem_effects)
brainOxPercent = 0.008 //Halved in effect
if(oxyloss >= (getMaxHealth() * 0.3) && prob(5)) // If oxyloss exceeds 30% of your max health, you can take brain damage.
adjustBrainLoss(brainOxPercent * oxyloss)
if(halloss >= species.total_health)
to_chat(src, "<span class='notice'>You're in too much pain to keep going...</span>")
src.visible_message("<B>[src]</B> slumps to the ground, too weak to continue fighting.")
Paralyse(10)
setHalLoss(species.total_health - 1)
if(paralysis || sleeping)
blinded = 1
set_stat(UNCONSCIOUS)
animate_tail_reset()
adjustHalLoss(-3)
if(sleeping)
handle_dreams()
if (mind)
//Are they SSD? If so we'll keep them asleep but work off some of that sleep var in case of stoxin or similar.
if(client || sleeping > 3)
AdjustSleeping(-1)
throw_alert("asleep", /obj/screen/alert/asleep)
if( prob(2) && health && !hal_crit )
spawn(0)
emote("snore")
//CONSCIOUS
else
set_stat(CONSCIOUS)
clear_alert("asleep")
//Periodically double-check embedded_flag
if(embedded_flag && !(life_tick % 10))
var/list/E
E = get_visible_implants(0)
if(!E.len)
embedded_flag = 0
//Eyes
//Check rig first because it's two-check and other checks will override it.
if(istype(back,/obj/item/weapon/rig))
var/obj/item/weapon/rig/O = back
if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES))
if((O.offline && O.offline_vision_restriction == 2) || (!O.offline && O.vision_restriction == 2))
blinded = 1
// Check everything else.
//Periodically double-check embedded_flag
if(embedded_flag && !(life_tick % 10))
if(!embedded_needs_process())
embedded_flag = 0
//Vision
var/obj/item/organ/vision
if(species.vision_organ)
vision = internal_organs_by_name[species.vision_organ]
if(!species.vision_organ) // Presumably if a species has no vision organs, they see via some other means.
SetBlinded(0)
blinded = 0
eye_blurry = 0
clear_alert("blind")
else if(!vision || vision.is_broken()) // Vision organs cut out or broken? Permablind.
SetBlinded(1)
blinded = 1
eye_blurry = 1
throw_alert("blind", /obj/screen/alert/blind)
else //You have the requisite organs
if(sdisabilities & BLIND) // Disabled-blind, doesn't get better on its own
blinded = 1
throw_alert("blind", /obj/screen/alert/blind)
else if(eye_blind) // Blindness, heals slowly over time
AdjustBlinded(-1)
blinded = 1
throw_alert("blind", /obj/screen/alert/blind)
else if(istype(glasses, /obj/item/clothing/glasses/sunglasses/blindfold)) //resting your eyes with a blindfold heals blurry eyes faster
eye_blurry = max(eye_blurry-3, 0)
blinded = 1
throw_alert("blind", /obj/screen/alert/blind)
//blurry sight
if(vision.is_bruised()) // Vision organs impaired? Permablurry.
eye_blurry = 1
if(eye_blurry) // Blurry eyes heal slowly
eye_blurry = max(eye_blurry-1, 0)
//Ears
if(sdisabilities & DEAF) //disabled-deaf, doesn't get better on its own
ear_deaf = max(ear_deaf, 1)
else if(ear_deaf) //deafness, heals slowly over time
ear_deaf = max(ear_deaf-1, 0)
else if(get_ear_protection() >= 2) //resting your ears with earmuffs heals ear damage faster
ear_damage = max(ear_damage-0.15, 0)
ear_deaf = max(ear_deaf, 1)
else if(ear_damage < 25) //ear damage heals slowly under this threshold. otherwise you'll need earmuffs
ear_damage = max(ear_damage-0.05, 0)
//Resting
if(resting)
dizziness = max(0, dizziness - 15)
jitteriness = max(0, jitteriness - 15)
adjustHalLoss(-3)
else
dizziness = max(0, dizziness - 3)
jitteriness = max(0, jitteriness - 3)
adjustHalLoss(-1)
if (drowsyness)
drowsyness = max(0, drowsyness - 1)
eye_blurry = max(2, eye_blurry)
if (prob(5))
Sleeping(1)
Paralyse(5)
// If you're dirty, your gloves will become dirty, too.
if(gloves && germ_level > gloves.germ_level && prob(10))
gloves.germ_level += 1
return 1
/mob/living/carbon/human/set_stat(var/new_stat)
. = ..()
if(. && stat)
update_skin(1)
/mob/living/carbon/human/handle_regular_hud_updates()
if(hud_updateflag) // update our mob's hud overlays, AKA what others see flaoting above our head
handle_hud_list()
// now handle what we see on our screen
if(!client)
return 0
..()
client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask, global_hud.nvg, global_hud.thermal, global_hud.meson, global_hud.science, global_hud.material, global_hud.whitense)
if(istype(client.eye,/obj/machinery/camera))
var/obj/machinery/camera/cam = client.eye
client.screen |= cam.client_huds
if(stat == DEAD) //Dead
if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
if(healths) healths.icon_state = "health7" //DEAD healthmeter
else if(stat == UNCONSCIOUS && health <= 0) //Crit
//Critical damage passage overlay
var/severity = 0
switch(health)
if(-20 to -10) severity = 1
if(-30 to -20) severity = 2
if(-40 to -30) severity = 3
if(-50 to -40) severity = 4
if(-60 to -50) severity = 5
if(-70 to -60) severity = 6
if(-80 to -70) severity = 7
if(-90 to -80) severity = 8
if(-95 to -90) severity = 9
if(-INFINITY to -95) severity = 10
overlay_fullscreen("crit", /obj/screen/fullscreen/crit, severity)
else //Alive
clear_fullscreen("crit")
//Oxygen damage overlay
if(oxyloss)
var/severity = 0
switch(oxyloss)
if(10 to 20) severity = 1
if(20 to 25) severity = 2
if(25 to 30) severity = 3
if(30 to 35) severity = 4
if(35 to 40) severity = 5
if(40 to 45) severity = 6
if(45 to INFINITY) severity = 7
overlay_fullscreen("oxy", /obj/screen/fullscreen/oxy, severity)
else
clear_fullscreen("oxy")
//Fire and Brute damage overlay (BSSR)
var/hurtdamage = src.getShockBruteLoss() + src.getShockFireLoss() + damageoverlaytemp //Doesn't call the overlay if you can't actually feel it
damageoverlaytemp = 0 // We do this so we can detect if someone hits us or not.
if(hurtdamage)
var/severity = 0
switch(hurtdamage)
if(10 to 25) severity = 1
if(25 to 40) severity = 2
if(40 to 55) severity = 3
if(55 to 70) severity = 4
if(70 to 85) severity = 5
if(85 to INFINITY) severity = 6
overlay_fullscreen("brute", /obj/screen/fullscreen/brute, severity)
else
clear_fullscreen("brute")
if(healths)
if (chem_effects[CE_PAINKILLER] > 100)
healths.icon_state = "health_numb"
else
// Generate a by-limb health display.
var/mutable_appearance/healths_ma = new(healths)
healths_ma.icon_state = "blank"
healths_ma.overlays = null
healths_ma.plane = PLANE_PLAYER_HUD
var/no_damage = 1
var/trauma_val = 0 // Used in calculating softcrit/hardcrit indicators.
if(!(species.flags & NO_PAIN))
trauma_val = max(traumatic_shock,halloss)/species.total_health
var/limb_trauma_val = trauma_val*0.3
// Collect and apply the images all at once to avoid appearance churn.
var/list/health_images = list()
for(var/obj/item/organ/external/E in organs)
if(no_damage && (E.brute_dam || E.burn_dam))
no_damage = 0
health_images += E.get_damage_hud_image(limb_trauma_val)
// Apply a fire overlay if we're burning.
if(on_fire)
health_images += image('icons/mob/OnFire.dmi',"[get_fire_icon_state()]")
// Show a general pain/crit indicator if needed.
if(trauma_val)
if(!(species.flags & NO_PAIN))
if(trauma_val > 0.7)
health_images += image('icons/mob/screen1_health.dmi',"softcrit")
if(trauma_val >= 1)
health_images += image('icons/mob/screen1_health.dmi',"hardcrit")
else if(no_damage)
health_images += image('icons/mob/screen1_health.dmi',"fullhealth")
healths_ma.overlays += health_images
healths.appearance = healths_ma
var/fat_alert = /obj/screen/alert/fat
var/hungry_alert = /obj/screen/alert/hungry
var/starving_alert = /obj/screen/alert/starving
if(isSynthetic())
fat_alert = /obj/screen/alert/fat/synth
hungry_alert = /obj/screen/alert/hungry/synth
starving_alert = /obj/screen/alert/starving/synth
//VOREStation Add - Vampire hunger alert
else if(get_species() == SPECIES_CUSTOM)
var/datum/species/custom/C = species
if(/datum/trait/bloodsucker in C.traits)
fat_alert = /obj/screen/alert/fat/vampire
hungry_alert = /obj/screen/alert/hungry/vampire
starving_alert = /obj/screen/alert/starving/vampire
//VOREStation Add End
switch(nutrition)
if(450 to INFINITY)
throw_alert("nutrition", fat_alert)
// if(350 to 450)
// if(250 to 350) // Alternative more-detailed tiers, not used.
if(250 to 450)
clear_alert("nutrition")
if(150 to 250)
throw_alert("nutrition", hungry_alert)
else
throw_alert("nutrition", starving_alert)
if(blinded)
overlay_fullscreen("blind", /obj/screen/fullscreen/blind)
throw_alert("blind", /obj/screen/alert/blind)
else
clear_fullscreen("blind")
clear_alert("blind")
var/apply_nearsighted_overlay = FALSE
if(disabilities & NEARSIGHTED)
apply_nearsighted_overlay = TRUE
if(glasses)
var/obj/item/clothing/glasses/G = glasses
if(G.prescription)
apply_nearsighted_overlay = FALSE
if(nif && nif.flag_check(NIF_V_CORRECTIVE, NIF_FLAGS_VISION)) // VOREStation Edit - NIF
apply_nearsighted_overlay = FALSE
set_fullscreen(apply_nearsighted_overlay, "nearsighted", /obj/screen/fullscreen/impaired, 1)
set_fullscreen(eye_blurry, "blurry", /obj/screen/fullscreen/blurry)
set_fullscreen(druggy, "high", /obj/screen/fullscreen/high)
if(druggy)
throw_alert("high", /obj/screen/alert/high)
else
clear_alert("high")
if(!isbelly(loc)) clear_fullscreen("belly") //VOREStation Add - Belly fullscreens safety
if(config.welder_vision)
var/found_welder
if(species.short_sighted)
found_welder = 1
else
if(istype(glasses, /obj/item/clothing/glasses/welding))
var/obj/item/clothing/glasses/welding/O = glasses
if(!O.up)
found_welder = 1
if(!found_welder && nif && nif.flag_check(NIF_V_UVFILTER,NIF_FLAGS_VISION)) found_welder = 1 //VOREStation Add - NIF
if(istype(glasses, /obj/item/clothing/glasses/sunglasses/thinblindfold))
found_welder = 1
if(!found_welder && istype(head, /obj/item/clothing/head/welding))
var/obj/item/clothing/head/welding/O = head
if(!O.up)
found_welder = 1
if(!found_welder && istype(back, /obj/item/weapon/rig))
var/obj/item/weapon/rig/O = back
if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES))
if((O.offline && O.offline_vision_restriction == 1) || (!O.offline && O.vision_restriction == 1))
found_welder = 1
if(absorbed) found_welder = 1 //VOREStation Code
if(found_welder)
client.screen |= global_hud.darkMask
/mob/living/carbon/human/reset_view(atom/A)
..()
if(machine_visual && machine_visual != A)
machine_visual.remove_visual(src)
/mob/living/carbon/human/handle_vision()
if(stat == DEAD)
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS|SEE_SELF
see_in_dark = 8
if(client)
if(client.view != world.view) // If mob dies while zoomed in with device, unzoom them.
for(var/obj/item/item in contents)
if(item.zoom)
item.zoom()
break
else //We aren't dead
sight &= ~(SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : see_invisible_default
// Do this early so certain stuff gets turned off before vision is assigned.
var/area/A = get_area(src)
if(A?.no_spoilers)
disable_spoiler_vision()
if(XRAY in mutations)
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = 8
if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
if(seer==1)
var/obj/effect/rune/R = locate() in loc
if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"])
see_invisible = SEE_INVISIBLE_CULT
else
see_invisible = see_invisible_default
seer = 0
if(!seedarkness)
sight = species.get_vision_flags(src)
see_in_dark = 8
see_invisible = SEE_INVISIBLE_NOLIGHTING
else
sight = species.get_vision_flags(src)
see_in_dark = species.darksight
see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : see_invisible_default
var/tmp/glasses_processed = 0
var/obj/item/weapon/rig/rig = get_rig()
if(istype(rig) && rig.visor && !looking_elsewhere)
if(!rig.helmet || (head && rig.helmet == head))
if(rig.visor && rig.visor.vision && rig.visor.active && rig.visor.vision.glasses)
glasses_processed = 1
process_glasses(rig.visor.vision.glasses)
if(glasses && !glasses_processed && !looking_elsewhere)
glasses_processed = 1
process_glasses(glasses)
if(XRAY in mutations)
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = 8
if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
for(var/datum/modifier/M in modifiers)
if(!isnull(M.vision_flags))
sight |= M.vision_flags
if(!glasses_processed && (species.get_vision_flags(src) > 0))
sight |= species.get_vision_flags(src)
if(!seer && !glasses_processed && seedarkness)
see_invisible = see_invisible_default
if(machine)
var/viewflags = machine.check_eye(src)
if(viewflags < 0)
reset_view(null, 0)
else if(viewflags && !looking_elsewhere)
sight |= viewflags
else
machine.apply_visual(src)
else if(eyeobj)
if(eyeobj.owner != src)
reset_view(null)
else
var/isRemoteObserve = 0
if((mRemote in mutations) && remoteview_target)
if(remoteview_target.stat==CONSCIOUS)
isRemoteObserve = 1
if(!isRemoteObserve && client && !client.adminobs)
remoteview_target = null
reset_view(null, 0)
return 1
/mob/living/carbon/human/proc/process_glasses(var/obj/item/clothing/glasses/G)
if(G && G.active)
see_in_dark += G.darkness_view
if(G.overlay && client)
client.screen |= G.overlay
if(G.vision_flags)
sight |= G.vision_flags
if(istype(G,/obj/item/clothing/glasses/night) && !seer)
see_invisible = SEE_INVISIBLE_MINIMUM
if(G.see_invisible >= 0)
see_invisible = G.see_invisible
else if(!druggy && !seer)
see_invisible = see_invisible_default
/mob/living/carbon/human/handle_random_events()
if(inStasisNow())
return
// Puke if toxloss is too high
if(!stat)
if (getToxLoss() >= 30 && isSynthetic())
if(!confused)
if(prob(5))
to_chat(src, "<span class='danger'>You lose directional control!</span>")
Confuse(10)
if (getToxLoss() >= 45 && !isSynthetic())
spawn vomit()
//0.1% chance of playing a scary sound to someone who's in complete darkness
if(isturf(loc) && rand(1,1000) == 1)
var/turf/T = loc
if(T.get_lumcount() <= LIGHTING_SOFT_THRESHOLD)
playsound_local(src,pick(scarySounds),50, 1, -1)
/mob/living/carbon/human/handle_stomach()
spawn(0)
for(var/mob/living/M in stomach_contents)
if(M.loc != src)
stomach_contents.Remove(M)
continue
if(istype(M, /mob/living/carbon) && stat != 2)
if(M.stat == 2)
M.death(1)
stomach_contents.Remove(M)
qdel(M)
continue
if(air_master.current_cycle%3==1)
if(!(M.status_flags & GODMODE))
M.adjustBruteLoss(5)
adjust_nutrition(10)
/mob/living/carbon/human/proc/handle_changeling()
if(mind && mind.changeling)
mind.changeling.regenerate()
if(hud_used)
ling_chem_display.invisibility = 0
// ling_chem_display.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#dd66dd'>[round(mind.changeling.chem_charges)]</font></div>"
switch(mind.changeling.chem_storage)
if(1 to 50)
switch(mind.changeling.chem_charges)
if(0 to 9)
ling_chem_display.icon_state = "ling_chems0"
if(10 to 19)
ling_chem_display.icon_state = "ling_chems10"
if(20 to 29)
ling_chem_display.icon_state = "ling_chems20"
if(30 to 39)
ling_chem_display.icon_state = "ling_chems30"
if(40 to 49)
ling_chem_display.icon_state = "ling_chems40"
if(50)
ling_chem_display.icon_state = "ling_chems50"
if(51 to 80) //This is a crappy way of checking for engorged sacs...
switch(mind.changeling.chem_charges)
if(0 to 9)
ling_chem_display.icon_state = "ling_chems0e"
if(10 to 19)
ling_chem_display.icon_state = "ling_chems10e"
if(20 to 29)
ling_chem_display.icon_state = "ling_chems20e"
if(30 to 39)
ling_chem_display.icon_state = "ling_chems30e"
if(40 to 49)
ling_chem_display.icon_state = "ling_chems40e"
if(50 to 59)
ling_chem_display.icon_state = "ling_chems50e"
if(60 to 69)
ling_chem_display.icon_state = "ling_chems60e"
if(70 to 79)
ling_chem_display.icon_state = "ling_chems70e"
if(80)
ling_chem_display.icon_state = "ling_chems80e"
else
if(mind && hud_used)
ling_chem_display.invisibility = 101
/mob/living/carbon/human/handle_shock()
..()
if(status_flags & GODMODE) return 0 //godmode
if(!can_feel_pain()) return
if(health < config.health_threshold_softcrit)// health 0 makes you immediately collapse
shock_stage = max(shock_stage, 61)
if(traumatic_shock >= 80)
shock_stage += 1
else if(health < config.health_threshold_softcrit)
shock_stage = max(shock_stage, 61)
else
shock_stage = min(shock_stage, 160)
shock_stage = max(shock_stage-1, 0)
if(stat)
return 0
if(shock_stage == 10)
custom_pain("[pick("It hurts so much", "You really need some painkillers", "Dear god, the pain")]!", 40)
if(shock_stage >= 30)
if(shock_stage == 30) emote("me",1,"is having trouble keeping their eyes open.")
eye_blurry = max(2, eye_blurry)
stuttering = max(stuttering, 5)
if(shock_stage == 40)
to_chat(src, "<span class='danger'>[pick("The pain is excruciating", "Please&#44; just end the pain", "Your whole body is going numb")]!</span>")
if (shock_stage >= 60)
if(shock_stage == 60) emote("me",1,"'s body becomes limp.")
if (prob(2))
to_chat(src, "<span class='danger'>[pick("The pain is excruciating", "Please&#44; just end the pain", "Your whole body is going numb")]!</span>")
Weaken(20)
if(shock_stage >= 80)
if (prob(5))
to_chat(src, "<span class='danger'>[pick("The pain is excruciating", "Please&#44; just end the pain", "Your whole body is going numb")]!</span>")
Weaken(20)
if(shock_stage >= 120)
if (prob(2))
to_chat(src, "<span class='danger'>[pick("You black out", "You feel like you could die any moment now", "You are about to lose consciousness")]!</span>")
Paralyse(5)
if(shock_stage == 150)
emote("me",1,"can no longer stand, collapsing!")
Weaken(20)
if(shock_stage >= 150)
Weaken(20)
/mob/living/carbon/human/proc/handle_pulse()
if(life_tick % 5) return pulse //update pulse every 5 life ticks (~1 tick/sec, depending on server load)
var/temp = PULSE_NORM
var/brain_modifier = 1
var/modifier_shift = 0
var/modifier_set
if(modifiers && modifiers.len)
for(var/datum/modifier/mod in modifiers)
if(isnull(modifier_set) && !isnull(mod.pulse_set_level))
modifier_set = round(mod.pulse_set_level) // Should be a whole number, but let's not take chances.
else if(mod.pulse_set_level > modifier_set)
modifier_set = round(mod.pulse_set_level)
modifier_set = max(0, modifier_set) // No setting to negatives.
if(mod.pulse_modifier)
modifier_shift += mod.pulse_modifier
modifier_shift = round(modifier_shift)
if(!internal_organs_by_name[O_HEART])
temp = PULSE_NONE
if(!isnull(modifier_set))
temp = modifier_set
return temp //No blood, no pulse.
if(stat == DEAD)
temp = PULSE_NONE
if(!isnull(modifier_set))
temp = modifier_set
return temp //that's it, you're dead, nothing can influence your pulse, aside from outside means.
var/obj/item/organ/internal/heart/Pump = internal_organs_by_name[O_HEART]
var/obj/item/organ/internal/brain/Control = internal_organs_by_name[O_BRAIN]
if(Control)
brain_modifier = Control.get_control_efficiency()
if(brain_modifier <= 0.7 && brain_modifier >= 0.4) // 70%-40% control, things start going weird as the brain is failing.
brain_modifier = rand(5, 15) / 10
if(Pump)
temp += Pump.standard_pulse_level - PULSE_NORM
if(round(vessel.get_reagent_amount("blood")) <= species.blood_volume*species.blood_level_danger) //how much blood do we have
temp = temp + 3 //not enough :(
if(status_flags & FAKEDEATH)
temp = PULSE_NONE //pretend that we're dead. unlike actual death, can be inflienced by meds
if(!isnull(modifier_set))
temp = modifier_set
temp = max(0, temp + modifier_shift) // No negative pulses.
if(Pump)
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id in bradycardics)
if(temp <= Pump.standard_pulse_level + 3 && temp >= Pump.standard_pulse_level)
temp--
if(R.id in tachycardics)
if(temp <= Pump.standard_pulse_level + 1 && temp >= PULSE_NONE)
temp++
if(R.id in heartstopper) //To avoid using fakedeath
temp = PULSE_NONE
if(R.id in cheartstopper) //Conditional heart-stoppage
if(R.volume >= R.overdose)
temp = PULSE_NONE
return temp * brain_modifier
//handles different chems' influence on pulse
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id in bradycardics)
if(temp <= PULSE_THREADY && temp >= PULSE_NORM)
temp--
if(R.id in tachycardics)
if(temp <= PULSE_FAST && temp >= PULSE_NONE)
temp++
if(R.id in heartstopper) //To avoid using fakedeath
temp = PULSE_NONE
if(R.id in cheartstopper) //Conditional heart-stoppage
if(R.volume >= R.overdose)
temp = PULSE_NONE
return max(0, round(temp * brain_modifier))
/mob/living/carbon/human/proc/handle_heartbeat()
if(pulse == PULSE_NONE)
return
var/obj/item/organ/internal/heart/H = internal_organs_by_name[O_HEART]
if(!H || (H.robotic >= ORGAN_ROBOT))
return
if(pulse >= PULSE_2FAST || shock_stage >= 10 || (istype(get_turf(src), /turf/space) && is_preference_enabled(/datum/client_preference/play_ambiance)))
//PULSE_THREADY - maximum value for pulse, currently it 5.
//High pulse value corresponds to a fast rate of heartbeat.
//Divided by 2, otherwise it is too slow.
var/rate = (PULSE_THREADY - pulse)/2
if(heartbeat >= rate)
heartbeat = 0
src << sound('sound/effects/singlebeat.ogg',0,0,0,50)
else
heartbeat++
/*
Called by life(), instead of having the individual hud items update icons each tick and check for status changes
we only set those statuses and icons upon changes. Then those HUD items will simply add those pre-made images.
This proc below is only called when those HUD elements need to change as determined by the mobs hud_updateflag.
*/
/mob/living/carbon/human/proc/handle_hud_list()
if (BITTEST(hud_updateflag, HEALTH_HUD))
var/image/holder = grab_hud(HEALTH_HUD)
if(stat == DEAD)
holder.icon_state = "-100" // X_X
else
holder.icon_state = RoundHealth((health-config.health_threshold_crit)/(getMaxHealth()-config.health_threshold_crit)*100)
apply_hud(HEALTH_HUD, holder)
if (BITTEST(hud_updateflag, LIFE_HUD))
var/image/holder = grab_hud(LIFE_HUD)
if(isSynthetic())
holder.icon_state = "hudrobo"
else if(stat == DEAD)
holder.icon_state = "huddead"
else
holder.icon_state = "hudhealthy"
apply_hud(LIFE_HUD, holder)
if (BITTEST(hud_updateflag, STATUS_HUD))
var/foundVirus = 0
for (var/ID in virus2)
if (ID in virusDB)
foundVirus = 1
break
var/image/holder = grab_hud(STATUS_HUD)
var/image/holder2 = grab_hud(STATUS_HUD_OOC)
if (isSynthetic())
holder.icon_state = "hudrobo"
else if(stat == DEAD)
holder.icon_state = "huddead"
holder2.icon_state = "huddead"
else if(foundVirus)
holder.icon_state = "hudill"
else if(has_brain_worms())
var/mob/living/simple_mob/animal/borer/B = has_brain_worms()
if(B.controlling)
holder.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
holder2.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
if(virus2.len)
holder2.icon_state = "hudill"
else
holder2.icon_state = "hudhealthy"
apply_hud(STATUS_HUD, holder)
apply_hud(STATUS_HUD_OOC, holder2)
if (BITTEST(hud_updateflag, ID_HUD))
var/image/holder = grab_hud(ID_HUD)
if(wear_id)
var/obj/item/weapon/card/id/I = wear_id.GetID()
if(I)
holder.icon_state = "hud[ckey(I.GetJobName())]"
else
holder.icon_state = "hudunknown"
else
holder.icon_state = "hudunknown"
apply_hud(ID_HUD, holder)
if (BITTEST(hud_updateflag, WANTED_HUD))
var/image/holder = grab_hud(WANTED_HUD)
holder.icon_state = "hudblank"
var/perpname = name
if(wear_id)
var/obj/item/weapon/card/id/I = wear_id.GetID()
if(I)
perpname = I.registered_name
for(var/datum/data/record/E in data_core.general)
if(E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
holder.icon_state = "hudwanted"
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Incarcerated"))
holder.icon_state = "hudprisoner"
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Parolled"))
holder.icon_state = "hudparolled"
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Released"))
holder.icon_state = "hudreleased"
break
apply_hud(WANTED_HUD, holder)
if ( BITTEST(hud_updateflag, IMPLOYAL_HUD) \
|| BITTEST(hud_updateflag, IMPCHEM_HUD) \
|| BITTEST(hud_updateflag, IMPTRACK_HUD))
var/image/holder1 = grab_hud(IMPTRACK_HUD)
var/image/holder2 = grab_hud(IMPLOYAL_HUD)
var/image/holder3 = grab_hud(IMPCHEM_HUD)
holder1.icon_state = "hudblank"
holder2.icon_state = "hudblank"
holder3.icon_state = "hudblank"
for(var/obj/item/weapon/implant/I in src)
if(I.implanted)
if(!I.malfunction)
if(istype(I,/obj/item/weapon/implant/tracking))
holder1.icon_state = "hud_imp_tracking"
if(istype(I,/obj/item/weapon/implant/loyalty))
holder2.icon_state = "hud_imp_loyal"
if(istype(I,/obj/item/weapon/implant/chem))
holder3.icon_state = "hud_imp_chem"
apply_hud(IMPTRACK_HUD, holder1)
apply_hud(IMPLOYAL_HUD, holder2)
apply_hud(IMPCHEM_HUD, holder3)
if (BITTEST(hud_updateflag, SPECIALROLE_HUD))
var/image/holder = grab_hud(SPECIALROLE_HUD)
holder.icon_state = "hudblank"
if(mind && mind.special_role)
if(hud_icon_reference[mind.special_role])
holder.icon_state = hud_icon_reference[mind.special_role]
else
holder.icon_state = "hudsyndicate"
apply_hud(SPECIALROLE_HUD, holder)
attempt_vr(src,"handle_hud_list_vr",list()) //VOREStation Add - Custom HUDs.
hud_updateflag = 0
/mob/living/carbon/human/handle_fire()
if(..())
return
var/thermal_protection = get_heat_protection(fire_stacks * 1500) // Arbitrary but below firesuit max temp when below 20 stacks.
if(thermal_protection == 1) // Immune.
return
else
var/fire_temp_add = (BODYTEMP_HEATING_MAX + (fire_stacks * 15)) * (1-thermal_protection)
//This is to prevent humans from heating up indefinitely. A human being on fire (fat burns at 250C) can't magically
// increase your body temperature beyond 250C, but it's possible something else (atmos) has heated us up beyond it,
// so don't worry about the firestacks at that point. Really, we should be cooling the room down, because it has
// to expend energy to heat our body up! But let's not worry about that.
if((bodytemperature + fire_temp_add) > HUMAN_COMBUSTION_TEMP)
return
bodytemperature += fire_temp_add
/mob/living/carbon/human/rejuvenate()
restore_blood()
shock_stage = 0
traumatic_shock = 0
..()
/mob/living/carbon/human/proc/handle_defib_timer()
if(!should_have_organ(O_BRAIN))
return // No brain.
var/obj/item/organ/internal/brain/brain = internal_organs_by_name[O_BRAIN]
if(!brain)
return // Still no brain.
brain.tick_defib_timer()
#undef HUMAN_MAX_OXYLOSS
#undef HUMAN_CRIT_MAX_OXYLOSS