mirror of
https://github.com/VOREStation/VOREStation.git
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308 lines
9.6 KiB
Plaintext
308 lines
9.6 KiB
Plaintext
// Hit by a projectile.
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/mob/living/simple_mob/bullet_act(var/obj/item/projectile/P)
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//Projectiles with bonus SA damage
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if(!P.nodamage)
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// if(!P.SA_vulnerability || P.SA_vulnerability == intelligence_level)
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if(P.SA_vulnerability & mob_class)
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P.damage += P.SA_bonus_damage
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. = ..()
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// When someone clicks us with an empty hand
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/mob/living/simple_mob/attack_hand(mob/living/L)
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..()
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switch(L.a_intent)
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if(I_HELP)
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if(health > 0)
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L.visible_message("<span class='notice'>\The [L] [response_help] \the [src].</span>")
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if(I_DISARM)
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L.visible_message("<span class='notice'>\The [L] [response_disarm] \the [src].</span>")
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L.do_attack_animation(src)
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//TODO: Push the mob away or something
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if(I_GRAB)
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if (L == src)
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return
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if (!(status_flags & CANPUSH))
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return
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if(!incapacitated(INCAPACITATION_ALL) && prob(grab_resist))
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L.visible_message("<span class='warning'>\The [L] tries to grab \the [src] but fails!</span>")
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return
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var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(L, src)
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L.put_in_active_hand(G)
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G.synch()
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G.affecting = src
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LAssailant = L
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L.visible_message("<span class='warning'>\The [L] has grabbed [src] passively!</span>")
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L.do_attack_animation(src)
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if(I_HURT)
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var/armor = run_armor_check(def_zone = null, attack_flag = "melee")
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apply_damage(damage = harm_intent_damage, damagetype = BURN, def_zone = null, blocked = armor, blocked = resistance, used_weapon = null, sharp = FALSE, edge = FALSE)
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L.visible_message("<span class='warning'>\The [L] [response_harm] \the [src]!</span>")
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L.do_attack_animation(src)
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return
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// When somoene clicks us with an item in hand
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/mob/living/simple_mob/attackby(var/obj/item/O, var/mob/user)
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if(istype(O, /obj/item/stack/medical))
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if(stat != DEAD)
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// This could be done better.
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var/obj/item/stack/medical/MED = O
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if(health < getMaxHealth())
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if(MED.amount >= 1)
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adjustBruteLoss(-MED.heal_brute)
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MED.amount -= 1
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if(MED.amount <= 0)
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qdel(MED)
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visible_message("<span class='notice'>\The [user] applies the [MED] on [src].</span>")
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else
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var/datum/gender/T = gender_datums[src.get_visible_gender()]
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to_chat(user, "<span class='notice'>\The [src] is dead, medical items won't bring [T.him] back to life.</span>") // the gender lookup is somewhat overkill, but it functions identically to the obsolete gender macros and future-proofs this code
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if(can_butcher(user, O)) //if the animal can be butchered, do so and return. It's likely to be gibbed.
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harvest(user, O)
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return
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if(user.a_intent == I_HELP && harvest_tool && istype(O, harvest_tool) && stat != DEAD)
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if(world.time > (harvest_recent + harvest_cooldown))
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livestock_harvest(O, user)
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return
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else
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to_chat(user, "<span class='notice'>\The [src] can't be [harvest_verb] so soon.</span>")
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return
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if(can_tame(O, user))
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to_chat(user, "<span class='notice'>You offer \the [src] \the [O].</span>")
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if(tame_prob(O, user))
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to_chat(user, "<span class='notice'>\The [src] appears to accept \the [O], seemingly calmed.</span>")
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do_tame(O,user)
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else
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fail_tame(O, user)
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return
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return ..()
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// Handles the actual harming by a melee weapon.
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/mob/living/simple_mob/hit_with_weapon(obj/item/O, mob/living/user, var/effective_force, var/hit_zone)
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effective_force = O.force
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//Animals can't be stunned(?)
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if(O.damtype == HALLOSS)
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effective_force = 0
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if(supernatural && istype(O,/obj/item/weapon/nullrod))
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effective_force *= 2
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purge = 3
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if(O.force <= resistance)
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to_chat(user,"<span class='danger'>This weapon is ineffective, it does no damage.</span>")
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return 2 //???
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. = ..()
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// Exploding.
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/mob/living/simple_mob/ex_act(severity)
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if(!blinded)
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flash_eyes()
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for(var/datum/modifier/M in modifiers)
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if(!isnull(M.explosion_modifier))
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severity = CLAMP(severity + M.explosion_modifier, 1, 4)
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severity = round(severity)
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if(severity > 3)
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return
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var/armor = run_armor_check(def_zone = null, attack_flag = "bomb")
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var/bombdam = 500
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switch (severity)
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if (1.0)
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bombdam = 500
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if (2.0)
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bombdam = 60
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if (3.0)
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bombdam = 30
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apply_damage(damage = bombdam, damagetype = BRUTE, def_zone = null, blocked = armor, blocked = resistance, used_weapon = null, sharp = FALSE, edge = FALSE)
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if(bombdam > maxHealth)
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gib()
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// Cold stuff.
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/mob/living/simple_mob/get_cold_protection()
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. = cold_resist
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. = 1 - . // Invert from 1 = immunity to 0 = immunity.
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// 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.
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for(var/thing in modifiers)
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var/datum/modifier/M = thing
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if(!isnull(M.cold_protection))
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. *= 1 - M.cold_protection
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// Code that calls this expects 1 = immunity so we need to invert again.
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. = 1 - .
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. = min(., 1.0)
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// Fire stuff. Not really exciting at the moment.
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/mob/living/simple_mob/handle_fire()
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return
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/mob/living/simple_mob/update_fire()
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return
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/mob/living/simple_mob/IgniteMob()
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return
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/mob/living/simple_mob/ExtinguishMob()
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return
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/mob/living/simple_mob/get_heat_protection()
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. = heat_resist
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. = 1 - . // Invert from 1 = immunity to 0 = immunity.
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// 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.
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for(var/thing in modifiers)
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var/datum/modifier/M = thing
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if(!isnull(M.heat_protection))
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. *= 1 - M.heat_protection
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// Code that calls this expects 1 = immunity so we need to invert again.
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. = 1 - .
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. = min(., 1.0)
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// Electricity
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/mob/living/simple_mob/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null)
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shock_damage *= siemens_coeff
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if(shock_damage < 1)
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return 0
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apply_damage(damage = shock_damage, damagetype = BURN, def_zone = null, blocked = null, blocked = resistance, used_weapon = null, sharp = FALSE, edge = FALSE)
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playsound(src, "sparks", 50, 1, -1)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, loc)
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s.start()
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/mob/living/simple_mob/get_shock_protection()
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. = shock_resist
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. = 1 - . // Invert from 1 = immunity to 0 = immunity.
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// 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.
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for(var/thing in modifiers)
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var/datum/modifier/M = thing
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if(!isnull(M.siemens_coefficient))
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. *= M.siemens_coefficient
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// Code that calls this expects 1 = immunity so we need to invert again.
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. = 1 - .
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. = min(., 1.0)
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// Shot with taser/stunvolver
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/mob/living/simple_mob/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon=null)
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if(taser_kill)
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var/stunDam = 0
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var/agonyDam = 0
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var/armor = run_armor_check(def_zone = null, attack_flag = "energy")
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if(stun_amount)
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stunDam += stun_amount * 0.5
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apply_damage(damage = stunDam, damagetype = BURN, def_zone = null, blocked = armor, blocked = resistance, used_weapon = used_weapon, sharp = FALSE, edge = FALSE)
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if(agony_amount)
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agonyDam += agony_amount * 0.5
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apply_damage(damage = agonyDam, damagetype = BURN, def_zone = null, blocked = armor, blocked = resistance, used_weapon = used_weapon, sharp = FALSE, edge = FALSE)
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// Electromagnetism
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/mob/living/simple_mob/emp_act(severity)
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..() // To emp_act() its contents.
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if(!isSynthetic())
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return
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switch(severity)
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if(1)
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// adjustFireLoss(rand(15, 25))
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adjustFireLoss(min(60, getMaxHealth()*0.5)) // Weak mobs will always take two direct EMP hits to kill. Stronger ones might take more.
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if(2)
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adjustFireLoss(min(30, getMaxHealth()*0.25))
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// adjustFireLoss(rand(10, 18))
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if(3)
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adjustFireLoss(min(15, getMaxHealth()*0.125))
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// adjustFireLoss(rand(5, 12))
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if(4)
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adjustFireLoss(min(7, getMaxHealth()*0.0625))
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// adjustFireLoss(rand(1, 6))
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// Water
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/mob/living/simple_mob/get_water_protection()
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return water_resist
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// "Poison" (aka what reagents would do if we wanted to deal with those).
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/mob/living/simple_mob/get_poison_protection()
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return poison_resist
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// Armor
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/mob/living/simple_mob/getarmor(def_zone, attack_flag)
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var/armorval = armor[attack_flag]
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if(isnull(armorval))
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armorval = 0
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for(var/thing in modifiers)
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var/datum/modifier/M = thing
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var/modifier_armor = LAZYACCESS(M.armor_percent, attack_flag)
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if(modifier_armor)
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armorval += modifier_armor
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return armorval
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/mob/living/simple_mob/getsoak(def_zone, attack_flag)
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var/armorval = armor_soak[attack_flag]
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if(isnull(armorval))
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armorval = 0
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for(var/thing in modifiers)
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var/datum/modifier/M = thing
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var/modifier_armor = LAZYACCESS(M.armor_flat, attack_flag)
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if(modifier_armor)
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armorval += modifier_armor
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return armorval
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// Lightning
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/mob/living/simple_mob/lightning_act()
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..()
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// If a non-player simple_mob was struck, inflict huge damage.
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// If the damage is fatal, it is turned to ash.
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if(!client)
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inflict_shock_damage(200) // Mobs that are very beefy or resistant to shock may survive getting struck.
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updatehealth()
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if(health <= 0)
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visible_message(span("critical", "\The [src] disintegrates into ash!"))
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ash()
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return // No point deafening something that wont exist.
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// Lava
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/mob/living/simple_mob/lava_act()
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..()
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// Similar to lightning, the mob is turned to ash if the lava tick was fatal and it isn't a player.
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// Unlike lightning, we don't add an additional damage spike (since lava already hurts a lot).
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if(!client)
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updatehealth()
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if(health <= 0)
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visible_message(span("critical", "\The [src] flashes into ash as the lava consumes them!"))
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ash()
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// Injections.
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/mob/living/simple_mob/can_inject(mob/user, error_msg, target_zone, ignore_thickness)
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if(ignore_thickness)
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return TRUE
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return !thick_armor
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