Files
VOREStation/code/modules/mob/mob.dm
elly1989@rocketmail.com 30357d18ce SANITY: Created a series of generalised sanity procs. They can be found in code/__HELPERS/sanitize_values.dm
They include such procs as sanitize_integer(num, min, max, default) which will check num is a number, round num to make it an integer, then check if it is between min and max (inclusive). If it fails the bound-checks it will return default. There are others, have a look.

PERSISTENT PREFERENCES: Every ckey which connects to the game gets its own persistent /datum/preferences datum.
It is archived in var/list/preferences_datums = list("ckey" = datum)
At connect it is automatically associated with the client defines.dm (or a new one is created if it can't find an archived prefs datum). This means clients will ALWAYS have a var/datum/preferences/prefs which references this datum. So you can use it without checking if(client.prefs)
This has simplified only a few bits of code. It will however, allow us to make preferences like see_deadchat ghost_ears etc, persistent. So they will not reset when you DC.

SAVEFILES: Changed the player savefile code a lot. Hopefully I've not fucked it up too much. Every single variable loaded from saves is now sanity checked using the new sanity procs. This should help prevent savefiles becomming obsolete by sanitizing input to meet current requirements, without deleting all the ok variables and making you start from scratch >_> NOTE: I still need to sort out the savefile version stuff. I'll probably figure it out before the server updates anyway. It sees to be fine without it.

You can no longer choose your blood type. It is randomised (with each bloodtype having a realistic probability of occuring). This is to make blood analysis (detective/medical) less pointless. It is chosen as soon as you connect. It remains persistent throughout each round so you won't be able to change it by logging in/out over and over.

Replaces some copypasta code with is_afk() (still a fair bit to do)

There are new hyperlink shortcut things. _src_=vars will direct your hyperlink to viewvars. _src_=prefs to your preferences datum. (These are the only way to access those bits of code via links). This means that the overall amount of operations in almost every Topic has pretty much halved and is much prettier.

Replaced and removed adminplayervars from datum/admins/Topic. It was superfluous. They now all point directly to the viewvars code using _src_=vars

Removed the changelog popup at round start. Instead a button on your game-window will glow white if there are new updates. To peruse at your convenience. This will speed up connect times.

Removed the AFK_THRESHOLD define. It is integrated into is_afk() now.

TODO: remove the prefs stuff from mobs and clients and update code to use client.prefs to access that info.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5121 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-19 15:13:57 +00:00

846 lines
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Plaintext

/mob/Del()//This makes sure that mobs with clients/keys are not just deleted from the game.
mob_list -= src
dead_mob_list -= src
living_mob_list -= src
ghostize()
..()
/mob/New()
mob_list += src
if(stat == DEAD)
dead_mob_list += src
else
living_mob_list += src
..()
/mob/proc/Cell()
set category = "Admin"
set hidden = 1
if(!loc) return 0
var/datum/gas_mixture/environment = loc.return_air()
var/t = "\blue Coordinates: [x],[y] \n"
t+= "\red Temperature: [environment.temperature] \n"
t+= "\blue Nitrogen: [environment.nitrogen] \n"
t+= "\blue Oxygen: [environment.oxygen] \n"
t+= "\blue Plasma : [environment.toxins] \n"
t+= "\blue Carbon Dioxide: [environment.carbon_dioxide] \n"
for(var/datum/gas/trace_gas in environment.trace_gases)
usr << "\blue [trace_gas.type]: [trace_gas.moles] \n"
usr.show_message(t, 1)
/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client) return
if (type)
if(type & 1 && (sdisabilities & BLIND || blinded || paralysis) )//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if (type & 2 && (sdisabilities & DEAF || ear_deaf))//Hearing related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 1 && sdisabilities & BLIND))
return
// Added voice muffling for Issue 41.
if(stat == UNCONSCIOUS || sleeping > 0)
src << "<I>... You can almost hear someone talking ...</I>"
else
src << msg
return
// Show a message to all mobs in sight of this one
// This would be for visible actions by the src mob
// message is the message output to anyone who can see e.g. "[src] does something!"
// self_message (optional) is what the src mob sees e.g. "You do something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/mob/visible_message(var/message, var/self_message, var/blind_message)
for(var/mob/M in viewers(src))
var/msg = message
if(self_message && M==src)
msg = self_message
M.show_message( msg, 1, blind_message, 2)
// Show a message to all mobs in sight of this atom
// Use for objects performing visible actions
// message is output to anyone who can see, e.g. "The [src] does something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/atom/proc/visible_message(var/message, var/blind_message)
for(var/mob/M in viewers(src))
M.show_message( message, 1, blind_message, 2)
//This is aweful
/mob/attackby(obj/item/weapon/W as obj, mob/user as mob)
//Holding a balloon will shield you from an item that is_sharp() ... cause that makes sense
if (user.intent != "harm")
if (istype(src.l_hand,/obj/item/latexballon) && src.l_hand:air_contents && is_sharp(W))
return src.l_hand.attackby(W)
if (istype(src.r_hand,/obj/item/latexballon) && src.r_hand:air_contents && is_sharp(W))
return src.r_hand.attackby(W)
//If src is grabbing someone and facing the attacker, the src will use the grabbed person as a shield
var/shielded = 0
if (locate(/obj/item/weapon/grab, src))
var/mob/safe = null
if (istype(src.l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = src.l_hand
if ((G.state == 3 && get_dir(src, user) == src.dir))
safe = G.affecting
if (istype(src.r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = src.r_hand
if ((G.state == 3 && get_dir(src, user) == src.dir))
safe = G.affecting
if (safe)
return safe.attackby(W, user)
//If the mob is not wearing a shield or otherwise is not shielded
if ((!( shielded ) || !( W.flags ) & NOSHIELD))
spawn( 0 )
if (W)
W.attack(src, user)
return
return
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[]", msg))
return M
return 0
/mob/proc/movement_delay()
return 0
/mob/proc/Life()
// if(organStructure)
// organStructure.ProcessOrgans()
return
/mob/proc/restrained()
if (handcuffed)
return 1
return
//This proc is called whenever someone clicks an inventory ui slot.
/mob/proc/attack_ui(slot)
var/obj/item/W = get_active_hand()
if(istype(W))
equip_to_slot_if_possible(W, slot)
/mob/proc/put_in_any_hand_if_possible(obj/item/W as obj, del_on_fail = 0, disable_warning = 1, redraw_mob = 1)
if(equip_to_slot_if_possible(W, slot_l_hand, del_on_fail, disable_warning, redraw_mob))
return 1
else if(equip_to_slot_if_possible(W, slot_r_hand, del_on_fail, disable_warning, redraw_mob))
return 1
return 0
//This is a SAFE proc. Use this instead of equip_to_splot()!
//set del_on_fail to have it delete W if it fails to equip
//set disable_warning to disable the 'you are unable to equip that' warning.
//unset redraw_mob to prevent the mob from being redrawn at the end.
/mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1)
if(!istype(W)) return 0
if(!W.mob_can_equip(src, slot, disable_warning))
if(del_on_fail)
del(W)
else
if(!disable_warning)
src << "\red You are unable to equip that." //Only print if del_on_fail is false
return 0
equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
return 1
//This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task.
//In most cases you will want to use equip_to_slot_if_possible()
/mob/proc/equip_to_slot(obj/item/W as obj, slot)
return
//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
equip_to_slot_if_possible(W, slot, 1, 1, 0)
//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
var/list/slot_equipment_priority = list( \
slot_back,\
slot_wear_id,\
slot_w_uniform,\
slot_wear_suit,\
slot_wear_mask,\
slot_head,\
slot_shoes,\
slot_gloves,\
slot_ears,\
slot_glasses,\
slot_belt,\
slot_s_store,\
slot_l_store,\
slot_r_store\
)
//puts the item "W" into an appropriate slot in a human's inventory
//returns 0 if it cannot, 1 if successful
/mob/proc/equip_to_appropriate_slot(obj/item/W)
if(!istype(W)) return 0
for(var/slot in slot_equipment_priority)
if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //del_on_fail = 0; disable_warning = 0; redraw_mob = 1
return 1
return 0
/mob/proc/reset_view(atom/A)
if (client)
if (istype(A, /atom/movable))
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
if (isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
return
/mob/proc/show_inv(mob/user as mob)
user.set_machine(src)
var/dat = {"
<B><HR><FONT size=3>[name]</FONT></B>
<BR><HR>
<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
<BR>"}
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[name]")
return
/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
if (!( L ))
return null
else
return L.container
else
if (!( L ))
L = new /obj/effect/list_container/mobl( null )
L.container += src
L.master = src
if (istype(l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = l_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (istype(r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = r_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (!( flag ))
if (L.master == src)
var/list/temp = list( )
temp += L.container
//L = null
del(L)
return temp
else
return L.container
return
/mob/verb/mode()
set name = "Activate Held Object"
set category = "IC"
set src = usr
if(hand)
var/obj/item/W = l_hand
if (W)
W.attack_self(src)
update_inv_l_hand()
else
var/obj/item/W = r_hand
if (W)
W.attack_self(src)
update_inv_r_hand()
return
/*
/mob/verb/dump_source()
var/master = "<PRE>"
for(var/t in typesof(/area))
master += text("[]\n", t)
//Foreach goto(26)
src << browse(master)
return
*/
/mob/verb/memory()
set name = "Notes"
set category = "OOC"
if(mind)
mind.show_memory(src)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "OOC"
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
msg = sanitize(msg)
if(mind)
mind.store_memory(msg)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/proc/store_memory(msg as message, popup, sane = 1)
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
if (sane)
msg = sanitize(msg)
if (length(memory) == 0)
memory += msg
else
memory += "<BR>[msg]"
if (popup)
memory()
/*
/mob/verb/help()
set name = "Help"
src << browse('html/help.html', "window=help")
return
*/
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (!( abandon_allowed ))
return
if ((stat != 2 || !( ticker )))
usr << "\blue <B>You must be dead to use this!</B>"
return
log_game("[usr.name]/[usr.key] used abandon mob.")
usr << "\blue <B>Please roleplay correctly!</B>"
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
client.screen.Cut()
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
var/mob/new_player/M = new /mob/new_player()
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
del(M)
return
M.key = key
// M.Login() //wat
return
/client/verb/changes()
set name = "Changelog"
set category = "OOC"
getFiles(
'html/postcardsmall.jpg',
'html/somerights20.png',
'html/88x31.png',
'html/bug-minus.png',
'html/cross-circle.png',
'html/hard-hat-exclamation.png',
'html/image-minus.png',
'html/image-plus.png',
'html/music-minus.png',
'html/music-plus.png',
'html/tick-circle.png',
'html/wrench-screwdriver.png',
'html/spell-check.png',
'html/burn-exclamation.png',
'html/chevron.png',
'html/chevron-expand.png',
'html/changelog.css',
'html/changelog.js',
'html/changelog.html'
)
src << browse('html/changelog.html', "window=changes;size=675x650")
if(prefs.lastchangelog != changelog_hash)
prefs.lastchangelog = changelog_hash
prefs.save_preferences()
winset(src, "rpane.changelog", "background-color=none;font-style=;")
/client/var/ghost_ears = 0
/client/verb/toggle_ghost_ears()
set name = "Ghost ears"
set category = "OOC"
set desc = "Hear talks from everywhere"
ghost_ears = !ghost_ears
if (ghost_ears)
usr << "\blue Now you hear all speech in the world"
else
usr << "\blue Now you hear speech only from nearest creatures."
/client/var/ghost_sight = 0
/client/verb/toggle_ghost_sight()
set name = "Ghost sight"
set category = "OOC"
set desc = "Hear emotes from everywhere"
ghost_sight = !ghost_sight
if (ghost_sight)
usr << "\blue Now you hear all emotes in the world"
else
usr << "\blue Now you hear emotes only from nearest creatures."
/mob/verb/observe()
set name = "Observe"
set category = "OOC"
var/is_admin = 0
if(client.holder && (client.holder.rights & R_ADMIN))
is_admin = 1
else if(stat != DEAD || istype(src, /mob/new_player))
usr << "\blue You must be observing to use this!"
return
if(is_admin && stat == DEAD)
is_admin = 0
var/list/names = list()
var/list/namecounts = list()
var/list/creatures = list()
for(var/obj/O in world) //EWWWWWWWWWWWWWWWWWWWWWWWW ~needs to be optimised
if(!O.loc)
continue
if(istype(O, /obj/item/weapon/disk/nuclear))
var/name = "Nuclear Disk"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
if(istype(O, /obj/machinery/singularity))
var/name = "Singularity"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
if(istype(O, /obj/machinery/bot))
var/name = "BOT: [O.name]"
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = O
for(var/mob/M in sortAtom(mob_list))
var/name = M.name
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = M
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
eye_name = input("Please, select a player!", ok, null, null) as null|anything in creatures
if (!eye_name)
return
var/mob/mob_eye = creatures[eye_name]
if(client && mob_eye)
client.eye = mob_eye
if (is_admin)
client.adminobs = 1
if(mob_eye == client.mob || client.eye == client.mob)
client.adminobs = 0
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
reset_view(null)
unset_machine()
if(istype(src, /mob/living))
if(src:cameraFollow)
src:cameraFollow = null
/mob/Topic(href, href_list)
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
unset_machine()
src << browse(null, t1)
// ..()
return
/mob/MouseDrop(mob/M as mob)
..()
if(M != usr) return
if(usr == src) return
if(get_dist(usr,src) > 1) return
if(istype(M,/mob/living/silicon/ai)) return
if(LinkBlocked(usr.loc,loc)) return
show_inv(usr)
/mob/proc/stop_pulling()
if(pulling)
pulling.pulledby = null
pulling = null
/mob/proc/start_pulling(var/atom/movable/AM)
if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
return
if (!( AM.anchored ))
if(pulling)
stop_pulling()
src.pulling = AM
AM.pulledby = src
if(ismob(AM))
var/mob/M = AM
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
/mob/proc/can_use_hands()
if(handcuffed)
return 0
if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
return 0
return ..()
/mob/proc/is_active()
return (0 >= usr.stat)
/mob/proc/see(message)
if(!is_active())
return 0
src << message
return 1
/mob/proc/show_viewers(message)
for(var/mob/M in viewers())
M.see(message)
/*
adds a dizziness amount to a mob
use this rather than directly changing var/dizziness
since this ensures that the dizzy_process proc is started
currently only humans get dizzy
value of dizziness ranges from 0 to 1000
below 100 is not dizzy
*/
/mob/proc/make_dizzy(var/amount)
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
return
dizziness = min(1000, dizziness + amount) // store what will be new value
// clamped to max 1000
if(dizziness > 100 && !is_dizzy)
spawn(0)
dizzy_process()
/*
dizzy process - wiggles the client's pixel offset over time
spawned from make_dizzy(), will terminate automatically when dizziness gets <100
note dizziness decrements automatically in the mob's Life() proc.
*/
/mob/proc/dizzy_process()
is_dizzy = 1
while(dizziness > 100)
if(client)
var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
sleep(1)
//endwhile - reset the pixel offsets to zero
is_dizzy = 0
if(client)
client.pixel_x = 0
client.pixel_y = 0
// jitteriness - copy+paste of dizziness
/mob/proc/make_jittery(var/amount)
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
return
jitteriness = min(1000, jitteriness + amount) // store what will be new value
// clamped to max 1000
if(jitteriness > 100 && !is_jittery)
spawn(0)
jittery_process()
// Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above.
/mob/proc/jittery_process()
var/old_x = pixel_x
var/old_y = pixel_y
is_jittery = 1
while(jitteriness > 100)
// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
var/amplitude = min(4, jitteriness / 100)
pixel_x = rand(-amplitude, amplitude)
pixel_y = rand(-amplitude/3, amplitude/3)
sleep(1)
//endwhile - reset the pixel offsets to zero
is_jittery = 0
pixel_x = old_x
pixel_y = old_y
/mob/Stat()
..()
if(statpanel("Status")) //not looking at that panel
if(client && client.holder)
stat(null,"Location:\t([x], [y], [z])")
stat(null,"CPU:\t[world.cpu]")
stat(null,"Instances:\t[world.contents.len]")
if(master_controller)
stat(null,"MasterController-[last_tick_duration] ([master_controller.processing?"On":"Off"]-[controller_iteration])")
stat(null,"Air-[master_controller.air_cost]\tSun-[master_controller.sun_cost]")
stat(null,"Mob-[master_controller.mobs_cost]\t#[mob_list.len]")
stat(null,"Dis-[master_controller.diseases_cost]\t#[active_diseases.len]")
stat(null,"Mch-[master_controller.machines_cost]\t#[machines.len]")
stat(null,"Obj-[master_controller.objects_cost]\t#[processing_objects.len]")
stat(null,"Net-[master_controller.networks_cost]\tPnet-[master_controller.powernets_cost]")
stat(null,"Tick-[master_controller.ticker_cost]\tALL-[master_controller.total_cost]")
else
stat(null,"MasterController-ERROR")
if(spell_list.len)
for(var/obj/effect/proc_holder/spell/S in spell_list)
switch(S.charge_type)
if("recharge")
statpanel("Spells","[S.charge_counter/10.0]/[S.charge_max/10]",S)
if("charges")
statpanel("Spells","[S.charge_counter]/[S.charge_max]",S)
if("holdervar")
statpanel("Spells","[S.holder_var_type] [S.holder_var_amount]",S)
// facing verbs
/mob/proc/canface()
if(!canmove) return 0
if(client.moving) return 0
if(world.time < client.move_delay) return 0
if(stat==2) return 0
if(anchored) return 0
if(monkeyizing) return 0
if(restrained()) return 0
return 1
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
/mob/proc/update_canmove()
if(buckled)
anchored = 1
canmove = 0
if( istype(buckled,/obj/structure/stool/bed/chair) )
lying = 0
else
lying = 1
else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH) )
lying = 1
canmove = 0
else if( stunned )
// lying = 0
canmove = 0
else
lying = 0
canmove = 1
if(lying)
density = 0
drop_l_hand()
drop_r_hand()
else
density = 1
//Temporarily moved here from the various life() procs
//I'm fixing stuff incrementally so this will likely find a better home.
//It just makes sense for now. ~Carn
if( update_icon ) //forces a full overlay update
update_icon = 0
regenerate_icons()
else if( lying != lying_prev )
update_icons()
return canmove
/mob/verb/eastface()
set hidden = 1
if(!canface()) return 0
dir = EAST
client.move_delay += movement_delay()
return 1
/mob/verb/westface()
set hidden = 1
if(!canface()) return 0
dir = WEST
client.move_delay += movement_delay()
return 1
/mob/verb/northface()
set hidden = 1
if(!canface()) return 0
dir = NORTH
client.move_delay += movement_delay()
return 1
/mob/verb/southface()
set hidden = 1
if(!canface()) return 0
dir = SOUTH
client.move_delay += movement_delay()
return 1
/mob/proc/IsAdvancedToolUser()//This might need a rename but it should replace the can this mob use things check
return 0
/mob/proc/Stun(amount)
if(status_flags & CANSTUN)
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
return
/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
if(status_flags & CANSTUN)
stunned = max(amount,0)
return
/mob/proc/AdjustStunned(amount)
if(status_flags & CANSTUN)
stunned = max(stunned + amount,0)
return
/mob/proc/Weaken(amount)
if(status_flags & CANWEAKEN)
weakened = max(max(weakened,amount),0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/SetWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/AdjustWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(weakened + amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/Paralyse(amount)
if(status_flags & CANPARALYSE)
paralysis = max(max(paralysis,amount),0)
return
/mob/proc/SetParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(amount,0)
return
/mob/proc/AdjustParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(paralysis + amount,0)
return
/mob/proc/Sleeping(amount)
sleeping = max(max(sleeping,amount),0)
return
/mob/proc/SetSleeping(amount)
sleeping = max(amount,0)
return
/mob/proc/AdjustSleeping(amount)
sleeping = max(sleeping + amount,0)
return
/mob/proc/Resting(amount)
resting = max(max(resting,amount),0)
return
/mob/proc/SetResting(amount)
resting = max(amount,0)
return
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
return