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VOREStation/code/modules/mob/living/living.dm
2017-09-18 11:49:22 -05:00

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//mob verbs are faster than object verbs. See mob/verb/examine.
/mob/living/verb/pulled(atom/movable/AM as mob|obj in oview(1))
set name = "Pull"
set category = "Object"
if(AM.Adjacent(src))
src.start_pulling(AM)
return
//mob verbs are faster than object verbs. See above.
/mob/living/pointed(atom/A as mob|obj|turf in view())
if(src.stat || !src.canmove || src.restrained())
return 0
if(src.status_flags & FAKEDEATH)
return 0
if(!..())
return 0
usr.visible_message("<b>[src]</b> points to [A]")
return 1
/*one proc, four uses
swapping: if it's 1, the mobs are trying to switch, if 0, non-passive is pushing passive
default behaviour is:
- non-passive mob passes the passive version
- passive mob checks to see if its mob_bump_flag is in the non-passive's mob_bump_flags
- if si, the proc returns
*/
/mob/living/proc/can_move_mob(var/mob/living/swapped, swapping = 0, passive = 0)
if(!swapped)
return 1
if(!passive)
return swapped.can_move_mob(src, swapping, 1)
else
var/context_flags = 0
if(swapping)
context_flags = swapped.mob_swap_flags
else
context_flags = swapped.mob_push_flags
if(!mob_bump_flag) //nothing defined, go wild
return 1
if(mob_bump_flag & context_flags)
return 1
return 0
/mob/living/Bump(atom/movable/AM, yes)
spawn(0)
if ((!( yes ) || now_pushing) || !loc)
return
now_pushing = 1
if (istype(AM, /mob/living))
var/mob/living/tmob = AM
//Even if we don't push/swap places, we "touched" them, so spread fire
spread_fire(tmob)
for(var/mob/living/M in range(tmob, 1))
if(tmob.pinned.len || ((M.pulling == tmob && ( tmob.restrained() && !( M.restrained() ) && M.stat == 0)) || locate(/obj/item/weapon/grab, tmob.grabbed_by.len)) )
if ( !(world.time % 5) )
src << "<span class='warning'>[tmob] is restrained, you cannot push past</span>"
now_pushing = 0
return
if( tmob.pulling == M && ( M.restrained() && !( tmob.restrained() ) && tmob.stat == 0) )
if ( !(world.time % 5) )
src << "<span class='warning'>[tmob] is restraining [M], you cannot push past</span>"
now_pushing = 0
return
//BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
var/dense = 0
if(loc.density)
dense = 1
for(var/atom/movable/A in loc)
if(A == src)
continue
if(A.density)
if(A.flags&ON_BORDER)
dense = !A.CanPass(src, src.loc)
else
dense = 1
if(dense) break
//Leaping mobs just land on the tile, no pushing, no anything.
if(status_flags & LEAPING)
loc = tmob.loc
status_flags &= ~LEAPING
now_pushing = 0
return
if((tmob.mob_always_swap || (tmob.a_intent == I_HELP || tmob.restrained()) && (a_intent == I_HELP || src.restrained())) && tmob.canmove && canmove && !tmob.buckled && !buckled && !dense && can_move_mob(tmob, 1, 0)) // mutual brohugs all around!
var/turf/oldloc = loc
forceMove(tmob.loc)
tmob.forceMove(oldloc)
now_pushing = 0
return
if(!can_move_mob(tmob, 0, 0))
now_pushing = 0
return
if(a_intent == I_HELP || src.restrained())
now_pushing = 0
return
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(prob(40) && !(FAT in src.mutations))
src << "<span class='danger'>You fail to push [tmob]'s fat ass out of the way.</span>"
now_pushing = 0
return
if(tmob.r_hand && istype(tmob.r_hand, /obj/item/weapon/shield/riot))
if(prob(99))
now_pushing = 0
return
if(tmob.l_hand && istype(tmob.l_hand, /obj/item/weapon/shield/riot))
if(prob(99))
now_pushing = 0
return
if(!(tmob.status_flags & CANPUSH))
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
spawn(0)
..()
if (!istype(AM, /atom/movable) || AM.anchored)
if(confused && prob(50) && m_intent=="run")
Weaken(2)
playsound(loc, "punch", 25, 1, -1)
visible_message("<span class='warning'>[src] [pick("ran", "slammed")] into \the [AM]!</span>")
src.apply_damage(5, BRUTE)
src << ("<span class='warning'>You just [pick("ran", "slammed")] into \the [AM]!</span>")
return
if (!now_pushing)
now_pushing = 1
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
if(ishuman(AM) && AM:grabbed_by)
for(var/obj/item/weapon/grab/G in AM:grabbed_by)
step(G:assailant, get_dir(G:assailant, AM))
G.adjust_position()
now_pushing = 0
return
return
/mob/living/verb/succumb()
set hidden = 1
if ((src.health < 0 && src.health > (5-src.getMaxHealth()))) // Health below Zero but above 5-away-from-death, as before, but variable
src.adjustOxyLoss(src.health + src.getMaxHealth() * 2) // Deal 2x health in OxyLoss damage, as before but variable.
src.health = src.getMaxHealth() - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss()
src << "<font color='blue'>You have given up life and succumbed to death.</font>"
/mob/living/proc/updatehealth()
if(status_flags & GODMODE)
health = 100
stat = CONSCIOUS
else
health = getMaxHealth() - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss() - halloss
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
/mob/living/proc/calculate_affecting_pressure(var/pressure)
return
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
/mob/living/proc/burn_skin(burn_amount)
if(istype(src, /mob/living/carbon/human))
//world << "DEBUG: burn_skin(), mutations=[mutations]"
if(mShock in src.mutations) //shockproof
return 0
if (COLD_RESISTANCE in src.mutations) //fireproof
return 0
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
var/divided_damage = (burn_amount)/(H.organs.len)
var/extradam = 0 //added to when organ is at max dam
for(var/obj/item/organ/external/affecting in H.organs)
if(!affecting) continue
if(affecting.take_damage(0, divided_damage+extradam)) //TODO: fix the extradam stuff. Or, ebtter yet...rewrite this entire proc ~Carn
H.UpdateDamageIcon()
H.updatehealth()
return 1
else if(istype(src, /mob/living/silicon/ai))
return 0
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
var/temperature = actual
var/difference = abs(actual-desired) //get difference
var/increments = difference/10 //find how many increments apart they are
var/change = increments*incrementboost // Get the amount to change by (x per increment)
// Too cold
if(actual < desired)
temperature += change
if(actual > desired)
temperature = desired
// Too hot
if(actual > desired)
temperature -= change
if(actual < desired)
temperature = desired
// if(istype(src, /mob/living/carbon/human))
// world << "[src] ~ [src.bodytemperature] ~ [temperature]"
return temperature
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching.
// Stop! ... Hammertime! ~Carn
// I touched them without asking... I'm soooo edgy ~Erro (added nodamage checks)
/mob/living/proc/getBruteLoss()
return bruteloss
/mob/living/proc/getShockBruteLoss() //Only checks for things that'll actually hurt (not robolimbs)
return bruteloss
/mob/living/proc/getActualBruteLoss() // Mostly for humans with robolimbs.
return getBruteLoss()
/mob/living/proc/adjustBruteLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_brute_damage_percent))
amount *= M.incoming_brute_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
bruteloss = min(max(bruteloss + amount, 0),(getMaxHealth()*2))
/mob/living/proc/getOxyLoss()
return oxyloss
/mob/living/proc/adjustOxyLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_oxy_damage_percent))
amount *= M.incoming_oxy_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
oxyloss = min(max(oxyloss + amount, 0),(getMaxHealth()*2))
/mob/living/proc/setOxyLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
oxyloss = amount
/mob/living/proc/getToxLoss()
return toxloss
/mob/living/proc/adjustToxLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_tox_damage_percent))
amount *= M.incoming_tox_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
toxloss = min(max(toxloss + amount, 0),(getMaxHealth()*2))
/mob/living/proc/setToxLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
toxloss = amount
/mob/living/proc/getFireLoss()
return fireloss
/mob/living/proc/getShockFireLoss() //Only checks for things that'll actually hurt (not robolimbs)
return fireloss
/mob/living/proc/getActualFireLoss() // Mostly for humans with robolimbs.
return getBruteLoss()
/mob/living/proc/adjustFireLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_fire_damage_percent))
amount *= M.incoming_fire_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
fireloss = min(max(fireloss + amount, 0),(getMaxHealth()*2))
/mob/living/proc/getCloneLoss()
return cloneloss
/mob/living/proc/adjustCloneLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_clone_damage_percent))
amount *= M.incoming_clone_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
cloneloss = min(max(cloneloss + amount, 0),(getMaxHealth()*2))
/mob/living/proc/setCloneLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
cloneloss = amount
/mob/living/proc/getBrainLoss()
return brainloss
/mob/living/proc/adjustBrainLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
brainloss = min(max(brainloss + amount, 0),(getMaxHealth()*2))
/mob/living/proc/setBrainLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
brainloss = amount
/mob/living/proc/getHalLoss()
return halloss
/mob/living/proc/adjustHalLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_damage_percent))
amount *= M.incoming_damage_percent
if(!isnull(M.incoming_hal_damage_percent))
amount *= M.incoming_hal_damage_percent
if(!isnull(M.disable_duration_percent))
amount *= M.incoming_hal_damage_percent
else if(amount < 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.incoming_healing_percent))
amount *= M.incoming_healing_percent
halloss = min(max(halloss + amount, 0),(getMaxHealth()*2))
/mob/living/proc/setHalLoss(var/amount)
if(status_flags & GODMODE) return 0 //godmode
halloss = amount
// Use this to get a mob's max health whenever possible. Reading maxHealth directly will give inaccurate results if any modifiers exist.
/mob/living/proc/getMaxHealth()
var/result = maxHealth
for(var/datum/modifier/M in modifiers)
if(!isnull(M.max_health_flat))
result += M.max_health_flat
// Second loop is so we can get all the flat adjustments first before multiplying, otherwise the result will be different.
for(var/datum/modifier/M in modifiers)
if(!isnull(M.max_health_percent))
result *= M.max_health_percent
return result
/mob/living/proc/setMaxHealth(var/newMaxHealth)
maxHealth = newMaxHealth
/mob/living/Stun(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/AdjustStunned(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/Weaken(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/AdjustWeakened(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/Paralyse(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/AdjustParalysis(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/Sleeping(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/AdjustSleeping(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/Confuse(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/AdjustConfused(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/Blind(amount)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
/mob/living/AdjustBlinded(amount)
if(amount > 0)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.disable_duration_percent))
amount = round(amount * M.disable_duration_percent)
..(amount)
// ++++ROCKDTBEN++++ MOB PROCS //END
/mob/proc/get_contents()
//Recursive function to find everything a mob is holding.
/mob/living/get_contents(var/obj/item/weapon/storage/Storage = null)
var/list/L = list()
if(Storage) //If it called itself
L += Storage.return_inv()
//Leave this commented out, it will cause storage items to exponentially add duplicate to the list
//for(var/obj/item/weapon/storage/S in Storage.return_inv()) //Check for storage items
// L += get_contents(S)
for(var/obj/item/weapon/gift/G in Storage.return_inv()) //Check for gift-wrapped items
L += G.gift
if(istype(G.gift, /obj/item/weapon/storage))
L += get_contents(G.gift)
for(var/obj/item/smallDelivery/D in Storage.return_inv()) //Check for package wrapped items
L += D.wrapped
if(istype(D.wrapped, /obj/item/weapon/storage)) //this should never happen
L += get_contents(D.wrapped)
return L
else
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents) //Check for storage items
L += get_contents(S)
for(var/obj/item/weapon/gift/G in src.contents) //Check for gift-wrapped items
L += G.gift
if(istype(G.gift, /obj/item/weapon/storage))
L += get_contents(G.gift)
for(var/obj/item/smallDelivery/D in src.contents) //Check for package wrapped items
L += D.wrapped
if(istype(D.wrapped, /obj/item/weapon/storage)) //this should never happen
L += get_contents(D.wrapped)
return L
/mob/living/proc/check_contents_for(A)
var/list/L = src.get_contents()
for(var/obj/B in L)
if(B.type == A)
return 1
return 0
/mob/living/proc/can_inject()
return 1
/mob/living/proc/get_organ_target()
var/mob/shooter = src
var/t = shooter:zone_sel.selecting
if ((t in list( O_EYES, O_MOUTH )))
t = BP_HEAD
var/obj/item/organ/external/def_zone = ran_zone(t)
return def_zone
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_organ_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_organ_damage(var/brute, var/burn, var/emp=0)
if(status_flags & GODMODE) return 0 //godmode
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
// heal MANY external organs, in random order
/mob/living/proc/heal_overall_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage MANY external organs, in random order
/mob/living/proc/take_overall_damage(var/brute, var/burn, var/used_weapon = null)
if(status_flags & GODMODE) return 0 //godmode
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
/mob/living/proc/restore_all_organs()
return
/mob/living/proc/revive()
rejuvenate()
if(buckled)
buckled.unbuckle_mob()
if(iscarbon(src))
var/mob/living/carbon/C = src
if (C.handcuffed && !initial(C.handcuffed))
C.drop_from_inventory(C.handcuffed)
C.handcuffed = initial(C.handcuffed)
if (C.legcuffed && !initial(C.legcuffed))
C.drop_from_inventory(C.legcuffed)
C.legcuffed = initial(C.legcuffed)
BITSET(hud_updateflag, HEALTH_HUD)
BITSET(hud_updateflag, STATUS_HUD)
BITSET(hud_updateflag, LIFE_HUD)
ExtinguishMob()
fire_stacks = 0
/mob/living/proc/rejuvenate()
if(reagents)
reagents.clear_reagents()
// shut down various types of badness
setToxLoss(0)
setOxyLoss(0)
setCloneLoss(0)
setBrainLoss(0)
SetParalysis(0)
SetStunned(0)
SetWeakened(0)
// shut down ongoing problems
radiation = 0
nutrition = 400
bodytemperature = T20C
sdisabilities = 0
disabilities = 0
// fix blindness and deafness
blinded = 0
SetBlinded(0)
eye_blurry = 0
ear_deaf = 0
ear_damage = 0
heal_overall_damage(getBruteLoss(), getFireLoss())
// fix all of our organs
restore_all_organs()
// remove the character from the list of the dead
if(stat == DEAD)
dead_mob_list -= src
living_mob_list += src
tod = null
timeofdeath = 0
// restore us to conciousness
stat = CONSCIOUS
// make the icons look correct
regenerate_icons()
BITSET(hud_updateflag, HEALTH_HUD)
BITSET(hud_updateflag, STATUS_HUD)
BITSET(hud_updateflag, LIFE_HUD)
failed_last_breath = 0 //So mobs that died of oxyloss don't revive and have perpetual out of breath.
reload_fullscreen()
return
/mob/living/proc/UpdateDamageIcon()
return
/mob/living/proc/Examine_OOC()
set name = "Examine Meta-Info (OOC)"
set category = "OOC"
set src in view()
if(config.allow_Metadata)
if(client)
usr << "[src]'s Metainfo:<br>[client.prefs.metadata]"
else
usr << "[src] does not have any stored infomation!"
else
usr << "OOC Metadata is not supported by this server!"
return
/mob/living/Move(a, b, flag)
if (buckled && buckled.loc != a) //not updating position
if (!buckled.anchored)
return buckled.Move(a, b)
else
return 0
if (restrained())
stop_pulling()
var/t7 = 1
if (restrained())
for(var/mob/living/M in range(src, 1))
if ((M.pulling == src && M.stat == 0 && !( M.restrained() )))
t7 = null
if ((t7 && (pulling && ((get_dist(src, pulling) <= 1 || pulling.loc == loc) && (client && client.moving)))))
var/turf/T = loc
. = ..()
if (pulling && pulling.loc)
if(!( isturf(pulling.loc) ))
stop_pulling()
return
/////
if(pulling && pulling.anchored)
stop_pulling()
return
if (!restrained())
var/diag = get_dir(src, pulling)
if ((diag - 1) & diag)
else
diag = null
if ((get_dist(src, pulling) > 1 || diag))
if (isliving(pulling))
var/mob/living/M = pulling
var/atom/movable/t = M.pulling
M.stop_pulling()
if(!istype(M.loc, /turf/space))
var/area/A = get_area(M)
if(A.has_gravity)
//this is the gay blood on floor shit -- Added back -- Skie
if (M.lying && (prob(M.getBruteLoss() / 6)))
var/turf/location = M.loc
if (istype(location, /turf/simulated))
location.add_blood(M)
//pull damage with injured people
if(prob(25))
M.adjustBruteLoss(1)
visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state worsens": "wounds open more"] from being dragged!</span>")
if(M.pull_damage())
if(prob(25))
M.adjustBruteLoss(2)
visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state" : "wounds"] worsen terribly from being dragged!</span>")
var/turf/location = M.loc
if (istype(location, /turf/simulated))
location.add_blood(M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/blood_volume = round(H.vessel.get_reagent_amount("blood"))
if(blood_volume > 0)
H.vessel.remove_reagent("blood", 1)
step(pulling, get_dir(pulling.loc, T))
if(t)
M.start_pulling(t)
else
if (pulling)
if (istype(pulling, /obj/structure/window))
var/obj/structure/window/W = pulling
if(W.is_full_window())
for(var/obj/structure/window/win in get_step(pulling,get_dir(pulling.loc, T)))
stop_pulling()
if (pulling)
step(pulling, get_dir(pulling.loc, T))
else
stop_pulling()
. = ..()
if (s_active && !( s_active in contents ) && get_turf(s_active) != get_turf(src)) //check !( s_active in contents ) first so we hopefully don't have to call get_turf() so much.
s_active.close(src)
/mob/living/proc/handle_footstep(turf/T)
return FALSE
/mob/living/verb/resist()
set name = "Resist"
set category = "IC"
if(!incapacitated(INCAPACITATION_KNOCKOUT) && canClick())
setClickCooldown(20)
resist_grab()
if(!weakened)
process_resist()
/mob/living/proc/process_resist()
//Getting out of someone's inventory.
if(istype(src.loc, /obj/item/weapon/holder))
escape_inventory(src.loc)
return
//unbuckling yourself
if(buckled)
spawn() escape_buckle()
return TRUE
//Breaking out of a locker?
if( src.loc && (istype(src.loc, /obj/structure/closet)) )
var/obj/structure/closet/C = loc
spawn() C.mob_breakout(src)
return TRUE
/mob/living/proc/escape_inventory(obj/item/weapon/holder/H)
if(H != src.loc) return
var/mob/M = H.loc //Get our mob holder (if any).
if(istype(M))
M.drop_from_inventory(H)
M << "<span class='warning'>\The [H] wriggles out of your grip!</span>"
src << "<span class='warning'>You wriggle out of \the [M]'s grip!</span>"
// Update whether or not this mob needs to pass emotes to contents.
for(var/atom/A in M.contents)
if(istype(A,/mob/living/simple_animal/borer) || istype(A,/obj/item/weapon/holder))
return
M.status_flags &= ~PASSEMOTES
else if(istype(H.loc,/obj/item/clothing/accessory/holster))
var/obj/item/clothing/accessory/holster/holster = H.loc
if(holster.holstered == H)
holster.clear_holster()
src << "<span class='warning'>You extricate yourself from \the [holster].</span>"
H.forceMove(get_turf(H))
else if(istype(H.loc,/obj/item))
src << "<span class='warning'>You struggle free of \the [H.loc].</span>"
H.forceMove(get_turf(H))
/mob/living/proc/escape_buckle()
if(buckled)
buckled.user_unbuckle_mob(src)
/mob/living/proc/resist_grab()
var/resisting = 0
for(var/obj/item/weapon/grab/G in grabbed_by)
resisting++
G.handle_resist()
if(resisting)
visible_message("<span class='danger'>[src] resists!</span>")
/mob/living/verb/lay_down()
set name = "Rest"
set category = "IC"
resting = !resting
src << "<span class='notice'>You are now [resting ? "resting" : "getting up"]</span>"
/mob/living/proc/cannot_use_vents()
if(mob_size > MOB_SMALL)
return "You can't fit into that vent."
return null
/mob/living/proc/has_brain()
return 1
/mob/living/proc/has_eyes()
return 1
/mob/living/proc/slip(var/slipped_on,stun_duration=8)
return 0
/mob/living/carbon/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
if(W in internal_organs)
return
..()
/mob/living/touch_map_edge()
//check for nuke disks
if(client && stat != DEAD) //if they are clientless and dead don't bother, the parent will treat them as any other container
if(ticker && istype(ticker.mode, /datum/game_mode/nuclear)) //only really care if the game mode is nuclear
var/datum/game_mode/nuclear/G = ticker.mode
if(G.check_mob(src))
if(x <= TRANSITIONEDGE)
inertia_dir = 4
else if(x >= world.maxx -TRANSITIONEDGE)
inertia_dir = 8
else if(y <= TRANSITIONEDGE)
inertia_dir = 1
else if(y >= world.maxy -TRANSITIONEDGE)
inertia_dir = 2
src << "<span class='warning'>Something you are carrying is preventing you from leaving.</span>"
return
..()
//damage/heal the mob ears and adjust the deaf amount
/mob/living/adjustEarDamage(var/damage, var/deaf)
ear_damage = max(0, ear_damage + damage)
ear_deaf = max(0, ear_deaf + deaf)
//pass a negative argument to skip one of the variable
/mob/living/setEarDamage(var/damage, var/deaf)
if(damage >= 0)
ear_damage = damage
if(deaf >= 0)
ear_deaf = deaf
/mob/living/proc/vomit(var/skip_wait, var/blood_vomit)
if(isSynthetic())
src << "<span class='danger'>A sudden, dizzying wave of internal feedback rushes over you!</span>"
src.Weaken(5)
return
if(!check_has_mouth())
return
if(!lastpuke)
lastpuke = 1
if (nutrition <= 100)
src << "<span class='danger'>You gag as you want to throw up, but there's nothing in your stomach!</span>"
src.Weaken(10)
else
src << "<span class='warning'>You feel nauseous...</span>"
if(!skip_wait)
sleep(150) //15 seconds until second warning
src << "<span class='warning'>You feel like you are about to throw up!</span>"
sleep(100) //and you have 10 more for mad dash to the bucket
//Damaged livers cause you to vomit blood.
if(!blood_vomit)
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(!H.isSynthetic())
var/obj/item/organ/internal/liver/L = H.internal_organs_by_name["liver"]
if(L.is_broken())
blood_vomit = 1
Stun(5)
src.visible_message("<span class='warning'>[src] throws up!</span>","<span class='warning'>You throw up!</span>")
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
var/turf/simulated/T = get_turf(src) //TODO: Make add_blood_floor remove blood from human mobs
if(istype(T))
if(blood_vomit)
T.add_blood_floor(src)
else
T.add_vomit_floor(src, 1)
if(blood_vomit)
if(getBruteLoss() < 50)
adjustBruteLoss(3)
else
nutrition -= 40
adjustToxLoss(-3)
sleep(350)
lastpuke = 0
/mob/living/update_canmove()
if(!resting && cannot_stand() && can_stand_overridden())
lying = 0
canmove = 1
else
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/V = buckled
if(is_physically_disabled())
lying = 0
canmove = 1
pixel_y = V.mob_offset_y - 5
else
if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
canmove = 1
pixel_y = V.mob_offset_y
else if(buckled)
anchored = 1
canmove = 0
if(istype(buckled))
if(buckled.buckle_lying != -1)
lying = buckled.buckle_lying
if(buckled.buckle_movable)
anchored = 0
canmove = 1
else
lying = incapacitated(INCAPACITATION_KNOCKDOWN)
canmove = !incapacitated(INCAPACITATION_DISABLED)
if(lying)
density = 0
if(l_hand) unEquip(l_hand)
if(r_hand) unEquip(r_hand)
update_water() // Submerges the mob.
else
density = initial(density)
for(var/obj/item/weapon/grab/G in grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
canmove = 0
break
//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
// Adds overlays for specific modifiers.
// You'll have to add your own implementation for non-humans currently, just override this proc.
/mob/living/proc/update_modifier_visuals()
return
/mob/living/proc/update_water() // Involves overlays for humans. Maybe we'll get submerged sprites for borgs in the future?
return
/mob/living/proc/can_feel_pain(var/check_organ)
if(isSynthetic())
return FALSE
return TRUE
// Gets the correct icon_state for being on fire. See OnFire.dmi for the icons.
/mob/living/proc/get_fire_icon_state()
return "generic"
// Called by job_controller.
/mob/living/proc/equip_post_job()
return