mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
933 lines
27 KiB
Plaintext
933 lines
27 KiB
Plaintext
/mob/living/Initialize()
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. = ..()
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generateStaticOverlay()
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if(staticOverlays.len)
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for(var/mob/living/simple_animal/drone/D in GLOB.player_list)
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if(D && D.seeStatic)
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if(D.staticChoice in staticOverlays)
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D.staticOverlays |= staticOverlays[D.staticChoice]
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D.client.images |= staticOverlays[D.staticChoice]
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else //no choice? force static
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D.staticOverlays |= staticOverlays["static"]
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D.client.images |= staticOverlays["static"]
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if(unique_name)
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name = "[name] ([rand(1, 1000)])"
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real_name = name
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var/datum/atom_hud/data/human/medical/advanced/medhud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
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medhud.add_to_hud(src)
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faction += "\ref[src]"
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language_menu = new(src)
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/mob/living/prepare_huds()
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..()
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prepare_data_huds()
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/mob/living/proc/prepare_data_huds()
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med_hud_set_health()
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med_hud_set_status()
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/mob/living/Destroy()
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if(LAZYLEN(status_effects))
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for(var/s in status_effects)
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var/datum/status_effect/S = s
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if(S.on_remove_on_mob_delete) //the status effect calls on_remove when its mob is deleted
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qdel(S)
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else
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S.be_replaced()
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if(ranged_ability)
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ranged_ability.remove_ranged_ability(src)
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if(buckled)
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buckled.unbuckle_mob(src,force=1)
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QDEL_NULL(riding_datum)
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for(var/mob/living/simple_animal/drone/D in GLOB.player_list)
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for(var/image/I in staticOverlays)
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D.staticOverlays.Remove(I)
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D.client.images.Remove(I)
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qdel(I)
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staticOverlays.len = 0
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remove_from_all_data_huds()
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QDEL_NULL(language_menu)
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return ..()
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/mob/living/ghostize(can_reenter_corpse = 1)
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var/prev_client = client
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. = ..()
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if(.)
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if(ranged_ability && prev_client)
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ranged_ability.remove_mousepointer(prev_client)
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/mob/living/proc/OpenCraftingMenu()
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return
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/mob/living/proc/generateStaticOverlay()
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staticOverlays.Add(list("static", "blank", "letter", "animal"))
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var/image/staticOverlay = image(getStaticIcon(new/icon(icon,icon_state)), loc = src)
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staticOverlay.override = 1
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staticOverlays["static"] = staticOverlay
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staticOverlay = image(getBlankIcon(new/icon(icon, icon_state)), loc = src)
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staticOverlay.override = 1
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staticOverlays["blank"] = staticOverlay
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staticOverlay = getLetterImage(src)
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staticOverlay.override = 1
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staticOverlays["letter"] = staticOverlay
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staticOverlay = getRandomAnimalImage(src)
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staticOverlay.override = 1
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staticOverlays["animal"] = staticOverlay
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//Generic Bump(). Override MobBump() and ObjBump() instead of this.
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/mob/living/Bump(atom/A, yes)
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if(..()) //we are thrown onto something
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return
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if (buckled || !yes || now_pushing)
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return
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if(ismob(A))
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var/mob/M = A
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if(MobBump(M))
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return
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if(isobj(A))
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var/obj/O = A
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if(ObjBump(O))
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return
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if(istype(A, /atom/movable))
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var/atom/movable/AM = A
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if(PushAM(AM))
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return
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/mob/living/Bumped(atom/movable/AM)
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..()
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last_bumped = world.time
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//Called when we bump onto a mob
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/mob/living/proc/MobBump(mob/M)
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//Even if we don't push/swap places, we "touched" them, so spread fire
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spreadFire(M)
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if(now_pushing)
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return 1
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//Should stop you pushing a restrained person out of the way
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if(isliving(M))
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var/mob/living/L = M
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if(L.pulledby && L.pulledby != src && L.restrained())
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if(!(world.time % 5))
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to_chat(src, "<span class='warning'>[L] is restrained, you cannot push past.</span>")
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return 1
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if(L.pulling)
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if(ismob(L.pulling))
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var/mob/P = L.pulling
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if(P.restrained())
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if(!(world.time % 5))
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to_chat(src, "<span class='warning'>[L] is restraining [P], you cannot push past.</span>")
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return 1
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if(moving_diagonally)//no mob swap during diagonal moves.
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return 1
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if(!M.buckled && !M.has_buckled_mobs())
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var/mob_swap
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//the puller can always swap with its victim if on grab intent
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if(M.pulledby == src && a_intent == INTENT_GRAB)
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mob_swap = 1
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
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else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
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mob_swap = 1
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if(mob_swap)
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//switch our position with M
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if(loc && !loc.Adjacent(M.loc))
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return 1
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now_pushing = 1
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var/oldloc = loc
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var/oldMloc = M.loc
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var/M_passmob = (M.pass_flags & PASSMOB) // we give PASSMOB to both mobs to avoid bumping other mobs during swap.
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var/src_passmob = (pass_flags & PASSMOB)
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M.pass_flags |= PASSMOB
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pass_flags |= PASSMOB
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M.Move(oldloc)
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Move(oldMloc)
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if(!src_passmob)
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pass_flags &= ~PASSMOB
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if(!M_passmob)
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M.pass_flags &= ~PASSMOB
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now_pushing = 0
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return 1
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//okay, so we didn't switch. but should we push?
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//not if he's not CANPUSH of course
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if(!(M.status_flags & CANPUSH))
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return 1
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//anti-riot equipment is also anti-push
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for(var/obj/item/I in M.held_items)
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if(!istype(M, /obj/item/clothing))
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if(prob(I.block_chance*2))
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return 1
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//Called when we bump onto an obj
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/mob/living/proc/ObjBump(obj/O)
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return
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//Called when we want to push an atom/movable
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/mob/living/proc/PushAM(atom/movable/AM)
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if(now_pushing)
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return 1
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if(moving_diagonally)// no pushing during diagonal moves.
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return 1
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if(!client && (mob_size < MOB_SIZE_SMALL))
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return
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if(!AM.anchored)
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now_pushing = 1
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var/t = get_dir(src, AM)
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if (istype(AM, /obj/structure/window))
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var/obj/structure/window/W = AM
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if(W.fulltile)
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for(var/obj/structure/window/win in get_step(W,t))
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now_pushing = 0
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return
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if(pulling == AM)
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stop_pulling()
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var/current_dir
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if(isliving(AM))
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current_dir = AM.dir
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step(AM, t)
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if(current_dir)
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AM.setDir(current_dir)
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now_pushing = 0
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//mob verbs are a lot faster than object verbs
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//for more info on why this is not atom/pull, see examinate() in mob.dm
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/mob/living/verb/pulled(atom/movable/AM as mob|obj in oview(1))
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set name = "Pull"
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set category = "Object"
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if(istype(AM) && Adjacent(AM))
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start_pulling(AM)
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else
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stop_pulling()
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//same as above
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/mob/living/pointed(atom/A as mob|obj|turf in view())
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if(incapacitated())
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return 0
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if(src.status_flags & FAKEDEATH)
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return 0
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if(!..())
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return 0
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visible_message("<b>[src]</b> points to [A]")
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return 1
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/mob/living/verb/succumb(whispered as null)
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set hidden = 1
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if (InCritical())
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src.log_message("Has [whispered ? "whispered his final words" : "succumbed to death"] with [round(health, 0.1)] points of health!", INDIVIDUAL_ATTACK_LOG)
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src.adjustOxyLoss(src.health - HEALTH_THRESHOLD_DEAD)
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updatehealth()
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if(!whispered)
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to_chat(src, "<span class='notice'>You have given up life and succumbed to death.</span>")
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death()
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/mob/living/incapacitated(ignore_restraints, ignore_grab)
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if(stat || paralysis || stunned || weakened || (!ignore_restraints && restrained(ignore_grab)))
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return 1
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/mob/living/proc/InCritical()
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return (src.health < 0 && src.health > -95 && stat == UNCONSCIOUS)
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//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
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//affects them once clothing is factored in. ~Errorage
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/mob/living/proc/calculate_affecting_pressure(pressure)
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return pressure
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/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
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var/temperature = actual
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var/difference = abs(actual-desired) //get difference
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var/increments = difference/10 //find how many increments apart they are
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var/change = increments*incrementboost // Get the amount to change by (x per increment)
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// Too cold
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if(actual < desired)
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temperature += change
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if(actual > desired)
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temperature = desired
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// Too hot
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if(actual > desired)
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temperature -= change
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if(actual < desired)
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temperature = desired
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return temperature
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/mob/living/proc/getMaxHealth()
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return maxHealth
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/mob/living/proc/setMaxHealth(newMaxHealth)
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maxHealth = newMaxHealth
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// MOB PROCS //END
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/mob/living/proc/mob_sleep()
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set name = "Sleep"
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set category = "IC"
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if(sleeping)
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to_chat(src, "<span class='notice'>You are already sleeping.</span>")
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return
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else
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if(alert(src, "You sure you want to sleep for a while?", "Sleep", "Yes", "No") == "Yes")
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SetSleeping(20) //Short nap
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update_canmove()
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/mob/proc/get_contents()
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/mob/living/proc/lay_down()
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set name = "Rest"
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set category = "IC"
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resting = !resting
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to_chat(src, "<span class='notice'>You are now [resting ? "resting" : "getting up"].</span>")
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update_canmove()
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//Recursive function to find everything a mob is holding.
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/mob/living/get_contents(obj/item/weapon/storage/Storage = null)
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var/list/L = list()
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if(Storage) //If it called itself
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L += Storage.return_inv()
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return L
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else
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L += src.contents
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for(var/obj/item/weapon/storage/S in src.contents) //Check for storage items
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L += get_contents(S)
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for(var/obj/item/clothing/under/U in src.contents) //Check for jumpsuit accessories
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L += U.contents
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for(var/obj/item/weapon/folder/F in src.contents) //Check for folders
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L += F.contents
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return L
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/mob/living/proc/check_contents_for(A)
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var/list/L = src.get_contents()
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for(var/obj/B in L)
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if(B.type == A)
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return 1
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return 0
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/mob/living/proc/can_inject()
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return 1
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/mob/living/proc/get_organ_target()
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var/mob/shooter = src
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var/t = shooter.zone_selected
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if ((t in list( "eyes", "mouth" )))
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t = "head"
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var/def_zone = ran_zone(t)
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return def_zone
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/mob/living/proc/updatehealth()
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if(status_flags & GODMODE)
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return
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health = maxHealth - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
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update_stat()
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med_hud_set_health()
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med_hud_set_status()
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//proc used to ressuscitate a mob
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/mob/living/proc/revive(full_heal = 0, admin_revive = 0)
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if(full_heal)
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fully_heal(admin_revive)
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if(stat == DEAD && can_be_revived()) //in some cases you can't revive (e.g. no brain)
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GLOB.dead_mob_list -= src
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GLOB.living_mob_list += src
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suiciding = 0
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stat = UNCONSCIOUS //the mob starts unconscious,
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blind_eyes(1)
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updatehealth() //then we check if the mob should wake up.
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update_canmove()
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update_sight()
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reload_fullscreen()
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. = 1
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//proc used to completely heal a mob.
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/mob/living/proc/fully_heal(admin_revive = 0)
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restore_blood()
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setToxLoss(0, 0) //zero as second argument not automatically call updatehealth().
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setOxyLoss(0, 0)
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setCloneLoss(0, 0)
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setBrainLoss(0)
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setStaminaLoss(0, 0)
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SetParalysis(0, 0)
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SetStunned(0, 0)
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SetWeakened(0, 0)
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SetSleeping(0, 0)
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radiation = 0
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nutrition = NUTRITION_LEVEL_FED + 50
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bodytemperature = 310
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set_blindness(0)
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set_blurriness(0)
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set_eye_damage(0)
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cure_nearsighted()
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cure_blind()
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cure_husk()
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disabilities = 0
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hallucination = 0
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heal_overall_damage(100000, 100000, 0, 0, 1) //heal brute and burn dmg on both organic and robotic limbs, and update health right away.
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ExtinguishMob()
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fire_stacks = 0
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update_canmove()
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//proc called by revive(), to check if we can actually ressuscitate the mob (we don't want to revive him and have him instantly die again)
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/mob/living/proc/can_be_revived()
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. = 1
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if(health <= HEALTH_THRESHOLD_DEAD)
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return 0
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/mob/living/proc/update_damage_overlays()
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return
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/mob/living/proc/Examine_OOC()
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set name = "Examine Meta-Info (OOC)"
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set category = "OOC"
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set src in view()
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if(config.allow_Metadata)
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if(client)
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to_chat(src, "[src]'s Metainfo:<br>[client.prefs.metadata]")
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else
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to_chat(src, "[src] does not have any stored infomation!")
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else
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to_chat(src, "OOC Metadata is not supported by this server!")
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return
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/mob/living/Move(atom/newloc, direct)
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if (buckled && buckled.loc != newloc) //not updating position
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if (!buckled.anchored)
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return buckled.Move(newloc, direct)
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else
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return 0
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var/atom/movable/pullee = pulling
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if(pullee && get_dist(src, pullee) > 1)
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stop_pulling()
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if(pullee && !isturf(pullee.loc) && pullee.loc != loc) //to be removed once all code that changes an object's loc uses forceMove().
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log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.")
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stop_pulling()
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var/turf/T = loc
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. = ..()
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if(. && pulling && pulling == pullee) //we were pulling a thing and didn't lose it during our move.
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if(pulling.anchored)
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stop_pulling()
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return
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var/pull_dir = get_dir(src, pulling)
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if(get_dist(src, pulling) > 1 || ((pull_dir - 1) & pull_dir)) //puller and pullee more than one tile away or in diagonal position
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if(isliving(pulling))
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var/mob/living/M = pulling
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if(M.lying && !M.buckled && (prob(M.getBruteLoss()*200/M.maxHealth)))
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M.makeTrail(T)
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pulling.Move(T, get_dir(pulling, T)) //the pullee tries to reach our previous position
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if(pulling && get_dist(src, pulling) > 1) //the pullee couldn't keep up
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stop_pulling()
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if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move.
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pulledby.stop_pulling()
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if (s_active && !(s_active.ClickAccessible(src, depth=STORAGE_VIEW_DEPTH) || s_active.Adjacent(src)))
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s_active.close(src)
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/mob/living/movement_delay(ignorewalk = 0)
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. = ..()
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if(isopenturf(loc) && !is_flying())
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var/turf/open/T = loc
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. += T.slowdown
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if(ignorewalk)
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. += config.run_speed
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else
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switch(m_intent)
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if(MOVE_INTENT_RUN)
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if(drowsyness > 0)
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. += 6
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. += config.run_speed
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if(MOVE_INTENT_WALK)
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. += config.walk_speed
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/mob/living/proc/makeTrail(turf/T)
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if(!has_gravity())
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return
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var/blood_exists = 0
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for(var/obj/effect/decal/cleanable/trail_holder/C in src.loc) //checks for blood splatter already on the floor
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blood_exists = 1
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if (isturf(src.loc))
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var/trail_type = getTrail()
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if(trail_type)
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var/brute_ratio = round(getBruteLoss()/maxHealth, 0.1)
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if(blood_volume && blood_volume > max(BLOOD_VOLUME_NORMAL*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold
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blood_volume = max(blood_volume - max(1, brute_ratio * 2), 0) //that depends on our brute damage.
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var/newdir = get_dir(T, src.loc)
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if(newdir != src.dir)
|
|
newdir = newdir | src.dir
|
|
if(newdir == 3) //N + S
|
|
newdir = NORTH
|
|
else if(newdir == 12) //E + W
|
|
newdir = EAST
|
|
if((newdir in GLOB.cardinal) && (prob(50)))
|
|
newdir = turn(get_dir(T, src.loc), 180)
|
|
if(!blood_exists)
|
|
new /obj/effect/decal/cleanable/trail_holder(src.loc)
|
|
for(var/obj/effect/decal/cleanable/trail_holder/TH in src.loc)
|
|
if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
|
|
TH.existing_dirs += newdir
|
|
TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir))
|
|
TH.transfer_mob_blood_dna(src)
|
|
|
|
/mob/living/carbon/human/makeTrail(turf/T)
|
|
if((NOBLOOD in dna.species.species_traits) || !bleed_rate || bleedsuppress)
|
|
return
|
|
..()
|
|
|
|
/mob/living/proc/getTrail()
|
|
if(getBruteLoss() < 300)
|
|
return pick("ltrails_1", "ltrails_2")
|
|
else
|
|
return pick("trails_1", "trails_2")
|
|
|
|
/mob/living/experience_pressure_difference(pressure_difference, direction, pressure_resistance_prob_delta = 0)
|
|
if (client && client.move_delay >= world.time + world.tick_lag*2)
|
|
pressure_resistance_prob_delta -= 30
|
|
|
|
var/list/turfs_to_check = list()
|
|
|
|
if (has_limbs)
|
|
var/turf/T = get_step(src, angle2dir(dir2angle(direction)+90))
|
|
if (T)
|
|
turfs_to_check += T
|
|
|
|
T = get_step(src, angle2dir(dir2angle(direction)-90))
|
|
if (T)
|
|
turfs_to_check += T
|
|
|
|
for (var/t in turfs_to_check)
|
|
T = t
|
|
if (T.density)
|
|
pressure_resistance_prob_delta -= 20
|
|
continue
|
|
for (var/atom/movable/AM in T)
|
|
if (AM.density && AM.anchored)
|
|
pressure_resistance_prob_delta -= 20
|
|
break
|
|
if(!force_moving)
|
|
..(pressure_difference, direction, pressure_resistance_prob_delta)
|
|
|
|
/mob/living/verb/resist()
|
|
set name = "Resist"
|
|
set category = "IC"
|
|
|
|
if(!isliving(src) || next_move > world.time || incapacitated(ignore_restraints = 1))
|
|
return
|
|
changeNext_move(CLICK_CD_RESIST)
|
|
|
|
//resisting grabs (as if it helps anyone...)
|
|
if(!restrained(ignore_grab = 1) && pulledby)
|
|
visible_message("<span class='danger'>[src] resists against [pulledby]'s grip!</span>")
|
|
resist_grab()
|
|
return
|
|
|
|
//unbuckling yourself
|
|
if(buckled && last_special <= world.time)
|
|
resist_buckle()
|
|
|
|
//Breaking out of a container (Locker, sleeper, cryo...)
|
|
else if(isobj(loc))
|
|
var/obj/C = loc
|
|
C.container_resist(src)
|
|
|
|
else if(has_status_effect(/datum/status_effect/freon))
|
|
to_chat(src, "You start breaking out of the ice cube!")
|
|
if(do_mob(src, src, 40))
|
|
if(has_status_effect(/datum/status_effect/freon))
|
|
to_chat(src, "You break out of the ice cube!")
|
|
remove_status_effect(/datum/status_effect/freon)
|
|
update_canmove()
|
|
|
|
else if(canmove)
|
|
if(on_fire)
|
|
resist_fire() //stop, drop, and roll
|
|
else if(last_special <= world.time)
|
|
resist_restraints() //trying to remove cuffs.
|
|
|
|
|
|
/mob/proc/resist_grab(moving_resist)
|
|
return 1 //returning 0 means we successfully broke free
|
|
|
|
/mob/living/resist_grab(moving_resist)
|
|
. = 1
|
|
if(pulledby.grab_state)
|
|
if(prob(30/pulledby.grab_state))
|
|
visible_message("<span class='danger'>[src] has broken free of [pulledby]'s grip!</span>")
|
|
pulledby.stop_pulling()
|
|
return 0
|
|
if(moving_resist && client) //we resisted by trying to move
|
|
client.move_delay = world.time + 20
|
|
else
|
|
pulledby.stop_pulling()
|
|
return 0
|
|
|
|
/mob/living/proc/resist_buckle()
|
|
buckled.user_unbuckle_mob(src,src)
|
|
|
|
/mob/living/proc/resist_fire()
|
|
return
|
|
|
|
/mob/living/proc/resist_restraints()
|
|
return
|
|
|
|
/mob/living/proc/get_visible_name()
|
|
return name
|
|
|
|
/mob/living/update_gravity(has_gravity,override = 0)
|
|
if(!SSticker.HasRoundStarted())
|
|
return
|
|
if(has_gravity)
|
|
clear_alert("weightless")
|
|
else
|
|
throw_alert("weightless", /obj/screen/alert/weightless)
|
|
if(!override)
|
|
float(!has_gravity)
|
|
|
|
/mob/living/float(on)
|
|
if(throwing)
|
|
return
|
|
var/fixed = 0
|
|
if(anchored || (buckled && buckled.anchored))
|
|
fixed = 1
|
|
if(on && !floating && !fixed)
|
|
animate(src, pixel_y = pixel_y + 2, time = 10, loop = -1)
|
|
sleep(10)
|
|
animate(src, pixel_y = pixel_y - 2, time = 10, loop = -1)
|
|
floating = 1
|
|
else if(((!on || fixed) && floating))
|
|
animate(src, pixel_y = get_standard_pixel_y_offset(lying), time = 10)
|
|
floating = 0
|
|
|
|
// The src mob is trying to strip an item from someone
|
|
// Override if a certain type of mob should be behave differently when stripping items (can't, for example)
|
|
/mob/living/stripPanelUnequip(obj/item/what, mob/who, where)
|
|
if(what.flags & NODROP)
|
|
to_chat(src, "<span class='warning'>You can't remove \the [what.name], it appears to be stuck!</span>")
|
|
return
|
|
who.visible_message("<span class='danger'>[src] tries to remove [who]'s [what.name].</span>", \
|
|
"<span class='userdanger'>[src] tries to remove [who]'s [what.name].</span>")
|
|
what.add_fingerprint(src)
|
|
if(do_mob(src, who, what.strip_delay))
|
|
if(what && Adjacent(who))
|
|
if(islist(where))
|
|
var/list/L = where
|
|
if(what == who.get_item_for_held_index(L[2]))
|
|
if(who.dropItemToGround(what))
|
|
add_logs(src, who, "stripped", addition="of [what]")
|
|
if(what == who.get_item_by_slot(where))
|
|
if(who.dropItemToGround(what))
|
|
add_logs(src, who, "stripped", addition="of [what]")
|
|
|
|
// The src mob is trying to place an item on someone
|
|
// Override if a certain mob should be behave differently when placing items (can't, for example)
|
|
/mob/living/stripPanelEquip(obj/item/what, mob/who, where)
|
|
what = src.get_active_held_item()
|
|
if(what && (what.flags & NODROP))
|
|
to_chat(src, "<span class='warning'>You can't put \the [what.name] on [who], it's stuck to your hand!</span>")
|
|
return
|
|
if(what)
|
|
var/list/where_list
|
|
var/final_where
|
|
|
|
if(islist(where))
|
|
where_list = where
|
|
final_where = where[1]
|
|
else
|
|
final_where = where
|
|
|
|
if(!what.mob_can_equip(who, src, final_where, TRUE))
|
|
to_chat(src, "<span class='warning'>\The [what.name] doesn't fit in that place!</span>")
|
|
return
|
|
|
|
visible_message("<span class='notice'>[src] tries to put [what] on [who].</span>")
|
|
if(do_mob(src, who, what.put_on_delay))
|
|
if(what && Adjacent(who) && what.mob_can_equip(who, src, final_where, TRUE))
|
|
if(temporarilyRemoveItemFromInventory(what))
|
|
if(where_list)
|
|
if(!who.put_in_hand(what, where_list[2]))
|
|
what.forceMove(get_turf(who))
|
|
else
|
|
who.equip_to_slot(what, where, TRUE)
|
|
|
|
/mob/living/singularity_pull(S, current_size)
|
|
if(current_size >= STAGE_SIX)
|
|
throw_at(S,14,3, spin=1)
|
|
else
|
|
step_towards(src,S)
|
|
|
|
/mob/living/proc/do_jitter_animation(jitteriness)
|
|
var/amplitude = min(4, (jitteriness/100) + 1)
|
|
var/pixel_x_diff = rand(-amplitude, amplitude)
|
|
var/pixel_y_diff = rand(-amplitude/3, amplitude/3)
|
|
var/final_pixel_x = get_standard_pixel_x_offset(lying)
|
|
var/final_pixel_y = get_standard_pixel_y_offset(lying)
|
|
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff , time = 2, loop = 6)
|
|
animate(pixel_x = final_pixel_x , pixel_y = final_pixel_y , time = 2)
|
|
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure to restart it in next life().
|
|
|
|
/mob/living/proc/get_temperature(datum/gas_mixture/environment)
|
|
var/loc_temp = T0C
|
|
if(istype(loc, /obj/mecha))
|
|
var/obj/mecha/M = loc
|
|
loc_temp = M.return_temperature()
|
|
|
|
else if(istype(loc, /obj/structure/transit_tube_pod))
|
|
loc_temp = environment.temperature
|
|
|
|
else if(isspaceturf(get_turf(src)))
|
|
var/turf/heat_turf = get_turf(src)
|
|
loc_temp = heat_turf.temperature
|
|
|
|
else if(istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
|
|
var/obj/machinery/atmospherics/components/unary/cryo_cell/C = loc
|
|
var/datum/gas_mixture/G = C.AIR1
|
|
|
|
if(G.total_moles() < 10)
|
|
loc_temp = environment.temperature
|
|
else
|
|
loc_temp = G.temperature
|
|
|
|
else
|
|
loc_temp = environment.temperature
|
|
|
|
return loc_temp
|
|
|
|
/mob/living/proc/get_standard_pixel_x_offset(lying = 0)
|
|
return initial(pixel_x)
|
|
|
|
/mob/living/proc/get_standard_pixel_y_offset(lying = 0)
|
|
return initial(pixel_y)
|
|
|
|
/mob/living/Stat()
|
|
..()
|
|
|
|
if(statpanel("Status"))
|
|
if(SSticker && SSticker.mode)
|
|
if(istype(SSticker.mode, /datum/game_mode/blob))
|
|
var/datum/game_mode/blob/B = SSticker.mode
|
|
if(B.message_sent)
|
|
stat(null, "Blobs to Blob Win: [GLOB.blobs_legit.len]/[B.blobwincount]")
|
|
|
|
/mob/living/cancel_camera()
|
|
..()
|
|
cameraFollow = null
|
|
|
|
/mob/living/proc/can_track(mob/living/user)
|
|
//basic fast checks go first. When overriding this proc, I recommend calling ..() at the end.
|
|
var/turf/T = get_turf(src)
|
|
if(!T)
|
|
return 0
|
|
if(T.z == ZLEVEL_CENTCOM) //dont detect mobs on centcomm
|
|
return 0
|
|
if(T.z >= ZLEVEL_SPACEMAX)
|
|
return 0
|
|
if(user != null && src == user)
|
|
return 0
|
|
if(invisibility || alpha == 0)//cloaked
|
|
return 0
|
|
if(digitalcamo || digitalinvis)
|
|
return 0
|
|
|
|
// Now, are they viewable by a camera? (This is last because it's the most intensive check)
|
|
if(!near_camera(src))
|
|
return 0
|
|
|
|
return 1
|
|
|
|
//used in datum/reagents/reaction() proc
|
|
/mob/living/proc/get_permeability_protection()
|
|
return 0
|
|
|
|
/mob/living/proc/harvest(mob/living/user)
|
|
if(QDELETED(src))
|
|
return
|
|
if(butcher_results)
|
|
for(var/path in butcher_results)
|
|
for(var/i = 1; i <= butcher_results[path];i++)
|
|
new path(src.loc)
|
|
butcher_results.Remove(path) //In case you want to have things like simple_animals drop their butcher results on gib, so it won't double up below.
|
|
visible_message("<span class='notice'>[user] butchers [src].</span>")
|
|
gib(0, 0, 1)
|
|
|
|
/mob/living/canUseTopic(atom/movable/M, be_close = 0, no_dextery = 0)
|
|
if(incapacitated())
|
|
return
|
|
if(no_dextery)
|
|
if(be_close && in_range(M, src))
|
|
return 1
|
|
else
|
|
to_chat(src, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
|
return
|
|
/mob/living/proc/can_use_guns(var/obj/item/weapon/gun/G)
|
|
if (G.trigger_guard != TRIGGER_GUARD_ALLOW_ALL && !IsAdvancedToolUser())
|
|
to_chat(src, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
|
return 0
|
|
return 1
|
|
|
|
/mob/living/carbon/proc/update_stamina()
|
|
return
|
|
|
|
/mob/living/carbon/human/update_stamina()
|
|
if(staminaloss)
|
|
var/total_health = (health - staminaloss)
|
|
if(total_health <= HEALTH_THRESHOLD_CRIT && !stat)
|
|
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
|
|
Weaken(5)
|
|
setStaminaLoss(health - 2)
|
|
update_health_hud()
|
|
|
|
/mob/living/proc/owns_soul()
|
|
if(mind)
|
|
return mind.soulOwner == mind
|
|
return 1
|
|
|
|
/mob/living/proc/return_soul()
|
|
hellbound = 0
|
|
if(mind)
|
|
if(mind.soulOwner.devilinfo)//Not sure how this could happen, but whatever.
|
|
mind.soulOwner.devilinfo.remove_soul(mind)
|
|
mind.soulOwner = mind
|
|
|
|
/mob/living/proc/has_bane(banetype)
|
|
if(mind)
|
|
if(mind.devilinfo)
|
|
return mind.devilinfo.bane == banetype
|
|
return 0
|
|
|
|
/mob/living/proc/check_weakness(obj/item/weapon, mob/living/attacker)
|
|
if(mind && mind.devilinfo)
|
|
return check_devil_bane_multiplier(weapon, attacker)
|
|
return 1
|
|
|
|
/mob/living/proc/check_acedia()
|
|
if(src.mind && src.mind.objectives)
|
|
for(var/datum/objective/sintouched/acedia/A in src.mind.objectives)
|
|
return 1
|
|
return 0
|
|
|
|
/mob/living/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
|
|
stop_pulling()
|
|
. = ..()
|
|
|
|
// Called when we are hit by a bolt of polymorph and changed
|
|
// Generally the mob we are currently in is about to be deleted
|
|
/mob/living/proc/wabbajack_act(mob/living/new_mob)
|
|
new_mob.name = real_name
|
|
new_mob.real_name = real_name
|
|
|
|
if(mind)
|
|
mind.transfer_to(new_mob)
|
|
else
|
|
new_mob.key = key
|
|
|
|
for(var/para in hasparasites())
|
|
var/mob/living/simple_animal/hostile/guardian/G = para
|
|
G.summoner = new_mob
|
|
G.Recall()
|
|
to_chat(G, "<span class='holoparasite'>Your summoner has changed form!</span>")
|
|
|
|
/mob/living/proc/fakefireextinguish()
|
|
return
|
|
|
|
/mob/living/proc/fakefire()
|
|
return
|
|
|
|
|
|
|
|
//Mobs on Fire
|
|
/mob/living/proc/IgniteMob()
|
|
if(fire_stacks > 0 && !on_fire)
|
|
on_fire = 1
|
|
src.visible_message("<span class='warning'>[src] catches fire!</span>", \
|
|
"<span class='userdanger'>You're set on fire!</span>")
|
|
src.set_light(3)
|
|
throw_alert("fire", /obj/screen/alert/fire)
|
|
update_fire()
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/mob/living/proc/ExtinguishMob()
|
|
if(on_fire)
|
|
on_fire = 0
|
|
fire_stacks = 0
|
|
src.set_light(0)
|
|
clear_alert("fire")
|
|
update_fire()
|
|
|
|
/mob/living/proc/adjust_fire_stacks(add_fire_stacks) //Adjusting the amount of fire_stacks we have on person
|
|
fire_stacks = Clamp(fire_stacks + add_fire_stacks, -20, 20)
|
|
if(on_fire && fire_stacks <= 0)
|
|
ExtinguishMob()
|
|
|
|
//Share fire evenly between the two mobs
|
|
//Called in MobBump() and Crossed()
|
|
/mob/living/proc/spreadFire(mob/living/L)
|
|
if(!istype(L))
|
|
return
|
|
var/L_old_on_fire = L.on_fire
|
|
|
|
if(on_fire) //Only spread fire stacks if we're on fire
|
|
fire_stacks /= 2
|
|
L.fire_stacks += fire_stacks
|
|
if(L.IgniteMob())
|
|
log_game("[key_name(src)] bumped into [key_name(L)] and set them on fire")
|
|
|
|
if(L_old_on_fire) //Only ignite us and gain their stacks if they were onfire before we bumped them
|
|
L.fire_stacks /= 2
|
|
fire_stacks += L.fire_stacks
|
|
IgniteMob()
|
|
|
|
//Mobs on Fire end
|
|
|
|
// used by secbot and monkeys Crossed
|
|
/mob/living/proc/knockOver(var/mob/living/carbon/C)
|
|
if(C.key) //save us from monkey hordes
|
|
C.visible_message("<span class='warning'>[pick( \
|
|
"[C] dives out of [src]'s way!", \
|
|
"[C] stumbles over [src]!", \
|
|
"[C] jumps out of [src]'s path!", \
|
|
"[C] trips over [src] and falls!", \
|
|
"[C] topples over [src]!", \
|
|
"[C] leaps out of [src]'s way!")]</span>")
|
|
C.Weaken(2)
|
|
|
|
/mob/living/post_buckle_mob(mob/living/M)
|
|
if(riding_datum)
|
|
riding_datum.handle_vehicle_offsets()
|
|
riding_datum.handle_vehicle_layer()
|
|
|
|
/mob/living/ConveyorMove()
|
|
if((movement_type & FLYING) && !stat)
|
|
return
|
|
..()
|