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945 lines
27 KiB
Plaintext
945 lines
27 KiB
Plaintext
/* I am informed this was added by Giacom to reduce mob-stacking in escape pods.
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It's sorta problematic atm due to the shuttle changes I am trying to do
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Sorry Giacom. Please don't be mad :(
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/mob/living/Life()
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..()
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var/area/A = get_area(loc)
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if(A && A.push_dir)
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push_mob_back(src, A.push_dir)
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*/
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/mob/living/New()
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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 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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faction |= "\ref[src]"
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/mob/living/Destroy()
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..()
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for(var/mob/living/simple_animal/drone/D in 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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return QDEL_HINT_HARDDEL_NOW
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/mob/living/proc/generateStaticOverlay()
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staticOverlays.Add(list("static", "blank", "letter"))
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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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//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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//BubbleWrap: Should stop you pushing a restrained person out of the way
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if(istype(M, /mob/living))
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for(var/mob/MM in range(1,M))
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if( ((MM.pulling == M && ( M.restrained() && !( MM.restrained() ) && MM.stat == CONSCIOUS)) || locate(/obj/item/weapon/grab, M.grabbed_by.len)) )
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if ( !(world.time % 5) )
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src << "<span class='warning'>[M] is restrained, you cannot push past.</span>"
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return 1
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if( M.pulling == MM && ( MM.restrained() && !( M.restrained() ) && M.stat == CONSCIOUS) )
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if ( !(world.time % 5) )
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src << "<span class='warning'>[M] is restraining [MM], you cannot push past.</span>"
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return 1
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//switch our position with M
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//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
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if((M.a_intent == "help" || M.restrained()) && (a_intent == "help" || restrained()) && M.canmove && canmove && !M.buckled && !M.buckled_mob) // mutual brohugs all around!
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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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if(M.r_hand && istype(M.r_hand, /obj/item/weapon/shield/riot))
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return 1
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if(M.l_hand && istype(M.l_hand, /obj/item/weapon/shield/riot))
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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(!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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step(AM, t)
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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) && AM.Adjacent(src))
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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(src.stat || !src.canmove || src.restrained())
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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.attack_log += "[src] has [whispered ? "whispered his final words" : "succumbed to death"] with [round(health, 0.1)] points of health!"
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src.adjustOxyLoss(src.health - config.health_threshold_dead)
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updatehealth()
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if(!whispered)
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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/proc/InCritical()
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return (src.health < 0 && src.health > -95 && stat == UNCONSCIOUS)
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/mob/living/ex_act(severity, target)
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..()
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flash_eyes()
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/mob/living/proc/updatehealth()
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if(status_flags & GODMODE)
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health = maxHealth
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stat = CONSCIOUS
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return
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health = maxHealth - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
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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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// if(istype(src, /mob/living/carbon/human))
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// world << "[src] ~ [src.bodytemperature] ~ [temperature]"
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return temperature
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// MOB PROCS
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/mob/living/proc/getBruteLoss()
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return bruteloss
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/mob/living/proc/adjustBruteLoss(amount)
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if(status_flags & GODMODE)
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return 0
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bruteloss = Clamp(bruteloss + amount, 0, maxHealth*2)
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handle_regular_status_updates() //we update our health right away.
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/mob/living/proc/getOxyLoss()
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return oxyloss
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/mob/living/proc/adjustOxyLoss(amount)
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if(status_flags & GODMODE)
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return 0
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oxyloss = Clamp(oxyloss + amount, 0, maxHealth*2)
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handle_regular_status_updates()
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/mob/living/proc/setOxyLoss(amount)
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if(status_flags & GODMODE)
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return 0
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oxyloss = amount
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handle_regular_status_updates()
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/mob/living/proc/getToxLoss()
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return toxloss
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/mob/living/proc/adjustToxLoss(amount)
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if(status_flags & GODMODE)
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return 0
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toxloss = Clamp(toxloss + amount, 0, maxHealth*2)
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handle_regular_status_updates()
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/mob/living/proc/setToxLoss(amount)
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if(status_flags & GODMODE)
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return 0
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toxloss = amount
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handle_regular_status_updates()
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/mob/living/proc/getFireLoss()
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return fireloss
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/mob/living/proc/adjustFireLoss(amount)
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if(status_flags & GODMODE)
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return 0
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fireloss = Clamp(fireloss + amount, 0, maxHealth*2)
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handle_regular_status_updates() //we update our health right away.
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/mob/living/proc/getCloneLoss()
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return cloneloss
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/mob/living/proc/adjustCloneLoss(amount)
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if(status_flags & GODMODE)
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return 0
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cloneloss = Clamp(cloneloss + amount, 0, maxHealth*2)
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handle_regular_status_updates()
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/mob/living/proc/setCloneLoss(amount)
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if(status_flags & GODMODE)
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return 0
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cloneloss = amount
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handle_regular_status_updates()
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/mob/living/proc/getBrainLoss()
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return brainloss
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/mob/living/proc/adjustBrainLoss(amount)
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if(status_flags & GODMODE)
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return 0
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brainloss = Clamp(brainloss + amount, 0, maxHealth*2)
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handle_regular_status_updates()
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/mob/living/proc/setBrainLoss(amount)
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if(status_flags & GODMODE)
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return 0
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brainloss = amount
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handle_regular_status_updates() //we update our health right away.
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/mob/living/proc/getStaminaLoss()
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return staminaloss
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/mob/living/proc/adjustStaminaLoss(amount)
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if(status_flags & GODMODE)
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return 0
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staminaloss = Clamp(staminaloss + amount, 0, maxHealth*2)
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/mob/living/proc/setStaminaLoss(amount)
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if(status_flags & GODMODE)
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return 0
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staminaloss = amount
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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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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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sleeping = 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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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/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0)
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return 0 //only carbon liveforms have this proc
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/mob/living/emp_act(severity)
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var/list/L = src.get_contents()
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for(var/obj/O in L)
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O.emp_act(severity)
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..()
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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_sel.selecting
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if ((t in list( "eyes", "mouth" )))
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t = "head"
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var/obj/item/organ/limb/def_zone = ran_zone(t)
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return def_zone
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//damage/heal the mob ears and adjust the deaf amount
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/mob/living/adjustEarDamage(damage, deaf)
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ear_damage = max(0, ear_damage + damage)
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ear_deaf = max(0, ear_deaf + deaf)
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//pass a negative argument to skip one of the variable
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/mob/living/setEarDamage(damage, deaf)
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if(damage >= 0)
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ear_damage = damage
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if(deaf >= 0)
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ear_deaf = deaf
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// heal ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/heal_organ_damage(brute, burn)
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adjustBruteLoss(-brute)
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adjustFireLoss(-burn)
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src.updatehealth()
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// damage ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/take_organ_damage(brute, burn)
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adjustBruteLoss(brute)
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adjustFireLoss(burn)
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src.updatehealth()
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// heal MANY external organs, in random order
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/mob/living/proc/heal_overall_damage(brute, burn)
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adjustBruteLoss(-brute)
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adjustFireLoss(-burn)
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src.updatehealth()
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// damage MANY external organs, in random order
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/mob/living/proc/take_overall_damage(brute, burn)
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adjustBruteLoss(brute)
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adjustFireLoss(burn)
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src.updatehealth()
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/mob/living/proc/revive()
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setToxLoss(0)
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setOxyLoss(0)
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setCloneLoss(0)
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setBrainLoss(0)
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setStaminaLoss(0)
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SetParalysis(0)
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SetStunned(0)
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SetWeakened(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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disabilities = 0
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eye_blind = 0
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eye_blurry = 0
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ear_deaf = 0
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ear_damage = 0
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hallucination = 0
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heal_overall_damage(1000, 1000)
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ExtinguishMob()
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fire_stacks = 0
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suiciding = 0
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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C.handcuffed = initial(C.handcuffed)
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for(var/obj/item/weapon/restraints/R in C.contents) //actually remove cuffs from inventory
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qdel(R)
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if(C.reagents)
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for(var/datum/reagent/R in C.reagents.reagent_list)
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C.reagents.clear_reagents()
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C.reagents.addiction_list = list()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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if(stat == DEAD)
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dead_mob_list -= src
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living_mob_list += src
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stat = CONSCIOUS
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if(ishuman(src))
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var/mob/living/carbon/human/human_mob = src
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human_mob.restore_blood()
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human_mob.remove_all_embedded_objects()
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update_fire()
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regenerate_icons()
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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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src << "[src]'s Metainfo:<br>[client.prefs.metadata]"
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else
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src << "[src] does not have any stored infomation!"
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else
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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
|
|
|
|
if (restrained())
|
|
stop_pulling()
|
|
|
|
|
|
var/cuff_dragged = 0
|
|
if (restrained())
|
|
for(var/mob/living/M in range(1, src))
|
|
if (M.pulling == src && !M.incapacitated())
|
|
cuff_dragged = 1
|
|
if (!cuff_dragged && pulling && !throwing && (get_dist(src, pulling) <= 1 || pulling.loc == loc))
|
|
var/turf/T = loc
|
|
. = ..()
|
|
|
|
if (pulling && pulling.loc)
|
|
if(!isturf(pulling.loc))
|
|
stop_pulling()
|
|
return
|
|
else
|
|
if(Debug)
|
|
diary <<"pulling disappeared? at [__LINE__] in mob.dm - pulling = [pulling]"
|
|
diary <<"REPORT THIS"
|
|
|
|
/////
|
|
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/ok = 1
|
|
if (locate(/obj/item/weapon/grab, M.grabbed_by))
|
|
if (prob(75))
|
|
var/obj/item/weapon/grab/G = pick(M.grabbed_by)
|
|
if (istype(G, /obj/item/weapon/grab))
|
|
visible_message("<span class='danger'>[src] has pulled [G.affecting] from [G.assailant]'s grip.</span>")
|
|
qdel(G)
|
|
else
|
|
ok = 0
|
|
if (locate(/obj/item/weapon/grab, M.grabbed_by.len))
|
|
ok = 0
|
|
if (ok)
|
|
var/atom/movable/t = M.pulling
|
|
M.stop_pulling()
|
|
|
|
//this is the gay blood on floor shit -- Added back -- Skie
|
|
if(M.lying && !M.buckled && (prob(M.getBruteLoss() / 2)))
|
|
makeTrail(T, M)
|
|
pulling.Move(T, get_dir(pulling, T))
|
|
if(M)
|
|
M.start_pulling(t)
|
|
else
|
|
if (pulling)
|
|
pulling.Move(T, get_dir(pulling, T))
|
|
else
|
|
stop_pulling()
|
|
. = ..()
|
|
if (s_active && !(s_active in contents) && !(s_active.loc in contents))
|
|
// It's ugly. But everything related to inventory/storage is. -- c0
|
|
s_active.close(src)
|
|
|
|
/mob/living/movement_delay()
|
|
. = ..()
|
|
if(isturf(loc))
|
|
var/turf/T = loc
|
|
. += T.slowdown
|
|
switch(m_intent)
|
|
if("run")
|
|
if(drowsyness > 0)
|
|
. += 6
|
|
. += config.run_speed
|
|
if("walk")
|
|
. += config.walk_speed
|
|
|
|
/mob/living/proc/makeTrail(turf/T, mob/living/M)
|
|
if(!has_gravity(M))
|
|
return
|
|
if(ishuman(M))
|
|
var/mob/living/carbon/human/H = M
|
|
if((NOBLOOD in H.dna.species.specflags) || (!H.blood_max) || (H.bleedsuppress))
|
|
return
|
|
var/blood_exists = 0
|
|
var/trail_type = M.getTrail()
|
|
for(var/obj/effect/decal/cleanable/trail_holder/C in M.loc) //checks for blood splatter already on the floor
|
|
blood_exists = 1
|
|
if (istype(M.loc, /turf/simulated) && trail_type != null)
|
|
var/newdir = get_dir(T, M.loc)
|
|
if(newdir != M.dir)
|
|
newdir = newdir | M.dir
|
|
if(newdir == 3) //N + S
|
|
newdir = NORTH
|
|
else if(newdir == 12) //E + W
|
|
newdir = EAST
|
|
if((newdir in list(1, 2, 4, 8)) && (prob(50)))
|
|
newdir = turn(get_dir(T, M.loc), 180)
|
|
if(!blood_exists)
|
|
new /obj/effect/decal/cleanable/trail_holder(M.loc)
|
|
for(var/obj/effect/decal/cleanable/trail_holder/H in M.loc)
|
|
if((!(newdir in H.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && H.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
|
|
H.existing_dirs += newdir
|
|
H.overlays.Add(image('icons/effects/blood.dmi',trail_type,dir = newdir))
|
|
if(M.has_dna()) //blood DNA
|
|
var/mob/living/carbon/DNA_helper = M
|
|
H.blood_DNA[DNA_helper.dna.unique_enzymes] = DNA_helper.dna.blood_type
|
|
|
|
/mob/living/proc/getTrail() //silicon and simple_animals don't get blood trails
|
|
return null
|
|
|
|
/mob/living/verb/resist()
|
|
set name = "Resist"
|
|
set category = "IC"
|
|
|
|
if(!isliving(src) || next_move > world.time)
|
|
return
|
|
changeNext_move(CLICK_CD_RESIST)
|
|
|
|
//resisting grabs (as if it helps anyone...)
|
|
if(!stat && canmove && !restrained())
|
|
var/resisting = 0
|
|
for(var/obj/O in requests)
|
|
qdel(O)
|
|
resisting++
|
|
for(var/obj/item/weapon/grab/G in grabbed_by)
|
|
resisting++
|
|
if(G.state == GRAB_PASSIVE)
|
|
qdel(G)
|
|
else
|
|
if(G.state == GRAB_AGGRESSIVE)
|
|
if(prob(25))
|
|
visible_message("<span class='warning'>[src] has broken free of [G.assailant]'s grip!</span>")
|
|
qdel(G)
|
|
else
|
|
if(G.state == GRAB_NECK)
|
|
if(prob(5))
|
|
visible_message("<span class='warning'>[src] has broken free of [G.assailant]'s headlock!</span>")
|
|
qdel(G)
|
|
if(resisting)
|
|
visible_message("<span class='warning'>[src] resists!</span>")
|
|
return
|
|
|
|
//unbuckling yourself
|
|
if(buckled && last_special <= world.time)
|
|
resist_buckle()
|
|
|
|
//Breaking out of a container (Locker, sleeper, cryo...)
|
|
else if(loc && istype(loc, /obj) && !isturf(loc))
|
|
if(stat == CONSCIOUS && !stunned && !weakened && !paralysis)
|
|
var/obj/C = loc
|
|
C.container_resist(src)
|
|
|
|
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/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)
|
|
if(!ticker || !ticker.mode)
|
|
return
|
|
if(has_gravity)
|
|
clear_alert("weightless")
|
|
else
|
|
throw_alert("weightless", /obj/screen/alert/weightless)
|
|
float(!has_gravity)
|
|
|
|
/mob/living/proc/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)
|
|
floating = 1
|
|
else if(((!on || fixed) && floating))
|
|
var/final_pixel_y = get_standard_pixel_y_offset(lying)
|
|
animate(src, pixel_y = final_pixel_y, time = 10)
|
|
floating = 0
|
|
|
|
//called when the mob receives a bright flash
|
|
/mob/living/proc/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash)
|
|
if(check_eye_prot() < intensity && (override_blindness_check || !(disabilities & BLIND)))
|
|
overlay_fullscreen("flash", type)
|
|
addtimer(src, "clear_fullscreen", 25, FALSE, "flash", 25)
|
|
return 1
|
|
|
|
//this returns the mob's protection against eye damage (number between -1 and 2)
|
|
/mob/living/proc/check_eye_prot()
|
|
return 0
|
|
|
|
//this returns the mob's protection against ear damage (0 or 1)
|
|
/mob/living/proc/check_ear_prot()
|
|
return 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)
|
|
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 && what == who.get_item_by_slot(where) && Adjacent(who))
|
|
who.unEquip(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_hand()
|
|
if(what && (what.flags & NODROP))
|
|
src << "<span class='warning'>You can't put \the [what.name] on [who], it's stuck to your hand!</span>"
|
|
return
|
|
if(what)
|
|
if(!what.mob_can_equip(who, where, 1))
|
|
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))
|
|
unEquip(what)
|
|
who.equip_to_slot_if_possible(what, where, 0, 1)
|
|
add_logs(src, who, "equipped", what)
|
|
|
|
/mob/living/singularity_act()
|
|
var/gain = 20
|
|
investigate_log("([key_name(src)]) has been consumed by the singularity.","singulo") //Oh that's where the clown ended up!
|
|
gib()
|
|
return(gain)
|
|
|
|
/mob/living/singularity_pull(S, current_size)
|
|
if(current_size >= STAGE_SIX)
|
|
throw_at_fast(S,14,3, spin=1)
|
|
else
|
|
step_towards(src,S)
|
|
|
|
/mob/living/narsie_act()
|
|
if(client)
|
|
makeNewConstruct(/mob/living/simple_animal/hostile/construct/harvester, src, null, 0)
|
|
spawn_dust()
|
|
gib()
|
|
return
|
|
|
|
|
|
/atom/movable/proc/do_attack_animation(atom/A, end_pixel_y)
|
|
var/pixel_x_diff = 0
|
|
var/pixel_y_diff = 0
|
|
var/final_pixel_y = initial(pixel_y)
|
|
if(end_pixel_y)
|
|
final_pixel_y = end_pixel_y
|
|
|
|
var/direction = get_dir(src, A)
|
|
if(direction & NORTH)
|
|
pixel_y_diff = 8
|
|
else if(direction & SOUTH)
|
|
pixel_y_diff = -8
|
|
|
|
if(direction & EAST)
|
|
pixel_x_diff = 8
|
|
else if(direction & WEST)
|
|
pixel_x_diff = -8
|
|
|
|
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
|
|
animate(pixel_x = initial(pixel_x), pixel_y = final_pixel_y, time = 2)
|
|
|
|
|
|
/mob/living/do_attack_animation(atom/A)
|
|
var/final_pixel_y = get_standard_pixel_y_offset(lying)
|
|
..(A, final_pixel_y)
|
|
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
|
|
|
|
// What icon do we use for the attack?
|
|
var/image/I
|
|
if(hand && l_hand) // Attacked with item in left hand.
|
|
I = image(l_hand.icon, A, l_hand.icon_state, A.layer + 1)
|
|
else if(!hand && r_hand) // Attacked with item in right hand.
|
|
I = image(r_hand.icon, A, r_hand.icon_state, A.layer + 1)
|
|
else // Attacked with a fist?
|
|
return
|
|
|
|
// Who can see the attack?
|
|
var/list/viewing = list()
|
|
for(var/mob/M in viewers(A))
|
|
if(M.client)
|
|
viewing |= M.client
|
|
flick_overlay(I, viewing, 5) // 5 ticks/half a second
|
|
|
|
// Scale the icon.
|
|
I.transform *= 0.75
|
|
// The icon should not rotate.
|
|
I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
|
|
|
|
// Set the direction of the icon animation.
|
|
var/direction = get_dir(src, A)
|
|
if(direction & NORTH)
|
|
I.pixel_y = -16
|
|
else if(direction & SOUTH)
|
|
I.pixel_y = 16
|
|
|
|
if(direction & EAST)
|
|
I.pixel_x = -16
|
|
else if(direction & WEST)
|
|
I.pixel_x = 16
|
|
|
|
if(!direction) // Attacked self?!
|
|
I.pixel_z = 16
|
|
|
|
// And animate the attack!
|
|
animate(I, alpha = 175, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3)
|
|
|
|
/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(istype(get_turf(src), /turf/space))
|
|
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(ticker)
|
|
if(ticker.mode)
|
|
for(var/datum/gang/G in ticker.mode.gangs)
|
|
if(isnum(G.dom_timer))
|
|
stat(null, "[G.name] Gang Takeover: [max(G.dom_timer, 0)]")
|
|
|
|
/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()
|
|
|
|
/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
|
|
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 (!IsAdvancedToolUser())
|
|
src << "<span class='warning'>You don't have the dexterity to do this!</span>"
|
|
return 0
|
|
return 1 |