Files
vgstation13/code/modules/mob/mob.dm
elly1989@rocketmail.com 15c63e6bbf Added an instance counter to the status panel for admins. It just shows world.contents.len
It might be helpful in identifying stuff which isn't getting garbage collected properly.
u 
TODO: move those server stats onto another tab because they are kinda annoying if you actually want to play as an alium or something.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4940 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-23 04:58:24 +00:00

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