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-------------------------------------------- Pete Changelog: Appendicitis! It's a new disease which must be cured surgically- instructions are available on the wiki: http://tgstation13.pretentiousfool.com/wiki/index.php/Surgery Tell Petethegoat either on the forums or on IRC if you find any problems. ------------------------------------------------ Trubble has fixed a bug with the hat crates. They can now be correctly opened. ----------------------------------------------- Derp has added the Medborg. YES!!! Service borg has also recieved some minor tweaks. It can now use the Booze-o-mat. it can also extrude enzymes. ------------------------------------------------ Report any problems to them via Forums or IRC. Thankyou. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1866 316c924e-a436-60f5-8080-3fe189b3f50e
357 lines
11 KiB
Plaintext
357 lines
11 KiB
Plaintext
#define NON_CONTAGIOUS -1
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#define SPECIAL 0
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#define CONTACT_GENERAL 1
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#define CONTACT_HANDS 2
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#define CONTACT_FEET 3
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#define AIRBORNE 4
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#define BLOOD 5
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#define SCANNER 1
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#define PANDEMIC 2
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/*
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IMPORTANT NOTE: Please delete the diseases by using cure() proc or del() instruction.
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Diseases are referenced in a global list, so simply setting mob or obj vars
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to null does not delete the object itself. Thank you.
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*/
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/datum/disease
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var/form = "Virus" //During medscans, what the disease is referred to as
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var/name = "No disease"
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var/stage = 1 //all diseases start at stage 1
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var/max_stages = 0.0
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var/cure = null
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var/cure_id = null// reagent.id or list containing them
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var/cure_list = null // allows for multiple possible cure combinations
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var/cure_chance = 8//chance for the cure to do its job
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var/spread = null //spread type description
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var/spread_type = AIRBORNE
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var/contagious_period = 0//the disease stage when it can be spread
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var/list/affected_species = list()
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var/mob/living/carbon/affected_mob = null //the mob which is affected by disease.
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var/holder = null //the atom containing the disease (mob or obj)
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var/carrier = 0.0 //there will be a small chance that the person will be a carrier
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var/curable = 0 //can this disease be cured? (By itself...)
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var/list/strain_data = list() //This is passed on to infectees
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var/stage_prob = 4 // probability of advancing to next stage, default 5% per check
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var/agent = "some microbes"//name of the disease agent
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var/permeability_mod = 1//permeability modifier coefficient.
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var/desc = null//description. Leave it null and this disease won't show in med records.
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var/severity = null//severity descr
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var/longevity = 250//time in "ticks" the virus stays in inanimate object (blood stains, corpses, etc). In syringes, bottles and beakers it stays infinitely.
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var/list/hidden = list(0, 0)
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// if hidden[1] is true, then virus is hidden from medical scanners
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// if hidden[2] is true, then virus is hidden from PANDEMIC machine
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/datum/disease/proc/stage_act()
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var/cure_present = has_cure()
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//world << "[cure_present]"
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if(carrier&&!cure_present)
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//world << "[affected_mob] is carrier"
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return
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spread = (cure_present?"Remissive":initial(spread))
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if(stage > max_stages)
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stage = max_stages
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if(stage_prob != 0 && prob(stage_prob) && stage != max_stages && !cure_present) //now the disease shouldn't get back up to stage 4 in no time
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stage++
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if(stage != 1 && (prob(1) || (cure_present && prob(cure_chance))))
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stage--
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else if(stage <= 1 && ((prob(1) && curable) || (cure_present && prob(cure_chance))))
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// world << "Cured as stage act"
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cure()
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return
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return
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/datum/disease/proc/has_cure()//check if affected_mob has required reagents.
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if(!cure_id) return 0
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var/result = 1
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if(cure_list == list(cure_id))
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if(istype(cure_id, /list))
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for(var/C_id in cure_id)
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if(!affected_mob.reagents.has_reagent(C_id))
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result = 0
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else if(!affected_mob.reagents.has_reagent(cure_id))
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result = 0
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else
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for(var/C_list in cure_list)
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if(istype(C_list, /list))
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for(var/C_id in cure_id)
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if(!affected_mob.reagents.has_reagent(C_id))
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result = 0
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else if(!affected_mob.reagents.has_reagent(C_list))
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result = 0
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return result
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/mob/proc/contract_disease(var/datum/disease/virus, var/skip_this = 0, var/force_species_check=1)
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// world << "Contract_disease called by [src] with virus [virus]"
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if(stat >=2) return
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if(virus.type in resistances)
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if(prob(99.9)) return
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resistances.Remove(virus.type)//the resistance is futile
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for(var/datum/disease/D in viruses)
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if(istype(D, virus.type))
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return // two viruses of the same kind can't infect a body at once!!
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if(force_species_check)
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var/fail = 1
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for(var/name in virus.affected_species)
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var/mob_type = text2path("/mob/living/carbon/[lowertext(name)]")
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if(mob_type && istype(src, mob_type))
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fail = 0
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break
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if(fail) return
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if(skip_this == 1)
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//if(src.virus) < -- this used to replace the current disease. Not anymore!
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//src.virus.cure(0)
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var/datum/disease/v = new virus.type
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src.viruses += v
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v.affected_mob = src
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v.strain_data = v.strain_data.Copy()
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v.holder = src
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if(prob(5))
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v.carrier = 1
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return
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//if(src.virus) //
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//return //
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/*
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var/list/clothing_areas = list()
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var/list/covers = list(UPPER_TORSO,LOWER_TORSO,LEGS,FEET,ARMS,HANDS)
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for(var/Covers in covers)
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clothing_areas[Covers] = list()
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for(var/obj/item/clothing/Clothing in src)
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if(Clothing)
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for(var/Covers in covers)
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if(Clothing&Covers)
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clothing_areas[Covers] += Clothing
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*/
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if(prob(15/virus.permeability_mod)) return //the power of immunity compels this disease!
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var/obj/item/clothing/Cl = null
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var/passed = 1
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//chances to target this zone
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var/head_ch
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var/body_ch
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var/hands_ch
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var/feet_ch
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switch(virus.spread_type)
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if(CONTACT_HANDS)
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head_ch = 0
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body_ch = 0
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hands_ch = 100
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feet_ch = 0
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if(CONTACT_FEET)
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head_ch = 0
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body_ch = 0
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hands_ch = 0
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feet_ch = 100
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else
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head_ch = 100
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body_ch = 100
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hands_ch = 25
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feet_ch = 25
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var/target_zone = pick(head_ch;1,body_ch;2,hands_ch;3,feet_ch;4)//1 - head, 2 - body, 3 - hands, 4- feet
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if(istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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switch(target_zone)
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if(1)
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if(isobj(H.head))
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Cl = H.head
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passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
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// world << "Head pass [passed]"
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if(passed && isobj(H.wear_mask))
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Cl = H.wear_mask
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passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
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// world << "Mask pass [passed]"
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if(2)//arms and legs included
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if(isobj(H.wear_suit))
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Cl = H.wear_suit
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passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
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// world << "Suit pass [passed]"
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if(passed && isobj(H.slot_w_uniform))
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Cl = H.slot_w_uniform
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passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
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// world << "Uniform pass [passed]"
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if(3)
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if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&HANDS)
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Cl = H.wear_suit
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passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
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// world << "Suit pass [passed]"
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if(passed && isobj(H.gloves))
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Cl = H.gloves
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passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
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// world << "Gloves pass [passed]"
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if(4)
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if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&FEET)
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Cl = H.wear_suit
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passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
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// world << "Suit pass [passed]"
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if(passed && isobj(H.shoes))
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Cl = H.shoes
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passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
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// world << "Shoes pass [passed]"
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else
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src << "Something strange's going on, something's wrong."
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/*if("feet")
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if(H.shoes && istype(H.shoes, /obj/item/clothing/))
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Cl = H.shoes
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passed = prob(Cl.permeability_coefficient*100)
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//
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world << "Shoes pass [passed]"
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*/ //
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else if(istype(src, /mob/living/carbon/monkey))
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var/mob/living/carbon/monkey/M = src
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switch(target_zone)
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if(1)
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if(M.wear_mask && isobj(M.wear_mask))
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Cl = M.wear_mask
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passed = prob(Cl.permeability_coefficient*100+virus.permeability_mod)
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//world << "Mask pass [passed]"
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if(passed && virus.spread_type == AIRBORNE && internals)
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passed = (prob(50*virus.permeability_mod))
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if(passed)
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//world << "Infection in the mob [src]. YAY"
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/*
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var/score = 0
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if(istype(src, /mob/living/carbon/human))
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if(src:gloves) score += 5
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if(istype(src:wear_suit, /obj/item/clothing/suit/space)) score += 10
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if(istype(src:wear_suit, /obj/item/clothing/suit/bio_suit)) score += 10
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if(istype(src:head, /obj/item/clothing/head/helmet/space)) score += 5
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if(istype(src:head, /obj/item/clothing/head/bio_hood)) score += 5
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if(wear_mask)
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score += 5
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if((istype(src:wear_mask, /obj/item/clothing/mask) || istype(src:wear_mask, /obj/item/clothing/mask/surgical)) && !internal)
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score += 5
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if(internal)
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score += 5
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if(score > 20)
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return
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else if(score == 20 && prob(95))
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return
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else if(score >= 15 && prob(75))
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return
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else if(score >= 10 && prob(55))
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return
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else if(score >= 5 && prob(35))
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return
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else if(prob(15))
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return
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else*/
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var/datum/disease/v = new virus.type
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src.viruses += v
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v.affected_mob = src
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v.strain_data = v.strain_data.Copy()
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v.holder = src
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if(prob(5))
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v.carrier = 1
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return
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return
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/datum/disease/proc/spread(var/atom/source=null)
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//world << "Disease [src] proc spread was called from holder [source]"
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if(spread_type == SPECIAL || spread_type == NON_CONTAGIOUS)//does not spread
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return
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if(stage < contagious_period) //the disease is not contagious at this stage
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return
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if(!source)//no holder specified
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if(affected_mob)//no mob affected holder
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source = affected_mob
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else //no source and no mob affected. Rogue disease. Break
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return
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var/check_range = AIRBORNE//defaults to airborne - range 4
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if(spread_type != AIRBORNE && spread_type != SPECIAL)
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check_range = 0 // everything else, like infect-on-contact things, only infect things on top of it
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for(var/mob/living/carbon/M in oviewers(check_range, source))
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M.contract_disease(src)
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return
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/datum/disease/proc/process()
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if(!holder) return
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if(prob(65))
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spread(holder)
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if(affected_mob)
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for(var/datum/disease/D in affected_mob.viruses)
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if(D != src)
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if(istype(src, D.type))
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del(D) // if there are somehow two viruses of the same kind in the system, delete the other one
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if(holder == affected_mob)
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if(affected_mob.stat < 2) //he's alive
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stage_act()
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else //he's dead.
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if(spread_type!=SPECIAL)
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spread_type = CONTACT_GENERAL
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affected_mob = null
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if(!affected_mob) //the virus is in inanimate obj
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// world << "[src] longevity = [longevity]"
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if(prob(70))
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if(--longevity<=0)
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cure(0)
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return
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/datum/disease/proc/cure(var/resistance=1)//if resistance = 0, the mob won't develop resistance to disease
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if(resistance && affected_mob && !(type in affected_mob.resistances))
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// world << "Setting res to [src]"
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var/saved_type = "[type]"//copy the value, not create the reference to it, so when the object is deleted, the value remains.
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affected_mob.resistances += text2path(saved_type)
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if(istype(src, /datum/disease/alien_embryo))//Get rid of the flag.
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affected_mob.alien_egg_flag = 0
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// world << "Removing [src]"
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spawn(0)
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del(src)
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return
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/datum/disease/New(var/process=1)//process = 1 - adding the object to global list. List is processed by master controller.
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cure_list = list(cure_id) // to add more cures, add more vars to this list in the actual disease's New()
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if(process) // Viruses in list are considered active.
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active_diseases += src
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/*
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/datum/disease/Del()
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active_diseases.Remove(src)
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*/
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