git commit death
This commit is contained in:
@@ -1035,57 +1035,6 @@
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/mob/living/can_be_pulled()
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return ..() && !(buckled && buckled.buckle_prevents_pull)
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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//Robots, animals and brains have their own version so don't worry about them
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/mob/living/proc/update_canmove()
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var/ko = IsKnockdown() || IsUnconscious() || (stat && (stat != SOFT_CRIT || pulledby)) || (HAS_TRAIT(src, TRAIT_DEATHCOMA))
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var/move_and_fall = stat == SOFT_CRIT && !pulledby
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var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
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var/buckle_lying = !(buckled && !buckled.buckle_lying)
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var/has_legs = get_num_legs()
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var/has_arms = get_num_arms()
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var/ignore_legs = get_leg_ignore()
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var/pinned = resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
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if(ko || move_and_fall || IsStun() || chokehold) // Cit change - makes resting not force you to drop everything
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drop_all_held_items()
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unset_machine()
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if(pulling)
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stop_pulling()
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else if(resting) //CIT CHANGE - makes resting make you stop pulling and interacting with machines
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unset_machine() //CIT CHANGE - Ditto!
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if(pulling) //CIT CHANGE - Ditto.
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stop_pulling() //CIT CHANGE - Ditto...
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else if(has_legs || ignore_legs)
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lying = 0
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if (pulledby)
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var/mob/living/L = pulledby
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L.update_pull_movespeed()
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if(buckled)
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lying = 90*buckle_lying
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else if(!lying)
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if(resting)
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lying = pick(90, 270) // Cit change - makes resting not force you to drop your held items
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if(has_gravity()) // Cit change - Ditto
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playsound(src, "bodyfall", 50, 1) // Cit change - Ditto!
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else if(ko || move_and_fall || (!has_legs && !ignore_legs) || chokehold)
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fall(forced = 1)
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canmove = !(ko || recoveringstam || pinned || IsStun() || IsFrozen() || chokehold || buckled || (!has_legs && !ignore_legs && !has_arms)) //Cit change - makes it plausible to move while resting, adds pinning and stamina crit
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density = !lying
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if(lying)
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if(layer == initial(layer)) //to avoid special cases like hiding larvas.
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layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
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else
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if(layer == LYING_MOB_LAYER)
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layer = initial(layer)
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update_transform()
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if(!lying && lying_prev)
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if(client)
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client.move_delay = world.time + movement_delay()
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lying_prev = lying
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if(canmove && !intentionalresting && iscarbon(src) && client && client.prefs && client.prefs.autostand)//CIT CHANGE - adds autostanding as a preference
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addtimer(CALLBACK(src, .proc/resist_a_rest, TRUE), 0) //CIT CHANGE - ditto
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return canmove
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/mob/living/proc/AddAbility(obj/effect/proc_holder/A)
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abilities.Add(A)
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A.on_gain(src)
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@@ -0,0 +1,227 @@
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//Stuff like mobility flag updates, resting updates, etc.
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//Force-set resting variable, without needing to resist/etc.
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/mob/living/proc/set_resting(new_resting, silent = FALSE, updating = TRUE)
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resting = new_resting
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if(!silent)
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to_chat(src, "<span class='notice'>You are now [resting? "resting" : "getting up"].</span>")
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update_resting(updating)
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/mob/living/proc/update_resting(update_mobility = TRUE)
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if(update_mobility)
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update_mobility()
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//Force mob to rest, does NOT do stamina damage.
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//It's really not recommended to use this proc to give feedback, hence why silent is defaulting to true.
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/mob/living/proc/KnockToFloor(disarm_items = FALSE, silent = TRUE, updating = TRUE)
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if(!silent)
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to_chat(src, "<span class='warning'>You are knocked to the floor!</span>")
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set_resting(TRUE, TRUE, updating)
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if(disarm_items)
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drop_all_held_items()
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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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if(client && client.prefs && client.prefs.autostand)
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intentionalresting = !intentionalresting
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to_chat(src, "<span class='notice'>You are now attempting to [intentionalresting ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
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if(intentionalresting && !resting)
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resting = TRUE
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update_canmove()
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else
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resist_a_rest()
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else
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if(!resting)
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resting = TRUE
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to_chat(src, "<span class='notice'>You are now laying down.</span>")
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update_canmove()
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else
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resist_a_rest()
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/mob/living/proc/resist_a_rest(automatic = FALSE, ignoretimer = FALSE) //Lets mobs resist out of resting. Major QOL change with combat reworks.
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if(!resting || stat || attemptingstandup)
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return FALSE
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if(ignoretimer)
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resting = FALSE
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update_canmove()
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return TRUE
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else
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var/totaldelay = 3 //A little bit less than half of a second as a baseline for getting up from a rest
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if(getStaminaLoss() >= STAMINA_SOFTCRIT)
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to_chat(src, "<span class='warning'>You're too exhausted to get up!")
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return FALSE
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attemptingstandup = TRUE
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var/health_deficiency = max((maxHealth - (health - getStaminaLoss()))*0.5, 0)
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if(!has_gravity())
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health_deficiency = health_deficiency*0.2
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totaldelay += health_deficiency
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var/standupwarning = "[src] and everyone around them should probably yell at the dev team"
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switch(health_deficiency)
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if(-INFINITY to 10)
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standupwarning = "[src] stands right up!"
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if(10 to 35)
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standupwarning = "[src] tries to stand up."
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if(35 to 60)
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standupwarning = "[src] slowly pushes [p_them()]self upright."
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if(60 to 80)
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standupwarning = "[src] weakly attempts to stand up."
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if(80 to INFINITY)
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standupwarning = "[src] struggles to stand up."
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var/usernotice = automatic ? "<span class='notice'>You are now getting up. (Auto)</span>" : "<span class='notice'>You are now getting up.</span>"
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visible_message("<span class='notice'>[standupwarning]</span>", usernotice, vision_distance = 5)
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if(do_after(src, totaldelay, target = src))
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resting = FALSE
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attemptingstandup = FALSE
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update_canmove()
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return TRUE
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else
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visible_message("<span class='notice'>[src] falls right back down.</span>", "<span class='notice'>You fall right back down.</span>")
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attemptingstandup = FALSE
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if(has_gravity())
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playsound(src, "bodyfall", 20, 1)
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return FALSE
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/*
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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//Robots, animals and brains have their own version so don't worry about them
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/mob/living/proc/update_mobility()
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var/stat_softcrit = stat == SOFT_CRIT
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var/stat_conscious = (stat == CONSCIOUS) || stat_softcrit
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var/conscious = !IsUnconscious() && stat_conscious && !HAS_TRAIT(src, TRAIT_DEATHCOMA)
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var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
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var/restrained = restrained()
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var/has_legs = get_num_legs()
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var/has_arms = get_num_arms()
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var/paralyzed = IsParalyzed()
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var/stun = IsStun()
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var/knockdown = IsKnockdown()
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var/ignore_legs = get_leg_ignore()
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var/canmove = !IsImmobilized() && !stun && conscious && !paralyzed && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && !IS_IN_STASIS(src) && (has_arms || ignore_legs || has_legs)
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if(canmove)
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mobility_flags |= MOBILITY_MOVE
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else
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mobility_flags &= ~MOBILITY_MOVE
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var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyzed && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying)
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var/canstand = canstand_involuntary && !resting
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var/should_be_lying = !canstand
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if(buckled)
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if(buckled.buckle_lying != -1)
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should_be_lying = buckled.buckle_lying
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if(should_be_lying)
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mobility_flags &= ~MOBILITY_STAND
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if(buckled)
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if(buckled.buckle_lying != -1)
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lying = buckled.buckle_lying
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if(!lying) //force them on the ground
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lying = pick(90, 270)
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else
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mobility_flags |= MOBILITY_STAND
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lying = 0
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if(should_be_lying || restrained || incapacitated())
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mobility_flags &= ~(MOBILITY_UI|MOBILITY_PULL)
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else
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mobility_flags |= MOBILITY_UI|MOBILITY_PULL
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var/canitem = !paralyzed && !stun && conscious && !chokehold && !restrained && has_arms
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if(canitem)
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mobility_flags |= (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_STORAGE)
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else
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mobility_flags &= ~(MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_STORAGE)
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if(!(mobility_flags & MOBILITY_USE))
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drop_all_held_items()
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if(!(mobility_flags & MOBILITY_PULL))
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if(pulling)
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stop_pulling()
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if(!(mobility_flags & MOBILITY_UI))
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unset_machine()
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density = !lying
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if(lying)
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if(!lying_prev)
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fall(!canstand_involuntary)
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if(layer == initial(layer)) //to avoid special cases like hiding larvas.
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layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
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else
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if(layer == LYING_MOB_LAYER)
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layer = initial(layer)
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update_transform()
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lying_prev = lying
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// Movespeed mods based on arms/legs quantity
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if(!get_leg_ignore())
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var/limbless_slowdown = 0
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// These checks for <2 should be swapped out for something else if we ever end up with a species with more than 2
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if(has_legs < 2)
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limbless_slowdown += 6 - (has_legs * 3)
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if(!has_legs && has_arms < 2)
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limbless_slowdown += 6 - (has_arms * 3)
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if(limbless_slowdown)
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add_movespeed_modifier(MOVESPEED_ID_LIVING_LIMBLESS, update=TRUE, priority=100, override=TRUE, multiplicative_slowdown=limbless_slowdown, movetypes=GROUND)
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else
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remove_movespeed_modifier(MOVESPEED_ID_LIVING_LIMBLESS, update=TRUE)
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*/
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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//Robots, animals and brains have their own version so don't worry about them
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/mob/living/proc/update_canmove()
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/*
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var/ko = IsKnockdown() || IsUnconscious() || (stat && (stat != SOFT_CRIT || pulledby)) || (HAS_TRAIT(src, TRAIT_DEATHCOMA))
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var/move_and_fall = stat == SOFT_CRIT && !pulledby
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var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
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var/buckle_lying = !(buckled && !buckled.buckle_lying)
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var/has_legs = get_num_legs()
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var/has_arms = get_num_arms()
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var/ignore_legs = get_leg_ignore()
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var/pinned = resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
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if(ko || move_and_fall || IsStun() || chokehold) // Cit change - makes resting not force you to drop everything
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drop_all_held_items()
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unset_machine()
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if(pulling)
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stop_pulling()
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else if(resting) //CIT CHANGE - makes resting make you stop pulling and interacting with machines
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unset_machine() //CIT CHANGE - Ditto!
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if(pulling) //CIT CHANGE - Ditto.
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stop_pulling() //CIT CHANGE - Ditto...
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else if(has_legs || ignore_legs)
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lying = 0
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if (pulledby)
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var/mob/living/L = pulledby
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L.update_pull_movespeed()
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if(buckled)
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lying = 90*buckle_lying
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else if(!lying)
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if(resting)
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lying = pick(90, 270) // Cit change - makes resting not force you to drop your held items
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if(has_gravity()) // Cit change - Ditto
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playsound(src, "bodyfall", 50, 1) // Cit change - Ditto!
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else if(ko || move_and_fall || (!has_legs && !ignore_legs) || chokehold)
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fall(forced = 1)
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canmove = !(ko || recoveringstam || pinned || IsStun() || IsFrozen() || chokehold || buckled || (!has_legs && !ignore_legs && !has_arms)) //Cit change - makes it plausible to move while resting, adds pinning and stamina crit
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density = !lying
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if(lying)
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if(layer == initial(layer)) //to avoid special cases like hiding larvas.
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layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
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else
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if(layer == LYING_MOB_LAYER)
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layer = initial(layer)
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update_transform()
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if(!lying && lying_prev)
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if(client)
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client.move_delay = world.time + movement_delay()
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lying_prev = lying
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if(canmove && !intentionalresting && iscarbon(src) && client && client.prefs && client.prefs.autostand)//CIT CHANGE - adds autostanding as a preference
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addtimer(CALLBACK(src, .proc/resist_a_rest, TRUE), 0) //CIT CHANGE - ditto
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return canmove
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*/
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@@ -2,19 +2,38 @@
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//The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness,
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// eye damage, eye_blind, eye_blurry, druggy, TRAIT_BLIND trait, and TRAIT_NEARSIGHT trait.
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// YEEHAW GAMERS STAMINA REWORK PROC GETS TO BE FIRST
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// amount = strength
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// updating = update mobility etc etc
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// ignore_castun = same logic as Paralyze() in general
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// override_duration = If this is set, does Paralyze() for this duration.
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// override_stam = If this is set, does this amount of stamina damage.
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/mob/living/proc/DefaultCombatKnockdown(amount, updating = TRUE, ignore_canstun = FALSE, override_duration, override_stam)
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if(!iscarbon(src))
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return Paralyze(amount, updating, ignore_canstun)
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if(istype(buckled, /obj/vehicle/ridden))
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buckled.unbuckle_mob(src)
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var/drop_items = amount > 80 //80 is cutoff for old item dropping behavior
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var/stamdmg = isnull(override_stam)? (amount * 0.25) : override_stam
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KnockToFloor(drop_items, TRUE, updating)
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adjustStaminaLoss(stamdmg)
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if(!isnull(override_duration))
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Paralyze(override_duration)
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////////////////////////////// STUN ////////////////////////////////////
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/mob/living/IsStun() //If we're stunned
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_IsStun() //If we're stunned
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return has_status_effect(STATUS_EFFECT_STUN)
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/mob/living/proc/AmountStun() //How many deciseconds remain in our stun
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AmountStun() //How many deciseconds remain in our stun
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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if(S)
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return S.duration - world.time
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return 0
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/mob/living/proc/Stun(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_Stun(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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@@ -25,7 +44,9 @@
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S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
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return S
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/mob/living/proc/SetStun(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_SetStun(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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if(amount <= 0)
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@@ -40,7 +61,9 @@
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S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
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return S
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/mob/living/proc/AdjustStun(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AdjustStun(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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@@ -53,34 +76,38 @@
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///////////////////////////////// KNOCKDOWN /////////////////////////////////////
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/mob/living/IsKnockdown() //If we're knocked down
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_IsKnockdown() //If we're knocked down
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return has_status_effect(STATUS_EFFECT_KNOCKDOWN)
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/mob/living/proc/AmountKnockdown() //How many deciseconds remain in our knockdown
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AmountKnockdown() //How many deciseconds remain in our knockdown
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(K)
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return K.duration - world.time
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return 0
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||||
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/mob/living/proc/Knockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg) //Can't go below remaining duration
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canknockdown)
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if(absorb_stun(isnull(override_hardstun)? amount : override_hardstun, ignore_canknockdown))
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_Knockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||
if(K)
|
||||
K.duration = max(world.time + (isnull(override_hardstun)? amount : override_hardstun), K.duration)
|
||||
else if((amount || override_hardstun) > 0)
|
||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating, override_hardstun, override_stamdmg)
|
||||
K.duration = max(world.time + amount, K.duration)
|
||||
else if(amount > 0)
|
||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||
return K
|
||||
|
||||
/mob/living/proc/SetKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE) //Sets remaining duration
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canknockdown)
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_SetKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||
if(amount <= 0)
|
||||
if(K)
|
||||
qdel(K)
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canknockdown))
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(K)
|
||||
K.duration = world.time + amount
|
||||
@@ -88,9 +115,11 @@
|
||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||
return K
|
||||
|
||||
/mob/living/proc/AdjustKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE) //Adds to remaining duration
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canknockdown)
|
||||
if(absorb_stun(amount, ignore_canknockdown))
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_AdjustKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||
if(K)
|
||||
@@ -99,6 +128,230 @@
|
||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||
return K
|
||||
|
||||
///////////////////////////////// IMMOBILIZED ////////////////////////////////////
|
||||
/mob/living/proc/IsImmobilized() //If we're immobilized
|
||||
return has_status_effect(STATUS_EFFECT_IMMOBILIZED)
|
||||
|
||||
/mob/living/proc/AmountImmobilized() //How many deciseconds remain in our Immobilized status effect
|
||||
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
|
||||
if(I)
|
||||
return I.duration - world.time
|
||||
return 0
|
||||
|
||||
/mob/living/proc/Immobilize(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
|
||||
if(I)
|
||||
I.duration = max(world.time + amount, I.duration)
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
|
||||
return I
|
||||
|
||||
/mob/living/proc/SetImmobilized(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
|
||||
if(amount <= 0)
|
||||
if(I)
|
||||
qdel(I)
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(I)
|
||||
I.duration = world.time + amount
|
||||
else
|
||||
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
|
||||
return I
|
||||
|
||||
/mob/living/proc/AdjustImmobilized(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
|
||||
if(I)
|
||||
I.duration += amount
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
|
||||
return I
|
||||
|
||||
///////////////////////////////// PARALYZED //////////////////////////////////
|
||||
/mob/living/proc/IsParalyzed() //If we're immobilized
|
||||
return has_status_effect(STATUS_EFFECT_PARALYZED)
|
||||
|
||||
/mob/living/proc/AmountParalyzed() //How many deciseconds remain in our Paralyzed status effect
|
||||
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
|
||||
if(P)
|
||||
return P.duration - world.time
|
||||
return 0
|
||||
|
||||
/mob/living/proc/Paralyze(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
|
||||
if(P)
|
||||
P.duration = max(world.time + amount, P.duration)
|
||||
else if(amount > 0)
|
||||
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
|
||||
return P
|
||||
|
||||
/mob/living/proc/SetParalyzed(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
|
||||
if(amount <= 0)
|
||||
if(P)
|
||||
qdel(P)
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(P)
|
||||
P.duration = world.time + amount
|
||||
else
|
||||
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
|
||||
return P
|
||||
|
||||
/mob/living/proc/AdjustParalyzed(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
|
||||
if(P)
|
||||
P.duration += amount
|
||||
else if(amount > 0)
|
||||
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
|
||||
return P
|
||||
|
||||
//Blanket
|
||||
/mob/living/proc/AllImmobility(amount, updating)
|
||||
Paralyze(amount, FALSE)
|
||||
Knockdown(amount, FALSE)
|
||||
Stun(amount, FALSE)
|
||||
Immobilize(amount, FALSE)
|
||||
if(updating)
|
||||
update_mobility()
|
||||
|
||||
/mob/living/proc/SetAllImmobility(amount, updating)
|
||||
SetParalyzed(amount, FALSE)
|
||||
SetKnockdown(amount, FALSE)
|
||||
SetStun(amount, FALSE)
|
||||
SetImmobilized(amount, FALSE)
|
||||
if(updating)
|
||||
update_mobility()
|
||||
|
||||
/mob/living/proc/AdjustAllImmobility(amount, updating)
|
||||
AdjustParalyzed(amount, FALSE)
|
||||
AdjustKnockdown(amount, FALSE)
|
||||
AdjustStun(amount, FALSE)
|
||||
AdjustImmobilized(amount, FALSE)
|
||||
if(updating)
|
||||
update_mobility()
|
||||
|
||||
//////////////////UNCONSCIOUS
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_IsUnconscious() //If we're unconscious
|
||||
return has_status_effect(STATUS_EFFECT_UNCONSCIOUS)
|
||||
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_AmountUnconscious() //How many deciseconds remain in our unconsciousness
|
||||
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||
if(U)
|
||||
return U.duration - world.time
|
||||
return 0
|
||||
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_Unconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||
if(U)
|
||||
U.duration = max(world.time + amount, U.duration)
|
||||
else if(amount > 0)
|
||||
U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
|
||||
return U
|
||||
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_SetUnconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||
if(amount <= 0)
|
||||
if(U)
|
||||
qdel(U)
|
||||
else if(U)
|
||||
U.duration = world.time + amount
|
||||
else
|
||||
U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
|
||||
return U
|
||||
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_AdjustUnconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||
if(U)
|
||||
U.duration += amount
|
||||
else if(amount > 0)
|
||||
U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
|
||||
return U
|
||||
|
||||
/////////////////////////////////// SLEEPING ////////////////////////////////////
|
||||
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_IsSleeping() //If we're asleep
|
||||
return has_status_effect(STATUS_EFFECT_SLEEPING)
|
||||
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_AmountSleeping() //How many deciseconds remain in our sleep
|
||||
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||
if(S)
|
||||
return S.duration - world.time
|
||||
return 0
|
||||
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_Sleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||
if(S)
|
||||
S.duration = max(world.time + amount, S.duration)
|
||||
else if(amount > 0)
|
||||
S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
|
||||
return S
|
||||
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_SetSleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||
if(amount <= 0)
|
||||
if(S)
|
||||
qdel(S)
|
||||
else if(S)
|
||||
S.duration = world.time + amount
|
||||
else
|
||||
S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
|
||||
return S
|
||||
|
||||
/mob/living/proc/_MOBILITYFLAGTEMPORARY_AdjustSleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||
if(S)
|
||||
S.duration += amount
|
||||
else if(amount > 0)
|
||||
S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
|
||||
return S
|
||||
|
||||
///////////////////////////////// FROZEN /////////////////////////////////////
|
||||
|
||||
/mob/living/proc/IsFrozen()
|
||||
@@ -119,8 +372,10 @@
|
||||
"visible_message" = message, "self_message" = self_message, "examine_message" = examine_message)
|
||||
|
||||
/mob/living/proc/absorb_stun(amount, ignoring_flag_presence)
|
||||
if(!amount || amount <= 0 || stat || ignoring_flag_presence || !islist(stun_absorption))
|
||||
if(amount < 0 || stat || ignoring_flag_presence || !islist(stun_absorption))
|
||||
return FALSE
|
||||
if(!amount)
|
||||
amount = 0
|
||||
var/priority_absorb_key
|
||||
var/highest_priority
|
||||
for(var/i in stun_absorption)
|
||||
@@ -128,20 +383,20 @@
|
||||
priority_absorb_key = stun_absorption[i]
|
||||
highest_priority = priority_absorb_key["priority"]
|
||||
if(priority_absorb_key)
|
||||
if(priority_absorb_key["visible_message"] || priority_absorb_key["self_message"])
|
||||
if(priority_absorb_key["visible_message"] && priority_absorb_key["self_message"])
|
||||
visible_message("<span class='warning'>[src][priority_absorb_key["visible_message"]]</span>", "<span class='boldwarning'>[priority_absorb_key["self_message"]]</span>")
|
||||
else if(priority_absorb_key["visible_message"])
|
||||
visible_message("<span class='warning'>[src][priority_absorb_key["visible_message"]]</span>")
|
||||
else if(priority_absorb_key["self_message"])
|
||||
to_chat(src, "<span class='boldwarning'>[priority_absorb_key["self_message"]]</span>")
|
||||
priority_absorb_key["stuns_absorbed"] += amount
|
||||
if(amount) //don't spam up the chat for continuous stuns
|
||||
if(priority_absorb_key["visible_message"] || priority_absorb_key["self_message"])
|
||||
if(priority_absorb_key["visible_message"] && priority_absorb_key["self_message"])
|
||||
visible_message("<span class='warning'>[src][priority_absorb_key["visible_message"]]</span>", "<span class='boldwarning'>[priority_absorb_key["self_message"]]</span>")
|
||||
else if(priority_absorb_key["visible_message"])
|
||||
visible_message("<span class='warning'>[src][priority_absorb_key["visible_message"]]</span>")
|
||||
else if(priority_absorb_key["self_message"])
|
||||
to_chat(src, "<span class='boldwarning'>[priority_absorb_key["self_message"]]</span>")
|
||||
priority_absorb_key["stuns_absorbed"] += amount
|
||||
return TRUE
|
||||
|
||||
/////////////////////////////////// DISABILITIES ////////////////////////////////////
|
||||
|
||||
/mob/living/proc/add_quirk(quirktype, spawn_effects) //separate proc due to the way these ones are handled
|
||||
if(has_quirk(quirktype))
|
||||
if(HAS_TRAIT(src, quirktype))
|
||||
return
|
||||
var/datum/quirk/T = quirktype
|
||||
var/qname = initial(T.name)
|
||||
@@ -162,20 +417,23 @@
|
||||
if(Q.type == quirktype)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/////////////////////////////////// TRAIT PROCS ////////////////////////////////////
|
||||
|
||||
/mob/living/proc/cure_blind(list/sources)
|
||||
REMOVE_TRAIT(src, TRAIT_BLIND, sources)
|
||||
/mob/living/proc/cure_blind(source)
|
||||
REMOVE_TRAIT(src, TRAIT_BLIND, source)
|
||||
if(!HAS_TRAIT(src, TRAIT_BLIND))
|
||||
adjust_blindness(-1)
|
||||
update_blindness()
|
||||
|
||||
/mob/living/proc/become_blind(source)
|
||||
if(!HAS_TRAIT(src, TRAIT_BLIND))
|
||||
blind_eyes(1)
|
||||
ADD_TRAIT(src, TRAIT_BLIND, source)
|
||||
if(!HAS_TRAIT(src, TRAIT_BLIND)) // not blind already, add trait then overlay
|
||||
ADD_TRAIT(src, TRAIT_BLIND, source)
|
||||
update_blindness()
|
||||
else
|
||||
ADD_TRAIT(src, TRAIT_BLIND, source)
|
||||
|
||||
/mob/living/proc/cure_nearsighted(list/sources)
|
||||
REMOVE_TRAIT(src, TRAIT_NEARSIGHT, sources)
|
||||
/mob/living/proc/cure_nearsighted(source)
|
||||
REMOVE_TRAIT(src, TRAIT_NEARSIGHT, source)
|
||||
if(!HAS_TRAIT(src, TRAIT_NEARSIGHT))
|
||||
clear_fullscreen("nearsighted")
|
||||
|
||||
@@ -184,8 +442,8 @@
|
||||
overlay_fullscreen("nearsighted", /obj/screen/fullscreen/impaired, 1)
|
||||
ADD_TRAIT(src, TRAIT_NEARSIGHT, source)
|
||||
|
||||
/mob/living/proc/cure_husk(list/sources)
|
||||
REMOVE_TRAIT(src, TRAIT_HUSK, sources)
|
||||
/mob/living/proc/cure_husk(source)
|
||||
REMOVE_TRAIT(src, TRAIT_HUSK, source)
|
||||
if(!HAS_TRAIT(src, TRAIT_HUSK))
|
||||
REMOVE_TRAIT(src, TRAIT_DISFIGURED, "husk")
|
||||
update_body()
|
||||
@@ -193,14 +451,15 @@
|
||||
|
||||
/mob/living/proc/become_husk(source)
|
||||
if(!HAS_TRAIT(src, TRAIT_HUSK))
|
||||
ADD_TRAIT(src, TRAIT_HUSK, source)
|
||||
ADD_TRAIT(src, TRAIT_DISFIGURED, "husk")
|
||||
update_body()
|
||||
. = TRUE
|
||||
ADD_TRAIT(src, TRAIT_HUSK, source)
|
||||
else
|
||||
ADD_TRAIT(src, TRAIT_HUSK, source)
|
||||
|
||||
/mob/living/proc/cure_fakedeath(list/sources)
|
||||
REMOVE_TRAIT(src, TRAIT_FAKEDEATH, sources)
|
||||
REMOVE_TRAIT(src, TRAIT_DEATHCOMA, sources)
|
||||
/mob/living/proc/cure_fakedeath(source)
|
||||
REMOVE_TRAIT(src, TRAIT_FAKEDEATH, source)
|
||||
REMOVE_TRAIT(src, TRAIT_DEATHCOMA, source)
|
||||
if(stat != DEAD)
|
||||
tod = null
|
||||
update_stat()
|
||||
@@ -212,13 +471,13 @@
|
||||
emote("deathgasp")
|
||||
ADD_TRAIT(src, TRAIT_FAKEDEATH, source)
|
||||
ADD_TRAIT(src, TRAIT_DEATHCOMA, source)
|
||||
tod = STATION_TIME_TIMESTAMP("hh:mm:ss")
|
||||
tod = station_time_timestamp()
|
||||
update_stat()
|
||||
|
||||
/mob/living/proc/unignore_slowdown(list/sources)
|
||||
REMOVE_TRAIT(src, TRAIT_IGNORESLOWDOWN, sources)
|
||||
/mob/living/proc/unignore_slowdown(source)
|
||||
REMOVE_TRAIT(src, TRAIT_IGNORESLOWDOWN, source)
|
||||
update_movespeed(FALSE)
|
||||
|
||||
/mob/living/proc/ignore_slowdown(source)
|
||||
ADD_TRAIT(src, TRAIT_IGNORESLOWDOWN, source)
|
||||
update_movespeed(FALSE)
|
||||
update_movespeed(FALSE)
|
||||
|
||||
@@ -3,222 +3,80 @@
|
||||
//The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness, ear damage,
|
||||
// eye damage, eye_blind, eye_blurry, druggy, TRAIT_BLIND trait, and TRAIT_NEARSIGHT trait.
|
||||
|
||||
/////////////////////////////////// STUN ////////////////////////////////////
|
||||
|
||||
/mob/proc/IsStun() //non-living mobs shouldn't be stunned
|
||||
return FALSE
|
||||
|
||||
/////////////////////////////////// KNOCKDOWN ////////////////////////////////////
|
||||
|
||||
/mob/proc/IsKnockdown() //non-living mobs shouldn't be knocked down
|
||||
return FALSE
|
||||
|
||||
/////////////////////////////////// UNCONSCIOUS ////////////////////////////////////
|
||||
|
||||
/mob/proc/IsUnconscious() //non-living mobs shouldn't be unconscious
|
||||
return FALSE
|
||||
|
||||
/mob/living/IsUnconscious() //If we're unconscious
|
||||
return has_status_effect(STATUS_EFFECT_UNCONSCIOUS)
|
||||
|
||||
/mob/living/proc/AmountUnconscious() //How many deciseconds remain in our unconsciousness
|
||||
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||
if(U)
|
||||
return U.duration - world.time
|
||||
return 0
|
||||
|
||||
/mob/living/proc/Unconscious(amount, updating = TRUE, ignore_canunconscious = FALSE) //Can't go below remaining duration
|
||||
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canunconscious)
|
||||
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||
if(U)
|
||||
U.duration = max(world.time + amount, U.duration)
|
||||
else if(amount > 0)
|
||||
U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
|
||||
return U
|
||||
|
||||
/mob/living/proc/SetUnconscious(amount, updating = TRUE, ignore_canunconscious = FALSE) //Sets remaining duration
|
||||
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canunconscious)
|
||||
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||
if(amount <= 0)
|
||||
if(U)
|
||||
qdel(U)
|
||||
else if(U)
|
||||
U.duration = world.time + amount
|
||||
else
|
||||
U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
|
||||
return U
|
||||
|
||||
/mob/living/proc/AdjustUnconscious(amount, updating = TRUE, ignore_canunconscious = FALSE) //Adds to remaining duration
|
||||
if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canunconscious)
|
||||
var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
|
||||
if(U)
|
||||
U.duration += amount
|
||||
else if(amount > 0)
|
||||
U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
|
||||
return U
|
||||
|
||||
/////////////////////////////////// SLEEPING ////////////////////////////////////
|
||||
|
||||
/mob/proc/IsSleeping() //non-living mobs shouldn't be sleeping either
|
||||
return FALSE
|
||||
|
||||
/mob/living/IsSleeping() //If we're asleep
|
||||
return has_status_effect(STATUS_EFFECT_SLEEPING)
|
||||
|
||||
/mob/living/proc/AmountSleeping() //How many deciseconds remain in our sleep
|
||||
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||
if(S)
|
||||
return S.duration - world.time
|
||||
return 0
|
||||
|
||||
/mob/living/proc/Sleeping(amount, updating = TRUE, ignore_sleepimmune = FALSE) //Can't go below remaining duration
|
||||
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_sleepimmune)
|
||||
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||
if(S)
|
||||
S.duration = max(world.time + amount, S.duration)
|
||||
else if(amount > 0)
|
||||
S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
|
||||
return S
|
||||
|
||||
/mob/living/proc/SetSleeping(amount, updating = TRUE, ignore_sleepimmune = FALSE) //Sets remaining duration
|
||||
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_sleepimmune)
|
||||
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||
if(amount <= 0)
|
||||
if(S)
|
||||
qdel(S)
|
||||
else if(S)
|
||||
S.duration = world.time + amount
|
||||
else
|
||||
S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
|
||||
return S
|
||||
|
||||
/mob/living/proc/AdjustSleeping(amount, updating = TRUE, ignore_sleepimmune = FALSE) //Adds to remaining duration
|
||||
if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_sleepimmune)
|
||||
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
|
||||
if(S)
|
||||
S.duration += amount
|
||||
else if(amount > 0)
|
||||
S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
|
||||
return S
|
||||
|
||||
/////////////////////////////////// RESTING ////////////////////////////////////
|
||||
|
||||
/mob/proc/Resting(amount)
|
||||
resting = max(max(resting,amount),0)
|
||||
|
||||
/mob/living/Resting(amount)
|
||||
..()
|
||||
update_canmove()
|
||||
|
||||
/mob/proc/SetResting(amount)
|
||||
resting = max(amount,0)
|
||||
|
||||
/mob/living/SetResting(amount)
|
||||
..()
|
||||
update_canmove()
|
||||
|
||||
/mob/proc/AdjustResting(amount)
|
||||
resting = max(resting + amount,0)
|
||||
|
||||
/mob/living/AdjustResting(amount)
|
||||
..()
|
||||
update_canmove()
|
||||
|
||||
/////////////////////////////////// JITTERINESS ////////////////////////////////////
|
||||
|
||||
///Set the jitter of a mob
|
||||
/mob/proc/Jitter(amount)
|
||||
jitteriness = max(jitteriness,amount,0)
|
||||
|
||||
/////////////////////////////////// DIZZINESS ////////////////////////////////////
|
||||
|
||||
/**
|
||||
* Set the dizzyness of a mob to a passed in amount
|
||||
*
|
||||
* Except if dizziness is already higher in which case it does nothing
|
||||
*/
|
||||
/mob/proc/Dizzy(amount)
|
||||
dizziness = max(dizziness,amount,0)
|
||||
|
||||
/////////////////////////////////// EYE_BLIND ////////////////////////////////////
|
||||
///FOrce set the dizzyness of a mob
|
||||
/mob/proc/set_dizziness(amount)
|
||||
dizziness = max(amount, 0)
|
||||
|
||||
///Blind a mobs eyes by amount
|
||||
/mob/proc/blind_eyes(amount)
|
||||
if(amount>0)
|
||||
var/old_eye_blind = eye_blind
|
||||
eye_blind = max(eye_blind, amount)
|
||||
if(!old_eye_blind)
|
||||
if(stat == CONSCIOUS || stat == SOFT_CRIT)
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
overlay_fullscreen("blind", /obj/screen/fullscreen/blind)
|
||||
adjust_blindness(amount)
|
||||
|
||||
/**
|
||||
* Adjust a mobs blindness by an amount
|
||||
*
|
||||
* Will apply the blind alerts if needed
|
||||
*/
|
||||
/mob/proc/adjust_blindness(amount)
|
||||
if(amount>0)
|
||||
var/old_eye_blind = eye_blind
|
||||
eye_blind += amount
|
||||
if(!old_eye_blind)
|
||||
if(stat == CONSCIOUS || stat == SOFT_CRIT)
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
overlay_fullscreen("blind", /obj/screen/fullscreen/blind)
|
||||
else if(eye_blind)
|
||||
var/blind_minimum = 0
|
||||
if((stat != CONSCIOUS && stat != SOFT_CRIT))
|
||||
blind_minimum = 1
|
||||
if(isliving(src))
|
||||
var/mob/living/L = src
|
||||
if(HAS_TRAIT(L, TRAIT_BLIND))
|
||||
blind_minimum = 1
|
||||
eye_blind = max(eye_blind+amount, blind_minimum)
|
||||
if(!eye_blind)
|
||||
clear_alert("blind")
|
||||
clear_fullscreen("blind")
|
||||
|
||||
var/old_eye_blind = eye_blind
|
||||
eye_blind = max(0, eye_blind + amount)
|
||||
if(!old_eye_blind || !eye_blind && !HAS_TRAIT(src, TRAIT_BLIND))
|
||||
update_blindness()
|
||||
/**
|
||||
* Force set the blindness of a mob to some level
|
||||
*/
|
||||
/mob/proc/set_blindness(amount)
|
||||
if(amount>0)
|
||||
var/old_eye_blind = eye_blind
|
||||
eye_blind = amount
|
||||
if(client && !old_eye_blind)
|
||||
if(stat == CONSCIOUS || stat == SOFT_CRIT)
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
overlay_fullscreen("blind", /obj/screen/fullscreen/blind)
|
||||
else if(eye_blind)
|
||||
var/blind_minimum = 0
|
||||
if(stat != CONSCIOUS && stat != SOFT_CRIT)
|
||||
blind_minimum = 1
|
||||
if(isliving(src))
|
||||
var/mob/living/L = src
|
||||
if(HAS_TRAIT(L, TRAIT_BLIND))
|
||||
blind_minimum = 1
|
||||
eye_blind = blind_minimum
|
||||
if(!eye_blind)
|
||||
clear_alert("blind")
|
||||
clear_fullscreen("blind")
|
||||
|
||||
/////////////////////////////////// EYE_BLURRY ////////////////////////////////////
|
||||
var/old_eye_blind = eye_blind
|
||||
eye_blind = max(amount, 0)
|
||||
if(!old_eye_blind || !eye_blind && !HAS_TRAIT(src, TRAIT_BLIND))
|
||||
update_blindness()
|
||||
|
||||
/// proc that adds and removes blindness overlays when necessary
|
||||
/mob/proc/update_blindness()
|
||||
if(stat == UNCONSCIOUS || HAS_TRAIT(src, TRAIT_BLIND) || eye_blind) // UNCONSCIOUS or has blind trait, or has temporary blindness
|
||||
if(stat == CONSCIOUS || stat == SOFT_CRIT)
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
overlay_fullscreen("blind", /obj/screen/fullscreen/blind)
|
||||
// You are blind why should you be able to make out details like color, only shapes near you
|
||||
add_client_colour(/datum/client_colour/monochrome/blind)
|
||||
else // CONSCIOUS no blind trait, no blindness
|
||||
clear_alert("blind")
|
||||
clear_fullscreen("blind")
|
||||
remove_client_colour(/datum/client_colour/monochrome/blind)
|
||||
/**
|
||||
* Make the mobs vision blurry
|
||||
*/
|
||||
/mob/proc/blur_eyes(amount)
|
||||
if(amount>0)
|
||||
var/old_eye_blurry = eye_blurry
|
||||
eye_blurry = max(amount, eye_blurry)
|
||||
if(!old_eye_blurry)
|
||||
add_eyeblur() //Citadel edit blurry eye memes entailed. syncs beware
|
||||
else if(eye_blurry > 0)
|
||||
update_eyeblur()
|
||||
update_eye_blur()
|
||||
|
||||
/**
|
||||
* Adjust the current blurriness of the mobs vision by amount
|
||||
*/
|
||||
/mob/proc/adjust_blurriness(amount)
|
||||
var/old_eye_blurry = eye_blurry
|
||||
eye_blurry = max(eye_blurry+amount, 0)
|
||||
if(amount>0)
|
||||
if(!old_eye_blurry)
|
||||
add_eyeblur()
|
||||
else if(eye_blurry > 0)
|
||||
update_eyeblur()
|
||||
else if(old_eye_blurry && !eye_blurry)
|
||||
remove_eyeblur()
|
||||
update_eye_blur()
|
||||
|
||||
///Set the mobs blurriness of vision to an amount
|
||||
/mob/proc/set_blurriness(amount)
|
||||
var/old_eye_blurry = eye_blurry
|
||||
eye_blurry = max(amount, 0)
|
||||
if(amount>0)
|
||||
if(!old_eye_blurry)
|
||||
add_eyeblur()
|
||||
else if(eye_blurry > 0)
|
||||
update_eyeblur()
|
||||
else if(old_eye_blurry)
|
||||
remove_eyeblur()
|
||||
update_eye_blur()
|
||||
|
||||
/mob/proc/update_eye_blur()
|
||||
remove_eyeblur()
|
||||
add_eyeblur()
|
||||
|
||||
/mob/proc/add_eyeblur()
|
||||
if(!client)
|
||||
@@ -228,10 +86,6 @@
|
||||
GW.add_filter("blurry_eyes", 2, EYE_BLUR(CLAMP(eye_blurry*0.1,0.6,3)))
|
||||
F.add_filter("blurry_eyes", 2, EYE_BLUR(CLAMP(eye_blurry*0.1,0.6,3)))
|
||||
|
||||
/mob/proc/update_eyeblur()
|
||||
remove_eyeblur()
|
||||
add_eyeblur()
|
||||
|
||||
/mob/proc/remove_eyeblur()
|
||||
if(!client)
|
||||
return
|
||||
@@ -240,24 +94,23 @@
|
||||
GW.remove_filter("blurry_eyes")
|
||||
F.remove_filter("blurry_eyes")
|
||||
|
||||
/////////////////////////////////// DRUGGY ////////////////////////////////////
|
||||
|
||||
///Adjust the drugginess of a mob
|
||||
/mob/proc/adjust_drugginess(amount)
|
||||
return
|
||||
|
||||
///Set the drugginess of a mob
|
||||
/mob/proc/set_drugginess(amount)
|
||||
return
|
||||
|
||||
/////////////////////////////////// GROSSED OUT ////////////////////////////////////
|
||||
|
||||
///Adjust the disgust level of a mob
|
||||
/mob/proc/adjust_disgust(amount)
|
||||
return
|
||||
|
||||
///Set the disgust level of a mob
|
||||
/mob/proc/set_disgust(amount)
|
||||
return
|
||||
|
||||
/////////////////////////////////// TEMPERATURE ////////////////////////////////////
|
||||
|
||||
///Adjust the body temperature of a mob, with min/max settings
|
||||
/mob/proc/adjust_bodytemperature(amount,min_temp=0,max_temp=INFINITY)
|
||||
if(bodytemperature >= min_temp && bodytemperature <= max_temp)
|
||||
bodytemperature = CLAMP(bodytemperature + amount,min_temp,max_temp)
|
||||
|
||||
Reference in New Issue
Block a user