git commit death
This commit is contained in:
@@ -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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/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
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !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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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(K)
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K.duration = max(world.time + (isnull(override_hardstun)? amount : override_hardstun), K.duration)
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else if((amount || override_hardstun) > 0)
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating, override_hardstun, override_stamdmg)
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K.duration = max(world.time + amount, K.duration)
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else if(amount > 0)
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
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return K
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/mob/living/proc/SetKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE) //Sets remaining duration
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canknockdown)
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_SetKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(amount <= 0)
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if(K)
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qdel(K)
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else
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if(absorb_stun(amount, ignore_canknockdown))
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if(absorb_stun(amount, ignore_canstun))
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return
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if(K)
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K.duration = world.time + amount
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@@ -88,9 +115,11 @@
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
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return K
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/mob/living/proc/AdjustKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE) //Adds to remaining duration
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canknockdown)
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if(absorb_stun(amount, ignore_canknockdown))
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AdjustKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !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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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(K)
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@@ -99,6 +128,230 @@
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
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return K
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///////////////////////////////// IMMOBILIZED ////////////////////////////////////
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/mob/living/proc/IsImmobilized() //If we're immobilized
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return has_status_effect(STATUS_EFFECT_IMMOBILIZED)
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/mob/living/proc/AmountImmobilized() //How many deciseconds remain in our Immobilized status effect
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var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
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if(I)
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return I.duration - world.time
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return 0
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/mob/living/proc/Immobilize(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !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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var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
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if(I)
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I.duration = max(world.time + amount, I.duration)
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else if(amount > 0)
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I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
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return I
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/mob/living/proc/SetImmobilized(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
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if(amount <= 0)
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if(I)
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qdel(I)
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else
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if(absorb_stun(amount, ignore_canstun))
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return
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if(I)
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I.duration = world.time + amount
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else
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I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
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return I
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/mob/living/proc/AdjustImmobilized(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !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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var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
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if(I)
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I.duration += amount
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else if(amount > 0)
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I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
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return I
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///////////////////////////////// PARALYZED //////////////////////////////////
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/mob/living/proc/IsParalyzed() //If we're immobilized
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return has_status_effect(STATUS_EFFECT_PARALYZED)
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/mob/living/proc/AmountParalyzed() //How many deciseconds remain in our Paralyzed status effect
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var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
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if(P)
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return P.duration - world.time
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return 0
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/mob/living/proc/Paralyze(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !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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var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
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if(P)
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P.duration = max(world.time + amount, P.duration)
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else if(amount > 0)
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P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
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return P
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/mob/living/proc/SetParalyzed(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
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if(amount <= 0)
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if(P)
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qdel(P)
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else
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if(absorb_stun(amount, ignore_canstun))
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return
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if(P)
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P.duration = world.time + amount
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else
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P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
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return P
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/mob/living/proc/AdjustParalyzed(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !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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var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
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if(P)
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P.duration += amount
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else if(amount > 0)
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P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
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return P
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//Blanket
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/mob/living/proc/AllImmobility(amount, updating)
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Paralyze(amount, FALSE)
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Knockdown(amount, FALSE)
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Stun(amount, FALSE)
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Immobilize(amount, FALSE)
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if(updating)
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update_mobility()
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/mob/living/proc/SetAllImmobility(amount, updating)
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SetParalyzed(amount, FALSE)
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SetKnockdown(amount, FALSE)
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SetStun(amount, FALSE)
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SetImmobilized(amount, FALSE)
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if(updating)
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update_mobility()
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/mob/living/proc/AdjustAllImmobility(amount, updating)
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AdjustParalyzed(amount, FALSE)
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AdjustKnockdown(amount, FALSE)
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AdjustStun(amount, FALSE)
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AdjustImmobilized(amount, FALSE)
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if(updating)
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update_mobility()
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//////////////////UNCONSCIOUS
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_IsUnconscious() //If we're unconscious
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return has_status_effect(STATUS_EFFECT_UNCONSCIOUS)
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AmountUnconscious() //How many deciseconds remain in our unconsciousness
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var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
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if(U)
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return U.duration - world.time
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return 0
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_Unconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
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if(U)
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U.duration = max(world.time + amount, U.duration)
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else if(amount > 0)
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U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
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return U
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_SetUnconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
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if(amount <= 0)
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if(U)
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qdel(U)
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else if(U)
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U.duration = world.time + amount
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else
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U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
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return U
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AdjustUnconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
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if(U)
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U.duration += amount
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else if(amount > 0)
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U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
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return U
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/////////////////////////////////// SLEEPING ////////////////////////////////////
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_IsSleeping() //If we're asleep
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return has_status_effect(STATUS_EFFECT_SLEEPING)
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_AmountSleeping() //How many deciseconds remain in our sleep
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var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
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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/_MOBILITYFLAGTEMPORARY_Sleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
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if(S)
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S.duration = max(world.time + amount, S.duration)
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else if(amount > 0)
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
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return S
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/mob/living/proc/_MOBILITYFLAGTEMPORARY_SetSleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
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if(amount <= 0)
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if(S)
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qdel(S)
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else if(S)
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S.duration = world.time + amount
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else
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
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return S
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/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)
|
||||
|
||||
Reference in New Issue
Block a user