more compile stuff
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@@ -198,6 +198,15 @@
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#define COMSIG_LIVING_MINOR_SHOCK "living_minor_shock" //sent by stuff like stunbatons and tasers: ()
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#define COMSIG_LIVING_GUN_PROCESS_FIRE "living_gun_process_fire" //from base of /obj/item/gun/proc/process_fire(): (atom/target, params, zone_override)
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//ALL OF THESE DO NOT TAKE INTO ACCOUNT WHETHER AMOUNT IS 0 OR LOWER AND ARE SENT REGARDLESS!
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#define COMSIG_LIVING_STATUS_STUN "living_stun" //from base of mob/living/Stun() (amount, update, ignore)
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#define COMSIG_LIVING_STATUS_KNOCKDOWN "living_knockdown" //from base of mob/living/Knockdown() (amount, update, ignore)
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#define COMSIG_LIVING_STATUS_PARALYZE "living_paralyze" //from base of mob/living/Paralyze() (amount, update, ignore)
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#define COMSIG_LIVING_STATUS_IMMOBILIZE "living_immobilize" //from base of mob/living/Immobilize() (amount, update, ignore)
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#define COMSIG_LIVING_STATUS_UNCONSCIOUS "living_unconscious" //from base of mob/living/Unconscious() (amount, update, ignore)
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#define COMSIG_LIVING_STATUS_SLEEP "living_sleeping" //from base of mob/living/Sleeping() (amount, update, ignore)
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#define COMPONENT_NO_STUN 1 //For all of them
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// /mob/living/carbon signals
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#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity))
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@@ -500,8 +500,7 @@
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setStaminaLoss(0, 0)
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SetUnconscious(0, FALSE)
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set_disgust(0)
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SetStun(0, FALSE)
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SetKnockdown(0, FALSE)
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SetAllImmobility(0, FALSE)
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SetSleeping(0, FALSE)
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radiation = 0
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nutrition = NUTRITION_LEVEL_FED + 50
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@@ -1185,10 +1184,7 @@
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SetSleeping(clamp_unconscious_to)
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if(AmountUnconscious() > clamp_unconscious_to)
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SetUnconscious(clamp_unconscious_to)
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if(AmountStun() > clamp_immobility_to)
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SetStun(clamp_immobility_to)
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if(AmountKnockdown() > clamp_immobility_to)
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SetKnockdown(clamp_immobility_to)
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HealAllImmobilityUpTo(clamp_immobility_to)
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adjustStaminaLoss(min(0, -stamina_boost))
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adjustStaminaLossBuffered(min(0, -stamina_buffer_boost))
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if(scale_stamina_loss_recovery)
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@@ -37,7 +37,7 @@
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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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var/datum/status_effect/incapacitating/stun/S = IsStun()
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var/datum/status_effect/incapacitating/stun/S = _MOBILITYFLAGTEMPORARY_IsStun()
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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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@@ -48,7 +48,7 @@
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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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var/datum/status_effect/incapacitating/stun/S = _MOBILITYFLAGTEMPORARY_IsStun()
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if(amount <= 0)
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if(S)
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qdel(S)
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@@ -67,7 +67,7 @@
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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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var/datum/status_effect/incapacitating/stun/S = IsStun()
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var/datum/status_effect/incapacitating/stun/S = _MOBILITYFLAGTEMPORARY_IsStun()
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if(S)
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S.duration += amount
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else if(amount > 0)
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@@ -80,7 +80,7 @@
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return has_status_effect(STATUS_EFFECT_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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var/datum/status_effect/incapacitating/knockdown/K = _MOBILITYFLAGTEMPORARY_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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@@ -91,7 +91,7 @@
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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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var/datum/status_effect/incapacitating/knockdown/K = _MOBILITYFLAGTEMPORARY_IsKnockdown()
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if(K)
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K.duration = max(world.time + amount, K.duration)
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else if(amount > 0)
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@@ -102,7 +102,7 @@
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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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var/datum/status_effect/incapacitating/knockdown/K = _MOBILITYFLAGTEMPORARY_IsKnockdown()
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if(amount <= 0)
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if(K)
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qdel(K)
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@@ -121,7 +121,7 @@
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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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var/datum/status_effect/incapacitating/knockdown/K = _MOBILITYFLAGTEMPORARY_IsKnockdown()
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if(K)
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K.duration += amount
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else if(amount > 0)
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@@ -259,6 +259,19 @@
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if(updating)
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update_mobility()
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//makes sure nothing is longer
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/mob/living/proc/HealAllImmobilityupto(amount, updating, ignore_canstun = FALSE)
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if(AmountStun() > amount)
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SetStun(amount, FALSE, ignore_canstun)
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if(AmountKnockdown() > amount)
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SetKnockdown(amount, FALSE, ignore_canstun)
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if(AmountParalyzed() > amount)
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SetParalyzed(amount, FALSE, ignore_canstun)
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if(AmountImmobilized() > amount)
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SetImmobilized(amount, FALSE, ignore_canstun)
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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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