Merge remote-tracking branch 'citadel/master' into mobility_flags
This commit is contained in:
@@ -1,280 +1,280 @@
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/*
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apply_damage(a,b,c)
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args
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a:damage - How much damage to take
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b:damage_type - What type of damage to take, brute, burn
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c:def_zone - Where to take the damage if its brute or burn
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Returns
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standard 0 if fail
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*/
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/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
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var/hit_percent = (100-blocked)/100
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if(!damage || (hit_percent <= 0))
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return 0
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var/damage_amount = forced ? damage : damage * hit_percent
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switch(damagetype)
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if(BRUTE)
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adjustBruteLoss(damage_amount, forced = forced)
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if(BURN)
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adjustFireLoss(damage_amount, forced = forced)
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if(TOX)
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adjustToxLoss(damage_amount, forced = forced)
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if(OXY)
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adjustOxyLoss(damage_amount, forced = forced)
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if(CLONE)
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adjustCloneLoss(damage_amount, forced = forced)
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if(STAMINA)
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adjustStaminaLoss(damage_amount, forced = forced)
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return 1
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/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE) //like apply damage except it always uses the damage procs
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switch(damagetype)
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if(BRUTE)
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return adjustBruteLoss(damage)
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if(BURN)
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return adjustFireLoss(damage)
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if(TOX)
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return adjustToxLoss(damage)
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if(OXY)
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return adjustOxyLoss(damage)
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if(CLONE)
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return adjustCloneLoss(damage)
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if(STAMINA)
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return adjustStaminaLoss(damage)
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/mob/living/proc/get_damage_amount(damagetype = BRUTE)
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switch(damagetype)
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if(BRUTE)
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return getBruteLoss()
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if(BURN)
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return getFireLoss()
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if(TOX)
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return getToxLoss()
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if(OXY)
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return getOxyLoss()
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if(CLONE)
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return getCloneLoss()
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if(STAMINA)
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return getStaminaLoss()
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/mob/living/proc/apply_damages(brute = 0, burn = 0, tox = 0, oxy = 0, clone = 0, def_zone = null, blocked = FALSE, stamina = 0, brain = 0)
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if(blocked >= 100)
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return 0
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if(brute)
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apply_damage(brute, BRUTE, def_zone, blocked)
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if(burn)
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apply_damage(burn, BURN, def_zone, blocked)
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if(tox)
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apply_damage(tox, TOX, def_zone, blocked)
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if(oxy)
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apply_damage(oxy, OXY, def_zone, blocked)
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if(clone)
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apply_damage(clone, CLONE, def_zone, blocked)
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if(stamina)
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apply_damage(stamina, STAMINA, def_zone, blocked)
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if(brain)
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apply_damage(brain, BRAIN, def_zone, blocked)
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return 1
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/mob/living/proc/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE, knockdown_stamoverride, knockdown_stammax)
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var/hit_percent = (100-blocked)/100
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if(!effect || (hit_percent <= 0))
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return 0
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switch(effecttype)
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if(EFFECT_STUN)
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Stun(effect * hit_percent)
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if(EFFECT_KNOCKDOWN)
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DefaultCombatKnockdown(effect * hit_percent, override_stamdmg = knockdown_stammax ? CLAMP(knockdown_stamoverride, 0, knockdown_stammax-getStaminaLoss()) : knockdown_stamoverride)
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if(EFFECT_UNCONSCIOUS)
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Unconscious(effect * hit_percent)
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if(EFFECT_IRRADIATE)
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radiation += max(effect * hit_percent, 0)
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if(EFFECT_SLUR)
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slurring = max(slurring,(effect * hit_percent))
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if(EFFECT_STUTTER)
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if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // stun is usually associated with stutter
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stuttering = max(stuttering,(effect * hit_percent))
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if(EFFECT_EYE_BLUR)
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blur_eyes(effect * hit_percent)
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if(EFFECT_DROWSY)
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drowsyness = max(drowsyness,(effect * hit_percent))
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if(EFFECT_JITTER)
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if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE))
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jitteriness = max(jitteriness,(effect * hit_percent))
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return 1
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/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = FALSE, stamina = 0, jitter = 0, kd_stamoverride, kd_stammax)
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if(blocked >= 100)
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return 0
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if(stun)
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apply_effect(stun, EFFECT_STUN, blocked)
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if(knockdown)
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apply_effect(knockdown, EFFECT_KNOCKDOWN, blocked, kd_stamoverride, kd_stammax)
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if(unconscious)
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apply_effect(unconscious, EFFECT_UNCONSCIOUS, blocked)
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if(irradiate)
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apply_effect(irradiate, EFFECT_IRRADIATE, blocked)
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if(slur)
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apply_effect(slur, EFFECT_SLUR, blocked)
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if(stutter)
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apply_effect(stutter, EFFECT_STUTTER, blocked)
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if(eyeblur)
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apply_effect(eyeblur, EFFECT_EYE_BLUR, blocked)
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if(drowsy)
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apply_effect(drowsy, EFFECT_DROWSY, blocked)
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if(stamina)
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apply_damage(stamina, STAMINA, null, blocked)
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if(jitter)
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apply_effect(jitter, EFFECT_JITTER, blocked)
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return 1
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/mob/living/proc/getBruteLoss()
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return bruteloss
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/mob/living/proc/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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bruteloss = CLAMP((bruteloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/getOxyLoss()
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return oxyloss
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/mob/living/proc/adjustOxyLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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oxyloss = CLAMP((oxyloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/setOxyLoss(amount, updating_health = TRUE, forced = FALSE)
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if(status_flags & GODMODE)
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return 0
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oxyloss = amount
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/getToxLoss()
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return toxloss
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/mob/living/proc/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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toxloss = CLAMP((toxloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/setToxLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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toxloss = amount
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/getFireLoss()
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return fireloss
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/mob/living/proc/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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fireloss = CLAMP((fireloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/getCloneLoss()
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return cloneloss
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/mob/living/proc/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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cloneloss = CLAMP((cloneloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/setCloneLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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cloneloss = amount
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/adjustOrganLoss(slot, amount, maximum)
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return
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/mob/living/proc/setOrganLoss(slot, amount, maximum)
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return
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/mob/living/proc/getOrganLoss(slot)
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return
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/mob/living/proc/getStaminaLoss()
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return staminaloss
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/mob/living/proc/adjustStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
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return
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/mob/living/proc/setStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
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return
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// heal ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
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adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(-burn, FALSE)
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adjustStaminaLoss(-stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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// damage ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
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adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(burn, FALSE)
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adjustStaminaLoss(stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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// heal MANY bodyparts, in random order
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/mob/living/proc/heal_overall_damage(brute = 0, burn = 0, stamina = 0, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE)
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adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(-burn, FALSE)
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adjustStaminaLoss(-stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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// damage MANY bodyparts, in random order
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/mob/living/proc/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
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adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(burn, FALSE)
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adjustStaminaLoss(stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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//heal up to amount damage, in a given order
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/mob/living/proc/heal_ordered_damage(amount, list/damage_types)
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. = amount //we'll return the amount of damage healed
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for(var/i in damage_types)
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var/amount_to_heal = min(amount, get_damage_amount(i)) //heal only up to the amount of damage we have
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if(amount_to_heal)
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apply_damage_type(-amount_to_heal, i)
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||||
amount -= amount_to_heal //remove what we healed from our current amount
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||||
if(!amount)
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break
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. -= amount //if there's leftover healing, remove it from what we return
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||||
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/*
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apply_damage(a,b,c)
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args
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||||
a:damage - How much damage to take
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||||
b:damage_type - What type of damage to take, brute, burn
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||||
c:def_zone - Where to take the damage if its brute or burn
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||||
Returns
|
||||
standard 0 if fail
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*/
|
||||
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
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||||
var/hit_percent = (100-blocked)/100
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||||
if(!damage || (hit_percent <= 0))
|
||||
return 0
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||||
var/damage_amount = forced ? damage : damage * hit_percent
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||||
switch(damagetype)
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||||
if(BRUTE)
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||||
adjustBruteLoss(damage_amount, forced = forced)
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||||
if(BURN)
|
||||
adjustFireLoss(damage_amount, forced = forced)
|
||||
if(TOX)
|
||||
adjustToxLoss(damage_amount, forced = forced)
|
||||
if(OXY)
|
||||
adjustOxyLoss(damage_amount, forced = forced)
|
||||
if(CLONE)
|
||||
adjustCloneLoss(damage_amount, forced = forced)
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||||
if(STAMINA)
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||||
adjustStaminaLoss(damage_amount, forced = forced)
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||||
return 1
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||||
|
||||
/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE) //like apply damage except it always uses the damage procs
|
||||
switch(damagetype)
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||||
if(BRUTE)
|
||||
return adjustBruteLoss(damage)
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||||
if(BURN)
|
||||
return adjustFireLoss(damage)
|
||||
if(TOX)
|
||||
return adjustToxLoss(damage)
|
||||
if(OXY)
|
||||
return adjustOxyLoss(damage)
|
||||
if(CLONE)
|
||||
return adjustCloneLoss(damage)
|
||||
if(STAMINA)
|
||||
return adjustStaminaLoss(damage)
|
||||
|
||||
/mob/living/proc/get_damage_amount(damagetype = BRUTE)
|
||||
switch(damagetype)
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||||
if(BRUTE)
|
||||
return getBruteLoss()
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||||
if(BURN)
|
||||
return getFireLoss()
|
||||
if(TOX)
|
||||
return getToxLoss()
|
||||
if(OXY)
|
||||
return getOxyLoss()
|
||||
if(CLONE)
|
||||
return getCloneLoss()
|
||||
if(STAMINA)
|
||||
return getStaminaLoss()
|
||||
|
||||
|
||||
/mob/living/proc/apply_damages(brute = 0, burn = 0, tox = 0, oxy = 0, clone = 0, def_zone = null, blocked = FALSE, stamina = 0, brain = 0)
|
||||
if(blocked >= 100)
|
||||
return 0
|
||||
if(brute)
|
||||
apply_damage(brute, BRUTE, def_zone, blocked)
|
||||
if(burn)
|
||||
apply_damage(burn, BURN, def_zone, blocked)
|
||||
if(tox)
|
||||
apply_damage(tox, TOX, def_zone, blocked)
|
||||
if(oxy)
|
||||
apply_damage(oxy, OXY, def_zone, blocked)
|
||||
if(clone)
|
||||
apply_damage(clone, CLONE, def_zone, blocked)
|
||||
if(stamina)
|
||||
apply_damage(stamina, STAMINA, def_zone, blocked)
|
||||
if(brain)
|
||||
apply_damage(brain, BRAIN, def_zone, blocked)
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
/mob/living/proc/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE, knockdown_stamoverride, knockdown_stammax)
|
||||
var/hit_percent = (100-blocked)/100
|
||||
if(!effect || (hit_percent <= 0))
|
||||
return 0
|
||||
switch(effecttype)
|
||||
if(EFFECT_STUN)
|
||||
Stun(effect * hit_percent)
|
||||
if(EFFECT_KNOCKDOWN)
|
||||
DefaultCombatKnockdown(effect * hit_percent, override_stamdmg = knockdown_stammax ? CLAMP(knockdown_stamoverride, 0, knockdown_stammax-getStaminaLoss()) : knockdown_stamoverride)
|
||||
if(EFFECT_UNCONSCIOUS)
|
||||
Unconscious(effect * hit_percent)
|
||||
if(EFFECT_IRRADIATE)
|
||||
radiation += max(effect * hit_percent, 0)
|
||||
if(EFFECT_SLUR)
|
||||
slurring = max(slurring,(effect * hit_percent))
|
||||
if(EFFECT_STUTTER)
|
||||
if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // stun is usually associated with stutter
|
||||
stuttering = max(stuttering,(effect * hit_percent))
|
||||
if(EFFECT_EYE_BLUR)
|
||||
blur_eyes(effect * hit_percent)
|
||||
if(EFFECT_DROWSY)
|
||||
drowsyness = max(drowsyness,(effect * hit_percent))
|
||||
if(EFFECT_JITTER)
|
||||
if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE))
|
||||
jitteriness = max(jitteriness,(effect * hit_percent))
|
||||
return 1
|
||||
|
||||
|
||||
/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = FALSE, stamina = 0, jitter = 0, kd_stamoverride, kd_stammax)
|
||||
if(blocked >= 100)
|
||||
return 0
|
||||
if(stun)
|
||||
apply_effect(stun, EFFECT_STUN, blocked)
|
||||
if(knockdown)
|
||||
apply_effect(knockdown, EFFECT_KNOCKDOWN, blocked, kd_stamoverride, kd_stammax)
|
||||
if(unconscious)
|
||||
apply_effect(unconscious, EFFECT_UNCONSCIOUS, blocked)
|
||||
if(irradiate)
|
||||
apply_effect(irradiate, EFFECT_IRRADIATE, blocked)
|
||||
if(slur)
|
||||
apply_effect(slur, EFFECT_SLUR, blocked)
|
||||
if(stutter)
|
||||
apply_effect(stutter, EFFECT_STUTTER, blocked)
|
||||
if(eyeblur)
|
||||
apply_effect(eyeblur, EFFECT_EYE_BLUR, blocked)
|
||||
if(drowsy)
|
||||
apply_effect(drowsy, EFFECT_DROWSY, blocked)
|
||||
if(stamina)
|
||||
apply_damage(stamina, STAMINA, null, blocked)
|
||||
if(jitter)
|
||||
apply_effect(jitter, EFFECT_JITTER, blocked)
|
||||
return 1
|
||||
|
||||
|
||||
/mob/living/proc/getBruteLoss()
|
||||
return bruteloss
|
||||
|
||||
/mob/living/proc/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
|
||||
if(!forced && (status_flags & GODMODE))
|
||||
return FALSE
|
||||
bruteloss = CLAMP((bruteloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
return amount
|
||||
|
||||
/mob/living/proc/getOxyLoss()
|
||||
return oxyloss
|
||||
|
||||
/mob/living/proc/adjustOxyLoss(amount, updating_health = TRUE, forced = FALSE)
|
||||
if(!forced && (status_flags & GODMODE))
|
||||
return FALSE
|
||||
oxyloss = CLAMP((oxyloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
return amount
|
||||
|
||||
/mob/living/proc/setOxyLoss(amount, updating_health = TRUE, forced = FALSE)
|
||||
if(status_flags & GODMODE)
|
||||
return 0
|
||||
oxyloss = amount
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
return amount
|
||||
|
||||
/mob/living/proc/getToxLoss()
|
||||
return toxloss
|
||||
|
||||
/mob/living/proc/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
|
||||
if(!forced && (status_flags & GODMODE))
|
||||
return FALSE
|
||||
toxloss = CLAMP((toxloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
return amount
|
||||
|
||||
/mob/living/proc/setToxLoss(amount, updating_health = TRUE, forced = FALSE)
|
||||
if(!forced && (status_flags & GODMODE))
|
||||
return FALSE
|
||||
toxloss = amount
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
return amount
|
||||
|
||||
/mob/living/proc/getFireLoss()
|
||||
return fireloss
|
||||
|
||||
/mob/living/proc/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
|
||||
if(!forced && (status_flags & GODMODE))
|
||||
return FALSE
|
||||
fireloss = CLAMP((fireloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
return amount
|
||||
|
||||
/mob/living/proc/getCloneLoss()
|
||||
return cloneloss
|
||||
|
||||
/mob/living/proc/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE)
|
||||
if(!forced && (status_flags & GODMODE))
|
||||
return FALSE
|
||||
cloneloss = CLAMP((cloneloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
return amount
|
||||
|
||||
/mob/living/proc/setCloneLoss(amount, updating_health = TRUE, forced = FALSE)
|
||||
if(!forced && (status_flags & GODMODE))
|
||||
return FALSE
|
||||
cloneloss = amount
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
return amount
|
||||
|
||||
/mob/living/proc/adjustOrganLoss(slot, amount, maximum)
|
||||
return
|
||||
|
||||
/mob/living/proc/setOrganLoss(slot, amount, maximum)
|
||||
return
|
||||
|
||||
/mob/living/proc/getOrganLoss(slot)
|
||||
return
|
||||
|
||||
/mob/living/proc/getStaminaLoss()
|
||||
return staminaloss
|
||||
|
||||
/mob/living/proc/adjustStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
|
||||
return
|
||||
|
||||
/mob/living/proc/setStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
|
||||
return
|
||||
|
||||
// heal ONE external organ, organ gets randomly selected from damaged ones.
|
||||
/mob/living/proc/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
|
||||
adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
|
||||
adjustFireLoss(-burn, FALSE)
|
||||
adjustStaminaLoss(-stamina, FALSE)
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
update_stamina()
|
||||
|
||||
// damage ONE external organ, organ gets randomly selected from damaged ones.
|
||||
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
|
||||
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
|
||||
adjustFireLoss(burn, FALSE)
|
||||
adjustStaminaLoss(stamina, FALSE)
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
update_stamina()
|
||||
|
||||
// heal MANY bodyparts, in random order
|
||||
/mob/living/proc/heal_overall_damage(brute = 0, burn = 0, stamina = 0, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE)
|
||||
adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
|
||||
adjustFireLoss(-burn, FALSE)
|
||||
adjustStaminaLoss(-stamina, FALSE)
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
update_stamina()
|
||||
|
||||
// damage MANY bodyparts, in random order
|
||||
/mob/living/proc/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
|
||||
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
|
||||
adjustFireLoss(burn, FALSE)
|
||||
adjustStaminaLoss(stamina, FALSE)
|
||||
if(updating_health)
|
||||
updatehealth()
|
||||
update_stamina()
|
||||
|
||||
//heal up to amount damage, in a given order
|
||||
/mob/living/proc/heal_ordered_damage(amount, list/damage_types)
|
||||
. = amount //we'll return the amount of damage healed
|
||||
for(var/i in damage_types)
|
||||
var/amount_to_heal = min(amount, get_damage_amount(i)) //heal only up to the amount of damage we have
|
||||
if(amount_to_heal)
|
||||
apply_damage_type(-amount_to_heal, i)
|
||||
amount -= amount_to_heal //remove what we healed from our current amount
|
||||
if(!amount)
|
||||
break
|
||||
. -= amount //if there's leftover healing, remove it from what we return
|
||||
|
||||
Reference in New Issue
Block a user