Merge pull request #1490 from Citadel-Station-13/upstream-merge-26965

[MIRROR] Ports Goonchat
This commit is contained in:
LetterJay
2017-06-19 17:25:18 -05:00
committed by GitHub
97 changed files with 5692 additions and 589 deletions
+8 -8
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@@ -6,26 +6,26 @@
var/t_has = p_have()
var/t_is = p_are()
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
var/msg = "<span class='info'>*---------*\nThis is [bicon(src)] \a <EM>[src]</EM>!\n"
if (handcuffed)
msg += "<span class='warning'>[t_He] [t_is] \icon[src.handcuffed] handcuffed!</span>\n"
msg += "<span class='warning'>[t_He] [t_is] [bicon(handcuffed)] handcuffed!</span>\n"
if (head)
msg += "[t_He] [t_is] wearing \icon[src.head] \a [src.head] on [t_his] head. \n"
msg += "[t_He] [t_is] wearing [bicon(head)] \a [src.head] on [t_his] head. \n"
if (wear_mask)
msg += "[t_He] [t_is] wearing \icon[src.wear_mask] \a [src.wear_mask] on [t_his] face.\n"
msg += "[t_He] [t_is] wearing [bicon(wear_mask)] \a [src.wear_mask] on [t_his] face.\n"
if (wear_neck)
msg += "[t_He] [t_is] wearing \icon[src.wear_neck] \a [src.wear_neck] around [t_his] neck.\n"
msg += "[t_He] [t_is] wearing [bicon(wear_neck)] \a [src.wear_neck] around [t_his] neck.\n"
for(var/obj/item/I in held_items)
if(!(I.flags & ABSTRACT))
if(I.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] holding \icon[I] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
msg += "<span class='warning'>[t_He] [t_is] holding [bicon(I)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "[t_He] [t_is] holding \icon[I] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
msg += "[t_He] [t_is] holding [bicon(I)] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
if (back)
msg += "[t_He] [t_has] \icon[src.back] \a [src.back] on [t_his] back.\n"
msg += "[t_He] [t_has] [bicon(back)] \a [src.back] on [t_his] back.\n"
var/appears_dead = 0
if (stat == DEAD)
appears_dead = 1
+324 -324
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@@ -1,338 +1,338 @@
/mob/living/carbon/human/examine(mob/user)
//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
var/t_He = p_they(TRUE)
var/t_His = p_their(TRUE)
var/t_his = p_their()
var/t_him = p_them()
var/t_has = p_have()
var/t_is = p_are()
var/msg = "<span class='info'>*---------*\nThis is <EM>[src.name]</EM>!\n"
var/list/obscured = check_obscured_slots()
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
//uniform
if(w_uniform && !(slot_w_uniform in obscured))
/mob/living/carbon/human/examine(mob/user)
//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
var/t_He = p_they(TRUE)
var/t_His = p_their(TRUE)
var/t_his = p_their()
var/t_him = p_them()
var/t_has = p_have()
var/t_is = p_are()
var/msg = "<span class='info'>*---------*\nThis is <EM>[src.name]</EM>!\n"
var/list/obscured = check_obscured_slots()
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
//uniform
if(w_uniform && !(slot_w_uniform in obscured))
//accessory
var/accessory_msg
if(istype(w_uniform,/obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
if(istype(w_uniform,/obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
if(U.attached_accessory)
accessory_msg += " with \icon[U.attached_accessory] \a [U.attached_accessory]"
if(w_uniform.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] blood-stained [w_uniform.name][accessory_msg]!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[w_uniform] \a [w_uniform][accessory_msg].\n"
//head
if(head)
if(head.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on [t_his] head!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[head] \a [head] on [t_his] head.\n"
//suit/armor
if(wear_suit)
if(wear_suit.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] blood-stained [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[wear_suit] \a [wear_suit].\n"
//suit/armor storage
if(s_store)
if(s_store.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] blood-stained [s_store.name] on [t_his] [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] carrying \icon[s_store] \a [s_store] on [t_his] [wear_suit.name].\n"
//back
if(back)
if(back.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[back] [back.gender==PLURAL?"some":"a"] blood-stained [back] on [t_his] back.</span>\n"
else
msg += "[t_He] [t_has] \icon[back] \a [back] on [t_his] back.\n"
//Hands
for(var/obj/item/I in held_items)
if(!(I.flags & ABSTRACT))
if(I.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] holding \icon[I] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "[t_He] [t_is] holding \icon[I] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
//gloves
if(gloves && !(slot_gloves in obscured))
if(gloves.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] blood-stained [gloves.name] on [t_his] hands!</span>\n"
else
msg += "[t_He] [t_has] \icon[gloves] \a [gloves] on [t_his] hands.\n"
else if(blood_DNA)
var/hand_number = get_num_arms()
if(hand_number)
msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
//handcuffed?
//handcuffed?
if(handcuffed)
if(istype(handcuffed, /obj/item/weapon/restraints/handcuffs/cable))
msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] restrained with cable!</span>\n"
else
msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] handcuffed!</span>\n"
//belt
if(belt)
if(belt.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[belt] [belt.gender==PLURAL?"some":"a"] blood-stained [belt.name] about [t_his] waist!</span>\n"
else
msg += "[t_He] [t_has] \icon[belt] \a [belt] about [t_his] waist.\n"
//shoes
if(shoes && !(slot_shoes in obscured))
if(shoes.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] blood-stained [shoes.name] on [t_his] feet!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[shoes] \a [shoes] on [t_his] feet.\n"
//mask
if(wear_mask && !(slot_wear_mask in obscured))
if(wear_mask.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[wear_mask] [wear_mask.gender==PLURAL?"some":"a"] blood-stained [wear_mask.name] on [t_his] face!</span>\n"
else
msg += "[t_He] [t_has] \icon[wear_mask] \a [wear_mask] on [t_his] face.\n"
if (wear_neck && !(slot_neck in obscured))
msg += "[t_He] [t_is] wearing \icon[src.wear_neck] \a [src.wear_neck] around [t_his] neck.\n"
//eyes
if(glasses && !(slot_glasses in obscured))
if(glasses.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] blood-stained [glasses] covering [t_his] eyes!</span>\n"
else
msg += "[t_He] [t_has] \icon[glasses] \a [glasses] covering [t_his] eyes.\n"
//ears
if(ears && !(slot_ears in obscured))
msg += "[t_He] [t_has] \icon[ears] \a [ears] on [t_his] ears.\n"
//ID
if(wear_id)
msg += "[t_He] [t_is] wearing \icon[wear_id] \a [wear_id].\n"
//Jitters
switch(jitteriness)
if(300 to INFINITY)
msg += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>\n"
if(200 to 300)
msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
if(100 to 200)
msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
var/appears_dead = 0
if(stat == DEAD || (status_flags & FAKEDEATH))
appears_dead = 1
if(w_uniform.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing [bicon(w_uniform)] [w_uniform.gender==PLURAL?"some":"a"] blood-stained [w_uniform.name][accessory_msg]!</span>\n"
else
msg += "[t_He] [t_is] wearing [bicon(w_uniform)] \a [w_uniform][accessory_msg].\n"
//head
if(head)
if(head.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing [bicon(head)] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on [t_his] head!</span>\n"
else
msg += "[t_He] [t_is] wearing [bicon(head)] \a [head] on [t_his] head.\n"
//suit/armor
if(wear_suit)
if(wear_suit.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing [bicon(wear_suit)] [wear_suit.gender==PLURAL?"some":"a"] blood-stained [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] wearing [bicon(wear_suit)] \a [wear_suit].\n"
//suit/armor storage
if(s_store)
if(s_store.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] carrying [bicon(s_store)] [s_store.gender==PLURAL?"some":"a"] blood-stained [s_store.name] on [t_his] [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] carrying [bicon(s_store)] \a [s_store] on [t_his] [wear_suit.name].\n"
//back
if(back)
if(back.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [bicon(back)] [back.gender==PLURAL?"some":"a"] blood-stained [back] on [t_his] back.</span>\n"
else
msg += "[t_He] [t_has] [bicon(back)] \a [back] on [t_his] back.\n"
//Hands
for(var/obj/item/I in held_items)
if(!(I.flags & ABSTRACT))
if(I.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] holding [bicon(I)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "[t_He] [t_is] holding [bicon(I)] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
//gloves
if(gloves && !(slot_gloves in obscured))
if(gloves.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [bicon(gloves)] [gloves.gender==PLURAL?"some":"a"] blood-stained [gloves.name] on [t_his] hands!</span>\n"
else
msg += "[t_He] [t_has] [bicon(gloves)] \a [gloves] on [t_his] hands.\n"
else if(blood_DNA)
var/hand_number = get_num_arms()
if(hand_number)
msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
//handcuffed?
//handcuffed?
if(handcuffed)
if(istype(handcuffed, /obj/item/weapon/restraints/handcuffs/cable))
msg += "<span class='warning'>[t_He] [t_is] [bicon(handcuffed)] restrained with cable!</span>\n"
else
msg += "<span class='warning'>[t_He] [t_is] [bicon(handcuffed)] handcuffed!</span>\n"
//belt
if(belt)
if(belt.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [bicon(belt)] [belt.gender==PLURAL?"some":"a"] blood-stained [belt.name] about [t_his] waist!</span>\n"
else
msg += "[t_He] [t_has] [bicon(belt)] \a [belt] about [t_his] waist.\n"
//shoes
if(shoes && !(slot_shoes in obscured))
if(shoes.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing [bicon(shoes)] [shoes.gender==PLURAL?"some":"a"] blood-stained [shoes.name] on [t_his] feet!</span>\n"
else
msg += "[t_He] [t_is] wearing [bicon(shoes)] \a [shoes] on [t_his] feet.\n"
//mask
if(wear_mask && !(slot_wear_mask in obscured))
if(wear_mask.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [bicon(wear_mask)] [wear_mask.gender==PLURAL?"some":"a"] blood-stained [wear_mask.name] on [t_his] face!</span>\n"
else
msg += "[t_He] [t_has] [bicon(wear_mask)] \a [wear_mask] on [t_his] face.\n"
if (wear_neck && !(slot_neck in obscured))
msg += "[t_He] [t_is] wearing [bicon(wear_neck)] \a [src.wear_neck] around [t_his] neck.\n"
//eyes
if(glasses && !(slot_glasses in obscured))
if(glasses.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [bicon(glasses)] [glasses.gender==PLURAL?"some":"a"] blood-stained [glasses] covering [t_his] eyes!</span>\n"
else
msg += "[t_He] [t_has] [bicon(glasses)] \a [glasses] covering [t_his] eyes.\n"
//ears
if(ears && !(slot_ears in obscured))
msg += "[t_He] [t_has] [bicon(ears)] \a [ears] on [t_his] ears.\n"
//ID
if(wear_id)
msg += "[t_He] [t_is] wearing [bicon(wear_id)] \a [wear_id].\n"
//Jitters
switch(jitteriness)
if(300 to INFINITY)
msg += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>\n"
if(200 to 300)
msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
if(100 to 200)
msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
var/appears_dead = 0
if(stat == DEAD || (status_flags & FAKEDEATH))
appears_dead = 1
if(suiciding)
msg += "<span class='warning'>[t_He] appear[p_s()] to have committed suicide... there is no hope of recovery.</span>\n"
if(hellbound)
msg += "<span class='warning'>[t_His] soul seems to have been ripped out of [t_his] body. Revival is impossible.</span>\n"
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life"
if(getorgan(/obj/item/organ/brain))
if(!key)
var/foundghost = 0
if(mind)
for(var/mob/dead/observer/G in GLOB.player_list)
if(G.mind == mind)
foundghost = 1
if (G.can_reenter_corpse == 0)
foundghost = 0
break
if(!foundghost)
msg += " and [t_his] soul has departed"
if(!key)
var/foundghost = 0
if(mind)
for(var/mob/dead/observer/G in GLOB.player_list)
if(G.mind == mind)
foundghost = 1
if (G.can_reenter_corpse == 0)
foundghost = 0
break
if(!foundghost)
msg += " and [t_his] soul has departed"
msg += "...</span>\n"
if(get_bodypart("head") && !getorgan(/obj/item/organ/brain))
msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
var/temp = getBruteLoss() //no need to calculate each of these twice
msg += "<span class='warning'>"
var/list/missing = list("head", "chest", "l_arm", "r_arm", "l_leg", "r_leg")
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
missing -= BP.body_zone
for(var/obj/item/I in BP.embedded_objects)
msg += "<B>[t_He] [t_has] \a \icon[I] [I] embedded in [t_his] [BP.name]!</B>\n"
//stores missing limbs
var/l_limbs_missing = 0
var/r_limbs_missing = 0
for(var/t in missing)
if(t=="head")
msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B><span class='warning'>\n"
continue
if(t == "l_arm" || t == "l_leg")
l_limbs_missing++
else if(t == "r_arm" || t == "r_leg")
r_limbs_missing++
msg += "<B>[capitalize(t_his)] [parse_zone(t)] is missing!</B>\n"
if(l_limbs_missing >= 2 && r_limbs_missing == 0)
msg += "[t_He] looks all right now.\n"
else if(l_limbs_missing == 0 && r_limbs_missing >= 2)
msg += "[t_He] really keeps to the left.\n"
else if(l_limbs_missing >= 2 && r_limbs_missing >= 2)
msg += "[t_He] doesn't seem all there.\n"
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor bruising.\n"
else
msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
temp = getFireLoss()
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor burns.\n"
else
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
temp = getCloneLoss()
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor cellular damage.\n"
else
msg += "<B>[t_He] [t_has] severe cellular damage.</B>\n"
if(fire_stacks > 0)
msg += "[t_He] [t_is] covered in something flammable.\n"
if(fire_stacks < 0)
msg += "[t_He] looks a little soaked.\n"
if(pulledby && pulledby.grab_state)
msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n"
if(nutrition < NUTRITION_LEVEL_STARVING - 50)
msg += "[t_He] [t_is] severely malnourished.\n"
else if(nutrition >= NUTRITION_LEVEL_FAT)
if(user.nutrition < NUTRITION_LEVEL_STARVING - 50)
msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else
msg += "[t_He] [t_is] quite chubby.\n"
if(blood_volume < BLOOD_VOLUME_SAFE)
msg += "[t_He] [t_has] pale skin.\n"
if(bleedsuppress)
msg += "[t_He] [t_is] bandaged with something.\n"
else if(bleed_rate)
if(reagents.has_reagent("heparin"))
msg += "<b>[t_He] [t_is] bleeding uncontrollably!</b>\n"
else
msg += "<B>[t_He] [t_is] bleeding!</B>\n"
if(reagents.has_reagent("teslium"))
msg += "[t_He] is emitting a gentle blue glow!\n"
if(islist(stun_absorption))
for(var/i in stun_absorption)
if(stun_absorption[i]["end_time"] > world.time && stun_absorption[i]["examine_message"])
msg += "[t_He] [t_is][stun_absorption[i]["examine_message"]]\n"
if(drunkenness && !skipface && !appears_dead) //Drunkenness
switch(drunkenness)
if(11 to 21)
msg += "[t_He] [t_is] slightly flushed.\n"
if(21.01 to 41) //.01s are used in case drunkenness ends up to be a small decimal
msg += "[t_He] [t_is] flushed.\n"
if(41.01 to 51)
msg += "[t_He] [t_is] quite flushed and [t_his] breath smells of alcohol.\n"
if(51.01 to 61)
msg += "[t_He] is very flushed and [t_his] movements jerky, with breath reeking of alcohol.\n"
if(61.01 to 91)
msg += "[t_He] looks like a drunken mess.\n"
if(91.01 to INFINITY)
msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n"
for (var/I in src.vore_organs)
var/datum/belly/B = vore_organs[I]
msg += B.get_examine_msg()
msg += "</span>"
if(!appears_dead)
if(stat == UNCONSCIOUS)
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.\n"
else if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if(getorgan(/obj/item/organ/brain))
if(istype(src,/mob/living/carbon/human/interactive))
var/mob/living/carbon/human/interactive/auto = src
if(auto.showexaminetext)
msg += "<span class='deadsay'>[t_He] [t_is] appears to be some sort of sick automaton, [t_his] eyes are glazed over and [t_his] mouth is slightly agape.</span>\n"
if(auto.debugexamine)
var/dodebug = auto.doing2string(auto.doing)
var/interestdebug = auto.interest2string(auto.interest)
msg += "<span class='deadsay'>[t_He] [t_is] appears to be [interestdebug] and [dodebug].</span>\n"
else if(!key)
msg += "<span class='deadsay'>[t_He] [t_is] totally catatonic. The stresses of life in deep-space must have been too much for [t_him]. Any recovery is unlikely.</span>\n"
else if(!client)
msg += "[t_He] [t_has] a blank, absent-minded stare and appears completely unresponsive to anything. [t_He] may snap out of it soon.\n"
if(digitalcamo)
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/cyberimp/eyes/hud/CIH = H.getorgan(/obj/item/organ/cyberimp/eyes/hud)
if(istype(H.glasses, /obj/item/clothing/glasses/hud) || CIH)
var/perpname = get_face_name(get_id_name(""))
if(perpname)
var/datum/data/record/R = find_record("name", perpname, GLOB.data_core.general)
if(R)
msg += "<span class='deptradio'>Rank:</span> [R.fields["rank"]]<br>"
msg += "<a href='?src=\ref[src];hud=1;photo_front=1'>\[Front photo\]</a> "
msg += "<a href='?src=\ref[src];hud=1;photo_side=1'>\[Side photo\]</a><br>"
if(istype(H.glasses, /obj/item/clothing/glasses/hud/health) || istype(CIH,/obj/item/organ/cyberimp/eyes/hud/medical))
var/cyberimp_detect
for(var/obj/item/organ/cyberimp/CI in internal_organs)
if(CI.status == ORGAN_ROBOTIC)
cyberimp_detect += "[name] is modified with a [CI.name].<br>"
if(cyberimp_detect)
msg += "Detected cybernetic modifications:<br>"
msg += cyberimp_detect
if(R)
var/health_r = R.fields["p_stat"]
msg += "<a href='?src=\ref[src];hud=m;p_stat=1'>\[[health_r]\]</a>"
health_r = R.fields["m_stat"]
msg += "<a href='?src=\ref[src];hud=m;m_stat=1'>\[[health_r]\]</a><br>"
R = find_record("name", perpname, GLOB.data_core.medical)
if(R)
msg += "<a href='?src=\ref[src];hud=m;evaluation=1'>\[Medical evaluation\]</a><br>"
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(CIH,/obj/item/organ/cyberimp/eyes/hud/security))
if(!user.stat && user != src)
//|| !user.canmove || user.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at.
var/criminal = "None"
R = find_record("name", perpname, GLOB.data_core.security)
if(R)
criminal = R.fields["criminal"]
msg += "<span class='deptradio'>Criminal status:</span> <a href='?src=\ref[src];hud=s;status=1'>\[[criminal]\]</a>\n"
msg += "<span class='deptradio'>Security record:</span> <a href='?src=\ref[src];hud=s;view=1'>\[View\]</a> "
msg += "<a href='?src=\ref[src];hud=s;add_crime=1'>\[Add crime\]</a> "
msg += "<a href='?src=\ref[src];hud=s;view_comment=1'>\[View comment log\]</a> "
msg += "<a href='?src=\ref[src];hud=s;add_comment=1'>\[Add comment\]</a>\n"
if(print_flavor_text() && get_visible_name() != "Unknown")//Are we sure we know who this is? Don't show flavor text unless we can recognize them. Prevents certain metagaming with impersonation.
msg += "[print_flavor_text()]\n"
msg += "*---------*</span>"
to_chat(user, msg)
var/temp = getBruteLoss() //no need to calculate each of these twice
msg += "<span class='warning'>"
var/list/missing = list("head", "chest", "l_arm", "r_arm", "l_leg", "r_leg")
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
missing -= BP.body_zone
for(var/obj/item/I in BP.embedded_objects)
msg += "<B>[t_He] [t_has] \a [bicon(I)] [I] embedded in [t_his] [BP.name]!</B>\n"
//stores missing limbs
var/l_limbs_missing = 0
var/r_limbs_missing = 0
for(var/t in missing)
if(t=="head")
msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B><span class='warning'>\n"
continue
if(t == "l_arm" || t == "l_leg")
l_limbs_missing++
else if(t == "r_arm" || t == "r_leg")
r_limbs_missing++
msg += "<B>[capitalize(t_his)] [parse_zone(t)] is missing!</B>\n"
if(l_limbs_missing >= 2 && r_limbs_missing == 0)
msg += "[t_He] looks all right now.\n"
else if(l_limbs_missing == 0 && r_limbs_missing >= 2)
msg += "[t_He] really keeps to the left.\n"
else if(l_limbs_missing >= 2 && r_limbs_missing >= 2)
msg += "[t_He] doesn't seem all there.\n"
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor bruising.\n"
else
msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
temp = getFireLoss()
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor burns.\n"
else
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
temp = getCloneLoss()
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor cellular damage.\n"
else
msg += "<B>[t_He] [t_has] severe cellular damage.</B>\n"
if(fire_stacks > 0)
msg += "[t_He] [t_is] covered in something flammable.\n"
if(fire_stacks < 0)
msg += "[t_He] looks a little soaked.\n"
if(pulledby && pulledby.grab_state)
msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n"
if(nutrition < NUTRITION_LEVEL_STARVING - 50)
msg += "[t_He] [t_is] severely malnourished.\n"
else if(nutrition >= NUTRITION_LEVEL_FAT)
if(user.nutrition < NUTRITION_LEVEL_STARVING - 50)
msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else
msg += "[t_He] [t_is] quite chubby.\n"
if(blood_volume < BLOOD_VOLUME_SAFE)
msg += "[t_He] [t_has] pale skin.\n"
if(bleedsuppress)
msg += "[t_He] [t_is] bandaged with something.\n"
else if(bleed_rate)
if(reagents.has_reagent("heparin"))
msg += "<b>[t_He] [t_is] bleeding uncontrollably!</b>\n"
else
msg += "<B>[t_He] [t_is] bleeding!</B>\n"
if(reagents.has_reagent("teslium"))
msg += "[t_He] is emitting a gentle blue glow!\n"
if(islist(stun_absorption))
for(var/i in stun_absorption)
if(stun_absorption[i]["end_time"] > world.time && stun_absorption[i]["examine_message"])
msg += "[t_He] [t_is][stun_absorption[i]["examine_message"]]\n"
if(drunkenness && !skipface && !appears_dead) //Drunkenness
switch(drunkenness)
if(11 to 21)
msg += "[t_He] [t_is] slightly flushed.\n"
if(21.01 to 41) //.01s are used in case drunkenness ends up to be a small decimal
msg += "[t_He] [t_is] flushed.\n"
if(41.01 to 51)
msg += "[t_He] [t_is] quite flushed and [t_his] breath smells of alcohol.\n"
if(51.01 to 61)
msg += "[t_He] is very flushed and [t_his] movements jerky, with breath reeking of alcohol.\n"
if(61.01 to 91)
msg += "[t_He] looks like a drunken mess.\n"
if(91.01 to INFINITY)
msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n"
for (var/I in src.vore_organs)
var/datum/belly/B = vore_organs[I]
msg += B.get_examine_msg()
msg += "</span>"
if(!appears_dead)
if(stat == UNCONSCIOUS)
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.\n"
else if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if(getorgan(/obj/item/organ/brain))
if(istype(src,/mob/living/carbon/human/interactive))
var/mob/living/carbon/human/interactive/auto = src
if(auto.showexaminetext)
msg += "<span class='deadsay'>[t_He] [t_is] appears to be some sort of sick automaton, [t_his] eyes are glazed over and [t_his] mouth is slightly agape.</span>\n"
if(auto.debugexamine)
var/dodebug = auto.doing2string(auto.doing)
var/interestdebug = auto.interest2string(auto.interest)
msg += "<span class='deadsay'>[t_He] [t_is] appears to be [interestdebug] and [dodebug].</span>\n"
else if(!key)
msg += "<span class='deadsay'>[t_He] [t_is] totally catatonic. The stresses of life in deep-space must have been too much for [t_him]. Any recovery is unlikely.</span>\n"
else if(!client)
msg += "[t_He] [t_has] a blank, absent-minded stare and appears completely unresponsive to anything. [t_He] may snap out of it soon.\n"
if(digitalcamo)
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/cyberimp/eyes/hud/CIH = H.getorgan(/obj/item/organ/cyberimp/eyes/hud)
if(istype(H.glasses, /obj/item/clothing/glasses/hud) || CIH)
var/perpname = get_face_name(get_id_name(""))
if(perpname)
var/datum/data/record/R = find_record("name", perpname, GLOB.data_core.general)
if(R)
msg += "<span class='deptradio'>Rank:</span> [R.fields["rank"]]<br>"
msg += "<a href='?src=\ref[src];hud=1;photo_front=1'>\[Front photo\]</a> "
msg += "<a href='?src=\ref[src];hud=1;photo_side=1'>\[Side photo\]</a><br>"
if(istype(H.glasses, /obj/item/clothing/glasses/hud/health) || istype(CIH,/obj/item/organ/cyberimp/eyes/hud/medical))
var/cyberimp_detect
for(var/obj/item/organ/cyberimp/CI in internal_organs)
if(CI.status == ORGAN_ROBOTIC)
cyberimp_detect += "[name] is modified with a [CI.name].<br>"
if(cyberimp_detect)
msg += "Detected cybernetic modifications:<br>"
msg += cyberimp_detect
if(R)
var/health_r = R.fields["p_stat"]
msg += "<a href='?src=\ref[src];hud=m;p_stat=1'>\[[health_r]\]</a>"
health_r = R.fields["m_stat"]
msg += "<a href='?src=\ref[src];hud=m;m_stat=1'>\[[health_r]\]</a><br>"
R = find_record("name", perpname, GLOB.data_core.medical)
if(R)
msg += "<a href='?src=\ref[src];hud=m;evaluation=1'>\[Medical evaluation\]</a><br>"
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(CIH,/obj/item/organ/cyberimp/eyes/hud/security))
if(!user.stat && user != src)
//|| !user.canmove || user.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at.
var/criminal = "None"
R = find_record("name", perpname, GLOB.data_core.security)
if(R)
criminal = R.fields["criminal"]
msg += "<span class='deptradio'>Criminal status:</span> <a href='?src=\ref[src];hud=s;status=1'>\[[criminal]\]</a>\n"
msg += "<span class='deptradio'>Security record:</span> <a href='?src=\ref[src];hud=s;view=1'>\[View\]</a> "
msg += "<a href='?src=\ref[src];hud=s;add_crime=1'>\[Add crime\]</a> "
msg += "<a href='?src=\ref[src];hud=s;view_comment=1'>\[View comment log\]</a> "
msg += "<a href='?src=\ref[src];hud=s;add_comment=1'>\[Add comment\]</a>\n"
if(print_flavor_text() && get_visible_name() != "Unknown")//Are we sure we know who this is? Don't show flavor text unless we can recognize them. Prevents certain metagaming with impersonation.
msg += "[print_flavor_text()]\n"
msg += "*---------*</span>"
to_chat(user, msg)
@@ -40,13 +40,13 @@
if(spec_return)
return spec_return
if(mind)
if(mind.martial_art && mind.martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
if(prob(mind.martial_art.deflection_chance))
if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
return 0
if(mind)
if(mind.martial_art && mind.martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
if(prob(mind.martial_art.deflection_chance))
if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
return 0
if(!(P.original == src && P.firer == src)) //can't block or reflect when shooting yourself
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
@@ -104,11 +104,11 @@
return 0
/mob/living/carbon/human/proc/check_block()
if(mind)
if(mind.martial_art && mind.martial_art.block_chance \
&& prob(mind.martial_art.block_chance) && in_throw_mode \
&& !stat && !weakened && !stunned)
return TRUE
if(mind)
if(mind.martial_art && mind.martial_art.block_chance \
&& prob(mind.martial_art.block_chance) && in_throw_mode \
&& !stat && !weakened && !stunned)
return TRUE
return FALSE
/mob/living/carbon/human/hitby(atom/movable/AM, skipcatch = 0, hitpush = 1, blocked = 0)
@@ -136,7 +136,7 @@
I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
I.loc = src
L.receive_damage(I.w_class*I.embedded_impact_pain_multiplier)
visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
hitpush = 0
skipcatch = 1 //can't catch the now embedded item
@@ -160,8 +160,8 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(user.zone_selected)) //what we're actually ending up trying to hit.
var/target_area = parse_zone(check_zone(user.zone_selected)) //our intended target
SSblackbox.add_details("item_used_for_combat","[I.type]|[I.force]")
SSblackbox.add_details("zone_targeted","[target_area]")
SSblackbox.add_details("item_used_for_combat","[I.type]|[I.force]")
SSblackbox.add_details("zone_targeted","[target_area]")
// the attacked_by code varies among species
return dna.species.spec_attacked_by(I, user, affecting, a_intent, src)
@@ -439,7 +439,7 @@
else if(S.siemens_coefficient == (-1))
total_coeff -= 1
siemens_coeff = total_coeff
if(HAS_SECONDARY_FLAG(src, TESLA_IGNORE))
if(HAS_SECONDARY_FLAG(src, TESLA_IGNORE))
siemens_coeff = 0
else if(!safety)
var/gloves_siemens_coeff = 1
@@ -622,7 +622,7 @@
gain = 100
if(mind.assigned_role == "Clown")
gain = rand(-300, 300)
investigate_log("([key_name(src)]) has been consumed by the singularity.", INVESTIGATE_SINGULO) //Oh that's where the clown ended up!
investigate_log("([key_name(src)]) has been consumed by the singularity.", INVESTIGATE_SINGULO) //Oh that's where the clown ended up!
gib()
return(gain)
@@ -665,10 +665,10 @@
status += "numb"
if(status == "")
status = "OK"
to_chat(src, "\t [status == "OK" ? "\blue" : "\red"] Your [LB.name] is [status].")
to_chat(src, "\t <span class='[status == "OK" ? "notice" : "warning"]'>Your [LB.name] is [status].</span>")
for(var/obj/item/I in LB.embedded_objects)
to_chat(src, "\t <a href='byond://?src=\ref[src];embedded_object=\ref[I];embedded_limb=\ref[LB]'class='warning'> There is \a [I] embedded in your [LB.name]!</a>")
to_chat(src, "\t <a href='?src=\ref[src];embedded_object=\ref[I];embedded_limb=\ref[LB]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
for(var/t in missing)
to_chat(src, "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>")
@@ -0,0 +1,14 @@
diff a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm (rejected hunks)
@@ -681,10 +681,10 @@
status += "numb"
if(status == "")
status = "OK"
- to_chat(src, "\t [status == "OK" ? "\blue" : "\red"] Your [LB.name] is [status].")
+ to_chat(src, "\t <span class='[status == "OK" ? "notice" : "warning"]'>Your [LB.name] is [status].</span>")
for(var/obj/item/I in LB.embedded_objects)
- to_chat(src, "\t <a href='byond://?src=\ref[src];embedded_object=\ref[I];embedded_limb=\ref[LB]'>\red There is \a [I] embedded in your [LB.name]!</a>")
+ to_chat(src, "\t <a href='?src=\ref[src];embedded_object=\ref[I];embedded_limb=\ref[LB]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
for(var/t in missing)
to_chat(src, "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>")
@@ -1,5 +1,5 @@
/mob/living/silicon/ai/examine(mob/user)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] <EM>[src]</EM>!\n"
var/msg = "<span class='info'>*---------*\nThis is [bicon(src)] <EM>[src]</EM>!\n"
if (stat == DEAD)
msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
else
@@ -0,0 +1,8 @@
diff a/code/modules/mob/living/silicon/ai/examine.dm b/code/modules/mob/living/silicon/ai/examine.dm (rejected hunks)
@@ -1,5 +1,5 @@
/mob/living/silicon/ai/examine(mob/user)
- var/msg = "<span class='info'>*---------*\nThis is \icon[src] <EM>[src]</EM>!\n"
+ var/msg = "<span class='info'>*---------*\nThis is [bicon(src)] <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
else
@@ -173,7 +173,7 @@
if(href_list["send"])
sradio.send_signal("ACTIVATE")
audible_message("\icon[src] *beep* *beep*")
audible_message("[bicon(src)] *beep* *beep*")
if(href_list["freq"])
@@ -1,11 +1,11 @@
/mob/living/silicon/robot/examine(mob/user)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
var/msg = "<span class='info'>*---------*\nThis is [bicon(src)] \a <EM>[src]</EM>!\n"
if(desc)
msg += "[desc]\n"
var/obj/act_module = get_active_held_item()
if(act_module)
msg += "It is holding \icon[act_module] \a [act_module].\n"
msg += "It is holding [bicon(act_module)] \a [act_module].\n"
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < maxHealth*0.5)
@@ -469,7 +469,7 @@ Pass a positive integer as an argument to override a bot's default speed.
var/area/end_area = get_area(waypoint)
if(client) //Player bots instead get a location command from the AI
to_chat(src, "<span class='noticebig'>Priority waypoint set by \icon[caller] <b>[caller]</b>. Proceed to <b>[end_area.name]<\b>.")
to_chat(src, "<span class='noticebig'>Priority waypoint set by [bicon(caller)] <b>[caller]</b>. Proceed to <b>[end_area.name]<\b>.")
//For giving the bot temporary all-access.
var/obj/item/weapon/card/id/all_access = new /obj/item/weapon/card/id
@@ -485,7 +485,7 @@ Pass a positive integer as an argument to override a bot's default speed.
turn_on() //Saves the AI the hassle of having to activate a bot manually.
access_card = all_access //Give the bot all-access while under the AI's command.
if(message)
to_chat(calling_ai, "<span class='notice'>\icon[src] [name] called to [end_area.name]. [path.len-1] meters to destination.</span>")
to_chat(calling_ai, "<span class='notice'>[bicon(src)] [name] called to [end_area.name]. [path.len-1] meters to destination.</span>")
pathset = 1
mode = BOT_RESPONDING
tries = 0
@@ -500,7 +500,7 @@ Pass a positive integer as an argument to override a bot's default speed.
var/success = bot_move(ai_waypoint, 3)
if(!success)
if(calling_ai)
to_chat(calling_ai, "\icon[src] [get_turf(src) == ai_waypoint ? "<span class='notice'>[src] successfully arrived to waypoint.</span>" : "<span class='danger'>[src] failed to reach waypoint.</span>"]")
to_chat(calling_ai, "[bicon(src)] [get_turf(src) == ai_waypoint ? "<span class='notice'>[src] successfully arrived to waypoint.</span>" : "<span class='danger'>[src] failed to reach waypoint.</span>"]")
calling_ai = null
bot_reset()
@@ -596,7 +596,7 @@
if(pathset) //The AI called us here, so notify it of our arrival.
loaddir = dir //The MULE will attempt to load a crate in whatever direction the MULE is "facing".
if(calling_ai)
to_chat(calling_ai, "<span class='notice'>\icon[src] [src] wirelessly plays a chiming sound!</span>")
to_chat(calling_ai, "<span class='notice'>[bicon(src)] [src] wirelessly plays a chiming sound!</span>")
playsound(calling_ai, 'sound/machines/chime.ogg',40, 0)
calling_ai = null
radio_channel = "AI Private" //Report on AI Private instead if the AI is controlling us.
@@ -50,7 +50,7 @@
/mob/living/simple_animal/hostile/construct/examine(mob/user)
var/t_He = p_they(TRUE)
var/t_s = p_s()
var/msg = "<span class='cult'>*---------*\nThis is \icon[src] \a <b>[src]</b>!\n"
var/msg = "<span class='cult'>*---------*\nThis is [bicon(src)] \a <b>[src]</b>!\n"
msg += "[desc]\n"
if(health < maxHealth)
msg += "<span class='warning'>"
@@ -170,29 +170,29 @@
/mob/living/simple_animal/drone/examine(mob/user)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <b>[src]</b>!\n"
var/msg = "<span class='info'>*---------*\nThis is [bicon(src)] \a <b>[src]</b>!\n"
//Hands
for(var/obj/item/I in held_items)
if(!(I.flags & ABSTRACT))
if(I.blood_DNA)
msg += "<span class='warning'>It has \icon[I] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
msg += "<span class='warning'>It has [bicon(I)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "It has \icon[I] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
msg += "It has [bicon(I)] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
//Internal storage
if(internal_storage && !(internal_storage.flags&ABSTRACT))
if(internal_storage.blood_DNA)
msg += "<span class='warning'>It is holding \icon[internal_storage] [internal_storage.gender==PLURAL?"some":"a"] blood-stained [internal_storage.name] in its internal storage!</span>\n"
msg += "<span class='warning'>It is holding [bicon(internal_storage)] [internal_storage.gender==PLURAL?"some":"a"] blood-stained [internal_storage.name] in its internal storage!</span>\n"
else
msg += "It is holding \icon[internal_storage] \a [internal_storage] in its internal storage.\n"
msg += "It is holding [bicon(internal_storage)] \a [internal_storage] in its internal storage.\n"
//Cosmetic hat - provides no function other than looks
if(head && !(head.flags&ABSTRACT))
if(head.blood_DNA)
msg += "<span class='warning'>It is wearing \icon[head] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on its head!</span>\n"
msg += "<span class='warning'>It is wearing [bicon(head)] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on its head!</span>\n"
else
msg += "It is wearing \icon[head] \a [head] on its head.\n"
msg += "It is wearing [bicon(head)] \a [head] on its head.\n"
//Braindead
if(!client && stat != DEAD)
@@ -57,7 +57,7 @@
if( ishuman(AM) )
if(!stat)
var/mob/M = AM
to_chat(M, "<span class='notice'>\icon[src] Squeek!</span>")
to_chat(M, "<span class='notice'>[bicon(src)] Squeek!</span>")
playsound(src, 'sound/effects/mousesqueek.ogg', 100, 1)
..()
@@ -26,21 +26,21 @@
/mob/living/simple_animal/hostile/guardian/dextrous/examine(mob/user)
if(dextrous)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <b>[src]</b>!\n"
var/msg = "<span class='info'>*---------*\nThis is [bicon(src)] \a <b>[src]</b>!\n"
msg += "[desc]\n"
for(var/obj/item/I in held_items)
if(!(I.flags & ABSTRACT))
if(I.blood_DNA)
msg += "<span class='warning'>It has \icon[I] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
msg += "<span class='warning'>It has [bicon(I)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "It has \icon[I] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
msg += "It has [bicon(I)] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
if(internal_storage && !(internal_storage.flags&ABSTRACT))
if(internal_storage.blood_DNA)
msg += "<span class='warning'>It is holding \icon[internal_storage] [internal_storage.gender==PLURAL?"some":"a"] blood-stained [internal_storage.name] in its internal storage!</span>\n"
msg += "<span class='warning'>It is holding [bicon(internal_storage)] [internal_storage.gender==PLURAL?"some":"a"] blood-stained [internal_storage.name] in its internal storage!</span>\n"
else
msg += "It is holding \icon[internal_storage] \a [internal_storage] in its internal storage.\n"
msg += "It is holding [bicon(internal_storage)] \a [internal_storage] in its internal storage.\n"
msg += "*---------*</span>"
to_chat(user, msg)
else
@@ -347,7 +347,7 @@
/mob/living/simple_animal/slime/examine(mob/user)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
var/msg = "<span class='info'>*---------*\nThis is [bicon(src)] \a <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It is limp and unresponsive.</span>\n"
else