Revert "Revert "PLASE""

This reverts commit 00601a0c87.
This commit is contained in:
Fermi
2019-11-24 03:04:52 +00:00
parent 25fe5ec14b
commit aeb8606ce0
2145 changed files with 5258 additions and 1387322 deletions
@@ -1,145 +0,0 @@
/mob/living/carbon/alien
name = "alien"
icon = 'icons/mob/alien.dmi'
gender = FEMALE //All xenos are girls!!
dna = null
faction = list(ROLE_ALIEN)
ventcrawler = VENTCRAWLER_ALWAYS
sight = SEE_MOBS
see_in_dark = 4
verb_say = "hisses"
initial_language_holder = /datum/language_holder/alien
bubble_icon = "alien"
type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab/xeno
var/obj/item/card/id/wear_id = null // Fix for station bounced radios -- Skie
var/has_fine_manipulation = 0
var/move_delay_add = 0 // movement delay to add
status_flags = CANUNCONSCIOUS|CANPUSH
var/heat_protection = 0.5
var/leaping = 0
gib_type = /obj/effect/decal/cleanable/blood/gibs/xeno
unique_name = 1
var/static/regex/alien_name_regex = new("alien (larva|sentinel|drone|hunter|praetorian|queen)( \\(\\d+\\))?")
/mob/living/carbon/alien/Initialize()
verbs += /mob/living/proc/mob_sleep
verbs += /mob/living/proc/lay_down
create_bodyparts() //initialize bodyparts
create_internal_organs()
. = ..()
/mob/living/carbon/alien/create_internal_organs()
internal_organs += new /obj/item/organ/brain/alien
internal_organs += new /obj/item/organ/alien/hivenode
internal_organs += new /obj/item/organ/tongue/alien
internal_organs += new /obj/item/organ/eyes/night_vision/alien
internal_organs += new /obj/item/organ/ears
..()
/mob/living/carbon/alien/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null) // beepsky won't hunt aliums
return -10
/mob/living/carbon/alien/handle_environment(datum/gas_mixture/environment)
if(!environment)
return
var/loc_temp = get_temperature(environment)
// Aliens are now weak to fire.
//After then, it reacts to the surrounding atmosphere based on your thermal protection
if(!on_fire) // If you're on fire, ignore local air temperature
if(loc_temp > bodytemperature)
//Place is hotter than we are
var/thermal_protection = heat_protection //This returns a 0 - 1 value, which corresponds to the percentage of heat protection.
if(thermal_protection < 1)
adjust_bodytemperature((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR))
else
adjust_bodytemperature(1 * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR))
if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT)
//Body temperature is too hot.
throw_alert("alien_fire", /obj/screen/alert/alien_fire)
switch(bodytemperature)
if(360 to 400)
apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
if(400 to 460)
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
if(460 to INFINITY)
if(on_fire)
apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
else
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
else
clear_alert("alien_fire")
/mob/living/carbon/alien/reagent_check(datum/reagent/R) //can metabolize all reagents
return 0
/mob/living/carbon/alien/IsAdvancedToolUser()
return has_fine_manipulation
/mob/living/carbon/alien/Stat()
..()
if(statpanel("Status"))
stat(null, "Intent: [a_intent]")
/mob/living/carbon/alien/getTrail()
if(getBruteLoss() < 200)
return pick (list("xltrails_1", "xltrails2"))
else
return pick (list("xttrails_1", "xttrails2"))
/*----------------------------------------
Proc: AddInfectionImages()
Des: Gives the client of the alien an image on each infected mob.
----------------------------------------*/
/mob/living/carbon/alien/proc/AddInfectionImages()
if (client)
for (var/i in GLOB.mob_living_list)
var/mob/living/L = i
if(HAS_TRAIT(L, TRAIT_XENO_HOST))
var/obj/item/organ/body_egg/alien_embryo/A = L.getorgan(/obj/item/organ/body_egg/alien_embryo)
if(A)
var/I = image('icons/mob/alien.dmi', loc = L, icon_state = "infected[A.stage]")
client.images += I
return
/*----------------------------------------
Proc: RemoveInfectionImages()
Des: Removes all infected images from the alien.
----------------------------------------*/
/mob/living/carbon/alien/proc/RemoveInfectionImages()
if (client)
for(var/image/I in client.images)
if(dd_hasprefix_case(I.icon_state, "infected"))
qdel(I)
return
/mob/living/carbon/alien/canBeHandcuffed()
return 1
/mob/living/carbon/alien/get_standard_pixel_y_offset(lying = 0)
return initial(pixel_y)
/mob/living/carbon/alien/proc/alien_evolve(mob/living/carbon/alien/new_xeno)
to_chat(src, "<span class='noticealien'>You begin to evolve!</span>")
visible_message("<span class='alertalien'>[src] begins to twist and contort!</span>")
new_xeno.setDir(dir)
if(!alien_name_regex.Find(name))
new_xeno.name = name
new_xeno.real_name = real_name
if(mind)
mind.transfer_to(new_xeno)
qdel(src)
/mob/living/carbon/alien/can_hold_items()
return has_fine_manipulation
@@ -1,15 +0,0 @@
/mob/living/carbon/alien/spawn_gibs(with_bodyparts, atom/loc_override)
var/location = loc_override ? loc_override.drop_location() : drop_location()
if(with_bodyparts)
new /obj/effect/gibspawner/xeno(location, src)
else
new /obj/effect/gibspawner/xeno/bodypartless(location, src)
/mob/living/carbon/alien/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-a")
/mob/living/carbon/alien/spawn_dust()
new /obj/effect/decal/remains/xeno(loc)
/mob/living/carbon/alien/dust_animation()
new /obj/effect/temp_visual/dust_animation(loc, "dust-a")
@@ -1,353 +0,0 @@
/*NOTES:
These are general powers. Specific powers are stored under the appropriate alien creature type.
*/
/*Alien spit now works like a taser shot. It won't home in on the target but will act the same once it does hit.
Doesn't work on other aliens/AI.*/
/obj/effect/proc_holder/alien
name = "Alien Power"
panel = "Alien"
var/plasma_cost = 0
var/check_turf = FALSE
has_action = TRUE
base_action = /datum/action/spell_action/alien
action_icon = 'icons/mob/actions/actions_xeno.dmi'
action_icon_state = "spell_default"
action_background_icon_state = "bg_alien"
/obj/effect/proc_holder/alien/Initialize()
. = ..()
action = new(src)
/obj/effect/proc_holder/alien/Click()
if(!iscarbon(usr))
return 1
var/mob/living/carbon/user = usr
if(cost_check(check_turf,user))
if(fire(user) && user) // Second check to prevent runtimes when evolving
user.adjustPlasma(-plasma_cost)
return 1
/obj/effect/proc_holder/alien/on_gain(mob/living/carbon/user)
return
/obj/effect/proc_holder/alien/on_lose(mob/living/carbon/user)
return
/obj/effect/proc_holder/alien/fire(mob/living/carbon/user)
return 1
/obj/effect/proc_holder/alien/get_panel_text()
. = ..()
if(plasma_cost > 0)
return "[plasma_cost]"
/obj/effect/proc_holder/alien/proc/cost_check(check_turf = FALSE, mob/living/carbon/user, silent = FALSE)
if(user.stat)
if(!silent)
to_chat(user, "<span class='noticealien'>You must be conscious to do this.</span>")
return FALSE
if(user.getPlasma() < plasma_cost)
if(!silent)
to_chat(user, "<span class='noticealien'>Not enough plasma stored.</span>")
return FALSE
if(check_turf && (!isturf(user.loc) || isspaceturf(user.loc)))
if(!silent)
to_chat(user, "<span class='noticealien'>Bad place for a garden!</span>")
return FALSE
return TRUE
/obj/effect/proc_holder/alien/proc/check_vent_block(mob/living/user)
var/obj/machinery/atmospherics/components/unary/atmos_thing = locate() in user.loc
if(atmos_thing)
var/rusure = alert(user, "Laying eggs and shaping resin here would block access to [atmos_thing]. Do you want to continue?", "Blocking Atmospheric Component", "Yes", "No")
if(rusure != "Yes")
return FALSE
return TRUE
/obj/effect/proc_holder/alien/plant
name = "Plant Weeds"
desc = "Plants some alien weeds."
plasma_cost = 50
check_turf = TRUE
action_icon_state = "alien_plant"
/obj/effect/proc_holder/alien/plant/fire(mob/living/carbon/user)
if(locate(/obj/structure/alien/weeds/node) in get_turf(user))
to_chat(user, "There's already a weed node here.")
return 0
user.visible_message("<span class='alertalien'>[user] has planted some alien weeds!</span>")
new/obj/structure/alien/weeds/node(user.loc)
return 1
/obj/effect/proc_holder/alien/whisper
name = "Whisper"
desc = "Whisper to someone."
plasma_cost = 10
action_icon_state = "alien_whisper"
/obj/effect/proc_holder/alien/whisper/fire(mob/living/carbon/user)
var/list/options = list()
for(var/mob/living/Ms in oview(user))
options += Ms
var/mob/living/M = input("Select who to whisper to:","Whisper to?",null) as null|mob in options
if(!M)
return 0
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(user, "<span class='noticealien'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return FALSE
var/msg = sanitize(input("Message:", "Alien Whisper") as text|null)
if(msg)
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(user, "<span class='notice'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return
log_directed_talk(user, M, msg, LOG_SAY, tag="alien whisper")
to_chat(M, "<span class='noticealien'>You hear a strange, alien voice in your head...</span>[msg]")
to_chat(user, "<span class='noticealien'>You said: \"[msg]\" to [M]</span>")
for(var/ded in GLOB.dead_mob_list)
if(!isobserver(ded))
continue
var/follow_link_user = FOLLOW_LINK(ded, user)
var/follow_link_whispee = FOLLOW_LINK(ded, M)
to_chat(ded, "[follow_link_user] <span class='name'>[user]</span> <span class='alertalien'>Alien Whisper --> </span> [follow_link_whispee] <span class='name'>[M]</span> <span class='noticealien'>[msg]</span>")
else
return 0
return 1
/obj/effect/proc_holder/alien/transfer
name = "Transfer Plasma"
desc = "Transfer Plasma to another alien."
plasma_cost = 0
action_icon_state = "alien_transfer"
/obj/effect/proc_holder/alien/transfer/fire(mob/living/carbon/user)
var/list/mob/living/carbon/aliens_around = list()
for(var/mob/living/carbon/A in oview(user))
if(A.getorgan(/obj/item/organ/alien/plasmavessel))
aliens_around.Add(A)
var/mob/living/carbon/M = input("Select who to transfer to:","Transfer plasma to?",null) as mob in aliens_around
if(!M)
return 0
var/amount = input("Amount:", "Transfer Plasma to [M]") as num
if (amount)
amount = min(abs(round(amount)), user.getPlasma())
if (get_dist(user,M) <= 1)
M.adjustPlasma(amount)
user.adjustPlasma(-amount)
to_chat(M, "<span class='noticealien'>[user] has transferred [amount] plasma to you.</span>")
to_chat(user, "<span class='noticealien'>You transfer [amount] plasma to [M]</span>")
else
to_chat(user, "<span class='noticealien'>You need to be closer!</span>")
return
/obj/effect/proc_holder/alien/acid
name = "Corrosive Acid"
desc = "Drench an object in acid, destroying it over time."
plasma_cost = 200
action_icon_state = "alien_acid"
/obj/effect/proc_holder/alien/acid/on_gain(mob/living/carbon/user)
user.verbs.Add(/mob/living/carbon/proc/corrosive_acid)
/obj/effect/proc_holder/alien/acid/on_lose(mob/living/carbon/user)
user.verbs.Remove(/mob/living/carbon/proc/corrosive_acid)
/obj/effect/proc_holder/alien/acid/proc/corrode(atom/target,mob/living/carbon/user = usr)
if(target in oview(1,user))
if(target.acid_act(200, 100))
user.visible_message("<span class='alertalien'>[user] vomits globs of vile stuff all over [target]. It begins to sizzle and melt under the bubbling mess of acid!</span>")
return 1
else
to_chat(user, "<span class='noticealien'>You cannot dissolve this object.</span>")
return 0
else
to_chat(src, "<span class='noticealien'>[target] is too far away.</span>")
return 0
/obj/effect/proc_holder/alien/acid/fire(mob/living/carbon/alien/user)
var/O = input("Select what to dissolve:","Dissolve",null) as obj|turf in oview(1,user)
if(!O || user.incapacitated())
return 0
else
return corrode(O,user)
/mob/living/carbon/proc/corrosive_acid(O as obj|turf in oview(1)) // right click menu verb ugh
set name = "Corrosive Acid"
if(!iscarbon(usr))
return
var/mob/living/carbon/user = usr
var/obj/effect/proc_holder/alien/acid/A = locate() in user.abilities
if(!A)
return
if(user.getPlasma() > A.plasma_cost && A.corrode(O))
user.adjustPlasma(-A.plasma_cost)
/obj/effect/proc_holder/alien/neurotoxin
name = "Spit Neurotoxin"
desc = "Spits neurotoxin at someone, paralyzing them for a short time."
action_icon_state = "alien_neurotoxin_0"
active = FALSE
/obj/effect/proc_holder/alien/neurotoxin/fire(mob/living/carbon/user)
var/message
if(active)
message = "<span class='notice'>You empty your neurotoxin gland.</span>"
remove_ranged_ability(message)
else
message = "<span class='notice'>You prepare your neurotoxin gland. <B>Left-click to fire at a target!</B></span>"
add_ranged_ability(user, message, TRUE)
/obj/effect/proc_holder/alien/neurotoxin/update_icon()
action.button_icon_state = "alien_neurotoxin_[active]"
action.UpdateButtonIcon()
/obj/effect/proc_holder/alien/neurotoxin/InterceptClickOn(mob/living/caller, params, atom/target)
if(..())
return
var/p_cost = 50
if(!iscarbon(ranged_ability_user) || ranged_ability_user.lying || ranged_ability_user.stat)
remove_ranged_ability()
return
var/mob/living/carbon/user = ranged_ability_user
if(user.getPlasma() < p_cost)
to_chat(user, "<span class='warning'>You need at least [p_cost] plasma to spit.</span>")
remove_ranged_ability()
return
var/turf/T = user.loc
var/turf/U = get_step(user, user.dir) // Get the tile infront of the move, based on their direction
if(!isturf(U) || !isturf(T))
return FALSE
user.visible_message("<span class='danger'>[user] spits neurotoxin!", "<span class='alertalien'>You spit neurotoxin.</span>")
var/obj/item/projectile/bullet/neurotoxin/A = new /obj/item/projectile/bullet/neurotoxin(user.loc)
A.preparePixelProjectile(target, user, params)
A.fire()
user.newtonian_move(get_dir(U, T))
user.adjustPlasma(-p_cost)
return TRUE
/obj/effect/proc_holder/alien/neurotoxin/on_lose(mob/living/carbon/user)
remove_ranged_ability()
/obj/effect/proc_holder/alien/neurotoxin/add_ranged_ability(mob/living/user,msg,forced)
..()
if(isalienadult(user))
var/mob/living/carbon/alien/humanoid/A = user
A.drooling = 1
A.update_icons()
/obj/effect/proc_holder/alien/neurotoxin/remove_ranged_ability(msg)
if(isalienadult(ranged_ability_user))
var/mob/living/carbon/alien/humanoid/A = ranged_ability_user
A.drooling = 0
A.update_icons()
..()
/obj/effect/proc_holder/alien/resin
name = "Secrete Resin"
desc = "Secrete tough malleable resin."
plasma_cost = 55
check_turf = TRUE
var/list/structures = list(
"resin wall" = /obj/structure/alien/resin/wall,
"resin membrane" = /obj/structure/alien/resin/membrane,
"resin nest" = /obj/structure/bed/nest)
action_icon_state = "alien_resin"
/obj/effect/proc_holder/alien/resin/fire(mob/living/carbon/user)
if(locate(/obj/structure/alien/resin) in user.loc)
to_chat(user, "<span class='danger'>There is already a resin structure there.</span>")
return FALSE
if(!check_vent_block(user))
return FALSE
var/choice = input("Choose what you wish to shape.","Resin building") as null|anything in structures
if(!choice)
return FALSE
if (!cost_check(check_turf,user))
return FALSE
to_chat(user, "<span class='notice'>You shape a [choice].</span>")
user.visible_message("<span class='notice'>[user] vomits up a thick purple substance and begins to shape it.</span>")
choice = structures[choice]
new choice(user.loc)
return TRUE
/obj/effect/proc_holder/alien/regurgitate
name = "Regurgitate"
desc = "Empties the contents of your stomach."
plasma_cost = 0
action_icon_state = "alien_barf"
/obj/effect/proc_holder/alien/regurgitate/fire(mob/living/carbon/user)
if(user.stomach_contents.len)
for(var/atom/movable/A in user.stomach_contents)
user.stomach_contents.Remove(A)
A.forceMove(user.drop_location())
if(isliving(A))
var/mob/M = A
M.reset_perspective()
user.visible_message("<span class='alertealien'>[user] hurls out the contents of their stomach!</span>")
return
/obj/effect/proc_holder/alien/sneak
name = "Sneak"
desc = "Blend into the shadows to stalk your prey."
active = 0
action_icon_state = "alien_sneak"
/obj/effect/proc_holder/alien/sneak/fire(mob/living/carbon/alien/humanoid/user)
if(!active)
user.alpha = 75 //Still easy to see in lit areas with bright tiles, almost invisible on resin.
user.sneaking = 1
active = 1
to_chat(user, "<span class='noticealien'>You blend into the shadows...</span>")
else
user.alpha = initial(user.alpha)
user.sneaking = 0
active = 0
to_chat(user, "<span class='noticealien'>You reveal yourself!</span>")
/mob/living/carbon/proc/getPlasma()
var/obj/item/organ/alien/plasmavessel/vessel = getorgan(/obj/item/organ/alien/plasmavessel)
if(!vessel)
return 0
return vessel.storedPlasma
/mob/living/carbon/proc/adjustPlasma(amount)
var/obj/item/organ/alien/plasmavessel/vessel = getorgan(/obj/item/organ/alien/plasmavessel)
if(!vessel)
return 0
vessel.storedPlasma = max(vessel.storedPlasma + amount,0)
vessel.storedPlasma = min(vessel.storedPlasma, vessel.max_plasma) //upper limit of max_plasma, lower limit of 0
for(var/X in abilities)
var/obj/effect/proc_holder/alien/APH = X
if(APH.has_action)
APH.action.UpdateButtonIcon()
return 1
/mob/living/carbon/alien/adjustPlasma(amount)
. = ..()
updatePlasmaDisplay()
/mob/living/carbon/proc/usePlasma(amount)
if(getPlasma() >= amount)
adjustPlasma(-amount)
return 1
return 0
@@ -1,23 +0,0 @@
/mob/living/carbon/alien/larva/death(gibbed)
if(stat == DEAD)
return
. = ..()
update_icons()
/mob/living/carbon/alien/larva/spawn_gibs(with_bodyparts, atom/loc_override)
var/location = loc_override ? loc_override.drop_location() : drop_location()
if(with_bodyparts)
new /obj/effect/gibspawner/larva(location, src)
else
new /obj/effect/gibspawner/larva/bodypartless(location, src)
/mob/living/carbon/alien/larva/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-l")
/mob/living/carbon/alien/larva/spawn_dust()
new /obj/effect/decal/remains/xeno(loc)
/mob/living/carbon/alien/larva/dust_animation()
new /obj/effect/temp_visual/dust_animation(loc, "dust-l")
@@ -1,193 +0,0 @@
/obj/item/organ/alien
icon_state = "xgibmid2"
var/list/alien_powers = list()
organ_flags = ORGAN_NO_SPOIL
/obj/item/organ/alien/Initialize()
. = ..()
for(var/A in alien_powers)
if(ispath(A))
alien_powers -= A
alien_powers += new A(src)
/obj/item/organ/alien/Destroy()
QDEL_LIST(alien_powers)
return ..()
/obj/item/organ/alien/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
for(var/obj/effect/proc_holder/alien/P in alien_powers)
M.AddAbility(P)
/obj/item/organ/alien/Remove(mob/living/carbon/M, special = 0)
for(var/obj/effect/proc_holder/alien/P in alien_powers)
M.RemoveAbility(P)
..()
/obj/item/organ/alien/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("sacid", 10)
return S
/obj/item/organ/alien/plasmavessel
name = "plasma vessel"
icon_state = "plasma"
w_class = WEIGHT_CLASS_NORMAL
zone = BODY_ZONE_CHEST
slot = "plasmavessel"
alien_powers = list(/obj/effect/proc_holder/alien/plant, /obj/effect/proc_holder/alien/transfer)
var/storedPlasma = 100
var/max_plasma = 250
var/heal_rate = 5
var/plasma_rate = 10
/obj/item/organ/alien/plasmavessel/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("plasma", storedPlasma/10)
return S
/obj/item/organ/alien/plasmavessel/large
name = "large plasma vessel"
icon_state = "plasma_large"
w_class = WEIGHT_CLASS_BULKY
storedPlasma = 200
max_plasma = 500
plasma_rate = 15
/obj/item/organ/alien/plasmavessel/large/queen
plasma_rate = 20
/obj/item/organ/alien/plasmavessel/small
name = "small plasma vessel"
icon_state = "plasma_small"
w_class = WEIGHT_CLASS_SMALL
storedPlasma = 100
max_plasma = 150
plasma_rate = 5
/obj/item/organ/alien/plasmavessel/small/tiny
name = "tiny plasma vessel"
icon_state = "plasma_tiny"
w_class = WEIGHT_CLASS_TINY
max_plasma = 100
alien_powers = list(/obj/effect/proc_holder/alien/transfer)
/obj/item/organ/alien/plasmavessel/on_life()
//If there are alien weeds on the ground then heal if needed or give some plasma
if(locate(/obj/structure/alien/weeds) in owner.loc)
if(owner.health >= owner.maxHealth)
owner.adjustPlasma(plasma_rate)
else
var/heal_amt = heal_rate
if(!isalien(owner))
heal_amt *= 0.2
owner.adjustPlasma(plasma_rate*0.5)
owner.adjustBruteLoss(-heal_amt)
owner.adjustFireLoss(-heal_amt)
owner.adjustOxyLoss(-heal_amt)
owner.adjustCloneLoss(-heal_amt)
if(owner.blood_volume && (owner.blood_volume < BLOOD_VOLUME_NORMAL))
owner.blood_volume += 5
else
owner.adjustPlasma(plasma_rate * 0.1)
/obj/item/organ/alien/plasmavessel/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
if(isalien(M))
var/mob/living/carbon/alien/A = M
A.updatePlasmaDisplay()
/obj/item/organ/alien/plasmavessel/Remove(mob/living/carbon/M, special = 0)
..()
if(isalien(M))
var/mob/living/carbon/alien/A = M
A.updatePlasmaDisplay()
#define QUEEN_DEATH_DEBUFF_DURATION 2400
/obj/item/organ/alien/hivenode
name = "hive node"
icon_state = "hivenode"
zone = BODY_ZONE_HEAD
slot = "hivenode"
w_class = WEIGHT_CLASS_TINY
var/recent_queen_death = 0 //Indicates if the queen died recently, aliens are heavily weakened while this is active.
alien_powers = list(/obj/effect/proc_holder/alien/whisper)
/obj/item/organ/alien/hivenode/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
M.faction |= ROLE_ALIEN
/obj/item/organ/alien/hivenode/Remove(mob/living/carbon/M, special = 0)
M.faction -= ROLE_ALIEN
..()
//When the alien queen dies, all aliens suffer a penalty as punishment for failing to protect her.
/obj/item/organ/alien/hivenode/proc/queen_death()
if(!owner|| owner.stat == DEAD)
return
if(isalien(owner)) //Different effects for aliens than humans
to_chat(owner, "<span class='userdanger'>Your Queen has been struck down!</span>")
to_chat(owner, "<span class='danger'>You are struck with overwhelming agony! You feel confused, and your connection to the hivemind is severed.</span>")
owner.emote("roar")
owner.Stun(200) //Actually just slows them down a bit.
else if(ishuman(owner)) //Humans, being more fragile, are more overwhelmed by the mental backlash.
to_chat(owner, "<span class='danger'>You feel a splitting pain in your head, and are struck with a wave of nausea. You cannot hear the hivemind anymore!</span>")
owner.emote("scream")
owner.Knockdown(100)
owner.jitteriness += 30
owner.confused += 30
owner.stuttering += 30
recent_queen_death = 1
owner.throw_alert("alien_noqueen", /obj/screen/alert/alien_vulnerable)
addtimer(CALLBACK(src, .proc/clear_queen_death), QUEEN_DEATH_DEBUFF_DURATION)
/obj/item/organ/alien/hivenode/proc/clear_queen_death()
if(QDELETED(src)) //In case the node is deleted
return
recent_queen_death = 0
if(!owner) //In case the xeno is butchered or subjected to surgery after death.
return
to_chat(owner, "<span class='noticealien'>The pain of the queen's death is easing. You begin to hear the hivemind again.</span>")
owner.clear_alert("alien_noqueen")
#undef QUEEN_DEATH_DEBUFF_DURATION
/obj/item/organ/alien/resinspinner
name = "resin spinner"
icon_state = "stomach-x"
zone = BODY_ZONE_PRECISE_MOUTH
slot = "resinspinner"
alien_powers = list(/obj/effect/proc_holder/alien/resin)
/obj/item/organ/alien/acid
name = "acid gland"
icon_state = "acid"
zone = BODY_ZONE_PRECISE_MOUTH
slot = "acidgland"
alien_powers = list(/obj/effect/proc_holder/alien/acid)
/obj/item/organ/alien/neurotoxin
name = "neurotoxin gland"
icon_state = "neurotox"
zone = BODY_ZONE_PRECISE_MOUTH
slot = "neurotoxingland"
alien_powers = list(/obj/effect/proc_holder/alien/neurotoxin)
/obj/item/organ/alien/eggsac
name = "egg sac"
icon_state = "eggsac"
zone = BODY_ZONE_PRECISE_GROIN
slot = "eggsac"
w_class = WEIGHT_CLASS_BULKY
alien_powers = list(/obj/effect/proc_holder/alien/lay_egg)
@@ -1,137 +0,0 @@
// This is to replace the previous datum/disease/alien_embryo for slightly improved handling and maintainability
// It functions almost identically (see code/datums/diseases/alien_embryo.dm)
/obj/item/organ/body_egg/alien_embryo
name = "alien embryo"
icon = 'icons/mob/alien.dmi'
icon_state = "larva0_dead"
var/stage = 0
var/bursting = FALSE
/obj/item/organ/body_egg/alien_embryo/on_find(mob/living/finder)
..()
if(stage < 4)
to_chat(finder, "It's small and weak, barely the size of a foetus.")
else
to_chat(finder, "It's grown quite large, and writhes slightly as you look at it.")
if(prob(10))
AttemptGrow(0)
/obj/item/organ/body_egg/alien_embryo/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("sacid", 10)
return S
/obj/item/organ/body_egg/alien_embryo/on_life()
. = ..()
switch(stage)
if(2, 3)
if(prob(2))
owner.emote("sneeze")
if(prob(2))
owner.emote("cough")
if(prob(2))
to_chat(owner, "<span class='danger'>Your throat feels sore.</span>")
if(prob(2))
to_chat(owner, "<span class='danger'>Mucous runs down the back of your throat.</span>")
if(4)
if(prob(2))
owner.emote("sneeze")
if(prob(2))
owner.emote("cough")
if(prob(4))
to_chat(owner, "<span class='danger'>Your muscles ache.</span>")
if(prob(20))
owner.take_bodypart_damage(1)
if(prob(4))
to_chat(owner, "<span class='danger'>Your stomach hurts.</span>")
if(prob(20))
owner.adjustToxLoss(1)
if(5)
to_chat(owner, "<span class='danger'>You feel something tearing its way out of your stomach...</span>")
owner.adjustToxLoss(10)
/obj/item/organ/body_egg/alien_embryo/egg_process()
if(stage < 5 && prob(3))
stage++
INVOKE_ASYNC(src, .proc/RefreshInfectionImage)
if(stage == 5 && prob(50))
for(var/datum/surgery/S in owner.surgeries)
if(S.location == BODY_ZONE_CHEST && istype(S.get_surgery_step(), /datum/surgery_step/manipulate_organs))
AttemptGrow(0)
return
AttemptGrow()
/obj/item/organ/body_egg/alien_embryo/proc/AttemptGrow(var/kill_on_sucess=TRUE)
if(!owner || bursting)
return
bursting = TRUE
var/list/candidates = pollGhostCandidates("Do you want to play as an alien larva that will burst out of [owner]?", ROLE_ALIEN, null, ROLE_ALIEN, 100, POLL_IGNORE_ALIEN_LARVA)
if(QDELETED(src) || QDELETED(owner))
return
if(!candidates.len || !owner)
bursting = FALSE
stage = 4
return
var/mob/dead/observer/ghost = pick(candidates)
var/mutable_appearance/overlay = mutable_appearance('icons/mob/alien.dmi', "burst_lie")
owner.add_overlay(overlay)
var/atom/xeno_loc = get_turf(owner)
var/mob/living/carbon/alien/larva/new_xeno = new(xeno_loc)
ghost.transfer_ckey(new_xeno, FALSE)
SEND_SOUND(new_xeno, sound('sound/voice/hiss5.ogg',0,0,0,100)) //To get the player's attention
new_xeno.canmove = 0 //so we don't move during the bursting animation
new_xeno.notransform = 1
new_xeno.invisibility = INVISIBILITY_MAXIMUM
sleep(6)
if(QDELETED(src) || QDELETED(owner))
return
if(new_xeno)
new_xeno.canmove = 1
new_xeno.notransform = 0
new_xeno.invisibility = 0
if(kill_on_sucess) //ITS TOO LATE
new_xeno.visible_message("<span class='danger'>[new_xeno] bursts out of [owner]!</span>", "<span class='userdanger'>You exit [owner], your previous host.</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
owner.apply_damage(rand(100,300),BRUTE,zone,FALSE) //Random high damage to torso so health sensors don't metagame.
owner.spill_organs(TRUE,FALSE,TRUE) //Lets still make the death gruesome and impossible to just simply defib someone.
owner.death(FALSE) //Just in case some freak occurance occurs where you somehow survive all your organs being removed from you and the 100-300 brute damage.
else //When it is removed via surgery at a late stage, rather than forced.
new_xeno.visible_message("<span class='danger'>[new_xeno] wriggles out of [owner]!</span>", "<span class='userdanger'>You exit [owner], your previous host.</span>")
owner.adjustBruteLoss(40)
owner.cut_overlay(overlay)
qdel(src)
/*----------------------------------------
Proc: AddInfectionImages(C)
Des: Adds the infection image to all aliens for this embryo
----------------------------------------*/
/obj/item/organ/body_egg/alien_embryo/AddInfectionImages(mob/living/carbon/C)
for(var/mob/living/carbon/alien/alien in GLOB.player_list)
if(alien.client)
var/I = image('icons/mob/alien.dmi', loc = C, icon_state = "infected[stage]")
alien.client.images += I
/*----------------------------------------
Proc: RemoveInfectionImage(C)
Des: Removes all images from the mob infected by this embryo
----------------------------------------*/
/obj/item/organ/body_egg/alien_embryo/RemoveInfectionImages(mob/living/carbon/C)
for(var/mob/living/carbon/alien/alien in GLOB.player_list)
if(alien.client)
for(var/image/I in alien.client.images)
if(dd_hasprefix_case(I.icon_state, "infected") && I.loc == C)
qdel(I)
-953
View File
@@ -1,953 +0,0 @@
/mob/living/carbon
blood_volume = BLOOD_VOLUME_NORMAL
/mob/living/carbon/Initialize()
. = ..()
create_reagents(1000)
update_body_parts() //to update the carbon's new bodyparts appearance
GLOB.carbon_list += src
blood_volume = (BLOOD_VOLUME_NORMAL * blood_ratio)
/mob/living/carbon/Destroy()
//This must be done first, so the mob ghosts correctly before DNA etc is nulled
. = ..()
QDEL_LIST(internal_organs)
QDEL_LIST(stomach_contents)
QDEL_LIST(bodyparts)
QDEL_LIST(implants)
remove_from_all_data_huds()
QDEL_NULL(dna)
GLOB.carbon_list -= src
/mob/living/carbon/initialize_footstep()
AddComponent(/datum/component/footstep, 0.6, 2)
/mob/living/carbon/relaymove(mob/user, direction)
if(user in src.stomach_contents)
if(prob(40))
if(prob(25))
audible_message("<span class='warning'>You hear something rumbling inside [src]'s stomach...</span>", \
"<span class='warning'>You hear something rumbling.</span>", 4,\
"<span class='userdanger'>Something is rumbling inside your stomach!</span>")
var/obj/item/I = user.get_active_held_item()
if(I && I.force)
var/d = rand(round(I.force / 4), I.force)
var/obj/item/bodypart/BP = get_bodypart(BODY_ZONE_CHEST)
if(BP.receive_damage(d, 0))
update_damage_overlays()
visible_message("<span class='danger'>[user] attacks [src]'s stomach wall with the [I.name]!</span>", \
"<span class='userdanger'>[user] attacks your stomach wall with the [I.name]!</span>")
playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(prob(src.getBruteLoss() - 50))
for(var/atom/movable/A in stomach_contents)
A.forceMove(drop_location())
stomach_contents.Remove(A)
src.gib()
/mob/living/carbon/swap_hand(held_index)
if(!held_index)
held_index = (active_hand_index % held_items.len)+1
var/obj/item/item_in_hand = src.get_active_held_item()
if(item_in_hand) //this segment checks if the item in your hand is twohanded.
var/obj/item/twohanded/TH = item_in_hand
if(istype(TH))
if(TH.wielded == 1)
to_chat(usr, "<span class='warning'>Your other hand is too busy holding [TH]</span>")
return
var/oindex = active_hand_index
active_hand_index = held_index
if(hud_used)
var/obj/screen/inventory/hand/H
H = hud_used.hand_slots["[oindex]"]
if(H)
H.update_icon()
H = hud_used.hand_slots["[held_index]"]
if(H)
H.update_icon()
/mob/living/carbon/activate_hand(selhand) //l/r OR 1-held_items.len
if(!selhand)
selhand = (active_hand_index % held_items.len)+1
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 2
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != active_hand_index)
swap_hand(selhand)
else
mode() // Activate held item
/mob/living/carbon/attackby(obj/item/I, mob/user, params)
if(lying && surgeries.len)
if(user != src && (user.a_intent == INTENT_HELP || user.a_intent == INTENT_DISARM))
for(var/datum/surgery/S in surgeries)
if(S.next_step(user,user.a_intent))
return 1
return ..()
/mob/living/carbon/throw_impact(atom/hit_atom, throwingdatum)
. = ..()
var/hurt = TRUE
if(istype(throwingdatum, /datum/thrownthing))
var/datum/thrownthing/D = throwingdatum
if(iscyborg(D.thrower))
var/mob/living/silicon/robot/R = D.thrower
if(!R.emagged)
hurt = FALSE
if(hit_atom.density && isturf(hit_atom))
if(hurt)
Knockdown(20)
take_bodypart_damage(10)
if(iscarbon(hit_atom) && hit_atom != src)
var/mob/living/carbon/victim = hit_atom
if(victim.movement_type & FLYING)
return
if(hurt)
victim.take_bodypart_damage(10)
take_bodypart_damage(10)
victim.Knockdown(20)
Knockdown(20)
visible_message("<span class='danger'>[src] crashes into [victim], knocking them both over!</span>",\
"<span class='userdanger'>You violently crash into [victim]!</span>")
playsound(src,'sound/weapons/punch1.ogg',50,1)
//Throwing stuff
/mob/living/carbon/proc/toggle_throw_mode()
if(stat)
return
if(in_throw_mode)
throw_mode_off()
else
throw_mode_on()
/mob/living/carbon/proc/throw_mode_off()
in_throw_mode = 0
if(client && hud_used)
hud_used.throw_icon.icon_state = "act_throw_off"
/mob/living/carbon/proc/throw_mode_on()
in_throw_mode = 1
if(client && hud_used)
hud_used.throw_icon.icon_state = "act_throw_on"
/mob/proc/throw_item(atom/target)
SEND_SIGNAL(src, COMSIG_MOB_THROW, target)
return
/mob/living/carbon/throw_item(atom/target)
throw_mode_off()
if(!target || !isturf(loc))
return
if(istype(target, /obj/screen))
return
//CIT CHANGES - makes it impossible to throw while in stamina softcrit
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
to_chat(src, "<span class='warning'>You're too exhausted.</span>")
return
//END OF CIT CHANGES
var/atom/movable/thrown_thing
var/obj/item/I = src.get_active_held_item()
if(!I)
if(pulling && isliving(pulling) && grab_state >= GRAB_AGGRESSIVE)
var/mob/living/throwable_mob = pulling
if(!throwable_mob.buckled)
thrown_thing = throwable_mob
stop_pulling()
if(HAS_TRAIT(src, TRAIT_PACIFISM))
to_chat(src, "<span class='notice'>You gently let go of [throwable_mob].</span>")
adjustStaminaLossBuffered(25)//CIT CHANGE - throwing an entire person shall be very tiring
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
if(start_T && end_T)
log_combat(src, throwable_mob, "thrown", addition="grab from tile in [AREACOORD(start_T)] towards tile at [AREACOORD(end_T)]")
else if(!CHECK_BITFIELD(I.item_flags, ABSTRACT) && !HAS_TRAIT(I, TRAIT_NODROP))
thrown_thing = I
dropItemToGround(I)
if(HAS_TRAIT(src, TRAIT_PACIFISM) && I.throwforce)
to_chat(src, "<span class='notice'>You set [I] down gently on the ground.</span>")
return
adjustStaminaLossBuffered(I.getweight()*2)//CIT CHANGE - throwing items shall be more tiring than swinging em. Doubly so.
if(thrown_thing)
visible_message("<span class='danger'>[src] has thrown [thrown_thing].</span>")
src.log_message("has thrown [thrown_thing]", LOG_ATTACK)
do_attack_animation(target, no_effect = 1)
playsound(loc, 'sound/weapons/punchmiss.ogg', 50, 1, -1)
newtonian_move(get_dir(target, src))
thrown_thing.throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed, src)
/mob/living/carbon/restrained(ignore_grab)
. = (handcuffed || (!ignore_grab && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE))
/mob/living/carbon/proc/canBeHandcuffed()
return 0
/mob/living/carbon/show_inv(mob/user)
user.set_machine(src)
var/dat = {"
<HR>
<B><FONT size=3>[name]</FONT></B>
<HR>
<BR><B>Head:</B> <A href='?src=[REF(src)];item=[SLOT_HEAD]'> [(head && !(head.item_flags & ABSTRACT)) ? head : "Nothing"]</A>
<BR><B>Mask:</B> <A href='?src=[REF(src)];item=[SLOT_WEAR_MASK]'> [(wear_mask && !(wear_mask.item_flags & ABSTRACT)) ? wear_mask : "Nothing"]</A>
<BR><B>Neck:</B> <A href='?src=[REF(src)];item=[SLOT_NECK]'> [(wear_neck && !(wear_neck.item_flags & ABSTRACT)) ? wear_neck : "Nothing"]</A>"}
for(var/i in 1 to held_items.len)
var/obj/item/I = get_item_for_held_index(i)
dat += "<BR><B>[get_held_index_name(i)]:</B></td><td><A href='?src=[REF(src)];item=[SLOT_HANDS];hand_index=[i]'>[(I && !(I.item_flags & ABSTRACT)) ? I : "Nothing"]</a>"
dat += "<BR><B>Back:</B> <A href='?src=[REF(src)];item=[SLOT_BACK]'>[back ? back : "Nothing"]</A>"
if(istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/tank))
dat += "<BR><A href='?src=[REF(src)];internal=1'>[internal ? "Disable Internals" : "Set Internals"]</A>"
if(handcuffed)
dat += "<BR><A href='?src=[REF(src)];item=[SLOT_HANDCUFFED]'>Handcuffed</A>"
if(legcuffed)
dat += "<BR><A href='?src=[REF(src)];item=[SLOT_LEGCUFFED]'>Legcuffed</A>"
dat += {"
<BR>
<BR><A href='?src=[REF(user)];mach_close=mob[REF(src)]'>Close</A>
"}
user << browse(dat, "window=mob[REF(src)];size=325x500")
onclose(user, "mob[REF(src)]")
/mob/living/carbon/Topic(href, href_list)
..()
//strip panel
if(usr.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
if(href_list["internal"])
var/slot = text2num(href_list["internal"])
var/obj/item/ITEM = get_item_by_slot(slot)
if(ITEM && istype(ITEM, /obj/item/tank) && wear_mask && (wear_mask.clothing_flags & ALLOWINTERNALS))
visible_message("<span class='danger'>[usr] tries to [internal ? "close" : "open"] the valve on [src]'s [ITEM.name].</span>", \
"<span class='userdanger'>[usr] tries to [internal ? "close" : "open"] the valve on [src]'s [ITEM.name].</span>")
if(do_mob(usr, src, POCKET_STRIP_DELAY))
if(internal)
internal = null
update_internals_hud_icon(0)
else if(ITEM && istype(ITEM, /obj/item/tank))
if((wear_mask && (wear_mask.clothing_flags & ALLOWINTERNALS)) || getorganslot(ORGAN_SLOT_BREATHING_TUBE))
internal = ITEM
update_internals_hud_icon(1)
visible_message("<span class='danger'>[usr] [internal ? "opens" : "closes"] the valve on [src]'s [ITEM.name].</span>", \
"<span class='userdanger'>[usr] [internal ? "opens" : "closes"] the valve on [src]'s [ITEM.name].</span>")
/mob/living/carbon/fall(forced)
loc.handle_fall(src, forced)//it's loc so it doesn't call the mob's handle_fall which does nothing
/mob/living/carbon/is_muzzled()
return(istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
/mob/living/carbon/hallucinating()
if(hallucination)
return TRUE
else
return FALSE
/mob/living/carbon/resist_buckle()
if(restrained())
changeNext_move(CLICK_CD_BREAKOUT)
last_special = world.time + CLICK_CD_BREAKOUT
var/buckle_cd = 600
if(handcuffed)
var/obj/item/restraints/O = src.get_item_by_slot(SLOT_HANDCUFFED)
buckle_cd = O.breakouttime
visible_message("<span class='warning'>[src] attempts to unbuckle [p_them()]self!</span>", \
"<span class='notice'>You attempt to unbuckle yourself... (This will take around [round(buckle_cd/600,1)] minute\s, and you need to stay still.)</span>")
if(do_after(src, buckle_cd, 0, target = src))
if(!buckled)
return
buckled.user_unbuckle_mob(src,src)
else
if(src && buckled)
to_chat(src, "<span class='warning'>You fail to unbuckle yourself!</span>")
else
buckled.user_unbuckle_mob(src,src)
/mob/living/carbon/resist_fire()
fire_stacks -= 5
Knockdown(60, TRUE, TRUE)
spin(32,2)
visible_message("<span class='danger'>[src] rolls on the floor, trying to put [p_them()]self out!</span>", \
"<span class='notice'>You stop, drop, and roll!</span>")
sleep(30)
if(fire_stacks <= 0)
visible_message("<span class='danger'>[src] has successfully extinguished [p_them()]self!</span>", \
"<span class='notice'>You extinguish yourself.</span>")
ExtinguishMob()
return
/mob/living/carbon/resist_restraints()
var/obj/item/I = null
var/type = 0
if(handcuffed)
I = handcuffed
type = 1
else if(legcuffed)
I = legcuffed
type = 2
if(I)
if(type == 1)
changeNext_move(CLICK_CD_BREAKOUT)
last_special = world.time + CLICK_CD_BREAKOUT
if(type == 2)
changeNext_move(CLICK_CD_RANGE)
last_special = world.time + CLICK_CD_RANGE
cuff_resist(I)
/mob/living/carbon/proc/cuff_resist(obj/item/I, breakouttime = 600, cuff_break = 0)
if(I.item_flags & BEING_REMOVED)
to_chat(src, "<span class='warning'>You're already attempting to remove [I]!</span>")
return
I.item_flags |= BEING_REMOVED
breakouttime = I.breakouttime
if(!cuff_break)
visible_message("<span class='warning'>[src] attempts to remove [I]!</span>")
to_chat(src, "<span class='notice'>You attempt to remove [I]... (This will take around [DisplayTimeText(breakouttime)] and you need to stand still.)</span>")
if(do_after(src, breakouttime, 0, target = src))
clear_cuffs(I, cuff_break)
else
to_chat(src, "<span class='warning'>You fail to remove [I]!</span>")
else if(cuff_break == FAST_CUFFBREAK)
breakouttime = 50
visible_message("<span class='warning'>[src] is trying to break [I]!</span>")
to_chat(src, "<span class='notice'>You attempt to break [I]... (This will take around 5 seconds and you need to stand still.)</span>")
if(do_after(src, breakouttime, 0, target = src))
clear_cuffs(I, cuff_break)
else
to_chat(src, "<span class='warning'>You fail to break [I]!</span>")
else if(cuff_break == INSTANT_CUFFBREAK)
clear_cuffs(I, cuff_break)
I.item_flags &= ~BEING_REMOVED
/mob/living/carbon/proc/uncuff()
if (handcuffed)
var/obj/item/W = handcuffed
handcuffed = null
if (buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
update_handcuffed()
if (client)
client.screen -= W
if (W)
W.forceMove(drop_location())
W.dropped(src)
if (W)
W.layer = initial(W.layer)
W.plane = initial(W.plane)
changeNext_move(0)
if (legcuffed)
var/obj/item/W = legcuffed
legcuffed = null
update_inv_legcuffed()
if (client)
client.screen -= W
if (W)
W.forceMove(drop_location())
W.dropped(src)
if (W)
W.layer = initial(W.layer)
W.plane = initial(W.plane)
changeNext_move(0)
/mob/living/carbon/proc/clear_cuffs(obj/item/I, cuff_break)
if(!I.loc || buckled)
return
visible_message("<span class='danger'>[src] manages to [cuff_break ? "break" : "remove"] [I]!</span>")
to_chat(src, "<span class='notice'>You successfully [cuff_break ? "break" : "remove"] [I].</span>")
if(cuff_break)
. = !((I == handcuffed) || (I == legcuffed))
qdel(I)
return
else
if(I == handcuffed)
handcuffed.forceMove(drop_location())
handcuffed.dropped(src)
handcuffed = null
if(buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
update_handcuffed()
return
if(I == legcuffed)
legcuffed.forceMove(drop_location())
legcuffed.dropped()
legcuffed = null
update_inv_legcuffed()
return
else
dropItemToGround(I)
return
return TRUE
/mob/living/carbon/get_standard_pixel_y_offset(lying = 0)
if(lying)
return -6
else
return initial(pixel_y)
/mob/living/carbon/proc/accident(obj/item/I)
if(!I || (I.item_flags & ABSTRACT) || HAS_TRAIT(I, TRAIT_NODROP))
return
//dropItemToGround(I) CIT CHANGE - makes it so the item doesn't drop if the modifier rolls above 100
var/modifier = 0
if(HAS_TRAIT(src, TRAIT_CLUMSY))
modifier -= 40 //Clumsy people are more likely to hit themselves -Honk!
//CIT CHANGES START HERE
else if(combatmode)
modifier += 50
if(modifier < 100)
dropItemToGround(I)
//END OF CIT CHANGES
switch(rand(1,100)+modifier) //91-100=Nothing special happens
if(-INFINITY to 0) //attack yourself
I.attack(src,src)
if(1 to 30) //throw it at yourself
I.throw_impact(src)
if(31 to 60) //Throw object in facing direction
var/turf/target = get_turf(loc)
var/range = rand(2,I.throw_range)
for(var/i = 1; i < range; i++)
var/turf/new_turf = get_step(target, dir)
target = new_turf
if(new_turf.density)
break
I.throw_at(target,I.throw_range,I.throw_speed,src)
if(61 to 90) //throw it down to the floor
var/turf/target = get_turf(loc)
I.throw_at(target,I.throw_range,I.throw_speed,src)
/mob/living/carbon/Stat()
..()
if(statpanel("Status"))
var/obj/item/organ/alien/plasmavessel/vessel = getorgan(/obj/item/organ/alien/plasmavessel)
if(vessel)
stat(null, "Plasma Stored: [vessel.storedPlasma]/[vessel.max_plasma]")
if(locate(/obj/item/assembly/health) in src)
stat(null, "Health: [health]")
add_abilities_to_panel()
/mob/living/carbon/attack_ui(slot)
if(!has_hand_for_held_index(active_hand_index))
return 0
return ..()
/mob/living/carbon/proc/vomit(lost_nutrition = 10, blood = FALSE, stun = TRUE, distance = 1, message = TRUE, toxic = FALSE)
if(HAS_TRAIT(src, TRAIT_NOHUNGER))
return 1
if(nutrition < 100 && !blood)
if(message)
visible_message("<span class='warning'>[src] dry heaves!</span>", \
"<span class='userdanger'>You try to throw up, but there's nothing in your stomach!</span>")
if(stun)
Knockdown(200)
return 1
if(is_mouth_covered()) //make this add a blood/vomit overlay later it'll be hilarious
if(message)
visible_message("<span class='danger'>[src] throws up all over [p_them()]self!</span>", \
"<span class='userdanger'>You throw up all over yourself!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "vomit", /datum/mood_event/vomitself)
distance = 0
else
if(message)
visible_message("<span class='danger'>[src] throws up!</span>", "<span class='userdanger'>You throw up!</span>")
if(!isflyperson(src))
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "vomit", /datum/mood_event/vomit)
if(stun)
Stun(80)
playsound(get_turf(src), 'sound/effects/splat.ogg', 50, 1)
var/turf/T = get_turf(src)
if(!blood)
nutrition -= lost_nutrition
adjustToxLoss(-3)
for(var/i=0 to distance)
if(blood)
if(T)
add_splatter_floor(T)
if(stun)
adjustBruteLoss(3)
else if(src.reagents.has_reagent("blazaam"))
if(T)
T.add_vomit_floor(src, VOMIT_PURPLE)
else
if(T)
T.add_vomit_floor(src, VOMIT_TOXIC)//toxic barf looks different
T = get_step(T, dir)
if (is_blocked_turf(T))
break
return 1
/mob/living/carbon/proc/spew_organ(power = 5, amt = 1)
for(var/i in 1 to amt)
if(!internal_organs.len)
break //Guess we're out of organs!
var/obj/item/organ/guts = pick(internal_organs)
var/turf/T = get_turf(src)
guts.Remove(src)
guts.forceMove(T)
var/atom/throw_target = get_edge_target_turf(guts, dir)
guts.throw_at(throw_target, power, 4, src)
/mob/living/carbon/fully_replace_character_name(oldname,newname)
..()
if(dna)
dna.real_name = real_name
//Updates the mob's health from bodyparts and mob damage variables
/mob/living/carbon/updatehealth()
if(status_flags & GODMODE)
return
var/total_burn = 0
var/total_brute = 0
var/total_stamina = 0
for(var/X in bodyparts) //hardcoded to streamline things a bit
var/obj/item/bodypart/BP = X
total_brute += (BP.brute_dam * BP.body_damage_coeff)
total_burn += (BP.burn_dam * BP.body_damage_coeff)
total_stamina += (BP.stamina_dam * BP.stam_damage_coeff)
health = round(maxHealth - getOxyLoss() - getToxLoss() - getCloneLoss() - total_burn - total_brute, DAMAGE_PRECISION)
staminaloss = round(total_stamina, DAMAGE_PRECISION)
update_stat()
if(((maxHealth - total_burn) < HEALTH_THRESHOLD_DEAD) && stat == DEAD )
become_husk("burn")
med_hud_set_health()
if(stat == SOFT_CRIT)
add_movespeed_modifier(MOVESPEED_ID_CARBON_SOFTCRIT, TRUE, multiplicative_slowdown = SOFTCRIT_ADD_SLOWDOWN)
else
remove_movespeed_modifier(MOVESPEED_ID_CARBON_SOFTCRIT, TRUE)
/mob/living/carbon/update_stamina()
var/stam = getStaminaLoss()
if(stam > DAMAGE_PRECISION)
var/total_health = (health - stam)
if(total_health <= crit_threshold && !stat)
if(!IsKnockdown())
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
Knockdown(100)
update_health_hud()
/mob/living/carbon/update_sight()
if(!client)
return
if(stat == DEAD)
sight = (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = 8
see_invisible = SEE_INVISIBLE_OBSERVER
return
sight = initial(sight)
lighting_alpha = initial(lighting_alpha)
var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
if(!E)
update_tint()
else
see_invisible = E.see_invisible
see_in_dark = E.see_in_dark
sight |= E.sight_flags
if(!isnull(E.lighting_alpha))
lighting_alpha = E.lighting_alpha
if(client.eye && client.eye != src)
var/atom/A = client.eye
if(A.update_remote_sight(src)) //returns 1 if we override all other sight updates.
return
if(glasses)
var/obj/item/clothing/glasses/G = glasses
sight |= G.vision_flags
see_in_dark = max(G.darkness_view, see_in_dark)
if(G.invis_override)
see_invisible = G.invis_override
else
see_invisible = min(G.invis_view, see_invisible)
if(!isnull(G.lighting_alpha))
lighting_alpha = min(lighting_alpha, G.lighting_alpha)
if(dna)
for(var/X in dna.mutations)
var/datum/mutation/M = X
if(M.name == XRAY)
sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = max(see_in_dark, 8)
if(see_override)
see_invisible = see_override
. = ..()
//to recalculate and update the mob's total tint from tinted equipment it's wearing.
/mob/living/carbon/proc/update_tint()
if(!GLOB.tinted_weldhelh)
return
tinttotal = get_total_tint()
if(tinttotal >= TINT_BLIND)
become_blind(EYES_COVERED)
else if(tinttotal >= TINT_DARKENED)
cure_blind(EYES_COVERED)
overlay_fullscreen("tint", /obj/screen/fullscreen/impaired, 2)
else
cure_blind(EYES_COVERED)
clear_fullscreen("tint", 0)
/mob/living/carbon/proc/get_total_tint()
. = 0
if(istype(head, /obj/item/clothing/head))
var/obj/item/clothing/head/HT = head
. += HT.tint
if(wear_mask)
. += wear_mask.tint
var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
if(E)
. += E.tint
else
. += INFINITY
/mob/living/carbon/get_permeability_protection(list/target_zones = list(HANDS,CHEST,GROIN,LEGS,FEET,ARMS,HEAD))
var/list/tally = list()
for(var/obj/item/I in get_equipped_items())
for(var/zone in target_zones)
if(I.body_parts_covered & zone)
tally["[zone]"] = max(1 - I.permeability_coefficient, target_zones["[zone]"])
var/protection = 0
for(var/key in tally)
protection += tally[key]
protection *= INVERSE(target_zones.len)
return protection
//this handles hud updates
/mob/living/carbon/update_damage_hud()
if(!client)
return
if(health <= crit_threshold)
var/severity = 0
switch(health)
if(-20 to -10)
severity = 1
if(-30 to -20)
severity = 2
if(-40 to -30)
severity = 3
if(-50 to -40)
severity = 4
if(-50 to -40)
severity = 5
if(-60 to -50)
severity = 6
if(-70 to -60)
severity = 7
if(-90 to -70)
severity = 8
if(-95 to -90)
severity = 9
if(-INFINITY to -95)
severity = 10
if(!InFullCritical())
var/visionseverity = 4
switch(health)
if(-8 to -4)
visionseverity = 5
if(-12 to -8)
visionseverity = 6
if(-16 to -12)
visionseverity = 7
if(-20 to -16)
visionseverity = 8
if(-24 to -20)
visionseverity = 9
if(-INFINITY to -24)
visionseverity = 10
overlay_fullscreen("critvision", /obj/screen/fullscreen/crit/vision, visionseverity)
else
clear_fullscreen("critvision")
overlay_fullscreen("crit", /obj/screen/fullscreen/crit, severity)
else
clear_fullscreen("crit")
clear_fullscreen("critvision")
//Oxygen damage overlay
var/windedup = getOxyLoss() + getStaminaLoss() * 0.2
if(windedup)
var/severity = 0
switch(windedup)
if(10 to 20)
severity = 1
if(20 to 25)
severity = 2
if(25 to 30)
severity = 3
if(30 to 35)
severity = 4
if(35 to 40)
severity = 5
if(40 to 45)
severity = 6
if(45 to INFINITY)
severity = 7
overlay_fullscreen("oxy", /obj/screen/fullscreen/oxy, severity)
else
clear_fullscreen("oxy")
//Fire and Brute damage overlay (BSSR)
var/hurtdamage = getBruteLoss() + getFireLoss() + damageoverlaytemp
if(hurtdamage)
var/severity = 0
switch(hurtdamage)
if(5 to 15)
severity = 1
if(15 to 30)
severity = 2
if(30 to 45)
severity = 3
if(45 to 70)
severity = 4
if(70 to 85)
severity = 5
if(85 to INFINITY)
severity = 6
overlay_fullscreen("brute", /obj/screen/fullscreen/brute, severity)
else
clear_fullscreen("brute")
/mob/living/carbon/update_health_hud(shown_health_amount)
if(!client || !hud_used)
return
if(hud_used.healths)
if(stat != DEAD)
. = 1
if(!shown_health_amount)
shown_health_amount = health
if(shown_health_amount >= maxHealth)
hud_used.healths.icon_state = "health0"
else if(shown_health_amount > maxHealth*0.8)
hud_used.healths.icon_state = "health1"
else if(shown_health_amount > maxHealth*0.6)
hud_used.healths.icon_state = "health2"
else if(shown_health_amount > maxHealth*0.4)
hud_used.healths.icon_state = "health3"
else if(shown_health_amount > maxHealth*0.2)
hud_used.healths.icon_state = "health4"
else if(shown_health_amount > 0)
hud_used.healths.icon_state = "health5"
else
hud_used.healths.icon_state = "health6"
else
hud_used.healths.icon_state = "health7"
/mob/living/carbon/proc/update_internals_hud_icon(internal_state = 0)
if(hud_used && hud_used.internals)
hud_used.internals.icon_state = "internal[internal_state]"
/mob/living/carbon/update_stat()
if(status_flags & GODMODE)
return
if(stat != DEAD)
if(health <= HEALTH_THRESHOLD_DEAD && !HAS_TRAIT(src, TRAIT_NODEATH))
death()
return
if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || (health <= HEALTH_THRESHOLD_FULLCRIT && !HAS_TRAIT(src, TRAIT_NOHARDCRIT)))
stat = UNCONSCIOUS
blind_eyes(1)
else
if(health <= crit_threshold && !HAS_TRAIT(src, TRAIT_NOSOFTCRIT))
stat = SOFT_CRIT
else
stat = CONSCIOUS
adjust_blindness(-1)
update_canmove()
update_damage_hud()
update_health_hud()
med_hud_set_status()
//called when we get cuffed/uncuffed
/mob/living/carbon/proc/update_handcuffed()
if(handcuffed)
drop_all_held_items()
stop_pulling()
throw_alert("handcuffed", /obj/screen/alert/restrained/handcuffed, new_master = src.handcuffed)
if(handcuffed.demoralize_criminals)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "handcuffed", /datum/mood_event/handcuffed)
else
clear_alert("handcuffed")
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "handcuffed")
update_action_buttons_icon() //some of our action buttons might be unusable when we're handcuffed.
update_inv_handcuffed()
update_hud_handcuffed()
/mob/living/carbon/fully_heal(admin_revive = FALSE)
if(reagents)
reagents.clear_reagents()
var/obj/item/organ/brain/B = getorgan(/obj/item/organ/brain)
if(B)
B.brain_death = FALSE
for(var/thing in diseases)
var/datum/disease/D = thing
if(D.severity != DISEASE_SEVERITY_POSITIVE)
D.cure(FALSE)
if(admin_revive)
regenerate_limbs()
regenerate_organs()
handcuffed = initial(handcuffed)
for(var/obj/item/restraints/R in contents) //actually remove cuffs from inventory
qdel(R)
update_handcuffed()
if(reagents)
reagents.addiction_list = list()
cure_all_traumas(TRAUMA_RESILIENCE_MAGIC)
..()
// heal ears after healing traits, since ears check TRAIT_DEAF trait
// when healing.
restoreEars()
/mob/living/carbon/can_be_revived()
. = ..()
if(!getorgan(/obj/item/organ/brain) && (!mind || !mind.has_antag_datum(/datum/antagonist/changeling)))
return 0
/mob/living/carbon/harvest(mob/living/user)
if(QDELETED(src))
return
var/organs_amt = 0
for(var/X in internal_organs)
var/obj/item/organ/O = X
if(prob(50))
organs_amt++
O.Remove(src)
O.forceMove(drop_location())
if(organs_amt)
to_chat(user, "<span class='notice'>You retrieve some of [src]\'s internal organs!</span>")
/mob/living/carbon/ExtinguishMob()
for(var/X in get_equipped_items())
var/obj/item/I = X
I.acid_level = 0 //washes off the acid on our clothes
I.extinguish() //extinguishes our clothes
..()
/mob/living/carbon/fakefire(var/fire_icon = "Generic_mob_burning")
var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER)
new_fire_overlay.appearance_flags = RESET_COLOR
overlays_standing[FIRE_LAYER] = new_fire_overlay
apply_overlay(FIRE_LAYER)
/mob/living/carbon/fakefireextinguish()
remove_overlay(FIRE_LAYER)
/mob/living/carbon/proc/devour_mob(mob/living/carbon/C, devour_time = 130)
C.visible_message("<span class='danger'>[src] is attempting to devour [C]!</span>", \
"<span class='userdanger'>[src] is attempting to devour you!</span>")
if(!do_mob(src, C, devour_time))
return
if(pulling && pulling == C && grab_state >= GRAB_AGGRESSIVE && a_intent == INTENT_GRAB)
C.visible_message("<span class='danger'>[src] devours [C]!</span>", \
"<span class='userdanger'>[src] devours you!</span>")
C.forceMove(src)
stomach_contents.Add(C)
log_combat(src, C, "devoured")
/mob/living/carbon/proc/create_bodyparts()
var/l_arm_index_next = -1
var/r_arm_index_next = 0
for(var/X in bodyparts)
var/obj/item/bodypart/O = new X()
O.owner = src
bodyparts.Remove(X)
bodyparts.Add(O)
if(O.body_part == ARM_LEFT)
l_arm_index_next += 2
O.held_index = l_arm_index_next //1, 3, 5, 7...
hand_bodyparts += O
else if(O.body_part == ARM_RIGHT)
r_arm_index_next += 2
O.held_index = r_arm_index_next //2, 4, 6, 8...
hand_bodyparts += O
/mob/living/carbon/do_after_coefficent()
. = ..()
var/datum/component/mood/mood = src.GetComponent(/datum/component/mood) //Currently, only carbons or higher use mood, move this once that changes.
if(mood)
switch(mood.sanity) //Alters do_after delay based on how sane you are
if(SANITY_INSANE to SANITY_DISTURBED)
. *= 1.25
if(SANITY_NEUTRAL to SANITY_GREAT)
. *= 0.90
/mob/living/carbon/proc/create_internal_organs()
for(var/X in internal_organs)
var/obj/item/organ/I = X
I.Insert(src)
/mob/living/carbon/proc/update_disabled_bodyparts()
for(var/B in bodyparts)
var/obj/item/bodypart/BP = B
BP.update_disabled()
/mob/living/carbon/vv_get_dropdown()
. = ..()
. += "---"
.["Make AI"] = "?_src_=vars;[HrefToken()];makeai=[REF(src)]"
.["Modify bodypart"] = "?_src_=vars;[HrefToken()];editbodypart=[REF(src)]"
.["Modify organs"] = "?_src_=vars;[HrefToken()];editorgans=[REF(src)]"
.["Hallucinate"] = "?_src_=vars;[HrefToken()];hallucinate=[REF(src)]"
.["Give martial arts"] = "?_src_=vars;[HrefToken()];givemartialart=[REF(src)]"
.["Give brain trauma"] = "?_src_=vars;[HrefToken()];givetrauma=[REF(src)]"
.["Cure brain traumas"] = "?_src_=vars;[HrefToken()];curetraumas=[REF(src)]"
/mob/living/carbon/can_resist()
return bodyparts.len > 2 && ..()
/mob/living/carbon/proc/hypnosis_vulnerable()//unused atm, but added in case
if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
return FALSE
if(hallucinating())
return TRUE
if(IsSleeping())
return TRUE
if(HAS_TRAIT(src, TRAIT_DUMB))
return TRUE
var/datum/component/mood/mood = src.GetComponent(/datum/component/mood)
if(mood)
if(mood.sanity < SANITY_UNSTABLE)
return TRUE
@@ -1,442 +0,0 @@
/mob/living/carbon/get_eye_protection()
var/number = ..()
if(istype(src.head, /obj/item/clothing/head)) //are they wearing something on their head
var/obj/item/clothing/head/HFP = src.head //if yes gets the flash protection value from that item
number += HFP.flash_protect
if(istype(src.glasses, /obj/item/clothing/glasses)) //glasses
var/obj/item/clothing/glasses/GFP = src.glasses
number += GFP.flash_protect
if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
var/obj/item/clothing/mask/MFP = src.wear_mask
number += MFP.flash_protect
var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
if(!E)
number = INFINITY //Can't get flashed without eyes
else
number += E.flash_protect
return number
/mob/living/carbon/get_ear_protection()
var/number = ..()
var/obj/item/organ/ears/E = getorganslot(ORGAN_SLOT_EARS)
if(!E)
number = INFINITY
else
number += E.bang_protect
return number
/mob/living/carbon/is_mouth_covered(head_only = 0, mask_only = 0)
if( (!mask_only && head && (head.flags_cover & HEADCOVERSMOUTH)) || (!head_only && wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH)) )
return TRUE
/mob/living/carbon/is_eyes_covered(check_glasses = 1, check_head = 1, check_mask = 1)
if(check_glasses && glasses && (glasses.flags_cover & GLASSESCOVERSEYES))
return TRUE
if(check_head && head && (head.flags_cover & HEADCOVERSEYES))
return TRUE
if(check_mask && wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH))
return TRUE
/mob/living/carbon/check_projectile_dismemberment(obj/item/projectile/P, def_zone)
var/obj/item/bodypart/affecting = get_bodypart(def_zone)
if(affecting && affecting.dismemberable && affecting.get_damage() >= (affecting.max_damage - P.dismemberment))
affecting.dismember(P.damtype)
/mob/living/carbon/proc/can_catch_item(skip_throw_mode_check)
. = FALSE
if(!skip_throw_mode_check && !in_throw_mode)
return
if(get_active_held_item())
return
if(restrained())
return
return TRUE
/mob/living/carbon/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE)
if(!skipcatch) //ugly, but easy
if(can_catch_item())
if(istype(AM, /obj/item))
var/obj/item/I = AM
if(isturf(I.loc))
I.attack_hand(src)
if(get_active_held_item() == I) //if our attack_hand() picks up the item...
visible_message("<span class='warning'>[src] catches [I]!</span>") //catch that sucker!
throw_mode_off()
return 1
..()
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
var/obj/item/bodypart/affecting
if(user == src)
affecting = get_bodypart(check_zone(user.zone_selected)) //we're self-mutilating! yay!
else
affecting = get_bodypart(ran_zone(user.zone_selected))
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
send_item_attack_message(I, user, affecting.name)
if(I.force)
//CIT CHANGES START HERE - combatmode and resting checks
var/totitemdamage = I.force
if(iscarbon(user))
var/mob/living/carbon/tempcarb = user
if(!tempcarb.combatmode)
totitemdamage *= 0.5
if(user.resting)
totitemdamage *= 0.5
if(!combatmode)
totitemdamage *= 1.5
//CIT CHANGES END HERE
apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
var/basebloodychance = affecting.brute_dam + totitemdamage
if(prob(basebloodychance))
I.add_mob_blood(src)
bleed(totitemdamage)
if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
if(affecting.body_zone == BODY_ZONE_HEAD)
if(wear_mask && prob(basebloodychance))
wear_mask.add_mob_blood(src)
update_inv_wear_mask()
if(wear_neck && prob(basebloodychance))
wear_neck.add_mob_blood(src)
update_inv_neck()
if(head && prob(basebloodychance))
head.add_mob_blood(src)
update_inv_head()
//dismemberment
var/probability = I.get_dismemberment_chance(affecting)
if(prob(probability))
if(affecting.dismember(I.damtype))
I.add_mob_blood(src)
playsound(get_turf(src), I.get_dismember_sound(), 80, 1)
return TRUE //successful attack
/mob/living/carbon/attack_drone(mob/living/simple_animal/drone/user)
return //so we don't call the carbon's attack_hand().
//ATTACK HAND IGNORING PARENT RETURN VALUE
/mob/living/carbon/attack_hand(mob/living/carbon/human/user)
for(var/thing in diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
user.ContactContractDisease(D)
for(var/thing in user.diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
ContactContractDisease(D)
if(lying && surgeries.len)
if(user.a_intent == INTENT_HELP || user.a_intent == INTENT_DISARM)
for(var/datum/surgery/S in surgeries)
if(S.next_step(user, user.a_intent))
return 1
return 0
/mob/living/carbon/attack_paw(mob/living/carbon/monkey/M)
if(can_inject(M, TRUE))
for(var/thing in diseases)
var/datum/disease/D = thing
if((D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN) && prob(85))
M.ContactContractDisease(D)
for(var/thing in M.diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
ContactContractDisease(D)
if(M.a_intent == INTENT_HELP)
help_shake_act(M)
return 0
if(..()) //successful monkey bite.
for(var/thing in M.diseases)
var/datum/disease/D = thing
ForceContractDisease(D)
return 1
/mob/living/carbon/attack_slime(mob/living/simple_animal/slime/M)
if(..()) //successful slime attack
if(M.powerlevel > 0)
var/stunprob = M.powerlevel * 7 + 10 // 17 at level 1, 80 at level 10
if(prob(stunprob))
M.powerlevel -= 3
if(M.powerlevel < 0)
M.powerlevel = 0
visible_message("<span class='danger'>The [M.name] has shocked [src]!</span>", \
"<span class='userdanger'>The [M.name] has shocked [src]!</span>")
do_sparks(5, TRUE, src)
var/power = M.powerlevel + rand(0,3)
Knockdown(power*20)
if(stuttering < power)
stuttering = power
if (prob(stunprob) && M.powerlevel >= 8)
adjustFireLoss(M.powerlevel * rand(6,10))
updatehealth()
return 1
/mob/living/carbon/proc/dismembering_strike(mob/living/attacker, dam_zone)
if(!attacker.limb_destroyer)
return dam_zone
var/obj/item/bodypart/affecting
if(dam_zone && attacker.client)
affecting = get_bodypart(ran_zone(dam_zone))
else
var/list/things_to_ruin = shuffle(bodyparts.Copy())
for(var/B in things_to_ruin)
var/obj/item/bodypart/bodypart = B
if(bodypart.body_zone == BODY_ZONE_HEAD || bodypart.body_zone == BODY_ZONE_CHEST)
continue
if(!affecting || ((affecting.get_damage() / affecting.max_damage) < (bodypart.get_damage() / bodypart.max_damage)))
affecting = bodypart
if(affecting)
dam_zone = affecting.body_zone
if(affecting.get_damage() >= affecting.max_damage)
affecting.dismember()
return null
return affecting.body_zone
return dam_zone
/mob/living/carbon/blob_act(obj/structure/blob/B)
if (stat == DEAD)
return
else
show_message("<span class='userdanger'>The blob attacks!</span>")
adjustBruteLoss(10)
/mob/living/carbon/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_CONTENTS)
return
for(var/X in internal_organs)
var/obj/item/organ/O = X
O.emp_act(severity)
/mob/living/carbon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, override = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
if(tesla_shock && (flags_1 & TESLA_IGNORE_1))
return FALSE
if(HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
return FALSE
shock_damage *= siemens_coeff
if(dna && dna.species)
shock_damage *= dna.species.siemens_coeff
if(shock_damage<1 && !override)
return 0
if(reagents.has_reagent("teslium"))
shock_damage *= 1.5 //If the mob has teslium in their body, shocks are 50% more damaging!
if(illusion)
adjustStaminaLoss(shock_damage)
else
take_overall_damage(0,shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
jitteriness += 1000 //High numbers for violent convulsions
do_jitter_animation(jitteriness)
stuttering += 2
if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
Stun(40)
spawn(20)
jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
Knockdown(60)
if(override)
return override
else
return shock_damage
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if(on_fire)
to_chat(M, "<span class='warning'>You can't put [p_them()] out with just your bare hands!</span>")
return
if(health >= 0 && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
if(lying)
if(buckled)
to_chat(M, "<span class='warning'>You need to unbuckle [src] first to do that!")
return
M.visible_message("<span class='notice'>[M] shakes [src] trying to get [p_them()] up!</span>", \
"<span class='notice'>You shake [src] trying to get [p_them()] up!</span>")
else if(check_zone(M.zone_selected) == "head")
var/mob/living/carbon/human/H = src
var/datum/species/pref_species = H.dna.species
M.visible_message("<span class='notice'>[M] gives [H] a pat on the head to make [p_them()] feel better!</span>", \
"<span class='notice'>You give [H] a pat on the head to make [p_them()] feel better!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "headpat", /datum/mood_event/headpat)
if(HAS_TRAIT(M, TRAIT_FRIENDLY))
var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
if (mood.sanity >= SANITY_GREAT)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
else if (mood.sanity >= SANITY_DISTURBED)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/betterhug, M)
if(H.dna.species.can_wag_tail(H))
if("tail_human" in pref_species.default_features)
if(H.dna.features["tail_human"] == "None")
return
else
if(!H.dna.species.is_wagging_tail())
H.emote("wag")
if("tail_lizard" in pref_species.default_features)
if(H.dna.features["tail_lizard"] == "None")
return
else
if(!H.dna.species.is_wagging_tail())
H.emote("wag")
if("mam_tail" in pref_species.default_features)
if(H.dna.features["mam_tail"] == "None")
return
else
if(!H.dna.species.is_wagging_tail())
H.emote("wag")
else
return
else
M.visible_message("<span class='notice'>[M] hugs [src] to make [p_them()] feel better!</span>", \
"<span class='notice'>You hug [src] to make [p_them()] feel better!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "hug", /datum/mood_event/hug)
if(HAS_TRAIT(M, TRAIT_FRIENDLY))
var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
if (mood.sanity >= SANITY_GREAT)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
else if (mood.sanity >= SANITY_DISTURBED)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/betterhug, M)
AdjustStun(-60)
AdjustKnockdown(-60)
AdjustUnconscious(-60)
AdjustSleeping(-100)
if(recoveringstam)
adjustStaminaLoss(-15)
else if(resting)
resting = 0
update_canmove()
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/mob/living/carbon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
. = ..()
var/damage = intensity - get_eye_protection()
if(.) // we've been flashed
var/obj/item/organ/eyes/eyes = getorganslot(ORGAN_SLOT_EYES)
if (!eyes)
return
if(visual)
return
if (damage == 1)
to_chat(src, "<span class='warning'>Your eyes sting a little.</span>")
if(prob(40))
adjust_eye_damage(1)
else if (damage == 2)
to_chat(src, "<span class='warning'>Your eyes burn.</span>")
adjust_eye_damage(rand(2, 4))
else if( damage >= 3)
to_chat(src, "<span class='warning'>Your eyes itch and burn severely!</span>")
adjust_eye_damage(rand(12, 16))
if(eyes.eye_damage > 10)
blind_eyes(damage)
blur_eyes(damage * rand(3, 6))
if(eyes.eye_damage > 20)
if(prob(eyes.eye_damage - 20))
if(!HAS_TRAIT(src, TRAIT_NEARSIGHT))
to_chat(src, "<span class='warning'>Your eyes start to burn badly!</span>")
become_nearsighted(EYE_DAMAGE)
else if(prob(eyes.eye_damage - 25))
if(!HAS_TRAIT(src, TRAIT_BLIND))
to_chat(src, "<span class='warning'>You can't see anything!</span>")
become_blind(EYE_DAMAGE)
else
to_chat(src, "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>")
if(has_bane(BANE_LIGHT))
mind.disrupt_spells(-500)
return 1
else if(damage == 0) // just enough protection
if(prob(20))
to_chat(src, "<span class='notice'>Something bright flashes in the corner of your vision!</span>")
if(has_bane(BANE_LIGHT))
mind.disrupt_spells(0)
/mob/living/carbon/soundbang_act(intensity = 1, stun_pwr = 20, damage_pwr = 5, deafen_pwr = 15)
var/list/reflist = list(intensity) // Need to wrap this in a list so we can pass a reference
SEND_SIGNAL(src, COMSIG_CARBON_SOUNDBANG, reflist)
intensity = reflist[1]
var/ear_safety = get_ear_protection()
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
var/effect_amount = intensity - ear_safety
if(effect_amount > 0)
if(stun_pwr)
Knockdown(stun_pwr*effect_amount)
if(istype(ears) && (deafen_pwr || damage_pwr))
var/ear_damage = damage_pwr * effect_amount
var/deaf = deafen_pwr * effect_amount
adjustEarDamage(ear_damage,deaf)
if(ears.damage >= 15)
to_chat(src, "<span class='warning'>Your ears start to ring badly!</span>")
if(prob(ears.damage - 5))
to_chat(src, "<span class='userdanger'>You can't hear anything!</span>")
ears.damage = min(ears.damage, ears.maxHealth)
// you need earmuffs, inacusiate, or replacement
else if(ears.damage >= 5)
to_chat(src, "<span class='warning'>Your ears start to ring!</span>")
SEND_SOUND(src, sound('sound/weapons/flash_ring.ogg',0,1,0,250))
return effect_amount //how soundbanged we are
/mob/living/carbon/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
if(damage_type != BRUTE && damage_type != BURN)
return
damage_amount *= 0.5 //0.5 multiplier for balance reason, we don't want clothes to be too easily destroyed
if(!def_zone || def_zone == BODY_ZONE_HEAD)
var/obj/item/clothing/hit_clothes
if(wear_mask)
hit_clothes = wear_mask
if(wear_neck)
hit_clothes = wear_neck
if(head)
hit_clothes = head
if(hit_clothes)
hit_clothes.take_damage(damage_amount, damage_type, damage_flag, 0)
/mob/living/carbon/can_hear()
. = FALSE
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
if(istype(ears) && !ears.deaf)
. = TRUE
@@ -1,66 +0,0 @@
/mob/living/carbon
gender = MALE
pressure_resistance = 15
possible_a_intents = list(INTENT_HELP, INTENT_HARM)
hud_possible = list(HEALTH_HUD,STATUS_HUD,ANTAG_HUD,GLAND_HUD,NANITE_HUD,DIAG_NANITE_FULL_HUD,RAD_HUD)
has_limbs = 1
held_items = list(null, null)
var/list/stomach_contents = list()
var/list/internal_organs = list() //List of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know.
var/list/internal_organs_slot= list() //Same as above, but stores "slot ID" - "organ" pairs for easy access.
var/silent = FALSE //Can't talk. Value goes down every life proc. //NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.
var/dreaming = 0 //How many dream images we have left to send
var/obj/item/restraints/handcuffed //Whether or not the mob is handcuffed
var/obj/item/restraints/legcuffed //Same as handcuffs but for legs. Bear traps use this.
var/disgust = 0
//inventory slots
var/obj/item/back = null
var/obj/item/clothing/mask/wear_mask = null
var/obj/item/clothing/neck/wear_neck = null
var/obj/item/tank/internal = null
var/obj/item/head = null
var/obj/item/gloves = null //only used by humans
var/obj/item/shoes = null //only used by humans.
var/obj/item/clothing/glasses/glasses = null //only used by humans.
var/obj/item/ears = null //only used by humans.
var/datum/dna/dna = null//Carbon
var/datum/mind/last_mind = null //last mind to control this mob, for blood-based cloning
var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
var/co2overloadtime = null
var/o2overloadtime = null //for Ash walker's weaker lungs, and future atmosia hazards
var/temperature_resistance = T0C+75
var/obj/item/reagent_containers/food/snacks/meat/slab/type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab
var/gib_type = /obj/effect/decal/cleanable/blood/gibs
var/rotate_on_lying = 1
var/tinttotal = 0 // Total level of visualy impairing items
var/list/bodyparts = list(/obj/item/bodypart/chest, /obj/item/bodypart/head, /obj/item/bodypart/l_arm,
/obj/item/bodypart/r_arm, /obj/item/bodypart/r_leg, /obj/item/bodypart/l_leg)
//Gets filled up in create_bodyparts()
var/list/hand_bodyparts = list() //a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
var/list/leg_bodyparts = list()
var/icon_render_key = ""
var/static/list/limb_icon_cache = list()
//halucination vars
var/image/halimage
var/image/halbody
var/obj/halitem
var/hal_screwyhud = SCREWYHUD_NONE
var/next_hallucination = 0
var/cpr_time = 1 //CPR cooldown.
var/damageoverlaytemp = 0
var/drunkenness = 0 //Overall drunkenness - check handle_alcohol() in life.dm for effects
@@ -1,45 +0,0 @@
/mob/living/carbon/movement_delay()
. = ..()
. += grab_state * 3 //can't go fast while grabbing something.
if(!get_leg_ignore()) //ignore the fact we lack legs
var/leg_amount = get_num_legs()
. += 6 - 3*leg_amount //the fewer the legs, the slower the mob
if(!leg_amount)
. += 6 - 3*get_num_arms() //crawling is harder with fewer arms
if(legcuffed)
. += legcuffed.slowdown
if(stat == SOFT_CRIT)
. += SOFTCRIT_ADD_SLOWDOWN
/mob/living/carbon/slip(knockdown_amount, obj/O, lube)
if(movement_type & FLYING)
return 0
if(!(lube&SLIDE_ICE))
log_combat(src, (O ? O : get_turf(src)), "slipped on the", null, ((lube & SLIDE) ? "(LUBE)" : null))
return loc.handle_slip(src, knockdown_amount, O, lube)
/mob/living/carbon/Process_Spacemove(movement_dir = 0)
if(..())
return 1
if(!isturf(loc))
return 0
// Do we have a jetpack implant (and is it on)?
var/obj/item/organ/cyberimp/chest/thrusters/T = getorganslot(ORGAN_SLOT_THRUSTERS)
if(istype(T) && movement_dir && T.allow_thrust(0.01))
return 1
var/obj/item/tank/jetpack/J = get_jetpack()
if(istype(J) && (movement_dir || J.stabilizers) && J.allow_thrust(0.01, src))
return 1
/mob/living/carbon/Move(NewLoc, direct)
. = ..()
if(. && (movement_type & FLOATING)) //floating is easy
if(HAS_TRAIT(src, TRAIT_NOHUNGER))
nutrition = NUTRITION_LEVEL_FED - 1 //just less than feeling vigorous
else if(nutrition && stat != DEAD)
nutrition -= HUNGER_FACTOR/10
if(m_intent == MOVE_INTENT_RUN)
nutrition -= HUNGER_FACTOR/10
@@ -1,302 +0,0 @@
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
var/hit_percent = (100-blocked)/100
if(!forced && hit_percent <= 0)
return 0
var/obj/item/bodypart/BP = null
if(isbodypart(def_zone)) //we specified a bodypart object
BP = def_zone
else
if(!def_zone)
def_zone = ran_zone(def_zone)
BP = get_bodypart(check_zone(def_zone))
if(!BP)
BP = bodyparts[1]
var/damage_amount = forced ? damage : damage * hit_percent
switch(damagetype)
if(BRUTE)
if(BP)
if(damage > 0 ? BP.receive_damage(damage_amount) : BP.heal_damage(abs(damage_amount), 0))
update_damage_overlays()
else //no bodypart, we deal damage with a more general method.
adjustBruteLoss(damage_amount, forced = forced)
if(BURN)
if(BP)
if(damage > 0 ? BP.receive_damage(0, damage_amount) : BP.heal_damage(0, abs(damage_amount)))
update_damage_overlays()
else
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)
if(STAMINA)
if(BP)
if(damage > 0 ? BP.receive_damage(0, 0, damage_amount) : BP.heal_damage(0, 0, abs(damage_amount)))
update_damage_overlays()
else
adjustStaminaLoss(damage_amount, forced = forced)
//citadel code
if(AROUSAL)
adjustArousalLoss(damage_amount, forced = forced)
return TRUE
//These procs fetch a cumulative total damage from all bodyparts
/mob/living/carbon/getBruteLoss()
var/amount = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
amount += BP.brute_dam
return amount
/mob/living/carbon/getFireLoss()
var/amount = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
amount += BP.burn_dam
return amount
/mob/living/carbon/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
if(amount > 0)
take_overall_damage(amount, 0, 0, updating_health)
else
heal_overall_damage(abs(amount), 0, 0, FALSE, TRUE, updating_health)
return amount
/mob/living/carbon/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
if(amount > 0)
take_overall_damage(0, amount, 0, updating_health)
else
heal_overall_damage(0, abs(amount), 0, FALSE, TRUE, updating_health)
return amount
/mob/living/carbon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && HAS_TRAIT(src, TRAIT_TOXINLOVER)) //damage becomes healing and healing becomes damage
amount = -amount
if(amount > 0)
blood_volume -= 3*amount // x5 is too much, x3 should be still penalizing enough.
else
blood_volume -= amount
return ..()
/mob/living/carbon/getStaminaLoss()
. = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
. += round(BP.stamina_dam * BP.stam_damage_coeff, DAMAGE_PRECISION)
/mob/living/carbon/adjustStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
if(amount > 0)
take_overall_damage(0, 0, amount, updating_health)
else
heal_overall_damage(0, 0, abs(amount), FALSE, FALSE, updating_health)
return amount
/mob/living/carbon/setStaminaLoss(amount, updating = TRUE, forced = FALSE)
var/current = getStaminaLoss()
var/diff = amount - current
if(!diff)
return
adjustStaminaLoss(diff, updating, forced)
/** adjustOrganLoss
* inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount (damage to be done), and maximum (currently an arbitrarily large number, can be set so as to limit damage)
* outputs:
* description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the damage proc on that organ.
*/
/mob/living/carbon/adjustOrganLoss(slot, amount, maximum)
var/obj/item/organ/O = getorganslot(slot)
if(O && !(status_flags & GODMODE))
if(!maximum)
maximum = O.maxHealth
O.applyOrganDamage(amount, maximum)
O.onDamage(amount, maximum)
/** setOrganLoss
* inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount(damage to be set to)
* outputs:
* description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the set damage proc on that organ, which can
* set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.
*/
/mob/living/carbon/setOrganLoss(slot, amount)
var/obj/item/organ/O = getorganslot(slot)
if(O && !(status_flags & GODMODE))
O.setOrganDamage(amount)
O.onSetDamage(amount)
/** getOrganLoss
* inputs: slot (organ slot, like ORGAN_SLOT_HEART)
* outputs: organ damage
* description: If an organ exists in the slot requested, return the amount of damage that organ has
*/
/mob/living/carbon/getOrganLoss(slot)
var/obj/item/organ/O = getorganslot(slot)
if(O)
return O.damage
/mob/living/carbon/proc/adjustAllOrganLoss(amount, maximum)
for(var/obj/item/organ/O in internal_organs)
if(O && !(status_flags & GODMODE))
continue
if(!maximum)
maximum = O.maxHealth
O.applyOrganDamage(amount, maximum)
O.onDamage(amount, maximum)
////////////////////////////////////////////
//Returns a list of damaged bodyparts
/mob/living/carbon/proc/get_damaged_bodyparts(brute = FALSE, burn = FALSE, stamina = FALSE, status)
var/list/obj/item/bodypart/parts = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(status && BP.status != status)
continue
if((brute && BP.brute_dam) || (burn && BP.burn_dam) || (stamina && BP.stamina_dam))
parts += BP
return parts
//Returns a list of damageable bodyparts
/mob/living/carbon/proc/get_damageable_bodyparts()
var/list/obj/item/bodypart/parts = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(BP.brute_dam + BP.burn_dam < BP.max_damage)
parts += BP
return parts
//Heals ONE bodypart randomly selected from damaged ones.
//It automatically updates damage overlays if necessary
//It automatically updates health status
/mob/living/carbon/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, only_robotic = FALSE, only_organic = TRUE)
var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute,burn)
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
if(picked.heal_damage(brute, burn, stamina, only_robotic, only_organic))
update_damage_overlays()
//Damages ONE bodypart randomly selected from damagable ones.
//It automatically updates damage overlays if necessary
//It automatically updates health status
/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0)
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
if(picked.receive_damage(brute, burn, stamina))
update_damage_overlays()
//Heal MANY bodyparts, in random order
/mob/living/carbon/heal_overall_damage(brute = 0, burn = 0, stamina = 0, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE)
var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute, burn, stamina)
var/update = NONE
while(parts.len && (brute > 0 || burn > 0 || stamina > 0))
var/obj/item/bodypart/picked = pick(parts)
var/brute_was = picked.brute_dam
var/burn_was = picked.burn_dam
var/stamina_was = picked.stamina_dam
update |= picked.heal_damage(brute, burn, stamina, only_robotic, only_organic, FALSE)
brute = round(brute - (brute_was - picked.brute_dam), DAMAGE_PRECISION)
burn = round(burn - (burn_was - picked.burn_dam), DAMAGE_PRECISION)
stamina = round(stamina - (stamina_was - picked.stamina_dam), DAMAGE_PRECISION)
parts -= picked
if(updating_health)
updatehealth()
if(update)
update_damage_overlays()
update_stamina() //CIT CHANGE - makes sure update_stamina() always gets called after a health update
// damage MANY bodyparts, in random order
/mob/living/carbon/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
if(status_flags & GODMODE)
return //godmode
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
var/update = 0
while(parts.len && (brute > 0 || burn > 0 || stamina > 0))
var/obj/item/bodypart/picked = pick(parts)
var/brute_per_part = round(brute/parts.len, DAMAGE_PRECISION)
var/burn_per_part = round(burn/parts.len, DAMAGE_PRECISION)
var/stamina_per_part = round(stamina/parts.len, DAMAGE_PRECISION)
var/brute_was = picked.brute_dam
var/burn_was = picked.burn_dam
var/stamina_was = picked.stamina_dam
update |= picked.receive_damage(brute_per_part, burn_per_part, stamina_per_part, FALSE)
brute = round(brute - (picked.brute_dam - brute_was), DAMAGE_PRECISION)
burn = round(burn - (picked.burn_dam - burn_was), DAMAGE_PRECISION)
stamina = round(stamina - (picked.stamina_dam - stamina_was), DAMAGE_PRECISION)
parts -= picked
if(updating_health)
updatehealth()
if(update)
update_damage_overlays()
update_stamina()
/* TO_REMOVE
/mob/living/carbon/getOrganLoss(ORGAN_SLOT_BRAIN)
. = 0
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(B)
. = B.get_brain_damage()
//Some sources of brain damage shouldn't be deadly
/mob/living/carbon/adjustOrganLoss(ORGAN_SLOT_BRAIN, amount, maximum = BRAIN_DAMAGE_DEATH)
if(status_flags & GODMODE)
return FALSE
var/prev_brainloss = getOrganLoss(ORGAN_SLOT_BRAIN)
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(!B)
return
B.adjust_brain_damage(amount, maximum)
if(amount <= 0) //cut this early
return
var/brainloss = getOrganLoss(ORGAN_SLOT_BRAIN)
if(brainloss > BRAIN_DAMAGE_MILD)
if(prob(amount * ((2 * (100 + brainloss - BRAIN_DAMAGE_MILD)) / 100))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 2%
gain_trauma_type(BRAIN_TRAUMA_MILD)
if(brainloss > BRAIN_DAMAGE_SEVERE)
if(prob(amount * ((2 * (100 + brainloss - BRAIN_DAMAGE_SEVERE)) / 100))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 2%
if(prob(20))
gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
else
gain_trauma_type(BRAIN_TRAUMA_SEVERE)
if(prev_brainloss < BRAIN_DAMAGE_MILD && brainloss >= BRAIN_DAMAGE_MILD)
to_chat(src, "<span class='warning'>You feel lightheaded.</span>")
else if(prev_brainloss < BRAIN_DAMAGE_SEVERE && brainloss >= BRAIN_DAMAGE_SEVERE)
to_chat(src, "<span class='warning'>You feel less in control of your thoughts.</span>")
else if(prev_brainloss < (BRAIN_DAMAGE_DEATH - 20) && brainloss >= (BRAIN_DAMAGE_DEATH - 20))
to_chat(src, "<span class='warning'>You can feel your mind flickering on and off...</span>")
/mob/living/carbon/setBrainLoss(amount)
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(B)
var/adjusted_amount = amount - B.get_brain_damage()
B.adjust_brain_damage(adjusted_amount, null)
*/
-99
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@@ -1,99 +0,0 @@
/datum/emote/living/carbon
mob_type_allowed_typecache = list(/mob/living/carbon)
/datum/emote/living/carbon/airguitar
key = "airguitar"
message = "is strumming the air and headbanging like a safari chimp."
restraint_check = TRUE
/datum/emote/living/carbon/blink
key = "blink"
key_third_person = "blinks"
message = "blinks."
/datum/emote/living/carbon/blink_r
key = "blink_r"
message = "blinks rapidly."
/datum/emote/living/carbon/clap
key = "clap"
key_third_person = "claps"
message = "claps."
muzzle_ignore = TRUE
restraint_check = TRUE
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/clap/run_emote(mob/living/user, params)
. = ..()
if (.)
if (ishuman(user))
// Need hands to clap
if (!user.get_bodypart(BODY_ZONE_L_ARM) || !user.get_bodypart(BODY_ZONE_R_ARM))
return
var/clap = pick('sound/misc/clap1.ogg',
'sound/misc/clap2.ogg',
'sound/misc/clap3.ogg',
'sound/misc/clap4.ogg')
playsound(user, clap, 50, 1, -1)
/datum/emote/living/carbon/gnarl
key = "gnarl"
key_third_person = "gnarls"
message = "gnarls and shows its teeth..."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
/datum/emote/living/carbon/moan
key = "moan"
key_third_person = "moans"
message = "moans!"
message_mime = "appears to moan!"
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/roll
key = "roll"
key_third_person = "rolls"
message = "rolls."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
restraint_check = TRUE
/datum/emote/living/carbon/scratch
key = "scratch"
key_third_person = "scratches"
message = "scratches."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
restraint_check = TRUE
/datum/emote/living/carbon/screech
key = "screech"
key_third_person = "screeches"
message = "screeches."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
/datum/emote/living/carbon/sign
key = "sign"
key_third_person = "signs"
message_param = "signs the number %t."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
restraint_check = TRUE
/datum/emote/living/carbon/sign/select_param(mob/user, params)
. = ..()
if(!isnum(text2num(params)))
return message
/datum/emote/living/carbon/sign/signal
key = "signal"
key_third_person = "signals"
message_param = "raises %t fingers."
mob_type_allowed_typecache = list(/mob/living/carbon/human)
restraint_check = TRUE
/datum/emote/living/carbon/tail
key = "tail"
message = "waves their tail."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
/datum/emote/living/carbon/wink
key = "wink"
key_third_person = "winks"
message = "winks."
-114
View File
@@ -1,114 +0,0 @@
/mob/living/carbon/examine(mob/user)
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 [icon2html(src, user)] \a <EM>[src]</EM>!\n"
if (handcuffed)
msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>\n"
if (head)
msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head. \n"
if (wear_mask)
msg += "[t_He] [t_is] wearing [wear_mask.get_examine_string(user)] on [t_his] face.\n"
if (wear_neck)
msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
for(var/obj/item/I in held_items)
if(!(I.item_flags & ABSTRACT))
msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
if (back)
msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
var/appears_dead = 0
if (stat == DEAD)
appears_dead = 1
if(getorgan(/obj/item/organ/brain))
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive, with no signs of life.</span>\n"
else if(get_bodypart(BODY_ZONE_HEAD))
msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
var/list/missing = get_missing_limbs()
for(var/t in missing)
if(t==BODY_ZONE_HEAD)
msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B></span>\n"
continue
msg += "<span class='warning'><B>[t_His] [parse_zone(t)] is missing!</B></span>\n"
msg += "<span class='warning'>"
var/temp = getBruteLoss()
if(!(user == src && src.hal_screwyhud == SCREWYHUD_HEALTHY)) //fake healthy
if(temp)
if (temp < 25)
msg += "[t_He] [t_has] minor bruising.\n"
else if (temp < 50)
msg += "[t_He] [t_has] <b>moderate</b> bruising!\n"
else
msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
temp = getFireLoss()
if(temp)
if (temp < 25)
msg += "[t_He] [t_has] minor burns.\n"
else if (temp < 50)
msg += "[t_He] [t_has] <b>moderate</b> burns!\n"
else
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
temp = getCloneLoss()
if(temp)
if(temp < 25)
msg += "[t_He] [t_is] slightly deformed.\n"
else if (temp < 50)
msg += "[t_He] [t_is] <b>moderately</b> deformed!\n"
else
msg += "<b>[t_He] [t_is] severely deformed!</b>\n"
if(HAS_TRAIT(src, TRAIT_DUMB))
msg += "[t_He] seem[p_s()] to be clumsy and unable to think.\n"
if(fire_stacks > 0)
msg += "[t_He] [t_is] covered in something flammable.\n"
if(fire_stacks < 0)
msg += "[t_He] look[p_s()] a little soaked.\n"
if(pulledby && pulledby.grab_state)
msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n"
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(InCritical())
msg += "[t_His] breathing is shallow and labored.\n"
if(digitalcamo)
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner.\n"
if(combatmode)
msg += "[t_He] [t_is] visibly tense[resting ? "." : ", and [t_is] standing in combative stance."]\n"
msg += common_trait_examine()
var/datum/component/mood/mood = src.GetComponent(/datum/component/mood)
if(mood)
switch(mood.shown_mood)
if(-INFINITY to MOOD_LEVEL_SAD4)
msg += "[t_He] look[p_s()] depressed.\n"
if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
msg += "[t_He] look[p_s()] very sad.\n"
if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
msg += "[t_He] look[p_s()] a bit down.\n"
if(MOOD_LEVEL_HAPPY2 to MOOD_LEVEL_HAPPY3)
msg += "[t_He] look[p_s()] quite happy.\n"
if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4)
msg += "[t_He] look[p_s()] very happy.\n"
if(MOOD_LEVEL_HAPPY4 to INFINITY)
msg += "[t_He] look[p_s()] ecstatic.\n"
msg += "*---------*</span>"
to_chat(user, msg)
return msg
@@ -1,5 +0,0 @@
/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
// depending on the species, it will run the corresponding apply_damage code there
return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced)
@@ -1,69 +0,0 @@
/mob/living/carbon/human/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-h")
/mob/living/carbon/human/dust_animation()
new /obj/effect/temp_visual/dust_animation(loc, "dust-h")
/mob/living/carbon/human/spawn_gibs(with_bodyparts, atom/loc_override)
var/location = loc_override ? loc_override.drop_location() : drop_location()
if(dna?.species?.gib_types)
var/datum/species/S = dna.species
var/length = length(S.gib_types)
if(length)
var/path = (with_bodyparts && length > 1) ? S.gib_types[2] : S.gib_types[1]
new path(location, src, get_static_viruses())
else
new S.gib_types(location, src, get_static_viruses())
else
if(with_bodyparts)
new /obj/effect/gibspawner/human(location, src, get_static_viruses())
else
new /obj/effect/gibspawner/human/bodypartless(location, src, get_static_viruses())
/mob/living/carbon/human/spawn_dust(just_ash = FALSE)
if(just_ash)
new /obj/effect/decal/cleanable/ash(loc)
else
new /obj/effect/decal/remains/human(loc)
/mob/living/carbon/human/death(gibbed)
if(stat == DEAD)
return
stop_sound_channel(CHANNEL_HEARTBEAT)
var/obj/item/organ/heart/H = getorganslot(ORGAN_SLOT_HEART)
if(H)
H.beat = BEAT_NONE
. = ..()
dizziness = 0
jitteriness = 0
if(ismecha(loc))
var/obj/mecha/M = loc
if(M.occupant == src)
M.go_out()
dna.species.spec_death(gibbed, src)
if(SSticker.HasRoundStarted())
SSblackbox.ReportDeath(src)
if(is_devil(src))
INVOKE_ASYNC(is_devil(src), /datum/antagonist/devil.proc/beginResurrectionCheck, src)
/mob/living/carbon/human/proc/makeSkeleton()
ADD_TRAIT(src, TRAIT_DISFIGURED, TRAIT_GENERIC)
set_species(/datum/species/skeleton)
return TRUE
/mob/living/carbon/proc/Drain()
become_husk(CHANGELING_DRAIN)
ADD_TRAIT(src, TRAIT_NOCLONE, CHANGELING_DRAIN)
blood_volume = 0
return TRUE
/mob/living/carbon/proc/makeUncloneable()
ADD_TRAIT(src, TRAIT_NOCLONE, MADE_UNCLONEABLE)
blood_volume = 0
return TRUE
@@ -1,47 +0,0 @@
/mob/living/carbon/human/dummy
real_name = "Test Dummy"
status_flags = GODMODE|CANPUSH
mouse_drag_pointer = MOUSE_INACTIVE_POINTER
var/in_use = FALSE
no_vore = TRUE
INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
/mob/living/carbon/human/dummy/Destroy()
in_use = FALSE
return ..()
/mob/living/carbon/human/dummy/Life()
return
/mob/living/carbon/human/dummy/proc/wipe_state()
delete_equipment()
cut_overlays(TRUE)
//Inefficient pooling/caching way.
GLOBAL_LIST_EMPTY(human_dummy_list)
GLOBAL_LIST_EMPTY(dummy_mob_list)
/proc/generate_or_wait_for_human_dummy(slotkey)
if(!slotkey)
return new /mob/living/carbon/human/dummy
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotkey]
if(istype(D))
UNTIL(!D.in_use)
else
pass()
if(QDELETED(D))
D = new
GLOB.human_dummy_list[slotkey] = D
GLOB.dummy_mob_list += D
D.in_use = TRUE
return D
/proc/unset_busy_human_dummy(slotnumber)
if(!slotnumber)
return
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotnumber]
if(istype(D))
D.wipe_state()
D.in_use = FALSE
@@ -1,413 +0,0 @@
/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/obscure_name
if(isliving(user))
var/mob/living/L = user
if(HAS_TRAIT(L, TRAIT_PROSOPAGNOSIA))
obscure_name = TRUE
var/msg = "<span class='info'>*---------*\nThis is <EM>[!obscure_name ? name : "Unknown"]</EM>!\n"
var/list/obscured = check_obscured_slots()
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
if(ishuman(src)) //user just returned, y'know, the user's own species. dumb.
var/mob/living/carbon/human/H = src
var/datum/species/pref_species = H.dna.species
if(get_visible_name() == "Unknown") // same as flavor text, but hey it works.
msg += "You can't make out what species they are.\n"
else if(skipface)
msg += "You can't make out what species they are.\n"
else
msg += "[t_He] [t_is] a [H.dna.custom_species ? H.dna.custom_species : pref_species.name]!\n"
//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(U.attached_accessory)
accessory_msg += " with [icon2html(U.attached_accessory, user)] \a [U.attached_accessory]"
msg += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg].\n"
//head
if(head)
msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head.\n"
//suit/armor
if(wear_suit)
msg += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)].\n"
//suit/armor storage
if(s_store && !(SLOT_S_STORE in obscured))
msg += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name].\n"
//back
if(back)
msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
//Hands
for(var/obj/item/I in held_items)
if(!(I.item_flags & ABSTRACT))
msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
//gloves
if(gloves && !(SLOT_GLOVES in obscured))
msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
else if(length(blood_DNA))
var/hand_number = get_num_arms(FALSE)
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/restraints/handcuffs/cable))
msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] restrained with cable!</span>\n"
else
msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>\n"
//belt
if(belt)
msg += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist.\n"
//shoes
if(shoes && !(SLOT_SHOES in obscured))
msg += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet.\n"
//mask
if(wear_mask && !(SLOT_WEAR_MASK in obscured))
msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n"
if(wear_neck && !(SLOT_NECK in obscured))
msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
//eyes
if(!(SLOT_GLASSES in obscured))
if(glasses)
msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
else if(eye_color == BLOODCULT_EYE && iscultist(src) && HAS_TRAIT(src, TRAIT_CULT_EYES))
msg += "<span class='warning'><B>[t_His] eyes are glowing an unnatural red!</B></span>\n"
//ears
if(ears && !(SLOT_EARS in obscured))
msg += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears.\n"
//ID
if(wear_id)
msg += "[t_He] [t_is] wearing [wear_id.get_examine_string(user)].\n"
//Status effects
msg += status_effect_examines()
//CIT CHANGES START HERE - adds genital details to examine text
if(LAZYLEN(internal_organs))
for(var/obj/item/organ/genital/dicc in internal_organs)
if(istype(dicc) && dicc.is_exposed())
msg += "[dicc.desc]\n"
msg += attempt_vr(src,"examine_bellies",args) //vore Code
//END OF CIT CHANGES
//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 || (HAS_TRAIT(src, TRAIT_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"
msg += "...</span>\n"
if(get_bodypart(BODY_ZONE_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'>" //Everything below gets this span
var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/list/disabled = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(BP.disabled)
disabled += BP
missing -= BP.body_zone
for(var/obj/item/I in BP.embedded_objects)
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
for(var/X in disabled)
var/obj/item/bodypart/BP = X
var/damage_text
if(!(BP.get_damage(include_stamina = FALSE) >= BP.max_damage)) //Stamina is disabling the limb
damage_text = "limp and lifeless"
else
var/more_brute = BP.brute_dam >= BP.burn_dam
damage_text = more_brute ? "broken and mangled" : "burnt and blistered"
msg += "<B>[capitalize(t_his)] [BP.name] is [damage_text]!</B>\n"
//stores missing limbs
var/l_limbs_missing = 0
var/r_limbs_missing = 0
for(var/t in missing)
if(t==BODY_ZONE_HEAD)
msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B><span class='warning'>\n"
continue
if(t == BODY_ZONE_L_ARM || t == BODY_ZONE_L_LEG)
l_limbs_missing++
else if(t == BODY_ZONE_R_ARM || t == BODY_ZONE_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] look[p_s()] 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] [p_do()]n't seem all there.\n"
if(!(user == src && src.hal_screwyhud == SCREWYHUD_HEALTHY)) //fake healthy
if(temp)
if(temp < 25)
msg += "[t_He] [t_has] minor bruising.\n"
else if(temp < 50)
msg += "[t_He] [t_has] <b>moderate</b> bruising!\n"
else
msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
temp = getFireLoss()
if(temp)
if(temp < 25)
msg += "[t_He] [t_has] minor burns.\n"
else if (temp < 50)
msg += "[t_He] [t_has] <b>moderate</b> burns!\n"
else
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
temp = getCloneLoss()
if(temp)
if(temp < 25)
msg += "[t_He] [t_has] minor cellular damage.\n"
else if(temp < 50)
msg += "[t_He] [t_has] <b>moderate</b> 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] look[p_s()] 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"
switch(disgust)
if(DISGUST_LEVEL_GROSS to DISGUST_LEVEL_VERYGROSS)
msg += "[t_He] look[p_s()] a bit grossed out.\n"
if(DISGUST_LEVEL_VERYGROSS to DISGUST_LEVEL_DISGUSTED)
msg += "[t_He] look[p_s()] really grossed out.\n"
if(DISGUST_LEVEL_DISGUSTED to INFINITY)
msg += "[t_He] look[p_s()] extremely disgusted.\n"
if(blood_volume < (BLOOD_VOLUME_SAFE*blood_ratio))
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] [t_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] [t_is] very flushed and [t_his] movements jerky, with breath reeking of alcohol.\n"
if(61.01 to 91)
msg += "[t_He] look[p_s()] like a drunken mess.\n"
if(91.01 to INFINITY)
msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n"
if(reagents.has_reagent("astral"))
msg += "[t_He] have wild, spacey eyes"
if(mind)
msg += " and have a strange, abnormal look to them.\n"
else
msg += " and don't look like they're all there.\n"
if(isliving(user))
var/mob/living/L = user
if(src != user && HAS_TRAIT(L, TRAIT_EMPATH) && !appears_dead)
if (a_intent != INTENT_HELP)
msg += "[t_He] seem[p_s()] to be on guard.\n"
if (getOxyLoss() >= 10)
msg += "[t_He] seem[p_s()] winded.\n"
if (getToxLoss() >= 10)
msg += "[t_He] seem[p_s()] sickly.\n"
var/datum/component/mood/mood = src.GetComponent(/datum/component/mood)
if(mood.sanity <= SANITY_DISTURBED)
msg += "[t_He] seem[p_s()] distressed.\n"
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
if(mood.shown_mood >= 6) //So roundstart people aren't all "happy" and that antags don't show their true happiness.
msg += "[t_He] seem[p_s()] to have had something nice happen to them recently.\n"
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empathH", /datum/mood_event/happy_empath, src)
if (HAS_TRAIT(src, TRAIT_BLIND))
msg += "[t_He] appear[p_s()] to be staring off into space.\n"
if (HAS_TRAIT(src, TRAIT_DEAF))
msg += "[t_He] appear[p_s()] to not be responding to noises.\n"
msg += "</span>"
var/obj/item/organ/vocal_cords/Vc = user.getorganslot(ORGAN_SLOT_VOICE)
if(Vc)
if(istype(Vc, /obj/item/organ/vocal_cords/velvet))
if(client?.prefs.lewdchem)
msg += "<span class='velvet'><i>You feel your chords resonate looking at them.</i></span>\n"
if(!appears_dead)
if(stat == UNCONSCIOUS)
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seem[p_s()] to be asleep.\n"
else
if(HAS_TRAIT(src, TRAIT_DUMB))
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if(InCritical())
msg += "[t_He] [t_is] barely conscious.\n"
if(getorgan(/obj/item/organ/brain))
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"
msg += common_trait_examine()
var/traitstring = get_trait_string()
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 && !CI.syndicate_implant)
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(traitstring)
msg += "<span class='info'>Detected physiological traits:<br></span>"
msg += "<span class='info'>[traitstring]</span><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"
else if(isobserver(user) && traitstring)
msg += "<span class='info'><b>Traits:</b> [traitstring]</span><br>"
if(print_flavor_text())
if(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 += "...?<br>"
else if(skipface) //Sometimes we're not unknown, but impersonating someone in a hardsuit, let's not reveal our flavor text then either.
msg += "...?<br>"
else
msg += "[print_flavor_text()]\n"
msg += "*---------*</span>"
to_chat(user, msg)
return msg
/mob/living/proc/status_effect_examines(pronoun_replacement) //You can include this in any mob's examine() to show the examine texts of status effects!
var/list/dat = list()
if(!pronoun_replacement)
pronoun_replacement = p_they(TRUE)
for(var/V in status_effects)
var/datum/status_effect/E = V
if(E.examine_text)
var/new_text = replacetext(E.examine_text, "SUBJECTPRONOUN", pronoun_replacement)
new_text = replacetext(new_text, "[pronoun_replacement] is", "[pronoun_replacement] [p_are()]") //To make sure something become "They are" or "She is", not "They are" and "She are"
dat += "[new_text]\n" //dat.Join("\n") doesn't work here, for some reason
if(dat.len)
return dat.Join()
File diff suppressed because it is too large Load Diff
@@ -1,869 +0,0 @@
/mob/living/carbon/human/getarmor(def_zone, type)
var/armorval = 0
var/organnum = 0
if(def_zone)
if(isbodypart(def_zone))
var/obj/item/bodypart/bp = def_zone
if(bp.body_part)
return checkarmor(def_zone, type)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(def_zone))
return checkarmor(affecting, type)
//If a specific bodypart is targetted, check how that bodypart is protected and return the value.
//If you don't specify a bodypart, it checks ALL your bodyparts for protection, and averages out the values
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
armorval += checkarmor(BP, type)
organnum++
return (armorval/max(organnum, 1))
/mob/living/carbon/human/proc/checkarmor(obj/item/bodypart/def_zone, d_type)
if(!d_type)
return 0
var/protection = 0
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, back, gloves, shoes, belt, s_store, glasses, ears, wear_id) //Everything but pockets. Pockets are l_store and r_store. (if pockets were allowed, putting something armored, gloves or hats for example, would double up on the armor)
for(var/bp in body_parts)
if(!bp)
continue
if(istype(bp, /obj/item/clothing))
var/obj/item/clothing/C = bp
if(C.body_parts_covered & def_zone.body_part)
protection += C.armor.getRating(d_type)
protection += physiology.armor.getRating(d_type)
return protection
/mob/living/carbon/human/on_hit(obj/item/projectile/P)
if(dna && dna.species)
dna.species.on_hit(P, src)
/mob/living/carbon/human/bullet_act(obj/item/projectile/P, def_zone)
if(dna && dna.species)
var/spec_return = dna.species.bullet_act(P, src)
if(spec_return)
return spec_return
if(mind)
if(mind.martial_art && !incapacitated(FALSE, TRUE) && mind.martial_art.can_use(src) && 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
if(mind.martial_art.deflection_chance >= 100) //if they can NEVER be hit, lets clue sec in ;)
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>")
else
visible_message("<span class='danger'>[src] deflects the projectile!</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)
if(!mind.martial_art.reroute_deflection)
return FALSE
else
P.firer = src
P.setAngle(rand(0, 360))//SHING
return FALSE
if(!(P.original == src && P.firer == src)) //can't block or reflect when shooting yourself
if(P.is_reflectable)
if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.firer = src
P.yo = new_y - curloc.y
P.xo = new_x - curloc.x
var/new_angle_s = P.Angle + rand(120,240)
while(new_angle_s > 180) // Translate to regular projectile degrees
new_angle_s -= 360
P.setAngle(new_angle_s)
return -1 // complete projectile permutation
if(check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration))
P.on_hit(src, 100, def_zone)
return 2
return (..(P , def_zone))
/mob/living/carbon/human/proc/check_reflect(def_zone) //Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object
if(wear_suit)
if(wear_suit.IsReflect(def_zone) == 1)
return 1
for(var/obj/item/I in held_items)
if(I.IsReflect(def_zone) == 1)
return 1
return 0
/mob/living/carbon/human/proc/check_shields(atom/AM, var/damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
var/block_chance_modifier = round(damage / -3)
for(var/obj/item/I in held_items)
if(!istype(I, /obj/item/clothing))
var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
if(I.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return 1
if(wear_suit)
var/final_block_chance = wear_suit.block_chance - (CLAMP((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
if(wear_suit.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return 1
if(w_uniform)
var/final_block_chance = w_uniform.block_chance - (CLAMP((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
if(w_uniform.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return 1
return 0
/mob/living/carbon/human/proc/check_block()
if(mind)
if(mind.martial_art && prob(mind.martial_art.block_chance) && mind.martial_art.can_use(src) && in_throw_mode && !incapacitated(FALSE, TRUE))
return TRUE
return FALSE
/mob/living/carbon/human/hitby(atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE)
if(dna && dna.species)
var/spec_return = dna.species.spec_hitby(AM, src)
if(spec_return)
return spec_return
var/obj/item/I
var/throwpower = 30
if(istype(AM, /obj/item))
I = AM
throwpower = I.throwforce
if(I.thrownby == src) //No throwing stuff at yourself to trigger hit reactions
return ..()
if(check_shields(AM, throwpower, "\the [AM.name]", THROWN_PROJECTILE_ATTACK))
hitpush = FALSE
skipcatch = TRUE
blocked = TRUE
else if(I)
if(I.throw_speed >= EMBED_THROWSPEED_THRESHOLD)
if(can_embed(I))
if(prob(I.embedding.embed_chance) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE))
throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
var/obj/item/bodypart/L = pick(bodyparts)
L.embedded_objects |= I
I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
I.forceMove(src)
L.receive_damage(I.w_class*I.embedding.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>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
hitpush = FALSE
skipcatch = TRUE //can't catch the now embedded item
return ..()
/mob/living/carbon/human/grabbedby(mob/living/carbon/user, supress_message = 0)
if(user == src && pulling && !pulling.anchored && grab_state >= GRAB_AGGRESSIVE && (HAS_TRAIT(src, TRAIT_FAT)) && ismonkey(pulling))
devour_mob(pulling)
else
..()
/mob/living/carbon/human/grippedby(mob/living/user, instant = FALSE)
if(w_uniform)
w_uniform.add_fingerprint(user)
..()
/mob/living/carbon/human/attacked_by(obj/item/I, mob/living/user)
if(!I || !user)
return 0
var/obj/item/bodypart/affecting
if(user == src)
affecting = get_bodypart(check_zone(user.zone_selected)) //stabbing yourself always hits the right target
else
affecting = get_bodypart(ran_zone(user.zone_selected))
var/target_area = parse_zone(check_zone(user.zone_selected)) //our intended target
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
SSblackbox.record_feedback("nested tally", "item_used_for_combat", 1, list("[I.force]", "[I.type]"))
SSblackbox.record_feedback("tally", "zone_targeted", 1, target_area)
// the attacked_by code varies among species
return dna.species.spec_attacked_by(I, user, affecting, a_intent, src)
/mob/living/carbon/human/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
if(user.a_intent == INTENT_HARM)
var/hulk_verb = pick("smash","pummel")
if(check_shields(user, 15, "the [hulk_verb]ing"))
return
..(user, 1)
playsound(loc, user.dna.species.attack_sound, 25, 1, -1)
var/message = "[user] has [hulk_verb]ed [src]!"
visible_message("<span class='danger'>[message]</span>", \
"<span class='userdanger'>[message]</span>")
adjustBruteLoss(15)
return 1
/mob/living/carbon/human/attack_hand(mob/user)
if(..()) //to allow surgery to return properly.
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
dna.species.spec_attack_hand(H, src)
/mob/living/carbon/human/attack_paw(mob/living/carbon/monkey/M)
var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
if(M.a_intent == INTENT_HELP)
..() //shaking
return 0
if(M.a_intent == INTENT_DISARM) //Always drop item in hand, if no item, get stunned instead.
var/obj/item/I = get_active_held_item()
if(I && dropItemToGround(I))
playsound(loc, 'sound/weapons/slash.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] disarmed [src]!</span>", \
"<span class='userdanger'>[M] disarmed [src]!</span>")
else if(!M.client || prob(5)) // only natural monkeys get to stun reliably, (they only do it occasionaly)
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
Knockdown(100)
log_combat(M, src, "tackled")
visible_message("<span class='danger'>[M] has tackled down [src]!</span>", \
"<span class='userdanger'>[M] has tackled down [src]!</span>")
if(M.limb_destroyer)
dismembering_strike(M, affecting.body_zone)
if(can_inject(M, 1, affecting))//Thick suits can stop monkey bites.
if(..()) //successful monkey bite, this handles disease contraction.
var/damage = rand(1, 3)
if(check_shields(M, damage, "the [M.name]"))
return 0
if(stat != DEAD)
apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, "melee"))
return 1
/mob/living/carbon/human/attack_alien(mob/living/carbon/alien/humanoid/M)
if(check_shields(M, 0, "the M.name"))
visible_message("<span class='danger'>[M] attempted to touch [src]!</span>")
return 0
if(..())
if(M.a_intent == INTENT_HARM)
if (w_uniform)
w_uniform.add_fingerprint(M)
var/damage = prob(90) ? 20 : 0
if(!damage)
playsound(loc, 'sound/weapons/slashmiss.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M] has lunged at [src]!</span>", \
"<span class='userdanger'>[M] has lunged at [src]!</span>")
return 0
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee", null, null,10)
playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has slashed at [src]!</span>", \
"<span class='userdanger'>[M] has slashed at [src]!</span>")
log_combat(M, src, "attacked")
if(!dismembering_strike(M, M.zone_selected)) //Dismemberment successful
return 1
apply_damage(damage, BRUTE, affecting, armor_block)
if(M.a_intent == INTENT_DISARM) //Always drop item in hand, if no item, get stun instead.
var/obj/item/I = get_active_held_item()
if(I && dropItemToGround(I))
playsound(loc, 'sound/weapons/slash.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] disarmed [src]!</span>", \
"<span class='userdanger'>[M] disarmed [src]!</span>")
else
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
if(!lying) //CITADEL EDIT
Knockdown(100, TRUE, FALSE, 30, 25)
else
Knockdown(100)
log_combat(M, src, "tackled")
visible_message("<span class='danger'>[M] has tackled down [src]!</span>", \
"<span class='userdanger'>[M] has tackled down [src]!</span>")
/mob/living/carbon/human/attack_larva(mob/living/carbon/alien/larva/L)
if(..()) //successful larva bite.
var/damage = rand(1, 3)
if(check_shields(L, damage, "the [L.name]"))
return 0
if(stat != DEAD)
L.amount_grown = min(L.amount_grown + damage, L.max_grown)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(L.zone_selected))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee")
apply_damage(damage, BRUTE, affecting, armor_block)
/mob/living/carbon/human/attack_animal(mob/living/simple_animal/M)
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
if(check_shields(M, damage, "the [M.name]", MELEE_ATTACK, M.armour_penetration))
return FALSE
var/dam_zone = dismembering_strike(M, pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(!dam_zone) //Dismemberment successful
return TRUE
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor = run_armor_check(affecting, "melee", armour_penetration = M.armour_penetration)
apply_damage(damage, M.melee_damage_type, affecting, armor)
/mob/living/carbon/human/attack_slime(mob/living/simple_animal/slime/M)
if(..()) //successful slime attack
var/damage = rand(5, 25)
if(M.is_adult)
damage = rand(10, 35)
if(check_shields(M, damage, "the [M.name]"))
return 0
var/dam_zone = dismembering_strike(M, pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(!dam_zone) //Dismemberment successful
return 1
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee")
apply_damage(damage, BRUTE, affecting, armor_block)
/mob/living/carbon/human/mech_melee_attack(obj/mecha/M)
if(M.occupant.a_intent == INTENT_HARM)
M.do_attack_animation(src)
if(M.damtype == "brute")
step_away(src,M,15)
var/obj/item/bodypart/temp = get_bodypart(pick(BODY_ZONE_CHEST, BODY_ZONE_CHEST, BODY_ZONE_CHEST, BODY_ZONE_HEAD))
if(temp)
var/update = 0
var/dmg = rand(M.force/2, M.force)
var/atom/throw_target = get_edge_target_turf(src, M.dir)
switch(M.damtype)
if("brute")
if(M.force > 35) // durand and other heavy mechas
Knockdown(50)
src.throw_at(throw_target, rand(1,5), 7)
else if(M.force >= 20 && !IsKnockdown()) // lightweight mechas like gygax
Knockdown(30)
src.throw_at(throw_target, rand(1,3), 7)
update |= temp.receive_damage(dmg, 0)
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
if("fire")
update |= temp.receive_damage(0, dmg)
playsound(src, 'sound/items/welder.ogg', 50, 1)
if("tox")
M.mech_toxin_damage(src)
else
return
if(update)
update_damage_overlays()
updatehealth()
visible_message("<span class='danger'>[M.name] has hit [src]!</span>", \
"<span class='userdanger'>[M.name] has hit [src]!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(M.occupant, src, "attacked", M, "(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])")
else
..()
/mob/living/carbon/human/ex_act(severity, target, origin)
if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src))
return
..()
if (!severity)
return
var/b_loss = 0
var/f_loss = 0
var/bomb_armor = getarmor(null, "bomb")
switch (severity)
if (1)
if(prob(bomb_armor))
b_loss = 500
var/atom/throw_target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
throw_at(throw_target, 200, 4)
damage_clothes(400 - bomb_armor, BRUTE, "bomb")
else
for(var/I in contents)
var/atom/A = I
A.ex_act(severity)
gib()
return
if (2)
b_loss = 60
f_loss = 60
if(bomb_armor)
b_loss = 30*(2 - round(bomb_armor*0.01, 0.05))
f_loss = b_loss
damage_clothes(200 - bomb_armor, BRUTE, "bomb")
if (!istype(ears, /obj/item/clothing/ears/earmuffs))
adjustEarDamage(30, 120)
if (prob(max(70 - (bomb_armor * 0.5), 0)))
Unconscious(200)
if(3)
b_loss = 30
if(bomb_armor)
b_loss = 15*(2 - round(bomb_armor*0.01, 0.05))
damage_clothes(max(50 - bomb_armor, 0), BRUTE, "bomb")
if (!istype(ears, /obj/item/clothing/ears/earmuffs))
adjustEarDamage(15,60)
if (prob(max(50 - (bomb_armor * 0.5), 0)))
Unconscious(160)
take_overall_damage(b_loss,f_loss)
//attempt to dismember bodyparts
if(severity <= 2 || !bomb_armor)
var/max_limb_loss = round(4/severity) //so you don't lose four limbs at severity 3.
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(prob(50/severity) && !prob(getarmor(BP, "bomb")) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST)
BP.brute_dam = BP.max_damage
BP.dismember()
max_limb_loss--
if(!max_limb_loss)
break
/mob/living/carbon/human/blob_act(obj/structure/blob/B)
if(stat == DEAD)
return
show_message("<span class='userdanger'>The blob attacks you!</span>")
var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee"))
//Added a safety check in case you want to shock a human mob directly through electrocute_act.
/mob/living/carbon/human/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, override = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
if(tesla_shock)
var/total_coeff = 1
if(gloves)
var/obj/item/clothing/gloves/G = gloves
if(G.siemens_coefficient <= 0)
total_coeff -= 0.5
if(wear_suit)
var/obj/item/clothing/suit/S = wear_suit
if(S.siemens_coefficient <= 0)
total_coeff -= 0.95
else if(S.siemens_coefficient == (-1))
total_coeff -= 1
siemens_coeff = total_coeff
if(flags_1 & TESLA_IGNORE_1)
siemens_coeff = 0
else if(!safety)
var/gloves_siemens_coeff = 1
if(gloves)
var/obj/item/clothing/gloves/G = gloves
gloves_siemens_coeff = G.siemens_coefficient
siemens_coeff = gloves_siemens_coeff
if(undergoing_cardiac_arrest() && !illusion)
if(shock_damage * siemens_coeff >= 1 && prob(25))
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
heart.beating = TRUE
if(stat == CONSCIOUS)
to_chat(src, "<span class='notice'>You feel your heart beating again!</span>")
siemens_coeff *= physiology.siemens_coeff
. = ..(shock_damage,source,siemens_coeff,safety,override,tesla_shock, illusion, stun)
if(.)
electrocution_animation(40)
/mob/living/carbon/human/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_CONTENTS)
return
var/informed = FALSE
for(var/obj/item/bodypart/L in src.bodyparts)
if(L.status == BODYPART_ROBOTIC)
if(!informed)
to_chat(src, "<span class='userdanger'>You feel a sharp pain as your robotic limbs overload.</span>")
informed = TRUE
switch(severity)
if(1)
L.receive_damage(0,10)
Stun(200)
if(2)
L.receive_damage(0,5)
Stun(100)
/mob/living/carbon/human/acid_act(acidpwr, acid_volume, bodyzone_hit)
var/list/damaged = list()
var/list/inventory_items_to_kill = list()
var/acidity = acidpwr * min(acid_volume*0.005, 0.1)
//HEAD//
if(!bodyzone_hit || bodyzone_hit == BODY_ZONE_HEAD) //only if we didn't specify a zone or if that zone is the head.
var/obj/item/clothing/head_clothes = null
if(glasses)
head_clothes = glasses
if(wear_mask)
head_clothes = wear_mask
if(wear_neck)
head_clothes = wear_neck
if(head)
head_clothes = head
if(head_clothes)
if(!(head_clothes.resistance_flags & UNACIDABLE))
head_clothes.acid_act(acidpwr, acid_volume)
update_inv_glasses()
update_inv_wear_mask()
update_inv_neck()
update_inv_head()
else
to_chat(src, "<span class='notice'>Your [head_clothes.name] protects your head and face from the acid!</span>")
else
. = get_bodypart(BODY_ZONE_HEAD)
if(.)
damaged += .
if(ears)
inventory_items_to_kill += ears
//CHEST//
if(!bodyzone_hit || bodyzone_hit == BODY_ZONE_CHEST)
var/obj/item/clothing/chest_clothes = null
if(w_uniform)
chest_clothes = w_uniform
if(wear_suit)
chest_clothes = wear_suit
if(chest_clothes)
if(!(chest_clothes.resistance_flags & UNACIDABLE))
chest_clothes.acid_act(acidpwr, acid_volume)
update_inv_w_uniform()
update_inv_wear_suit()
else
to_chat(src, "<span class='notice'>Your [chest_clothes.name] protects your body from the acid!</span>")
else
. = get_bodypart(BODY_ZONE_CHEST)
if(.)
damaged += .
if(wear_id)
inventory_items_to_kill += wear_id
if(r_store)
inventory_items_to_kill += r_store
if(l_store)
inventory_items_to_kill += l_store
if(s_store)
inventory_items_to_kill += s_store
//ARMS & HANDS//
if(!bodyzone_hit || bodyzone_hit == BODY_ZONE_L_ARM || bodyzone_hit == BODY_ZONE_R_ARM)
var/obj/item/clothing/arm_clothes = null
if(gloves)
arm_clothes = gloves
if(w_uniform && ((w_uniform.body_parts_covered & HANDS) || (w_uniform.body_parts_covered & ARMS)))
arm_clothes = w_uniform
if(wear_suit && ((wear_suit.body_parts_covered & HANDS) || (wear_suit.body_parts_covered & ARMS)))
arm_clothes = wear_suit
if(arm_clothes)
if(!(arm_clothes.resistance_flags & UNACIDABLE))
arm_clothes.acid_act(acidpwr, acid_volume)
update_inv_gloves()
update_inv_w_uniform()
update_inv_wear_suit()
else
to_chat(src, "<span class='notice'>Your [arm_clothes.name] protects your arms and hands from the acid!</span>")
else
. = get_bodypart(BODY_ZONE_R_ARM)
if(.)
damaged += .
. = get_bodypart(BODY_ZONE_L_ARM)
if(.)
damaged += .
//LEGS & FEET//
if(!bodyzone_hit || bodyzone_hit == BODY_ZONE_L_LEG || bodyzone_hit == BODY_ZONE_R_LEG || bodyzone_hit == "feet")
var/obj/item/clothing/leg_clothes = null
if(shoes)
leg_clothes = shoes
if(w_uniform && ((w_uniform.body_parts_covered & FEET) || (bodyzone_hit != "feet" && (w_uniform.body_parts_covered & LEGS))))
leg_clothes = w_uniform
if(wear_suit && ((wear_suit.body_parts_covered & FEET) || (bodyzone_hit != "feet" && (wear_suit.body_parts_covered & LEGS))))
leg_clothes = wear_suit
if(leg_clothes)
if(!(leg_clothes.resistance_flags & UNACIDABLE))
leg_clothes.acid_act(acidpwr, acid_volume)
update_inv_shoes()
update_inv_w_uniform()
update_inv_wear_suit()
else
to_chat(src, "<span class='notice'>Your [leg_clothes.name] protects your legs and feet from the acid!</span>")
else
. = get_bodypart(BODY_ZONE_R_LEG)
if(.)
damaged += .
. = get_bodypart(BODY_ZONE_L_LEG)
if(.)
damaged += .
//DAMAGE//
for(var/obj/item/bodypart/affecting in damaged)
affecting.receive_damage(acidity, 2*acidity)
if(affecting.name == BODY_ZONE_HEAD)
if(prob(min(acidpwr*acid_volume/10, 90))) //Applies disfigurement
affecting.receive_damage(acidity, 2*acidity)
emote("scream")
facial_hair_style = "Shaved"
hair_style = "Bald"
update_hair()
ADD_TRAIT(src, TRAIT_DISFIGURED, TRAIT_GENERIC)
update_damage_overlays()
//MELTING INVENTORY ITEMS//
//these items are all outside of armour visually, so melt regardless.
if(!bodyzone_hit)
if(back)
inventory_items_to_kill += back
if(belt)
inventory_items_to_kill += belt
inventory_items_to_kill += held_items
for(var/obj/item/I in inventory_items_to_kill)
I.acid_act(acidpwr, acid_volume)
return 1
/mob/living/carbon/human/singularity_act()
var/gain = 20
if(mind)
if((mind.assigned_role == "Station Engineer") || (mind.assigned_role == "Chief Engineer") )
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!
gib()
return(gain)
/mob/living/carbon/human/help_shake_act(mob/living/carbon/M)
if(!istype(M))
return
if(health >= 0)
if(src == M)
var/to_send = ""
visible_message("[src] examines [p_them()]self.", \
"<span class='notice'>You check yourself for injuries.</span>")
var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
for(var/X in bodyparts)
var/obj/item/bodypart/LB = X
missing -= LB.body_zone
if(LB.is_pseudopart) //don't show injury text for fake bodyparts; ie chainsaw arms or synthetic armblades
continue
var/limb_max_damage = LB.max_damage
var/status = ""
var/brutedamage = LB.brute_dam
var/burndamage = LB.burn_dam
if(hallucination)
if(prob(30))
brutedamage += rand(30,40)
if(prob(30))
burndamage += rand(30,40)
if(HAS_TRAIT(src, TRAIT_SELF_AWARE))
status = "[brutedamage] brute damage and [burndamage] burn damage"
if(!brutedamage && !burndamage)
status = "no damage"
else
if(brutedamage > 0)
status = LB.light_brute_msg
if(brutedamage > (limb_max_damage*0.4))
status = LB.medium_brute_msg
if(brutedamage > (limb_max_damage*0.8))
status = LB.heavy_brute_msg
if(brutedamage > 0 && burndamage > 0)
status += " and "
if(burndamage > (limb_max_damage*0.8))
status += LB.heavy_burn_msg
else if(burndamage > (limb_max_damage*0.2))
status += LB.medium_burn_msg
else if(burndamage > 0)
status += LB.light_burn_msg
if(status == "")
status = "OK"
var/no_damage
if(status == "OK" || status == "no damage")
no_damage = TRUE
to_send += "\t <span class='[no_damage ? "notice" : "warning"]'>Your [LB.name] [HAS_TRAIT(src, TRAIT_SELF_AWARE) ? "has" : "is"] [status].</span>\n"
for(var/obj/item/I in LB.embedded_objects)
to_send += "\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>\n"
for(var/t in missing)
to_send += "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>\n"
if(bleed_rate)
to_send += "<span class='danger'>You are bleeding!</span>\n"
if(getStaminaLoss())
if(getStaminaLoss() > 30)
to_send += "<span class='info'>You're completely exhausted.</span>\n"
else
to_send += "<span class='info'>You feel fatigued.</span>\n"
if(HAS_TRAIT(src, TRAIT_SELF_AWARE))
if(toxloss)
if(toxloss > 10)
to_send += "<span class='danger'>You feel sick.</span>\n"
else if(toxloss > 20)
to_send += "<span class='danger'>You feel nauseated.</span>\n"
else if(toxloss > 40)
to_send += "<span class='danger'>You feel very unwell!</span>\n"
if(oxyloss)
if(oxyloss > 10)
to_send += "<span class='danger'>You feel lightheaded.</span>\n"
else if(oxyloss > 20)
to_send += "<span class='danger'>Your thinking is clouded and distant.</span>\n"
else if(oxyloss > 30)
to_send += "<span class='danger'>You're choking!</span>\n"
switch(nutrition)
if(NUTRITION_LEVEL_FULL to INFINITY)
to_send += "<span class='info'>You're completely stuffed!</span>\n"
if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
to_send += "<span class='info'>You're well fed!</span>\n"
if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
to_send += "<span class='info'>You're not hungry.</span>\n"
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
to_send += "<span class='info'>You could use a bite to eat.</span>\n"
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
to_send += "<span class='info'>You feel quite hungry.</span>\n"
if(0 to NUTRITION_LEVEL_STARVING)
to_send += "<span class='danger'>You're starving!</span>\n"
//TODO: Convert these messages into vague messages, thereby encouraging actual dignosis.
//Compiles then shows the list of damaged organs and broken organs
var/list/broken = list()
var/list/damaged = list()
var/broken_message
var/damaged_message
var/broken_plural
var/damaged_plural
//Sets organs into their proper list
for(var/O in internal_organs)
var/obj/item/organ/organ = O
if(organ.organ_flags & ORGAN_FAILING)
if(broken.len)
broken += ", "
broken += organ.name
else if(organ.damage > organ.low_threshold)
if(damaged.len)
damaged += ", "
damaged += organ.name
//Checks to enforce proper grammar, inserts words as necessary into the list
if(broken.len)
if(broken.len > 1)
broken.Insert(broken.len, "and ")
broken_plural = TRUE
else
var/holder = broken[1] //our one and only element
if(holder[length(holder)] == "s")
broken_plural = TRUE
//Put the items in that list into a string of text
for(var/B in broken)
broken_message += B
to_chat(src, "<span class='warning'> Your [broken_message] [broken_plural ? "are" : "is"] non-functional!</span>")
if(damaged.len)
if(damaged.len > 1)
damaged.Insert(damaged.len, "and ")
damaged_plural = TRUE
else
var/holder = damaged[1]
if(holder[length(holder)] == "s")
damaged_plural = TRUE
for(var/D in damaged)
damaged_message += D
to_chat(src, "<span class='info'>Your [damaged_message] [damaged_plural ? "are" : "is"] hurt.</span>")
if(roundstart_quirks.len)
to_send += "<span class='notice'>You have these quirks: [get_trait_string()].</span>\n"
to_chat(src, to_send)
else
if(wear_suit)
wear_suit.add_fingerprint(M)
else if(w_uniform)
w_uniform.add_fingerprint(M)
..()
/mob/living/carbon/human/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
if(damage_type != BRUTE && damage_type != BURN)
return
damage_amount *= 0.5 //0.5 multiplier for balance reason, we don't want clothes to be too easily destroyed
var/list/torn_items = list()
//HEAD//
if(!def_zone || def_zone == BODY_ZONE_HEAD)
var/obj/item/clothing/head_clothes = null
if(glasses)
head_clothes = glasses
if(wear_mask)
head_clothes = wear_mask
if(wear_neck)
head_clothes = wear_neck
if(head)
head_clothes = head
if(head_clothes)
torn_items += head_clothes
else if(ears)
torn_items += ears
//CHEST//
if(!def_zone || def_zone == BODY_ZONE_CHEST)
var/obj/item/clothing/chest_clothes = null
if(w_uniform)
chest_clothes = w_uniform
if(wear_suit)
chest_clothes = wear_suit
if(chest_clothes)
torn_items += chest_clothes
//ARMS & HANDS//
if(!def_zone || def_zone == BODY_ZONE_L_ARM || def_zone == BODY_ZONE_R_ARM)
var/obj/item/clothing/arm_clothes = null
if(gloves)
arm_clothes = gloves
if(w_uniform && ((w_uniform.body_parts_covered & HANDS) || (w_uniform.body_parts_covered & ARMS)))
arm_clothes = w_uniform
if(wear_suit && ((wear_suit.body_parts_covered & HANDS) || (wear_suit.body_parts_covered & ARMS)))
arm_clothes = wear_suit
if(arm_clothes)
torn_items |= arm_clothes
//LEGS & FEET//
if(!def_zone || def_zone == BODY_ZONE_L_LEG || def_zone == BODY_ZONE_R_LEG)
var/obj/item/clothing/leg_clothes = null
if(shoes)
leg_clothes = shoes
if(w_uniform && ((w_uniform.body_parts_covered & FEET) || (w_uniform.body_parts_covered & LEGS)))
leg_clothes = w_uniform
if(wear_suit && ((wear_suit.body_parts_covered & FEET) || (wear_suit.body_parts_covered & LEGS)))
leg_clothes = wear_suit
if(leg_clothes)
torn_items |= leg_clothes
for(var/obj/item/I in torn_items)
I.take_damage(damage_amount, damage_type, damage_flag, 0)
@@ -1,72 +0,0 @@
/mob/living/carbon/human
hud_possible = list(HEALTH_HUD,STATUS_HUD,ID_HUD,WANTED_HUD,IMPLOYAL_HUD,IMPCHEM_HUD,IMPTRACK_HUD, NANITE_HUD, DIAG_NANITE_FULL_HUD,ANTAG_HUD,GLAND_HUD,SENTIENT_DISEASE_HUD,RAD_HUD)
hud_type = /datum/hud/human
possible_a_intents = list(INTENT_HELP, INTENT_DISARM, INTENT_GRAB, INTENT_HARM)
pressure_resistance = 25
can_buckle = TRUE
buckle_lying = FALSE
mob_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
//Hair colour and style
var/hair_color = "000"
var/hair_style = "Bald"
//Facial hair colour and style
var/facial_hair_color = "000"
var/facial_hair_style = "Shaved"
//Eye colour
var/eye_color = "000"
var/horn_color = "85615a" //specific horn colors, because why not?
var/wing_color = "fff" //wings too
var/skin_tone = "caucasian1" //Skin tone
var/lip_style = null //no lipstick by default- arguably misleading, as it could be used for general makeup
var/lip_color = "white"
var/age = 30 //Player's age
var/underwear = "Nude" //Which underwear the player wants
var/undie_color = "FFFFFF"
var/undershirt = "Nude" //Which undershirt the player wants
var/shirt_color = "FFFFFF"
var/socks = "Nude" //Which socks the player wants
var/socks_color = "FFFFFF"
var/backbag = DBACKPACK //Which backpack type the player has chosen.
var/jumpsuit_style = PREF_SUIT //suit/skirt
//Equipment slots
var/obj/item/wear_suit = null
var/obj/item/w_uniform = null
var/obj/item/belt = null
var/obj/item/wear_id = null
var/obj/item/r_store = null
var/obj/item/l_store = null
var/obj/item/s_store = null
var/special_voice = "" // For changing our voice. Used by a symptom.
var/bleed_rate = 0 //how much are we bleeding
var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/name_override //For temporary visible name changes
var/genital_override = FALSE //Force genitals on things incase of chems
var/nameless = FALSE //For drones of both the insectoid and robotic kind. And other types of nameless critters.
var/custom_species = null
var/datum/personal_crafting/handcrafting
var/datum/physiology/physiology
var/list/datum/bioware = list()
var/creamed = FALSE //to use with creampie overlays
var/static/list/can_ride_typecache = typecacheof(list(/mob/living/carbon/human, /mob/living/simple_animal/slime, /mob/living/simple_animal/parrot))
var/lastpuke = 0
var/last_fire_update
@@ -1,139 +0,0 @@
/mob/living/carbon/human/restrained(ignore_grab)
. = ((wear_suit && wear_suit.breakouttime) || ..())
/mob/living/carbon/human/canBeHandcuffed()
if(get_num_arms(FALSE) >= 2)
return TRUE
else
return FALSE
//gets assignment from ID or ID inside PDA or PDA itself
//Useful when player do something with computers
/mob/living/carbon/human/proc/get_assignment(if_no_id = "No id", if_no_job = "No job", hand_first = TRUE)
var/obj/item/card/id/id = get_idcard(hand_first)
if(id)
. = id.assignment
else
var/obj/item/pda/pda = wear_id
if(istype(pda))
. = pda.ownjob
else
return if_no_id
if(!.)
return if_no_job
//gets name from ID or ID inside PDA or PDA itself
//Useful when player do something with computers
/mob/living/carbon/human/proc/get_authentification_name(if_no_id = "Unknown")
var/obj/item/card/id/id = get_idcard(FALSE)
if(id)
return id.registered_name
var/obj/item/pda/pda = wear_id
if(istype(pda))
return pda.owner
return if_no_id
//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a separate proc as it'll be useful elsewhere
/mob/living/carbon/human/get_visible_name()
var/face_name = get_face_name("")
var/id_name = get_id_name("")
if(name_override)
return name_override
if(face_name)
if(id_name && (id_name != face_name))
return "[face_name] (as [id_name])"
return face_name
if(id_name)
return id_name
return "Unknown"
//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when Fluacided or when updating a human's name variable
/mob/living/carbon/human/proc/get_face_name(if_no_face="Unknown")
if( wear_mask && (wear_mask.flags_inv&HIDEFACE) ) //Wearing a mask which hides our face, use id-name if possible
return if_no_face
if( head && (head.flags_inv&HIDEFACE) )
return if_no_face //Likewise for hats
var/obj/item/bodypart/O = get_bodypart(BODY_ZONE_HEAD)
if( !O || (HAS_TRAIT(src, TRAIT_DISFIGURED)) || (O.brutestate+O.burnstate)>2 || cloneloss>50 || !real_name || nameless) //disfigured. use id-name if possible
return if_no_face
return real_name
//gets name from ID or PDA itself, ID inside PDA doesn't matter
//Useful when player is being seen by other mobs
/mob/living/carbon/human/proc/get_id_name(if_no_id = "Unknown")
var/obj/item/storage/wallet/wallet = wear_id
var/obj/item/pda/pda = wear_id
var/obj/item/card/id/id = wear_id
var/obj/item/modular_computer/tablet/tablet = wear_id
if(istype(wallet))
id = wallet.front_id
if(istype(id))
. = id.registered_name
else if(istype(pda))
. = pda.owner
else if(istype(tablet))
var/obj/item/computer_hardware/card_slot/card_slot = tablet.all_components[MC_CARD]
if(card_slot && (card_slot.stored_card2 || card_slot.stored_card))
if(card_slot.stored_card2) //The second card is the one used for authorization in the ID changing program, so we prioritize it here for consistency
. = card_slot.stored_card2.registered_name
else
if(card_slot.stored_card)
. = card_slot.stored_card.registered_name
if(!.)
. = if_no_id //to prevent null-names making the mob unclickable
return
//gets ID card object from special clothes slot or null.
/mob/living/carbon/human/get_idcard(hand_first = TRUE)
. = ..()
if(. && hand_first)
return
//Check inventory slots
var/obj/item/card/id/id_card = wear_id?.GetID()
if(!id_card)
id_card = belt?.GetID()
return id_card || .
/mob/living/carbon/human/IsAdvancedToolUser()
if(HAS_TRAIT(src, TRAIT_MONKEYLIKE))
return FALSE
return TRUE//Humans can use guns and such
/mob/living/carbon/human/reagent_check(datum/reagent/R)
return dna.species.handle_chemicals(R,src)
// if it returns 0, it will run the usual on_mob_life for that reagent. otherwise, it will stop after running handle_chemicals for the species.
/mob/living/carbon/human/can_track(mob/living/user)
if(wear_id && istype(wear_id.GetID(), /obj/item/card/id/syndicate))
return 0
if(istype(head, /obj/item/clothing/head))
var/obj/item/clothing/head/hat = head
if(hat.blockTracking)
return 0
return ..()
/mob/living/carbon/human/can_use_guns(obj/item/G)
. = ..()
if(G.trigger_guard == TRIGGER_GUARD_NORMAL)
if(src.dna.check_mutation(HULK))
to_chat(src, "<span class='warning'>Your meaty finger is much too large for the trigger guard!</span>")
return FALSE
if(HAS_TRAIT(src, TRAIT_NOGUNS))
to_chat(src, "<span class='warning'>Your fingers don't fit in the trigger guard!</span>")
return FALSE
if(mind)
if(mind.martial_art && mind.martial_art.no_guns) //great dishonor to famiry
to_chat(src, "<span class='warning'>Use of ranged weaponry would bring dishonor to the clan.</span>")
return FALSE
return .
/*
/mob/living/carbon/human/transfer_blood_dna(list/blood_dna)
..()
if(blood_dna.len)
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
last_blood_DNA = blood_dna[blood_dna.len]*/
@@ -1,78 +0,0 @@
/mob/living/carbon/human/get_movespeed_modifiers()
var/list/considering = ..()
. = considering
if(HAS_TRAIT(src, TRAIT_IGNORESLOWDOWN))
for(var/id in .)
var/list/data = .[id]
if(data[MOVESPEED_DATA_INDEX_FLAGS] & IGNORE_NOSLOW)
.[id] = data
/mob/living/carbon/human/movement_delay()
. = ..()
if(dna && dna.species)
. += dna.species.movement_delay(src)
/mob/living/carbon/human/slip(knockdown_amount, obj/O, lube)
if(HAS_TRAIT(src, TRAIT_NOSLIPALL))
return 0
if (!(lube&GALOSHES_DONT_HELP))
if(HAS_TRAIT(src, TRAIT_NOSLIPWATER))
return 0
if(shoes && istype(shoes, /obj/item/clothing))
var/obj/item/clothing/CS = shoes
if (CS.clothing_flags & NOSLIP)
return 0
return ..()
/mob/living/carbon/human/experience_pressure_difference()
playsound(src, 'sound/effects/space_wind.ogg', 50, 1)
if(shoes && istype(shoes, /obj/item/clothing))
var/obj/item/clothing/S = shoes
if (S.clothing_flags & NOSLIP)
return 0
return ..()
/mob/living/carbon/human/mob_has_gravity()
. = ..()
if(!.)
if(mob_negates_gravity())
. = 1
/mob/living/carbon/human/mob_negates_gravity()
return ((shoes && shoes.negates_gravity()) || (dna.species.negates_gravity(src)))
/mob/living/carbon/human/Move(NewLoc, direct)
. = ..()
for(var/datum/mutation/human/HM in dna.mutations)
HM.on_move(src, NewLoc)
if(shoes)
if(!lying && !buckled)
if(loc == NewLoc)
if(!has_gravity(loc))
return
var/obj/item/clothing/shoes/S = shoes
//Bloody footprints
var/turf/T = get_turf(src)
if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
return
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state]-BLOOD_LOSS_PER_STEP)
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
if(S.last_bloodtype)
FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
FP.update_icon()
update_inv_shoes()
//End bloody footprints
S.step_action()
/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
if(dna.species.space_move(src))
return TRUE
return ..()
@@ -1,274 +0,0 @@
/mob/living/carbon/human/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
return dna.species.can_equip(I, slot, disable_warning, src, bypass_equip_delay_self)
// Return the item currently in the slot ID
/mob/living/carbon/human/get_item_by_slot(slot_id)
switch(slot_id)
if(SLOT_BACK)
return back
if(SLOT_WEAR_MASK)
return wear_mask
if(SLOT_NECK)
return wear_neck
if(SLOT_HANDCUFFED)
return handcuffed
if(SLOT_LEGCUFFED)
return legcuffed
if(SLOT_BELT)
return belt
if(SLOT_WEAR_ID)
return wear_id
if(SLOT_EARS)
return ears
if(SLOT_GLASSES)
return glasses
if(SLOT_GLOVES)
return gloves
if(SLOT_HEAD)
return head
if(SLOT_SHOES)
return shoes
if(SLOT_WEAR_SUIT)
return wear_suit
if(SLOT_W_UNIFORM)
return w_uniform
if(SLOT_L_STORE)
return l_store
if(SLOT_R_STORE)
return r_store
if(SLOT_S_STORE)
return s_store
return null
/mob/living/carbon/human/proc/get_all_slots()
. = get_head_slots() | get_body_slots()
/mob/living/carbon/human/proc/get_body_slots()
return list(
back,
s_store,
handcuffed,
legcuffed,
wear_suit,
gloves,
shoes,
belt,
wear_id,
l_store,
r_store,
w_uniform
)
/mob/living/carbon/human/proc/get_head_slots()
return list(
head,
wear_mask,
wear_neck,
glasses,
ears,
)
/mob/living/carbon/human/proc/get_storage_slots()
return list(
back,
belt,
l_store,
r_store,
s_store,
)
//This is an UNSAFE proc. Use mob_can_equip() before calling this one! Or rather use equip_to_slot_if_possible() or advanced_equip_to_slot_if_possible()
/mob/living/carbon/human/equip_to_slot(obj/item/I, slot)
. = ..()
if(!.) //a check failed or the item has already found its slot
return
var/not_handled = FALSE //Added in case we make this type path deeper one day
switch(slot)
if(SLOT_BELT)
belt = I
update_inv_belt()
if(SLOT_WEAR_ID)
wear_id = I
sec_hud_set_ID()
update_inv_wear_id()
if(SLOT_EARS)
ears = I
update_inv_ears()
if(SLOT_GLASSES)
glasses = I
var/obj/item/clothing/glasses/G = I
if(G.glass_colour_type)
update_glasses_color(G, 1)
if(G.tint)
update_tint()
if(G.vision_correction)
clear_fullscreen("nearsighted")
clear_fullscreen("eye_damage")
if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
update_sight()
update_inv_glasses()
if(SLOT_GLOVES)
gloves = I
update_inv_gloves()
if(SLOT_SHOES)
shoes = I
update_inv_shoes()
if(SLOT_WEAR_SUIT)
wear_suit = I
if(I.flags_inv & HIDEJUMPSUIT)
update_inv_w_uniform()
if(wear_suit.breakouttime) //when equipping a straightjacket
stop_pulling() //can't pull if restrained
update_action_buttons_icon() //certain action buttons will no longer be usable.
update_inv_wear_suit()
if(SLOT_W_UNIFORM)
w_uniform = I
update_suit_sensors()
update_inv_w_uniform()
if(SLOT_L_STORE)
l_store = I
update_inv_pockets()
if(SLOT_R_STORE)
r_store = I
update_inv_pockets()
if(SLOT_S_STORE)
s_store = I
update_inv_s_store()
else
to_chat(src, "<span class='danger'>You are trying to equip this item to an unsupported inventory slot. Report this to a coder!</span>")
not_handled = TRUE
//Item is handled and in slot, valid to call callback, for this proc should always be true
if(!not_handled)
I.equipped(src, slot)
return not_handled //For future deeper overrides
/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
var/index = get_held_index_of_item(I)
. = ..() //See mob.dm for an explanation on this and some rage about people copypasting instead of calling ..() like they should.
if(!. || !I)
return
if(index && !QDELETED(src) && dna.species.mutanthands) //hand freed, fill with claws, skip if we're getting deleted.
put_in_hand(new dna.species.mutanthands(), index)
if(I == wear_suit)
if(s_store && invdrop)
dropItemToGround(s_store, TRUE) //It makes no sense for your suit storage to stay on you if you drop your suit.
if(wear_suit.breakouttime) //when unequipping a straightjacket
drop_all_held_items() //suit is restraining
update_action_buttons_icon() //certain action buttons may be usable again.
wear_suit = null
if(!QDELETED(src)) //no need to update we're getting deleted anyway
if(I.flags_inv & HIDEJUMPSUIT)
update_inv_w_uniform()
update_inv_wear_suit()
else if(I == w_uniform)
if(invdrop)
if(r_store)
dropItemToGround(r_store, TRUE) //Again, makes sense for pockets to drop.
if(l_store)
dropItemToGround(l_store, TRUE)
if(wear_id && !CHECK_BITFIELD(wear_id.item_flags, NO_UNIFORM_REQUIRED))
dropItemToGround(wear_id)
if(belt && !CHECK_BITFIELD(belt.item_flags, NO_UNIFORM_REQUIRED))
dropItemToGround(belt)
w_uniform = null
update_suit_sensors()
if(!QDELETED(src))
update_inv_w_uniform()
else if(I == gloves)
gloves = null
if(!QDELETED(src))
update_inv_gloves()
else if(I == glasses)
glasses = null
var/obj/item/clothing/glasses/G = I
if(G.glass_colour_type)
update_glasses_color(G, 0)
if(G.tint)
update_tint()
if(G.vision_correction)
if(HAS_TRAIT(src, TRAIT_NEARSIGHT))
overlay_fullscreen("nearsighted", /obj/screen/fullscreen/impaired, 1)
adjust_eye_damage(0)
if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
update_sight()
if(!QDELETED(src))
update_inv_glasses()
else if(I == ears)
ears = null
if(!QDELETED(src))
update_inv_ears()
else if(I == shoes)
shoes = null
if(!QDELETED(src))
update_inv_shoes()
else if(I == belt)
belt = null
if(!QDELETED(src))
update_inv_belt()
else if(I == wear_id)
wear_id = null
sec_hud_set_ID()
if(!QDELETED(src))
update_inv_wear_id()
else if(I == r_store)
r_store = null
if(!QDELETED(src))
update_inv_pockets()
else if(I == l_store)
l_store = null
if(!QDELETED(src))
update_inv_pockets()
else if(I == s_store)
s_store = null
if(!QDELETED(src))
update_inv_s_store()
/mob/living/carbon/human/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
if((C.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || (initial(C.flags_inv) & (HIDEHAIR|HIDEFACIALHAIR)))
update_hair()
if(toggle_off && internal && !getorganslot(ORGAN_SLOT_BREATHING_TUBE))
update_internals_hud_icon(0)
internal = null
if(C.flags_inv & HIDEEYES)
update_inv_glasses()
sec_hud_set_security_status()
..()
/mob/living/carbon/human/head_update(obj/item/I, forced)
if((I.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || forced)
update_hair()
else
var/obj/item/clothing/C = I
if(istype(C) && C.dynamic_hair_suffix)
update_hair()
if(I.flags_inv & HIDEEYES || forced)
update_inv_glasses()
if(I.flags_inv & HIDEEARS || forced)
update_body()
sec_hud_set_security_status()
..()
/mob/living/carbon/human/proc/equipOutfit(outfit, visualsOnly = FALSE)
var/datum/outfit/O = null
if(ispath(outfit))
O = new outfit
else
O = outfit
if(!istype(O))
return 0
if(!O)
return 0
return O.equip(src, visualsOnly)
//delete all equipment without dropping anything
/mob/living/carbon/human/proc/delete_equipment()
for(var/slot in get_all_slots())//order matters, dependant slots go first
qdel(slot)
for(var/obj/item/I in held_items)
qdel(I)
@@ -1,357 +0,0 @@
//NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick!
// bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
// Used with human/proc/get_thermal_protection()
// The values here should add up to 1.
// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
#define THERMAL_PROTECTION_HEAD 0.3
#define THERMAL_PROTECTION_CHEST 0.15
#define THERMAL_PROTECTION_GROIN 0.15
#define THERMAL_PROTECTION_LEG_LEFT 0.075
#define THERMAL_PROTECTION_LEG_RIGHT 0.075
#define THERMAL_PROTECTION_FOOT_LEFT 0.025
#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
#define THERMAL_PROTECTION_ARM_LEFT 0.075
#define THERMAL_PROTECTION_ARM_RIGHT 0.075
#define THERMAL_PROTECTION_HAND_LEFT 0.025
#define THERMAL_PROTECTION_HAND_RIGHT 0.025
/mob/living/carbon/human/Life(seconds, times_fired)
set invisibility = 0
if (notransform)
return
. = ..()
if (QDELETED(src))
return 0
if(.) //not dead
handle_active_genes()
if(stat != DEAD)
//heart attack stuff
handle_heart()
if(stat != DEAD)
//Stuff jammed in your limbs hurts
handle_embedded_objects()
if(stat != DEAD)
//process your dick energy
handle_arousal(times_fired)
//Update our name based on whether our face is obscured/disfigured
name = get_visible_name()
dna.species.spec_life(src) // for mutantraces
if(stat != DEAD)
return 1
/mob/living/carbon/human/calculate_affecting_pressure(pressure)
var/headless = !get_bodypart(BODY_ZONE_HEAD) //should the mob be perennially headless (see dullahans), we only take the suit into account, so they can into space.
if (wear_suit && istype(wear_suit, /obj/item/clothing) && (headless || (head && istype(head, /obj/item/clothing))))
var/obj/item/clothing/CS = wear_suit
var/obj/item/clothing/CH = head
if (CS.clothing_flags & STOPSPRESSUREDAMAGE && (headless || (CH.clothing_flags & STOPSPRESSUREDAMAGE)))
return ONE_ATMOSPHERE
if(isbelly(loc)) //START OF CIT CHANGES - Makes it so you don't suffocate while inside vore organs. Remind me to modularize this some time - Bhijn
return ONE_ATMOSPHERE
if(istype(loc, /obj/item/dogborg/sleeper))
return ONE_ATMOSPHERE //END OF CIT CHANGES
return ..()
/mob/living/carbon/human/handle_traits()
if(eye_blind) //blindness, heals slowly over time
if(HAS_TRAIT_FROM(src, TRAIT_BLIND, EYES_COVERED)) //covering your eyes heals blurry eyes faster
adjust_blindness(-3)
else
adjust_blindness(-1)
else if(eye_blurry) //blurry eyes heal slowly
adjust_blurriness(-1)
if (getOrganLoss(ORGAN_SLOT_BRAIN) >= 30) //Citadel change to make memes more often.
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "brain_damage", /datum/mood_event/brain_damage)
if(prob(3))
if(prob(25))
emote("drool")
else
say(pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage"))
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "brain_damage")
/mob/living/carbon/human/handle_mutations_and_radiation()
if(!dna || !dna.species.handle_mutations_and_radiation(src))
..()
/mob/living/carbon/human/breathe()
if(!dna.species.breathe(src))
..()
/mob/living/carbon/human/check_breath(datum/gas_mixture/breath)
var/L = getorganslot(ORGAN_SLOT_LUNGS)
if(!L)
if(health >= crit_threshold)
adjustOxyLoss(HUMAN_MAX_OXYLOSS + 1)
else if(!HAS_TRAIT(src, TRAIT_NOCRITDAMAGE))
adjustOxyLoss(HUMAN_CRIT_MAX_OXYLOSS)
failed_last_breath = 1
var/datum/species/S = dna.species
if(S.breathid == "o2")
throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
else if(S.breathid == "tox")
throw_alert("not_enough_tox", /obj/screen/alert/not_enough_tox)
else if(S.breathid == "co2")
throw_alert("not_enough_co2", /obj/screen/alert/not_enough_co2)
else if(S.breathid == "n2")
throw_alert("not_enough_nitro", /obj/screen/alert/not_enough_nitro)
return FALSE
else
if(istype(L, /obj/item/organ/lungs))
var/obj/item/organ/lungs/lun = L
lun.check_breath(breath,src)
/mob/living/carbon/human/handle_environment(datum/gas_mixture/environment)
dna.species.handle_environment(environment, src)
///FIRE CODE
/mob/living/carbon/human/handle_fire()
if(!last_fire_update)
last_fire_update = fire_stacks
if((fire_stacks > HUMAN_FIRE_STACK_ICON_NUM && last_fire_update <= HUMAN_FIRE_STACK_ICON_NUM) || (fire_stacks <= HUMAN_FIRE_STACK_ICON_NUM && last_fire_update > HUMAN_FIRE_STACK_ICON_NUM))
last_fire_update = fire_stacks
update_fire()
..()
if(dna)
dna.species.handle_fire(src)
/mob/living/carbon/human/proc/easy_thermal_protection()
var/thermal_protection = 0 //Simple check to estimate how protected we are against multiple temperatures
//CITADEL EDIT Vore code required overrides
if(istype(loc, /obj/item/dogborg/sleeper))
return FIRE_IMMUNITY_MAX_TEMP_PROTECT
if(ismob(loc))
return FIRE_IMMUNITY_MAX_TEMP_PROTECT
if(isbelly(loc))
return FIRE_IMMUNITY_MAX_TEMP_PROTECT
//END EDIT
if(wear_suit)
if(wear_suit.max_heat_protection_temperature >= FIRE_SUIT_MAX_TEMP_PROTECT)
thermal_protection += (wear_suit.max_heat_protection_temperature*0.7)
if(head)
if(head.max_heat_protection_temperature >= FIRE_HELM_MAX_TEMP_PROTECT)
thermal_protection += (head.max_heat_protection_temperature*THERMAL_PROTECTION_HEAD)
thermal_protection = round(thermal_protection)
return thermal_protection
/mob/living/carbon/human/IgniteMob()
//If have no DNA or can be Ignited, call parent handling to light user
//If firestacks are high enough
if(!dna || dna.species.CanIgniteMob(src))
return ..()
. = FALSE //No ignition
/mob/living/carbon/human/ExtinguishMob()
if(!dna || !dna.species.ExtinguishMob(src))
last_fire_update = null
..()
//END FIRE CODE
//This proc returns a number made up of the flags for body parts which you are protected on. (such as HEAD, CHEST, GROIN, etc. See setup.dm for the full list)
/mob/living/carbon/human/proc/get_heat_protection_flags(temperature) //Temperature is the temperature you're being exposed to.
var/thermal_protection_flags = 0
//Handle normal clothing
if(head)
if(head.max_heat_protection_temperature && head.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= head.heat_protection
if(wear_suit)
if(wear_suit.max_heat_protection_temperature && wear_suit.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= wear_suit.heat_protection
if(w_uniform)
if(w_uniform.max_heat_protection_temperature && w_uniform.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= w_uniform.heat_protection
if(shoes)
if(shoes.max_heat_protection_temperature && shoes.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= shoes.heat_protection
if(gloves)
if(gloves.max_heat_protection_temperature && gloves.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= gloves.heat_protection
if(wear_mask)
if(wear_mask.max_heat_protection_temperature && wear_mask.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= wear_mask.heat_protection
return thermal_protection_flags
//See proc/get_heat_protection_flags(temperature) for the description of this proc.
/mob/living/carbon/human/proc/get_cold_protection_flags(temperature)
var/thermal_protection_flags = 0
//Handle normal clothing
if(head)
if(head.min_cold_protection_temperature && head.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= head.cold_protection
if(wear_suit)
if(wear_suit.min_cold_protection_temperature && wear_suit.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= wear_suit.cold_protection
if(w_uniform)
if(w_uniform.min_cold_protection_temperature && w_uniform.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= w_uniform.cold_protection
if(shoes)
if(shoes.min_cold_protection_temperature && shoes.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= shoes.cold_protection
if(gloves)
if(gloves.min_cold_protection_temperature && gloves.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= gloves.cold_protection
if(wear_mask)
if(wear_mask.min_cold_protection_temperature && wear_mask.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= wear_mask.cold_protection
return thermal_protection_flags
/mob/living/carbon/human/proc/get_thermal_protection(temperature, cold = FALSE)
if(cold)
//CITADEL EDIT Mandatory for vore code.
if(istype(loc, /obj/item/dogborg/sleeper) || isbelly(loc) || ismob(loc))
return 1 //freezing to death in sleepers ruins fun.
//END EDIT
temperature = max(temperature, 2.7) //There is an occasional bug where the temperature is miscalculated in ares with a small amount of gas on them, so this is necessary to ensure that that bug does not affect this calculation. Space's temperature is 2.7K and most suits that are intended to protect against any cold, protect down to 2.0K.
var/thermal_protection_flags = cold ? get_cold_protection_flags(temperature) : get_heat_protection_flags(temperature)
var/missing_body_parts_flags = ~get_body_parts_flags()
var/max_protection = 1
if(missing_body_parts_flags) //I don't like copypasta as much as proc overhead. Do you want me to make these into a macro?
DISABLE_BITFIELD(thermal_protection_flags, missing_body_parts_flags)
if(missing_body_parts_flags & HEAD)
max_protection -= THERMAL_PROTECTION_HEAD
if(missing_body_parts_flags & CHEST)
max_protection -= THERMAL_PROTECTION_CHEST
if(missing_body_parts_flags & GROIN)
max_protection -= THERMAL_PROTECTION_GROIN
if(missing_body_parts_flags & LEG_LEFT)
max_protection -= THERMAL_PROTECTION_LEG_LEFT
if(missing_body_parts_flags & LEG_RIGHT)
max_protection -= THERMAL_PROTECTION_LEG_RIGHT
if(missing_body_parts_flags & FOOT_LEFT)
max_protection -= THERMAL_PROTECTION_FOOT_LEFT
if(missing_body_parts_flags & FOOT_RIGHT)
max_protection -= THERMAL_PROTECTION_FOOT_RIGHT
if(missing_body_parts_flags & ARM_LEFT)
max_protection -= THERMAL_PROTECTION_ARM_LEFT
if(missing_body_parts_flags & ARM_RIGHT)
max_protection -= THERMAL_PROTECTION_ARM_RIGHT
if(missing_body_parts_flags & HAND_LEFT)
max_protection -= THERMAL_PROTECTION_HAND_LEFT
if(missing_body_parts_flags & HAND_RIGHT)
max_protection -= THERMAL_PROTECTION_HAND_RIGHT
if(max_protection == 0) //Is it even a man if it doesn't have a body at all? Early return to avoid division by zero.
return 1
var/thermal_protection = 0
if(thermal_protection_flags)
if(thermal_protection_flags & HEAD)
thermal_protection += THERMAL_PROTECTION_HEAD
if(thermal_protection_flags & CHEST)
thermal_protection += THERMAL_PROTECTION_CHEST
if(thermal_protection_flags & GROIN)
thermal_protection += THERMAL_PROTECTION_GROIN
if(thermal_protection_flags & LEG_LEFT)
thermal_protection += THERMAL_PROTECTION_LEG_LEFT
if(thermal_protection_flags & LEG_RIGHT)
thermal_protection += THERMAL_PROTECTION_LEG_RIGHT
if(thermal_protection_flags & FOOT_LEFT)
thermal_protection += THERMAL_PROTECTION_FOOT_LEFT
if(thermal_protection_flags & FOOT_RIGHT)
thermal_protection += THERMAL_PROTECTION_FOOT_RIGHT
if(thermal_protection_flags & ARM_LEFT)
thermal_protection += THERMAL_PROTECTION_ARM_LEFT
if(thermal_protection_flags & ARM_RIGHT)
thermal_protection += THERMAL_PROTECTION_ARM_RIGHT
if(thermal_protection_flags & HAND_LEFT)
thermal_protection += THERMAL_PROTECTION_HAND_LEFT
if(thermal_protection_flags & HAND_RIGHT)
thermal_protection += THERMAL_PROTECTION_HAND_RIGHT
return round(thermal_protection/max_protection, 0.001)
/mob/living/carbon/human/handle_random_events()
//Puke if toxloss is too high
if(!stat)
if(getToxLoss() >= 45 && nutrition > 20)
lastpuke += prob(50)
if(lastpuke >= 50) // about 25 second delay I guess
vomit(20, toxic = TRUE)
lastpuke = 0
/mob/living/carbon/human/has_smoke_protection()
if(wear_mask)
if(wear_mask.clothing_flags & BLOCK_GAS_SMOKE_EFFECT)
return TRUE
if(glasses)
if(glasses.clothing_flags & BLOCK_GAS_SMOKE_EFFECT)
return TRUE
if(head && istype(head, /obj/item/clothing))
var/obj/item/clothing/CH = head
if(CH.clothing_flags & BLOCK_GAS_SMOKE_EFFECT)
return TRUE
return ..()
/mob/living/carbon/human/proc/handle_embedded_objects()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
for(var/obj/item/I in BP.embedded_objects)
if(prob(I.embedding.embedded_pain_chance))
BP.receive_damage(I.w_class*I.embedding.embedded_pain_multiplier)
to_chat(src, "<span class='userdanger'>[I] embedded in your [BP.name] hurts!</span>")
if(prob(I.embedding.embedded_fall_chance))
BP.receive_damage(I.w_class*I.embedding.embedded_fall_pain_multiplier)
BP.embedded_objects -= I
I.forceMove(drop_location())
visible_message("<span class='danger'>[I] falls out of [name]'s [BP.name]!</span>","<span class='userdanger'>[I] falls out of your [BP.name]!</span>")
if(!has_embedded_objects())
clear_alert("embeddedobject")
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "embedded")
/mob/living/carbon/human/proc/handle_active_genes()
for(var/datum/mutation/human/HM in dna.mutations)
HM.on_life(src)
/mob/living/carbon/human/proc/handle_heart()
var/we_breath = !HAS_TRAIT_FROM(src, TRAIT_NOBREATH, SPECIES_TRAIT)
if(!undergoing_cardiac_arrest())
return
if(we_breath)
adjustOxyLoss(8)
Unconscious(80)
// Tissues die without blood circulation
adjustBruteLoss(2)
#undef THERMAL_PROTECTION_HEAD
#undef THERMAL_PROTECTION_CHEST
#undef THERMAL_PROTECTION_GROIN
#undef THERMAL_PROTECTION_LEG_LEFT
#undef THERMAL_PROTECTION_LEG_RIGHT
#undef THERMAL_PROTECTION_FOOT_LEFT
#undef THERMAL_PROTECTION_FOOT_RIGHT
#undef THERMAL_PROTECTION_ARM_LEFT
#undef THERMAL_PROTECTION_ARM_RIGHT
#undef THERMAL_PROTECTION_HAND_LEFT
#undef THERMAL_PROTECTION_HAND_RIGHT
@@ -1,29 +0,0 @@
//Stores several modifiers in a way that isn't cleared by changing species
/datum/physiology
var/brute_mod = 1 // % of brute damage taken from all sources
var/burn_mod = 1 // % of burn damage taken from all sources
var/tox_mod = 1 // % of toxin damage taken from all sources
var/oxy_mod = 1 // % of oxygen damage taken from all sources
var/clone_mod = 1 // % of clone damage taken from all sources
var/stamina_mod = 1 // % of stamina damage taken from all sources
var/brain_mod = 1 // % of brain damage taken from all sources
var/pressure_mod = 1 // % of brute damage taken from low or high pressure (stacks with brute_mod)
var/heat_mod = 1 // % of burn damage taken from heat (stacks with burn_mod)
var/cold_mod = 1 // % of burn damage taken from cold (stacks with burn_mod)
var/damage_resistance = 0 // %damage reduction from all sources
var/siemens_coeff = 1 // resistance to shocks
var/stun_mod = 1 // % stun modifier
var/bleed_mod = 1 // % bleeding modifier
var/datum/armor/armor // internal armor datum
var/hunger_mod = 1 //% of hunger rate taken per tick.
var/do_after_speed = 1 //Speed mod for do_after. Lower is better. If temporarily adjusting, please only modify using *= and /=, so you don't interrupt other calculations.
/datum/physiology/New()
armor = new
-116
View File
@@ -1,116 +0,0 @@
/mob/living/carbon/human/say_mod(input, message_mode)
verb_say = dna.species.say_mod
. = ..()
if(message_mode != MODE_CUSTOM_SAY && message_mode != MODE_WHISPER_CRIT)
switch(slurring)
if(10 to 25)
return "jumbles"
if(25 to 50)
return "slurs"
if(50 to INFINITY)
return "garbles"
/mob/living/carbon/human/GetVoice()
if(istype(wear_mask, /obj/item/clothing/mask/chameleon))
var/obj/item/clothing/mask/chameleon/V = wear_mask
if(V.vchange && wear_id)
var/obj/item/card/id/idcard = wear_id.GetID()
if(istype(idcard))
return idcard.registered_name
else
return real_name
else
return real_name
if(mind)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling && changeling.mimicing )
return changeling.mimicing
if(GetSpecialVoice())
return GetSpecialVoice()
return real_name
/mob/living/carbon/human/IsVocal()
// how do species that don't breathe talk? magic, that's what.
if(!HAS_TRAIT_FROM(src, TRAIT_NOBREATH, SPECIES_TRAIT) && !getorganslot(ORGAN_SLOT_LUNGS))
return FALSE
if(mind)
return !mind.miming
return TRUE
/mob/living/carbon/human/proc/SetSpecialVoice(new_voice)
if(new_voice)
special_voice = new_voice
return
/mob/living/carbon/human/proc/UnsetSpecialVoice()
special_voice = ""
return
/mob/living/carbon/human/proc/GetSpecialVoice()
return special_voice
/mob/living/carbon/human/binarycheck()
if(ears)
var/obj/item/radio/headset/dongle = ears
if(!istype(dongle))
return FALSE
if(dongle.translate_binary)
return TRUE
/mob/living/carbon/human/radio(message, message_mode, list/spans, language)
. = ..()
if(.)
return
switch(message_mode)
if(MODE_HEADSET)
if (ears)
ears.talk_into(src, message, , spans, language)
return ITALICS | REDUCE_RANGE
if(MODE_DEPARTMENT)
if (ears)
ears.talk_into(src, message, message_mode, spans, language)
return ITALICS | REDUCE_RANGE
if(message_mode in GLOB.radiochannels)
if(ears)
ears.talk_into(src, message, message_mode, spans, language)
return ITALICS | REDUCE_RANGE
return 0
/mob/living/carbon/human/get_alt_name()
if(name != GetVoice())
return " (as [get_id_name("Unknown")])"
/mob/living/carbon/human/proc/forcesay(list/append) //this proc is at the bottom of the file because quote fuckery makes notepad++ cri
if(stat == CONSCIOUS)
if(client)
var/virgin = 1 //has the text been modified yet?
var/temp = winget(client, "input", "text")
if(findtextEx(temp, "Say \"", 1, 7) && length(temp) > 5) //"case sensitive means
temp = replacetext(temp, ";", "") //general radio
if(findtext(trim_left(temp), ":", 6, 7)) //dept radio
temp = copytext(trim_left(temp), 8)
virgin = 0
if(virgin)
temp = copytext(trim_left(temp), 6) //normal speech
virgin = 0
while(findtext(trim_left(temp), ":", 1, 2)) //dept radio again (necessary)
temp = copytext(trim_left(temp), 3)
if(findtext(temp, "*", 1, 2)) //emotes
return
var/trimmed = trim_left(temp)
if(length(trimmed))
if(append)
temp += pick(append)
say(temp)
winset(client, "input", "text=[null]")
File diff suppressed because it is too large Load Diff
@@ -1,18 +0,0 @@
/datum/species/abductor
name = "Abductor"
id = "abductor"
say_mod = "gibbers"
sexes = FALSE
species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_NOGUNS,TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutanttongue = /obj/item/organ/tongue/abductor
/datum/species/abductor/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
var/datum/atom_hud/abductor_hud = GLOB.huds[DATA_HUD_ABDUCTOR]
abductor_hud.add_hud_to(C)
/datum/species/abductor/on_species_loss(mob/living/carbon/C)
. = ..()
var/datum/atom_hud/abductor_hud = GLOB.huds[DATA_HUD_ABDUCTOR]
abductor_hud.remove_hud_from(C)
@@ -1,24 +0,0 @@
/datum/species/android
name = "Android"
id = "android"
say_mod = "states"
species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_NOFIRE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_LIMBATTACHMENT)
inherent_biotypes = list(MOB_ROBOTIC, MOB_HUMANOID)
meat = null
gib_types = /obj/effect/gibspawner/robot
damage_overlay_type = "synth"
mutanttongue = /obj/item/organ/tongue/robot
limbs_id = "synth"
/datum/species/android/on_species_gain(mob/living/carbon/C)
. = ..()
for(var/X in C.bodyparts)
var/obj/item/bodypart/O = X
O.change_bodypart_status(BODYPART_ROBOTIC, FALSE, TRUE)
/datum/species/android/on_species_loss(mob/living/carbon/C)
. = ..()
for(var/X in C.bodyparts)
var/obj/item/bodypart/O = X
O.change_bodypart_status(BODYPART_ORGANIC,FALSE, TRUE)
@@ -1,145 +0,0 @@
/datum/species/angel
name = "Angel"
id = "angel"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
mutant_bodyparts = list("wings")
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "Angel")
use_skintones = 1
no_equip = list(SLOT_BACK)
blacklisted = 1
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
var/datum/action/innate/flight/fly
/datum/species/angel/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
..()
if(H.dna && H.dna.species && (H.dna.features["wings"] != "Angel"))
if(!("wings" in H.dna.species.mutant_bodyparts))
H.dna.species.mutant_bodyparts |= "wings"
H.dna.features["wings"] = "Angel"
H.update_body()
if(ishuman(H) && !fly)
fly = new
fly.Grant(H)
ADD_TRAIT(H, TRAIT_HOLY, SPECIES_TRAIT)
/datum/species/angel/on_species_loss(mob/living/carbon/human/H)
if(fly)
fly.Remove(H)
if(H.movement_type & FLYING)
H.setMovetype(H.movement_type & ~FLYING)
ToggleFlight(H,0)
if(H.dna && H.dna.species && (H.dna.features["wings"] == "Angel"))
if("wings" in H.dna.species.mutant_bodyparts)
H.dna.species.mutant_bodyparts -= "wings"
H.dna.features["wings"] = "None"
H.update_body()
REMOVE_TRAIT(H, TRAIT_HOLY, SPECIES_TRAIT)
..()
/datum/species/angel/spec_life(mob/living/carbon/human/H)
HandleFlight(H)
/datum/species/angel/proc/HandleFlight(mob/living/carbon/human/H)
if(H.movement_type & FLYING)
if(!CanFly(H))
ToggleFlight(H,0)
return 0
return 1
else
return 0
/datum/species/angel/proc/CanFly(mob/living/carbon/human/H)
if(H.stat || H.IsStun() || H.IsKnockdown())
return 0
if(H.wear_suit && ((H.wear_suit.flags_inv & HIDEJUMPSUIT) && (!H.wear_suit.species_exception || !is_type_in_list(src, H.wear_suit.species_exception)))) //Jumpsuits have tail holes, so it makes sense they have wing holes too
to_chat(H, "Your suit blocks your wings from extending!")
return 0
var/turf/T = get_turf(H)
if(!T)
return 0
var/datum/gas_mixture/environment = T.return_air()
if(environment && !(environment.return_pressure() > 30))
to_chat(H, "<span class='warning'>The atmosphere is too thin for you to fly!</span>")
return 0
else
return 1
/datum/action/innate/flight
name = "Toggle Flight"
check_flags = AB_CHECK_CONSCIOUS|AB_CHECK_STUN
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "flight"
/datum/action/innate/flight/Activate()
var/mob/living/carbon/human/H = owner
var/datum/species/angel/A = H.dna.species
if(A.CanFly(H))
if(H.movement_type & FLYING)
to_chat(H, "<span class='notice'>You settle gently back onto the ground...</span>")
A.ToggleFlight(H,0)
H.update_canmove()
else
to_chat(H, "<span class='notice'>You beat your wings and begin to hover gently above the ground...</span>")
H.resting = 0
A.ToggleFlight(H,1)
H.update_canmove()
/datum/species/angel/proc/flyslip(mob/living/carbon/human/H)
var/obj/buckled_obj
if(H.buckled)
buckled_obj = H.buckled
to_chat(H, "<span class='notice'>Your wings spazz out and launch you!</span>")
playsound(H.loc, 'sound/misc/slip.ogg', 50, 1, -3)
for(var/obj/item/I in H.held_items)
H.accident(I)
var/olddir = H.dir
H.stop_pulling()
if(buckled_obj)
buckled_obj.unbuckle_mob(H)
step(buckled_obj, olddir)
else
for(var/i=1, i<5, i++)
spawn (i)
step(H, olddir)
H.spin(1,1)
return 1
/datum/species/angel/spec_stun(mob/living/carbon/human/H,amount)
if(H.movement_type & FLYING)
ToggleFlight(H,0)
flyslip(H)
. = ..()
/datum/species/angel/negates_gravity(mob/living/carbon/human/H)
if(H.movement_type & FLYING)
return 1
/datum/species/angel/space_move(mob/living/carbon/human/H)
if(H.movement_type & FLYING)
return 1
/datum/species/angel/proc/ToggleFlight(mob/living/carbon/human/H,flight)
if(flight && CanFly(H))
stunmod = 2
speedmod = -0.35
H.setMovetype(H.movement_type | FLYING)
override_float = TRUE
H.pass_flags |= PASSTABLE
H.OpenWings()
else
stunmod = 1
speedmod = 0
H.setMovetype(H.movement_type & ~FLYING)
override_float = FALSE
H.pass_flags &= ~PASSTABLE
H.CloseWings()
@@ -1,65 +0,0 @@
/datum/species/insect
name = "Anthromorphic Insect"
id = "insect"
say_mod = "flutters"
default_color = "00FF00"
species_traits = list(LIPS,NOEYES,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID, MOB_BUG)
mutant_bodyparts = list("mam_ears", "mam_snout", "mam_tail", "taur", "insect_wings", "mam_snouts", "insect_fluff","horns")
default_features = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None",
"insect_wings" = "None", "insect_fluff" = "None", "mam_snouts" = "None", "taur" = "None","horns" = "None")
attack_verb = "slash"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/insect
liked_food = VEGETABLES | DAIRY
disliked_food = FRUIT | GROSS
toxic_food = MEAT | RAW
mutanteyes = /obj/item/organ/eyes/insect
should_draw_citadel = TRUE
exotic_bloodtype = "BUG"
/datum/species/insect/on_species_gain(mob/living/carbon/C)
. = ..()
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(!H.dna.features["insect_wings"])
H.dna.features["insect_wings"] = "[(H.client && H.client.prefs && LAZYLEN(H.client.prefs.features) && H.client.prefs.features["insect_wings"]) ? H.client.prefs.features["insect_wings"] : "None"]"
handle_mutant_bodyparts(H)
/datum/species/insect/random_name(gender,unique,lastname)
if(unique)
return random_unique_moth_name()
var/randname = moth_name()
if(lastname)
randname += " [lastname]"
return randname
/datum/species/insect/handle_fire(mob/living/carbon/human/H, no_protection = FALSE)
..()
if(H.dna.features["insect_wings"] != "Burnt Off" && H.dna.features["insect_wings"] != "None" && H.bodytemperature >= 800 && H.fire_stacks > 0) //do not go into the extremely hot light. you will not survive
to_chat(H, "<span class='danger'>Your precious wings burn to a crisp!</span>")
if(H.dna.features["insect_wings"] != "None")
H.dna.features["insect_wings"] = "Burnt Off"
handle_mutant_bodyparts(H)
/datum/species/insect/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
. = ..()
if(chem.id == "pestkiller")
H.adjustToxLoss(3)
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
/datum/species/insect/check_weakness(obj/item/weapon, mob/living/attacker)
if(istype(weapon, /obj/item/melee/flyswatter))
return 9 //flyswatters deal 10x damage to insects
return 0
/datum/species/insect/space_move(mob/living/carbon/human/H)
. = ..()
if(H.loc && !isspaceturf(H.loc) && (H.dna.features["insect_wings"] != "Burnt Off" && H.dna.features["insect_wings"] != "None"))
var/datum/gas_mixture/current = H.loc.return_air()
if(current && (current.return_pressure() >= ONE_ATMOSPHERE*0.85)) //as long as there's reasonable pressure and no gravity, flight is possible
return TRUE
@@ -1,21 +0,0 @@
/datum/species/corporate
name = "Corporate Agent"
id = "agent"
hair_alpha = 0
say_mod = "declares"
speedmod = -2//Fast
brutemod = 0.7//Tough against firearms
burnmod = 0.65//Tough against lasers
coldmod = 0
heatmod = 0.5//it's a little tough to burn them to death not as hard though.
punchdamagelow = 20
punchdamagehigh = 30//they are inhumanly strong
punchstunthreshold = 25
attack_verb = "smash"
attack_sound = 'sound/weapons/resonator_blast.ogg'
blacklisted = 1
use_skintones = 0
species_traits = list(NOBLOOD,EYECOLOR,NOGENITALS)
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOLIMBDISABLE,TRAIT_NOHUNGER)
sexes = 0
gib_types = /obj/effect/gibspawner/robot
@@ -1,171 +0,0 @@
/datum/species/dullahan
name = "Dullahan"
id = "dullahan"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "None")
use_skintones = TRUE
mutant_brain = /obj/item/organ/brain/dullahan
mutanteyes = /obj/item/organ/eyes/dullahan
mutanttongue = /obj/item/organ/tongue/dullahan
mutantears = /obj/item/organ/ears/dullahan
blacklisted = TRUE
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
var/pumpkin = FALSE
var/obj/item/dullahan_relay/myhead
/datum/species/dullahan/pumpkin
name = "Pumpkin Head Dullahan"
id = "pumpkindullahan"
pumpkin = TRUE
/datum/species/dullahan/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return FALSE
/datum/species/dullahan/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
. = ..()
DISABLE_BITFIELD(H.flags_1, HEAR_1)
var/obj/item/bodypart/head/head = H.get_bodypart(BODY_ZONE_HEAD)
if(head)
if(pumpkin)//Pumpkinhead!
head.animal_origin = 100
head.icon = 'icons/obj/clothing/hats.dmi'
head.icon_state = "hardhat1_pumpkin_j"
head.custom_head = TRUE
head.drop_limb()
if(!QDELETED(head)) //drop_limb() deletes the limb if it's no drop location and dummy humans used for rendering icons are located in nullspace. Do the math.
head.throwforce = 25
myhead = new /obj/item/dullahan_relay (head, H)
H.put_in_hands(head)
var/obj/item/organ/eyes/E = H.getorganslot(ORGAN_SLOT_EYES)
for(var/datum/action/item_action/organ_action/OA in E.actions)
OA.Trigger()
/datum/species/dullahan/on_species_loss(mob/living/carbon/human/H)
ENABLE_BITFIELD(H.flags_1, HEAR_1)
H.reset_perspective(H)
if(myhead)
var/obj/item/dullahan_relay/DR = myhead
myhead = null
DR.owner = null
qdel(DR)
H.regenerate_limb(BODY_ZONE_HEAD,FALSE)
..()
/datum/species/dullahan/spec_life(mob/living/carbon/human/H)
if(QDELETED(myhead))
myhead = null
H.gib()
var/obj/item/bodypart/head/head2 = H.get_bodypart(BODY_ZONE_HEAD)
if(head2)
myhead = null
H.gib()
/datum/species/dullahan/proc/update_vision_perspective(mob/living/carbon/human/H)
var/obj/item/organ/eyes/eyes = H.getorganslot(ORGAN_SLOT_EYES)
if(eyes)
H.update_tint()
if(eyes.tint)
H.reset_perspective(H)
else
H.reset_perspective(myhead)
/obj/item/organ/brain/dullahan
decoy_override = TRUE
organ_flags = ORGAN_NO_SPOIL//Do not decay
/obj/item/organ/tongue/dullahan
zone = "abstract"
modifies_speech = TRUE
/obj/item/organ/tongue/dullahan/handle_speech(datum/source, list/speech_args)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
if(isdullahan(H))
var/datum/species/dullahan/D = H.dna.species
if(isobj(D.myhead.loc))
var/obj/O = D.myhead.loc
O.say(speech_args[SPEECH_MESSAGE])
speech_args[SPEECH_MESSAGE] = ""
/obj/item/organ/ears/dullahan
zone = "abstract"
/obj/item/organ/eyes/dullahan
name = "head vision"
desc = "An abstraction."
actions_types = list(/datum/action/item_action/organ_action/dullahan)
zone = "abstract"
tint = INFINITY // used to switch the vision perspective to the head on species_gain().
/datum/action/item_action/organ_action/dullahan
name = "Toggle Perspective"
desc = "Switch between seeing normally from your head, or blindly from your body."
/datum/action/item_action/organ_action/dullahan/Trigger()
. = ..()
var/obj/item/organ/eyes/dullahan/DE = target
if(DE.tint)
DE.tint = 0
else
DE.tint = INFINITY
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
if(isdullahan(H))
var/datum/species/dullahan/D = H.dna.species
D.update_vision_perspective(H)
/obj/item/dullahan_relay
name = "dullahan relay"
var/mob/living/owner
flags_1 = HEAR_1
/obj/item/dullahan_relay/Initialize(mapload, mob/living/carbon/human/new_owner)
. = ..()
if(!new_owner)
return INITIALIZE_HINT_QDEL
owner = new_owner
START_PROCESSING(SSobj, src)
RegisterSignal(owner, COMSIG_MOB_EXAMINATE, .proc/examinate_check)
RegisterSignal(src, COMSIG_ATOM_HEARER_IN_VIEW, .proc/include_owner)
RegisterSignal(owner, COMSIG_LIVING_REGENERATE_LIMBS, .proc/unlist_head)
RegisterSignal(owner, COMSIG_LIVING_FULLY_HEAL, .proc/retrieve_head)
/obj/item/dullahan_relay/proc/examinate_check(mob/source, atom/A)
if(source.client.eye == src && ((A in view(source.client.view, src)) || (isturf(A) && source.sight & SEE_TURFS) || (ismob(A) && source.sight & SEE_MOBS) || (isobj(A) && source.sight & SEE_OBJS)))
return COMPONENT_ALLOW_EXAMINE
/obj/item/dullahan_relay/proc/include_owner(datum/source, list/processing_list, list/hearers)
if(!QDELETED(owner))
hearers += owner
/obj/item/dullahan_relay/proc/unlist_head(datum/source, noheal = FALSE, list/excluded_limbs)
excluded_limbs |= BODY_ZONE_HEAD // So we don't gib when regenerating limbs.
/obj/item/dullahan_relay/proc/retrieve_head(datum/source, admin_revive = FALSE)
if(admin_revive) //retrieving the owner's head for ahealing purposes.
var/obj/item/bodypart/head/H = loc
var/turf/T = get_turf(owner)
if(H && istype(H) && T && !(H in owner.GetAllContents()))
H.forceMove(T)
/obj/item/dullahan_relay/process()
if(!istype(loc, /obj/item/bodypart/head) || QDELETED(owner))
. = PROCESS_KILL
qdel(src)
/obj/item/dullahan_relay/Destroy()
if(!QDELETED(owner))
var/mob/living/carbon/human/H = owner
if(isdullahan(H))
var/datum/species/dullahan/D = H.dna.species
D.myhead = null
owner.gib()
owner = null
..()
@@ -1,131 +0,0 @@
//Subtype of human
/datum/species/human/felinid
name = "Felinid"
id = "felinid"
limbs_id = "human"
mutant_bodyparts = list("mam_ears", "mam_tail", "deco_wings")
default_features = list("mcolor" = "FFF", "mam_tail" = "Cat", "mam_ears" = "Cat", "wings" = "None", "deco_wings" = "None")
mutantears = /obj/item/organ/ears/cat
mutanttail = /obj/item/organ/tail/cat
/datum/species/human/felinid/qualifies_for_rank(rank, list/features)
return TRUE
//Curiosity killed the cat's wagging tail.
/datum/species/human/felinid/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/human/felinid/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/human/felinid/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
/datum/species/human/felinid/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
/datum/species/human/felinid/start_wagging_tail(mob/living/carbon/human/H)
if("mam_tail" in mutant_bodyparts)
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/human/felinid/stop_wagging_tail(mob/living/carbon/human/H)
if("mam_waggingtail" in mutant_bodyparts)
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
/datum/species/human/felinid/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(!pref_load) //Hah! They got forcefully purrbation'd. Force default felinid parts on them if they have no mutant parts in those areas!
if(H.dna.features["mam_tail"] == "None")
H.dna.features["mam_tail"] = "Cat"
if(H.dna.features["mam_ears"] == "None")
H.dna.features["mam_ears"] = "Cat"
if(H.dna.features["mam_ears"] == "Cat")
var/obj/item/organ/ears/cat/ears = new
ears.Insert(H, drop_if_replaced = FALSE)
else
mutantears = /obj/item/organ/ears
if(H.dna.features["mam_tail"] == "Cat")
var/obj/item/organ/tail/cat/tail = new
tail.Insert(H, drop_if_replaced = FALSE)
else
mutanttail = null
return ..()
/datum/species/human/felinid/on_species_loss(mob/living/carbon/H, datum/species/new_species, pref_load)
var/obj/item/organ/ears/cat/ears = H.getorgan(/obj/item/organ/ears/cat)
var/obj/item/organ/tail/cat/tail = H.getorgan(/obj/item/organ/tail/cat)
if(ears)
var/obj/item/organ/ears/NE
if(new_species && new_species.mutantears)
// Roundstart cat ears override new_species.mutantears, reset it here.
new_species.mutantears = initial(new_species.mutantears)
if(new_species.mutantears)
NE = new new_species.mutantears
if(!NE)
// Go with default ears
NE = new /obj/item/organ/ears
NE.Insert(H, drop_if_replaced = FALSE)
if(tail)
var/obj/item/organ/tail/NT
if(new_species && new_species.mutanttail)
// Roundstart cat tail overrides new_species.mutanttail, reset it here.
new_species.mutanttail = initial(new_species.mutanttail)
if(new_species.mutanttail)
NT = new new_species.mutanttail
if(NT)
NT.Insert(H, drop_if_replaced = FALSE)
else
tail.Remove(H)
/proc/mass_purrbation()
for(var/M in GLOB.mob_list)
if(ishumanbasic(M))
purrbation_apply(M)
CHECK_TICK
/proc/mass_remove_purrbation()
for(var/M in GLOB.mob_list)
if(ishumanbasic(M))
purrbation_remove(M)
CHECK_TICK
/proc/purrbation_toggle(mob/living/carbon/human/H, silent = FALSE)
if(!ishumanbasic(H))
return
if(!iscatperson(H))
purrbation_apply(H, silent)
. = TRUE
else
purrbation_remove(H, silent)
. = FALSE
/proc/purrbation_apply(mob/living/carbon/human/H, silent = FALSE)
if(!ishuman(H) || iscatperson(H))
return
H.set_species(/datum/species/human/felinid)
if(!silent)
to_chat(H, "Something is nya~t right.")
playsound(get_turf(H), 'sound/effects/meow1.ogg', 50, 1, -1)
/proc/purrbation_remove(mob/living/carbon/human/H, silent = FALSE)
if(!ishuman(H) || !iscatperson(H))
return
H.set_species(/datum/species/human)
if(!silent)
to_chat(H, "You are no longer a cat.")
@@ -1,36 +0,0 @@
/datum/species/fly
name = "Anthromorphic Fly"
id = "fly"
say_mod = "buzzes"
species_traits = list(NOEYES)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID, MOB_BUG)
mutanttongue = /obj/item/organ/tongue/fly
mutantliver = /obj/item/organ/liver/fly
mutantstomach = /obj/item/organ/stomach/fly
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/fly
disliked_food = null
liked_food = GROSS
exotic_bloodtype = "BUG"
/datum/species/fly/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(chem.id == "pestkiller")
H.adjustToxLoss(3)
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
return 1
/datum/species/fly/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(istype(chem, /datum/reagent/consumable))
var/datum/reagent/consumable/nutri_check = chem
if(nutri_check.nutriment_factor > 0)
var/turf/pos = get_turf(H)
H.vomit(0, FALSE, FALSE, 2, TRUE)
playsound(pos, 'sound/effects/splat.ogg', 50, 1)
H.visible_message("<span class='danger'>[H] vomits on the floor!</span>", \
"<span class='userdanger'>You throw up on the floor!</span>")
..()
/datum/species/fly/check_weakness(obj/item/weapon, mob/living/attacker)
if(istype(weapon, /obj/item/melee/flyswatter))
return 29 //Flyswatters deal 30x damage to flypeople.
return 0
@@ -1,99 +0,0 @@
/datum/species/mammal
name = "Anthromorph"
id = "mammal"
default_color = "4B4B4B"
should_draw_citadel = TRUE
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_body_markings", "mam_snouts", "deco_wings", "taur", "horns", "legs")
default_features = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "deco_wings" = "None",
"mam_body_markings" = "Husky", "taur" = "None", "horns" = "None", "legs" = "Plantigrade", "meat_type" = "Mammalian")
attack_verb = "claw"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/mammal
liked_food = MEAT | FRIED
disliked_food = TOXIC
//Curiosity killed the cat's wagging tail.
/datum/species/mammal/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/mammal/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/mammal/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
/datum/species/mammal/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
/datum/species/mammal/start_wagging_tail(mob/living/carbon/human/H)
if("mam_tail" in mutant_bodyparts)
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/mammal/stop_wagging_tail(mob/living/carbon/human/H)
if("mam_waggingtail" in mutant_bodyparts)
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
/datum/species/mammal/qualifies_for_rank(rank, list/features)
return TRUE
//Alien//
/datum/species/xeno
// A cloning mistake, crossing human and xenomorph DNA
name = "Xenomorph Hybrid"
id = "xeno"
say_mod = "hisses"
default_color = "00FF00"
should_draw_citadel = TRUE
species_traits = list(MUTCOLORS,EYECOLOR,LIPS)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
mutant_bodyparts = list("xenotail", "xenohead", "xenodorsal", "mam_body_markings", "taur", "legs")
default_features = list("xenotail"="Xenomorph Tail","xenohead"="Standard","xenodorsal"="Standard", "mam_body_markings" = "Xeno","mcolor" = "0F0","mcolor2" = "0F0","mcolor3" = "0F0","taur" = "None", "legs" = "Digitigrade")
attack_verb = "slash"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
meat = /obj/item/reagent_containers/food/snacks/meat/slab/xeno
gib_types = list(/obj/effect/gibspawner/xeno/xenoperson, /obj/effect/gibspawner/xeno/xenoperson/bodypartless)
skinned_type = /obj/item/stack/sheet/animalhide/xeno
exotic_bloodtype = "X*"
damage_overlay_type = "xeno"
liked_food = MEAT
/datum/species/xeno/on_species_gain(mob/living/carbon/human/C, datum/species/old_species)
if(("legs" in C.dna.species.mutant_bodyparts) && (C.dna.features["legs"] == "Digitigrade" || C.dna.features["legs"] == "Avian"))
species_traits += DIGITIGRADE
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(FALSE)
. = ..()
/datum/species/xeno/on_species_loss(mob/living/carbon/human/C, datum/species/new_species)
if(("legs" in C.dna.species.mutant_bodyparts) && C.dna.features["legs"] == "Plantigrade")
species_traits -= DIGITIGRADE
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(TRUE)
. = ..()
//Praise the Omnissiah, A challange worthy of my skills - HS
//EXOTIC//
//These races will likely include lots of downsides and upsides. Keep them relatively balanced.//
//misc
/mob/living/carbon/human/dummy
no_vore = TRUE
/mob/living/carbon/human/vore
devourable = TRUE
digestable = TRUE
feeding = TRUE
File diff suppressed because it is too large Load Diff
@@ -1,42 +0,0 @@
/datum/species/human
name = "Human"
id = "human"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR)
mutant_bodyparts = list("ears", "tail_human", "wings", "taur", "deco_wings") // CITADEL EDIT gives humans snowflake parts
default_features = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF","tail_human" = "None", "ears" = "None", "wings" = "None", "taur" = "None", "deco_wings" = "None")
use_skintones = 1
skinned_type = /obj/item/stack/sheet/animalhide/human
disliked_food = GROSS | RAW
liked_food = JUNKFOOD | FRIED
/datum/species/human/qualifies_for_rank(rank, list/features)
return TRUE //Pure humans are always allowed in all roles.
/datum/species/human/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/human/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/human/can_wag_tail(mob/living/carbon/human/H)
return ("tail_human" in mutant_bodyparts) || ("waggingtail_human" in mutant_bodyparts)
/datum/species/human/is_wagging_tail(mob/living/carbon/human/H)
return ("waggingtail_human" in mutant_bodyparts)
/datum/species/human/start_wagging_tail(mob/living/carbon/human/H)
if("tail_human" in mutant_bodyparts)
mutant_bodyparts -= "tail_human"
mutant_bodyparts |= "waggingtail_human"
H.update_body()
/datum/species/human/stop_wagging_tail(mob/living/carbon/human/H)
if("waggingtail_human" in mutant_bodyparts)
mutant_bodyparts -= "waggingtail_human"
mutant_bodyparts |= "tail_human"
H.update_body()
@@ -1,44 +0,0 @@
/datum/species/ipc
name = "I.P.C."
id = "ipc"
say_mod = "beeps"
default_color = "00FF00"
should_draw_citadel = TRUE
blacklisted = 0
sexes = 0
species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING)
inherent_biotypes = list(MOB_ROBOTIC, MOB_HUMANOID)
mutant_bodyparts = list("ipc_screen", "ipc_antenna")
default_features = list("ipc_screen" = "Blank", "ipc_antenna" = "None")
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
mutanttongue = /obj/item/organ/tongue/robot/ipc
mutant_heart = /obj/item/organ/heart/ipc
exotic_bloodtype = "HF"
var/datum/action/innate/monitor_change/screen
/datum/species/ipc/on_species_gain(mob/living/carbon/human/C)
if(isipcperson(C) && !screen)
screen = new
screen.Grant(C)
..()
/datum/species/ipc/on_species_loss(mob/living/carbon/human/C)
if(screen)
screen.Remove(C)
..()
/datum/action/innate/monitor_change
name = "Screen Change"
check_flags = AB_CHECK_CONSCIOUS
icon_icon = 'icons/mob/actions/actions_silicon.dmi'
button_icon_state = "drone_vision"
/datum/action/innate/monitor_change/Activate()
var/mob/living/carbon/human/H = owner
var/new_ipc_screen = input(usr, "Choose your character's screen:", "Monitor Display") as null|anything in GLOB.ipc_screens_list
if(!new_ipc_screen)
return
H.dna.features["ipc_screen"] = new_ipc_screen
H.update_body()
@@ -1,986 +0,0 @@
/datum/species/jelly
// Entirely alien beings that seem to be made entirely out of gel. They have three eyes and a skeleton visible within them.
name = "Xenobiological Jelly Entity"
id = "jelly"
default_color = "00FF90"
say_mod = "chirps"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR)
mutantlungs = /obj/item/organ/lungs/slime
mutant_heart = /obj/item/organ/heart/slime
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_snouts", "taur", "deco_wings") //CIT CHANGE
default_features = list("mcolor" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None", "deco_wings" = "None") //CIT CHANGE
inherent_traits = list(TRAIT_TOXINLOVER)
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/slime
gib_types = list(/obj/effect/gibspawner/slime, /obj/effect/gibspawner/slime/bodypartless)
exotic_blood = "jellyblood"
exotic_bloodtype = "GEL"
damage_overlay_type = ""
var/datum/action/innate/regenerate_limbs/regenerate_limbs
var/datum/action/innate/slime_change/slime_change //CIT CHANGE
liked_food = TOXIC | MEAT
toxic_food = null
coldmod = 6 // = 3x cold damage
heatmod = 0.5 // = 1/4x heat damage
burnmod = 0.5 // = 1/2x generic burn damage
/datum/species/jelly/on_species_loss(mob/living/carbon/C)
if(regenerate_limbs)
regenerate_limbs.Remove(C)
if(slime_change) //CIT CHANGE
slime_change.Remove(C) //CIT CHANGE
C.remove_language(/datum/language/slime)
C.faction -= "slime"
..()
C.faction -= "slime"
/datum/species/jelly/on_species_gain(mob/living/carbon/C, datum/species/old_species)
..()
C.grant_language(/datum/language/slime)
if(ishuman(C))
regenerate_limbs = new
regenerate_limbs.Grant(C)
slime_change = new //CIT CHANGE
slime_change.Grant(C) //CIT CHANGE
C.faction |= "slime"
/datum/species/jelly/spec_life(mob/living/carbon/human/H)
if(H.stat == DEAD) //can't farm slime jelly from a dead slime/jelly person indefinitely
return
if(!H.blood_volume)
H.blood_volume += 5
H.adjustBruteLoss(5)
to_chat(H, "<span class='danger'>You feel empty!</span>")
if(H.blood_volume < (BLOOD_VOLUME_NORMAL * H.blood_ratio))
if(H.nutrition >= NUTRITION_LEVEL_STARVING)
H.blood_volume += 3
H.nutrition -= 2.5
if(H.blood_volume < (BLOOD_VOLUME_OKAY*H.blood_ratio))
if(prob(5))
to_chat(H, "<span class='danger'>You feel drained!</span>")
if(H.blood_volume < (BLOOD_VOLUME_BAD*H.blood_ratio))
Cannibalize_Body(H)
if(regenerate_limbs)
regenerate_limbs.UpdateButtonIcon()
/datum/species/jelly/proc/Cannibalize_Body(mob/living/carbon/human/H)
var/list/limbs_to_consume = list(BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG) - H.get_missing_limbs()
var/obj/item/bodypart/consumed_limb
if(!limbs_to_consume.len)
H.losebreath++
return
if(H.get_num_legs(FALSE)) //Legs go before arms
limbs_to_consume -= list(BODY_ZONE_R_ARM, BODY_ZONE_L_ARM)
consumed_limb = H.get_bodypart(pick(limbs_to_consume))
consumed_limb.drop_limb()
to_chat(H, "<span class='userdanger'>Your [consumed_limb] is drawn back into your body, unable to maintain its shape!</span>")
qdel(consumed_limb)
H.blood_volume += 20
/datum/action/innate/regenerate_limbs
name = "Regenerate Limbs"
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "slimeheal"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
/datum/action/innate/regenerate_limbs/IsAvailable()
if(..())
var/mob/living/carbon/human/H = owner
var/list/limbs_to_heal = H.get_missing_limbs()
if(limbs_to_heal.len < 1)
return 0
if(H.blood_volume >= (BLOOD_VOLUME_OKAY*H.blood_ratio)+40)
return 1
return 0
/datum/action/innate/regenerate_limbs/Activate()
var/mob/living/carbon/human/H = owner
var/list/limbs_to_heal = H.get_missing_limbs()
if(limbs_to_heal.len < 1)
to_chat(H, "<span class='notice'>You feel intact enough as it is.</span>")
return
to_chat(H, "<span class='notice'>You focus intently on your missing [limbs_to_heal.len >= 2 ? "limbs" : "limb"]...</span>")
if(H.blood_volume >= 40*limbs_to_heal.len+(BLOOD_VOLUME_OKAY*H.blood_ratio))
H.regenerate_limbs()
H.blood_volume -= 40*limbs_to_heal.len
to_chat(H, "<span class='notice'>...and after a moment you finish reforming!</span>")
return
else if(H.blood_volume >= 40)//We can partially heal some limbs
while(H.blood_volume >= (BLOOD_VOLUME_OKAY*H.blood_ratio)+40)
var/healed_limb = pick(limbs_to_heal)
H.regenerate_limb(healed_limb)
limbs_to_heal -= healed_limb
H.blood_volume -= 40
to_chat(H, "<span class='warning'>...but there is not enough of you to fix everything! You must attain more mass to heal completely!</span>")
return
to_chat(H, "<span class='warning'>...but there is not enough of you to go around! You must attain more mass to heal!</span>")
////////////////////////////////////////////////////////SLIMEPEOPLE///////////////////////////////////////////////////////////////////
//Slime people are able to split like slimes, retaining a single mind that can swap between bodies at will, even after death.
/datum/species/jelly/slime
name = "Xenobiological Slime Entity"
id = "slime"
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
say_mod = "says"
hair_color = "mutcolor"
hair_alpha = 150
ignored_by = list(/mob/living/simple_animal/slime)
var/datum/action/innate/split_body/slime_split
var/list/mob/living/carbon/bodies
var/datum/action/innate/swap_body/swap_body
/datum/species/jelly/slime/on_species_loss(mob/living/carbon/C)
if(slime_split)
slime_split.Remove(C)
if(swap_body)
swap_body.Remove(C)
bodies -= C // This means that the other bodies maintain a link
// so if someone mindswapped into them, they'd still be shared.
bodies = null
C.blood_volume = min(C.blood_volume, (BLOOD_VOLUME_NORMAL*C.blood_ratio))
..()
/datum/species/jelly/slime/on_species_gain(mob/living/carbon/C, datum/species/old_species)
..()
if(ishuman(C))
slime_split = new
slime_split.Grant(C)
swap_body = new
swap_body.Grant(C)
if(!bodies || !bodies.len)
bodies = list(C)
else
bodies |= C
/datum/species/jelly/slime/spec_death(gibbed, mob/living/carbon/human/H)
if(slime_split)
if(!H.mind || !H.mind.active)
return
var/list/available_bodies = (bodies - H)
for(var/mob/living/L in available_bodies)
if(!swap_body.can_swap(L))
available_bodies -= L
if(!LAZYLEN(available_bodies))
return
swap_body.swap_to_dupe(H.mind, pick(available_bodies))
//If you're cloned you get your body pool back
/datum/species/jelly/slime/copy_properties_from(datum/species/jelly/slime/old_species)
bodies = old_species.bodies
/datum/species/jelly/slime/spec_life(mob/living/carbon/human/H)
if(H.blood_volume >= BLOOD_VOLUME_SLIME_SPLIT)
if(prob(5))
to_chat(H, "<span class='notice'>You feel very bloated!</span>")
else if(H.nutrition >= NUTRITION_LEVEL_WELL_FED)
H.blood_volume += 3
H.nutrition -= 2.5
..()
/datum/action/innate/split_body
name = "Split Body"
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "slimesplit"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
/datum/action/innate/split_body/IsAvailable()
if(..())
var/mob/living/carbon/human/H = owner
if(H.blood_volume >= BLOOD_VOLUME_SLIME_SPLIT)
return 1
return 0
/datum/action/innate/split_body/Activate()
var/mob/living/carbon/human/H = owner
if(!isslimeperson(H))
return
CHECK_DNA_AND_SPECIES(H)
H.visible_message("<span class='notice'>[owner] gains a look of \
concentration while standing perfectly still.</span>",
"<span class='notice'>You focus intently on moving your body while \
standing perfectly still...</span>")
H.notransform = TRUE
if(do_after(owner, delay=60, needhand=FALSE, target=owner, progress=TRUE))
if(H.blood_volume >= BLOOD_VOLUME_SLIME_SPLIT)
make_dupe()
else
to_chat(H, "<span class='warning'>...but there is not enough of you to go around! You must attain more mass to split!</span>")
else
to_chat(H, "<span class='warning'>...but fail to stand perfectly still!</span>")
H.notransform = FALSE
/datum/action/innate/split_body/proc/make_dupe()
var/mob/living/carbon/human/H = owner
CHECK_DNA_AND_SPECIES(H)
var/mob/living/carbon/human/spare = new /mob/living/carbon/human(H.loc)
spare.underwear = "Nude"
H.dna.transfer_identity(spare, transfer_SE=1)
spare.dna.features["mcolor"] = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F")
spare.real_name = spare.dna.real_name
spare.name = spare.dna.real_name
spare.updateappearance(mutcolor_update=1)
spare.domutcheck()
spare.Move(get_step(H.loc, pick(NORTH,SOUTH,EAST,WEST)))
H.blood_volume *= 0.45
H.notransform = 0
var/datum/species/jelly/slime/origin_datum = H.dna.species
origin_datum.bodies |= spare
var/datum/species/jelly/slime/spare_datum = spare.dna.species
spare_datum.bodies = origin_datum.bodies
H.transfer_trait_datums(spare)
H.mind.transfer_to(spare)
spare.visible_message("<span class='warning'>[H] distorts as a new body \
\"steps out\" of [H.p_them()].</span>",
"<span class='notice'>...and after a moment of disorentation, \
you're besides yourself!</span>")
/datum/action/innate/swap_body
name = "Swap Body"
check_flags = NONE
button_icon_state = "slimeswap"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
/datum/action/innate/swap_body/Activate()
if(!isslimeperson(owner))
to_chat(owner, "<span class='warning'>You are not a slimeperson.</span>")
Remove(owner)
else
ui_interact(owner)
/datum/action/innate/swap_body/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "slime_swap_body", name, 400, 400, master_ui, state)
ui.open()
/datum/action/innate/swap_body/ui_data(mob/user)
var/mob/living/carbon/human/H = owner
if(!isslimeperson(H))
return
var/datum/species/jelly/slime/SS = H.dna.species
var/list/data = list()
data["bodies"] = list()
for(var/b in SS.bodies)
var/mob/living/carbon/human/body = b
if(!body || QDELETED(body) || !isslimeperson(body))
SS.bodies -= b
continue
var/list/L = list()
// HTML colors need a # prefix
L["htmlcolor"] = "#[body.dna.features["mcolor"]]"
L["area"] = get_area_name(body, TRUE)
var/stat = "error"
switch(body.stat)
if(CONSCIOUS)
stat = "Conscious"
if(UNCONSCIOUS)
stat = "Unconscious"
if(DEAD)
stat = "Dead"
var/occupied
if(body == H)
occupied = "owner"
else if(body.mind && body.mind.active)
occupied = "stranger"
else
occupied = "available"
L["status"] = stat
L["exoticblood"] = body.blood_volume
L["name"] = body.name
L["ref"] = "[REF(body)]"
L["occupied"] = occupied
var/button
if(occupied == "owner")
button = "selected"
else if(occupied == "stranger")
button = "danger"
else if(can_swap(body))
button = null
else
button = "disabled"
L["swap_button_state"] = button
L["swappable"] = (occupied == "available") && can_swap(body)
data["bodies"] += list(L)
return data
/datum/action/innate/swap_body/ui_act(action, params)
if(..())
return
var/mob/living/carbon/human/H = owner
if(!isslimeperson(owner))
return
if(!H.mind || !H.mind.active)
return
switch(action)
if("swap")
var/mob/living/carbon/human/selected = locate(params["ref"])
if(!can_swap(selected))
return
SStgui.close_uis(src)
swap_to_dupe(H.mind, selected)
/datum/action/innate/swap_body/proc/can_swap(mob/living/carbon/human/dupe)
var/mob/living/carbon/human/H = owner
if(!isslimeperson(H))
return FALSE
var/datum/species/jelly/slime/SS = H.dna.species
if(QDELETED(dupe)) //Is there a body?
SS.bodies -= dupe
return FALSE
if(!isslimeperson(dupe)) //Is it a slimeperson?
SS.bodies -= dupe
return FALSE
if(dupe.stat == DEAD) //Is it alive?
return FALSE
if(dupe.stat != CONSCIOUS) //Is it awake?
return FALSE
if(dupe.mind && dupe.mind.active) //Is it unoccupied?
return FALSE
if(!(dupe in SS.bodies)) //Do we actually own it?
return FALSE
return TRUE
/datum/action/innate/swap_body/proc/swap_to_dupe(datum/mind/M, mob/living/carbon/human/dupe)
if(!can_swap(dupe)) //sanity check
return
if(M.current.stat == CONSCIOUS)
M.current.visible_message("<span class='notice'>[M.current] \
stops moving and starts staring vacantly into space.</span>",
"<span class='notice'>You stop moving this body...</span>")
else
to_chat(M.current, "<span class='notice'>You abandon this body...</span>")
M.current.transfer_trait_datums(dupe)
M.transfer_to(dupe)
dupe.visible_message("<span class='notice'>[dupe] blinks and looks \
around.</span>",
"<span class='notice'>...and move this one instead.</span>")
////////////////////////////////////////////////////////Round Start Slimes///////////////////////////////////////////////////////////////////
/datum/species/jelly/roundstartslime
name = "Xenobiological Slime Hybrid"
id = "slimeperson"
limbs_id = "slime"
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
inherent_traits = list(TRAIT_TOXINLOVER)
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_body_markings", "mam_snouts", "taur")
default_features = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_body_markings" = "Plain", "mam_snouts" = "None", "taur" = "None")
say_mod = "says"
hair_color = "mutcolor"
hair_alpha = 160 //a notch brighter so it blends better.
coldmod = 3
heatmod = 1
burnmod = 1
/datum/species/jelly/roundstartslime/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/jelly/roundstartslime/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/jelly/roundstartslime/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
/datum/species/jelly/roundstartslime/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
/datum/species/jelly/roundstartslime/start_wagging_tail(mob/living/carbon/human/H)
if("mam_tail" in mutant_bodyparts)
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/jelly/roundstartslime/stop_wagging_tail(mob/living/carbon/human/H)
if("mam_waggingtail" in mutant_bodyparts)
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
/datum/action/innate/slime_change
name = "Alter Form"
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "alter_form" //placeholder
icon_icon = 'modular_citadel/icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
/datum/action/innate/slime_change/Activate()
var/mob/living/carbon/human/H = owner
if(!isjellyperson(H))
return
else
H.visible_message("<span class='notice'>[owner] gains a look of \
concentration while standing perfectly still.\
Their body seems to shift and starts getting more goo-like.</span>",
"<span class='notice'>You focus intently on altering your body while \
standing perfectly still...</span>")
change_form()
/datum/action/innate/slime_change/proc/change_form()
var/mob/living/carbon/human/H = owner
var/select_alteration = input(owner, "Select what part of your form to alter", "Form Alteration", "cancel") in list("Hair Style", "Genitals", "Tail", "Snout", "Markings", "Ears", "Taur body", "Penis", "Vagina", "Penis Length", "Breast Size", "Breast Shape", "Cancel")
if(select_alteration == "Hair Style")
if(H.gender == MALE)
var/new_style = input(owner, "Select a facial hair style", "Hair Alterations") as null|anything in GLOB.facial_hair_styles_list
if(new_style)
H.facial_hair_style = new_style
else
H.facial_hair_style = "Shaved"
//handle normal hair
var/new_style = input(owner, "Select a hair style", "Hair Alterations") as null|anything in GLOB.hair_styles_list
if(new_style)
H.hair_style = new_style
H.update_hair()
else if (select_alteration == "Genitals")
var/operation = input("Select organ operation.", "Organ Manipulation", "cancel") in list("add sexual organ", "remove sexual organ", "cancel")
switch(operation)
if("add sexual organ")
var/new_organ = input("Select sexual organ:", "Organ Manipulation") as null|anything in GLOB.genitals_list
if(!new_organ)
return
H.give_genital(GLOB.genitals_list[new_organ])
if("remove sexual organ")
var/list/organs = list()
for(var/obj/item/organ/genital/X in H.internal_organs)
var/obj/item/organ/I = X
organs["[I.name] ([I.type])"] = I
var/obj/item/O = input("Select sexual organ:", "Organ Manipulation", null) as null|anything in organs
var/obj/item/organ/genital/G = organs[O]
if(!G)
return
G.forceMove(get_turf(H))
qdel(G)
H.update_genitals()
else if (select_alteration == "Ears")
var/list/snowflake_ears_list = list("Normal" = null)
for(var/path in GLOB.mam_ears_list)
var/datum/sprite_accessory/mam_ears/instance = GLOB.mam_ears_list[path]
if(istype(instance, /datum/sprite_accessory))
var/datum/sprite_accessory/S = instance
if((!S.ckeys_allowed) || (S.ckeys_allowed.Find(H.client.ckey)))
snowflake_ears_list[S.name] = path
var/new_ears
new_ears = input(owner, "Choose your character's ears:", "Ear Alteration") as null|anything in snowflake_ears_list
if(new_ears)
H.dna.features["mam_ears"] = new_ears
H.update_body()
else if (select_alteration == "Snout")
var/list/snowflake_snouts_list = list("Normal" = null)
for(var/path in GLOB.mam_snouts_list)
var/datum/sprite_accessory/mam_snouts/instance = GLOB.mam_snouts_list[path]
if(istype(instance, /datum/sprite_accessory))
var/datum/sprite_accessory/S = instance
if((!S.ckeys_allowed) || (S.ckeys_allowed.Find(H.client.ckey)))
snowflake_snouts_list[S.name] = path
var/new_snout
new_snout = input(owner, "Choose your character's face:", "Face Alteration") as null|anything in snowflake_snouts_list
if(new_snout)
H.dna.features["mam_snouts"] = new_snout
H.update_body()
else if (select_alteration == "Markings")
var/list/snowflake_markings_list = list()
for(var/path in GLOB.mam_body_markings_list)
var/datum/sprite_accessory/mam_body_markings/instance = GLOB.mam_body_markings_list[path]
if(istype(instance, /datum/sprite_accessory))
var/datum/sprite_accessory/S = instance
if((!S.ckeys_allowed) || (S.ckeys_allowed.Find(H.client.ckey)))
snowflake_markings_list[S.name] = path
var/new_mam_body_markings
new_mam_body_markings = input(H, "Choose your character's body markings:", "Marking Alteration") as null|anything in snowflake_markings_list
if(new_mam_body_markings)
H.dna.features["mam_body_markings"] = new_mam_body_markings
if(new_mam_body_markings == "None")
H.dna.features["mam_body_markings"] = "Plain"
for(var/X in H.bodyparts) //propagates the markings changes
var/obj/item/bodypart/BP = X
BP.update_limb(FALSE, H)
H.update_body()
else if (select_alteration == "Tail")
var/list/snowflake_tails_list = list("Normal" = null)
for(var/path in GLOB.mam_tails_list)
var/datum/sprite_accessory/mam_tails/instance = GLOB.mam_tails_list[path]
if(istype(instance, /datum/sprite_accessory))
var/datum/sprite_accessory/S = instance
if((!S.ckeys_allowed) || (S.ckeys_allowed.Find(H.client.ckey)))
snowflake_tails_list[S.name] = path
var/new_tail
new_tail = input(owner, "Choose your character's Tail(s):", "Tail Alteration") as null|anything in snowflake_tails_list
if(new_tail)
H.dna.features["mam_tail"] = new_tail
if(new_tail != "None")
H.dna.features["taur"] = "None"
H.update_body()
else if (select_alteration == "Taur body")
var/list/snowflake_taur_list = list("Normal" = null)
for(var/path in GLOB.taur_list)
var/datum/sprite_accessory/taur/instance = GLOB.taur_list[path]
if(istype(instance, /datum/sprite_accessory))
var/datum/sprite_accessory/S = instance
if((!S.ckeys_allowed) || (S.ckeys_allowed.Find(H.client.ckey)))
snowflake_taur_list[S.name] = path
var/new_taur
new_taur = input(owner, "Choose your character's tauric body:", "Tauric Alteration") as null|anything in snowflake_taur_list
if(new_taur)
H.dna.features["taur"] = new_taur
if(new_taur != "None")
H.dna.features["mam_tail"] = "None"
H.update_body()
else if (select_alteration == "Penis")
for(var/obj/item/organ/genital/penis/X in H.internal_organs)
qdel(X)
var/new_shape
new_shape = input(owner, "Choose your character's dong", "Genital Alteration") as null|anything in GLOB.cock_shapes_list
if(new_shape)
H.dna.features["cock_shape"] = new_shape
H.update_genitals()
H.give_genital(/obj/item/organ/genital/testicles)
H.give_genital(/obj/item/organ/genital/penis)
H.apply_overlay()
else if (select_alteration == "Vagina")
for(var/obj/item/organ/genital/vagina/X in H.internal_organs)
qdel(X)
var/new_shape
new_shape = input(owner, "Choose your character's pussy", "Genital Alteration") as null|anything in GLOB.vagina_shapes_list
if(new_shape)
H.dna.features["vag_shape"] = new_shape
H.update_genitals()
H.give_genital(/obj/item/organ/genital/womb)
H.give_genital(/obj/item/organ/genital/vagina)
H.apply_overlay()
else if (select_alteration == "Penis Length")
for(var/obj/item/organ/genital/penis/X in H.internal_organs)
qdel(X)
var/new_length
new_length = input(owner, "Penis length in inches:\n([COCK_SIZE_MIN]-[COCK_SIZE_MAX])", "Genital Alteration") as num|null
if(new_length)
H.dna.features["cock_length"] = max(min( round(text2num(new_length)), COCK_SIZE_MAX),COCK_SIZE_MIN)
H.update_genitals()
H.apply_overlay()
H.give_genital(/obj/item/organ/genital/testicles)
H.give_genital(/obj/item/organ/genital/penis)
else if (select_alteration == "Breast Size")
for(var/obj/item/organ/genital/breasts/X in H.internal_organs)
qdel(X)
var/new_size
new_size = input(owner, "Breast Size", "Genital Alteration") as null|anything in GLOB.breasts_size_list
if(new_size)
H.dna.features["breasts_size"] = new_size
H.update_genitals()
H.apply_overlay()
H.give_genital(/obj/item/organ/genital/breasts)
else if (select_alteration == "Breast Shape")
for(var/obj/item/organ/genital/breasts/X in H.internal_organs)
qdel(X)
var/new_shape
new_shape = input(owner, "Breast Shape", "Genital Alteration") as null|anything in GLOB.breasts_shapes_list
if(new_shape)
H.dna.features["breasts_shape"] = new_shape
H.update_genitals()
H.apply_overlay()
H.give_genital(/obj/item/organ/genital/breasts)
else
return
///////////////////////////////////LUMINESCENTS//////////////////////////////////////////
//Luminescents are able to consume and use slime extracts, without them decaying.
/datum/species/jelly/luminescent
name = "Luminescent Slime Entity"
id = "lum"
say_mod = "says"
var/glow_intensity = LUMINESCENT_DEFAULT_GLOW
var/obj/effect/dummy/luminescent_glow/glow
var/obj/item/slime_extract/current_extract
var/datum/action/innate/integrate_extract/integrate_extract
var/datum/action/innate/use_extract/extract_minor
var/datum/action/innate/use_extract/major/extract_major
var/extract_cooldown = 0
/datum/species/jelly/luminescent/on_species_loss(mob/living/carbon/C)
..()
if(current_extract)
current_extract.forceMove(C.drop_location())
current_extract = null
qdel(glow)
if(integrate_extract)
integrate_extract.Remove(C)
if(extract_minor)
extract_minor.Remove(C)
if(extract_major)
extract_major.Remove(C)
/datum/species/jelly/luminescent/on_species_gain(mob/living/carbon/C, datum/species/old_species)
..()
glow = new(C)
update_glow(C)
integrate_extract = new(src)
integrate_extract.Grant(C)
extract_minor = new(src)
extract_minor.Grant(C)
extract_major = new(src)
extract_major.Grant(C)
/datum/species/jelly/luminescent/proc/update_slime_actions()
integrate_extract.update_name()
integrate_extract.UpdateButtonIcon()
extract_minor.UpdateButtonIcon()
extract_major.UpdateButtonIcon()
/datum/species/jelly/luminescent/proc/update_glow(mob/living/carbon/C, intensity)
if(intensity)
glow_intensity = intensity
glow.set_light(glow_intensity, glow_intensity, C.dna.features["mcolor"])
/obj/effect/dummy/luminescent_glow
name = "luminescent glow"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = "#FFFFFF"
light_range = LUMINESCENT_DEFAULT_GLOW
/obj/effect/dummy/luminescent_glow/Initialize()
. = ..()
if(!isliving(loc))
return INITIALIZE_HINT_QDEL
/datum/action/innate/integrate_extract
name = "Integrate Extract"
desc = "Eat a slime extract to use its properties."
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "slimeconsume"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
var/datum/species/jelly/luminescent/species
/datum/action/innate/integrate_extract/New(_species)
..()
species = _species
/datum/action/innate/integrate_extract/proc/update_name()
if(!species || !species.current_extract)
name = "Integrate Extract"
desc = "Eat a slime extract to use its properties."
else
name = "Eject Extract"
desc = "Eject your current slime extract."
/datum/action/innate/integrate_extract/UpdateButtonIcon(status_only, force)
if(!species || !species.current_extract)
button_icon_state = "slimeconsume"
else
button_icon_state = "slimeeject"
..()
/datum/action/innate/integrate_extract/ApplyIcon(obj/screen/movable/action_button/current_button, force)
..(current_button, TRUE)
if(species && species.current_extract)
current_button.add_overlay(mutable_appearance(species.current_extract.icon, species.current_extract.icon_state))
/datum/action/innate/integrate_extract/Activate()
var/mob/living/carbon/human/H = owner
if(!is_species(H, /datum/species/jelly/luminescent) || !species)
return
CHECK_DNA_AND_SPECIES(H)
if(species.current_extract)
var/obj/item/slime_extract/S = species.current_extract
if(!H.put_in_active_hand(S))
S.forceMove(H.drop_location())
species.current_extract = null
to_chat(H, "<span class='notice'>You eject [S].</span>")
species.update_slime_actions()
else
var/obj/item/I = H.get_active_held_item()
if(istype(I, /obj/item/slime_extract))
var/obj/item/slime_extract/S = I
if(!S.Uses)
to_chat(H, "<span class='warning'>[I] is spent! You cannot integrate it.</span>")
return
if(!H.temporarilyRemoveItemFromInventory(S))
return
S.forceMove(H)
species.current_extract = S
to_chat(H, "<span class='notice'>You consume [I], and you feel it pulse within you...</span>")
species.update_slime_actions()
else
to_chat(H, "<span class='warning'>You need to hold an unused slime extract in your active hand!</span>")
/datum/action/innate/use_extract
name = "Extract Minor Activation"
desc = "Pulse the slime extract with energized jelly to activate it."
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "slimeuse1"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
var/activation_type = SLIME_ACTIVATE_MINOR
var/datum/species/jelly/luminescent/species
/datum/action/innate/use_extract/New(_species)
..()
species = _species
/datum/action/innate/use_extract/IsAvailable()
if(..())
if(species && species.current_extract && (world.time > species.extract_cooldown))
return TRUE
return FALSE
/datum/action/innate/use_extract/ApplyIcon(obj/screen/movable/action_button/current_button, force)
..(current_button, TRUE)
if(species && species.current_extract)
current_button.add_overlay(mutable_appearance(species.current_extract.icon, species.current_extract.icon_state))
/datum/action/innate/use_extract/Activate()
var/mob/living/carbon/human/H = owner
if(!is_species(H, /datum/species/jelly/luminescent) || !species)
return
CHECK_DNA_AND_SPECIES(H)
if(species.current_extract)
species.extract_cooldown = world.time + 100
var/cooldown = species.current_extract.activate(H, species, activation_type)
species.extract_cooldown = world.time + cooldown
/datum/action/innate/use_extract/major
name = "Extract Major Activation"
desc = "Pulse the slime extract with plasma jelly to activate it."
button_icon_state = "slimeuse2"
activation_type = SLIME_ACTIVATE_MAJOR
///////////////////////////////////STARGAZERS//////////////////////////////////////////
//Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing participants.
/datum/species/jelly/stargazer
name = "Stargazer Slime Entity"
id = "stargazer"
var/datum/action/innate/project_thought/project_thought
var/datum/action/innate/link_minds/link_minds
var/list/mob/living/linked_mobs = list()
var/list/datum/action/innate/linked_speech/linked_actions = list()
var/mob/living/carbon/human/slimelink_owner
var/current_link_id = 0
/datum/species/jelly/stargazer/on_species_loss(mob/living/carbon/C)
..()
for(var/M in linked_mobs)
unlink_mob(M)
if(project_thought)
project_thought.Remove(C)
if(link_minds)
link_minds.Remove(C)
/datum/species/jelly/stargazer/spec_death(gibbed, mob/living/carbon/human/H)
..()
for(var/M in linked_mobs)
unlink_mob(M)
/datum/species/jelly/stargazer/on_species_gain(mob/living/carbon/C, datum/species/old_species)
..()
project_thought = new(src)
project_thought.Grant(C)
link_minds = new(src)
link_minds.Grant(C)
slimelink_owner = C
link_mob(C)
/datum/species/jelly/stargazer/proc/link_mob(mob/living/M)
if(QDELETED(M) || M.stat == DEAD)
return FALSE
if(HAS_TRAIT(M, TRAIT_MINDSHIELD)) //mindshield implant, no dice
return FALSE
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
return FALSE
if(M in linked_mobs)
return FALSE
linked_mobs.Add(M)
to_chat(M, "<span class='notice'>You are now connected to [slimelink_owner.real_name]'s Slime Link.</span>")
var/datum/action/innate/linked_speech/action = new(src)
linked_actions.Add(action)
action.Grant(M)
return TRUE
/datum/species/jelly/stargazer/proc/unlink_mob(mob/living/M)
var/link_id = linked_mobs.Find(M)
if(!(link_id))
return
var/datum/action/innate/linked_speech/action = linked_actions[link_id]
action.Remove(M)
to_chat(M, "<span class='notice'>You are no longer connected to [slimelink_owner.real_name]'s Slime Link.</span>")
linked_mobs[link_id] = null
linked_actions[link_id] = null
/datum/action/innate/linked_speech
name = "Slimelink"
desc = "Send a psychic message to everyone connected to your slime link."
button_icon_state = "link_speech"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
var/datum/species/jelly/stargazer/species
/datum/action/innate/linked_speech/New(_species)
..()
species = _species
/datum/action/innate/linked_speech/Activate()
var/mob/living/carbon/human/H = owner
if(!species || !(H in species.linked_mobs))
to_chat(H, "<span class='warning'>The link seems to have been severed...</span>")
Remove(H)
return
var/message = sanitize(input("Message:", "Slime Telepathy") as text|null)
if(!species || !(H in species.linked_mobs))
to_chat(H, "<span class='warning'>The link seems to have been severed...</span>")
Remove(H)
return
if(QDELETED(H) || H.stat == DEAD)
species.unlink_mob(H)
return
if(message)
var/msg = "<i><font color=#008CA2>\[[species.slimelink_owner.real_name]'s Slime Link\] <b>[H]:</b> [message]</font></i>"
log_directed_talk(H, species.slimelink_owner, msg, LOG_SAY, "slime link")
for(var/X in species.linked_mobs)
var/mob/living/M = X
if(QDELETED(M) || M.stat == DEAD)
species.unlink_mob(M)
continue
to_chat(M, msg)
for(var/X in GLOB.dead_mob_list)
var/mob/M = X
var/link = FOLLOW_LINK(M, H)
to_chat(M, "[link] [msg]")
/datum/action/innate/project_thought
name = "Send Thought"
desc = "Send a private psychic message to someone you can see."
button_icon_state = "send_mind"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
/datum/action/innate/project_thought/Activate()
var/mob/living/carbon/human/H = owner
if(H.stat == DEAD)
return
if(!is_species(H, /datum/species/jelly/stargazer))
return
CHECK_DNA_AND_SPECIES(H)
var/list/options = list()
for(var/mob/living/Ms in oview(H))
options += Ms
var/mob/living/M = input("Select who to send your message to:","Send thought to?",null) as null|mob in options
if(!M)
return
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(H, "<span class='notice'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return
var/msg = sanitize(input("Message:", "Telepathy") as text|null)
if(msg)
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(H, "<span class='notice'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return
log_directed_talk(H, M, msg, LOG_SAY, "slime telepathy")
to_chat(M, "<span class='notice'>You hear an alien voice in your head... </span><font color=#008CA2>[msg]</font>")
to_chat(H, "<span class='notice'>You telepathically said: \"[msg]\" to [M]</span>")
for(var/dead in GLOB.dead_mob_list)
if(!isobserver(dead))
continue
var/follow_link_user = FOLLOW_LINK(dead, H)
var/follow_link_target = FOLLOW_LINK(dead, M)
to_chat(dead, "[follow_link_user] <span class='name'>[H]</span> <span class='alertalien'>Slime Telepathy --> </span> [follow_link_target] <span class='name'>[M]</span> <span class='noticealien'>[msg]</span>")
/datum/action/innate/link_minds
name = "Link Minds"
desc = "Link someone's mind to your Slime Link, allowing them to communicate telepathically with other linked minds."
button_icon_state = "mindlink"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
var/datum/species/jelly/stargazer/species
/datum/action/innate/link_minds/New(_species)
..()
species = _species
/datum/action/innate/link_minds/Activate()
var/mob/living/carbon/human/H = owner
if(!is_species(H, /datum/species/jelly/stargazer))
return
CHECK_DNA_AND_SPECIES(H)
if(!H.pulling || !isliving(H.pulling) || H.grab_state < GRAB_AGGRESSIVE)
to_chat(H, "<span class='warning'>You need to aggressively grab someone to link minds!</span>")
return
var/mob/living/target = H.pulling
to_chat(H, "<span class='notice'>You begin linking [target]'s mind to yours...</span>")
to_chat(target, "<span class='warning'>You feel a foreign presence within your mind...</span>")
if(do_after(H, 60, target = target))
if(H.pulling != target || H.grab_state < GRAB_AGGRESSIVE)
return
if(species.link_mob(target))
to_chat(H, "<span class='notice'>You connect [target]'s mind to your slime link!</span>")
else
to_chat(H, "<span class='warning'>You can't seem to link [target]'s mind...</span>")
to_chat(target, "<span class='warning'>The foreign presence leaves your mind.</span>")
@@ -1,106 +0,0 @@
/datum/species/lizard
// Reptilian humanoids with scaled skin and tails.
name = "Anthromorphic Lizard"
id = "lizard"
say_mod = "hisses"
default_color = "00FF00"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID, MOB_REPTILE)
mutant_bodyparts = list("tail_lizard", "snout", "spines", "horns", "frills", "body_markings", "legs", "taur", "deco_wings")
mutanttongue = /obj/item/organ/tongue/lizard
mutanttail = /obj/item/organ/tail/lizard
coldmod = 1.5
heatmod = 0.67
default_features = list("mcolor" = "0F0", "mcolor2" = "0F0", "mcolor3" = "0F0", "tail_lizard" = "Smooth", "snout" = "Round",
"horns" = "None", "frills" = "None", "spines" = "None", "body_markings" = "None",
"legs" = "Digitigrade", "taur" = "None", "deco_wings" = "None")
attack_verb = "slash"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/lizard
gib_types = list(/obj/effect/gibspawner/lizard, /obj/effect/gibspawner/lizard/bodypartless)
skinned_type = /obj/item/stack/sheet/animalhide/lizard
exotic_bloodtype = "L"
disliked_food = GRAIN | DAIRY
liked_food = GROSS | MEAT
/datum/species/lizard/after_equip_job(datum/job/J, mob/living/carbon/human/H)
H.grant_language(/datum/language/draconic)
/datum/species/lizard/random_name(gender,unique,lastname)
if(unique)
return random_unique_lizard_name(gender)
var/randname = lizard_name(gender)
if(lastname)
randname += " [lastname]"
return randname
/datum/species/lizard/qualifies_for_rank(rank, list/features)
return TRUE
//I wag in death
/datum/species/lizard/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/lizard/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/lizard/can_wag_tail(mob/living/carbon/human/H)
return ("tail_lizard" in mutant_bodyparts) || ("waggingtail_lizard" in mutant_bodyparts)
/datum/species/lizard/is_wagging_tail(mob/living/carbon/human/H)
return ("waggingtail_lizard" in mutant_bodyparts)
/datum/species/lizard/start_wagging_tail(mob/living/carbon/human/H)
if("tail_lizard" in mutant_bodyparts)
mutant_bodyparts -= "tail_lizard"
mutant_bodyparts -= "spines"
mutant_bodyparts |= "waggingtail_lizard"
mutant_bodyparts |= "waggingspines"
H.update_body()
/datum/species/lizard/stop_wagging_tail(mob/living/carbon/human/H)
if("waggingtail_lizard" in mutant_bodyparts)
mutant_bodyparts -= "waggingtail_lizard"
mutant_bodyparts -= "waggingspines"
mutant_bodyparts |= "tail_lizard"
mutant_bodyparts |= "spines"
H.update_body()
/datum/species/lizard/on_species_gain(mob/living/carbon/human/C, datum/species/old_species)
if(("legs" in C.dna.species.mutant_bodyparts) && (C.dna.features["legs"] == "Digitigrade" || C.dna.features["legs"] == "Avian"))
species_traits += DIGITIGRADE
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(FALSE)
return ..()
/datum/species/lizard/on_species_loss(mob/living/carbon/human/C, datum/species/new_species)
if(("legs" in C.dna.species.mutant_bodyparts) && C.dna.features["legs"] == "Plantigrade")
species_traits -= DIGITIGRADE
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(TRUE)
/*
Lizard subspecies: ASHWALKERS
*/
/datum/species/lizard/ashwalker
name = "Ash Walker"
id = "ashlizard"
limbs_id = "lizard"
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,DIGITIGRADE)
inherent_traits = list(TRAIT_NOGUNS)
mutantlungs = /obj/item/organ/lungs/ashwalker
burnmod = 0.9
brutemod = 0.9
/datum/species/lizard/ashwalker/on_species_gain(mob/living/carbon/human/C, datum/species/old_species)
if((C.dna.features["spines"] != "None" ) && (C.dna.features["tail_lizard"] == "None")) //tbh, it's kinda ugly for them not to have a tail yet have floating spines
C.dna.features["tail_lizard"] = "Smooth"
C.update_body()
return ..()
@@ -1,220 +0,0 @@
#define HEART_RESPAWN_THRESHHOLD 40
#define HEART_SPECIAL_SHADOWIFY 2
/datum/species/shadow
// Humans cursed to stay in the darkness, lest their life forces drain. They regain health in shadow and die in light.
name = "???"
id = "shadow"
sexes = 0
blacklisted = 1
ignored_by = list(/mob/living/simple_animal/hostile/faithless)
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/shadow
species_traits = list(NOBLOOD,NOEYES)
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH)
dangerous_existence = 1
mutanteyes = /obj/item/organ/eyes/night_vision
/datum/species/shadow/spec_life(mob/living/carbon/human/H)
var/turf/T = H.loc
if(istype(T))
var/light_amount = T.get_lumcount()
if(light_amount > SHADOW_SPECIES_LIGHT_THRESHOLD) //if there's enough light, start dying
H.take_overall_damage(1,1)
else if (light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD) //heal in the dark
H.heal_overall_damage(1,1)
/datum/species/shadow/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return ..()
/datum/species/shadow/nightmare
name = "Nightmare"
id = "nightmare"
limbs_id = "shadow"
burnmod = 1.5
blacklisted = TRUE
no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM, SLOT_S_STORE)
species_traits = list(NOBLOOD,NO_UNDERWEAR,NO_DNA_COPY,NOTRANSSTING,NOEYES,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_NOBREATH,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_NOGUNS,TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOHUNGER)
mutanteyes = /obj/item/organ/eyes/night_vision/nightmare
mutant_organs = list(/obj/item/organ/heart/nightmare)
mutant_brain = /obj/item/organ/brain/nightmare
var/info_text = "You are a <span class='danger'>Nightmare</span>. The ability <span class='warning'>shadow walk</span> allows unlimited, unrestricted movement in the dark while activated. \
Your <span class='warning'>light eater</span> will destroy any light producing objects you attack, as well as destroy any lights a living creature may be holding. You will automatically dodge gunfire and melee attacks when on a dark tile. If killed, you will eventually revive if left in darkness."
/datum/species/shadow/nightmare/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
to_chat(C, "[info_text]")
C.real_name = "[pick(GLOB.nightmare_names)]"
C.name = C.real_name
if(C.mind)
C.mind.name = C.real_name
C.dna.real_name = C.real_name
/datum/species/shadow/nightmare/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
var/turf/T = H.loc
if(istype(T))
var/light_amount = T.get_lumcount()
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
H.visible_message("<span class='danger'>[H] dances in the shadows, evading [P]!</span>")
playsound(T, "bullet_miss", 75, 1)
return -1
return 0
/datum/species/shadow/nightmare/check_roundstart_eligible()
return FALSE
//Organs
/obj/item/organ/brain/nightmare
name = "tumorous mass"
desc = "A fleshy growth that was dug out of the skull of a Nightmare."
icon_state = "brain-x-d"
var/obj/effect/proc_holder/spell/targeted/shadowwalk/shadowwalk
/obj/item/organ/brain/nightmare/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
if(M.dna.species.id != "nightmare")
M.set_species(/datum/species/shadow/nightmare)
visible_message("<span class='warning'>[M] thrashes as [src] takes root in [M.p_their()] body!</span>")
var/obj/effect/proc_holder/spell/targeted/shadowwalk/SW = new
M.AddSpell(SW)
shadowwalk = SW
/obj/item/organ/brain/nightmare/Remove(mob/living/carbon/M, special = 0)
if(shadowwalk)
M.RemoveSpell(shadowwalk)
..()
/obj/item/organ/heart/nightmare
name = "heart of darkness"
desc = "An alien organ that twists and writhes when exposed to light."
icon = 'icons/obj/surgery.dmi'
icon_state = "demon_heart-on"
color = "#1C1C1C"
var/respawn_progress = 0
var/obj/item/light_eater/blade
decay_factor = 0
/obj/item/organ/heart/nightmare/attack(mob/M, mob/living/carbon/user, obj/target)
if(M != user)
return ..()
user.visible_message("<span class='warning'>[user] raises [src] to [user.p_their()] mouth and tears into it with [user.p_their()] teeth!</span>", \
"<span class='danger'>[src] feels unnaturally cold in your hands. You raise [src] your mouth and devour it!</span>")
playsound(user, 'sound/magic/demon_consume.ogg', 50, 1)
user.visible_message("<span class='warning'>Blood erupts from [user]'s arm as it reforms into a weapon!</span>", \
"<span class='userdanger'>Icy blood pumps through your veins as your arm reforms itself!</span>")
user.temporarilyRemoveItemFromInventory(src, TRUE)
Insert(user)
/obj/item/organ/heart/nightmare/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
if(special != HEART_SPECIAL_SHADOWIFY)
blade = new/obj/item/light_eater
M.put_in_hands(blade)
/obj/item/organ/heart/nightmare/Remove(mob/living/carbon/M, special = 0)
respawn_progress = 0
if(blade && special != HEART_SPECIAL_SHADOWIFY)
QDEL_NULL(blade)
M.visible_message("<span class='warning'>\The [blade] disintegrates!</span>")
..()
/obj/item/organ/heart/nightmare/Stop()
return 0
/obj/item/organ/heart/nightmare/update_icon()
return //always beating visually
/obj/item/organ/heart/nightmare/on_death()
if(!owner)
return
var/turf/T = get_turf(owner)
if(istype(T))
var/light_amount = T.get_lumcount()
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
respawn_progress++
playsound(owner,'sound/effects/singlebeat.ogg',40,1)
if(respawn_progress >= HEART_RESPAWN_THRESHHOLD)
owner.revive(full_heal = TRUE)
if(!(owner.dna.species.id == "shadow" || owner.dna.species.id == "nightmare"))
var/mob/living/carbon/old_owner = owner
Remove(owner, HEART_SPECIAL_SHADOWIFY)
old_owner.set_species(/datum/species/shadow)
Insert(old_owner, HEART_SPECIAL_SHADOWIFY)
to_chat(owner, "<span class='userdanger'>You feel the shadows invade your skin, leaping into the center of your chest! You're alive!</span>")
SEND_SOUND(owner, sound('sound/effects/ghost.ogg'))
owner.visible_message("<span class='warning'>[owner] staggers to [owner.p_their()] feet!</span>")
playsound(owner, 'sound/hallucinations/far_noise.ogg', 50, 1)
respawn_progress = 0
//Weapon
/obj/item/light_eater
name = "light eater" //as opposed to heavy eater
icon_state = "arm_blade"
item_state = "arm_blade"
force = 25
armour_penetration = 35
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
sharpness = IS_SHARP
total_mass = TOTAL_MASS_HAND_REPLACEMENT
/obj/item/light_eater/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
AddComponent(/datum/component/butchering, 80, 70)
/obj/item/light_eater/afterattack(atom/movable/AM, mob/user, proximity)
. = ..()
if(!proximity)
return
if(isopenturf(AM)) //So you can actually melee with it
return
if(isliving(AM))
var/mob/living/L = AM
if(iscyborg(AM))
var/mob/living/silicon/robot/borg = AM
if(!borg.lamp_cooldown)
borg.update_headlamp(TRUE, INFINITY)
to_chat(borg, "<span class='danger'>Your headlamp is fried! You'll need a human to help replace it.</span>")
else
for(var/obj/item/O in AM)
if(O.light_range && O.light_power)
disintegrate(O)
if(L.pulling && L.pulling.light_range && isitem(L.pulling))
disintegrate(L.pulling)
else if(isitem(AM))
var/obj/item/I = AM
if(I.light_range && I.light_power)
disintegrate(I)
/obj/item/light_eater/proc/disintegrate(obj/item/O)
if(istype(O, /obj/item/pda))
var/obj/item/pda/PDA = O
PDA.set_light(0)
PDA.fon = FALSE
PDA.f_lum = 0
PDA.update_icon()
visible_message("<span class='danger'>The light in [PDA] shorts out!</span>")
else
visible_message("<span class='danger'>[O] is disintegrated by [src]!</span>")
O.burn()
playsound(src, 'sound/items/welder.ogg', 50, 1)
#undef HEART_SPECIAL_SHADOWIFY
#undef HEART_RESPAWN_THRESHHOLD
@@ -1,30 +0,0 @@
/datum/species/skeleton
// 2spooky
name = "Spooky Scary Skeleton"
id = "skeleton"
say_mod = "rattles"
blacklisted = 0
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/skeleton
species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
inherent_biotypes = list(MOB_UNDEAD, MOB_HUMANOID)
mutanttongue = /obj/item/organ/tongue/bone
damage_overlay_type = ""//let's not show bloody wounds or burns over bones.
disliked_food = NONE
liked_food = GROSS | MEAT | RAW | DAIRY
/datum/species/skeleton/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return ..()
/datum/species/skeleton/space
name = "Spooky Spacey Skeleton"
id = "spaceskeleton"
limbs_id = "skeleton"
blacklisted = 1
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
/datum/species/skeleton/space/check_roundstart_eligible()
return FALSE
@@ -1,127 +0,0 @@
/datum/species/synth
name = "Synthetic" //inherited from the real species, for health scanners and things
id = "synth"
say_mod = "beep boops" //inherited from a user's real species
sexes = 0
species_traits = list(NOTRANSSTING,NOGENITALS,NOAROUSAL) //all of these + whatever we inherit from the real species
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOLIMBDISABLE,TRAIT_NOHUNGER,TRAIT_NOBREATH)
inherent_biotypes = list(MOB_ROBOTIC, MOB_HUMANOID)
dangerous_existence = 1
blacklisted = 1
meat = null
gib_types = /obj/effect/gibspawner/robot
damage_overlay_type = "synth"
limbs_id = "synth"
var/list/initial_species_traits = list(NOTRANSSTING) //for getting these values back for assume_disguise()
var/list/initial_inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOLIMBDISABLE,TRAIT_NOHUNGER,TRAIT_NOBREATH)
var/disguise_fail_health = 75 //When their health gets to this level their synthflesh partially falls off
var/datum/species/fake_species = null //a species to do most of our work for us, unless we're damaged
/datum/species/synth/military
name = "Military Synth"
id = "military_synth"
armor = 25
punchdamagelow = 10
punchdamagehigh = 19
punchstunthreshold = 14 //about 50% chance to stun
disguise_fail_health = 50
/datum/species/synth/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
..()
assume_disguise(old_species, H)
RegisterSignal(H, COMSIG_MOB_SAY, .proc/handle_speech)
/datum/species/synth/on_species_loss(mob/living/carbon/human/H)
. = ..()
UnregisterSignal(H, COMSIG_MOB_SAY)
/datum/species/synth/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(chem.id == "synthflesh")
chem.reaction_mob(H, TOUCH, 2 ,0) //heal a little
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
return 1
else
return ..()
/datum/species/synth/proc/assume_disguise(datum/species/S, mob/living/carbon/human/H)
if(S && !istype(S, type))
name = S.name
say_mod = S.say_mod
sexes = S.sexes
species_traits = initial_species_traits.Copy()
inherent_traits = initial_inherent_traits.Copy()
species_traits |= S.species_traits
inherent_traits |= S.inherent_traits
attack_verb = S.attack_verb
attack_sound = S.attack_sound
miss_sound = S.miss_sound
meat = S.meat
mutant_bodyparts = S.mutant_bodyparts.Copy()
mutant_organs = S.mutant_organs.Copy()
default_features = S.default_features.Copy()
nojumpsuit = S.nojumpsuit
no_equip = S.no_equip.Copy()
limbs_id = S.limbs_id
use_skintones = S.use_skintones
fixed_mut_color = S.fixed_mut_color
hair_color = S.hair_color
fake_species = new S.type
else
name = initial(name)
say_mod = initial(say_mod)
species_traits = initial_species_traits.Copy()
inherent_traits = initial_inherent_traits.Copy()
attack_verb = initial(attack_verb)
attack_sound = initial(attack_sound)
miss_sound = initial(miss_sound)
mutant_bodyparts = list()
default_features = list()
nojumpsuit = initial(nojumpsuit)
no_equip = list()
qdel(fake_species)
fake_species = null
meat = initial(meat)
limbs_id = "synth"
use_skintones = 0
sexes = 0
fixed_mut_color = ""
hair_color = ""
for(var/X in H.bodyparts) //propagates the damage_overlay changes
var/obj/item/bodypart/BP = X
BP.update_limb()
H.update_body_parts() //to update limb icon cache with the new damage overlays
//Proc redirects:
//Passing procs onto the fake_species, to ensure we look as much like them as possible
/datum/species/synth/handle_hair(mob/living/carbon/human/H, forced_colour)
if(fake_species)
fake_species.handle_hair(H, forced_colour)
else
return ..()
/datum/species/synth/handle_body(mob/living/carbon/human/H)
if(fake_species)
fake_species.handle_body(H)
else
return ..()
/datum/species/synth/handle_mutant_bodyparts(mob/living/carbon/human/H, forced_colour)
if(fake_species)
fake_species.handle_body(H,forced_colour)
else
return ..()
/datum/species/synth/proc/handle_speech(datum/source, list/speech_args)
if (isliving(source)) // yeah it's gonna be living but just to be clean
var/mob/living/L = source
if(fake_species && L.health > disguise_fail_health)
switch (fake_species.type)
if (/datum/species/golem/bananium)
speech_args[SPEECH_SPANS] |= SPAN_CLOWN
if (/datum/species/golem/clockwork)
speech_args[SPEECH_SPANS] |= SPAN_ROBOT
@@ -1,150 +0,0 @@
/datum/species/vampire
name = "Vampire"
id = "vampire"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
inherent_biotypes = list(MOB_UNDEAD, MOB_HUMANOID)
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "None")
exotic_bloodtype = "U"
use_skintones = TRUE
mutant_heart = /obj/item/organ/heart/vampire
mutanttongue = /obj/item/organ/tongue/vampire
blacklisted = TRUE
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
var/info_text = "You are a <span class='danger'>Vampire</span>. You will slowly but constantly lose blood if outside of a coffin. If inside a coffin, you will slowly heal. You may gain more blood by grabbing a live victim and using your drain ability."
/datum/species/vampire/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return FALSE
/datum/species/vampire/on_species_gain(mob/living/carbon/human/C, datum/species/old_species)
. = ..()
to_chat(C, "[info_text]")
C.skin_tone = "albino"
C.update_body(0)
var/obj/effect/proc_holder/spell/targeted/shapeshift/bat/B = new
C.AddSpell(B)
/datum/species/vampire/on_species_loss(mob/living/carbon/C)
. = ..()
if(C.mind)
for(var/S in C.mind.spell_list)
var/obj/effect/proc_holder/spell/S2 = S
if(S2.type == /obj/effect/proc_holder/spell/targeted/shapeshift/bat)
C.mind.spell_list.Remove(S2)
qdel(S2)
/datum/species/vampire/spec_life(mob/living/carbon/human/C)
. = ..()
if(istype(C.loc, /obj/structure/closet/crate/coffin))
C.heal_overall_damage(4,4)
C.adjustToxLoss(-4)
C.adjustOxyLoss(-4)
C.adjustCloneLoss(-4)
return
C.blood_volume -= 0.75 //Will take roughly 19.5 minutes to die from standard blood volume, roughly 83 minutes to die from max blood volume.
if(C.blood_volume <= (BLOOD_VOLUME_SURVIVE*C.blood_ratio))
to_chat(C, "<span class='danger'>You ran out of blood!</span>")
C.dust()
var/area/A = get_area(C)
if(istype(A, /area/chapel))
to_chat(C, "<span class='danger'>You don't belong here!</span>")
C.adjustFireLoss(5)
C.adjust_fire_stacks(6)
C.IgniteMob()
/obj/item/organ/tongue/vampire
name = "vampire tongue"
actions_types = list(/datum/action/item_action/organ_action/vampire)
color = "#1C1C1C"
var/drain_cooldown = 0
#define VAMP_DRAIN_AMOUNT 50
/datum/action/item_action/organ_action/vampire
name = "Drain Victim"
desc = "Leech blood from any carbon victim you are passively grabbing."
/datum/action/item_action/organ_action/vampire/Trigger()
. = ..()
if(iscarbon(owner))
var/mob/living/carbon/H = owner
var/obj/item/organ/tongue/vampire/V = target
if(V.drain_cooldown >= world.time)
to_chat(H, "<span class='notice'>You just drained blood, wait a few seconds.</span>")
return
if(H.pulling && iscarbon(H.pulling))
var/mob/living/carbon/victim = H.pulling
if(H.blood_volume >= BLOOD_VOLUME_MAXIMUM)
to_chat(H, "<span class='notice'>You're already full!</span>")
return
if(victim.stat == DEAD)
to_chat(H, "<span class='notice'>You need a living victim!</span>")
return
if(!victim.blood_volume || (victim.dna && ((NOBLOOD in victim.dna.species.species_traits) || victim.dna.species.exotic_blood)))
to_chat(H, "<span class='notice'>[victim] doesn't have blood!</span>")
return
V.drain_cooldown = world.time + 30
if(victim.anti_magic_check(FALSE, TRUE, FALSE, 0))
to_chat(victim, "<span class='warning'>[H] tries to bite you, but stops before touching you!</span>")
to_chat(H, "<span class='warning'>[victim] is blessed! You stop just in time to avoid catching fire.</span>")
return
if(!do_after(H, 30, target = victim))
return
var/blood_volume_difference = BLOOD_VOLUME_MAXIMUM - H.blood_volume //How much capacity we have left to absorb blood
var/drained_blood = min(victim.blood_volume, VAMP_DRAIN_AMOUNT, blood_volume_difference)
to_chat(victim, "<span class='danger'>[H] is draining your blood!</span>")
to_chat(H, "<span class='notice'>You drain some blood!</span>")
playsound(H, 'sound/items/drink.ogg', 30, 1, -2)
victim.blood_volume = CLAMP(victim.blood_volume - drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
H.blood_volume = CLAMP(H.blood_volume + drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
if(!victim.blood_volume)
to_chat(H, "<span class='warning'>You finish off [victim]'s blood supply!</span>")
#undef VAMP_DRAIN_AMOUNT
/obj/item/organ/heart/vampire
name = "vampire heart"
actions_types = list(/datum/action/item_action/organ_action/vampire_heart)
color = "#1C1C1C"
/datum/action/item_action/organ_action/vampire_heart
name = "Check Blood Level"
desc = "Check how much blood you have remaining."
/datum/action/item_action/organ_action/vampire_heart/Trigger()
. = ..()
if(iscarbon(owner))
var/mob/living/carbon/H = owner
to_chat(H, "<span class='notice'>Current blood level: [H.blood_volume]/[BLOOD_VOLUME_MAXIMUM].</span>")
/obj/effect/proc_holder/spell/targeted/shapeshift/bat
name = "Bat Form"
desc = "Take on the shape a space bat."
invocation = "Squeak!"
charge_max = 50
cooldown_min = 50
shapeshift_type = /mob/living/simple_animal/hostile/retaliate/bat
var/ventcrawl_nude_only = TRUE
var/transfer_name = TRUE
/obj/effect/proc_holder/spell/targeted/shapeshift/bat/Shapeshift(mob/living/caster) //cit change
var/obj/shapeshift_holder/H = locate() in caster
if(H)
to_chat(caster, "<span class='warning'>You're already shapeshifted!</span>")
return
var/mob/living/shape = new shapeshift_type(caster.loc)
H = new(shape,src,caster)
if(istype(H, /mob/living/simple_animal))
var/mob/living/simple_animal/SA = H
if((caster.blood_volume >= (BLOOD_VOLUME_BAD*caster.blood_ratio)) || (ventcrawl_nude_only && length(caster.get_equipped_items(include_pockets = TRUE))))
SA.ventcrawler = FALSE
if(transfer_name)
H.name = caster.name
clothes_req = 0
human_req = 0
@@ -1,98 +0,0 @@
#define REGENERATION_DELAY 60 // After taking damage, how long it takes for automatic regeneration to begin
/datum/species/zombie
// 1spooky
name = "High-Functioning Zombie"
id = "zombie"
say_mod = "moans"
sexes = 0
blacklisted = 1
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH)
inherent_biotypes = list(MOB_UNDEAD, MOB_HUMANOID)
mutanttongue = /obj/item/organ/tongue/zombie
var/static/list/spooks = list('sound/hallucinations/growl1.ogg','sound/hallucinations/growl2.ogg','sound/hallucinations/growl3.ogg','sound/hallucinations/veryfar_noise.ogg','sound/hallucinations/wail.ogg')
disliked_food = NONE
liked_food = GROSS | MEAT | RAW
/datum/species/zombie/notspaceproof
id = "notspaceproofzombie"
limbs_id = "zombie"
blacklisted = 0
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH)
/datum/species/zombie/notspaceproof/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return ..()
/datum/species/zombie/infectious
name = "Infectious Zombie"
id = "memezombies"
limbs_id = "zombie"
mutanthands = /obj/item/zombie_hand
armor = 20 // 120 damage to KO a zombie, which kills it
speedmod = 1.6
mutanteyes = /obj/item/organ/eyes/night_vision/zombie
var/heal_rate = 1
var/regen_cooldown = 0
/datum/species/zombie/infectious/check_roundstart_eligible()
return FALSE
/datum/species/zombie/infectious/spec_stun(mob/living/carbon/human/H,amount)
. = min(20, amount)
/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE)
. = ..()
if(.)
regen_cooldown = world.time + REGENERATION_DELAY
/datum/species/zombie/infectious/spec_life(mob/living/carbon/C)
. = ..()
C.a_intent = INTENT_HARM // THE SUFFERING MUST FLOW
//Zombies never actually die, they just fall down until they regenerate enough to rise back up.
//They must be restrained, beheaded or gibbed to stop being a threat.
if(regen_cooldown < world.time)
var/heal_amt = heal_rate
if(C.InCritical())
heal_amt *= 2
C.heal_overall_damage(heal_amt,heal_amt)
C.adjustToxLoss(-heal_amt)
if(!C.InCritical() && prob(4))
playsound(C, pick(spooks), 50, TRUE, 10)
//Congrats you somehow died so hard you stopped being a zombie
/datum/species/zombie/infectious/spec_death(gibbed, mob/living/carbon/C)
. = ..()
var/obj/item/organ/zombie_infection/infection
infection = C.getorganslot(ORGAN_SLOT_ZOMBIE)
if(infection)
qdel(infection)
/datum/species/zombie/infectious/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
// Deal with the source of this zombie corruption
// Infection organ needs to be handled separately from mutant_organs
// because it persists through species transitions
var/obj/item/organ/zombie_infection/infection
infection = C.getorganslot(ORGAN_SLOT_ZOMBIE)
if(!infection)
infection = new()
infection.Insert(C)
// Your skin falls off
/datum/species/krokodil_addict
name = "Human"
id = "goofzombies"
limbs_id = "zombie" //They look like zombies
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
mutanttongue = /obj/item/organ/tongue/zombie
#undef REGENERATION_DELAY
@@ -1,755 +0,0 @@
///////////////////////
//UPDATE_ICONS SYSTEM//
///////////////////////
/* Keep these comments up-to-date if you -insist- on hurting my code-baby ;_;
This system allows you to update individual mob-overlays, without regenerating them all each time.
When we generate overlays we generate the standing version and then rotate the mob as necessary..
As of the time of writing there are 20 layers within this list. Please try to keep this from increasing. //22 and counting, good job guys
var/overlays_standing[20] //For the standing stance
Most of the time we only wish to update one overlay:
e.g. - we dropped the fireaxe out of our left hand and need to remove its icon from our mob
e.g.2 - our hair colour has changed, so we need to update our hair icons on our mob
In these cases, instead of updating every overlay using the old behaviour (regenerate_icons), we instead call
the appropriate update_X proc.
e.g. - update_l_hand()
e.g.2 - update_hair()
Note: Recent changes by aranclanos+carn:
update_icons() no longer needs to be called.
the system is easier to use. update_icons() should not be called unless you absolutely -know- you need it.
IN ALL OTHER CASES it's better to just call the specific update_X procs.
Note: The defines for layer numbers is now kept exclusvely in __DEFINES/misc.dm instead of being defined there,
then redefined and undefiend everywhere else. If you need to change the layering of sprites (or add a new layer)
that's where you should start.
All of this means that this code is more maintainable, faster and still fairly easy to use.
There are several things that need to be remembered:
> Whenever we do something that should cause an overlay to update (which doesn't use standard procs
( i.e. you do something like l_hand = /obj/item/something new(src), rather than using the helper procs)
You will need to call the relevant update_inv_* proc
All of these are named after the variable they update from. They are defined at the mob/ level like
update_clothing was, so you won't cause undefined proc runtimes with usr.update_inv_wear_id() if the usr is a
slime etc. Instead, it'll just return without doing any work. So no harm in calling it for slimes and such.
> There are also these special cases:
update_damage_overlays() //handles damage overlays for brute/burn damage
update_body() //Handles updating your mob's body layer and mutant bodyparts
as well as sprite-accessories that didn't really fit elsewhere (underwear, undershirts, socks, lips, eyes)
//NOTE: update_mutantrace() is now merged into this!
update_hair() //Handles updating your hair overlay (used to be update_face, but mouth and
eyes were merged into update_body())
*/
//HAIR OVERLAY
/mob/living/carbon/human/update_hair()
dna.species.handle_hair(src)
//used when putting/removing clothes that hide certain mutant body parts to just update those and not update the whole body.
/mob/living/carbon/human/proc/update_mutant_bodyparts()
dna.species.handle_mutant_bodyparts(src)
/mob/living/carbon/human/update_body()
remove_overlay(BODY_LAYER)
dna.species.handle_body(src)
..()
/mob/living/carbon/human/update_fire()
..((fire_stacks > 3) ? "Standing" : "Generic_mob_burning")
/* --------------------------------------- */
//For legacy support.
/mob/living/carbon/human/regenerate_icons()
if(!..())
icon_render_key = null //invalidate bodyparts cache
update_body()
update_hair()
update_inv_w_uniform()
update_inv_wear_id()
update_inv_gloves()
update_inv_glasses()
update_inv_ears()
update_inv_shoes()
update_inv_s_store()
update_inv_wear_mask()
update_inv_head()
update_inv_belt()
update_inv_back()
update_inv_wear_suit()
update_inv_pockets()
update_inv_neck()
update_transform()
//mutations
update_mutations_overlay()
//damage overlays
update_damage_overlays()
/* --------------------------------------- */
//vvvvvv UPDATE_INV PROCS vvvvvv
/mob/living/carbon/human/update_inv_w_uniform()
remove_overlay(UNIFORM_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_W_UNIFORM]
inv.update_icon()
if(istype(w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
U.screen_loc = ui_iclothing
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += w_uniform
update_observer_view(w_uniform,1)
if(wear_suit && (wear_suit.flags_inv & HIDEJUMPSUIT))
return
var/t_color = U.item_color
if(!t_color)
t_color = U.icon_state
if(U.suit_style == NORMAL_SUIT_STYLE)
if(U.adjusted == ALT_STYLE)
t_color = "[t_color]_d"
var/alt_worn = U.alternate_worn_icon
if(!U.force_alternate_icon && U.mutantrace_variation && U.suit_style == DIGITIGRADE_SUIT_STYLE)
alt_worn = 'modular_citadel/icons/mob/uniform_digi.dmi'
var/mutable_appearance/uniform_overlay
if(dna && dna.species.sexes)
var/G = (gender == FEMALE) ? "f" : "m"
if(G == "f" && U.fitted != NO_FEMALE_UNIFORM)
uniform_overlay = U.build_worn_icon(state = "[t_color]", default_layer = UNIFORM_LAYER, default_icon_file = (alt_worn ? alt_worn : 'icons/mob/uniform.dmi'), isinhands = FALSE, femaleuniform = U.fitted)
if(!uniform_overlay)
uniform_overlay = U.build_worn_icon(state = "[t_color]", default_layer = UNIFORM_LAYER, default_icon_file = (alt_worn ? alt_worn : 'icons/mob/uniform.dmi'), isinhands = FALSE)
if(OFFSET_UNIFORM in dna.species.offset_features)
uniform_overlay.pixel_x += dna.species.offset_features[OFFSET_UNIFORM][1]
uniform_overlay.pixel_y += dna.species.offset_features[OFFSET_UNIFORM][2]
overlays_standing[UNIFORM_LAYER] = uniform_overlay
apply_overlay(UNIFORM_LAYER)
update_mutant_bodyparts()
/mob/living/carbon/human/update_inv_wear_id()
remove_overlay(ID_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_ID]
inv.update_icon()
var/mutable_appearance/id_overlay = overlays_standing[ID_LAYER]
if(wear_id)
wear_id.screen_loc = ui_id
if(client && hud_used && hud_used.hud_shown)
client.screen += wear_id
update_observer_view(wear_id)
//TODO: add an icon file for ID slot stuff, so it's less snowflakey
id_overlay = wear_id.build_worn_icon(state = wear_id.item_state, default_layer = ID_LAYER, default_icon_file = ((wear_id.alternate_worn_icon) ? wear_id.alternate_worn_icon : 'icons/mob/mob.dmi'))
if(OFFSET_ID in dna.species.offset_features)
id_overlay.pixel_x += dna.species.offset_features[OFFSET_ID][1]
id_overlay.pixel_y += dna.species.offset_features[OFFSET_ID][2]
overlays_standing[ID_LAYER] = id_overlay
apply_overlay(ID_LAYER)
/mob/living/carbon/human/update_inv_gloves()
remove_overlay(GLOVES_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_GLOVES])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLOVES]
inv.update_icon()
if(!gloves && bloody_hands)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color())
if(get_num_arms() < 2)
if(has_left_hand())
bloody_overlay.icon_state = "bloodyhands_left"
else if(has_right_hand())
bloody_overlay.icon_state = "bloodyhands_right"
overlays_standing[GLOVES_LAYER] = bloody_overlay
var/mutable_appearance/gloves_overlay = overlays_standing[GLOVES_LAYER]
if(gloves)
gloves.screen_loc = ui_gloves
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += gloves
update_observer_view(gloves,1)
var/t_state = gloves.item_state
if(!t_state)
t_state = gloves.icon_state
overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(state = t_state, default_layer = GLOVES_LAYER, default_icon_file = ((gloves.alternate_worn_icon) ? gloves.alternate_worn_icon : 'icons/mob/hands.dmi'))
gloves_overlay = overlays_standing[GLOVES_LAYER]
if(OFFSET_GLOVES in dna.species.offset_features)
gloves_overlay.pixel_x += dna.species.offset_features[OFFSET_GLOVES][1]
gloves_overlay.pixel_y += dna.species.offset_features[OFFSET_GLOVES][2]
overlays_standing[GLOVES_LAYER] = gloves_overlay
apply_overlay(GLOVES_LAYER)
/mob/living/carbon/human/update_inv_glasses()
remove_overlay(GLASSES_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //decapitated
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLASSES]
inv.update_icon()
if(glasses)
glasses.screen_loc = ui_glasses //...draw the item in the inventory screen
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open ...
client.screen += glasses //Either way, add the item to the HUD
update_observer_view(glasses,1)
if(!(head && (head.flags_inv & HIDEEYES)) && !(wear_mask && (wear_mask.flags_inv & HIDEEYES)))
overlays_standing[GLASSES_LAYER] = glasses.build_worn_icon(state = glasses.icon_state, default_layer = GLASSES_LAYER, default_icon_file = ((glasses.alternate_worn_icon) ? glasses.alternate_worn_icon : 'icons/mob/eyes.dmi'))
var/mutable_appearance/glasses_overlay = overlays_standing[GLASSES_LAYER]
if(glasses_overlay)
if(OFFSET_GLASSES in dna.species.offset_features)
glasses_overlay.pixel_x += dna.species.offset_features[OFFSET_GLASSES][1]
glasses_overlay.pixel_y += dna.species.offset_features[OFFSET_GLASSES][2]
overlays_standing[GLASSES_LAYER] = glasses_overlay
apply_overlay(GLASSES_LAYER)
/mob/living/carbon/human/update_inv_ears()
remove_overlay(EARS_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //decapitated
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_EARS]
inv.update_icon()
if(ears)
ears.screen_loc = ui_ears //move the item to the appropriate screen loc
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open
client.screen += ears //add it to the client's screen
update_observer_view(ears,1)
overlays_standing[EARS_LAYER] = ears.build_worn_icon(state = ears.icon_state, default_layer = EARS_LAYER, default_icon_file = ((ears.alternate_worn_icon) ? ears.alternate_worn_icon : 'icons/mob/ears.dmi'))
var/mutable_appearance/ears_overlay = overlays_standing[EARS_LAYER]
if(OFFSET_EARS in dna.species.offset_features)
ears_overlay.pixel_x += dna.species.offset_features[OFFSET_EARS][1]
ears_overlay.pixel_y += dna.species.offset_features[OFFSET_EARS][2]
overlays_standing[EARS_LAYER] = ears_overlay
apply_overlay(EARS_LAYER)
/mob/living/carbon/human/update_inv_shoes()
remove_overlay(SHOES_LAYER)
if(get_num_legs() <2)
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES]
inv.update_icon()
/*
if(!shoes && bloody_feet)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
if(dna.features["taur"] != "None")
if(dna.features["taur"] in GLOB.noodle_taurs)
bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "snekbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
if(get_num_legs() < 2)
if(has_left_leg())
bloody_overlay.icon_state = "snekbloodyfeet_left"
else if(has_right_leg())
bloody_overlay.icon_state = "snekbloodyfeet_right"
else if(dna.features["taur"] in GLOB.paw_taurs)
bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "pawbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
if(get_num_legs() < 2)
if(has_left_leg())
bloody_overlay.icon_state = "pawbloodyfeet_left"
else if(has_right_leg())
bloody_overlay.icon_state = "pawbloodyfeet_right"
else
if(get_num_legs() < 2)
if(has_left_leg())
bloody_overlay.icon_state = "bloodyfeet_left"
else if(has_right_leg())
bloody_overlay.icon_state = "bloodyfeet_right"
overlays_standing[GLOVES_LAYER] = bloody_overlay*/
if(shoes)
var/obj/item/clothing/shoes/S = shoes
shoes.screen_loc = ui_shoes //move the item to the appropriate screen loc
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open
client.screen += shoes //add it to client's screen
update_observer_view(shoes,1)
if(S.mutantrace_variation)
if(S.adjusted == ALT_STYLE)
S.alternate_worn_icon = 'modular_citadel/icons/mob/digishoes.dmi'
else
S.alternate_worn_icon = null
var/t_state = shoes.item_state
if (!t_state)
t_state = shoes.icon_state
overlays_standing[SHOES_LAYER] = shoes.build_worn_icon(state = t_state, default_layer = SHOES_LAYER, default_icon_file = ((shoes.alternate_worn_icon) ? shoes.alternate_worn_icon : 'icons/mob/feet.dmi'))
var/mutable_appearance/shoes_overlay = overlays_standing[SHOES_LAYER]
if(OFFSET_SHOES in dna.species.offset_features)
shoes_overlay.pixel_x += dna.species.offset_features[OFFSET_SHOES][1]
shoes_overlay.pixel_y += dna.species.offset_features[OFFSET_SHOES][2]
overlays_standing[SHOES_LAYER] = shoes_overlay
apply_overlay(SHOES_LAYER)
/mob/living/carbon/human/update_inv_s_store()
remove_overlay(SUIT_STORE_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_S_STORE]
inv.update_icon()
if(s_store)
s_store.screen_loc = ui_sstore1
if(client && hud_used && hud_used.hud_shown)
client.screen += s_store
update_observer_view(s_store)
var/t_state = s_store.item_state
if(!t_state)
t_state = s_store.icon_state
overlays_standing[SUIT_STORE_LAYER] = mutable_appearance(((s_store.alternate_worn_icon) ? s_store.alternate_worn_icon : 'icons/mob/belt_mirror.dmi'), t_state, -SUIT_STORE_LAYER)
var/mutable_appearance/s_store_overlay = overlays_standing[SUIT_STORE_LAYER]
if(OFFSET_S_STORE in dna.species.offset_features)
s_store_overlay.pixel_x += dna.species.offset_features[OFFSET_S_STORE][1]
s_store_overlay.pixel_y += dna.species.offset_features[OFFSET_S_STORE][2]
overlays_standing[SUIT_STORE_LAYER] = s_store_overlay
apply_overlay(SUIT_STORE_LAYER)
/mob/living/carbon/human/update_inv_head()
..()
update_mutant_bodyparts()
if(head)
remove_overlay(HEAD_LAYER)
var/obj/item/clothing/head/H = head
if(H.mutantrace_variation)
if(H.muzzle_var == ALT_STYLE)
H.alternate_worn_icon = 'modular_citadel/icons/mob/muzzled_helmet.dmi'
else
H.alternate_worn_icon = null
overlays_standing[HEAD_LAYER] = H.build_worn_icon(state = H.icon_state, default_layer = HEAD_LAYER, default_icon_file = ((head.alternate_worn_icon) ? H.alternate_worn_icon : 'icons/mob/head.dmi'))
var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER]
if(OFFSET_HEAD in dna.species.offset_features)
head_overlay.pixel_x += dna.species.offset_features[OFFSET_HEAD][1]
head_overlay.pixel_y += dna.species.offset_features[OFFSET_HEAD][2]
overlays_standing[HEAD_LAYER] = head_overlay
apply_overlay(HEAD_LAYER)
/mob/living/carbon/human/update_inv_belt()
remove_overlay(BELT_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BELT]
inv.update_icon()
if(belt)
belt.screen_loc = ui_belt
if(client && hud_used && hud_used.hud_shown)
client.screen += belt
update_observer_view(belt)
var/t_state = belt.item_state
if(!t_state)
t_state = belt.icon_state
overlays_standing[BELT_LAYER] = belt.build_worn_icon(state = t_state, default_layer = BELT_LAYER, default_icon_file = ((belt.alternate_worn_icon) ? belt.alternate_worn_icon : 'icons/mob/belt.dmi'))
var/mutable_appearance/belt_overlay = overlays_standing[BELT_LAYER]
if(OFFSET_BELT in dna.species.offset_features)
belt_overlay.pixel_x += dna.species.offset_features[OFFSET_BELT][1]
belt_overlay.pixel_y += dna.species.offset_features[OFFSET_BELT][2]
overlays_standing[BELT_LAYER] = belt_overlay
apply_overlay(BELT_LAYER)
/mob/living/carbon/human/update_inv_wear_suit()
remove_overlay(SUIT_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_SUIT]
inv.update_icon()
if(wear_suit)
var/obj/item/clothing/suit/S = wear_suit
var/item_level_support = FALSE // LISTEN! If you must degrade the code with further snowflake checks, at least keep it compatible with worn non-clothing items!
if(!istype(S))
item_level_support = TRUE
wear_suit.screen_loc = ui_oclothing
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += wear_suit
update_observer_view(wear_suit,1)
if(!item_level_support && !S.force_alternate_icon)
if(S.mutantrace_variation) //Just make sure we've got this checked too
if(S.taurmode == NOT_TAURIC && S.adjusted == ALT_STYLE) //are we not a taur, but we have Digitigrade legs? Run this check first, then.
S.alternate_worn_icon = 'modular_citadel/icons/mob/suit_digi.dmi'
else
S.alternate_worn_icon = null
if(S.tauric == TRUE) //Are we a suit with tauric mode possible?
if(S.taurmode == SNEK_TAURIC)
S.alternate_worn_icon = 'modular_citadel/icons/mob/taur_naga.dmi'
if(S.taurmode == PAW_TAURIC)
S.alternate_worn_icon = 'modular_citadel/icons/mob/taur_canine.dmi'
if(S.taurmode == NOT_TAURIC && S.adjusted == ALT_STYLE)
S.alternate_worn_icon = 'modular_citadel/icons/mob/suit_digi.dmi'
else if(S.taurmode == NOT_TAURIC && S.adjusted == NORMAL_STYLE)
S.alternate_worn_icon = null
overlays_standing[SUIT_LAYER] = S.build_worn_icon(state = wear_suit.icon_state, default_layer = SUIT_LAYER, default_icon_file = ((wear_suit.alternate_worn_icon) ? S.alternate_worn_icon : 'icons/mob/suit.dmi'))
var/mutable_appearance/suit_overlay = overlays_standing[SUIT_LAYER]
if(OFFSET_SUIT in dna.species.offset_features)
suit_overlay.pixel_x += dna.species.offset_features[OFFSET_SUIT][1]
suit_overlay.pixel_y += dna.species.offset_features[OFFSET_SUIT][2]
if(!item_level_support && S.center)
suit_overlay = center_image(suit_overlay, S.dimension_x, S.dimension_y)
overlays_standing[SUIT_LAYER] = suit_overlay
update_hair()
update_mutant_bodyparts()
apply_overlay(SUIT_LAYER)
/mob/living/carbon/human/update_inv_pockets()
if(client && hud_used)
var/obj/screen/inventory/inv
inv = hud_used.inv_slots[SLOT_L_STORE]
inv.update_icon()
inv = hud_used.inv_slots[SLOT_R_STORE]
inv.update_icon()
if(l_store)
l_store.screen_loc = ui_storage1
if(hud_used.hud_shown)
client.screen += l_store
update_observer_view(l_store)
if(r_store)
r_store.screen_loc = ui_storage2
if(hud_used.hud_shown)
client.screen += r_store
update_observer_view(r_store)
/mob/living/carbon/human/update_inv_wear_mask()
..()
if(wear_mask)
var/obj/item/clothing/mask/M = wear_mask
remove_overlay(FACEMASK_LAYER)
if(M.mutantrace_variation)
if(M.muzzle_var == ALT_STYLE)
M.alternate_worn_icon = 'modular_citadel/icons/mob/muzzled_mask.dmi'
else
M.alternate_worn_icon = null
overlays_standing[FACEMASK_LAYER] = M.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = ((wear_mask.alternate_worn_icon) ? M.alternate_worn_icon : 'icons/mob/mask.dmi'))
var/mutable_appearance/mask_overlay = overlays_standing[FACEMASK_LAYER]
if(OFFSET_FACEMASK in dna.species.offset_features)
mask_overlay.pixel_x += dna.species.offset_features[OFFSET_FACEMASK][1]
mask_overlay.pixel_y += dna.species.offset_features[OFFSET_FACEMASK][2]
overlays_standing[FACEMASK_LAYER] = mask_overlay
apply_overlay(FACEMASK_LAYER)
update_mutant_bodyparts() //e.g. upgate needed because mask now hides lizard snout
/mob/living/carbon/human/update_inv_back()
..()
var/mutable_appearance/back_overlay = overlays_standing[BACK_LAYER]
if(back_overlay)
remove_overlay(BACK_LAYER)
if(OFFSET_BACK in dna.species.offset_features)
back_overlay.pixel_x += dna.species.offset_features[OFFSET_BACK][1]
back_overlay.pixel_y += dna.species.offset_features[OFFSET_BACK][2]
overlays_standing[BACK_LAYER] = back_overlay
apply_overlay(BACK_LAYER)
/proc/wear_female_version(t_color, icon, layer, type)
var/index = t_color
var/icon/female_clothing_icon = GLOB.female_clothing_icons[index]
if(!female_clothing_icon) //Create standing/laying icons if they don't exist
generate_female_clothing(index,t_color,icon,type)
return mutable_appearance(GLOB.female_clothing_icons[t_color], layer = -layer)
/mob/living/carbon/human/proc/get_overlays_copy(list/unwantedLayers)
var/list/out = new
for(var/i in 1 to TOTAL_LAYERS)
if(overlays_standing[i])
if(i in unwantedLayers)
continue
out += overlays_standing[i]
return out
//human HUD updates for items in our inventory
//update whether our head item appears on our hud.
/mob/living/carbon/human/update_hud_head(obj/item/I)
I.screen_loc = ui_head
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += I
update_observer_view(I,1)
//update whether our mask item appears on our hud.
/mob/living/carbon/human/update_hud_wear_mask(obj/item/I)
I.screen_loc = ui_mask
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += I
update_observer_view(I,1)
//update whether our neck item appears on our hud.
/mob/living/carbon/human/update_hud_neck(obj/item/I)
I.screen_loc = ui_neck
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += I
update_observer_view(I,1)
//update whether our back item appears on our hud.
/mob/living/carbon/human/update_hud_back(obj/item/I)
I.screen_loc = ui_back
if(client && hud_used && hud_used.hud_shown)
client.screen += I
update_observer_view(I)
/*
Does everything in relation to building the /mutable_appearance used in the mob's overlays list
covers:
inhands and any other form of worn item
centering large appearances
layering appearances on custom layers
building appearances from custom icon files
By Remie Richards (yes I'm taking credit because this just removed 90% of the copypaste in update_icons())
state: A string to use as the state, this is FAR too complex to solve in this proc thanks to shitty old code
so it's specified as an argument instead.
default_layer: The layer to draw this on if no other layer is specified
default_icon_file: The icon file to draw states from if no other icon file is specified
isinhands: If true then alternate_worn_icon is skipped so that default_icon_file is used,
in this situation default_icon_file is expected to match either the lefthand_ or righthand_ file var
femalueuniform: A value matching a uniform item's fitted var, if this is anything but NO_FEMALE_UNIFORM, we
generate/load female uniform sprites matching all previously decided variables
*/
/obj/item/proc/build_worn_icon(var/state = "", var/default_layer = 0, var/default_icon_file = null, var/isinhands = FALSE, var/femaleuniform = NO_FEMALE_UNIFORM)
//Find a valid icon file from variables+arguments
var/file2use
if(!isinhands && alternate_worn_icon)
file2use = alternate_worn_icon
if(!file2use)
file2use = default_icon_file
//Find a valid layer from variables+arguments
var/layer2use
if(alternate_worn_layer)
layer2use = alternate_worn_layer
if(!layer2use)
layer2use = default_layer
var/mutable_appearance/standing
if(femaleuniform)
standing = wear_female_version(state,file2use,layer2use,femaleuniform)
if(!standing)
standing = mutable_appearance(file2use, state, -layer2use)
//Get the overlays for this item when it's being worn
//eg: ammo counters, primed grenade flashes, etc.
var/list/worn_overlays = worn_overlays(isinhands, file2use)
if(worn_overlays && worn_overlays.len)
standing.overlays.Add(worn_overlays)
standing = center_image(standing, isinhands ? inhand_x_dimension : worn_x_dimension, isinhands ? inhand_y_dimension : worn_y_dimension)
//Handle held offsets
var/mob/M = loc
if(istype(M))
var/list/L = get_held_offsets()
if(L)
standing.pixel_x += L["x"] //+= because of center()ing
standing.pixel_y += L["y"]
standing.alpha = alpha
standing.color = color
return standing
/obj/item/proc/get_held_offsets()
var/list/L
if(ismob(loc))
var/mob/M = loc
L = M.get_item_offsets_for_index(M.get_held_index_of_item(src))
return L
//Can't think of a better way to do this, sadly
/mob/proc/get_item_offsets_for_index(i)
switch(i)
if(3) //odd = left hands
return list("x" = 0, "y" = 16)
if(4) //even = right hands
return list("x" = 0, "y" = 16)
else //No offsets or Unwritten number of hands
return list("x" = 0, "y" = 0)
//produces a key based on the human's limbs
/mob/living/carbon/human/generate_icon_render_key()
. = "[dna.species.limbs_id]"
if(dna.check_mutation(HULK))
. += "-coloured-hulk"
else if(dna.species.use_skintones)
. += "-coloured-[skin_tone]"
else if(dna.species.fixed_mut_color)
. += "-coloured-[dna.species.fixed_mut_color]"
else if(dna.features["mcolor"])
. += "-coloured-[dna.features["mcolor"]]-[dna.features["mcolor2"]]-[dna.features["mcolor3"]]"
else
. += "-not_coloured"
. += "-[gender]"
var/is_taur = FALSE
var/mob/living/carbon/human/H = src
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
is_taur = TRUE
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(istype(BP, /obj/item/bodypart/r_leg) || istype(BP, /obj/item/bodypart/l_leg))
if(is_taur)
continue
. += "-[BP.body_zone]"
if(BP.status == BODYPART_ORGANIC)
. += "-organic"
else
. += "-robotic"
if(BP.use_digitigrade)
. += "-digitigrade[BP.use_digitigrade]"
if(BP.dmg_overlay_type)
. += "-[BP.dmg_overlay_type]"
if(BP.body_markings)
. += "-[BP.body_markings]"
else
. += "-no_marking"
if(HAS_TRAIT(src, TRAIT_HUSK))
. += "-husk"
/mob/living/carbon/human/load_limb_from_cache()
..()
update_hair()
/mob/living/carbon/human/proc/update_observer_view(obj/item/I, inventory)
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client && observe.client.eye == src)
if(observe.hud_used)
if(inventory && !observe.hud_used.inventory_shown)
continue
observe.client.screen += I
else
observers -= observe
if(!observers.len)
observers = null
break
// Only renders the head of the human
/mob/living/carbon/human/proc/update_body_parts_head_only()
if (!dna)
return
if (!dna.species)
return
var/obj/item/bodypart/HD = get_bodypart("head")
if (!istype(HD))
return
HD.update_limb()
add_overlay(HD.get_limb_icon())
update_damage_overlays()
if(HD && !(HAS_TRAIT(src, TRAIT_HUSK)))
// lipstick
if(lip_style && (LIPS in dna.species.species_traits))
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[lip_style]", -BODY_LAYER)
lip_overlay.color = lip_color
if(OFFSET_LIPS in dna.species.offset_features)
lip_overlay.pixel_x += dna.species.offset_features[OFFSET_LIPS][1]
lip_overlay.pixel_y += dna.species.offset_features[OFFSET_LIPS][2]
add_overlay(lip_overlay)
// eyes
if(!(NOEYES in dna.species.species_traits))
var/has_eyes = getorganslot(ORGAN_SLOT_EYES)
var/mutable_appearance/eye_overlay
if(!has_eyes)
eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER)
else
eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER)
if((EYECOLOR in dna.species.species_traits) && has_eyes)
eye_overlay.color = "#" + eye_color
if(OFFSET_EYES in dna.species.offset_features)
eye_overlay.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
eye_overlay.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
add_overlay(eye_overlay)
dna.species.handle_hair(src)
update_inv_head()
update_inv_wear_mask()
-756
View File
@@ -1,756 +0,0 @@
/mob/living/carbon/Life()
set invisibility = 0
if(notransform)
return
if(damageoverlaytemp)
damageoverlaytemp = 0
update_damage_hud()
//Reagent processing needs to come before breathing, to prevent edge cases.
handle_organs()
. = ..()
if (QDELETED(src))
return
if(.) //not dead
handle_blood()
if(stat != DEAD)
var/bprv = handle_bodyparts()
if(bprv & BODYPART_LIFE_UPDATE_HEALTH)
updatehealth()
update_stamina()
if(stat != DEAD)
handle_brain_damage()
/* BUG_PROBABLE_CAUSE
if(stat != DEAD)
handle_liver()
*/
if(stat == DEAD)
stop_sound_channel(CHANNEL_HEARTBEAT)
handle_death()
rot()
//Updates the number of stored chemicals for powers
handle_changeling()
if(stat != DEAD)
return 1
//Procs called while dead
/mob/living/carbon/proc/handle_death()
for(var/datum/reagent/R in reagents.reagent_list)
if(R.chemical_flags & REAGENT_DEAD_PROCESS)
R.on_mob_dead(src)
///////////////
// BREATHING //
///////////////
//Start of a breath chain, calls breathe()
/mob/living/carbon/handle_breathing(times_fired)
var/next_breath = 4
var/obj/item/organ/lungs/L = getorganslot(ORGAN_SLOT_LUNGS)
var/obj/item/organ/heart/H = getorganslot(ORGAN_SLOT_HEART)
if(L)
if(L.damage > L.high_threshold)
next_breath--
if(H)
if(H.damage > H.high_threshold)
next_breath--
if((times_fired % next_breath) == 0 || failed_last_breath)
breathe() //Breathe per 4 ticks if healthy, down to 2 if our lungs or heart are damaged, unless suffocating
if(failed_last_breath)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "suffocation")
else
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src,0)
//Second link in a breath chain, calls check_breath()
/mob/living/carbon/proc/breathe()
var/obj/item/organ/lungs = getorganslot(ORGAN_SLOT_LUNGS)
if(reagents.has_reagent("lexorin"))
return
if(istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
return
if(istype(loc, /obj/item/dogborg/sleeper))
return
if(ismob(loc))
return
if(isbelly(loc))
return
var/datum/gas_mixture/environment
if(loc)
environment = loc.return_air()
var/datum/gas_mixture/breath
if(!getorganslot(ORGAN_SLOT_BREATHING_TUBE))
if(health <= HEALTH_THRESHOLD_FULLCRIT || (pulledby && pulledby.grab_state >= GRAB_KILL) || (lungs && lungs.organ_flags & ORGAN_FAILING))
losebreath++ //You can't breath at all when in critical or when being choked, so you're going to miss a breath
else if(health <= crit_threshold)
losebreath += 0.25 //You're having trouble breathing in soft crit, so you'll miss a breath one in four times
//Suffocate
if(losebreath >= 1) //You've missed a breath, take oxy damage
losebreath--
if(prob(10))
emote("gasp")
if(istype(loc, /obj/))
var/obj/loc_as_obj = loc
loc_as_obj.handle_internal_lifeform(src,0)
else
//Breathe from internal
breath = get_breath_from_internal(BREATH_VOLUME)
if(isnull(breath)) //in case of 0 pressure internals
if(isobj(loc)) //Breathe from loc as object
var/obj/loc_as_obj = loc
breath = loc_as_obj.handle_internal_lifeform(src, BREATH_VOLUME)
else if(isturf(loc)) //Breathe from loc as turf
var/breath_moles = 0
if(environment)
breath_moles = environment.total_moles()*BREATH_PERCENTAGE
breath = loc.remove_air(breath_moles)
else //Breathe from loc as obj again
if(istype(loc, /obj/))
var/obj/loc_as_obj = loc
loc_as_obj.handle_internal_lifeform(src,0)
check_breath(breath)
if(breath)
loc.assume_air(breath)
air_update_turf()
/mob/living/carbon/proc/has_smoke_protection()
if(HAS_TRAIT(src, TRAIT_NOBREATH))
return TRUE
return FALSE
//Third link in a breath chain, calls handle_breath_temperature()
/mob/living/carbon/proc/check_breath(datum/gas_mixture/breath)
if((status_flags & GODMODE))
return
var/obj/item/organ/lungs = getorganslot(ORGAN_SLOT_LUNGS)
if(!lungs)
adjustOxyLoss(2)
//CRIT
if(!breath || (breath.total_moles() == 0) || !lungs)
if(reagents.has_reagent("epinephrine") && lungs)
return
adjustOxyLoss(1)
failed_last_breath = 1
throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
return 0
var/safe_oxy_min = 16
var/safe_oxy_max = 50
var/safe_co2_max = 10
var/safe_tox_max = 0.05
var/SA_para_min = 1
var/SA_sleep_min = 5
var/oxygen_used = 0
var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
var/list/breath_gases = breath.gases
var/O2_partialpressure = (breath_gases[/datum/gas/oxygen]/breath.total_moles())*breath_pressure
var/Toxins_partialpressure = (breath_gases[/datum/gas/plasma]/breath.total_moles())*breath_pressure
var/CO2_partialpressure = (breath_gases[/datum/gas/carbon_dioxide]/breath.total_moles())*breath_pressure
//OXYGEN
if(O2_partialpressure > safe_oxy_max) // Too much Oxygen - blatant CO2 effect copy/pasta
if(!o2overloadtime)
o2overloadtime = world.time
else if(world.time - o2overloadtime > 120)
Dizzy(10) // better than a minute of you're fucked KO, but certainly a wake up call. Honk.
adjustOxyLoss(3)
if(world.time - o2overloadtime > 300)
adjustOxyLoss(8)
if(prob(20))
emote("cough")
throw_alert("too_much_oxy", /obj/screen/alert/too_much_oxy)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
if(O2_partialpressure < safe_oxy_min) //Not enough oxygen
if(prob(20))
emote("gasp")
if(O2_partialpressure > 0)
var/ratio = 1 - O2_partialpressure/safe_oxy_min
adjustOxyLoss(min(5*ratio, 3))
failed_last_breath = 1
oxygen_used = breath_gases[/datum/gas/oxygen]*ratio
else
adjustOxyLoss(3)
failed_last_breath = 1
throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
else //Enough oxygen
failed_last_breath = 0
o2overloadtime = 0 //reset our counter for this too
if(health >= crit_threshold)
adjustOxyLoss(-5)
oxygen_used = breath_gases[/datum/gas/oxygen]
clear_alert("not_enough_oxy")
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "suffocation")
breath_gases[/datum/gas/oxygen] -= oxygen_used
breath_gases[/datum/gas/carbon_dioxide] += oxygen_used
//CARBON DIOXIDE
if(CO2_partialpressure > safe_co2_max)
if(!co2overloadtime)
co2overloadtime = world.time
else if(world.time - co2overloadtime > 120)
Unconscious(60)
adjustOxyLoss(3)
if(world.time - co2overloadtime > 300)
adjustOxyLoss(8)
if(prob(20))
emote("cough")
else
co2overloadtime = 0
//TOXINS/PLASMA
if(Toxins_partialpressure > safe_tox_max)
var/ratio = (breath_gases[/datum/gas/plasma]/safe_tox_max) * 10
adjustToxLoss(CLAMP(ratio, MIN_TOXIC_GAS_DAMAGE, MAX_TOXIC_GAS_DAMAGE))
throw_alert("too_much_tox", /obj/screen/alert/too_much_tox)
else
clear_alert("too_much_tox")
//NITROUS OXIDE
if(breath_gases[/datum/gas/nitrous_oxide])
var/SA_partialpressure = (breath_gases[/datum/gas/nitrous_oxide]/breath.total_moles())*breath_pressure
if(SA_partialpressure > SA_para_min)
Unconscious(60)
if(SA_partialpressure > SA_sleep_min)
Sleeping(max(AmountSleeping() + 40, 200))
else if(SA_partialpressure > 0.01)
if(prob(20))
emote(pick("giggle","laugh"))
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "chemical_euphoria", /datum/mood_event/chemical_euphoria)
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "chemical_euphoria")
//BZ (Facepunch port of their Agent B)
if(breath_gases[/datum/gas/bz])
var/bz_partialpressure = (breath_gases[/datum/gas/bz]/breath.total_moles())*breath_pressure
if(bz_partialpressure > 1)
hallucination += 10
else if(bz_partialpressure > 0.01)
hallucination += 5
//TRITIUM
if(breath_gases[/datum/gas/tritium])
var/tritium_partialpressure = (breath_gases[/datum/gas/tritium]/breath.total_moles())*breath_pressure
radiation += tritium_partialpressure/10
//NITRYL
if(breath_gases[/datum/gas/nitryl])
var/nitryl_partialpressure = (breath_gases[/datum/gas/nitryl]/breath.total_moles())*breath_pressure
adjustFireLoss(nitryl_partialpressure/4)
//MIASMA
if(breath_gases[/datum/gas/miasma])
var/miasma_partialpressure = (breath_gases[/datum/gas/miasma]/breath.total_moles())*breath_pressure
if(miasma_partialpressure > MINIMUM_MOLES_DELTA_TO_MOVE)
if(prob(0.05 * miasma_partialpressure))
var/datum/disease/advance/miasma_disease = new /datum/disease/advance/random(2,3)
miasma_disease.name = "Unknown"
ForceContractDisease(miasma_disease, TRUE, TRUE)
//Miasma side effects
switch(miasma_partialpressure)
if(1 to 5)
// At lower pp, give out a little warning
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell")
if(prob(5))
to_chat(src, "<span class='notice'>There is an unpleasant smell in the air.</span>")
if(5 to 20)
//At somewhat higher pp, warning becomes more obvious
if(prob(15))
to_chat(src, "<span class='warning'>You smell something horribly decayed inside this room.</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/bad_smell)
if(15 to 30)
//Small chance to vomit. By now, people have internals on anyway
if(prob(5))
to_chat(src, "<span class='warning'>The stench of rotting carcasses is unbearable!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/nauseating_stench)
vomit()
if(30 to INFINITY)
//Higher chance to vomit. Let the horror start
if(prob(25))
to_chat(src, "<span class='warning'>The stench of rotting carcasses is unbearable!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/nauseating_stench)
vomit()
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell")
//Clear all moods if no miasma at all
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell")
GAS_GARBAGE_COLLECT(breath.gases)
//BREATH TEMPERATURE
handle_breath_temperature(breath)
return 1
//Fourth and final link in a breath chain
/mob/living/carbon/proc/handle_breath_temperature(datum/gas_mixture/breath)
return
/mob/living/carbon/proc/get_breath_from_internal(volume_needed)
var/obj/item/clothing/check
var/internals = FALSE
for(check in GET_INTERNAL_SLOTS(src))
if(CHECK_BITFIELD(check.clothing_flags, ALLOWINTERNALS))
internals = TRUE
if(internal)
if(internal.loc != src)
internal = null
update_internals_hud_icon(0)
else if (!internals && !getorganslot(ORGAN_SLOT_BREATHING_TUBE))
internal = null
update_internals_hud_icon(0)
else
update_internals_hud_icon(1)
. = internal.remove_air_volume(volume_needed)
if(!.)
return FALSE //to differentiate between no internals and active, but empty internals
// Make corpses rot, emitting miasma
/mob/living/carbon/proc/rot()
// Properly stored corpses shouldn't create miasma
if(istype(loc, /obj/structure/closet/crate/coffin)|| istype(loc, /obj/structure/closet/body_bag) || istype(loc, /obj/structure/bodycontainer))
return
// No decay if formaldehyde in corpse or when the corpse is charred
if(reagents.has_reagent("formaldehyde", 15) || HAS_TRAIT(src, TRAIT_HUSK))
return
// Also no decay if corpse chilled or not organic/undead
if(bodytemperature <= T0C-10 || (!(MOB_ORGANIC in mob_biotypes) && !(MOB_UNDEAD in mob_biotypes)))
return
// Wait a bit before decaying
if(world.time - timeofdeath < 1200)
return
var/deceasedturf = get_turf(src)
// Closed turfs don't have any air in them, so no gas building up
if(!istype(deceasedturf,/turf/open))
return
var/turf/open/miasma_turf = deceasedturf
var/list/cached_gases = miasma_turf.air.gases
cached_gases[/datum/gas/miasma] += 0.1
/mob/living/carbon/proc/handle_blood()
return
/mob/living/carbon/proc/handle_bodyparts()
for(var/I in bodyparts)
var/obj/item/bodypart/BP = I
if(BP.needs_processing)
. |= BP.on_life()
/mob/living/carbon/proc/handle_organs()
if(stat != DEAD)
for(var/V in internal_organs)
var/obj/item/organ/O = V
if(O)
O.on_life()
else
for(var/V in internal_organs)
var/obj/item/organ/O = V
if(O)
O.on_death() //Needed so organs decay while inside the body.
/mob/living/carbon/handle_diseases()
for(var/thing in diseases)
var/datum/disease/D = thing
if(prob(D.infectivity))
D.spread()
if(stat != DEAD || D.process_dead)
D.stage_act()
//todo generalize this and move hud out
/mob/living/carbon/proc/handle_changeling()
if(mind && hud_used && hud_used.lingchemdisplay)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling)
changeling.regenerate()
hud_used.lingchemdisplay.invisibility = 0
hud_used.lingchemdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#dd66dd'>[round(changeling.chem_charges)]</font></div>"
else
hud_used.lingchemdisplay.invisibility = INVISIBILITY_ABSTRACT
/mob/living/carbon/handle_mutations_and_radiation()
if(dna && dna.temporary_mutations.len)
var/datum/mutation/human/HM
for(var/mut in dna.temporary_mutations)
if(dna.temporary_mutations[mut] < world.time)
if(mut == UI_CHANGED)
if(dna.previous["UI"])
dna.uni_identity = merge_text(dna.uni_identity,dna.previous["UI"])
updateappearance(mutations_overlay_update=1)
dna.previous.Remove("UI")
dna.temporary_mutations.Remove(mut)
continue
if(mut == UE_CHANGED)
if(dna.previous["name"])
real_name = dna.previous["name"]
name = real_name
dna.previous.Remove("name")
if(dna.previous["UE"])
dna.unique_enzymes = dna.previous["UE"]
dna.previous.Remove("UE")
if(dna.previous["blood_type"])
dna.blood_type = dna.previous["blood_type"]
dna.previous.Remove("blood_type")
dna.temporary_mutations.Remove(mut)
continue
HM = GLOB.mutations_list[mut]
HM.force_lose(src)
dna.temporary_mutations.Remove(mut)
radiation -= min(radiation, RAD_LOSS_PER_TICK)
if(radiation > RAD_MOB_SAFE)
adjustToxLoss(log(radiation-RAD_MOB_SAFE)*RAD_TOX_COEFFICIENT)
/mob/living/carbon/handle_stomach()
set waitfor = 0
for(var/mob/living/M in stomach_contents)
if(M.loc != src)
stomach_contents.Remove(M)
continue
if(iscarbon(M) && stat != DEAD)
if(M.stat == DEAD)
M.death(1)
stomach_contents.Remove(M)
qdel(M)
continue
if(SSmobs.times_fired%3==1)
if(!(M.status_flags & GODMODE))
M.adjustBruteLoss(5)
nutrition += 10
/*
Alcohol Poisoning Chart
Note that all higher effects of alcohol poisoning will inherit effects for smaller amounts (i.e. light poisoning inherts from slight poisoning)
In addition, severe effects won't always trigger unless the drink is poisonously strong
All effects don't start immediately, but rather get worse over time; the rate is affected by the imbiber's alcohol tolerance
0: Non-alcoholic
1-10: Barely classifiable as alcohol - occassional slurring
11-20: Slight alcohol content - slurring
21-30: Below average - imbiber begins to look slightly drunk
31-40: Just below average - no unique effects
41-50: Average - mild disorientation, imbiber begins to look drunk
51-60: Just above average - disorientation, vomiting, imbiber begins to look heavily drunk
61-70: Above average - small chance of blurry vision, imbiber begins to look smashed
71-80: High alcohol content - blurry vision, imbiber completely shitfaced
81-90: Extremely high alcohol content - light brain damage, passing out
91-100: Dangerously toxic - swift death
*/
#define BALLMER_POINTS 5
GLOBAL_LIST_INIT(ballmer_good_msg, list("Hey guys, what if we rolled out a bluespace wiring system so mice can't destroy the powergrid anymore?",
"Hear me out here. What if, and this is just a theory, we made R&D controllable from our PDAs?",
"I'm thinking we should roll out a git repository for our research under the AGPLv3 license so that we can share it among the other stations freely.",
"I dunno about you guys, but IDs and PDAs being separate is clunky as fuck. Maybe we should merge them into a chip in our arms? That way they can't be stolen easily.",
"Why the fuck aren't we just making every pair of shoes into galoshes? We have the technology."))
GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put a webserver that's automatically turned on with default admin passwords into every PDA?",
"So like, you know how we separate our codebase from the master copy that runs on our consumer boxes? What if we merged the two and undid the separation between codebase and server?",
"Dude, radical idea: H.O.N.K mechs but with no bananium required.",
"Best idea ever: Disposal pipes instead of hallways."))
//this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc..
/mob/living/carbon/handle_status_effects()
..()
if(getStaminaLoss() && !combatmode)//CIT CHANGE - prevents stamina regen while combat mode is active
adjustStaminaLoss(resting ? (recoveringstam ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
if(!recoveringstam && incomingstammult != 1)
incomingstammult = max(0.01, incomingstammult)
incomingstammult = min(1, incomingstammult*2)
//CIT CHANGES START HERE. STAMINA BUFFER STUFF
if(bufferedstam && world.time > stambufferregentime)
var/drainrate = max((bufferedstam*(bufferedstam/(5)))*0.1,1)
bufferedstam = max(bufferedstam - drainrate, 0)
adjustStaminaLoss(drainrate*0.5)
//END OF CIT CHANGES
var/restingpwr = 1 + 4 * resting
//Dizziness
if(dizziness)
var/client/C = client
var/pixel_x_diff = 0
var/pixel_y_diff = 0
var/temp
var/saved_dizz = dizziness
if(C)
var/oldsrc = src
var/amplitude = dizziness*(sin(dizziness * world.time) + 1) // This shit is annoying at high strength
src = null
spawn(0)
if(C)
temp = amplitude * sin(saved_dizz * world.time)
pixel_x_diff += temp
C.pixel_x += temp
temp = amplitude * cos(saved_dizz * world.time)
pixel_y_diff += temp
C.pixel_y += temp
sleep(3)
if(C)
temp = amplitude * sin(saved_dizz * world.time)
pixel_x_diff += temp
C.pixel_x += temp
temp = amplitude * cos(saved_dizz * world.time)
pixel_y_diff += temp
C.pixel_y += temp
sleep(3)
if(C)
C.pixel_x -= pixel_x_diff
C.pixel_y -= pixel_y_diff
src = oldsrc
dizziness = max(dizziness - restingpwr, 0)
if(drowsyness)
drowsyness = max(drowsyness - restingpwr, 0)
blur_eyes(2)
if(prob(5))
AdjustSleeping(20)
Unconscious(100)
//Jitteriness
if(jitteriness)
do_jitter_animation(jitteriness)
jitteriness = max(jitteriness - restingpwr, 0)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "jittery", /datum/mood_event/jittery)
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "jittery")
if(stuttering)
stuttering = max(stuttering-1, 0)
if(slurring || drunkenness)
slurring = max(slurring-1,0,drunkenness)
if(cultslurring)
cultslurring = max(cultslurring-1, 0)
if(silent)
silent = max(silent-1, 0)
if(druggy)
adjust_drugginess(-1)
if(hallucination)
handle_hallucinations()
if(drunkenness)
drunkenness = max(drunkenness - (drunkenness * 0.04), 0)
if(drunkenness >= 6)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "drunk", /datum/mood_event/drunk)
jitteriness = max(jitteriness - 3, 0)
if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING))
adjustBruteLoss(-0.12, FALSE)
adjustFireLoss(-0.06, FALSE)
if(mind && (mind.assigned_role == "Scientist" || mind.assigned_role == "Research Director"))
if(SSresearch.science_tech)
if(drunkenness >= 12.9 && drunkenness <= 13.8)
drunkenness = round(drunkenness, 0.01)
var/ballmer_percent = 0
if(drunkenness == 13.35) // why run math if I dont have to
ballmer_percent = 1
else
ballmer_percent = (-abs(drunkenness - 13.35) / 0.9) + 1
if(prob(5))
say(pick(GLOB.ballmer_good_msg), forced = "ballmer")
SSresearch.science_tech.add_point_list(list(TECHWEB_POINT_TYPE_GENERIC = BALLMER_POINTS * ballmer_percent))
if(drunkenness > 26) // by this point you're into windows ME territory
if(prob(5))
SSresearch.science_tech.remove_point_list(list(TECHWEB_POINT_TYPE_GENERIC = BALLMER_POINTS))
say(pick(GLOB.ballmer_windows_me_msg), forced = "ballmer")
if(drunkenness >= 41)
if(prob(25))
confused += 2
Dizzy(10)
if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING)) // effects stack with lower tiers
adjustBruteLoss(-0.3, FALSE)
adjustFireLoss(-0.15, FALSE)
if(drunkenness >= 51)
if(prob(5))
confused += 10
vomit()
Dizzy(25)
if(drunkenness >= 61)
if(prob(50))
blur_eyes(5)
if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING))
adjustBruteLoss(-0.4, FALSE)
adjustFireLoss(-0.2, FALSE)
if(drunkenness >= 71)
blur_eyes(5)
if(drunkenness >= 81)
adjustToxLoss(0.2)
if(prob(5) && !stat)
to_chat(src, "<span class='warning'>Maybe you should lie down for a bit...</span>")
if(drunkenness >= 91)
adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.4, 60)
if(prob(20) && !stat)
if(SSshuttle.emergency.mode == SHUTTLE_DOCKED && is_station_level(z)) //QoL mainly
to_chat(src, "<span class='warning'>You're so tired... but you can't miss that shuttle...</span>")
else
to_chat(src, "<span class='warning'>Just a quick nap...</span>")
Sleeping(900)
if(drunkenness >= 101)
adjustToxLoss(4) //Let's be honest you shouldn't be alive by now
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "drunk")
//used in human and monkey handle_environment()
/mob/living/carbon/proc/natural_bodytemperature_stabilization()
var/body_temperature_difference = BODYTEMP_NORMAL - bodytemperature
switch(bodytemperature)
if(-INFINITY to BODYTEMP_COLD_DAMAGE_LIMIT) //Cold damage limit is 50 below the default, the temperature where you start to feel effects.
return max((body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
if(BODYTEMP_COLD_DAMAGE_LIMIT to BODYTEMP_NORMAL)
return max(body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR, min(body_temperature_difference, BODYTEMP_AUTORECOVERY_MINIMUM/4))
if(BODYTEMP_NORMAL to BODYTEMP_HEAT_DAMAGE_LIMIT) // Heat damage limit is 50 above the default, the temperature where you start to feel effects.
return min(body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR, max(body_temperature_difference, -BODYTEMP_AUTORECOVERY_MINIMUM/4))
if(BODYTEMP_HEAT_DAMAGE_LIMIT to INFINITY)
return min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
/////////
//LIVER//
/////////
/mob/living/carbon/proc/handle_liver()
var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER)
if((!dna && !liver) || (NOLIVER in dna.species.species_traits))
return
if(liver)
if(liver.damage < liver.maxHealth)
liver.organ_flags |= ORGAN_FAILING
liver_failure()
else
liver_failure()
/mob/living/carbon/proc/undergoing_liver_failure()
var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER)
if(liver && liver.failing)
return TRUE
/mob/living/carbon/proc/return_liver_damage()
var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER)
if(liver)
return liver.damage
/mob/living/carbon/proc/applyLiverDamage(var/d)
var/obj/item/organ/liver/L = getorganslot(ORGAN_SLOT_LIVER)
if(L)
L.damage += d
/mob/living/carbon/proc/liver_failure()
reagents.end_metabolization(src, keep_liverless = TRUE) //Stops trait-based effects on reagents, to prevent permanent buffs
reagents.metabolize(src, can_overdose=FALSE, liverless = TRUE)
if(HAS_TRAIT(src, TRAIT_STABLELIVER))
return
adjustToxLoss(4, TRUE, TRUE)
if(prob(30))
to_chat(src, "<span class='warning'>You feel a stabbing pain in your abdomen!</span>")
////////////////
//BRAIN DAMAGE//
////////////////
/mob/living/carbon/proc/handle_brain_damage()
for(var/T in get_traumas())
var/datum/brain_trauma/BT = T
BT.on_life()
/////////////////////////////////////
//MONKEYS WITH TOO MUCH CHOLOESTROL//
/////////////////////////////////////
/mob/living/carbon/proc/can_heartattack()
if(!needs_heart())
return FALSE
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
if(!heart || (heart.organ_flags & ORGAN_SYNTHETIC))
return FALSE
return TRUE
/mob/living/carbon/proc/needs_heart()
if(HAS_TRAIT(src, TRAIT_STABLEHEART))
return FALSE
if(dna && dna.species && (NOBLOOD in dna.species.species_traits)) //not all carbons have species!
return FALSE
return TRUE
/mob/living/carbon/proc/undergoing_cardiac_arrest()
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
if(istype(heart) && heart.beating)
return FALSE
else if(!needs_heart())
return FALSE
return TRUE
/mob/living/carbon/proc/set_heartattack(status)
if(!can_heartattack())
return FALSE
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
if(!istype(heart))
return
heart.beating = !status
@@ -1,309 +0,0 @@
//IMPORTANT: Multiple animate() calls do not stack well, so try to do them all at once if you can.
/mob/living/carbon/update_transform()
var/matrix/ntransform = matrix(transform) //aka transform.Copy()
var/final_pixel_y = pixel_y
var/final_dir = dir
var/changed = 0
if(lying != lying_prev && rotate_on_lying)
changed++
ntransform.TurnTo(lying_prev,lying)
if(lying == 0) //Lying to standing
final_pixel_y = get_standard_pixel_y_offset()
else //if(lying != 0)
if(lying_prev == 0) //Standing to lying
pixel_y = get_standard_pixel_y_offset()
final_pixel_y = get_standard_pixel_y_offset(lying)
if(dir & (EAST|WEST)) //Facing east or west
final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
if(resize != RESIZE_DEFAULT_SIZE)
changed++
ntransform.Scale(resize)
resize = RESIZE_DEFAULT_SIZE
if(changed)
animate(src, transform = ntransform, time = 2, pixel_y = final_pixel_y, dir = final_dir, easing = EASE_IN|EASE_OUT)
setMovetype(movement_type & ~FLOATING) // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
/mob/living/carbon
var/list/overlays_standing[TOTAL_LAYERS]
/mob/living/carbon/proc/apply_overlay(cache_index)
if((. = overlays_standing[cache_index]))
add_overlay(.)
/mob/living/carbon/proc/remove_overlay(cache_index)
var/I = overlays_standing[cache_index]
if(I)
cut_overlay(I)
overlays_standing[cache_index] = null
/mob/living/carbon/regenerate_icons()
if(notransform)
return 1
update_inv_hands()
update_inv_handcuffed()
update_inv_legcuffed()
update_fire()
/mob/living/carbon/update_inv_hands()
remove_overlay(HANDS_LAYER)
if (handcuffed)
drop_all_held_items()
return
var/list/hands = list()
for(var/obj/item/I in held_items)
if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
I.screen_loc = ui_hand_position(get_held_index_of_item(I))
client.screen += I
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client && observe.client.eye == src)
observe.client.screen += I
else
observers -= observe
if(!observers.len)
observers = null
break
var/t_state = I.item_state
if(!t_state)
t_state = I.icon_state
var/icon_file = I.lefthand_file
if(get_held_index_of_item(I) % 2 == 0)
icon_file = I.righthand_file
hands += I.build_worn_icon(state = t_state, default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE)
overlays_standing[HANDS_LAYER] = hands
apply_overlay(HANDS_LAYER)
/mob/living/carbon/update_fire(var/fire_icon = "Generic_mob_burning")
remove_overlay(FIRE_LAYER)
if(on_fire)
var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER)
new_fire_overlay.appearance_flags = RESET_COLOR
overlays_standing[FIRE_LAYER] = new_fire_overlay
apply_overlay(FIRE_LAYER)
/mob/living/carbon/update_damage_overlays()
remove_overlay(DAMAGE_LAYER)
var/dam_colors = "#E62525"
if(ishuman(src))
var/mob/living/carbon/human/H = src
dam_colors = bloodtype_to_color(H.dna.blood_type)
var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER, color = dam_colors)
overlays_standing[DAMAGE_LAYER] = damage_overlay
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(BP.dmg_overlay_type)
if(BP.brutestate)
damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_[BP.brutestate]0") //we're adding icon_states of the base image as overlays
if(BP.burnstate)
damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_0[BP.burnstate]")
apply_overlay(DAMAGE_LAYER)
/mob/living/carbon/update_inv_wear_mask()
remove_overlay(FACEMASK_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(client && hud_used && hud_used.inv_slots[SLOT_WEAR_MASK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
inv.update_icon()
if(wear_mask)
if(!(head && (head.flags_inv & HIDEMASK)))
overlays_standing[FACEMASK_LAYER] = wear_mask.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = 'icons/mob/mask.dmi')
update_hud_wear_mask(wear_mask)
apply_overlay(FACEMASK_LAYER)
/mob/living/carbon/update_inv_neck()
remove_overlay(NECK_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_NECK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_NECK]
inv.update_icon()
if(wear_neck)
if(!(head && (head.flags_inv & HIDENECK)))
overlays_standing[NECK_LAYER] = wear_neck.build_worn_icon(state = wear_neck.icon_state, default_layer = NECK_LAYER, default_icon_file = 'icons/mob/neck.dmi')
update_hud_neck(wear_neck)
apply_overlay(NECK_LAYER)
/mob/living/carbon/update_inv_back()
remove_overlay(BACK_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_BACK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BACK]
inv.update_icon()
if(back)
overlays_standing[BACK_LAYER] = back.build_worn_icon(state = back.icon_state, default_layer = BACK_LAYER, default_icon_file = 'icons/mob/back.dmi')
update_hud_back(back)
apply_overlay(BACK_LAYER)
/mob/living/carbon/update_inv_head()
remove_overlay(HEAD_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(client && hud_used && hud_used.inv_slots[SLOT_BACK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD]
inv.update_icon()
if(head)
overlays_standing[HEAD_LAYER] = head.build_worn_icon(state = head.icon_state, default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/head.dmi')
update_hud_head(head)
apply_overlay(HEAD_LAYER)
/mob/living/carbon/update_inv_handcuffed()
remove_overlay(HANDCUFF_LAYER)
if(handcuffed)
var/mutable_appearance/cuffs = mutable_appearance('icons/mob/restraints.dmi', handcuffed.item_state, -HANDCUFF_LAYER)
cuffs.color = handcuffed.color
overlays_standing[HANDCUFF_LAYER] = cuffs
apply_overlay(HANDCUFF_LAYER)
/mob/living/carbon/update_inv_legcuffed()
remove_overlay(LEGCUFF_LAYER)
clear_alert("legcuffed")
if(legcuffed)
var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER)
legcuffs.color = legcuffed.color
overlays_standing[LEGCUFF_LAYER] = legcuffs
apply_overlay(LEGCUFF_LAYER)
throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed)
//mob HUD updates for items in our inventory
//update whether handcuffs appears on our hud.
/mob/living/carbon/proc/update_hud_handcuffed()
if(hud_used)
for(var/hand in hud_used.hand_slots)
var/obj/screen/inventory/hand/H = hud_used.hand_slots[hand]
if(H)
H.update_icon()
//update whether our head item appears on our hud.
/mob/living/carbon/proc/update_hud_head(obj/item/I)
return
//update whether our mask item appears on our hud.
/mob/living/carbon/proc/update_hud_wear_mask(obj/item/I)
return
//update whether our neck item appears on our hud.
/mob/living/carbon/proc/update_hud_neck(obj/item/I)
return
//update whether our back item appears on our hud.
/mob/living/carbon/proc/update_hud_back(obj/item/I)
return
//Overlays for the worn overlay so you can overlay while you overlay
//eg: ammo counters, primed grenade flashing, etc.
//"icon_file" is used automatically for inhands etc. to make sure it gets the right inhand file
/obj/item/proc/worn_overlays(isinhands = FALSE, icon_file)
. = list()
/mob/living/carbon/update_body()
update_body_parts()
/mob/living/carbon/proc/update_body_parts()
//CHECK FOR UPDATE
var/oldkey = icon_render_key
icon_render_key = generate_icon_render_key()
if(oldkey == icon_render_key)
return
remove_overlay(BODYPARTS_LAYER)
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
BP.update_limb()
//LOAD ICONS
if(limb_icon_cache[icon_render_key])
load_limb_from_cache()
return
//GENERATE NEW LIMBS
var/list/new_limbs = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
new_limbs += BP.get_limb_icon()
if(new_limbs.len)
overlays_standing[BODYPARTS_LAYER] = new_limbs
limb_icon_cache[icon_render_key] = new_limbs
apply_overlay(BODYPARTS_LAYER)
update_damage_overlays()
/////////////////////
// Limb Icon Cache //
/////////////////////
/*
Called from update_body_parts() these procs handle the limb icon cache.
the limb icon cache adds an icon_render_key to a human mob, it represents:
- skin_tone (if applicable)
- gender
- limbs (stores as the limb name and whether it is removed/fine, organic/robotic)
These procs only store limbs as to increase the number of matching icon_render_keys
This cache exists because drawing 6/7 icons for humans constantly is quite a waste
See RemieRichards on irc.rizon.net #coderbus
*/
//produces a key based on the mob's limbs
/mob/living/carbon/proc/generate_icon_render_key()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
. += "-[BP.body_zone]"
if(BP.use_digitigrade)
. += "-digitigrade[BP.use_digitigrade]"
if(BP.animal_origin)
. += "-[BP.animal_origin]"
if(BP.status == BODYPART_ORGANIC)
. += "-organic"
else
. += "-robotic"
if(HAS_TRAIT(src, TRAIT_HUSK))
. += "-husk"
//change the mob's icon to the one matching its key
/mob/living/carbon/proc/load_limb_from_cache()
if(limb_icon_cache[icon_render_key])
remove_overlay(BODYPARTS_LAYER)
overlays_standing[BODYPARTS_LAYER] = limb_icon_cache[icon_render_key]
apply_overlay(BODYPARTS_LAYER)
update_damage_overlays()