Merge branch 'master' into stambufferbuff

This commit is contained in:
deathride58
2020-01-12 20:35:31 -05:00
committed by GitHub
1734 changed files with 218309 additions and 212688 deletions
+145 -145
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@@ -1,145 +1,145 @@
/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
/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
@@ -1,127 +1,128 @@
/mob/living/carbon/alien/get_eye_protection()
return ..() + 2 //potential cyber implants + natural eye protection
/mob/living/carbon/alien/get_ear_protection()
return 2 //no ears
/mob/living/carbon/alien/hitby(atom/movable/AM, skipcatch, hitpush)
..(AM, skipcatch = TRUE, hitpush = FALSE)
/*Code for aliens attacking aliens. Because aliens act on a hivemind, I don't see them as very aggressive with each other.
As such, they can either help or harm other aliens. Help works like the human help command while harm is a simple nibble.
In all, this is a lot like the monkey code. /N
*/
/mob/living/carbon/alien/attack_alien(mob/living/carbon/alien/M)
if(isturf(loc) && istype(loc.loc, /area/start))
to_chat(M, "No attacking people at spawn, you jackass.")
return
switch(M.a_intent)
if ("help")
if(!recoveringstam)
resting = 0
AdjustStun(-60)
AdjustKnockdown(-60)
AdjustUnconscious(-60)
AdjustSleeping(-100)
visible_message("<span class='notice'>[M.name] nuzzles [src] trying to wake [p_them()] up!</span>")
if ("grab")
grabbedby(M)
else
if(health > 0)
M.do_attack_animation(src, ATTACK_EFFECT_BITE)
playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M.name] bites [src]!</span>", \
"<span class='userdanger'>[M.name] bites [src]!</span>", null, COMBAT_MESSAGE_RANGE)
adjustBruteLoss(1)
log_combat(M, src, "attacked")
updatehealth()
else
to_chat(M, "<span class='warning'>[name] is too injured for that.</span>")
/mob/living/carbon/alien/attack_larva(mob/living/carbon/alien/larva/L)
return attack_alien(L)
/mob/living/carbon/alien/attack_hand(mob/living/carbon/human/M)
if(..()) //to allow surgery to return properly.
return 0
switch(M.a_intent)
if("help")
help_shake_act(M)
if("grab")
grabbedby(M)
if ("harm")
M.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
return 1
if("disarm")
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
return 1
return 0
/mob/living/carbon/alien/attack_paw(mob/living/carbon/monkey/M)
if(..())
if (stat != DEAD)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
apply_damage(rand(1, 3), BRUTE, affecting)
/mob/living/carbon/alien/attack_animal(mob/living/simple_animal/M)
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
switch(M.melee_damage_type)
if(BRUTE)
adjustBruteLoss(damage)
if(BURN)
adjustFireLoss(damage)
if(TOX)
adjustToxLoss(damage)
if(OXY)
adjustOxyLoss(damage)
if(CLONE)
adjustCloneLoss(damage)
if(STAMINA)
adjustStaminaLoss(damage)
/mob/living/carbon/alien/attack_slime(mob/living/simple_animal/slime/M)
if(..()) //successful slime attack
var/damage = rand(5, 35)
if(M.is_adult)
damage = rand(10, 40)
adjustBruteLoss(damage)
log_combat(M, src, "attacked")
updatehealth()
/mob/living/carbon/alien/ex_act(severity, target, origin)
if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src))
return
..()
switch (severity)
if (1)
gib()
return
if (2)
take_overall_damage(60, 60)
adjustEarDamage(30,120)
if(3)
take_overall_damage(30,0)
if(prob(50))
Unconscious(20)
adjustEarDamage(15,60)
/mob/living/carbon/alien/soundbang_act(intensity = 1, stun_pwr = 20, damage_pwr = 5, deafen_pwr = 15)
return 0
/mob/living/carbon/alien/acid_act(acidpwr, acid_volume)
return 0//aliens are immune to acid.
/mob/living/carbon/alien/get_eye_protection()
return ..() + 2 //potential cyber implants + natural eye protection
/mob/living/carbon/alien/get_ear_protection()
return 2 //no ears
/mob/living/carbon/alien/hitby(atom/movable/AM, skipcatch, hitpush)
return ..(AM, skipcatch = TRUE, hitpush = FALSE)
/mob/living/carbon/alien/can_embed(obj/item/I)
return FALSE
/*Code for aliens attacking aliens. Because aliens act on a hivemind, I don't see them as very aggressive with each other.
As such, they can either help or harm other aliens. Help works like the human help command while harm is a simple nibble.
In all, this is a lot like the monkey code. /N
*/
/mob/living/carbon/alien/attack_alien(mob/living/carbon/alien/M)
. = ..()
if(!.) // the attack was blocked or was help/grab intent
return
switch(M.a_intent)
if (INTENT_HELP)
if(!recoveringstam)
resting = 0
AdjustStun(-60)
AdjustKnockdown(-60)
AdjustUnconscious(-60)
AdjustSleeping(-100)
visible_message("<span class='notice'>[M.name] nuzzles [src] trying to wake [p_them()] up!</span>")
if(INTENT_DISARM, INTENT_HARM)
if(health > 0)
M.do_attack_animation(src, ATTACK_EFFECT_BITE)
playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M.name] bites [src]!</span>", \
"<span class='userdanger'>[M.name] bites [src]!</span>", null, COMBAT_MESSAGE_RANGE)
adjustBruteLoss(1)
log_combat(M, src, "attacked")
updatehealth()
else
to_chat(M, "<span class='warning'>[name] is too injured for that.</span>")
/mob/living/carbon/alien/attack_larva(mob/living/carbon/alien/larva/L)
return attack_alien(L)
/mob/living/carbon/alien/attack_hand(mob/living/carbon/human/M)
. = ..()
if(.) //To allow surgery to return properly.
return
switch(M.a_intent)
if(INTENT_HELP)
help_shake_act(M)
if(INTENT_GRAB)
grabbedby(M)
if (INTENT_HARM)
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt [src]!</span>")
return TRUE
M.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
if(INTENT_DISARM)
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt [src]!</span>")
return TRUE
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
/mob/living/carbon/alien/attack_paw(mob/living/carbon/monkey/M)
. = ..()
if(.) //successful monkey bite.
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
apply_damage(rand(1, 3), BRUTE, affecting)
/mob/living/carbon/alien/attack_animal(mob/living/simple_animal/M)
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
switch(M.melee_damage_type)
if(BRUTE)
adjustBruteLoss(damage)
if(BURN)
adjustFireLoss(damage)
if(TOX)
adjustToxLoss(damage)
if(OXY)
adjustOxyLoss(damage)
if(CLONE)
adjustCloneLoss(damage)
if(STAMINA)
adjustStaminaLoss(damage)
/mob/living/carbon/alien/attack_slime(mob/living/simple_animal/slime/M)
. = ..()
if(!.) //unsuccessful slime attack
return
var/damage = rand(5, 35)
if(M.is_adult)
damage = rand(10, 40)
adjustBruteLoss(damage)
log_combat(M, src, "attacked")
updatehealth()
/mob/living/carbon/alien/ex_act(severity, target, origin)
if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src))
return
..()
switch (severity)
if (EXPLODE_DEVASTATE)
gib()
return
if (EXPLODE_HEAVY)
take_overall_damage(60, 60)
adjustEarDamage(30,120)
if(EXPLODE_LIGHT)
take_overall_damage(30,0)
if(prob(50))
Unconscious(20)
adjustEarDamage(15,60)
/mob/living/carbon/alien/soundbang_act(intensity = 1, stun_pwr = 20, damage_pwr = 5, deafen_pwr = 15)
return 0
/mob/living/carbon/alien/acid_act(acidpwr, acid_volume)
return 0//aliens are immune to acid.
+15 -15
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@@ -1,15 +1,15 @@
/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")
/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")
@@ -1,95 +1,90 @@
/mob/living/carbon/alien/humanoid/hunter
name = "alien hunter"
caste = "h"
maxHealth = 125
health = 125
icon_state = "alienh"
var/obj/screen/leap_icon = null
/mob/living/carbon/alien/humanoid/hunter/create_internal_organs()
internal_organs += new /obj/item/organ/alien/plasmavessel/small
..()
//Hunter verbs
/mob/living/carbon/alien/humanoid/hunter/proc/toggle_leap(message = 1)
leap_on_click = !leap_on_click
leap_icon.icon_state = "leap_[leap_on_click ? "on":"off"]"
update_icons()
if(message)
to_chat(src, "<span class='noticealien'>You will now [leap_on_click ? "leap at":"slash at"] enemies!</span>")
else
return
/mob/living/carbon/alien/humanoid/hunter/ClickOn(atom/A, params)
face_atom(A)
if(leap_on_click)
leap_at(A)
else
..()
#define MAX_ALIEN_LEAP_DIST 7
/mob/living/carbon/alien/humanoid/hunter/proc/leap_at(atom/A)
if(!canmove || leaping)
return
if(pounce_cooldown > world.time)
to_chat(src, "<span class='alertalien'>You are too fatigued to pounce right now!</span>")
return
if(!has_gravity() || !A.has_gravity())
to_chat(src, "<span class='alertalien'>It is unsafe to leap without gravity!</span>")
//It's also extremely buggy visually, so it's balance+bugfix
return
else //Maybe uses plasma in the future, although that wouldn't make any sense...
leaping = 1
weather_immunities += "lava"
update_icons()
throw_at(A, MAX_ALIEN_LEAP_DIST, 1, src, FALSE, TRUE, callback = CALLBACK(src, .proc/leap_end))
/mob/living/carbon/alien/humanoid/hunter/proc/leap_end()
leaping = 0
weather_immunities -= "lava"
update_icons()
/mob/living/carbon/alien/humanoid/hunter/throw_impact(atom/A)
if(!leaping)
return ..()
pounce_cooldown = world.time + pounce_cooldown_time
if(A)
if(isliving(A))
var/mob/living/L = A
var/blocked = FALSE
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.check_shields(src, 0, "the [name]", attack_type = LEAP_ATTACK))
blocked = TRUE
if(!blocked)
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.Knockdown(100)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
else
Knockdown(40, 1, 1)
toggle_leap(0)
else if(A.density && !A.CanPass(src))
visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='alertalien'>[src] smashes into [A]!</span>")
Knockdown(40, 1, 1)
if(leaping)
leaping = 0
update_icons()
update_canmove()
/mob/living/carbon/alien/humanoid/float(on)
if(leaping)
return
..()
/mob/living/carbon/alien/humanoid/hunter
name = "alien hunter"
caste = "h"
maxHealth = 125
health = 125
icon_state = "alienh"
var/obj/screen/leap_icon = null
/mob/living/carbon/alien/humanoid/hunter/create_internal_organs()
internal_organs += new /obj/item/organ/alien/plasmavessel/small
..()
//Hunter verbs
/mob/living/carbon/alien/humanoid/hunter/proc/toggle_leap(message = 1)
leap_on_click = !leap_on_click
leap_icon.icon_state = "leap_[leap_on_click ? "on":"off"]"
update_icons()
if(message)
to_chat(src, "<span class='noticealien'>You will now [leap_on_click ? "leap at":"slash at"] enemies!</span>")
else
return
/mob/living/carbon/alien/humanoid/hunter/ClickOn(atom/A, params)
face_atom(A)
if(leap_on_click)
leap_at(A)
else
..()
#define MAX_ALIEN_LEAP_DIST 7
/mob/living/carbon/alien/humanoid/hunter/proc/leap_at(atom/A)
if(!canmove || leaping)
return
if(pounce_cooldown > world.time)
to_chat(src, "<span class='alertalien'>You are too fatigued to pounce right now!</span>")
return
if(!has_gravity() || !A.has_gravity())
to_chat(src, "<span class='alertalien'>It is unsafe to leap without gravity!</span>")
//It's also extremely buggy visually, so it's balance+bugfix
return
else //Maybe uses plasma in the future, although that wouldn't make any sense...
leaping = 1
weather_immunities += "lava"
update_icons()
throw_at(A, MAX_ALIEN_LEAP_DIST, 1, src, FALSE, TRUE, callback = CALLBACK(src, .proc/leap_end))
/mob/living/carbon/alien/humanoid/hunter/proc/leap_end()
leaping = 0
weather_immunities -= "lava"
update_icons()
/mob/living/carbon/alien/humanoid/hunter/throw_impact(atom/A)
if(!leaping)
return ..()
pounce_cooldown = world.time + pounce_cooldown_time
if(A)
if(isliving(A))
var/mob/living/L = A
if(!L.check_shields(src, 0, "the [name]", attack_type = LEAP_ATTACK))
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.Knockdown(100)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
else
Knockdown(40, 1, 1)
toggle_leap(0)
else if(A.density && !A.CanPass(src))
visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='alertalien'>[src] smashes into [A]!</span>")
Knockdown(40, 1, 1)
if(leaping)
leaping = 0
update_icons()
update_canmove()
/mob/living/carbon/alien/humanoid/float(on)
if(leaping)
return
..()
@@ -1,23 +1,23 @@
/mob/living/carbon/alien/humanoid/death(gibbed)
if(stat == DEAD)
return
. = ..()
update_canmove()
update_icons()
status_flags |= CANPUSH
//When the alien queen dies, all others must pay the price for letting her die.
/mob/living/carbon/alien/humanoid/royal/queen/death(gibbed)
if(stat == DEAD)
return
for(var/mob/living/carbon/C in GLOB.alive_mob_list)
if(C == src) //Make sure not to proc it on ourselves.
continue
var/obj/item/organ/alien/hivenode/node = C.getorgan(/obj/item/organ/alien/hivenode)
if(istype(node)) // just in case someone would ever add a diffirent node to hivenode slot
node.queen_death()
/mob/living/carbon/alien/humanoid/death(gibbed)
if(stat == DEAD)
return
. = ..()
update_canmove()
update_icons()
status_flags |= CANPUSH
//When the alien queen dies, all others must pay the price for letting her die.
/mob/living/carbon/alien/humanoid/royal/queen/death(gibbed)
if(stat == DEAD)
return
for(var/mob/living/carbon/C in GLOB.alive_mob_list)
if(C == src) //Make sure not to proc it on ourselves.
continue
var/obj/item/organ/alien/hivenode/node = C.getorgan(/obj/item/organ/alien/hivenode)
if(istype(node)) // just in case someone would ever add a diffirent node to hivenode slot
node.queen_death()
return ..()
@@ -1,119 +1,119 @@
/mob/living/carbon/alien/humanoid
name = "alien"
icon_state = "alien"
pass_flags = PASSTABLE
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/xeno = 5, /obj/item/stack/sheet/animalhide/xeno = 1)
possible_a_intents = list(INTENT_HELP, INTENT_DISARM, INTENT_GRAB, INTENT_HARM)
limb_destroyer = 1
hud_type = /datum/hud/alien
var/obj/item/r_store = null
var/obj/item/l_store = null
var/caste = ""
var/alt_icon = 'icons/mob/alienleap.dmi' //used to switch between the two alien icon files.
var/leap_on_click = 0
var/pounce_cooldown = 0
var/pounce_cooldown_time = 30
var/custom_pixel_x_offset = 0 //for admin fuckery.
var/custom_pixel_y_offset = 0
var/sneaking = 0 //For sneaky-sneaky mode and appropriate slowdown
var/drooling = 0 //For Neruotoxic spit overlays
bodyparts = list(/obj/item/bodypart/chest/alien, /obj/item/bodypart/head/alien, /obj/item/bodypart/l_arm/alien,
/obj/item/bodypart/r_arm/alien, /obj/item/bodypart/r_leg/alien, /obj/item/bodypart/l_leg/alien)
//This is fine right now, if we're adding organ specific damage this needs to be updated
/mob/living/carbon/alien/humanoid/Initialize()
AddAbility(new/obj/effect/proc_holder/alien/regurgitate(null))
. = ..()
/mob/living/carbon/alien/humanoid/restrained(ignore_grab)
return handcuffed
/mob/living/carbon/alien/humanoid/show_inv(mob/user)
user.set_machine(src)
var/list/dat = list()
dat += {"
<HR>
<span class='big bold'>[name]</span>
<HR>"}
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><A href='?src=[REF(src)];item=[SLOT_HANDS];hand_index=[i]'>[(I && !(I.item_flags & ABSTRACT)) ? I : "<font color=grey>Empty</font>"]</a>"
dat += "<BR><A href='?src=[REF(src)];pouches=1'>Empty Pouches</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.Join(), "window=mob[REF(src)];size=325x500")
onclose(user, "mob[REF(src)]")
/mob/living/carbon/alien/humanoid/Topic(href, href_list)
..()
//strip panel
if(usr.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
if(href_list["pouches"])
visible_message("<span class='danger'>[usr] tries to empty [src]'s pouches.</span>", \
"<span class='userdanger'>[usr] tries to empty [src]'s pouches.</span>")
if(do_mob(usr, src, POCKET_STRIP_DELAY * 0.5))
dropItemToGround(r_store)
dropItemToGround(l_store)
/mob/living/carbon/alien/humanoid/cuff_resist(obj/item/I)
playsound(src, 'sound/voice/hiss5.ogg', 40, 1, 1) //Alien roars when starting to break free
..(I, cuff_break = INSTANT_CUFFBREAK)
/mob/living/carbon/alien/humanoid/resist_grab(moving_resist)
if(pulledby.grab_state)
visible_message("<span class='danger'>[src] has broken free of [pulledby]'s grip!</span>")
pulledby.stop_pulling()
. = 0
/mob/living/carbon/alien/humanoid/get_standard_pixel_y_offset(lying = 0)
if(leaping)
return -32
else if(custom_pixel_y_offset)
return custom_pixel_y_offset
else
return initial(pixel_y)
/mob/living/carbon/alien/humanoid/get_standard_pixel_x_offset(lying = 0)
if(leaping)
return -32
else if(custom_pixel_x_offset)
return custom_pixel_x_offset
else
return initial(pixel_x)
/mob/living/carbon/alien/humanoid/get_permeability_protection(list/target_zones)
return 0.8
/mob/living/carbon/alien/humanoid/alien_evolve(mob/living/carbon/alien/humanoid/new_xeno)
drop_all_held_items()
for(var/atom/movable/A in stomach_contents)
stomach_contents.Remove(A)
new_xeno.stomach_contents.Add(A)
A.forceMove(new_xeno)
..()
//For alien evolution/promotion/queen finder procs. Checks for an active alien of that type
/proc/get_alien_type(var/alienpath)
for(var/mob/living/carbon/alien/humanoid/A in GLOB.alive_mob_list)
if(!istype(A, alienpath))
continue
if(!A.key || A.stat == DEAD) //Only living aliens with a ckey are valid.
continue
return A
return FALSE
/mob/living/carbon/alien/humanoid/check_breath(datum/gas_mixture/breath)
if(breath && breath.total_moles() > 0 && !sneaking)
playsound(get_turf(src), pick('sound/voice/lowHiss2.ogg', 'sound/voice/lowHiss3.ogg', 'sound/voice/lowHiss4.ogg'), 50, 0, -5)
..()
/mob/living/carbon/alien/humanoid
name = "alien"
icon_state = "alien"
pass_flags = PASSTABLE
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/xeno = 5, /obj/item/stack/sheet/animalhide/xeno = 1)
possible_a_intents = list(INTENT_HELP, INTENT_DISARM, INTENT_GRAB, INTENT_HARM)
limb_destroyer = 1
hud_type = /datum/hud/alien
var/obj/item/r_store = null
var/obj/item/l_store = null
var/caste = ""
var/alt_icon = 'icons/mob/alienleap.dmi' //used to switch between the two alien icon files.
var/leap_on_click = 0
var/pounce_cooldown = 0
var/pounce_cooldown_time = 30
var/custom_pixel_x_offset = 0 //for admin fuckery.
var/custom_pixel_y_offset = 0
var/sneaking = 0 //For sneaky-sneaky mode and appropriate slowdown
var/drooling = 0 //For Neruotoxic spit overlays
bodyparts = list(/obj/item/bodypart/chest/alien, /obj/item/bodypart/head/alien, /obj/item/bodypart/l_arm/alien,
/obj/item/bodypart/r_arm/alien, /obj/item/bodypart/r_leg/alien, /obj/item/bodypart/l_leg/alien)
//This is fine right now, if we're adding organ specific damage this needs to be updated
/mob/living/carbon/alien/humanoid/Initialize()
AddAbility(new/obj/effect/proc_holder/alien/regurgitate(null))
. = ..()
/mob/living/carbon/alien/humanoid/restrained(ignore_grab)
return handcuffed
/mob/living/carbon/alien/humanoid/show_inv(mob/user)
user.set_machine(src)
var/list/dat = list()
dat += {"
<HR>
<span class='big bold'>[name]</span>
<HR>"}
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><A href='?src=[REF(src)];item=[SLOT_HANDS];hand_index=[i]'>[(I && !(I.item_flags & ABSTRACT)) ? I : "<font color=grey>Empty</font>"]</a>"
dat += "<BR><A href='?src=[REF(src)];pouches=1'>Empty Pouches</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.Join(), "window=mob[REF(src)];size=325x500")
onclose(user, "mob[REF(src)]")
/mob/living/carbon/alien/humanoid/Topic(href, href_list)
..()
//strip panel
if(usr.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
if(href_list["pouches"])
visible_message("<span class='danger'>[usr] tries to empty [src]'s pouches.</span>", \
"<span class='userdanger'>[usr] tries to empty [src]'s pouches.</span>")
if(do_mob(usr, src, POCKET_STRIP_DELAY * 0.5))
dropItemToGround(r_store)
dropItemToGround(l_store)
/mob/living/carbon/alien/humanoid/cuff_resist(obj/item/I)
playsound(src, 'sound/voice/hiss5.ogg', 40, 1, 1) //Alien roars when starting to break free
..(I, cuff_break = INSTANT_CUFFBREAK)
/mob/living/carbon/alien/humanoid/resist_grab(moving_resist)
if(pulledby.grab_state)
visible_message("<span class='danger'>[src] has broken free of [pulledby]'s grip!</span>")
pulledby.stop_pulling()
. = 0
/mob/living/carbon/alien/humanoid/get_standard_pixel_y_offset(lying = 0)
if(leaping)
return -32
else if(custom_pixel_y_offset)
return custom_pixel_y_offset
else
return initial(pixel_y)
/mob/living/carbon/alien/humanoid/get_standard_pixel_x_offset(lying = 0)
if(leaping)
return -32
else if(custom_pixel_x_offset)
return custom_pixel_x_offset
else
return initial(pixel_x)
/mob/living/carbon/alien/humanoid/get_permeability_protection(list/target_zones)
return 0.8
/mob/living/carbon/alien/humanoid/alien_evolve(mob/living/carbon/alien/humanoid/new_xeno)
drop_all_held_items()
for(var/atom/movable/A in stomach_contents)
stomach_contents.Remove(A)
new_xeno.stomach_contents.Add(A)
A.forceMove(new_xeno)
..()
//For alien evolution/promotion/queen finder procs. Checks for an active alien of that type
/proc/get_alien_type(var/alienpath)
for(var/mob/living/carbon/alien/humanoid/A in GLOB.alive_mob_list)
if(!istype(A, alienpath))
continue
if(!A.key || A.stat == DEAD) //Only living aliens with a ckey are valid.
continue
return A
return FALSE
/mob/living/carbon/alien/humanoid/check_breath(datum/gas_mixture/breath)
if(breath && breath.total_moles() > 0 && !sneaking)
playsound(get_turf(src), pick('sound/voice/lowHiss2.ogg', 'sound/voice/lowHiss3.ogg', 'sound/voice/lowHiss4.ogg'), 50, 0, -5)
..()
@@ -5,9 +5,11 @@
else
..()
/mob/living/carbon/alien/humanoid/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
/mob/living/carbon/alien/humanoid/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
if(user.a_intent == INTENT_HARM)
..(user, 1)
. = ..(user, TRUE)
if(.)
return
adjustBruteLoss(15)
var/hitverb = "punched"
if(mob_size < MOB_SIZE_LARGE)
@@ -21,46 +23,46 @@
return 1
/mob/living/carbon/alien/humanoid/attack_hand(mob/living/carbon/human/M)
if(..())
switch(M.a_intent)
if ("harm")
var/damage = rand(1, 9)
if (prob(90))
playsound(loc, "punch", 25, 1, -1)
visible_message("<span class='danger'>[M] has punched [src]!</span>", \
"<span class='userdanger'>[M] has punched [src]!</span>", null, COMBAT_MESSAGE_RANGE)
if ((stat != DEAD) && (damage > 9 || prob(5)))//Regular humans have a very small chance of knocking an alien down.
Unconscious(40)
visible_message("<span class='danger'>[M] has knocked [src] down!</span>", \
"<span class='userdanger'>[M] has knocked [src] down!</span>")
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
apply_damage(damage, BRUTE, affecting)
log_combat(M, src, "attacked")
. = ..()
if(.) //To allow surgery to return properly.
return
switch(M.a_intent)
if (INTENT_HARM)
var/damage = rand(1, 9)
if (prob(90))
playsound(loc, "punch", 25, 1, -1)
visible_message("<span class='danger'>[M] has punched [src]!</span>", \
"<span class='userdanger'>[M] has punched [src]!</span>", null, COMBAT_MESSAGE_RANGE)
if ((stat != DEAD) && (damage > 9 || prob(5)))//Regular humans have a very small chance of knocking an alien down.
Unconscious(40)
visible_message("<span class='danger'>[M] has knocked [src] down!</span>", \
"<span class='userdanger'>[M] has knocked [src] down!</span>")
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
apply_damage(damage, BRUTE, affecting)
log_combat(M, src, "attacked")
else
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has attempted to punch [src]!</span>", \
"<span class='userdanger'>[M] has attempted to punch [src]!</span>", null, COMBAT_MESSAGE_RANGE)
if (INTENT_DISARM)
if (!lying)
if (prob(5))
Unconscious(40)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
log_combat(M, src, "pushed")
visible_message("<span class='danger'>[M] has pushed down [src]!</span>", \
"<span class='userdanger'>[M] has pushed down [src]!</span>")
else
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("<span class='userdanger'>[M] has attempted to punch [src]!</span>", \
"<span class='userdanger'>[M] has attempted to punch [src]!</span>", null, COMBAT_MESSAGE_RANGE)
if ("disarm")
if (!lying)
if (prob(5))
Unconscious(40)
if (prob(50))
dropItemToGround(get_active_held_item())
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
log_combat(M, src, "pushed")
visible_message("<span class='danger'>[M] has pushed down [src]!</span>", \
"<span class='userdanger'>[M] has pushed down [src]!</span>")
visible_message("<span class='danger'>[M] has disarmed [src]!</span>", \
"<span class='userdanger'>[M] has disarmed [src]!</span>", null, COMBAT_MESSAGE_RANGE)
else
if (prob(50))
dropItemToGround(get_active_held_item())
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M] has disarmed [src]!</span>", \
"<span class='userdanger'>[M] has disarmed [src]!</span>", null, COMBAT_MESSAGE_RANGE)
else
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("<span class='userdanger'>[M] has attempted to disarm [src]!</span>",\
"<span class='userdanger'>[M] has attempted to disarm [src]!</span>", null, COMBAT_MESSAGE_RANGE)
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has attempted to disarm [src]!</span>",\
"<span class='userdanger'>[M] has attempted to disarm [src]!</span>", null, COMBAT_MESSAGE_RANGE)
/mob/living/carbon/alien/humanoid/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
if(!no_effect && !visual_effect_icon)
@@ -1,139 +1,139 @@
/mob/living/carbon/alien/humanoid/royal
//Common stuffs for Praetorian and Queen
icon = 'icons/mob/alienqueen.dmi'
status_flags = 0
ventcrawler = VENTCRAWLER_NONE //pull over that ass too fat
unique_name = 0
pixel_x = -16
bubble_icon = "alienroyal"
mob_size = MOB_SIZE_LARGE
layer = LARGE_MOB_LAYER //above most mobs, but below speechbubbles
pressure_resistance = 200 //Because big, stompy xenos should not be blown around like paper.
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/xeno = 20, /obj/item/stack/sheet/animalhide/xeno = 3)
var/alt_inhands_file = 'icons/mob/alienqueen.dmi'
/mob/living/carbon/alien/humanoid/royal/can_inject()
return 0
/mob/living/carbon/alien/humanoid/royal/queen
name = "alien queen"
caste = "q"
maxHealth = 400
health = 400
icon_state = "alienq"
var/datum/action/small_sprite/smallsprite = new/datum/action/small_sprite/queen()
/mob/living/carbon/alien/humanoid/royal/queen/Initialize()
//there should only be one queen
for(var/mob/living/carbon/alien/humanoid/royal/queen/Q in GLOB.carbon_list)
if(Q == src)
continue
if(Q.stat == DEAD)
continue
if(Q.client)
name = "alien princess ([rand(1, 999)])" //if this is too cutesy feel free to change it/remove it.
break
real_name = src.name
AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/repulse/xeno(src))
AddAbility(new/obj/effect/proc_holder/alien/royal/queen/promote())
smallsprite.Grant(src)
return ..()
/mob/living/carbon/alien/humanoid/royal/queen/create_internal_organs()
internal_organs += new /obj/item/organ/alien/plasmavessel/large/queen
internal_organs += new /obj/item/organ/alien/resinspinner
internal_organs += new /obj/item/organ/alien/acid
internal_organs += new /obj/item/organ/alien/neurotoxin
internal_organs += new /obj/item/organ/alien/eggsac
..()
//Queen verbs
/obj/effect/proc_holder/alien/lay_egg
name = "Lay Egg"
desc = "Lay an egg to produce huggers to impregnate prey with."
plasma_cost = 75
check_turf = TRUE
action_icon_state = "alien_egg"
/obj/effect/proc_holder/alien/lay_egg/fire(mob/living/carbon/user)
if(locate(/obj/structure/alien/egg) in get_turf(user))
to_chat(user, "<span class='alertalien'>There's already an egg here.</span>")
return FALSE
if(!check_vent_block(user))
return FALSE
user.visible_message("<span class='alertalien'>[user] has laid an egg!</span>")
new /obj/structure/alien/egg(user.loc)
return TRUE
//Button to let queen choose her praetorian.
/obj/effect/proc_holder/alien/royal/queen/promote
name = "Create Royal Parasite"
desc = "Produce a royal parasite to grant one of your children the honor of being your Praetorian."
plasma_cost = 500 //Plasma cost used on promotion, not spawning the parasite.
action_icon_state = "alien_queen_promote"
/obj/effect/proc_holder/alien/royal/queen/promote/fire(mob/living/carbon/alien/user)
var/obj/item/queenpromote/prom
if(get_alien_type(/mob/living/carbon/alien/humanoid/royal/praetorian/))
to_chat(user, "<span class='noticealien'>You already have a Praetorian!</span>")
return 0
else
for(prom in user)
to_chat(user, "<span class='noticealien'>You discard [prom].</span>")
qdel(prom)
return 0
prom = new (user.loc)
if(!user.put_in_active_hand(prom, 1))
to_chat(user, "<span class='warning'>You must empty your hands before preparing the parasite.</span>")
return 0
else //Just in case telling the player only once is not enough!
to_chat(user, "<span class='noticealien'>Use the royal parasite on one of your children to promote her to Praetorian!</span>")
return 0
/obj/item/queenpromote
name = "\improper royal parasite"
desc = "Inject this into one of your grown children to promote her to a Praetorian!"
icon_state = "alien_medal"
item_flags = ABSTRACT | DROPDEL
icon = 'icons/mob/alien.dmi'
/obj/item/queenpromote/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
/obj/item/queenpromote/attack(mob/living/M, mob/living/carbon/alien/humanoid/user)
if(!isalienadult(M) || isalienroyal(M))
to_chat(user, "<span class='noticealien'>You may only use this with your adult, non-royal children!</span>")
return
if(get_alien_type(/mob/living/carbon/alien/humanoid/royal/praetorian/))
to_chat(user, "<span class='noticealien'>You already have a Praetorian!</span>")
return
var/mob/living/carbon/alien/humanoid/A = M
if(A.stat == CONSCIOUS && A.mind && A.key)
if(!user.usePlasma(500))
to_chat(user, "<span class='noticealien'>You must have 500 plasma stored to use this!</span>")
return
to_chat(A, "<span class='noticealien'>The queen has granted you a promotion to Praetorian!</span>")
user.visible_message("<span class='alertalien'>[A] begins to expand, twist and contort!</span>")
var/mob/living/carbon/alien/humanoid/royal/praetorian/new_prae = new (A.loc)
A.mind.transfer_to(new_prae)
qdel(A)
qdel(src)
return
else
to_chat(user, "<span class='warning'>This child must be alert and responsive to become a Praetorian!</span>")
/obj/item/queenpromote/attack_self(mob/user)
to_chat(user, "<span class='noticealien'>You discard [src].</span>")
qdel(src)
/mob/living/carbon/alien/humanoid/royal
//Common stuffs for Praetorian and Queen
icon = 'icons/mob/alienqueen.dmi'
status_flags = 0
ventcrawler = VENTCRAWLER_NONE //pull over that ass too fat
unique_name = 0
pixel_x = -16
bubble_icon = "alienroyal"
mob_size = MOB_SIZE_LARGE
layer = LARGE_MOB_LAYER //above most mobs, but below speechbubbles
pressure_resistance = 200 //Because big, stompy xenos should not be blown around like paper.
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/xeno = 20, /obj/item/stack/sheet/animalhide/xeno = 3)
var/alt_inhands_file = 'icons/mob/alienqueen.dmi'
/mob/living/carbon/alien/humanoid/royal/can_inject()
return 0
/mob/living/carbon/alien/humanoid/royal/queen
name = "alien queen"
caste = "q"
maxHealth = 400
health = 400
icon_state = "alienq"
var/datum/action/small_sprite/smallsprite = new/datum/action/small_sprite/queen()
/mob/living/carbon/alien/humanoid/royal/queen/Initialize()
//there should only be one queen
for(var/mob/living/carbon/alien/humanoid/royal/queen/Q in GLOB.carbon_list)
if(Q == src)
continue
if(Q.stat == DEAD)
continue
if(Q.client)
name = "alien princess ([rand(1, 999)])" //if this is too cutesy feel free to change it/remove it.
break
real_name = src.name
AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/repulse/xeno(src))
AddAbility(new/obj/effect/proc_holder/alien/royal/queen/promote())
smallsprite.Grant(src)
return ..()
/mob/living/carbon/alien/humanoid/royal/queen/create_internal_organs()
internal_organs += new /obj/item/organ/alien/plasmavessel/large/queen
internal_organs += new /obj/item/organ/alien/resinspinner
internal_organs += new /obj/item/organ/alien/acid
internal_organs += new /obj/item/organ/alien/neurotoxin
internal_organs += new /obj/item/organ/alien/eggsac
..()
//Queen verbs
/obj/effect/proc_holder/alien/lay_egg
name = "Lay Egg"
desc = "Lay an egg to produce huggers to impregnate prey with."
plasma_cost = 75
check_turf = TRUE
action_icon_state = "alien_egg"
/obj/effect/proc_holder/alien/lay_egg/fire(mob/living/carbon/user)
if(locate(/obj/structure/alien/egg) in get_turf(user))
to_chat(user, "<span class='alertalien'>There's already an egg here.</span>")
return FALSE
if(!check_vent_block(user))
return FALSE
user.visible_message("<span class='alertalien'>[user] has laid an egg!</span>")
new /obj/structure/alien/egg(user.loc)
return TRUE
//Button to let queen choose her praetorian.
/obj/effect/proc_holder/alien/royal/queen/promote
name = "Create Royal Parasite"
desc = "Produce a royal parasite to grant one of your children the honor of being your Praetorian."
plasma_cost = 500 //Plasma cost used on promotion, not spawning the parasite.
action_icon_state = "alien_queen_promote"
/obj/effect/proc_holder/alien/royal/queen/promote/fire(mob/living/carbon/alien/user)
var/obj/item/queenpromote/prom
if(get_alien_type(/mob/living/carbon/alien/humanoid/royal/praetorian/))
to_chat(user, "<span class='noticealien'>You already have a Praetorian!</span>")
return 0
else
for(prom in user)
to_chat(user, "<span class='noticealien'>You discard [prom].</span>")
qdel(prom)
return 0
prom = new (user.loc)
if(!user.put_in_active_hand(prom, 1))
to_chat(user, "<span class='warning'>You must empty your hands before preparing the parasite.</span>")
return 0
else //Just in case telling the player only once is not enough!
to_chat(user, "<span class='noticealien'>Use the royal parasite on one of your children to promote her to Praetorian!</span>")
return 0
/obj/item/queenpromote
name = "\improper royal parasite"
desc = "Inject this into one of your grown children to promote her to a Praetorian!"
icon_state = "alien_medal"
item_flags = ABSTRACT | DROPDEL
icon = 'icons/mob/alien.dmi'
/obj/item/queenpromote/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
/obj/item/queenpromote/attack(mob/living/M, mob/living/carbon/alien/humanoid/user)
if(!isalienadult(M) || isalienroyal(M))
to_chat(user, "<span class='noticealien'>You may only use this with your adult, non-royal children!</span>")
return
if(get_alien_type(/mob/living/carbon/alien/humanoid/royal/praetorian/))
to_chat(user, "<span class='noticealien'>You already have a Praetorian!</span>")
return
var/mob/living/carbon/alien/humanoid/A = M
if(A.stat == CONSCIOUS && A.mind && A.key)
if(!user.usePlasma(500))
to_chat(user, "<span class='noticealien'>You must have 500 plasma stored to use this!</span>")
return
to_chat(A, "<span class='noticealien'>The queen has granted you a promotion to Praetorian!</span>")
user.visible_message("<span class='alertalien'>[A] begins to expand, twist and contort!</span>")
var/mob/living/carbon/alien/humanoid/royal/praetorian/new_prae = new (A.loc)
A.mind.transfer_to(new_prae)
qdel(A)
qdel(src)
return
else
to_chat(user, "<span class='warning'>This child must be alert and responsive to become a Praetorian!</span>")
/obj/item/queenpromote/attack_self(mob/user)
to_chat(user, "<span class='noticealien'>You discard [src].</span>")
qdel(src)
@@ -1,98 +1,98 @@
/mob/living/carbon/alien/humanoid/update_icons()
cut_overlays()
for(var/I in overlays_standing)
add_overlay(I)
var/asleep = IsSleeping()
if(stat == DEAD)
//If we mostly took damage from fire
if(fireloss > 125)
icon_state = "alien[caste]_husked"
else
icon_state = "alien[caste]_dead"
else if((stat == UNCONSCIOUS && !asleep) || stat == SOFT_CRIT || IsKnockdown())
icon_state = "alien[caste]_unconscious"
else if(leap_on_click)
icon_state = "alien[caste]_pounce"
else if(lying || resting || asleep)
icon_state = "alien[caste]_sleep"
else if(mob_size == MOB_SIZE_LARGE)
icon_state = "alien[caste]"
if(drooling)
add_overlay("alienspit_[caste]")
else
icon_state = "alien[caste]"
if(drooling)
add_overlay("alienspit")
if(leaping)
if(alt_icon == initial(alt_icon))
var/old_icon = icon
icon = alt_icon
alt_icon = old_icon
icon_state = "alien[caste]_leap"
pixel_x = -32
pixel_y = -32
else
if(alt_icon != initial(alt_icon))
var/old_icon = icon
icon = alt_icon
alt_icon = old_icon
pixel_x = get_standard_pixel_x_offset(lying)
pixel_y = get_standard_pixel_y_offset(lying)
update_inv_hands()
update_inv_handcuffed()
/mob/living/carbon/alien/humanoid/regenerate_icons()
if(!..())
// update_icons() //Handled in update_transform(), leaving this here as a reminder
update_transform()
/mob/living/carbon/alien/humanoid/update_transform() //The old method of updating lying/standing was update_icons(). Aliens still expect that.
if(lying > 0)
lying = 90 //Anything else looks retarded
..()
update_icons()
/mob/living/carbon/alien/humanoid/update_inv_handcuffed()
remove_overlay(HANDCUFF_LAYER)
if(handcuffed)
var/cuff_icon = handcuffed.item_state
var/dmi_file = 'icons/mob/alien.dmi'
if(mob_size == MOB_SIZE_LARGE)
cuff_icon += "_[caste]"
dmi_file = 'icons/mob/alienqueen.dmi'
var/mutable_appearance/cuffs = mutable_appearance(dmi_file, cuff_icon, -HANDCUFF_LAYER)
cuffs.color = handcuffed.color
overlays_standing[HANDCUFF_LAYER] = cuffs
apply_overlay(HANDCUFF_LAYER)
//Royals have bigger sprites, so inhand things must be handled differently.
/mob/living/carbon/alien/humanoid/royal/update_inv_hands()
..()
remove_overlay(HANDS_LAYER)
var/list/hands = list()
var/obj/item/l_hand = get_item_for_held_index(1)
if(l_hand)
var/itm_state = l_hand.item_state
if(!itm_state)
itm_state = l_hand.icon_state
hands += mutable_appearance(alt_inhands_file, "[itm_state][caste]_l", -HANDS_LAYER)
var/obj/item/r_hand = get_item_for_held_index(2)
if(r_hand)
var/itm_state = r_hand.item_state
if(!itm_state)
itm_state = r_hand.icon_state
hands += mutable_appearance(alt_inhands_file, "[itm_state][caste]_r", -HANDS_LAYER)
overlays_standing[HANDS_LAYER] = hands
/mob/living/carbon/alien/humanoid/update_icons()
cut_overlays()
for(var/I in overlays_standing)
add_overlay(I)
var/asleep = IsSleeping()
if(stat == DEAD)
//If we mostly took damage from fire
if(fireloss > 125)
icon_state = "alien[caste]_husked"
else
icon_state = "alien[caste]_dead"
else if((stat == UNCONSCIOUS && !asleep) || stat == SOFT_CRIT || IsKnockdown())
icon_state = "alien[caste]_unconscious"
else if(leap_on_click)
icon_state = "alien[caste]_pounce"
else if(lying || resting || asleep)
icon_state = "alien[caste]_sleep"
else if(mob_size == MOB_SIZE_LARGE)
icon_state = "alien[caste]"
if(drooling)
add_overlay("alienspit_[caste]")
else
icon_state = "alien[caste]"
if(drooling)
add_overlay("alienspit")
if(leaping)
if(alt_icon == initial(alt_icon))
var/old_icon = icon
icon = alt_icon
alt_icon = old_icon
icon_state = "alien[caste]_leap"
pixel_x = -32
pixel_y = -32
else
if(alt_icon != initial(alt_icon))
var/old_icon = icon
icon = alt_icon
alt_icon = old_icon
pixel_x = get_standard_pixel_x_offset(lying)
pixel_y = get_standard_pixel_y_offset(lying)
update_inv_hands()
update_inv_handcuffed()
/mob/living/carbon/alien/humanoid/regenerate_icons()
if(!..())
// update_icons() //Handled in update_transform(), leaving this here as a reminder
update_transform()
/mob/living/carbon/alien/humanoid/update_transform() //The old method of updating lying/standing was update_icons(). Aliens still expect that.
if(lying > 0)
lying = 90 //Anything else looks retarded
..()
update_icons()
/mob/living/carbon/alien/humanoid/update_inv_handcuffed()
remove_overlay(HANDCUFF_LAYER)
if(handcuffed)
var/cuff_icon = handcuffed.item_state
var/dmi_file = 'icons/mob/alien.dmi'
if(mob_size == MOB_SIZE_LARGE)
cuff_icon += "_[caste]"
dmi_file = 'icons/mob/alienqueen.dmi'
var/mutable_appearance/cuffs = mutable_appearance(dmi_file, cuff_icon, -HANDCUFF_LAYER)
cuffs.color = handcuffed.color
overlays_standing[HANDCUFF_LAYER] = cuffs
apply_overlay(HANDCUFF_LAYER)
//Royals have bigger sprites, so inhand things must be handled differently.
/mob/living/carbon/alien/humanoid/royal/update_inv_hands()
..()
remove_overlay(HANDS_LAYER)
var/list/hands = list()
var/obj/item/l_hand = get_item_for_held_index(1)
if(l_hand)
var/itm_state = l_hand.item_state
if(!itm_state)
itm_state = l_hand.icon_state
hands += mutable_appearance(alt_inhands_file, "[itm_state][caste]_l", -HANDS_LAYER)
var/obj/item/r_hand = get_item_for_held_index(2)
if(r_hand)
var/itm_state = r_hand.item_state
if(!itm_state)
itm_state = r_hand.icon_state
hands += mutable_appearance(alt_inhands_file, "[itm_state][caste]_r", -HANDS_LAYER)
overlays_standing[HANDS_LAYER] = hands
apply_overlay(HANDS_LAYER)
@@ -1,23 +1,23 @@
/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")
/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")
@@ -14,10 +14,9 @@
var/max_grown = 100
var/time_of_birth
rotate_on_lying = 0
rotate_on_lying = FALSE
bodyparts = list(/obj/item/bodypart/chest/larva, /obj/item/bodypart/head/larva)
//This is fine right now, if we're adding organ specific damage this needs to be updated
/mob/living/carbon/alien/larva/Initialize()
@@ -1,26 +1,33 @@
/mob/living/carbon/alien/larva/attack_hand(mob/living/carbon/human/M)
if(..())
var/damage = rand(1, 9)
if (prob(90))
playsound(loc, "punch", 25, 1, -1)
log_combat(M, src, "attacked")
visible_message("<span class='danger'>[M] has kicked [src]!</span>", \
"<span class='userdanger'>[M] has kicked [src]!</span>", null, COMBAT_MESSAGE_RANGE)
if ((stat != DEAD) && (damage > 4.9))
Unconscious(rand(100,200))
. = ..()
if(. || M.a_intent == INTENT_HELP || M.a_intent == INTENT_GRAB)
return
var/damage = rand(1, 9)
if (prob(90))
playsound(loc, "punch", 25, 1, -1)
log_combat(M, src, "attacked")
visible_message("<span class='danger'>[M] has kicked [src]!</span>", \
"<span class='userdanger'>[M] has kicked [src]!</span>", null, COMBAT_MESSAGE_RANGE)
if ((stat != DEAD) && (damage > 4.9))
Unconscious(rand(100,200))
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
apply_damage(damage, BRUTE, affecting)
else
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has attempted to kick [src]!</span>", \
"<span class='userdanger'>[M] has attempted to kick [src]!</span>", null, COMBAT_MESSAGE_RANGE)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
apply_damage(damage, BRUTE, affecting)
else
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has attempted to kick [src]!</span>", \
"<span class='userdanger'>[M] has attempted to kick [src]!</span>", null, COMBAT_MESSAGE_RANGE)
/mob/living/carbon/alien/larva/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
/mob/living/carbon/alien/larva/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
if(user.a_intent == INTENT_HARM)
..(user, 1)
. = ..(user, TRUE)
if(.)
return
playsound(loc, "punch", 25, 1, -1)
visible_message("<span class='danger'>[user] has pummeled [src]!</span>", \
"<span class='userdanger'>[user] has pummeled [src]!</span>", null, COMBAT_MESSAGE_RANGE)
adjustBruteLoss(5 + rand(1,9))
new /datum/forced_movement(src, get_step_away(user,src, 30), 1)
return 1
@@ -1,63 +1,63 @@
/obj/effect/proc_holder/alien/hide
name = "Hide"
desc = "Allows aliens to hide beneath tables or certain items. Toggled on or off."
plasma_cost = 0
action_icon_state = "alien_hide"
/obj/effect/proc_holder/alien/hide/fire(mob/living/carbon/alien/user)
if(user.stat != CONSCIOUS)
return
if (user.layer != ABOVE_NORMAL_TURF_LAYER)
user.layer = ABOVE_NORMAL_TURF_LAYER
user.visible_message("<span class='name'>[user] scurries to the ground!</span>", \
"<span class='noticealien'>You are now hiding.</span>")
else
user.layer = MOB_LAYER
user.visible_message("[user] slowly peeks up from the ground...", \
"<span class='noticealien'>You stop hiding.</span>")
return 1
/obj/effect/proc_holder/alien/larva_evolve
name = "Evolve"
desc = "Evolve into a higher alien caste."
plasma_cost = 0
action_icon_state = "alien_evolve_larva"
/obj/effect/proc_holder/alien/larva_evolve/fire(mob/living/carbon/alien/user)
if(!islarva(user))
return
var/mob/living/carbon/alien/larva/L = user
if(L.handcuffed || L.legcuffed) // Cuffing larvas ? Eh ?
to_chat(user, "<span class='danger'>You cannot evolve when you are cuffed.</span>")
return
if(L.amount_grown >= L.max_grown) //TODO ~Carn
to_chat(L, "<span class='name'>You are growing into a beautiful alien! It is time to choose a caste.</span>")
to_chat(L, "<span class='info'>There are three to choose from:</span>")
to_chat(L, "<span class='name'>Hunters</span> <span class='info'>are the most agile caste, tasked with hunting for hosts. They are faster than a human and can even pounce, but are not much tougher than a drone.</span>")
to_chat(L, "<span class='name'>Sentinels</span> <span class='info'>are tasked with protecting the hive. With their ranged spit, invisibility, and high health, they make formidable guardians and acceptable secondhand hunters.</span>")
to_chat(L, "<span class='name'>Drones</span> <span class='info'>are the weakest and slowest of the castes, but can grow into a praetorian and then queen if no queen exists, and are vital to maintaining a hive with their resin secretion abilities.</span>")
var/alien_caste = alert(L, "Please choose which alien caste you shall belong to.",,"Hunter","Sentinel","Drone")
if(user.incapacitated()) //something happened to us while we were choosing.
return
var/mob/living/carbon/alien/humanoid/new_xeno
switch(alien_caste)
if("Hunter")
new_xeno = new /mob/living/carbon/alien/humanoid/hunter(L.loc)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(L.loc)
if("Drone")
new_xeno = new /mob/living/carbon/alien/humanoid/drone(L.loc)
L.alien_evolve(new_xeno)
return 0
else
to_chat(user, "<span class='danger'>You are not fully grown.</span>")
return 0
/obj/effect/proc_holder/alien/hide
name = "Hide"
desc = "Allows aliens to hide beneath tables or certain items. Toggled on or off."
plasma_cost = 0
action_icon_state = "alien_hide"
/obj/effect/proc_holder/alien/hide/fire(mob/living/carbon/alien/user)
if(user.stat != CONSCIOUS)
return
if (user.layer != ABOVE_NORMAL_TURF_LAYER)
user.layer = ABOVE_NORMAL_TURF_LAYER
user.visible_message("<span class='name'>[user] scurries to the ground!</span>", \
"<span class='noticealien'>You are now hiding.</span>")
else
user.layer = MOB_LAYER
user.visible_message("[user] slowly peeks up from the ground...", \
"<span class='noticealien'>You stop hiding.</span>")
return 1
/obj/effect/proc_holder/alien/larva_evolve
name = "Evolve"
desc = "Evolve into a higher alien caste."
plasma_cost = 0
action_icon_state = "alien_evolve_larva"
/obj/effect/proc_holder/alien/larva_evolve/fire(mob/living/carbon/alien/user)
if(!islarva(user))
return
var/mob/living/carbon/alien/larva/L = user
if(L.handcuffed || L.legcuffed) // Cuffing larvas ? Eh ?
to_chat(user, "<span class='danger'>You cannot evolve when you are cuffed.</span>")
return
if(L.amount_grown >= L.max_grown) //TODO ~Carn
to_chat(L, "<span class='name'>You are growing into a beautiful alien! It is time to choose a caste.</span>")
to_chat(L, "<span class='info'>There are three to choose from:</span>")
to_chat(L, "<span class='name'>Hunters</span> <span class='info'>are the most agile caste, tasked with hunting for hosts. They are faster than a human and can even pounce, but are not much tougher than a drone.</span>")
to_chat(L, "<span class='name'>Sentinels</span> <span class='info'>are tasked with protecting the hive. With their ranged spit, invisibility, and high health, they make formidable guardians and acceptable secondhand hunters.</span>")
to_chat(L, "<span class='name'>Drones</span> <span class='info'>are the weakest and slowest of the castes, but can grow into a praetorian and then queen if no queen exists, and are vital to maintaining a hive with their resin secretion abilities.</span>")
var/alien_caste = alert(L, "Please choose which alien caste you shall belong to.",,"Hunter","Sentinel","Drone")
if(user.incapacitated()) //something happened to us while we were choosing.
return
var/mob/living/carbon/alien/humanoid/new_xeno
switch(alien_caste)
if("Hunter")
new_xeno = new /mob/living/carbon/alien/humanoid/hunter(L.loc)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(L.loc)
if("Drone")
new_xeno = new /mob/living/carbon/alien/humanoid/drone(L.loc)
L.alien_evolve(new_xeno)
return 0
else
to_chat(user, "<span class='danger'>You are not fully grown.</span>")
return 0
+52 -52
View File
@@ -1,52 +1,52 @@
/mob/living/carbon/alien/Life()
findQueen()
return..()
/mob/living/carbon/alien/check_breath(datum/gas_mixture/breath)
if(status_flags & GODMODE)
return
if(!breath || (breath.total_moles() == 0))
//Aliens breathe in vaccuum
return 0
var/toxins_used = 0
var/tox_detect_threshold = 0.02
var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
var/list/breath_gases = breath.gases
//Partial pressure of the toxins in our breath
var/Toxins_pp = (breath_gases[/datum/gas/plasma]/breath.total_moles())*breath_pressure
if(Toxins_pp > tox_detect_threshold) // Detect toxins in air
adjustPlasma(breath_gases[/datum/gas/plasma]*250)
throw_alert("alien_tox", /obj/screen/alert/alien_tox)
toxins_used = breath_gases[/datum/gas/plasma]
else
clear_alert("alien_tox")
//Breathe in toxins and out oxygen
breath_gases[/datum/gas/plasma] -= toxins_used
breath_gases[/datum/gas/oxygen] += toxins_used
GAS_GARBAGE_COLLECT(breath.gases)
//BREATH TEMPERATURE
handle_breath_temperature(breath)
/mob/living/carbon/alien/handle_status_effects()
..()
//natural reduction of movement delay due to stun.
if(move_delay_add > 0)
move_delay_add = max(0, move_delay_add - rand(1, 2))
/mob/living/carbon/alien/handle_changeling()
return
/mob/living/carbon/alien/handle_fire()//Aliens on fire code
if(..())
return
adjust_bodytemperature(BODYTEMP_HEATING_MAX) //If you're on fire, you heat up!
return
/mob/living/carbon/alien/Life()
findQueen()
return..()
/mob/living/carbon/alien/check_breath(datum/gas_mixture/breath)
if(status_flags & GODMODE)
return
if(!breath || (breath.total_moles() == 0))
//Aliens breathe in vaccuum
return 0
var/toxins_used = 0
var/tox_detect_threshold = 0.02
var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
var/list/breath_gases = breath.gases
//Partial pressure of the toxins in our breath
var/Toxins_pp = (breath_gases[/datum/gas/plasma]/breath.total_moles())*breath_pressure
if(Toxins_pp > tox_detect_threshold) // Detect toxins in air
adjustPlasma(breath_gases[/datum/gas/plasma]*250)
throw_alert("alien_tox", /obj/screen/alert/alien_tox)
toxins_used = breath_gases[/datum/gas/plasma]
else
clear_alert("alien_tox")
//Breathe in toxins and out oxygen
breath_gases[/datum/gas/plasma] -= toxins_used
breath_gases[/datum/gas/oxygen] += toxins_used
GAS_GARBAGE_COLLECT(breath.gases)
//BREATH TEMPERATURE
handle_breath_temperature(breath)
/mob/living/carbon/alien/handle_status_effects()
..()
//natural reduction of movement delay due to stun.
if(move_delay_add > 0)
move_delay_add = max(0, move_delay_add - rand(1, 2))
/mob/living/carbon/alien/handle_changeling()
return
/mob/living/carbon/alien/handle_fire()//Aliens on fire code
if(..())
return
adjust_bodytemperature(BODYTEMP_HEATING_MAX) //If you're on fire, you heat up!
return
@@ -27,7 +27,7 @@
/obj/item/organ/alien/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("sacid", 10)
S.reagents.add_reagent(/datum/reagent/toxin/acid, 10)
return S
@@ -46,7 +46,7 @@
/obj/item/organ/alien/plasmavessel/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("plasma", storedPlasma/10)
S.reagents.add_reagent(/datum/reagent/toxin/plasma, storedPlasma/10)
return S
/obj/item/organ/alien/plasmavessel/large
+23 -23
View File
@@ -1,23 +1,23 @@
/mob/living/proc/alien_talk(message, shown_name = real_name)
src.log_talk(message, LOG_SAY)
message = trim(message)
if(!message)
return
var/message_a = say_quote(message)
var/rendered = "<i><span class='alien'>Hivemind, <span class='name'>[shown_name]</span> <span class='message'>[message_a]</span></span></i>"
for(var/mob/S in GLOB.player_list)
if(!S.stat && S.hivecheck())
to_chat(S, rendered)
if(S in GLOB.dead_mob_list)
var/link = FOLLOW_LINK(S, src)
to_chat(S, "[link] [rendered]")
/mob/living/carbon/alien/humanoid/royal/queen/alien_talk(message, shown_name = name)
shown_name = "<FONT size = 3>[shown_name]</FONT>"
..(message, shown_name)
/mob/living/carbon/hivecheck()
var/obj/item/organ/alien/hivenode/N = getorgan(/obj/item/organ/alien/hivenode)
if(N && !N.recent_queen_death) //Mob has alien hive node and is not under the dead queen special effect.
return N
/mob/living/proc/alien_talk(message, shown_name = real_name)
src.log_talk(message, LOG_SAY)
message = trim(message)
if(!message)
return
var/message_a = say_quote(message)
var/rendered = "<i><span class='alien'>Hivemind, <span class='name'>[shown_name]</span> <span class='message'>[message_a]</span></span></i>"
for(var/mob/S in GLOB.player_list)
if(!S.stat && S.hivecheck())
to_chat(S, rendered)
if(S in GLOB.dead_mob_list)
var/link = FOLLOW_LINK(S, src)
to_chat(S, "[link] [rendered]")
/mob/living/carbon/alien/humanoid/royal/queen/alien_talk(message, shown_name = name)
shown_name = "<FONT size = 3>[shown_name]</FONT>"
..(message, shown_name)
/mob/living/carbon/hivecheck()
var/obj/item/organ/alien/hivenode/N = getorgan(/obj/item/organ/alien/hivenode)
if(N && !N.recent_queen_death) //Mob has alien hive node and is not under the dead queen special effect.
return N
+32 -32
View File
@@ -1,33 +1,33 @@
/mob/living/carbon/alien/proc/updatePlasmaDisplay()
if(hud_used) //clientless aliens
hud_used.alien_plasma_display.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='magenta'>[round(getPlasma())]</font></div>"
/mob/living/carbon/alien/larva/updatePlasmaDisplay()
return
/mob/living/carbon/alien/proc/findQueen()
if(hud_used)
hud_used.alien_queen_finder.cut_overlays()
var/mob/queen = get_alien_type(/mob/living/carbon/alien/humanoid/royal/queen)
if(!queen)
return
var/turf/Q = get_turf(queen)
var/turf/A = get_turf(src)
if(Q.z != A.z) //The queen is on a different Z level, we cannot sense that far.
return
var/Qdir = get_dir(src, Q)
var/Qdist = get_dist(src, Q)
var/finder_icon = "finder_center" //Overlay showed when adjacent to or on top of the queen!
switch(Qdist)
if(2 to 7)
finder_icon = "finder_near"
if(8 to 20)
finder_icon = "finder_med"
if(21 to INFINITY)
finder_icon = "finder_far"
var/image/finder_eye = image('icons/mob/screen_alien.dmi', finder_icon, dir = Qdir)
hud_used.alien_queen_finder.add_overlay(finder_eye)
/mob/living/carbon/alien/humanoid/royal/queen/findQueen()
/mob/living/carbon/alien/proc/updatePlasmaDisplay()
if(hud_used) //clientless aliens
hud_used.alien_plasma_display.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='magenta'>[round(getPlasma())]</font></div>"
/mob/living/carbon/alien/larva/updatePlasmaDisplay()
return
/mob/living/carbon/alien/proc/findQueen()
if(hud_used)
hud_used.alien_queen_finder.cut_overlays()
var/mob/queen = get_alien_type(/mob/living/carbon/alien/humanoid/royal/queen)
if(!queen)
return
var/turf/Q = get_turf(queen)
var/turf/A = get_turf(src)
if(Q.z != A.z) //The queen is on a different Z level, we cannot sense that far.
return
var/Qdir = get_dir(src, Q)
var/Qdist = get_dist(src, Q)
var/finder_icon = "finder_center" //Overlay showed when adjacent to or on top of the queen!
switch(Qdist)
if(2 to 7)
finder_icon = "finder_near"
if(8 to 20)
finder_icon = "finder_med"
if(21 to INFINITY)
finder_icon = "finder_far"
var/image/finder_eye = image('icons/mob/screen_alien.dmi', finder_icon, dir = Qdir)
hud_used.alien_queen_finder.add_overlay(finder_eye)
/mob/living/carbon/alien/humanoid/royal/queen/findQueen()
return //Queen already knows where she is. Hopefully.
@@ -1,137 +1,139 @@
// 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)
// 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(/datum/reagent/toxin/acid, 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
var/mob/living/carbon/old_owner = owner
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.
var/obj/item/bodypart/B = owner.get_bodypart(zone)
B.drop_organs(owner) //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)
old_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)
@@ -1,271 +1,271 @@
//TODO: Make these simple_animals
#define MIN_IMPREGNATION_TIME 100 //time it takes to impregnate someone
#define MAX_IMPREGNATION_TIME 150
#define MIN_ACTIVE_TIME 200 //time between being dropped and going idle
#define MAX_ACTIVE_TIME 400
/obj/item/clothing/mask/facehugger
name = "alien"
desc = "It has some sort of a tube at the end of its tail."
icon = 'icons/mob/alien.dmi'
icon_state = "facehugger"
item_state = "facehugger"
w_class = WEIGHT_CLASS_TINY //note: can be picked up by aliens unlike most other items of w_class below 4
clothing_flags = ALLOWINTERNALS
throw_range = 5
tint = 3
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
layer = MOB_LAYER
max_integrity = 100
mutantrace_variation = MUTANTRACE_VARIATION
var/stat = CONSCIOUS //UNCONSCIOUS is the idle state in this case
var/sterile = FALSE
var/real = TRUE //0 for the toy, 1 for real. Sure I could istype, but fuck that.
var/strength = 5
var/attached = 0
/obj/item/clothing/mask/facehugger/lamarr
name = "Lamarr"
sterile = TRUE
/obj/item/clothing/mask/facehugger/dead
icon_state = "facehugger_dead"
item_state = "facehugger_inactive"
sterile = TRUE
stat = DEAD
/obj/item/clothing/mask/facehugger/impregnated
icon_state = "facehugger_impregnated"
item_state = "facehugger_impregnated"
sterile = TRUE
stat = DEAD
/obj/item/clothing/mask/facehugger/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
..()
if(obj_integrity < 90)
Die()
/obj/item/clothing/mask/facehugger/attackby(obj/item/O, mob/user, params)
return O.attack_obj(src, user)
/obj/item/clothing/mask/facehugger/attack_alien(mob/user) //can be picked up by aliens
return attack_hand(user)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clothing/mask/facehugger/attack_hand(mob/user)
if((stat == CONSCIOUS && !sterile) && !isalien(user))
if(Leap(user))
return
. = ..()
/obj/item/clothing/mask/facehugger/attack(mob/living/M, mob/user)
..()
if(user.transferItemToLoc(src, get_turf(M)))
Leap(M)
/obj/item/clothing/mask/facehugger/examine(mob/user)
. = ..()
if(!real)//So that giant red text about probisci doesn't show up.
return
switch(stat)
if(DEAD,UNCONSCIOUS)
. += "<span class='boldannounce'>[src] is not moving.</span>"
if(CONSCIOUS)
. += "<span class='boldannounce'>[src] seems to be active!</span>"
if (sterile)
. += "<span class='boldannounce'>It looks like the proboscis has been removed.</span>"
/obj/item/clothing/mask/facehugger/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
Die()
/obj/item/clothing/mask/facehugger/equipped(mob/M)
Attach(M)
/obj/item/clothing/mask/facehugger/Crossed(atom/target)
HasProximity(target)
return
/obj/item/clothing/mask/facehugger/on_found(mob/finder)
if(stat == CONSCIOUS)
return HasProximity(finder)
return 0
/obj/item/clothing/mask/facehugger/HasProximity(atom/movable/AM as mob|obj)
if(CanHug(AM) && Adjacent(AM))
return Leap(AM)
return 0
/obj/item/clothing/mask/facehugger/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
if(!..())
return
if(stat == CONSCIOUS)
icon_state = "[initial(icon_state)]_thrown"
addtimer(CALLBACK(src, .proc/clear_throw_icon_state), 15)
/obj/item/clothing/mask/facehugger/proc/clear_throw_icon_state()
if(icon_state == "[initial(icon_state)]_thrown")
icon_state = "[initial(icon_state)]"
/obj/item/clothing/mask/facehugger/throw_impact(atom/hit_atom)
..()
if(stat == CONSCIOUS)
icon_state = "[initial(icon_state)]"
Leap(hit_atom)
/obj/item/clothing/mask/facehugger/proc/valid_to_attach(mob/living/M)
// valid targets: carbons except aliens and devils
// facehugger state early exit checks
if(stat != CONSCIOUS)
return FALSE
if(attached)
return FALSE
if(iscarbon(M))
// disallowed carbons
if(isalien(M) || isdevil(M))
return FALSE
var/mob/living/carbon/target = M
// gotta have a head to be implanted (no changelings or sentient plants)
if(!target.get_bodypart(BODY_ZONE_HEAD))
return FALSE
if(target.getorgan(/obj/item/organ/alien/hivenode) || target.getorgan(/obj/item/organ/body_egg/alien_embryo))
return FALSE
// carbon, has head, not alien or devil, has no hivenode or embryo: valid
return TRUE
return FALSE
/obj/item/clothing/mask/facehugger/proc/Leap(mob/living/M)
if(!valid_to_attach(M))
return FALSE
if(iscarbon(M))
var/mob/living/carbon/target = M
if(target.wear_mask && istype(target.wear_mask, /obj/item/clothing/mask/facehugger))
return FALSE
// passed initial checks - time to leap!
M.visible_message("<span class='danger'>[src] leaps at [M]'s face!</span>", \
"<span class='userdanger'>[src] leaps at [M]'s face!</span>")
// probiscis-blocker handling
if(iscarbon(M))
var/mob/living/carbon/target = M
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.is_mouth_covered(head_only = 1))
H.visible_message("<span class='danger'>[src] smashes against [H]'s [H.head]!</span>", \
"<span class='userdanger'>[src] smashes against [H]'s [H.head]!</span>")
Die()
return FALSE
if(target.wear_mask)
var/obj/item/clothing/W = target.wear_mask
if(target.dropItemToGround(W))
target.visible_message("<span class='danger'>[src] tears [W] off of [target]'s face!</span>", \
"<span class='userdanger'>[src] tears [W] off of [target]'s face!</span>")
target.equip_to_slot_if_possible(src, SLOT_WEAR_MASK, 0, 1, 1)
return TRUE // time for a smoke
/obj/item/clothing/mask/facehugger/proc/Attach(mob/living/M)
if(!valid_to_attach(M))
return
// early returns and validity checks done: attach.
attached++
//ensure we detach once we no longer need to be attached
addtimer(CALLBACK(src, .proc/detach), MAX_IMPREGNATION_TIME)
if(!sterile)
M.take_bodypart_damage(strength,0) //done here so that humans in helmets take damage
M.Unconscious(MAX_IMPREGNATION_TIME/0.3) //something like 25 ticks = 20 seconds with the default settings
GoIdle() //so it doesn't jump the people that tear it off
addtimer(CALLBACK(src, .proc/Impregnate, M), rand(MIN_IMPREGNATION_TIME, MAX_IMPREGNATION_TIME))
/obj/item/clothing/mask/facehugger/proc/detach()
attached = 0
/obj/item/clothing/mask/facehugger/proc/Impregnate(mob/living/target)
if(!target || target.stat == DEAD) //was taken off or something
return
if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.wear_mask != src)
return
if(!sterile)
target.visible_message("<span class='danger'>[src] falls limp after violating [target]'s face!</span>", \
"<span class='userdanger'>[src] falls limp after violating [target]'s face!</span>")
Die()
icon_state = "[initial(icon_state)]_impregnated"
var/obj/item/bodypart/chest/LC = target.get_bodypart(BODY_ZONE_CHEST)
if((!LC || LC.status != BODYPART_ROBOTIC) && !target.getorgan(/obj/item/organ/body_egg/alien_embryo))
new /obj/item/organ/body_egg/alien_embryo(target)
else
target.visible_message("<span class='danger'>[src] violates [target]'s face!</span>", \
"<span class='userdanger'>[src] violates [target]'s face!</span>")
/obj/item/clothing/mask/facehugger/proc/GoActive()
if(stat == DEAD || stat == CONSCIOUS)
return
stat = CONSCIOUS
icon_state = "[initial(icon_state)]"
/obj/item/clothing/mask/facehugger/proc/GoIdle()
if(stat == DEAD || stat == UNCONSCIOUS)
return
stat = UNCONSCIOUS
icon_state = "[initial(icon_state)]_inactive"
addtimer(CALLBACK(src, .proc/GoActive), rand(MIN_ACTIVE_TIME, MAX_ACTIVE_TIME))
/obj/item/clothing/mask/facehugger/proc/Die()
if(stat == DEAD)
return
icon_state = "[initial(icon_state)]_dead"
item_state = "facehugger_inactive"
stat = DEAD
visible_message("<span class='danger'>[src] curls up into a ball!</span>")
/proc/CanHug(mob/living/M)
if(!istype(M))
return 0
if(M.stat == DEAD)
return 0
if(M.getorgan(/obj/item/organ/alien/hivenode))
return 0
if(ismonkey(M))
return 1
var/mob/living/carbon/C = M
if(ishuman(C) && !(SLOT_WEAR_MASK in C.dna.species.no_equip))
var/mob/living/carbon/human/H = C
if(H.is_mouth_covered(head_only = 1))
return 0
return 1
return 0
#undef MIN_ACTIVE_TIME
#undef MAX_ACTIVE_TIME
#undef MIN_IMPREGNATION_TIME
#undef MAX_IMPREGNATION_TIME
//TODO: Make these simple_animals
#define MIN_IMPREGNATION_TIME 100 //time it takes to impregnate someone
#define MAX_IMPREGNATION_TIME 150
#define MIN_ACTIVE_TIME 200 //time between being dropped and going idle
#define MAX_ACTIVE_TIME 400
/obj/item/clothing/mask/facehugger
name = "alien"
desc = "It has some sort of a tube at the end of its tail."
icon = 'icons/mob/alien.dmi'
icon_state = "facehugger"
item_state = "facehugger"
w_class = WEIGHT_CLASS_TINY //note: can be picked up by aliens unlike most other items of w_class below 4
clothing_flags = ALLOWINTERNALS
throw_range = 5
tint = 3
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
layer = MOB_LAYER
max_integrity = 100
mutantrace_variation = STYLE_MUZZLE
var/stat = CONSCIOUS //UNCONSCIOUS is the idle state in this case
var/sterile = FALSE
var/real = TRUE //0 for the toy, 1 for real. Sure I could istype, but fuck that.
var/strength = 5
var/attached = 0
/obj/item/clothing/mask/facehugger/lamarr
name = "Lamarr"
sterile = TRUE
/obj/item/clothing/mask/facehugger/dead
icon_state = "facehugger_dead"
item_state = "facehugger_inactive"
sterile = TRUE
stat = DEAD
/obj/item/clothing/mask/facehugger/impregnated
icon_state = "facehugger_impregnated"
item_state = "facehugger_impregnated"
sterile = TRUE
stat = DEAD
/obj/item/clothing/mask/facehugger/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
..()
if(obj_integrity < 90)
Die()
/obj/item/clothing/mask/facehugger/attackby(obj/item/O, mob/user, params)
return O.attack_obj(src, user)
/obj/item/clothing/mask/facehugger/attack_alien(mob/user) //can be picked up by aliens
return attack_hand(user)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clothing/mask/facehugger/attack_hand(mob/user)
if((stat == CONSCIOUS && !sterile) && !isalien(user))
if(Leap(user))
return
. = ..()
/obj/item/clothing/mask/facehugger/attack(mob/living/M, mob/user)
..()
if(user.transferItemToLoc(src, get_turf(M)))
Leap(M)
/obj/item/clothing/mask/facehugger/examine(mob/user)
. = ..()
if(!real)//So that giant red text about probisci doesn't show up.
return
switch(stat)
if(DEAD,UNCONSCIOUS)
. += "<span class='boldannounce'>[src] is not moving.</span>"
if(CONSCIOUS)
. += "<span class='boldannounce'>[src] seems to be active!</span>"
if (sterile)
. += "<span class='boldannounce'>It looks like the proboscis has been removed.</span>"
/obj/item/clothing/mask/facehugger/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
Die()
/obj/item/clothing/mask/facehugger/equipped(mob/M)
Attach(M)
/obj/item/clothing/mask/facehugger/Crossed(atom/target)
HasProximity(target)
return
/obj/item/clothing/mask/facehugger/on_found(mob/finder)
if(stat == CONSCIOUS)
return HasProximity(finder)
return 0
/obj/item/clothing/mask/facehugger/HasProximity(atom/movable/AM as mob|obj)
if(CanHug(AM) && Adjacent(AM))
return Leap(AM)
return 0
/obj/item/clothing/mask/facehugger/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
if(!..())
return
if(stat == CONSCIOUS)
icon_state = "[initial(icon_state)]_thrown"
addtimer(CALLBACK(src, .proc/clear_throw_icon_state), 15)
/obj/item/clothing/mask/facehugger/proc/clear_throw_icon_state()
if(icon_state == "[initial(icon_state)]_thrown")
icon_state = "[initial(icon_state)]"
/obj/item/clothing/mask/facehugger/throw_impact(atom/hit_atom)
..()
if(stat == CONSCIOUS)
icon_state = "[initial(icon_state)]"
Leap(hit_atom)
/obj/item/clothing/mask/facehugger/proc/valid_to_attach(mob/living/M)
// valid targets: carbons except aliens and devils
// facehugger state early exit checks
if(stat != CONSCIOUS)
return FALSE
if(attached)
return FALSE
if(iscarbon(M))
// disallowed carbons
if(isalien(M) || isdevil(M))
return FALSE
var/mob/living/carbon/target = M
// gotta have a head to be implanted (no changelings or sentient plants)
if(!target.get_bodypart(BODY_ZONE_HEAD))
return FALSE
if(target.getorgan(/obj/item/organ/alien/hivenode) || target.getorgan(/obj/item/organ/body_egg/alien_embryo))
return FALSE
// carbon, has head, not alien or devil, has no hivenode or embryo: valid
return TRUE
return FALSE
/obj/item/clothing/mask/facehugger/proc/Leap(mob/living/M)
if(!valid_to_attach(M))
return FALSE
if(iscarbon(M))
var/mob/living/carbon/target = M
if(target.wear_mask && istype(target.wear_mask, /obj/item/clothing/mask/facehugger))
return FALSE
// passed initial checks - time to leap!
M.visible_message("<span class='danger'>[src] leaps at [M]'s face!</span>", \
"<span class='userdanger'>[src] leaps at [M]'s face!</span>")
// probiscis-blocker handling
if(iscarbon(M))
var/mob/living/carbon/target = M
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.is_mouth_covered(head_only = 1))
H.visible_message("<span class='danger'>[src] smashes against [H]'s [H.head]!</span>", \
"<span class='userdanger'>[src] smashes against [H]'s [H.head]!</span>")
Die()
return FALSE
if(target.wear_mask)
var/obj/item/clothing/W = target.wear_mask
if(target.dropItemToGround(W))
target.visible_message("<span class='danger'>[src] tears [W] off of [target]'s face!</span>", \
"<span class='userdanger'>[src] tears [W] off of [target]'s face!</span>")
target.equip_to_slot_if_possible(src, SLOT_WEAR_MASK, 0, 1, 1)
return TRUE // time for a smoke
/obj/item/clothing/mask/facehugger/proc/Attach(mob/living/M)
if(!valid_to_attach(M))
return
// early returns and validity checks done: attach.
attached++
//ensure we detach once we no longer need to be attached
addtimer(CALLBACK(src, .proc/detach), MAX_IMPREGNATION_TIME)
if(!sterile)
M.take_bodypart_damage(strength,0) //done here so that humans in helmets take damage
M.Unconscious(MAX_IMPREGNATION_TIME/0.3) //something like 25 ticks = 20 seconds with the default settings
GoIdle() //so it doesn't jump the people that tear it off
addtimer(CALLBACK(src, .proc/Impregnate, M), rand(MIN_IMPREGNATION_TIME, MAX_IMPREGNATION_TIME))
/obj/item/clothing/mask/facehugger/proc/detach()
attached = 0
/obj/item/clothing/mask/facehugger/proc/Impregnate(mob/living/target)
if(!target || target.stat == DEAD) //was taken off or something
return
if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.wear_mask != src)
return
if(!sterile)
target.visible_message("<span class='danger'>[src] falls limp after violating [target]'s face!</span>", \
"<span class='userdanger'>[src] falls limp after violating [target]'s face!</span>")
Die()
icon_state = "[initial(icon_state)]_impregnated"
var/obj/item/bodypart/chest/LC = target.get_bodypart(BODY_ZONE_CHEST)
if((!LC || LC.status != BODYPART_ROBOTIC) && !target.getorgan(/obj/item/organ/body_egg/alien_embryo))
new /obj/item/organ/body_egg/alien_embryo(target)
else
target.visible_message("<span class='danger'>[src] violates [target]'s face!</span>", \
"<span class='userdanger'>[src] violates [target]'s face!</span>")
/obj/item/clothing/mask/facehugger/proc/GoActive()
if(stat == DEAD || stat == CONSCIOUS)
return
stat = CONSCIOUS
icon_state = "[initial(icon_state)]"
/obj/item/clothing/mask/facehugger/proc/GoIdle()
if(stat == DEAD || stat == UNCONSCIOUS)
return
stat = UNCONSCIOUS
icon_state = "[initial(icon_state)]_inactive"
addtimer(CALLBACK(src, .proc/GoActive), rand(MIN_ACTIVE_TIME, MAX_ACTIVE_TIME))
/obj/item/clothing/mask/facehugger/proc/Die()
if(stat == DEAD)
return
icon_state = "[initial(icon_state)]_dead"
item_state = "facehugger_inactive"
stat = DEAD
visible_message("<span class='danger'>[src] curls up into a ball!</span>")
/proc/CanHug(mob/living/M)
if(!istype(M))
return 0
if(M.stat == DEAD)
return 0
if(M.getorgan(/obj/item/organ/alien/hivenode))
return 0
if(ismonkey(M))
return 1
var/mob/living/carbon/C = M
if(ishuman(C) && !(SLOT_WEAR_MASK in C.dna.species.no_equip))
var/mob/living/carbon/human/H = C
if(H.is_mouth_covered(head_only = 1))
return 0
return 1
return 0
#undef MIN_ACTIVE_TIME
#undef MAX_ACTIVE_TIME
#undef MIN_IMPREGNATION_TIME
#undef MAX_IMPREGNATION_TIME
File diff suppressed because it is too large Load Diff
+456 -463
View File
@@ -1,463 +1,456 @@
/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(mind)
if(mind.martial_art && mind.martial_art.dodge_chance == 100)
return TRUE
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 (mind)
if (mind.martial_art && mind.martial_art.dodge_chance == 100) //autocatch for rising bass
if (get_active_held_item())
visible_message("<span class='warning'>[I] falls to the ground as [src] chops it out of the air!</span>")
return 1
if(!in_throw_mode)
throw_mode_on()
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) == "mouth") // I ADDED BOOP-EH-DEH-NOSEH - Jon
M.visible_message( \
"<span class='notice'>[M] boops [src]'s nose.</span>", \
"<span class='notice'>You boop [src] on the nose.</span>", )
playsound(src, 'sound/items/Nose_boop.ogg', 50, 0)
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 if(check_zone(M.zone_selected) == "r_arm" || check_zone(M.zone_selected) == "l_arm")
M.visible_message( \
"<span class='notice'>[M] shakes [src]'s hand.</span>", \
"<span class='notice'>You shake [src]'s hand.</span>", )
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))
eyes.applyOrganDamage(1)
else if (damage == 2)
to_chat(src, "<span class='warning'>Your eyes burn.</span>")
eyes.applyOrganDamage(rand(2, 4))
else if( damage >= 3)
to_chat(src, "<span class='warning'>Your eyes itch and burn severely!</span>")
eyes.applyOrganDamage(rand(12, 16))
if(eyes.damage > 10)
blind_eyes(damage)
blur_eyes(damage * rand(3, 6))
if(eyes.damage > 20)
if(prob(eyes.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.damage - 25))
if(!HAS_TRAIT(src, TRAIT_BLIND))
to_chat(src, "<span class='warning'>You can't see anything!</span>")
eyes.applyOrganDamage(eyes.maxHealth)
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
/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/catch_item(obj/item/I, skip_throw_mode_check = FALSE)
. = ..()
if(!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) && !skip_throw_mode_check && !in_throw_mode)
return
if(get_active_held_item() || restrained())
return
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 TRUE
/mob/living/carbon/embed_item(obj/item/I)
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)
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
//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
if(user != src && check_shields(I, totitemdamage, "the [I.name]", MELEE_ATTACK, I.armour_penetration))
return FALSE
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)
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)
. = ..()
if(.) //was the attack blocked?
return
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 TRUE
/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(!.)
return
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()
/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(/datum/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) == "mouth") // I ADDED BOOP-EH-DEH-NOSEH - Jon
M.visible_message( \
"<span class='notice'>[M] boops [src]'s nose.</span>", \
"<span class='notice'>You boop [src] on the nose.</span>", )
playsound(src, 'sound/items/Nose_boop.ogg', 50, 0)
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 if(check_zone(M.zone_selected) == "r_arm" || check_zone(M.zone_selected) == "l_arm")
M.visible_message( \
"<span class='notice'>[M] shakes [src]'s hand.</span>", \
"<span class='notice'>You shake [src]'s hand.</span>", )
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))
eyes.applyOrganDamage(1)
else if (damage == 2)
to_chat(src, "<span class='warning'>Your eyes burn.</span>")
eyes.applyOrganDamage(rand(2, 4))
else if( damage >= 3)
to_chat(src, "<span class='warning'>Your eyes itch and burn severely!</span>")
eyes.applyOrganDamage(rand(12, 16))
if(eyes.damage > 10)
blind_eyes(damage)
blur_eyes(damage * rand(3, 6))
if(eyes.damage > 20)
if(prob(eyes.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.damage - 25))
if(!HAS_TRAIT(src, TRAIT_BLIND))
to_chat(src, "<span class='warning'>You can't see anything!</span>")
eyes.applyOrganDamage(eyes.maxHealth)
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 +1,66 @@
/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
/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
rotate_on_lying = TRUE
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
+72 -72
View File
@@ -1,72 +1,72 @@
/mob/living/carbon/death(gibbed)
if(stat == DEAD)
return
silent = FALSE
losebreath = 0
if(!gibbed)
emote("deathgasp")
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
. = ..()
for(var/T in get_traumas())
var/datum/brain_trauma/BT = T
BT.on_death()
if(SSticker.mode)
SSticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now
/mob/living/carbon/gib(no_brain, no_organs, no_bodyparts)
var/atom/Tsec = drop_location()
for(var/mob/M in src)
if(M in stomach_contents)
stomach_contents.Remove(M)
M.forceMove(Tsec)
visible_message("<span class='danger'>[M] bursts out of [src]!</span>")
..()
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
var/atom/Tsec = drop_location()
if(!no_bodyparts)
if(no_organs)//so the organs don't get transfered inside the bodyparts we'll drop.
for(var/X in internal_organs)
if(no_brain || !istype(X, /obj/item/organ/brain))
qdel(X)
else //we're going to drop all bodyparts except chest, so the only organs that needs spilling are those inside it.
for(var/X in internal_organs)
var/obj/item/organ/O = X
if(no_brain && istype(O, /obj/item/organ/brain))
qdel(O) //so the brain isn't transfered to the head when the head drops.
continue
var/org_zone = check_zone(O.zone) //both groin and chest organs.
if(org_zone == BODY_ZONE_CHEST)
O.Remove(src)
O.forceMove(Tsec)
O.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
else
for(var/X in internal_organs)
var/obj/item/organ/I = X
if(no_brain && istype(I, /obj/item/organ/brain))
qdel(I)
continue
if(no_organs && !istype(I, /obj/item/organ/brain))
qdel(I)
continue
I.Remove(src)
I.forceMove(Tsec)
I.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
/mob/living/carbon/spread_bodyparts()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
BP.drop_limb()
BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
/mob/living/carbon/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
return ..()
/mob/living/carbon/death(gibbed)
if(stat == DEAD)
return
silent = FALSE
losebreath = 0
if(!gibbed)
emote("deathgasp")
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
. = ..()
for(var/T in get_traumas())
var/datum/brain_trauma/BT = T
BT.on_death()
if(SSticker.mode)
SSticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now
/mob/living/carbon/gib(no_brain, no_organs, no_bodyparts)
var/atom/Tsec = drop_location()
for(var/mob/M in src)
if(M in stomach_contents)
stomach_contents.Remove(M)
M.forceMove(Tsec)
visible_message("<span class='danger'>[M] bursts out of [src]!</span>")
..()
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
var/atom/Tsec = drop_location()
if(!no_bodyparts)
if(no_organs)//so the organs don't get transfered inside the bodyparts we'll drop.
for(var/X in internal_organs)
if(no_brain || !istype(X, /obj/item/organ/brain))
qdel(X)
else //we're going to drop all bodyparts except chest, so the only organs that needs spilling are those inside it.
for(var/X in internal_organs)
var/obj/item/organ/O = X
if(no_brain && istype(O, /obj/item/organ/brain))
qdel(O) //so the brain isn't transfered to the head when the head drops.
continue
var/org_zone = check_zone(O.zone) //both groin and chest organs.
if(org_zone == BODY_ZONE_CHEST)
O.Remove(src)
O.forceMove(Tsec)
O.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
else
for(var/X in internal_organs)
var/obj/item/organ/I = X
if(no_brain && istype(I, /obj/item/organ/brain))
qdel(I)
continue
if(no_organs && !istype(I, /obj/item/organ/brain))
qdel(I)
continue
I.Remove(src)
I.forceMove(Tsec)
I.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
/mob/living/carbon/spread_bodyparts()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
BP.drop_limb()
BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
/mob/living/carbon/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
return ..()
+100 -99
View File
@@ -1,99 +1,100 @@
/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."
/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
mob_type_allowed_typecache = list(/mob/living/carbon, /mob/living/silicon/pai)
/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."
+68 -68
View File
@@ -1,69 +1,69 @@
/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
/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
+48 -48
View File
@@ -1,48 +1,48 @@
/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()
icon_render_key = null
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
/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()
icon_render_key = null
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
+189 -189
View File
@@ -1,189 +1,189 @@
/datum/emote/living/carbon/human
mob_type_allowed_typecache = list(/mob/living/carbon/human)
/datum/emote/living/carbon/human/cry
key = "cry"
key_third_person = "cries"
message = "cries."
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/dap
key = "dap"
key_third_person = "daps"
message = "sadly can't find anybody to give daps to, and daps themself. Shameful."
message_param = "give daps to %t."
restraint_check = TRUE
/datum/emote/living/carbon/human/eyebrow
key = "eyebrow"
message = "raises an eyebrow."
/datum/emote/living/carbon/human/grumble
key = "grumble"
key_third_person = "grumbles"
message = "grumbles!"
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/handshake
key = "handshake"
message = "shakes their own hands."
message_param = "shakes hands with %t."
restraint_check = TRUE
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/hug
key = "hug"
key_third_person = "hugs"
message = "hugs themself."
message_param = "hugs %t."
restraint_check = TRUE
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/mawp
key = "mawp"
key_third_person = "mawps"
message = "mawps annoyingly."
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/mawp/run_emote(mob/living/user, params)
. = ..()
if(.)
if(ishuman(user))
if(prob(10))
user.adjustEarDamage(-5, -5)
/datum/emote/living/carbon/human/mumble
key = "mumble"
key_third_person = "mumbles"
message = "mumbles!"
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/pale
key = "pale"
message = "goes pale for a second."
/datum/emote/living/carbon/human/raise
key = "raise"
key_third_person = "raises"
message = "raises a hand."
restraint_check = TRUE
/datum/emote/living/carbon/human/salute
key = "salute"
key_third_person = "salutes"
message = "salutes."
message_param = "salutes to %t."
restraint_check = TRUE
/datum/emote/living/carbon/human/shrug
key = "shrug"
key_third_person = "shrugs"
message = "shrugs."
/datum/emote/living/carbon/human/wag
key = "wag"
key_third_person = "wags"
message = "wags their tail."
/datum/emote/living/carbon/human/wag/run_emote(mob/user, params)
. = ..()
if(!.)
return
var/mob/living/carbon/human/H = user
if(!istype(H) || !H.dna || !H.dna.species || !H.dna.species.can_wag_tail(H))
return
if(!H.dna.species.is_wagging_tail())
H.dna.species.start_wagging_tail(H)
else
H.dna.species.stop_wagging_tail(H)
/datum/emote/living/carbon/human/wag/can_run_emote(mob/user, status_check = TRUE)
if(!..())
return FALSE
var/mob/living/carbon/human/H = user
return H.dna && H.dna.species && H.dna.species.can_wag_tail(user)
/datum/emote/living/carbon/human/wag/select_message_type(mob/user)
. = ..()
var/mob/living/carbon/human/H = user
if(!H.dna || !H.dna.species)
return
if(H.dna.species.is_wagging_tail())
. = null
/datum/emote/living/carbon/human/wing
key = "wing"
key_third_person = "wings"
message = "their wings."
/datum/emote/living/carbon/human/wing/run_emote(mob/user, params)
. = ..()
if(.)
var/mob/living/carbon/human/H = user
if(findtext(select_message_type(user), "open"))
H.OpenWings()
else
H.CloseWings()
/datum/emote/living/carbon/human/wing/select_message_type(mob/user)
. = ..()
var/mob/living/carbon/human/H = user
if("wings" in H.dna.species.mutant_bodyparts)
. = "opens " + message
else
. = "closes " + message
/datum/emote/living/carbon/human/wing/can_run_emote(mob/user, status_check = TRUE)
if(!..())
return FALSE
var/mob/living/carbon/human/H = user
if(H.dna && H.dna.species && (H.dna.features["wings"] != "None"))
return TRUE
/mob/living/carbon/human/proc/OpenWings()
if(!dna || !dna.species)
return
if("wings" in dna.species.mutant_bodyparts)
dna.species.mutant_bodyparts -= "wings"
dna.species.mutant_bodyparts |= "wingsopen"
update_body()
/mob/living/carbon/human/proc/CloseWings()
if(!dna || !dna.species)
return
if("wingsopen" in dna.species.mutant_bodyparts)
dna.species.mutant_bodyparts -= "wingsopen"
dna.species.mutant_bodyparts |= "wings"
update_body()
if(isturf(loc))
var/turf/T = loc
T.Entered(src)
/datum/emote/sound/human
mob_type_allowed_typecache = list(/mob/living/carbon/human)
emote_type = EMOTE_AUDIBLE
/datum/emote/sound/human/buzz
key = "buzz"
key_third_person = "buzzes"
message = "buzzes."
message_param = "buzzes at %t."
sound = 'sound/machines/buzz-sigh.ogg'
/datum/emote/sound/human/buzz2
key = "buzz2"
message = "buzzes twice."
sound = 'sound/machines/buzz-two.ogg'
/datum/emote/sound/human/ping
key = "ping"
key_third_person = "pings"
message = "pings."
message_param = "pings at %t."
sound = 'sound/machines/ping.ogg'
/datum/emote/sound/human/chime
key = "chime"
key_third_person = "chimes"
message = "chimes."
sound = 'sound/machines/chime.ogg'
/datum/emote/living/carbon/human
mob_type_allowed_typecache = list(/mob/living/carbon/human)
/datum/emote/living/carbon/human/cry
key = "cry"
key_third_person = "cries"
message = "cries."
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/dap
key = "dap"
key_third_person = "daps"
message = "sadly can't find anybody to give daps to, and daps themself. Shameful."
message_param = "give daps to %t."
restraint_check = TRUE
/datum/emote/living/carbon/human/eyebrow
key = "eyebrow"
message = "raises an eyebrow."
/datum/emote/living/carbon/human/grumble
key = "grumble"
key_third_person = "grumbles"
message = "grumbles!"
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/handshake
key = "handshake"
message = "shakes their own hands."
message_param = "shakes hands with %t."
restraint_check = TRUE
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/hug
key = "hug"
key_third_person = "hugs"
message = "hugs themself."
message_param = "hugs %t."
restraint_check = TRUE
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/mawp
key = "mawp"
key_third_person = "mawps"
message = "mawps annoyingly."
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/mawp/run_emote(mob/living/user, params)
. = ..()
if(.)
if(ishuman(user))
if(prob(10))
user.adjustEarDamage(-5, -5)
/datum/emote/living/carbon/human/mumble
key = "mumble"
key_third_person = "mumbles"
message = "mumbles!"
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/pale
key = "pale"
message = "goes pale for a second."
/datum/emote/living/carbon/human/raise
key = "raise"
key_third_person = "raises"
message = "raises a hand."
restraint_check = TRUE
/datum/emote/living/carbon/human/salute
key = "salute"
key_third_person = "salutes"
message = "salutes."
message_param = "salutes to %t."
restraint_check = TRUE
/datum/emote/living/carbon/human/shrug
key = "shrug"
key_third_person = "shrugs"
message = "shrugs."
/datum/emote/living/carbon/human/wag
key = "wag"
key_third_person = "wags"
message = "wags their tail."
/datum/emote/living/carbon/human/wag/run_emote(mob/user, params)
. = ..()
if(!.)
return
var/mob/living/carbon/human/H = user
if(!istype(H) || !H.dna || !H.dna.species || !H.dna.species.can_wag_tail(H))
return
if(!H.dna.species.is_wagging_tail())
H.dna.species.start_wagging_tail(H)
else
H.dna.species.stop_wagging_tail(H)
/datum/emote/living/carbon/human/wag/can_run_emote(mob/user, status_check = TRUE)
if(!..())
return FALSE
var/mob/living/carbon/human/H = user
return H.dna && H.dna.species && H.dna.species.can_wag_tail(user)
/datum/emote/living/carbon/human/wag/select_message_type(mob/user)
. = ..()
var/mob/living/carbon/human/H = user
if(!H.dna || !H.dna.species)
return
if(H.dna.species.is_wagging_tail())
. = null
/datum/emote/living/carbon/human/wing
key = "wing"
key_third_person = "wings"
message = "their wings."
/datum/emote/living/carbon/human/wing/run_emote(mob/user, params)
. = ..()
if(.)
var/mob/living/carbon/human/H = user
if(findtext(select_message_type(user), "open"))
H.OpenWings()
else
H.CloseWings()
/datum/emote/living/carbon/human/wing/select_message_type(mob/user)
. = ..()
var/mob/living/carbon/human/H = user
if("wings" in H.dna.species.mutant_bodyparts)
. = "opens " + message
else
. = "closes " + message
/datum/emote/living/carbon/human/wing/can_run_emote(mob/user, status_check = TRUE)
if(!..())
return FALSE
var/mob/living/carbon/human/H = user
if(H.dna && H.dna.species && (H.dna.features["wings"] != "None"))
return TRUE
/mob/living/carbon/human/proc/OpenWings()
if(!dna || !dna.species)
return
if("wings" in dna.species.mutant_bodyparts)
dna.species.mutant_bodyparts -= "wings"
dna.species.mutant_bodyparts |= "wingsopen"
update_body()
/mob/living/carbon/human/proc/CloseWings()
if(!dna || !dna.species)
return
if("wingsopen" in dna.species.mutant_bodyparts)
dna.species.mutant_bodyparts -= "wingsopen"
dna.species.mutant_bodyparts |= "wings"
update_body()
if(isturf(loc))
var/turf/T = loc
T.Entered(src)
/datum/emote/sound/human
mob_type_allowed_typecache = list(/mob/living/carbon/human)
emote_type = EMOTE_AUDIBLE
/datum/emote/sound/human/buzz
key = "buzz"
key_third_person = "buzzes"
message = "buzzes."
message_param = "buzzes at %t."
sound = 'sound/machines/buzz-sigh.ogg'
/datum/emote/sound/human/buzz2
key = "buzz2"
message = "buzzes twice."
sound = 'sound/machines/buzz-two.ogg'
/datum/emote/sound/human/ping
key = "ping"
key_third_person = "pings"
message = "pings."
message_param = "pings at %t."
sound = 'sound/machines/ping.ogg'
/datum/emote/sound/human/chime
key = "chime"
key_third_person = "chimes"
message = "chimes."
sound = 'sound/machines/chime.ogg'
+415 -408
View File
@@ -1,408 +1,415 @@
/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
. = list("<span class='info'>*---------*\nThis is <EM>[!obscure_name ? name : "Unknown"]</EM>!")
var/vampDesc = ReturnVampExamine(user) // Vamps recognize the names of other vamps.
var/vassDesc = ReturnVassalExamine(user) // Vassals recognize each other's marks.
if (vampDesc != "") // If we don't do it this way, we add a blank space to the string...something to do with this --> . += ""
. += vampDesc
if (vassDesc != "")
. += vassDesc
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.
. += "You can't make out what species they are."
else if(skipface)
. += "You can't make out what species they are."
else
. += "[t_He] [t_is] a [H.dna.custom_species ? H.dna.custom_species : pref_species.name]!"
//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]"
. += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg]."
//head
if(head)
. += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head."
//suit/armor
if(wear_suit)
. += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)]."
//suit/armor storage
if(s_store && !(SLOT_S_STORE in obscured))
. += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name]."
//back
if(back)
. += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back."
//Hands
for(var/obj/item/I in held_items)
if(!(I.item_flags & ABSTRACT))
. += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))]."
//gloves
if(gloves && !(SLOT_GLOVES in obscured))
. += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands."
else if(length(blood_DNA))
var/hand_number = get_num_arms(FALSE)
if(hand_number)
. += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>"
//handcuffed?
if(handcuffed)
if(istype(handcuffed, /obj/item/restraints/handcuffs/cable))
. += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] restrained with cable!</span>"
else
. += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>"
//belt
if(belt)
. += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist."
//shoes
if(shoes && !(SLOT_SHOES in obscured))
. += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet."
//mask
if(wear_mask && !(SLOT_WEAR_MASK in obscured))
. += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face."
if(wear_neck && !(SLOT_NECK in obscured))
. += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck."
//eyes
if(!(SLOT_GLASSES in obscured))
if(glasses)
. += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes."
else if(eye_color == BLOODCULT_EYE && iscultist(src) && HAS_TRAIT(src, TRAIT_CULT_EYES))
. += "<span class='warning'><B>[t_His] eyes are glowing an unnatural red!</B></span>"
//ears
if(ears && !(SLOT_EARS in obscured))
. += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears."
//ID
if(wear_id)
. += "[t_He] [t_is] wearing [wear_id.get_examine_string(user)]."
//Status effects
var/effects_exam = status_effect_examines()
if(!isnull(effects_exam))
. += effects_exam
//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())
. += "[dicc.desc]"
var/cursed_stuff = attempt_vr(src,"examine_bellies",args) //vore Code
if(cursed_stuff)
. += cursed_stuff
//END OF CIT CHANGES
//Jitters
switch(jitteriness)
if(300 to INFINITY)
. += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>"
if(200 to 300)
. += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>"
if(100 to 200)
. += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>"
var/appears_dead = 0
if(stat == DEAD || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
appears_dead = 1
if(suiciding)
. += "<span class='warning'>[t_He] appear[p_s()] to have committed suicide... there is no hope of recovery.</span>"
if(hellbound)
. += "<span class='warning'>[t_His] soul seems to have been ripped out of [t_his] body. Revival is impossible.</span>"
if(getorgan(/obj/item/organ/brain) && !key && !get_ghost(FALSE, TRUE))
. += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life and [t_his] soul has departed...</span>"
else
. += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life...</span>"
if(get_bodypart(BODY_ZONE_HEAD) && !getorgan(/obj/item/organ/brain))
. += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>"
var/temp = getBruteLoss() //no need to calculate each of these twice
var/list/msg = list()
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
damage_text = (BP.brute_dam >= BP.burn_dam) ? BP.heavy_brute_msg : BP.heavy_burn_msg
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>\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(ShowAsPaleExamine())
msg += "[t_He] [t_has] pale skin.\n"
if(bleedsuppress)
msg += "[t_He] [t_is] bandaged with something.\n"
else if(bleed_rate)
if(bleed_rate >= 8) //8 is the rate at which heparin causes you to bleed
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"))
if(mind)
msg += "[t_He] has wild, spacey eyes and they have a strange, abnormal look to them.\n"
else
msg += "[t_He] has wild, spacey eyes and they 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 = 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"
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"
if (length(msg))
. += "<span class='warning'>[msg.Join("")]</span>"
var/trait_exam = common_trait_examine()
if (!isnull(trait_exam))
. += trait_exam
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)
. += "<span class='deptradio'>Rank:</span> [R.fields["rank"]]\n<a href='?src=[REF(src)];hud=1;photo_front=1'>\[Front photo\]</a><a href='?src=[REF(src)];hud=1;photo_side=1'>\[Side photo\]</a>"
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]."
if(cyberimp_detect)
. += "Detected cybernetic modifications:"
. += cyberimp_detect
if(R)
var/health_r = R.fields["p_stat"]
. += "<a href='?src=[REF(src)];hud=m;p_stat=1'>\[[health_r]\]</a>"
health_r = R.fields["m_stat"]
. += "<a href='?src=[REF(src)];hud=m;m_stat=1'>\[[health_r]\]</a>"
R = find_record("name", perpname, GLOB.data_core.medical)
if(R)
. += "<a href='?src=[REF(src)];hud=m;evaluation=1'>\[Medical evaluation\]</a>"
if(traitstring)
. += "<span class='info'>Detected physiological traits:\n[traitstring]</span>"
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"]
. += jointext(list("<span class='deptradio'>Criminal status:</span> <a href='?src=[REF(src)];hud=s;status=1'>\[[criminal]\]</a>",
"<span class='deptradio'>Security record:</span> <a href='?src=[REF(src)];hud=s;view=1'>\[View\]</a>",
"<a href='?src=[REF(src)];hud=s;add_crime=1'>\[Add crime\]</a>",
"<a href='?src=[REF(src)];hud=s;view_comment=1'>\[View comment log\]</a>",
"<a href='?src=[REF(src)];hud=s;add_comment=1'>\[Add comment\]</a>"), "")
else if(isobserver(user) && traitstring)
. += "<span class='info'><b>Traits:</b> [traitstring]</span>"
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.
. += "...?"
else if(skipface) //Sometimes we're not unknown, but impersonating someone in a hardsuit, let's not reveal our flavor text then either.
. += "...?"
else
. += "[print_flavor_text()]"
. += "*---------*</span>"
/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()
/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
. = list("<span class='info'>*---------*\nThis is <EM>[!obscure_name ? name : "Unknown"]</EM>!")
var/vampDesc = ReturnVampExamine(user) // Vamps recognize the names of other vamps.
var/vassDesc = ReturnVassalExamine(user) // Vassals recognize each other's marks.
if (vampDesc != "") // If we don't do it this way, we add a blank space to the string...something to do with this --> . += ""
. += vampDesc
if (vassDesc != "")
. += vassDesc
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.
. += "You can't make out what species they are."
else if(skipface)
. += "You can't make out what species they are."
else
. += "[t_He] [t_is] a [H.dna.custom_species ? H.dna.custom_species : pref_species.name]!"
//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]"
. += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg]."
//head
if(head)
. += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head."
//suit/armor
if(wear_suit)
. += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)]."
//suit/armor storage
if(s_store && !(SLOT_S_STORE in obscured))
. += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name]."
//back
if(back)
. += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back."
//Hands
for(var/obj/item/I in held_items)
if(!(I.item_flags & ABSTRACT))
. += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))]."
//gloves
if(gloves && !(SLOT_GLOVES in obscured))
. += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands."
else if(length(blood_DNA))
var/hand_number = get_num_arms(FALSE)
if(hand_number)
. += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>"
//handcuffed?
if(handcuffed)
if(istype(handcuffed, /obj/item/restraints/handcuffs/cable))
. += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] restrained with cable!</span>"
else
. += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>"
//belt
if(belt)
. += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist."
//shoes
if(shoes && !(SLOT_SHOES in obscured))
. += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet."
//mask
if(wear_mask && !(SLOT_WEAR_MASK in obscured))
. += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face."
if(wear_neck && !(SLOT_NECK in obscured))
. += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck."
//eyes
if(!(SLOT_GLASSES in obscured))
if(glasses)
. += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes."
else if(eye_color == BLOODCULT_EYE && iscultist(src) && HAS_TRAIT(src, TRAIT_CULT_EYES))
. += "<span class='warning'><B>[t_His] eyes are glowing an unnatural red!</B></span>"
//ears
if(ears && !(SLOT_EARS in obscured))
. += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears."
//ID
if(wear_id)
. += "[t_He] [t_is] wearing [wear_id.get_examine_string(user)]."
//Status effects
var/effects_exam = status_effect_examines()
if(!isnull(effects_exam))
. += effects_exam
//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())
. += "[dicc.desc]"
var/cursed_stuff = attempt_vr(src,"examine_bellies",args) //vore Code
if(cursed_stuff)
. += cursed_stuff
//END OF CIT CHANGES
//Jitters
switch(jitteriness)
if(300 to INFINITY)
. += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>"
if(200 to 300)
. += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>"
if(100 to 200)
. += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>"
var/appears_dead = 0
if(stat == DEAD || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
appears_dead = 1
if(suiciding)
. += "<span class='warning'>[t_He] appear[p_s()] to have committed suicide... there is no hope of recovery.</span>"
if(hellbound)
. += "<span class='warning'>[t_His] soul seems to have been ripped out of [t_his] body. Revival is impossible.</span>"
if(getorgan(/obj/item/organ/brain) && !key && !get_ghost(FALSE, TRUE))
. += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life and [t_his] soul has departed...</span>"
else
. += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life...</span>"
if(get_bodypart(BODY_ZONE_HEAD) && !getorgan(/obj/item/organ/brain))
. += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>"
var/temp = getBruteLoss() //no need to calculate each of these twice
var/list/msg = list()
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
damage_text = (BP.brute_dam >= BP.burn_dam) ? BP.heavy_brute_msg : BP.heavy_burn_msg
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>\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(ShowAsPaleExamine())
msg += "[t_He] [t_has] pale skin.\n"
if(bleedsuppress)
msg += "[t_He] [t_is] bandaged with something.\n"
else if(bleed_rate)
if(bleed_rate >= 8) //8 is the rate at which heparin causes you to bleed
msg += "<b>[t_He] [t_is] bleeding uncontrollably!</b>\n"
else
msg += "<B>[t_He] [t_is] bleeding!</B>\n"
if(reagents.has_reagent(/datum/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(/datum/reagent/fermi/astral))
if(mind)
msg += "[t_He] has wild, spacey eyes and they have a strange, abnormal look to them.\n"
else
msg += "[t_He] has wild, spacey eyes and they 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 = 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"
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.cit_toggles & HYPNO)
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"
if (length(msg))
. += "<span class='warning'>[msg.Join("")]</span>"
var/trait_exam = common_trait_examine()
if (!isnull(trait_exam))
. += trait_exam
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)
. += "<span class='deptradio'>Rank:</span> [R.fields["rank"]]\n<a href='?src=[REF(src)];hud=1;photo_front=1'>\[Front photo\]</a><a href='?src=[REF(src)];hud=1;photo_side=1'>\[Side photo\]</a>"
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]."
if(cyberimp_detect)
. += "Detected cybernetic modifications:"
. += cyberimp_detect
if(R)
var/health_r = R.fields["p_stat"]
. += "<a href='?src=[REF(src)];hud=m;p_stat=1'>\[[health_r]\]</a>"
health_r = R.fields["m_stat"]
. += "<a href='?src=[REF(src)];hud=m;m_stat=1'>\[[health_r]\]</a>"
R = find_record("name", perpname, GLOB.data_core.medical)
if(R)
. += "<a href='?src=[REF(src)];hud=m;evaluation=1'>\[Medical evaluation\]</a>"
if(traitstring)
. += "<span class='info'>Detected physiological traits:\n[traitstring]</span>"
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"]
. += jointext(list("<span class='deptradio'>Criminal status:</span> <a href='?src=[REF(src)];hud=s;status=1'>\[[criminal]\]</a>",
"<span class='deptradio'>Security record:</span> <a href='?src=[REF(src)];hud=s;view=1'>\[View\]</a>",
"<a href='?src=[REF(src)];hud=s;add_crime=1'>\[Add crime\]</a>",
"<a href='?src=[REF(src)];hud=s;view_comment=1'>\[View comment log\]</a>",
"<a href='?src=[REF(src)];hud=s;add_comment=1'>\[Add comment\]</a>"), "")
else if(isobserver(user) && traitstring)
. += "<span class='info'><b>Traits:</b> [traitstring]</span>"
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.
. += "...?"
else if(skipface) //Sometimes we're not unknown, but impersonating someone in a hardsuit, let's not reveal our flavor text then either.
. += "...?"
else
. += "[print_flavor_text()]"
if(print_flavor_text_2())
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.
. += "...?"
else if(skipface) //Sometimes we're not unknown, but impersonating someone in a hardsuit, let's not reveal our flavor text then either.
. += "...?"
else
. += "[print_flavor_text_2()]"
. += "*---------*</span>"
/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
File diff suppressed because it is too large Load Diff
@@ -1,70 +1,70 @@
/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"
//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
/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"
//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
@@ -1,142 +1,142 @@
/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(!.)
return
if(G.trigger_guard == TRIGGER_GUARD_NORMAL)
if(HAS_TRAIT(src, TRAIT_CHUNKYFINGERS))
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
/mob/living/carbon/human/can_see_reagents()
. = ..()
if(.) //No need to run through all of this if it's already true.
return
if(isclothing(glasses) && (glasses.clothing_flags & SCAN_REAGENTS))
return TRUE
/*
/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]*/
/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(!.)
return
if(G.trigger_guard == TRIGGER_GUARD_NORMAL)
if(HAS_TRAIT(src, TRAIT_CHUNKYFINGERS))
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
/mob/living/carbon/human/can_see_reagents()
. = ..()
if(.) //No need to run through all of this if it's already true.
return
if(isclothing(glasses) && (glasses.clothing_flags & SCAN_REAGENTS))
return TRUE
/*
/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 +1,78 @@
/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 ..()
/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 ..()
+273 -273
View File
@@ -1,273 +1,273 @@
/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)
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, client/preference_source)
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, preference_source)
//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)
/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)
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, client/preference_source)
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, preference_source)
//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)
+116 -116
View File
@@ -1,116 +1,116 @@
/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]")
/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]")
+39 -50
View File
@@ -290,7 +290,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
// this needs to be FIRST because qdel calls update_body which checks if we have DIGITIGRADE legs or not and if not then removes DIGITIGRADE from species_traits
if(("legs" in C.dna.species.mutant_bodyparts) && (C.dna.features["legs"] == "Digitigrade" || C.dna.features["legs"] == "Avian"))
species_traits += DIGITIGRADE
species_traits |= DIGITIGRADE
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(FALSE)
@@ -545,6 +545,20 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//Underwear, Undershirts & Socks
if(!(NO_UNDERWEAR in species_traits))
if(H.socks && H.get_num_legs(FALSE) >= 2)
if(H.hidden_socks)
H.socks = "Nude"
else
H.socks = H.saved_socks
var/datum/sprite_accessory/underwear/socks/S = GLOB.socks_list[H.socks]
if(S)
var/digilegs = ((DIGITIGRADE in species_traits) && S.has_digitigrade) ? "_d" : ""
var/mutable_appearance/MA = mutable_appearance(S.icon, "[S.icon_state][digilegs]", -BODY_LAYER)
if(S.has_color)
MA.color = "#[H.socks_color]"
standing += MA
if(H.underwear)
if(H.hidden_underwear)
H.underwear = "Nude"
@@ -552,8 +566,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.underwear = H.saved_underwear
var/datum/sprite_accessory/underwear/bottom/B = GLOB.underwear_list[H.underwear]
if(B)
var/mutable_appearance/MA = mutable_appearance(B.icon, B.icon_state, -BODY_LAYER)
if(UNDIE_COLORABLE(B))
var/digilegs = ((DIGITIGRADE in species_traits) && B.has_digitigrade) ? "_d" : ""
var/mutable_appearance/MA = mutable_appearance(B.icon, "[B.icon_state][digilegs]", -BODY_LAYER)
if(B.has_color)
MA.color = "#[H.undie_color]"
standing += MA
@@ -564,28 +579,16 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.undershirt = H.saved_undershirt
var/datum/sprite_accessory/underwear/top/T = GLOB.undershirt_list[H.undershirt]
if(T)
var/state = "[T.icon_state][((DIGITIGRADE in species_traits) && T.has_digitigrade) ? "_d" : ""]"
var/mutable_appearance/MA
if(H.dna.species.sexes && H.gender == FEMALE)
MA = wear_female_version(T.icon_state, T.icon, BODY_LAYER)
MA = wear_female_version(state, T.icon, BODY_LAYER)
else
MA = mutable_appearance(T.icon, T.icon_state, -BODY_LAYER)
if(UNDIE_COLORABLE(T))
MA = mutable_appearance(T.icon, state, -BODY_LAYER)
if(T.has_color)
MA.color = "#[H.shirt_color]"
standing += MA
if(H.socks && H.get_num_legs(FALSE) >= 2)
if(H.hidden_socks)
H.socks = "Nude"
else
H.socks = H.saved_socks
var/datum/sprite_accessory/underwear/socks/S = GLOB.socks_list[H.socks]
if(S)
var/digilegs = (DIGITIGRADE in species_traits) ? "_d" : ""
var/mutable_appearance/MA = mutable_appearance(S.icon, "[S.icon_state][digilegs]", -BODY_LAYER)
if(UNDIE_COLORABLE(S))
MA.color = "#[H.socks_color]"
standing += MA
if(standing.len)
H.overlays_standing[BODY_LAYER] = standing
@@ -608,34 +611,34 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
var/tauric = H.dna.features["taur"] && H.dna.features["taur"] != "None"
if("tail_lizard" in mutant_bodyparts)
if(H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR) || (!H.dna.features["taur"] == "None"))
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "tail_lizard"
if("waggingtail_lizard" in mutant_bodyparts)
if(H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR) || (!H.dna.features["taur"] == "None"))
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "waggingtail_lizard"
else if ("tail_lizard" in mutant_bodyparts)
bodyparts_to_add -= "waggingtail_lizard"
if("tail_human" in mutant_bodyparts)
if(H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR) || (!H.dna.features["taur"] == "None"))
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "tail_human"
if("waggingtail_human" in mutant_bodyparts)
if(H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR) || (!H.dna.features["taur"] == "None"))
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "waggingtail_human"
else if ("tail_human" in mutant_bodyparts)
bodyparts_to_add -= "waggingtail_human"
if("spines" in mutant_bodyparts)
if(!H.dna.features["spines"] || H.dna.features["spines"] == "None" || H.wear_suit && (H.wear_suit.flags_inv & HIDEJUMPSUIT))
if(!H.dna.features["spines"] || H.dna.features["spines"] == "None" || H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR))
bodyparts_to_add -= "spines"
if("waggingspines" in mutant_bodyparts)
if(!H.dna.features["spines"] || H.dna.features["spines"] == "None" || H.wear_suit && (H.wear_suit.flags_inv & HIDEJUMPSUIT))
if(!H.dna.features["spines"] || H.dna.features["spines"] == "None" || H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR))
bodyparts_to_add -= "waggingspines"
else if ("tail" in mutant_bodyparts)
bodyparts_to_add -= "waggingspines"
@@ -685,11 +688,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//Other Races
if("mam_tail" in mutant_bodyparts)
if(H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR) || (!H.dna.features["taur"] == "None"))
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "mam_tail"
if("mam_waggingtail" in mutant_bodyparts)
if(H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR) || (!H.dna.features["taur"] == "None"))
if((H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)) || tauric)
bodyparts_to_add -= "mam_waggingtail"
else if ("mam_tail" in mutant_bodyparts)
bodyparts_to_add -= "mam_waggingtail"
@@ -703,7 +706,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
bodyparts_to_add -= "mam_snouts"
if("taur" in mutant_bodyparts)
if(!H.dna.features["taur"] || H.dna.features["taur"] == "None" || (H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)))
if(!tauric || (H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)))
bodyparts_to_add -= "taur"
//END EDIT
@@ -720,10 +723,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
species_traits += DIGITIGRADE
var/should_be_squished = FALSE
if(H.wear_suit)
if(H.wear_suit.mutantrace_variation == NO_MUTANTRACE_VARIATION) //we got digitigrade suits now fam
if(!(H.wear_suit.mutantrace_variation & STYLE_DIGITIGRADE) || (tauric && (H.wear_suit.mutantrace_variation & STYLE_ALL_TAURIC))) //digitigrade/taur suits
should_be_squished = TRUE
if(H.w_uniform && !H.wear_suit)
if(H.w_uniform.mutantrace_variation == NO_MUTANTRACE_VARIATION)
if(!(H.w_uniform.mutantrace_variation & STYLE_DIGITIGRADE))
should_be_squished = TRUE
if(O.use_digitigrade == FULL_DIGITIGRADE && should_be_squished)
O.use_digitigrade = SQUISHED_DIGITIGRADE
@@ -1267,9 +1270,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.update_mutant_bodyparts()
/datum/species/proc/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(chem.id == exotic_blood)
if(chem.type == exotic_blood)
H.blood_volume = min(H.blood_volume + round(chem.volume, 0.1), BLOOD_VOLUME_MAXIMUM)
H.reagents.del_reagent(chem.id)
H.reagents.del_reagent(chem.type)
return 1
return FALSE
@@ -1589,20 +1592,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
user.adjustStaminaLossBuffered(3)
return FALSE
else if(aim_for_groin && (target == user || target.lying || same_dir) && (target_on_help || target_restrained || target_aiming_for_groin))
if(target.client?.prefs.cit_toggles & NO_ASS_SLAP)
to_chat(user,"A force stays your hand, preventing you from slapping \the [target]'s ass!")
return FALSE
user.do_attack_animation(target, ATTACK_EFFECT_ASS_SLAP)
user.adjustStaminaLossBuffered(3)
if(HAS_TRAIT(target, TRAIT_ASSBLASTUSA))
var/hit_zone = (user.held_index_to_dir(user.active_hand_index) == "l" ? "l_":"r_") + "arm"
user.adjustStaminaLoss(20, affected_zone = hit_zone)
user.visible_message(\
"<span class='danger'>\The [user] slaps \the [target]'s ass, but their hand bounces off like they hit metal!</span>",\
"<span class='danger'>You slap [user == target ? "your" : "\the [target]'s"] ass, but feel an intense amount of pain as you realise their buns are harder than steel!</span>",\
"You hear a slap."
)
playsound(target.loc, 'sound/weapons/tap.ogg', 50, 1, -1)
user.emote("scream")
return FALSE
playsound(target.loc, 'sound/weapons/slap.ogg', 50, 1, -1)
user.visible_message(\
"<span class='danger'>\The [user] slaps \the [target]'s ass!</span>",\
@@ -1691,11 +1685,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
attacker_style = M.mind.martial_art
if(attacker_style?.pacifism_check && HAS_TRAIT(M, TRAIT_PACIFISM)) // most martial arts are quite harmful, alas.
attacker_style = null
if((M != H) && M.a_intent != INTENT_HELP && H.check_shields(M, 0, M.name, attack_type = UNARMED_ATTACK))
log_combat(M, H, "attempted to touch")
H.visible_message("<span class='warning'>[M] attempted to touch [H]!</span>")
return 0
SEND_SIGNAL(M, COMSIG_MOB_ATTACK_HAND, M, H, attacker_style)
switch(M.a_intent)
if("help")
help(M, H, attacker_style)
@@ -1,18 +1,18 @@
/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_CHUNKYFINGERS,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)
/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_CHUNKYFINGERS,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 +1,24 @@
/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)
/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 +1,145 @@
/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
/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()
@@ -7,18 +7,18 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
id = "dwarf" //Also called Homo sapiens pumilionis
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,NO_UNDERWEAR)
inherent_traits = list()
inherent_traits = list()
default_features = list("mcolor" = "FFF", "wings" = "None")
limbs_id = "human"
use_skintones = 1
say_mod = "bellows" //high energy, EXTRA BIOLOGICAL FUEL
damage_overlay_type = "human"
damage_overlay_type = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
liked_food = ALCOHOL | MEAT | DAIRY //Dwarves like alcohol, meat, and dairy products.
disliked_food = JUNKFOOD | FRIED //Dwarves hate foods that have no nutrition other than alcohol.
mutant_organs = list(/obj/item/organ/dwarfgland) //Dwarven alcohol gland, literal gland warrior
mutantliver = /obj/item/organ/liver/dwarf //Dwarven super liver (Otherwise they r doomed)
/mob/living/carbon/human/species/dwarf //species admin spawn path
race = /datum/species/dwarf //and the race the path is set to.
@@ -30,7 +30,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
/datum/species/dwarf/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
var/dwarf_hair = pick("Beard (Dwarf)", "Beard (Very Long)", "Beard (Long)") //beard roullette
var/mob/living/carbon/human/H = C
var/mob/living/carbon/human/H = C
H.facial_hair_style = dwarf_hair
H.update_hair()
H.transform = H.transform.Scale(1, 0.8) //We use scale, and yeah. Dwarves can become gnomes with DWARFISM.
@@ -95,7 +95,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
/obj/item/organ/dwarfgland/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("ethanol", stored_alcohol/10)
S.reagents.add_reagent(/datum/reagent/consumable/ethanol, stored_alcohol/10)
return S
/obj/item/organ/dwarfgland/on_life() //Primary loop to hook into to start delayed loops for other loops..
@@ -108,8 +108,8 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
return //We make sure they are not dead, so they don't increment any tickers.
dwarf_eth_ticker++
dwarf_filth_ticker++
if(dwarf_filth_ticker >= 4) //Should be around 4-8 seconds since a tick is around 2 seconds.
if(dwarf_filth_ticker >= 4) //Should be around 4-8 seconds since a tick is around 2 seconds.
dwarf_filth_cycle() //On_life will adjust regarding other factors, so we are along for the ride.
dwarf_filth_ticker = 0 //We set the ticker back to 0 to go again.
if(dwarf_eth_ticker >= 1) //Alcohol reagent check should be around 2 seconds, since a tick is around 2 seconds.
@@ -1,36 +1,36 @@
/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
/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.type == /datum/reagent/toxin/pestkiller)
H.adjustToxLoss(3)
H.reagents.remove_reagent(chem.type, 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
@@ -70,20 +70,6 @@
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//
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,106 +1,93 @@
/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_CHUNKYFINGERS)
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 ..()
/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()
/*
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_CHUNKYFINGERS)
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 ..()
@@ -37,19 +37,24 @@
H.dna.features["caps"] = "Round"
handle_mutant_bodyparts(H)
H.faction |= "mushroom"
mush = new(null)
mush.teach(H)
mush = new()
mush.teach(H, TRUE)
RegisterSignal(C, COMSIG_MOB_ON_NEW_MIND, .proc/on_new_mind)
/datum/species/mush/proc/on_new_mind(mob/owner)
mush.teach(owner, TRUE) //make_temporary TRUE as it shouldn't carry over to other mobs on mind transfer_to.
/datum/species/mush/on_species_loss(mob/living/carbon/C)
. = ..()
UnregisterSignal(C, COMSIG_MOB_ON_NEW_MIND)
C.faction -= "mushroom"
mush.remove(C)
QDEL_NULL(mush)
/datum/species/mush/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(chem.id == "weedkiller")
if(chem.type == /datum/reagent/toxin/plantbgone/weedkiller)
H.adjustToxLoss(3)
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
H.reagents.remove_reagent(chem.type, REAGENTS_METABOLISM)
return TRUE
/datum/species/mush/handle_mutant_bodyparts(mob/living/carbon/human/H, forced_colour)
@@ -1,155 +1,155 @@
/datum/species/plasmaman
name = "Plasmaman"
id = "plasmaman"
say_mod = "rattles"
sexes = 0
meat = /obj/item/stack/sheet/mineral/plasma
species_traits = list(NOBLOOD,NOTRANSSTING,NOGENITALS)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RADIMMUNE,TRAIT_NOHUNGER,TRAIT_CALCIUM_HEALER)
inherent_biotypes = list(MOB_INORGANIC, MOB_HUMANOID)
mutantlungs = /obj/item/organ/lungs/plasmaman
mutanttongue = /obj/item/organ/tongue/bone/plasmaman
mutantliver = /obj/item/organ/liver/plasmaman
mutantstomach = /obj/item/organ/stomach/plasmaman
dangerous_existence = 1 //So so much
blacklisted = 1 //See above
burnmod = 1.5
heatmod = 1.5
breathid = "tox"
damage_overlay_type = ""//let's not show bloody wounds or burns over bones.
var/internal_fire = FALSE //If the bones themselves are burning clothes won't help you much
disliked_food = FRUIT
liked_food = VEGETABLES
/datum/species/plasmaman/spec_life(mob/living/carbon/human/H)
var/datum/gas_mixture/environment = H.loc.return_air()
var/atmos_sealed = FALSE
if (H.wear_suit && H.head && istype(H.wear_suit, /obj/item/clothing) && istype(H.head, /obj/item/clothing))
var/obj/item/clothing/CS = H.wear_suit
var/obj/item/clothing/CH = H.head
if (CS.clothing_flags & CH.clothing_flags & STOPSPRESSUREDAMAGE)
atmos_sealed = TRUE
if((!istype(H.w_uniform, /obj/item/clothing/under/plasmaman) || !istype(H.head, /obj/item/clothing/head/helmet/space/plasmaman)) && !atmos_sealed)
if(environment)
if(environment.total_moles())
if(environment.gases[/datum/gas/oxygen] && (environment.gases[/datum/gas/oxygen]) >= 1) //Same threshhold that extinguishes fire
H.adjust_fire_stacks(0.5)
if(!H.on_fire && H.fire_stacks > 0)
H.visible_message("<span class='danger'>[H]'s body reacts with the atmosphere and bursts into flames!</span>","<span class='userdanger'>Your body reacts with the atmosphere and bursts into flame!</span>")
H.IgniteMob()
internal_fire = TRUE
else
if(H.fire_stacks)
var/obj/item/clothing/under/plasmaman/P = H.w_uniform
if(istype(P))
P.Extinguish(H)
internal_fire = FALSE
else
internal_fire = FALSE
H.update_fire()
/datum/species/plasmaman/handle_fire(mob/living/carbon/human/H, no_protection)
if(internal_fire)
no_protection = TRUE
..()
/datum/species/plasmaman/before_equip_job(datum/job/J, mob/living/carbon/human/H, visualsOnly = FALSE)
var/current_job = J.title
var/datum/outfit/plasmaman/O = new /datum/outfit/plasmaman
switch(current_job)
if("Chaplain")
O = new /datum/outfit/plasmaman/chaplain
if("Curator")
O = new /datum/outfit/plasmaman/curator
if("Janitor")
O = new /datum/outfit/plasmaman/janitor
if("Botanist")
O = new /datum/outfit/plasmaman/botany
if("Bartender", "Lawyer")
O = new /datum/outfit/plasmaman/bar
if("Cook")
O = new /datum/outfit/plasmaman/chef
if("Security Officer")
O = new /datum/outfit/plasmaman/security
if("Detective")
O = new /datum/outfit/plasmaman/detective
if("Warden")
O = new /datum/outfit/plasmaman/warden
if("Cargo Technician", "Quartermaster")
O = new /datum/outfit/plasmaman/cargo
if("Shaft Miner")
O = new /datum/outfit/plasmaman/mining
if("Medical Doctor")
O = new /datum/outfit/plasmaman/medical
if("Chemist")
O = new /datum/outfit/plasmaman/chemist
if("Geneticist")
O = new /datum/outfit/plasmaman/genetics
if("Roboticist")
O = new /datum/outfit/plasmaman/robotics
if("Virologist")
O = new /datum/outfit/plasmaman/viro
if("Scientist")
O = new /datum/outfit/plasmaman/science
if("Station Engineer")
O = new /datum/outfit/plasmaman/engineering
if("Atmospheric Technician")
O = new /datum/outfit/plasmaman/atmospherics
if("Captain")
O = new /datum/outfit/plasmaman/captain
if("Head of Personnel")
O = new /datum/outfit/plasmaman/hop
if("Head of Security")
O = new /datum/outfit/plasmaman/hos
if("Chief Engineer")
O = new /datum/outfit/plasmaman/ce
if("Chief Medical Officer")
O = new /datum/outfit/plasmaman/cmo
if("Research Director")
O = new /datum/outfit/plasmaman/rd
if("Mime")
O = new /datum/outfit/plasmaman/mime
if("Clown")
O = new /datum/outfit/plasmaman/clown
H.equipOutfit(O, visualsOnly)
H.internal = H.get_item_for_held_index(2)
H.update_internals_hud_icon(1)
return 0
/datum/species/plasmaman/random_name(gender,unique,lastname)
if(unique)
return random_unique_plasmaman_name()
var/randname = plasmaman_name()
if(lastname)
randname += " [lastname]"
return randname
/datum/species/plasmaman
name = "Plasmaman"
id = "plasmaman"
say_mod = "rattles"
sexes = 0
meat = /obj/item/stack/sheet/mineral/plasma
species_traits = list(NOBLOOD,NOTRANSSTING,NOGENITALS)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RADIMMUNE,TRAIT_NOHUNGER,TRAIT_CALCIUM_HEALER)
inherent_biotypes = list(MOB_INORGANIC, MOB_HUMANOID)
mutantlungs = /obj/item/organ/lungs/plasmaman
mutanttongue = /obj/item/organ/tongue/bone/plasmaman
mutantliver = /obj/item/organ/liver/plasmaman
mutantstomach = /obj/item/organ/stomach/plasmaman
dangerous_existence = 1 //So so much
blacklisted = 1 //See above
burnmod = 1.5
heatmod = 1.5
breathid = "tox"
damage_overlay_type = ""//let's not show bloody wounds or burns over bones.
var/internal_fire = FALSE //If the bones themselves are burning clothes won't help you much
disliked_food = FRUIT
liked_food = VEGETABLES
/datum/species/plasmaman/spec_life(mob/living/carbon/human/H)
var/datum/gas_mixture/environment = H.loc.return_air()
var/atmos_sealed = FALSE
if (H.wear_suit && H.head && istype(H.wear_suit, /obj/item/clothing) && istype(H.head, /obj/item/clothing))
var/obj/item/clothing/CS = H.wear_suit
var/obj/item/clothing/CH = H.head
if (CS.clothing_flags & CH.clothing_flags & STOPSPRESSUREDAMAGE)
atmos_sealed = TRUE
if((!istype(H.w_uniform, /obj/item/clothing/under/plasmaman) || !istype(H.head, /obj/item/clothing/head/helmet/space/plasmaman)) && !atmos_sealed)
if(environment)
if(environment.total_moles())
if(environment.gases[/datum/gas/oxygen] && (environment.gases[/datum/gas/oxygen]) >= 1) //Same threshhold that extinguishes fire
H.adjust_fire_stacks(0.5)
if(!H.on_fire && H.fire_stacks > 0)
H.visible_message("<span class='danger'>[H]'s body reacts with the atmosphere and bursts into flames!</span>","<span class='userdanger'>Your body reacts with the atmosphere and bursts into flame!</span>")
H.IgniteMob()
internal_fire = TRUE
else
if(H.fire_stacks)
var/obj/item/clothing/under/plasmaman/P = H.w_uniform
if(istype(P))
P.Extinguish(H)
internal_fire = FALSE
else
internal_fire = FALSE
H.update_fire()
/datum/species/plasmaman/handle_fire(mob/living/carbon/human/H, no_protection)
if(internal_fire)
no_protection = TRUE
..()
/datum/species/plasmaman/before_equip_job(datum/job/J, mob/living/carbon/human/H, visualsOnly = FALSE)
var/current_job = J.title
var/datum/outfit/plasmaman/O = new /datum/outfit/plasmaman
switch(current_job)
if("Chaplain")
O = new /datum/outfit/plasmaman/chaplain
if("Curator")
O = new /datum/outfit/plasmaman/curator
if("Janitor")
O = new /datum/outfit/plasmaman/janitor
if("Botanist")
O = new /datum/outfit/plasmaman/botany
if("Bartender", "Lawyer")
O = new /datum/outfit/plasmaman/bar
if("Cook")
O = new /datum/outfit/plasmaman/chef
if("Security Officer")
O = new /datum/outfit/plasmaman/security
if("Detective")
O = new /datum/outfit/plasmaman/detective
if("Warden")
O = new /datum/outfit/plasmaman/warden
if("Cargo Technician", "Quartermaster")
O = new /datum/outfit/plasmaman/cargo
if("Shaft Miner")
O = new /datum/outfit/plasmaman/mining
if("Medical Doctor")
O = new /datum/outfit/plasmaman/medical
if("Chemist")
O = new /datum/outfit/plasmaman/chemist
if("Geneticist")
O = new /datum/outfit/plasmaman/genetics
if("Roboticist")
O = new /datum/outfit/plasmaman/robotics
if("Virologist")
O = new /datum/outfit/plasmaman/viro
if("Scientist")
O = new /datum/outfit/plasmaman/science
if("Station Engineer")
O = new /datum/outfit/plasmaman/engineering
if("Atmospheric Technician")
O = new /datum/outfit/plasmaman/atmospherics
if("Captain")
O = new /datum/outfit/plasmaman/captain
if("Head of Personnel")
O = new /datum/outfit/plasmaman/hop
if("Head of Security")
O = new /datum/outfit/plasmaman/hos
if("Chief Engineer")
O = new /datum/outfit/plasmaman/ce
if("Chief Medical Officer")
O = new /datum/outfit/plasmaman/cmo
if("Research Director")
O = new /datum/outfit/plasmaman/rd
if("Mime")
O = new /datum/outfit/plasmaman/mime
if("Clown")
O = new /datum/outfit/plasmaman/clown
H.equipOutfit(O, visualsOnly)
H.internal = H.get_item_for_held_index(2)
H.update_internals_hud_icon(1)
return 0
/datum/species/plasmaman/random_name(gender,unique,lastname)
if(unique)
return random_unique_plasmaman_name()
var/randname = plasmaman_name()
if(lastname)
randname += " [lastname]"
return randname
@@ -47,9 +47,9 @@
H.take_overall_damage(2,0)
/datum/species/pod/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(chem.id == "plantbgone")
if(chem.type == /datum/reagent/toxin/plantbgone)
H.adjustToxLoss(3)
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
H.reagents.remove_reagent(chem.type, REAGENTS_METABOLISM)
return 1
/datum/species/pod/on_hit(obj/item/projectile/P, mob/living/carbon/human/H)
@@ -1,220 +1,222 @@
#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_CHUNKYFINGERS,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
#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_CHUNKYFINGERS,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.fully_replace_character_name("[pick(GLOB.nightmare_names)]")
/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)
M.visible_message("<span class='warning'>\The [blade] disintegrates!</span>")
QDEL_NULL(blade)
..()
/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))
var/turf/open/T = AM
if(T.light_range && !isspaceturf(T)) //no fairy grass or light tile can escape the fury of the darkness.
to_chat(user, "<span class='notice'>You scrape away [T] with your [name] and snuff out its lights.</span>")
T.ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
else if(isliving(AM))
var/mob/living/L = AM
if(iscyborg(AM))
var/mob/living/silicon/robot/borg = AM
if(borg.lamp_intensity)
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>")
for(var/obj/item/assembly/flash/cyborg/F in borg.held_items)
if(!F.crit_fail)
F.burn_out()
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 +1,30 @@
/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()
/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 +1,127 @@
/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)
/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.type == /datum/reagent/medicine/synthflesh)
chem.reaction_mob(H, TOUCH, 2 ,0) //heal a little
H.reagents.remove_reagent(chem.type, 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
@@ -1,98 +1,98 @@
#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
#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
@@ -119,24 +119,25 @@ There are several things that need to be remembered:
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"
if(U.adjusted == ALT_STYLE)
t_color = "[t_color]_d"
var/alt_worn = U.alternate_worn_icon
var/alt_worn = U.alternate_worn_icon || 'icons/mob/uniform.dmi'
var/variant_flag = NONE
if(!U.force_alternate_icon && U.mutantrace_variation && U.suit_style == DIGITIGRADE_SUIT_STYLE)
if((DIGITIGRADE in dna.species.species_traits) && U.mutantrace_variation & STYLE_DIGITIGRADE)
alt_worn = 'icons/mob/uniform_digi.dmi'
variant_flag |= STYLE_DIGITIGRADE
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)
uniform_overlay = U.build_worn_icon(t_color, UNIFORM_LAYER, alt_worn, FALSE, U.fitted, variant_flag, FALSE)
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)
uniform_overlay = U.build_worn_icon(t_color, UNIFORM_LAYER, alt_worn, FALSE, NO_FEMALE_UNIFORM, variant_flag, FALSE)
if(OFFSET_UNIFORM in dna.species.offset_features)
@@ -164,7 +165,7 @@ There are several things that need to be remembered:
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'))
id_overlay = wear_id.build_worn_icon(state = wear_id.item_state, default_layer = ID_LAYER, default_icon_file = '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]
@@ -199,7 +200,7 @@ There are several things that need to be remembered:
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'))
overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(state = t_state, default_layer = GLOVES_LAYER, default_icon_file = '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]
@@ -225,7 +226,7 @@ There are several things that need to be remembered:
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'))
overlays_standing[GLASSES_LAYER] = glasses.build_worn_icon(state = glasses.icon_state, default_layer = GLASSES_LAYER, default_icon_file = 'icons/mob/eyes.dmi')
var/mutable_appearance/glasses_overlay = overlays_standing[GLASSES_LAYER]
if(glasses_overlay)
if(OFFSET_GLASSES in dna.species.offset_features)
@@ -252,7 +253,7 @@ There are several things that need to be remembered:
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'))
overlays_standing[EARS_LAYER] = ears.build_worn_icon(state = ears.icon_state, default_layer = EARS_LAYER, default_icon_file = '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]
@@ -270,32 +271,6 @@ There are several things that need to be remembered:
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
@@ -304,15 +279,17 @@ There are several things that need to be remembered:
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 = 'icons/mob/feet_digi.dmi'
else
S.alternate_worn_icon = null
var/alt_icon = S.alternate_worn_icon || 'icons/mob/feet.dmi'
var/variation_flag = NONE
if((DIGITIGRADE in dna.species.species_traits) && S.mutantrace_variation & STYLE_DIGITIGRADE)
alt_icon = 'icons/mob/feet_digi.dmi'
variation_flag |= STYLE_DIGITIGRADE
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'))
overlays_standing[SHOES_LAYER] = shoes.build_worn_icon(t_state, SHOES_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, variation_flag, FALSE)
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]
@@ -350,13 +327,18 @@ There are several things that need to be remembered:
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 = 'icons/mob/head_muzzled.dmi'
else
H.alternate_worn_icon = null
var/alt_icon = H.alternate_worn_icon || 'icons/mob/head.dmi'
var/muzzled = FALSE
var/variation_flag = NONE
if(("mam_snouts" in dna.species.default_features) && dna.features["mam_snouts"] != "None")
muzzled = TRUE
if(!muzzled && ("snout" in dna.species.default_features) && dna.features["snout"] != "None")
muzzled = TRUE
if(muzzled && H.mutantrace_variation & STYLE_MUZZLE)
alt_icon = 'icons/mob/head_muzzled.dmi'
variation_flag |= STYLE_MUZZLE
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'))
overlays_standing[HEAD_LAYER] = H.build_worn_icon(H.icon_state, HEAD_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, variation_flag, FALSE)
var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER]
if(OFFSET_HEAD in dna.species.offset_features)
@@ -382,7 +364,7 @@ There are several things that need to be remembered:
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'))
overlays_standing[BELT_LAYER] = belt.build_worn_icon(state = t_state, default_layer = BELT_LAYER, default_icon_file = '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]
@@ -409,30 +391,41 @@ There are several things that need to be remembered:
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 = 'icons/mob/suit_digi.dmi'
else
S.alternate_worn_icon = null
var/worn_icon = wear_suit.alternate_worn_icon || 'icons/mob/suit.dmi'
var/center = FALSE
var/dimension_x = 32
var/dimension_y = 32
var/variation_flag = NONE
var/datum/sprite_accessory/taur/T
if("taur" in dna.species.mutant_bodyparts)
T = GLOB.taur_list[dna.features["taur"]]
if(S.tauric == TRUE) //Are we a suit with tauric mode possible?
if(S.taurmode == SNEK_TAURIC)
S.alternate_worn_icon = 'icons/mob/taur_naga.dmi'
if(S.taurmode == PAW_TAURIC)
S.alternate_worn_icon = 'icons/mob/taur_canine.dmi'
if(S.taurmode == NOT_TAURIC && S.adjusted == ALT_STYLE)
S.alternate_worn_icon = 'icons/mob/suit_digi.dmi'
else if(S.taurmode == NOT_TAURIC && S.adjusted == NORMAL_STYLE)
S.alternate_worn_icon = null
if(!item_level_support && S.mutantrace_variation)
if(T?.taur_mode)
var/init_worn_icon = worn_icon
variation_flag |= S.mutantrace_variation & T.taur_mode || S.mutantrace_variation & T.alt_taur_mode
switch(variation_flag)
if(STYLE_HOOF_TAURIC)
worn_icon = 'icons/mob/taur_hooved.dmi'
if(STYLE_SNEK_TAURIC)
worn_icon = 'icons/mob/taur_naga.dmi'
if(STYLE_PAW_TAURIC)
worn_icon = 'icons/mob/taur_canine.dmi'
if(worn_icon != init_worn_icon) //worn icon sprite was changed, taur offsets will have to be applied.
center = T.center
dimension_x = T.dimension_x
dimension_y = T.dimension_y
else if((DIGITIGRADE in dna.species.species_traits) && S.mutantrace_variation & STYLE_DIGITIGRADE) //not a taur, but digitigrade legs.
worn_icon = 'icons/mob/suit_digi.dmi'
variation_flag |= STYLE_DIGITIGRADE
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'))
overlays_standing[SUIT_LAYER] = S.build_worn_icon(wear_suit.icon_state, SUIT_LAYER, worn_icon, FALSE, NO_FEMALE_UNIFORM, variation_flag, FALSE)
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)
if(center)
suit_overlay = center_image(suit_overlay, dimension_x, dimension_y)
overlays_standing[SUIT_LAYER] = suit_overlay
update_hair()
update_mutant_bodyparts()
@@ -468,13 +461,18 @@ There are several things that need to be remembered:
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 = 'icons/mob/mask_muzzled.dmi'
else
M.alternate_worn_icon = null
var/alt_icon = M.alternate_worn_icon || 'icons/mob/mask.dmi'
var/muzzled = FALSE
var/variation_flag = NONE
if(("mam_snouts" in dna.species.default_features) && dna.features["mam_snouts"] != "None")
muzzled = TRUE
if(!muzzled && ("snout" in dna.species.default_features) && dna.features["snout"] != "None")
muzzled = TRUE
if(muzzled && M.mutantrace_variation & STYLE_MUZZLE)
alt_icon = 'icons/mob/mask_muzzled.dmi'
variation_flag |= STYLE_MUZZLE
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'))
overlays_standing[FACEMASK_LAYER] = M.build_worn_icon(wear_mask.icon_state, FACEMASK_LAYER, alt_icon, FALSE, NO_FEMALE_UNIFORM, variation_flag, FALSE)
var/mutable_appearance/mask_overlay = overlays_standing[FACEMASK_LAYER]
if(OFFSET_FACEMASK in dna.species.offset_features)
@@ -496,11 +494,11 @@ There are several things that need to be remembered:
apply_overlay(BACK_LAYER)
/proc/wear_female_version(t_color, icon, layer, type)
var/index = t_color
var/index = "[t_color]-[icon]"
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)
return mutable_appearance(GLOB.female_clothing_icons[index], layer = -layer)
/mob/living/carbon/human/proc/get_overlays_copy(list/unwantedLayers)
var/list/out = new
@@ -572,11 +570,11 @@ 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)
/obj/item/proc/build_worn_icon(state = "", default_layer = 0, default_icon_file = null, isinhands = FALSE, femaleuniform = NO_FEMALE_UNIFORM, style_flags = NONE, use_alt_icon = TRUE)
//Find a valid icon file from variables+arguments
var/file2use
if(!isinhands && alternate_worn_icon)
if(!isinhands && alternate_worn_icon && use_alt_icon)
file2use = alternate_worn_icon
if(!file2use)
file2use = default_icon_file
@@ -596,7 +594,7 @@ generate/load female uniform sprites matching all previously decided variables
//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)
var/list/worn_overlays = worn_overlays(isinhands, file2use, style_flags)
if(worn_overlays && worn_overlays.len)
standing.overlays.Add(worn_overlays)
@@ -675,6 +673,8 @@ generate/load female uniform sprites matching all previously decided variables
. += "-robotic"
if(BP.use_digitigrade)
. += "-digitigrade[BP.use_digitigrade]"
if(BP.digitigrade_type)
. += "-[BP.digitigrade_type]"
if(BP.dmg_overlay_type)
. += "-[BP.dmg_overlay_type]"
if(BP.body_markings)
+142 -142
View File
@@ -1,142 +1,142 @@
/mob/living/carbon/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_HEAD)
return head
if(SLOT_HANDCUFFED)
return handcuffed
if(SLOT_LEGCUFFED)
return legcuffed
return null
/mob/living/carbon/proc/equip_in_one_of_slots(obj/item/I, list/slots, qdel_on_fail = 1)
for(var/slot in slots)
if(equip_to_slot_if_possible(I, slots[slot], qdel_on_fail = 0, disable_warning = TRUE))
return slot
if(qdel_on_fail)
qdel(I)
return null
//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/equip_to_slot(obj/item/I, slot)
if(!slot)
return
if(!istype(I))
return
var/index = get_held_index_of_item(I)
if(index)
held_items[index] = null
if(I.pulledby)
I.pulledby.stop_pulling()
I.screen_loc = null
if(client)
client.screen -= I
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client)
observe.client.screen -= I
I.forceMove(src)
I.layer = ABOVE_HUD_LAYER
I.plane = ABOVE_HUD_PLANE
I.appearance_flags |= NO_CLIENT_COLOR
var/not_handled = FALSE
switch(slot)
if(SLOT_BACK)
back = I
update_inv_back()
if(SLOT_WEAR_MASK)
wear_mask = I
wear_mask_update(I, toggle_off = 0)
if(SLOT_HEAD)
head = I
head_update(I)
if(SLOT_NECK)
wear_neck = I
update_inv_neck(I)
if(SLOT_HANDCUFFED)
handcuffed = I
update_handcuffed()
if(SLOT_LEGCUFFED)
legcuffed = I
update_inv_legcuffed()
if(SLOT_HANDS)
put_in_hands(I)
update_inv_hands()
if(SLOT_IN_BACKPACK)
if(!SEND_SIGNAL(back, COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
not_handled = TRUE
else
not_handled = TRUE
//Item has been handled at this point and equipped callback can be safely called
//We cannot call it for items that have not been handled as they are not yet correctly
//in a slot (handled further down inheritance chain, probably living/carbon/human/equip_to_slot
if(!not_handled)
I.equipped(src, slot)
return not_handled
/mob/living/carbon/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
. = ..() //Sets the default return value to what the parent returns.
if(!. || !I) //We don't want to set anything to null if the parent returned 0.
return
if(I == head)
head = null
if(!QDELETED(src))
head_update(I)
else if(I == back)
back = null
if(!QDELETED(src))
update_inv_back()
else if(I == wear_mask)
wear_mask = null
if(!QDELETED(src))
wear_mask_update(I, toggle_off = 1)
if(I == wear_neck)
wear_neck = null
if(!QDELETED(src))
update_inv_neck(I)
else if(I == handcuffed)
handcuffed = null
if(buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
if(!QDELETED(src))
update_handcuffed()
else if(I == legcuffed)
legcuffed = null
if(!QDELETED(src))
update_inv_legcuffed()
//handle stuff to update when a mob equips/unequips a mask.
/mob/living/proc/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
update_inv_wear_mask()
/mob/living/carbon/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
if(C.tint || initial(C.tint))
update_tint()
update_inv_wear_mask()
//handle stuff to update when a mob equips/unequips a headgear.
/mob/living/carbon/proc/head_update(obj/item/I, forced)
if(istype(I, /obj/item/clothing))
var/obj/item/clothing/C = I
if(C.tint || initial(C.tint))
update_tint()
update_sight()
if(I.flags_inv & HIDEMASK || forced)
update_inv_wear_mask()
update_inv_head()
/mob/living/carbon/proc/get_holding_bodypart_of_item(obj/item/I)
var/index = get_held_index_of_item(I)
return index && hand_bodyparts[index]
/mob/living/carbon/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_HEAD)
return head
if(SLOT_HANDCUFFED)
return handcuffed
if(SLOT_LEGCUFFED)
return legcuffed
return null
/mob/living/carbon/proc/equip_in_one_of_slots(obj/item/I, list/slots, qdel_on_fail = 1)
for(var/slot in slots)
if(equip_to_slot_if_possible(I, slots[slot], qdel_on_fail = 0, disable_warning = TRUE))
return slot
if(qdel_on_fail)
qdel(I)
return null
//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/equip_to_slot(obj/item/I, slot)
if(!slot)
return
if(!istype(I))
return
var/index = get_held_index_of_item(I)
if(index)
held_items[index] = null
if(I.pulledby)
I.pulledby.stop_pulling()
I.screen_loc = null
if(client)
client.screen -= I
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client)
observe.client.screen -= I
I.forceMove(src)
I.layer = ABOVE_HUD_LAYER
I.plane = ABOVE_HUD_PLANE
I.appearance_flags |= NO_CLIENT_COLOR
var/not_handled = FALSE
switch(slot)
if(SLOT_BACK)
back = I
update_inv_back()
if(SLOT_WEAR_MASK)
wear_mask = I
wear_mask_update(I, toggle_off = 0)
if(SLOT_HEAD)
head = I
head_update(I)
if(SLOT_NECK)
wear_neck = I
update_inv_neck(I)
if(SLOT_HANDCUFFED)
handcuffed = I
update_handcuffed()
if(SLOT_LEGCUFFED)
legcuffed = I
update_inv_legcuffed()
if(SLOT_HANDS)
put_in_hands(I)
update_inv_hands()
if(SLOT_IN_BACKPACK)
if(!SEND_SIGNAL(back, COMSIG_TRY_STORAGE_INSERT, I, src, TRUE))
not_handled = TRUE
else
not_handled = TRUE
//Item has been handled at this point and equipped callback can be safely called
//We cannot call it for items that have not been handled as they are not yet correctly
//in a slot (handled further down inheritance chain, probably living/carbon/human/equip_to_slot
if(!not_handled)
I.equipped(src, slot)
return not_handled
/mob/living/carbon/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
. = ..() //Sets the default return value to what the parent returns.
if(!. || !I) //We don't want to set anything to null if the parent returned 0.
return
if(I == head)
head = null
if(!QDELETED(src))
head_update(I)
else if(I == back)
back = null
if(!QDELETED(src))
update_inv_back()
else if(I == wear_mask)
wear_mask = null
if(!QDELETED(src))
wear_mask_update(I, toggle_off = 1)
if(I == wear_neck)
wear_neck = null
if(!QDELETED(src))
update_inv_neck(I)
else if(I == handcuffed)
handcuffed = null
if(buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
if(!QDELETED(src))
update_handcuffed()
else if(I == legcuffed)
legcuffed = null
if(!QDELETED(src))
update_inv_legcuffed()
//handle stuff to update when a mob equips/unequips a mask.
/mob/living/proc/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
update_inv_wear_mask()
/mob/living/carbon/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
if(C.tint || initial(C.tint))
update_tint()
update_inv_wear_mask()
//handle stuff to update when a mob equips/unequips a headgear.
/mob/living/carbon/proc/head_update(obj/item/I, forced)
if(istype(I, /obj/item/clothing))
var/obj/item/clothing/C = I
if(C.tint || initial(C.tint))
update_tint()
update_sight()
if(I.flags_inv & HIDEMASK || forced)
update_inv_wear_mask()
update_inv_head()
/mob/living/carbon/proc/get_holding_bodypart_of_item(obj/item/I)
var/index = get_held_index_of_item(I)
return index && hand_bodyparts[index]
File diff suppressed because it is too large Load Diff
@@ -369,6 +369,23 @@
retaliate(L)
return ..()
/mob/living/carbon/monkey/attack_alien(mob/living/carbon/alien/humanoid/M)
if(M.a_intent == INTENT_HARM && prob(MONKEY_RETALIATE_HARM_PROB))
retaliate(M)
else if(M.a_intent == INTENT_DISARM && prob(MONKEY_RETALIATE_DISARM_PROB))
retaliate(M)
return ..()
/mob/living/carbon/monkey/attack_larva(mob/living/carbon/alien/larva/L)
if(L.a_intent == INTENT_HARM && prob(MONKEY_RETALIATE_HARM_PROB))
retaliate(L)
return ..()
/mob/living/carbon/monkey/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
if(user.a_intent == INTENT_HARM && prob(MONKEY_RETALIATE_HARM_PROB))
retaliate(user)
return ..()
/mob/living/carbon/monkey/attack_paw(mob/living/L)
if(L.a_intent == INTENT_HARM && prob(MONKEY_RETALIATE_HARM_PROB))
retaliate(L)
@@ -1,9 +1,9 @@
/mob/living/carbon/monkey/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-m")
/mob/living/carbon/monkey/dust_animation()
new /obj/effect/temp_visual/dust_animation(loc, "dust-m")
/mob/living/carbon/monkey/death(gibbed)
walk(src,0) // Stops dead monkeys from fleeing their attacker or climbing out from inside His Grace
. = ..()
/mob/living/carbon/monkey/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-m")
/mob/living/carbon/monkey/dust_animation()
new /obj/effect/temp_visual/dust_animation(loc, "dust-m")
/mob/living/carbon/monkey/death(gibbed)
walk(src,0) // Stops dead monkeys from fleeing their attacker or climbing out from inside His Grace
. = ..()
+172 -172
View File
@@ -1,172 +1,172 @@
/mob/living/carbon/monkey
/mob/living/carbon/monkey/Life()
set invisibility = 0
if (notransform)
return
if(..())
if(!client)
if(stat == CONSCIOUS)
if(on_fire || buckled || restrained() || (resting && canmove)) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
if(!resisting && prob(MONKEY_RESIST_PROB))
resisting = TRUE
walk_to(src,0)
resist()
else if(resisting)
resisting = FALSE
else if((mode == MONKEY_IDLE && !pickupTarget && !prob(MONKEY_SHENANIGAN_PROB)) || !handle_combat())
if(prob(25) && canmove && isturf(loc) && !pulledby)
step(src, pick(GLOB.cardinals))
else if(prob(1))
emote(pick("scratch","jump","roll","tail"))
else
walk_to(src,0)
/mob/living/carbon/monkey/handle_mutations_and_radiation()
if(radiation)
if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
if(!IsKnockdown())
emote("collapse")
Knockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
to_chat(src, "<span class='danger'>You feel weak.</span>")
if(radiation > RAD_MOB_MUTATE)
if(prob(1))
to_chat(src, "<span class='danger'>You mutate!</span>")
randmutb()
emote("gasp")
domutcheck()
if(radiation > RAD_MOB_MUTATE * 2 && prob(50))
gorillize()
return
if(radiation > RAD_MOB_VOMIT && prob(RAD_MOB_VOMIT_PROB))
vomit(10, TRUE)
return ..()
/mob/living/carbon/monkey/handle_breath_temperature(datum/gas_mixture/breath)
if(abs(BODYTEMP_NORMAL - breath.temperature) > 50)
switch(breath.temperature)
if(-INFINITY to 120)
adjustFireLoss(3)
if(120 to 200)
adjustFireLoss(1.5)
if(200 to 260)
adjustFireLoss(0.5)
if(360 to 400)
adjustFireLoss(2)
if(400 to 1000)
adjustFireLoss(3)
if(1000 to INFINITY)
adjustFireLoss(8)
/mob/living/carbon/monkey/handle_environment(datum/gas_mixture/environment)
if(!environment)
return
var/loc_temp = get_temperature(environment)
if(stat != DEAD)
adjust_bodytemperature(natural_bodytemperature_stabilization())
if(!on_fire) //If you're on fire, you do not heat up or cool down based on surrounding gases
if(loc_temp < bodytemperature)
adjust_bodytemperature(max((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
else
adjust_bodytemperature(min((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTHEAT))
switch(bodytemperature)
if(360 to 400)
throw_alert("temp", /obj/screen/alert/hot, 1)
apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
if(400 to 460)
throw_alert("temp", /obj/screen/alert/hot, 2)
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
if(460 to INFINITY)
throw_alert("temp", /obj/screen/alert/hot, 3)
if(on_fire)
apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
else
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTCOLD))
if(!istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
switch(bodytemperature)
if(200 to 260)
throw_alert("temp", /obj/screen/alert/cold, 1)
apply_damage(COLD_DAMAGE_LEVEL_1, BURN)
if(120 to 200)
throw_alert("temp", /obj/screen/alert/cold, 2)
apply_damage(COLD_DAMAGE_LEVEL_2, BURN)
if(-INFINITY to 120)
throw_alert("temp", /obj/screen/alert/cold, 3)
apply_damage(COLD_DAMAGE_LEVEL_3, BURN)
else
clear_alert("temp")
else
clear_alert("temp")
//Account for massive pressure differences
var/pressure = environment.return_pressure()
var/adjusted_pressure = calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
switch(adjusted_pressure)
if(HAZARD_HIGH_PRESSURE to INFINITY)
adjustBruteLoss( min( ( (adjusted_pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
throw_alert("pressure", /obj/screen/alert/highpressure, 2)
if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
throw_alert("pressure", /obj/screen/alert/highpressure, 1)
if(WARNING_LOW_PRESSURE to WARNING_HIGH_PRESSURE)
clear_alert("pressure")
if(HAZARD_LOW_PRESSURE to WARNING_LOW_PRESSURE)
throw_alert("pressure", /obj/screen/alert/lowpressure, 1)
else
adjustBruteLoss( LOW_PRESSURE_DAMAGE )
throw_alert("pressure", /obj/screen/alert/lowpressure, 2)
return
/mob/living/carbon/monkey/handle_random_events()
if (prob(1) && prob(2))
emote("scratch")
/mob/living/carbon/monkey/has_smoke_protection()
if(wear_mask)
if(wear_mask.clothing_flags & BLOCK_GAS_SMOKE_EFFECT)
return 1
/mob/living/carbon/monkey/handle_fire()
. = ..()
if(on_fire)
//the fire tries to damage the exposed clothes and items
var/list/burning_items = list()
//HEAD//
var/obj/item/clothing/head_clothes = null
if(wear_mask)
head_clothes = wear_mask
if(wear_neck)
head_clothes = wear_neck
if(head)
head_clothes = head
if(head_clothes)
burning_items += head_clothes
if(back)
burning_items += back
for(var/X in burning_items)
var/obj/item/I = X
if(!(I.resistance_flags & FIRE_PROOF))
I.take_damage(fire_stacks, BURN, "fire", 0)
adjust_bodytemperature(BODYTEMP_HEATING_MAX)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "on_fire", /datum/mood_event/on_fire)
/mob/living/carbon/monkey
/mob/living/carbon/monkey/Life()
set invisibility = 0
if (notransform)
return
if(..())
if(!client)
if(stat == CONSCIOUS)
if(on_fire || buckled || restrained() || (resting && canmove)) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
if(!resisting && prob(MONKEY_RESIST_PROB))
resisting = TRUE
walk_to(src,0)
resist()
else if(resisting)
resisting = FALSE
else if((mode == MONKEY_IDLE && !pickupTarget && !prob(MONKEY_SHENANIGAN_PROB)) || !handle_combat())
if(prob(25) && canmove && isturf(loc) && !pulledby)
step(src, pick(GLOB.cardinals))
else if(prob(1))
emote(pick("scratch","jump","roll","tail"))
else
walk_to(src,0)
/mob/living/carbon/monkey/handle_mutations_and_radiation()
if(radiation)
if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
if(!IsKnockdown())
emote("collapse")
Knockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
to_chat(src, "<span class='danger'>You feel weak.</span>")
if(radiation > RAD_MOB_MUTATE)
if(prob(1))
to_chat(src, "<span class='danger'>You mutate!</span>")
randmutb()
emote("gasp")
domutcheck()
if(radiation > RAD_MOB_MUTATE * 2 && prob(50))
gorillize()
return
if(radiation > RAD_MOB_VOMIT && prob(RAD_MOB_VOMIT_PROB))
vomit(10, TRUE)
return ..()
/mob/living/carbon/monkey/handle_breath_temperature(datum/gas_mixture/breath)
if(abs(BODYTEMP_NORMAL - breath.temperature) > 50)
switch(breath.temperature)
if(-INFINITY to 120)
adjustFireLoss(3)
if(120 to 200)
adjustFireLoss(1.5)
if(200 to 260)
adjustFireLoss(0.5)
if(360 to 400)
adjustFireLoss(2)
if(400 to 1000)
adjustFireLoss(3)
if(1000 to INFINITY)
adjustFireLoss(8)
/mob/living/carbon/monkey/handle_environment(datum/gas_mixture/environment)
if(!environment)
return
var/loc_temp = get_temperature(environment)
if(stat != DEAD)
adjust_bodytemperature(natural_bodytemperature_stabilization())
if(!on_fire) //If you're on fire, you do not heat up or cool down based on surrounding gases
if(loc_temp < bodytemperature)
adjust_bodytemperature(max((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
else
adjust_bodytemperature(min((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR, BODYTEMP_HEATING_MAX))
if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTHEAT))
switch(bodytemperature)
if(360 to 400)
throw_alert("temp", /obj/screen/alert/hot, 1)
apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
if(400 to 460)
throw_alert("temp", /obj/screen/alert/hot, 2)
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
if(460 to INFINITY)
throw_alert("temp", /obj/screen/alert/hot, 3)
if(on_fire)
apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
else
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(src, TRAIT_RESISTCOLD))
if(!istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
switch(bodytemperature)
if(200 to 260)
throw_alert("temp", /obj/screen/alert/cold, 1)
apply_damage(COLD_DAMAGE_LEVEL_1, BURN)
if(120 to 200)
throw_alert("temp", /obj/screen/alert/cold, 2)
apply_damage(COLD_DAMAGE_LEVEL_2, BURN)
if(-INFINITY to 120)
throw_alert("temp", /obj/screen/alert/cold, 3)
apply_damage(COLD_DAMAGE_LEVEL_3, BURN)
else
clear_alert("temp")
else
clear_alert("temp")
//Account for massive pressure differences
var/pressure = environment.return_pressure()
var/adjusted_pressure = calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
switch(adjusted_pressure)
if(HAZARD_HIGH_PRESSURE to INFINITY)
adjustBruteLoss( min( ( (adjusted_pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
throw_alert("pressure", /obj/screen/alert/highpressure, 2)
if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
throw_alert("pressure", /obj/screen/alert/highpressure, 1)
if(WARNING_LOW_PRESSURE to WARNING_HIGH_PRESSURE)
clear_alert("pressure")
if(HAZARD_LOW_PRESSURE to WARNING_LOW_PRESSURE)
throw_alert("pressure", /obj/screen/alert/lowpressure, 1)
else
adjustBruteLoss( LOW_PRESSURE_DAMAGE )
throw_alert("pressure", /obj/screen/alert/lowpressure, 2)
return
/mob/living/carbon/monkey/handle_random_events()
if (prob(1) && prob(2))
emote("scratch")
/mob/living/carbon/monkey/has_smoke_protection()
if(wear_mask)
if(wear_mask.clothing_flags & BLOCK_GAS_SMOKE_EFFECT)
return 1
/mob/living/carbon/monkey/handle_fire()
. = ..()
if(on_fire)
//the fire tries to damage the exposed clothes and items
var/list/burning_items = list()
//HEAD//
var/obj/item/clothing/head_clothes = null
if(wear_mask)
head_clothes = wear_mask
if(wear_neck)
head_clothes = wear_neck
if(head)
head_clothes = head
if(head_clothes)
burning_items += head_clothes
if(back)
burning_items += back
for(var/X in burning_items)
var/obj/item/I = X
if(!(I.resistance_flags & FIRE_PROOF))
I.take_damage(fire_stacks, BURN, "fire", 0)
adjust_bodytemperature(BODYTEMP_HEATING_MAX)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "on_fire", /datum/mood_event/on_fire)
+174 -174
View File
@@ -1,174 +1,174 @@
/mob/living/carbon/monkey
name = "monkey"
verb_say = "chimpers"
initial_language_holder = /datum/language_holder/monkey
icon = 'icons/mob/monkey.dmi'
icon_state = ""
gender = NEUTER
pass_flags = PASSTABLE
ventcrawler = VENTCRAWLER_NUDE
mob_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/monkey = 5, /obj/item/stack/sheet/animalhide/monkey = 1)
type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab/monkey
gib_type = /obj/effect/decal/cleanable/blood/gibs
unique_name = TRUE
bodyparts = list(/obj/item/bodypart/chest/monkey, /obj/item/bodypart/head/monkey, /obj/item/bodypart/l_arm/monkey,
/obj/item/bodypart/r_arm/monkey, /obj/item/bodypart/r_leg/monkey, /obj/item/bodypart/l_leg/monkey)
hud_type = /datum/hud/monkey
can_be_held = "monkey"
/mob/living/carbon/monkey/Initialize(mapload, cubespawned=FALSE, mob/spawner)
verbs += /mob/living/proc/mob_sleep
verbs += /mob/living/proc/lay_down
if(unique_name) //used to exclude pun pun
gender = pick(MALE, FEMALE)
real_name = name
//initialize limbs
create_bodyparts()
create_internal_organs()
. = ..()
if (cubespawned)
var/cap = CONFIG_GET(number/monkeycap)
if (LAZYLEN(SSmobs.cubemonkeys) > cap)
if (spawner)
to_chat(spawner, "<span class='warning'>Bluespace harmonics prevent the spawning of more than [cap] monkeys on the station at one time!</span>")
return INITIALIZE_HINT_QDEL
SSmobs.cubemonkeys += src
create_dna(src)
dna.initialize_dna(random_blood_type())
/mob/living/carbon/monkey/Destroy()
SSmobs.cubemonkeys -= src
return ..()
/mob/living/carbon/monkey/generate_mob_holder()
var/obj/item/clothing/head/mob_holder/holder = new(get_turf(src), src, "monkey", 'icons/mob/animals_held.dmi', 'icons/mob/animals_held_lh.dmi', 'icons/mob/animals_held_rh.dmi', TRUE)
return holder
/mob/living/carbon/monkey/create_internal_organs()
internal_organs += new /obj/item/organ/appendix
internal_organs += new /obj/item/organ/lungs
internal_organs += new /obj/item/organ/heart
internal_organs += new /obj/item/organ/brain
internal_organs += new /obj/item/organ/tongue
internal_organs += new /obj/item/organ/eyes
internal_organs += new /obj/item/organ/ears
internal_organs += new /obj/item/organ/liver
internal_organs += new /obj/item/organ/stomach
..()
/mob/living/carbon/monkey/on_reagent_change()
. = ..()
remove_movespeed_modifier(MOVESPEED_ID_MONKEY_REAGENT_SPEEDMOD, TRUE)
var/amount
if(reagents.has_reagent("morphine"))
amount = -1
if(amount)
add_movespeed_modifier(MOVESPEED_ID_MONKEY_REAGENT_SPEEDMOD, TRUE, 100, override = TRUE, multiplicative_slowdown = amount)
/mob/living/carbon/monkey/updatehealth()
. = ..()
var/slow = 0
var/health_deficiency = (100 - health)
if(health_deficiency >= 45)
slow += (health_deficiency / 25)
add_movespeed_modifier(MOVESPEED_ID_MONKEY_HEALTH_SPEEDMOD, TRUE, 100, override = TRUE, multiplicative_slowdown = slow)
/mob/living/carbon/monkey/adjust_bodytemperature(amount)
. = ..()
var/slow = 0
if (bodytemperature < 283.222)
slow += (283.222 - bodytemperature) / 10 * 1.75
if(slow <= 0)
return
add_movespeed_modifier(MOVESPEED_ID_MONKEY_TEMPERATURE_SPEEDMOD, TRUE, 100, override = TRUE, multiplicative_slowdown = amount)
/mob/living/carbon/monkey/Stat()
..()
if(statpanel("Status"))
stat(null, "Intent: [a_intent]")
stat(null, "Move Mode: [m_intent]")
if(client && mind)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling)
stat("Chemical Storage", "[changeling.chem_charges]/[changeling.chem_storage]")
stat("Absorbed DNA", changeling.absorbedcount)
return
/mob/living/carbon/monkey/verb/removeinternal()
set name = "Remove Internals"
set category = "IC"
internal = null
return
/mob/living/carbon/monkey/IsAdvancedToolUser()//Unless its monkey mode monkeys cant use advanced tools
if(mind && is_monkey(mind))
return TRUE
return FALSE
/mob/living/carbon/monkey/reagent_check(datum/reagent/R) //can metabolize all reagents
return FALSE
/mob/living/carbon/monkey/canBeHandcuffed()
return TRUE
/mob/living/carbon/monkey/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null)
if(judgement_criteria & JUDGE_EMAGGED)
return 10 //Everyone is a criminal!
var/threatcount = 0
//Securitrons can't identify monkeys
if( !(judgement_criteria & JUDGE_IGNOREMONKEYS) && (judgement_criteria & JUDGE_IDCHECK) )
threatcount += 4
//Lasertag bullshit
if(lasercolor)
if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
if(is_holding_item_of_type(/obj/item/gun/energy/laser/redtag))
threatcount += 4
if(lasercolor == "r")
if(is_holding_item_of_type(/obj/item/gun/energy/laser/bluetag))
threatcount += 4
return threatcount
//Check for weapons
if( (judgement_criteria & JUDGE_WEAPONCHECK) && weaponcheck )
for(var/obj/item/I in held_items) //if they're holding a gun
if(weaponcheck.Invoke(I))
threatcount += 4
if(weaponcheck.Invoke(back)) //if a weapon is present in the back slot
threatcount += 4 //trigger look_for_perp() since they're nonhuman and very likely hostile
//mindshield implants imply trustworthyness
if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
threatcount -= 1
return threatcount
/mob/living/carbon/monkey/IsVocal()
if(!getorganslot(ORGAN_SLOT_LUNGS))
return 0
return 1
/mob/living/carbon/monkey/can_use_guns(obj/item/G)
return TRUE
/mob/living/carbon/monkey/angry
aggressive = TRUE
/mob/living/carbon/monkey/angry/Initialize()
. = ..()
if(prob(10))
var/obj/item/clothing/head/helmet/justice/escape/helmet = new(src)
equip_to_slot_or_del(helmet,SLOT_HEAD)
helmet.attack_self(src) // todo encapsulate toggle
/mob/living/carbon/monkey
name = "monkey"
verb_say = "chimpers"
initial_language_holder = /datum/language_holder/monkey
icon = 'icons/mob/monkey.dmi'
icon_state = ""
gender = NEUTER
pass_flags = PASSTABLE
ventcrawler = VENTCRAWLER_NUDE
mob_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/monkey = 5, /obj/item/stack/sheet/animalhide/monkey = 1)
type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab/monkey
gib_type = /obj/effect/decal/cleanable/blood/gibs
unique_name = TRUE
bodyparts = list(/obj/item/bodypart/chest/monkey, /obj/item/bodypart/head/monkey, /obj/item/bodypart/l_arm/monkey,
/obj/item/bodypart/r_arm/monkey, /obj/item/bodypart/r_leg/monkey, /obj/item/bodypart/l_leg/monkey)
hud_type = /datum/hud/monkey
can_be_held = "monkey"
/mob/living/carbon/monkey/Initialize(mapload, cubespawned=FALSE, mob/spawner)
verbs += /mob/living/proc/mob_sleep
verbs += /mob/living/proc/lay_down
if(unique_name) //used to exclude pun pun
gender = pick(MALE, FEMALE)
real_name = name
//initialize limbs
create_bodyparts()
create_internal_organs()
. = ..()
if (cubespawned)
var/cap = CONFIG_GET(number/monkeycap)
if (LAZYLEN(SSmobs.cubemonkeys) > cap)
if (spawner)
to_chat(spawner, "<span class='warning'>Bluespace harmonics prevent the spawning of more than [cap] monkeys on the station at one time!</span>")
return INITIALIZE_HINT_QDEL
SSmobs.cubemonkeys += src
create_dna(src)
dna.initialize_dna(random_blood_type())
/mob/living/carbon/monkey/Destroy()
SSmobs.cubemonkeys -= src
return ..()
/mob/living/carbon/monkey/generate_mob_holder()
var/obj/item/clothing/head/mob_holder/holder = new(get_turf(src), src, "monkey", 'icons/mob/animals_held.dmi', 'icons/mob/animals_held_lh.dmi', 'icons/mob/animals_held_rh.dmi', TRUE)
return holder
/mob/living/carbon/monkey/create_internal_organs()
internal_organs += new /obj/item/organ/appendix
internal_organs += new /obj/item/organ/lungs
internal_organs += new /obj/item/organ/heart
internal_organs += new /obj/item/organ/brain
internal_organs += new /obj/item/organ/tongue
internal_organs += new /obj/item/organ/eyes
internal_organs += new /obj/item/organ/ears
internal_organs += new /obj/item/organ/liver
internal_organs += new /obj/item/organ/stomach
..()
/mob/living/carbon/monkey/on_reagent_change()
. = ..()
remove_movespeed_modifier(MOVESPEED_ID_MONKEY_REAGENT_SPEEDMOD, TRUE)
var/amount
if(reagents.has_reagent(/datum/reagent/medicine/morphine))
amount = -1
if(amount)
add_movespeed_modifier(MOVESPEED_ID_MONKEY_REAGENT_SPEEDMOD, TRUE, 100, override = TRUE, multiplicative_slowdown = amount)
/mob/living/carbon/monkey/updatehealth()
. = ..()
var/slow = 0
var/health_deficiency = (100 - health)
if(health_deficiency >= 45)
slow += (health_deficiency / 25)
add_movespeed_modifier(MOVESPEED_ID_MONKEY_HEALTH_SPEEDMOD, TRUE, 100, override = TRUE, multiplicative_slowdown = slow)
/mob/living/carbon/monkey/adjust_bodytemperature(amount)
. = ..()
var/slow = 0
if (bodytemperature < 283.222)
slow += (283.222 - bodytemperature) / 10 * 1.75
if(slow <= 0)
return
add_movespeed_modifier(MOVESPEED_ID_MONKEY_TEMPERATURE_SPEEDMOD, TRUE, 100, override = TRUE, multiplicative_slowdown = amount)
/mob/living/carbon/monkey/Stat()
..()
if(statpanel("Status"))
stat(null, "Intent: [a_intent]")
stat(null, "Move Mode: [m_intent]")
if(client && mind)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling)
stat("Chemical Storage", "[changeling.chem_charges]/[changeling.chem_storage]")
stat("Absorbed DNA", changeling.absorbedcount)
return
/mob/living/carbon/monkey/verb/removeinternal()
set name = "Remove Internals"
set category = "IC"
internal = null
return
/mob/living/carbon/monkey/IsAdvancedToolUser()//Unless its monkey mode monkeys cant use advanced tools
if(mind && is_monkey(mind))
return TRUE
return FALSE
/mob/living/carbon/monkey/reagent_check(datum/reagent/R) //can metabolize all reagents
return FALSE
/mob/living/carbon/monkey/canBeHandcuffed()
return TRUE
/mob/living/carbon/monkey/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null)
if(judgement_criteria & JUDGE_EMAGGED)
return 10 //Everyone is a criminal!
var/threatcount = 0
//Securitrons can't identify monkeys
if( !(judgement_criteria & JUDGE_IGNOREMONKEYS) && (judgement_criteria & JUDGE_IDCHECK) )
threatcount += 4
//Lasertag bullshit
if(lasercolor)
if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
if(is_holding_item_of_type(/obj/item/gun/energy/laser/redtag))
threatcount += 4
if(lasercolor == "r")
if(is_holding_item_of_type(/obj/item/gun/energy/laser/bluetag))
threatcount += 4
return threatcount
//Check for weapons
if( (judgement_criteria & JUDGE_WEAPONCHECK) && weaponcheck )
for(var/obj/item/I in held_items) //if they're holding a gun
if(weaponcheck.Invoke(I))
threatcount += 4
if(weaponcheck.Invoke(back)) //if a weapon is present in the back slot
threatcount += 4 //trigger look_for_perp() since they're nonhuman and very likely hostile
//mindshield implants imply trustworthyness
if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
threatcount -= 1
return threatcount
/mob/living/carbon/monkey/IsVocal()
if(!getorganslot(ORGAN_SLOT_LUNGS))
return 0
return 1
/mob/living/carbon/monkey/can_use_guns(obj/item/G)
return TRUE
/mob/living/carbon/monkey/angry
aggressive = TRUE
/mob/living/carbon/monkey/angry/Initialize()
. = ..()
if(prob(10))
var/obj/item/clothing/head/helmet/justice/escape/helmet = new(src)
equip_to_slot_or_del(helmet,SLOT_HEAD)
helmet.attack_self(src) // todo encapsulate toggle
@@ -6,37 +6,55 @@
..()
/mob/living/carbon/monkey/attack_paw(mob/living/M)
if(..()) //successful monkey bite.
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.limb_destroyer)
dismembering_strike(M, affecting.body_zone)
if(stat != DEAD)
var/dmg = rand(1, 5)
apply_damage(dmg, BRUTE, affecting)
. = ..()
if(!.) //unsuccessful monkey bite.
return
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.limb_destroyer)
dismembering_strike(M, affecting.body_zone)
var/dmg = rand(1, 5)
apply_damage(dmg, BRUTE, affecting)
/mob/living/carbon/monkey/attack_larva(mob/living/carbon/alien/larva/L)
if(..()) //successful larva bite.
var/damage = rand(1, 3)
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)
apply_damage(damage, BRUTE, affecting)
. = ..()
if(!.) //unsuccessful larva bite
return
var/damage = rand(1, 3)
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)
apply_damage(damage, BRUTE, affecting)
/mob/living/carbon/monkey/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
. = ..(user, TRUE)
if(.)
return
var/hulk_verb = pick("smash","pummel")
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 TRUE
/mob/living/carbon/monkey/attack_hand(mob/living/carbon/human/M)
if(..()) //To allow surgery to return properly.
. = ..()
if(.) //To allow surgery to return properly.
return
switch(M.a_intent)
if("help")
if(INTENT_HELP)
help_shake_act(M)
if("grab")
if(INTENT_GRAB)
grabbedby(M)
if("harm")
if(INTENT_HARM)
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt [src]!</span>")
return
M.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
if (prob(75))
visible_message("<span class='danger'>[M] has punched [name]!</span>", \
@@ -60,7 +78,7 @@
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has attempted to punch [name]!</span>", \
"<span class='userdanger'>[M] has attempted to punch [name]!</span>", null, COMBAT_MESSAGE_RANGE)
if("disarm")
if(INTENT_DISARM)
if(!IsUnconscious())
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
if (prob(25))
@@ -74,50 +92,51 @@
visible_message("<span class='danger'>[M] has disarmed [src]!</span>", "<span class='userdanger'>[M] has disarmed [src]!</span>", null, COMBAT_MESSAGE_RANGE)
/mob/living/carbon/monkey/attack_alien(mob/living/carbon/alien/humanoid/M)
if(..()) //if harm or disarm intent.
if (M.a_intent == INTENT_HARM)
if ((prob(95) && health > 0))
playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1)
var/damage = rand(15, 30)
if (damage >= 25)
damage = rand(20, 40)
if(AmountUnconscious() < 300)
Unconscious(rand(200, 300))
visible_message("<span class='danger'>[M] has wounded [name]!</span>", \
"<span class='userdanger'>[M] has wounded [name]!</span>", null, COMBAT_MESSAGE_RANGE)
else
visible_message("<span class='danger'>[M] has slashed [name]!</span>", \
"<span class='userdanger'>[M] has slashed [name]!</span>", null, COMBAT_MESSAGE_RANGE)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
log_combat(M, src, "attacked")
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
if(!dismembering_strike(M, affecting.body_zone)) //Dismemberment successful
return 1
apply_damage(damage, BRUTE, affecting)
. = ..()
if(!.) // the attack was blocked or was help/grab intent
return
if (M.a_intent == INTENT_HARM)
if ((prob(95) && health > 0))
playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1)
var/damage = rand(15, 30)
if (damage >= 25)
damage = rand(20, 40)
if(AmountUnconscious() < 300)
Unconscious(rand(200, 300))
visible_message("<span class='danger'>[M] has wounded [name]!</span>", \
"<span class='userdanger'>[M] has wounded [name]!</span>", null, COMBAT_MESSAGE_RANGE)
else
playsound(loc, 'sound/weapons/slashmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has attempted to lunge at [name]!</span>", \
"<span class='userdanger'>[M] has attempted to lunge at [name]!</span>", null, COMBAT_MESSAGE_RANGE)
visible_message("<span class='danger'>[M] has slashed [name]!</span>", \
"<span class='userdanger'>[M] has slashed [name]!</span>", null, COMBAT_MESSAGE_RANGE)
if (M.a_intent == INTENT_DISARM)
var/obj/item/I = null
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
if(prob(95))
Knockdown(20)
visible_message("<span class='danger'>[M] has tackled down [name]!</span>", \
"<span class='userdanger'>[M] has tackled down [name]!</span>", null, COMBAT_MESSAGE_RANGE)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
log_combat(M, src, "attacked")
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
if(!dismembering_strike(M, affecting.body_zone)) //Dismemberment successful
return 1
apply_damage(damage, BRUTE, affecting)
else
playsound(loc, 'sound/weapons/slashmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has attempted to lunge at [name]!</span>", \
"<span class='userdanger'>[M] has attempted to lunge at [name]!</span>", null, COMBAT_MESSAGE_RANGE)
else
var/obj/item/I = null
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
if(prob(95))
Knockdown(20)
visible_message("<span class='danger'>[M] has tackled down [name]!</span>", \
"<span class='userdanger'>[M] has tackled down [name]!</span>", null, COMBAT_MESSAGE_RANGE)
else
I = get_active_held_item()
if(dropItemToGround(I))
visible_message("<span class='danger'>[M] has disarmed [name]!</span>", "<span class='userdanger'>[M] has disarmed [name]!</span>", null, COMBAT_MESSAGE_RANGE)
else
I = get_active_held_item()
if(dropItemToGround(I))
visible_message("<span class='danger'>[M] has disarmed [name]!</span>", "<span class='userdanger'>[M] has disarmed [name]!</span>", null, COMBAT_MESSAGE_RANGE)
else
I = null
log_combat(M, src, "disarmed", "[I ? " removing \the [I]" : ""]")
updatehealth()
I = null
log_combat(M, src, "disarmed", "[I ? " removing \the [I]" : ""]")
updatehealth()
/mob/living/carbon/monkey/attack_animal(mob/living/simple_animal/M)
. = ..()
@@ -132,17 +151,19 @@
apply_damage(damage, M.melee_damage_type, affecting)
/mob/living/carbon/monkey/attack_slime(mob/living/simple_animal/slime/M)
if(..()) //successful slime attack
var/damage = rand(5, 35)
if(M.is_adult)
damage = rand(20, 40)
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)
apply_damage(damage, BRUTE, affecting)
. = ..()
if(!.) //unsuccessful slime attack
return
var/damage = rand(5, 35)
if(M.is_adult)
damage = rand(20, 40)
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)
apply_damage(damage, BRUTE, affecting)
/mob/living/carbon/monkey/acid_act(acidpwr, acid_volume, bodyzone_hit)
. = 1
@@ -168,18 +189,18 @@
..()
switch (severity)
if (1)
if (EXPLODE_DEVASTATE)
gib()
return
if (2)
if (EXPLODE_HEAVY)
take_overall_damage(60, 60)
damage_clothes(200, BRUTE, "bomb")
adjustEarDamage(30, 120)
if(prob(70))
Unconscious(200)
if(3)
if(EXPLODE_LIGHT)
take_overall_damage(30, 0)
damage_clothes(50, BRUTE, "bomb")
adjustEarDamage(15,60)
@@ -1,80 +1,80 @@
/mob/living/carbon/monkey/regenerate_icons()
if(!..())
update_body_parts()
update_hair()
update_inv_wear_mask()
update_inv_head()
update_inv_back()
update_transform()
////////
/mob/living/carbon/monkey/update_hair()
remove_overlay(HAIR_LAYER)
var/obj/item/bodypart/head/HD = get_bodypart(BODY_ZONE_HEAD)
if(!HD) //Decapitated
return
if(HAS_TRAIT(src, TRAIT_HUSK))
return
var/hair_hidden = 0
if(head)
var/obj/item/I = head
if(I.flags_inv & HIDEHAIR)
hair_hidden = 1
if(wear_mask)
var/obj/item/clothing/mask/M = wear_mask
if(M.flags_inv & HIDEHAIR)
hair_hidden = 1
if(!hair_hidden)
if(!getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
overlays_standing[HAIR_LAYER] = mutable_appearance('icons/mob/human_face.dmi', "debrained", -HAIR_LAYER)
apply_overlay(HAIR_LAYER)
/mob/living/carbon/monkey/update_fire()
..("Monkey_burning")
/mob/living/carbon/monkey/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 = handcuffed.color
legcuffs.pixel_y = 8
overlays_standing[HANDCUFF_LAYER] = legcuffs
apply_overlay(LEGCUFF_LAYER)
throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed)
//monkey HUD updates for items in our inventory
//update whether our head item appears on our hud.
/mob/living/carbon/monkey/update_hud_head(obj/item/I)
if(client && hud_used && hud_used.hud_shown)
I.screen_loc = ui_monkey_head
client.screen += I
//update whether our mask item appears on our hud.
/mob/living/carbon/monkey/update_hud_wear_mask(obj/item/I)
if(client && hud_used && hud_used.hud_shown)
I.screen_loc = ui_monkey_mask
client.screen += I
//update whether our neck item appears on our hud.
/mob/living/carbon/monkey/update_hud_neck(obj/item/I)
if(client && hud_used && hud_used.hud_shown)
I.screen_loc = ui_monkey_neck
client.screen += I
//update whether our back item appears on our hud.
/mob/living/carbon/monkey/update_hud_back(obj/item/I)
if(client && hud_used && hud_used.hud_shown)
I.screen_loc = ui_monkey_back
/mob/living/carbon/monkey/regenerate_icons()
if(!..())
update_body_parts()
update_hair()
update_inv_wear_mask()
update_inv_head()
update_inv_back()
update_transform()
////////
/mob/living/carbon/monkey/update_hair()
remove_overlay(HAIR_LAYER)
var/obj/item/bodypart/head/HD = get_bodypart(BODY_ZONE_HEAD)
if(!HD) //Decapitated
return
if(HAS_TRAIT(src, TRAIT_HUSK))
return
var/hair_hidden = 0
if(head)
var/obj/item/I = head
if(I.flags_inv & HIDEHAIR)
hair_hidden = 1
if(wear_mask)
var/obj/item/clothing/mask/M = wear_mask
if(M.flags_inv & HIDEHAIR)
hair_hidden = 1
if(!hair_hidden)
if(!getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
overlays_standing[HAIR_LAYER] = mutable_appearance('icons/mob/human_face.dmi', "debrained", -HAIR_LAYER)
apply_overlay(HAIR_LAYER)
/mob/living/carbon/monkey/update_fire()
..("Monkey_burning")
/mob/living/carbon/monkey/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 = handcuffed.color
legcuffs.pixel_y = 8
overlays_standing[HANDCUFF_LAYER] = legcuffs
apply_overlay(LEGCUFF_LAYER)
throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed)
//monkey HUD updates for items in our inventory
//update whether our head item appears on our hud.
/mob/living/carbon/monkey/update_hud_head(obj/item/I)
if(client && hud_used && hud_used.hud_shown)
I.screen_loc = ui_monkey_head
client.screen += I
//update whether our mask item appears on our hud.
/mob/living/carbon/monkey/update_hud_wear_mask(obj/item/I)
if(client && hud_used && hud_used.hud_shown)
I.screen_loc = ui_monkey_mask
client.screen += I
//update whether our neck item appears on our hud.
/mob/living/carbon/monkey/update_hud_neck(obj/item/I)
if(client && hud_used && hud_used.hud_shown)
I.screen_loc = ui_monkey_neck
client.screen += I
//update whether our back item appears on our hud.
/mob/living/carbon/monkey/update_hud_back(obj/item/I)
if(client && hud_used && hud_used.hud_shown)
I.screen_loc = ui_monkey_back
client.screen += I
+281 -309
View File
@@ -1,309 +1,281 @@
//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()
/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, style_flags = NONE)
. = 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()