//Here are the procs used to modify status effects of a mob. //The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness, ear damage, // eye damage, eye_blind, eye_blurry, druggy, TRAIT_BLIND trait, TRAIT_NEARSIGHT trait, and TRAIT_HUSK trait. /mob/living/carbon/adjust_drugginess(amount) druggy = max(druggy+amount, 0) if(druggy) overlay_fullscreen("high", /atom/movable/screen/fullscreen/tiled/high) throw_alert("high", /atom/movable/screen/alert/high) SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "high", /datum/mood_event/high) sound_environment_override = SOUND_ENVIRONMENT_DRUGGED else clear_fullscreen("high") clear_alert("high") SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "high") sound_environment_override = SOUND_ENVIRONMENT_NONE /mob/living/carbon/set_drugginess(amount) druggy = max(amount, 0) if(druggy) overlay_fullscreen("high", /atom/movable/screen/fullscreen/tiled/high) throw_alert("high", /atom/movable/screen/alert/high) else clear_fullscreen("high") clear_alert("high") /mob/living/carbon/adjust_disgust(amount) disgust = clamp(disgust+amount, 0, DISGUST_LEVEL_MAXEDOUT) /mob/living/carbon/set_disgust(amount) disgust = clamp(amount, 0, DISGUST_LEVEL_MAXEDOUT) ////////////////////////////////////////TRAUMAS///////////////////////////////////////// /mob/living/carbon/proc/get_traumas() . = list() var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN) if(B) . = B.traumas /mob/living/carbon/proc/has_trauma_type(brain_trauma_type, resilience) var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN) if(B) . = B.has_trauma_type(brain_trauma_type, resilience) /mob/living/carbon/proc/gain_trauma(datum/brain_trauma/trauma, resilience, ...) var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN) if(B) var/list/arguments = list() if(args.len > 2) arguments = args.Copy(3) . = B.brain_gain_trauma(trauma, resilience, arguments) /mob/living/carbon/proc/gain_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience) var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN) if(B) . = B.gain_trauma_type(brain_trauma_type, resilience) /mob/living/carbon/proc/cure_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience) var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN) if(B) . = B.cure_trauma_type(brain_trauma_type, resilience) /mob/living/carbon/proc/cure_all_traumas(resilience) var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN) if(B) . = B.cure_all_traumas(resilience)