/mob/living/carbon/BiologicalLife(seconds, times_fired) //Reagent processing needs to come before breathing, to prevent edge cases. handle_organs() . = ..() // if . is false, we are dead. if(stat == DEAD) stop_sound_channel(CHANNEL_HEARTBEAT) handle_death() rot() . = FALSE if(!.) return handle_blood() // handle_blood *could* kill us. // we should probably have a better system for if we need to check for death or something in the future hmw if(stat != DEAD) var/bprv = handle_bodyparts() if(bprv & BODYPART_LIFE_UPDATE_HEALTH) updatehealth() update_stamina() doSprintBufferRegen() if(stat != DEAD) handle_brain_damage() if(stat != DEAD) handle_liver() if(stat != DEAD) handle_corruption() /mob/living/carbon/PhysicalLife(seconds, times_fired) if(!(. = ..())) return if(damageoverlaytemp) damageoverlaytemp = 0 update_damage_hud() //Procs called while dead /mob/living/carbon/proc/handle_death() for(var/datum/reagent/R in reagents.reagent_list) if(R.chemical_flags & REAGENT_DEAD_PROCESS) R.on_mob_dead(src) /////////////// // BREATHING // /////////////// //Start of a breath chain, calls breathe() /mob/living/carbon/handle_breathing(times_fired) var/next_breath = 4 var/obj/item/organ/lungs/L = getorganslot(ORGAN_SLOT_LUNGS) var/obj/item/organ/heart/H = getorganslot(ORGAN_SLOT_HEART) if(L) if(L.damage > L.high_threshold) next_breath-- if(H) if(H.damage > H.high_threshold) next_breath-- if((times_fired % next_breath) == 0 || failed_last_breath) breathe() //Breathe per 4 ticks if healthy, down to 2 if our lungs or heart are damaged, unless suffocating if(failed_last_breath) SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation) else SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "suffocation") else if(istype(loc, /obj/)) var/obj/location_as_object = loc location_as_object.handle_internal_lifeform(src,0) //Second link in a breath chain, calls check_breath() /mob/living/carbon/proc/breathe() var/obj/item/organ/lungs = getorganslot(ORGAN_SLOT_LUNGS) if(reagents.has_reagent(/datum/reagent/toxin/lexorin)) return if(istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell)) return if(istype(loc, /obj/item/dogborg/sleeper)) return if(ismob(loc)) return if(isbelly(loc)) return var/datum/gas_mixture/environment if(loc) environment = loc.return_air() var/datum/gas_mixture/breath if(!getorganslot(ORGAN_SLOT_BREATHING_TUBE)) if(health <= HEALTH_THRESHOLD_FULLCRIT || (pulledby && pulledby.grab_state >= GRAB_KILL) || HAS_TRAIT(src, TRAIT_MAGIC_CHOKE) || (lungs && lungs.organ_flags & ORGAN_FAILING)) losebreath++ //You can't breath at all when in critical or when being choked, so you're going to miss a breath else if(health <= crit_threshold) losebreath += 0.25 //You're having trouble breathing in soft crit, so you'll miss a breath one in four times //Suffocate if(losebreath >= 1) //You've missed a breath, take oxy damage losebreath-- if(prob(10)) emote("gasp") if(istype(loc, /obj/)) var/obj/loc_as_obj = loc loc_as_obj.handle_internal_lifeform(src,0) else //Breathe from internal breath = get_breath_from_internal(BREATH_VOLUME) if(isnull(breath)) //in case of 0 pressure internals if(isobj(loc)) //Breathe from loc as object var/obj/loc_as_obj = loc breath = loc_as_obj.handle_internal_lifeform(src, BREATH_VOLUME) else if(isturf(loc)) //Breathe from loc as turf var/breath_moles = 0 if(environment) breath_moles = environment.total_moles()*BREATH_PERCENTAGE breath = loc.remove_air(breath_moles) else //Breathe from loc as obj again if(istype(loc, /obj/)) var/obj/loc_as_obj = loc loc_as_obj.handle_internal_lifeform(src,0) check_breath(breath) if(breath) loc.assume_air(breath) air_update_turf() /mob/living/carbon/proc/has_smoke_protection() if(HAS_TRAIT(src, TRAIT_NOBREATH)) return TRUE return FALSE //Third link in a breath chain, calls handle_breath_temperature() /mob/living/carbon/proc/check_breath(datum/gas_mixture/breath) if((status_flags & GODMODE)) return var/obj/item/organ/lungs = getorganslot(ORGAN_SLOT_LUNGS) if(!lungs) adjustOxyLoss(2) //CRIT if(!breath || (breath.total_moles() == 0) || !lungs) if(reagents.has_reagent(/datum/reagent/medicine/epinephrine) && lungs) return adjustOxyLoss(1) failed_last_breath = 1 throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy) return 0 var/safe_oxy_min = 16 var/safe_oxy_max = 50 var/safe_co2_max = 10 var/safe_tox_max = 0.05 var/SA_para_min = 1 var/SA_sleep_min = 5 var/oxygen_used = 0 var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.return_temperature())/BREATH_VOLUME var/O2_partialpressure = (breath.get_moles(/datum/gas/oxygen)/breath.total_moles())*breath_pressure var/Toxins_partialpressure = (breath.get_moles(/datum/gas/plasma)/breath.total_moles())*breath_pressure var/CO2_partialpressure = (breath.get_moles(/datum/gas/carbon_dioxide)/breath.total_moles())*breath_pressure //OXYGEN if(O2_partialpressure > safe_oxy_max) // Too much Oxygen - blatant CO2 effect copy/pasta if(!o2overloadtime) o2overloadtime = world.time else if(world.time - o2overloadtime > 120) Dizzy(10) // better than a minute of you're fucked KO, but certainly a wake up call. Honk. adjustOxyLoss(3) if(world.time - o2overloadtime > 300) adjustOxyLoss(8) if(prob(20)) emote("cough") throw_alert("too_much_oxy", /obj/screen/alert/too_much_oxy) SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation) if(O2_partialpressure < safe_oxy_min) //Not enough oxygen if(prob(20)) emote("gasp") if(O2_partialpressure > 0) var/ratio = 1 - O2_partialpressure/safe_oxy_min adjustOxyLoss(min(5*ratio, 3)) failed_last_breath = 1 oxygen_used = breath.get_moles(/datum/gas/oxygen)*ratio else adjustOxyLoss(3) failed_last_breath = 1 throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy) SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation) else //Enough oxygen failed_last_breath = 0 o2overloadtime = 0 //reset our counter for this too if(health >= crit_threshold) adjustOxyLoss(-5) oxygen_used = breath.get_moles(/datum/gas/oxygen) clear_alert("not_enough_oxy") SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "suffocation") breath.adjust_moles(/datum/gas/oxygen, -oxygen_used) breath.adjust_moles(/datum/gas/carbon_dioxide, oxygen_used) //CARBON DIOXIDE if(CO2_partialpressure > safe_co2_max) if(!co2overloadtime) co2overloadtime = world.time else if(world.time - co2overloadtime > 120) Unconscious(60) adjustOxyLoss(3) if(world.time - co2overloadtime > 300) adjustOxyLoss(8) if(prob(20)) emote("cough") else co2overloadtime = 0 //TOXINS/PLASMA if(Toxins_partialpressure > safe_tox_max) var/ratio = (breath.get_moles(/datum/gas/plasma)/safe_tox_max) * 10 adjustToxLoss(clamp(ratio, MIN_TOXIC_GAS_DAMAGE, MAX_TOXIC_GAS_DAMAGE)) throw_alert("too_much_tox", /obj/screen/alert/too_much_tox) else clear_alert("too_much_tox") //NITROUS OXIDE if(breath.get_moles(/datum/gas/nitrous_oxide)) var/SA_partialpressure = (breath.get_moles(/datum/gas/nitrous_oxide)/breath.total_moles())*breath_pressure if(SA_partialpressure > SA_para_min) Unconscious(60) if(SA_partialpressure > SA_sleep_min) Sleeping(max(AmountSleeping() + 40, 200)) else if(SA_partialpressure > 0.01) if(prob(20)) emote(pick("giggle","laugh")) SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "chemical_euphoria", /datum/mood_event/chemical_euphoria) else SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "chemical_euphoria") //BZ (Facepunch port of their Agent B) if(breath.get_moles(/datum/gas/bz)) var/bz_partialpressure = (breath.get_moles(/datum/gas/bz)/breath.total_moles())*breath_pressure if(bz_partialpressure > 1) hallucination += 10 else if(bz_partialpressure > 0.01) hallucination += 5 //TRITIUM if(breath.get_moles(/datum/gas/tritium)) var/tritium_partialpressure = (breath.get_moles(/datum/gas/tritium)/breath.total_moles())*breath_pressure radiation += tritium_partialpressure/10 //NITRYL if(breath.get_moles(/datum/gas/nitryl)) var/nitryl_partialpressure = (breath.get_moles(/datum/gas/nitryl)/breath.total_moles())*breath_pressure adjustFireLoss(nitryl_partialpressure/4) //MIASMA if(breath.get_moles(/datum/gas/miasma)) var/miasma_partialpressure = (breath.get_moles(/datum/gas/miasma)/breath.total_moles())*breath_pressure if(miasma_partialpressure > MINIMUM_MOLES_DELTA_TO_MOVE) if(prob(0.05 * miasma_partialpressure)) var/datum/disease/advance/miasma_disease = new /datum/disease/advance/random(TRUE, 2,3) miasma_disease.name = "Unknown" ForceContractDisease(miasma_disease, TRUE, TRUE) //Miasma side effects switch(miasma_partialpressure) if(1 to 5) // At lower pp, give out a little warning SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell") if(prob(5)) to_chat(src, "There is an unpleasant smell in the air.") if(5 to 20) //At somewhat higher pp, warning becomes more obvious if(prob(15)) to_chat(src, "You smell something horribly decayed inside this room.") SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/bad_smell) if(15 to 30) //Small chance to vomit. By now, people have internals on anyway if(prob(5)) to_chat(src, "The stench of rotting carcasses is unbearable!") SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/nauseating_stench) vomit() if(30 to INFINITY) //Higher chance to vomit. Let the horror start if(prob(25)) to_chat(src, "The stench of rotting carcasses is unbearable!") SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/nauseating_stench) vomit() else SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell") //Clear all moods if no miasma at all else SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell") //BREATH TEMPERATURE handle_breath_temperature(breath) return 1 //Fourth and final link in a breath chain /mob/living/carbon/proc/handle_breath_temperature(datum/gas_mixture/breath) return /mob/living/carbon/proc/get_breath_from_internal(volume_needed) var/obj/item/clothing/check var/internals = FALSE if(!HAS_TRAIT(src, TRAIT_NO_INTERNALS)) for(check in GET_INTERNAL_SLOTS(src)) if(CHECK_BITFIELD(check.clothing_flags, ALLOWINTERNALS)) internals = TRUE if(internal) if(internal.loc != src) internal = null update_internals_hud_icon(0) else if (!internals && !getorganslot(ORGAN_SLOT_BREATHING_TUBE)) internal = null update_internals_hud_icon(0) else update_internals_hud_icon(1) . = internal.remove_air_volume(volume_needed) if(!.) return FALSE //to differentiate between no internals and active, but empty internals // Make corpses rot, emitting miasma /mob/living/carbon/proc/rot() // Properly stored corpses shouldn't create miasma if(istype(loc, /obj/structure/closet/crate/coffin)|| istype(loc, /obj/structure/closet/body_bag) || istype(loc, /obj/structure/bodycontainer)) return // No decay if formaldehyde/preservahyde in corpse or when the corpse is charred if(reagents.has_reagent(/datum/reagent/toxin/formaldehyde, 1) || HAS_TRAIT(src, TRAIT_HUSK) || reagents.has_reagent(/datum/reagent/preservahyde, 1)) return // Also no decay if corpse chilled or not organic/undead if((bodytemperature <= T0C-10) || !(mob_biotypes & (MOB_ORGANIC|MOB_UNDEAD))) return // Wait a bit before decaying if(world.time - timeofdeath < 1200) return var/deceasedturf = get_turf(src) // Closed turfs don't have any air in them, so no gas building up if(!istype(deceasedturf,/turf/open)) return var/turf/open/miasma_turf = deceasedturf var/datum/gas_mixture/stank = new stank.set_moles(/datum/gas/miasma,0.1) stank.set_temperature(BODYTEMP_NORMAL) miasma_turf.assume_air(stank) miasma_turf.air_update_turf() /mob/living/carbon/proc/handle_blood() return /mob/living/carbon/proc/handle_bodyparts() for(var/I in bodyparts) var/obj/item/bodypart/BP = I if(BP.needs_processing) . |= BP.on_life() /mob/living/carbon/proc/handle_organs() if(stat != DEAD) for(var/V in internal_organs) var/obj/item/organ/O = V if(O) O.on_life() else if(reagents.has_reagent(/datum/reagent/toxin/formaldehyde, 1) || reagents.has_reagent(/datum/reagent/preservahyde, 1)) // No organ decay if the body contains formaldehyde. Or preservahyde. return for(var/V in internal_organs) var/obj/item/organ/O = V if(O) O.on_death() //Needed so organs decay while inside the body. /mob/living/carbon/handle_diseases() for(var/thing in diseases) var/datum/disease/D = thing if(prob(D.infectivity)) D.spread() if(stat != DEAD || D.process_dead) D.stage_act() /mob/living/carbon/handle_wounds() for(var/thing in all_wounds) var/datum/wound/W = thing if(W.processes) // meh W.handle_process() /mob/living/carbon/handle_mutations_and_radiation() if(dna && dna.temporary_mutations.len) for(var/mut in dna.temporary_mutations) if(dna.temporary_mutations[mut] < world.time) if(mut == UI_CHANGED) if(dna.previous["UI"]) dna.uni_identity = merge_text(dna.uni_identity,dna.previous["UI"]) updateappearance(mutations_overlay_update=1) dna.previous.Remove("UI") dna.temporary_mutations.Remove(mut) continue if(mut == UE_CHANGED) if(dna.previous["name"]) real_name = dna.previous["name"] name = real_name dna.previous.Remove("name") if(dna.previous["UE"]) dna.unique_enzymes = dna.previous["UE"] dna.previous.Remove("UE") if(dna.previous["blood_type"]) dna.blood_type = dna.previous["blood_type"] dna.previous.Remove("blood_type") dna.temporary_mutations.Remove(mut) continue for(var/datum/mutation/human/HM in dna.mutations) if(HM && HM.timed) dna.remove_mutation(HM.type) radiation -= min(radiation, RAD_LOSS_PER_TICK) if(radiation > RAD_MOB_SAFE) if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM)) adjustToxLoss(log(radiation-RAD_MOB_SAFE)*RAD_TOX_COEFFICIENT) else var/rad_threshold = HAS_TRAIT(src, TRAIT_ROBOT_RADSHIELDING) ? RAD_UPGRADED_ROBOT_SAFE : RAD_DEFAULT_ROBOT_SAFE if(radiation > rad_threshold) adjustToxLoss(log(radiation-rad_threshold)*RAD_TOX_COEFFICIENT, toxins_type = TOX_SYSCORRUPT) //Robots are less resistant to rads, unless upgraded in which case they are fine at higher levels than organics. /mob/living/carbon/handle_stomach() set waitfor = 0 for(var/mob/living/M in stomach_contents) if(M.loc != src) stomach_contents.Remove(M) continue if(iscarbon(M) && stat != DEAD) if(M.stat == DEAD) M.death(1) stomach_contents.Remove(M) qdel(M) continue if(SSmobs.times_fired%3==1) if(!(M.status_flags & GODMODE)) M.adjustBruteLoss(5) adjust_nutrition(10) /* Alcohol Poisoning Chart Note that all higher effects of alcohol poisoning will inherit effects for smaller amounts (i.e. light poisoning inherts from slight poisoning) In addition, severe effects won't always trigger unless the drink is poisonously strong All effects don't start immediately, but rather get worse over time; the rate is affected by the imbiber's alcohol tolerance 0: Non-alcoholic 1-10: Barely classifiable as alcohol - occassional slurring 11-20: Slight alcohol content - slurring 21-30: Below average - imbiber begins to look slightly drunk 31-40: Just below average - no unique effects 41-50: Average - mild disorientation, imbiber begins to look drunk 51-60: Just above average - disorientation, vomiting, imbiber begins to look heavily drunk 61-70: Above average - small chance of blurry vision, imbiber begins to look smashed 71-80: High alcohol content - blurry vision, imbiber completely shitfaced 81-90: Extremely high alcohol content - light brain damage, passing out 91-100: Dangerously toxic - swift death */ #define BALLMER_POINTS 5 GLOBAL_LIST_INIT(ballmer_good_msg, list("Hey guys, what if we rolled out a bluespace wiring system so mice can't destroy the powergrid anymore?", "Hear me out here. What if, and this is just a theory, we made R&D controllable from our PDAs?", "I'm thinking we should roll out a git repository for our research under the AGPLv3 license so that we can share it among the other stations freely.", "I dunno about you guys, but IDs and PDAs being separate is clunky as fuck. Maybe we should merge them into a chip in our arms? That way they can't be stolen easily.", "Why the fuck aren't we just making every pair of shoes into galoshes? We have the technology.", "We can link the Ore Silo to our protolathes, so why don't we also link it to autolathes?", "If we can make better bombs with heated plasma, oxygen, and tritium, then why do station nukes still use plutonium?", "We should port all our NT programs to modular consoles and do away with computers. They're way more customizable, support cross-platform usage, and would allow crazy amounts of multitasking.", "Wait, if we use more manipulators in something, then it prints for cheaper, right? So what if we just made a new type of printer that has like 12 manipulators inside of it to print stuff for really cheap?" )) GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put a webserver that's automatically turned on with default admin passwords into every PDA?", "So like, you know how we separate our codebase from the master copy that runs on our consumer boxes? What if we merged the two and undid the separation between codebase and server?", "Dude, radical idea: H.O.N.K mechs but with no bananium required.", "Best idea ever: Disposal pipes instead of hallways.", "What if we use a language that was written on a napkin and created over 1 weekend for all of our servers?", "What if we took a locker, some random trash, and made an exosuit out of it? Wouldn't that be like, super cool and stuff?", "Okay, hear me out, what if we make illegal things not illegal, so that sec stops arresting us for having it?", "I have a crazy idea, guys. Rather than having monkeys to test on, what if we only used apes?", "Woh man ok, what if we took slime cores and smashed them into other slimes, be kinda cool to see what happens.", "We're NANOtrasen but we need to unlock nano parts, what's the deal with that?" )) //this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc.. /mob/living/carbon/handle_status_effects() ..() var/combat_mode = SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE) if(getStaminaLoss() && !HAS_TRAIT(src, TRAIT_NO_STAMINA_REGENERATION)) adjustStaminaLoss((!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? STAM_RECOVERY_STAM_CRIT : STAM_RECOVERY_RESTING) : STAM_RECOVERY_NORMAL) * (combat_mode? 0.25 : 1)) if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && incomingstammult != 1) incomingstammult = max(0.01, incomingstammult) incomingstammult = min(1, incomingstammult*2) var/restingpwr = 1 + 4 * !CHECK_MOBILITY(src, MOBILITY_STAND) //Dizziness if(dizziness) var/client/C = client var/pixel_x_diff = 0 var/pixel_y_diff = 0 var/temp var/saved_dizz = dizziness if(C) var/oldsrc = src var/amplitude = dizziness*(sin(dizziness * world.time) + 1) // This shit is annoying at high strength src = null spawn(0) if(C) temp = amplitude * sin(saved_dizz * world.time) pixel_x_diff += temp C.pixel_x += temp temp = amplitude * cos(saved_dizz * world.time) pixel_y_diff += temp C.pixel_y += temp sleep(3) if(C) temp = amplitude * sin(saved_dizz * world.time) pixel_x_diff += temp C.pixel_x += temp temp = amplitude * cos(saved_dizz * world.time) pixel_y_diff += temp C.pixel_y += temp sleep(3) if(C) C.pixel_x -= pixel_x_diff C.pixel_y -= pixel_y_diff src = oldsrc dizziness = max(dizziness - restingpwr, 0) if(drowsyness) drowsyness = max(drowsyness - restingpwr, 0) blur_eyes(2) if(prob(5)) AdjustSleeping(20) Unconscious(100) //Jitteriness if(jitteriness) do_jitter_animation(jitteriness) jitteriness = max(jitteriness - restingpwr, 0) SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "jittery", /datum/mood_event/jittery) else SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "jittery") if(stuttering) stuttering = max(stuttering-1, 0) if(slurring || drunkenness) slurring = max(slurring-1,0,drunkenness) if(cultslurring) cultslurring = max(cultslurring-1, 0) if(clockcultslurring) clockcultslurring = max(clockcultslurring-1, 0) if(silent) silent = max(silent-1, 0) if(druggy) adjust_drugginess(-1) if(hallucination) handle_hallucinations() if(drunkenness) drunkenness = max(drunkenness - (drunkenness * 0.04), 0) if(drunkenness >= 6) SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "drunk", /datum/mood_event/drunk) if(prob(25)) slurring += 2 jitteriness = max(jitteriness - 3, 0) // throw_alert("drunk", /atom/movable/screen/alert/drunk) if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING)) adjustBruteLoss(-0.12, FALSE) adjustFireLoss(-0.06, FALSE) sound_environment_override = SOUND_ENVIRONMENT_PSYCHOTIC else SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "drunk") clear_alert("drunk") sound_environment_override = SOUND_ENVIRONMENT_NONE if(mind && (mind.assigned_role == "Scientist" || mind.assigned_role == "Research Director")) if(SSresearch.science_tech) if(drunkenness >= 12.9 && drunkenness <= 13.8) drunkenness = round(drunkenness, 0.01) var/ballmer_percent = 0 if(drunkenness == 13.35) // why run math if I dont have to ballmer_percent = 1 else ballmer_percent = (-abs(drunkenness - 13.35) / 0.9) + 1 if(prob(5)) say(pick(GLOB.ballmer_good_msg), forced = "ballmer") SSresearch.science_tech.add_point_list(list(TECHWEB_POINT_TYPE_GENERIC = BALLMER_POINTS * ballmer_percent)) if(drunkenness > 26) // by this point you're into windows ME territory if(prob(5)) SSresearch.science_tech.remove_point_list(list(TECHWEB_POINT_TYPE_GENERIC = BALLMER_POINTS)) say(pick(GLOB.ballmer_windows_me_msg), forced = "ballmer") if(drunkenness >= 41) if(prob(25)) confused += 2 Dizzy(10) if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING)) // effects stack with lower tiers adjustBruteLoss(-0.3, FALSE) adjustFireLoss(-0.15, FALSE) if(drunkenness >= 51) if(prob(5)) confused += 10 vomit() Dizzy(25) if(drunkenness >= 61) if(prob(50)) blur_eyes(5) if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING)) adjustBruteLoss(-0.4, FALSE) adjustFireLoss(-0.2, FALSE) if(drunkenness >= 71) blur_eyes(5) if(drunkenness >= 81) adjustToxLoss(0.2) if(prob(5) && !stat) to_chat(src, "Maybe you should lie down for a bit...") if(drunkenness >= 91) adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.4, 60) if(prob(20) && !stat) if(SSshuttle.emergency.mode == SHUTTLE_DOCKED && is_station_level(z)) //QoL mainly to_chat(src, "You're so tired... but you can't miss that shuttle...") else to_chat(src, "Just a quick nap...") Sleeping(900) if(drunkenness >= 101) adjustToxLoss(4) //Let's be honest you shouldn't be alive by now else SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "drunk") //used in human and monkey handle_environment() /mob/living/carbon/proc/natural_bodytemperature_stabilization() if (HAS_TRAIT(src, TRAIT_COLDBLOODED)) return 0 //Return 0 as your natural temperature. Species proc handle_environment() will adjust your temperature based on this. var/body_temperature_difference = BODYTEMP_NORMAL - bodytemperature switch(bodytemperature) if(-INFINITY to BODYTEMP_COLD_DAMAGE_LIMIT) //Cold damage limit is 50 below the default, the temperature where you start to feel effects. return max((body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM) if(BODYTEMP_COLD_DAMAGE_LIMIT to BODYTEMP_NORMAL) return max(body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR, min(body_temperature_difference, BODYTEMP_AUTORECOVERY_MINIMUM/4)) if(BODYTEMP_NORMAL to BODYTEMP_HEAT_DAMAGE_LIMIT) // Heat damage limit is 50 above the default, the temperature where you start to feel effects. return min(body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR, max(body_temperature_difference, -BODYTEMP_AUTORECOVERY_MINIMUM/4)) if(BODYTEMP_HEAT_DAMAGE_LIMIT to INFINITY) return min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers ///////// //LIVER// ///////// /mob/living/carbon/proc/handle_liver() var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER) if((!dna && !liver) || (NOLIVER in dna.species.species_traits)) return if(!liver || liver.organ_flags & ORGAN_FAILING) liver_failure() /mob/living/carbon/proc/liver_failure() reagents.end_metabolization(src, keep_liverless = TRUE) //Stops trait-based effects on reagents, to prevent permanent buffs reagents.metabolize(src, can_overdose=FALSE, liverless = TRUE) if(HAS_TRAIT(src, TRAIT_STABLELIVER)) return adjustToxLoss(4, TRUE, TRUE) if(prob(15)) to_chat(src, "You feel a stabbing pain in your abdomen!") //////////////// //BRAIN DAMAGE// //////////////// /mob/living/carbon/proc/handle_brain_damage() for(var/T in get_traumas()) var/datum/brain_trauma/BT = T BT.on_life() ///////////////////////////////////// //MONKEYS WITH TOO MUCH CHOLOESTROL// ///////////////////////////////////// /mob/living/carbon/proc/can_heartattack() if(!needs_heart()) return FALSE var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART) if(!heart || (heart.organ_flags & ORGAN_SYNTHETIC)) return FALSE return TRUE /mob/living/carbon/proc/needs_heart() if(HAS_TRAIT(src, TRAIT_STABLEHEART)) return FALSE if(dna && dna.species && (NOBLOOD in dna.species.species_traits)) //not all carbons have species! return FALSE return TRUE /mob/living/carbon/proc/undergoing_cardiac_arrest() var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART) if(istype(heart) && heart.beating) return FALSE else if(!needs_heart()) return FALSE return TRUE /mob/living/carbon/proc/set_heartattack(status) if(!can_heartattack()) return FALSE var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART) if(!istype(heart)) return heart.beating = !status