/mob/living/carbon/human/examine(mob/user) //User is the person being examined //this is very slightly better than it was because you can use it more places. still can't do \his[src] though. var/t_He = p_they(TRUE) var/t_His = p_their(TRUE) var/t_his = p_their() var/t_him = p_them() var/t_has = p_have() var/t_is = p_are() var/obscure_name if(isliving(user)) var/mob/living/L = user if(HAS_TRAIT(L, TRAIT_PROSOPAGNOSIA)) obscure_name = TRUE var/msg = "*---------*\nThis is [!obscure_name ? name : "Unknown"]!\n" var/list/obscured = check_obscured_slots() var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE)) if(ishuman(src)) //user just returned, y'know, the user's own species. dumb. var/mob/living/carbon/human/H = src var/datum/species/pref_species = H.dna.species if(get_visible_name() == "Unknown") // same as flavor text, but hey it works. msg += "You can't make out what species they are.\n" else if(skipface) msg += "You can't make out what species they are.\n" else msg += "[t_He] [t_is] a [H.dna.custom_species ? H.dna.custom_species : pref_species.name]!\n" //uniform if(w_uniform && !(SLOT_W_UNIFORM in obscured)) //accessory var/accessory_msg if(istype(w_uniform, /obj/item/clothing/under)) var/obj/item/clothing/under/U = w_uniform if(U.attached_accessory) accessory_msg += " with [icon2html(U.attached_accessory, user)] \a [U.attached_accessory]" msg += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg].\n" //head if(head) msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head.\n" //suit/armor if(wear_suit) msg += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)].\n" //suit/armor storage if(s_store) msg += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name].\n" //back if(back) msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n" //Hands for(var/obj/item/I in held_items) if(!(I.item_flags & ABSTRACT)) msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n" GET_COMPONENT(FR, /datum/component/forensics) //gloves if(gloves && !(SLOT_GLOVES in obscured)) msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n" else if(FR && length(FR.blood_DNA)) var/hand_number = get_num_arms(FALSE) if(hand_number) msg += "[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!\n" //handcuffed? //handcuffed? if(handcuffed) if(istype(handcuffed, /obj/item/restraints/handcuffs/cable)) msg += "[t_He] [t_is] [icon2html(handcuffed, user)] restrained with cable!\n" else msg += "[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!\n" //belt if(belt) msg += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist.\n" //shoes if(shoes && !(SLOT_SHOES in obscured)) msg += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet.\n" //mask if(wear_mask && !(SLOT_WEAR_MASK in obscured)) msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n" if (wear_neck && !(SLOT_NECK in obscured)) msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n" //eyes if(!(SLOT_GLASSES in obscured)) if(glasses) msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n" else if(eye_color == BLOODCULT_EYE && iscultist(src) && HAS_TRAIT(src, TRAIT_CULT_EYES)) msg += "[t_His] eyes are glowing an unnatural red!\n" //ears if(ears && !(SLOT_EARS in obscured)) msg += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears.\n" //ID if(wear_id) msg += "[t_He] [t_is] wearing [wear_id.get_examine_string(user)].\n" //Status effects msg += status_effect_examines() //CIT CHANGES START HERE - adds genital details to examine text if(LAZYLEN(internal_organs)) for(var/obj/item/organ/genital/dicc in internal_organs) if(istype(dicc) && dicc.is_exposed()) msg += "[dicc.desc]\n" msg += attempt_vr(src,"examine_bellies",args) //vore Code //END OF CIT CHANGES //Jitters switch(jitteriness) if(300 to INFINITY) msg += "[t_He] [t_is] convulsing violently!\n" if(200 to 300) msg += "[t_He] [t_is] extremely jittery.\n" if(100 to 200) msg += "[t_He] [t_is] twitching ever so slightly.\n" var/appears_dead = 0 if(stat == DEAD || (HAS_TRAIT(src, TRAIT_FAKEDEATH))) appears_dead = 1 if(suiciding) msg += "[t_He] appear[p_s()] to have committed suicide... there is no hope of recovery.\n" if(hellbound) msg += "[t_His] soul seems to have been ripped out of [t_his] body. Revival is impossible.\n" msg += "[t_He] [t_is] limp and unresponsive; there are no signs of life" if(getorgan(/obj/item/organ/brain)) if(!key) var/foundghost = 0 if(mind) for(var/mob/dead/observer/G in GLOB.player_list) if(G.mind == mind) foundghost = 1 if (G.can_reenter_corpse == 0) foundghost = 0 break if(!foundghost) msg += " and [t_his] soul has departed" msg += "...\n" if(get_bodypart(BODY_ZONE_HEAD) && !getorgan(/obj/item/organ/brain)) msg += "It appears that [t_his] brain is missing...\n" var/temp = getBruteLoss() //no need to calculate each of these twice msg += "" 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 += "[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!\n" for(var/X in disabled) var/obj/item/bodypart/BP = X var/damage_text if(!(BP.get_damage(include_stamina = FALSE) >= BP.max_damage)) //Stamina is disabling the limb damage_text = "limp and lifeless" else var/more_brute = BP.brute_dam >= BP.burn_dam damage_text = more_brute ? "broken and mangled" : "burnt and blistered" msg += "[capitalize(t_his)] [BP.name] is [damage_text]!\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 += "[t_His] [parse_zone(t)] is missing!\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 += "[capitalize(t_his)] [parse_zone(t)] is missing!\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] moderate bruising!\n" else msg += "[t_He] [t_has] severe bruising!\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] moderate burns!\n" else msg += "[t_He] [t_has] severe burns!\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] moderate cellular damage!\n" else msg += "[t_He] [t_has] severe cellular damage!\n" if(fire_stacks > 0) msg += "[t_He] [t_is] covered in something flammable.\n" if(fire_stacks < 0) msg += "[t_He] look[p_s()] a little soaked.\n" if(pulledby && pulledby.grab_state) msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n" if(nutrition < NUTRITION_LEVEL_STARVING - 50) msg += "[t_He] [t_is] severely malnourished.\n" else if(nutrition >= NUTRITION_LEVEL_FAT) if(user.nutrition < NUTRITION_LEVEL_STARVING - 50) msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n" else msg += "[t_He] [t_is] quite chubby.\n" switch(disgust) if(DISGUST_LEVEL_GROSS to DISGUST_LEVEL_VERYGROSS) msg += "[t_He] look[p_s()] a bit grossed out.\n" if(DISGUST_LEVEL_VERYGROSS to DISGUST_LEVEL_DISGUSTED) msg += "[t_He] look[p_s()] really grossed out.\n" if(DISGUST_LEVEL_DISGUSTED to INFINITY) msg += "[t_He] look[p_s()] extremely disgusted.\n" if(blood_volume < (BLOOD_VOLUME_SAFE*blood_ratio)) msg += "[t_He] [t_has] pale skin.\n" if(bleedsuppress) msg += "[t_He] [t_is] bandaged with something.\n" else if(bleed_rate) if(reagents.has_reagent("heparin")) msg += "[t_He] [t_is] bleeding uncontrollably!\n" else msg += "[t_He] [t_is] bleeding!\n" if(reagents.has_reagent("teslium")) msg += "[t_He] [t_is] emitting a gentle blue glow!\n" if(islist(stun_absorption)) for(var/i in stun_absorption) if(stun_absorption[i]["end_time"] > world.time && stun_absorption[i]["examine_message"]) msg += "[t_He] [t_is][stun_absorption[i]["examine_message"]]\n" if(drunkenness && !skipface && !appears_dead) //Drunkenness switch(drunkenness) if(11 to 21) msg += "[t_He] [t_is] slightly flushed.\n" if(21.01 to 41) //.01s are used in case drunkenness ends up to be a small decimal msg += "[t_He] [t_is] flushed.\n" if(41.01 to 51) msg += "[t_He] [t_is] quite flushed and [t_his] breath smells of alcohol.\n" if(51.01 to 61) msg += "[t_He] [t_is] very flushed and [t_his] movements jerky, with breath reeking of alcohol.\n" if(61.01 to 91) msg += "[t_He] look[p_s()] like a drunken mess.\n" if(91.01 to INFINITY) msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n" if(reagents.has_reagent("astral")) msg += "[t_He] have wild, spacey eyes" if(mind) msg += " and have a strange, abnormal look to them.\n" else msg += " and don't look like they're all there.\n" if(isliving(user)) var/mob/living/L = user if(src != user && HAS_TRAIT(L, TRAIT_EMPATH) && !appears_dead) if (a_intent != INTENT_HELP) msg += "[t_He] seem[p_s()] to be on guard.\n" if (getOxyLoss() >= 10) msg += "[t_He] seem[p_s()] winded.\n" if (getToxLoss() >= 10) msg += "[t_He] seem[p_s()] sickly.\n" GET_COMPONENT_FROM(mood, /datum/component/mood, src) if(mood.sanity <= SANITY_DISTURBED) msg += "[t_He] seem[p_s()] distressed.\n" SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src) if(mood.shown_mood >= 6) //So roundstart people aren't all "happy" and that antags don't show their true happiness. msg += "[t_He] seem[p_s()] to have had something nice happen to them recently.\n" SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empathH", /datum/mood_event/happy_empath, src) if (HAS_TRAIT(src, TRAIT_BLIND)) msg += "[t_He] appear[p_s()] to be staring off into space.\n" if (HAS_TRAIT(src, TRAIT_DEAF)) msg += "[t_He] appear[p_s()] to not be responding to noises.\n" msg += "" 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 += "You feel your chords resonate looking at them.\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 += "[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.\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" var/traitstring = get_trait_string() if(ishuman(user)) var/mob/living/carbon/human/H = user var/obj/item/organ/cyberimp/eyes/hud/CIH = H.getorgan(/obj/item/organ/cyberimp/eyes/hud) if(istype(H.glasses, /obj/item/clothing/glasses/hud) || CIH) var/perpname = get_face_name(get_id_name("")) if(perpname) var/datum/data/record/R = find_record("name", perpname, GLOB.data_core.general) if(R) msg += "Rank: [R.fields["rank"]]
" msg += "\[Front photo\] " msg += "\[Side photo\]
" 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) msg += "Detected cybernetic modifications:
" msg += cyberimp_detect if(R) var/health_r = R.fields["p_stat"] msg += "\[[health_r]\]" health_r = R.fields["m_stat"] msg += "\[[health_r]\]
" R = find_record("name", perpname, GLOB.data_core.medical) if(R) msg += "\[Medical evaluation\]
" if(traitstring) msg += "Detected physiological traits:
" msg += "[traitstring]
" if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(CIH, /obj/item/organ/cyberimp/eyes/hud/security)) if(!user.stat && user != src) //|| !user.canmove || user.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at. var/criminal = "None" R = find_record("name", perpname, GLOB.data_core.security) if(R) criminal = R.fields["criminal"] msg += "Criminal status: \[[criminal]\]\n" msg += "Security record: \[View\] " msg += "\[Add crime\] " msg += "\[View comment log\] " msg += "\[Add comment\]\n" else if(isobserver(user) && traitstring) msg += "Traits: [traitstring]
" if(print_flavor_text()) if(get_visible_name() == "Unknown") //Are we sure we know who this is? Don't show flavor text unless we can recognize them. Prevents certain metagaming with impersonation. msg += "...?
" else if(skipface) //Sometimes we're not unknown, but impersonating someone in a hardsuit, let's not reveal our flavor text then either. msg += "...?
" else msg += "[print_flavor_text()]\n" msg += "*---------*
" to_chat(user, msg) return msg /mob/living/proc/status_effect_examines(pronoun_replacement) //You can include this in any mob's examine() to show the examine texts of status effects! var/list/dat = list() if(!pronoun_replacement) pronoun_replacement = p_they(TRUE) for(var/V in status_effects) var/datum/status_effect/E = V if(E.examine_text) var/new_text = replacetext(E.examine_text, "SUBJECTPRONOUN", pronoun_replacement) new_text = replacetext(new_text, "[pronoun_replacement] is", "[pronoun_replacement] [p_are()]") //To make sure something become "They are" or "She is", not "They are" and "She are" dat += "[new_text]\n" //dat.Join("\n") doesn't work here, for some reason if(dat.len) return dat.Join()