/mob/living/carbon/examine(mob/user) var/t_He = p_they(TRUE) var/t_His = p_their(TRUE) var/t_his = p_their() var/t_him = p_them() var/t_has = p_have() var/t_is = p_are() . = list("*---------*\nThis is [icon2html(src, user)] \a [src]!") if (handcuffed) . += "[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!" if (head) . += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head." if (wear_mask) . += "[t_He] [t_is] wearing [wear_mask.get_examine_string(user)] on [t_his] face." if (wear_neck) . += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n" for(var/obj/item/I in held_items) if(!(I.item_flags & ABSTRACT)) . += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))]." if (back) . += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back." var/appears_dead = 0 if (stat == DEAD) appears_dead = 1 if(getorgan(/obj/item/organ/brain)) . += "[t_He] [t_is] limp and unresponsive, with no signs of life." else if(get_bodypart(BODY_ZONE_HEAD)) . += "It appears that [t_his] brain is missing..." var/list/missing = get_missing_limbs() for(var/t in missing) if(t==BODY_ZONE_HEAD) . += "[t_His] [parse_zone(t)] is missing!" continue . += "[t_His] [parse_zone(t)] is missing!" var/list/msg = list() var/temp = getBruteLoss() if(!(user == src && src.hal_screwyhud == SCREWYHUD_HEALTHY)) //fake healthy if(temp) if (temp < 25) msg += "[t_He] [t_has] minor bruising.\n" else if (temp < 50) msg += "[t_He] [t_has] 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_is] slightly deformed.\n" else if (temp < 50) msg += "[t_He] [t_is] moderately deformed!\n" else msg += "[t_He] [t_is] severely deformed!\n" if(HAS_TRAIT(src, TRAIT_DUMB)) msg += "[t_He] seem[p_s()] to be clumsy and unable to think.\n" if(fire_stacks > 0) msg += "[t_He] [t_is] covered in something flammable.\n" if(fire_stacks < 0) msg += "[t_He] look[p_s()] a little soaked.\n" if(pulledby && pulledby.grab_state) msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n" if(msg.len) . += "[msg.Join("")]" if(!appears_dead) if(stat == UNCONSCIOUS) . += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep." else if(InCritical()) . += "[t_His] breathing is shallow and labored." if(digitalcamo) . += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner." if(combatmode) . += "[t_He] [t_is] visibly tense[resting ? "." : ", and [t_is] standing in combative stance."]" var/trait_exam = common_trait_examine() if (!isnull(trait_exam)) . += trait_exam var/datum/component/mood/mood = src.GetComponent(/datum/component/mood) if(mood) switch(mood.shown_mood) if(-INFINITY to MOOD_LEVEL_SAD4) . += "[t_He] look[p_s()] depressed." if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3) . += "[t_He] look[p_s()] very sad." if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2) . += "[t_He] look[p_s()] a bit down." if(MOOD_LEVEL_HAPPY2 to MOOD_LEVEL_HAPPY3) . += "[t_He] look[p_s()] quite happy." if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4) . += "[t_He] look[p_s()] very happy." if(MOOD_LEVEL_HAPPY4 to INFINITY) . += "[t_He] look[p_s()] ecstatic." SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, .) . += "*---------*"