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GS13NG/code/modules/mob/living/carbon/human/examine.dm
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2017-07-05 22:14:19 -05:00

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/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/msg = "<span class='info'>*---------*\nThis is <EM>[src.name]</EM>!\n"
var/list/obscured = check_obscured_slots()
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
//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 [bicon(U.attached_accessory)] \a [U.attached_accessory]"
if(w_uniform.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] blood-stained [w_uniform.name][accessory_msg]!</span>\n"
else
msg += "[t_He] [t_is] wearing [bicon(w_uniform)] \a [w_uniform][accessory_msg].\n"
//head
if(head)
if(head.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing [bicon(head)] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on [t_his] head!</span>\n"
else
msg += "[t_He] [t_is] wearing [bicon(head)] \a [head] on [t_his] head.\n"
//suit/armor
if(wear_suit)
if(wear_suit.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing [bicon(wear_suit)] [wear_suit.gender==PLURAL?"some":"a"] blood-stained [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] wearing [bicon(wear_suit)] \a [wear_suit].\n"
//suit/armor storage
if(s_store)
if(s_store.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] carrying [bicon(s_store)] [s_store.gender==PLURAL?"some":"a"] blood-stained [s_store.name] on [t_his] [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] carrying [bicon(s_store)] \a [s_store] on [t_his] [wear_suit.name].\n"
//back
if(back)
if(back.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [bicon(back)] [back.gender==PLURAL?"some":"a"] blood-stained [back] on [t_his] back.</span>\n"
else
msg += "[t_He] [t_has] [bicon(back)] \a [back] on [t_his] back.\n"
//Hands
for(var/obj/item/I in held_items)
if(!(I.flags & ABSTRACT))
if(I.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] holding [bicon(I)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "[t_He] [t_is] holding [bicon(I)] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
//gloves
if(gloves && !(slot_gloves in obscured))
if(gloves.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [bicon(gloves)] [gloves.gender==PLURAL?"some":"a"] blood-stained [gloves.name] on [t_his] hands!</span>\n"
else
msg += "[t_He] [t_has] [bicon(gloves)] \a [gloves] on [t_his] hands.\n"
else if(blood_DNA)
var/hand_number = get_num_arms()
if(hand_number)
msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
//handcuffed?
//handcuffed?
if(handcuffed)
if(istype(handcuffed, /obj/item/weapon/restraints/handcuffs/cable))
msg += "<span class='warning'>[t_He] [t_is] [bicon(handcuffed)] restrained with cable!</span>\n"
else
msg += "<span class='warning'>[t_He] [t_is] [bicon(handcuffed)] handcuffed!</span>\n"
//belt
if(belt)
if(belt.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [bicon(belt)] [belt.gender==PLURAL?"some":"a"] blood-stained [belt.name] about [t_his] waist!</span>\n"
else
msg += "[t_He] [t_has] [bicon(belt)] \a [belt] about [t_his] waist.\n"
//shoes
if(shoes && !(slot_shoes in obscured))
if(shoes.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing [bicon(shoes)] [shoes.gender==PLURAL?"some":"a"] blood-stained [shoes.name] on [t_his] feet!</span>\n"
else
msg += "[t_He] [t_is] wearing [bicon(shoes)] \a [shoes] on [t_his] feet.\n"
//mask
if(wear_mask && !(slot_wear_mask in obscured))
if(wear_mask.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [bicon(wear_mask)] [wear_mask.gender==PLURAL?"some":"a"] blood-stained [wear_mask.name] on [t_his] face!</span>\n"
else
msg += "[t_He] [t_has] [bicon(wear_mask)] \a [wear_mask] on [t_his] face.\n"
if (wear_neck && !(slot_neck in obscured))
msg += "[t_He] [t_is] wearing [bicon(wear_neck)] \a [src.wear_neck] around [t_his] neck.\n"
//eyes
if(glasses && !(slot_glasses in obscured))
if(glasses.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [bicon(glasses)] [glasses.gender==PLURAL?"some":"a"] blood-stained [glasses] covering [t_his] eyes!</span>\n"
else
msg += "[t_He] [t_has] [bicon(glasses)] \a [glasses] covering [t_his] eyes.\n"
//ears
if(ears && !(slot_ears in obscured))
msg += "[t_He] [t_has] [bicon(ears)] \a [ears] on [t_his] ears.\n"
//ID
if(wear_id)
msg += "[t_He] [t_is] wearing [bicon(wear_id)] \a [wear_id].\n"
//Jitters
switch(jitteriness)
if(300 to INFINITY)
msg += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>\n"
if(200 to 300)
msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
if(100 to 200)
msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
var/appears_dead = 0
if(stat == DEAD || (status_flags & FAKEDEATH))
appears_dead = 1
if(suiciding)
msg += "<span class='warning'>[t_He] appear[p_s()] to have committed suicide... there is no hope of recovery.</span>\n"
if(hellbound)
msg += "<span class='warning'>[t_His] soul seems to have been ripped out of [t_his] body. Revival is impossible.</span>\n"
msg += "<span class='deadsay'>[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 += "...</span>\n"
if(get_bodypart("head") && !getorgan(/obj/item/organ/brain))
msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
var/temp = getBruteLoss() //no need to calculate each of these twice
msg += "<span class='warning'>"
var/list/missing = list("head", "chest", "l_arm", "r_arm", "l_leg", "r_leg")
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
missing -= BP.body_zone
for(var/obj/item/I in BP.embedded_objects)
msg += "<B>[t_He] [t_has] \a [bicon(I)] [I] embedded in [t_his] [BP.name]!</B>\n"
//stores missing limbs
var/l_limbs_missing = 0
var/r_limbs_missing = 0
for(var/t in missing)
if(t=="head")
msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B><span class='warning'>\n"
continue
if(t == "l_arm" || t == "l_leg")
l_limbs_missing++
else if(t == "r_arm" || t == "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] looks 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] doesn't seem all there.\n"
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor bruising.\n"
else
msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
temp = getFireLoss()
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor burns.\n"
else
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
temp = getCloneLoss()
if(temp)
if(temp < 30)
msg += "[t_He] [t_has] minor 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] looks 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"
if(blood_volume < BLOOD_VOLUME_SAFE)
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 += "<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] 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] is very flushed and [t_his] movements jerky, with breath reeking of alcohol.\n"
if(61.01 to 91)
msg += "[t_He] looks like a drunken mess.\n"
if(91.01 to INFINITY)
msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n"
for (var/I in src.vore_organs)
var/datum/belly/B = vore_organs[I]
msg += B.get_examine_msg()
msg += "</span>"
if(!appears_dead)
if(stat == UNCONSCIOUS)
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.\n"
else if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if(getorgan(/obj/item/organ/brain))
if(istype(src,/mob/living/carbon/human/interactive))
var/mob/living/carbon/human/interactive/auto = src
if(auto.showexaminetext)
msg += "<span class='deadsay'>[t_He] [t_is] appears to be some sort of sick automaton, [t_his] eyes are glazed over and [t_his] mouth is slightly agape.</span>\n"
if(auto.debugexamine)
var/dodebug = auto.doing2string(auto.doing)
var/interestdebug = auto.interest2string(auto.interest)
msg += "<span class='deadsay'>[t_He] [t_is] appears to be [interestdebug] and [dodebug].</span>\n"
else 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(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 += "<span class='deptradio'>Rank:</span> [R.fields["rank"]]<br>"
msg += "<a href='?src=\ref[src];hud=1;photo_front=1'>\[Front photo\]</a> "
msg += "<a href='?src=\ref[src];hud=1;photo_side=1'>\[Side photo\]</a><br>"
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)
cyberimp_detect += "[name] is modified with a [CI.name].<br>"
if(cyberimp_detect)
msg += "Detected cybernetic modifications:<br>"
msg += cyberimp_detect
if(R)
var/health_r = R.fields["p_stat"]
msg += "<a href='?src=\ref[src];hud=m;p_stat=1'>\[[health_r]\]</a>"
health_r = R.fields["m_stat"]
msg += "<a href='?src=\ref[src];hud=m;m_stat=1'>\[[health_r]\]</a><br>"
R = find_record("name", perpname, GLOB.data_core.medical)
if(R)
msg += "<a href='?src=\ref[src];hud=m;evaluation=1'>\[Medical evaluation\]</a><br>"
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 += "<span class='deptradio'>Criminal status:</span> <a href='?src=\ref[src];hud=s;status=1'>\[[criminal]\]</a>\n"
msg += "<span class='deptradio'>Security record:</span> <a href='?src=\ref[src];hud=s;view=1'>\[View\]</a> "
msg += "<a href='?src=\ref[src];hud=s;add_crime=1'>\[Add crime\]</a> "
msg += "<a href='?src=\ref[src];hud=s;view_comment=1'>\[View comment log\]</a> "
msg += "<a href='?src=\ref[src];hud=s;add_comment=1'>\[Add comment\]</a>\n"
if(print_flavor_text() && 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 += "[print_flavor_text()]\n"
msg += "*---------*</span>"
to_chat(user, msg)