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GS13NG/code/modules/mob/living/living.dm
2024-01-03 22:42:03 -03:00

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/mob/living/Initialize(mapload)
. = ..()
if(unique_name)
name = "[name] ([rand(1, 1000)])"
real_name = name
var/datum/atom_hud/data/human/medical/advanced/medhud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
medhud.add_to_hud(src)
for(var/datum/atom_hud/data/diagnostic/diag_hud in GLOB.huds)
diag_hud.add_to_hud(src)
faction += "[REF(src)]"
stamina_buffer = INFINITY
UpdateStaminaBuffer()
GLOB.mob_living_list += src
/mob/living/prepare_huds()
..()
prepare_data_huds()
/mob/living/proc/prepare_data_huds()
med_hud_set_health()
med_hud_set_status()
/mob/living/Destroy()
end_parry_sequence()
stop_active_blocking()
if(LAZYLEN(status_effects))
for(var/s in status_effects)
var/datum/status_effect/S = s
if(S.on_remove_on_mob_delete) //the status effect calls on_remove when its mob is deleted
qdel(S)
else
S.be_replaced()
if(ranged_ability)
ranged_ability.remove_ranged_ability(src)
if(buckled)
buckled.unbuckle_mob(src,force=1)
QDEL_LIST_ASSOC_VAL(ability_actions)
remove_from_all_data_huds()
GLOB.mob_living_list -= src
QDEL_LIST(diseases)
return ..()
/mob/living/onZImpact(turf/T, levels)
if(!isgroundlessturf(T))
ZImpactDamage(T, levels)
return ..()
/mob/living/proc/ZImpactDamage(turf/T, levels)
visible_message("<span class='danger'>[src] crashes into [T] with a sickening noise!</span>", \
"<span class='userdanger'>You crash into [T] with a sickening noise!</span>")
adjustBruteLoss((levels * 5) ** 1.5)
DefaultCombatKnockdown(levels * 50)
/mob/living/proc/OpenCraftingMenu()
return
//Generic Bump(). Override MobBump() and ObjBump() instead of this.
/mob/living/Bump(atom/A)
if(..()) //we are thrown onto something
return
if(buckled || now_pushing)
return
if(ismob(A))
var/mob/M = A
if(MobBump(M))
return
if(isobj(A))
var/obj/O = A
if(ObjBump(O))
return
if(ismovable(A))
var/atom/movable/AM = A
if(PushAM(AM, move_force))
return
/mob/living/Bumped(atom/movable/AM)
..()
last_bumped = world.time
//Called when we bump onto a mob
/mob/living/proc/MobBump(mob/M)
SEND_SIGNAL(src, COMSIG_LIVING_MOB_BUMP, M)
//Even if we don't push/swap places, we "touched" them, so spread fire
spreadFire(M)
if(now_pushing)
return TRUE
var/they_can_move = TRUE
if(isliving(M))
var/mob/living/L = M
they_can_move = CHECK_MOBILITY(L, MOBILITY_MOVE)
//Also spread diseases
for(var/thing in diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
L.ContactContractDisease(D)
for(var/thing in L.diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
ContactContractDisease(D)
//Should stop you pushing a restrained person out of the way
if(L.pulledby && L.pulledby != src && L.restrained())
if(!(world.time % 5))
to_chat(src, span_warning("[L] is restrained, you cannot push past."))
return TRUE
if(L.pulling)
if(ismob(L.pulling))
var/mob/P = L.pulling
if(P.restrained())
if(!(world.time % 5))
to_chat(src, span_warning("[L] is restraining [P], you cannot push past."))
return TRUE
//CIT CHANGES START HERE - makes it so resting stops you from moving through standing folks or over prone bodies without a short delay
if(!CHECK_MOBILITY(src, MOBILITY_STAND))
var/origtargetloc = L.loc
if(!pulledby)
if(combat_flags & COMBAT_FLAG_ATTEMPTING_CRAWL)
return TRUE
if(IS_STAMCRIT(src))
to_chat(src, "<span class='warning'>You're too exhausted to crawl [(CHECK_MOBILITY(L, MOBILITY_STAND)) ? "under": "over"] [L].</span>")
return TRUE
combat_flags |= COMBAT_FLAG_ATTEMPTING_CRAWL
visible_message("<span class='notice'>[src] is attempting to crawl [(CHECK_MOBILITY(L, MOBILITY_STAND)) ? "under" : "over"] [L].</span>",
"<span class='notice'>You are now attempting to crawl [(CHECK_MOBILITY(L, MOBILITY_STAND)) ? "under": "over"] [L].</span>",
target = L, target_message = "<span class='notice'>[src] is attempting to crawl [(CHECK_MOBILITY(L, MOBILITY_STAND)) ? "under" : "over"] you.</span>")
if(!do_after(src, CRAWLUNDER_DELAY, target = src) || CHECK_MOBILITY(src, MOBILITY_STAND))
combat_flags &= ~(COMBAT_FLAG_ATTEMPTING_CRAWL)
return TRUE
var/src_passmob = (pass_flags & PASSMOB)
pass_flags |= PASSMOB
Move(origtargetloc)
if(!src_passmob)
pass_flags &= ~PASSMOB
combat_flags &= ~(COMBAT_FLAG_ATTEMPTING_CRAWL)
return TRUE
//END OF CIT CHANGES
if(moving_diagonally)//no mob swap during diagonal moves.
return TRUE
if(!M.buckled && !M.has_buckled_mobs())
var/mob_swap = FALSE
var/too_strong = (M.move_resist > move_force) //can't swap with immovable objects unless they help us
if(!they_can_move) //we have to physically move them
if(!too_strong)
mob_swap = TRUE
else
//You can swap with the person you are dragging on grab intent, and restrained people in most cases
if(M.pulledby == src && !too_strong)
mob_swap = TRUE
//restrained people act if they were on 'help' intent to prevent a person being pulled from being separated from their puller
else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
mob_swap = TRUE
if(mob_swap)
//switch our position with M
if(loc && !loc.Adjacent(M.loc))
return TRUE
now_pushing = TRUE
var/oldloc = loc
var/oldMloc = M.loc
var/M_passmob = (M.pass_flags & PASSMOB) // we give PASSMOB to both mobs to avoid bumping other mobs during swap.
var/src_passmob = (pass_flags & PASSMOB)
M.pass_flags |= PASSMOB
pass_flags |= PASSMOB
var/move_failed = FALSE
if(!M.Move(oldloc) || !Move(oldMloc))
M.forceMove(oldMloc)
forceMove(oldloc)
move_failed = TRUE
if(!src_passmob)
pass_flags &= ~PASSMOB
if(!M_passmob)
M.pass_flags &= ~PASSMOB
now_pushing = FALSE
if(!move_failed)
return TRUE
//okay, so we didn't switch. but should we push?
//not if he's not CANPUSH of course
if(!(M.status_flags & CANPUSH))
return TRUE
if(isliving(M))
var/mob/living/L = M
if(HAS_TRAIT(L, TRAIT_PUSHIMMUNE))
return TRUE
if(M.a_intent != INTENT_HELP)
//If they're a human, and they're not in help intent, block pushing
if(ishuman(M))
return TRUE
//if they are a cyborg, and they're alive and not in help intent, block pushing
if(iscyborg(M) && M.stat != DEAD)
return TRUE
//anti-riot equipment is also anti-push
for(var/obj/item/I in M.held_items)
if(!istype(M, /obj/item/clothing))
if(prob(I.block_chance*2))
return TRUE
/mob/living/get_photo_description(obj/item/camera/camera)
var/list/mob_details = list()
var/list/holding = list()
var/len = length(held_items)
if(len)
for(var/obj/item/I in held_items)
if(!holding.len)
holding += "They are holding \a [I]"
else if(held_items.Find(I) == len)
holding += ", and \a [I]."
else
holding += ", \a [I]"
holding += "."
mob_details += "You can also see [src] on the photo[health < (maxHealth * 0.75) ? ", looking a bit hurt":""][holding ? ". [holding.Join("")]":"."]."
return mob_details.Join("")
//Called when we bump onto an obj
/mob/living/proc/ObjBump(obj/O)
return
//Called when we want to push an atom/movable
/mob/living/proc/PushAM(atom/movable/AM, force = move_force)
if(now_pushing)
return TRUE
if(moving_diagonally)// no pushing during diagonal moves.
return TRUE
if(!client && (mob_size < MOB_SIZE_SMALL))
return
now_pushing = TRUE
SEND_SIGNAL(src, COMSIG_LIVING_PUSHING_MOVABLE, AM)
var/dir_to_target = get_dir(src, AM)
// If there's no dir_to_target then the player is on the same turf as the atom they're trying to push.
// This can happen when a player is stood on the same turf as a directional window. All attempts to push
// the window will fail as get_dir will return 0 and the player will be unable to move the window when
// it should be pushable.
// In this scenario, we will use the facing direction of the /mob/living attempting to push the atom as
// a fallback.
if(!dir_to_target)
dir_to_target = dir
var/push_anchored = FALSE
if((AM.move_resist * MOVE_FORCE_CRUSH_RATIO) <= force)
if(move_crush(AM, move_force, dir_to_target))
push_anchored = TRUE
if((AM.move_resist * MOVE_FORCE_FORCEPUSH_RATIO) <= force) //trigger move_crush and/or force_push regardless of if we can push it normally
if(force_push(AM, move_force, dir_to_target, push_anchored))
push_anchored = TRUE
if(ismob(AM))
var/mob/mob_to_push = AM
var/atom/movable/mob_buckle = mob_to_push.buckled
// If we can't pull them because of what they're buckled to, make sure we can push the thing they're buckled to instead.
// If neither are true, we're not pushing anymore.
if(mob_buckle && (mob_buckle.buckle_prevents_pull || (force < (mob_buckle.move_resist * MOVE_FORCE_PUSH_RATIO))))
now_pushing = FALSE
return
if((AM.anchored && !push_anchored) || (force < (AM.move_resist * MOVE_FORCE_PUSH_RATIO)))
now_pushing = FALSE
return
if(istype(AM, /obj/structure/window))
var/obj/structure/window/W = AM
if(W.fulltile)
for(var/obj/structure/window/win in get_step(W, dir_to_target))
now_pushing = FALSE
return
if(pulling == AM)
stop_pulling()
var/current_dir
if(isliving(AM))
current_dir = AM.dir
if(AM.Move(get_step(AM.loc, dir_to_target), dir_to_target, glide_size))
AM.add_fingerprint(src)
Move(get_step(loc, dir_to_target), dir_to_target)
if(current_dir)
AM.setDir(current_dir)
now_pushing = FALSE
// i wish to have a "friendly chat" with whoever made three tail variables instead of one
/mob/proc/has_tail()
return FALSE
/mob/living/carbon/human/has_tail()
if(!dna || !dna.species)
return ..()
var/list/L = dna.species.mutant_bodyparts // caches list because i refuse to type it out and because performance
return (L["mam_tail"] && (L["mam_tail"] != "None")) || (L["tail_human"] && (L["tail_human"] != "None")) || (L["tail_lizard"] && (L["tail_lizard"] != "None"))
/mob/living/start_pulling(atom/movable/AM, state, force = pull_force, supress_message = FALSE)
if(!AM || !src)
return FALSE
if(!(AM.can_be_pulled(src, state, force)))
return FALSE
if(throwing || incapacitated())
return FALSE
AM.add_fingerprint(src)
// If we're pulling something then drop what we're currently pulling and pull this instead.
if(pulling)
// Are we trying to pull something we are already pulling? Then just stop here, no need to continue.
if(AM == pulling)
return
stop_pulling()
DelayNextAction(CLICK_CD_GRABBING)
if(AM.pulledby)
if(!supress_message)
AM.pulledby.visible_message("<span class='danger'>[src] has pulled [AM] from [AM.pulledby]'s grip.</span>",
"<span class='danger'>[src] has pulled [AM] from your grip.</span>", target = src,
target_message = "<span class='danger'>You have pulled [AM] from [AM.pulledby]'s grip.</span>")
log_combat(AM, AM.pulledby, "pulled from", src)
AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once.
pulling = AM
AM.pulledby = src
if(!supress_message)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
update_pull_hud_icon()
if(ismob(AM))
var/mob/M = AM
log_combat(src, M, "grabbed", addition="passive grab")
if(!supress_message && !(iscarbon(AM) && HAS_TRAIT(src, TRAIT_STRONG_GRABBER)))
if((zone_selected == BODY_ZONE_PRECISE_GROIN) && has_tail() && M.has_tail())
visible_message("<span class='warning'>[src] coils [p_their()] tail with [M]'s, pulling [M.p_them()] along!</span>", "You entwine tails with [M], pulling [M.p_them()] along!", ignored_mobs = M)
M.show_message("<span class='warning'>[src] has entwined [p_their()] tail with yours, pulling you along!</span>", MSG_VISUAL, "<span class='warning'>You feel <b>something</b> coiling around your tail, pulling you along!</span>")
else
visible_message("<span class='warning'>[src] has grabbed [M][(zone_selected == "l_arm" || zone_selected == "r_arm")? " by [M.p_their()] hands":" passively"]!</span>",
"<span class='warning'>You have grabbed [M][(zone_selected == "l_arm" || zone_selected == "r_arm")? " by [M.p_their()] hands":" passively"]!</span>", target = M,
target_message = "<span class='warning'>[src] has grabbed you[(zone_selected == "l_arm" || zone_selected == "r_arm")? " by your hands":" passively"]!</span>")
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = WEAKREF(usr)
if(isliving(M))
var/mob/living/L = M
//Share diseases that are spread by touch
for(var/thing in diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
L.ContactContractDisease(D)
for(var/thing in L.diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
ContactContractDisease(D)
if(iscarbon(L))
var/mob/living/carbon/C = L
if(HAS_TRAIT(src, TRAIT_STRONG_GRABBER))
C.grippedby(src)
update_pull_movespeed()
set_pull_offsets(M, state)
/mob/living/proc/set_pull_offsets(mob/living/M, grab_state = GRAB_PASSIVE)
if(M.buckled || SEND_SIGNAL(M, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
return //don't make them change direction or offset them if they're buckled into something or in combat mode.
var/offset = 0
switch(grab_state)
if(GRAB_PASSIVE)
offset = GRAB_PIXEL_SHIFT_PASSIVE
if(GRAB_AGGRESSIVE)
offset = GRAB_PIXEL_SHIFT_AGGRESSIVE
if(GRAB_NECK)
offset = GRAB_PIXEL_SHIFT_NECK
if(GRAB_KILL)
offset = GRAB_PIXEL_SHIFT_NECK
var/target_dir = get_dir(M, src)
M.setDir(target_dir)
var/target_x
var/target_y
if(target_dir & NORTH)
target_y += offset
if(target_dir & SOUTH)
target_y -= offset
if(target_dir & EAST)
target_x += offset
if(target_dir & WEST)
target_x -= offset
if(target_x || target_y)
if(0 < target_x && M.lying == 270)
M.lying = 90
M.update_transform(FALSE) //force a transformation update, otherwise it'll take a few ticks for update_mobility() to do so
M.lying_prev = M.lying
if(0 > target_x && M.lying == 90)
M.lying = 270
M.update_transform(FALSE)
M.lying_prev = M.lying
animate(M, pixel_x = target_x, pixel_y = target_y, time = 3, flags = ANIMATION_PARALLEL)
/mob/living/proc/reset_pull_offsets(mob/living/M, override)
if(!override && M.buckled)
return
animate(M, pixel_x = 0, pixel_y = 0, time = 3, flags = ANIMATION_PARALLEL)
//mob verbs are a lot faster than object verbs
//for more info on why this is not atom/pull, see examinate() in mob.dm
/mob/living/verb/pulled(atom/movable/AM as mob|obj in oview(1))
set name = "Pull"
set category = "Object"
if(istype(AM) && Adjacent(AM))
start_pulling(AM)
else
stop_pulling()
/mob/living/stop_pulling()
if(ismob(pulling))
reset_pull_offsets(pulling)
..()
update_pull_movespeed()
update_pull_hud_icon()
SEND_SIGNAL(src, COMSIG_LIVING_STOPPED_PULLING)
/mob/living/verb/stop_pulling1()
set name = "Stop Pulling"
set category = "IC"
stop_pulling()
//same as above
/mob/living/pointed(atom/A as mob|obj|turf in fov_view())
if(incapacitated())
return FALSE
if(HAS_TRAIT(src, TRAIT_DEATHCOMA))
return FALSE
if(!..())
return FALSE
visible_message("<b>[src]</b> points at [A].", "<span class='notice'>You point at [A].</span>")
return TRUE
/mob/living/verb/succumb()
set name = "Succumb"
set category = "IC"
if(src.has_status_effect(/datum/status_effect/chem/enthrall))
var/datum/status_effect/chem/enthrall/E = src.has_status_effect(/datum/status_effect/chem/enthrall)
if(E.phase < 3)
if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
to_chat(src, "<span class='notice'>Your mindshield prevents your mind from giving in!</span>")
else if(src.mind.assigned_role in GLOB.command_positions)
to_chat(src, "<span class='notice'>Your dedication to your department prevents you from giving in!</span>")
else
E.enthrallTally += 20
to_chat(src, "<span class='notice'>You give into [E.master]'s influence.</span>")
if (InCritical())
log_message("Has succumbed to death while in [InFullCritical() ? "hard":"soft"] critical with [round(health, 0.1)] points of health!", LOG_ATTACK)
adjustOxyLoss(health - HEALTH_THRESHOLD_DEAD)
updatehealth()
to_chat(src, "<span class='notice'>You have given up life and succumbed to death.</span>")
death()
/mob/living/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, check_immobilized = FALSE, ignore_stasis = FALSE)
if(stat || IsUnconscious() || IsStun() || IsParalyzed() || (combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)) || (!ignore_stasis && IS_IN_STASIS(src)))
return TRUE
/mob/living/canUseStorage()
if (get_num_arms() <= 0)
return FALSE
return TRUE
/mob/living/proc/InCritical()
return (health <= crit_threshold && (stat == SOFT_CRIT || stat == UNCONSCIOUS))
/mob/living/proc/InFullCritical()
return (health <= HEALTH_THRESHOLD_FULLCRIT && stat == UNCONSCIOUS)
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
/mob/living/proc/calculate_affecting_pressure(pressure)
return pressure
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
var/temperature = actual
var/difference = abs(actual-desired) //get difference
var/increments = difference/10 //find how many increments apart they are
var/change = increments*incrementboost // Get the amount to change by (x per increment)
// Too cold
if(actual < desired)
temperature += change
if(actual > desired)
temperature = desired
// Too hot
if(actual > desired)
temperature -= change
if(actual < desired)
temperature = desired
return temperature
/mob/living/proc/getMaxHealth()
return maxHealth
/mob/living/proc/setMaxHealth(newMaxHealth)
maxHealth = newMaxHealth
// MOB PROCS //END
/mob/living/proc/mob_sleep()
set name = "Sleep"
set category = "IC"
if(IsSleeping())
to_chat(src, "<span class='notice'>You are already sleeping.</span>")
return
else
if(alert(src, "You sure you want to sleep for a while?", "Sleep", "Yes", "No") == "Yes")
SetSleeping(400) //Short nap
/mob/proc/get_contents()
/*CIT CHANGE - comments out lay_down proc to be modified in modular_citadel
/mob/living/proc/lay_down()
set name = "Rest"
set category = "IC"
resting = !resting
to_chat(src, "<span class='notice'>You are now [resting ? "resting" : "getting up"].</span>")
update_canmove()
*/
//Recursive function to find everything a mob is holding. Really shitty proc tbh.
/mob/living/get_contents()
var/list/ret = list()
ret |= contents //add our contents
for(var/i in ret.Copy()) //iterate storage objects
var/atom/A = i
SEND_SIGNAL(A, COMSIG_TRY_STORAGE_RETURN_INVENTORY, ret)
for(var/obj/item/folder/F in ret.Copy()) //very snowflakey-ly iterate folders
ret |= F.contents
return ret
// Living mobs use can_inject() to make sure that the mob is not syringe-proof in general.
/mob/living/proc/can_inject(mob/user, error_msg, target_zone, penetrate_thick = FALSE, bypass_immunity = FALSE)
return TRUE
/mob/living/is_injectable(allowmobs = TRUE)
return (allowmobs && reagents && can_inject())
/mob/living/is_drawable(allowmobs = TRUE)
return (allowmobs && reagents && can_inject())
/mob/living/proc/get_organ_target()
var/mob/shooter = src
var/t = shooter.zone_selected
if ((t in list( BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH )))
t = BODY_ZONE_HEAD
var/def_zone = ran_zone(t)
return def_zone
/mob/living/proc/updatehealth()
if(status_flags & GODMODE)
return
health = maxHealth - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
staminaloss = getStaminaLoss()
update_stat()
med_hud_set_health()
med_hud_set_status()
update_health_hud()
/mob/living/update_health_hud()
var/severity = 0
var/healthpercent = (health/maxHealth) * 100
if(hud_used?.healthdoll) //to really put you in the boots of a simplemob
var/atom/movable/screen/healthdoll/living/livingdoll = hud_used.healthdoll
switch(healthpercent)
if(100 to INFINITY)
livingdoll.icon_state = "living0"
if(80 to 100)
livingdoll.icon_state = "living1"
severity = 1
if(60 to 80)
livingdoll.icon_state = "living2"
severity = 2
if(40 to 60)
livingdoll.icon_state = "living3"
severity = 3
if(20 to 40)
livingdoll.icon_state = "living4"
severity = 4
if(1 to 20)
livingdoll.icon_state = "living5"
severity = 5
else
livingdoll.icon_state = "living6"
severity = 6
if(!livingdoll.filtered)
livingdoll.filtered = TRUE
var/icon/mob_mask = icon(icon, icon_state)
if(mob_mask.Height() > world.icon_size || mob_mask.Width() > world.icon_size)
var/health_doll_icon_state = health_doll_icon ? health_doll_icon : "megasprite"
mob_mask = icon('icons/mob/screen_gen.dmi', health_doll_icon_state) //swap to something generic if they have no special doll
UNLINT(livingdoll.filters += filter(type="alpha", icon = mob_mask))
livingdoll.filters += filter(type="drop_shadow", size = -1)
if(severity > 0)
overlay_fullscreen("brute", /atom/movable/screen/fullscreen/scaled/brute, severity)
else
clear_fullscreen("brute")
//Proc used to resuscitate a mob, for full_heal see fully_heal()
/mob/living/proc/revive(full_heal = FALSE, admin_revive = FALSE)
SEND_SIGNAL(src, COMSIG_LIVING_REVIVE, full_heal, admin_revive)
if(full_heal)
fully_heal(admin_revive)
if(stat == DEAD && can_be_revived()) //in some cases you can't revive (e.g. no brain)
remove_from_dead_mob_list()
add_to_alive_mob_list()
suiciding = 0
stat = UNCONSCIOUS //the mob starts unconscious,
if(!eye_blind)
blind_eyes(1)
updatehealth() //then we check if the mob should wake up.
update_mobility()
update_sight()
clear_alert("not_enough_oxy")
reload_fullscreen()
. = 1
if(mind)
for(var/S in mind.spell_list)
var/obj/effect/proc_holder/spell/spell = S
spell.UpdateButton()
//proc used to remove all immobilisation effects + reset stamina
/mob/living/proc/remove_CC(should_update_mobility = TRUE)
SetAllImmobility(0, FALSE)
setStaminaLoss(0)
SetUnconscious(0, FALSE)
if(should_update_mobility)
update_mobility()
//proc used to completely heal a mob.
/mob/living/proc/fully_heal(admin_revive = FALSE)
restore_blood()
setToxLoss(0, 0) //zero as second argument not automatically call updatehealth().
setOxyLoss(0, 0)
setCloneLoss(0, 0)
setStaminaLoss(0, 0)
SetUnconscious(0, FALSE)
set_disgust(0)
SetAllImmobility(0, FALSE)
SetSleeping(0, FALSE)
radiation = 0
set_nutrition(NUTRITION_LEVEL_FED + 50)
bodytemperature = BODYTEMP_NORMAL
set_blindness(0)
set_blurriness(0)
cure_nearsighted()
cure_blind()
cure_husk()
hallucination = 0
heal_overall_damage(INFINITY, INFINITY, INFINITY, FALSE, FALSE, TRUE) //heal brute and burn dmg on both organic and robotic limbs, and update health right away.
ExtinguishMob()
fire_stacks = 0
confused = 0
update_mobility()
//Heal all organs
if(iscarbon(src))
var/mob/living/carbon/C = src
if(C.internal_organs)
for(var/organ in C.internal_organs)
var/obj/item/organ/O = organ
O.setOrganDamage(0)
//proc called by revive(), to check if we can actually ressuscitate the mob (we don't want to revive him and have him instantly die again)
/mob/living/proc/can_be_revived()
. = 1
if(health <= HEALTH_THRESHOLD_DEAD)
return 0
/mob/living/proc/update_damage_overlays()
return
/mob/living/Crossed(atom/movable/AM)
. = ..()
for(var/i in get_equipped_items())
var/obj/item/item = i
SEND_SIGNAL(item, COMSIG_ITEM_WEARERCROSSED, AM)
/mob/living/proc/makeTrail(turf/target_turf, turf/start, direction)
if(!has_gravity() || !isturf(start) || !blood_volume)
return
var/blood_exists = locate(/obj/effect/decal/cleanable/trail_holder) in start
var/trail_type = getTrail()
if(!trail_type)
return
var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
if(blood_volume < max(BLOOD_VOLUME_NORMAL*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold
return
var/bleed_amount = bleedDragAmount()
blood_volume = max(blood_volume - bleed_amount, 0) //that depends on our brute damage.
if(bleed_amount < 0.1)
return
var/newdir = get_dir(target_turf, start)
if(newdir != direction)
newdir = newdir | direction
if(newdir == (NORTH|SOUTH))
newdir = NORTH
else if(newdir == (EAST|WEST))
newdir = EAST
if((newdir in GLOB.cardinals) && (prob(50)))
newdir = turn(get_dir(target_turf, start), 180)
if(!blood_exists)
new /obj/effect/decal/cleanable/trail_holder(start, get_static_viruses())
for(var/obj/effect/decal/cleanable/trail_holder/TH in start)
if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
TH.existing_dirs += newdir
TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir))
TH.transfer_mob_blood_dna(src)
/mob/living/carbon/human/makeTrail(turf/T)
if((NOBLOOD in dna.species.species_traits) || !is_bleeding() || bleedsuppress)
return
..()
///Returns how much blood we're losing from being dragged a tile, from [mob/living/proc/makeTrail]
/mob/living/proc/bleedDragAmount()
var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
return max(1, brute_ratio * 2)
/mob/living/carbon/bleedDragAmount()
var/bleed_amount = 0
for(var/i in all_wounds)
var/datum/wound/iter_wound = i
bleed_amount += iter_wound.drag_bleed_amount()
return bleed_amount
/mob/living/proc/getTrail()
if(getBruteLoss() < 300)
return pick("ltrails_1", "ltrails_2")
else
return pick("trails_1", "trails_2")
/mob/living/experience_pressure_difference(pressure_difference, direction, pressure_resistance_prob_delta = 0)
if(buckled)
return
if(client && client.move_delay >= world.time + world.tick_lag*2)
pressure_resistance_prob_delta -= 30
var/list/turfs_to_check = list()
if(has_limbs)
var/turf/T = get_step(src, angle2dir(dir2angle(direction)+90))
if (T)
turfs_to_check += T
T = get_step(src, angle2dir(dir2angle(direction)-90))
if(T)
turfs_to_check += T
for(var/t in turfs_to_check)
T = t
if(T.density)
pressure_resistance_prob_delta -= 20
continue
for (var/atom/movable/AM in T)
if (AM.density && AM.anchored)
pressure_resistance_prob_delta -= 20
break
if(!force_moving)
..(pressure_difference, direction, pressure_resistance_prob_delta)
/mob/living/can_resist()
return CheckResistCooldown() && CHECK_MOBILITY(src, MOBILITY_RESIST)
/// Resist verb for attempting to get out of whatever is restraining your motion. Gives you resist clickdelay if do_resist() returns true.
/mob/living/verb/resist()
set name = "Resist"
set category = "IC"
if(!can_resist())
return
if(do_resist())
MarkResistTime()
DelayNextAction(CLICK_CD_RESIST)
/// The actual proc for resisting. Return TRUE to give CLICK_CD_RESIST clickdelay.
/mob/living/proc/do_resist()
set waitfor = FALSE // some of these sleep.
SEND_SIGNAL(src, COMSIG_LIVING_RESIST, src)
//resisting grabs (as if it helps anyone...)
// only works if you're not cuffed.
if(!restrained(ignore_grab = TRUE) && pulledby)
var/old_gs = pulledby.grab_state
attempt_resist_grab(FALSE)
// Return as we should only resist one thing at a time. Give clickdelay if the grab wasn't passive.
return old_gs? TRUE : FALSE
// unbuckling yourself. stops the chain if you try it.
if(buckled)
log_combat(src, buckled, "resisted buckle")
return resist_buckle()
// CIT CHANGE - climbing out of a gut.
if(attempt_vr(src,"vore_process_resist",args))
//Sure, give clickdelay for anti spam. shouldn't be combat voring anyways.
return TRUE
//Breaking out of a container (Locker, sleeper, cryo...)
if(isobj(loc))
var/obj/C = loc
C.container_resist(src)
// This shouldn't give clickdelays sometime (e.g. going out of a mech/unwelded and unlocked locker/disposals bin/etc) but there's so many overrides that I am not going to bother right now.
return TRUE
if(CHECK_MOBILITY(src, MOBILITY_MOVE))
if(on_fire)
resist_fire() //stop, drop, and roll
// Give clickdelay
return TRUE
if(resting) //cit change - allows resisting out of resting
resist_a_rest() // ditto
// DO NOT GIVE CLCIKDELAY - resist_a_rest() handles spam prevention. Somewhat.
return FALSE
if(CHECK_MOBILITY(src, MOBILITY_USE) && resist_embedded()) //Citadel Change for embedded removal memes - requires being able to use items.
// DO NOT GIVE DEFAULT CLICKDELAY - This is a combat action.
DelayNextAction(CLICK_CD_MELEE)
return FALSE
resist_restraints() //trying to remove cuffs.
// DO NOT GIVE CLICKDELAY
return FALSE
/// Proc to resist a grab. moving_resist is TRUE if this began by someone attempting to move. Return FALSE if still grabbed/failed to break out. Use this instead of resist_grab() directly.
/mob/proc/attempt_resist_grab(moving_resist, forced, log = TRUE)
if(!pulledby) //not being grabbed
return TRUE
var/old_gs = pulledby.grab_state //how strong the grab is
var/old_pulled = pulledby
var/success = do_resist_grab(moving_resist, forced)
if(log)
log_combat(src, old_pulled, "[success? "successfully broke free of" : "failed to resist"] a grab of strength [old_gs][moving_resist? " (moving)":""][forced? " (forced)":""]")
return success
/*!
* Proc that actually does the grab resisting. Return TRUE if successful. Does not check that a grab exists! Use attempt_resist_grab() instead of this in general!
* Forced is if something other than the user mashing movement keys/pressing resist button did it, silent is if it makes messages (like "attempted to resist" and "broken free").
* Forced does NOT force success!
*/
/mob/proc/do_resist_grab(moving_resist, forced, silent = FALSE)
return FALSE
/mob/living/do_resist_grab(moving_resist, forced, silent = FALSE)
. = ..()
if(pulledby.grab_state > GRAB_PASSIVE)
if(CHECK_MOBILITY(src, MOBILITY_RESIST) && prob(30/pulledby.grab_state))
pulledby.visible_message("<span class='danger'>[src] has broken free of [pulledby]'s grip!</span>",
"<span class='danger'>[src] has broken free of your grip!</span>", target = src,
target_message = "<span class='danger'>You have broken free of [pulledby]'s grip!</span>")
pulledby.stop_pulling()
return TRUE
else if(moving_resist && client) //we resisted by trying to move // this is a horrible system and whoever thought using client instead of mob is okay is not an okay person
client.move_delay = world.time + 20
pulledby.visible_message("<span class='danger'>[src] resists against [pulledby]'s grip!</span>",
"<span class='danger'>[src] resists against your grip!</span>", target = src,
target_message = "<span class='danger'>You resist against [pulledby]'s grip!</span>")
else
pulledby.stop_pulling()
return TRUE
/mob/living/proc/resist_buckle()
buckled?.user_unbuckle_mob(src,src)
/mob/living/proc/resist_fire()
return
/mob/living/proc/resist_restraints()
return
/mob/living/proc/get_visible_name()
return name
/mob/living/update_gravity(has_gravity,override = 0)
. = ..()
if(!SSticker.HasRoundStarted())
return
if(has_gravity)
if(has_gravity == 1)
clear_alert("gravity")
else
if(has_gravity >= GRAVITY_DAMAGE_TRESHOLD)
throw_alert("gravity", /atom/movable/screen/alert/veryhighgravity)
else
throw_alert("gravity", /atom/movable/screen/alert/highgravity)
else
throw_alert("gravity", /atom/movable/screen/alert/weightless)
if(!override && !is_flying())
INVOKE_ASYNC(src, /atom/movable.proc/float, !has_gravity)
/mob/living/float(on)
if(throwing)
return
var/fixed = 0
if(anchored || (buckled && buckled.anchored))
fixed = 1
if(on && !(movement_type & FLOATING) && !fixed)
animate(src, pixel_z = 2, time = 10, loop = -1, flags = ANIMATION_RELATIVE)
animate(pixel_z = -4, time = 10, loop = -1, flags = ANIMATION_RELATIVE)
setMovetype(movement_type | FLOATING)
else if(((!on || fixed) && (movement_type & FLOATING)))
animate(src, pixel_z = get_standard_pixel_y_offset(lying), time = 10)
setMovetype(movement_type & ~FLOATING)
// The src mob is trying to strip an item from someone
// Override if a certain type of mob should be behave differently when stripping items (can't, for example)
/mob/living/stripPanelUnequip(obj/item/what, mob/who, where)
if(HAS_TRAIT(what, TRAIT_NODROP))
to_chat(src, "<span class='warning'>You can't remove \the [what.name], it appears to be stuck!</span>")
return
var/strip_mod = 1
var/strip_silence = FALSE
if(ishuman(src)) //carbon doesn't actually wear gloves
var/mob/living/carbon/C = src
var/obj/item/clothing/gloves/G = C.gloves
if(istype(G))
strip_mod = G.strip_mod
strip_silence = G.strip_silence
if(!strip_silence)
who.visible_message("<span class='danger'>[src] tries to remove [who]'s [what.name].</span>", \
"<span class='userdanger'>[src] tries to remove your [what.name].</span>", target = src,
target_message = "<span class='danger'>You try to remove [who]'s [what.name].</span>")
what.add_fingerprint(src)
if(ishuman(who))
var/mob/living/carbon/human/victim_human = who
if(victim_human.key && !victim_human.client) // AKA braindead
if(victim_human.stat <= SOFT_CRIT && LAZYLEN(victim_human.afk_thefts) <= AFK_THEFT_MAX_MESSAGES)
var/list/new_entry = list(list(src.name, "tried unequipping your [what]", world.time))
LAZYADD(victim_human.afk_thefts, new_entry)
else
to_chat(src,"<span class='notice'>You try to remove [who]'s [what.name].</span>")
what.add_fingerprint(src)
if(do_mob(src, who, round(what.strip_delay / strip_mod), timed_action_flags = IGNORE_HELD_ITEM))
if(what && Adjacent(who))
if(islist(where))
var/list/L = where
if(what == who.get_item_for_held_index(L[2]))
if(who.dropItemToGround(what))
if(!put_in_hands(what))
what.forceMove(drop_location())
log_combat(src, who, "stripped [what] off")
if(what == who.get_item_by_slot(where))
if(who.dropItemToGround(what))
if(!can_hold_items() || !put_in_hands(what))
what.forceMove(drop_location())
log_combat(src, who, "stripped [what] off")
// The src mob is trying to place an item on someone
// Override if a certain mob should be behave differently when placing items (can't, for example)
/mob/living/stripPanelEquip(obj/item/what, mob/who, where)
what = src.get_active_held_item()
if(what && HAS_TRAIT(what, TRAIT_NODROP))
to_chat(src, "<span class='warning'>You can't put \the [what.name] on [who], it's stuck to your hand!</span>")
return
if(what)
var/list/where_list
var/final_where
if(islist(where))
where_list = where
final_where = where[1]
else
final_where = where
if(!what.mob_can_equip(who, src, final_where, TRUE, TRUE))
to_chat(src, "<span class='warning'>\The [what.name] doesn't fit in that place!</span>")
return
if(ishuman(who))
var/mob/living/carbon/human/victim_human = who
if(victim_human.key && !victim_human.client) // AKA braindead
if(victim_human.stat <= SOFT_CRIT && LAZYLEN(victim_human.afk_thefts) <= AFK_THEFT_MAX_MESSAGES)
var/list/new_entry = list(list(src.name, "tried equipping you with [what]", world.time))
LAZYADD(victim_human.afk_thefts, new_entry)
who.visible_message("<span class='notice'>[src] tries to put [what] on [who].</span>",
"<span class='notice'>[src] tries to put [what] on you.</span>", target = src,
target_message = "<span class='notice'>You try to put [what] on [who].</span>")
if(do_mob(src, who, what.equip_delay_other))
if(what && Adjacent(who) && what.mob_can_equip(who, src, final_where, TRUE, TRUE))
if(temporarilyRemoveItemFromInventory(what))
if(where_list)
if(!who.put_in_hand(what, where_list[2]))
what.forceMove(get_turf(who))
else
who.equip_to_slot(what, where, TRUE)
/mob/living/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_SIX)
throw_at(S, 14, 3, src, TRUE)
else
step_towards(src,S)
/mob/living/proc/do_jitter_animation(jitteriness)
var/amplitude = min(4, (jitteriness/100) + 1)
var/pixel_x_diff = rand(-amplitude, amplitude)
var/pixel_y_diff = rand(-amplitude/3, amplitude/3)
var/final_pixel_x = get_standard_pixel_x_offset(lying)
var/final_pixel_y = get_standard_pixel_y_offset(lying)
animate(src, pixel_x = pixel_x_diff, pixel_y = pixel_y_diff , time = 2, loop = 6, flags = ANIMATION_PARALLEL | ANIMATION_RELATIVE)
animate(pixel_x = final_pixel_x , pixel_y = final_pixel_y , time = 2)
floating_need_update = TRUE
/mob/living/proc/get_temperature(datum/gas_mixture/environment)
var/loc_temp = environment ? environment.return_temperature() : T0C
if(isobj(loc))
var/obj/oloc = loc
var/obj_temp = oloc.return_temperature()
if(obj_temp != null)
loc_temp = obj_temp
else if(isspaceturf(get_turf(src)))
var/turf/heat_turf = get_turf(src)
loc_temp = heat_turf.return_temperature()
return loc_temp
/mob/living/proc/get_standard_pixel_x_offset(lying = 0)
return initial(pixel_x)
/mob/living/proc/get_standard_pixel_y_offset(lying = 0)
return initial(pixel_y)
/mob/living/cancel_camera()
..()
cameraFollow = null
/mob/living/proc/can_track(mob/living/user)
//basic fast checks go first. When overriding this proc, I recommend calling ..() at the end.
var/turf/T = get_turf(src)
if(!T)
return 0
if(is_centcom_level(T.z)) //dont detect mobs on centcom
return 0
if(is_away_level(T.z))
return 0
if(user != null && src == user)
return 0
if(invisibility || alpha == 0)//cloaked
return 0
if(digitalcamo || digitalinvis)
return 0
// Now, are they viewable by a camera? (This is last because it's the most intensive check)
if(!near_camera(src))
return 0
return 1
//used in datum/reagents/reaction() proc
/mob/living/proc/get_permeability_protection(list/target_zones)
return 0
/mob/living/proc/harvest(mob/living/user) //used for extra objects etc. in butchering
return
/mob/living/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
if(incapacitated())
to_chat(src, "<span class='warning'>You can't do that right now!</span>")
return FALSE
if(be_close && !in_range(M, src))
to_chat(src, "<span class='warning'>You are too far away!</span>")
return FALSE
if(!no_dextery)
to_chat(src, "<span class='warning'>You don't have the dexterity to do this!</span>")
return FALSE
return TRUE
/mob/living/proc/can_use_guns(obj/item/G)//actually used for more than guns!
if(G.trigger_guard != TRIGGER_GUARD_ALLOW_ALL && !IsAdvancedToolUser())
to_chat(src, "<span class='warning'>You don't have the dexterity to do this!</span>")
return FALSE
return TRUE
/mob/living/proc/update_stamina()
return
/mob/living/carbon/alien/update_stamina()
return
/mob/living/proc/owns_soul()
if(mind)
return mind.soulOwner == mind
return TRUE
/mob/living/proc/return_soul()
hellbound = 0
if(mind)
var/datum/antagonist/devil/devilInfo = mind.soulOwner.has_antag_datum(/datum/antagonist/devil)
if(devilInfo)//Not sure how this could be null, but let's just try anyway.
devilInfo.remove_soul(mind)
mind.soulOwner = mind
/mob/living/proc/has_bane(banetype)
var/datum/antagonist/devil/devilInfo = is_devil(src)
return devilInfo && banetype == devilInfo.bane
/mob/living/proc/check_weakness(obj/item/weapon, mob/living/attacker)
if(mind && mind.has_antag_datum(/datum/antagonist/devil))
return check_devil_bane_multiplier(weapon, attacker)
return 1
/mob/living/proc/check_acedia()
if(mind && mind.has_objective(/datum/objective/sintouched/acedia))
return TRUE
return FALSE
/mob/living/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force)
stop_pulling()
. = ..()
// Called when we are hit by a bolt of polymorph and changed
// Generally the mob we are currently in is about to be deleted
/mob/living/proc/wabbajack_act(mob/living/new_mob)
new_mob.name = real_name
new_mob.real_name = real_name
if(mind)
mind.transfer_to(new_mob)
else
transfer_ckey(new_mob)
for(var/para in hasparasites())
var/mob/living/simple_animal/hostile/guardian/G = para
G.summoner = new_mob
G.Recall()
to_chat(G, "<span class='holoparasite'>Your summoner has changed form!</span>")
/mob/living/rad_act(amount)
. = ..()
if(!amount || (amount < RAD_MOB_SKIN_PROTECTION) || HAS_TRAIT(src, TRAIT_RADIMMUNE))
return
amount -= RAD_BACKGROUND_RADIATION // This will always be at least 1 because of how skin protection is calculated
var/blocked = getarmor(null, RAD)
if(amount > RAD_BURN_THRESHOLD)
apply_damage((amount-RAD_BURN_THRESHOLD)/RAD_BURN_THRESHOLD, BURN, null, blocked)
apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), EFFECT_IRRADIATE, blocked)
/mob/living/anti_magic_check(magic = TRUE, holy = FALSE, chargecost = 1, self = FALSE)
. = ..()
if(.)
return
if((magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC)) || (holy && HAS_TRAIT(src, TRAIT_HOLY)))
return src
/mob/living/proc/fakefireextinguish()
return
/mob/living/proc/fakefire()
return
//Mobs on Fire
/mob/living/proc/IgniteMob()
if(fire_stacks > 0 && !on_fire)
on_fire = 1
visible_message("<span class='warning'>[src] catches fire!</span>", \
"<span class='userdanger'>You're set on fire!</span>")
new/obj/effect/dummy/lighting_obj/moblight/fire(src)
throw_alert(FIRE, /atom/movable/screen/alert/fire)
update_fire()
SEND_SIGNAL(src, COMSIG_LIVING_IGNITED,src)
return TRUE
return FALSE
/mob/living/proc/ExtinguishMob()
if(on_fire)
on_fire = 0
fire_stacks = 0
for(var/obj/effect/dummy/lighting_obj/moblight/fire/F in src)
qdel(F)
clear_alert("fire")
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "on_fire")
SEND_SIGNAL(src, COMSIG_LIVING_EXTINGUISHED, src)
update_fire()
/mob/living/proc/adjust_fire_stacks(add_fire_stacks) //Adjusting the amount of fire_stacks we have on person
fire_stacks = clamp(fire_stacks + add_fire_stacks, -20, 20)
if(on_fire && fire_stacks <= 0)
ExtinguishMob()
//Share fire evenly between the two mobs
//Called in MobBump() and Crossed()
/mob/living/proc/spreadFire(mob/living/L)
if(!istype(L))
return
var/L_old_on_fire = L.on_fire
if(on_fire) //Only spread fire stacks if we're on fire
fire_stacks /= 2
L.fire_stacks += fire_stacks
if(L.IgniteMob())
log_game("[key_name(src)] bumped into [key_name(L)] and set them on fire")
if(L_old_on_fire) //Only ignite us and gain their stacks if they were onfire before we bumped them
L.fire_stacks /= 2
fire_stacks += L.fire_stacks
IgniteMob()
//Mobs on Fire end
// used by secbot and monkeys Crossed
/mob/living/proc/knockOver(var/mob/living/carbon/C)
if(C.key) //save us from monkey hordes
C.visible_message("<span class='warning'>[pick( \
"[C] dives out of [src]'s way!", \
"[C] stumbles over [src]!", \
"[C] jumps out of [src]'s path!", \
"[C] trips over [src] and falls!", \
"[C] topples over [src]!", \
"[C] leaps out of [src]'s way!")]</span>")
C.DefaultCombatKnockdown(40)
/mob/living/ConveyorMove()
if((movement_type & FLYING) && !stat)
return
..()
/mob/living/can_be_pulled()
return ..() && !(buckled && buckled.buckle_prevents_pull)
/mob/living/proc/AddAbility(obj/effect/proc_holder/A)
abilities.Add(A)
A.on_gain(src)
if(A.has_action)
A.action.Grant(src)
/mob/living/proc/RemoveAbility(obj/effect/proc_holder/A)
abilities.Remove(A)
A.on_lose(src)
if(A.action)
A.action.Remove(src)
/mob/living/proc/add_abilities_to_panel()
var/list/L = list()
for(var/obj/effect/proc_holder/A in abilities)
L[++L.len] = list("[A.panel]",A.get_panel_text(),A.name,"[REF(A)]")
return L
/mob/living/lingcheck()
if(mind)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling)
if(changeling.changeling_speak)
return LINGHIVE_LING
return LINGHIVE_OUTSIDER
if(mind && mind.linglink)
return LINGHIVE_LINK
return LINGHIVE_NONE
/mob/living/MouseDrop(mob/over)
. = ..()
var/mob/living/user = usr
if(!istype(over) || !istype(user))
return
if(!over.Adjacent(src) || (user != src) || !canUseTopic(over))
return
/mob/living/proc/get_static_viruses() //used when creating blood and other infective objects
if(!LAZYLEN(diseases))
return
var/list/datum/disease/result = list()
for(var/datum/disease/D in diseases)
var/static_virus = D.Copy()
result += static_virus
return result
/mob/living/reset_perspective(atom/A)
if(..())
update_sight()
if(client.eye && client.eye != src)
var/atom/AT = client.eye
AT.get_remote_view_fullscreens(src)
else
clear_fullscreen("remote_view", 0)
update_pipe_vision()
/mob/living/update_mouse_pointer()
..()
if (client && ranged_ability && ranged_ability.ranged_mousepointer)
client.mouse_pointer_icon = ranged_ability.ranged_mousepointer
/mob/living/vv_edit_var(var_name, var_value)
switch(var_name)
if (NAMEOF(src, maxHealth))
if (!isnum(var_value) || var_value <= 0)
return FALSE
if(NAMEOF(src, stat))
if((stat == DEAD) && (var_value < DEAD))//Bringing the dead back to life
remove_from_dead_mob_list()
add_to_alive_mob_list()
if((stat < DEAD) && (var_value == DEAD))//Kill he
remove_from_alive_mob_list()
add_to_dead_mob_list()
if(NAMEOF(src, health)) //this doesn't work. gotta use procs instead.
return FALSE
. = ..()
switch(var_name)
if(NAMEOF(src, eye_blind))
set_blindness(var_value)
if(NAMEOF(src, eye_blurry))
set_blurriness(var_value)
if(NAMEOF(src, maxHealth))
updatehealth()
if(NAMEOF(src, resize))
update_transform()
if(NAMEOF(src, lighting_alpha))
sync_lighting_plane_alpha()
/mob/living/proc/do_adrenaline(
stamina_boost = 150,
put_on_feet = TRUE,
clamp_unconscious_to = 0,
clamp_immobility_to = 0,
reset_misc = TRUE,
healing_chems = list(/datum/reagent/medicine/inaprovaline = 3, /datum/reagent/medicine/synaptizine = 10, /datum/reagent/medicine/regen_jelly = 10, /datum/reagent/medicine/stimulants = 10),
message = "<span class='boldnotice'>You feel a surge of energy!</span>",
stamina_buffer_boost = 0, //restores stamina buffer rather than just health
scale_stamina_loss_recovery, //defaults to null. if this is set, restores loss * this stamina. make sure it's a fraction.
stamina_loss_recovery_bypass = 0 //amount of stamina loss to ignore during calculation
)
to_chat(src, message)
if(AmountSleeping() > clamp_unconscious_to)
SetSleeping(clamp_unconscious_to)
if(AmountUnconscious() > clamp_unconscious_to)
SetUnconscious(clamp_unconscious_to)
HealAllImmobilityUpTo(clamp_immobility_to)
adjustStaminaLoss(min(0, -stamina_boost))
RechargeStaminaBuffer(stamina_buffer_boost) // this MUST GO AFTER ADJUSTSTAMINALOSS.
if(scale_stamina_loss_recovery)
adjustStaminaLoss(min(-((getStaminaLoss() - stamina_loss_recovery_bypass) * scale_stamina_loss_recovery), 0))
if(put_on_feet)
set_resting(FALSE, TRUE, FALSE)
if(reset_misc)
stuttering = 0
updatehealth()
update_stamina()
update_mobility()
if(healing_chems)
reagents.add_reagent_list(healing_chems)
/mob/living/canface()
return ..() && CHECK_MOBILITY(src, MOBILITY_MOVE)
/mob/living/proc/set_gender(ngender = NEUTER, silent = FALSE, update_icon = TRUE, forced = FALSE)
if(forced || (!ckey || client?.prefs.cit_toggles & (ngender == FEMALE ? FORCED_FEM : FORCED_MASC)))
gender = ngender
return TRUE
return FALSE
/mob/living/vv_get_header()
. = ..()
var/refid = REF(src)
. += {"
<br><font size='1'>[VV_HREF_TARGETREF_1V(refid, VV_HK_BASIC_EDIT, "[ckey || "no ckey"]", NAMEOF(src, ckey))] / [VV_HREF_TARGETREF_1V(refid, VV_HK_BASIC_EDIT, "[real_name || "no real name"]", NAMEOF(src, real_name))]</font>
<br><font size='1'>
BRUTE:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=brute' id='brute'>[getBruteLoss()]</a>
FIRE:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=fire' id='fire'>[getFireLoss()]</a>
TOXIN:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=toxin' id='toxin'>[getToxLoss()]</a>
OXY:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=oxygen' id='oxygen'>[getOxyLoss()]</a>
CLONE:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=clone' id='clone'>[getCloneLoss()]</a>
BRAIN:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=brain' id='brain'>[getOrganLoss(ORGAN_SLOT_BRAIN)]</a>
STAMINA:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=stamina' id='stamina'>[getStaminaLoss()]</a>
</font>
"}