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GS13NG/code/modules/mob/living/damage_procs.dm

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/**
* Applies damage to this mob
*
* Sends [COMSIG_MOB_APPLY_DAMGE]
*
* Arguuments:
* * damage - amount of damage
* * damagetype - one of [BRUTE], [BURN], [TOX], [OXY], [CLONE], [STAMINA]
* * def_zone - zone that is being hit if any
* * blocked - armor value applied
* * forced - bypass hit percentage
* * spread_damage - used in overrides
*
* Returns TRUE if damage applied
*/
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
var/hit_percent = (100-blocked)/100
if(!damage || (hit_percent <= 0))
return 0
var/damage_amount = forced ? damage : damage * hit_percent
switch(damagetype)
if(BRUTE)
adjustBruteLoss(damage_amount, forced = forced)
if(BURN)
adjustFireLoss(damage_amount, forced = forced)
if(TOX)
adjustToxLoss(damage_amount, forced = forced)
if(OXY)
adjustOxyLoss(damage_amount, forced = forced)
if(CLONE)
adjustCloneLoss(damage_amount, forced = forced)
if(STAMINA)
adjustStaminaLoss(damage_amount, forced = forced)
return 1
/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE) //like apply damage except it always uses the damage procs
switch(damagetype)
if(BRUTE)
return adjustBruteLoss(damage)
if(BURN)
return adjustFireLoss(damage)
if(TOX)
return adjustToxLoss(damage)
if(OXY)
return adjustOxyLoss(damage)
if(CLONE)
return adjustCloneLoss(damage)
if(STAMINA)
return adjustStaminaLoss(damage)
/mob/living/proc/get_damage_amount(damagetype = BRUTE)
switch(damagetype)
if(BRUTE)
return getBruteLoss()
if(BURN)
return getFireLoss()
if(TOX)
return getToxLoss()
if(OXY)
return getOxyLoss()
if(CLONE)
return getCloneLoss()
if(STAMINA)
return getStaminaLoss()
/mob/living/proc/apply_damages(brute = 0, burn = 0, tox = 0, oxy = 0, clone = 0, def_zone = null, blocked = FALSE, stamina = 0, brain = 0)
if(blocked >= 100)
return 0
if(brute)
apply_damage(brute, BRUTE, def_zone, blocked)
if(burn)
apply_damage(burn, BURN, def_zone, blocked)
if(tox)
apply_damage(tox, TOX, def_zone, blocked)
if(oxy)
apply_damage(oxy, OXY, def_zone, blocked)
if(clone)
apply_damage(clone, CLONE, def_zone, blocked)
if(stamina)
apply_damage(stamina, STAMINA, def_zone, blocked)
if(brain)
apply_damage(brain, BRAIN, def_zone, blocked)
return 1
/mob/living/proc/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE, knockdown_stamoverride, knockdown_stammax)
var/hit_percent = (100-blocked)/100
if(!effect || (hit_percent <= 0))
return 0
switch(effecttype)
if(EFFECT_STUN)
Stun(effect * hit_percent)
if(EFFECT_KNOCKDOWN)
DefaultCombatKnockdown(effect * hit_percent, override_stamdmg = knockdown_stammax ? clamp(knockdown_stamoverride, 0, knockdown_stammax-getStaminaLoss()) : knockdown_stamoverride)
if(EFFECT_UNCONSCIOUS)
Unconscious(effect * hit_percent)
if(EFFECT_IRRADIATE)
radiation += max(effect * hit_percent, 0)
if(EFFECT_SLUR)
slurring = max(slurring,(effect * hit_percent))
if(EFFECT_STUTTER)
if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // stun is usually associated with stutter
stuttering = max(stuttering,(effect * hit_percent))
if(EFFECT_EYE_BLUR)
blur_eyes(effect * hit_percent)
if(EFFECT_DROWSY)
drowsyness = max(drowsyness,(effect * hit_percent))
if(EFFECT_JITTER)
if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE))
jitteriness = max(jitteriness,(effect * hit_percent))
return 1
/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = 0, stamina = 0, jitter = 0, kd_stamoverride, kd_stammax)
if(blocked >= 100)
return BULLET_ACT_BLOCK
if(stun)
apply_effect(stun, EFFECT_STUN, blocked)
if(knockdown)
apply_effect(knockdown, EFFECT_KNOCKDOWN, blocked, kd_stamoverride, kd_stammax)
if(unconscious)
apply_effect(unconscious, EFFECT_UNCONSCIOUS, blocked)
if(irradiate)
apply_effect(irradiate, EFFECT_IRRADIATE, blocked)
if(slur)
apply_effect(slur, EFFECT_SLUR, blocked)
if(stutter)
apply_effect(stutter, EFFECT_STUTTER, blocked)
if(eyeblur)
apply_effect(eyeblur, EFFECT_EYE_BLUR, blocked)
if(drowsy)
apply_effect(drowsy, EFFECT_DROWSY, blocked)
if(stamina)
apply_damage(stamina, STAMINA, null, blocked)
if(jitter)
apply_effect(jitter, EFFECT_JITTER, blocked)
return BULLET_ACT_HIT
/mob/living/proc/getBruteLoss()
return bruteloss
/mob/living/proc/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
bruteloss = clamp((bruteloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getOxyLoss()
return oxyloss
/mob/living/proc/adjustOxyLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
oxyloss = clamp((oxyloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/setOxyLoss(amount, updating_health = TRUE, forced = FALSE)
if(status_flags & GODMODE)
return 0
oxyloss = amount
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getToxLoss()
return toxloss
/mob/living/proc/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
toxloss = clamp((toxloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/setToxLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
toxloss = amount
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getFireLoss()
return fireloss
/mob/living/proc/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
fireloss = clamp((fireloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getCloneLoss()
return cloneloss
/mob/living/proc/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
cloneloss = clamp((cloneloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/setCloneLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
cloneloss = amount
if(updating_health)
updatehealth()
return amount
/mob/living/proc/adjustOrganLoss(slot, amount, maximum)
return
/mob/living/proc/setOrganLoss(slot, amount, maximum)
return
/mob/living/proc/getOrganLoss(slot)
return
/mob/living/proc/getStaminaLoss()
return staminaloss
/mob/living/proc/adjustStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
return
/mob/living/proc/setStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
return
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(-burn, FALSE)
adjustStaminaLoss(-stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(burn, FALSE)
adjustStaminaLoss(stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
// heal MANY bodyparts, in random order
/mob/living/proc/heal_overall_damage(brute = 0, burn = 0, stamina = 0, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE)
adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(-burn, FALSE)
adjustStaminaLoss(-stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
// damage MANY bodyparts, in random order
/mob/living/proc/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(burn, FALSE)
adjustStaminaLoss(stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
//heal up to amount damage, in a given order
/mob/living/proc/heal_ordered_damage(amount, list/damage_types)
. = amount //we'll return the amount of damage healed
for(var/i in damage_types)
var/amount_to_heal = min(amount, get_damage_amount(i)) //heal only up to the amount of damage we have
if(amount_to_heal)
apply_damage_type(-amount_to_heal, i)
amount -= amount_to_heal //remove what we healed from our current amount
if(!amount)
break
. -= amount //if there's leftover healing, remove it from what we return