67 lines
2.3 KiB
Plaintext
67 lines
2.3 KiB
Plaintext
//Here are the procs used to modify status effects of a mob.
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//The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness, ear damage,
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// eye damage, eye_blind, eye_blurry, druggy, TRAIT_BLIND trait, TRAIT_NEARSIGHT trait, and TRAIT_HUSK trait.
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/mob/living/carbon/adjust_drugginess(amount)
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druggy = max(druggy+amount, 0)
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if(druggy)
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overlay_fullscreen("high", /obj/screen/fullscreen/high)
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throw_alert("high", /obj/screen/alert/high)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "high", /datum/mood_event/high)
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else
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clear_fullscreen("high")
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clear_alert("high")
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SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "high")
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/mob/living/carbon/set_drugginess(amount)
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druggy = max(amount, 0)
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if(druggy)
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overlay_fullscreen("high", /obj/screen/fullscreen/high)
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throw_alert("high", /obj/screen/alert/high)
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else
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clear_fullscreen("high")
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clear_alert("high")
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/mob/living/carbon/adjust_disgust(amount)
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disgust = CLAMP(disgust+amount, 0, DISGUST_LEVEL_MAXEDOUT)
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/mob/living/carbon/set_disgust(amount)
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disgust = CLAMP(amount, 0, DISGUST_LEVEL_MAXEDOUT)
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////////////////////////////////////////TRAUMAS/////////////////////////////////////////
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/mob/living/carbon/proc/get_traumas()
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. = list()
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var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
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if(B)
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. = B.traumas
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/mob/living/carbon/proc/has_trauma_type(brain_trauma_type, resilience)
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var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
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if(B)
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. = B.has_trauma_type(brain_trauma_type, resilience)
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/mob/living/carbon/proc/gain_trauma(datum/brain_trauma/trauma, resilience, ...)
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var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
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if(B)
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var/list/arguments = list()
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if(args.len > 2)
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arguments = args.Copy(3)
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. = B.brain_gain_trauma(trauma, resilience, arguments)
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/mob/living/carbon/proc/gain_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience)
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var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
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if(B)
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. = B.gain_trauma_type(brain_trauma_type, resilience)
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/mob/living/carbon/proc/cure_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience)
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var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
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if(B)
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. = B.cure_trauma_type(brain_trauma_type, resilience)
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/mob/living/carbon/proc/cure_all_traumas(resilience)
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var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
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if(B)
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. = B.cure_all_traumas(resilience)
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