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carbon.dm
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carbon.dm
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/mob/living
var/canEnterVentWith = "/obj/item/implant=0&/obj/item/clothing/mask/facehugger=0&/obj/item/radio/borg=0&/obj/machinery/camera=0"
var/datum/middleClickOverride/middleClickOverride = null
/mob/living/carbon/Initialize(mapload)
. = ..()
GLOB.carbon_list += src
/mob/living/carbon/Destroy()
// This clause is here due to items falling off from limb deletion
for(var/obj/item in get_all_slots())
unEquip(item)
qdel(item)
QDEL_LIST(internal_organs)
QDEL_LIST(stomach_contents)
QDEL_LIST(processing_patches)
GLOB.carbon_list -= src
return ..()
/mob/living/carbon/handle_atom_del(atom/A)
LAZYREMOVE(processing_patches, A)
return ..()
/mob/living/carbon/blob_act(obj/structure/blob/B)
if(stat == DEAD)
return
else
show_message("<span class='userdanger'>The blob attacks!</span>")
adjustBruteLoss(10)
/mob/living/carbon/Move(NewLoc, direct)
. = ..()
if(.)
if(nutrition && stat != DEAD)
adjust_nutrition(-(hunger_drain * 0.1))
if(m_intent == MOVE_INTENT_RUN)
adjust_nutrition(-(hunger_drain * 0.1))
if(HAS_TRAIT(src, TRAIT_FAT) && m_intent == MOVE_INTENT_RUN && bodytemperature <= 360)
bodytemperature += 2
// Moving around increases germ_level faster
if(germ_level < GERM_LEVEL_MOVE_CAP && prob(8))
germ_level++
#define STOMACH_ATTACK_DELAY 4
/mob/living/carbon/var/last_stomach_attack //defining this here because no one would look in carbon_defines for it
/mob/living/carbon/relaymove(mob/user, direction)
if(LAZYLEN(stomach_contents))
if(user in stomach_contents)
if(last_stomach_attack + STOMACH_ATTACK_DELAY > world.time)
return
last_stomach_attack = world.time
for(var/mob/M in hearers(4, src))
if(M.client)
M.show_message(text("<span class='warning'>You hear something rumbling inside [src]'s stomach...</span>"), 2)
var/obj/item/I = user.get_active_hand()
if(I && I.force)
var/d = rand(round(I.force / 4), I.force)
if(ishuman(src))
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/organ = H.get_organ("chest")
if(istype(organ))
if(organ.receive_damage(d, 0))
H.UpdateDamageIcon()
H.updatehealth("stomach attack")
else
take_organ_damage(d)
for(var/mob/M in viewers(user, null))
if(M.client)
M.show_message(text("<span class='warning'><B>[user] attacks [src]'s stomach wall with [I]!</span>"), 2)
playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(prob(getBruteLoss() - 50))
gib()
#undef STOMACH_ATTACK_DELAY
/mob/living/carbon/proc/has_mutated_organs()
return FALSE
/mob/living/carbon/proc/vomit(lost_nutrition = 10, blood = 0, stun = 1, distance = 0, message = 1)
if(stat == DEAD)
return FALSE
if(ismachineperson(src)) //IPCs do not vomit particulates
return FALSE
if(is_muzzled())
if(message)
to_chat(src, "<span class='warning'>The muzzle prevents you from vomiting!</span>")
return FALSE
if(is_facehugged())
if(message)
to_chat(src, "<span class='warning'>You try to throw up, but the alien's proboscis obstructs your throat!</span>") //Sorry
return FALSE
if(stun)
Stun(8 SECONDS)
if(nutrition < 100 && !blood)
if(message)
visible_message("<span class='warning'>[src] dry heaves!</span>", \
"<span class='userdanger'>You try to throw up, but there's nothing your stomach!</span>")
if(stun)
Weaken(20 SECONDS)
else
if(message)
visible_message("<span class='danger'>[src] throws up!</span>", \
"<span class='userdanger'>You throw up!</span>")
playsound(get_turf(src), 'sound/effects/splat.ogg', 50, 1)
var/turf/T = get_turf(src)
for(var/i=0 to distance)
if(blood)
if(T)
add_splatter_floor(T)
if(stun)
adjustBruteLoss(3)
else
if(T)
T.add_vomit_floor()
adjust_nutrition(-lost_nutrition)
if(stun)
adjustToxLoss(-3)
T = get_step(T, dir)
if(is_blocked_turf(T))
break
return TRUE
/mob/living/carbon/gib()
. = death(1)
if(!.)
return
for(var/obj/item/organ/internal/I in internal_organs)
if(isturf(loc))
I.remove(src)
I.forceMove(get_turf(src))
I.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
for(var/mob/M in src)
LAZYREMOVE(stomach_contents, M)
M.forceMove(drop_location())
visible_message("<span class='danger'>[M] bursts out of [src]!</span>")
///Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.
/mob/living/carbon/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
. = ..()
if(!.)
return
//Propagation through pulling
if(!(flags & SHOCK_ILLUSION))
var/list/shocking_queue = list()
if(iscarbon(pulling) && source != pulling)
shocking_queue += pulling
if(iscarbon(pulledby) && source != pulledby)
shocking_queue += pulledby
if(iscarbon(buckled) && source != buckled)
shocking_queue += buckled
for(var/mob/living/carbon/carried in buckled_mobs)
if(source != carried)
shocking_queue += carried
//Found our victims, now lets shock them all
for(var/victim in shocking_queue)
var/mob/living/carbon/C = victim
C.electrocute_act(shock_damage * 0.75, src, 1, flags)
//Stun
var/should_stun = (!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN)
if(should_stun)
Stun(1 SECONDS)
//Jitter and other fluff.
AdjustJitter(2000 SECONDS)
AdjustStuttering(4 SECONDS)
addtimer(CALLBACK(src, PROC_REF(secondary_shock), should_stun), 1 SECONDS)
return shock_damage
///Called slightly after electrocute act to reduce jittering and apply a secondary knockdown.
/mob/living/carbon/proc/secondary_shock(should_stun)
AdjustJitter(-2000 SECONDS, bound_lower = 20 SECONDS) //Still jittery, but vastly less
if(should_stun)
KnockDown(6 SECONDS)
/mob/living/carbon/swap_hand()
var/obj/item/item_in_hand = get_active_hand()
if(item_in_hand) //this segment checks if the item in your hand is twohanded.
if(istype(item_in_hand,/obj/item/twohanded))
if(item_in_hand:wielded == 1)
to_chat(usr, "<span class='warning'>Your other hand is too busy holding the [item_in_hand.name]</span>")
return
hand = !hand
if(hud_used && hud_used.inv_slots[slot_l_hand] && hud_used.inv_slots[slot_r_hand])
var/obj/screen/inventory/hand/H
H = hud_used.inv_slots[slot_l_hand]
H.update_icon()
H = hud_used.inv_slots[slot_r_hand]
H.update_icon()
SEND_SIGNAL(src, COMSIG_CARBON_SWAP_HANDS)
/mob/living/carbon/activate_hand(selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 0
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != hand)
swap_hand()
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if(stat == DEAD)
if(M != src)
M.visible_message("<span class='notice'>[M] desperately shakes [src] trying to wake [p_them()] up, but sadly there is no reaction!</span>", \
"<span class='notice'>You shake [src] trying to wake [p_them()], sadly they appear to be too far gone!</span>")
return
if(health >= HEALTH_THRESHOLD_CRIT)
if(src == M && ishuman(src))
check_self_for_injuries()
else
if(player_logged)
M.visible_message("<span class='notice'>[M] shakes [src], but [p_they()] [p_do()] not respond. Probably suffering from SSD.", \
"<span class='notice'>You shake [src], but [p_theyre()] unresponsive. Probably suffering from SSD.</span>")
if(IS_HORIZONTAL(src)) // /vg/: For hugs. This is how update_icon figgers it out, anyway. - N3X15
add_attack_logs(M, src, "Shaked", ATKLOG_ALL)
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.w_uniform)
H.w_uniform.add_fingerprint(M)
AdjustSleeping(-10 SECONDS)
AdjustParalysis(-6 SECONDS)
AdjustStunned(-6 SECONDS)
AdjustWeakened(-6 SECONDS)
AdjustKnockDown(-6 SECONDS)
adjustStaminaLoss(-10)
resting = FALSE
stand_up() // help them up if possible
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if(!player_logged)
M.visible_message( \
"<span class='notice'>[M] shakes [src] trying to wake [p_them()] up!</span>",\
"<span class='notice'>You shake [src] trying to wake [p_them()] up!</span>",\
)
// BEGIN HUGCODE - N3X
else
playsound(get_turf(src), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if(M.zone_selected == "head")
M.visible_message(\
"<span class='notice'>[M] pats [src] on the head.</span>",\
"<span class='notice'>You pat [src] on the head.</span>",\
)
else
M.visible_message(\
"<span class='notice'>[M] gives [src] a [pick("hug","warm embrace")].</span>",\
"<span class='notice'>You hug [src].</span>",\
)
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.wear_suit)
H.wear_suit.add_fingerprint(M)
else if(H.w_uniform)
H.w_uniform.add_fingerprint(M)
/**
* Handles patting out a fire on someone.
*
* Removes 0.5 fire stacks per pat, with a 30% chance of the user burning their hand if they don't have adequate heat resistance.
* Arguments:
* * src - The mob doing the patting
* * target - The mob who is currently on fire
*/
/mob/living/carbon/proc/pat_out(mob/living/target)
if(target == src) // stop drop and roll, no trying to put out fire on yourself for free.
to_chat(src, "<span class='warning'>Stop drop and roll!</span>")
return
var/self_message = "<span class='warning'>You try to extinguish [target]!</span>"
if(prob(30) && ishuman(src)) // 30% chance of burning your hands
var/mob/living/carbon/human/H = src
var/protected = FALSE // Protected from the fire
if((H.gloves?.max_heat_protection_temperature > 360) || HAS_TRAIT(H, TRAIT_RESISTHEAT) || HAS_TRAIT(H, TRAIT_RESISTHEATHANDS))
protected = TRUE
var/obj/item/organ/external/active_hand = H.get_active_hand()
if(active_hand && !protected) // Wouldn't really work without a hand
active_hand.receive_damage(0, 5)
self_message = "<span class='danger'>You burn your hand trying to extinguish [target]!</span>"
H.update_icons()
target.visible_message("<span class='warning'>[src] tries to extinguish [target]!</span>", self_message)
playsound(target, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
target.adjust_fire_stacks(-0.5)
/mob/living/carbon/proc/check_self_for_injuries()
var/mob/living/carbon/human/H = src
visible_message("<span class='notice'>[src] examines [H.p_them()]self.</span>", \
"<span class='notice'>You check yourself for injuries.</span>" \
)
var/list/status_list = list()
var/list/missing = list("head", "chest", "groin", "l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")
for(var/X in H.bodyparts)
var/obj/item/organ/external/LB = X
missing -= LB.limb_name
var/status
var/brutedamage = LB.brute_dam
var/burndamage = LB.burn_dam
switch(brutedamage)
if(0.1 to 20)
status = "bruised"
if(20 to 40)
status = "battered"
if(40 to INFINITY)
status = "mangled"
if(brutedamage > 0 && burndamage > 0)
status += " and "
switch(burndamage)
if(0.1 to 10)
status += "numb"
if(10 to 40)
status += "blistered"
if(40 to INFINITY)
status += "peeling away"
if(LB.status & ORGAN_MUTATED)
status = "weirdly shapen"
var/msg = "<span class='notice'>Your [LB.name] is OK.</span>"
if(!isnull(status))
msg = "<span class='warning'>Your [LB.name] is [status].</span>"
status_list += msg
for(var/obj/item/I in LB.embedded_objects)
status_list += "<a href='byond://?src=[UID()];embedded_object=[I.UID()];embedded_limb=[LB.UID()]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>"
for(var/t in missing)
status_list += "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>"
if(H.bleed_rate)
status_list += "<span class='danger'>You are bleeding!</span>"
if(staminaloss)
if(staminaloss > 30)
status_list += "<span class='info'>You're completely exhausted.</span>"
else
status_list += "<span class='info'>You feel fatigued.</span>"
var/output = status_list.Join("\n")
to_chat(src, output)
if(HAS_TRAIT(H, TRAIT_SKELETONIZED) && (!H.w_uniform) && (!H.wear_suit))
H.play_xylophone()
/mob/living/carbon/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
. = ..()
var/damage = intensity - check_eye_prot()
var/extra_damage = 0
if(.)
if(visual)
return
var/obj/item/organ/internal/eyes/E = get_int_organ(/obj/item/organ/internal/eyes)
if(!E || (E && E.weld_proof))
return
var/extra_darkview = 0
if(E.see_in_dark)
extra_darkview = max(E.see_in_dark - 2, 0)
extra_damage = extra_darkview
var/light_amount = 10 // assume full brightness
if(isturf(loc))
var/turf/T = loc
light_amount = round(T.get_lumcount() * 10)
// a dark view of 8, in full darkness, will result in maximum 1st tier damage
var/extra_prob = (10 - light_amount) * extra_darkview
switch(damage)
if(1)
to_chat(src, "<span class='warning'>Your eyes sting a little.</span>")
var/minor_damage_multiplier = min(40 + extra_prob, 100) / 100
var/minor_damage = minor_damage_multiplier * (1 + extra_damage)
E.receive_damage(minor_damage, 1)
if(2)
to_chat(src, "<span class='warning'>Your eyes burn.</span>")
E.receive_damage(rand(2, 4) + extra_damage, 1)
else
to_chat(src, "Your eyes itch and burn severely!</span>")
E.receive_damage(rand(12, 16) + extra_damage, 1)
if(E.damage > E.min_bruised_damage)
AdjustEyeBlind(damage STATUS_EFFECT_CONSTANT)
AdjustEyeBlurry(damage * rand(6 SECONDS, 12 SECONDS))
if(E.damage > (E.min_bruised_damage + E.min_broken_damage) / 2)
if(!E.is_robotic())
to_chat(src, "<span class='warning'>Your eyes start to burn badly!</span>")
else //snowflake conditions piss me off for the record
to_chat(src, "<span class='warning'>The flash blinds you!</span>")
else if(E.damage >= E.min_broken_damage)
to_chat(src, "<span class='warning'>You can't see anything!</span>")
else
to_chat(src, "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>")
return 1
else if(damage == 0) // just enough protection
if(prob(20))
to_chat(src, "<span class='notice'>Something bright flashes in the corner of your vision!</span>")
/mob/living/carbon/proc/tintcheck()
return 0
/mob/living/carbon/proc/create_dna()
if(!dna)
dna = new()
/mob/living/carbon/proc/getDNA()
return dna
/mob/living/carbon/proc/setDNA(datum/dna/newDNA)
dna = newDNA
GLOBAL_LIST_INIT(ventcrawl_machinery, list(/obj/machinery/atmospherics/unary/vent_pump, /obj/machinery/atmospherics/unary/vent_scrubber))
/mob/living/handle_ventcrawl(atom/clicked_on) // -- TLE -- Merged by Carn
if(!Adjacent(clicked_on))
return
var/ventcrawlerlocal = 0
if(ventcrawler)
ventcrawlerlocal = ventcrawler
if(!ventcrawlerlocal)
return
if(stat)
to_chat(src, "You must be conscious to do this!")
return
if(!(mobility_flags & MOBILITY_MOVE))
to_chat(src, "You can't vent crawl while you cannot move!")
return
if(has_buckled_mobs())
to_chat(src, "<span class='warning'>You can't vent crawl with other creatures on you!</span>")
return
if(buckled)
to_chat(src, "<span class='warning'>You can't vent crawl while buckled!</span>")
return
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.w_uniform && istype(H.w_uniform, /obj/item/clothing/under/rank/engineering/atmospheric_technician/contortionist))//IMMA SPCHUL SNOWFLAKE
var/obj/item/clothing/under/rank/engineering/atmospheric_technician/contortionist/C = H.w_uniform
if(!C.check_clothing(src))//return values confuse me right now
return
var/obj/machinery/atmospherics/unary/vent_found
if(clicked_on)
vent_found = clicked_on
if(!istype(vent_found) || !vent_found.can_crawl_through())
vent_found = null
if(!vent_found)
for(var/obj/machinery/atmospherics/machine in range(1,src))
if(is_type_in_list(machine, GLOB.ventcrawl_machinery) && machine.can_crawl_through())
vent_found = machine
break
if(vent_found)
if(vent_found.parent && (vent_found.parent.members.len || vent_found.parent.other_atmosmch))
visible_message("<span class='notice'>[src] begins climbing into the ventilation system...</span>", \
"<span class='notice'>You begin climbing into the ventilation system...</span>")
if(!do_after(src, 45, target = src))
return
if(has_buckled_mobs())
to_chat(src, "<span class='warning'>You can't vent crawl with other creatures on you!</span>")
return
if(buckled)
to_chat(src, "<span class='warning'>You cannot crawl into a vent while buckled to something!</span>")
return
if(!client)
return
if(iscarbon(src) && contents.len && ventcrawlerlocal < 2)//It must have atleast been 1 to get this far
for(var/obj/item/I in contents)
var/failed = 0
if(istype(I, /obj/item/implant))
continue
if(istype(I, /obj/item/reagent_containers/food/pill/patch))
continue
if(I.flags & ABSTRACT)
continue
else
failed++
if(failed)
to_chat(src, "<span class='warning'>You can't crawl around in the ventilation ducts with items!</span>")
return
visible_message("<b>[src] scrambles into the ventilation ducts!</b>", "You climb into the ventilation system.")
var/old_loc = loc
loc = vent_found
Moved(old_loc, get_dir(old_loc, loc), FALSE)
add_ventcrawl(vent_found)
else
to_chat(src, "<span class='warning'>This ventilation duct is not connected to anything!</span>")
/mob/living/proc/add_ventcrawl(obj/machinery/atmospherics/starting_machine, obj/machinery/atmospherics/target_move)
if(!istype(starting_machine) || !starting_machine.returnPipenet(target_move) || !starting_machine.can_see_pipes())
return
var/datum/pipeline/pipeline = starting_machine.returnPipenet(target_move)
var/list/totalMembers = list()
totalMembers |= pipeline.members
totalMembers |= pipeline.other_atmosmch
for(var/obj/machinery/atmospherics/A in totalMembers)
if(!A.pipe_image)
A.update_pipe_image()
pipes_shown += A.pipe_image
client.images += A.pipe_image
/mob/living/proc/remove_ventcrawl()
if(client)
for(var/image/current_image in pipes_shown)
client.images -= current_image
client.eye = src
pipes_shown.len = 0
//OOP
/atom/proc/update_pipe_vision()
return
/mob/living/update_pipe_vision(obj/machinery/atmospherics/target_move)
if(!client)
pipes_shown.Cut()
return
if(length(pipes_shown) && !target_move)
if(!is_ventcrawling(src))
remove_ventcrawl()
else
if(is_ventcrawling(src))
if(target_move)
remove_ventcrawl()
add_ventcrawl(loc, target_move)
//Throwing stuff
/mob/living/carbon/throw_impact(atom/hit_atom, throwingdatum, speed = 1)
. = ..()
if(has_status_effect(STATUS_EFFECT_CHARGING))
var/hit_something = FALSE
if(ismovable(hit_atom))
var/atom/movable/AM = hit_atom
var/atom/throw_target = get_edge_target_turf(AM, dir)
if(!AM.anchored || ismecha(AM))
AM.throw_at(throw_target, 5, 12, src)
hit_something = TRUE
if(isobj(hit_atom))
var/obj/O = hit_atom
O.take_damage(150, BRUTE)
hit_something = TRUE
if(isliving(hit_atom))
var/mob/living/L = hit_atom
L.adjustBruteLoss(60)
L.KnockDown(12 SECONDS)
L.Confused(10 SECONDS)
shake_camera(L, 4, 3)
hit_something = TRUE
if(isturf(hit_atom))
var/turf/T = hit_atom
if(iswallturf(T))
T.dismantle_wall(TRUE)
hit_something = TRUE
if(hit_something)
visible_message("<span class='danger'>[src] slams into [hit_atom]!</span>", "<span class='userdanger'>You slam into [hit_atom]!</span>")
playsound(get_turf(src), 'sound/effects/meteorimpact.ogg', 100, TRUE)
return
var/hurt = TRUE
var/damage = 10 + 1.5 * speed // speed while thrower is standing still is 2, while walking with an aggressive grab is 2.4, highest speed is 14
/*if(istype(throwingdatum, /datum/thrownthing))
var/datum/thrownthing/D = throwingdatum
if(isrobot(D.thrower))
var/mob/living/silicon/robot/R = D.thrower
if(!R.emagged)
hurt = FALSE*/
if(hit_atom.density && isturf(hit_atom))
if(hurt)
visible_message("<span class='danger'>[src] slams into [hit_atom]!</span>", "<span class='userdanger'>You slam into [hit_atom]!</span>")
take_organ_damage(damage)
KnockDown(3 SECONDS)
playsound(src, 'sound/weapons/punch1.ogg', 35, 1)
if(iscarbon(hit_atom) && hit_atom != src)
var/mob/living/carbon/victim = hit_atom
if(victim.flying)
return
if(hurt)
victim.take_organ_damage(damage)
take_organ_damage(damage)
victim.KnockDown(3 SECONDS)
KnockDown(3 SECONDS)
visible_message("<span class='danger'>[src] crashes into [victim], knocking them both over!</span>", "<span class='userdanger'>You violently crash into [victim]!</span>")
playsound(src, 'sound/weapons/punch1.ogg', 50, 1)
/mob/living/carbon/proc/toggle_throw_mode()
if(in_throw_mode)
throw_mode_off()
else
throw_mode_on()
var/obj/item/I = get_active_hand()
if(I)
SEND_SIGNAL(I, COMSIG_CARBON_TOGGLE_THROW, in_throw_mode)
/mob/living/carbon/proc/throw_mode_off()
in_throw_mode = FALSE
if(throw_icon) //in case we don't have the HUD and we use the hotkey
throw_icon.icon_state = "act_throw_off"
/mob/living/carbon/proc/throw_mode_on()
in_throw_mode = TRUE
if(throw_icon)
throw_icon.icon_state = "act_throw_on"
/mob/proc/throw_item(atom/target)
return
/mob/living/carbon/throw_item(atom/target)
if(!target || !isturf(loc) || istype(target, /obj/screen))
throw_mode_off()
return
var/obj/item/I = get_active_hand()
if(!I || I.override_throw(src, target) || (I.flags & NODROP))
throw_mode_off()
return
throw_mode_off()
var/atom/movable/thrown_thing
if(istype(I, /obj/item/grab))
var/obj/item/grab/G = I
var/mob/throwable_mob = G.get_mob_if_throwable() //throw the person instead of the grab
qdel(G) //We delete the grab.
if(throwable_mob)
thrown_thing = throwable_mob
if(HAS_TRAIT(src, TRAIT_PACIFISM))
to_chat(src, "<span class='notice'>You gently let go of [throwable_mob].</span>")
return
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
throwable_mob.forceMove(start_T)
if(start_T && end_T)
var/start_T_descriptor = "<font color='#6b5d00'>tile at [start_T.x], [start_T.y], [start_T.z] in area [get_area(start_T)]</font>"
var/end_T_descriptor = "<font color='#6b4400'>tile at [end_T.x], [end_T.y], [end_T.z] in area [get_area(end_T)]</font>"
add_attack_logs(src, throwable_mob, "Thrown from [start_T_descriptor] with the target [end_T_descriptor]")
else if(!(I.flags & ABSTRACT)) //can't throw abstract items
thrown_thing = I
unEquip(I, silent = TRUE)
if(HAS_TRAIT(src, TRAIT_PACIFISM) && I.throwforce)
to_chat(src, "<span class='notice'>You set [I] down gently on the ground.</span>")
return
if(thrown_thing)
visible_message("<span class='danger'>[src] has thrown [thrown_thing].</span>")
newtonian_move(get_dir(target, src))
thrown_thing.throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed, src, null, null, null, move_force)
/mob/living/carbon/can_use_hands()
if(handcuffed)
return FALSE
if(buckled && ! istype(buckled, /obj/structure/chair)) // buckling does not restrict hands
return FALSE
return TRUE
/mob/living/carbon/restrained()
if(get_restraining_item())
return TRUE
return FALSE
/mob/living/carbon/get_restraining_item()
return handcuffed
/mob/living/carbon/unEquip(obj/item/I, force, silent = FALSE) //THIS PROC DID NOT CALL ..()
. = ..() //Sets the default return value to what the parent returns.
if(!. || !I) //We don't want to set anything to null if the parent returned 0.
return
if(I == back)
back = null
update_inv_back()
else if(I == wear_mask)
if(ishuman(src)) //If we don't do this hair won't be properly rebuilt.
return
wear_mask = null
update_inv_wear_mask()
else if(I == handcuffed)
handcuffed = null
if(buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
update_handcuffed()
else if(I == legcuffed)
legcuffed = null
toggle_move_intent()
update_inv_legcuffed()
/mob/living/carbon/show_inv(mob/user)
user.set_machine(src)
var/dat = {"<table>
<tr><td><B>Left Hand:</B></td><td><A href='?src=[UID()];item=[slot_l_hand]'>[(l_hand && !(l_hand.flags&ABSTRACT)) ? html_encode(l_hand) : "<font color=grey>Empty</font>"]</A></td></tr>
<tr><td><B>Right Hand:</B></td><td><A href='?src=[UID()];item=[slot_r_hand]'>[(r_hand && !(r_hand.flags&ABSTRACT)) ? html_encode(r_hand) : "<font color=grey>Empty</font>"]</A></td></tr>
<tr><td> </td></tr>"}
dat += "<tr><td><B>Back:</B></td><td><A href='?src=[UID()];item=[slot_back]'>[(back && !(back.flags&ABSTRACT)) ? html_encode(back) : "<font color=grey>Empty</font>"]</A>"
if(istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/tank))
dat += " <A href='?src=[UID()];internal=[slot_back]'>[internal ? "Disable Internals" : "Set Internals"]</A>"
dat += "</td></tr><tr><td> </td></tr>"
dat += "<tr><td><B>Head:</B></td><td><A href='?src=[UID()];item=[slot_head]'>[(head && !(head.flags&ABSTRACT)) ? html_encode(head) : "<font color=grey>Empty</font>"]</A></td></tr>"
dat += "<tr><td><B>Mask:</B></td><td><A href='?src=[UID()];item=[slot_wear_mask]'>[(wear_mask && !(wear_mask.flags&ABSTRACT)) ? html_encode(wear_mask) : "<font color=grey>Empty</font>"]</A></td></tr>"
if(istype(wear_mask, /obj/item/clothing/mask/muzzle))
var/obj/item/clothing/mask/muzzle/M = wear_mask
if(M.security_lock)
dat += " <A href='?src=[M.UID()];locked=\ref[src]'>[M.locked ? "Disable Lock" : "Set Lock"]</A>"
dat += "</td></tr><tr><td> </td></tr>"
if(handcuffed)
dat += "<tr><td><B>Handcuffed:</B> <A href='?src=[UID()];item=[slot_handcuffed]'>Remove</A></td></tr>"
if(legcuffed)
dat += "<tr><td><A href='?src=[UID()];item=[slot_legcuffed]'>Legcuffed</A></td></tr>"
dat += {"</table>
<A href='?src=[user.UID()];mach_close=mob\ref[src]'>Close</A>
"}
var/datum/browser/popup = new(user, "mob\ref[src]", "[src]", 440, 500)
popup.set_content(dat)
popup.open()
/mob/living/carbon/Topic(href, href_list)
..()
//strip panel
if(usr.stat || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED) || usr.restrained() || !in_range(src, usr))
return
if(href_list["internal"])
var/slot = text2num(href_list["internal"])
var/obj/item/ITEM = get_item_by_slot(slot)
if(ITEM && istype(ITEM, /obj/item/tank))
visible_message("<span class='danger'>[usr] tries to [internal ? "close" : "open"] the valve on [src]'s [ITEM].</span>", \
"<span class='userdanger'>[usr] tries to [internal ? "close" : "open"] the valve on [src]'s [ITEM].</span>")
var/no_mask
if(!get_organ_slot("breathing_tube"))
if(!(wear_mask && wear_mask.flags & AIRTIGHT))
if(!(head && head.flags & AIRTIGHT))
no_mask = 1
if(no_mask)
to_chat(usr, "<span class='warning'>[src] is not wearing a suitable mask or helmet!</span>")
return
if(do_mob(usr, src, POCKET_STRIP_DELAY))
if(internal)
internal = null
update_action_buttons_icon()
else
var/no_mask2
if(!get_organ_slot("breathing_tube"))
if(!(wear_mask && wear_mask.flags & AIRTIGHT))
if(!(head && head.flags & AIRTIGHT))
no_mask2 = 1
if(no_mask2)
to_chat(usr, "<span class='warning'>[src] is not wearing a suitable mask or helmet!</span>")
return
internal = ITEM
update_action_buttons_icon()
visible_message("<span class='danger'>[usr] [internal ? "opens" : "closes"] the valve on [src]'s [ITEM].</span>", \
"<span class='userdanger'>[usr] [internal ? "opens" : "closes"] the valve on [src]'s [ITEM].</span>")
/mob/living/carbon/get_item_by_slot(slot_id)
switch(slot_id)
if(slot_back)
return back
if(slot_wear_mask)
return wear_mask
if(slot_wear_suit)
return wear_suit
if(slot_l_hand)
return l_hand
if(slot_r_hand)
return r_hand
if(slot_handcuffed)
return handcuffed
if(slot_legcuffed)
return legcuffed
return null
//generates realistic-ish pulse output based on preset levels
/mob/living/carbon/proc/get_pulse(method) //method 0 is for hands, 1 is for machines, more accurate
var/temp = 0 //see setup.dm:694
switch(pulse)
if(PULSE_NONE)
return "0"
if(PULSE_SLOW)
temp = rand(40, 60)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_NORM)
temp = rand(60, 90)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_FAST)
temp = rand(90, 120)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_2FAST)
temp = rand(120, 160)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_THREADY)
return method ? ">250" : "extremely weak and fast, patient's artery feels like a thread"
// output for machines^ ^^^^^^^output for people^^^^^^^^^
/mob/living/carbon/proc/canBeHandcuffed()
return FALSE
/mob/living/carbon/fall()
..()
loc.handle_fall()//it's loc so it doesn't call the mob's handle_fall which does nothing
/mob/living/carbon/is_muzzled()
return(istype(wear_mask, /obj/item/clothing/mask/muzzle))
/mob/living/carbon/is_facehugged()
return istype(wear_mask, /obj/item/clothing/mask/facehugger)
/mob/living/carbon/resist_buckle()
INVOKE_ASYNC(src, PROC_REF(resist_muzzle))
var/obj/item/I = get_restraining_item()
if(!I) // If there is nothing to restrain him then he is not restrained
buckled.user_unbuckle_mob(src, src)
return
var/time = I.breakouttime
visible_message("<span class='warning'>[src] attempts to unbuckle [p_them()]self!</span>",
"<span class='notice'>You attempt to unbuckle yourself... (This will take around [time / 10] seconds and you need to stay still.)</span>")
if(!do_after(src, time, FALSE, src, extra_checks = list(CALLBACK(src, PROC_REF(buckle_check)))))
if(src && buckled)
to_chat(src, "<span class='warning'>You fail to unbuckle yourself!</span>")
else
if(!buckled)
return
buckled.user_unbuckle_mob(src, src)
/mob/living/carbon/proc/buckle_check()
if(!buckled) // No longer buckled
return TRUE
return FALSE
/mob/living/carbon/resist_fire()
fire_stacks -= 5
Weaken(6 SECONDS, TRUE) //We dont check for CANWEAKEN, I don't care how immune to weakening you are, if you're rolling on the ground, you're busy.
spin(32, 2)
visible_message("<span class='danger'>[src] rolls on the floor, trying to put [p_them()]self out!</span>",
"<span class='notice'>You stop, drop, and roll!</span>")
sleep(3 SECONDS)
if(fire_stacks <= 0)
visible_message("<span class='danger'>[src] has successfully extinguished [p_them()]self!</span>",
"<span class='notice'>You extinguish yourself.</span>")
ExtinguishMob()
/mob/living/carbon/resist_restraints()
INVOKE_ASYNC(src, PROC_REF(resist_muzzle))
var/obj/item/I = null
if(handcuffed)
I = handcuffed
else if(legcuffed)
I = legcuffed
if(I)
cuff_resist(I)
/mob/living/carbon/resist_muzzle()
if(!istype(wear_mask, /obj/item/clothing/mask/muzzle))
return
var/obj/item/clothing/mask/muzzle/I = wear_mask
var/time = I.resist_time
if(I.resist_time == 0)//if it's 0, you can't get out of it
to_chat(src, "[I] is too well made, you'll need hands for this one!")
else
visible_message("<span class='warning'>[src] gnaws on [I], trying to remove it!</span>")
to_chat(src, "<span class='notice'>You attempt to remove [I]... (This will take around [time/10] seconds and you need to stand still.)</span>")
if(do_after(src, time, 0, target = src))
visible_message("<span class='warning'>[src] removes [I]!</span>")
to_chat(src, "<span class='notice'>You get rid of [I]!</span>")
if(I.security_lock)
I.do_break()
unEquip(I)
/mob/living/carbon/proc/cuff_resist(obj/item/I, breakouttime = 600, cuff_break = 0)
breakouttime = I.breakouttime
var/displaytime = breakouttime / 10
if(!cuff_break)
visible_message("<span class='warning'>[src] attempts to remove [I]!</span>")
to_chat(src, "<span class='notice'>You attempt to remove [I]... (This will take around [displaytime] seconds and you need to stand still.)</span>")
if(do_after(src, breakouttime, 0, target = src))
if(I.loc != src || buckled)
return
visible_message("<span class='danger'>[src] manages to remove [I]!</span>")
to_chat(src, "<span class='notice'>You successfully remove [I].</span>")
if(I == handcuffed)
handcuffed.forceMove(drop_location())
handcuffed.dropped(src)
handcuffed = null
if(buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
update_handcuffed()
return
if(I == legcuffed)
legcuffed.forceMove(drop_location())
legcuffed.dropped()
legcuffed = null
toggle_move_intent()
update_inv_legcuffed()
return
else
unEquip(I)
I.dropped(src)
return
else
to_chat(src, "<span class='warning'>You fail to remove [I]!</span>")
else
breakouttime = 50
visible_message("<span class='warning'>[src] is trying to break [I]!</span>")
to_chat(src, "<span class='notice'>You attempt to break [I]... (This will take around 5 seconds and you need to stand still.)</span>")
if(do_after(src, breakouttime, 0, target = src))
if(!I.loc || buckled)
return
visible_message("<span class='danger'>[src] manages to break [I]!</span>")
to_chat(src, "<span class='notice'>You successfully break [I].</span>")
qdel(I)
if(I == handcuffed)
handcuffed = null
update_handcuffed()
return
else if(I == legcuffed)
legcuffed = null
toggle_move_intent()
update_inv_legcuffed()
return
return 1
else
to_chat(src, "<span class='warning'>You fail to break [I]!</span>")
//called when we get cuffed/uncuffed
/mob/living/carbon/proc/update_handcuffed()
if(handcuffed)
//we don't want problems with nodrop shit if there ever is more than one nodrop twohanded
var/obj/item/I = get_active_hand()
if(istype(I, /obj/item/twohanded))
var/obj/item/twohanded/TH = I //FML
if(TH.wielded)
TH.unwield()
drop_r_hand()
drop_l_hand()
stop_pulling()
throw_alert("handcuffed", /obj/screen/alert/restrained/handcuffed, new_master = handcuffed)
ADD_TRAIT(src, TRAIT_RESTRAINED, "handcuffed")
else