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carbon.dm
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carbon.dm
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/mob/living/carbon/Initialize(mapload)
. = ..()
create_reagents(1000, REAGENT_HOLDER_ALIVE)
assign_bodypart_ownership()
update_body_parts() //to update the carbon's new bodyparts appearance
// Carbons cannot taste anything without a tongue; the tongue organ removes this on Insert
ADD_TRAIT(src, TRAIT_AGEUSIA, NO_TONGUE_TRAIT)
GLOB.carbon_list += src
RegisterSignal(src, COMSIG_LIVING_DEATH, .proc/attach_rot)
/mob/living/carbon/Destroy()
//This must be done first, so the mob ghosts correctly before DNA etc is nulled
. = ..()
QDEL_LIST(hand_bodyparts)
QDEL_LIST(internal_organs)
QDEL_LIST(bodyparts)
QDEL_LIST(implants)
for(var/wound in all_wounds) // these LAZYREMOVE themselves when deleted so no need to remove the list here
qdel(wound)
for(var/scar in all_scars)
qdel(scar)
remove_from_all_data_huds()
QDEL_NULL(dna)
GLOB.carbon_list -= src
/mob/living/carbon/swap_hand(held_index)
. = ..()
if(!.)
return
if(!held_index)
held_index = (active_hand_index % held_items.len)+1
var/oindex = active_hand_index
active_hand_index = held_index
if(hud_used)
var/atom/movable/screen/inventory/hand/H
H = hud_used.hand_slots["[oindex]"]
if(H)
H.update_appearance()
H = hud_used.hand_slots["[held_index]"]
if(H)
H.update_appearance()
/mob/living/carbon/activate_hand(selhand) //l/r OR 1-held_items.len
if(!selhand)
selhand = (active_hand_index % held_items.len)+1
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 2
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != active_hand_index)
swap_hand(selhand)
else
mode() // Activate held item
/mob/living/carbon/attackby(obj/item/I, mob/living/user, params)
for(var/datum/surgery/S in surgeries)
if(body_position == LYING_DOWN || !S.lying_required)
var/list/modifiers = params2list(params)
if((S.self_operable || user != src) && !user.combat_mode)
if(S.next_step(user, modifiers))
return 1
if(!all_wounds || !(!user.combat_mode || user == src))
return ..()
for(var/i in shuffle(all_wounds))
var/datum/wound/W = i
if(W.try_treating(I, user))
return 1
return ..()
/mob/living/carbon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
var/hurt = TRUE
var/extra_speed = 0
if(throwingdatum.thrower != src)
extra_speed = min(max(0, throwingdatum.speed - initial(throw_speed)), CARBON_MAX_IMPACT_SPEED_BONUS)
if(istype(throwingdatum))
hurt = !throwingdatum.gentle
if(hurt && hit_atom.density)
if(isturf(hit_atom))
Paralyze(2 SECONDS)
take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5)
else if(isstructure(hit_atom) && extra_speed)
Paralyze(1 SECONDS)
take_bodypart_damage(5 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5)
else if(!iscarbon(hit_atom) && extra_speed)
take_bodypart_damage(5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5)
if(iscarbon(hit_atom) && hit_atom != src)
var/mob/living/carbon/victim = hit_atom
if(victim.movement_type & FLYING)
return
if(hurt)
victim.take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5)
take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5)
victim.Paralyze(2 SECONDS)
Paralyze(2 SECONDS)
visible_message(span_danger("[src] crashes into [victim][extra_speed ? " really hard" : ""], knocking them both over!"),\
span_userdanger("You violently crash into [victim][extra_speed ? " extra hard" : ""]!"))
playsound(src,'sound/weapons/punch1.ogg',50,TRUE)
//Throwing stuff
/mob/living/carbon/proc/toggle_throw_mode()
if(stat)
return
if(throw_mode)
throw_mode_off(THROW_MODE_TOGGLE)
else
throw_mode_on(THROW_MODE_TOGGLE)
/mob/living/carbon/proc/throw_mode_off(method)
if(throw_mode > method) //A toggle doesnt affect a hold
return
throw_mode = THROW_MODE_DISABLED
if(hud_used)
hud_used.throw_icon.icon_state = "act_throw_off"
/mob/living/carbon/proc/throw_mode_on(mode = THROW_MODE_TOGGLE)
throw_mode = mode
if(hud_used)
hud_used.throw_icon.icon_state = "act_throw_on"
/mob/proc/throw_item(atom/target)
SEND_SIGNAL(src, COMSIG_MOB_THROW, target)
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_CARBON_THROW_THING, src, target)
return
/mob/living/carbon/throw_item(atom/target)
. = ..()
throw_mode_off(THROW_MODE_TOGGLE)
if(!target || !isturf(loc))
return
if(istype(target, /atom/movable/screen))
return
var/atom/movable/thrown_thing
var/obj/item/I = get_active_held_item()
if(!I)
if(pulling && isliving(pulling) && grab_state >= GRAB_AGGRESSIVE)
var/mob/living/throwable_mob = pulling
if(!throwable_mob.buckled)
thrown_thing = throwable_mob
stop_pulling()
if(HAS_TRAIT(src, TRAIT_PACIFISM))
to_chat(src, span_notice("You gently let go of [throwable_mob]."))
return
else
thrown_thing = I.on_thrown(src, target)
if(thrown_thing)
if(isliving(thrown_thing))
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
if(start_T && end_T)
log_combat(src, thrown_thing, "thrown", addition="grab from tile in [AREACOORD(start_T)] towards tile at [AREACOORD(end_T)]")
var/power_throw = 0
if(HAS_TRAIT(src, TRAIT_HULK))
power_throw++
if(HAS_TRAIT(src, TRAIT_DWARF))
power_throw--
if(HAS_TRAIT(thrown_thing, TRAIT_DWARF))
power_throw++
if(pulling && grab_state >= GRAB_NECK)
power_throw++
visible_message(span_danger("[src] throws [thrown_thing][power_throw ? " really hard!" : "."]"), \
span_danger("You throw [thrown_thing][power_throw ? " really hard!" : "."]"))
log_message("has thrown [thrown_thing] [power_throw ? "really hard" : ""]", LOG_ATTACK)
newtonian_move(get_dir(target, src))
thrown_thing.safe_throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed + power_throw, src, null, null, null, move_force)
/mob/living/carbon/proc/canBeHandcuffed()
return FALSE
/mob/living/carbon/Topic(href, href_list)
..()
if(href_list["embedded_object"] && usr.canUseTopic(src, BE_CLOSE, NO_DEXTERITY))
var/obj/item/bodypart/L = locate(href_list["embedded_limb"]) in bodyparts
if(!L)
return
var/obj/item/I = locate(href_list["embedded_object"]) in L.embedded_objects
if(!I || I.loc != src) //no item, no limb, or item is not in limb or in the person anymore
return
SEND_SIGNAL(src, COMSIG_CARBON_EMBED_RIP, I, L)
return
/mob/living/carbon/on_fall()
. = ..()
loc.handle_fall(src)//it's loc so it doesn't call the mob's handle_fall which does nothing
/mob/living/carbon/is_muzzled()
for (var/obj/item/clothing/clothing in get_equipped_items())
if(clothing.clothing_flags & BLOCKS_SPEECH)
return TRUE
return FALSE
/mob/living/carbon/hallucinating()
if(hallucination)
return TRUE
else
return FALSE
/mob/living/carbon/resist_buckle()
if(HAS_TRAIT(src, TRAIT_RESTRAINED))
changeNext_move(CLICK_CD_BREAKOUT)
last_special = world.time + CLICK_CD_BREAKOUT
var/buckle_cd = 60 SECONDS
if(handcuffed)
var/obj/item/restraints/O = src.get_item_by_slot(ITEM_SLOT_HANDCUFFED)
buckle_cd = O.breakouttime
visible_message(span_warning("[src] attempts to unbuckle [p_them()]self!"), \
span_notice("You attempt to unbuckle yourself... (This will take around [round(buckle_cd/600,1)] minute\s, and you need to stay still.)"))
if(do_after(src, buckle_cd, target = src, timed_action_flags = IGNORE_HELD_ITEM))
if(!buckled)
return
buckled.user_unbuckle_mob(src,src)
else
if(src && buckled)
to_chat(src, span_warning("You fail to unbuckle yourself!"))
else
buckled.user_unbuckle_mob(src,src)
/mob/living/carbon/resist_fire()
adjust_fire_stacks(-5)
Paralyze(60, ignore_canstun = TRUE)
spin(32,2)
visible_message(span_danger("[src] rolls on the floor, trying to put [p_them()]self out!"), \
span_notice("You stop, drop, and roll!"))
sleep(30)
if(fire_stacks <= 0 && !QDELETED(src))
visible_message(span_danger("[src] successfully extinguishes [p_them()]self!"), \
span_notice("You extinguish yourself."))
extinguish_mob()
return
/mob/living/carbon/resist_restraints()
var/obj/item/I = null
var/type = 0
if(handcuffed)
I = handcuffed
type = 1
else if(legcuffed)
I = legcuffed
type = 2
if(I)
if(type == 1)
changeNext_move(CLICK_CD_BREAKOUT)
last_special = world.time + CLICK_CD_BREAKOUT
if(type == 2)
changeNext_move(CLICK_CD_RANGE)
last_special = world.time + CLICK_CD_RANGE
cuff_resist(I)
/mob/living/carbon/proc/cuff_resist(obj/item/I, breakouttime = 1 MINUTES, cuff_break = 0)
if(I.item_flags & BEING_REMOVED)
to_chat(src, span_warning("You're already attempting to remove [I]!"))
return
I.item_flags |= BEING_REMOVED
breakouttime = I.breakouttime
if(!cuff_break)
visible_message(span_warning("[src] attempts to remove [I]!"))
to_chat(src, span_notice("You attempt to remove [I]... (This will take around [DisplayTimeText(breakouttime)] and you need to stand still.)"))
if(do_after(src, breakouttime, target = src, timed_action_flags = IGNORE_HELD_ITEM))
. = clear_cuffs(I, cuff_break)
else
to_chat(src, span_warning("You fail to remove [I]!"))
else if(cuff_break == FAST_CUFFBREAK)
breakouttime = 50
visible_message(span_warning("[src] is trying to break [I]!"))
to_chat(src, span_notice("You attempt to break [I]... (This will take around 5 seconds and you need to stand still.)"))
if(do_after(src, breakouttime, target = src, timed_action_flags = IGNORE_HELD_ITEM))
. = clear_cuffs(I, cuff_break)
else
to_chat(src, span_warning("You fail to break [I]!"))
else if(cuff_break == INSTANT_CUFFBREAK)
. = clear_cuffs(I, cuff_break)
I.item_flags &= ~BEING_REMOVED
/mob/living/carbon/proc/uncuff()
if (handcuffed)
var/obj/item/W = handcuffed
set_handcuffed(null)
if (buckled?.buckle_requires_restraints)
buckled.unbuckle_mob(src)
update_handcuffed()
if (client)
client.screen -= W
if (W)
W.forceMove(drop_location())
W.dropped(src)
if (W)
W.layer = initial(W.layer)
W.plane = initial(W.plane)
changeNext_move(0)
if (legcuffed)
var/obj/item/W = legcuffed
legcuffed = null
update_inv_legcuffed()
if (client)
client.screen -= W
if (W)
W.forceMove(drop_location())
W.dropped(src)
if (W)
W.layer = initial(W.layer)
W.plane = initial(W.plane)
changeNext_move(0)
update_equipment_speed_mods() // In case cuffs ever change speed
/mob/living/carbon/proc/clear_cuffs(obj/item/I, cuff_break)
if(!I.loc || buckled)
return FALSE
if(I != handcuffed && I != legcuffed)
return FALSE
visible_message(span_danger("[src] manages to [cuff_break ? "break" : "remove"] [I]!"))
to_chat(src, span_notice("You successfully [cuff_break ? "break" : "remove"] [I]."))
if(cuff_break)
. = !((I == handcuffed) || (I == legcuffed))
qdel(I)
return TRUE
else
if(I == handcuffed)
handcuffed.forceMove(drop_location())
set_handcuffed(null)
I.dropped(src)
if(buckled?.buckle_requires_restraints)
buckled.unbuckle_mob(src)
update_handcuffed()
return TRUE
if(I == legcuffed)
legcuffed.forceMove(drop_location())
legcuffed = null
I.dropped(src)
update_inv_legcuffed()
return TRUE
/mob/living/carbon/proc/accident(obj/item/I)
if(!I || (I.item_flags & ABSTRACT) || HAS_TRAIT(I, TRAIT_NODROP))
return
dropItemToGround(I)
var/modifier = 0
if(HAS_TRAIT(src, TRAIT_CLUMSY))
modifier -= 40 //Clumsy people are more likely to hit themselves -Honk!
switch(rand(1,100)+modifier) //91-100=Nothing special happens
if(-INFINITY to 0) //attack yourself
INVOKE_ASYNC(I, /obj/item.proc/attack, src, src)
if(1 to 30) //throw it at yourself
I.throw_impact(src)
if(31 to 60) //Throw object in facing direction
var/turf/target = get_turf(loc)
var/range = rand(2,I.throw_range)
for(var/i = 1; i < range; i++)
var/turf/new_turf = get_step(target, dir)
target = new_turf
if(new_turf.density)
break
I.throw_at(target,I.throw_range,I.throw_speed,src)
if(61 to 90) //throw it down to the floor
var/turf/target = get_turf(loc)
I.safe_throw_at(target,I.throw_range,I.throw_speed,src, force = move_force)
/mob/living/carbon/get_status_tab_items()
. = ..()
var/obj/item/organ/alien/plasmavessel/vessel = getorgan(/obj/item/organ/alien/plasmavessel)
if(vessel)
. += "Plasma Stored: [vessel.storedPlasma]/[vessel.max_plasma]"
if(locate(/obj/item/assembly/health) in src)
. += "Health: [health]"
/mob/living/carbon/get_proc_holders()
. = ..()
. += add_abilities_to_panel()
/mob/living/carbon/attack_ui(slot, params)
if(!has_hand_for_held_index(active_hand_index))
return 0
return ..()
/mob/living/carbon/proc/vomit(lost_nutrition = 10, blood = FALSE, stun = TRUE, distance = 1, message = TRUE, vomit_type = VOMIT_TOXIC, harm = TRUE, force = FALSE, purge_ratio = 0.1)
if((HAS_TRAIT(src, TRAIT_NOHUNGER) || HAS_TRAIT(src, TRAIT_TOXINLOVER)) && !force)
return TRUE
if(nutrition < 100 && !blood && !force)
if(message)
visible_message(span_warning("[src] dry heaves!"), \
span_userdanger("You try to throw up, but there's nothing in your stomach!"))
if(stun)
Paralyze(200)
return TRUE
if(is_mouth_covered()) //make this add a blood/vomit overlay later it'll be hilarious
if(message)
visible_message(span_danger("[src] throws up all over [p_them()]self!"), \
span_userdanger("You throw up all over yourself!"))
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "vomit", /datum/mood_event/vomitself)
distance = 0
else
if(message)
visible_message(span_danger("[src] throws up!"), span_userdanger("You throw up!"))
if(!isflyperson(src))
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "vomit", /datum/mood_event/vomit)
if(stun)
Paralyze(80)
playsound(get_turf(src), 'sound/effects/splat.ogg', 50, TRUE)
var/turf/T = get_turf(src)
if(!blood)
adjust_nutrition(-lost_nutrition)
adjustToxLoss(-3)
for(var/i=0 to distance)
if(blood)
if(T)
add_splatter_floor(T)
if(harm)
adjustBruteLoss(3)
else
if(T)
T.add_vomit_floor(src, vomit_type, purge_ratio) //toxic barf looks different || call purge when doing detoxicfication to pump more chems out of the stomach.
T = get_step(T, dir)
if (T?.is_blocked_turf())
break
return TRUE
/**
* Expel the reagents you just tried to ingest
*
* When you try to ingest reagents but you do not have a stomach
* you will spew the reagents on the floor.
*
* Vars:
* * bite: /atom the reagents to expel
* * amount: int The amount of reagent
*/
/mob/living/carbon/proc/expel_ingested(atom/bite, amount)
visible_message(span_danger("[src] throws up all over [p_them()]self!"), \
span_userdanger("You are unable to keep the [bite] down without a stomach!"))
var/turf/floor = get_turf(src)
var/obj/effect/decal/cleanable/vomit/spew = new(floor, get_static_viruses())
bite.reagents.trans_to(spew, amount, transfered_by = src)
/mob/living/carbon/proc/spew_organ(power = 5, amt = 1)
for(var/i in 1 to amt)
if(!internal_organs.len)
break //Guess we're out of organs!
var/obj/item/organ/guts = pick(internal_organs)
var/turf/T = get_turf(src)
guts.Remove(src)
guts.forceMove(T)
var/atom/throw_target = get_edge_target_turf(guts, dir)
guts.throw_at(throw_target, power, 4, src)
/mob/living/carbon/fully_replace_character_name(oldname,newname)
..()
if(dna)
dna.real_name = real_name
/mob/living/carbon/set_body_position(new_value)
. = ..()
if(isnull(.))
return
if(new_value == LYING_DOWN)
add_movespeed_modifier(/datum/movespeed_modifier/carbon_crawling)
else
remove_movespeed_modifier(/datum/movespeed_modifier/carbon_crawling)
//Updates the mob's health from bodyparts and mob damage variables
/mob/living/carbon/updatehealth()
if(status_flags & GODMODE)
return
var/total_burn = 0
var/total_brute = 0
var/total_stamina = 0
for(var/X in bodyparts) //hardcoded to streamline things a bit
var/obj/item/bodypart/BP = X
total_brute += (BP.brute_dam * BP.body_damage_coeff)
total_burn += (BP.burn_dam * BP.body_damage_coeff)
total_stamina += (BP.stamina_dam * BP.stam_damage_coeff)
set_health(round(maxHealth - getOxyLoss() - getToxLoss() - getCloneLoss() - total_burn - total_brute, DAMAGE_PRECISION))
staminaloss = round(total_stamina, DAMAGE_PRECISION)
update_stat()
if(((maxHealth - total_burn) < HEALTH_THRESHOLD_DEAD*2) && stat == DEAD )
become_husk(BURN)
med_hud_set_health()
if(stat == SOFT_CRIT)
add_movespeed_modifier(/datum/movespeed_modifier/carbon_softcrit)
else
remove_movespeed_modifier(/datum/movespeed_modifier/carbon_softcrit)
SEND_SIGNAL(src, COMSIG_CARBON_HEALTH_UPDATE)
/mob/living/carbon/update_stamina()
var/stam = getStaminaLoss()
if(stam > DAMAGE_PRECISION && (maxHealth - stam) <= crit_threshold && !stat)
enter_stamcrit()
else if(HAS_TRAIT_FROM(src, TRAIT_INCAPACITATED, STAMINA))
REMOVE_TRAIT(src, TRAIT_INCAPACITATED, STAMINA)
REMOVE_TRAIT(src, TRAIT_IMMOBILIZED, STAMINA)
REMOVE_TRAIT(src, TRAIT_FLOORED, STAMINA)
else
return
update_health_hud()
/mob/living/carbon/update_sight()
if(!client)
return
if(stat == DEAD)
if(SSmapping.level_trait(z, ZTRAIT_NOXRAY))
sight = null
else if(is_secret_level(z))
sight = initial(sight)
else
sight = (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = 8
see_invisible = SEE_INVISIBLE_OBSERVER
return
sight = initial(sight)
lighting_alpha = initial(lighting_alpha)
var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
if(!E)
update_tint()
else
see_invisible = E.see_invisible
see_in_dark = E.see_in_dark
sight |= E.sight_flags
if(!isnull(E.lighting_alpha))
lighting_alpha = E.lighting_alpha
if(client.eye != src)
var/atom/A = client.eye
if(A.update_remote_sight(src)) //returns 1 if we override all other sight updates.
return
if(glasses)
var/obj/item/clothing/glasses/G = glasses
sight |= G.vision_flags
see_in_dark = max(G.darkness_view, see_in_dark)
if(G.invis_override)
see_invisible = G.invis_override
else
see_invisible = min(G.invis_view, see_invisible)
if(!isnull(G.lighting_alpha))
lighting_alpha = min(lighting_alpha, G.lighting_alpha)
if(HAS_TRAIT(src, TRAIT_THERMAL_VISION))
sight |= (SEE_MOBS)
lighting_alpha = min(lighting_alpha, LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE)
if(HAS_TRAIT(src, TRAIT_XRAY_VISION))
sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = max(see_in_dark, 8)
if(see_override)
see_invisible = see_override
if(SSmapping.level_trait(z, ZTRAIT_NOXRAY))
sight = null
return ..()
//to recalculate and update the mob's total tint from tinted equipment it's wearing.
/mob/living/carbon/proc/update_tint()
if(!GLOB.tinted_weldhelh)
return
tinttotal = get_total_tint()
if(tinttotal >= TINT_BLIND)
become_blind(EYES_COVERED)
else if(tinttotal >= TINT_DARKENED)
cure_blind(EYES_COVERED)
overlay_fullscreen("tint", /atom/movable/screen/fullscreen/impaired, 2)
else
cure_blind(EYES_COVERED)
clear_fullscreen("tint", 0)
/mob/living/carbon/proc/get_total_tint()
. = 0
if(isclothing(head))
. += head.tint
if(isclothing(wear_mask))
. += wear_mask.tint
var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
if(E)
. += E.tint
else
. += INFINITY
/mob/living/carbon/get_permeability_protection(list/target_zones = list(HANDS,CHEST,GROIN,LEGS,FEET,ARMS,HEAD))
var/list/tally = list()
for(var/obj/item/I in get_equipped_items())
for(var/zone in target_zones)
if(I.body_parts_covered & zone)
tally["[zone]"] = max(1 - I.permeability_coefficient, target_zones["[zone]"])
var/protection = 0
for(var/key in tally)
protection += tally[key]
protection *= INVERSE(target_zones.len)
return protection
//this handles hud updates
/mob/living/carbon/update_damage_hud()
if(!client)
return
if(health <= crit_threshold)
var/severity = 0
switch(health)
if(-20 to -10)
severity = 1
if(-30 to -20)
severity = 2
if(-40 to -30)
severity = 3
if(-50 to -40)
severity = 4
if(-50 to -40)
severity = 5
if(-60 to -50)
severity = 6
if(-70 to -60)
severity = 7
if(-90 to -70)
severity = 8
if(-95 to -90)
severity = 9
if(-INFINITY to -95)
severity = 10
if(stat != HARD_CRIT)
var/visionseverity = 4
switch(health)
if(-8 to -4)
visionseverity = 5
if(-12 to -8)
visionseverity = 6
if(-16 to -12)
visionseverity = 7
if(-20 to -16)
visionseverity = 8
if(-24 to -20)
visionseverity = 9
if(-INFINITY to -24)
visionseverity = 10
overlay_fullscreen("critvision", /atom/movable/screen/fullscreen/crit/vision, visionseverity)
else
clear_fullscreen("critvision")
overlay_fullscreen("crit", /atom/movable/screen/fullscreen/crit, severity)
else
clear_fullscreen("crit")
clear_fullscreen("critvision")
//Oxygen damage overlay
if(oxyloss)
var/severity = 0
switch(oxyloss)
if(10 to 20)
severity = 1
if(20 to 25)
severity = 2
if(25 to 30)
severity = 3
if(30 to 35)
severity = 4
if(35 to 40)
severity = 5
if(40 to 45)
severity = 6
if(45 to INFINITY)
severity = 7
overlay_fullscreen("oxy", /atom/movable/screen/fullscreen/oxy, severity)
else
clear_fullscreen("oxy")
//Fire and Brute damage overlay (BSSR)
var/hurtdamage = getBruteLoss() + getFireLoss() + damageoverlaytemp
if(hurtdamage)
var/severity = 0
switch(hurtdamage)
if(5 to 15)
severity = 1
if(15 to 30)
severity = 2
if(30 to 45)
severity = 3
if(45 to 70)
severity = 4
if(70 to 85)
severity = 5
if(85 to INFINITY)
severity = 6
overlay_fullscreen("brute", /atom/movable/screen/fullscreen/brute, severity)
else
clear_fullscreen("brute")
/mob/living/carbon/update_health_hud(shown_health_amount)
if(!client || !hud_used)
return
if(hud_used.healths)
if(stat != DEAD)
. = 1
if(shown_health_amount == null)
shown_health_amount = health
if(shown_health_amount >= maxHealth)
hud_used.healths.icon_state = "health0"
else if(shown_health_amount > maxHealth*0.8)
hud_used.healths.icon_state = "health1"
else if(shown_health_amount > maxHealth*0.6)
hud_used.healths.icon_state = "health2"
else if(shown_health_amount > maxHealth*0.4)
hud_used.healths.icon_state = "health3"
else if(shown_health_amount > maxHealth*0.2)
hud_used.healths.icon_state = "health4"
else if(shown_health_amount > 0)
hud_used.healths.icon_state = "health5"
else
hud_used.healths.icon_state = "health6"
else
hud_used.healths.icon_state = "health7"
/mob/living/carbon/proc/update_internals_hud_icon(internal_state = 0)
if(hud_used?.internals)
hud_used.internals.icon_state = "internal[internal_state]"
/mob/living/carbon/proc/update_spacesuit_hud_icon(cell_state = "empty")
if(hud_used?.spacesuit)
hud_used.spacesuit.icon_state = "spacesuit_[cell_state]"
/mob/living/carbon/set_health(new_value)
. = ..()
if(. > hardcrit_threshold)
if(health <= hardcrit_threshold && !HAS_TRAIT(src, TRAIT_NOHARDCRIT))
ADD_TRAIT(src, TRAIT_KNOCKEDOUT, CRIT_HEALTH_TRAIT)
else if(health > hardcrit_threshold)
REMOVE_TRAIT(src, TRAIT_KNOCKEDOUT, CRIT_HEALTH_TRAIT)
if(CONFIG_GET(flag/near_death_experience))
if(. > HEALTH_THRESHOLD_NEARDEATH)
if(health <= HEALTH_THRESHOLD_NEARDEATH && !HAS_TRAIT(src, TRAIT_NODEATH))
ADD_TRAIT(src, TRAIT_SIXTHSENSE, "near-death")
else if(health > HEALTH_THRESHOLD_NEARDEATH)
REMOVE_TRAIT(src, TRAIT_SIXTHSENSE, "near-death")
/mob/living/carbon/update_stat()
if(status_flags & GODMODE)
return
if(stat != DEAD)
if(health <= HEALTH_THRESHOLD_DEAD && !HAS_TRAIT(src, TRAIT_NODEATH))
death()
return
if(health <= hardcrit_threshold && !HAS_TRAIT(src, TRAIT_NOHARDCRIT))
set_stat(HARD_CRIT)
else if(HAS_TRAIT(src, TRAIT_KNOCKEDOUT))
set_stat(UNCONSCIOUS)
else if(health <= crit_threshold && !HAS_TRAIT(src, TRAIT_NOSOFTCRIT))
set_stat(SOFT_CRIT)
else
set_stat(CONSCIOUS)
update_damage_hud()
update_health_hud()
med_hud_set_status()
//called when we get cuffed/uncuffed
/mob/living/carbon/proc/update_handcuffed()
if(handcuffed)
drop_all_held_items()
stop_pulling()
throw_alert("handcuffed", /atom/movable/screen/alert/restrained/handcuffed, new_master = src.handcuffed)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "handcuffed", /datum/mood_event/handcuffed)
else
clear_alert("handcuffed")
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "handcuffed")
update_action_buttons_icon() //some of our action buttons might be unusable when we're handcuffed.
update_inv_handcuffed()
update_hud_handcuffed()
/mob/living/carbon/fully_heal(admin_revive = FALSE)
if(reagents)
reagents.clear_reagents()
if(mind)
for(var/addiction_type in subtypesof(/datum/addiction))
mind.remove_addiction_points(addiction_type, MAX_ADDICTION_POINTS) //Remove the addiction!
for(var/O in internal_organs)
var/obj/item/organ/organ = O
organ.setOrganDamage(0)
for(var/thing in diseases)
var/datum/disease/D = thing
if(D.severity != DISEASE_SEVERITY_POSITIVE)
D.cure(FALSE)
for(var/thing in all_wounds)
var/datum/wound/W = thing
W.remove_wound()
if(admin_revive)
suiciding = FALSE
regenerate_limbs()
regenerate_organs()
set_handcuffed(null)
for(var/obj/item/restraints/R in contents) //actually remove cuffs from inventory
qdel(R)
update_handcuffed()
cure_all_traumas(TRAUMA_RESILIENCE_MAGIC)
..()
/mob/living/carbon/can_be_revived()
. = ..()
if(!getorgan(/obj/item/organ/brain) && (!mind || !mind.has_antag_datum(/datum/antagonist/changeling)) || HAS_TRAIT(src, TRAIT_HUSK))
return FALSE
/mob/living/carbon/proc/can_defib()
if (suiciding)
return DEFIB_FAIL_SUICIDE
if (HAS_TRAIT(src, TRAIT_HUSK))
return DEFIB_FAIL_HUSK
if ((getBruteLoss() >= MAX_REVIVE_BRUTE_DAMAGE) || (getFireLoss() >= MAX_REVIVE_FIRE_DAMAGE))
return DEFIB_FAIL_TISSUE_DAMAGE
// Only check for a heart if they actually need a heart. Who would've thunk
if (needs_heart())
var/obj/item/organ/heart = getorgan(/obj/item/organ/heart)
if (!heart)
return DEFIB_FAIL_NO_HEART
if (heart.organ_flags & ORGAN_FAILING)
return DEFIB_FAIL_FAILING_HEART
// Carbons with HARS do not need a brain
if (!dna?.check_mutation(HARS))
var/obj/item/organ/brain/BR = getorgan(/obj/item/organ/brain)
if (QDELETED(BR))
return DEFIB_FAIL_NO_BRAIN
if (BR.organ_flags & ORGAN_FAILING)
return DEFIB_FAIL_FAILING_BRAIN
if (BR.suicided || BR.brainmob?.suiciding)
return DEFIB_FAIL_NO_INTELLIGENCE
if(key && key[1] == "@") // Adminghosts (#61870)
return DEFIB_NOGRAB_AGHOST
return DEFIB_POSSIBLE
/mob/living/carbon/harvest(mob/living/user)
if(QDELETED(src))
return
var/organs_amt = 0
for(var/X in internal_organs)
var/obj/item/organ/O = X
if(prob(50))
organs_amt++
O.Remove(src)
O.forceMove(drop_location())
if(organs_amt)
to_chat(user, span_notice("You retrieve some of [src]\'s internal organs!"))
remove_all_embedded_objects()
/mob/living/carbon/extinguish_mob()
for(var/X in get_equipped_items())
var/obj/item/I = X
I.wash(CLEAN_TYPE_ACID) //washes off the acid on our clothes
I.extinguish() //extinguishes our clothes
..()
/mob/living/carbon/fakefire(fire_icon = "Generic_mob_burning")
var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER)
new_fire_overlay.appearance_flags = RESET_COLOR
overlays_standing[FIRE_LAYER] = new_fire_overlay
apply_overlay(FIRE_LAYER)
/mob/living/carbon/fakefireextinguish()
remove_overlay(FIRE_LAYER)
/mob/living/carbon/proc/create_bodyparts()
var/l_arm_index_next = -1
var/r_arm_index_next = 0
for(var/bodypart_path in bodyparts)
var/obj/item/bodypart/bodypart_instance = new bodypart_path()
bodypart_instance.set_owner(src)
bodyparts.Remove(bodypart_path)
add_bodypart(bodypart_instance)
switch(bodypart_instance.body_part)
if(ARM_LEFT)
l_arm_index_next += 2
bodypart_instance.held_index = l_arm_index_next //1, 3, 5, 7...
hand_bodyparts += bodypart_instance
if(ARM_RIGHT)
r_arm_index_next += 2
bodypart_instance.held_index = r_arm_index_next //2, 4, 6, 8...
hand_bodyparts += bodypart_instance
///Proc to hook behavior on bodypart additions.
/mob/living/carbon/proc/add_bodypart(obj/item/bodypart/new_bodypart)
bodyparts += new_bodypart
switch(new_bodypart.body_part)
if(LEG_LEFT, LEG_RIGHT)
set_num_legs(num_legs + 1)
if(!new_bodypart.bodypart_disabled)
set_usable_legs(usable_legs + 1)
if(ARM_LEFT, ARM_RIGHT)
set_num_hands(num_hands + 1)
if(!new_bodypart.bodypart_disabled)
set_usable_hands(usable_hands + 1)
///Proc to hook behavior on bodypart removals.
/mob/living/carbon/proc/remove_bodypart(obj/item/bodypart/old_bodypart)
bodyparts -= old_bodypart
switch(old_bodypart.body_part)
if(LEG_LEFT, LEG_RIGHT)
set_num_legs(num_legs - 1)
if(!old_bodypart.bodypart_disabled)
set_usable_legs(usable_legs - 1)
if(ARM_LEFT, ARM_RIGHT)
set_num_hands(num_hands - 1)
if(!old_bodypart.bodypart_disabled)
set_usable_hands(usable_hands - 1)
/mob/living/carbon/proc/create_internal_organs()
for(var/X in internal_organs)
var/obj/item/organ/I = X
I.Insert(src)
/mob/living/carbon/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("", "---------")
VV_DROPDOWN_OPTION(VV_HK_MAKE_AI, "Make AI")
VV_DROPDOWN_OPTION(VV_HK_MODIFY_BODYPART, "Modify bodypart")
VV_DROPDOWN_OPTION(VV_HK_MODIFY_ORGANS, "Modify organs")
VV_DROPDOWN_OPTION(VV_HK_HALLUCINATION, "Hallucinate")
VV_DROPDOWN_OPTION(VV_HK_MARTIAL_ART, "Give Martial Arts")
VV_DROPDOWN_OPTION(VV_HK_GIVE_TRAUMA, "Give Brain Trauma")
VV_DROPDOWN_OPTION(VV_HK_CURE_TRAUMA, "Cure Brain Traumas")
/mob/living/carbon/vv_do_topic(list/href_list)
. = ..()
if(href_list[VV_HK_MODIFY_BODYPART])
if(!check_rights(R_SPAWN))
return
var/edit_action = input(usr, "What would you like to do?","Modify Body Part") as null|anything in list("add","remove", "augment")
if(!edit_action)
return
var/list/limb_list = list()
if(edit_action == "remove" || edit_action == "augment")
for(var/obj/item/bodypart/B in bodyparts)
limb_list += B.body_zone
if(edit_action == "remove")
limb_list -= BODY_ZONE_CHEST
else
limb_list = list(BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
for(var/obj/item/bodypart/B in bodyparts)
limb_list -= B.body_zone
var/result = input(usr, "Please choose which body part to [edit_action]","[capitalize(edit_action)] Body Part") as null|anything in sort_list(limb_list)
if(result)
var/obj/item/bodypart/BP = get_bodypart(result)