/
status_procs.dm
61 lines (47 loc) · 2.34 KB
/
status_procs.dm
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//Here are the procs used to modify status effects of a mob.
//The effects include: stun, knockdown, unconscious, sleeping, resting
/mob/living/carbon/IsParalyzed(include_stamcrit = TRUE)
return ..() || (include_stamcrit && HAS_TRAIT_FROM(src, TRAIT_INCAPACITATED, STAMINA))
/mob/living/carbon/proc/enter_stamcrit()
if(HAS_TRAIT_FROM(src, TRAIT_INCAPACITATED, STAMINA)) //Already in stamcrit
return
if(check_stun_immunity(CANKNOCKDOWN))
return
SEND_SIGNAL(src, COMSIG_CARBON_ENTER_STAMCRIT)
to_chat(src, span_notice("You're too exhausted to keep going..."))
add_traits(list(TRAIT_INCAPACITATED, TRAIT_IMMOBILIZED, TRAIT_FLOORED), STAMINA)
if(getStaminaLoss() < 120) // Puts you a little further into the initial stamcrit, makes stamcrit harder to outright counter with chems.
adjustStaminaLoss(30, FALSE)
/mob/living/carbon/adjust_disgust(amount, max = DISGUST_LEVEL_MAXEDOUT)
disgust = clamp(disgust + amount, 0, max)
/mob/living/carbon/set_disgust(amount)
disgust = clamp(amount, 0, DISGUST_LEVEL_MAXEDOUT)
////////////////////////////////////////TRAUMAS/////////////////////////////////////////
/mob/living/carbon/proc/get_traumas()
. = list()
var/obj/item/organ/internal/brain/B = get_organ_slot(ORGAN_SLOT_BRAIN)
if(B)
. = B.traumas
/mob/living/carbon/proc/has_trauma_type(brain_trauma_type, resilience)
var/obj/item/organ/internal/brain/B = get_organ_slot(ORGAN_SLOT_BRAIN)
if(B)
. = B.has_trauma_type(brain_trauma_type, resilience)
/mob/living/carbon/proc/gain_trauma(datum/brain_trauma/trauma, resilience, ...)
var/obj/item/organ/internal/brain/B = get_organ_slot(ORGAN_SLOT_BRAIN)
if(B)
var/list/arguments = list()
if(args.len > 2)
arguments = args.Copy(3)
. = B.brain_gain_trauma(trauma, resilience, arguments)
/mob/living/carbon/proc/gain_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience)
var/obj/item/organ/internal/brain/B = get_organ_slot(ORGAN_SLOT_BRAIN)
if(B)
. = B.gain_trauma_type(brain_trauma_type, resilience)
/mob/living/carbon/proc/cure_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience)
var/obj/item/organ/internal/brain/B = get_organ_slot(ORGAN_SLOT_BRAIN)
if(B)
. = B.cure_trauma_type(brain_trauma_type, resilience)
/mob/living/carbon/proc/cure_all_traumas(resilience)
var/obj/item/organ/internal/brain/B = get_organ_slot(ORGAN_SLOT_BRAIN)
if(B)
. = B.cure_all_traumas(resilience)