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mood_event.dm
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/datum/mood_event
var/description ///For descriptions, use the span classes bold nicegreen, nicegreen, none, warning and boldwarning in order from great to horrible.
var/mood_change = 0
var/timeout = 0
var/hidden = FALSE//Not shown on examine
var/category //string of what category this mood was added in as
var/special_screen_obj //if it isn't null, it will replace or add onto the mood icon with this (same file). see happiness drug for example
var/special_screen_replace = TRUE //if false, it will be an overlay instead
var/datum/component/mood/owner
/// List of required jobs for this mood event.
var/list/required_job = list()
/datum/mood_event/New(mob/M, param)
owner = M
if(length(required_job) > 0)
var/mob/living/living_human = owner.parent
if(living_human && living_human.mind && !(find_job(living_human.mind) in required_job))
qdel(src)
return
add_effects(param)
/datum/mood_event/Destroy()
remove_effects()
return ..()
/datum/mood_event/proc/add_effects(param)
return
/datum/mood_event/proc/remove_effects()
return