/* apply_damage(a,b,c) args a:damage - How much damage to take b:damage_type - What type of damage to take, brute, burn c:def_zone - Where to take the damage if its brute or burn Returns standard 0 if fail */ /mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = 0) blocked = (100-blocked)/100 if(!damage || (blocked <= 0)) return 0 switch(damagetype) if(BRUTE) adjustBruteLoss(damage * blocked) if(BURN) adjustFireLoss(damage * blocked) if(TOX) adjustToxLoss(damage * blocked) if(OXY) adjustOxyLoss(damage * blocked) if(CLONE) adjustCloneLoss(damage * blocked) if(STAMINA) adjustStaminaLoss(damage * blocked) updatehealth() return 1 /mob/living/proc/apply_damages(brute = 0, burn = 0, tox = 0, oxy = 0, clone = 0, def_zone = null, blocked = 0, stamina = 0) if(blocked >= 100) return 0 if(brute) apply_damage(brute, BRUTE, def_zone, blocked) if(burn) apply_damage(burn, BURN, def_zone, blocked) if(tox) apply_damage(tox, TOX, def_zone, blocked) if(oxy) apply_damage(oxy, OXY, def_zone, blocked) if(clone) apply_damage(clone, CLONE, def_zone, blocked) if(stamina) apply_damage(stamina, STAMINA, def_zone, blocked) return 1 /mob/living/proc/apply_effect(effect = 0,effecttype = STUN, blocked = 0) blocked = (100-blocked)/100 if(!effect || (blocked <= 0)) return 0 switch(effecttype) if(STUN) Stun(effect * blocked) if(WEAKEN) Weaken(effect * blocked) if(PARALYZE) Paralyse(effect * blocked) if(IRRADIATE) radiation += max(effect * blocked, 0) if(SLUR) slurring = max(slurring,(effect * blocked)) if(STUTTER) if(status_flags & CANSTUN) // stun is usually associated with stutter stuttering = max(stuttering,(effect * blocked)) if(EYE_BLUR) blur_eyes(effect * blocked) if(DROWSY) drowsyness = max(drowsyness,(effect * blocked)) if(JITTER) if(status_flags & CANSTUN) jitteriness = max(jitteriness,(effect * blocked)) return 1 /mob/living/proc/apply_effects(stun = 0, weaken = 0, paralyze = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = 0, stamina = 0, jitter = 0) if(blocked >= 100) return 0 if(stun) apply_effect(stun, STUN, blocked) if(weaken) apply_effect(weaken, WEAKEN, blocked) if(paralyze) apply_effect(paralyze, PARALYZE, blocked) if(irradiate) apply_effect(irradiate, IRRADIATE, blocked) if(slur) apply_effect(slur, SLUR, blocked) if(stutter) apply_effect(stutter, STUTTER, blocked) if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked) if(drowsy) apply_effect(drowsy, DROWSY, blocked) if(stamina) apply_damage(stamina, STAMINA, null, blocked) if(jitter) apply_effect(jitter, JITTER, blocked) return 1