2bfcb644b4
* husking visual fix * husk simpl
465 lines
18 KiB
Plaintext
465 lines
18 KiB
Plaintext
//Here are the procs used to modify status effects of a mob.
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//The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness,
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// eye damage, eye_blind, eye_blurry, druggy, TRAIT_BLIND trait, and TRAIT_NEARSIGHT trait.
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////////////////////////////// STUN ////////////////////////////////////
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/mob/living/proc/IsStun() //If we're stunned
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return has_status_effect(STATUS_EFFECT_STUN)
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/mob/living/proc/AmountStun() //How many deciseconds remain in our stun
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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if(S)
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return S.duration - world.time
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return 0
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/mob/living/proc/Stun(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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if(S)
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S.duration = max(world.time + amount, S.duration)
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else if(amount > 0)
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S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
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return S
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/mob/living/proc/SetStun(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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if(amount <= 0)
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if(S)
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qdel(S)
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else
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if(absorb_stun(amount, ignore_canstun))
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return
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if(S)
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S.duration = world.time + amount
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else
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S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
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return S
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/mob/living/proc/AdjustStun(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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if(S)
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S.duration += amount
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else if(amount > 0)
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S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
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return S
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///////////////////////////////// KNOCKDOWN /////////////////////////////////////
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/mob/living/proc/IsKnockdown() //If we're knocked down
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return has_status_effect(STATUS_EFFECT_KNOCKDOWN)
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/mob/living/proc/AmountKnockdown() //How many deciseconds remain in our knockdown
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(K)
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return K.duration - world.time
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return 0
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/mob/living/proc/Knockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(K)
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K.duration = max(world.time + amount, K.duration)
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else if(amount > 0)
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
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return K
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/mob/living/proc/SetKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(amount <= 0)
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if(K)
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qdel(K)
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else
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if(absorb_stun(amount, ignore_canstun))
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return
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if(K)
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K.duration = world.time + amount
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else
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
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return K
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/mob/living/proc/AdjustKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(K)
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K.duration += amount
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else if(amount > 0)
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
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return K
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///////////////////////////////// IMMOBILIZED ////////////////////////////////////
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/mob/living/proc/IsImmobilized() //If we're immobilized
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return has_status_effect(STATUS_EFFECT_IMMOBILIZED)
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/mob/living/proc/AmountImmobilized() //How many deciseconds remain in our Immobilized status effect
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var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
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if(I)
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return I.duration - world.time
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return 0
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/mob/living/proc/Immobilize(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
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if(I)
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I.duration = max(world.time + amount, I.duration)
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else if(amount > 0)
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I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
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return I
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/mob/living/proc/SetImmobilized(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
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if(amount <= 0)
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if(I)
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qdel(I)
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else
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if(absorb_stun(amount, ignore_canstun))
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return
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if(I)
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I.duration = world.time + amount
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else
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I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
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return I
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/mob/living/proc/AdjustImmobilized(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
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if(I)
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I.duration += amount
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else if(amount > 0)
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I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
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return I
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///////////////////////////////// PARALYZED //////////////////////////////////
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/mob/living/proc/IsParalyzed() //If we're immobilized
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return has_status_effect(STATUS_EFFECT_PARALYZED)
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/mob/living/proc/AmountParalyzed() //How many deciseconds remain in our Paralyzed status effect
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var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
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if(P)
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return P.duration - world.time
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return 0
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/mob/living/proc/Paralyze(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
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if(P)
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P.duration = max(world.time + amount, P.duration)
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else if(amount > 0)
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P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
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return P
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/mob/living/proc/SetParalyzed(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
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if(amount <= 0)
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if(P)
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qdel(P)
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else
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if(absorb_stun(amount, ignore_canstun))
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return
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if(P)
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P.duration = world.time + amount
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else
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P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
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return P
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/mob/living/proc/AdjustParalyzed(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
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if(P)
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P.duration += amount
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else if(amount > 0)
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P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
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return P
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//Blanket
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/mob/living/proc/AllImmobility(amount, updating)
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Paralyze(amount, FALSE)
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Knockdown(amount, FALSE)
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Stun(amount, FALSE)
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Immobilize(amount, FALSE)
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if(updating)
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update_mobility()
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/mob/living/proc/SetAllImmobility(amount, updating)
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SetParalyzed(amount, FALSE)
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SetKnockdown(amount, FALSE)
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SetStun(amount, FALSE)
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SetImmobilized(amount, FALSE)
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if(updating)
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update_mobility()
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/mob/living/proc/AdjustAllImmobility(amount, updating)
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AdjustParalyzed(amount, FALSE)
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AdjustKnockdown(amount, FALSE)
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AdjustStun(amount, FALSE)
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AdjustImmobilized(amount, FALSE)
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if(updating)
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update_mobility()
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//////////////////UNCONSCIOUS
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/mob/living/proc/IsUnconscious() //If we're unconscious
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return has_status_effect(STATUS_EFFECT_UNCONSCIOUS)
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/mob/living/proc/AmountUnconscious() //How many deciseconds remain in our unconsciousness
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var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
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if(U)
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return U.duration - world.time
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return 0
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/mob/living/proc/Unconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
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if(U)
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U.duration = max(world.time + amount, U.duration)
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else if(amount > 0)
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U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
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return U
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/mob/living/proc/SetUnconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
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if(amount <= 0)
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if(U)
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qdel(U)
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else if(U)
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U.duration = world.time + amount
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else
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U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
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return U
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/mob/living/proc/AdjustUnconscious(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_UNCONSCIOUS, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if(((status_flags & CANUNCONSCIOUS) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/unconscious/U = IsUnconscious()
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if(U)
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U.duration += amount
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else if(amount > 0)
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U = apply_status_effect(STATUS_EFFECT_UNCONSCIOUS, amount, updating)
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return U
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/////////////////////////////////// SLEEPING ////////////////////////////////////
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/mob/living/proc/IsSleeping() //If we're asleep
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return has_status_effect(STATUS_EFFECT_SLEEPING)
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/mob/living/proc/AmountSleeping() //How many deciseconds remain in our sleep
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var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
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if(S)
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return S.duration - world.time
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return 0
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/mob/living/proc/Sleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
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if(S)
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S.duration = max(world.time + amount, S.duration)
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else if(amount > 0)
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
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return S
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/mob/living/proc/SetSleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
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if(amount <= 0)
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if(S)
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qdel(S)
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else if(S)
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S.duration = world.time + amount
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else
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
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return S
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/mob/living/proc/AdjustSleeping(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
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return
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if((!HAS_TRAIT(src, TRAIT_SLEEPIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
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if(S)
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S.duration += amount
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else if(amount > 0)
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
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return S
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///////////////////////////////// FROZEN /////////////////////////////////////
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/mob/living/proc/IsFrozen()
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return has_status_effect(/datum/status_effect/freon)
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///////////////////////////////////// STUN ABSORPTION /////////////////////////////////////
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/mob/living/proc/add_stun_absorption(key, duration, priority, message, self_message, examine_message)
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//adds a stun absorption with a key, a duration in deciseconds, its priority, and the messages it makes when you're stun/examined, if any
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if(!islist(stun_absorption))
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stun_absorption = list()
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if(stun_absorption[key])
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stun_absorption[key]["end_time"] = world.time + duration
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stun_absorption[key]["priority"] = priority
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stun_absorption[key]["stuns_absorbed"] = 0
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else
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stun_absorption[key] = list("end_time" = world.time + duration, "priority" = priority, "stuns_absorbed" = 0, \
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"visible_message" = message, "self_message" = self_message, "examine_message" = examine_message)
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/mob/living/proc/absorb_stun(amount, ignoring_flag_presence)
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if(amount < 0 || stat || ignoring_flag_presence || !islist(stun_absorption))
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return FALSE
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if(!amount)
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amount = 0
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var/priority_absorb_key
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var/highest_priority
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for(var/i in stun_absorption)
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if(stun_absorption[i]["end_time"] > world.time && (!priority_absorb_key || stun_absorption[i]["priority"] > highest_priority))
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priority_absorb_key = stun_absorption[i]
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highest_priority = priority_absorb_key["priority"]
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if(priority_absorb_key)
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if(amount) //don't spam up the chat for continuous stuns
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if(priority_absorb_key["visible_message"] || priority_absorb_key["self_message"])
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if(priority_absorb_key["visible_message"] && priority_absorb_key["self_message"])
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visible_message("<span class='warning'>[src][priority_absorb_key["visible_message"]]</span>", "<span class='boldwarning'>[priority_absorb_key["self_message"]]</span>")
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else if(priority_absorb_key["visible_message"])
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visible_message("<span class='warning'>[src][priority_absorb_key["visible_message"]]</span>")
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else if(priority_absorb_key["self_message"])
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to_chat(src, "<span class='boldwarning'>[priority_absorb_key["self_message"]]</span>")
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priority_absorb_key["stuns_absorbed"] += amount
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return TRUE
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/////////////////////////////////// DISABILITIES ////////////////////////////////////
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/mob/living/proc/add_quirk(quirktype, spawn_effects) //separate proc due to the way these ones are handled
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if(HAS_TRAIT(src, quirktype))
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return
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var/datum/quirk/T = quirktype
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var/qname = initial(T.name)
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if(!SSquirks || !SSquirks.quirks[qname])
|
|
return
|
|
new quirktype (src, spawn_effects)
|
|
return TRUE
|
|
|
|
/mob/living/proc/remove_quirk(quirktype)
|
|
for(var/datum/quirk/Q in roundstart_quirks)
|
|
if(Q.type == quirktype)
|
|
qdel(Q)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/mob/living/proc/has_quirk(quirktype)
|
|
for(var/datum/quirk/Q in roundstart_quirks)
|
|
if(Q.type == quirktype)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/////////////////////////////////// TRAIT PROCS ////////////////////////////////////
|
|
|
|
/mob/living/proc/cure_blind(source)
|
|
REMOVE_TRAIT(src, TRAIT_BLIND, source)
|
|
if(!HAS_TRAIT(src, TRAIT_BLIND))
|
|
adjust_blindness(-1)
|
|
|
|
/mob/living/proc/become_blind(source)
|
|
if(!HAS_TRAIT(src, TRAIT_BLIND))
|
|
blind_eyes(1)
|
|
ADD_TRAIT(src, TRAIT_BLIND, source)
|
|
|
|
/mob/living/proc/cure_nearsighted(source)
|
|
REMOVE_TRAIT(src, TRAIT_NEARSIGHT, source)
|
|
if(!HAS_TRAIT(src, TRAIT_NEARSIGHT))
|
|
clear_fullscreen("nearsighted")
|
|
|
|
/mob/living/proc/become_nearsighted(source)
|
|
if(!HAS_TRAIT(src, TRAIT_NEARSIGHT))
|
|
overlay_fullscreen("nearsighted", /obj/screen/fullscreen/impaired, 1)
|
|
ADD_TRAIT(src, TRAIT_NEARSIGHT, source)
|
|
|
|
/mob/living/proc/cure_husk(source)
|
|
REMOVE_TRAIT(src, TRAIT_HUSK, source)
|
|
if(!HAS_TRAIT(src, TRAIT_HUSK))
|
|
REMOVE_TRAIT(src, TRAIT_DISFIGURED, "husk")
|
|
update_body()
|
|
return TRUE
|
|
|
|
/mob/living/proc/become_husk(source)
|
|
if(!HAS_TRAIT(src, TRAIT_HUSK))
|
|
ADD_TRAIT(src, TRAIT_HUSK, source)
|
|
ADD_TRAIT(src, TRAIT_DISFIGURED, "husk")
|
|
update_body()
|
|
else
|
|
ADD_TRAIT(src, TRAIT_HUSK, source)
|
|
|
|
/mob/living/proc/cure_fakedeath(source)
|
|
REMOVE_TRAIT(src, TRAIT_FAKEDEATH, source)
|
|
REMOVE_TRAIT(src, TRAIT_DEATHCOMA, source)
|
|
if(stat != DEAD)
|
|
tod = null
|
|
update_stat()
|
|
|
|
/mob/living/proc/fakedeath(source, silent = FALSE)
|
|
if(stat == DEAD)
|
|
return
|
|
if(!silent)
|
|
emote("deathgasp")
|
|
ADD_TRAIT(src, TRAIT_FAKEDEATH, source)
|
|
ADD_TRAIT(src, TRAIT_DEATHCOMA, source)
|
|
tod = station_time_timestamp()
|
|
update_stat()
|
|
|
|
/mob/living/proc/unignore_slowdown(source)
|
|
REMOVE_TRAIT(src, TRAIT_IGNORESLOWDOWN, source)
|
|
update_movespeed(FALSE)
|
|
|
|
/mob/living/proc/ignore_slowdown(source)
|
|
ADD_TRAIT(src, TRAIT_IGNORESLOWDOWN, source)
|
|
update_movespeed(FALSE)
|