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Persistent Bandages (#20268)
* Bandages now do not disappear as damage heals, instead, a special Remove Bandages verb must be used to remove bandages. This cannot be used to re-open wounds for now, and can only be used if the bandage would've downgraded / disappeared at that point. * Taking damage on a bandaged limb now removes the bandages.
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@@ -514,3 +514,71 @@
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if(wrists.clean_blood())
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update_inv_wrists(0)
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clean_blood(washshoes)
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/// Handles removing bandages from specific limbs or all of them at once, added conditionally based on whether the limb has any bandages on in the first place
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/mob/living/carbon/human/proc/remove_bandages()
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set name = "Remove Bandages"
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set category = "IC"
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set src in view(1)
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// to make this all easier, i'm restricting the verb actioner to humans only
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var/mob/living/carbon/human/remover = usr
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if(!istype(remover))
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to_chat(SPAN_WARNING("You cannot remove bandages!"))
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return
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// get all the body parts covered by thick clothing, so you cant strip bandages from underneath someone's armour / voidsuit
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var/covered_body_parts = get_covered_body_parts(TRUE)
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var/list/possible_limbs = list()
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for(var/obj/item/organ/external/limb in organs)
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if(covered_body_parts & limb.body_part)
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continue
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if(limb.is_stump())
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continue
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// check if it even has bandages
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var/bandage_level = limb.bandage_level
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if(!bandage_level)
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continue
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// if it has bandages, check whether it's possible to remove some
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var/possible_bandage_level = limb.possible_bandage_level()
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if(possible_bandage_level >= bandage_level)
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continue
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possible_limbs[capitalize_first_letters(limb.name)] = limb
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if(!length(possible_limbs))
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to_chat(remover, SPAN_WARNING("\The [src] has no bandages you can remove!"))
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return
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possible_limbs["All"] = TRUE
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var/selected_limb = tgui_input_list(remover, "Which limb would you like to remove the bandages from?", "Bandage Removal", possible_limbs, "All")
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if(!selected_limb)
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return
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if(!remover.Adjacent(src))
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to_chat(remover, SPAN_WARNING("You need to stay next to \the [src]!"))
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return
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if(selected_limb == "All")
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remover.visible_message(SPAN_NOTICE("\The [remover] begins removing bandages from all of \the [src]'s damaged limbs..."), SPAN_NOTICE("You begin removing bandages from all of \the [src]'s damaged limbs..."))
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if(!do_after(remover, 3 SECONDS, src))
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return
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possible_limbs -= "All"
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for(var/limb_name in possible_limbs)
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var/obj/item/organ/external/limb = possible_limbs[limb_name]
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limb.bandage_level = limb.possible_bandage_level()
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update_bandages()
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remover.visible_message(SPAN_NOTICE("\The [remover] removed the bandages from all of \the [src]'s damaged limbs!"), SPAN_NOTICE("You removed the bandages from all of \the [src]'s damaged limbs!"))
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else
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var/obj/item/organ/external/limb = possible_limbs[selected_limb]
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remover.visible_message(SPAN_NOTICE("\The [remover] begins removing bandages from \the [src]'s [limb.name]..."), SPAN_NOTICE("You begin removing bandages \the [src]'s [limb.name]..."))
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if(!do_after(remover, 1 SECOND, src))
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return
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limb.bandage_level = limb.possible_bandage_level()
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update_bandages()
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remover.visible_message(SPAN_NOTICE("\The [remover] removed the bandages from \the [src]'s [limb.name]!"), SPAN_NOTICE("You removed the bandages \the [src]'s [limb.name]!"))
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@@ -951,7 +951,7 @@
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var/bandage_icon = species.bandages_icon
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if(!bandage_icon)
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continue
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var/bandage_level = O.bandage_level()
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var/bandage_level = O.bandage_level
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if(bandage_level)
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health_images += image(bandage_icon, "[O.icon_name][bandage_level]")
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@@ -246,19 +246,32 @@ There are several things that need to be remembered:
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if(update_icons)
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update_icon()
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/// Handles displaying bandages on the mob icon, and whether the mob should have the add/remove bandages verb attached to it
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/mob/living/carbon/human/proc/update_bandages(var/update_icons = TRUE)
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var/bandage_icon = species.bandages_icon
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if(!bandage_icon)
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return
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var/list/ovr
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if(overlays_raw[MOB_DAMAGE_LAYER])
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for(var/obj/item/organ/external/O in organs)
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if(O.is_stump())
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continue
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var/bandage_level = O.bandage_level()
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if(bandage_level)
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LAZYADD(ovr, image(bandage_icon, "[O.icon_name][bandage_level]"))
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for(var/obj/item/organ/external/O in organs)
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if(O.is_stump())
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continue
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var/bandage_level = O.bandage_level
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if(bandage_level)
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LAZYADD(ovr, image(bandage_icon, "[O.icon_name][bandage_level]"))
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// this next part handles whether the mob should have the Remove Bandages verb available
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// obviously this is a little hacky, since this is the icon update function, but it's also the best place we loop through
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// the various organs and calculate their bandage level
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var/had_bandages = LAZYLEN(overlays_raw[BANDAGE_LAYER])
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var/has_bandages = LAZYLEN(ovr)
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// gained bandages
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if(!had_bandages && has_bandages)
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add_verb(src, /mob/living/carbon/human/proc/remove_bandages)
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// lost bandages
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else if(had_bandages && !has_bandages)
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remove_verb(src, /mob/living/carbon/human/proc/remove_bandages)
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overlays_raw[BANDAGE_LAYER] = ovr
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if(update_icons)
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@@ -268,7 +281,6 @@ There are several things that need to be remembered:
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//eg: ammo counters, primed grenade flashing, etc.
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//"icon_file" is used automatically for inhands etc. to make sure it gets the correct inhand file
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/obj/item/proc/worn_overlays(icon_file)
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. = null
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. = list()
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var/mutable_appearance/M = null
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if(build_from_parts)
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