Splitting human life into organs + removes the advanced operating table (#7473)

This commit is contained in:
Matt Atlas
2019-11-25 07:23:16 +01:00
committed by Werner
parent 5b5b17ae8b
commit 88a319a574
26 changed files with 571 additions and 1431 deletions
-134
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@@ -9,7 +9,6 @@ var/const/BLOOD_VOLUME_BAD = 224
var/const/BLOOD_VOLUME_SURVIVE = 122
/mob/living/carbon/human/var/datum/reagents/vessel //Container for blood and BLOOD ONLY. Do not transfer other chems here.
/mob/living/carbon/human/var/var/pale = 0 //Should affect how mob sprite is drawn, but currently doesn't.
//Initializes blood vessels
/mob/living/carbon/human/proc/make_blood()
@@ -43,140 +42,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
)
B.color = B.data["blood_colour"]
// Takes care blood loss and regeneration
/mob/living/carbon/human/handle_blood()
if(in_stasis)
return
if(species && species.flags & NO_BLOOD)
return
if(stat != DEAD && bodytemperature >= 170) //Dead or cryosleep people do not pump the blood.
var/blood_volume = round(vessel.get_reagent_amount("blood"))
//Blood regeneration if there is some space
if(blood_volume < BLOOD_VOLUME_NORMAL && blood_volume)
var/datum/reagent/blood/B = locate() in vessel.reagent_list //Grab some blood
if(B) // Make sure there's some blood at all
if(weakref && B.data["donor"] != weakref) //If it's not theirs, then we look for theirs - donor is a weakref here, but it should be safe to just directly compare it.
for(var/datum/reagent/blood/D in vessel.reagent_list)
if(weakref && D.data["donor"] == weakref)
B = D
break
B.volume += 0.1 // regenerate blood VERY slowly
if(blood_volume <= BLOOD_VOLUME_SAFE) //We loose nutrition and hydration very slowly if our blood is too low
adjustNutritionLoss(2)
adjustHydrationLoss(1)
if(CE_BLOODRESTORE in chem_effects)
B.volume += chem_effects[CE_BLOODRESTORE]
//The heartfix to end all heartfixes
if(species && species.has_organ[BP_HEART])
var/obj/item/organ/internal/heart/heart = internal_organs_by_name[BP_HEART]
// Before we do that, we check for lifesupport.
var/onlifesupport = 0
if (buckled && istype(buckled, /obj/machinery/optable/lifesupport))
var/obj/machinery/optable/lifesupport/A = buckled
onlifesupport = A.onlifesupport()
if (!onlifesupport)
if(!heart)
blood_volume = 0
else if (heart.is_damaged())
blood_volume = min(BLOOD_VOLUME_SAFE - 1,blood_volume)
blood_volume = (BLOOD_VOLUME_SURVIVE + (BLOOD_VOLUME_NORMAL-BLOOD_VOLUME_SURVIVE) * max(1 - heart.damage/heart.min_broken_damage,0)) * (blood_volume/BLOOD_VOLUME_NORMAL)
//Effects of bloodloss
if(blood_volume < BLOOD_VOLUME_SAFE && oxyloss < 100 * (1 - blood_volume/BLOOD_VOLUME_NORMAL))
oxyloss += 3
switch(blood_volume)
if(BLOOD_VOLUME_SAFE to 10000)
if(pale)
pale = 0
update_body()
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(!pale)
pale = 1
update_body()
var/word = pick("dizzy","woosey","faint")
to_chat(src, "<span class='warning'>You feel [word]...</span>")
if(prob(1))
var/word = pick("dizzy","woosey","faint")
to_chat(src, "<span class='warning'>You feel [word]...</span>")
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
if(!pale)
pale = 1
update_body()
eye_blurry = max(eye_blurry,6)
oxyloss += 1
if(prob(15))
Paralyse(rand(1,3))
var/word = pick("dizzy","woosey","faint")
to_chat(src, "<span class='warning'>You feel extremely [word]...</span>")
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
oxyloss += 3
toxloss += 3
if(prob(15))
var/word = pick("dizzy","woosey","faint")
to_chat(src, "<span class='warning'>You feel extremely [word]...</span>")
if(0 to BLOOD_VOLUME_SURVIVE)
// There currently is a strange bug here. If the mob is not below -100 health
// when death() is called, apparently they will be just fine, and this way it'll
// spam deathgasp. Adjusting toxloss ensures the mob will stay dead.
toxloss += 300 // just to be safe!
death()
//Bleeding out
var/blood_max = 0
var/open_wound
var/list/do_spray = list()
for(var/obj/item/organ/external/temp in organs)
if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT)
continue
for(var/datum/wound/W in temp.wounds)
if(W.bleeding())
open_wound = TRUE
if(temp.applied_pressure)
if(ishuman(temp.applied_pressure))
var/mob/living/carbon/human/H = temp.applied_pressure
H.bloody_hands(src, 0)
var/min_eff_damage = max(0, W.damage - 10) / 6
blood_max += max(min_eff_damage, W.damage - 30) / 40
else
blood_max += ((W.damage / 40) * species.bleed_mod)
if(temp.status & ORGAN_ARTERY_CUT)
var/bleed_amount = Floor(vessel.total_volume / (temp.applied_pressure || !open_wound ? 450 : 300))
if(bleed_amount)
if(open_wound)
blood_max += bleed_amount
do_spray += temp.name
else
blood_max += W.damage / 40
if (temp.open)
blood_max += 2 * species.bleed_mod //Yer stomach is cut open
if(world.time >= next_blood_squirt && istype(loc, /turf) && do_spray.len)
visible_message("<span class='danger'>Blood squirts from \the [src]'s [pick(do_spray)]!</span>", "<span class='danger'><font size='3'>Blood is squirting out of your [pick(do_spray)]!</font></span>")
eye_blurry = 2
Stun(1)
next_blood_squirt = world.time + 100
var/turf/sprayloc = get_turf(src)
blood_max -= drip(Ceiling(blood_max/3), sprayloc)
if(blood_max > 0)
blood_max -= blood_squirt(blood_max, sprayloc)
if(blood_max > 0)
drip(blood_max, get_turf(src))
else
drip(blood_max)
/mob/living/carbon/human
var/next_blood_squirt = 0
//Makes a blood drop, leaking amt units of blood from the mob
/mob/living/carbon/human/proc/drip(var/amt as num, var/tar = src, var/spraydir)
if(species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
+74
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@@ -0,0 +1,74 @@
/obj/item/organ/internal/brain
name = "brain"
health = 400 //They need to live awhile longer than other organs. Is this even used by organ code anymore?
desc = "A piece of juicy meat found in a person's head."
organ_tag = BP_BRAIN
parent_organ = BP_HEAD
vital = 1
icon_state = "brain"
force = 1.0
w_class = 2.0
throwforce = 1.0
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_BIO = 3)
attack_verb = list("attacked", "slapped", "whacked")
var/mob/living/carbon/brain/brainmob = null
var/list/datum/brain_trauma/traumas = list()
var/lobotomized = 0
var/can_lobotomize = 1
/obj/item/organ/internal/brain/process()
..()
if(!owner)
return
if(lobotomized && (owner.getBrainLoss() < 40)) //lobotomized brains cannot be healed with chemistry. Part of the brain is irrevocably missing. Can be fixed magically with cloning, ofc.
owner.setBrainLoss(40)
for(var/T in owner.get_traumas())
var/datum/brain_trauma/BT = T
if(!BT.suppressed)
BT.on_life()
var/blood_volume = round(owner.vessel.get_reagent_amount("blood"))
switch(blood_volume)
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
var/word = pick("dizzy","woosey","faint")
to_chat(owner, "<span class='warning'>You feel [word]...</span>")
if(prob(1))
word = pick("dizzy","woosey","faint")
to_chat(owner, "<span class='warning'>You feel [word]...</span>")
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
owner.eye_blurry = max(owner.eye_blurry,6)
owner.oxyloss += 1
if(prob(15))
owner.Paralyse(rand(1,3))
var/word = pick("dizzy","woosey","faint")
to_chat(owner, "<span class='warning'>You feel extremely [word]...</span>")
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
owner.oxyloss += 3
owner.toxloss += 3
if(prob(15))
var/word = pick("dizzy","woosey","faint")
to_chat(owner, "<span class='warning'>You feel extremely [word]...</span>")
if(0 to BLOOD_VOLUME_SURVIVE)
// There currently is a strange bug here. If the mob is not below -100 health
// when death() is called, apparently they will be just fine, and this way it'll
// spam deathgasp. Adjusting toxloss ensures the mob will stay dead.
owner.toxloss += 300 // just to be safe!
owner.death()
if(owner.species.has_organ[BP_HEART]) //This is where the bad times start if you have no heart.
var/obj/item/organ/internal/heart/H = owner.internal_organs_by_name[BP_HEART]
if(!istype(H))
var/damprob
owner.eye_blurry = max(owner.eye_blurry,6)
damprob = owner.chem_effects[CE_STABLE] ? 80 : 100
if(prob(10))
to_chat(owner, "<span class='danger'><font size=3>You jerk and gasp for breath, yet you still feel like you're suffocating!</font></span>")
owner.emote("jerks and gasps!")
if(prob(damprob))
owner.adjustOxyLoss(15)
+144 -5
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@@ -6,10 +6,149 @@
dead_icon = "heart-off"
robotic_name = "circulatory pump"
robotic_sprite = "heart-prosthetic"
var/pulse = PULSE_NORM //current pulse level
var/heartbeat = 0
var/next_blood_squirt = 0
/obj/item/organ/internal/heart/process()
//Check if we're on lifesupport, and whether or not organs should be processing.
if(owner && owner.isonlifesupport())
return 1
else
return 0
if(owner)
handle_pulse()
if(pulse)
handle_heartbeat()
handle_blood()
..()
/obj/item/organ/internal/heart/proc/handle_pulse()
if((species && species.flags & NO_BLOOD)) //No heart, no pulse, buddy.
pulse = PULSE_NONE
var/temp = PULSE_NORM
if(round(owner.vessel.get_reagent_amount("blood")) <= BLOOD_VOLUME_BAD) //how much blood do we have
temp = PULSE_THREADY //not enough :(
if(owner.status_flags & FAKEDEATH)
temp = PULSE_NONE //pretend that we're dead. unlike actual death, can be inflienced by meds
//handles different chems' influence on pulse
for(var/datum/reagent/R in owner.reagents.reagent_list)
if(R.id in bradycardics)
if(temp <= PULSE_THREADY && temp >= PULSE_NORM)
temp--
if(R.id in tachycardics)
if(temp <= PULSE_FAST && temp >= PULSE_NONE)
temp++
if(R.id in heartstopper) //To avoid using fakedeath
if(rand(0,6) == 3)
take_internal_damage(5)
if(R.id in cheartstopper) //Conditional heart-stoppage
if(R.volume >= R.overdose)
if(rand(0,6) == 3)
take_internal_damage(5)
pulse = temp
/obj/item/organ/internal/heart/proc/handle_heartbeat()
if(pulse == PULSE_NONE || !owner.species.has_organ[BP_HEART])
return
if(!src || status & ORGAN_ROBOT)
return
if(pulse >= PULSE_2FAST || owner.shock_stage >= 10 || istype(get_turf(src), /turf/space))
//PULSE_THREADY - maximum value for pulse, currently it 5.
//High pulse value corresponds to a fast rate of heartbeat.
//Divided by 2, otherwise it is too slow.
var/rate = (PULSE_THREADY - pulse) / 2
if(heartbeat >= rate)
heartbeat = 0
sound_to(owner, sound('sound/effects/singlebeat.ogg', 0, 0, 0, 50))
else
heartbeat++
/obj/item/organ/internal/heart/proc/handle_blood()
if(owner.in_stasis)
return
if(owner.species && owner.species.flags & NO_BLOOD)
return
if(owner.stat == DEAD && owner.bodytemperature < 170) //Dead or cryosleep people do not pump the blood.
return
if(pulse != PULSE_NONE || BP_IS_ROBOTIC(src))
var/blood_volume = round(owner.vessel.get_reagent_amount("blood"))
//Blood regeneration if there is some space
if(blood_volume < BLOOD_VOLUME_NORMAL && blood_volume)
var/datum/reagent/blood/B = locate() in owner.vessel.reagent_list //Grab some blood
if(B) // Make sure there's some blood at all
if(weakref && B.data["donor"] != weakref) //If it's not theirs, then we look for theirs - donor is a weakref here, but it should be safe to just directly compare it.
for(var/datum/reagent/blood/D in owner.vessel.reagent_list)
if(weakref && D.data["donor"] == weakref)
B = D
break
B.volume += 0.1 // regenerate blood VERY slowly
if(blood_volume <= BLOOD_VOLUME_SAFE) //We loose nutrition and hydration very slowly if our blood is too low
owner.adjustNutritionLoss(2)
owner.adjustHydrationLoss(1)
if(CE_BLOODRESTORE in owner.chem_effects)
B.volume += owner.chem_effects[CE_BLOODRESTORE]
//Effects of bloodloss
if(blood_volume < BLOOD_VOLUME_SAFE && owner.oxyloss < 100 * (1 - blood_volume/BLOOD_VOLUME_NORMAL))
owner.oxyloss += 3
//Bleeding out
var/blood_max = 0
var/open_wound
var/list/do_spray = list()
for(var/obj/item/organ/external/temp in owner.organs)
if((temp.status & ORGAN_BLEEDING) && !BP_IS_ROBOTIC(temp))
for(var/datum/wound/W in temp.wounds)
if(W.bleeding())
open_wound = TRUE
if(temp.applied_pressure)
if(ishuman(temp.applied_pressure))
var/mob/living/carbon/human/H = temp.applied_pressure
H.bloody_hands(src, 0)
var/min_eff_damage = max(0, W.damage - 10) / 6
blood_max += max(min_eff_damage, W.damage - 30) / 40
else
blood_max += ((W.damage / 40) * species.bleed_mod)
if(temp.status & ORGAN_ARTERY_CUT)
var/bleed_amount = Floor(owner.vessel.total_volume / (temp.applied_pressure || !open_wound ? 450 : 300))
if(bleed_amount)
if(open_wound)
blood_max += bleed_amount
do_spray += "[temp.name]"
else
owner.vessel.remove_reagent("blood", bleed_amount)
switch(pulse)
if(PULSE_SLOW)
blood_max *= 0.8
if(PULSE_FAST)
blood_max *= 1.25
if(PULSE_2FAST, PULSE_THREADY)
blood_max *= 1.5
if(CE_STABLE in owner.chem_effects)
blood_max *= 0.8
if(world.time >= next_blood_squirt && istype(owner.loc, /turf) && do_spray.len)
owner.visible_message("<span class='danger'>Blood squirts from \the [owner]'s [pick(do_spray)]!</span>", "<span class='danger'><font size='3'>Blood is squirting out of your [pick(do_spray)]!</font></span>")
owner.eye_blurry = 2
owner.Stun(1)
next_blood_squirt = world.time + 100
var/turf/sprayloc = get_turf(src)
blood_max -= owner.drip(Ceiling(blood_max/3), sprayloc)
if(blood_max > 0)
blood_max -= owner.blood_squirt(blood_max, sprayloc)
if(blood_max > 0)
owner.drip(blood_max, get_turf(src))
else
owner.drip(blood_max)
+233 -1
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@@ -1,3 +1,6 @@
#define HUMAN_MAX_OXYLOSS 1 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
#define HUMAN_CRIT_MAX_OXYLOSS ( 2.0 / 6) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 50HP to get through, so (1/6)*last_tick_duration per second. Breaths however only happen every 4 ticks. last_tick_duration = ~2.0 on average
/obj/item/organ/internal/lungs
name = "lungs"
icon_state = "lungs"
@@ -30,4 +33,233 @@
if(prob(4))
to_chat(owner, span("warning", "It feels hard to breathe..."))
if (owner.losebreath < 5)
owner.losebreath = min(owner.losebreath + 1, 5) // it's still not good, but it's much better than an untreated collapsed lung
owner.losebreath = min(owner.losebreath + 1, 5) // it's still not good, but it's much better than an untreated collapsed lung
/obj/item/organ/internal/lungs/proc/handle_breath(datum/gas_mixture/breath)
if(!owner)
return 1
//exposure to extreme pressures can rupture lungs
if(breath && (breath.total_moles/(owner.species?.breath_vol_mul || 1) < BREATH_MOLES / 5 || breath.total_moles/(owner.species?.breath_vol_mul || 1) > BREATH_MOLES * 5))
if(!is_bruised() && prob(5))
bruise()
//check if we actually need to process breath
if(!breath || (breath.total_moles == 0))
owner.failed_last_breath = 1
if(owner.health > config.health_threshold_crit)
owner.adjustOxyLoss(HUMAN_MAX_OXYLOSS)
else
owner.adjustOxyLoss(HUMAN_CRIT_MAX_OXYLOSS)
owner.oxygen_alert = max(owner.oxygen_alert, 1)
return 0
var/safe_pressure_min = owner.species.breath_pressure // Minimum safe partial pressure of breathable gas in kPa
if(is_broken())
safe_pressure_min *= 1.5
else if(is_bruised())
safe_pressure_min *= 1.25
var/safe_exhaled_max = 10
var/safe_toxins_max = 0.2
var/SA_para_min = 1
var/SA_sleep_min = 5
var/inhaled_gas_used = 0
var/breath_pressure = (breath.total_moles*R_IDEAL_GAS_EQUATION*breath.temperature)/(BREATH_VOLUME * owner.species.breath_vol_mul)
var/inhaling
var/poison
var/exhaling
var/breath_type
var/poison_type
var/exhale_type
var/failed_inhale = 0
var/failed_exhale = 0
if(owner.species.breath_type)
breath_type = species.breath_type
else
breath_type = "oxygen"
inhaling = breath.gas[breath_type]
if(owner.species.poison_type)
poison_type = species.poison_type
else
poison_type = "phoron"
poison = breath.gas[poison_type]
if(owner.species.exhale_type)
exhale_type = species.exhale_type
exhaling = breath.gas[exhale_type]
else
exhaling = 0
var/inhale_pp = (inhaling/breath.total_moles)*breath_pressure
var/toxins_pp = (poison/breath.total_moles)*breath_pressure
var/exhaled_pp = (exhaling/breath.total_moles)*breath_pressure
// Not enough to breathe
if(inhale_pp < safe_pressure_min)
if(prob(20))
spawn(0)
owner.emote("gasp")
var/ratio = inhale_pp/safe_pressure_min
// Don't fuck them up too fast (space only does HUMAN_MAX_OXYLOSS after all!)
owner.adjustOxyLoss(max(HUMAN_MAX_OXYLOSS*(1-ratio), 0))
failed_inhale = 1
owner.oxygen_alert = max(owner.oxygen_alert, 1)
else
// We're in safe limits
owner.oxygen_alert = 0
inhaled_gas_used = inhaling/6 * (owner.species?.breath_eff_mul || 1)
breath.adjust_gas(breath_type, -inhaled_gas_used, update = 0) //update afterwards
if(exhale_type)
breath.adjust_gas_temp(exhale_type, inhaled_gas_used, owner.bodytemperature, update = 0) //update afterwards
// Too much exhaled gas in the air
if(exhaled_pp > safe_exhaled_max)
if (!owner.co2_alert|| prob(15))
var/word = pick("extremely dizzy","short of breath","faint","confused")
to_chat(owner, "<span class='danger'>You feel [word].</span>")
owner.adjustOxyLoss(HUMAN_MAX_OXYLOSS)
owner.co2_alert = 1
failed_exhale = 1
else if(exhaled_pp > safe_exhaled_max * 0.7)
if (!owner.co2_alert || prob(1))
var/word = pick("dizzy","short of breath","faint","momentarily confused")
to_chat(owner, "<span class='warning'>You feel [word].</span>")
//scale linearly from 0 to 1 between safe_exhaled_max and safe_exhaled_max*0.7
var/ratio = 1.0 - (safe_exhaled_max - exhaled_pp)/(safe_exhaled_max*0.3)
//give them some oxyloss, up to the limit - we don't want people falling unconcious due to CO2 alone until they're pretty close to safe_exhaled_max.
if (owner.getOxyLoss() < 50*ratio)
owner.adjustOxyLoss(HUMAN_MAX_OXYLOSS)
owner.co2_alert = 1
failed_exhale = 1
else if(exhaled_pp > safe_exhaled_max * 0.6)
if (prob(0.3))
var/word = pick("a little dizzy","short of breath")
to_chat(owner, "<span class='warning'>You feel [word].</span>")
else
owner.co2_alert = 0
// Too much poison in the air.
if(toxins_pp > safe_toxins_max)
var/ratio = (poison/safe_toxins_max) * 10
if(reagents)
reagents.add_reagent("toxin", Clamp(ratio, MIN_TOXIN_DAMAGE, MAX_TOXIN_DAMAGE))
breath.adjust_gas(poison_type, -poison/6, update = 0) //update after
owner.phoron_alert = max(owner.phoron_alert, 1)
else
owner.phoron_alert = 0
// If there's some other shit in the air lets deal with it here.
if(breath.gas["sleeping_agent"])
var/SA_pp = (breath.gas["sleeping_agent"] / breath.total_moles) * breath_pressure
// Enough to make us paralysed for a bit
if(SA_pp > SA_para_min)
// 3 gives them one second to wake up and run away a bit!
owner.Paralyse(3)
// Enough to make us sleep as well
if(SA_pp > SA_sleep_min)
owner.Sleeping(10)
// There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
else if(SA_pp > 0.15)
if(prob(20))
spawn(0)
owner.emote(pick("giggle", "laugh"))
breath.adjust_gas("sleeping_agent", -breath.gas["sleeping_agent"]/6, update = 0) //update after
// Were we able to breathe?
if (failed_inhale || failed_exhale)
owner.failed_last_breath = 1
else
owner.failed_last_breath = 0
if(owner.disabilities & ASTHMA)
owner.adjustOxyLoss(rand(-5,0))
else
owner.adjustOxyLoss(-5)
// Hot air hurts :(
handle_temperature_effects(breath)
breath.update_values()
var/failed_breath = failed_inhale || failed_exhale
return failed_breath
/obj/item/organ/internal/lungs/proc/handle_temperature_effects(datum/gas_mixture/breath)
if((breath.temperature < species.cold_level_1 || breath.temperature > species.heat_level_1) && !(COLD_RESISTANCE in owner.mutations))
if(breath.temperature <= owner.species.cold_level_1)
if(prob(20))
to_chat(owner, "<span class='danger'>You feel your face freezing and icicles forming in your lungs!</span>")
else if(breath.temperature >= owner.species.heat_level_1)
if(prob(20))
to_chat(owner, "<span class='danger'>You feel your face burning and a searing heat in your lungs!</span>")
if(breath.temperature >= owner.species.heat_level_1)
if(breath.temperature < owner.species.heat_level_2)
owner.apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, BP_HEAD, used_weapon = "Excessive Heat")
owner.fire_alert = max(owner.fire_alert, 2)
else if(breath.temperature < species.heat_level_3)
owner.apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, BP_HEAD, used_weapon = "Excessive Heat")
owner.fire_alert = max(owner.fire_alert, 2)
else
owner.apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, BP_HEAD, used_weapon = "Excessive Heat")
owner.fire_alert = max(owner.fire_alert, 2)
else if(breath.temperature <= owner.species.cold_level_1)
if(breath.temperature > species.cold_level_2)
owner.apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, BP_HEAD, used_weapon = "Excessive Cold")
owner.fire_alert = max(owner.fire_alert, 1)
else if(breath.temperature > species.cold_level_3)
owner.apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, BP_HEAD, used_weapon = "Excessive Cold")
owner.fire_alert = max(owner.fire_alert, 1)
else
owner.apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, BP_HEAD, used_weapon = "Excessive Cold")
owner.fire_alert = max(owner.fire_alert, 1)
//breathing in hot/cold air also heats/cools you a bit
var/temp_adj = breath.temperature - owner.bodytemperature
if (temp_adj < 0)
temp_adj /= (BODYTEMP_COLD_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
else
temp_adj /= (BODYTEMP_HEAT_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
var/relative_density = breath.total_moles / (MOLES_CELLSTANDARD * BREATH_PERCENTAGE)
temp_adj *= relative_density
if (temp_adj > BODYTEMP_HEATING_MAX) temp_adj = BODYTEMP_HEATING_MAX
if (temp_adj < BODYTEMP_COOLING_MAX) temp_adj = BODYTEMP_COOLING_MAX
owner.bodytemperature += temp_adj
else if(breath.temperature >= owner.species.heat_discomfort_level)
owner.species.get_environment_discomfort(src,"heat")
else if(breath.temperature <= owner.species.cold_discomfort_level)
owner.species.get_environment_discomfort(src,"cold")
#undef HUMAN_MAX_OXYLOSS
#undef HUMAN_CRIT_MAX_OXYLOSS
-3
View File
@@ -363,9 +363,6 @@
owner.update_action_buttons()
owner = null
if(!owner.isonlifesupport())
owner.death()
/obj/item/organ/proc/replaced(var/mob/living/carbon/human/target,var/obj/item/organ/external/affected)
if(!istype(target)) return