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Fixes badly done lobotomization checks (#7361)
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@@ -35,14 +35,15 @@
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attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(istype(O,/obj/item/organ/brain) && !brainmob) //Time to stick a brain in it --NEO
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var/obj/item/organ/brain/B = O
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if(!B.can_lobotomize)
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to_chat(user, "<span class='warning'>\The [B] is incompatible with [src]!</span>")
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return
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if(B.health <= 0)
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to_chat(user, "<span class='warning'>That brain is well and truly dead.</span>")
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return
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else if(!B.lobotomized && B.can_lobotomize)
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to_chat(user, "<span class='warning'>The brain won't fit until you perform a lobotomy!</span>")
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return
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else if(!B.can_lobotomize)
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to_chat(user, "<span class='warning'>The [B] is incompatible with [src]!</span>")
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else if(!B.brainmob)
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to_chat(user, "<span class='warning'>You aren't sure where this brain came from, but you're pretty sure it's a useless brain.</span>")
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return
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@@ -122,6 +122,8 @@
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/obj/item/organ/brain/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/surgicaldrill))
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if(!can_lobotomize)
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return
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if(!lobotomized)
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user.visible_message("<span class='danger'>[user] drills [src] deftly with [W] into the brain!</span>")
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lobotomize(user)
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