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https://github.com/Aurorastation/Aurora.3.git
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e117ef3f87
<img width="1549" height="857" alt="image" src="https://github.com/user-attachments/assets/3830233d-0635-4942-b2aa-024651e6cffa" /> Limbs make up roughly half of the "Per additional player" processing overhead, while Organs make up most of the other half. Not every organ is an easy candidate for "Event-only processing", but external limbs are significantly easier to do so. So this PR makes it so that External Limbs no longer require Processing unless an event happens that would justify them requiring processing. Which SIGNIFICANTLY reduces the overall additional cost to the Processing subsystem per player that joins the server. Oh and I also made the Appendix and Kidneys not require constant processing. The Appendix will only process if it is hit by an Appendicitis event, and the Kidneys will only process if they are either damaged, or you get poisoned.
558 lines
18 KiB
Plaintext
558 lines
18 KiB
Plaintext
/obj/item/organ
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name = "organ"
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icon = 'icons/obj/organs/organs.dmi'
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drop_sound = 'sound/items/drop/flesh.ogg'
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pickup_sound = 'sound/items/pickup/flesh.ogg'
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default_action_type = /datum/action/item_action/organ
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germ_level = 0
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var/mob/living/carbon/human/owner = null
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//Organ stats.
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var/status = 0
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var/vital //Lose a vital limb, die immediately.
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var/rejecting // Is this organ already being rejected?
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var/is_augment = FALSE
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var/death_time
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//Organ damage stats.
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/**
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* amount of damage to the organ. THIS IS PRIVATE FOR A REASON.
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* USE get_damage and set_damage IF YOU NEED TO CHANGE OR RETRIEVE THIS.
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*/
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VAR_PRIVATE/damage = 0
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/// Total amount of EMP damage a mechanical organ has taken. Effectively equal to "number of seconds the organ EMP effect will last".
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var/surge_damage = 0.0
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/**
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* The amount of EMP damage a mechanical organ will recover per second.
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* Fractional and floating points are allowed, but it shouldn't ever be negative.
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*/
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var/surge_recovery_per_second = 1.0
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var/min_broken_damage = 30
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var/min_bruised_damage = 10 // Damage before considered bruised
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var/max_damage = 30
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//Strings.
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var/organ_tag = "organ"
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var/parent_organ = BP_CHEST
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//Robot organ stuff.
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var/robotic = 0 //For being a robot
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var/robotize_type // If set, this organ type will automatically be roboticized with this manufacturer.
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var/robotic_name
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var/robotic_sprite = TRUE
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var/emp_coeff = 1 //coefficient for damages taken by EMP, if the organ is robotic.
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var/model
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//Lists.
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var/list/transplant_data
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var/list/datum/autopsy_data/autopsy_data = list()
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var/list/organ_verbs //verb that are added when you gain the organ
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var/list/trace_chemicals = list() // traces of chemicals in the organ, links chemical IDs to number of ticks for which they'll stay in the blood
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//DNA stuff.
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var/datum/dna/dna
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var/datum/species/species
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var/force_skintone = FALSE // If true, icon generation will skip is-robotic checks. Used for synthskin limbs.
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var/list/species_restricted //used by augments and biomods to see what species can have this augment
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INITIALIZE_IMMEDIATE(/obj/item/organ)
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/obj/item/organ/Initialize(mapload, internal)
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. = ..()
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var/mob/living/carbon/holder = loc
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create_reagents(5)
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if(!max_damage)
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max_damage = min_broken_damage * 2
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if(istype(holder))
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src.owner = holder
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species = GLOB.all_species[SPECIES_HUMAN]
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if(holder.dna)
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dna = holder.dna.Clone()
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species = GLOB.all_species[dna.species]
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else
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LOG_DEBUG("[src] at [loc] spawned without a proper DNA.")
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var/mob/living/carbon/human/H = holder
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if(istype(H))
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if(internal && parent_organ)
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var/obj/item/organ/external/E = H.get_organ(parent_organ)
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if(E)
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if(E.internal_organs == null)
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E.internal_organs = list()
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E.internal_organs |= src
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if(dna)
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if(!blood_DNA)
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blood_DNA = list()
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blood_DNA[dna.unique_enzymes] = dna.b_type
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if(internal)
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holder.internal_organs |= src
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process_initialize()
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/**
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* This proc exists so that organs which do not require "always processing" can override it
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* in order to opt-out of processing for performance reasons.
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*/
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/obj/item/organ/proc/process_initialize()
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START_PROCESSING(SSprocessing, src)
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/obj/item/organ/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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QDEL_NULL(dna)
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if(!owner)
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return ..()
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if(istype(owner, /mob/living/carbon))
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if(owner.internal_organs)
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owner.internal_organs -= src
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if(istype(owner, /mob/living/carbon/human))
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if(owner.internal_organs_by_name)
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owner.internal_organs_by_name[organ_tag] = null
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owner.internal_organs_by_name -= organ_tag
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if(owner.organs)
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owner.organs -= src
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if(owner.organs_by_name)
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owner.organs_by_name[organ_tag] = null
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owner.organs_by_name -= organ_tag
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owner = null
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return ..()
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/obj/item/organ/proc/refresh_action_button()
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return action
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/obj/item/organ/attack_self(var/mob/user)
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return (owner && loc == owner && owner == user)
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/obj/item/organ/proc/update_organ_health()
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return
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/obj/item/organ/proc/set_dna(var/datum/dna/new_dna)
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if(new_dna)
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dna = new_dna.Clone()
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if(blood_DNA)
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blood_DNA.Cut()
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blood_DNA[dna.unique_enzymes] = dna.b_type
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/obj/item/organ/proc/die()
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if(status & ORGAN_ROBOT)
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damage = max_damage
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STOP_PROCESSING(SSprocessing, src)
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return
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damage = max_damage
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status |= ORGAN_DEAD
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death_time = world.time
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STOP_PROCESSING(SSprocessing, src)
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if(owner && vital)
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owner.death()
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/obj/item/organ/proc/is_bruised()
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return damage >= min_bruised_damage
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/obj/item/organ/proc/bruise()
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START_PROCESSING(SSprocessing, src)
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damage = max(damage, min_bruised_damage)
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#define ORGAN_RECOVERY_THRESHOLD (5 MINUTES)
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/obj/item/organ/proc/can_recover()
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return (max_damage > 0) && !(status & ORGAN_DEAD) || death_time >= world.time - ORGAN_RECOVERY_THRESHOLD
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/obj/item/organ/process(seconds_per_tick)
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if(loc != owner)
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owner = null
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if (QDELETED(src))
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LOG_DEBUG("QDELETED organ [DEBUG_REF(src)] had process() called!")
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STOP_PROCESSING(SSprocessing, src)
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return
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//dead already, no need for more processing
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if(status & ORGAN_DEAD)
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return
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// Don't process if we're in a freezer, an MMI or a stasis bag.or a freezer or something I dunno
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if(istype(loc,/obj/item/mmi))
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return
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if(istype(loc,/obj/structure/closet/body_bag/cryobag) || istype(loc,/obj/structure/closet/crate/freezer) || istype(loc,/obj/item/storage/box/unique/freezer))
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return
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//Process infections
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var/is_immune = ((status & ORGAN_ROBOT) || robotic >= ROBOTIC_MECHANICAL || (owner && owner.species && (owner.species.flags & IS_PLANT)))
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if (is_immune)
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germ_level = 0
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if((BP_IS_ROBOTIC(src) || robotic >= ROBOTIC_MECHANICAL) && surge_damage)
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tick_surge_damage(seconds_per_tick)
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if(!owner)
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if (QDELETED(reagents))
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LOG_DEBUG("Organ [DEBUG_REF(src)] had QDELETED reagents! Regenerating.")
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create_reagents(5)
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if(REAGENT_VOLUME(reagents, /singleton/reagent/blood) && !is_immune && prob(40))
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reagents.remove_reagent(/singleton/reagent/blood,0.1)
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if (isturf(loc))
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blood_splatter(src,src,TRUE)
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if(GLOB.config.organs_decay) damage += rand(1,3)
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if(damage >= max_damage)
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damage = max_damage
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if(!is_immune)
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germ_level += rand(2,6)
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if(germ_level >= INFECTION_LEVEL_TWO)
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germ_level += rand(2,6)
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if(germ_level >= INFECTION_LEVEL_THREE)
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die()
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else if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
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//** Handle antibiotics and curing infections
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handle_antibiotics()
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if(!is_immune)
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handle_immunosuppressants()
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handle_rejection()
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handle_germ_effects()
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//check if we've hit max_damage
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if(damage >= max_damage)
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die()
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/**
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* Handles per-second EMP damage effects.
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* returns FALSE if there's no EMP effects left.
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* returns "Truthy" if there's still more EMP to handle on the next tick.
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* It will wrap back around to FALSE if the surge damage recovery ticked it back down to 0.
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*/
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/obj/item/organ/proc/tick_surge_damage(seconds_per_tick)
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ENFORCE_CALCULUS(seconds_per_tick)
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if(!surge_damage)
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clear_surge_effects()
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return FALSE
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do_surge_effects()
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surge_damage = max(0, surge_damage - (surge_recovery_per_second * seconds_per_tick))
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return surge_damage
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/obj/item/organ/proc/do_surge_effects()
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return
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/obj/item/organ/proc/clear_surge_effects()
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return
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/obj/item/organ/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
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. = ..()
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if(status & ORGAN_DEAD)
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. += SPAN_NOTICE("The decay has set in.")
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/obj/item/organ/proc/handle_germ_effects()
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//** Handle the effects of infections
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var/antibiotics = 0
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if(!owner)
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return
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if (CE_ANTIBIOTIC in owner.chem_effects)
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antibiotics = owner.chem_effects[CE_ANTIBIOTIC]
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if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE/2 && prob(35))
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germ_level--
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if (germ_level >= INFECTION_LEVEL_ONE/2)
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//aiming for germ level to go from ambient to INFECTION_LEVEL_TWO in an average of 17 minutes
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if(antibiotics < 5 && prob(round(germ_level/7)))
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germ_level++
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if (germ_level >= INFECTION_LEVEL_TWO && parent_organ)
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var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
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//spread germs
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if (parent && antibiotics < 5 && parent.germ_level < germ_level && ( parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30) ))
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parent.germ_level++
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if (prob(3)) //about once every 30 seconds
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take_damage(1,silent=prob(30))
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/obj/item/organ/proc/handle_rejection()
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// Process unsuitable transplants.
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if(dna)
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if(!rejecting)
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if(blood_incompatible(dna.b_type, owner.dna.b_type, species, owner.species))
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rejecting = 1
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else
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rejecting++ //Rejection severity increases over time.
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if(rejecting % 10 == 0) //Only fire every ten rejection ticks.
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switch(rejecting)
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if(1 to 50)
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germ_level++
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if(51 to 200)
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germ_level += rand(1,2)
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if(201 to 500)
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germ_level += rand(2,3)
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if(501 to INFINITY)
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germ_level += rand(3,5)
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owner.reagents.add_reagent(/singleton/reagent/toxin, rand(1,2))
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/obj/item/organ/proc/receive_chem(chemical as obj)
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return 0
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/obj/item/organ/proc/rejuvenate()
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damage = 0
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/obj/item/organ/proc/heal_damage(amount)
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if(can_recover())
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damage = between(0, damage - amount, max_damage)
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/obj/item/organ/proc/is_broken()
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return (damage >= min_broken_damage || (status & ORGAN_CUT_AWAY) || (status & ORGAN_BROKEN))
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/obj/item/organ/proc/is_usable()
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return !(status & (ORGAN_CUT_AWAY|ORGAN_MUTATED|ORGAN_DEAD))
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/obj/item/organ/proc/is_infected()
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return (germ_level >= INFECTION_LEVEL_ONE)
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/obj/item/organ/proc/estimated_infection_level()
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if(germ_level < INFECTION_LEVEL_ONE)
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return "Healthy"
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else if(germ_level >= INFECTION_LEVEL_ONE && germ_level < INFECTION_LEVEL_TWO)
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return "Infection Level One"
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else if(germ_level >= INFECTION_LEVEL_TWO && germ_level < INFECTION_LEVEL_THREE)
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return "Infection Level Two"
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else
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return "Infection Level Three"
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/obj/item/organ/proc/increase_germ_level()
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switch(estimated_infection_level())
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if("Healthy")
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germ_level = INFECTION_LEVEL_ONE
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if("Infection Level One")
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germ_level = INFECTION_LEVEL_TWO
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if("Infection Level Two")
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germ_level = INFECTION_LEVEL_THREE
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/obj/item/organ/proc/decrease_germ_level()
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switch(estimated_infection_level())
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if("Infection Level One")
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germ_level = 0
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if("Infection Level Two")
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germ_level = INFECTION_LEVEL_ONE
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if("Infection Level Three")
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germ_level = INFECTION_LEVEL_TWO
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//Germs
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/obj/item/organ/proc/handle_antibiotics()
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var/antibiotics
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if(!owner || !(CE_ANTIBIOTIC in owner.chem_effects) || (germ_level <= 0))
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return
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var/antiimmune = owner.chem_effects[CE_ANTIIMMUNE]
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if(antiimmune)
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antibiotics = ((owner.chem_effects[CE_ANTIBIOTIC]) * 0.5) //antibiotic effectiveness is severely hampered
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else
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antibiotics = owner.chem_effects[CE_ANTIBIOTIC]
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if(germ_level <= INFECTION_LEVEL_ONE)
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if(antibiotics >= 5)
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germ_level = 0 //just finish up this small infection
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else
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germ_level = max(germ_level - (antibiotics * 5), 0) //Clears very quickly, finishing up remnants of infection
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else if(germ_level <= INFECTION_LEVEL_TWO)
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germ_level = max(germ_level - min(antibiotics, 6), 0) //Still quick, infection's not too bad. At max dose and germ_level 500, should take a minute or two
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else
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germ_level = max(germ_level - min(antibiotics * 0.5, 3), 0) //Big infections, very slow to stop. At max dose and germ_level 1000, should take five to six minutes
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//Immunosuppressants
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/obj/item/organ/proc/handle_immunosuppressants()
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if(!owner || !(CE_ANTIIMMUNE in owner.chem_effects) || !rejecting)
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return
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var/antiimmune = owner.chem_effects[CE_ANTIIMMUNE]
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if(rejecting <= 3)
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rejecting = 0 //nullifies rejection
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if(dna)
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dna.b_type = owner.dna.b_type
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else
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rejecting = max(rejecting - min(antiimmune, 2), 0) //fairly slow to work, don't want it to be trivial after all
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//Adds autopsy data for used_weapon.
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/obj/item/organ/proc/add_autopsy_data(var/used_weapon, var/damage)
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var/datum/autopsy_data/W = autopsy_data[used_weapon]
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if(!W)
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W = new()
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W.weapon = used_weapon
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autopsy_data[used_weapon] = W
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W.hits += 1
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W.damage += damage
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W.time_inflicted = world.time
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//Note: external organs have their own version of this proc
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/obj/item/organ/proc/take_damage(var/amount, var/silent = 0)
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if(src.status & ORGAN_ROBOT)
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src.damage = between(0, src.damage + (amount * 0.8), max_damage)
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else
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src.damage = between(0, src.damage + amount, max_damage)
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//only show this if the organ is not robotic
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if(owner && parent_organ && amount > 0)
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var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
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if(parent && !silent)
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owner.custom_pain("Something inside your [parent.name] hurts a lot.", 1)
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/obj/item/organ/proc/robotize() //Being used to make robutt hearts, etc
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robotic = ROBOTIC_MECHANICAL
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status = ORGAN_ROBOT
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status |= ORGAN_ASSISTED
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drop_sound = 'sound/items/drop/metalweapon.ogg'
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pickup_sound = 'sound/items/pickup/metalweapon.ogg'
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if(robotic_name)
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name = robotic_name
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/obj/item/organ/proc/derobotize() //Turn a robot organ back into a flesh one. Used for appearance changers, etc.
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robotic = initial(robotic)
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status = initial(status)
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drop_sound = initial(drop_sound)
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pickup_sound = initial(pickup_sound)
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name = initial(name)
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/obj/item/organ/proc/mechassist() //Used to add things like pacemakers, etc
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status = ORGAN_ASSISTED
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robotic = ROBOTIC_ASSISTED
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switch(organ_tag)
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if(BP_HEART)
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name = "pacemaker-assisted [initial(name)]"
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if(BP_EYES)
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name = "retinal overlayed [initial(name)]"
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if(BP_BRAIN)
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name = "pseudoneuron-assisted [initial(name)]"
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else
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name = "mechanically assisted [initial(name)]"
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icon_state = initial(icon_state)
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/obj/item/organ/emp_act(severity)
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. = ..()
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if(!(status & ORGAN_ASSISTED))
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return
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var/organ_fragility = 0.5
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if((status & ORGAN_ROBOT)) //fully robotic organs take the normal emp damage, assisted ones only suffer half of it
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organ_fragility = 1
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switch (severity)
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if (EMP_HEAVY)
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take_surge_damage(15 * emp_coeff * organ_fragility)
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if (EMP_LIGHT)
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take_surge_damage(8 * emp_coeff * organ_fragility)
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return TRUE
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#define MAXIMUM_SURGE_DAMAGE 100
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/obj/item/organ/proc/take_surge_damage(var/surge)
|
|
if(!BP_IS_ROBOTIC(src))
|
|
return //We check earlier, but just to make sure.
|
|
|
|
surge_damage = clamp(0, surge + surge_damage, MAXIMUM_SURGE_DAMAGE) //We want X seconds at most of hampered movement or what have you.
|
|
|
|
/**
|
|
* Remove an organ
|
|
*
|
|
* drop_organ - if true, organ will be dropped at the loc of its former owner
|
|
* detach - if true, organ will be detached from parent. Keep false for organs
|
|
* removed together with parent, as with an amputation.
|
|
*/
|
|
/obj/item/organ/proc/removed(mob/living/carbon/human/target, mob/living/user, drop_organ = TRUE, detach = TRUE)
|
|
if(!istype(owner))
|
|
return
|
|
|
|
action_button_name = null
|
|
|
|
owner.internal_organs_by_name[organ_tag] = null
|
|
owner.internal_organs_by_name -= organ_tag
|
|
owner.internal_organs_by_name -= null
|
|
owner.internal_organs -= src
|
|
|
|
if(detach && parent_organ)
|
|
var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
|
|
if(affected)
|
|
affected.internal_organs -= src
|
|
|
|
if(drop_organ)
|
|
dropInto(owner.loc)
|
|
START_PROCESSING(SSprocessing, src)
|
|
rejecting = null
|
|
if (!reagents)
|
|
create_reagents(5)
|
|
|
|
var/blood_data = LAZYACCESS(reagents.reagent_data, /singleton/reagent/blood)
|
|
if(!("blood_DNA" in blood_data))
|
|
owner.vessel.trans_to(src, 5, 1, 1)
|
|
|
|
if(owner && vital)
|
|
if(user)
|
|
user.attack_log += "\[[time_stamp()]\]<span class='warning'> removed a vital organ ([src]) from [owner.name] ([owner.ckey]) [user ? "(INTENT: [uppertext(user.a_intent)])" : ""]</span>"
|
|
owner.attack_log += "\[[time_stamp()]\]<font color='orange'> had a vital organ ([src]) removed by [user.name] ([user.ckey]) (INTENT: [uppertext(user.a_intent)])</font>"
|
|
msg_admin_attack("[user.name] ([user.ckey]) removed a vital organ ([src]) from [owner.name] ([owner.ckey]) (INTENT: [uppertext(user.a_intent)]) (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",ckey=key_name(user),ckey_target=key_name(owner))
|
|
owner.death()
|
|
|
|
owner.update_action_buttons()
|
|
owner = null
|
|
|
|
/// Sets the organ's owner to the proc's target, and ensures its forceMoved into that target.
|
|
/obj/item/organ/proc/replaced(var/mob/living/carbon/human/target, var/obj/item/organ/external/affected)
|
|
owner = target
|
|
action_button_name = initial(action_button_name)
|
|
forceMove(owner) //just in case
|
|
if(BP_IS_ROBOTIC(src))
|
|
set_dna(owner.dna)
|
|
return TRUE
|
|
|
|
/obj/item/organ/internal/eyes/replaced(var/mob/living/carbon/human/target)
|
|
|
|
// Apply our eye colour to the target.
|
|
if(istype(target) && eye_colour)
|
|
target.r_eyes = eye_colour[1]
|
|
target.g_eyes = eye_colour[2]
|
|
target.b_eyes = eye_colour[3]
|
|
target.update_eyes()
|
|
..()
|
|
|
|
/obj/item/organ/attack(mob/living/target_mob, mob/living/user, target_zone)
|
|
|
|
if(robotic || !istype(target_mob) || !istype(user) || (user != target_mob && user.a_intent == I_HELP))
|
|
return ..()
|
|
|
|
if(alert("Do you really want to use this organ as food? It will be useless for anything else afterwards.",,"No.","Yes.") == "No.")
|
|
to_chat(user, SPAN_NOTICE("You successfully repress your cannibalistic tendencies."))
|
|
return
|
|
|
|
user.drop_from_inventory(src)
|
|
var/obj/item/reagent_containers/food/snacks/organ/O = new(get_turf(src))
|
|
O.name = name
|
|
O.appearance = src
|
|
reagents.trans_to(O, reagents.total_volume)
|
|
if(fingerprints)
|
|
O.fingerprints = fingerprints.Copy()
|
|
if(fingerprintshidden)
|
|
O.fingerprintshidden = fingerprintshidden.Copy()
|
|
if(fingerprintslast)
|
|
O.fingerprintslast = fingerprintslast
|
|
user.put_in_active_hand(O)
|
|
qdel(src)
|
|
target_mob.attackby(O, user)
|
|
|
|
//used by stethoscope
|
|
/obj/item/organ/proc/listen()
|
|
return
|
|
|
|
/obj/item/organ/proc/get_damage()
|
|
return damage
|
|
|
|
/obj/item/organ/proc/set_damage(to_set)
|
|
damage = to_set
|
|
START_PROCESSING(SSprocessing, src)
|
|
|
|
/obj/item/organ/add_damage(to_add)
|
|
START_PROCESSING(SSprocessing, src)
|
|
if (..(to_add))
|
|
return
|
|
damage += to_add
|