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Aurora.3/code/modules/organs/pain.dm
VMSolidusandGitHub e117ef3f87 Nuke Limb Processing (#22814)
<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.
2026-07-12 20:45:24 +00:00

111 lines
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/mob/proc/flash_pain(var/target)
if(pain)
animate(pain, alpha = target, time = 15, easing = ELASTIC_EASING)
animate(pain, alpha = 0, time = 20)
// message is the custom message to be displayed
// power decides how much painkillers will stop the message
// force means it ignores anti-spam timer
/mob/living/carbon/proc/custom_pain(var/message, var/power, var/force, var/obj/item/organ/external/affecting, var/nohalloss)
if(!message || stat || !can_feel_pain() || chem_effects[CE_PAINKILLER] > power)
return 0
power -= chem_effects[CE_PAINKILLER]/2 //Take the edge off.
// Excessive halloss is horrible, just give them enough to make it visible.
if(!nohalloss && power)
if(!affecting)
adjustHalLoss(Ceiling(power/2))
else
affecting.add_pain(Ceiling(power/2))
flash_pain(min(round(2*power)+55, 255))
// Anti message spam checks
if(force || (message != last_pain_message) || (world.time >= next_pain_time))
last_pain_message = message
if(power >= 110)
flash_strong_pain()
to_chat(src, SPAN_DANGER(FONT_HUGE("[message]")))
else if(power >= 70)
to_chat(src, SPAN_DANGER(FONT_LARGE("[message]")))
else if(power >= 40)
to_chat(src, SPAN_DANGER(FONT_LARGE("[message]")))
else if(power >= 10)
to_chat(src, SPAN_DANGER("[message]"))
else
to_chat(src, SPAN_WARNING("[message]"))
var/force_emote = species.get_pain_emote(src, power)
if(force_emote && prob(power))
var/singleton/emote/use_emote = usable_emotes[force_emote]
if(use_emote && !(use_emote.message_type == AUDIBLE_MESSAGE && silent))
emote(force_emote)
next_pain_time = world.time + 5 SECONDS
/mob/living/carbon/human/proc/handle_pain()
if(stat >= DEAD)
return
if(!can_feel_pain())
return
if(world.time < next_pain_time)
return
var/maxdam = 0
var/obj/item/organ/external/damaged_organ = null
for(var/obj/item/organ/external/E in organs)
if(E.status & (ORGAN_DEAD|ORGAN_ROBOT))
continue
var/dam = E.get_damage()
// make the choice of the organ depend on damage,
// but also sometimes use one of the less damaged ones
if(dam > maxdam && (maxdam == 0 || prob(70)) )
damaged_organ = E
maxdam = dam
if(damaged_organ && chem_effects[CE_PAINKILLER] < maxdam)
if(maxdam > 10 && paralysis)
paralysis = max(0, paralysis - round(maxdam / 10))
if(maxdam > 50 && prob(maxdam / 5))
to_chat(src, SPAN_WARNING("A bolt of pain shoots through your body, causing your hands to spasm!"))
drop_item()
var/burning = damaged_organ.burn_dam > damaged_organ.brute_dam
var/msg
switch(maxdam)
if(1 to 10)
msg = "[burning ? species.organ_low_burn_message : species.organ_low_pain_message]"
if(11 to 60)
msg = "[burning ? species.organ_med_burn_message : species.organ_med_pain_message]"
if(61 to INFINITY)
msg = "[burning ? species.organ_high_burn_message : species.organ_high_pain_message]"
msg = replacetext(msg, "%PARTNAME%", damaged_organ.name)
custom_pain(msg, maxdam, prob(30), damaged_organ, TRUE)
// Damage to internal organs hurts a lot.
for(var/obj/item/organ/internal/I in internal_organs)
if(prob(1) && !((I.status & ORGAN_DEAD) || BP_IS_ROBOTIC(I)) && I.get_damage() > 5 && I.parent_organ)
var/obj/item/organ/external/parent = get_organ(I.parent_organ)
if (!parent) continue
var/pain = 10
var/message = I.unknown_pain_location ? "You feel a dull pain in your [parent.name]..." : "You feel a dull pain radiating from your [I.name]..."
if(I.is_bruised())
pain = 25
message = I.unknown_pain_location ? "You feel a stinging pain in your [parent.name]." : "You feel a stinging pain radiating from your [I.name]."
if(I.is_broken())
pain = 50
message = I.unknown_pain_location ? "You feel a sharp pain in your [parent.name]!" : "You feel a sharp pain radiating from your [I.name]!"
src.custom_pain(message, pain, affecting = parent)
if(prob(1))
switch(getToxLoss())
if(5 to 17)
custom_pain("Your body stings slightly.", getToxLoss())
if(17 to 35)
custom_pain("Your body stings.", getToxLoss())
if(35 to 60)
custom_pain("Your body stings strongly.", getToxLoss())
if(60 to 100)
custom_pain("Your whole body hurts badly!", getToxLoss())
if(100 to INFINITY)
custom_pain("Your body aches all over, it's driving you mad!", getToxLoss())