mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-29 18:50:40 +00:00
Changes the Positronic-Implanted Brain to Pseudoneuron-Assisted Brain. The current name causes confusion and creates a link to IPCs that synthlore does not want. This shouldn't affect the concepts that can currently be explored by the implant as is. This was discussed with and approved by NM.
504 lines
16 KiB
Plaintext
504 lines
16 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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var/damage = 0 // amount of damage to the organ
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var/surge_damage = 0 // EMP damage counter.
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var/surge_time = 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)
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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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START_PROCESSING(SSprocessing, src)
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/obj/item/organ/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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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 -= src
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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 -= src
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owner = null
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QDEL_NULL(dna)
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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_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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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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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/device/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/freezer))
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return
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//Process infections
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if ((status & ORGAN_ROBOT) || (owner && owner.species && (owner.species.flags & IS_PLANT)))
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germ_level = 0
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return
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if((status & ORGAN_ASSISTED) && surge_damage)
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tick_surge_damage()
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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) && !(status & ORGAN_ROBOT) && 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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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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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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/obj/item/organ/proc/tick_surge_damage()
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if(surge_damage)
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do_surge_effects()
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if(surge_time + 1 SECOND < world.time)
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surge_damage = max(0, surge_damage - 10)
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surge_time = world.time
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if(!surge_damage)
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surge_time = 0
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clear_surge_effects()
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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)
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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 (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 - round(amount, 0.1), 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)
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if(!(status & ORGAN_ASSISTED))
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return //We check earlier, but just to make sure.
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surge_damage = clamp(0, surge + surge_damage, MAXIMUM_SURGE_DAMAGE) //We want X seconds at most of hampered movement or what have you.
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surge_time = world.time
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/obj/item/organ/proc/removed(var/mob/living/carbon/human/target,var/mob/living/user)
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if(!istype(owner))
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return
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action_button_name = null
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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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owner.internal_organs_by_name -= null
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owner.internal_organs -= src
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var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
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if(affected) affected.internal_organs -= src
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loc = get_turf(owner)
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START_PROCESSING(SSprocessing, src)
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rejecting = null
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if (!reagents)
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create_reagents(5)
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var/blood_data = LAZYACCESS(reagents.reagent_data, /singleton/reagent/blood)
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if(!("blood_DNA" in blood_data))
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owner.vessel.trans_to(src, 5, 1, 1)
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if(owner && vital)
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if(user)
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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>"
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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>"
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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
|
|
|
|
/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 1
|
|
|
|
/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
|