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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-23 13:10:02 +01:00
Moved item_heal_robotic out of obj/item and into mob_helpers.dm
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@@ -173,7 +173,7 @@
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if(affecting.status == ORGAN_ROBOTIC)
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if(src.remove_fuel(0))
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src.item_heal_robotic(H, user, 30, 0)
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item_heal_robotic(H, user, 30, 0)
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return
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else
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user << "<span class='warning'>Need more welding fuel!</span>"
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@@ -418,4 +418,28 @@ proc/is_special_character(mob/M) // returns 1 for special characters and 2 for h
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/proc/get_both_hands(mob/living/carbon/M)
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var/list/hands = list(M.l_hand, M.r_hand)
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return hands
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return hands
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/proc/item_heal_robotic(var/mob/living/carbon/human/H, var/mob/user, var/brute, var/burn)
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var/obj/item/organ/limb/affecting = H.get_organ(check_zone(user.zone_sel.selecting))
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var/dam //changes repair text based on how much brute/burn was supplied
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if(brute > burn)
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dam = 1
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else
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dam = 0
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if(affecting.status == ORGAN_ROBOTIC)
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if(brute > 0 && affecting.brute_dam > 0 || burn > 0 && affecting.burn_dam > 0)
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affecting.heal_damage(brute,burn,1)
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H.update_damage_overlays(0)
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H.updatehealth()
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for(var/mob/O in viewers(user, null))
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O.show_message(text("<span class='notice'>[user] has fixed some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.getDisplayName()]!</span>"), 1)
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return
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else
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user << "<span class='notice'>[H]'s [affecting.getDisplayName()] is already in good condition</span>"
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return
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else
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return
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@@ -491,7 +491,7 @@ obj/structure/cable/proc/avail()
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var/obj/item/organ/limb/affecting = H.get_organ(check_zone(user.zone_sel.selecting))
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if(affecting.status == ORGAN_ROBOTIC)
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src.item_heal_robotic(H, user, 0, 30)
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item_heal_robotic(H, user, 0, 30)
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src.use(1)
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return
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else
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@@ -151,30 +151,6 @@
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return update_organ_icon()
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/obj/item/proc/item_heal_robotic(var/mob/living/carbon/human/H, var/mob/user, var/brute, var/burn)
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var/obj/item/organ/limb/affecting = H.get_organ(check_zone(user.zone_sel.selecting))
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var/dam //changes repair text based on how much brute/burn was supplied
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if(brute > burn)
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dam = 1
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else
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dam = 0
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if(affecting.status == ORGAN_ROBOTIC)
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if(brute > 0 && affecting.brute_dam > 0 || burn > 0 && affecting.burn_dam > 0)
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affecting.heal_damage(brute,burn,1)
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H.update_damage_overlays(0)
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H.updatehealth()
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for(var/mob/O in viewers(user, null))
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O.show_message(text("<span class='notice'>[user] has fixed some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.getDisplayName()]!</span>"), 1)
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return
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else
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user << "<span class='notice'>[H]'s [affecting.getDisplayName()] is already in good condition</span>"
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return
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else
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return
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//Returns total damage...kinda pointless really
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/obj/item/organ/limb/proc/get_damage()
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return brute_dam + burn_dam
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