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https://github.com/Bubberstation/Bubberstation.git
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Continues removing unnecessary species names of bodyparts in visible messages (#67254)
* removes some more unnecessary species mentions from bodypart messages
This commit is contained in:
@@ -53,7 +53,7 @@
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/proc/log_wound(atom/victim, datum/wound/suffered_wound, dealt_damage, dealt_wound_bonus, dealt_bare_wound_bonus, base_roll)
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if(QDELETED(victim) || !suffered_wound)
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return
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var/message = "has suffered: [suffered_wound][suffered_wound.limb ? " to [suffered_wound.limb.name]" : null]"// maybe indicate if it's a promote/demote?
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var/message = "has suffered: [suffered_wound][suffered_wound.limb ? " to [suffered_wound.limb.plaintext_zone]" : null]"// maybe indicate if it's a promote/demote?
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if(dealt_damage)
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message += " | Damage: [dealt_damage]"
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@@ -87,7 +87,7 @@
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limb._embed_object(weapon) // on the inside... on the inside...
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weapon.forceMove(victim)
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RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/weaponDeleted)
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victim.visible_message(span_danger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.name]!"), span_userdanger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.name]!"))
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victim.visible_message(span_danger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.plaintext_zone]!"))
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var/damage = weapon.throwforce
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if(harmful)
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@@ -98,7 +98,7 @@
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SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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if(damage > 0)
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var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",I.armour_penetration, weak_against_armour = I.weak_against_armour)
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var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.plaintext_zone].", "Your armor has softened a hit to your [limb.plaintext_zone].",I.armour_penetration, weak_against_armour = I.weak_against_armour)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
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/datum/component/embedded/Destroy()
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@@ -142,7 +142,7 @@
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if(harmful && prob(pain_chance_current))
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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to_chat(victim, span_userdanger("[weapon] embedded in your [limb.name] hurts!"))
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to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone]] hurts!"))
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var/fall_chance_current = DT_PROB_RATE(fall_chance / 100, delta_time) * 100
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if(victim.body_position == LYING_DOWN)
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@@ -168,7 +168,7 @@
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if(harmful && prob(chance))
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var/damage = weapon.w_class * jostle_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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to_chat(victim, span_userdanger("[weapon] embedded in your [limb.name] jostles and stings!"))
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to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] jostles and stings!"))
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/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
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@@ -179,7 +179,7 @@
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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victim.visible_message(span_danger("[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.name]!"), span_userdanger("[weapon] falls [harmful ? "out" : "off"] of your [limb.name]!"))
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victim.visible_message(span_danger("[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] falls [harmful ? "out" : "off"] of your [limb.plaintext_zone]!"))
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safeRemove()
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@@ -195,7 +195,7 @@
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/// everything async that ripOut used to do
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/datum/component/embedded/proc/complete_rip_out(mob/living/carbon/victim, obj/item/I, obj/item/bodypart/limb, time_taken)
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victim.visible_message(span_warning("[victim] attempts to remove [weapon] from [victim.p_their()] [limb.name]."),span_notice("You attempt to remove [weapon] from your [limb.name]... (It will take [DisplayTimeText(time_taken)].)"))
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victim.visible_message(span_warning("[victim] attempts to remove [weapon] from [victim.p_their()] [limb.plaintext_zone]."),span_notice("You attempt to remove [weapon] from your [limb.plaintext_zone]... (It will take [DisplayTimeText(time_taken)].)"))
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if(!do_after(victim, time_taken, target = victim))
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return
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if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
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@@ -206,7 +206,7 @@
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=SHARP_EDGED) //It hurts to rip it out, get surgery you dingus. unlike the others, this CAN wound + increase slash bloodflow
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victim.emote("scream")
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victim.visible_message(span_notice("[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.name]!"), span_notice("You successfully remove [weapon] from your [limb.name]."))
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victim.visible_message(span_notice("[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.plaintext_zone]!"), span_notice("You successfully remove [weapon] from your [limb.plaintext_zone]."))
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safeRemove(victim)
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/// This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
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@@ -235,7 +235,7 @@
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limb._unembed_object(weapon)
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if(victim)
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to_chat(victim, span_userdanger("\The [weapon] that was embedded in your [limb.name] disappears!"))
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to_chat(victim, span_userdanger("\The [weapon] that was embedded in your [limb.plaintext_zone] disappears!"))
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qdel(src)
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@@ -264,22 +264,22 @@
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var/self_pluck = (user == victim)
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if(self_pluck)
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user.visible_message(span_danger("[user] begins plucking [weapon] from [user.p_their()] [limb.name]"), span_notice("You start plucking [weapon] from your [limb.name]..."),\
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user.visible_message(span_danger("[user] begins plucking [weapon] from [user.p_their()] [limb.plaintext_zone]"), span_notice("You start plucking [weapon] from your [limb.plaintext_zone]..."),\
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vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
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else
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user.visible_message(span_danger("[user] begins plucking [weapon] from [victim]'s [limb.name]"),span_notice("You start plucking [weapon] from [victim]'s [limb.name]..."), \
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user.visible_message(span_danger("[user] begins plucking [weapon] from [victim]'s [limb.plaintext_zone]"),span_notice("You start plucking [weapon] from [victim]'s [limb.plaintext_zone]..."), \
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vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
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to_chat(victim, span_userdanger("[user] begins plucking [weapon] from your [limb.name]..."))
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to_chat(victim, span_userdanger("[user] begins plucking [weapon] from your [limb.plaintext_zone]..."))
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var/pluck_time = 2.5 SECONDS * weapon.w_class * (self_pluck ? 2 : 1)
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if(!do_after(user, pluck_time, victim))
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if(self_pluck)
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to_chat(user, span_danger("You fail to pluck [weapon] from your [limb.name]."))
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to_chat(user, span_danger("You fail to pluck [weapon] from your [limb.plaintext_zone]."))
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else
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to_chat(user, span_danger("You fail to pluck [weapon] from [victim]'s [limb.name]."))
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to_chat(victim, span_danger("[user] fails to pluck [weapon] from your [limb.name]."))
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to_chat(user, span_danger("You fail to pluck [weapon] from [victim]'s [limb.plaintext_zone]."))
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to_chat(victim, span_danger("[user] fails to pluck [weapon] from your [limb.plaintext_zone]."))
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return
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to_chat(user, span_notice("You successfully pluck [weapon] from [victim]'s [limb.name]."))
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to_chat(victim, span_notice("[user] plucks [weapon] from your [limb.name]."))
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to_chat(user, span_notice("You successfully pluck [weapon] from [victim]'s [limb.plaintext_zone]."))
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to_chat(victim, span_notice("[user] plucks [weapon] from your [limb.plaintext_zone]."))
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safeRemove(user)
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@@ -308,12 +308,16 @@
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wound_info_by_part -= hit_part
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hit_part.painless_wound_roll(wound_type, damage_dealt, w_bonus, bw_bonus, initial(P.sharpness))
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var/limb_hit_text = ""
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if(hit_part)
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limb_hit_text = " in the [hit_part.plaintext_zone]"
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if(num_hits > 1)
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target.visible_message(span_danger("[target] is hit by [num_hits] [proj_name][plural_s(proj_name)][hit_part ? " in the [hit_part.name]" : ""][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, span_userdanger("You're hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!"))
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target.visible_message(span_danger("[target] is hit by [num_hits] [proj_name][plural_s(proj_name)][limb_hit_text][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, span_userdanger("You're hit by [num_hits] [proj_name]s[limb_hit_text]!"))
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else
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target.visible_message(span_danger("[target] is hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, span_userdanger("You're hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!"))
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target.visible_message(span_danger("[target] is hit by a [proj_name][limb_hit_text][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, span_userdanger("You're hit by a [proj_name][limb_hit_text]!"))
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for(var/M in purple_hearts)
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var/mob/living/martyr = M
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@@ -223,7 +223,7 @@
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return
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victim.emote("scream")
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blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good
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victim.visible_message(span_warning("The cuts on [victim]'s [limb.name] scar over!"))
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victim.visible_message(span_warning("The cuts on [victim]'s [limb.plaintext_zone] scar over!"))
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/// If someone is using either a cautery tool or something with heat to cauterize this cut
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/datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user)
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@@ -145,7 +145,7 @@
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to_chat(user, span_notice("There's nothing there to bandage!"))
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return
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if(!LAZYLEN(limb.wounds))
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to_chat(user, span_notice("There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!")) // good problem to have imo
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to_chat(user, span_notice("There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.plaintext_zone]!")) // good problem to have imo
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return
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var/gauzeable_wound = FALSE
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@@ -155,18 +155,18 @@
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gauzeable_wound = TRUE
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break
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if(!gauzeable_wound)
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to_chat(user, span_notice("There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!")) // good problem to have imo
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to_chat(user, span_notice("There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.plaintext_zone]!")) // good problem to have imo
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return
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if(limb.current_gauze && (limb.current_gauze.absorption_capacity * 0.8 > absorption_capacity)) // ignore if our new wrap is < 20% better than the current one, so someone doesn't bandage it 5 times in a row
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to_chat(user, span_warning("The bandage currently on [user==M ? "your" : "[M]'s"] [limb.name] is still in good condition!"))
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to_chat(user, span_warning("The bandage currently on [user==M ? "your" : "[M]'s"] [limb.plaintext_zone] is still in good condition!"))
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return
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user.visible_message(span_warning("[user] begins wrapping the wounds on [M]'s [limb.name] with [src]..."), span_warning("You begin wrapping the wounds on [user == M ? "your" : "[M]'s"] [limb.name] with [src]..."))
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user.visible_message(span_warning("[user] begins wrapping the wounds on [M]'s [limb.plaintext_zone] with [src]..."), span_warning("You begin wrapping the wounds on [user == M ? "your" : "[M]'s"] [limb.plaintext_zone] with [src]..."))
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if(!do_after(user, (user == M ? self_delay : other_delay), target=M))
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return
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user.visible_message("<span class='infoplain'><span class='green'>[user] applies [src] to [M]'s [limb.name].</span></span>", "<span class='infoplain'><span class='green'>You bandage the wounds on [user == M ? "your" : "[M]'s"] [limb.name].</span></span>")
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user.visible_message("<span class='infoplain'><span class='green'>[user] applies [src] to [M]'s [limb.plaintext_zone].</span></span>", "<span class='infoplain'><span class='green'>You bandage the wounds on [user == M ? "your" : "[M]'s"] [limb.plaintext_zone].</span></span>")
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limb.apply_gauze(src)
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/obj/item/stack/medical/gauze/twelve
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@@ -169,7 +169,7 @@
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/obj/item/organ/heart/gland/heal/proc/replace_limb(body_zone, obj/item/bodypart/limb)
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if(limb)
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owner.visible_message(span_warning("[owner]'s [limb.name] suddenly detaches from [owner.p_their()] body!"), span_userdanger("Your [limb.name] suddenly detaches from your body!"))
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owner.visible_message(span_warning("[owner]'s [limb.plaintext_zone] suddenly detaches from [owner.p_their()] body!"), span_userdanger("Your [limb.plaintext_zone] suddenly detaches from your body!"))
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playsound(owner, SFX_DESECRATION, 50, TRUE, -1)
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limb.drop_limb()
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else
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@@ -656,11 +656,11 @@ All effects don't start immediately, but rather get worse over time; the rate is
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if(limb.cremation_progress >= 100)
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if(IS_ORGANIC_LIMB(limb)) //Non-organic limbs don't burn
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limb.drop_limb()
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limb.visible_message(span_warning("[src]'s [limb.name] crumbles into ash!"))
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limb.visible_message(span_warning("[src]'s [limb.plaintext_zone] crumbles into ash!"))
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qdel(limb)
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else
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limb.drop_limb()
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limb.visible_message(span_warning("[src]'s [limb.name] detaches from [p_their()] body!"))
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limb.visible_message(span_warning("[src]'s [limb.plaintext_zone] detaches from [p_their()] body!"))
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if(still_has_limbs)
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return
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