mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-24 13:38:41 +01:00
Some adjustments, following suggestions in the PR discussion.
This commit is contained in:
@@ -19,7 +19,7 @@
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var/layer_used = MUTATIONS_LAYER //which mutation layer to use
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var/list/species_allowed = list() //to restrict mutation to only certain species
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var/health_req //minimum health required to acquire the mutation
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var/limb_req //required limbs to qcquire this mutation
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var/limb_req //required limbs to acquire this mutation
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var/time_coeff = 1 //coefficient for timed mutations
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/datum/mutation/human/proc/force_give(mob/living/carbon/human/owner)
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@@ -31,7 +31,7 @@
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H.restore_blood()
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H.remove_all_embedded_objects()
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if(H.get_missing_limbs())
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playsound(get_turf(H), 'sound/effects/blobattack.ogg', 30, 1)
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playsound(user, 'sound/magic/Demon_consume.ogg', 50, 1)
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H.visible_message("<span class='warning'>[user]'s missing limbs reform, making a loud, grotesque sound!</span>", "<span class='userdanger'>Your limbs regrow, making a loud, crunchy sound and giving you great pain!</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
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H.emote("scream")
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H.regenerate_limbs(1)
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@@ -48,7 +48,7 @@
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else
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limb_regen = user.regenerate_limb("r_arm", 1)
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if(limb_regen)
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user.visible_message("<span class='warning'>[user]'s missing arm reform, making a loud, grotesque sound!</span>", "<span class='userdanger'>Your arm regrow, making a loud, crunchy sound and giving you great pain!</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
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user.visible_message("<span class='warning'>[user]'s missing arm reforms, making a loud, grotesque sound!</span>", "<span class='userdanger'>Your arm regrow, making a loud, crunchy sound and giving you great pain!</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
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user.emote("scream")
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var/obj/item/W = new weapon_type(user)
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user.put_in_hands(W)
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@@ -34,7 +34,7 @@
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var/mob/living/carbon/human/H = M
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affecting = H.get_bodypart(check_zone(user.zone_selected))
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if(!affecting) //Missing limb?
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user << "<span class='warning'>[H] doesn't have [parse_zone(user.zone_selected)]!</span>"
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user << "<span class='warning'>[H] doesn't have \a [parse_zone(user.zone_selected)]!</span>"
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return
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if(stop_bleeding)
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if(H.bleedsuppress)
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@@ -79,7 +79,7 @@
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var/mob/living/carbon/human/H = M
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affecting = H.get_bodypart(check_zone(user.zone_selected))
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if(!affecting) //Missing limb?
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user << "<span class='warning'>[H] doesn't have [parse_zone(user.zone_selected)]!</span>"
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user << "<span class='warning'>[H] doesn't have \a [parse_zone(user.zone_selected)]!</span>"
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return
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if(stop_bleeding)
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if(!H.bleedsuppress) //so you can't stack bleed suppression
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@@ -362,7 +362,7 @@ var/list/TYPES_SHORTCUTS = list(
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/obj/machinery/portable_atmospherics = "PORT_ATMOS",
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/missile_rack = "MECHA_MISSILE_RACK",
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/obj/item/mecha_parts/mecha_equipment = "MECHA_EQUIP",
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/obj/item/organ = "ORGAN_INT",
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/obj/item/organ = "ORGAN",
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)
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var/global/list/g_fancy_list_of_types = null
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@@ -148,7 +148,8 @@
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take_overall_damage(b_loss,f_loss)
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//attempt to dismember bodyparts
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for(var/obj/item/bodypart/BP in bodyparts)
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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if(prob(50/severity) && BP.body_zone != "head" && BP.body_zone != "chest")
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BP.dismember()
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..()
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@@ -193,7 +193,7 @@
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H.remove_overlay(HAIR_LAYER)
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var/obj/item/bodypart/head/HD = H.get_bodypart("head")
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if(!HD || HD.status == ORGAN_ROBOTIC) //Decapitated or robotic head
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if(!HD) //Decapitated
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return
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if(H.disabilities & HUSK)
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@@ -488,8 +488,8 @@
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if(!(type in I.species_exception))
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return 0
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var/R = H.has_right_hand(1)
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var/L = H.has_left_hand(1)
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var/R = H.has_right_hand()
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var/L = H.has_left_hand()
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var/num_arms = H.get_num_arms()
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var/num_legs = H.get_num_legs()
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@@ -28,21 +28,28 @@
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return zone
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/proc/ran_zone(zone, probability = 80, list/exceptions)
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/proc/ran_zone(zone, probability = 80)
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zone = check_zone(zone)
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if(!islist(exceptions))
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exceptions = list()
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if(prob(probability) && !locate(zone) in exceptions)
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if(prob(probability))
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return zone
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var/list/choices = list("head", "chest", "l_arm", "r_arm", "l_leg", "r_leg")
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choices = difflist(choices, exceptions) //Strip away zones to ignore
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if(!choices.len)
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return 0
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var/t = rand(1, 18) // randomly pick a different zone, or maybe the same one
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switch(t)
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if(1)
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return "head"
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if(2)
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return "chest"
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if(3 to 6)
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return "l_arm"
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if(7 to 10)
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return "r_arm"
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if(11 to 14)
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return "l_leg"
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if(15 to 18)
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return "r_leg"
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zone = pick(choices) //Pick a random zone
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return zone
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/proc/above_neck(zone)
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@@ -1,6 +1,7 @@
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/obj/item/bodypart
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name = "limb"
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desc = "why is it detached..."
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var/mob/living/carbon/human/owner = null
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var/status = ORGAN_ORGANIC
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var/body_zone //"chest", "l_arm", etc , used for def_zone
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@@ -264,7 +265,7 @@
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/obj/item/bodypart/chest
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name = "chest"
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desc = "why is it detached..."
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desc = "It's impolite to stare at a person's chest."
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icon_state = "chest"
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max_damage = 200
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body_zone = "chest"
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@@ -280,7 +281,6 @@
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/obj/item/bodypart/l_arm
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name = "left arm"
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desc = "why is it detached..."
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icon_state = "l_arm"
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max_damage = 75
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body_zone ="l_arm"
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@@ -290,7 +290,6 @@
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/obj/item/bodypart/r_arm
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name = "right arm"
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desc = "why is it detached..."
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icon_state = "r_arm"
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max_damage = 75
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body_zone = "r_arm"
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@@ -300,7 +299,6 @@
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/obj/item/bodypart/l_leg
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name = "left leg"
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desc = "why is it detached..."
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icon_state = "l_leg"
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max_damage = 75
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body_zone = "l_leg"
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@@ -310,7 +308,6 @@
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/obj/item/bodypart/r_leg
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name = "right leg"
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desc = "why is it detached..."
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icon_state = "r_leg"
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max_damage = 75
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body_zone = "r_leg"
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@@ -15,7 +15,7 @@
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var/direction = pick(cardinal)
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var/t_range = rand(2,max(throw_range/2, 2))
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var/turf/target_turf = get_turf(src)
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for(var/i = 1; i < t_range; i++)
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for(var/i in 1 to t_range-1)
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var/turf/new_turf = get_step(target_turf, direction)
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target_turf = new_turf
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if(new_turf.density)
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@@ -26,11 +26,12 @@
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/obj/item/bodypart/chest/dismember()
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var/mob/living/carbon/human/H = owner
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if(!istype(H) || !H.dna.species:has_dismemberment) //human's species don't allow dismemberment
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if(!istype(H) || !H.dna.species.has_dismemberment) //human's species don't allow dismemberment
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return 0
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var/organ_spilled = 0
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var/turf/T = get_turf(H)
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T.add_blood(H)
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playsound(get_turf(owner), 'sound/misc/splort.ogg', 80, 1)
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for(var/X in owner.internal_organs)
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var/obj/item/organ/O = X
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@@ -289,12 +290,12 @@
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//Regenerates all limbs. Returns amount of limbs regenerated
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/mob/living/proc/regenerate_limbs(noheal)
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return
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return 0
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/mob/living/carbon/human/regenerate_limbs(noheal)
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var/list/limb_list = list("head", "chest", "r_arm", "l_arm", "r_leg", "l_leg")
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for(var/Z in limb_list)
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regenerate_limb(Z, noheal)
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. += regenerate_limb(Z, noheal)
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/mob/living/proc/regenerate_limb(limb_zone, noheal)
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return
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@@ -302,7 +303,7 @@
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/mob/living/carbon/human/regenerate_limb(limb_zone, noheal)
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var/obj/item/bodypart/L
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if(get_bodypart(limb_zone))
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return
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return 0
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L = newBodyPart(limb_zone, 0, 0, src)
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if(L)
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if(!noheal)
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@@ -2,7 +2,7 @@
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/obj/item/bodypart/head
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name = "head"
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desc = "what a way to get a head in life..."
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desc = "Didn't make sense not to live for fun, your brain gets smart but your head gets dumb."
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icon_state = "head"
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max_damage = 200
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body_zone = "head"
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@@ -23,11 +23,11 @@
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if(!S.possible_locs.Find(selected_zone))
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continue
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if(affecting)
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if(S.requires_missing_bodypart)
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if(!S.requires_bodypart)
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continue
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if(S.requires_organic_bodypart && affecting.status == ORGAN_ROBOTIC)
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continue
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else if(H && !S.requires_missing_bodypart) //human with no limb in surgery zone when we need a limb
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else if(H && S.requires_bodypart) //human with no limb in surgery zone when we need a limb
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continue
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if(!S.can_start(user, M))
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continue
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@@ -52,11 +52,11 @@
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if(H)
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affecting = H.get_bodypart(check_zone(selected_zone))
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if(affecting)
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if(procedure.requires_missing_bodypart)
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if(!procedure.requires_bodypart)
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return
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if(procedure.requires_organic_bodypart && affecting.status == ORGAN_ROBOTIC)
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return
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else if(H && !procedure.requires_missing_bodypart)
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else if(H && procedure.requires_bodypart)
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return
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if(!procedure.can_start(user, M))
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return
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@@ -3,7 +3,7 @@
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steps = list(/datum/surgery_step/incise, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/retract_skin, /datum/surgery_step/add_prosthetic)
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species = list(/mob/living/carbon/human)
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possible_locs = list("r_arm", "l_arm", "l_leg", "r_leg", "head")
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requires_missing_bodypart = 1
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requires_bodypart = FALSE //need a missing limb
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/datum/surgery/prosthetic_replacement/can_start(mob/user, mob/living/carbon/target)
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if(!ishuman(target))
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@@ -10,7 +10,7 @@
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var/list/possible_locs = list() //Multiple locations -- c0
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var/ignore_clothes = 0 //This surgery ignores clothes
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var/obj/item/organ/organ //Operable body part
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var/requires_missing_bodypart = 0 //Surgery available only when a bodypart is present, or only when it is missing.
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var/requires_bodypart = TRUE //Surgery available only when a bodypart is present, or only when it is missing.
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/datum/surgery/proc/can_start(mob/user, mob/living/carbon/target)
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// if 0 surgery wont show up in list
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