Merge pull request #53 from Skyrat-SS13/upstream-merge-51786

[MIRROR] [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping
This commit is contained in:
Azarak
2020-07-26 01:12:23 +02:00
committed by GitHub
154 changed files with 1945 additions and 783 deletions
+8 -2
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@@ -126,8 +126,13 @@
#define AGENDER 16
/// Do not draw eyes or eyeless overlay
#define NOEYESPRITES 17
/// If this species can be scarred (fleshy)
#define CAN_SCAR 18
/// Used for determining which wounds are applicable to this species.
/// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD)
#define HAS_FLESH 18
/// if we have bones (can suffer bone wounds)
#define HAS_BONE 19
//organ slots
#define ORGAN_SLOT_BRAIN "brain"
@@ -166,6 +171,7 @@
#define CHROMOSOME_NONE 1
#define CHROMOSOME_USED 2
//used for mob's genetic gender (mainly just for pronouns, members of sexed species with plural gender refer to their body_type for the actual sprites, which is not genetic)
#define G_MALE 1
#define G_FEMALE 2
#define G_PLURAL 3
+1
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@@ -100,6 +100,7 @@
#define ADMIN_PUNISHMENT_NUGGET "Nugget"
#define ADMIN_PUNISHMENT_CRACK ":B:oneless"
#define ADMIN_PUNISHMENT_BLEED ":B:loodless"
#define ADMIN_PUNISHMENT_PERFORATE ":B:erforate"
#define ADMIN_PUNISHMENT_SCARIFY "Scarify"
#define ADMIN_PUNISHMENT_SHOES "Knot Shoes"
+3 -3
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@@ -189,9 +189,9 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define REFLECT_FAKEPROJECTILE (1<<1)
//Object/Item sharpness
#define IS_BLUNT 0
#define IS_SHARP 1
#define IS_SHARP_ACCURATE 2
#define SHARP_NONE 0
#define SHARP_EDGED 1
#define SHARP_POINTY 2
//His Grace.
#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
+1 -1
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@@ -556,7 +556,7 @@
// /obj/projectile signals (sent to the firer)
///from base of /obj/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
///from base of /obj/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle, hit_limb)
#define COMSIG_PROJECTILE_SELF_ON_HIT "projectile_self_on_hit"
///from base of /obj/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
#define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit"
-8
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@@ -180,14 +180,6 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define iscash(A) (istype(A, /obj/item/coin) || istype(A, /obj/item/stack/spacecash) || istype(A, /obj/item/holochip))
GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
/obj/item/pen,
/obj/item/screwdriver,
/obj/item/reagent_containers/syringe,
/obj/item/kitchen/fork)))
#define is_pointed(W) (is_type_in_typecache(W, GLOB.pointed_types))
#define isbodypart(A) (istype(A, /obj/item/bodypart))
#define isprojectile(A) (istype(A, /obj/projectile))
+3
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@@ -411,6 +411,9 @@ GLOBAL_LIST_INIT(pda_styles, sortList(list(MONO, VT, ORBITRON, SHARE)))
#define LOCATIONS_FILE "locations.json"
#define WANTED_FILE "wanted_message.json"
#define VISTA_FILE "steve.json"
#define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json"
#define BONE_SCAR_FILE "wounds/bone_scar_desc.json"
#define SCAR_LOC_FILE "wounds/scar_loc.json"
//Fullscreen overlay resolution in tiles.
#define FULLSCREEN_OVERLAY_RESOLUTION_X 15
+95 -18
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@@ -1,43 +1,120 @@
#define WOUND_DAMAGE_EXPONENT 1.4
/// an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply)
#define WOUND_MINIMUM_DAMAGE 5
/// an attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart
#define DISMEMBER_MINIMUM_DAMAGE 10
/// any damage dealt over this is ignored for damage rolls unless the target has the frail quirk (35^1.4=145)
#define WOUND_MAX_CONSIDERED_DAMAGE 35
#define WOUND_SEVERITY_TRIVIAL 0 // for jokey/meme wounds like stubbed toe, no standard messages/sounds or second winds
#define WOUND_SEVERITY_MODERATE 1
#define WOUND_SEVERITY_SEVERE 2
#define WOUND_SEVERITY_CRITICAL 3
#define WOUND_SEVERITY_LOSS 4 // theoretical total limb loss, like dismemberment for cuts
#define WOUND_BRUTE 0
#define WOUND_SHARP 1
#define WOUND_BURN 2
/// any brute weapon/attack that doesn't have sharpness. rolls for blunt bone wounds
#define WOUND_BLUNT 1
/// any brute weapon/attack with sharpness = SHARP_EDGED. rolls for slash wounds
#define WOUND_SLASH 2
/// any brute weapon/attack with sharpness = SHARP_POINTY. rolls for piercing wounds
#define WOUND_PIERCE 3
/// any concentrated burn attack (lasers really). rolls for burning wounds
#define WOUND_BURN 4
// How much determination reagent to add each time someone gains a new wound in [/datum/wound/proc/second_wind()]
#define WOUND_DETERMINATION_MODERATE 1
#define WOUND_DETERMINATION_SEVERE 2.5
#define WOUND_DETERMINATION_CRITICAL 5
#define WOUND_DETERMINATION_LOSS 7.5
/// the max amount of determination you can have
#define WOUND_DETERMINATION_MAX 10
// set wound_bonus on an item or attack to this to disable checking wounding for the attack
/// set wound_bonus on an item or attack to this to disable checking wounding for the attack
#define CANT_WOUND -100
// list in order of highest severity to lowest
#define WOUND_LIST_BONE list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate)
#define WOUND_LIST_CUT list(/datum/wound/brute/cut/loss, /datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate)
#define WOUND_LIST_BURN list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate)
GLOBAL_LIST_INIT(global_wound_types, list(WOUND_BLUNT = list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate),
WOUND_SLASH = list(/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate),
WOUND_PIERCE = list(/datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate),
WOUND_BURN = list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate)
))
GLOBAL_LIST_INIT(global_all_wound_types, list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate,
/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate,
/datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate,
/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate))
// Thresholds for infection for burn wounds, once infestation hits each threshold, things get steadily worse
#define WOUND_INFECTION_MODERATE 4 // below this has no ill effects from infection
#define WOUND_INFECTION_SEVERE 8 // then below here, you ooze some pus and suffer minor tox damage, but nothing serious
#define WOUND_INFECTION_CRITICAL 12 // then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad
#define WOUND_INFECTION_SEPTIC 20 // below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb
/// below this has no ill effects from infection
#define WOUND_INFECTION_MODERATE 4
/// then below here, you ooze some pus and suffer minor tox damage, but nothing serious
#define WOUND_INFECTION_SEVERE 8
/// then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad
#define WOUND_INFECTION_CRITICAL 12
/// below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb
#define WOUND_INFECTION_SEPTIC 20
// above WOUND_INFECTION_SEPTIC, your limb is completely putrid and you start rolling to lose the entire limb by way of paralyzation. After 3 failed rolls (~4-5% each probably), the limb is paralyzed
#define WOUND_BURN_SANITIZATION_RATE 0.15 // how quickly sanitization removes infestation and decays per tick
#define WOUND_CUT_MAX_BLOODFLOW 8 // how much blood you can lose per tick per cut max. 8 is a LOT of blood for one cut so don't worry about hitting it easily
#define WOUND_BONE_HEAD_TIME_VARIANCE 20 // if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100)
/// how quickly sanitization removes infestation and decays per tick
#define WOUND_BURN_SANITIZATION_RATE 0.15
/// how much blood you can lose per tick per slash max. 8 is a LOT of blood for one cut so don't worry about hitting it easily
#define WOUND_SLASH_MAX_BLOODFLOW 8
/// dead people don't bleed, but they can clot! this is the minimum amount of clotting per tick on dead people, so even critical cuts will slowly clot in dead people
#define WOUND_SLASH_DEAD_CLOT_MIN 0.05
/// if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100)
#define WOUND_BONE_HEAD_TIME_VARIANCE 20
// The following are for persistent scar save formats
#define SCAR_SAVE_ZONE 1 // The body_zone we're applying to on granting
#define SCAR_SAVE_DESC 2 // The description we're loading
#define SCAR_SAVE_PRECISE_LOCATION 3 // The precise location we're loading
#define SCAR_SAVE_SEVERITY 4 // The severity the scar had
/// The version number of the scar we're saving
#define SCAR_SAVE_VERS 1
/// The body_zone we're applying to on granting
#define SCAR_SAVE_ZONE 2
/// The description we're loading
#define SCAR_SAVE_DESC 3
/// The precise location we're loading
#define SCAR_SAVE_PRECISE_LOCATION 4
/// The severity the scar had
#define SCAR_SAVE_SEVERITY 5
///how many fields there are above (NOT INCLUDING THIS OBVIOUSLY)
#define SCAR_SAVE_LENGTH 5
// increment this number when you update the persistent scarring format in a way that invalidates previous saved scars (new fields, reordering, etc)
/// saved scars with a version lower than this will be discarded
#define SCAR_CURRENT_VERSION 1
// With the wounds pt. 2 update, general dismemberment now requires 2 things for a limb to be dismemberable (bone only creatures just need the second):
// 1. Skin is mangled: A critical slash or pierce wound on that limb
// 2. Bone is mangled: At least a severe bone wound on that limb
// see [/obj/item/bodypart/proc/get_mangled_state] for more information
#define BODYPART_MANGLED_NONE 0
#define BODYPART_MANGLED_BONE 1
#define BODYPART_MANGLED_FLESH 2
#define BODYPART_MANGLED_BOTH 3
// What kind of biology we have, and what wounds we can suffer, mostly relies on the HAS_FLESH and HAS_BONE species traits on human species
/// golems and androids, cannot suffer any wounds
#define BIO_INORGANIC 0
/// skeletons and plasmemes, can only suffer bone wounds, only needs mangled bone to be able to dismember
#define BIO_JUST_BONE 1
/// nothing right now, maybe slimepeople in the future, can only suffer slashing, piercing, and burn wounds
#define BIO_JUST_FLESH 2
/// standard humanoids, can suffer all wounds, needs mangled bone and flesh to dismember
#define BIO_FLESH_BONE 3
/// If this wound requires having the HAS_FLESH flag for humanoids
#define FLESH_WOUND (1<<0)
/// If this wound requires having the HAS_BONE flag for humanaoids
#define BONE_WOUND (1<<1)
/// If having this wound counts as mangled flesh for dismemberment
#define MANGLES_FLESH (1<<2)
/// If having this wound counts as mangled bone for dismemberment
#define MANGLES_BONE (1<<3)
/// If this wound marks the limb as being allowed to have gauze applied
#define ACCEPTS_GAUZE (1<<4)
+2 -2
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@@ -171,9 +171,9 @@
else
return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area)
/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart)
var/message_verb = "attacked"
if(I.attack_verb && I.attack_verb.len)
if(length(I.attack_verb))
message_verb = "[pick(I.attack_verb)]"
else if(!I.force)
return
+2 -2
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@@ -402,8 +402,8 @@ SUBSYSTEM_DEF(persistence)
ending_human.client.prefs.scars_list["[ending_human.client.prefs.scars_index]"] = ""
else
for(var/k in ending_human.all_wounds)
var/datum/wound/W = k
W.remove_wound() // so we can get the scars for open wounds
var/datum/wound/iter_wound = k
iter_wound.remove_wound() // so we can get the scars for open wounds
if(!ending_human.client)
return
ending_human.client.prefs.scars_list["[ending_human.client.prefs.scars_index]"] = ending_human.format_scars()
+1 -1
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@@ -71,7 +71,7 @@
H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec
var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD)
if(slit_throat)
var/datum/wound/brute/cut/critical/screaming_through_a_slit_throat = new
var/datum/wound/slash/critical/screaming_through_a_slit_throat = new
screaming_through_a_slit_throat.apply_wound(slit_throat)
H.apply_status_effect(/datum/status_effect/neck_slice)
+20 -13
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@@ -23,7 +23,6 @@
*/
/datum/component/embedded
dupe_mode = COMPONENT_DUPE_ALLOWED
var/obj/item/bodypart/limb
@@ -90,14 +89,18 @@
RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/weaponDeleted)
victim.visible_message("<span class='danger'>[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.name]!</span>", "<span class='userdanger'>[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.name]!</span>")
var/damage = weapon.throwforce
if(harmful)
victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
playsound(victim,'sound/weapons/bladeslice.ogg', 40)
weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
var/damage = weapon.w_class * impact_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
damage += weapon.w_class * impact_pain_mult
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
if(damage > 0)
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)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = I.get_sharpness())
/datum/component/embedded/Destroy()
var/mob/living/carbon/victim = parent
if(victim && !victim.has_embedded_objects())
@@ -129,16 +132,22 @@
return
var/damage = weapon.w_class * pain_mult
var/chance = pain_chance
var/pain_chance_current = pain_chance
if(pain_stam_pct && victim.stam_paralyzed) //if it's a less-lethal embed, give them a break if they're already stamcritted
chance *= 0.2
pain_chance_current *= 0.2
damage *= 0.5
else if(victim.mobility_flags & ~MOBILITY_STAND)
pain_chance_current *= 0.2
if(harmful && prob(chance))
if(harmful && prob(pain_chance_current))
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE, wound_bonus = CANT_WOUND)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
if(prob(fall_chance))
var/fall_chance_current = fall_chance
if(victim.mobility_flags & ~MOBILITY_STAND)
fall_chance_current *= 0.2
if(prob(fall_chance_current))
fallOut()
////////////////////////////////////////
@@ -155,7 +164,7 @@
if(harmful && prob(chance))
var/damage = weapon.w_class * jostle_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE, wound_bonus = CANT_WOUND)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
@@ -165,29 +174,27 @@
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE, wound_bonus = CANT_WOUND)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=SHARP_EDGED) // can wound
victim.visible_message("<span class='danger'>[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.name]!</span>", "<span class='userdanger'>[weapon] falls [harmful ? "out" : "off"] of your [limb.name]!</span>")
safeRemove()
/// Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
/datum/component/embedded/proc/ripOut(datum/source, obj/item/I, obj/item/bodypart/limb)
if(I != weapon || src.limb != limb)
return
var/mob/living/carbon/victim = parent
var/time_taken = rip_time * weapon.w_class
victim.visible_message("<span class='warning'>[victim] attempts to remove [weapon] from [victim.p_their()] [limb.name].</span>","<span class='notice'>You attempt to remove [weapon] from your [limb.name]... (It will take [DisplayTimeText(time_taken)].)</span>")
if(!do_after(victim, time_taken, target = victim))
return
if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
qdel(src)
return
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE) //It hurts to rip it out, get surgery you dingus.
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.
victim.emote("scream")
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
+49 -9
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@@ -1,3 +1,8 @@
// the following defines are used for [/datum/component/pellet_cloud/var/list/wound_info_by_part] to store the damage, wound_bonus, and bw_bonus for each bodypart hit
#define CLOUD_POSITION_DAMAGE 1
#define CLOUD_POSITION_W_BONUS 2
#define CLOUD_POSITION_BW_BONUS 3
/*
* This component is used when you want to create a bunch of shrapnel or projectiles (say, shrapnel from a fragmentation grenade, or buckshot from a shotgun) from a central point,
* without necessarily printing a separate message for every single impact. This component should be instantiated right when you need it (like the moment of firing), then activated
@@ -29,9 +34,11 @@
var/list/pellets = list()
/// An associated list with the atom hit as the key and how many pellets they've eaten for the value, for printing aggregate messages
var/list/targets_hit = list()
/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
/// Another associated list for hit bodyparts on carbons so we can track how much wounding potential we have for each bodypart
var/list/wound_info_by_part = list()
/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs]
var/list/bodies
/// For grenades, tracking people who die covering a grenade for achievement purposes, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
/// For grenades, tracking people who die covering a grenade for achievement purposes, see [/datum/component/pellet_cloud/proc/handle_martyrs]
var/list/purple_hearts
/// For grenades, tracking how many pellets are removed due to martyrs and how many pellets are added due to the last person to touch it being on top of it
@@ -65,6 +72,7 @@
purple_hearts = null
pellets = null
targets_hit = null
wound_info_by_part = null
bodies = null
return ..()
@@ -86,7 +94,7 @@
/**
* create_casing_pellets() is for directed pellet clouds for ammo casings that have multiple pellets (buckshot and scatter lasers for instance)
*
* Honestly this is mostly just a rehash of [/obj/item/ammo_casing/proc/fire_casing()] for pellet counts > 1, except this lets us tamper with the pellets and hook onto them for tracking purposes.
* Honestly this is mostly just a rehash of [/obj/item/ammo_casing/proc/fire_casing] for pellet counts > 1, except this lets us tamper with the pellets and hook onto them for tracking purposes.
* The arguments really don't matter, this proc is triggered by COMSIG_PELLET_CLOUD_INIT which is only for this really, it's just a big mess of the state vars we need for doing the stuff over here.
*/
/datum/component/pellet_cloud/proc/create_casing_pellets(obj/item/ammo_casing/shell, atom/target, mob/living/user, fired_from, randomspread, spread, zone_override, params, distro)
@@ -114,7 +122,7 @@
/**
* create_blast_pellets() is for when we have a central point we want to shred the surroundings of with a ring of shrapnel, namely frag grenades and landmines.
*
* Note that grenades have extra handling for someone throwing themselves/being thrown on top of it, while landmines do not (obviously, it's a landmine!). See [/datum/component/pellet_cloud/proc/handle_martyrs()]
* Note that grenades have extra handling for someone throwing themselves/being thrown on top of it, while landmines do not (obviously, it's a landmine!). See [/datum/component/pellet_cloud/proc/handle_martyrs]
*/
/datum/component/pellet_cloud/proc/create_blast_pellets(obj/O, mob/living/lanced_by)
var/atom/A = parent
@@ -189,10 +197,26 @@
break
///One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets)
/datum/component/pellet_cloud/proc/pellet_hit(obj/projectile/P, atom/movable/firer, atom/target, Angle)
/datum/component/pellet_cloud/proc/pellet_hit(obj/projectile/P, atom/movable/firer, atom/target, Angle, hit_zone)
pellets -= P
terminated++
hits++
var/obj/item/bodypart/hit_part
if(iscarbon(target) && hit_zone)
var/mob/living/carbon/hit_carbon = target
hit_part = hit_carbon.get_bodypart(hit_zone)
if(hit_part)
target = hit_part
if(P.wound_bonus != CANT_WOUND) // handle wounding
// unfortunately, due to how pellet clouds handle finalizing only after every pellet is accounted for, that also means there might be a short delay in dealing wounds if one pellet goes wide
// while buckshot may reach a target or miss it all in one tick, we also have to account for possible ricochets that may take a bit longer to hit the target
if(isnull(wound_info_by_part[hit_part]))
wound_info_by_part[hit_part] = list(0, 0, 0)
wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE] += P.damage // these account for decay
wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS] += P.wound_bonus
wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] += P.bare_wound_bonus
P.wound_bonus = CANT_WOUND // actual wounding will be handled aggregate
targets_hit[target]++
if(targets_hit[target] == 1)
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/on_target_qdel, override=TRUE)
@@ -233,12 +257,23 @@
for(var/atom/target in targets_hit)
var/num_hits = targets_hit[target]
UnregisterSignal(target, COMSIG_PARENT_QDELETING)
var/obj/item/bodypart/hit_part
if(isbodypart(target))
hit_part = target
target = hit_part.owner
var/damage_dealt = wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE]
var/w_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS]
var/bw_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS]
var/wound_type = (initial(P.damage_type) == BRUTE) ? WOUND_BLUNT : WOUND_BURN // sharpness is handled in the wound rolling
wound_info_by_part[hit_part] = null
hit_part.painless_wound_roll(wound_type, damage_dealt, w_bonus, bw_bonus, initial(P.sharpness))
if(num_hits > 1)
target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s!</span>")
target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>")
else
target.visible_message("<span class='danger'>[target] is hit by a [proj_name]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, "<span class='userdanger'>You're hit by a [proj_name]!</span>")
target.visible_message("<span class='danger'>[target] is hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, "<span class='userdanger'>You're hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>")
for(var/M in purple_hearts)
var/mob/living/martyr = M
@@ -287,3 +322,8 @@
targets_hit -= target
LAZYREMOVE(bodies, target)
LAZYREMOVE(purple_hearts, target)
#undef CLOUD_POSITION_DAMAGE
#undef CLOUD_POSITION_W_BONUS
#undef CLOUD_POSITION_BW_BONUS
+1 -1
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@@ -366,7 +366,7 @@
user.adjustBruteLoss(30)
playsound(user, 'sound/effects/blobattack.ogg', 60, TRUE)
playsound(user, 'sound/effects/splat.ogg', 70, TRUE)
playsound(user, 'sound/effects/crack2.ogg', 70, TRUE)
playsound(user, 'sound/effects/wounds/crack2.ogg', 70, TRUE)
user.emote("scream")
user.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic) // oopsie indeed!
shake_camera(user, 7, 7)
+12 -8
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@@ -34,9 +34,9 @@
if(!isitem(target) && !isprojectile(target))
return ELEMENT_INCOMPATIBLE
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
if(isitem(target))
RegisterSignal(target, COMSIG_MOVABLE_IMPACT_ZONE, .proc/checkEmbed)
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/examined)
RegisterSignal(target, COMSIG_EMBED_TRY_FORCE, .proc/tryForceEmbed)
RegisterSignal(target, COMSIG_ITEM_DISABLE_EMBED, .proc/detachFromWeapon)
@@ -63,7 +63,7 @@
if(isitem(target))
UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT_ZONE, COMSIG_ELEMENT_ATTACH, COMSIG_MOVABLE_IMPACT, COMSIG_PARENT_EXAMINE, COMSIG_EMBED_TRY_FORCE, COMSIG_ITEM_DISABLE_EMBED))
else
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT))
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT, COMSIG_ELEMENT_ATTACH))
/// Checking to see if we're gonna embed into a human
@@ -74,13 +74,13 @@
var/actual_chance = embed_chance
if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) // we'll be nice and take the better of bullet and bomb armor
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
if(armor) // we only care about armor penetration if there's actually armor to penetrate
var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen
actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on
if(actual_chance <= 0)
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor!</span>", "<span class='notice'>[weapon] bounces off your armor!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor, unable to embed!</span>", "<span class='notice'>[weapon] bounces off your armor, unable to embed!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
return
var/roll_embed = prob(actual_chance)
@@ -107,7 +107,7 @@
return TRUE
///A different embed element has been attached, so we'll detach and let them handle things
/datum/element/embed/proc/severancePackage(obj/item/weapon, datum/element/E)
/datum/element/embed/proc/severancePackage(obj/weapon, datum/element/E)
if(istype(E, /datum/element/embed))
Detach(weapon)
@@ -134,13 +134,16 @@
return // we don't care
var/obj/item/payload = new payload_type(get_turf(hit))
if(istype(payload, /obj/item/shrapnel/bullet))
payload.name = P.name
payload.embedding = P.embedding
payload.updateEmbedding()
var/mob/living/carbon/C = hit
var/obj/item/bodypart/limb = C.get_bodypart(hit_zone)
if(!limb)
limb = C.get_bodypart()
if(!payload.tryEmbed(limb))
payload.failedEmbed()
payload.tryEmbed(limb)
Detach(P)
/**
@@ -172,4 +175,5 @@
hit_zone = limb.body_zone
C = limb.owner
return checkEmbed(I, C, hit_zone, forced=TRUE)
checkEmbed(I, C, hit_zone, forced=TRUE)
return TRUE
+1 -1
View File
@@ -284,7 +284,7 @@
throw_speed = 4
embedding = list("embedded_pain_multiplier" = 4, "embed_chance" = 100, "embedded_fall_chance" = 0, "embedded_ignore_throwspeed_threshold" = TRUE)
w_class = WEIGHT_CLASS_SMALL
sharpness = IS_SHARP
sharpness = SHARP_POINTY
custom_materials = list(/datum/material/biomass = 500)
var/mob/living/carbon/human/fired_by
/// if we missed our target
+3 -3
View File
@@ -54,11 +54,11 @@
/datum/mutation/human/hulk/proc/break_an_arm(obj/item/bodypart/arm)
switch(arm.brute_dam)
if(45 to 50)
arm.force_wound_upwards(/datum/wound/brute/bone/critical)
arm.force_wound_upwards(/datum/wound/blunt/critical)
if(41 to 45)
arm.force_wound_upwards(/datum/wound/brute/bone/severe)
arm.force_wound_upwards(/datum/wound/blunt/severe)
if(35 to 41)
arm.force_wound_upwards(/datum/wound/brute/bone/moderate)
arm.force_wound_upwards(/datum/wound/blunt/moderate)
/datum/mutation/human/hulk/on_life()
if(owner.health < 0)
+2 -2
View File
@@ -350,7 +350,7 @@
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
var/obj/item/bodypart/bodypart = pick(H.bodyparts)
var/datum/wound/brute/cut/severe/crit_wound = new
var/datum/wound/slash/severe/crit_wound = new
crit_wound.apply_wound(bodypart)
return ..()
@@ -434,7 +434,7 @@
var/still_bleeding = FALSE
for(var/thing in throat.wounds)
var/datum/wound/W = thing
if(W.wound_type == WOUND_LIST_CUT && W.severity > WOUND_SEVERITY_MODERATE)
if(W.wound_type == WOUND_SLASH && W.severity > WOUND_SEVERITY_MODERATE)
still_bleeding = TRUE
break
if(!still_bleeding)
+19 -19
View File
@@ -116,8 +116,7 @@
/datum/status_effect/wound/on_creation(mob/living/new_owner, incoming_wound)
. = ..()
var/datum/wound/W = incoming_wound
linked_wound = W
linked_wound = incoming_wound
linked_limb = linked_wound.limb
/datum/status_effect/wound/on_remove()
@@ -138,9 +137,9 @@
// bones
/datum/status_effect/wound/bone
/datum/status_effect/wound/blunt
/datum/status_effect/wound/bone/interact_speed_modifier()
/datum/status_effect/wound/blunt/interact_speed_modifier()
var/mob/living/carbon/C = owner
if(C.get_active_hand() == linked_limb)
@@ -149,7 +148,7 @@
return 1
/datum/status_effect/wound/bone/nextmove_modifier()
/datum/status_effect/wound/blunt/nextmove_modifier()
var/mob/living/carbon/C = owner
if(C.get_active_hand() == linked_limb)
@@ -157,30 +156,31 @@
return 1
/datum/status_effect/wound/bone/moderate
// blunt
/datum/status_effect/wound/blunt/moderate
id = "disjoint"
/datum/status_effect/wound/bone/severe
/datum/status_effect/wound/blunt/severe
id = "hairline"
/datum/status_effect/wound/bone/critical
/datum/status_effect/wound/blunt/critical
id = "compound"
// cuts
/datum/status_effect/wound/cut/moderate
// slash
/datum/status_effect/wound/slash/moderate
id = "abrasion"
/datum/status_effect/wound/cut/severe
/datum/status_effect/wound/slash/severe
id = "laceration"
/datum/status_effect/wound/cut/critical
/datum/status_effect/wound/slash/critical
id = "avulsion"
// pierce
/datum/status_effect/wound/pierce/moderate
id = "breakage"
/datum/status_effect/wound/pierce/severe
id = "puncture"
/datum/status_effect/wound/pierce/critical
id = "rupture"
// burns
/datum/status_effect/wound/burn/moderate
id = "seconddeg"
/datum/status_effect/wound/burn/severe
id = "thirddeg"
/datum/status_effect/wound/burn/critical
id = "fourthdeg"
+30 -23
View File
@@ -33,15 +33,13 @@
/// Either WOUND_SEVERITY_TRIVIAL (meme wounds like stubbed toe), WOUND_SEVERITY_MODERATE, WOUND_SEVERITY_SEVERE, or WOUND_SEVERITY_CRITICAL (or maybe WOUND_SEVERITY_LOSS)
var/severity = WOUND_SEVERITY_MODERATE
/// The list of wounds it belongs in, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN
/// The list of wounds it belongs in, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN
var/wound_type
/// What body zones can we affect
var/list/viable_zones = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
/// Who owns the body part that we're wounding
var/mob/living/carbon/victim = null
/// If we only work on organics (everything right now)
var/organic_only = TRUE
/// The bodypart we're parented to
var/obj/item/bodypart/limb = null
@@ -51,8 +49,6 @@
var/list/treatable_by_grabbed
/// Tools with the specified tool flag will also be able to try directly treating this wound
var/treatable_tool
/// Set to TRUE if we don't give a shit about the patient's comfort and are allowed to just use any random sharp thing on this wound. Will require an aggressive grab or more to perform
var/treatable_sharp
/// How long it will take to treat this wound with a standard effective tool, assuming it doesn't need surgery
var/base_treat_time = 5 SECONDS
@@ -65,17 +61,13 @@
/// How much we're contributing to this limb's bleed_rate
var/blood_flow
/// The minimum we need to roll on [/obj/item/bodypart/proc/check_wounding()] to begin suffering this wound, see check_wounding_mods() for more
/// The minimum we need to roll on [/obj/item/bodypart/proc/check_wounding] to begin suffering this wound, see check_wounding_mods() for more
var/threshold_minimum
/// How much having this wound will add to all future check_wounding() rolls on this limb, to allow progression to worse injuries with repeated damage
var/threshold_penalty
/// If we need to process each life tick
var/processes = FALSE
/// If TRUE and an item that can treat multiple different types of coexisting wounds (gauze can be used to splint broken bones, staunch bleeding, and cover burns), we get first dibs if we come up first for it, then become nonpriority.
/// Otherwise, if no untreated wound claims the item, we cycle through the non priority wounds and pick a random one who can use that item.
var/treat_priority = FALSE
/// If having this wound makes currently makes the parent bodypart unusable
var/disabling
@@ -89,12 +81,15 @@
var/cryo_progress
/// What kind of scars this wound will create description wise once healed
var/list/scarring_descriptions = list("general disfigurement")
var/scar_keyword = "generic"
/// If we've already tried scarring while removing (since remove_wound calls qdel, and qdel calls remove wound, .....) TODO: make this cleaner
var/already_scarred = FALSE
/// If we forced this wound through badmin smite, we won't count it towards the round totals
var/from_smite
/// What flags apply to this wound
var/wound_flags = (FLESH_WOUND | BONE_WOUND | ACCEPTS_GAUZE)
/datum/wound/Destroy()
if(attached_surgery)
QDEL_NULL(attached_surgery)
@@ -115,13 +110,13 @@
* * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented)
*/
/datum/wound/proc/apply_wound(obj/item/bodypart/L, silent = FALSE, datum/wound/old_wound = null, smited = FALSE)
if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner))
if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner) || !L.is_organic_limb())
qdel(src)
return
if(ishuman(L.owner))
var/mob/living/carbon/human/H = L.owner
if(organic_only && ((NOBLOOD in H.dna.species.species_traits) || !L.is_organic_limb()))
if(((wound_flags & BONE_WOUND) && !(HAS_BONE in H.dna.species.species_traits)) || ((wound_flags & FLESH_WOUND) && !(HAS_FLESH in H.dna.species.species_traits)))
qdel(src)
return
@@ -161,7 +156,7 @@
victim.visible_message(msg, "<span class='userdanger'>Your [limb.name] [occur_text]!</span>", vision_distance = vis_dist)
if(sound_effect)
playsound(L.owner, sound_effect, 60 + 20 * severity, TRUE)
playsound(L.owner, sound_effect, 70 + 20 * severity, TRUE)
if(!demoted)
wound_injury(old_wound)
@@ -181,7 +176,7 @@
SEND_SIGNAL(victim, COMSIG_CARBON_LOSE_WOUND, src, limb)
if(limb && !ignore_limb)
LAZYREMOVE(limb.wounds, src)
limb.update_wounds()
limb.update_wounds(replaced)
/**
* replace_wound() is used when you want to replace the current wound with a new wound, presumably of the same category, just of a different severity (either up or down counts)
@@ -189,7 +184,7 @@
* This proc actually instantiates the new wound based off the specific type path passed, then returns the new instantiated wound datum.
*
* Arguments:
* * new_type- The TYPE PATH of the wound you want to replace this, like /datum/wound/brute/cut/severe
* * new_type- The TYPE PATH of the wound you want to replace this, like /datum/wound/slash/severe
* * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented)
*/
/datum/wound/proc/replace_wound(new_type, smited = FALSE)
@@ -206,9 +201,6 @@
/// Additional beneficial effects when the wound is gained, in case you want to give a temporary boost to allow the victim to try an escape or last stand
/datum/wound/proc/second_wind()
if(HAS_TRAIT(victim, TRAIT_NOMETABOLISM))
return
switch(severity)
if(WOUND_SEVERITY_MODERATE)
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_MODERATE)
@@ -216,11 +208,13 @@
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_SEVERE)
if(WOUND_SEVERITY_CRITICAL)
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_CRITICAL)
if(WOUND_SEVERITY_LOSS)
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_LOSS)
/**
* try_treating() is an intercept run from [/mob/living/carbon/attackby()] right after surgeries but before anything else. Return TRUE here if the item is something that is relevant to treatment to take over the interaction.
* try_treating() is an intercept run from [/mob/living/carbon/proc/attackby] right after surgeries but before anything else. Return TRUE here if the item is something that is relevant to treatment to take over the interaction.
*
* This proc leads into [/datum/wound/proc/treat()] and probably shouldn't be added onto in children types. You can specify what items or tools you want to be intercepted
* This proc leads into [/datum/wound/proc/treat] and probably shouldn't be added onto in children types. You can specify what items or tools you want to be intercepted
* with var/list/treatable_by and var/treatable_tool, then if an item fulfills one of those requirements and our wound claims it first, it goes over to treat() and treat_self().
*
* Arguments:
@@ -260,7 +254,7 @@
treat(I, user)
return TRUE
/// Return TRUE if we have an item that can only be used while aggro grabbed (unhanded aggro grab treatments go in [/datum/wound/proc/try_handling()]). Treatment is still is handled in [/datum/wound/proc/treat()]
/// Return TRUE if we have an item that can only be used while aggro grabbed (unhanded aggro grab treatments go in [/datum/wound/proc/try_handling]). Treatment is still is handled in [/datum/wound/proc/treat]
/datum/wound/proc/check_grab_treatments(obj/item/I, mob/user)
return FALSE
@@ -290,10 +284,22 @@
if(cryo_progress > 33 * severity)
qdel(src)
/// When synthflesh is applied to the victim, we call this. No sense in setting up an entire chem reaction system for wounds when we only care for a few chems. Probably will change in the future
/datum/wound/proc/on_synthflesh(power)
return
/// Called when the patient is undergoing stasis, so that having fully treated a wound doesn't make you sit there helplessly until you think to unbuckle them
/datum/wound/proc/on_stasis()
return
/// Called when we're crushed in an airlock or firedoor, for one of the improvised joint dislocation fixes
/datum/wound/proc/crush()
return
/// Used when we're being dragged while bleeding, the value we return is how much bloodloss this wound causes from being dragged. Since it's a proc, you can let bandages soak some of the blood
/datum/wound/proc/drag_bleed_amount()
return
/**
* get_examine_description() is used in carbon/examine and human/examine to show the status of this wound. Useful if you need to show some status like the wound being splinted or bandaged.
*
@@ -303,7 +309,8 @@
* * mob/user: The user examining the wound's owner, if that matters
*/
/datum/wound/proc/get_examine_description(mob/user)
return "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc]!</B>"
. = "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
. = severity <= WOUND_SEVERITY_MODERATE ? "[.]." : "<B>[.]!</B>"
/datum/wound/proc/get_scanner_description(mob/user)
return "Type: [name]\nSeverity: [severity_text()]\nDescription: [desc]\nRecommended Treatment: [treat_text]"
+75 -107
View File
@@ -7,12 +7,10 @@
/*
Base definition
*/
/datum/wound/brute/bone
sound_effect = 'sound/effects/crack1.ogg'
wound_type = WOUND_LIST_BONE
/// The item we're currently splinted with, if there is one
var/obj/item/stack/splinted
/datum/wound/blunt
sound_effect = 'sound/effects/wounds/crack1.ogg'
wound_type = WOUND_BLUNT
wound_flags = (BONE_WOUND | ACCEPTS_GAUZE)
/// Have we been taped?
var/taped
@@ -31,12 +29,12 @@
/// How long do we wait +/- 20% for the next trauma?
var/trauma_cycle_cooldown
/// If this is a chest wound and this is set, we have this chance to cough up blood when hit in the chest
var/chance_internal_bleeding = 0
var/internal_bleeding_chance = 0
/*
Overwriting of base procs
*/
/datum/wound/brute/bone/wound_injury(datum/wound/old_wound = null)
/datum/wound/blunt/wound_injury(datum/wound/old_wound = null)
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group)
processes = TRUE
active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
@@ -53,14 +51,14 @@
update_inefficiencies()
/datum/wound/brute/bone/remove_wound(ignore_limb, replaced)
/datum/wound/blunt/remove_wound(ignore_limb, replaced)
limp_slowdown = 0
QDEL_NULL(active_trauma)
if(victim)
UnregisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK)
return ..()
/datum/wound/brute/bone/handle_process()
/datum/wound/blunt/handle_process()
. = ..()
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle)
if(active_trauma)
@@ -86,7 +84,7 @@
remove_wound()
/// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so
/datum/wound/brute/bone/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
/datum/wound/blunt/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
if(victim.get_active_hand() != limb || victim.a_intent == INTENT_HELP || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE)
return
@@ -104,61 +102,54 @@
limb.receive_damage(brute=rand(3,7))
return COMPONENT_NO_ATTACK_HAND
/datum/wound/brute/bone/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if(!victim)
/datum/wound/blunt/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if(!victim || wounding_dmg < WOUND_MINIMUM_DAMAGE)
return
if(ishuman(victim))
var/mob/living/carbon/human/human_victim = victim
if(NOBLOOD in human_victim.dna?.species.species_traits)
return
if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(chance_internal_bleeding + wounding_dmg))
if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
var/blood_bled = rand(1, wounding_dmg * (severity == WOUND_SEVERITY_CRITICAL ? 2 : 1.5)) // 12 brute toolbox can cause up to 18/24 bleeding with a severe/critical chest wound
switch(blood_bled)
if(1 to 6)
victim.bleed(blood_bled, TRUE)
if(7 to 13)
victim.visible_message("<span class='danger'>[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.</span>", "<span class='danger'>You cough up a bit of blood from the blow to your chest.</span>")
victim.visible_message("<span class='smalldanger'>[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.</span>", "<span class='danger'>You cough up a bit of blood from the blow to your chest.</span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled, TRUE)
if(14 to 19)
victim.visible_message("<span class='danger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>")
victim.visible_message("<span class='smalldanger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>")
victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
if(!(wounding_type in list(WOUND_SHARP, WOUND_BURN)) || !splinted || wound_bonus == CANT_WOUND)
return
splinted.take_damage(wounding_dmg, damage_type = (wounding_type == WOUND_SHARP ? BRUTE : BURN), sound_effect = FALSE)
if(QDELETED(splinted))
var/destroyed_verb = (wounding_type == WOUND_SHARP ? "torn" : "burned")
victim.visible_message("<span class='danger'>The splint securing [victim]'s [limb.name] is [destroyed_verb] away!</span>", "<span class='danger'><b>The splint securing your [limb.name] is [destroyed_verb] away!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
splinted = null
treat_priority = TRUE
update_inefficiencies()
/datum/wound/brute/bone/get_examine_description(mob/user)
if(!splinted && !gelled && !taped)
/datum/wound/blunt/get_examine_description(mob/user)
if(!limb.current_gauze && !gelled && !taped)
return ..()
var/msg = ""
if(!splinted)
msg = "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc]"
var/list/msg = list()
if(!limb.current_gauze)
msg += "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
else
var/splint_condition = ""
var/sling_condition = ""
// how much life we have left in these bandages
switch(splinted.obj_integrity / splinted.max_integrity * 100)
switch(limb.current_gauze.obj_integrity / limb.current_gauze.max_integrity * 100)
if(0 to 25)
splint_condition = "just barely "
sling_condition = "just barely "
if(25 to 50)
splint_condition = "loosely "
sling_condition = "loosely "
if(50 to 75)
splint_condition = "mostly "
sling_condition = "mostly "
if(75 to INFINITY)
splint_condition = "tightly "
sling_condition = "tightly "
msg = "<B>[victim.p_their(TRUE)] [limb.name] is [splint_condition] fastened in a splint of [splinted.name]</B>"
msg += "[victim.p_their(TRUE)] [limb.name] is [sling_condition] fastened in a sling of [limb.current_gauze.name]"
if(taped)
msg += ", <span class='notice'>and appears to be reforming itself under some surgical tape!</span>"
@@ -166,58 +157,35 @@
msg += ", <span class='notice'>with fizzing flecks of blue bone gel sparking off the bone!</span>"
else
msg += "!"
return "[msg]</B>"
return "<B>[msg.Join()]</B>"
/*
New common procs for /datum/wound/brute/bone/
New common procs for /datum/wound/blunt/
*/
/datum/wound/brute/bone/proc/update_inefficiencies()
/datum/wound/blunt/proc/update_inefficiencies()
if(limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(splinted)
limp_slowdown = initial(limp_slowdown) * splinted.splint_factor
if(limb.current_gauze)
limp_slowdown = initial(limp_slowdown) * limb.current_gauze.splint_factor
else
limp_slowdown = initial(limp_slowdown)
victim.apply_status_effect(STATUS_EFFECT_LIMP)
else if(limb.body_zone in list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
if(splinted)
interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * splinted.splint_factor)
if(limb.current_gauze)
interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * limb.current_gauze.splint_factor)
else
interaction_efficiency_penalty = interaction_efficiency_penalty
if(initial(disabling) && splinted)
disabling = FALSE
else if(initial(disabling))
disabling = TRUE
if(initial(disabling))
disabling = !limb.current_gauze
limb.update_wounds()
/*
BEWARE OF REDUNDANCY AHEAD THAT I MUST PARE DOWN
*/
/datum/wound/brute/bone/proc/splint(obj/item/stack/I, mob/user)
if(splinted && splinted.splint_factor >= I.splint_factor)
to_chat(user, "<span class='warning'>The splint already on [user == victim ? "your" : "[victim]'s"] [limb.name] is better than you can do with [I].</span>")
return
user.visible_message("<span class='danger'>[user] begins splinting [victim]'s [limb.name] with [I].</span>", "<span class='warning'>You begin splinting [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] finishes splinting [victim]'s [limb.name]!</span>", "<span class='green'>You finish splinting [user == victim ? "your" : "[victim]'s"] [limb.name]!</span>")
treat_priority = FALSE
splinted = new I.type(limb)
splinted.amount = 1
I.use(1)
update_inefficiencies()
/*
Moderate (Joint Dislocation)
*/
/datum/wound/brute/bone/moderate
/datum/wound/blunt/moderate
name = "Joint Dislocation"
desc = "Patient's bone has been unset from socket, causing pain and reduced motor function."
treat_text = "Recommended application of bonesetter to affected limb, though manual relocation by applying an aggressive grab to the patient and helpfully interacting with afflicted limb may suffice."
@@ -230,15 +198,16 @@
threshold_minimum = 35
threshold_penalty = 15
treatable_tool = TOOL_BONESET
status_effect_type = /datum/status_effect/wound/bone/moderate
scarring_descriptions = list("light discoloring", "a slight blue tint")
wound_flags = (BONE_WOUND)
status_effect_type = /datum/status_effect/wound/blunt/moderate
scar_keyword = "bluntmoderate"
/datum/wound/brute/bone/moderate/crush()
/datum/wound/blunt/moderate/crush()
if(prob(33))
victim.visible_message("<span class='danger'>[victim]'s dislocated [limb.name] pops back into place!</span>", "<span class='userdanger'>Your dislocated [limb.name] pops back into place! Ow!</span>")
remove_wound()
/datum/wound/brute/bone/moderate/try_handling(mob/living/carbon/human/user)
/datum/wound/blunt/moderate/try_handling(mob/living/carbon/human/user)
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
return FALSE
@@ -256,7 +225,7 @@
return TRUE
/// If someone is snapping our dislocated joint back into place by hand with an aggro grab and help intent
/datum/wound/brute/bone/moderate/proc/chiropractice(mob/living/carbon/human/user)
/datum/wound/blunt/moderate/proc/chiropractice(mob/living/carbon/human/user)
var/time = base_treat_time
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
@@ -275,7 +244,7 @@
chiropractice(user)
/// If someone is snapping our dislocated joint into a fracture by hand with an aggro grab and harm or disarm intent
/datum/wound/brute/bone/moderate/proc/malpractice(mob/living/carbon/human/user)
/datum/wound/blunt/moderate/proc/malpractice(mob/living/carbon/human/user)
var/time = base_treat_time
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
@@ -293,7 +262,7 @@
malpractice(user)
/datum/wound/brute/bone/moderate/treat(obj/item/I, mob/user)
/datum/wound/blunt/moderate/treat(obj/item/I, mob/user)
if(victim == user)
victim.visible_message("<span class='danger'>[user] begins resetting [victim.p_their()] [limb.name] with [I].</span>", "<span class='warning'>You begin resetting your [limb.name] with [I]...</span>")
else
@@ -317,56 +286,57 @@
Severe (Hairline Fracture)
*/
/datum/wound/brute/bone/severe
/datum/wound/blunt/severe
name = "Hairline Fracture"
desc = "Patient's bone has suffered a crack in the foundation, causing serious pain and reduced limb functionality."
treat_text = "Recommended light surgical application of bone gel, though splinting will prevent worsening situation."
examine_desc = "appears bruised and grotesquely swollen"
treat_text = "Recommended light surgical application of bone gel, though a sling of medical gauze will prevent worsening situation."
examine_desc = "appears grotesquely swollen, its attachment weakened"
occur_text = "sprays chips of bone and develops a nasty looking bruise"
severity = WOUND_SEVERITY_SEVERE
interaction_efficiency_penalty = 2
limp_slowdown = 6
threshold_minimum = 60
threshold_penalty = 30
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel)
status_effect_type = /datum/status_effect/wound/bone/severe
treat_priority = TRUE
scarring_descriptions = list("a faded, fist-sized bruise", "a vaguely triangular peel scar")
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
status_effect_type = /datum/status_effect/wound/blunt/severe
scar_keyword = "bluntsevere"
brain_trauma_group = BRAIN_TRAUMA_MILD
trauma_cycle_cooldown = 1.5 MINUTES
chance_internal_bleeding = 40
internal_bleeding_chance = 40
wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
/datum/wound/brute/bone/critical
/datum/wound/blunt/critical
name = "Compound Fracture"
desc = "Patient's bones have suffered multiple gruesome fractures, causing significant pain and near uselessness of limb."
treat_text = "Immediate binding of affected limb, followed by surgical intervention ASAP."
examine_desc = "has a cracked bone sticking out of it"
examine_desc = "is mangled and pulped, seemingly held together by tissue alone"
occur_text = "cracks apart, exposing broken bones to open air"
severity = WOUND_SEVERITY_CRITICAL
interaction_efficiency_penalty = 4
limp_slowdown = 9
sound_effect = 'sound/effects/crack2.ogg'
sound_effect = 'sound/effects/wounds/crack2.ogg'
threshold_minimum = 115
threshold_penalty = 50
disabling = TRUE
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel)
status_effect_type = /datum/status_effect/wound/bone/critical
treat_priority = TRUE
scarring_descriptions = list("a section of janky skin lines and badly healed scars", "a large patch of uneven skin tone", "a cluster of calluses")
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
status_effect_type = /datum/status_effect/wound/blunt/critical
scar_keyword = "bluntcritical"
brain_trauma_group = BRAIN_TRAUMA_SEVERE
trauma_cycle_cooldown = 2.5 MINUTES
chance_internal_bleeding = 60
internal_bleeding_chance = 60
wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
// doesn't make much sense for "a" bone to stick out of your head
/datum/wound/brute/bone/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
/datum/wound/blunt/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
if(L.body_zone == BODY_ZONE_HEAD)
occur_text = "splits open, exposing a bare, cracked skull through the flesh and blood"
examine_desc = "has an unsettling indent, with bits of skull poking out"
. = ..()
/// if someone is using bone gel on our wound
/datum/wound/brute/bone/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
/datum/wound/blunt/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
if(gelled)
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!</span>")
return
@@ -385,9 +355,9 @@
var/painkiller_bonus = 0
if(victim.drunkenness)
painkiller_bonus += 5
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/morphine))
if(victim.reagents?.has_reagent(/datum/reagent/medicine/morphine))
painkiller_bonus += 10
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/determination))
if(victim.reagents?.has_reagent(/datum/reagent/determination))
painkiller_bonus += 5
if(prob(25 + (20 * severity - 2) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers
@@ -401,7 +371,7 @@
gelled = TRUE
/// if someone is using surgical tape on our wound
/datum/wound/brute/bone/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
/datum/wound/blunt/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
if(!gelled)
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!</span>")
return
@@ -426,15 +396,13 @@
taped = TRUE
processes = TRUE
/datum/wound/brute/bone/treat(obj/item/I, mob/user)
/datum/wound/blunt/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/stack/medical/bone_gel))
gel(I, user)
else if(istype(I, /obj/item/stack/sticky_tape/surgical))
tape(I, user)
else if(istype(I, /obj/item/stack/medical/gauze))
splint(I, user)
/datum/wound/brute/bone/get_scanner_description(mob/user)
/datum/wound/blunt/get_scanner_description(mob/user)
. = ..()
. += "<div class='ml-3'>"
@@ -444,7 +412,7 @@
else if(!taped)
. += "<span class='notice'>Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.</span>\n"
else
. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round(regen_points_current/regen_points_needed)]% regenerated.</span>\n"
. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round(regen_points_current*100/regen_points_needed)]% regenerated.</span>\n"
if(limb.body_zone == BODY_ZONE_HEAD)
. += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired."
+33 -59
View File
@@ -4,11 +4,12 @@
// TODO: well, a lot really, but specifically I want to add potential fusing of clothing/equipment on the affected area, and limb infections, though those may go in body part code
/datum/wound/burn
a_or_from = "from"
wound_type = WOUND_LIST_BURN
wound_type = WOUND_BURN
processes = TRUE
sound_effect = 'sound/effects/sizzle1.ogg'
sound_effect = 'sound/effects/wounds/sizzle1.ogg'
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
treatable_by = list(/obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
treatable_by = list(/obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
// Flesh damage vars
/// How much damage to our flesh we currently have. Once both this and infestation reach 0, the wound is considered healed
@@ -27,8 +28,6 @@
/// Once we reach infestation beyond WOUND_INFESTATION_SEPSIS, we get this many warnings before the limb is completely paralyzed (you'd have to ignore a really bad burn for a really long time for this to happen)
var/strikes_to_lose_limb = 3
/// The current bandage we have for this wound (maybe move bandages to the limb?)
var/obj/item/stack/current_bandage
/datum/wound/burn/handle_process()
. = ..()
@@ -47,15 +46,11 @@
sanitization += 0.3
flesh_healing += 0.5
if(current_bandage)
current_bandage.absorption_capacity -= WOUND_BURN_SANITIZATION_RATE
if(current_bandage.absorption_capacity <= 0)
victim.visible_message("<span class='danger'>Pus soaks through \the [current_bandage] on [victim]'s [limb.name].</span>", "<span class='warning'>Pus soaks through \the [current_bandage] on your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
QDEL_NULL(current_bandage)
treat_priority = TRUE
if(limb.current_gauze)
limb.seep_gauze(WOUND_BURN_SANITIZATION_RATE)
if(flesh_healing > 0)
var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1)
var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1)
flesh_damage = max(0, flesh_damage - 1)
flesh_healing = max(0, flesh_healing - bandage_factor) // good bandages multiply the length of flesh healing
@@ -67,7 +62,7 @@
// sanitization is checked after the clearing check but before the rest, because we freeze the effects of infection while we have sanitization
if(sanitization > 0)
var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1)
var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1)
infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE)
sanitization = max(0, sanitization - (WOUND_BURN_SANITIZATION_RATE * bandage_factor))
return
@@ -122,10 +117,10 @@
if(strikes_to_lose_limb <= 0)
return "<span class='deadsay'><B>[victim.p_their(TRUE)] [limb.name] is completely dead and unrecognizable as organic.</B></span>"
var/condition = ""
if(current_bandage)
var/list/condition = list("[victim.p_their(TRUE)] [limb.name] [examine_desc]")
if(limb.current_gauze)
var/bandage_condition
switch(current_bandage.absorption_capacity)
switch(limb.current_gauze.absorption_capacity)
if(0 to 1.25)
bandage_condition = "nearly ruined "
if(1.25 to 2.75)
@@ -135,7 +130,7 @@
if(4 to INFINITY)
bandage_condition = "clean "
condition += " underneath a dressing of [bandage_condition] [current_bandage.name]"
condition += " underneath a dressing of [bandage_condition] [limb.current_gauze.name]"
else
switch(infestation)
if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
@@ -149,7 +144,7 @@
else
condition += "!"
return "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc][condition]</B>"
return "<B>[condition.Join()]</B>"
/datum/wound/burn/get_scanner_description(mob/user)
if(strikes_to_lose_limb == 0)
@@ -200,36 +195,6 @@
else
try_treating(I, user)
/// for use in the burn dressing surgery since we don't want to make them do another do_after obviously
/datum/wound/burn/proc/force_bandage(obj/item/stack/medical/gauze/I, mob/user)
QDEL_NULL(current_bandage)
current_bandage = new I.type(limb)
current_bandage.amount = 1
treat_priority = FALSE
sanitization += I.sanitization
I.use(1)
/// if someone is wrapping gauze on our burns
/datum/wound/burn/proc/bandage(obj/item/stack/medical/gauze/I, mob/user)
if(current_bandage)
if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
to_chat(user, "<span class='warning'>The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!</span>")
return
user.visible_message("<span class='warning'>[user] begins to redress the burns on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin redressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
else
user.visible_message("<span class='notice'>[user] begins to dress the burns on [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin dressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
QDEL_NULL(current_bandage)
current_bandage = new I.type(limb)
current_bandage.amount = 1
treat_priority = FALSE
sanitization += I.sanitization
I.use(1)
/// if someone is using mesh on our burns
/datum/wound/burn/proc/mesh(obj/item/stack/medical/mesh/I, mob/user)
user.visible_message("<span class='notice'>[user] begins wrapping [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin wrapping [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
@@ -261,17 +226,26 @@
COOLDOWN_START(I, uv_cooldown, I.uv_cooldown_length)
/datum/wound/burn/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/stack/medical/gauze))
bandage(I, user)
else if(istype(I, /obj/item/stack/medical/ointment))
if(istype(I, /obj/item/stack/medical/ointment))
ointment(I, user)
else if(istype(I, /obj/item/stack/medical/mesh))
mesh(I, user)
else if(istype(I, /obj/item/flashlight/pen/paramedic))
uv(I, user)
/// basic support for instabitaluri/synthflesh healing flesh damage, more chem support in the future
/datum/wound/burn/proc/regenerate_flesh(amount)
// people complained about burns not healing on stasis beds, so in addition to checking if it's cured, they also get the special ability to very slowly heal on stasis beds if they have the healing effects stored
/datum/wound/burn/on_stasis()
. = ..()
if(flesh_healing > 0)
flesh_damage = max(0, flesh_damage - 0.2)
if((flesh_damage <= 0) && (infestation <= 1))
to_chat(victim, "<span class='green'>The burns on your [limb.name] have cleared up!</span>")
qdel(src)
return
if(sanitization > 0)
infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE * 0.2)
/datum/wound/burn/on_synthflesh(amount)
flesh_healing += amount * 0.5 // 20u patch will heal 10 flesh standard
// we don't even care about first degree burns, straight to second
@@ -287,7 +261,7 @@
threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds
status_effect_type = /datum/status_effect/wound/burn/moderate
flesh_damage = 5
scarring_descriptions = list("small amoeba-shaped skinmarks", "a faded streak of depressed skin")
scar_keyword = "burnmoderate"
/datum/wound/burn/severe
name = "Third Degree Burns"
@@ -300,10 +274,10 @@
threshold_minimum = 80
threshold_penalty = 40
status_effect_type = /datum/status_effect/wound/burn/severe
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
infestation_rate = 0.05 // appx 13 minutes to reach sepsis without any treatment
flesh_damage = 12.5
scarring_descriptions = list("a large, jagged patch of faded skin", "random spots of shiny, smooth skin", "spots of taut, leathery skin")
scar_keyword = "burnsevere"
/datum/wound/burn/critical
name = "Catastrophic Burns"
@@ -313,11 +287,11 @@
occur_text = "vaporizes as flesh, bone, and fat melt together in a horrifying mess"
severity = WOUND_SEVERITY_CRITICAL
damage_mulitplier_penalty = 1.3
sound_effect = 'sound/effects/sizzle2.ogg'
sound_effect = 'sound/effects/wounds/sizzle2.ogg'
threshold_minimum = 140
threshold_penalty = 80
status_effect_type = /datum/status_effect/wound/burn/critical
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
infestation_rate = 0.15 // appx 4.33 minutes to reach sepsis without any treatment
flesh_damage = 20
scarring_descriptions = list("massive, disfiguring keloid scars", "several long streaks of badly discolored and malformed skin", "unmistakeable splotches of dead tissue from serious burns")
scar_keyword = "burncritical"
+42
View File
@@ -0,0 +1,42 @@
/datum/wound/loss
name = "Dismembered"
desc = "oof ouch!!"
sound_effect = 'sound/effects/dismember.ogg'
severity = WOUND_SEVERITY_LOSS
threshold_minimum = 180
status_effect_type = null
scar_keyword = "dismember"
wound_flags = null
/// Our special proc for our special dismembering, the wounding type only matters for what text we have
/datum/wound/loss/proc/apply_dismember(obj/item/bodypart/dismembered_part, wounding_type=WOUND_SLASH)
if(!istype(dismembered_part) || !dismembered_part.owner || !(dismembered_part.body_zone in viable_zones) || isalien(dismembered_part.owner) || !dismembered_part.can_dismember())
qdel(src)
return
already_scarred = TRUE // so we don't scar a limb we don't have. If I add different levels of amputation desc, do it here
switch(wounding_type)
if(WOUND_BLUNT)
occur_text = "is shattered through the last bone holding it together, severing it completely!"
if(WOUND_SLASH)
occur_text = "is slashed through the last tissue holding it together, severing it completely!"
if(WOUND_PIERCE)
occur_text = "is pierced through the last tissue holding it together, severing it completely!"
if(WOUND_BURN)
occur_text = "is completely incinerated, falling to dust!"
victim = dismembered_part.owner
var/msg = "<span class='bolddanger'>[victim]'s [dismembered_part.name] [occur_text]!</span>"
victim.visible_message(msg, "<span class='userdanger'>Your [dismembered_part.name] [occur_text]!</span>")
limb = dismembered_part
severity = WOUND_SEVERITY_LOSS
second_wind()
log_wound(victim, src)
dismembered_part.dismember(wounding_type == WOUND_BURN ? BURN : BRUTE)
qdel(src)
+171
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@@ -0,0 +1,171 @@
/*
Pierce
*/
/datum/wound/pierce
sound_effect = 'sound/weapons/slice.ogg'
processes = TRUE
wound_type = WOUND_PIERCE
treatable_by = list(/obj/item/stack/medical/suture)
treatable_tool = TOOL_CAUTERY
base_treat_time = 3 SECONDS
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
/// How much blood we start losing when this wound is first applied
var/initial_flow
/// If gauzed, what percent of the internal bleeding actually clots of the total absorption rate
var/gauzed_clot_rate
/// When hit on this bodypart, we have this chance of losing some blood + the incoming damage
var/internal_bleeding_chance
/// If we let off blood when hit, the max blood lost is this * the incoming damage
var/internal_bleeding_coefficient
/datum/wound/pierce/wound_injury(datum/wound/old_wound)
blood_flow = initial_flow
/datum/wound/pierce/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if(victim.stat == DEAD || wounding_dmg < 5)
return
if(victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
if(limb.current_gauze && limb.current_gauze.splint_factor)
wounding_dmg *= (1 - limb.current_gauze.splint_factor)
var/blood_bled = rand(1, wounding_dmg * internal_bleeding_coefficient) // 12 brute toolbox can cause up to 15/18/21 bloodloss on mod/sev/crit
switch(blood_bled)
if(1 to 6)
victim.bleed(blood_bled, TRUE)
if(7 to 13)
victim.visible_message("<span class='smalldanger'>Blood droplets fly from the hole in [victim]'s [limb.name].</span>", "<span class='danger'>You cough up a bit of blood from the blow to your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled, TRUE)
if(14 to 19)
victim.visible_message("<span class='smalldanger'>A small stream of blood spurts from the hole in [victim]'s [limb.name]!</span>", "<span class='danger'>You spit out a string of blood from the blow to your [limb.name]!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
victim.visible_message("<span class='danger'>A spray of blood streams from the gash in [victim]'s [limb.name]!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your [limb.name]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
/datum/wound/pierce/handle_process()
blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
if(victim.bodytemperature < (BODYTEMP_NORMAL - 10))
blood_flow -= 0.2
if(prob(5))
to_chat(victim, "<span class='notice'>You feel the [lowertext(name)] in your [limb.name] firming up from the cold!</span>")
if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin))
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
if(limb.current_gauze)
blood_flow -= limb.current_gauze.absorption_rate * gauzed_clot_rate
limb.current_gauze.absorption_capacity -= limb.current_gauze.absorption_rate
if(blood_flow <= 0)
qdel(src)
/datum/wound/pierce/on_stasis()
. = ..()
if(blood_flow <= 0)
qdel(src)
/datum/wound/pierce/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/stack/medical/suture))
suture(I, user)
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
tool_cauterize(I, user)
/datum/wound/pierce/on_xadone(power)
. = ..()
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
/datum/wound/pierce/on_synthflesh(power)
. = ..()
blood_flow -= 0.05 * power // 20u * 0.05 = -1 blood flow, less than with slashes but still good considering smaller bleed rates
/// If someone is using a suture to close this cut
/datum/wound/pierce/proc/suture(obj/item/stack/medical/suture/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.4 : 1)
user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
var/blood_sutured = I.stop_bleeding / self_penalty_mult * 0.5
blood_flow -= blood_sutured
limb.heal_damage(I.heal_brute, I.heal_burn)
if(blood_flow > 0)
try_treating(I, user)
else
to_chat(user, "<span class='green'>You successfully close the hole in [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
/// If someone is using either a cautery tool or something with heat to cauterize this pierce
/datum/wound/pierce/proc/tool_cauterize(obj/item/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.5 : 1)
user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='danger'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] cauterizes some of the bleeding on [victim].</span>", "<span class='green'>You cauterize some of the bleeding on [victim].</span>")
limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND)
if(prob(30))
victim.emote("scream")
var/blood_cauterized = (0.6 / self_penalty_mult) * 0.5
blood_flow -= blood_cauterized
if(blood_flow > 0)
try_treating(I, user)
/datum/wound/pierce/moderate
name = "Minor Breakage"
desc = "Patient's skin has been broken open, causing severe bruising and minor internal bleeding in affected area."
treat_text = "Treat affected site with bandaging or exposure to extreme cold. In dire cases, brief exposure to vacuum may suffice." // space is cold in ss13, so it's like an ice pack!
examine_desc = "has a small, circular hole, gently bleeding"
occur_text = "spurts out a thin stream of blood"
sound_effect = 'sound/effects/wounds/pierce1.ogg'
severity = WOUND_SEVERITY_MODERATE
initial_flow = 1.5
gauzed_clot_rate = 0.8
internal_bleeding_chance = 30
internal_bleeding_coefficient = 1.25
threshold_minimum = 30
threshold_penalty = 15
status_effect_type = /datum/status_effect/wound/pierce/moderate
scar_keyword = "piercemoderate"
/datum/wound/pierce/severe
name = "Open Puncture"
desc = "Patient's internal tissue is penetrated, causing sizeable internal bleeding and reduced limb stability."
treat_text = "Repair punctures in skin by suture or cautery, extreme cold may also work."
examine_desc = "is pierced clear through, with bits of tissue obscuring the open hole"
occur_text = "looses a violent spray of blood, revealing a pierced wound"
sound_effect = 'sound/effects/wounds/pierce2.ogg'
severity = WOUND_SEVERITY_SEVERE
initial_flow = 2.25
gauzed_clot_rate = 0.6
internal_bleeding_chance = 60
internal_bleeding_coefficient = 1.5
threshold_minimum = 50
threshold_penalty = 25
status_effect_type = /datum/status_effect/wound/pierce/severe
scar_keyword = "piercesevere"
/datum/wound/pierce/critical
name = "Ruptured Cavity"
desc = "Patient's internal tissue and circulatory system is shredded, causing significant internal bleeding and damage to internal organs."
treat_text = "Surgical repair of puncture wound, followed by supervised resanguination."
examine_desc = "is ripped clear through, barely held together by exposed bone"
occur_text = "blasts apart, sending chunks of viscera flying in all directions"
sound_effect = 'sound/effects/wounds/pierce3.ogg'
severity = WOUND_SEVERITY_CRITICAL
initial_flow = 3
gauzed_clot_rate = 0.4
internal_bleeding_chance = 80
internal_bleeding_coefficient = 1.75
threshold_minimum = 100
threshold_penalty = 40
status_effect_type = /datum/status_effect/wound/pierce/critical
scar_keyword = "piercecritical"
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
+28 -10
View File
@@ -53,8 +53,12 @@
if(victim)
LAZYADD(victim.all_scars, src)
description = pick(W.scarring_descriptions)
precise_location = pick(limb.specific_locations)
if(victim && victim.get_biological_state() == BIO_JUST_BONE)
description = pick(strings(BONE_SCAR_FILE, W.scar_keyword)) || "general disfigurement"
else
description = pick(strings(FLESH_SCAR_FILE, W.scar_keyword)) || "general disfigurement"
precise_location = pick(strings(SCAR_LOC_FILE, limb.body_zone))
switch(W.severity)
if(WOUND_SEVERITY_MODERATE)
visibility = 2
@@ -62,6 +66,9 @@
visibility = 3
if(WOUND_SEVERITY_CRITICAL)
visibility = 5
if(WOUND_SEVERITY_LOSS)
visibility = 7
precise_location = "amputation"
/// Used when we finalize a scar from a healing cut
/datum/scar/proc/lazy_attach(obj/item/bodypart/BP, datum/wound/W)
@@ -71,10 +78,11 @@
LAZYADD(victim.all_scars, src)
/// Used to "load" a persistent scar
/datum/scar/proc/load(obj/item/bodypart/BP, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
if(!(BP.body_zone in applicable_zones))
/datum/scar/proc/load(obj/item/bodypart/BP, version, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
if(!(BP.body_zone in applicable_zones) || !BP.is_organic_limb())
qdel(src)
return
limb = BP
src.severity = severity
LAZYADD(limb.scars, src)
@@ -90,6 +98,8 @@
visibility = 3
if(WOUND_SEVERITY_CRITICAL)
visibility = 5
if(WOUND_SEVERITY_LOSS)
visibility = 7
return TRUE
/// What will show up in examine_more() if this scar is visible
@@ -102,9 +112,12 @@
if(WOUND_SEVERITY_MODERATE)
msg = "<span class='tinynotice'>[msg]</span>"
if(WOUND_SEVERITY_SEVERE)
msg = "<span class='smallnotice'>[msg]</span>"
msg = "<span class='smallnoticeital'>[msg]</span>"
if(WOUND_SEVERITY_CRITICAL)
msg = "<span class='smallnotice'><b>[msg]</b></span>"
msg = "<span class='smallnoticeital'><b>[msg]</b></span>"
if(WOUND_SEVERITY_LOSS)
msg = "[victim.p_their(TRUE)] [limb.name] [description]." // different format
msg = "<span class='notice'><i><b>[msg]</b></i></span>"
return "\t[msg]"
/// Whether a scar can currently be seen by the viewer
@@ -117,12 +130,12 @@
if(!ishuman(victim) || isobserver(viewer) || victim == viewer)
return TRUE
var/mob/living/carbon/human/H = victim
var/mob/living/carbon/human/human_victim = victim
if(istype(limb, /obj/item/bodypart/head))
if((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) || (H.head && (H.head.flags_inv & HIDEFACE)))
if((human_victim.wear_mask && (human_victim.wear_mask.flags_inv & HIDEFACE)) || (human_victim.head && (human_victim.head.flags_inv & HIDEFACE)))
return FALSE
else if(limb.scars_covered_by_clothes)
var/num_covers = LAZYLEN(H.clothingonpart(limb))
var/num_covers = LAZYLEN(human_victim.clothingonpart(limb))
if(num_covers + get_dist(viewer, victim) >= visibility)
return FALSE
@@ -131,4 +144,9 @@
/// Used to format a scar to safe in preferences for persistent scars
/datum/scar/proc/format()
if(!fake)
return "[limb.body_zone]|[description]|[precise_location]|[severity]"
return "[SCAR_CURRENT_VERSION]|[limb.body_zone]|[description]|[precise_location]|[severity]"
/// Used to format a scar to safe in preferences for persistent scars
/datum/scar/proc/format_amputated(body_zone)
description = pick(list("is several skintone shades paler than the rest of the body", "is a gruesome patchwork of artificial flesh", "has a large series of attachment scars at the articulation points"))
return "[SCAR_CURRENT_VERSION]|[body_zone]|[description]|amputated|[WOUND_SEVERITY_LOSS]"
@@ -3,15 +3,15 @@
Cuts
*/
/datum/wound/brute/cut
/datum/wound/slash
sound_effect = 'sound/weapons/slice.ogg'
processes = TRUE
wound_type = WOUND_LIST_CUT
treatable_by = list(/obj/item/stack/medical/suture, /obj/item/stack/medical/gauze)
wound_type = WOUND_SLASH
treatable_by = list(/obj/item/stack/medical/suture)
treatable_by_grabbed = list(/obj/item/gun/energy/laser)
treatable_tool = TOOL_CAUTERY
treat_priority = TRUE
base_treat_time = 3 SECONDS
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
/// How much blood we start losing when this wound is first applied
var/initial_flow
@@ -27,75 +27,82 @@
var/max_per_type
/// The maximum flow we've had so far
var/highest_flow
/// How much flow we've already cauterized
var/cauterized
/// How much flow we've already sutured
var/sutured
/// The current bandage we have for this wound (maybe move bandages to the limb?)
var/obj/item/stack/current_bandage
/// A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate))
var/datum/scar/highest_scar
/datum/wound/brute/cut/wound_injury(datum/wound/brute/cut/old_wound = null)
/datum/wound/slash/wound_injury(datum/wound/slash/old_wound = null)
blood_flow = initial_flow
if(old_wound)
blood_flow = max(old_wound.blood_flow, initial_flow)
if(old_wound.severity > severity && old_wound.highest_scar)
highest_scar = old_wound.highest_scar
old_wound.highest_scar = null
if(old_wound.current_bandage)
current_bandage = old_wound.current_bandage
old_wound.current_bandage = null
if(!highest_scar)
highest_scar = new
highest_scar.generate(limb, src, add_to_scars=FALSE)
/datum/wound/brute/cut/remove_wound(ignore_limb, replaced)
/datum/wound/slash/remove_wound(ignore_limb, replaced)
if(!replaced && highest_scar)
already_scarred = TRUE
highest_scar.lazy_attach(limb)
return ..()
/datum/wound/brute/cut/get_examine_description(mob/user)
if(!current_bandage)
/datum/wound/slash/get_examine_description(mob/user)
if(!limb.current_gauze)
return ..()
var/bandage_condition = ""
var/list/msg = list("The cuts on [victim.p_their()] [limb.name] are wrapped with")
// how much life we have left in these bandages
switch(current_bandage.absorption_capacity)
switch(limb.current_gauze.absorption_capacity)
if(0 to 1.25)
bandage_condition = "nearly ruined "
msg += "nearly ruined "
if(1.25 to 2.75)
bandage_condition = "badly worn "
msg += "badly worn "
if(2.75 to 4)
bandage_condition = "slightly bloodied "
msg += "slightly bloodied "
if(4 to INFINITY)
bandage_condition = "clean "
return "<B>The cuts on [victim.p_their()] [limb.name] are wrapped with [bandage_condition] [current_bandage.name]!</B>"
msg += "clean "
msg += "[limb.current_gauze.name]!"
/datum/wound/brute/cut/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if(victim.stat != DEAD && wounding_type == WOUND_SHARP) // can't stab dead bodies to make it bleed faster this way
return "<B>[msg.Join()]</B>"
/datum/wound/slash/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if(victim.stat != DEAD && wounding_type == WOUND_SLASH) // can't stab dead bodies to make it bleed faster this way
blood_flow += 0.05 * wounding_dmg
/datum/wound/brute/cut/handle_process()
blood_flow = min(blood_flow, WOUND_CUT_MAX_BLOODFLOW)
/datum/wound/slash/drag_bleed_amount()
// say we have 3 severe cuts with 3 blood flow each, pretty reasonable
// compare with being at 100 brute damage before, where you bled (brute/100 * 2), = 2 blood per tile
var/bleed_amt = min(blood_flow * 0.1, 1) // 3 * 3 * 0.1 = 0.9 blood total, less than before! the share here is .3 blood of course.
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/toxin/heparin))
if(limb.current_gauze) // gauze stops all bleeding from dragging on this limb, but wears the gauze out quicker
limb.seep_gauze(bleed_amt * 0.33)
return
return bleed_amt
/datum/wound/slash/handle_process()
if(victim.stat == DEAD)
blood_flow -= max(clot_rate, WOUND_SLASH_DEAD_CLOT_MIN)
if(blood_flow < minimum_flow)
if(demotes_to)
replace_wound(demotes_to)
return
qdel(src)
return
blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin))
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/coagulant))
blood_flow -= 0.25
if(current_bandage)
if(limb.current_gauze)
if(clot_rate > 0)
blood_flow -= clot_rate
blood_flow -= current_bandage.absorption_rate
current_bandage.absorption_capacity -= current_bandage.absorption_rate
if(current_bandage.absorption_capacity < 0)
victim.visible_message("<span class='danger'>Blood soaks through \the [current_bandage] on [victim]'s [limb.name].</span>", "<span class='warning'>Blood soaks through \the [current_bandage] on your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
QDEL_NULL(current_bandage)
treat_priority = TRUE
blood_flow -= limb.current_gauze.absorption_rate
limb.seep_gauze(limb.current_gauze.absorption_rate)
else
blood_flow -= clot_rate
@@ -109,23 +116,30 @@
to_chat(victim, "<span class='green'>The cut on your [limb.name] has stopped bleeding!</span>")
qdel(src)
/datum/wound/slash/on_stasis()
if(blood_flow >= minimum_flow)
return
if(demotes_to)
replace_wound(demotes_to)
return
qdel(src)
/* BEWARE, THE BELOW NONSENSE IS MADNESS. bones.dm looks more like what I have in mind and is sufficiently clean, don't pay attention to this messiness */
/datum/wound/brute/cut/check_grab_treatments(obj/item/I, mob/user)
/datum/wound/slash/check_grab_treatments(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/laser))
return TRUE
/datum/wound/brute/cut/treat(obj/item/I, mob/user)
/datum/wound/slash/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/laser))
las_cauterize(I, user)
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
tool_cauterize(I, user)
else if(istype(I, /obj/item/stack/medical/gauze))
bandage(I, user)
else if(istype(I, /obj/item/stack/medical/suture))
suture(I, user)
/datum/wound/brute/cut/try_handling(mob/living/carbon/human/user)
/datum/wound/slash/try_handling(mob/living/carbon/human/user)
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
return FALSE
@@ -136,7 +150,7 @@
return TRUE
/// if a felinid is licking this cut to reduce bleeding
/datum/wound/brute/cut/proc/lick_wounds(mob/living/carbon/human/user)
/datum/wound/slash/proc/lick_wounds(mob/living/carbon/human/user)
if(INTERACTING_WITH(user, victim))
to_chat(user, "<span class='warning'>You're already interacting with [victim]!</span>")
return
@@ -155,12 +169,16 @@
else if(demotes_to)
to_chat(user, "<span class='green'>You successfully lower the severity of [victim]'s cuts.</span>")
/datum/wound/brute/cut/on_xadone(power)
/datum/wound/slash/on_xadone(power)
. = ..()
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
/datum/wound/slash/on_synthflesh(power)
. = ..()
blood_flow -= 0.075 * power // 20u * 0.075 = -1.5 blood flow, pretty good for how little effort it is
/// If someone's putting a laser gun up to our cut to cauterize it
/datum/wound/brute/cut/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
/datum/wound/slash/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
var/self_penalty_mult = (user == victim ? 1.25 : 1)
user.visible_message("<span class='warning'>[user] begins aiming [lasgun] directly at [victim]'s [limb.name]...</span>", "<span class='userdanger'>You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
@@ -172,11 +190,10 @@
return
victim.emote("scream")
blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good
cauterized += damage / (5 * self_penalty_mult)
victim.visible_message("<span class='warning'>The cuts on [victim]'s [limb.name] scar over!</span>")
/// If someone is using either a cautery tool or something with heat to cauterize this cut
/datum/wound/brute/cut/proc/tool_cauterize(obj/item/I, mob/user)
/datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.5 : 1)
user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='danger'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
@@ -188,7 +205,6 @@
victim.emote("scream")
var/blood_cauterized = (0.6 / self_penalty_mult)
blood_flow -= blood_cauterized
cauterized += blood_cauterized
if(blood_flow > minimum_flow)
try_treating(I, user)
@@ -196,15 +212,15 @@
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
/// If someone is using a suture to close this cut
/datum/wound/brute/cut/proc/suture(obj/item/stack/medical/suture/I, mob/user)
/datum/wound/slash/proc/suture(obj/item/stack/medical/suture/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.4 : 1)
user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
var/blood_sutured = I.stop_bleeding / self_penalty_mult
blood_flow -= blood_sutured
sutured += blood_sutured
limb.heal_damage(I.heal_brute, I.heal_burn)
if(blood_flow > minimum_flow)
@@ -212,51 +228,31 @@
else if(demotes_to)
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
/// If someone is using gauze on this cut
/datum/wound/brute/cut/proc/bandage(obj/item/stack/I, mob/user)
if(current_bandage)
if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
to_chat(user, "<span class='warning'>The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!</span>")
return
else
user.visible_message("<span class='warning'>[user] begins rewrapping the cuts on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin rewrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
else
user.visible_message("<span class='warning'>[user] begins wrapping the cuts on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin wrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] applies [I] to [victim]'s [limb.name].</span>", "<span class='green'>You bandage some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
QDEL_NULL(current_bandage)
current_bandage = new I.type(limb)
current_bandage.amount = 1
treat_priority = FALSE
I.use(1)
/datum/wound/brute/cut/moderate
/datum/wound/slash/moderate
name = "Rough Abrasion"
desc = "Patient's skin has been badly scraped, generating moderate blood loss."
treat_text = "Application of clean bandages or first-aid grade sutures, followed by food and rest."
examine_desc = "has an open cut"
occur_text = "is cut open, slowly leaking blood"
sound_effect = 'sound/effects/blood1.ogg'
sound_effect = 'sound/effects/wounds/blood1.ogg'
severity = WOUND_SEVERITY_MODERATE
initial_flow = 2
minimum_flow = 0.5
max_per_type = 3
clot_rate = 0.15
clot_rate = 0.12
threshold_minimum = 20
threshold_penalty = 10
status_effect_type = /datum/status_effect/wound/cut/moderate
scarring_descriptions = list("light, faded lines", "minor cut marks", "a small faded slit", "a series of small scars")
status_effect_type = /datum/status_effect/wound/slash/moderate
scar_keyword = "slashmoderate"
/datum/wound/brute/cut/severe
/datum/wound/slash/severe
name = "Open Laceration"
desc = "Patient's skin is ripped clean open, allowing significant blood loss."
treat_text = "Speedy application of first-aid grade sutures and clean bandages, followed by vitals monitoring to ensure recovery."
examine_desc = "has a severe cut"
occur_text = "is ripped open, veins spurting blood"
sound_effect = 'sound/effects/blood2.ogg'
sound_effect = 'sound/effects/wounds/blood2.ogg'
severity = WOUND_SEVERITY_SEVERE
initial_flow = 3.25
minimum_flow = 2.75
@@ -264,17 +260,17 @@
max_per_type = 4
threshold_minimum = 50
threshold_penalty = 25
demotes_to = /datum/wound/brute/cut/moderate
status_effect_type = /datum/status_effect/wound/cut/severe
scarring_descriptions = list("a twisted line of faded gashes", "a gnarled sickle-shaped slice scar", "a long-faded puncture wound")
demotes_to = /datum/wound/slash/moderate
status_effect_type = /datum/status_effect/wound/slash/severe
scar_keyword = "slashsevere"
/datum/wound/brute/cut/critical
/datum/wound/slash/critical
name = "Weeping Avulsion"
desc = "Patient's skin is completely torn open, along with significant loss of tissue. Extreme blood loss will lead to quick death without intervention."
treat_text = "Immediate bandaging and either suturing or cauterization, followed by supervised resanguination."
examine_desc = "is spurting blood at an alarming rate"
examine_desc = "is carved down to the bone, spraying blood wildly"
occur_text = "is torn open, spraying blood wildly"
sound_effect = 'sound/effects/blood3.ogg'
sound_effect = 'sound/effects/wounds/blood3.ogg'
severity = WOUND_SEVERITY_CRITICAL
initial_flow = 4.25
minimum_flow = 4
@@ -282,25 +278,7 @@
max_per_type = 5
threshold_minimum = 80
threshold_penalty = 40
demotes_to = /datum/wound/brute/cut/severe
status_effect_type = /datum/status_effect/wound/cut/critical
scarring_descriptions = list("a winding path of very badly healed scar tissue", "a series of peaks and valleys along a gruesome line of cut scar tissue", "a grotesque snake of indentations and stitching scars")
// TODO: see about moving dismemberment over to this, i'll have to add judging dismembering power/wound potential wrt item size i guess
/datum/wound/brute/cut/loss
name = "Dismembered"
desc = "oof ouch!!"
occur_text = "is violently dismembered!"
sound_effect = 'sound/effects/dismember.ogg'
viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
severity = WOUND_SEVERITY_LOSS
threshold_minimum = 180
status_effect_type = null
/datum/wound/brute/cut/loss/apply_wound(obj/item/bodypart/L, silent, datum/wound/brute/cut/old_wound, smited = FALSE)
if(!L.dismemberable)
qdel(src)
return
L.dismember()
qdel(src)
demotes_to = /datum/wound/slash/severe
status_effect_type = /datum/status_effect/wound/slash/critical
scar_keyword = "slashcritical"
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
@@ -64,7 +64,7 @@
hitsound = null
attack_verb_on = list("slipped")
clumsy_check = FALSE
sharpness = IS_BLUNT
sharpness = SHARP_NONE
sword_color = "yellow"
heat = 0
light_color = "#ffff00"
+2 -1
View File
@@ -351,7 +351,8 @@
L.visible_message("<span class='warning'>[src] closes on [L], crushing [L.p_them()]!</span>", "<span class='userdanger'>[src] closes on you and crushes you!</span>")
if(iscarbon(L))
var/mob/living/carbon/C = L
for(var/datum/wound/W in C.all_wounds)
for(var/i in C.all_wounds) // should probably replace with signal
var/datum/wound/W = i
W.crush(DOOR_CRUSH_DAMAGE)
if(isalien(L)) //For xenos
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE * 1.5) //Xenos go into crit after aproximately the same amount of crushes as humans.
+5 -10
View File
@@ -139,13 +139,13 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
///Does it embed and if yes, what kind of embed
var/list/embedding = NONE
var/list/embedding
///for flags such as [GLASSESCOVERSEYES]
var/flags_cover = 0
var/heat = 0
///All items with sharpness of IS_SHARP or higher will automatically get the butchering component.
var/sharpness = IS_BLUNT
///All items with sharpness of SHARP_EDGED or higher will automatically get the butchering component.
var/sharpness = SHARP_NONE
///How a tool acts when you use it on something, such as wirecutters cutting wires while multitools measure power
var/tool_behaviour = NONE
@@ -241,7 +241,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(GLOB.rpg_loot_items)
AddComponent(/datum/component/fantasy)
if(sharpness) //give sharp objects butchering functionality, for consistency
if(sharpness && force > 5) //give sharp objects butchering functionality, for consistency
AddComponent(/datum/component/butchering, 80 * toolspeed)
/**Makes cool stuff happen when you suicide with an item
@@ -720,11 +720,6 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
/obj/item/proc/get_sharpness()
return sharpness
/obj/item/proc/get_dismemberment_chance(obj/item/bodypart/affecting)
if(affecting.can_dismember(src))
if((sharpness || damtype == BURN) && w_class >= WEIGHT_CLASS_NORMAL && force >= 10)
. = force * (affecting.get_damage() / affecting.max_damage)
/obj/item/proc/get_dismember_sound()
if(damtype == BURN)
. = 'sound/weapons/sear.ogg'
@@ -995,7 +990,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
///For when you want to add/update the embedding on an item. Uses the vars in [/obj/item/embedding], and defaults to config values for values that aren't set. Will automatically detach previous embed elements on this item.
/obj/item/proc/updateEmbedding()
if(!islist(embedding) || !LAZYLEN(embedding))
if(!LAZYLEN(embedding))
return
AddElement(/datum/element/embed,\
+1 -5
View File
@@ -16,7 +16,7 @@
custom_materials = list(/datum/material/iron=13000)
attack_verb = list("sawed", "tore", "lacerated", "cut", "chopped", "diced")
hitsound = "swing_hit"
sharpness = IS_SHARP
sharpness = SHARP_EDGED
actions_types = list(/datum/action/item_action/startchainsaw)
tool_behaviour = TOOL_SAW
toolspeed = 0.5
@@ -73,10 +73,6 @@
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/chainsaw/get_dismemberment_chance()
if(wielded)
. = ..()
/obj/item/chainsaw/doomslayer
name = "THE GREAT COMMUNICATOR"
desc = "<span class='warning'>VRRRRRRR!!!</span>"
+13 -1
View File
@@ -186,8 +186,20 @@ GENE SCANNER
render_list += "<span class='alert ml-1'>Subject appears to have [M.getCloneLoss() > 30 ? "Severe" : "Minor"] cellular damage.</span>\n"
if(advanced)
render_list += "<span class='info ml-1'>Cellular Damage Level: [M.getCloneLoss()].</span>\n"
if (!M.getorgan(/obj/item/organ/brain))
if (!M.getorganslot(ORGAN_SLOT_BRAIN)) // brain not added to carbon/human check because it's funny to get to bully simple mobs
render_list += "<span class='alert ml-1'>Subject lacks a brain.</span>\n"
if(ishuman(M))
var/mob/living/carbon/human/the_dude = M
var/datum/species/the_dudes_species = the_dude.dna.species
if (!(NOBLOOD in the_dudes_species.species_traits) && !the_dude.getorganslot(ORGAN_SLOT_HEART))
render_list += "<span class='alert ml-1'>Subject lacks a heart.</span>\n"
if (!(TRAIT_NOBREATH in the_dudes_species.species_traits) && !the_dude.getorganslot(ORGAN_SLOT_LUNGS))
render_list += "<span class='alert ml-1'>Subject lacks lungs.</span>\n"
if (!(TRAIT_NOMETABOLISM in the_dudes_species.species_traits) && !the_dude.getorganslot(ORGAN_SLOT_LIVER))
render_list += "<span class='alert ml-1'>Subject lacks a liver.</span>\n"
if (!(NOSTOMACH in the_dudes_species.species_traits) && !the_dude.getorganslot(ORGAN_SLOT_STOMACH))
render_list += "<span class='alert ml-1'>Subject lacks a stomach.</span>\n"
if(iscarbon(M))
var/mob/living/carbon/C = M
if(LAZYLEN(C.get_traumas()))
+1 -1
View File
@@ -43,7 +43,7 @@
to_chat(user, "<span class='warning'>You lack the grace to wield this!</span>")
return COMPONENT_TWOHANDED_BLOCK_WIELD
wielded = TRUE
sharpness = IS_SHARP
sharpness = SHARP_EDGED
w_class = w_class_on
hitsound = 'sound/weapons/blade1.ogg'
START_PROCESSING(SSobj, src)
+3 -2
View File
@@ -13,11 +13,12 @@
slot_flags = ITEM_SLOT_BACK
attack_verb = list("attacked", "chopped", "cleaved", "tore", "lacerated", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
wound_bonus = -20
wound_bonus = -15
bare_wound_bonus = 20
var/wielded = FALSE // track wielded status on item
/obj/item/fireaxe/Initialize()
+10 -10
View File
@@ -316,7 +316,7 @@
w_class = WEIGHT_CLASS_HUGE
slot_flags = ITEM_SLOT_BACK|ITEM_SLOT_BELT
block_chance = 30
sharpness = IS_SHARP
sharpness = SHARP_EDGED
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "tore", "lacerated", "ripped", "diced", "cut")
@@ -418,7 +418,7 @@
w_class = WEIGHT_CLASS_BULKY
armour_penetration = 35
slot_flags = ITEM_SLOT_BACK
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("chopped", "sliced", "cut", "reaped")
/obj/item/nullrod/scythe/Initialize()
@@ -526,7 +526,7 @@
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
item_flags = ABSTRACT
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("sawed", "tore", "lacerated", "cut", "chopped", "diced")
hitsound = 'sound/weapons/chainsawhit.ogg'
tool_behaviour = TOOL_SAW
@@ -544,7 +544,7 @@
name = "clown dagger"
desc = "Used for absolutely hilarious sacrifices."
hitsound = 'sound/items/bikehorn.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "tore", "lacerated", "ripped", "diced", "cut")
/obj/item/nullrod/pride_hammer
@@ -590,7 +590,7 @@
throw_speed = 4
throw_range = 7
throwforce = 30
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("enlightened", "redpilled")
/obj/item/nullrod/armblade
@@ -603,7 +603,7 @@
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
item_flags = ABSTRACT
w_class = WEIGHT_CLASS_HUGE
sharpness = IS_SHARP
sharpness = SHARP_EDGED
wound_bonus = -20
bare_wound_bonus = 25
@@ -644,7 +644,7 @@
force = 15
block_chance = 40
slot_flags = ITEM_SLOT_BACK
sharpness = IS_BLUNT
sharpness = SHARP_NONE
hitsound = "swing_hit"
attack_verb = list("smashed", "slammed", "whacked", "thwacked")
icon = 'icons/obj/items_and_weapons.dmi'
@@ -662,7 +662,7 @@
name = "arrhythmic knife"
w_class = WEIGHT_CLASS_HUGE
desc = "They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn."
sharpness = IS_SHARP
sharpness = SHARP_EDGED
slot_flags = null
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "tore", "lacerated", "ripped", "diced", "cut")
@@ -693,7 +693,7 @@
desc = "Holding this makes you look absolutely devilish."
attack_verb = list("poked", "impaled", "pierced", "jabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
/obj/item/nullrod/egyptian
name = "egyptian staff"
@@ -730,7 +730,7 @@
icon = 'icons/obj/clockwork_objects.dmi'
slot_flags = ITEM_SLOT_BELT
armour_penetration = 10
sharpness = IS_SHARP_ACCURATE
sharpness = SHARP_POINTY
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("stabbed", "poked", "slashed", "clocked")
hitsound = 'sound/weapons/bladeslice.ogg'
+4 -3
View File
@@ -19,7 +19,7 @@
name = "fork"
desc = "Pointy."
icon_state = "fork"
force = 5
force = 4
w_class = WEIGHT_CLASS_TINY
throwforce = 0
throw_speed = 3
@@ -30,6 +30,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
item_flags = EYE_STAB
sharpness = SHARP_POINTY
var/datum/reagent/forkload //used to eat omelette
/obj/item/kitchen/fork/suicide_act(mob/living/carbon/user)
@@ -84,7 +85,7 @@
throw_range = 6
custom_materials = list(/datum/material/iron=12000)
attack_verb = list("slashed", "stabbed", "sliced", "tore", "lacerated", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
sharpness = SHARP_EDGED
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
item_flags = EYE_STAB
var/bayonet = FALSE //Can this be attached to a gun?
@@ -117,7 +118,7 @@
throw_range = 5
custom_materials = list(/datum/material/plastic = 100)
attack_verb = list("prodded", "whiffed","scratched", "poked")
sharpness = IS_SHARP
sharpness = SHARP_EDGED
custom_price = 50
var/break_chance = 25
+1 -1
View File
@@ -54,5 +54,5 @@
var/obj/item/tank/T = W
blow(T, user)
return
if (W.get_sharpness() || W.get_temperature() || is_pointed(W))
if (W.get_sharpness() || W.get_temperature())
burst()
+3 -3
View File
@@ -98,7 +98,7 @@
attack_verb_off = list("tapped", "poked")
throw_speed = 3
throw_range = 5
sharpness = IS_SHARP
sharpness = SHARP_EDGED
embedding = list("embed_chance" = 75, "impact_pain_mult" = 10)
armour_penetration = 35
block_chance = 50
@@ -138,7 +138,7 @@
sword_color = null //stops icon from breaking when turned on.
hitcost = 75 //Costs more than a standard cyborg esword
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
sharpness = SHARP_EDGED
light_color = "#40ceff"
tool_behaviour = TOOL_SAW
toolspeed = 0.7 //faster as a saw
@@ -219,7 +219,7 @@
throw_range = 1
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
var/datum/effect_system/spark_spread/spark_system
sharpness = IS_SHARP
sharpness = SHARP_EDGED
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/melee/transforming/energy/blade/Initialize()
+5 -3
View File
@@ -44,7 +44,7 @@
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "tore", "lacerated", "ripped", "diced", "cut")
sharpness = IS_SHARP
sharpness = SHARP_EDGED
/obj/item/melee/synthetic_arm_blade/Initialize()
. = ..()
@@ -64,10 +64,12 @@
w_class = WEIGHT_CLASS_BULKY
block_chance = 50
armour_penetration = 75
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
custom_materials = list(/datum/material/iron = 1000)
wound_bonus = 10
bare_wound_bonus = 25
/obj/item/melee/sabre/Initialize()
. = ..()
@@ -143,7 +145,7 @@
slot_flags = ITEM_SLOT_BELT
force = 5
w_class = WEIGHT_CLASS_BULKY
sharpness = IS_SHARP
sharpness = SHARP_EDGED
throwforce = 10
block_chance = 20
armour_penetration = 65
@@ -1,5 +1,5 @@
/obj/item/melee/transforming
sharpness = IS_SHARP
sharpness = SHARP_EDGED
var/active = FALSE
var/force_on = 30 //force when active
var/faction_bonus_force = 0 //Bonus force dealt against certain factions
+1 -1
View File
@@ -9,7 +9,7 @@
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("attacked", "impaled", "pierced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
+1 -1
View File
@@ -39,7 +39,7 @@
I.force = clamp(I.force + increment, 0, max)
user.visible_message("<span class='notice'>[user] sharpens [I] with [src]!</span>", "<span class='notice'>You sharpen [I], making it much more deadly than before.</span>")
playsound(src, 'sound/items/unsheath.ogg', 25, TRUE)
I.sharpness = IS_SHARP_ACCURATE
I.sharpness = SHARP_POINTY
I.throwforce = clamp(I.throwforce + increment, 0, max)
I.name = "[prefix] [I.name]"
name = "worn out [name]"
+15 -21
View File
@@ -7,47 +7,41 @@
icon_state = "large"
w_class = WEIGHT_CLASS_TINY
item_flags = DROPDEL
sharpness = TRUE
sharpness = SHARP_EDGED
/obj/item/shrapnel/stingball // stingbang grenades
name = "stingball"
embedding = list(embed_chance=90, fall_chance=3, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.7, pain_mult=5, jostle_pain_mult=6, rip_time=15)
icon_state = "tiny"
sharpness = FALSE
sharpness = SHARP_NONE
/obj/item/shrapnel/bullet // bullets
name = "bullet"
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
item_flags = NONE
/obj/item/shrapnel/bullet/c38 // .38 round
name = "\improper .38 bullet"
/obj/item/shrapnel/bullet/c38/dumdum // .38 DumDum round
name = "\improper .38 DumDum bullet"
embedding = list(embed_chance=70, fall_chance=7, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10)
embedding = null // embedding vars are taken from the projectile itself
/obj/projectile/bullet/shrapnel
name = "flying shrapnel shard"
damage = 8
range = 10
damage = 14
range = 20
armour_penetration = -30
dismemberment = 5
ricochets_max = 2
ricochet_chance = 40
ricochet_chance = 70
shrapnel_type = /obj/item/shrapnel
ricochet_incidence_leeway = 60
hit_stunned_targets = TRUE
sharpness = TRUE
wound_bonus = 30
sharpness = SHARP_EDGED
wound_bonus = 40
/obj/projectile/bullet/shrapnel/mega
name = "flying shrapnel hunk"
range = 25
dismemberment = 10
ricochets_max = 4
ricochet_chance = 90
range = 45
dismemberment = 15
ricochets_max = 6
ricochet_chance = 130
ricochet_incidence_leeway = 0
ricochet_decay_chance = 0.9
/obj/projectile/bullet/pellet/stingball
@@ -72,13 +66,13 @@
name = "breakbang pellet"
damage = 10
wound_bonus = 40
sharpness = FALSE
sharpness = SHARP_NONE
/obj/projectile/bullet/pellet/stingball/shred
name = "shredbang pellet"
damage = 10
wound_bonus = 30
sharpness = TRUE
sharpness = SHARP_EDGED
/obj/projectile/bullet/pellet/stingball/on_ricochet(atom/A)
hit_stunned_targets = TRUE // ducking will save you from the first wave, but not the rebounds
+2 -2
View File
@@ -15,12 +15,12 @@
custom_materials = list(/datum/material/iron=1150, /datum/material/glass=2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "tore", "lacerated", "gored")
sharpness = IS_SHARP
sharpness = SHARP_EDGED // i know the whole point of spears is that they're pointy, but edged is more devastating at the moment so
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/war_cry = "AAAAARGH!!!"
var/icon_prefix = "spearglass"
wound_bonus = -25
wound_bonus = -15
bare_wound_bonus = 15
/obj/item/spear/ComponentInitialize()
+30 -7
View File
@@ -124,11 +124,34 @@
// gauze is only relevant for wounds, which are handled in the wounds themselves
/obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent)
var/obj/item/bodypart/limb = M.get_bodypart(check_zone(user.zone_selected))
if(limb)
if(limb.brute_dam > 40)
to_chat(user, "<span class='warning'>The bleeding on [user==M ? "your" : "[M]'s"] [limb.name] is from bruising, and cannot be treated with [src]!</span>")
else
to_chat(user, "<span class='warning'>There's no bleeding on [user==M ? "your" : "[M]'s"] [limb.name]</span>")
if(!limb)
to_chat(user, "<span class='notice'>There's nothing there to bandage!</span>")
return
if(!LAZYLEN(limb.wounds))
to_chat(user, "<span class='notice'>There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!</span>") // good problem to have imo
return
var/gauzeable_wound = FALSE
for(var/i in limb.wounds)
var/datum/wound/woundies = i
if(woundies.wound_flags & ACCEPTS_GAUZE)
gauzeable_wound = TRUE
break
if(!gauzeable_wound)
to_chat(user, "<span class='notice'>There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!</span>") // good problem to have imo
return
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
to_chat(user, "<span class='warning'>The bandage currently on [user==M ? "your" : "[M]'s"] [limb.name] is still in good condition!</span>")
return
user.visible_message("<span class='warning'>[user] begins wrapping the wounds on [M]'s [limb.name] with [src]...</span>", "<span class='warning'>You begin wrapping the wounds on [user == M ? "your" : "[M]'s"] [limb.name] with [src]...</span>")
if(!do_after(user, (user == M ? self_delay : other_delay), target=M))
return
user.visible_message("<span class='green'>[user] applies [src] to [M]'s [limb.name].</span>", "<span class='green'>You bandage the wounds on [user == M ? "yourself" : "[M]'s"] [limb.name].</span>")
limb.apply_gauze(src)
/obj/item/stack/medical/gauze/twelve
amount = 12
@@ -399,9 +422,9 @@
C.emote("scream")
for(var/i in C.bodyparts)
var/obj/item/bodypart/bone = i
var/datum/wound/brute/bone/severe/oof_ouch = new
var/datum/wound/blunt/severe/oof_ouch = new
oof_ouch.apply_wound(bone)
var/datum/wound/brute/bone/critical/oof_OUCH = new
var/datum/wound/blunt/critical/oof_OUCH = new
oof_OUCH.apply_wound(bone)
for(var/i in C.bodyparts)
@@ -250,7 +250,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
resistance_flags = ACID_PROOF
armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
max_integrity = 40
sharpness = IS_SHARP
sharpness = SHARP_EDGED
var/icon_prefix
var/obj/item/stack/sheet/weld_material = /obj/item/stack/sheet/glass
embedding = list("embed_chance" = 65)
+1 -1
View File
@@ -195,7 +195,7 @@
new /obj/item/reagent_containers/syringe(src)
new /obj/item/stack/medical/bone_gel(src)
new /obj/item/stack/sticky_tape/surgical(src)
new /obj/item/reagent_containers/glass/bottle/calomel(src)
new /obj/item/reagent_containers/glass/bottle/formaldehyde(src)
update_icon()
/obj/item/storage/belt/security
@@ -24,6 +24,7 @@
drop_sound = 'sound/items/handling/screwdriver_drop.ogg'
pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg'
item_flags = EYE_STAB
sharpness = SHARP_POINTY
var/random_color = TRUE //if the screwdriver uses random coloring
var/static/list/screwdriver_colors = list(
"blue" = rgb(24, 97, 213),
@@ -35,6 +35,8 @@
heat = 3800
tool_behaviour = TOOL_WELDER
toolspeed = 1
wound_bonus = 10
bare_wound_bonus = 15
/obj/item/weldingtool/Initialize()
. = ..()
+9 -9
View File
@@ -65,7 +65,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "tore", "lacerated", "ripped", "diced", "cut")
block_chance = 50
sharpness = IS_SHARP
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
@@ -219,7 +219,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "tore", "lacerated", "ripped", "diced", "cut")
block_chance = 50
sharpness = IS_SHARP
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
@@ -290,13 +290,13 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
force = 2
throwforce = 20 //20 + 2 (WEIGHT_CLASS_SMALL) * 4 (EMBEDDED_IMPACT_PAIN_MULTIPLIER) = 28 damage on hit due to guaranteed embedding
throwforce = 10 //10 + 2 (WEIGHT_CLASS_SMALL) * 9 (EMBEDDED_IMPACT_PAIN_MULTIPLIER) = 28 damage on hit due to guaranteed embedding
throw_speed = 4
embedding = list("pain_mult" = 4, "embed_chance" = 100, "fall_chance" = 0)
armour_penetration = 40
w_class = WEIGHT_CLASS_SMALL
sharpness = IS_SHARP
sharpness = SHARP_POINTY
custom_materials = list(/datum/material/iron=500, /datum/material/glass=500)
resistance_flags = FIRE_PROOF
@@ -309,7 +309,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/throwing_star/toy
name = "toy throwing star"
desc = "An aerodynamic disc strapped with adhesive for sticking to people, good for playing pranks and getting yourself killed by security."
sharpness = IS_BLUNT
sharpness = SHARP_NONE
force = 0
throwforce = 0
embedding = list("pain_mult" = 0, "jostle_pain_mult" = 0, "embed_chance" = 100, "fall_chance" = 0)
@@ -353,7 +353,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
icon_state = "switchblade_ext"
attack_verb = list("slashed", "stabbed", "sliced", "tore", "lacerated", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
else
force = 3
w_class = WEIGHT_CLASS_SMALL
@@ -361,7 +361,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
icon_state = "switchblade"
attack_verb = list("stubbed", "poked")
hitsound = 'sound/weapons/genhit.ogg'
sharpness = IS_BLUNT
sharpness = SHARP_NONE
/obj/item/switchblade/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] own throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -466,7 +466,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
throwforce = 0
throw_range = 0
throw_speed = 0
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("sawed", "tore", "lacerated", "cut", "chopped", "diced")
hitsound = 'sound/weapons/chainsawhit.ogg'
tool_behaviour = TOOL_SAW
@@ -855,7 +855,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
force = 20
throwforce = 20
throw_speed = 4
sharpness = IS_SHARP
sharpness = SHARP_EDGED
attack_verb = list("cut", "sliced", "diced")
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
+84 -12
View File
@@ -1069,6 +1069,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
ADMIN_PUNISHMENT_NUGGET,
ADMIN_PUNISHMENT_CRACK,
ADMIN_PUNISHMENT_BLEED,
ADMIN_PUNISHMENT_PERFORATE,
ADMIN_PUNISHMENT_SCARIFY,
ADMIN_PUNISHMENT_SHOES
)
@@ -1159,41 +1160,112 @@ Traitors and the like can also be revived with the previous role mostly intact.
to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
return
var/mob/living/carbon/C = target
for(var/obj/item/bodypart/squish_part in C.bodyparts)
var/type_wound = pick(list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate))
for(var/i in C.bodyparts)
var/obj/item/bodypart/squish_part = i
var/type_wound = pick(list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate))
squish_part.force_wound_upwards(type_wound, smited=TRUE)
if(ADMIN_PUNISHMENT_BLEED)
if(!iscarbon(target))
to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
return
var/mob/living/carbon/C = target
for(var/obj/item/bodypart/slice_part in C.bodyparts)
var/type_wound = pick(list(/datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate))
for(var/i in C.bodyparts)
var/obj/item/bodypart/slice_part = i
var/type_wound = pick(list(/datum/wound/slash/severe, /datum/wound/slash/moderate))
slice_part.force_wound_upwards(type_wound, smited=TRUE)
type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate))
type_wound = pick(list(/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate))
slice_part.force_wound_upwards(type_wound, smited=TRUE)
type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe))
type_wound = pick(list(/datum/wound/slash/critical, /datum/wound/slash/severe))
slice_part.force_wound_upwards(type_wound, smited=TRUE)
if(ADMIN_PUNISHMENT_PERFORATE)
if(!iscarbon(target))
to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
return
var/list/how_fucked_is_this_dude = list("A little", "A lot", "So fucking much", "FUCK THIS DUDE")
var/hatred = input("How much do you hate this guy?") in how_fucked_is_this_dude
var/repetitions
var/shots_per_limb_per_rep = 2
var/damage
switch(hatred)
if("A little")
repetitions = 1
damage = 5
if("A lot")
repetitions = 2
damage = 8
if("So fucking much")
repetitions = 3
damage = 10
if("FUCK THIS DUDE")
repetitions = 4
damage = 10
var/mob/living/carbon/dude = target
var/list/open_adj_turfs = get_adjacent_open_turfs(dude)
var/list/wound_bonuses = list(15, 70, 110, 250)
var/delay_per_shot = 1
var/delay_counter = 1
dude.Immobilize(5 SECONDS)
for(var/wound_bonus_rep in 1 to repetitions)
for(var/i in dude.bodyparts)
var/obj/item/bodypart/slice_part = i
var/shots_this_limb = 0
for(var/t in shuffle(open_adj_turfs))
var/turf/iter_turf = t
addtimer(CALLBACK(GLOBAL_PROC, .proc/firing_squad, dude, iter_turf, slice_part.body_zone, wound_bonuses[wound_bonus_rep], damage), delay_counter)
delay_counter += delay_per_shot
shots_this_limb++
if(shots_this_limb > shots_per_limb_per_rep)
break
if(ADMIN_PUNISHMENT_SCARIFY)
if(!iscarbon(target))
to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
return
var/mob/living/carbon/C = target
C.generate_fake_scars(rand(1, 4))
to_chat(C, "<span class='warning'>You feel your body grow jaded and torn...</span>")
var/mob/living/carbon/dude = target
dude.generate_fake_scars(rand(1, 4))
to_chat(dude, "<span class='warning'>You feel your body grow jaded and torn...</span>")
if(ADMIN_PUNISHMENT_SHOES)
if(!iscarbon(target))
to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
return
var/mob/living/carbon/C = target
var/obj/item/clothing/shoes/sick_kicks = C.shoes
var/mob/living/carbon/dude = target
var/obj/item/clothing/shoes/sick_kicks = dude.shoes
if(!sick_kicks?.can_be_tied)
to_chat(usr,"<span class='warning'>[C] does not have knottable shoes!</span>", confidential = TRUE)
to_chat(usr,"<span class='warning'>[dude] does not have knottable shoes!</span>", confidential = TRUE)
return
sick_kicks.adjust_laces(SHOES_KNOTTED)
punish_log(target, punishment)
/**
* firing_squad is a proc for the :B:erforate smite to shoot each individual bullet at them, so that we can add actual delays without sleep() nonsense
*
* Hilariously, if you drag someone away mid smite, the bullets will still chase after them from the original spot, possibly hitting other people. Too funny to fix imo
*
* Arguments:
* * target- guy we're shooting obviously
* * source_turf- where the bullet begins, preferably on a turf next to the target
* * body_zone- which bodypart we're aiming for, if there is one there
* * wound_bonus- the wounding power we're assigning to the bullet, since we don't care about the base one
* * damage- the damage we're assigning to the bullet, since we don't care about the base one
*/
/proc/firing_squad(mob/living/carbon/target, turf/source_turf, body_zone, wound_bonus, damage)
if(!target.get_bodypart(body_zone))
return
playsound(target, 'sound/weapons/gun/revolver/shot.ogg', 100)
var/obj/projectile/bullet/smite/divine_wrath = new(source_turf)
divine_wrath.damage = damage
divine_wrath.wound_bonus = wound_bonus
divine_wrath.original = target
divine_wrath.def_zone = body_zone
divine_wrath.spread = 0
divine_wrath.preparePixelProjectile(target, source_turf)
divine_wrath.fire()
/client/proc/punish_log(whom, punishment)
var/msg = "[key_name_admin(usr)] punished [key_name_admin(whom)] with [punishment]."
message_admins(msg)
@@ -161,7 +161,7 @@
throw_speed = 0
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "tore", "lacerated", "ripped", "diced", "cut")
sharpness = IS_SHARP
sharpness = SHARP_EDGED
wound_bonus = -60
bare_wound_bonus = 20
var/can_drop = FALSE
@@ -35,8 +35,8 @@
B.Insert(C)
C.regenerate_organs()
for(var/i in C.all_wounds)
var/datum/wound/W = i
W.remove_wound()
var/datum/wound/iter_wound = i
iter_wound.remove_wound()
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.restore_blood()
+3 -3
View File
@@ -39,7 +39,7 @@
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
sharpness = IS_SHARP
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_BULKY
force = 30 // whoever balanced this got beat in the head by a bible too many times good lord
throwforce = 10
@@ -91,7 +91,7 @@
armour_penetration = 45
throw_speed = 1
throw_range = 3
sharpness = IS_SHARP
sharpness = SHARP_EDGED
light_color = "#ff0000"
attack_verb = list("cleaved", "slashed", "tore", "lacerated", "hacked", "ripped", "diced", "carved")
icon_state = "cultbastard"
@@ -627,7 +627,7 @@
armour_penetration = 30
block_chance = 30
attack_verb = list("attacked", "impaled", "stabbed", "tore", "lacerated", "gored")
sharpness = IS_SHARP
sharpness = SHARP_EDGED
hitsound = 'sound/weapons/bladeslice.ogg'
var/datum/action/innate/cult/spear/spear_act
var/wielded = FALSE // track wielded status on item
@@ -123,7 +123,7 @@
var/weakness = check_weakness(I, user)
apply_damage(I.force * weakness, I.damtype, def_zone)
var/message_verb = ""
if(I.attack_verb && I.attack_verb.len)
if(I.attack_verb && length(I.attack_verb))
message_verb = "[pick(I.attack_verb)]"
else if(I.force)
message_verb = "attacked"
@@ -41,7 +41,7 @@
inhand_x_dimension = 64
inhand_y_dimension = 64
flags_1 = CONDUCT_1
sharpness = IS_SHARP
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_NORMAL
force = 17
throwforce = 10
@@ -140,14 +140,15 @@
if(iscarbon(target))
var/mob/living/carbon/C1 = target
for(var/obj/item/bodypart/bodypart in C2.bodyparts)
for(var/datum/wound/wound in bodypart.wounds)
for(var/i in bodypart.wounds)
var/datum/wound/iter_wound = i
if(prob(50))
continue
var/obj/item/bodypart/target_bodypart = locate(bodypart.type) in C1.bodyparts
if(!target_bodypart)
continue
wound.remove_wound()
wound.apply_wound(target_bodypart)
iter_wound.remove_wound()
iter_wound.apply_wound(target_bodypart)
C1.blood_volume -= 20
if(C2.blood_volume < BLOOD_VOLUME_MAXIMUM) //we dont want to explode after all
@@ -241,7 +242,7 @@
target.visible_message("<span class='danger'>[target]'s veins are shredded from within as an unholy blaze erupts from their blood!</span>", \
"<span class='danger'>Your veins burst from within and unholy flame erupts from your blood!</span>")
var/obj/item/bodypart/bodypart = pick(target.bodyparts)
var/datum/wound/brute/cut/critical/crit_wound = new
var/datum/wound/slash/critical/crit_wound = new
crit_wound.apply_wound(bodypart)
target.adjustFireLoss(20)
new /obj/effect/temp_visual/cleave(target.drop_location())
@@ -86,7 +86,7 @@
if(iscarbon(target))
var/mob/living/carbon/carbon_target = target
var/obj/item/bodypart/bodypart = pick(carbon_target.bodyparts)
var/datum/wound/brute/cut/severe/crit_wound = new
var/datum/wound/slash/severe/crit_wound = new
crit_wound.apply_wound(bodypart)
if(QDELETED(human_target) || human_target.stat != DEAD)
@@ -157,7 +157,7 @@
if(iscarbon(target))
var/mob/living/carbon/carbon_target = target
var/obj/item/bodypart/bodypart = pick(carbon_target.bodyparts)
var/datum/wound/brute/cut/severe/crit_wound = new
var/datum/wound/slash/severe/crit_wound = new
crit_wound.apply_wound(bodypart)
/datum/eldritch_knowledge/summon/raw_prophet
@@ -38,7 +38,7 @@
melee_damage_upper = 15
wound_bonus = -10
bare_wound_bonus = 0
sharpness = TRUE
sharpness = SHARP_EDGED
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
var/playstyle_string = "<span class='big bold'>You are a slaughter demon,</span><B> a terrible creature from another realm. You have a single desire: To kill. \
@@ -293,7 +293,7 @@
to_chat(target, "<span class='userdanger'>You suddenly feel very hot!</span>")
target.adjust_bodytemperature(50)
GiveHint(target)
else if(is_pointed(I))
else if(I.get_sharpness() == SHARP_POINTY)
to_chat(target, "<span class='userdanger'>You feel a stabbing pain in [parse_zone(user.zone_selected)]!</span>")
target.Paralyze(40)
GiveHint(target)
+6
View File
@@ -129,3 +129,9 @@
desc = "The simple beach ball is one of Nanotrasen's most popular products. 'Why do we make beach balls? Because we can! (TM)' - Nanotrasen"
cost = 200
contains = list(/obj/item/toy/beach_ball)
/datum/supply_pack/goody/medipen_twopak
name = "Medipen Two-Pak"
desc = "Contains one standard epinephrine medipen and one standard emergency first-aid kit medipen. For when you want to prepare for the worst."
cost = 500
contains = list(/obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/hypospray/medipen/ekit)
+15
View File
@@ -1160,6 +1160,21 @@
crate_name = "blood freezer"
crate_type = /obj/structure/closet/crate/freezer
/datum/supply_pack/medical/medipen_variety
name = "Medipen Variety-Pak"
desc = "Contains eight different medipens in three different varieties, to assist in quickly treating seriously injured patients."
cost = 2000
contains = list(/obj/item/reagent_containers/hypospray/medipen/,
/obj/item/reagent_containers/hypospray/medipen/,
/obj/item/reagent_containers/hypospray/medipen/ekit,
/obj/item/reagent_containers/hypospray/medipen/ekit,
/obj/item/reagent_containers/hypospray/medipen/ekit,
/obj/item/reagent_containers/hypospray/medipen/blood_loss,
/obj/item/reagent_containers/hypospray/medipen/blood_loss,
/obj/item/reagent_containers/hypospray/medipen/blood_loss
)
crate_name = "medipen crate"
/datum/supply_pack/medical/chemical
name = "Chemical Starter Kit Crate"
desc = "Contains thirteen different chemicals, for all the fun experiments you can make."
+1 -1
View File
@@ -301,7 +301,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<br><b>Backpack:</b><BR><a href ='?_src_=prefs;preference=bag;task=input'>[backpack]</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_BACKPACK]'>[(randomise[RANDOM_BACKPACK]) ? "Lock" : "Unlock"]</A>"
if(CAN_SCAR in pref_species.species_traits)
if((HAS_FLESH in pref_species.species_traits) || (HAS_BONE in pref_species.species_traits))
dat += "<BR><b>Temporal Scarring:</b><BR><a href='?_src_=prefs;preference=persistent_scars'>[(persistent_scars) ? "Enabled" : "Disabled"]</A>"
dat += "<a href='?_src_=prefs;preference=clear_scars'>Clear scar slots</A>"
+2 -2
View File
@@ -354,8 +354,8 @@
to_chat(M, "<span class='warning'>[src] start[p_s()] to fall apart!</span>")
//This mostly exists so subtypes can call appriopriate update icon calls on the wearer.
/obj/item/clothing/proc/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
damaged_clothes = damaged_state
/obj/item/clothing/proc/update_clothes_damaged_state()
return
/obj/item/clothing/update_overlays()
. = ..()
+4 -4
View File
@@ -88,7 +88,7 @@
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
/obj/item/clothing/glasses/science
name = "science goggles"
@@ -156,7 +156,7 @@
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
/obj/item/clothing/glasses/regular
@@ -228,7 +228,7 @@
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
/obj/item/clothing/glasses/sunglasses/garb/supergarb
name = "black giga gar glasses"
@@ -248,7 +248,7 @@
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
glass_colour_type = /datum/client_colour/glass_colour/orange
/obj/item/clothing/glasses/sunglasses/gar/supergar
+1 -1
View File
@@ -159,7 +159,7 @@
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
/obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars
name = "giga HUD gar glasses"
+3 -3
View File
@@ -9,7 +9,7 @@
equip_delay_other = 40
max_integrity = 250
resistance_flags = NONE
armor = list("melee" = 35, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 15)
armor = list("melee" = 35, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
/obj/item/clothing/suit/armor/Initialize()
. = ..()
@@ -49,7 +49,7 @@
icon_state = "hos"
inhand_icon_state = "greatcoat"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 20)
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 10)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
strip_delay = 80
@@ -118,7 +118,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80, "wound" = 30)
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80, "wound" = 20)
clothing_flags = BLOCKS_SHOVE_KNOCKDOWN
strip_delay = 80
equip_delay_other = 60
@@ -146,7 +146,7 @@
inhand_icon_state = "beer"
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("stabbed", "slashed", "attacked")
sharpness = IS_SHARP
sharpness = SHARP_EDGED
var/static/icon/broken_outline = icon('icons/obj/drinks.dmi', "broken")
/obj/item/broken_bottle/Initialize()
+2 -13
View File
@@ -230,21 +230,10 @@ All foods are distributed among various categories. Use common sense.
to_chat(user, "<span class='warning'>You cannot slice [src] here! You need a table or at least a tray.</span>")
return FALSE
var/slices_lost = 0
if (accuracy >= IS_SHARP_ACCURATE)
user.visible_message( \
"[user] slices [src].", \
"<span class='notice'>You slice [src].</span>" \
)
else
user.visible_message( \
"[user] inaccurately slices [src] with [W]!", \
"<span class='notice'>You inaccurately slice [src] with your [W]!</span>" \
)
slices_lost = rand(1,min(1,round(slices_num/2)))
user.visible_message("[user] slices [src].", "<span class='notice'>You slice [src].</span>")
var/reagents_per_slice = reagents.total_volume/slices_num
for(var/i=1 to (slices_num-slices_lost))
for(var/i in 1 to slices_num)
var/obj/item/reagent_containers/food/snacks/slice = new slice_path (loc)
initialize_slice(slice, reagents_per_slice)
qdel(src)
@@ -298,7 +298,10 @@ em {font-style: normal; font-weight: bold;}
.emote { font-style: italic;}
.userdanger {color: #c51e1e; font-weight: bold; font-size: 185%;}
.bolddanger {color: #c51e1e;font-weight: bold;}
.danger {color: #c51e1e;}
.tinydanger {color: #c51e1e; font-size: 85%;}
.smalldanger {color: #c51e1e; font-size: 90%;}
.warning {color: #c51e1e; font-style: italic;}
.alertwarning {color: #FF0000; font-weight: bold}
.boldwarning {color: #c51e1e; font-style: italic; font-weight: bold}
@@ -308,8 +311,9 @@ em {font-style: normal; font-weight: bold;}
.rose {color: #ff5050;}
.info {color: #9ab0ff;}
.notice {color: #6685f5;}
.tinynotice {color: #6685f5; font-style: italic; font-size: 85%;}
.smallnotice {color: #6685f5; font-style: italic; font-size: 90%;}
.tinynotice {color: #6685f5; font-style: italic; font-size: 85%;}
.smallnotice {color: #6685f5; font-size: 90%;}
.smallnoticeital {color: #6685f5; font-style: italic; font-size: 90%;}
.boldnotice {color: #6685f5; font-weight: bold;}
.hear {color: #6685f5; font-style: italic;}
.adminnotice {color: #6685f5;}
@@ -296,7 +296,10 @@ h1.alert, h2.alert {color: #000000;}
.emote { font-style: italic;}
.userdanger {color: #ff0000; font-weight: bold; font-size: 185%;}
.bolddanger {color: #ff0000; font-weight: bold;}
.danger {color: #ff0000;}
.tinydanger {color: #ff0000; font-size: 85%;}
.smalldanger {color: #ff0000; font-size: 90%;}
.warning {color: #ff0000; font-style: italic;}
.alertwarning {color: #FF0000; font-weight: bold}
.boldwarning {color: #ff0000; font-style: italic; font-weight: bold}
@@ -307,7 +310,8 @@ h1.alert, h2.alert {color: #000000;}
.info {color: #0000CC;}
.notice {color: #000099;}
.tinynotice {color: #000099; font-style: italic; font-size: 85%;}
.smallnotice {color: #000099; font-style: italic; font-size: 90%;}
.smallnotice {color: #000099; font-size: 90%;}
.smallnoticeital {color: #000099; font-style: italic; font-size: 90%;}
.boldnotice {color: #000099; font-weight: bold;}
.hear {color: #000099; font-style: italic;}
.adminnotice {color: #0000ff;}
+6
View File
@@ -29,6 +29,12 @@
juice_results = list(/datum/reagent/consumable/banana = 0)
distill_reagent = /datum/reagent/consumable/ethanol/bananahonk
/obj/item/reagent_containers/food/snacks/grown/banana/generate_trash(atom/location)
. = ..()
var/obj/item/grown/bananapeel/peel = .
if(istype(peel))
peel.grind_results = list(/datum/reagent/consumable/banana_peel = seed.potency * 0.2)
/obj/item/reagent_containers/food/snacks/grown/banana/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is aiming [src] at [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/items/bikehorn.ogg', 50, TRUE, -1)
+1 -1
View File
@@ -127,7 +127,7 @@
custom_materials = list(/datum/material/iron = 15000)
attack_verb = list("chopped", "tore", "lacerated", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
sharpness = SHARP_EDGED
/obj/item/hatchet/Initialize()
. = ..()
@@ -17,7 +17,7 @@
custom_materials = list(/datum/material/iron=1150, /datum/material/glass=2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped")
sharpness = IS_SHARP
sharpness = SHARP_EDGED
actions_types = list(/datum/action/item_action/toggle_light)
obj_flags = UNIQUE_RENAME
var/list/trophies = list()
@@ -133,7 +133,7 @@
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=50)
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
sharpness = IS_SHARP
sharpness = SHARP_EDGED
/obj/item/shovel/Initialize()
. = ..()
@@ -169,4 +169,4 @@
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
attack_verb = list("slashed", "impaled", "stabbed", "sliced")
sharpness = IS_SHARP
sharpness = SHARP_EDGED
@@ -711,7 +711,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
hitsound_on = 'sound/weapons/bladeslice.ogg'
w_class = WEIGHT_CLASS_BULKY
sharpness = IS_SHARP
sharpness = SHARP_EDGED
faction_bonus_force = 30
nemesis_factions = list("mining", "boss")
var/transform_cooldown
@@ -817,7 +817,7 @@
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
sharpness = IS_SHARP
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_BULKY
force = 1
throwforce = 1
+2 -2
View File
@@ -74,7 +74,7 @@
if(victim.stat == CONSCIOUS)
visible_message("<span class='warning'>[victim] kicks free of the blood pool just before entering it!</span>", null, "<span class='notice'>You hear splashing and struggling.</span>")
else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/consumable/ethanol/demonsblood, needs_metabolizing = TRUE))
else if(victim.reagents?.has_reagent(/datum/reagent/consumable/ethanol/demonsblood, needs_metabolizing = TRUE))
visible_message("<span class='warning'>Something prevents [victim] from entering the pool!</span>", "<span class='warning'>A strange force is blocking [victim] from entering!</span>", "<span class='notice'>You hear a splash and a thud.</span>")
else
victim.forceMove(src)
@@ -107,7 +107,7 @@
if(!victim)
return FALSE
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/consumable/ethanol/devilskiss, needs_metabolizing = TRUE))
if(victim.reagents?.has_reagent(/datum/reagent/consumable/ethanol/devilskiss, needs_metabolizing = TRUE))
to_chat(src, "<span class='warning'><b>AAH! THEIR FLESH! IT BURNS!</b></span>")
adjustBruteLoss(25) //I can't use adjustHealth() here because bloodcrawl affects /mob/living and adjustHealth() only affects simple mobs
var/found_bloodpool = FALSE
+19 -20
View File
@@ -65,17 +65,8 @@
if(!all_wounds || !(user.a_intent == INTENT_HELP || user == src))
return ..()
// The following priority/nonpriority searching is so that if we have two wounds on a limb that use the same item for treatment (gauze can bandage cuts AND splint broken bones),
// we prefer whichever wound is not already treated (ignore the splinted broken bone for the open cut). If there's no priority wounds that this can treat, go through the
// non-priority ones randomly.
var/list/nonpriority_wounds = list()
for(var/datum/wound/W in shuffle(all_wounds))
if(!W.treat_priority)
nonpriority_wounds += W
else if(W.treat_priority && W.try_treating(I, user))
return 1
for(var/datum/wound/W in shuffle(nonpriority_wounds))
for(var/i in shuffle(all_wounds))
var/datum/wound/W = i
if(W.try_treating(I, user))
return 1
@@ -1164,16 +1155,16 @@
/**
* generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake)
*
* If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_CUT to generate a random cut scar.
* If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_SLASH to generate a random cut scar.
*
* Arguments:
* * num_scars- A number for how many scars you want to add
* * forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types
* * forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types
*/
/mob/living/carbon/proc/generate_fake_scars(num_scars, forced_type)
for(var/i in 1 to num_scars)
var/datum/scar/S = new
var/obj/item/bodypart/BP = pick(bodyparts)
var/datum/scar/scaries = new
var/obj/item/bodypart/scar_part = pick(bodyparts)
var/wound_type
if(forced_type)
@@ -1182,12 +1173,20 @@
else
wound_type = forced_type
else
wound_type = pick(WOUND_LIST_BONE + WOUND_LIST_CUT + WOUND_LIST_BURN)
wound_type = pick(GLOB.global_all_wound_types)
var/datum/wound/W = new wound_type
S.generate(BP, W)
S.fake = TRUE
QDEL_NULL(W)
var/datum/wound/phantom_wound = new wound_type
scaries.generate(scar_part, phantom_wound)
scaries.fake = TRUE
QDEL_NULL(phantom_wound)
/mob/living/carbon/is_face_visible()
return !(wear_mask?.flags_inv & HIDEFACE) && !(head?.flags_inv & HIDEFACE)
/**
* get_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums
*
* go look at the species def for more info [/datum/species/proc/get_biological_state]
*/
/mob/living/carbon/proc/get_biological_state()
return BIO_FLESH_BONE
@@ -75,7 +75,7 @@
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
send_item_attack_message(I, user, affecting.name)
send_item_attack_message(I, user, affecting.name, affecting)
if(I.force)
apply_damage(I.force, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
@@ -96,14 +96,41 @@
head.add_mob_blood(src)
update_inv_head()
//dismemberment
var/probability = I.get_dismemberment_chance(affecting)
if(prob(probability))
if(affecting.dismember(I.damtype))
I.add_mob_blood(src)
playsound(get_turf(src), I.get_dismember_sound(), 80, TRUE)
return TRUE //successful attack
/mob/living/carbon/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart)
var/message_verb = "attacked"
if(length(I.attack_verb))
message_verb = "[pick(I.attack_verb)]"
else if(!I.force)
return
var/extra_wound_details = ""
if(I.damtype == BRUTE && hit_bodypart.can_dismember())
var/mangled_state = hit_bodypart.get_mangled_state()
var/bio_state = get_biological_state()
if(mangled_state == BODYPART_MANGLED_BOTH)
extra_wound_details = ", threatening to sever it entirely"
else if((mangled_state == BODYPART_MANGLED_FLESH && I.get_sharpness()) || (mangled_state & BODYPART_MANGLED_BONE && bio_state == BIO_JUST_BONE))
extra_wound_details = ", [I.get_sharpness() == SHARP_EDGED ? "slicing" : "piercing"] through to the bone"
else if((mangled_state == BODYPART_MANGLED_BONE && I.get_sharpness()) || (mangled_state & BODYPART_MANGLED_FLESH && bio_state == BIO_JUST_FLESH))
extra_wound_details = ", [I.get_sharpness() == SHARP_EDGED ? "slicing" : "piercing"] at the remaining tissue"
var/message_hit_area = ""
if(hit_area)
message_hit_area = " in the [hit_area]"
var/attack_message = "[src] is [message_verb][message_hit_area] with [I][extra_wound_details]!"
var/attack_message_local = "You're [message_verb][message_hit_area] with [I][extra_wound_details]!"
if(user in viewers(src, null))
attack_message = "[user] [message_verb] [src][message_hit_area] with [I][extra_wound_details]!"
attack_message_local = "[user] [message_verb] you[message_hit_area] with [I][extra_wound_details]!"
if(user == src)
attack_message_local = "You [message_verb] yourself[message_hit_area] with [I][extra_wound_details]"
visible_message("<span class='danger'>[attack_message]</span>",\
"<span class='userdanger'>[attack_message_local]</span>", null, COMBAT_MESSAGE_RANGE)
return TRUE
/mob/living/carbon/attack_drone(mob/living/simple_animal/drone/user)
return //so we don't call the carbon's attack_hand().
@@ -124,13 +151,14 @@
if(!(mobility_flags & MOBILITY_STAND) || !S.lying_required)
if(user.a_intent == INTENT_HELP || user.a_intent == INTENT_DISARM)
if(S.next_step(user, user.a_intent))
return 1
return TRUE
for(var/datum/wound/W in all_wounds)
for(var/i in all_wounds)
var/datum/wound/W = i
if(W.try_handling(user))
return 1
return TRUE
return 0
return FALSE
/mob/living/carbon/attack_paw(mob/living/carbon/monkey/M)
@@ -148,13 +176,13 @@
if(M.a_intent == INTENT_HELP)
help_shake_act(M)
return 0
return FALSE
if(..()) //successful monkey bite.
for(var/thing in M.diseases)
var/datum/disease/D = thing
ForceContractDisease(D)
return 1
return TRUE
/mob/living/carbon/attack_slime(mob/living/simple_animal/slime/M)
@@ -1,6 +1,6 @@
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
var/hit_percent = (100-blocked)/100
if(!damage || (!forced && hit_percent <= 0))
@@ -209,7 +209,7 @@
*
* It automatically updates health status
*/
/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
var/list/obj/item/bodypart/parts = get_damageable_bodyparts(required_status)
if(!parts.len)
return
+3 -2
View File
@@ -45,7 +45,8 @@
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!</B>\n"
else
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
for(var/datum/wound/W in BP.wounds)
for(var/i in BP.wounds)
var/datum/wound/W = i
msg += "[W.get_examine_description(user)]\n"
for(var/X in disabled)
@@ -111,7 +112,7 @@
switch(scar_severity)
if(1 to 2)
msg += "<span class='smallnotice'>[t_He] [t_has] visible scarring, you can look again to take a closer look...</span>\n"
msg += "<span class='smallnoticeital'>[t_He] [t_has] visible scarring, you can look again to take a closer look...</span>\n"
if(3 to 4)
msg += "<span class='notice'><i>[t_He] [t_has] several bad scars, you can look again to take a closer look...</i></span>\n"
if(5 to 6)
@@ -1,4 +1,4 @@
/// depending on the species, it will run the corresponding apply_damage code there
/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced, spread_damage, wound_bonus, bare_wound_bonus, sharpness)
@@ -151,8 +151,9 @@
else
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
for(var/datum/wound/W in BP.wounds)
msg += "[W.get_examine_description(user)]\n"
for(var/i in BP.wounds)
var/datum/wound/iter_wound = i
msg += "[iter_wound.get_examine_description(user)]\n"
for(var/X in disabled)
var/obj/item/bodypart/BP = X
@@ -259,7 +260,13 @@
bleeding_limbs += BP
var/num_bleeds = LAZYLEN(bleeding_limbs)
var/bleed_text = "<B>[t_He] [t_is] bleeding from [t_his]"
var/list/bleed_text
if(appears_dead)
bleed_text = list("<span class='deadsay'><B>Blood is visible in [t_his] open")
else
bleed_text = list("<B>[t_He] [t_is] bleeding from [t_his]")
switch(num_bleeds)
if(1 to 2)
bleed_text += " [bleeding_limbs[1].name][num_bleeds == 2 ? " and [bleeding_limbs[2].name]" : ""]"
@@ -268,11 +275,15 @@
var/obj/item/bodypart/BP = bleeding_limbs[i]
bleed_text += " [BP.name],"
bleed_text += " and [bleeding_limbs[num_bleeds].name]"
if(reagents.has_reagent(/datum/reagent/toxin/heparin, needs_metabolizing = TRUE))
bleed_text += " incredibly quickly"
bleed_text += "!</B>\n"
msg += bleed_text
if(appears_dead)
bleed_text += ", but it has pooled and is not flowing.</span></B>\n"
else
if(reagents.has_reagent(/datum/reagent/toxin/heparin, needs_metabolizing = TRUE))
bleed_text += " incredibly quickly"
bleed_text += "!</B>\n"
msg += bleed_text.Join()
if(reagents.has_reagent(/datum/reagent/teslium, needs_metabolizing = TRUE))
msg += "[t_He] [t_is] emitting a gentle blue glow!\n"
@@ -349,7 +360,7 @@
switch(scar_severity)
if(1 to 2)
msg += "<span class='smallnotice'>[t_He] [t_has] visible scarring, you can look again to take a closer look...</span>\n"
msg += "<span class='smallnoticeital'>[t_He] [t_has] visible scarring, you can look again to take a closer look...</span>\n"
if(3 to 4)
msg += "<span class='notice'><i>[t_He] [t_has] several bad scars, you can look again to take a closer look...</i></span>\n"
if(5 to 6)
@@ -178,19 +178,29 @@
/// For use formatting all of the scars this human has for saving for persistent scarring
/mob/living/carbon/human/proc/format_scars()
if(!all_scars)
var/list/missing_bodyparts = get_missing_limbs()
if(!all_scars && !length(missing_bodyparts))
return
var/scars = ""
for(var/i in missing_bodyparts)
var/datum/scar/scaries = new
scars += "[scaries.format_amputated(i)]"
for(var/i in all_scars)
var/datum/scar/S = i
scars += "[S.format()];"
var/datum/scar/scaries = i
scars += "[scaries.format()];"
return scars
/// Takes a single scar from the persistent scar loader and recreates it from the saved data
/mob/living/carbon/human/proc/load_scar(scar_line)
var/list/scar_data = splittext(scar_line, "|")
if(LAZYLEN(scar_data) != 4)
if(LAZYLEN(scar_data) != SCAR_SAVE_LENGTH)
return // invalid, should delete
var/obj/item/bodypart/BP = get_bodypart("[scar_data[SCAR_SAVE_ZONE]]")
var/datum/scar/S = new
return S.load(BP, scar_data[SCAR_SAVE_DESC], scar_data[SCAR_SAVE_PRECISE_LOCATION], text2num(scar_data[SCAR_SAVE_SEVERITY]))
var/version = text2num(scar_data[SCAR_SAVE_VERS])
if(!version || version < SCAR_CURRENT_VERSION) // get rid of old scars
return
var/obj/item/bodypart/the_part = get_bodypart("[scar_data[SCAR_SAVE_ZONE]]")
var/datum/scar/scaries = new
return scaries.load(the_part, scar_data[SCAR_SAVE_VERS], scar_data[SCAR_SAVE_DESC], scar_data[SCAR_SAVE_PRECISE_LOCATION], text2num(scar_data[SCAR_SAVE_SEVERITY]))
/mob/living/carbon/human/get_biological_state()
return dna.species.get_biological_state()
@@ -40,6 +40,10 @@
handle_liver()
dna.species.spec_life(src) // for mutantraces
else
for(var/i in all_wounds)
var/datum/wound/iter_wound = i
iter_wound.on_stasis()
//Update our name based on whether our face is obscured/disfigured
name = get_visible_name()
@@ -1565,18 +1565,11 @@ GLOBAL_LIST_EMPTY(roundstart_races)
var/weakness = H.check_weakness(I, user)
apply_damage(I.force * weakness, I.damtype, def_zone, armor_block, H, wound_bonus = Iwound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
H.send_item_attack_message(I, user, hit_area)
H.send_item_attack_message(I, user, hit_area, affecting)
if(!I.force)
return 0 //item force is zero
//dismemberment
var/probability = I.get_dismemberment_chance(affecting)
if(prob(probability) || (HAS_TRAIT(H, TRAIT_EASYDISMEMBER) && prob(probability))) //try twice
if(affecting.dismember(I.damtype))
I.add_mob_blood(H)
playsound(get_turf(H), I.get_dismember_sound(), 80, TRUE)
var/bloody = 0
if(((I.damtype == BRUTE) && I.force && prob(25 + (I.force * 2))))
if(affecting.status == BODYPART_ORGANIC)
@@ -1637,7 +1630,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
return TRUE
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
SEND_SIGNAL(H, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone, wound_bonus, bare_wound_bonus, sharpness) // make sure putting wound_bonus here doesn't screw up other signals or uses for this signal
var/hit_percent = (100-(blocked+armor))/100
hit_percent = (hit_percent * (100-H.physiology.damage_resistance))/100
@@ -2111,3 +2104,13 @@ GLOBAL_LIST_EMPTY(roundstart_races)
else
to_chat(H, "<span class='notice'>You beat your wings and begin to hover gently above the ground...</span>")
H.set_resting(FALSE, TRUE)
/**
* The human species version of [/mob/living/carbon/proc/get_biological_state]. Depends on the HAS_FLESH and HAS_BONE species traits, having bones lets you have bone wounds, having flesh lets you have burn, slash, and piercing wounds
*/
/datum/species/proc/get_biological_state(mob/living/carbon/human/H)
. = BIO_INORGANIC
if(HAS_FLESH in species_traits)
. |= BIO_JUST_FLESH
if(HAS_BONE in species_traits)
. |= BIO_JUST_BONE
@@ -2,7 +2,7 @@
name = "Dullahan"
id = "dullahan"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS, HAS_FLESH, HAS_BONE)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "None")
use_skintones = TRUE
@@ -15,7 +15,7 @@
payday_modifier = 0.75
attack_type = BURN //burn bish
damage_overlay_type = "" //We are too cool for regular damage overlays
species_traits = list(DYNCOLORS, AGENDER, NO_UNDERWEAR, HAIR)
species_traits = list(DYNCOLORS, AGENDER, NO_UNDERWEAR, HAIR, HAS_FLESH, HAS_BONE) // i mean i guess they have blood so they can have wounds too
changesource_flags = MIRROR_BADMIN | WABBAJACK | MIRROR_PRIDE | MIRROR_MAGIC | RACE_SWAP | ERT_SPAWN | SLIME_EXTRACT
species_language_holder = /datum/language_holder/ethereal
inherent_traits = list(TRAIT_NOHUNGER)
@@ -914,7 +914,7 @@
special_names = list("Head", "Broth", "Fracture", "Rattler", "Appetit")
liked_food = GROSS | MEAT | RAW
toxic_food = null
species_traits = list(NOBLOOD,NO_UNDERWEAR,NOEYESPRITES)
species_traits = list(NOBLOOD,NO_UNDERWEAR,NOEYESPRITES,HAS_BONE)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
mutanttongue = /obj/item/organ/tongue/bone
sexes = FALSE
@@ -942,8 +942,10 @@
H.reagents.remove_reagent(chem.type, chem.volume - 10)
to_chat(H, "<span class='warning'>The excess milk is dripping off your bones!</span>")
H.heal_bodypart_damage(1.5,0, 0)
for(var/i in H.all_wounds)
var/datum/wound/iter_wound = i
iter_wound.on_xadone(2)
H.reagents.remove_reagent(chem.type, chem.metabolization_rate)
return TRUE
if(chem.type == /datum/reagent/toxin/bonehurtingjuice)
H.adjustStaminaLoss(7.5, 0)
H.adjustBruteLoss(0.5, 0)
@@ -2,7 +2,7 @@
name = "Human"
id = "human"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,CAN_SCAR)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
default_features = list("mcolor" = "FFF", "wings" = "None")
use_skintones = 1
skinned_type = /obj/item/stack/sheet/animalhide/human
@@ -4,7 +4,7 @@
id = "lizard"
say_mod = "hisses"
default_color = "00FF00"
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,CAN_SCAR)
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_REPTILE
mutant_bodyparts = list("tail_lizard", "snout", "spines", "horns", "frills", "body_markings", "legs")
mutanttongue = /obj/item/organ/tongue/lizard
@@ -84,6 +84,6 @@
name = "Ash Walker"
id = "ashlizard"
limbs_id = "lizard"
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,DIGITIGRADE,CAN_SCAR)
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,DIGITIGRADE,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_CHUNKYFINGERS,TRAIT_NOBREATH)
species_language_holder = /datum/language_holder/lizard/ash
@@ -3,7 +3,7 @@
id = "moth"
say_mod = "flutters"
default_color = "00FF00"
species_traits = list(LIPS, NOEYESPRITES, CAN_SCAR)
species_traits = list(LIPS, NOEYESPRITES, HAS_FLESH, HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
mutant_bodyparts = list("moth_wings", "moth_markings")
default_features = list("moth_wings" = "Plain", "moth_markings" = "None")
@@ -10,7 +10,7 @@
nojumpsuit = TRUE
say_mod = "poofs" //what does a mushroom sound like
species_traits = list(MUTCOLORS, NOEYESPRITES, NO_UNDERWEAR)
species_traits = list(MUTCOLORS, NOEYESPRITES, NO_UNDERWEAR, HAS_FLESH, HAS_BONE)
inherent_traits = list(TRAIT_NOBREATH, TRAIT_NOFLASH)
inherent_factions = list("mushroom")
speedmod = 1.5 //faster than golems but not by much
@@ -4,7 +4,7 @@
say_mod = "rattles"
sexes = 0
meat = /obj/item/stack/sheet/mineral/plasma
species_traits = list(NOBLOOD,NOTRANSSTING)
species_traits = list(NOBLOOD,NOTRANSSTING, HAS_BONE)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RADIMMUNE,TRAIT_GENELESS,TRAIT_NOHUNGER,TRAIT_ALWAYS_CLEAN)
inherent_biotypes = MOB_HUMANOID|MOB_MINERAL
mutantlungs = /obj/item/organ/lungs/plasmaman
@@ -150,14 +150,23 @@
/datum/species/plasmaman/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
. = ..()
if(chem.type == /datum/reagent/consumable/milk)
if(istype(chem, /datum/reagent/consumable/milk))
if(chem.volume > 10)
H.reagents.remove_reagent(chem.type, chem.volume - 10)
to_chat(H, "<span class='warning'>The excess milk is dripping off your bones!</span>")
H.heal_bodypart_damage(1.5,0, 0)
H.reagents.remove_reagent(chem.type, chem.metabolization_rate)
for(var/i in H.all_wounds)
var/datum/wound/iter_wound = i
iter_wound.on_xadone(2)
return TRUE
if(chem.type == /datum/reagent/toxin/bonehurtingjuice)
if(istype(chem, /datum/reagent/toxin/plasma))
H.reagents.remove_reagent(chem.type, chem.metabolization_rate)
for(var/i in H.all_wounds)
var/datum/wound/iter_wound = i
iter_wound.on_xadone(4) // plasmamen use plasma to reform their bones or whatever
return TRUE
if(istype(chem, /datum/reagent/toxin/bonehurtingjuice))
H.adjustStaminaLoss(7.5, 0)
H.adjustBruteLoss(0.5, 0)
if(prob(20))
@@ -3,7 +3,7 @@
name = "Podperson"
id = "pod"
default_color = "59CE00"
species_traits = list(MUTCOLORS,EYECOLOR)
species_traits = list(MUTCOLORS,EYECOLOR, HAS_FLESH, HAS_BONE)
inherent_traits = list(TRAIT_ALWAYS_CLEAN)
inherent_factions = list("plants", "vines")
attack_verb = "slash"
@@ -172,7 +172,7 @@
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
sharpness = IS_SHARP
sharpness = SHARP_EDGED
wound_bonus = -60
bare_wound_bonus = 20
@@ -5,7 +5,7 @@
say_mod = "rattles"
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/skeleton
species_traits = list(NOBLOOD)
species_traits = list(NOBLOOD, HAS_BONE)
inherent_traits = list(TRAIT_NOMETABOLISM,TRAIT_TOXIMMUNE,TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_GENELESS,\
TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH,TRAIT_XENO_IMMUNE,TRAIT_NOCLONELOSS)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
@@ -29,6 +29,9 @@
if(chem.volume > 10)
H.reagents.remove_reagent(chem.type, chem.volume - 10)
to_chat(H, "<span class='warning'>The excess milk is dripping off your bones!</span>")
for(var/i in H.all_wounds)
var/datum/wound/iter_wound = i
iter_wound.on_xadone(2)
H.heal_bodypart_damage(1,1, 0)
H.reagents.remove_reagent(chem.type, chem.metabolization_rate)
return TRUE
@@ -3,7 +3,7 @@
id = "snail"
offset_features = list(OFFSET_UNIFORM = list(0,0), OFFSET_ID = list(0,0), OFFSET_GLOVES = list(0,0), OFFSET_GLASSES = list(0,4), OFFSET_EARS = list(0,0), OFFSET_SHOES = list(0,0), OFFSET_S_STORE = list(0,0), OFFSET_FACEMASK = list(0,0), OFFSET_HEAD = list(0,0), OFFSET_FACE = list(0,0), OFFSET_BELT = list(0,0), OFFSET_BACK = list(0,0), OFFSET_SUIT = list(0,0), OFFSET_NECK = list(0,0))
default_color = "336600" //vomit green
species_traits = list(MUTCOLORS, NO_UNDERWEAR)
species_traits = list(MUTCOLORS, NO_UNDERWEAR, HAS_FLESH, HAS_BONE)
inherent_traits = list(TRAIT_ALWAYS_CLEAN, TRAIT_NOSLIPALL)
attack_verb = "slap"
say_mod = "slurs"
@@ -2,7 +2,7 @@
name = "Vampire"
id = "vampire"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD, HAS_FLESH, HAS_BONE)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "None")
@@ -7,7 +7,7 @@
say_mod = "moans"
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING)
species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING, HAS_FLESH, HAS_BONE)
inherent_traits = list(TRAIT_NOMETABOLISM,TRAIT_TOXIMMUNE,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH,TRAIT_NOCLONELOSS)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
mutanttongue = /obj/item/organ/tongue/zombie
@@ -46,7 +46,7 @@
/datum/species/zombie/infectious/spec_stun(mob/living/carbon/human/H,amount)
. = min(20, amount)
/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
. = ..()
if(.)
regen_cooldown = world.time + REGENERATION_DELAY
@@ -64,9 +64,9 @@
C.heal_overall_damage(heal_amt,heal_amt)
C.adjustToxLoss(-heal_amt)
for(var/i in C.all_wounds)
var/datum/wound/W = i
if(prob(4-W.severity))
W.remove_wound()
var/datum/wound/iter_wound = i
if(prob(4-iter_wound.severity))
iter_wound.remove_wound()
if(!C.InCritical() && prob(4))
playsound(C, pick(spooks), 50, TRUE, 10)
+2 -2
View File
@@ -14,7 +14,7 @@
*
* Returns TRUE if damage applied
*/
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
var/hit_percent = (100-blocked)/100
if(!damage || (!forced && hit_percent <= 0))
@@ -263,7 +263,7 @@
update_stamina()
/// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(burn, FALSE)
adjustStaminaLoss(stamina, FALSE)
+41 -26
View File
@@ -677,41 +677,56 @@
return
/mob/living/proc/makeTrail(turf/target_turf, turf/start, direction)
if(!has_gravity())
if(!has_gravity() || !isturf(start) || !blood_volume)
return
var/blood_exists = FALSE
for(var/obj/effect/decal/cleanable/trail_holder/C in start) //checks for blood splatter already on the floor
blood_exists = TRUE
if(isturf(start))
var/trail_type = getTrail()
if(trail_type)
var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
if(blood_volume && blood_volume > max(BLOOD_VOLUME_NORMAL*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold
blood_volume = max(blood_volume - max(1, brute_ratio * 2), 0) //that depends on our brute damage.
var/newdir = get_dir(target_turf, start)
if(newdir != direction)
newdir = newdir | direction
if(newdir == 3) //N + S
newdir = NORTH
else if(newdir == 12) //E + W
newdir = EAST
if((newdir in GLOB.cardinals) && (prob(50)))
newdir = turn(get_dir(target_turf, start), 180)
if(!blood_exists)
new /obj/effect/decal/cleanable/trail_holder(start, get_static_viruses())
var/blood_exists = locate(/obj/effect/decal/cleanable/trail_holder) in start
for(var/obj/effect/decal/cleanable/trail_holder/TH in start)
if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
TH.existing_dirs += newdir
TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir))
TH.transfer_mob_blood_dna(src)
var/trail_type = getTrail()
if(!trail_type)
return
var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
if(blood_volume < max(BLOOD_VOLUME_NORMAL*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold
return
var/bleed_amount = bleedDragAmount()
blood_volume = max(blood_volume - bleed_amount, 0) //that depends on our brute damage.
var/newdir = get_dir(target_turf, start)
if(newdir != direction)
newdir = newdir | direction
if(newdir == (NORTH|SOUTH))
newdir = NORTH
else if(newdir == (EAST|WEST))
newdir = EAST
if((newdir in GLOB.cardinals) && (prob(50)))
newdir = turn(get_dir(target_turf, start), 180)
if(!blood_exists)
new /obj/effect/decal/cleanable/trail_holder(start, get_static_viruses())
for(var/obj/effect/decal/cleanable/trail_holder/TH in start)
if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
TH.existing_dirs += newdir
TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir))
TH.transfer_mob_blood_dna(src)
/mob/living/carbon/human/makeTrail(turf/T)
if((NOBLOOD in dna.species.species_traits) || !is_bleeding() || bleedsuppress)
return
..()
///Returns how much blood we're losing from being dragged a tile, from [mob/living/proc/makeTrail]
/mob/living/proc/bleedDragAmount()
var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
return max(1, brute_ratio * 2)
/mob/living/carbon/bleedDragAmount()
var/bleed_amount = 0
for(var/i in all_wounds)
var/datum/wound/iter_wound = i
bleed_amount += iter_wound.drag_bleed_amount()
return bleed_amount
/mob/living/proc/getTrail()
if(getBruteLoss() < 300)
return pick("ltrails_1", "ltrails_2")

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