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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:
@@ -126,8 +126,13 @@
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#define AGENDER 16
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/// Do not draw eyes or eyeless overlay
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#define NOEYESPRITES 17
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/// If this species can be scarred (fleshy)
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#define CAN_SCAR 18
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/// Used for determining which wounds are applicable to this species.
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/// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD)
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#define HAS_FLESH 18
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/// if we have bones (can suffer bone wounds)
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#define HAS_BONE 19
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//organ slots
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#define ORGAN_SLOT_BRAIN "brain"
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@@ -166,6 +171,7 @@
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#define CHROMOSOME_NONE 1
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#define CHROMOSOME_USED 2
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//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)
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#define G_MALE 1
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#define G_FEMALE 2
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#define G_PLURAL 3
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@@ -100,6 +100,7 @@
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#define ADMIN_PUNISHMENT_NUGGET "Nugget"
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#define ADMIN_PUNISHMENT_CRACK ":B:oneless"
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#define ADMIN_PUNISHMENT_BLEED ":B:loodless"
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#define ADMIN_PUNISHMENT_PERFORATE ":B:erforate"
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#define ADMIN_PUNISHMENT_SCARIFY "Scarify"
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#define ADMIN_PUNISHMENT_SHOES "Knot Shoes"
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@@ -189,9 +189,9 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define REFLECT_FAKEPROJECTILE (1<<1)
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//Object/Item sharpness
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#define IS_BLUNT 0
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#define IS_SHARP 1
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#define IS_SHARP_ACCURATE 2
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#define SHARP_NONE 0
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#define SHARP_EDGED 1
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#define SHARP_POINTY 2
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//His Grace.
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#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
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@@ -556,7 +556,7 @@
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// /obj/projectile signals (sent to the firer)
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///from base of /obj/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
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///from base of /obj/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle, hit_limb)
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#define COMSIG_PROJECTILE_SELF_ON_HIT "projectile_self_on_hit"
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///from base of /obj/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
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#define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit"
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@@ -180,14 +180,6 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
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#define iscash(A) (istype(A, /obj/item/coin) || istype(A, /obj/item/stack/spacecash) || istype(A, /obj/item/holochip))
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GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
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/obj/item/pen,
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/obj/item/screwdriver,
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/obj/item/reagent_containers/syringe,
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/obj/item/kitchen/fork)))
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#define is_pointed(W) (is_type_in_typecache(W, GLOB.pointed_types))
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#define isbodypart(A) (istype(A, /obj/item/bodypart))
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#define isprojectile(A) (istype(A, /obj/projectile))
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@@ -411,6 +411,9 @@ GLOBAL_LIST_INIT(pda_styles, sortList(list(MONO, VT, ORBITRON, SHARE)))
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#define LOCATIONS_FILE "locations.json"
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#define WANTED_FILE "wanted_message.json"
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#define VISTA_FILE "steve.json"
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#define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json"
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#define BONE_SCAR_FILE "wounds/bone_scar_desc.json"
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#define SCAR_LOC_FILE "wounds/scar_loc.json"
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//Fullscreen overlay resolution in tiles.
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#define FULLSCREEN_OVERLAY_RESOLUTION_X 15
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+95
-18
@@ -1,43 +1,120 @@
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#define WOUND_DAMAGE_EXPONENT 1.4
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/// an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply)
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#define WOUND_MINIMUM_DAMAGE 5
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/// an attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart
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#define DISMEMBER_MINIMUM_DAMAGE 10
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/// any damage dealt over this is ignored for damage rolls unless the target has the frail quirk (35^1.4=145)
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#define WOUND_MAX_CONSIDERED_DAMAGE 35
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#define WOUND_SEVERITY_TRIVIAL 0 // for jokey/meme wounds like stubbed toe, no standard messages/sounds or second winds
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#define WOUND_SEVERITY_MODERATE 1
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#define WOUND_SEVERITY_SEVERE 2
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#define WOUND_SEVERITY_CRITICAL 3
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#define WOUND_SEVERITY_LOSS 4 // theoretical total limb loss, like dismemberment for cuts
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#define WOUND_BRUTE 0
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#define WOUND_SHARP 1
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#define WOUND_BURN 2
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/// any brute weapon/attack that doesn't have sharpness. rolls for blunt bone wounds
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#define WOUND_BLUNT 1
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/// any brute weapon/attack with sharpness = SHARP_EDGED. rolls for slash wounds
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#define WOUND_SLASH 2
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/// any brute weapon/attack with sharpness = SHARP_POINTY. rolls for piercing wounds
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#define WOUND_PIERCE 3
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/// any concentrated burn attack (lasers really). rolls for burning wounds
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#define WOUND_BURN 4
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// How much determination reagent to add each time someone gains a new wound in [/datum/wound/proc/second_wind()]
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#define WOUND_DETERMINATION_MODERATE 1
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#define WOUND_DETERMINATION_SEVERE 2.5
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#define WOUND_DETERMINATION_CRITICAL 5
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#define WOUND_DETERMINATION_LOSS 7.5
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/// the max amount of determination you can have
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#define WOUND_DETERMINATION_MAX 10
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// set wound_bonus on an item or attack to this to disable checking wounding for the attack
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/// set wound_bonus on an item or attack to this to disable checking wounding for the attack
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#define CANT_WOUND -100
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// list in order of highest severity to lowest
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#define WOUND_LIST_BONE list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate)
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#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)
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#define WOUND_LIST_BURN list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate)
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GLOBAL_LIST_INIT(global_wound_types, list(WOUND_BLUNT = list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate),
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WOUND_SLASH = list(/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate),
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WOUND_PIERCE = list(/datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate),
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WOUND_BURN = list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate)
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))
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GLOBAL_LIST_INIT(global_all_wound_types, list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate,
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/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate,
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/datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate,
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/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate))
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// Thresholds for infection for burn wounds, once infestation hits each threshold, things get steadily worse
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#define WOUND_INFECTION_MODERATE 4 // below this has no ill effects from infection
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#define WOUND_INFECTION_SEVERE 8 // then below here, you ooze some pus and suffer minor tox damage, but nothing serious
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#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
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#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
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/// below this has no ill effects from infection
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#define WOUND_INFECTION_MODERATE 4
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/// then below here, you ooze some pus and suffer minor tox damage, but nothing serious
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#define WOUND_INFECTION_SEVERE 8
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/// then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad
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#define WOUND_INFECTION_CRITICAL 12
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/// 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
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#define WOUND_INFECTION_SEPTIC 20
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// 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
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#define WOUND_BURN_SANITIZATION_RATE 0.15 // how quickly sanitization removes infestation and decays per tick
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#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
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#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)
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/// how quickly sanitization removes infestation and decays per tick
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#define WOUND_BURN_SANITIZATION_RATE 0.15
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/// 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
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#define WOUND_SLASH_MAX_BLOODFLOW 8
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/// 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
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#define WOUND_SLASH_DEAD_CLOT_MIN 0.05
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/// 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)
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#define WOUND_BONE_HEAD_TIME_VARIANCE 20
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// The following are for persistent scar save formats
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#define SCAR_SAVE_ZONE 1 // The body_zone we're applying to on granting
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#define SCAR_SAVE_DESC 2 // The description we're loading
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#define SCAR_SAVE_PRECISE_LOCATION 3 // The precise location we're loading
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#define SCAR_SAVE_SEVERITY 4 // The severity the scar had
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/// The version number of the scar we're saving
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#define SCAR_SAVE_VERS 1
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/// The body_zone we're applying to on granting
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#define SCAR_SAVE_ZONE 2
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/// The description we're loading
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#define SCAR_SAVE_DESC 3
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/// The precise location we're loading
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#define SCAR_SAVE_PRECISE_LOCATION 4
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/// The severity the scar had
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#define SCAR_SAVE_SEVERITY 5
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///how many fields there are above (NOT INCLUDING THIS OBVIOUSLY)
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#define SCAR_SAVE_LENGTH 5
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// increment this number when you update the persistent scarring format in a way that invalidates previous saved scars (new fields, reordering, etc)
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/// saved scars with a version lower than this will be discarded
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#define SCAR_CURRENT_VERSION 1
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// 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):
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// 1. Skin is mangled: A critical slash or pierce wound on that limb
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// 2. Bone is mangled: At least a severe bone wound on that limb
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// see [/obj/item/bodypart/proc/get_mangled_state] for more information
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#define BODYPART_MANGLED_NONE 0
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#define BODYPART_MANGLED_BONE 1
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#define BODYPART_MANGLED_FLESH 2
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#define BODYPART_MANGLED_BOTH 3
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// 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
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/// golems and androids, cannot suffer any wounds
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#define BIO_INORGANIC 0
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/// skeletons and plasmemes, can only suffer bone wounds, only needs mangled bone to be able to dismember
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#define BIO_JUST_BONE 1
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/// nothing right now, maybe slimepeople in the future, can only suffer slashing, piercing, and burn wounds
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#define BIO_JUST_FLESH 2
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/// standard humanoids, can suffer all wounds, needs mangled bone and flesh to dismember
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#define BIO_FLESH_BONE 3
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/// If this wound requires having the HAS_FLESH flag for humanoids
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#define FLESH_WOUND (1<<0)
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/// If this wound requires having the HAS_BONE flag for humanaoids
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#define BONE_WOUND (1<<1)
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/// If having this wound counts as mangled flesh for dismemberment
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#define MANGLES_FLESH (1<<2)
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/// If having this wound counts as mangled bone for dismemberment
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#define MANGLES_BONE (1<<3)
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/// If this wound marks the limb as being allowed to have gauze applied
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#define ACCEPTS_GAUZE (1<<4)
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@@ -171,9 +171,9 @@
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else
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return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
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/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area)
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/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart)
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var/message_verb = "attacked"
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if(I.attack_verb && I.attack_verb.len)
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if(length(I.attack_verb))
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message_verb = "[pick(I.attack_verb)]"
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else if(!I.force)
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return
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@@ -402,8 +402,8 @@ SUBSYSTEM_DEF(persistence)
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ending_human.client.prefs.scars_list["[ending_human.client.prefs.scars_index]"] = ""
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else
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for(var/k in ending_human.all_wounds)
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var/datum/wound/W = k
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W.remove_wound() // so we can get the scars for open wounds
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var/datum/wound/iter_wound = k
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iter_wound.remove_wound() // so we can get the scars for open wounds
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if(!ending_human.client)
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return
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ending_human.client.prefs.scars_list["[ending_human.client.prefs.scars_index]"] = ending_human.format_scars()
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@@ -71,7 +71,7 @@
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H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec
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var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD)
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if(slit_throat)
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var/datum/wound/brute/cut/critical/screaming_through_a_slit_throat = new
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var/datum/wound/slash/critical/screaming_through_a_slit_throat = new
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screaming_through_a_slit_throat.apply_wound(slit_throat)
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H.apply_status_effect(/datum/status_effect/neck_slice)
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@@ -23,7 +23,6 @@
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*/
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/datum/component/embedded
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dupe_mode = COMPONENT_DUPE_ALLOWED
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var/obj/item/bodypart/limb
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@@ -90,14 +89,18 @@
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RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/weaponDeleted)
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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>")
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var/damage = weapon.throwforce
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if(harmful)
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victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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playsound(victim,'sound/weapons/bladeslice.ogg', 40)
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weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
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var/damage = weapon.w_class * impact_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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damage += weapon.w_class * impact_pain_mult
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SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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if(damage > 0)
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var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",I.armour_penetration)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = I.get_sharpness())
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/datum/component/embedded/Destroy()
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var/mob/living/carbon/victim = parent
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if(victim && !victim.has_embedded_objects())
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@@ -129,16 +132,22 @@
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return
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var/damage = weapon.w_class * pain_mult
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var/chance = pain_chance
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var/pain_chance_current = pain_chance
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if(pain_stam_pct && victim.stam_paralyzed) //if it's a less-lethal embed, give them a break if they're already stamcritted
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chance *= 0.2
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pain_chance_current *= 0.2
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damage *= 0.5
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else if(victim.mobility_flags & ~MOBILITY_STAND)
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pain_chance_current *= 0.2
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if(harmful && prob(chance))
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if(harmful && prob(pain_chance_current))
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE, wound_bonus = CANT_WOUND)
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to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
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if(prob(fall_chance))
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var/fall_chance_current = fall_chance
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if(victim.mobility_flags & ~MOBILITY_STAND)
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fall_chance_current *= 0.2
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if(prob(fall_chance_current))
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fallOut()
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////////////////////////////////////////
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@@ -155,7 +164,7 @@
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if(harmful && prob(chance))
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var/damage = weapon.w_class * jostle_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE, wound_bonus = CANT_WOUND)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
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@@ -165,29 +174,27 @@
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if(harmful)
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE, wound_bonus = CANT_WOUND)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=SHARP_EDGED) // can wound
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|
||||
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>")
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
@@ -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
@@ -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"
|
||||
|
||||
@@ -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)
|
||||
@@ -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)
|
||||
@@ -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"
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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,\
|
||||
|
||||
@@ -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>"
|
||||
|
||||
@@ -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()))
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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'
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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]"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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()
|
||||
. = ..()
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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."
|
||||
|
||||
@@ -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>"
|
||||
|
||||
|
||||
@@ -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()
|
||||
. = ..()
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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;}
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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")
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user