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Organ damage refactor/cleanup (#93436)
## About The Pull Request So, my original goal was just a refactor for the emissive overlays of eyes, as a way to implement the specular emissive introduced by smartkar some time ago, but somehow I found myself dragged into a bigger refactor or cleanup of organ damage, thresholds, failures. One of the main problem was that there were no procs called when a organ suffered enough damage to fail or when recovering from failure. It'd just enable or disable a bitflag, leaving it up to subtypes to decide how to tackle organ failure their own ways: diverse, funky and sometimes incompatible. More often than not relying on their very own "update_thingamajig" kinda procs that run whenever the organ takes damage, rather than just when the threshold is reached (low, high, failure. There are however a couple organs with their own quirky thresholds, I let those slide). There's also a bit of old code, especially for ears, with the `AdjustEarDamage` and temporary deafness both predating the framework for organ damage as far as I know. It really needed a coat of fresh paint. Oh, there were also more than a handful of organs that still heavily relied on some ORGAN_TRAIT source instead of the `organ_traits` list and the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This include organs that lose or gain specific traits when failing et viceversa. ~~Lastly, felinids (and the halloween ghost species) having reflective eyes. It's just a nod to the tapetum lucidum that animals with night vision often have (including cats), which is why their eyes are a bit brighter in the dark. Felinids however, do not have night vision (nor do ghosts). This is merely cosmetic.~~ Cut out for the time being due to issues with the specular emissive... ## Why It's Good For The Game Refactoring / cleaning up old organ code. ## Changelog 🆑 refactor: Refactored organ damage code a little. Hopefully there won't be issues (otherwise report them). /🆑
This commit is contained in:
@@ -83,8 +83,7 @@
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if(HAS_TRAIT(current_target, TRAIT_DEAF))
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return
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var/obj/item/organ/ears/target_ears = current_target.get_organ_slot(ORGAN_SLOT_EARS)
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target_ears?.adjustEarDamage(0, 5)
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sound_damage(deafen = 10 SECONDS)
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/mob/living/basic/bot/honkbot/ui_data(mob/user)
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var/list/data = ..()
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@@ -31,14 +31,10 @@
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. = ..()
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animate_pulse()
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/obj/item/organ/legion_tumour/apply_organ_damage(damage_amount, maximum, required_organ_flag)
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var/was_failing = organ_flags & ORGAN_FAILING
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. = ..()
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if (was_failing != (organ_flags & ORGAN_FAILING))
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animate_pulse()
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/obj/item/organ/legion_tumour/on_begin_failure()
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animate_pulse()
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/obj/item/organ/legion_tumour/set_organ_damage(damage_amount, required_organ_flag)
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. = ..()
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/obj/item/organ/legion_tumour/on_failure_recovery()
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animate_pulse()
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/// Do a heartbeat animation depending on if we're failing or not
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@@ -25,8 +25,6 @@
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var/mob/living/brain/brainmob = null
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/// If it's a fake brain with no brainmob assigned. Feedback messages will be faked as if it does have a brainmob. See changelings & dullahans.
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var/decoy_override = FALSE
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/// Two variables necessary for calculating whether we get a brain trauma or not
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var/damage_delta = 0
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var/list/datum/brain_trauma/traumas = list()
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@@ -345,34 +343,42 @@
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owner.investigate_log("has been killed by brain damage.", INVESTIGATE_DEATHS)
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owner.death()
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/obj/item/organ/brain/check_damage_thresholds(mob/M)
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/obj/item/organ/brain/apply_organ_damage(damage_amount, maximum = maxHealth, required_organ_flag = NONE)
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. = ..()
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var/delta_dam = . //for the sake of clarity
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if(delta_dam <= 0 || damage < BRAIN_DAMAGE_MILD)
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return
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if(prob(delta_dam * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
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gain_trauma_type(BRAIN_TRAUMA_MILD, natural_gain = TRUE)
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var/is_boosted = (owner && HAS_TRAIT(owner, TRAIT_SPECIAL_TRAUMA_BOOST))
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if(damage < BRAIN_DAMAGE_SEVERE)
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return
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if(prob(delta_dam * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
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if(prob(20 + (is_boosted * 30)))
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL, is_boosted ? TRAUMA_RESILIENCE_SURGERY : null, natural_gain = TRUE)
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else
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gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
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/obj/item/organ/brain/check_damage_thresholds()
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. = ..()
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if(!owner)
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return
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// If we crossed blinking brain damage thresholds either way, update our blinking
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if (owner && ((prev_damage > BRAIN_DAMAGE_ASYNC_BLINKING && damage < BRAIN_DAMAGE_ASYNC_BLINKING) || (prev_damage < BRAIN_DAMAGE_ASYNC_BLINKING && damage > BRAIN_DAMAGE_ASYNC_BLINKING)))
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if((prev_damage >= BRAIN_DAMAGE_ASYNC_BLINKING && damage < BRAIN_DAMAGE_ASYNC_BLINKING) || (prev_damage < BRAIN_DAMAGE_ASYNC_BLINKING && damage >= BRAIN_DAMAGE_ASYNC_BLINKING))
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var/obj/item/organ/eyes/eyes = owner.get_organ_slot(ORGAN_SLOT_EYES)
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if(eyes?.blink_animation)
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eyes.animate_eyelids(owner)
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if(damage >= 60 && prev_damage < 60)
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owner.add_mood_event("brain_damage", /datum/mood_event/brain_damage)
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else if(prev_damage >= 60 && damage < 60)
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owner.clear_mood_event("brain_damage")
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// If we're not more injured than before, return without gambling for a trauma
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if(damage <= prev_damage)
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return
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damage_delta = damage - prev_damage
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if(damage > BRAIN_DAMAGE_MILD)
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if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
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gain_trauma_type(BRAIN_TRAUMA_MILD, natural_gain = TRUE)
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var/is_boosted = (owner && HAS_TRAIT(owner, TRAIT_SPECIAL_TRAUMA_BOOST))
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if(damage > BRAIN_DAMAGE_SEVERE)
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if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
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if(prob(20 + (is_boosted * 30)))
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL, is_boosted ? TRAUMA_RESILIENCE_SURGERY : null, natural_gain = TRUE)
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else
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gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
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if (!owner || owner.stat > UNCONSCIOUS)
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return
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// Conscious or soft-crit
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var/brain_message
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if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
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@@ -665,15 +671,6 @@
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amount_cured++
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return amount_cured
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/obj/item/organ/brain/apply_organ_damage(damage_amount, maximum = maxHealth, required_organ_flag = NONE)
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. = ..()
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if(!owner)
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return FALSE
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if(damage >= 60)
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owner.add_mood_event("brain_damage", /datum/mood_event/brain_damage)
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else
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owner.clear_mood_event("brain_damage")
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/// This proc lets the mob's brain decide what bodypart to attack with in an unarmed strike.
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/obj/item/organ/brain/proc/get_attacking_limb(mob/living/carbon/human/target)
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var/obj/item/bodypart/arm/active_hand = owner.get_active_hand()
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@@ -71,22 +71,19 @@ In all, this is a lot like the monkey code. /N
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if(!. || QDELETED(src))
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return FALSE
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var/obj/item/organ/ears/ears = get_organ_slot(ORGAN_SLOT_EARS)
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switch (severity)
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if (EXPLODE_DEVASTATE)
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gib(DROP_ALL_REMAINS)
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if (EXPLODE_HEAVY)
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take_overall_damage(60, 60)
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if(ears)
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ears.adjustEarDamage(30,120)
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sound_damage(30, 240 SECONDS)
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if(EXPLODE_LIGHT)
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take_overall_damage(30,0)
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if(prob(50))
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Unconscious(20)
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if(ears)
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ears.adjustEarDamage(15,60)
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sound_damage(15, 120 SECONDS)
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return TRUE
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@@ -16,6 +16,17 @@
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if(isclothing(wear_mask)) //Mask
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. += wear_mask.flash_protect
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/mob/living/carbon/sound_damage(damage, deafen)
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if(HAS_TRAIT(src, TRAIT_GODMODE))
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return
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var/obj/item/organ/ears/ears = get_organ_slot(ORGAN_SLOT_EARS)
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if(QDELETED(ears))
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return
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if(damage)
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ears.apply_organ_damage(damage * ears.damage_multiplier)
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if(deafen)
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ears.adjust_temporary_deafness(deafen)
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/mob/living/carbon/get_ear_protection()
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. = ..()
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if(HAS_TRAIT(src, TRAIT_DEAF))
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@@ -523,8 +534,8 @@
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if(ears && (deafen_pwr || damage_pwr))
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var/ear_damage = damage_pwr * effect_amount
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var/deaf = deafen_pwr * effect_amount
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ears.adjustEarDamage(ear_damage,deaf)
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var/deaf = deafen_pwr * effect_amount * 2 SECONDS
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sound_damage(ear_damage, deaf)
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. = effect_amount //how soundbanged we are
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SEND_SOUND(src, sound('sound/items/weapons/flash_ring.ogg',0,1,0,250))
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@@ -20,7 +20,7 @@
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if(OFFSET_HEAD)
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update_worn_head()
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if(OFFSET_FACE)
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dna?.species?.update_face_offset(src) // updates eye and lipstick icon
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update_face_offset() // updates eye and lipstick icon
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update_worn_mask()
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if(OFFSET_BELT)
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update_worn_belt()
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@@ -49,7 +49,6 @@
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SEND_SIGNAL(src, COMSIG_CARBON_REMOVE_OVERLAY, cache_index, I)
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/mob/living/carbon/update_body(is_creating = FALSE)
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dna?.species.handle_body(src)
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update_body_parts(is_creating)
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/mob/living/carbon/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
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@@ -504,6 +503,9 @@
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apply_overlay(BODYPARTS_LAYER)
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/mob/living/carbon/proc/update_face_offset()
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return
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/////////////////////////
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// Limb Icon Cache 2.0 //
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/////////////////////////
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@@ -485,84 +485,6 @@ GLOBAL_LIST_EMPTY(features_by_species)
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human.living_flags &= ~STOP_OVERLAY_UPDATE_BODY_PARTS
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/**
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* Handles the body of a human
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*
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* Handles lipstick, having no eyes, eye color, undergarnments like underwear, undershirts, and socks, and body layers.
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* Arguments:
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* * species_human - Human, whoever we're handling the body for
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*/
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/datum/species/proc/handle_body(mob/living/carbon/human/species_human)
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species_human.remove_overlay(BODY_LAYER)
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species_human.remove_overlay(EYES_LAYER)
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if(HAS_TRAIT(species_human, TRAIT_INVISIBLE_MAN))
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return
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if(!HAS_TRAIT(species_human, TRAIT_HUSK))
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var/obj/item/bodypart/head/noggin = species_human.get_bodypart(BODY_ZONE_HEAD)
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if(noggin?.head_flags & HEAD_EYESPRITES)
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// eyes (missing eye sprites get handled by the head itself, but sadly we have to do this stupid shit here, for now)
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var/obj/item/organ/eyes/eye_organ = species_human.get_organ_slot(ORGAN_SLOT_EYES)
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if(eye_organ)
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eye_organ.refresh(call_update = FALSE)
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species_human.overlays_standing[EYES_LAYER] = eye_organ.generate_body_overlay(species_human)
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species_human.apply_overlay(EYES_LAYER)
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if(HAS_TRAIT(species_human, TRAIT_NO_UNDERWEAR))
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return
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// Underwear, Undershirts & Socks
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var/list/standing = list()
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if(species_human.underwear)
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var/datum/sprite_accessory/underwear/underwear = SSaccessories.underwear_list[species_human.underwear]
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var/mutable_appearance/underwear_overlay
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if(underwear)
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if(species_human.dna.species.sexes && species_human.physique == FEMALE && (underwear.gender == MALE))
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underwear_overlay = mutable_appearance(wear_female_version(underwear.icon_state, underwear.icon, FEMALE_UNIFORM_FULL), layer = -BODY_LAYER)
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else
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underwear_overlay = mutable_appearance(underwear.icon, underwear.icon_state, -BODY_LAYER)
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if(!underwear.use_static)
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underwear_overlay.color = species_human.underwear_color
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standing += underwear_overlay
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if(species_human.undershirt)
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var/datum/sprite_accessory/undershirt/undershirt = SSaccessories.undershirt_list[species_human.undershirt]
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if(undershirt)
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var/mutable_appearance/working_shirt
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if(species_human.dna.species.sexes && species_human.physique == FEMALE)
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working_shirt = mutable_appearance(wear_female_version(undershirt.icon_state, undershirt.icon), layer = -BODY_LAYER)
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else
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working_shirt = mutable_appearance(undershirt.icon, undershirt.icon_state, layer = -BODY_LAYER)
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standing += working_shirt
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if(species_human.socks && species_human.num_legs >= 2 && !(species_human.bodyshape & BODYSHAPE_DIGITIGRADE))
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var/datum/sprite_accessory/socks/socks = SSaccessories.socks_list[species_human.socks]
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if(socks)
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standing += mutable_appearance(socks.icon, socks.icon_state, -BODY_LAYER)
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if(standing.len)
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species_human.overlays_standing[BODY_LAYER] = standing
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species_human.apply_overlay(BODY_LAYER)
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/// Updates face (as of now, only eye) offsets
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/datum/species/proc/update_face_offset(mob/living/carbon/human/species_human)
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var/list/eye_overlays = species_human.overlays_standing[EYES_LAYER]
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species_human.remove_overlay(EYES_LAYER)
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if(HAS_TRAIT(species_human, TRAIT_INVISIBLE_MAN) || HAS_TRAIT(species_human, TRAIT_HUSK) || !length(eye_overlays))
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return
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var/obj/item/bodypart/head/noggin = species_human.get_bodypart(BODY_ZONE_HEAD)
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for (var/mutable_appearance/overlay as anything in eye_overlays)
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overlay.pixel_w = 0
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overlay.pixel_z = 0
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noggin.worn_face_offset.apply_offset(overlay)
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species_human.overlays_standing[EYES_LAYER] = eye_overlays
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species_human.apply_overlay(EYES_LAYER)
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// This exists so sprite accessories can still be per-layer without having to include that layer's
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// number in their sprite name, which causes issues when those numbers change.
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/datum/species/proc/mutant_bodyparts_layertext(layer)
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@@ -271,7 +271,6 @@
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//200 max knockdown for EXPLODE_HEAVY
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//160 max knockdown for EXPLODE_LIGHT
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var/obj/item/organ/ears/ears = get_organ_slot(ORGAN_SLOT_EARS)
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switch (severity)
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if (EXPLODE_DEVASTATE)
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if(bomb_armor < EXPLODE_GIB_THRESHOLD) //gibs the mob if their bomb armor is lower than EXPLODE_GIB_THRESHOLD
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@@ -299,8 +298,8 @@
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brute_loss = 30*(2 - round(bomb_armor*0.01, 0.05))
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burn_loss = brute_loss //damage gets reduced from 120 to up to 60 combined brute+burn
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damage_clothes(200 - bomb_armor, BRUTE, BOMB)
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if (ears && !HAS_TRAIT_FROM_ONLY(src, TRAIT_DEAF, EAR_DAMAGE))
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ears.adjustEarDamage(30, 120)
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if (!HAS_TRAIT_FROM(src, TRAIT_DEAF, EAR_DAMAGE))
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sound_damage(30, 240 SECONDS)
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Unconscious(20) //short amount of time for follow up attacks against elusive enemies like wizards
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Knockdown(200 - (bomb_armor * 1.6)) //between ~4 and ~20 seconds of knockdown depending on bomb armor
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@@ -309,8 +308,8 @@
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if(bomb_armor)
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brute_loss = 15*(2 - round(bomb_armor*0.01, 0.05))
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damage_clothes(max(50 - bomb_armor, 0), BRUTE, BOMB)
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if (ears && !HAS_TRAIT_FROM_ONLY(src, TRAIT_DEAF, EAR_DAMAGE))
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ears.adjustEarDamage(15,60)
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if (!HAS_TRAIT_FROM(src, TRAIT_DEAF, EAR_DAMAGE))
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sound_damage(15, 120 SECONDS)
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Knockdown(160 - (bomb_armor * 1.6)) //100 bomb armor will prevent knockdown altogether
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take_overall_damage(brute_loss,burn_loss)
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@@ -859,6 +859,82 @@ generate/load female uniform sprites matching all previously decided variables
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observers = null
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break
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/mob/living/carbon/human/update_body(is_creating = FALSE)
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update_eyes()
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update_underwear()
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return ..()
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/mob/living/carbon/human/proc/update_underwear()
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remove_overlay(BODY_LAYER)
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if(HAS_TRAIT(src, TRAIT_HUSK) || HAS_TRAIT(src, TRAIT_INVISIBLE_MAN))
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return
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// Underwear, Undershirts & Socks
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var/list/standing = list()
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if(underwear)
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var/datum/sprite_accessory/underwear/undie_accessory = SSaccessories.underwear_list[underwear]
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var/mutable_appearance/underwear_overlay
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if(undie_accessory)
|
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if(dna.species.sexes && physique == FEMALE && (undie_accessory.gender == MALE))
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underwear_overlay = mutable_appearance(wear_female_version(undie_accessory.icon_state, undie_accessory.icon, FEMALE_UNIFORM_FULL), layer = -BODY_LAYER)
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else
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underwear_overlay = mutable_appearance(undie_accessory.icon, undie_accessory.icon_state, -BODY_LAYER)
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if(!undie_accessory.use_static)
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underwear_overlay.color = underwear_color
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standing += underwear_overlay
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if(undershirt)
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var/datum/sprite_accessory/undershirt/undie_accessory = SSaccessories.undershirt_list[undershirt]
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if(undie_accessory)
|
||||
var/mutable_appearance/working_shirt
|
||||
if(dna.species.sexes && physique == FEMALE)
|
||||
working_shirt = mutable_appearance(wear_female_version(undie_accessory.icon_state, undie_accessory.icon), layer = -BODY_LAYER)
|
||||
else
|
||||
working_shirt = mutable_appearance(undie_accessory.icon, undie_accessory.icon_state, layer = -BODY_LAYER)
|
||||
standing += working_shirt
|
||||
|
||||
if(socks && num_legs >= 2 && !(bodyshape & BODYSHAPE_DIGITIGRADE))
|
||||
var/datum/sprite_accessory/socks/undie_accessory = SSaccessories.socks_list[socks]
|
||||
if(undie_accessory)
|
||||
standing += mutable_appearance(undie_accessory.icon, undie_accessory.icon_state, -BODY_LAYER)
|
||||
|
||||
if(standing.len)
|
||||
overlays_standing[BODY_LAYER] = standing
|
||||
|
||||
apply_overlay(BODY_LAYER)
|
||||
|
||||
/mob/living/carbon/human/proc/update_eyes()
|
||||
remove_overlay(EYES_LAYER)
|
||||
if(HAS_TRAIT(src, TRAIT_HUSK) || HAS_TRAIT(src, TRAIT_INVISIBLE_MAN))
|
||||
return
|
||||
var/obj/item/bodypart/head/noggin = get_bodypart(BODY_ZONE_HEAD)
|
||||
if(!(noggin?.head_flags & HEAD_EYESPRITES))
|
||||
return
|
||||
// eyes (missing eye sprites get handled by the head itself, but sadly we have to do this stupid shit here, for now)
|
||||
var/obj/item/organ/eyes/eye_organ = get_organ_slot(ORGAN_SLOT_EYES)
|
||||
if(eye_organ)
|
||||
eye_organ.refresh(call_update = FALSE)
|
||||
overlays_standing[EYES_LAYER] = eye_organ.generate_body_overlay(src)
|
||||
apply_overlay(EYES_LAYER)
|
||||
|
||||
/// Updates face (as of now, only eye) offsets
|
||||
/mob/living/carbon/human/update_face_offset()
|
||||
var/list/eye_overlays = overlays_standing[EYES_LAYER]
|
||||
|
||||
if(HAS_TRAIT(src, TRAIT_INVISIBLE_MAN) || HAS_TRAIT(src, TRAIT_HUSK) || !length(eye_overlays))
|
||||
return
|
||||
|
||||
remove_overlay(EYES_LAYER)
|
||||
|
||||
var/obj/item/bodypart/head/noggin = get_bodypart(BODY_ZONE_HEAD)
|
||||
for (var/mutable_appearance/overlay as anything in eye_overlays)
|
||||
overlay.pixel_w = 0
|
||||
overlay.pixel_z = 0
|
||||
noggin.worn_face_offset.apply_offset(overlay)
|
||||
|
||||
overlays_standing[EYES_LAYER] = eye_overlays
|
||||
apply_overlay(EYES_LAYER)
|
||||
|
||||
|
||||
// Only renders the head of the human
|
||||
/mob/living/carbon/human/proc/update_body_parts_head_only(update_limb_data)
|
||||
if(!dna?.species)
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
mutantbrain = /obj/item/organ/brain/felinid
|
||||
mutanttongue = /obj/item/organ/tongue/cat
|
||||
mutantears = /obj/item/organ/ears/cat
|
||||
mutanteyes = /obj/item/organ/eyes/felinid
|
||||
mutant_organs = list(
|
||||
/obj/item/organ/tail/cat = "Cat",
|
||||
)
|
||||
|
||||
@@ -35,6 +35,10 @@
|
||||
/mob/living/proc/get_eye_protection()
|
||||
return 0
|
||||
|
||||
///A easy to use proc to apply both organ damage and temporary deafness at once, so you don't have to get the ears everytime.
|
||||
/mob/living/proc/sound_damage(damage, deafen)
|
||||
return
|
||||
|
||||
//this returns the mob's protection against ear damage (0:no protection; 1: some ear protection; 2: has no ears)
|
||||
/mob/living/proc/get_ear_protection()
|
||||
var/turf/current_turf = get_turf(src)
|
||||
|
||||
Reference in New Issue
Block a user