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Merge branch 'master' into name-muh-glands
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@@ -0,0 +1,41 @@
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/datum/surgery/advanced/bioware/ligament_hook
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name = "Ligament Hook"
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desc = "A surgical procedure which reshapes the connections between torso and limbs, making it so limbs can be attached manually if severed. \
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However this weakens the connection, making them easier to detach as well."
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steps = list(/datum/surgery_step/incise,
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/datum/surgery_step/retract_skin,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/incise,
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/datum/surgery_step/incise,
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/datum/surgery_step/reshape_ligaments,
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/datum/surgery_step/close)
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possible_locs = list(BODY_ZONE_CHEST)
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bioware_target = BIOWARE_LIGAMENTS
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/datum/surgery_step/reshape_ligaments
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name = "reshape ligaments"
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accept_hand = TRUE
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time = 125
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/datum/surgery_step/reshape_ligaments/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] starts reshaping [target]'s ligaments into a hook-like shape.", "<span class='notice'>You start reshaping [target]'s ligaments into a hook-like shape.</span>")
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/datum/surgery_step/reshape_ligaments/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] reshapes [target]'s ligaments into a connective hook!", "<span class='notice'>You reshape [target]'s ligaments into a connective hook!</span>")
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new /datum/bioware/hooked_ligaments(target)
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return TRUE
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/datum/bioware/hooked_ligaments
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name = "Hooked Ligaments"
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desc = "The ligaments and nerve endings that connect the torso to the limbs are formed into a hook-like shape, so limbs can be attached without requiring surgery, but are easier to sever."
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mod_type = BIOWARE_LIGAMENTS
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/datum/bioware/hooked_ligaments/on_gain()
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..()
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owner.add_trait(TRAIT_LIMBATTACHMENT, "ligament_hook")
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owner.add_trait(TRAIT_EASYDISMEMBER, "ligament_hook")
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/datum/bioware/hooked_ligaments/on_lose()
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..()
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owner.remove_trait(TRAIT_LIMBATTACHMENT, "ligament_hook")
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owner.remove_trait(TRAIT_EASYDISMEMBER, "ligament_hook")
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@@ -0,0 +1,41 @@
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/datum/surgery/advanced/bioware/ligament_reinforcement
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name = "Ligament Reinforcement"
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desc = "A surgical procedure which adds a protective tissue and bone cage around the connections between the torso and limbs, preventing dismemberment. \
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However, the nerve connections as a result are more easily interrupted, making it easier to disable limbs with damage."
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steps = list(/datum/surgery_step/incise,
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/datum/surgery_step/retract_skin,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/incise,
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/datum/surgery_step/incise,
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/datum/surgery_step/reinforce_ligaments,
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/datum/surgery_step/close)
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possible_locs = list(BODY_ZONE_CHEST)
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bioware_target = BIOWARE_LIGAMENTS
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/datum/surgery_step/reinforce_ligaments
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name = "reinforce ligaments"
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accept_hand = TRUE
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time = 125
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/datum/surgery_step/reinforce_ligaments/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] starts reinforce [target]'s ligaments.", "<span class='notice'>You start reinforcing [target]'s ligaments.</span>")
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/datum/surgery_step/reinforce_ligaments/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] reinforces [target]'s ligaments!", "<span class='notice'>You reinforce [target]'s ligaments!</span>")
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new /datum/bioware/reinforced_ligaments(target)
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return TRUE
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/datum/bioware/reinforced_ligaments
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name = "Reinforced Ligaments"
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desc = "The ligaments and nerve endings that connect the torso to the limbs are protected by a mix of bone and tissues, and are much harder to separate from the body, but are also easier to disable."
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mod_type = BIOWARE_LIGAMENTS
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/datum/bioware/reinforced_ligaments/on_gain()
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..()
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owner.add_trait(TRAIT_NODISMEMBER, "reinforced_ligaments")
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owner.add_trait(TRAIT_EASYLIMBDISABLE, "reinforced_ligaments")
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/datum/bioware/reinforced_ligaments/on_lose()
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..()
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owner.remove_trait(TRAIT_NODISMEMBER, "reinforced_ligaments")
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owner.remove_trait(TRAIT_EASYLIMBDISABLE, "reinforced_ligaments")
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@@ -136,7 +136,7 @@
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//Return TRUE to get whatever mob this is in to update health.
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/obj/item/bodypart/proc/on_life()
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if(stamina_dam > DAMAGE_PRECISION) //DO NOT update health here, it'll be done in the carbon's life.
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if(heal_damage(brute = 0, burn = 0, stamina = stam_heal_tick, null, updating_health = FALSE))
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if(heal_damage(0, 0, stam_heal_tick, null, FALSE))
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. |= BODYPART_LIFE_UPDATE_HEALTH
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//Applies brute and burn damage to the organ. Returns 1 if the damage-icon states changed at all.
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@@ -222,9 +222,9 @@
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/obj/item/bodypart/proc/is_disabled()
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if(has_trait(TRAIT_PARALYSIS))
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return BODYPART_DISABLED_PARALYSIS
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if(can_dismember() && !owner.has_trait(TRAIT_NODISMEMBER))
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if(can_dismember() && !owner.has_trait(TRAIT_NOLIMBDISABLE))
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. = disabled //inertia, to avoid limbs healing 0.1 damage and being re-enabled
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if((get_damage(TRUE) >= max_damage))
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if((get_damage(TRUE) >= max_damage) || (owner.has_trait(TRAIT_EASYLIMBDISABLE) && (get_damage(TRUE) >= (max_damage * 0.6)))) //Easy limb disable disables the limb at 40% health instead of 0%
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return BODYPART_DISABLED_DAMAGE
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if(disabled && (get_damage(TRUE) <= (max_damage * 0.5)))
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return BODYPART_NOT_DISABLED
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@@ -110,7 +110,7 @@
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for(var/X in C.dna.mutations) //some mutations require having specific limbs to be kept.
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var/datum/mutation/human/MT = X
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if(MT.limb_req && MT.limb_req == body_zone)
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MT.force_lose(C)
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C.dna.force_lose(MT)
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for(var/X in C.internal_organs) //internal organs inside the dismembered limb are dropped.
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var/obj/item/organ/O = X
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@@ -129,11 +129,14 @@
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holder = null
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if(contents.len == 1)
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Extend(contents[1])
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else // TODO: make it similar to borg's storage-like module selection
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var/obj/item/choise = input("Activate which item?", "Arm Implant", null, null) as null|anything in items_list
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if(owner && owner == usr && owner.stat != DEAD && (src in owner.internal_organs) && !holder && istype(choise) && (choise in contents))
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// This monster sanity check is a nice example of how bad input() is.
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Extend(choise)
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else
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var/list/choice_list = list()
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for(var/obj/item/I in items_list)
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choice_list[I] = getFlatIcon(I)
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var/obj/item/choice = show_radial_menu(owner, owner, choice_list)
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if(owner && owner == usr && owner.stat != DEAD && (src in owner.internal_organs) && !holder && (choice in contents))
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// This monster sanity check is a nice example of how bad input is.
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Extend(choice)
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else
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Retract()
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