From fe770f419eeb2dc568248853bfaf0c2a1c4e5fb2 Mon Sep 17 00:00:00 2001 From: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com> Date: Tue, 3 May 2022 21:16:51 -0400 Subject: [PATCH] Removes some unnecessary species mentions from kapuparts (#66112) #65523 made some changes to bodypart names that messed with the grammar of a few messages around the codebase by inserting the species of a bodypart where it's really not needed. For example: For most general combat/health cases, we don't need to worry about the species of a bodypart. So, this changes combat and wound messages back to simply displaying the relevant bodypart zone being attacked/affected. See below: dreamseeker_2022-04-10_02-05-55.png Let me know if I missed any! Why It's Good For The Game Better grammar Changelog cl Ryll/Shaps spellcheck: Wound and combat messages will no longer mention the species of an attacked bodypart when not appropriate /cl --- code/__HELPERS/mobs.dm | 43 +++++----- code/datums/wounds/_wounds.dm | 6 +- code/datums/wounds/bones.dm | 80 +++++++++---------- code/datums/wounds/burns.dm | 42 +++++----- code/datums/wounds/pierce.dm | 14 ++-- code/datums/wounds/slash.dm | 20 ++--- code/game/machinery/limbgrower.dm | 2 +- .../items/devices/scanners/health_analyzer.dm | 2 +- .../mob/living/carbon/carbon_defense.dm | 2 +- .../mob/living/carbon/human/species.dm | 2 +- .../carbon/human/species_types/android.dm | 2 +- code/modules/surgery/bodyparts/_bodyparts.dm | 2 + code/modules/surgery/bodyparts/head.dm | 1 + code/modules/surgery/bodyparts/parts.dm | 5 ++ 14 files changed, 118 insertions(+), 105 deletions(-) diff --git a/code/__HELPERS/mobs.dm b/code/__HELPERS/mobs.dm index d5def23e286..4590fcdf7be 100644 --- a/code/__HELPERS/mobs.dm +++ b/code/__HELPERS/mobs.dm @@ -763,26 +763,31 @@ GLOBAL_LIST_EMPTY(species_list) if(mob.ckey == key) return mob -///Return a string for the specified body zone +///Return a string for the specified body zone. Should be used for parsing non-instantiated bodyparts, otherwise use [/obj/item/bodypart/var/plaintext_zone] /proc/parse_zone(zone) - if(zone == BODY_ZONE_PRECISE_R_HAND) - return "right hand" - else if (zone == BODY_ZONE_PRECISE_L_HAND) - return "left hand" - else if (zone == BODY_ZONE_L_ARM) - return "left arm" - else if (zone == BODY_ZONE_R_ARM) - return "right arm" - else if (zone == BODY_ZONE_L_LEG) - return "left leg" - else if (zone == BODY_ZONE_R_LEG) - return "right leg" - else if (zone == BODY_ZONE_PRECISE_L_FOOT) - return "left foot" - else if (zone == BODY_ZONE_PRECISE_R_FOOT) - return "right foot" - else - return zone + switch(zone) + if(BODY_ZONE_CHEST) + return "chest" + if(BODY_ZONE_HEAD) + return "head" + if(BODY_ZONE_PRECISE_R_HAND) + return "right hand" + if(BODY_ZONE_PRECISE_L_HAND) + return "left hand" + if(BODY_ZONE_L_ARM) + return "left arm" + if(BODY_ZONE_R_ARM) + return "right arm" + if(BODY_ZONE_L_LEG) + return "left leg" + if(BODY_ZONE_R_LEG) + return "right leg" + if(BODY_ZONE_PRECISE_L_FOOT) + return "left foot" + if(BODY_ZONE_PRECISE_R_FOOT) + return "right foot" + else + return zone ///Returns the direction that the initiator and the target are facing /proc/check_target_facings(mob/living/initiator, mob/living/target) diff --git a/code/datums/wounds/_wounds.dm b/code/datums/wounds/_wounds.dm index 4b972cf373c..30040d91f40 100644 --- a/code/datums/wounds/_wounds.dm +++ b/code/datums/wounds/_wounds.dm @@ -147,14 +147,14 @@ return if(!silent && !demoted) - var/msg = span_danger("[victim]'s [limb.name] [occur_text]!") + var/msg = span_danger("[victim]'s [limb.plaintext_zone] [occur_text]!") var/vis_dist = COMBAT_MESSAGE_RANGE if(severity != WOUND_SEVERITY_MODERATE) msg = "[msg]" vis_dist = DEFAULT_MESSAGE_RANGE - victim.visible_message(msg, span_userdanger("Your [limb.name] [occur_text]!"), vision_distance = vis_dist) + victim.visible_message(msg, span_userdanger("Your [limb.plaintext_zone] [occur_text]!"), vision_distance = vis_dist) if(sound_effect) playsound(L.owner, sound_effect, 70 + 20 * severity, TRUE) @@ -405,7 +405,7 @@ * * mob/user: The user examining the wound's owner, if that matters */ /datum/wound/proc/get_examine_description(mob/user) - . = "[victim.p_their(TRUE)] [limb.name] [examine_desc]" + . = "[victim.p_their(TRUE)] [limb.plaintext_zone] [examine_desc]" . = severity <= WOUND_SEVERITY_MODERATE ? "[.]." : "[.]!" /datum/wound/proc/get_scanner_description(mob/user) diff --git a/code/datums/wounds/bones.dm b/code/datums/wounds/bones.dm index c481eb3eba6..74ebbbf3f10 100644 --- a/code/datums/wounds/bones.dm +++ b/code/datums/wounds/bones.dm @@ -48,7 +48,7 @@ I = victim.get_inactive_held_item() if(I && victim.dropItemToGround(I)) - victim.visible_message(span_danger("[victim] drops [I] in shock!"), span_warning("The force on your [parse_zone(limb.body_zone)] causes you to drop [I]!"), vision_distance=COMBAT_MESSAGE_RANGE) + victim.visible_message(span_danger("[victim] drops [I] in shock!"), span_warning("The force on your [limb.plaintext_zone] causes you to drop [I]!"), vision_distance=COMBAT_MESSAGE_RANGE) update_inefficiencies() @@ -91,7 +91,7 @@ if(!victim || !limb) qdel(src) return - to_chat(victim, span_green("Your [parse_zone(limb.body_zone)] has recovered from its [name]!")) + to_chat(victim, span_green("Your [limb.plaintext_zone] has recovered from its [name]!")) remove_wound() /// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so @@ -105,11 +105,11 @@ if(prob((severity - 1) * 15)) // And you have a 70% or 50% chance to actually land the blow, respectively if(prob(70 - 20 * (severity - 1))) - to_chat(victim, span_userdanger("The fracture in your [parse_zone(limb.body_zone)] shoots with pain as you strike [target]!")) + to_chat(victim, span_userdanger("The fracture in your [limb.plaintext_zone] shoots with pain as you strike [target]!")) limb.receive_damage(brute=rand(1,5)) else - victim.visible_message(span_danger("[victim] weakly strikes [target] with [victim.p_their()] broken [parse_zone(limb.body_zone)], recoiling from pain!"), \ - span_userdanger("You fail to strike [target] as the fracture in your [parse_zone(limb.body_zone)] lights up in unbearable pain!"), vision_distance=COMBAT_MESSAGE_RANGE) + victim.visible_message(span_danger("[victim] weakly strikes [target] with [victim.p_their()] broken [limb.plaintext_zone], recoiling from pain!"), \ + span_userdanger("You fail to strike [target] as the fracture in your [limb.plaintext_zone] lights up in unbearable pain!"), vision_distance=COMBAT_MESSAGE_RANGE) INVOKE_ASYNC(victim, /mob.proc/emote, "scream") victim.Stun(0.5 SECONDS) limb.receive_damage(brute=rand(3,7)) @@ -149,7 +149,7 @@ var/list/msg = list() if(!limb.current_gauze) - msg += "[victim.p_their(TRUE)] [parse_zone(limb.body_zone)] [examine_desc]" + msg += "[victim.p_their(TRUE)] [limb.plaintext_zone] [examine_desc]" else var/sling_condition = "" // how much life we have left in these bandages @@ -163,7 +163,7 @@ if(4 to INFINITY) sling_condition = "tightly" - msg += "[victim.p_their(TRUE)] [parse_zone(limb.body_zone)] is [sling_condition] fastened in a sling of [limb.current_gauze.name]" + msg += "[victim.p_their(TRUE)] [limb.plaintext_zone] is [sling_condition] fastened in a sling of [limb.current_gauze.name]" if(taped) msg += ", [span_notice("and appears to be reforming itself under some surgical tape!")]" @@ -231,7 +231,7 @@ /datum/wound/blunt/moderate/proc/door_crush() SIGNAL_HANDLER if(prob(40)) - victim.visible_message(span_danger("[victim]'s dislocated [parse_zone(limb.body_zone)] pops back into place!"), span_userdanger("Your dislocated [parse_zone(limb.body_zone)] pops back into place! Ow!")) + victim.visible_message(span_danger("[victim]'s dislocated [limb.plaintext_zone] pops back into place!"), span_userdanger("Your dislocated [limb.plaintext_zone] pops back into place! Ow!")) remove_wound() /datum/wound/blunt/moderate/try_handling(mob/living/carbon/human/user) @@ -243,8 +243,8 @@ return TRUE if(user.grab_state >= GRAB_AGGRESSIVE) - user.visible_message(span_danger("[user] begins twisting and straining [victim]'s dislocated [parse_zone(limb.body_zone)]!"), span_notice("You begin twisting and straining [victim]'s dislocated [parse_zone(limb.body_zone)]..."), ignored_mobs=victim) - to_chat(victim, span_userdanger("[user] begins twisting and straining your dislocated [parse_zone(limb.body_zone)]!")) + user.visible_message(span_danger("[user] begins twisting and straining [victim]'s dislocated [limb.plaintext_zone]!"), span_notice("You begin twisting and straining [victim]'s dislocated [limb.plaintext_zone]..."), ignored_mobs=victim) + to_chat(victim, span_userdanger("[user] begins twisting and straining your dislocated [limb.plaintext_zone]!")) if(!user.combat_mode) chiropractice(user) else @@ -259,14 +259,14 @@ return if(prob(65)) - user.visible_message(span_danger("[user] snaps [victim]'s dislocated [parse_zone(limb.body_zone)] back into place!"), span_notice("You snap [victim]'s dislocated [parse_zone(limb.body_zone)] back into place!"), ignored_mobs=victim) - to_chat(victim, span_userdanger("[user] snaps your dislocated [parse_zone(limb.body_zone)] back into place!")) + user.visible_message(span_danger("[user] snaps [victim]'s dislocated [limb.plaintext_zone] back into place!"), span_notice("You snap [victim]'s dislocated [limb.plaintext_zone] back into place!"), ignored_mobs=victim) + to_chat(victim, span_userdanger("[user] snaps your dislocated [limb.plaintext_zone] back into place!")) victim.emote("scream") limb.receive_damage(brute=20, wound_bonus=CANT_WOUND) qdel(src) else - user.visible_message(span_danger("[user] wrenches [victim]'s dislocated [parse_zone(limb.body_zone)] around painfully!"), span_danger("You wrench [victim]'s dislocated [parse_zone(limb.body_zone)] around painfully!"), ignored_mobs=victim) - to_chat(victim, span_userdanger("[user] wrenches your dislocated [parse_zone(limb.body_zone)] around painfully!")) + user.visible_message(span_danger("[user] wrenches [victim]'s dislocated [limb.plaintext_zone] around painfully!"), span_danger("You wrench [victim]'s dislocated [limb.plaintext_zone] around painfully!"), ignored_mobs=victim) + to_chat(victim, span_userdanger("[user] wrenches your dislocated [limb.plaintext_zone] around painfully!")) limb.receive_damage(brute=10, wound_bonus=CANT_WOUND) chiropractice(user) @@ -278,33 +278,33 @@ return if(prob(65)) - user.visible_message(span_danger("[user] snaps [victim]'s dislocated [parse_zone(limb.body_zone)] with a sickening crack!"), span_danger("You snap [victim]'s dislocated [parse_zone(limb.body_zone)] with a sickening crack!"), ignored_mobs=victim) - to_chat(victim, span_userdanger("[user] snaps your dislocated [parse_zone(limb.body_zone)] with a sickening crack!")) + user.visible_message(span_danger("[user] snaps [victim]'s dislocated [limb.plaintext_zone] with a sickening crack!"), span_danger("You snap [victim]'s dislocated [limb.plaintext_zone] with a sickening crack!"), ignored_mobs=victim) + to_chat(victim, span_userdanger("[user] snaps your dislocated [limb.plaintext_zone] with a sickening crack!")) victim.emote("scream") limb.receive_damage(brute=25, wound_bonus=30) else - user.visible_message(span_danger("[user] wrenches [victim]'s dislocated [parse_zone(limb.body_zone)] around painfully!"), span_danger("You wrench [victim]'s dislocated [parse_zone(limb.body_zone)] around painfully!"), ignored_mobs=victim) - to_chat(victim, span_userdanger("[user] wrenches your dislocated [parse_zone(limb.body_zone)] around painfully!")) + user.visible_message(span_danger("[user] wrenches [victim]'s dislocated [limb.plaintext_zone] around painfully!"), span_danger("You wrench [victim]'s dislocated [limb.plaintext_zone] around painfully!"), ignored_mobs=victim) + to_chat(victim, span_userdanger("[user] wrenches your dislocated [limb.plaintext_zone] around painfully!")) limb.receive_damage(brute=10, wound_bonus=CANT_WOUND) malpractice(user) /datum/wound/blunt/moderate/treat(obj/item/I, mob/user) if(victim == user) - victim.visible_message(span_danger("[user] begins resetting [victim.p_their()] [parse_zone(limb.body_zone)] with [I]."), span_warning("You begin resetting your [parse_zone(limb.body_zone)] with [I]...")) + victim.visible_message(span_danger("[user] begins resetting [victim.p_their()] [limb.plaintext_zone] with [I]."), span_warning("You begin resetting your [limb.plaintext_zone] with [I]...")) else - user.visible_message(span_danger("[user] begins resetting [victim]'s [parse_zone(limb.body_zone)] with [I]."), span_notice("You begin resetting [victim]'s [parse_zone(limb.body_zone)] with [I]...")) + user.visible_message(span_danger("[user] begins resetting [victim]'s [limb.plaintext_zone] with [I]."), span_notice("You begin resetting [victim]'s [limb.plaintext_zone] with [I]...")) if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) return if(victim == user) limb.receive_damage(brute=15, wound_bonus=CANT_WOUND) - victim.visible_message(span_danger("[user] finishes resetting [victim.p_their()] [parse_zone(limb.body_zone)]!"), span_userdanger("You reset your [parse_zone(limb.body_zone)]!")) + victim.visible_message(span_danger("[user] finishes resetting [victim.p_their()] [limb.plaintext_zone]!"), span_userdanger("You reset your [limb.plaintext_zone]!")) else limb.receive_damage(brute=10, wound_bonus=CANT_WOUND) - user.visible_message(span_danger("[user] finishes resetting [victim]'s [parse_zone(limb.body_zone)]!"), span_nicegreen("You finish resetting [victim]'s [parse_zone(limb.body_zone)]!"), ignored_mobs=victim) - to_chat(victim, span_userdanger("[user] resets your [parse_zone(limb.body_zone)]!")) + user.visible_message(span_danger("[user] finishes resetting [victim]'s [limb.plaintext_zone]!"), span_nicegreen("You finish resetting [victim]'s [limb.plaintext_zone]!"), ignored_mobs=victim) + to_chat(victim, span_userdanger("[user] resets your [limb.plaintext_zone]!")) victim.emote("scream") qdel(src) @@ -375,10 +375,10 @@ return if(gelled) - to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [parse_zone(limb.body_zone)] is already coated with bone gel!")) + to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.plaintext_zone] is already coated with bone gel!")) return - user.visible_message(span_danger("[user] begins hastily applying [I] to [victim]'s' [parse_zone(limb.body_zone)]..."), span_warning("You begin hastily applying [I] to [user == victim ? "your" : "[victim]'s"] [parse_zone(limb.body_zone)], disregarding the warning label...")) + user.visible_message(span_danger("[user] begins hastily applying [I] to [victim]'s' [limb.plaintext_zone]..."), span_warning("You begin hastily applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone], disregarding the warning label...")) if(!do_after(user, base_treat_time * 1.5 * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) return @@ -386,8 +386,8 @@ I.use(1) victim.emote("scream") if(user != victim) - user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [parse_zone(limb.body_zone)], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [parse_zone(limb.body_zone)]!"), ignored_mobs=victim) - to_chat(victim, span_userdanger("[user] finishes applying [I] to your [parse_zone(limb.body_zone)], and you can feel the bones exploding with pain as they begin melting and reforming!")) + user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [limb.plaintext_zone], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.plaintext_zone]!"), ignored_mobs=victim) + to_chat(victim, span_userdanger("[user] finishes applying [I] to your [limb.plaintext_zone], and you can feel the bones exploding with pain as they begin melting and reforming!")) else var/painkiller_bonus = 0 if(victim.drunkenness > 10) @@ -402,10 +402,10 @@ painkiller_bonus += 20 if(prob(25 + (20 * (severity - 2)) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers - victim.visible_message(span_danger("[victim] fails to finish applying [I] to [victim.p_their()] [parse_zone(limb.body_zone)], passing out from the pain!"), span_notice("You pass out from the pain of applying [I] to your [parse_zone(limb.body_zone)] before you can finish!")) + victim.visible_message(span_danger("[victim] fails to finish applying [I] to [victim.p_their()] [limb.plaintext_zone], passing out from the pain!"), span_notice("You pass out from the pain of applying [I] to your [limb.plaintext_zone] before you can finish!")) victim.AdjustUnconscious(5 SECONDS) return - victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [parse_zone(limb.body_zone)], grimacing from the pain!"), span_notice("You finish applying [I] to your [parse_zone(limb.body_zone)], and your bones explode in pain!")) + victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [limb.plaintext_zone], grimacing from the pain!"), span_notice("You finish applying [I] to your [limb.plaintext_zone], and your bones explode in pain!")) limb.receive_damage(25, stamina=100, wound_bonus=CANT_WOUND) gelled = TRUE @@ -416,20 +416,20 @@ return // poser if(gelled) - to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [parse_zone(limb.body_zone)] is already coated with bone gel!")) + to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.plaintext_zone] is already coated with bone gel!")) return - user.visible_message(span_danger("[user] begins applying [I] to [victim]'s' [parse_zone(limb.body_zone)]..."), span_warning("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [parse_zone(limb.body_zone)]...")) + user.visible_message(span_danger("[user] begins applying [I] to [victim]'s' [limb.plaintext_zone]..."), span_warning("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone]...")) if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) return I.use(1) if(user != victim) - user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [parse_zone(limb.body_zone)], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [parse_zone(limb.body_zone)]!"), ignored_mobs=victim) - to_chat(victim, span_userdanger("[user] finishes applying [I] to your [parse_zone(limb.body_zone)], and you feel a funny fizzy tickling as they begin to reform!")) + user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [limb.plaintext_zone], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.plaintext_zone]!"), ignored_mobs=victim) + to_chat(victim, span_userdanger("[user] finishes applying [I] to your [limb.plaintext_zone], and you feel a funny fizzy tickling as they begin to reform!")) else - victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [parse_zone(limb.body_zone)], emitting a funny fizzing sound!"), span_notice("You finish applying [I] to your [parse_zone(limb.body_zone)], and feel a funny fizzy tickling as the bone begins to reform!")) + victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [limb.plaintext_zone], emitting a funny fizzing sound!"), span_notice("You finish applying [I] to your [limb.plaintext_zone], and feel a funny fizzy tickling as the bone begins to reform!")) gelled = TRUE processes = TRUE @@ -437,13 +437,13 @@ /// if someone is using surgical tape on our wound /datum/wound/blunt/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user) if(!gelled) - to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [parse_zone(limb.body_zone)] must be coated with bone gel to perform this emergency operation!")) + to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.plaintext_zone] must be coated with bone gel to perform this emergency operation!")) return if(taped) - to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [parse_zone(limb.body_zone)] is already wrapped in [I.name] and reforming!")) + to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.plaintext_zone] is already wrapped in [I.name] and reforming!")) return - user.visible_message(span_danger("[user] begins applying [I] to [victim]'s' [parse_zone(limb.body_zone)]..."), span_warning("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [parse_zone(limb.body_zone)]...")) + user.visible_message(span_danger("[user] begins applying [I] to [victim]'s' [limb.plaintext_zone]..."), span_warning("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone]...")) if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) return @@ -453,10 +453,10 @@ I.use(1) if(user != victim) - user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [parse_zone(limb.body_zone)], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [parse_zone(limb.body_zone)]!"), ignored_mobs=victim) - to_chat(victim, span_green("[user] finishes applying [I] to your [parse_zone(limb.body_zone)], you immediately begin to feel your bones start to reform!")) + user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [limb.plaintext_zone], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.plaintext_zone]!"), ignored_mobs=victim) + to_chat(victim, span_green("[user] finishes applying [I] to your [limb.plaintext_zone], you immediately begin to feel your bones start to reform!")) else - victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [parse_zone(limb.body_zone)], !"), span_green("You finish applying [I] to your [parse_zone(limb.body_zone)], and you immediately begin to feel your bones start to reform!")) + victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [limb.plaintext_zone], !"), span_green("You finish applying [I] to your [limb.plaintext_zone], and you immediately begin to feel your bones start to reform!")) taped = TRUE processes = TRUE diff --git a/code/datums/wounds/burns.dm b/code/datums/wounds/burns.dm index b0fd2e5d8e8..2d70a85305e 100644 --- a/code/datums/wounds/burns.dm +++ b/code/datums/wounds/burns.dm @@ -37,7 +37,7 @@ if(strikes_to_lose_limb == 0) // we've already hit sepsis, nothing more to do victim.adjustToxLoss(0.25 * delta_time) if(DT_PROB(0.5, delta_time)) - victim.visible_message(span_danger("The infection on the remnants of [victim]'s [limb.name] shift and bubble nauseatingly!"), span_warning("You can feel the infection on the remnants of your [limb.name] coursing through your veins!"), vision_distance = COMBAT_MESSAGE_RANGE) + victim.visible_message(span_danger("The infection on the remnants of [victim]'s [limb.plaintext_zone] shift and bubble nauseatingly!"), span_warning("You can feel the infection on the remnants of your [limb.plaintext_zone] coursing through your veins!"), vision_distance = COMBAT_MESSAGE_RANGE) return if(victim.reagents) @@ -63,7 +63,7 @@ // here's the check to see if we're cleared up if((flesh_damage <= 0) && (infestation <= WOUND_INFECTION_MODERATE)) - to_chat(victim, span_green("The burns on your [limb.name] have cleared up!")) + to_chat(victim, span_green("The burns on your [limb.plaintext_zone] have cleared up!")) qdel(src) return @@ -81,15 +81,15 @@ if(DT_PROB(15, delta_time)) victim.adjustToxLoss(0.2) if(prob(6)) - to_chat(victim, span_warning("The blisters on your [limb.name] ooze a strange pus...")) + to_chat(victim, span_warning("The blisters on your [limb.plaintext_zone] ooze a strange pus...")) if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL) if(!disabling) if(DT_PROB(1, delta_time)) - to_chat(victim, span_warning("Your [limb.name] completely locks up, as you struggle for control against the infection!")) + to_chat(victim, span_warning("Your [limb.plaintext_zone] completely locks up, as you struggle for control against the infection!")) set_disabling(TRUE) return else if(DT_PROB(4, delta_time)) - to_chat(victim, span_notice("You regain sensation in your [limb.name], but it's still in terrible shape!")) + to_chat(victim, span_notice("You regain sensation in your [limb.plaintext_zone], but it's still in terrible shape!")) set_disabling(FALSE) return @@ -99,17 +99,17 @@ if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC) if(!disabling) if(DT_PROB(1.5, delta_time)) - to_chat(victim, span_warning("You suddenly lose all sensation of the festering infection in your [limb.name]!")) + to_chat(victim, span_warning("You suddenly lose all sensation of the festering infection in your [limb.plaintext_zone]!")) set_disabling(TRUE) return else if(DT_PROB(1.5, delta_time)) - to_chat(victim, span_notice("You can barely feel your [limb.name] again, and you have to strain to retain motor control!")) + to_chat(victim, span_notice("You can barely feel your [limb.plaintext_zone] again, and you have to strain to retain motor control!")) set_disabling(FALSE) return if(DT_PROB(2.48, delta_time)) if(prob(20)) - to_chat(victim, span_warning("You contemplate life without your [limb.name]...")) + to_chat(victim, span_warning("You contemplate life without your [limb.plaintext_zone]...")) victim.adjustToxLoss(0.75) else victim.adjustToxLoss(1) @@ -118,13 +118,13 @@ if(DT_PROB(0.5 * infestation, delta_time)) switch(strikes_to_lose_limb) if(3 to INFINITY) - to_chat(victim, span_deadsay("The skin on your [limb.name] is literally dripping off, you feel awful!")) + to_chat(victim, span_deadsay("The skin on your [limb.plaintext_zone] is literally dripping off, you feel awful!")) if(2) - to_chat(victim, span_deadsay("The infection in your [limb.name] is literally dripping off, you feel horrible!")) + to_chat(victim, span_deadsay("The infection in your [limb.plaintext_zone] is literally dripping off, you feel horrible!")) if(1) - to_chat(victim, span_deadsay("Infection has just about completely claimed your [limb.name]!")) + to_chat(victim, span_deadsay("Infection has just about completely claimed your [limb.plaintext_zone]!")) if(0) - to_chat(victim, span_deadsay("The last of the nerve endings in your [limb.name] wither away, as the infection completely paralyzes your joint connector.")) + to_chat(victim, span_deadsay("The last of the nerve endings in your [limb.plaintext_zone] wither away, as the infection completely paralyzes your joint connector.")) threshold_penalty = 120 // piss easy to destroy var/datum/brain_trauma/severe/paralysis/sepsis = new (limb.body_zone) victim.gain_trauma(sepsis) @@ -132,9 +132,9 @@ /datum/wound/burn/get_examine_description(mob/user) if(strikes_to_lose_limb <= 0) - return span_deadsay("[victim.p_their(TRUE)] [limb.name] has locked up completely and is non-functional.") + return span_deadsay("[victim.p_their(TRUE)] [limb.plaintext_zone] has locked up completely and is non-functional.") - var/list/condition = list("[victim.p_their(TRUE)] [limb.name] [examine_desc]") + var/list/condition = list("[victim.p_their(TRUE)] [limb.plaintext_zone] [examine_desc]") if(limb.current_gauze) var/bandage_condition switch(limb.current_gauze.absorption_capacity) @@ -157,7 +157,7 @@ if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC) condition += ", [span_deadsay("with streaks of rotten infection!")]" if(WOUND_INFECTION_SEPTIC to INFINITY) - return span_deadsay("[victim.p_their(TRUE)] [limb.name] is a mess of charred skin and infected rot!") + return span_deadsay("[victim.p_their(TRUE)] [limb.plaintext_zone] is a mess of charred skin and infected rot!") else condition += "!" @@ -197,20 +197,20 @@ /// if someone is using ointment or mesh on our burns /datum/wound/burn/proc/ointmentmesh(obj/item/stack/medical/I, mob/user) - user.visible_message(span_notice("[user] begins applying [I] to [victim]'s [limb.name]..."), span_notice("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...")) + user.visible_message(span_notice("[user] begins applying [I] to [victim]'s [limb.plaintext_zone]..."), span_notice("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone]...")) if (I.amount <= 0) return if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), extra_checks = CALLBACK(src, .proc/still_exists))) return limb.heal_damage(I.heal_brute, I.heal_burn) - user.visible_message(span_green("[user] applies [I] to [victim]."), span_green("You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].")) + user.visible_message(span_green("[user] applies [I] to [victim]."), span_green("You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone].")) I.use(1) sanitization += I.sanitization flesh_healing += I.flesh_regeneration if((infestation <= 0 || sanitization >= infestation) && (flesh_damage <= 0 || flesh_healing > flesh_damage)) - to_chat(user, span_notice("You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.")) + to_chat(user, span_notice("You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.plaintext_zone] to recover.")) else try_treating(I, user) @@ -220,10 +220,10 @@ to_chat(user, span_notice("[I] is still recharging!")) return if(infestation <= 0 || infestation < sanitization) - to_chat(user, span_notice("There's no infection to treat on [victim]'s [limb.name]!")) + to_chat(user, span_notice("There's no infection to treat on [victim]'s [limb.plaintext_zone]!")) return - user.visible_message(span_notice("[user] flashes the burns on [victim]'s [limb] with [I]."), span_notice("You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]."), vision_distance=COMBAT_MESSAGE_RANGE) + user.visible_message(span_notice("[user] flashes the burns on [victim]'s [limb] with [I]."), span_notice("You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone] with [I]."), vision_distance=COMBAT_MESSAGE_RANGE) sanitization += I.uv_power COOLDOWN_START(I, uv_cooldown, I.uv_cooldown_length) @@ -245,7 +245,7 @@ if(flesh_healing > 0) flesh_damage = max(flesh_damage - (0.1 * delta_time), 0) if((flesh_damage <= 0) && (infestation <= 1)) - to_chat(victim, span_green("The burns on your [limb.name] have cleared up!")) + to_chat(victim, span_green("The burns on your [limb.plaintext_zone] have cleared up!")) qdel(src) return if(sanitization > 0) diff --git a/code/datums/wounds/pierce.dm b/code/datums/wounds/pierce.dm index 117385a92ea..f96e4f27dce 100644 --- a/code/datums/wounds/pierce.dm +++ b/code/datums/wounds/pierce.dm @@ -40,14 +40,14 @@ if(1 to 6) victim.bleed(blood_bled, TRUE) if(7 to 13) - victim.visible_message("Blood droplets fly from the hole in [victim]'s [limb.name].", span_danger("You cough up a bit of blood from the blow to your [limb.name]."), vision_distance=COMBAT_MESSAGE_RANGE) + victim.visible_message("Blood droplets fly from the hole in [victim]'s [limb.plaintext_zone].", span_danger("You cough up a bit of blood from the blow to your [limb.plaintext_zone]."), vision_distance=COMBAT_MESSAGE_RANGE) victim.bleed(blood_bled, TRUE) if(14 to 19) - victim.visible_message("A small stream of blood spurts from the hole in [victim]'s [limb.name]!", span_danger("You spit out a string of blood from the blow to your [limb.name]!"), vision_distance=COMBAT_MESSAGE_RANGE) + victim.visible_message("A small stream of blood spurts from the hole in [victim]'s [limb.plaintext_zone]!", span_danger("You spit out a string of blood from the blow to your [limb.plaintext_zone]!"), 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_danger("A spray of blood streams from the gash in [victim]'s [limb.name]!"), span_danger("You choke up on a spray of blood from the blow to your [limb.name]!"), vision_distance=COMBAT_MESSAGE_RANGE) + victim.visible_message(span_danger("A spray of blood streams from the gash in [victim]'s [limb.plaintext_zone]!"), span_danger("You choke up on a spray of blood from the blow to your [limb.plaintext_zone]!"), 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)) @@ -65,7 +65,7 @@ if(victim.bodytemperature < (BODYTEMP_NORMAL - 10)) adjust_blood_flow(-0.1 * delta_time) if(DT_PROB(2.5, delta_time)) - to_chat(victim, span_notice("You feel the [lowertext(name)] in your [limb.name] firming up from the cold!")) + to_chat(victim, span_notice("You feel the [lowertext(name)] in your [limb.plaintext_zone] firming up from the cold!")) if(HAS_TRAIT(victim, TRAIT_BLOODY_MESS)) adjust_blood_flow(0.25 * delta_time) // old heparin 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 @@ -103,7 +103,7 @@ /// If someone is using a suture to close this puncture /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_notice("[user] begins stitching [victim]'s [limb.name] with [I]..."), span_notice("You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")) + user.visible_message(span_notice("[user] begins stitching [victim]'s [limb.plaintext_zone] with [I]..."), span_notice("You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone] with [I]...")) if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return user.visible_message(span_green("[user] stitches up some of the bleeding on [victim]."), span_green("You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].")) @@ -115,14 +115,14 @@ if(blood_flow > 0) try_treating(I, user) else - to_chat(user, span_green("You successfully close the hole in [user == victim ? "your" : "[victim]'s"] [limb.name].")) + to_chat(user, span_green("You successfully close the hole in [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone].")) /// 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/improv_penalty_mult = (I.tool_behaviour == TOOL_CAUTERY ? 1 : 1.25) // 25% longer and less effective if you don't use a real cautery var/self_penalty_mult = (user == victim ? 1.5 : 1) // 50% longer and less effective if you do it to yourself - user.visible_message(span_danger("[user] begins cauterizing [victim]'s [limb.name] with [I]..."), span_warning("You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")) + user.visible_message(span_danger("[user] begins cauterizing [victim]'s [limb.plaintext_zone] with [I]..."), span_warning("You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone] with [I]...")) if(!do_after(user, base_treat_time * self_penalty_mult * improv_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return diff --git a/code/datums/wounds/slash.dm b/code/datums/wounds/slash.dm index b81e03ab07d..2124e42f029 100644 --- a/code/datums/wounds/slash.dm +++ b/code/datums/wounds/slash.dm @@ -67,7 +67,7 @@ if(!limb.current_gauze) return ..() - var/list/msg = list("The cuts on [victim.p_their()] [limb.name] are wrapped with ") + var/list/msg = list("The cuts on [victim.p_their()] [limb.plaintext_zone] are wrapped with ") // how much life we have left in these bandages switch(limb.current_gauze.absorption_capacity) if(0 to 1.25) @@ -135,7 +135,7 @@ if(demotes_to) replace_wound(demotes_to) else - to_chat(victim, span_green("The cut on your [limb.name] has stopped bleeding!")) + to_chat(victim, span_green("The cut on your [limb.plaintext_zone] has stopped bleeding!")) qdel(src) @@ -188,13 +188,13 @@ continue user.ForceContractDisease(iter_disease) - user.visible_message(span_notice("[user] begins licking the wounds on [victim]'s [limb.name]."), span_notice("You begin licking the wounds on [victim]'s [limb.name]..."), ignored_mobs=victim) - to_chat(victim, span_notice("[user] begins to lick the wounds on your [limb.name].")) + user.visible_message(span_notice("[user] begins licking the wounds on [victim]'s [limb.plaintext_zone]."), span_notice("You begin licking the wounds on [victim]'s [limb.plaintext_zone]..."), ignored_mobs=victim) + to_chat(victim, span_notice("[user] begins to lick the wounds on your [limb.plaintext_zone].")) if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return - user.visible_message(span_notice("[user] licks the wounds on [victim]'s [limb.name]."), span_notice("You lick some of the wounds on [victim]'s [limb.name]"), ignored_mobs=victim) - to_chat(victim, span_green("[user] licks the wounds on your [limb.name]!")) + user.visible_message(span_notice("[user] licks the wounds on [victim]'s [limb.plaintext_zone]."), span_notice("You lick some of the wounds on [victim]'s [limb.plaintext_zone]"), ignored_mobs=victim) + to_chat(victim, span_green("[user] licks the wounds on your [limb.plaintext_zone]!")) adjust_blood_flow(-0.5) if(blood_flow > minimum_flow) @@ -213,7 +213,7 @@ /// If someone's putting a laser gun up to our cut to cauterize it /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_warning("[user] begins aiming [lasgun] directly at [victim]'s [limb.name]..."), span_userdanger("You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...")) + user.visible_message(span_warning("[user] begins aiming [lasgun] directly at [victim]'s [limb.plaintext_zone]..."), span_userdanger("You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone]...")) if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return var/damage = lasgun.chambered.loaded_projectile.damage @@ -222,7 +222,7 @@ if(!lasgun.process_fire(victim, victim, TRUE, null, limb.body_zone)) return victim.emote("scream") - adjust_blood_flow(-damage / (5 * self_penalty_mult)) // 20 / 5 = 4 bloodflow removed, p good + blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good victim.visible_message(span_warning("The cuts on [victim]'s [limb.name] scar over!")) /// If someone is using either a cautery tool or something with heat to cauterize this cut @@ -230,7 +230,7 @@ var/improv_penalty_mult = (I.tool_behaviour == TOOL_CAUTERY ? 1 : 1.25) // 25% longer and less effective if you don't use a real cautery var/self_penalty_mult = (user == victim ? 1.5 : 1) // 50% longer and less effective if you do it to yourself - user.visible_message(span_danger("[user] begins cauterizing [victim]'s [limb.name] with [I]..."), span_warning("You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")) + user.visible_message(span_danger("[user] begins cauterizing [victim]'s [limb.plaintext_zone] with [I]..."), span_warning("You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone] with [I]...")) if(!do_after(user, base_treat_time * self_penalty_mult * improv_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return @@ -249,7 +249,7 @@ /// If someone is using a suture to close this cut /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_notice("[user] begins stitching [victim]'s [limb.name] with [I]..."), span_notice("You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")) + user.visible_message(span_notice("[user] begins stitching [victim]'s [limb.plaintext_zone] with [I]..."), span_notice("You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone] with [I]...")) if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return diff --git a/code/game/machinery/limbgrower.dm b/code/game/machinery/limbgrower.dm index efbe2e0ab79..0e800a15365 100644 --- a/code/game/machinery/limbgrower.dm +++ b/code/game/machinery/limbgrower.dm @@ -214,7 +214,7 @@ //i need to create a body part manually using a set icon (otherwise it doesnt appear) var/obj/item/bodypart/limb limb = new buildpath(loc) - limb.name = "\improper synthetic [selected_category] [parse_zone(limb.body_zone)]" + limb.name = "\improper synthetic [selected_category] [limb.plaintext_zone]" limb.limb_id = selected_category limb.mutation_color = "#62A262" limb.update_icon_dropped() diff --git a/code/game/objects/items/devices/scanners/health_analyzer.dm b/code/game/objects/items/devices/scanners/health_analyzer.dm index 20a6c03f37c..d20bb61b3a3 100644 --- a/code/game/objects/items/devices/scanners/health_analyzer.dm +++ b/code/game/objects/items/devices/scanners/health_analyzer.dm @@ -234,7 +234,7 @@ if(mode == SCANNER_VERBOSE) for(var/obj/item/bodypart/limb as anything in damaged) - dmgreport += "[capitalize(parse_zone(limb.body_zone))]:" + dmgreport += "[capitalize(limb.plaintext_zone)]:" dmgreport += "[(limb.brute_dam > 0) ? "[CEILING(limb.brute_dam,1)]" : "0"]" dmgreport += "[(limb.burn_dam > 0) ? "[CEILING(limb.burn_dam,1)]" : "0"]" dmgreport += "" diff --git a/code/modules/mob/living/carbon/carbon_defense.dm b/code/modules/mob/living/carbon/carbon_defense.dm index e34598ce361..57502ccc01e 100644 --- a/code/modules/mob/living/carbon/carbon_defense.dm +++ b/code/modules/mob/living/carbon/carbon_defense.dm @@ -82,7 +82,7 @@ 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, parse_zone(affecting.body_zone), affecting) + send_item_attack_message(I, user, affecting.plaintext_zone, affecting) if(I.force) var/attack_direction = get_dir(user, src) apply_damage(I.force, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness(), attack_direction = attack_direction) diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index b8787925959..849920fbcc9 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -1260,7 +1260,7 @@ GLOBAL_LIST_EMPTY(features_by_species) if(!affecting) //Something went wrong. Maybe the limb is missing? affecting = H.bodyparts[1] - hit_area = affecting.name + hit_area = affecting.plaintext_zone var/def_zone = affecting.body_zone var/armor_block = H.run_armor_check(affecting, MELEE, span_notice("Your armor has protected your [hit_area]!"), span_warning("Your armor has softened a hit to your [hit_area]!"),I.armour_penetration, weak_against_armour = I.weak_against_armour) diff --git a/code/modules/mob/living/carbon/human/species_types/android.dm b/code/modules/mob/living/carbon/human/species_types/android.dm index 3735838029d..7a1ff0692ad 100644 --- a/code/modules/mob/living/carbon/human/species_types/android.dm +++ b/code/modules/mob/living/carbon/human/species_types/android.dm @@ -58,7 +58,7 @@ limb.skin_tone ||= skintone limb.limb_id = SPECIES_HUMAN limb.should_draw_greyscale = TRUE - limb.name = "human [parse_zone(limb.body_zone)]" + limb.name = "human [limb.plaintext_zone]" limb.update_limb() limb.brute_reduction = 5 limb.burn_reduction = 4 diff --git a/code/modules/surgery/bodyparts/_bodyparts.dm b/code/modules/surgery/bodyparts/_bodyparts.dm index 207919871fa..459c2a843a4 100644 --- a/code/modules/surgery/bodyparts/_bodyparts.dm +++ b/code/modules/surgery/bodyparts/_bodyparts.dm @@ -39,6 +39,8 @@ /// BODY_ZONE_CHEST, BODY_ZONE_L_ARM, etc , used for def_zone var/body_zone + /// The body zone of this part in english ("chest", "left arm", etc) without the species attached to it + var/plaintext_zone var/aux_zone // used for hands var/aux_layer /// bitflag used to check which clothes cover this bodypart diff --git a/code/modules/surgery/bodyparts/head.dm b/code/modules/surgery/bodyparts/head.dm index 38e6605a956..32543e28515 100644 --- a/code/modules/surgery/bodyparts/head.dm +++ b/code/modules/surgery/bodyparts/head.dm @@ -6,6 +6,7 @@ max_damage = 200 body_zone = BODY_ZONE_HEAD body_part = HEAD + plaintext_zone = "head" w_class = WEIGHT_CLASS_BULKY //Quite a hefty load slowdown = 1 //Balancing measure throw_range = 2 //No head bowling diff --git a/code/modules/surgery/bodyparts/parts.dm b/code/modules/surgery/bodyparts/parts.dm index b0a5ca4fbd1..181de8e5c5c 100644 --- a/code/modules/surgery/bodyparts/parts.dm +++ b/code/modules/surgery/bodyparts/parts.dm @@ -6,6 +6,7 @@ max_damage = 200 body_zone = BODY_ZONE_CHEST body_part = CHEST + plaintext_zone = "chest" is_dimorphic = TRUE px_x = 0 px_y = 0 @@ -71,6 +72,7 @@ max_stamina_damage = 50 body_zone = BODY_ZONE_L_ARM body_part = ARM_LEFT + plaintext_zone = "left arm" aux_zone = BODY_ZONE_PRECISE_L_HAND aux_layer = HANDS_PART_LAYER body_damage_coeff = 0.75 @@ -169,6 +171,7 @@ max_damage = 50 body_zone = BODY_ZONE_R_ARM body_part = ARM_RIGHT + plaintext_zone = "right arm" aux_zone = BODY_ZONE_PRECISE_R_HAND aux_layer = HANDS_PART_LAYER body_damage_coeff = 0.75 @@ -266,6 +269,7 @@ max_damage = 50 body_zone = BODY_ZONE_L_LEG body_part = LEG_LEFT + plaintext_zone = "left leg" body_damage_coeff = 0.75 px_x = -2 px_y = 12 @@ -356,6 +360,7 @@ max_damage = 50 body_zone = BODY_ZONE_R_LEG body_part = LEG_RIGHT + plaintext_zone = "right leg" body_damage_coeff = 0.75 px_x = 2 px_y = 12