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* This tail refactor turned into an organ refactor. Funny how that works. * Firstly, fixing all the conflicts. * Fixes all our maps (hopefully) * Actually, this should fix pod people hair :) * Almost everything is working, just two major things to fix * Fixed a certain kind of external organ * Cleaning up some more stuff * Turned tail_cat into tail because why the fuck are they separate? * Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file * Adds relevant_layers to organs to help with rendering * Makes stored_feature_id also check mutant_bodyparts * Fixes the icon_state names of ALL the tails (pain) * Fixes wagging, gotta refactor most mutant bodyparts later on * I Love Added Failures * Fixed some organs that slipped through my searches * This could possibly fix the CI for this? * It doesn't look like it did fix it * This will make it pass, even if it's ugly as sin. * Fixed Felinids having a weird ghost tail * Fixes instances of snouts and tails not being properly colored Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
37 lines
1.0 KiB
Plaintext
37 lines
1.0 KiB
Plaintext
/datum/round_event_control/brain_trauma
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name = "Spontaneous Brain Trauma"
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typepath = /datum/round_event/brain_trauma
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weight = 25
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/datum/round_event/brain_trauma
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fakeable = FALSE
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/datum/round_event/brain_trauma/start()
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for(var/mob/living/carbon/human/H in shuffle(GLOB.alive_mob_list))
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if(!H.client)
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continue
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if(H.stat == DEAD) // What are you doing in this list
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continue
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if(!H.getorgan(/obj/item/organ/internal/brain)) // If only I had a brain
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continue
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if(!(H.mind.assigned_role.job_flags & JOB_CREW_MEMBER)) //please stop giving my centcom admin gimmicks full body paralysis
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continue
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traumatize(H)
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announce_to_ghosts(H)
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break
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/datum/round_event/brain_trauma/proc/traumatize(mob/living/carbon/human/H)
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var/resistance = pick(
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50;TRAUMA_RESILIENCE_BASIC,
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30;TRAUMA_RESILIENCE_SURGERY,
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15;TRAUMA_RESILIENCE_LOBOTOMY,
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5;TRAUMA_RESILIENCE_MAGIC)
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var/trauma_type = pick_weight(list(
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BRAIN_TRAUMA_MILD = 60,
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BRAIN_TRAUMA_SEVERE = 30,
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BRAIN_TRAUMA_SPECIAL = 10
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))
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H.gain_trauma_type(trauma_type, resistance)
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