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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>
59 lines
2.9 KiB
Plaintext
59 lines
2.9 KiB
Plaintext
/datum/surgery/gastrectomy
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name = "Gastrectomy"
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target_mobtypes = list(/mob/living/carbon/human)
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possible_locs = list(BODY_ZONE_CHEST)
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requires_real_bodypart = TRUE
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steps = list(
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/datum/surgery_step/incise,
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/datum/surgery_step/retract_skin,
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/datum/surgery_step/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/incise,
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/datum/surgery_step/gastrectomy,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/close)
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organ_to_manipulate = ORGAN_SLOT_STOMACH
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/datum/surgery/gastrectomy/can_start(mob/user, mob/living/carbon/target)
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var/obj/item/organ/internal/stomach/target_stomach = target.getorganslot(ORGAN_SLOT_STOMACH)
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if(target_stomach?.damage > 50 && !(target_stomach.organ_flags & ORGAN_FAILING))
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return TRUE
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////Gastrectomy, because we truly needed a way to repair stomachs.
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//95% chance of success to be consistent with most organ-repairing surgeries.
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/datum/surgery_step/gastrectomy
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name = "remove lower duodenum"
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implements = list(
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TOOL_SCALPEL = 95,
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/obj/item/melee/energy/sword = 65,
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/obj/item/knife = 45,
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/obj/item/shard = 35)
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time = 52
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preop_sound = 'sound/surgery/scalpel1.ogg'
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success_sound = 'sound/surgery/organ1.ogg'
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failure_sound = 'sound/surgery/organ2.ogg'
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/datum/surgery_step/gastrectomy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, span_notice("You begin to cut out a damaged piece of [target]'s stomach..."),
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span_notice("[user] begins to make an incision in [target]."),
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span_notice("[user] begins to make an incision in [target]."))
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display_pain(target, "You feel a horrible stab in your gut!")
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/datum/surgery_step/gastrectomy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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var/mob/living/carbon/human/target_human = target
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target_human.setOrganLoss(ORGAN_SLOT_STOMACH, 20) // Stomachs have a threshold for being able to even digest food, so I might tweak this number
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display_results(user, target, span_notice("You successfully remove the damaged part of [target]'s stomach."),
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span_notice("[user] successfully removes the damaged part of [target]'s stomach."),
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span_notice("[user] successfully removes the damaged part of [target]'s stomach."))
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display_pain(target, "The pain in your gut ebbs and fades somewhat.")
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return ..()
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/datum/surgery_step/gastrectomy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery)
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var/mob/living/carbon/human/target_human = target
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target_human.adjustOrganLoss(ORGAN_SLOT_STOMACH, 15)
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display_results(user, target, span_warning("You cut the wrong part of [target]'s stomach!"),
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span_warning("[user] cuts the wrong part of [target]'s stomach!"),
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span_warning("[user] cuts the wrong part of [target]'s stomach!"))
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display_pain(target, "Your stomach throbs with pain; it's not getting any better!")
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