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## About The Pull Request Converts as many time vars expressed in deciseconds as I could find to use time defines. ## Why It's Good For The Game Makes these values neater and more readable. ## Changelog 🆑 code: Converted a lot of time-based variables to be expressed with time defines. /🆑
73 lines
3.0 KiB
Plaintext
73 lines
3.0 KiB
Plaintext
/datum/surgery/eye_surgery
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name = "Eye surgery"
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requires_bodypart_type = NONE
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organ_to_manipulate = ORGAN_SLOT_EYES
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possible_locs = list(BODY_ZONE_PRECISE_EYES)
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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/clamp_bleeders,
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/datum/surgery_step/fix_eyes,
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/datum/surgery_step/close,
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)
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//fix eyes
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/datum/surgery_step/fix_eyes
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name = "fix eyes (hemostat)"
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implements = list(
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TOOL_HEMOSTAT = 100,
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TOOL_SCREWDRIVER = 45,
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/obj/item/pen = 25)
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time = 6.4 SECONDS
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/datum/surgery/eye_surgery/can_start(mob/user, mob/living/carbon/target)
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return target.get_organ_slot(ORGAN_SLOT_EYES) && ..()
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/datum/surgery_step/fix_eyes/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(
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user,
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target,
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span_notice("You begin to fix [target]'s eyes..."),
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span_notice("[user] begins to fix [target]'s eyes."),
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span_notice("[user] begins to perform surgery on [target]'s eyes."),
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)
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display_pain(target, "You feel a stabbing pain in your eyes!")
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/datum/surgery_step/fix_eyes/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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var/obj/item/organ/eyes/target_eyes = target.get_organ_slot(ORGAN_SLOT_EYES)
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user.visible_message(span_notice("[user] successfully fixes [target]'s eyes!"), span_notice("You succeed in fixing [target]'s eyes."))
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display_results(
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user,
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target,
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span_notice("You succeed in fixing [target]'s eyes."),
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span_notice("[user] successfully fixes [target]'s eyes!"),
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span_notice("[user] completes the surgery on [target]'s eyes."),
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)
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display_pain(target, "Your vision blurs, but it seems like you can see a little better now!")
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target.remove_status_effect(/datum/status_effect/temporary_blindness)
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target.set_eye_blur_if_lower(70 SECONDS) //this will fix itself slowly.
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target_eyes.set_organ_damage(0) // heals nearsightedness and blindness from eye damage
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return ..()
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/datum/surgery_step/fix_eyes/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(target.get_organ_by_type(/obj/item/organ/brain))
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display_results(
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user,
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target,
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span_warning("You accidentally stab [target] right in the brain!"),
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span_warning("[user] accidentally stabs [target] right in the brain!"),
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span_warning("[user] accidentally stabs [target] right in the brain!"),
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)
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display_pain(target, "You feel a visceral stabbing pain right through your head, into your brain!")
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 70)
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else
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display_results(
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user,
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target,
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span_warning("You accidentally stab [target] right in the brain! Or would have, if [target] had a brain."),
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span_warning("[user] accidentally stabs [target] right in the brain! Or would have, if [target] had a brain."),
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span_warning("[user] accidentally stabs [target] right in the brain!"),
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)
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display_pain(target, "You feel a visceral stabbing pain right through your head!") // dunno who can feel pain w/o a brain but may as well be consistent.
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return FALSE
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