mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 12:01:47 +00:00
About The Pull Request
Shadowpeople
brain now holds their healing properties.
while possible to extract the brain and put them in another species, the burn-in-light downside really makes it a lot more worth it to just stay a shadowperson and enjoy their other benefits than to swap.
Now use burning eyes from nightmares instead of an unsprited nightvision granting eyeball.
surgery.dmi split up
surgery_ui.dmi holds zone selection ui things for research
surgery_tools.dmi holds surgical tools
/organs folder holds organs.dmi, and species specific organ files for flies and shadowpeople
flies don't put in their random organs because of dmi memes, all their UNIQUE organs will be in the .dmi
Why It's Good For The Game
moving behavior onto the organ moves us closer to species as a blueprint, not species as something that magically grants immutable bonuses.
surgery.dmi is poorly described, holds many different things, and conflicts often because of it.
Changelog
cl
add: Shadowpeople now heal from their brains! Their brain-tumor-thingy!
code: split up surgery.dmi
/cl
116 lines
4.4 KiB
Plaintext
116 lines
4.4 KiB
Plaintext
/* This file contains standalone items for debug purposes. */
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/obj/item/debug/human_spawner
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name = "human spawner"
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desc = "Spawn a human by aiming at a turf and clicking. Use in hand to change type."
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icon = 'icons/obj/weapons/guns/magic.dmi'
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icon_state = "nothingwand"
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inhand_icon_state = "wand"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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w_class = WEIGHT_CLASS_SMALL
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var/datum/species/selected_species
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var/valid_species = list()
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/obj/item/debug/human_spawner/afterattack(atom/target, mob/user, proximity)
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..()
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if(isturf(target))
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var/mob/living/carbon/human/H = new /mob/living/carbon/human(target)
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if(selected_species)
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H.set_species(selected_species)
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/obj/item/debug/human_spawner/attack_self(mob/user)
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..()
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var/choice = input("Select a species", "Human Spawner", null) in GLOB.species_list
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selected_species = GLOB.species_list[choice]
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/obj/item/debug/omnitool
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name = "omnitool"
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desc = "The original hypertool, born before them all. Use it in hand to unleash its true power."
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icon = 'icons/obj/device.dmi'
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icon_state = "hypertool"
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inhand_icon_state = "hypertool"
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toolspeed = 0.1
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tool_behaviour = null
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/obj/item/debug/omnitool/examine()
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. = ..()
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. += " The mode is: [tool_behaviour]"
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/obj/item/debug/omnitool/proc/check_menu(mob/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/debug/omnitool/attack_self(mob/user)
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if(!user)
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return
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var/list/tool_list = list(
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"Crowbar" = image(icon = 'icons/obj/tools.dmi', icon_state = "crowbar"),
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"Multitool" = image(icon = 'icons/obj/device.dmi', icon_state = "multitool"),
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"Screwdriver" = image(icon = 'icons/obj/tools.dmi', icon_state = "screwdriver_map"),
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"Wirecutters" = image(icon = 'icons/obj/tools.dmi', icon_state = "cutters_map"),
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"Wrench" = image(icon = 'icons/obj/tools.dmi', icon_state = "wrench"),
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"Welding Tool" = image(icon = 'icons/obj/tools.dmi', icon_state = "miniwelder"),
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"Analyzer" = image(icon = 'icons/obj/device.dmi', icon_state = "analyzer"),
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"Pickaxe" = image(icon = 'icons/obj/mining.dmi', icon_state = "minipick"),
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"Shovel" = image(icon = 'icons/obj/mining.dmi', icon_state = "spade"),
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"Retractor" = image(icon = 'icons/obj/medical/organs/organs.dmi', icon_state = "retractor"),
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"Hemostat" = image(icon = 'icons/obj/medical/organs/organs.dmi', icon_state = "hemostat"),
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"Cautery" = image(icon = 'icons/obj/medical/organs/organs.dmi', icon_state = "cautery"),
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"Drill" = image(icon = 'icons/obj/medical/organs/organs.dmi', icon_state = "drill"),
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"Scalpel" = image(icon = 'icons/obj/medical/organs/organs.dmi', icon_state = "scalpel"),
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"Saw" = image(icon = 'icons/obj/medical/organs/organs.dmi', icon_state = "saw"),
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"Bonesetter" = image(icon = 'icons/obj/medical/organs/organs.dmi', icon_state = "bone setter"),
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"Knife" = image(icon = 'icons/obj/kitchen.dmi', icon_state = "knife"),
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"Blood Filter" = image(icon = 'icons/obj/medical/organs/organs.dmi', icon_state = "bloodfilter"),
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"Rolling Pin" = image(icon = 'icons/obj/kitchen.dmi', icon_state = "rolling_pin"),
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"Wire Brush" = image(icon = 'icons/obj/tools.dmi', icon_state = "wirebrush"),
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)
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var/tool_result = show_radial_menu(user, src, tool_list, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
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if(!check_menu(user))
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return
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switch(tool_result)
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if("Crowbar")
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tool_behaviour = TOOL_CROWBAR
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if("Multitool")
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tool_behaviour = TOOL_MULTITOOL
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if("Screwdriver")
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tool_behaviour = TOOL_SCREWDRIVER
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if("Wirecutters")
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tool_behaviour = TOOL_WIRECUTTER
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if("Wrench")
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tool_behaviour = TOOL_WRENCH
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if("Welding Tool")
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tool_behaviour = TOOL_WELDER
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if("Analyzer")
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tool_behaviour = TOOL_ANALYZER
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if("Pickaxe")
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tool_behaviour = TOOL_MINING
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if("Shovel")
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tool_behaviour = TOOL_SHOVEL
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if("Retractor")
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tool_behaviour = TOOL_RETRACTOR
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if("Hemostat")
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tool_behaviour = TOOL_HEMOSTAT
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if("Cautery")
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tool_behaviour = TOOL_CAUTERY
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if("Drill")
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tool_behaviour = TOOL_DRILL
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if("Scalpel")
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tool_behaviour = TOOL_SCALPEL
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if("Saw")
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tool_behaviour = TOOL_SAW
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if("Bonesetter")
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tool_behaviour = TOOL_BONESET
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if("Knife")
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tool_behaviour = TOOL_KNIFE
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if("Blood Filter")
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tool_behaviour = TOOL_BLOODFILTER
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if("Rolling Pin")
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tool_behaviour = TOOL_ROLLINGPIN
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if("Wire Brush")
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tool_behaviour = TOOL_RUSTSCRAPER
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