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* Fully removes devil and affiliated shitcode (#53612) Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation. A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything. * Fully removes devil and affiliated shitcode * weh Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com> Co-authored-by: Azarak <azarak10@gmail.com>
84 lines
4.0 KiB
Plaintext
84 lines
4.0 KiB
Plaintext
/datum/surgery/revival
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name = "Revival"
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desc = "An experimental surgical procedure which involves reconstruction and reactivation of the patient's brain even long after death. The body must still be able to sustain life."
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steps = list(/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/revive,
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/datum/surgery_step/close)
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target_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
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possible_locs = list(BODY_ZONE_HEAD)
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requires_bodypart_type = 0
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/datum/surgery/revival/can_start(mob/user, mob/living/carbon/target)
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if(!..())
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return FALSE
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if(target.stat != DEAD)
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return FALSE
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if(target.suiciding || HAS_TRAIT(target, TRAIT_HUSK))
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return FALSE
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var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
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if(!B)
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return FALSE
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return TRUE
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/datum/surgery_step/revive
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name = "shock body"
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implements = list(/obj/item/shockpaddles = 100, /obj/item/melee/baton = 75, /obj/item/gun/energy = 60)
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repeatable = TRUE
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time = 5 SECONDS
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/datum/surgery_step/revive/tool_check(mob/user, obj/item/tool)
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. = TRUE
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if(istype(tool, /obj/item/shockpaddles))
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var/obj/item/shockpaddles/S = tool
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if((S.req_defib && !S.defib.powered) || !S.wielded || S.cooldown || S.busy)
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to_chat(user, "<span class='warning'>You need to wield both paddles, and [S.defib] must be powered!</span>")
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return FALSE
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if(istype(tool, /obj/item/melee/baton))
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var/obj/item/melee/baton/B = tool
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if(!B.turned_on)
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to_chat(user, "<span class='warning'>[B] needs to be active!</span>")
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return FALSE
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if(istype(tool, /obj/item/gun/energy))
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var/obj/item/gun/energy/E = tool
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if(E.chambered && istype(E.chambered, /obj/item/ammo_casing/energy/electrode))
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return TRUE
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else
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to_chat(user, "<span class='warning'>You need an electrode for this!</span>")
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return FALSE
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/datum/surgery_step/revive/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, "<span class='notice'>You prepare to give [target]'s brain the spark of life with [tool].</span>",
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"<span class='notice'>[user] prepares to shock [target]'s brain with [tool].</span>",
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"<span class='notice'>[user] prepares to shock [target]'s brain with [tool].</span>")
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target.notify_ghost_cloning("Someone is trying to zap your brain.", source = target)
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/datum/surgery_step/revive/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
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display_results(user, target, "<span class='notice'>You successfully shock [target]'s brain with [tool]...</span>",
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"<span class='notice'>[user] send a powerful shock to [target]'s brain with [tool]...</span>",
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"<span class='notice'>[user] send a powerful shock to [target]'s brain with [tool]...</span>")
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playsound(get_turf(target), 'sound/magic/lightningbolt.ogg', 50, TRUE)
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target.grab_ghost()
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target.adjustOxyLoss(-50, 0)
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target.updatehealth()
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if(target.revive(full_heal = FALSE, admin_revive = FALSE))
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target.visible_message("<span class='notice'>...[target] wakes up, alive and aware!</span>")
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target.emote("gasp")
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) //MAD SCIENCE
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return TRUE
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else
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target.visible_message("<span class='warning'>...[target.p_they()] convulses, then lies still.</span>")
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return FALSE
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/datum/surgery_step/revive/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, "<span class='notice'>You shock [target]'s brain with [tool], but [target.p_they()] doesn't react.</span>",
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"<span class='notice'>[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react.</span>",
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"<span class='notice'>[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react.</span>")
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playsound(get_turf(target), 'sound/magic/lightningbolt.ogg', 50, TRUE)
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 180)
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return FALSE
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