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* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside: * X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment) * damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging. - some bugfixes with gibspawner effects. - monkey's bodyparts can be dismembered and are used to create its icon. - brains are no longer carbons. - all carbon have bodyparts that can be dropped when the mob is gibbed. - adminspawned bodyparts now have a default icon. - robotic parts are now a child of bodyparts. - health analyzer on alien/monkey shows damage on each limb - added admin option to add/remove bodyparts for all carbon (instead of just remove on humans) - Fixes keycheck message spam for janicart and all when trying to move. - Fixes bug with buckling to a scooter while limbless. - removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value) - Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb. - Fixes mini uzi icon when empty and no mag (typo). - I renamed and changed a bit check_eye_prot and ear prot - renamed flash_eyes to flash_act() - I made a soundbang_act() similar to flash_act but for loud bangs. - added a gib and dust animation to larva. - husked monkeys - no damage overlay for husk or skeleton. - damage overlay for robotic limb now. - no damage overlay when organic bodypart husked. - one handed human with a bloody hand still get a bloody single hand overlay. - fix admin heal being unable to heal robotic bodyparts. - slightly touched robotic bodypart sprites (head one pixel too high) - Fixes 18532 "beheaded husk has hair". - Fixes 18584 "Ling stasis appearance bug" - no more eyes or lipstick on husks. - can remove flashes/wires/cells from robot chest and head with crowbar. - Fixes not being able to surgically amputate robotic arm/leg. * More merge conflict fixes and adding the new files I forgot to add. * of course I forgot birdstation * More typos and stuff I forgot to undo. * Fixing a typo in examine.dm Removing an unnecessary check. Making admin heal regenerate limbs on all carbons. Monkey-human transformation now transfer missing limbs info and presence of a cavity implant. NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species. Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code) * Fixing more conflicts with remie's multihands PR. * Fixes runtime with hud when calling build_hand_slots(). Fixes lightgeist healing not working. Fixes null.handle_fall() runtimes with pirate mobs. Fixes typo in has_left_hadn() and has_right_hand(). * Derp, forgot to remove debug message.
54 lines
2.3 KiB
Plaintext
54 lines
2.3 KiB
Plaintext
/datum/surgery/prosthetic_replacement
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name = "prosthetic replacement"
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steps = list(/datum/surgery_step/incise, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/retract_skin, /datum/surgery_step/add_prosthetic)
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species = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
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possible_locs = list("r_arm", "l_arm", "l_leg", "r_leg", "head")
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requires_bodypart = FALSE //need a missing limb
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/datum/surgery/prosthetic_replacement/can_start(mob/user, mob/living/carbon/target)
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if(!iscarbon(target))
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return 0
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var/mob/living/carbon/C = target
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if(!C.get_bodypart(user.zone_selected)) //can only start if limb is missing
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return 1
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/datum/surgery_step/add_prosthetic
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name = "add prosthetic"
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implements = list(/obj/item/bodypart = 100)
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time = 32
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var/organ_rejection_dam = 0
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/datum/surgery_step/add_prosthetic/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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var/obj/item/bodypart/BP = tool
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if(ismonkey(target))// monkey patient only accept organic monkey limbs
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if(BP.status == BODYPART_ROBOTIC || BP.animal_origin != MONKEY_BODYPART)
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user << "<span class='warning'>[BP] doesn't match the patient's morphology.</span>"
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return -1
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if(BP.status != BODYPART_ROBOTIC)
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organ_rejection_dam = 10
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if(ishuman(target))
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if(BP.animal_origin)
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user << "<span class='warning'>[BP] doesn't match the patient's morphology.</span>"
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return -1
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var/mob/living/carbon/human/H = target
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if(H.dna.species.id != BP.species_id)
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organ_rejection_dam = 30
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if(target_zone == BP.body_zone) //so we can't replace a leg with an arm, or a human arm with a monkey arm.
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user.visible_message("[user] begins to replace [target]'s [parse_zone(target_zone)].", "<span class ='notice'>You begin to replace [target]'s [parse_zone(target_zone)]...</span>")
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else
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user << "<span class='warning'>[tool] isn't the right type for [parse_zone(target_zone)].</span>"
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return -1
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/datum/surgery_step/add_prosthetic/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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var/obj/item/bodypart/L = tool
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user.drop_item()
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L.attach_limb(target)
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if(organ_rejection_dam)
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target.adjustToxLoss(organ_rejection_dam)
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user.visible_message("[user] successfully replaces [target]'s [parse_zone(target_zone)]!", "<span class='notice'>You succeed in replacing [target]'s [parse_zone(target_zone)].</span>")
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return 1
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