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* Had to commit this because of conflicts, rest coming soon (thanks tom :) ) * Adds some more bodytype defines * Adds some more defines for taur slots and limbs * Removes a random merge conflict I found along the way * Added a new file for invisible taur leg sprites * Added the ability to have non-surgically-removable bodyparts * Added actual taur legs, which are non-dismemberable and impossible to remove surgically * Makes it so shoes don't show up on taurs that shouldn't show shoes * Added some comments about undocumented non-modular changes * Adds a flag for sprite accessories to allow them to prevent shoe display * Refactaured (teehee) how the taur body extension is handled, making it an external organ, amongst other things * Adds a missing keyword to Remove(), better documents some variables and removes an unused one * Fixes taur bodies not allowing you to customize their colors properly * Okay, okay, what if I told you, no more lower half of clothes? * Adds a few stuff that won't get cropped on taurs You know, could maybe change gets_cropped_on_taurs to be in supports_variation_flags. * Adds the icon_state manually to the mutable_appearance generated by the female clothing proc, so indexing mishaps should no longer occur.
46 lines
1.9 KiB
Plaintext
46 lines
1.9 KiB
Plaintext
/datum/surgery/amputation
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name = "Amputation"
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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/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/sever_limb)
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target_mobtypes = list(/mob/living/carbon/human)
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possible_locs = list(BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG, BODY_ZONE_HEAD)
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requires_bodypart_type = 0
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removes_target_bodypart = TRUE // SKYRAT EDIT - Surgically unremovable limbs
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/datum/surgery_step/sever_limb
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name = "sever limb"
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implements = list(
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/obj/item/shears = 300,
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TOOL_SCALPEL = 100,
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TOOL_SAW = 100,
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/obj/item/melee/arm_blade = 80,
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/obj/item/fireaxe = 50,
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/obj/item/hatchet = 40,
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/obj/item/knife/butcher = 25)
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time = 64
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preop_sound = 'sound/surgery/scalpel1.ogg'
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success_sound = 'sound/surgery/organ2.ogg'
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/datum/surgery_step/sever_limb/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 sever [target]'s [parse_zone(target_zone)]..."),
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span_notice("[user] begins to sever [target]'s [parse_zone(target_zone)]!"),
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span_notice("[user] begins to sever [target]'s [parse_zone(target_zone)]!"))
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display_pain(target, "You feel a gruesome pain in your [parse_zone(target_zone)]'s joint!")
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/datum/surgery_step/sever_limb/success(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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display_results(user, target, span_notice("You sever [target]'s [parse_zone(target_zone)]."),
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span_notice("[user] severs [target]'s [parse_zone(target_zone)]!"),
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span_notice("[user] severs [target]'s [parse_zone(target_zone)]!"))
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display_pain(target, "You lose all feeling in your [parse_zone(target_zone)]!")
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if(surgery.operated_bodypart)
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var/obj/item/bodypart/target_limb = surgery.operated_bodypart
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target_limb.drop_limb()
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return ..()
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