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* Brain damage works on organ damage procs, some defib reworks * Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again * Cleans up reused global * Organ damage procs on living and living/carbon * Changes brain damage procs again * SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects. * Damage and failure effects for the appendix, ears, and some touchups on the stomach * Committing changes so I don't lose them * Organs now cease decaying in the proper containers * Organ Fridges * Reverts map changes * Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime * Actually fixes merge conflict * Smartfridge tweaks * Think I figured out map merger * Evidently not * Still runtiming with glass shards even after I remove the map changes? * Fixes runtime error with brain_item * Runtime fix on living/carbon/life * Cleaning up old PR code * Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were * Wrong math operation used * Brains in MMIs no longer decay * Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts * Removes misleading comment * init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss * Removes random spaces, scanners check brain damage severity now * Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it * List change * Runs off of an index instead of using cut * Brains can be put into organ fridges * Fixes minor type, hotfix for cloning problem * Removes pointless check * Demon hearts no longer decay * Nightmare hearts no longer decay * Removes istype() check on process, sets can_decompose instead * Condenses organ damage report * Removes organ failure messages * Less organ damage spam, implements organ threshold messages instead * Brain damage messages go to owner, not source * Self-examine shows damaged organs * Minor code cleanup, adds autodoc comments to the new procs * Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments. * Merged the booleans into a set of flags * Healthy living improves organ healing rates * dunno why this didn't update * my actions have consequences * Sets ORGAN_SYNTHETIC for overlooked robotics organs * Doubles heart decay time * 3 minute heart decay * Lobectomy/Coronary_Bypass heal more * removes hivemind spells from the changes
77 lines
2.4 KiB
Plaintext
77 lines
2.4 KiB
Plaintext
/obj/item/zombie_hand
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name = "zombie claw"
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desc = "A zombie's claw is its primary tool, capable of infecting \
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humans, butchering all other living things to \
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sustain the zombie, smashing open airlock doors and opening \
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child-safe caps on bottles."
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item_flags = ABSTRACT | DROPDEL
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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icon = 'icons/effects/blood.dmi'
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icon_state = "bloodhand_left"
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var/icon_left = "bloodhand_left"
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var/icon_right = "bloodhand_right"
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hitsound = 'sound/hallucinations/growl1.ogg'
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force = 21 // Just enough to break airlocks with melee attacks
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damtype = "brute"
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/obj/item/zombie_hand/Initialize()
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
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/obj/item/zombie_hand/equipped(mob/user, slot)
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. = ..()
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//these are intentionally inverted
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var/i = user.get_held_index_of_item(src)
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if(!(i % 2))
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icon_state = icon_left
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else
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icon_state = icon_right
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/obj/item/zombie_hand/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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if(!proximity_flag)
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return
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else if(isliving(target))
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if(ishuman(target))
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try_to_zombie_infect(target)
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else
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check_feast(target, user)
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/proc/try_to_zombie_infect(mob/living/carbon/human/target)
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CHECK_DNA_AND_SPECIES(target)
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if(NOZOMBIE in target.dna.species.species_traits)
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// cannot infect any NOZOMBIE subspecies (such as high functioning
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// zombies)
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return
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var/obj/item/organ/zombie_infection/infection
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infection = target.getorganslot(ORGAN_SLOT_ZOMBIE)
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if(!infection)
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infection = new()
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infection.Insert(target)
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/obj/item/zombie_hand/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is ripping [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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if(isliving(user))
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var/mob/living/L = user
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var/obj/item/bodypart/O = L.get_bodypart(BODY_ZONE_HEAD)
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if(O)
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O.dismember()
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return (BRUTELOSS)
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/obj/item/zombie_hand/proc/check_feast(mob/living/target, mob/living/user)
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if(target.stat == DEAD)
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var/hp_gained = target.maxHealth
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target.gib()
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// zero as argument for no instant health update
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user.adjustBruteLoss(-hp_gained, 0)
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user.adjustToxLoss(-hp_gained, 0)
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user.adjustFireLoss(-hp_gained, 0)
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user.adjustCloneLoss(-hp_gained, 0)
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user.updatehealth()
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user.adjustOrganLoss(ORGAN_SLOT_BRAIN, -hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
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user.set_nutrition(min(user.nutrition + hp_gained, NUTRITION_LEVEL_FULL))
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