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Basically, surgeries are now initiated by bedsheets or surgical drapes, and consist of separate steps. Appendicitis is sort of hacky, but it should work for now. I'll update it when I add processing organs. Added getbrain() and getappendix() procs, which can be used instead of checking the old (now missing) x_op_stage variables. Added a surgical apron, using old sprites by matty. Updated the map: Removed the note with spell descriptions from the wizard's den for Kor. Updated the operating room. Updated xenobio to have appropriate tools for slime surgery. Path changes: /obj/item/brain > /obj/item/organ/brain /obj/item/weapon/reagent_containers/food/snacks/appendix > /obj/item/organ/appendix /obj/item/weapon/reagent_containers/food/snacks/appendix/inflamed > /obj/item/organ/appendix git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5703 316c924e-a436-60f5-8080-3fe189b3f50e
59 lines
1.7 KiB
Plaintext
59 lines
1.7 KiB
Plaintext
/obj/effect/proc_holder/spell/targeted/inflict_handler
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name = "Inflict Handler"
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desc = "This spell blinds and/or destroys/damages/heals and/or weakens/stuns the target."
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var/amt_weakened = 0
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var/amt_paralysis = 0
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var/amt_stunned = 0
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//set to negatives for healing
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var/amt_dam_fire = 0
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var/amt_dam_brute = 0
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var/amt_dam_oxy = 0
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var/amt_dam_tox = 0
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var/amt_eye_blind = 0
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var/amt_eye_blurry = 0
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var/destroys = "none" //can be "none", "gib" or "disintegrate"
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/obj/effect/proc_holder/spell/targeted/inflict_handler/cast(list/targets)
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for(var/mob/living/target in targets)
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switch(destroys)
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if("gib")
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target.gib()
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if("gib_brain")
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if(ishuman(target) || ismonkey(target))
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var/obj/item/organ/brain/B = getbrain(target)
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if(B)
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B.loc = get_turf(target)
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B.transfer_identity(target)
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target.gib()
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if("disintegrate")
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target.dust()
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if(!target)
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continue
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//damage
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if(amt_dam_brute > 0)
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if(amt_dam_fire >= 0)
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target.take_overall_damage(amt_dam_brute,amt_dam_fire)
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else if (amt_dam_fire < 0)
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target.take_overall_damage(amt_dam_brute,0)
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target.heal_overall_damage(0,amt_dam_fire)
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else if(amt_dam_brute < 0)
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if(amt_dam_fire > 0)
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target.take_overall_damage(0,amt_dam_fire)
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target.heal_overall_damage(amt_dam_brute,0)
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else if (amt_dam_fire <= 0)
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target.heal_overall_damage(amt_dam_brute,amt_dam_fire)
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target.adjustToxLoss(amt_dam_tox)
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target.oxyloss += amt_dam_oxy
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//disabling
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target.Weaken(amt_weakened)
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target.Paralyse(amt_paralysis)
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target.Stun(amt_stunned)
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target.eye_blind += amt_eye_blind
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target.eye_blurry += amt_eye_blurry |