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* Fixes surgeries runtiming constantly when having the surgery initator open, fixes some surgeries missing sounds (#81307) ## About The Pull Request Fixes #79318 - See the issue for more information. I fixed the runtimes as expected, and then removed `SURGERY_REQUIRE_LIMB` from some surgeries which don't actually require a limb, such as implant removal, dissection, and living revival. I could've easily missed some, and as a result some surgeries are lost to the void and unselectable, but from what I could tell in testing it seems... fine. - Adds `SHOULD_CALL_PARENT` to surgery `can_start`. Cleans up some surgery `can_start` overrides. - Adds missing sounds to puncture repair surgery. ## Changelog 🆑 Melbert fix: Fixed Puncture Repair surgery not having surgical sounds fix: Fixed Surgery Initiator potentially showing invalid surgeries /🆑 * Fixes surgeries runtiming constantly when having the surgery initator open, fixes some surgeries missing sounds * Fixeed --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
73 lines
2.9 KiB
Plaintext
73 lines
2.9 KiB
Plaintext
//Head surgery to fix the ears organ
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/datum/surgery/ear_surgery
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name = "Ear surgery"
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requires_bodypart_type = NONE
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organ_to_manipulate = ORGAN_SLOT_EARS
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possible_locs = list(BODY_ZONE_HEAD)
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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/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/fix_ears,
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/datum/surgery_step/close,
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)
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//fix ears
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/datum/surgery_step/fix_ears
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name = "fix ears (hemostat)"
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implements = list(
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TOOL_HEMOSTAT = 100,
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TOOL_SCREWDRIVER = 45,
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/obj/item/pen = 25)
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time = 64
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/datum/surgery/ear_surgery/can_start(mob/user, mob/living/carbon/target)
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return target.get_organ_slot(ORGAN_SLOT_EARS) && ..()
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/datum/surgery_step/fix_ears/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(
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user,
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target,
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span_notice("You begin to fix [target]'s ears..."),
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span_notice("[user] begins to fix [target]'s ears."),
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span_notice("[user] begins to perform surgery on [target]'s ears."),
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)
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display_pain(target, "You feel a dizzying pain in your head!")
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/datum/surgery_step/fix_ears/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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var/obj/item/organ/internal/ears/target_ears = target.get_organ_slot(ORGAN_SLOT_EARS)
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display_results(
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user,
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target,
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span_notice("You succeed in fixing [target]'s ears."),
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span_notice("[user] successfully fixes [target]'s ears!"),
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span_notice("[user] completes the surgery on [target]'s ears."),
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)
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display_pain(target, "Your head swims, but it seems like you can feel your hearing coming back!")
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target_ears.deaf = (20) //deafness works off ticks, so this should work out to about 30-40s
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target_ears.set_organ_damage(0)
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return ..()
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/datum/surgery_step/fix_ears/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(target.get_organ_by_type(/obj/item/organ/internal/brain))
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display_results(
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user,
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target,
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span_warning("You accidentally stab [target] right in the brain!"),
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span_warning("[user] accidentally stabs [target] right in the brain!"),
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span_warning("[user] accidentally stabs [target] right in the brain!"),
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)
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display_pain(target, "You feel a visceral stabbing pain right through your head, into your brain!")
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 70)
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else
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display_results(
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user,
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target,
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span_warning("You accidentally stab [target] right in the brain! Or would have, if [target] had a brain."),
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span_warning("[user] accidentally stabs [target] right in the brain! Or would have, if [target] had a brain."),
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span_warning("[user] accidentally stabs [target] right in the brain!"),
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)
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display_pain(target, "You feel a visceral stabbing pain right through your head!") // dunno who can feel pain w/o a brain but may as well be consistent.
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return FALSE
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