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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>
71 lines
3.0 KiB
Plaintext
71 lines
3.0 KiB
Plaintext
/datum/surgery/brain_surgery
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name = "Brain surgery"
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possible_locs = list(BODY_ZONE_HEAD)
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requires_bodypart_type = NONE
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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_brain,
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/datum/surgery_step/close,
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)
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/datum/surgery_step/fix_brain
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name = "fix brain (hemostat)"
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implements = list(
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TOOL_HEMOSTAT = 85,
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TOOL_SCREWDRIVER = 35,
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/obj/item/pen = 15) //don't worry, pouring some alcohol on their open brain will get that chance to 100
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repeatable = TRUE
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time = 100 //long and complicated
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preop_sound = 'sound/surgery/hemostat1.ogg'
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success_sound = 'sound/surgery/hemostat1.ogg'
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failure_sound = 'sound/surgery/organ2.ogg'
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/datum/surgery/brain_surgery/can_start(mob/user, mob/living/carbon/target)
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return target.get_organ_slot(ORGAN_SLOT_BRAIN) && ..()
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/datum/surgery_step/fix_brain/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 brain..."),
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span_notice("[user] begins to fix [target]'s brain."),
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span_notice("[user] begins to perform surgery on [target]'s brain."),
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)
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display_pain(target, "Your head pounds with unimaginable pain!")
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/datum/surgery_step/fix_brain/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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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 brain."),
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span_notice("[user] successfully fixes [target]'s brain!"),
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span_notice("[user] completes the surgery on [target]'s brain."),
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)
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display_pain(target, "The pain in your head receeds, thinking becomes a bit easier!")
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if(target.mind?.has_antag_datum(/datum/antagonist/brainwashed))
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target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
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target.setOrganLoss(ORGAN_SLOT_BRAIN, target.get_organ_loss(ORGAN_SLOT_BRAIN) - 50) //we set damage in this case in order to clear the "failing" flag
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target.cure_all_traumas(TRAUMA_RESILIENCE_SURGERY)
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if(target.get_organ_loss(ORGAN_SLOT_BRAIN) > 0)
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to_chat(user, "[target]'s brain looks like it could be fixed further.")
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return ..()
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/datum/surgery_step/fix_brain/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(target.get_organ_slot(ORGAN_SLOT_BRAIN))
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display_results(
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user,
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target,
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span_warning("You screw up, causing more damage!"),
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span_warning("[user] screws up, causing brain damage!"),
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span_notice("[user] completes the surgery on [target]'s brain."),
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)
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display_pain(target, "Your head throbs with horrible pain; thinking hurts!")
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 60)
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
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else
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user.visible_message(span_warning("[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore."), span_warning("You suddenly notice that the brain you were working on is not there anymore."))
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return FALSE
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