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* Parse_zone audit + minor misc cleanup (#83154) ## About The Pull Request Does a audit on all uses of parse_zone, replacing most instances of it with a new living-level proc that refers to the bodypart in that zone if it exists. In other cases, removes parse_zone entirely because the bodypart is already confirmed to exist, so we just use plaintext_zone. Also cleans up some single letter vars. ## Why It's Good For The Game In the doc of ```plaintext_zone```, its said it ```Should be used for parsing non-instantiated bodyparts```. 99% of the code ignores the possibility of a bodypart existing, and so uses parse_zone when plaintext_zone could be accessed instead. ## Changelog 🆑 code: Most instances of parse_zone now refer to the limb's plaintext_zone var /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Parse_zone audit + minor misc cleanup --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
71 lines
2.6 KiB
Plaintext
71 lines
2.6 KiB
Plaintext
/datum/surgery/amputation
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name = "Amputation"
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requires_bodypart_type = NONE
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surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_MORBID_CURIOSITY
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possible_locs = list(
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BODY_ZONE_R_ARM,
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BODY_ZONE_L_ARM,
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BODY_ZONE_L_LEG,
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BODY_ZONE_R_LEG,
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BODY_ZONE_HEAD,
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)
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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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)
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removes_target_bodypart = TRUE // SKYRAT EDIT ADDITION - Surgically unremovable limbs
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/datum/surgery/amputation/can_start(mob/user, mob/living/patient)
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if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
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return FALSE
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return ..()
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/datum/surgery_step/sever_limb
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name = "sever limb (circular saw)"
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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/shovel/serrated = 75,
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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(
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user,
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target,
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span_notice("You begin to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
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span_notice("[user] begins to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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span_notice("[user] begins to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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)
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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(
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user,
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target,
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span_notice("You sever [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
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span_notice("[user] severs [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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span_notice("[user] severs [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
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)
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display_pain(target, "You can no longer feel your severed [target.parse_zone_with_bodypart(target_zone)]!")
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if(HAS_MIND_TRAIT(user, TRAIT_MORBID) && ishuman(user))
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var/mob/living/carbon/human/morbid_weirdo = user
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morbid_weirdo.add_mood_event("morbid_dismemberment", /datum/mood_event/morbid_dismemberment)
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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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