mirror of
https://github.com/Bubberstation/Bubberstation.git
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* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside: * X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment) * damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging. - some bugfixes with gibspawner effects. - monkey's bodyparts can be dismembered and are used to create its icon. - brains are no longer carbons. - all carbon have bodyparts that can be dropped when the mob is gibbed. - adminspawned bodyparts now have a default icon. - robotic parts are now a child of bodyparts. - health analyzer on alien/monkey shows damage on each limb - added admin option to add/remove bodyparts for all carbon (instead of just remove on humans) - Fixes keycheck message spam for janicart and all when trying to move. - Fixes bug with buckling to a scooter while limbless. - removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value) - Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb. - Fixes mini uzi icon when empty and no mag (typo). - I renamed and changed a bit check_eye_prot and ear prot - renamed flash_eyes to flash_act() - I made a soundbang_act() similar to flash_act but for loud bangs. - added a gib and dust animation to larva. - husked monkeys - no damage overlay for husk or skeleton. - damage overlay for robotic limb now. - no damage overlay when organic bodypart husked. - one handed human with a bloody hand still get a bloody single hand overlay. - fix admin heal being unable to heal robotic bodyparts. - slightly touched robotic bodypart sprites (head one pixel too high) - Fixes 18532 "beheaded husk has hair". - Fixes 18584 "Ling stasis appearance bug" - no more eyes or lipstick on husks. - can remove flashes/wires/cells from robot chest and head with crowbar. - Fixes not being able to surgically amputate robotic arm/leg. * More merge conflict fixes and adding the new files I forgot to add. * of course I forgot birdstation * More typos and stuff I forgot to undo. * Fixing a typo in examine.dm Removing an unnecessary check. Making admin heal regenerate limbs on all carbons. Monkey-human transformation now transfer missing limbs info and presence of a cavity implant. NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species. Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code) * Fixing more conflicts with remie's multihands PR. * Fixes runtime with hud when calling build_hand_slots(). Fixes lightgeist healing not working. Fixes null.handle_fall() runtimes with pirate mobs. Fixes typo in has_left_hadn() and has_right_hand(). * Derp, forgot to remove debug message.
104 lines
5.1 KiB
Plaintext
104 lines
5.1 KiB
Plaintext
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//make incision
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/datum/surgery_step/incise
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name = "make incision"
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implements = list(/obj/item/weapon/scalpel = 100, /obj/item/weapon/melee/energy/sword = 75, /obj/item/weapon/kitchen/knife = 65, /obj/item/weapon/shard = 45)
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time = 16
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/datum/surgery_step/incise/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] begins to make an incision in [target]'s [parse_zone(target_zone)].", "<span class='notice'>You begin to make an incision in [target]'s [parse_zone(target_zone)]...</span>")
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//clamp bleeders
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/datum/surgery_step/clamp_bleeders
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name = "clamp bleeders"
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implements = list(/obj/item/weapon/hemostat = 100, /obj/item/weapon/wirecutters = 60, /obj/item/stack/packageWrap = 35, /obj/item/stack/cable_coil = 15)
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time = 24
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/datum/surgery_step/clamp_bleeders/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] begins to clamp bleeders in [target]'s [parse_zone(target_zone)].", "<span class='notice'>You begin to clamp bleeders in [target]'s [parse_zone(target_zone)]...</span>")
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/datum/surgery_step/clamp_bleeders/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(locate(/datum/surgery_step/saw) in surgery.steps)
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target.heal_bodypart_damage(20,0)
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return ..()
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//retract skin
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/datum/surgery_step/retract_skin
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name = "retract skin"
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implements = list(/obj/item/weapon/retractor = 100, /obj/item/weapon/screwdriver = 45, /obj/item/weapon/wirecutters = 35)
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time = 24
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/datum/surgery_step/retract_skin/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] begins to retract the skin in [target]'s [parse_zone(target_zone)].", "<span class='notice'>You begin to retract the skin in [target]'s [parse_zone(target_zone)]...</span>")
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//close incision
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/datum/surgery_step/close
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name = "mend incision"
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implements = list(/obj/item/weapon/cautery = 100, /obj/item/weapon/weldingtool = 70, /obj/item/weapon/lighter = 45, /obj/item/weapon/match = 20)
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time = 24
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/datum/surgery_step/close/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] begins to mend the incision in [target]'s [parse_zone(target_zone)].", "<span class='notice'>You begin to mend the incision in [target]'s [parse_zone(target_zone)]...</span>")
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/datum/surgery_step/close/tool_check(mob/user, obj/item/tool)
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if(istype(tool, /obj/item/weapon/cautery))
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return 1
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if(istype(tool, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = tool
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if(WT.isOn())
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return 1
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else if(istype(tool, /obj/item/weapon/lighter))
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var/obj/item/weapon/lighter/L = tool
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if(L.lit)
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return 1
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else if(istype(tool, /obj/item/weapon/match))
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var/obj/item/weapon/match/M = tool
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if(M.lit)
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return 1
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return 0
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/datum/surgery_step/close/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(locate(/datum/surgery_step/saw) in surgery.steps)
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target.heal_bodypart_damage(45,0)
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return ..()
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//saw bone
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/datum/surgery_step/saw
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name = "saw bone"
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implements = list(/obj/item/weapon/circular_saw = 100, /obj/item/weapon/melee/energy/sword/cyborg/saw = 100, /obj/item/weapon/melee/arm_blade = 75, /obj/item/weapon/mounted_chainsaw = 65, /obj/item/weapon/twohanded/required/chainsaw = 50, /obj/item/weapon/twohanded/fireaxe = 50, /obj/item/weapon/hatchet = 35, /obj/item/weapon/kitchen/knife/butcher = 25)
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time = 54
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/datum/surgery_step/saw/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] begins to saw through the bone in [target]'s [parse_zone(target_zone)].", "<span class='notice'>You begin to saw through the bone in [target]'s [parse_zone(target_zone)]...</span>")
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/datum/surgery_step/saw/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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target.apply_damage(50,"brute","[target_zone]")
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user.visible_message("[user] saws [target]'s [parse_zone(target_zone)] open!", "<span class='notice'>You saw [target]'s [parse_zone(target_zone)] open.</span>")
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return 1
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//drill bone
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/datum/surgery_step/drill
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name = "drill bone"
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implements = list(/obj/item/weapon/surgicaldrill = 100, /obj/item/weapon/pickaxe/drill = 60, /obj/item/mecha_parts/mecha_equipment/drill = 60, /obj/item/weapon/screwdriver = 20)
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time = 30
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/datum/surgery_step/drill/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] begins to drill into the bone in [target]'s [parse_zone(target_zone)].", "<span class='notice'>You begin to drill into the bone in [target]'s [parse_zone(target_zone)]...</span>")
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/datum/surgery_step/drill/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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user.visible_message("[user] drills into [target]'s [parse_zone(target_zone)]!", "<span class='notice'>You drill into [target]'s [parse_zone(target_zone)].</span>")
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return 1
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