Files
Bubberstation/code/modules/surgery/generic_steps.dm
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - 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.
2016-09-12 19:33:50 +02:00

104 lines
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//make incision
/datum/surgery_step/incise
name = "make incision"
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)
time = 16
/datum/surgery_step/incise/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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>")
//clamp bleeders
/datum/surgery_step/clamp_bleeders
name = "clamp bleeders"
implements = list(/obj/item/weapon/hemostat = 100, /obj/item/weapon/wirecutters = 60, /obj/item/stack/packageWrap = 35, /obj/item/stack/cable_coil = 15)
time = 24
/datum/surgery_step/clamp_bleeders/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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>")
/datum/surgery_step/clamp_bleeders/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(locate(/datum/surgery_step/saw) in surgery.steps)
target.heal_bodypart_damage(20,0)
return ..()
//retract skin
/datum/surgery_step/retract_skin
name = "retract skin"
implements = list(/obj/item/weapon/retractor = 100, /obj/item/weapon/screwdriver = 45, /obj/item/weapon/wirecutters = 35)
time = 24
/datum/surgery_step/retract_skin/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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>")
//close incision
/datum/surgery_step/close
name = "mend incision"
implements = list(/obj/item/weapon/cautery = 100, /obj/item/weapon/weldingtool = 70, /obj/item/weapon/lighter = 45, /obj/item/weapon/match = 20)
time = 24
/datum/surgery_step/close/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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>")
/datum/surgery_step/close/tool_check(mob/user, obj/item/tool)
if(istype(tool, /obj/item/weapon/cautery))
return 1
if(istype(tool, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = tool
if(WT.isOn())
return 1
else if(istype(tool, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = tool
if(L.lit)
return 1
else if(istype(tool, /obj/item/weapon/match))
var/obj/item/weapon/match/M = tool
if(M.lit)
return 1
return 0
/datum/surgery_step/close/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(locate(/datum/surgery_step/saw) in surgery.steps)
target.heal_bodypart_damage(45,0)
return ..()
//saw bone
/datum/surgery_step/saw
name = "saw bone"
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)
time = 54
/datum/surgery_step/saw/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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>")
/datum/surgery_step/saw/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
target.apply_damage(50,"brute","[target_zone]")
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>")
return 1
//drill bone
/datum/surgery_step/drill
name = "drill bone"
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)
time = 30
/datum/surgery_step/drill/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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>")
/datum/surgery_step/drill/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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>")
return 1