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* This tail refactor turned into an organ refactor. Funny how that works. * Firstly, fixing all the conflicts. * Fixes all our maps (hopefully) * Actually, this should fix pod people hair :) * Almost everything is working, just two major things to fix * Fixed a certain kind of external organ * Cleaning up some more stuff * Turned tail_cat into tail because why the fuck are they separate? * Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file * Adds relevant_layers to organs to help with rendering * Makes stored_feature_id also check mutant_bodyparts * Fixes the icon_state names of ALL the tails (pain) * Fixes wagging, gotta refactor most mutant bodyparts later on * I Love Added Failures * Fixed some organs that slipped through my searches * This could possibly fix the CI for this? * It doesn't look like it did fix it * This will make it pass, even if it's ugly as sin. * Fixed Felinids having a weird ghost tail * Fixes instances of snouts and tails not being properly colored Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
70 lines
2.5 KiB
Plaintext
70 lines
2.5 KiB
Plaintext
/// An element which enables certain items to tap people on their knees to measure brain health
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/datum/element/kneejerk
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element_flags = ELEMENT_DETACH
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/datum/element/kneejerk/Attach(datum/target)
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. = ..()
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if (!isitem(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_ITEM_ATTACK, .proc/on_item_attack)
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/datum/element/kneejerk/Detach(datum/source, ...)
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. = ..()
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UnregisterSignal(source, COMSIG_ITEM_ATTACK)
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/datum/element/kneejerk/proc/on_item_attack(datum/source, mob/living/target, mob/living/user, params)
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SIGNAL_HANDLER
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var/list/modifiers = params2list(params)
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if((user.zone_selected == BODY_ZONE_L_LEG || user.zone_selected == BODY_ZONE_R_LEG) && LAZYACCESS(modifiers, RIGHT_CLICK) && target.buckled)
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tap_knee(source, target, user)
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return COMPONENT_SKIP_ATTACK
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/datum/element/kneejerk/proc/tap_knee(obj/item/item, mob/living/target, mob/living/user)
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var/selected_zone = user.zone_selected
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var/obj/item/bodypart/r_leg = target.get_bodypart(BODY_ZONE_R_LEG)
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var/obj/item/bodypart/l_leg = target.get_bodypart(BODY_ZONE_L_LEG)
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var/obj/item/organ/internal/brain/target_brain = target.getorganslot(ORGAN_SLOT_BRAIN)
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if(!ishuman(target))
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return
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if((selected_zone == BODY_ZONE_R_LEG) && !r_leg)
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return
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if((selected_zone == BODY_ZONE_L_LEG) && !l_leg)
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return
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user.do_attack_animation(target)
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target.visible_message(span_warning("[user] gently taps [target]'s knee with [item]."), \
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span_userdanger("[user] taps your knee with [item]."))
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if(target.stat == DEAD) //dead men have no reflexes!
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return
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if(!target_brain)
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return
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var/target_brain_damage = target_brain.damage
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if(target_brain_damage < BRAIN_DAMAGE_MILD) //a healthy brain produces a normal reaction
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playsound(target, 'sound/weapons/punchmiss.ogg', 25, TRUE, -1)
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target.visible_message(span_danger("[target]'s leg kicks out sharply!"), \
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span_danger("Your leg kicks out sharply!"))
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else if(target_brain_damage < BRAIN_DAMAGE_SEVERE) //a mildly damaged brain produces a delayed reaction
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playsound(target, 'sound/weapons/punchmiss.ogg', 15, TRUE, -1)
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target.visible_message(span_danger("After a moment, [target]'s leg kicks out sharply!"), \
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span_danger("After a moment, your leg kicks out sharply!"))
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else if(target_brain_damage < BRAIN_DAMAGE_DEATH) //a severely damaged brain produces a delayed + weaker reaction
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playsound(target, 'sound/weapons/punchmiss.ogg', 5, TRUE, -1)
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target.visible_message(span_danger("After a moment, [target]'s leg kicks out weakly!"), \
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span_danger("After a moment, your leg kicks out weakly!"))
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return
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