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- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
40 lines
1.8 KiB
Plaintext
40 lines
1.8 KiB
Plaintext
/datum/surgery/embedded_removal
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name = "removal of embedded objects"
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steps = list(/datum/surgery_step/incise, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/retract_skin, /datum/surgery_step/remove_object)
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possible_locs = list("r_arm","l_arm","r_leg","l_leg","chest","head")
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/datum/surgery_step/remove_object
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name = "remove embedded objects"
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time = 32
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accept_hand = 1
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var/obj/item/organ/limb/L = null
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/datum/surgery_step/remove_object/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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L = surgery.organ
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if(L)
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user.visible_message("[user] looks for objects embedded in [target]'s [parse_zone(user.zone_selected)].", "<span class='notice'>You look for objects embedded in [target]'s [parse_zone(user.zone_selected)]...</span>")
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else
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user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "<span class='notice'>You look for [target]'s [parse_zone(user.zone_selected)]...</span>")
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/datum/surgery_step/remove_object/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(L)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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var/objects = 0
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for(var/obj/item/I in L.embedded_objects)
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objects++
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I.loc = get_turf(H)
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L.embedded_objects -= I
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if(objects > 0)
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user.visible_message("[user] sucessfully removes [objects] objects from [H]'s [L.getDisplayName()]!", "<span class='notice'>You sucessfully remove [objects] objects from [H]'s [L.getDisplayName()].</span>")
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else
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user << "<span class='warning'>You find no objects embedded in [H]'s [L.getDisplayName()]!</span>"
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else
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user << "<span class='warning'>You can't find [target]'s [parse_zone(user.zone_selected)], let alone any objects embedded in it!</span>"
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return 1 |