From 24aa127d676f512eb5b447450a6b0ac9226dfbff Mon Sep 17 00:00:00 2001
From: Novacat <35587478+Novacat@users.noreply.github.com>
Date: Sun, 8 May 2022 21:07:08 -0400
Subject: [PATCH] Chest -> Torso Targeting Fixes
---
code/_helpers/mobs.dm | 4 +-
code/game/objects/items/devices/scanners.dm | 2 +-
.../food/kitchen/cooking_machines/fryer.dm | 2 +-
.../mob/living/carbon/human/human_defense.dm | 4 +-
code/modules/mob/mob_helpers.dm | 37 +++++++++++++------
.../spells/targeted/projectile/projectile.dm | 2 +-
6 files changed, 33 insertions(+), 18 deletions(-)
diff --git a/code/_helpers/mobs.dm b/code/_helpers/mobs.dm
index ae6b5c15f3..222e22d590 100644
--- a/code/_helpers/mobs.dm
+++ b/code/_helpers/mobs.dm
@@ -151,9 +151,9 @@ Proc for attack log creation, because really why not
/proc/get_exposed_defense_zone(var/atom/movable/target)
var/obj/item/weapon/grab/G = locate() in target
if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
- return pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
+ return pick(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_FOOT, BP_R_FOOT, BP_L_ARM, BP_R_ARM, BP_L_LEG, BP_R_LEG)
else
- return pick("chest", "groin")
+ return pick(BP_TORSO, BP_GROIN)
/proc/do_mob(mob/user , mob/target, time = 30, target_zone = 0, uninterruptible = FALSE, progress = TRUE, ignore_movement = FALSE, exclusive = FALSE)
if(!user || !target)
diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm
index 3bbab99926..08952cb094 100644
--- a/code/game/objects/items/devices/scanners.dm
+++ b/code/game/objects/items/devices/scanners.dm
@@ -240,7 +240,7 @@ HALOGEN COUNTER - Radcount on mobs
continue
// Broken limbs
if(e.status & ORGAN_BROKEN)
- if((e.name in list("l_arm", "r_arm", "l_leg", "r_leg", "head", "chest", "groin")) && (!e.splinted))
+ if((e.name in list(BP_L_ARM, BP_R_ARM, BP_L_LEG, BP_R_LEG, BP_HEAD, BP_TORSO, BP_GROIN)) && (!e.splinted))
fracture_dat += "Unsecured fracture in subject [e.name]. Splinting recommended for transport.
"
else if(advscan >= 1 && showadvscan == 1)
fracture_dat += "Bone fractures detected in subject [e.name].
"
diff --git a/code/modules/food/kitchen/cooking_machines/fryer.dm b/code/modules/food/kitchen/cooking_machines/fryer.dm
index bcaad4e693..bfc237df73 100644
--- a/code/modules/food/kitchen/cooking_machines/fryer.dm
+++ b/code/modules/food/kitchen/cooking_machines/fryer.dm
@@ -206,7 +206,7 @@
var/obj/item/organ/external/E
var/nopain
- if(ishuman(victim) && user.zone_sel.selecting != "groin" && user.zone_sel.selecting != "chest")
+ if(ishuman(victim) && user.zone_sel.selecting != BP_GROIN && user.zone_sel.selecting != BP_TORSO)
var/mob/living/carbon/human/H = victim
E = H.get_organ(user.zone_sel.selecting)
if(!E || E.species.flags & NO_PAIN)
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index 03261da6b6..674c61b886 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -323,7 +323,7 @@ emp_act
if(!stat)
switch(hit_zone)
- if("head")//Harder to score a stun but if you do it lasts a bit longer
+ if(BP_HEAD)//Harder to score a stun but if you do it lasts a bit longer
if(prob(effective_force))
apply_effect(20, PARALYZE, blocked, soaked)
visible_message("\The [src] has been knocked unconscious!")
@@ -337,7 +337,7 @@ emp_act
if(glasses && prob(33))
glasses.add_blood(src)
update_inv_glasses(0)
- if("chest")//Easier to score a stun but lasts less time
+ if(BP_TORSO)//Easier to score a stun but lasts less time
if(prob(effective_force + 10))
apply_effect(6, WEAKEN, blocked, soaked)
visible_message("\The [src] has been knocked down!")
diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm
index 1777e1578a..d255a4e436 100644
--- a/code/modules/mob/mob_helpers.dm
+++ b/code/modules/mob/mob_helpers.dm
@@ -604,6 +604,7 @@ var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
//The base miss chance for the different defence zones
var/list/global/base_miss_chance = list(
+<<<<<<< HEAD
"head" = 40,
"torso" = 10,
"groin" = 20,
@@ -616,21 +617,35 @@ var/list/global/base_miss_chance = list(
"l_foot" = 50,
"r_foot" = 50,
) //CHOMPEDIT - Changed "chest" to "torso", as chest is a typo. How long has this bug been here?
+=======
+ BP_HEAD = 40,
+ BP_TORSO = 10,
+ BP_GROIN = 20,
+ BP_L_LEG = 20,
+ BP_R_LEG = 20,
+ BP_L_ARM = 20,
+ BP_R_ARM = 20,
+ BP_L_HAND = 50,
+ BP_R_HAND = 50,
+ BP_L_FOOT = 50,
+ BP_R_FOOT = 50,
+)
+>>>>>>> afd673c6f6... Merge pull request #12934 from KillianKirilenko/kk-hitfixes
//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
var/list/global/organ_rel_size = list(
- "head" = 25,
- "chest" = 70,
- "groin" = 30,
- "l_leg" = 25,
- "r_leg" = 25,
- "l_arm" = 25,
- "r_arm" = 25,
- "l_hand" = 10,
- "r_hand" = 10,
- "l_foot" = 10,
- "r_foot" = 10,
+ BP_HEAD = 25,
+ BP_TORSO = 70,
+ BP_GROIN = 30,
+ BP_L_LEG = 25,
+ BP_R_LEG = 25,
+ BP_L_ARM = 25,
+ BP_R_ARM = 25,
+ BP_L_HAND = 10,
+ BP_R_HAND = 10,
+ BP_L_FOOT = 10,
+ BP_R_FOOT = 10,
)
/mob/proc/flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = FALSE, visual = FALSE, type = /obj/screen/fullscreen/flash)
diff --git a/code/modules/spells/targeted/projectile/projectile.dm b/code/modules/spells/targeted/projectile/projectile.dm
index 7181d3c140..f98b71598c 100644
--- a/code/modules/spells/targeted/projectile/projectile.dm
+++ b/code/modules/spells/targeted/projectile/projectile.dm
@@ -33,7 +33,7 @@ If the spell_projectile is seeking, it will update its target every process and
if(istype(projectile, /obj/item/projectile/spell_projectile))
var/obj/item/projectile/spell_projectile/SP = projectile
SP.carried = src //casting is magical
- projectile.def_zone = check_zone("chest")
+ projectile.def_zone = check_zone(BP_TORSO)
projectile.old_style_target(target)
projectile.fire()