De-retarded wound system.

This commit is contained in:
SkyMarshal
2012-06-23 16:35:25 -07:00
parent ce7db3f15e
commit 62c3d1d11d
32 changed files with 558 additions and 979 deletions

View File

@@ -192,29 +192,29 @@
// Gloves
var/datum/organ/external/lo = organs["l_hand"]
var/datum/organ/external/ro = organs["r_hand"]
if (!lo.destroyed || !ro.destroyed)
if (!(lo.status & DESTROYED && ro.status & DESTROYED))
if (gloves)
var/t1 = gloves.item_state
if (!t1)
t1 = gloves.icon_state
var/icon/gloves_icon = new /icon("icon" = 'hands.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
if(lo.destroyed)
if(lo.status & DESTROYED)
gloves_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image(gloves_icon, "layer" = MOB_LAYER)
if (gloves.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
if(lo.destroyed)
if(lo.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
else if (blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
if(lo.destroyed)
if(lo.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
// Glasses
@@ -231,19 +231,19 @@
// Shoes
lo = organs["l_foot"]
ro = organs["r_foot"]
if ((!lo.destroyed || !ro.destroyed) && shoes)
if (!(lo.status & DESTROYED && ro.status & DESTROYED) && shoes)
var/t1 = shoes.icon_state
var/icon/shoes_icon = new /icon("icon" = 'feet.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
if(lo.destroyed && !lying)
if(lo.status & DESTROYED && !lying)
shoes_icon.Blend(new /icon('limb_mask.dmi', "right[lying?"_l":""]"), ICON_MULTIPLY)
else if(ro.destroyed && !lying)
else if(ro.status & DESTROYED && !lying)
shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
overlays += image(shoes_icon, "layer" = MOB_LAYER)
if (shoes.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "shoesblood[!lying ? "" : "2"]")
if(lo.destroyed)
if(lo.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
/* if (w_radio)
@@ -355,7 +355,7 @@
head.screen_loc = ui_head
else
var/datum/organ/external/head = organs["head"]
if(!head.destroyed)
if(!(head.status & DESTROYED))
//if not wearing anything on the head, show the ears
overlays += image("icon" = icon('tajaran.dmi', "ears_[gender==FEMALE ? "f" : "m"]_[lying ? "l" : "s"]"), "layer" = MOB_LAYER)
@@ -482,7 +482,7 @@
lying_icon.Blend(new /icon('tajaran.dmi', "chest_[g]_l"), ICON_OVERLAY)
var/datum/organ/external/head = organs["head"]
if(!head.destroyed)
if(!(head.status & DESTROYED))
stand_icon.Blend(new /icon('tajaran.dmi', "head_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('tajaran.dmi', "head_[g]_l"), ICON_OVERLAY)
@@ -491,12 +491,12 @@
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& !part.destroyed)
&& !(part.status & DESTROYED))
var/icon/temp = new /icon('tajaran.dmi', "[part.icon_name]_s")
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
stand_icon.Blend(temp, ICON_OVERLAY)
temp = new /icon('tajaran.dmi', "[part.icon_name]_l")
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
lying_icon.Blend(temp , ICON_OVERLAY)
stand_icon.Blend(new /icon('tajaran.dmi', "groin_[g]_s"), ICON_OVERLAY)
@@ -511,7 +511,7 @@
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& part.destroyed)
&& (part.status & DESTROYED))
husk_s.Blend(new /icon('dam_mask.dmi', "[part.icon_name]"), ICON_SUBTRACT)
husk_l.Blend(new /icon('dam_mask.dmi', "[part.icon_name]2"), ICON_SUBTRACT)
@@ -539,7 +539,7 @@
if(organs)
var/datum/organ/external/head = organs["head"]
if(head)
if(head.destroyed)
if(head.status & DESTROYED)
del(face_standing)
del(face_lying)
return

View File

@@ -455,12 +455,12 @@ proc/airborne_can_reach(turf/source, turf/target)
var/name = pick(mob.organs)
var/datum/organ/external/organ = mob.organs[name]
if(!organ.broken && !organ.robot)
if(!(organ.status & BROKEN) && !(organ.status & ROBOT))
mob.adjustBruteLoss(10)
mob.visible_message("\red You hear a loud cracking sound coming from [mob.name].","\red <b>Something feels like it shattered in your [organ.display_name]!</b>","You hear a sickening crack.")
mob.emote("scream")
organ.broken = 1
organ.wound = pick("broken","fracture","hairline fracture") //Randomise in future. Edit: Randomized. --SkyMarshal
organ.status |= BROKEN
organ.broken_description = pick("broken","fracture","hairline fracture") //Randomise in future. Edit: Randomized. --SkyMarshal
organ.perma_injury = 10

View File

@@ -247,17 +247,17 @@
var/infected = ""
var/imp = ""
var/bled = ""
if(e.bleeding)
if(e.status & BLEEDING)
bled = "Bleeding:"
if(e.broken)
AN = "[e.wound]:"
if(e.status & BROKEN)
AN = "[e.broken_description]:"
if(e.open)
open = "OPEN:"
if(e.implant && e.implant.len)
imp = "IMPLANT:"
if(!AN && !open && !infected & !imp)
AN = "None"
if(!e.destroyed)
if(!e.status & DESTROYED)
dat += "<td>[e.display_name]</td><td>[e.burn_dam]</td><td>[e.brute_dam]</td><td>[bled][AN][open][infected][imp]</td>"
else
dat += "<td>[e.display_name]</td><td>-</td><td>-</td><td>Not Found</td>"

View File

@@ -283,7 +283,7 @@ var/list/sacrificed = list()
del(ghost)
for(var/name in corpse_to_raise.organs)
var/datum/organ/external/affecting = corpse_to_raise.organs[name]
affecting.robot = 0
affecting.status &= ~ROBOT
affecting.heal_damage(1000, 1000)
corpse_to_raise.setToxLoss(0)
corpse_to_raise.setOxyLoss(0)

View File

@@ -119,8 +119,8 @@ MASS SPECTROMETER
var/mob/living/carbon/human/H = M
for(var/name in H.organs)
var/datum/organ/external/e = H.organs[name]
if(e.broken)
user.show_message(text("\red Bone fractures detected. Advanced scanner required for location."), 1)
if(e.status & BROKEN)
user.show_message("\red Bone fractures detected. Advanced scanner required for location.", 1)
break
if(ishuman(M))
if(M:vessel)

View File

@@ -398,7 +398,7 @@
return
var/datum/organ/external/head = H.organs["head"]
if(head.destroyed)
if(head.status & DESTROYED)
user << "\blue Put it where? There's no head."
//since these people will be dead M != usr

View File

@@ -97,13 +97,13 @@
if (user.hand)
if(ishuman(user))
var/datum/organ/external/temp = user:organs["l_hand"]
if(temp.destroyed)
if(temp.status & DESTROYED)
user << "\blue Yo- wait a minute."
return
else
if(ishuman(user))
var/datum/organ/external/temp = user:organs["r_hand"]
if(temp.destroyed)
if(temp.status & DESTROYED)
user << "\blue Yo- wait a minute."
if (istype(src.loc, /obj/item/weapon/storage))
@@ -136,7 +136,7 @@
if (user.hand)
if(ishuman(user))
var/datum/organ/external/temp = user:organs["l_hand"]
if(!temp.destroyed)
if(!(temp.status & DESTROYED))
user.l_hand = src
else
user << "\blue You pick \the [src] up with your ha- wait a minute."
@@ -148,7 +148,7 @@
else
if(ishuman(user))
var/datum/organ/external/temp = user:organs["r_hand"]
if(!temp.destroyed)
if(!(temp.status & DESTROYED))
user.r_hand = src
else
user << "\blue You pick \the [src] up with your ha- wait a minute."
@@ -176,13 +176,13 @@
if (user.hand)
if(ismonkey(user))
var/datum/organ/external/temp = user:organs["l_hand"]
if(temp.destroyed)
if(temp.status & DESTROYED)
user << "\blue Yo- wait a minute."
return
else
if(ismonkey(user))
var/datum/organ/external/temp = user:organs["r_hand"]
if(temp.destroyed)
if(temp.status & DESTROYED)
user << "\blue Yo- wait a minute."
if (istype(src.loc, /obj/item/weapon/storage))

View File

@@ -31,7 +31,7 @@
return
if(hasorgans(M))
var/datum/organ/external/target = M:get_organ(check_zone(user.zone_sel.selecting))
if(target.destroyed)
if(target.status & DESTROYED)
user << "What [target.display_name]?"
return
target.implant += imp

View File

@@ -8,8 +8,22 @@ MEDICAL
/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
if (M.stat == 2)
user << "\red \The [M] is dead, you cannot help [M.get_gender_form("it")]!"
var/t_him = "it"
if (M.gender == MALE)
t_him = "him"
else if (M.gender == FEMALE)
t_him = "her"
user << "\red \The [M] is dead, you cannot help [t_him]!"
return
if (M.health < 50)
var/t_him = "it"
if (M.gender == MALE)
t_him = "him"
else if (M.gender == FEMALE)
t_him = "her"
user << "\red \The [M] is wounded badly, this item cannot help [t_him]!"
return
if (!istype(M))
user << "\red \The [src] cannot be applied to \the [M]!"
@@ -21,113 +35,64 @@ MEDICAL
user << "\red You don't have the dexterity to do this!"
return 1
var/stoppedblood = 0
if(hasorgans(M))
var/datum/organ/external/affecting = M:get_organ("chest")
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/datum/organ/external/affecting = H.get_organ("chest")
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/user2 = user
affecting = M:get_organ(check_zone(user2.zone_sel.selecting))
affecting = H.get_organ(check_zone(user2.zone_sel.selecting))
else
if(!istype(affecting, /datum/organ/external) || affecting:burn_dam <= 0)
affecting = M:get_organ("head")
if(affecting.destroyed && !affecting.gauzed)
user.visible_message("\red \The [user] does [user.get_gender_form("its")] best to stem \the [M]'s bleeding from [M.get_gender_form("its")] stump.", "\red You do your best to stop the bleeding from \the [M]'s stump.", "\red You hear something like gauze being ripped.")
affecting.gauzed = 1
if(!istype(affecting, /datum/organ/external))
affecting = H.get_organ("head")
if (affecting.heal_damage(src.heal_brute, src.heal_burn))
H.UpdateDamageIcon()
if (user)
if (M != user)
user.visible_message("\red \The [H]'s [affecting.display_name] has been bandaged with \a [src] by \the [user].",\
"\red You bandage \the [H]'s [affecting.display_name] with \the [src].",\
"You hear gauze being ripped.")
else
var/t_his = "its"
if (user.gender == MALE)
t_his = "his"
else if (user.gender == FEMALE)
t_his = "her"
user.visible_message("\red \The [user] bandages [t_his] [affecting.display_name] with \a [src].",\
"\red You bandage your [affecting.display_name] with \the [src].",\
"You hear gauze being ripped.")
use(1)
return
else
user << "Nothing to patch up!"
if(affecting.robot)
user << "Medical equipment for a robot arm? Better get a welder..."
return
for(var/datum/organ/wound/W in affecting.wounds)
if(W.bleeding || !W.is_healing)
if(heal_brute && W.wound_type == 2)
continue
if(heal_burn && W.wound_type < 2)
continue
if(W.wound_size > 3 && (W.bleeding || !W.is_healing))
if(stoppedblood)
stoppedblood += 1
break
W.bleeding = 0
W.is_healing = 1
stoppedblood = 1
else if(W.wound_size <= 3)
if(stoppedblood)
stoppedblood += 1
break
W.stopbleeding()
stoppedblood = 1
if (user && stoppedblood)
if (M != user)
user.visible_message("\red \The [user] [heal_burn? "salves" : "bandages"] [stoppedblood - 1 ? "some of" : "the last of"] \the [M]'s cuts with \the [src].", "\red You [heal_burn? "salve" : "bandage up"] [stoppedblood - 1 ? "some of" : "the last of"] \the [M]'s [heal_burn? "burns" : "wounds"].", "\red You hear something like gauze being ripped.")
else
user.visible_message("\red \The [user] [heal_burn? "salves" : "bandages"] [stoppedblood - 1 ? "some of" : "the last of"] [user.get_gender_form("its")] own cuts with \the [src].", "\red You [heal_burn? "salve" : "bandage up"] [stoppedblood - 1 ? "some of" : "the last of"] your [heal_burn? "burns" : "wounds"].", "\red You hear something like gauze being ripped.")
else if(user)
user << "\red Nothing to patch up!"
return
M.updatehealth()
else
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
use(1)
// if (M.health < 50 && !stoppedblood)
// var/t_him = "it"
// if (M.gender == MALE)
// t_him = "him"
// else if (M.gender == FEMALE)
// t_him = "her"
// user << "\red \The [M] is wounded badly, this item cannot help [t_him]!"
// return
// if (user)
// if (M != user)
// user.visible_message( \
// "\blue [M] has been applied with [src] by [user].", \
// "\blue You apply \the [src] to [M]." \
// )
// else
// var/t_himself = "itself"
// if (user.gender == MALE)
// t_himself = "himself"
// else if (user.gender == FEMALE)
// t_himself = "herself"
// user.visible_message( \
// "\blue [M] applied [src] on [t_himself].", \
// "\blue You apply \the [src] on yourself." \
// )
// if (istype(M, /mob/living/carbon/human))
// var/mob/living/carbon/human/H = M
// var/datum/organ/external/affecting = H.get_organ("chest")
// if(istype(user, /mob/living/carbon/human))
// var/mob/living/carbon/human/user2 = user
// affecting = H.get_organ(check_zone(user2.zone_sel.selecting))
// else
// if(!istype(affecting, /datum/organ/external) || affecting:burn_dam <= 0)
// affecting = H.get_organ("head")
//
// if (affecting.heal_damage(src.heal_brute, src.heal_burn))
// H.UpdateDamageIcon()
// M.updatehealth()
use(1)
/obj/item/stack/medical/advanced/attack(mob/living/carbon/M as mob, mob/user as mob)
if (M.stat == 2)
user << "\red \The [M] is dead, you cannot help [M.get_gender_form("it")]!"
var/t_him = "it"
if (M.gender == MALE)
t_him = "him"
else if (M.gender == FEMALE)
t_him = "her"
user << "\red \The [M] is dead, you cannot help [t_him]!"
return
if (M.health < 0)
var/t_him = "it"
if (M.gender == MALE)
t_him = "him"
else if (M.gender == FEMALE)
t_him = "her"
user << "\red \The [M] is wounded badly, this item cannot help [t_him]!"
return
if (!istype(M))
user << "\red \The [src] cannot be applied to \the [M]!"
user << "\red \The [src] cannot be applied to [M]!"
return 1
if ( ! (istype(user, /mob/living/carbon/human) || \
@@ -136,50 +101,37 @@ MEDICAL
user << "\red You don't have the dexterity to do this!"
return 1
var/stoppedblood = 0
if(hasorgans(M))
var/datum/organ/external/affecting = M:get_organ("chest")
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/datum/organ/external/affecting = H.get_organ("chest")
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/user2 = user
affecting = M:get_organ(check_zone(user2.zone_sel.selecting))
affecting = H.get_organ(check_zone(user2.zone_sel.selecting))
else
if(!istype(affecting, /datum/organ/external) || affecting:burn_dam <= 0)
affecting = M:get_organ("head")
if(affecting.destroyed && !affecting.gauzed)
M.visible_message("\red \The [user] does their best to stem \the [M]'s bleeding from [M.get_gender_form("its")] stump.", "\red You do your best to stop the bleeding from \the [M]'s stump.", "\red You hear something like gauze being ripped.")
affecting.gauzed = 1
affecting = H.get_organ("head")
if (affecting.heal_damage(src.heal_brute, src.heal_burn))
H.UpdateDamageIcon()
if (user)
if (M != user)
user.visible_message("\red \The [H]'s [affecting.display_name] has been bandaged with \a [src] by \the [user].",\
"\red You bandage \the [H]'s [affecting.display_name] with \the [src].",\
"You hear gauze being ripped.")
else
var/t_his = "its"
if (user.gender == MALE)
t_his = "his"
else if (user.gender == FEMALE)
t_his = "her"
user.visible_message("\red \The [user] bandages [t_his] [affecting.display_name] with \a [src].",\
"\red You bandage your [affecting.display_name] with \the [src].",\
"You hear gauze being ripped.")
use(1)
return
if(affecting.robot)
user << "Medical equipment for a robot arm? Better get a welder..."
return
for(var/datum/organ/wound/W in affecting.wounds)
if(W.bleeding || !W.healing_state)
if(heal_brute && W.wound_type == 2)
continue
if(heal_burn && W.wound_type < 2)
continue
if(stoppedblood)
stoppedblood++
break
W.stopbleeding()
stoppedblood = 1
if (user && stoppedblood)
if (M != user)
user.visible_message("\red \The [user] [heal_burn? "salves" : "bandages"] [stoppedblood - 1 ? "some of" : "the last of"] \the [M]'s cuts with \the [src].",\
"\red You [heal_burn? "salve" : "bandage up"] [stoppedblood - 1 ? "some of" : "the last of"] \the [M]'s [heal_burn? "burns" : "wounds"].",\
"\red You hear something like gauze being ripped.")
else
user.visible_message("\red \The [user] [heal_burn? "salves" : "bandages"] [stoppedblood - 1 ? "some of" : "the last of"] [user.get_gender_form("its")] own cuts with \the [src].",\
"\red You [heal_burn? "salve" : "bandage up"] [stoppedblood - 1 ? "some of" : "the last of"] your [heal_burn? "burns" : "wounds"].",\
"\red You hear something like gauze being ripped.")
else if(user)
user << "\red Nothing to patch up!"
return
M.updatehealth()
else
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
use(1)
use(1)

View File

@@ -23,9 +23,9 @@
return ..()
var/mob/living/carbon/human/H = M
var/datum/organ/external/S = H.organs[user.zone_sel.selecting]
if(S.destroyed)
if(!S.attachable)
var/datum/organ/external/S = H.organs[limbloc]
if(S.status & DESTROYED)
if(!(S.status & ATTACHABLE))
user << "\red The wound is not ready for a replacement!"
return 0
if(M != user)
@@ -51,15 +51,10 @@
user << "\red You mess up!"
S.take_damage(15)
S.broken = 0
S.attachable = 0
S.destroyed = 0
S.robot = 1
var/datum/organ/external/T = H.organs["[limbloc]"]
T.attachable = 0
T.destroyed = 0
T.broken = 0
T.robot = 1
S.status &= ~BROKEN
S.status &= ~ATTACHABLE
S.status &= ~DESTROYED
S.status |= ROBOT
M.update_body()
M.updatehealth()
M.UpdateDamageIcon()

View File

@@ -24,11 +24,11 @@ CIRCULAR SAW
if(((user.zone_sel.selecting == "l_arm") || (user.zone_sel.selecting == "r_arm") || (user.zone_sel.selecting == "l_leg") || (user.zone_sel.selecting == "r_leg")) & (istype(M, /mob/living/carbon/human)))
var/mob/living/carbon/human/H = M
var/datum/organ/external/S = H.organs[user.zone_sel.selecting]
if(S.destroyed)
if(S.bleeding)
if(S.status & DESTROYED)
if(S.status & BLEEDING)
user << "\red There's too much blood here!"
return 0
if(!S.cutaway)
if(!(S.status & CUT_AWAY))
user << "\red The flesh hasn't been cleanly cut!"
return 0
if(M != user)
@@ -245,17 +245,17 @@ CIRCULAR SAW
if(!S || !istype(S))
return 0
if(S.destroyed)
if(S.status & DESTROYED)
return ..()
if(S.robot)
if(S.status & ROBOT)
user << "Medical equipment for a robot arm? How would that do any good..."
return
if(!S.open)
user << "\red There is skin in the way!"
return 0
if(S.bleeding)
if(S.status & BLEEDING)
user << "\red [H] is profusely bleeding in \his [S.display_name]!"
return 0
@@ -303,11 +303,11 @@ CIRCULAR SAW
if(((user.zone_sel.selecting == "l_arm") || (user.zone_sel.selecting == "r_arm") || (user.zone_sel.selecting == "l_leg") || (user.zone_sel.selecting == "r_leg")) & (istype(M, /mob/living/carbon/human)))
var/mob/living/carbon/human/H = M
var/datum/organ/external/S = H.organs[user.zone_sel.selecting]
if(S.destroyed)
if(!S.bleeding)
if(S.status & DESTROYED)
if(!(S.status & BLEEDING))
user << "\red There is nothing bleeding here!"
return 0
if(!S.cutaway)
if(!(S.status & CUT_AWAY))
user << "\red The flesh hasn't been cleanly cut!"
return 0
if(M != user)
@@ -333,7 +333,7 @@ CIRCULAR SAW
user << "\red You mess up!"
S.take_damage(15)
S.bleeding = 0
S.status &= ~BLEEDING
M.updatehealth()
M.UpdateDamageIcon()
@@ -559,10 +559,10 @@ CIRCULAR SAW
if(!S || !istype(S))
return 0
if(S.destroyed)
if(S.status & DESTROYED)
return ..()
if(S.robot)
if(S.status & ROBOT)
user << "Medical equipment for a robot arm? How would that do any good?"
return
@@ -570,7 +570,7 @@ CIRCULAR SAW
user << "\red There is skin in the way!"
return 0
if(!S.bleeding)
if(!(S.status & BLEEDING))
if(S.implant)
if(H != user)
H.visible_message( \
@@ -581,17 +581,18 @@ CIRCULAR SAW
"\red [user] attempts to remove the implant in \his [S.display_name] with \the [src]!", \
"\red You attempt to remove the implant in your [S.display_name] with \the [src]!")
if(do_mob(user, H, 50))
if(prob(50))
if(H != user)
H.visible_message( \
"\red [user] successfully removes the implant in [H]'s [S.display_name] with \the [src]!", \
"\red [user] successfully removes the implant in your [S.display_name] with \the [src]!")
else
H.visible_message( \
"\red [user] successfully removes the implant in \his [S.display_name] with \the [src]!", \
"\red You successfully remove the implant in your [S.display_name] with \the [src]!")
for(var/obj/item/weapon/implant/implant in S.implant)
do
if(do_mob(user, H, 50))
if(prob(50))
if(H != user)
H.visible_message( \
"\red [user] successfully removes the implant in [H]'s [S.display_name] with \a [src]!", \
"\red [user] successfully removes the implant in your [S.display_name] with \the [src]!")
else
H.visible_message( \
"\red [user] successfully removes the implant in \his [S.display_name] with \a [src]!", \
"\red You successfully remove the implant in your [S.display_name] with \the [src]!")
var/obj/item/weapon/implant/implant = pick(S.implant)
implant.loc = (get_turf(H))
implant.implanted = 0
S.implant.Remove(implant)
@@ -599,15 +600,15 @@ CIRCULAR SAW
if(istype(implant, /obj/item/weapon/implant/explosive) || istype(implant, /obj/item/weapon/implant/uplink) || istype(implant, /obj/item/weapon/implant/dexplosive) || istype(implant, /obj/item/weapon/implant/explosive) || istype(implant, /obj/item/weapon/implant/compressed))
usr << "The implant disintegrates into nothing..."
del(implant)
else
if(H != user)
H.visible_message( \
"\red [user] fails to removes the implant!", \
"\red [user] fails to removes the implant!")
if(!S.implant.len)
del S.implant
else
H.visible_message( \
"\red [user] fails to removes the implant!", \
"\red You fail to removes the implant!")
"\red [user] fails to remove the implant!", \
"\red You fail to remove the implant!")
else
break
while (S.implant && S.implant.len)
return 1
else
@@ -637,7 +638,7 @@ CIRCULAR SAW
user << "\red You mess up!"
S.take_damage(15)
S.bleeding = 0
S.status &= ~BLEEDING
H.updatehealth()
H.UpdateDamageIcon()
@@ -813,7 +814,7 @@ CIRCULAR SAW
if(!S.open)
usr << "<b>You have to cut the limb open first!</b>"
return
if(S.robot)
if(S.status & ROBOT)
user << "Medical equipment for a robot arm? How would that do any good?"
return
for(var/mob/O in viewers(M))
@@ -837,11 +838,11 @@ CIRCULAR SAW
if(((user.zone_sel.selecting == "l_arm") || (user.zone_sel.selecting == "r_arm") || (user.zone_sel.selecting == "l_leg") || (user.zone_sel.selecting == "r_leg")) & (istype(M, /mob/living/carbon/human)))
var/mob/living/carbon/human/H = M
var/datum/organ/external/S = H.organs[user.zone_sel.selecting]
if(S.destroyed)
if(S.bleeding)
if(S.status & DESTROYED)
if(S.status & BLEEDING)
user << "\red There's too much blood here!"
return 0
if(!S.cutaway)
if(!(S.status & CUT_AWAY))
user << "\red The flesh hasn't been cleanly cut!"
return 0
if(S.open != 3)
@@ -872,7 +873,7 @@ CIRCULAR SAW
S.open = 0
S.stage = 0
S.attachable = 1
S.status |= ATTACHABLE
M.updatehealth()
M.UpdateDamageIcon()
@@ -1028,10 +1029,10 @@ CIRCULAR SAW
if(!S || !istype(S))
return 0
if(S.destroyed)
if(S.status & DESTROYED)
user << "What [S.display_name]?"
if(S.robot)
if(S.status & ROBOT)
user << "Medical equipment for a robot arm? How would that do any good..."
return
if(!S.open)
@@ -1096,7 +1097,7 @@ CIRCULAR SAW
if(((user.zone_sel.selecting == "l_arm") || (user.zone_sel.selecting == "r_arm") || (user.zone_sel.selecting == "l_leg") || (user.zone_sel.selecting == "r_leg")) & (istype(M, /mob/living/carbon/human)))
var/mob/living/carbon/human/H = M
var/datum/organ/external/S = H.organs[user.zone_sel.selecting]
if(S.destroyed)
if(S.status & DESTROYED)
if(M != user)
M.visible_message( \
"\red [user] is beginning to cut away at the flesh where [H]'s [S.display_name] used to be with [src].", \
@@ -1116,8 +1117,7 @@ CIRCULAR SAW
"\red [user] finishes cutting where \his [S.display_name] used to be with [src]!", \
"\red You finish cutting where your [S.display_name] used to be with [src]!")
S.cutaway = 1
S.bleeding = 1
S.status |= BLEEDING|CUT_AWAY
M.updatehealth()
M.UpdateDamageIcon()
else
@@ -1190,7 +1190,7 @@ CIRCULAR SAW
if(istype(H) && H.organs["head"])
var/datum/organ/external/affecting = H.organs["head"]
if(affecting.destroyed)
if(affecting.status & DESTROYED)
return ..()
if(istype(H) && ( \
@@ -1242,7 +1242,7 @@ CIRCULAR SAW
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
affecting.open = 1
affecting.status |= OPEN
else
M.take_organ_damage(7)
@@ -1420,10 +1420,10 @@ CIRCULAR SAW
if(!S || !istype(S))
return 0
if(S.destroyed)
if(S.status & DESTROYED)
return ..()
if(S.robot)
if(S.status & ROBOT)
user << "Medical equipment for a robot arm? How would that do any good..."
return
@@ -1454,8 +1454,7 @@ CIRCULAR SAW
user << "\red You mess up!"
S.take_damage(15)
S.open = 1
S.bleeding = 1
S.status |= OPEN|BLEEDING
if(S.display_name == "chest")
H:embryo_op_stage = 1.0
if(S.display_name == "groin")
@@ -1467,14 +1466,13 @@ CIRCULAR SAW
var/msg
if(a == 1)
msg = "\red [user]'s move slices open [H]'s wound, causing massive bleeding"
S.brute_dam += 35
S.createwound(rand(1,3))
S.take_damage(35, 0, 1, "Malpractice")
else if(a == 2)
msg = "\red [user]'s move slices open [H]'s wound, and causes \him to accidentally stab himself"
S.brute_dam += 35
S.take_damage(35, 0, 1, "Malpractice")
var/datum/organ/external/userorgan = user:organs["chest"]
if(userorgan)
userorgan.brute_dam += 35
userorgan.take_damage(35, 0, 1, "Malpractice")
else
user.take_organ_damage(35)
else if(a == 3)
@@ -1524,7 +1522,7 @@ CIRCULAR SAW
if(!hasorgans(M))
return ..()
var/datum/organ/external/S = M:organs["head"]
if(S.destroyed)
if(S.status & DESTROYED)
return
for(var/mob/O in viewers(M, null))
O.show_message(text("\red [M] gets \his [S.display_name] sawed at with [src] by [user].... It looks like [user] is trying to cut it off!"), 1)
@@ -1534,7 +1532,7 @@ CIRCULAR SAW
return
for(var/mob/O in viewers(M, null))
O.show_message(text("\red [M] gets \his [S.display_name] sawed off with [src] by [user]."), 1)
S.destroyed = 1
S.status |= DESTROYED
S.droplimb()
M:update_body()
if(1.0)
@@ -1624,10 +1622,10 @@ CIRCULAR SAW
else if(user.zone_sel.selecting != "chest" && hasorgans(M))
var/mob/living/carbon/H = M
var/datum/organ/external/S = H:organs[user.zone_sel.selecting]
if(S.destroyed)
if(S.status & DESTROYED)
return
if(S.robot)
if(S.status & ROBOT)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, M)
spark_system.attach(M)
@@ -1688,32 +1686,32 @@ CIRCULAR SAW
var/datum/organ/external/temp = M.organs[zone]
var/msg
if(temp.destroyed)
if(temp.status & DESTROYED)
return ..()
// quickly convert embryo removal to bone surgery
if(zone == "chest" && M.embryo_op_stage == 3)
M.embryo_op_stage = 0
temp.open = 2
temp.bleeding = 0
temp.status &= ~BLEEDING
// quickly convert appendectomy to bone surgery
if(zone == "groin" && M.appendix_op_stage == 3)
M.appendix_op_stage = 0
temp.open = 2
temp.bleeding = 0
temp.status &= ~BLEEDING
msg = get_message(1,M,user,temp)
for(var/mob/O in viewers(M,null))
O.show_message("\red [msg]",1)
if(do_mob(user,M,time))
if(temp.open == 2 && !temp.bleeding)
if(temp.wound in wound)
if(temp.open == 2 && !(temp.status & BLEEDING))
if(temp.broken_description in wound)
if(temp.stage in stage)
temp.stage += 1
if(IsFinalStage(temp.stage))
temp.broken = 0
temp.status &= ~BROKEN
temp.stage = 0
temp.perma_injury = 0
temp.brute_dam = temp.min_broken_damage -1
@@ -1811,16 +1809,16 @@ CIRCULAR SAW
var/mob/living/carbon/human/H = M
for(var/name in H.organs)
var/datum/organ/external/e = H.organs[name]
if(e.destroyed) // this is nanites, not space magic
if(e.status & DESTROYED) // this is nanites, not space magic
continue
e.brute_dam = 0.0
e.burn_dam = 0.0
e.bandaged = 0.0
e.status &= ~BANDAGED
e.max_damage = initial(e.max_damage)
e.bleeding = 0
e.status &= ~BLEEDING
e.open = 0
e.broken = 0
e.destroyed = 0
e.status &= ~BROKEN
e.status &= ~DESTROYED
e.perma_injury = 0
e.update_icon()
H.update_body()

View File

@@ -28,7 +28,7 @@ TILES
/obj/item/weapon/wire/attack(mob/M as mob, mob/user as mob)
if(hasorgans(M))
var/datum/organ/external/S = M:organs[user.zone_sel.selecting]
if(!S.robot || user.a_intent != "help")
if(!(S.status & ROBOT) || user.a_intent != "help")
return ..()
if(S.brute_dam)
S.heal_damage(0,15,0,1)

View File

@@ -327,7 +327,7 @@ WELDINGTOOOL
/obj/item/weapon/weldingtool/attack(mob/M as mob, mob/user as mob)
if(hasorgans(M))
var/datum/organ/external/S = M:organs[user.zone_sel.selecting]
if(!S.robot || user.a_intent != "help")
if(!(S.status & ROBOT) || user.a_intent != "help")
return ..()
if(S.brute_dam)
S.heal_damage(15,0,0,1)
@@ -404,4 +404,4 @@ WELDINGTOOOL
M.update_clothing()
return
else
..()
..()

View File

@@ -264,7 +264,7 @@ SHARDS
var/mob/living/carbon/human/H = M
if(!((H.shoes) || (H.wear_suit && H.wear_suit.body_parts_covered & FEET)))
var/datum/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
if(affecting.robot)
if(affecting.status & ROBOT)
return
H.Weaken(3)
affecting.take_damage(5, 0)

View File

@@ -375,7 +375,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
var/obj/item/weapon/implant/uplink/U = src.loc
var/mob/living/A = U.imp_in
var/datum/organ/external/head = A:organs["head"]
head.destroyed = 1
head.status |= DESTROYED
spawn(2)
head.droplimb()
del(src.master)

View File

@@ -130,12 +130,14 @@
if("feet")
if(!H.shoes)
affecting = H.get_organ(pick("l_leg", "r_leg"))
if(!affecting.robot) H.Weaken(3)
if(!(affecting.status & ROBOT))
H.Weaken(3)
if("l_hand", "r_hand")
if(!H.gloves)
affecting = H.get_organ(type)
if(!affecting.robot) H.Stun(3)
if(affecting && !affecting.robot)
if(!(affecting.status & ROBOT))
H.Stun(3)
if(affecting && !(affecting.status & ROBOT))
affecting.take_damage(1, 0)
H.UpdateDamageIcon()
H.updatehealth()

View File

@@ -49,13 +49,13 @@
if (M.hand)
if(ishuman(M) || ismonkey(M))
var/datum/organ/external/temp = M:organs["l_hand"]
if(temp.destroyed)
if(temp.status & DESTROYED)
M << "\red Yo- wait a minute."
return
else
if(ishuman(M) || ismonkey(M))
var/datum/organ/external/temp = M:organs["r_hand"]
if(temp.destroyed)
if(temp.status & DESTROYED)
M << "\red Yo- wait a minute."
return
@@ -100,13 +100,13 @@
if (M.hand)
if(ishuman(M) || ismonkey(M))
var/datum/organ/external/temp = M:organs["l_hand"]
if(temp.destroyed)
if(temp.status & DESTROYED)
M << "\red Yo- wait a minute."
return
else
if(ishuman(M) || ismonkey(M))
var/datum/organ/external/temp = M:organs["r_hand"]
if(temp.destroyed)
if(temp.status & DESTROYED)
M << "\red Yo- wait a minute."
return
@@ -224,7 +224,7 @@
status = "blugeoned"
if(brutedamage > 40)
status = "mangled"
if(org.bleeding && brutedamage)
if(org.status & BLEEDING && brutedamage)
status += ",[burndamage ? "" : " and"] bleeding[burndamage ? "," : ""]"
if(brutedamage > 0 && burndamage > 0)
status += " and "
@@ -235,7 +235,7 @@
status += "blistered"
else if(burndamage > 0)
status += "numb"
if(org.destroyed)
if(org.status & DESTROYED)
status = "MISSING!"
if(status == "")

View File

@@ -239,17 +239,17 @@
if (src.digitalcamo)
msg += "[t_He] [t_is] repulsively uncanny!\n"
var/list/wound_descriptions = list()
var/list/wound_flavor_text = list()
var/list/is_destroyed = list()
var/list/is_bleeding = list()
for(var/named in organs)
var/datum/organ/external/temp = organs[named]
if(temp)
if(temp.destroyed)
if(temp.status & DESTROYED)
is_destroyed["[temp.display_name]"] = 1
wound_flavor_text["[temp.display_name]"] = "<span class='warning'><b>[t_He] is missing [t_his] [temp.display_name].</b></span>\n"
continue
if(temp.robot)
if(temp.status & ROBOT)
if(!(temp.brute_dam + temp.burn_dam))
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>[t_He] has a robot [temp.display_name]!</span>\n"
continue
@@ -268,192 +268,52 @@
if(21 to INFINITY)
wound_flavor_text["[temp.display_name]"] += pick(" a lot of burns"," severe melting")
wound_flavor_text["[temp.display_name]"] += "!</span>\n"
else if(temp.wounds)
var/list/wounds = list(list(),list(),list(),list(),list(),list())
for(var/datum/organ/wound/w in temp.wounds)
switch(w.healing_state)
if(0)
var/list/cut = wounds[1]
cut += w
wounds[1] = cut
if(1)
var/list/cut = wounds[2]
cut += w
wounds[2] = cut
if(2)
var/list/cut = wounds[3]
cut += w
wounds[3] = cut
if(3)
var/list/cut = wounds[4]
cut += w
wounds[4] = cut
if(4)
var/list/cut = wounds[5]
cut += w
wounds[5] = cut
if(5)
var/list/cut = wounds[6]
cut += w
wounds[6] = cut
wound_descriptions["[temp.display_name]"] = wounds
else
wound_flavor_text["[temp.display_name]"] = ""
//Now that we have a big list of all the wounds, on all the limbs.
var/list/is_bleeding = list()
for(var/named in wound_descriptions)
var/list/wound_states = wound_descriptions[named]
var/list/flavor_text = list()
for(var/i = 1, i <= 6, i++)
var/list/wound_state = wound_states[i] //All wounds at this level of healing.
var/list/tally = list("cut" = 0, "deep cut" = 0, "flesh wound" = 0, "gaping wound" = 0, "big gaping wound" = 0, "massive wound" = 0,\
"tiny bruise" = 0, "small bruise" = 0, "moderate bruise" = 0, "large bruise" = 0, "huge bruise" = 0, "monumental bruise" = 0,\
"small burn" = 0, "moderate burn" = 0, "large burn" = 0, "severe burn" = 0, "deep burn" = 0, "carbonised area" = 0) //How many wounds of what size.
for(var/datum/organ/wound/w in wound_state)
if(w.bleeding && !is_bleeding[named]) is_bleeding[named] = 1
switch(w.wound_size)
if(1)
switch(w.wound_type)
if(0)
tally["cut"] += 1
if(1)
tally["tiny bruise"] += 1
if(2)
tally["small burn"] += 1
if(2)
switch(w.wound_type)
if(0)
tally["deep cut"] += 1
if(1)
tally["small bruise"] += 1
if(2)
tally["moderate burn"] += 1
if(3)
switch(w.wound_type)
if(0)
tally["flesh wound"] += 1
if(1)
tally["moderate bruise"] += 1
if(2)
tally["large burn"] += 1
if(4)
switch(w.wound_type)
if(0)
tally["gaping wound"] += 1
if(1)
tally["large bruise"] += 1
if(2)
tally["severe burn"] += 1
if(5)
switch(w.wound_type)
if(0)
tally["big gaping wound"] += 1
if(1)
tally["huge bruise"] += 1
if(2)
tally["deep burn"] += 1
if(6)
switch(w.wound_type)
if(0)
tally["massive wound"] += 1
if(1)
tally["monumental bruise"] += 1
if(2)
tally["carbonised area"] += 1
for(var/tallied in tally)
if(!tally[tallied])
continue
//if(flavor_text_string && tally[tallied])
// for(
// flavor_text_string += pick(list(", as well as", ", in addition to")) //add more later.
var/tallied_rename = list("cut" = "cut","deep cut" = "deep cut", "flesh wound" = "flesh wound",\
"gaping wound" = "gaping wound", "big gaping wound" = "big gaping wound", "massive wound" = "massive wound",\
"tiny bruise" = "tiny bruise", "small bruise" = "small bruise", "moderate bruise" = "moderate bruise",\
"large bruise" = "large bruise", "huge bruise" = "huge bruise", "monumental bruise" = "monumental bruise",\
"small burn" = "small burn", "moderate burn" = "moderate burn", "large burn" = "large burn",\
"severe burn" = "severe burn", "deep burn" = "deep burn", "carbonised area" = "carbonised area")
switch(i)
if(2) //Healing wounds.
if(tallied in list("cut","small burn"))
else if(temp.wound_descs)
var/list/wound_descriptors = list()
for(var/time in temp.wound_descs)
for(var/wound in temp.wound_descs[time])
if(wound in wound_descriptors)
wound_descriptors[wound]++
continue
tallied_rename = list("deep cut" = "clotted cut", "flesh wound" = "small bandaged wound",\
"gaping wound" = "bandaged wound", "big gaping wound" = "gauze wrapped wound",\
"massive wound" = "massive blood soaked bandage", "tiny bruise" = "tiny bruise", "small bruise" = "small bruise",\
"moderate bruise" = "moderate bruise", "large bruise" = "large bruise",\
"huge bruise" = "huge bruise", "monumental bruise" = "monumental bruise",\
"moderate burn" = "moderate salved burn", "large burn" = "large salved burn",\
"severe burn" = "severe salved burn", "deep burn" = "deep salved burn",\
"carbonised area" = "treated carbonised area")
if(3)
if(tallied in list("cut","tiny bruise","small burn"))
continue
tallied_rename = list("deep cut" = "fading cut", "flesh wound" = "small healing wound",\
"gaping wound" = "healing wound", "big gaping wound" = "big healing wound",\
"massive wound" = "massive healing wound", "small bruise" = "tiny bruise",\
"moderate bruise" = "small bruise", "large bruise" = "moderate bruise",\
"huge bruise" = "large bruise", "monumental bruise" = "huge bruise",\
"moderate burn" = "healing moderate burn", "large burn" = "healing large burn",\
"severe burn" = "healing severe burn", "deep burn" = "healing deep burn",\
"carbonised area" = "slowly healing carbonised area")
if(4)
if(tallied in list("cut","deep cut","tiny bruise", "small bruise","small burn", "moderate burn"))
continue
tallied_rename = list("flesh wound" = "small red scar", "gaping wound" = "angry straight scar",\
"big gaping wound" = "jagged angry scar", "massive wound" = "gigantic angry scar",\
"moderate bruise" = "tiny bruise", "large bruise" = "small bruise",\
"huge bruise" = "moderate bruise", "monumental bruise" = "large bruise",\
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "healing carbonised area")
if(5)
if(tallied in list("cut","deep cut","tiny bruise", "moderate bruise", "small bruise","small burn", "moderate burn"))
continue
tallied_rename = list("flesh wound" = "small scar", "gaping wound" = "straight scar",\
"big gaping wound" = "jagged scar", "massive wound" = "gigantic scar",\
"large bruise" = "tiny bruise",\
"huge bruise" = "small bruise", "monumental bruise" = "moderate bruise",\
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "large scarred area")
if(6)
if(tallied in list("cut","deep cut","flesh wound","tiny bruise", "small bruise", "moderate bruise", "large bruise", "huge bruise","small burn", "moderate burn"))
continue
tallied_rename = list("gaping wound" = "straight scar",\
"big gaping wound" = "jagged scar", "massive wound" = "gigantic scar",\
"monumental bruise" = "tiny bruise",\
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "large scarred area")
wound_descriptors[wound] = 1
var/list/flavor_text = list()
var/list/no_exclude = list("gaping wound", "big gaping wound", "massive wound", "large bruise",\
"huge bruise", "massive bruise", "severe burn", "large burn", "deep burn", "carbonised area")
switch(tally[tallied])
if(1)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] has[prob(10) && !(tallied in no_exclude) ? " what might be" : ""] a [tallied_rename[tallied]]"
else
flavor_text += "[prob(10) && !(tallied in no_exclude) ? " what might be" : ""] a [tallied_rename[tallied]]"
if(2)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] has[prob(10) && !(tallied in no_exclude) ? " what might be" : ""] a pair of [tallied_rename[tallied]]s"
else
flavor_text += "[prob(10) && !(tallied in no_exclude) ? " what might be" : ""] a pair of [tallied_rename[tallied]]s"
if(3 to 5)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] has several [tallied_rename[tallied]]s"
else
flavor_text += " several [tallied_rename[tallied]]s"
if(6 to INFINITY)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] has a bunch of [tallied_rename[tallied]]s"
else
flavor_text += " a ton of [tallied_rename[tallied]]s"
if(flavor_text.len)
var/flavor_text_string = ""
for(var/text = 1, text <= flavor_text.len, text++)
if(text == flavor_text.len && flavor_text.len > 1)
flavor_text_string += ", and"
else if(flavor_text.len > 1 && text > 1)
flavor_text_string += ","
flavor_text_string += flavor_text[text]
flavor_text_string += " on [t_his] [named].</span><br>"
wound_flavor_text["[named]"] = flavor_text_string
for(var/wound in wound_descriptors)
switch(wound_descriptors[wound])
if(1)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] has[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a [wound]"
else
flavor_text += "[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a [wound]"
if(2)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] has[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a pair of [wound]s"
else
flavor_text += "[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a pair of [wound]s"
if(3 to 5)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] has several [wound]s"
else
flavor_text += " several [wound]s"
if(6 to INFINITY)
if(!flavor_text.len)
flavor_text += "<span class='warning'>[t_He] has a bunch of [wound]s"
else
flavor_text += " a ton of [wound]\s"
var/flavor_text_string = ""
for(var/text = 1, text <= flavor_text.len, text++)
if(text == flavor_text.len && flavor_text.len > 1)
flavor_text_string += ", and"
else if(flavor_text.len > 1 && text > 1)
flavor_text_string += ","
flavor_text_string += flavor_text[text]
flavor_text_string += " on [t_his] [named].</span><br>"
wound_flavor_text["[named]"] = flavor_text_string
if(temp.status & BLEEDING)
is_bleeding["[named]"] = 1
else
wound_flavor_text["[temp.display_name]"] = ""
//Handles the text strings being added to the actual description.
//If they have something that covers the limb, and it is not missing, put flavortext. If it is covered but bleeding, add other flavortext.

View File

@@ -57,7 +57,6 @@
var/mutantrace = null
var/bloodloss = 0
var/datum/reagents/vessel
var/pale = 0
var/examine_text = ""
@@ -285,7 +284,7 @@
for(var/organ in list("l_leg","l_foot","r_leg","r_foot"))
var/datum/organ/external/o = organs["[organ]"]
if(o.broken)
if(o.status & BROKEN)
tally += 6
if(wear_suit)
@@ -778,7 +777,7 @@
M.show_message(text("\red [] has been hit by []", src, O), 1)
if (health > 0)
var/datum/organ/external/affecting = get_organ(pick("chest", "chest", "chest", "head"))
if(!affecting || affecting.destroyed) return
if(!affecting || affecting.status & DESTROYED) return
if (istype(O, /obj/effect/immovablerod))
affecting.take_damage(101, 0)
else
@@ -948,29 +947,29 @@
// Gloves
var/datum/organ/external/lo = organs["l_hand"]
var/datum/organ/external/ro = organs["r_hand"]
if (!lo.destroyed || !ro.destroyed)
if (!(lo.status & DESTROYED && ro.status & DESTROYED))
if (gloves)
var/t1 = gloves.item_state
if (!t1)
t1 = gloves.icon_state
var/icon/gloves_icon = new /icon("icon" = 'hands.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
if(lo.destroyed)
if(lo.status & DESTROYED)
gloves_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
if(ro.destroyed)
if(ro.status & DESTROYED)
gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
clothing_overlays += image(gloves_icon, "layer" = GLOVES_LAYER)
if (gloves.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
if(lo.destroyed)
if(lo.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
clothing_overlays += image("icon" = stain_icon, "layer" = B_GLOVES_LAYER)
else if (blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
if(lo.destroyed)
if(lo.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
clothing_overlays += image("icon" = stain_icon, "layer" = B_GLOVES_LAYER)
@@ -990,19 +989,19 @@
// Shoes
lo = organs["l_foot"]
ro = organs["r_foot"]
if ((!lo.destroyed || !ro.destroyed) && shoes)
if (!(lo.status & DESTROYED && ro.status & DESTROYED) && shoes)
var/t1 = shoes.icon_state
var/icon/shoes_icon = new /icon("icon" = 'feet.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
if(lo.destroyed && !lying)
if(lo.status & DESTROYED && !lying)
shoes_icon.Blend(new /icon('limb_mask.dmi', "right[lying?"_l":""]"), ICON_MULTIPLY)
else if(ro.destroyed && !lying)
else if(ro.status & DESTROYED && !lying)
shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
clothing_overlays += image(shoes_icon, "layer" = SHOES_LAYER)
if (shoes.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "shoeblood[!lying ? "" : "2"]")
if(lo.destroyed)
if(lo.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
clothing_overlays += image("icon" = stain_icon, "layer" = B_SHOES_LAYER) // Radio
@@ -1389,7 +1388,7 @@
lying_icon.Blend(new /icon('human.dmi', "chest_[g]_l"), ICON_OVERLAY)
var/datum/organ/external/head = organs["head"]
if(!head.destroyed)
if(!(head.status & DESTROYED))
stand_icon.Blend(new /icon('human.dmi', "head_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('human.dmi', "head_[g]_l"), ICON_OVERLAY)
@@ -1398,12 +1397,12 @@
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& !part.destroyed)
&& !(part.status & DESTROYED))
var/icon/temp = new /icon('human.dmi', "[part.icon_name]_s")
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
stand_icon.Blend(temp, ICON_OVERLAY)
temp = new /icon('human.dmi', "[part.icon_name]_l")
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
lying_icon.Blend(temp , ICON_OVERLAY)
stand_icon.Blend(new /icon('human.dmi', "groin_[g]_s"), ICON_OVERLAY)
@@ -1443,7 +1442,7 @@
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& part.destroyed)
&& (part.status & DESTROYED))
husk_s.Blend(new /icon('dam_mask.dmi', "[part.icon_name]"), ICON_SUBTRACT)
husk_l.Blend(new /icon('dam_mask.dmi', "[part.icon_name]2"), ICON_SUBTRACT)
@@ -1473,7 +1472,7 @@
if(organs)
var/datum/organ/external/head = organs["head"]
if(head)
if(head.destroyed)
if(head.status & DESTROYED)
del(face_standing)
del(face_lying)
return
@@ -2598,7 +2597,7 @@ It can still be worn/put on as normal.
var/amount = 0.0
for(var/name in organs)
var/datum/organ/external/O = organs[name]
if(!O.robot) amount+= O.brute_dam
if(!(O.status & ROBOT)) amount+= O.brute_dam
return amount
/mob/living/carbon/human/adjustBruteLoss(var/amount, var/used_weapon = null)
@@ -2611,7 +2610,7 @@ It can still be worn/put on as normal.
var/amount = 0.0
for(var/name in organs)
var/datum/organ/external/O = organs[name]
if(!O.robot) amount+= O.burn_dam
if(!(O.status & ROBOT)) amount+= O.burn_dam
return amount
/mob/living/carbon/human/adjustFireLoss(var/amount,var/used_weapon = null)

View File

@@ -41,7 +41,7 @@
for(var/name in organs)
var/datum/organ/external/O = organs[name]
if(!O.destroyed)
if(!(O.status & DESTROYED))
O.update_icon()
var/icon/DI = new /icon('dam_human.dmi', O.damage_state) // the damage icon for whole human
DI.Blend(new /icon('dam_mask.dmi', O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
@@ -68,7 +68,7 @@
else
if(!def_zone) def_zone = ran_zone(def_zone)
organ = get_organ(check_zone(def_zone))
if(!organ || organ.destroyed) return 0
if(!organ || organ.status & DESTROYED) return 0
if(blocked)
damage = (damage/(blocked+1))

View File

@@ -110,7 +110,7 @@ emp_act
O.emp_act(severity)
for(var/named in organs)
var/datum/organ/external/O = organs[named]
if(O.destroyed) continue
if(O.status & DESTROYED) continue
O.emp_act(severity)
..()
@@ -125,7 +125,7 @@ emp_act
if((user != src) && check_shields(I.force, "the [I.name]"))
return 0
if(!affecting.destroyed)
if(!(affecting.status & DESTROYED))
visible_message("\red <B>[src] has been attacked in the [hit_area] with [I.name] by [user]!</B>")
else
user << "What [affecting]?"

View File

@@ -209,11 +209,6 @@
adjustToxLoss(-2)
adjustOxyLoss(-2)
adjustFireLoss(-2)
for(var/datum/organ/external/org in organs)
if(org.robot) continue
org.brute_dam = max(org.brute_dam - 2, 0)
org.burn_dam = max(org.burn_dam - 2, 0)
updatehealth()
if(!(/mob/living/carbon/human/proc/morph in src.verbs))
@@ -909,7 +904,7 @@
for(var/name in organs)
var/datum/organ/external/E = organs[name]
E.process()
if(E.robot && prob(E.brute_dam + E.burn_dam))
if(E.status & ROBOT && prob(E.brute_dam + E.burn_dam))
if(E.name == "l_hand" || E.name == "l_arm")
if(hand && equipped())
drop_item()
@@ -933,7 +928,7 @@
else if(E.name == "l_leg" || E.name == "l_foot" \
|| E.name == "r_leg" || E.name == "r_foot" && !lying)
leg_tally-- // let it fail even if just foot&leg
if(E.broken || E.destroyed)
if(E.status & BROKEN || E.status & DESTROYED)
if(E.name == "l_hand" || E.name == "l_arm")
if(hand && equipped())
drop_item()
@@ -970,9 +965,7 @@
//At this point, we dun care which blood we are adding to, as long as they get more blood.
B.volume = max(min(B.volume + 560/blood_volume,560), 0) //Less blood = More blood generated per tick
if(!blood_volume) // what is this for? if their blood_volume is 0, they'll die anyway
bloodloss = 0
else if(blood_volume > 448)
if(blood_volume > 448)
if(pale)
pale = 0
update_body()
@@ -1096,15 +1089,12 @@
var/blood_max = 0
for(var/name in organs)
var/datum/organ/external/temp = organs[name]
if(!temp.bleeding || temp.robot)
if(!(temp.status & BLEEDING) || temp.status & ROBOT)
continue
var/lose_blood = temp.total_wound_bleeding()
if(lose_blood)
drip(lose_blood)
blood_max += lose_blood
if(temp.destroyed && !temp.gauzed)
blood_max += 2
if(temp.status & DESTROYED && !(temp.status & GAUZED))
blood_max += 10 //Yer missing a fucking limb.
bloodloss = min(bloodloss+1,sqrt(blood_max))
drip(blood_max)
if (eye_blind)
eye_blind--
blinded = 1

View File

@@ -22,200 +22,80 @@
msg += "<span class='deadsay'>It is limp and unresponsive, with no signs of life.</span>\n"
else
msg += "<span class='warning'>"
var/list/wound_descriptions = list()
var/list/wound_flavor_text = list()
var/list/is_destroyed = list()
for(var/named in organs)
var/datum/organ/external/temp = organs[named]
if(temp)
if(temp.destroyed)
if(temp.status & DESTROYED)
is_destroyed["[temp.display_name]"] = 1
wound_flavor_text["[temp.display_name]"] = "<span class='warning'><b>It is missing its [temp.display_name].</b></span>\n"
continue
if(temp.wounds)
var/list/wounds = list(list(),list(),list(),list(),list(),list())
for(var/datum/organ/wound/w in temp.wounds)
switch(w.healing_state)
if(0)
var/list/cut = wounds[1]
cut += w
wounds[1] = cut
if(1)
var/list/cut = wounds[2]
cut += w
wounds[2] = cut
if(2)
var/list/cut = wounds[3]
cut += w
wounds[3] = cut
if(3)
var/list/cut = wounds[4]
cut += w
wounds[4] = cut
if(4)
var/list/cut = wounds[5]
cut += w
wounds[5] = cut
if(5)
var/list/cut = wounds[6]
cut += w
wounds[6] = cut
wound_descriptions["[temp.display_name]"] = wounds
else
wound_flavor_text["[temp.display_name]"] = ""
//Now that we have a big list of all the wounds, on all the limbs.
var/list/is_bleeding = list()
for(var/named in wound_descriptions)
var/list/wound_states = wound_descriptions[named]
var/list/flavor_text = list()
for(var/i = 1, i <= 6, i++)
var/list/wound_state = wound_states[i] //All wounds at this level of healing.
var/list/tally = list("cut" = 0, "deep cut" = 0, "flesh wound" = 0, "gaping wound" = 0, "big gaping wound" = 0, "massive wound" = 0,\
"tiny bruise" = 0, "small bruise" = 0, "moderate bruise" = 0, "large bruise" = 0, "huge bruise" = 0, "monumental bruise" = 0,\
"small burn" = 0, "moderate burn" = 0, "large burn" = 0, "severe burn" = 0, "deep burn" = 0, "carbonised area" = 0) //How many wounds of what size.
for(var/datum/organ/wound/w in wound_state)
if(w.bleeding && !is_bleeding[named]) is_bleeding[named] = 1
switch(w.wound_size)
if(1)
switch(w.wound_type)
if(0)
tally["cut"] += 1
if(1)
tally["tiny bruise"] += 1
if(2)
tally["small burn"] += 1
if(2)
switch(w.wound_type)
if(0)
tally["deep cut"] += 1
if(1)
tally["small bruise"] += 1
if(2)
tally["moderate burn"] += 1
if(3)
switch(w.wound_type)
if(0)
tally["flesh wound"] += 1
if(1)
tally["moderate bruise"] += 1
if(2)
tally["large burn"] += 1
if(4)
switch(w.wound_type)
if(0)
tally["gaping wound"] += 1
if(1)
tally["large bruise"] += 1
if(2)
tally["severe burn"] += 1
if(5)
switch(w.wound_type)
if(0)
tally["big gaping wound"] += 1
if(1)
tally["huge bruise"] += 1
if(2)
tally["deep burn"] += 1
if(6)
switch(w.wound_type)
if(0)
tally["massive wound"] += 1
if(1)
tally["monumental bruise"] += 1
if(2)
tally["carbonised area"] += 1
for(var/tallied in tally)
if(!tally[tallied])
if(temp.status & ROBOT)
if(!(temp.brute_dam + temp.burn_dam))
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>It has a robot [temp.display_name]!</span>\n"
continue
//if(flavor_text_string && tally[tallied])
// for(
// flavor_text_string += pick(list(", as well as", ", in addition to")) //add more later.
var/tallied_rename = list("cut" = "cut","deep cut" = "deep cut", "flesh wound" = "flesh wound",\
"gaping wound" = "gaping wound", "big gaping wound" = "big gaping wound", "massive wound" = "massive wound",\
"tiny bruise" = "tiny bruise", "small bruise" = "small bruise", "moderate bruise" = "moderate bruise",\
"large bruise" = "large bruise", "huge bruise" = "huge bruise", "monumental bruise" = "monumental bruise",\
"small burn" = "small burn", "moderate burn" = "moderate burn", "large burn" = "large burn",\
"severe burn" = "severe burn", "deep burn" = "deep burn", "carbonised area" = "carbonised area")
switch(i)
if(2) //Healing wounds.
if(tallied in list("cut","small burn"))
else
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>It has a robot [temp.display_name], it has"
if(temp.brute_dam) switch(temp.brute_dam)
if(0 to 20)
wound_flavor_text["[temp.display_name]"] += " some dents"
if(21 to INFINITY)
wound_flavor_text["[temp.display_name]"] += pick(" a lot of dents"," severe denting")
if(temp.brute_dam && temp.burn_dam)
wound_flavor_text["[temp.display_name]"] += " and"
if(temp.burn_dam) switch(temp.burn_dam)
if(0 to 20)
wound_flavor_text["[temp.display_name]"] += " some burns"
if(21 to INFINITY)
wound_flavor_text["[temp.display_name]"] += pick(" a lot of burns"," severe melting")
wound_flavor_text["[temp.display_name]"] += "!</span>\n"
else if(temp.wound_descs)
var/list/wound_descriptors = list()
for(var/time in temp.wound_descs)
for(var/wound in temp.wound_descs[time])
if(wound in wound_descriptors)
wound_descriptors[wound]++
continue
tallied_rename = list("deep cut" = "clotted cut", "flesh wound" = "small bandaged wound",\
"gaping wound" = "bandaged wound", "big gaping wound" = "gauze wrapped wound",\
"massive wound" = "massive blood soaked bandage", "tiny bruise" = "tiny bruise", "small bruise" = "small bruise",\
"moderate bruise" = "moderate bruise", "large bruise" = "large bruise",\
"huge bruise" = "huge bruise", "monumental bruise" = "monumental bruise",\
"moderate burn" = "moderate salved burn", "large burn" = "large salved burn",\
"severe burn" = "severe salved burn", "deep burn" = "deep salved burn",\
"carbonised area" = "treated carbonised area")
if(3)
if(tallied in list("cut","tiny bruise","small burn"))
continue
tallied_rename = list("deep cut" = "fading cut", "flesh wound" = "small healing wound",\
"gaping wound" = "healing wound", "big gaping wound" = "big healing wound",\
"massive wound" = "massive healing wound", "small bruise" = "tiny bruise",\
"moderate bruise" = "small bruise", "large bruise" = "moderate bruise",\
"huge bruise" = "large bruise", "monumental bruise" = "huge bruise",\
"moderate burn" = "healing moderate burn", "large burn" = "healing large burn",\
"severe burn" = "healing severe burn", "deep burn" = "healing deep burn",\
"carbonised area" = "slowly healing carbonised area")
if(4)
if(tallied in list("cut","deep cut","tiny bruise", "small bruise","small burn", "moderate burn"))
continue
tallied_rename = list("flesh wound" = "small red scar", "gaping wound" = "angry straight scar",\
"big gaping wound" = "jagged angry scar", "massive wound" = "gigantic angry scar",\
"moderate bruise" = "tiny bruise", "large bruise" = "small bruise",\
"huge bruise" = "moderate bruise", "monumental bruise" = "large bruise",\
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "healing carbonised area")
if(5)
if(tallied in list("cut","deep cut","tiny bruise", "moderate bruise", "small bruise","small burn", "moderate burn"))
continue
tallied_rename = list("flesh wound" = "small scar", "gaping wound" = "straight scar",\
"big gaping wound" = "jagged scar", "massive wound" = "gigantic scar",\
"large bruise" = "tiny bruise",\
"huge bruise" = "small bruise", "monumental bruise" = "moderate bruise",\
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "large scarred area")
if(6)
if(tallied in list("cut","deep cut","flesh wound","tiny bruise", "small bruise", "moderate bruise", "large bruise", "huge bruise","small burn", "moderate burn"))
continue
tallied_rename = list("gaping wound" = "straight scar",\
"big gaping wound" = "jagged scar", "massive wound" = "gigantic scar",\
"monumental bruise" = "tiny bruise",\
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "large scarred area")
wound_descriptors[wound] = 1
var/list/flavor_text = list()
var/list/no_exclude = list("gaping wound", "big gaping wound", "massive wound", "large bruise",\
"huge bruise", "massive bruise", "severe burn", "large burn", "deep burn", "carbonised area")
switch(tally[tallied])
if(1)
if(!flavor_text.len)
flavor_text += "<span class='warning'>\The [src] has[prob(4) && !(tallied in no_exclude) ? " what might be" : ""] a [tallied_rename[tallied]]"
else
flavor_text += "[prob(4) && !(tallied in no_exclude) ? " what might be" : ""] a [tallied_rename[tallied]]"
if(2)
if(!flavor_text.len)
flavor_text += "<span class='warning'>\The [src] has[prob(4) && !(tallied in no_exclude) ? " what might be" : ""] a pair of [tallied_rename[tallied]]s"
else
flavor_text += "[prob(4) && !(tallied in no_exclude) ? " what might be" : ""] a pair of [tallied_rename[tallied]]s"
if(3 to 5)
if(!flavor_text.len)
flavor_text += "<span class='warning'>\The [src] has several [tallied_rename[tallied]]s"
else
flavor_text += " several [tallied_rename[tallied]]s"
if(6 to INFINITY)
if(!flavor_text.len)
flavor_text += "<span class='warning'>\The [src] has a bunch of [tallied_rename[tallied]]s"
else
flavor_text += " a ton of [tallied_rename[tallied]]s"
if(flavor_text.len)
var/flavor_text_string = ""
for(var/text = 1, text <= flavor_text.len, text++)
if(text == flavor_text.len && flavor_text.len > 1)
flavor_text_string += ", and"
else if(flavor_text.len > 1 && text > 1)
flavor_text_string += ","
flavor_text_string += flavor_text[text]
flavor_text_string += " on its [named].</span><br>"
wound_flavor_text["[named]"] = flavor_text_string
for(var/wound in wound_descriptors)
switch(wound_descriptors[wound])
if(1)
if(!flavor_text.len)
flavor_text += "<span class='warning'>It has[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a [wound]"
else
flavor_text += "[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a [wound]"
if(2)
if(!flavor_text.len)
flavor_text += "<span class='warning'>It has[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a pair of [wound]s"
else
flavor_text += "[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a pair of [wound]s"
if(3 to 5)
if(!flavor_text.len)
flavor_text += "<span class='warning'>It has several [wound]s"
else
flavor_text += " several [wound]s"
if(6 to INFINITY)
if(!flavor_text.len)
flavor_text += "<span class='warning'>It has a bunch of [wound]s"
else
flavor_text += " a ton of [wound]\s"
var/flavor_text_string = ""
for(var/text = 1, text <= flavor_text.len, text++)
if(text == flavor_text.len && flavor_text.len > 1)
flavor_text_string += ", and"
else if(flavor_text.len > 1 && text > 1)
flavor_text_string += ","
flavor_text_string += flavor_text[text]
flavor_text_string += " on its [named].</span><br>"
wound_flavor_text["[named]"] = flavor_text_string
else
wound_flavor_text["[temp.display_name]"] = ""
//Handles the text strings being added to the actual description.
if(wound_flavor_text["head"])
msg += wound_flavor_text["head"]
if(wound_flavor_text["chest"])

View File

@@ -431,7 +431,7 @@
for(var/name in organs)
var/datum/organ/external/E = organs[name]
E.process()
if(E.broken || E.destroyed)
if(E.status & BROKEN || E.status & DESTROYED)
if(E.name == "l_hand" || E.name == "l_arm")
if(hand && equipped())
drop_item()

View File

@@ -585,7 +585,7 @@
lying_icon.Blend(new /icon('monkey.dmi', "chest_l"), ICON_OVERLAY)
var/datum/organ/external/head = organs["head"]
if(!head.destroyed)
if(!(head.status & DESTROYED))
stand_icon.Blend(new /icon('monkey.dmi', "head_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('monkey.dmi', "head_l"), ICON_OVERLAY)
@@ -594,12 +594,12 @@
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& !part.destroyed)
&& !(part.status & DESTROYED))
var/icon/temp = new /icon('monkey.dmi', "[part.icon_name]_s")
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
stand_icon.Blend(temp, ICON_OVERLAY)
temp = new /icon('monkey.dmi', "[part.icon_name]_l")
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
lying_icon.Blend(temp , ICON_OVERLAY)
stand_icon.Blend(new /icon('monkey.dmi', "groin_s"), ICON_OVERLAY)
@@ -915,7 +915,7 @@
else
if(!def_zone) def_zone = ran_zone(def_zone)
organ = get_organ(check_zone(def_zone))
if(!organ || organ.destroyed) return 0
if(!organ || organ.status & DESTROYED) return 0
if(blocked)
damage = (damage/(blocked+1))
@@ -1038,7 +1038,7 @@
var/amount = 0.0
for(var/name in organs)
var/datum/organ/external/O = organs[name]
if(!O.robot) amount+= O.brute_dam
if(!(O.status & ROBOT)) amount+= O.brute_dam
return amount
/mob/living/carbon/monkey/adjustBruteLoss(var/amount, var/used_weapon = null)
@@ -1051,7 +1051,7 @@
var/amount = 0.0
for(var/name in organs)
var/datum/organ/external/O = organs[name]
if(!O.robot) amount+= O.burn_dam
if(!(O.status & ROBOT)) amount+= O.burn_dam
return amount
/mob/living/carbon/monkey/adjustFireLoss(var/amount,var/used_weapon = null)

View File

@@ -22,9 +22,9 @@
var/mob/living/carbon/human/M = src
for(var/name in M.organs)
var/datum/organ/external/organ = M.organs[name]
if(organ.destroyed)
if(organ.status & DESTROYED)
src.traumatic_shock += 60
else if(organ.broken || organ.open)
else if(organ.status & BROKEN || organ.open)
src.traumatic_shock += 30
if(src.traumatic_shock < 0)

View File

@@ -181,11 +181,9 @@
affecting = H.organs[A]
if(!istype(affecting, /datum/organ/external)) continue
affecting.heal_damage(1000, 1000) //fixes getting hit after ingestion, killing you when game updates organ health
affecting.broken = 0
affecting.destroyed = 0
for(var/datum/organ/wound/W in affecting.wounds)
W.stopbleeding()
del(W)
affecting.status &= ~BROKEN
affecting.status &= ~DESTROYED
del affecting.wound_descs
H.UpdateDamageIcon()
H.update_body()
//src.fireloss = 0
@@ -210,17 +208,15 @@
var/datum/organ/external/e = H.organs[name]
e.brute_dam = 0.0
e.burn_dam = 0.0
e.bandaged = 0.0
e.status &= ~BANDAGED
e.max_damage = initial(e.max_damage)
e.bleeding = 0
e.status &= ~BLEEDING
e.open = 0
e.broken = 0
e.destroyed = 0
e.status &= ~BROKEN
e.status &= ~DESTROYED
e.perma_injury = 0
e.update_icon()
for(var/datum/organ/wound/W in e.wounds)
if(W.bleeding || !W.is_healing)
W.stopbleeding()
del e.wound_descs
del(H.vessel)
H.vessel = new/datum/reagents(560)
H.vessel.my_atom = H

View File

@@ -701,12 +701,12 @@
if(ishuman(usr))
if(usr.hand) // if he's using his left hand.
var/datum/organ/external/temp = usr:get_organ("l_hand")
if(temp.destroyed)
if(temp.status & DESTROYED)
usr << "\blue You look at your stump."
return
else
var/datum/organ/external/temp = usr:get_organ("r_hand")
if(temp.destroyed)
if(temp.status & DESTROYED)
usr << "\blue You look at your stump."
return

View File

@@ -1,4 +1,43 @@
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
///////////////////////////////
//CONTAINS: ORGANS AND WOUNDS//
///////////////////////////////
var/list/wound_progressions = list(
//cut healing path"
"cut" = "healing cut", "healing cut" = "small scab",\
//deep cut healing path
"deep cut" = "clotted cut", "clotted cut" = "scab", "scab" = "fresh skin",\
//flesh wound healing path
"flesh wound" = "blood soaked clot", "blood soaked clot" = "large scab", "large scab" = "fresh skin",\
//gaping wound healing path
"gaping wound" = "large blood soaked clot", "large blood soaked clot" = "large clot", "large clot" = "small angry scar",\
"small angry scar" = "small straight scar",\
//big gaping wound healing path
"big gaping wound" = "gauze wrapped wound", "gauze wrapped wound" = "blood soaked bandage", "blood soaked bandage" = "large angry scar",\
"large angry scar" = "large straight scar",\
//massive wound healing path
"massive wound" = "massive blood soaked bandage", "massive blood soaked bandage" = "huge bloody mess", "huge bloody mess" = "massive angry scar",\
"massive angry scar" = "massive jagged scar",\
//bruise healing path
"monumental bruise" = "large bruise", "huge bruise" = "large bruise", "large bruise" = "moderate bruise",\
"moderate bruise" = "small bruise", "small bruise" = "tiny bruise",\
//moderate burn healing path
"moderate burn" = "moderate salved burn", "moderate salved burn" = "fresh skin",\
"large burn" = "large salved burn", "large salved burn" = "moderate salved burn",\
"severe burn" = "severe salved burn", "severe salved burn" = "burn scar",\
"deep burn" = "deep salved burn", "deep salved burn" = "large burn scar",\
"carbonised area" = "treated carbonised area", "treated carbonised area" = "massive burn scar")
/datum/organ
var/name = "organ"
@@ -31,6 +70,10 @@
W.time_inflicted = time_inflicted
return W
#define CUT 0
#define BRUISE 1
#define BURN 2
/****************************************************
EXTERNAL ORGANS
****************************************************/
@@ -42,31 +85,29 @@
var/damage_state = "00"
var/brute_dam = 0
var/burn_dam = 0
var/bandaged = 0
var/max_damage = 0
var/max_size = 0
var/tmp/list/obj/item/weapon/implant/implant = list()
var/tmp/list/obj/item/weapon/implant/implant
var/display_name
var/tmp/list/wounds = list()
var/tmp/bleeding = 0
var/tmp/list/wound_descs = list()
var/tmp/next_wound_update = 0
var/tmp/perma_injury = 0
var/tmp/perma_dmg = 0
var/tmp/broken = 0
var/tmp/destroyed = 0
var/tmp/destspawn = 0 //Has it spawned the broken limb?
var/tmp/gauzed = 0 //Has the missing limb been patched?
var/tmp/robot = 0 //ROBOT ARM MAN!
var/tmp/cutaway = 0 //First part of limb reattachment.
var/tmp/attachable = 0 //Can limb be attached?
var/min_broken_damage = 30
var/datum/organ/external/parent
var/list/datum/organ/external/children
var/damage_msg = "\red You feel a intense pain"
var/status = 0
var/broken_description
var/open = 0
var/stage = 0
var/wound = 0
New(mob/living/carbon/H)
..(H)
@@ -76,59 +117,43 @@
owner = H
H.organs[name] = src
Del()
for(var/datum/organ/wound/W in wounds)
del(W)
..()
proc/total_wound_bleeding()
// Get the total amount and size of bleeding wounds
var/rval = 0
for(var/datum/organ/wound/W in wounds) if(W.bleeding)
rval += W.wound_size
// bandages reduce bleeding
if(bandaged) return rval / 8
return rval
proc/take_damage(brute, burn, sharp, used_weapon = null, spread=0)
proc/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
if((brute <= 0) && (burn <= 0))
return 0
if(destroyed)
if(status & DESTROYED)
return 0
if(robot)
if(status & ROBOT)
brute *= 0.66 //~2/3 damage for ROBOLIMBS
burn *= 0.66 //~2/3 damage for ROBOLIMBS
if(owner && !robot)
if(owner && !(status & ROBOT))
owner.pain(display_name, (brute+burn)*3, 1, burn > brute)
if(sharp)
var/nux = brute * rand(10,15)
if(brute_dam >= max_damage)
if(prob(5 * brute))
// for(var/mob/M in viewers(owner))
// M.show_message("\red [owner.name]'s [display_name] flies off.")
destroyed = 1
status |= DESTROYED
droplimb()
return
else if(prob(nux))
createwound(max(1,min(6,round(brute/10) + rand(0,1))),0,brute)
if(!robot) owner << "You feel something wet on your [display_name]"
createwound( CUT, brute )
if(!(status & ROBOT))
owner << "You feel something wet on your [display_name]"
if((brute_dam + burn_dam + brute + burn) < max_damage)
if(brute)
brute_dam += brute
if(prob(brute*2) && !sharp)
createwound(rand(4,6),0,brute)
if( (prob(brute*2) && !sharp) || sharp )
createwound( CUT, brute )
else if(!sharp)
createwound(max(1,min(6,round(brute/10) + rand(1,2))),1,brute)
createwound( BRUISE, brute )
if(burn)
burn_dam += burn
createwound(max(1,min(6,round(burn/10) + rand(0,1))),2,burn)
createwound( BURN, burn )
else
var/can_inflict = max_damage - (brute_dam + burn_dam)
var/can_inflict = max_damage - (brute_dam + burn_dam) //How much damage can we actually cause?
if(can_inflict)
if (brute > 0 && burn > 0)
brute = can_inflict/2
@@ -146,87 +171,52 @@
burn = can_inflict
burn_dam += burn
createwound(max(1,min(6,round(burn/10) + rand(0,1))),2,burn)
else if(!robot)
else if(!(status & ROBOT))
var/passed_dam = (brute + burn) - can_inflict //Getting how much overdamage we have.
var/list/datum/organ/external/possible_points = list()
if(parent)
possible_points += parent
if(children)
possible_points += children
if(forbidden_limbs.len)
possible_points -= forbidden_limbs
if(!possible_points.len)
message_admins("Oh god WHAT! [owner]'s [src] was unable to find an organ to pass overdamage too!")
else
if(!spread)
var/datum/organ/external/target = pick(possible_points)
if(brute)
target.take_damage(passed_dam, 0, sharp, used_weapon,1)
else
target.take_damage(0, passed_dam, sharp, used_weapon,1)
var/datum/organ/external/target = pick(possible_points)
if(brute)
target.take_damage(passed_dam, 0, sharp, used_weapon, forbidden_limbs + src)
else
target.take_damage(0, passed_dam, sharp, used_weapon, forbidden_limbs + src)
else
droplimb(1) //Robot limbs just kinda fail at full damage.
if(broken)
if(status & BROKEN)
owner.emote("scream")
if(used_weapon) add_wound(used_weapon, brute + burn)
owner.updatehealth()
var/result = update_icon()
return result
proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
if(robot && !robo_repair)
if(status & ROBOT && !robo_repair)
return
var/brute_to_heal = 0
var/brute_wounds = list()
var/burn_to_heal = 0
var/burn_wounds = list()
for(var/datum/organ/wound/W in wounds)
if(W.wound_type > 1 && W.damage)
burn_to_heal += W.damage
burn_wounds += W
else if(W.damage)
brute_to_heal += W.damage
brute_wounds += W
if(brute && brute <= brute_to_heal)
for(var/datum/organ/wound/W in brute_wounds)
if(brute >= W.damage)
brute_dam -= W.damage
brute -= W.damage
W.damage = 0
W.initial_dmg = 0
W.stopbleeding(1)
else
W.damage -= brute
W.initial_dmg -= brute
W.stopbleeding()
else if(brute)
for(var/datum/organ/wound/W in brute_wounds)
W.damage = 0
W.initial_dmg = 0
W.stopbleeding(1)
brute_dam = 0
if(burn && burn <= burn_to_heal)
for(var/datum/organ/wound/W in burn_wounds)
if(burn >= W.damage)
burn_dam -= W.damage
burn -= W.damage
W.damage = 0
W.initial_dmg = 0
W.stopbleeding()
else
W.damage -= burn
W.initial_dmg -= burn
W.stopbleeding()
else if(burn)
for(var/datum/organ/wound/W in burn_wounds)
W.damage = 0
W.initial_dmg = 0
W.stopbleeding()
burn_dam = 0
// var/brute_to_heal = 0
// var/brute_wounds = list()
// var/burn_to_heal = 0
// var/burn_wounds = list()
// for(var/datum/organ/wound/W in brute_wounds)
brute_dam = max(0, brute_dam-brute)
burn_dam = max(0, burn_dam-burn)
if(internal)
broken = 0
status &= ~BROKEN
perma_injury = 0
// if all damage is healed, replace the wounds with scars
if(brute_dam + burn_dam == 0)
@@ -234,6 +224,7 @@
var/datum/autopsy_data/W = autopsy_data[V]
del W
autopsy_data = list()
owner.updatehealth()
var/result = update_icon()
return result
@@ -252,35 +243,36 @@
proc/get_damage() //returns total damage
return max(brute_dam + burn_dam - perma_injury,perma_injury) //could use health?
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
proc/get_damage_brute()
return max(brute_dam+perma_injury,perma_injury)
return max(brute_dam+perma_injury, perma_injury)
proc/get_damage_fire()
return burn_dam
process()
if(destroyed)
if(next_wound_update && world.time > next_wound_update)
update_wounds()
if(status & DESTROYED)
if(!destspawn)
droplimb()
return
if(broken == 0)
if(!(status & BROKEN))
perma_dmg = 0
if(parent)
if(parent.destroyed)
destroyed = 1
if(parent.status & DESTROYED)
status |= DESTROYED
owner:update_body()
return
if(brute_dam > min_broken_damage && !robot)
if(broken == 0)
if(brute_dam > min_broken_damage && !(status & ROBOT))
if(!(status & BROKEN))
//owner.unlock_medal("Broke Yarrr Bones!", 0, "Break a bone.", "easy")
owner.visible_message("\red You hear a loud cracking sound coming from [owner.name].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
owner.emote("scream")
broken = 1
wound = pick("broken","fracture","hairline fracture") //Randomise in future. Edit: Randomized. --SkyMarshal
status |= BROKEN
broken_description = pick("broken","fracture","hairline fracture")
perma_injury = brute_dam
return
return
// new damage icon system
@@ -321,15 +313,15 @@
proc/droplimb(var/override = 0,var/no_explode = 0)
if(override)
destroyed = 1
if(destroyed)
status |= DESTROYED
if(status & DESTROYED)
if(implant)
for(var/implants in implant)
del(implants)
//owner.unlock_medal("Lost something?", 0, "Lose a limb.", "easy")
for(var/datum/organ/external/I in children)
if(I && !I.destroyed)
if(I && !(I.status & DESTROYED))
I.droplimb(1,1)
var/obj/item/weapon/organ/H
switch(body_part)
@@ -395,12 +387,8 @@
var/lol = pick(cardinal)
step(H,lol)
destspawn = 1
if(!robot)
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
"You hear a terrible sound of ripping tendons and flesh.")
else
owner.visible_message("\red [owner.name]'s [display_name] explodes violently!",\
if(status & ROBOT)
owner.visible_message("\red \The [owner]'s [display_name] explodes violently!",\
"\red <b>Your [display_name] explodes!</b>",\
"You hear an explosion followed by a scream!")
if(!no_explode)
@@ -411,51 +399,81 @@
spark_system.start()
spawn(10)
del(spark_system)
for(var/datum/organ/wound/W in wounds)
W.update_health()
del(W)
else
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
"You hear a terrible sound of ripping tendons and flesh.")
owner.update_body_appearance()
owner.update_clothing()
proc/createwound(var/size = 1, var/type = 0, var/damage)
var/list/datum/organ/wound/possible_wounds = list()
for(var/datum/organ/wound/W in wounds)
if(W.wound_type == type && W.wound_size <= 3 && size <= 3 && ((!W.is_healing && type == 1) || (!W.healing_state && type != 1)))
possible_wounds += W
proc/createwound(var/type = CUT, var/damage)
if(hasorgans(owner))
if(!possible_wounds.len || prob(20))
var/datum/organ/wound/W = new(src)
W.bleeding = !type || (size > 2) // large wounds always cause bleeding
var/wound_name
var/update_time = world.time + damage*100
var/size = min( max( 0, damage/10 ) , 6)
switch(type)
if(CUT)
var/list/size_names = list("cut", "deep cut", "flesh wound", "gaping wound", "big gaping wound", "massive wound")
wound_name = size_names[size]
if(wound_descs["[update_time]"])
var/list/update_next = wound_descs["[update_time]"]
update_next += wound_name
else
if (next_wound_update > update_time)
next_wound_update = update_time
wound_descs["[update_time]"] = list(wound_name)
if(BRUISE)
var/list/size_names = list("tiny bruise", "small bruise", "moderate bruise", "large bruise", "huge bruise", "monumental bruise")
wound_name = size_names[size]
if(wound_descs["[update_time]"])
var/list/update_next = wound_descs["[update_time]"]
update_next += wound_name
else
if (next_wound_update > update_time)
next_wound_update = update_time
wound_descs["[update_time]"] = list(wound_name)
if(BURN)
var/list/size_names = list("small burn", "moderate burn", "large burn", "severe burn", "deep burn", "carbonised area")
wound_name = size_names[size]
update_time += damage*300
if(wound_descs["[update_time]"])
var/list/update_next = wound_descs["[update_time]"]
update_next += wound_name
else
if (next_wound_update > update_time)
next_wound_update = update_time
wound_descs["[update_time]"] = list(wound_name)
W.damage = damage
W.initial_dmg = damage
W.wound_type = type
W.wound_size = size
W.owner = owner
W.parent = src
if(type == 1)
spawn W.become_scar()
proc/update_wounds()
var/list/wounds_to_update = wound_descs["[next_wound_update]"]
for(var/wound in wounds_to_update)
if(wound_progressions[wound])
var/wound_name = wound_progressions[wound]
var/next_update = world.time + 600*rand(5,13)
if(wound_descs["[next_update]"])
var/list/update_next = wound_descs["[next_update]"]
update_next += wound_name
else
spawn W.start_close() //Let small cuts close themselves.
wounds += W
else
var/datum/organ/wound/W = pick(possible_wounds)
bleeding = max(!type,bleeding) //Sharp objects cause bleeding.
W.bleeding = max(!type,W.bleeding)
W.damage += damage
W.initial_dmg += damage
W.wound_size = max(1,min(6,round(W.damage/10) + rand(0,1)))
wound_descs["[next_update]"] = list(wound_name)
wound_descs.Remove("[next_wound_update]")
if(wound_descs.len)
var/next_update = text2num(wound_descs[1])
for(var/wound in wound_descs)
next_update = min(next_update, text2num(wound))
next_wound_update = next_update
else
next_wound_update = 0
proc/emp_act(severity)
if(!robot) return
if(!(status & ROBOT))
return
if(prob(30*severity))
take_damage(4(4-severity), 0, 1, used_weapon = "EMP")
else
droplimb(1)
proc/getDisplayName()
switch(src.name)
switch(name)
if("l_leg")
return "left leg"
if("r_leg")
@@ -473,127 +491,7 @@
if("r_hand")
return "right hand"
else
return src.name
/datum/organ/wound
name = "wound"
var/wound_type = 0 //0 = cut, 1 = bruise, 2 = burn
var/damage = 0 //How much damage it caused.
var/initial_dmg = 0
var/wound_size = 1
var/datum/organ/external/parent
var/bleeding = 0 //You got wounded, of course it's bleeding. -- Scratch that. Rewrote it.
var/healing_state = 0
var/is_healing = 0
var/slowheal = 3
proc/start_close()
if(parent.robot)
return
spawn(rand(1800,3000)) //3-5 minutes
if(prob(50) && wound_size == 1)
parent.wounds.Remove(src)
update_health(1)
del(src)
else if(prob(33) && wound_size < 3)
stopbleeding()
else
spawn(rand(1800,3000))
if(wound_size == 1) //Small cuts heal in 6-10 minutes.
parent.wounds.Remove(src)
update_health(1)
del(src)
else if(prob(50) && wound_size < 3 && bleeding)
stopbleeding()
return
proc/stopbleeding(var/bleed = 0)
if(is_healing)
return 0
// owner:bloodloss -= 10 * src.wound_size
parent.bleeding = min(bleed,bleeding)
for(var/datum/organ/wound/W in parent)
if(W.bleeding && W != src)
parent.bleeding = 1
break
bleeding = min(bleed,bleeding)
is_healing = 1
slowheal = 1
if(!healing_state)
spawn become_scar() //spawn off the process of becoming a scar.
return 1
proc/become_scar()
if(parent.robot || healing_state)
return
healing_state = 1 //Patched
spawn(200*slowheal) //~20-60 seconds
update_health(5) //Heals some.
spawn(rand(180,300)*slowheal) //18-30 second
if(!parent || !parent.owner || parent.owner.stat == 2)
if(!parent || !parent.owner)
del(parent)
del(src)
return
if(prob(80) && wound_size < 2) //Small cuts heal.
update_health(1)
parent.wounds.Remove(src)
del(src)
healing_state = 2 //Noticibly healing.
update_health(2) //Heals more.
spawn(rand(1200,1800)*slowheal) //2-3 minutes
if(!parent || !parent.owner || parent.owner.stat == 2)
if(!parent || !parent.owner)
del(parent)
del(src)
return
if(prob(60) && wound_size < 3) //Cuts heal up
parent.wounds.Remove(src)
del(src)
healing_state = 3 //Angry red scar
update_health(1) //Heals the rest of the way.
spawn(rand(6000,9000)*slowheal) //10-15 minutes
if(!parent || !parent.owner || parent.owner.stat == 2)
if(!parent || !parent.owner)
del(parent)
del(src)
return
if(prob(80) && wound_size < 4) //Minor wounds heal up fully.
parent.wounds.Remove(src)
del(src)
healing_state = 4 //Scar.
spawn(rand(6000,9000)*slowheal) //10-15 minutes
if(!parent || !parent.owner || parent.owner.stat == 2)
if(!parent || !parent.owner)
del(parent)
del(src)
return
if(prob(30) || wound_size < 4 || wound_type == 1) //Small chance for the scar to disappear, any small remaining wounds deleted.
parent.wounds.Remove(src)
del(src)
healing_state = 5 //Faded scar
return
proc/update_health(var/percent = 1)
if(!owner || owner.stat == 2)
return
damage = max(damage - damage/percent,0) //Remove that amount of the damage
if(wound_type > 1)
parent.burn_dam = max(parent.burn_dam - (initial_dmg - damage),0)
else
parent.brute_dam = max(parent.brute_dam - (initial_dmg - damage),0)
initial_dmg = damage //reset it for further updates.
parent.owner.updatehealth()
if(percent == 1 && wound_type == 1)
parent.wounds.Remove(src)
del(src)
return name

View File

@@ -1,4 +1,8 @@
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
#define STATE_DEFAULT 1
#define STATE_INJECTOR 2
#define STATE_ENGINE 3
/obj/machinery/computer/am_engine
name = "Antimatter Engine Console"
@@ -10,9 +14,6 @@
var/obj/machinery/power/am_engine/engine/connected_E = null
var/obj/machinery/power/am_engine/injector/connected_I = null
var/state = STATE_DEFAULT
var/const/STATE_DEFAULT = 1
var/const/STATE_INJECTOR = 2
var/const/STATE_ENGINE = 3
/obj/machinery/computer/am_engine/New()
..()

View File

@@ -55,9 +55,6 @@
affecting = H.organs[A]
if(!istype(affecting, /datum/organ/external)) continue
affecting.heal_damage(25, 25) //fixes getting hit after ingestion, killing you when game updates organ health
for(var/datum/organ/wound/W in affecting.wounds)
W.stopbleeding()
W.is_healing = 1
//user:heal_organ_damage(25, 25)
//
user.adjustOxyLoss(-25)

View File

@@ -397,7 +397,6 @@ var/static/list/scarySounds = list('thudswoosh.ogg','Taser.ogg','armbomb.ogg','h
#define TRANSITIONEDGE 7 //Distance from edge to move to another z-level
#define OPEN 1
#define CLOSED 0
// Maximum and minimum character ages.
@@ -459,4 +458,16 @@ var/list/liftable_structures = list(\
#define RADIO_SECBOT "7"
#define RADIO_MULEBOT "8"
#define RADIO_MAGNETS "9"
#define RADIO_POWER "10"
#define RADIO_POWER "10"
/////////////////
//ORGAN DEFINES//
/////////////////
#define CUT_AWAY 1
#define GAUZED 2
#define ATTACHABLE 4
#define BLEEDING 8
#define BANDAGED 16
#define BROKEN 32
#define DESTROYED 64
#define ROBOT 128