This commit is contained in:
Cael_Aislinn
2012-08-11 20:28:14 +10:00
14 changed files with 10700 additions and 10452 deletions

View File

@@ -35,6 +35,14 @@
HELMET_TYPE = /obj/item/clothing/head/helmet/space
MASK_TYPE = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/captain_unit
name = "Captain's Suit Storage Unit"
SUIT_TYPE = /obj/item/clothing/suit/armor/captain
HELMET_TYPE = /obj/item/clothing/head/helmet/space/capspace
MASK_TYPE = /obj/item/clothing/mask/breath
req_access = list(ACCESS_CAPTAIN)
islocked = 1 // otherwise anyone can grab it
/obj/machinery/suit_storage_unit/New()
src.update_icon()
@@ -300,6 +308,9 @@
/obj/machinery/suit_storage_unit/proc/toggle_lock(mob/user as mob)
if(!src.allowed(user))
user << "\red Access denied."
return
if(src.OCCUPANT && src.safetieson)
user << "<font color='red'>The Unit's safety protocols disallow locking when a biological form is detected inside its compartments.</font>"
return

View File

@@ -15,7 +15,6 @@
//
new /obj/item/device/pda/captain(src)
new /obj/item/weapon/storage/id_kit(src)
new /obj/item/clothing/suit/armor/captain(src)
new /obj/item/clothing/head/helmet/cap(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/suit/armor/vest(src)

View File

@@ -118,9 +118,21 @@ MEDICAL
if (!ointment && (affecting.status & ORGAN_BLEEDING))
affecting.status &= ~ORGAN_BLEEDING
if (affecting.heal_damage(src.heal_brute, src.heal_burn))
H.UpdateDamageIcon()
// handle wound stuff
if(ointment)
for(var/datum/wound/W in affecting.wounds)
W.salved = 1
else
for(var/datum/wound/W in affecting.wounds)
W.bandaged = 1
// make sure to apply the updates of the wound to the organ
affecting.update_damages()
// Don't do direct healing
//if (affecting.heal_damage(src.heal_brute, src.heal_burn))
// H.UpdateDamageIcon()
//else
H.UpdateDamage()
M.updatehealth()

View File

@@ -18,6 +18,7 @@ client/verb/JoinResponseTeam()
var/leader_selected = (response_team_members.len == 0)
for (var/obj/effect/landmark/L in world) if (L.name == "Commando")
var/new_name = input(usr, "Pick a name","Name") as null|text
@@ -27,8 +28,12 @@ client/verb/JoinResponseTeam()
new_commando.mind.key = usr.key
new_commando.key = usr.key
new_commando << "\blue You are [!leader_selected?"a member":"the <B>LEADER</B>"] of an Emergency Response Team under CentComm's service. There is a code red alert on [station_name()], you are tasked to go and fix the problem."
new_commando << "\blue You are [!leader_selected?"a member":"the <B>LEADER</B>"] of an Emergency Response Team, a type of military division, under CentComm's service. There is a code red alert on [station_name()], you are tasked to go and fix the problem."
new_commando << "<b>You should first gear up and discuss a plan with your team. More members may be joining, don't move out before you're ready."
if(!leader_selected)
new_commando << "<b>As member of the Emergency Response Team, you answer only to your leader and CentComm officials.</b>"
else
new_commando << "<b>As leader of the Emergency Response Team, you answer only to CentComm, and have authority to override the Captain where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the captain where possible, however."
del(L)
else

View File

@@ -227,23 +227,12 @@
msg += "<span class='warning'>"
/* if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
usr << "\red [src.name] looks slightly injured!"
else
usr << "\red <B>[src.name] looks severely injured!</B>"*/
if (src.cloneloss)
if (src.cloneloss < 30)
msg += "[t_He] looks slightly... unfinished?\n"
else
msg += "<B>[t_He] looks very... unfinished?</B>\n"
/* if (src.getFireLoss())
if (src.getFireLoss() < 30)
usr << "\red [src.name] looks slightly burned!"
else
usr << "\red <B>[src.name] looks severely burned!</B>"*/
msg += "<span class='warning'>"
if (src.nutrition < 100)
msg += "[t_He] [t_is] severely malnourished.\n"
@@ -294,14 +283,13 @@
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 && temp.wound_descs.len)
else if(temp.wounds.len > 0)
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]++
for(var/datum/wound/W in temp.wounds)
if(W.desc in wound_descriptors)
wound_descriptors[W.desc] += W.amount
continue
wound_descriptors[wound] = 1
wound_descriptors[W.desc] = W.amount
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")

View File

@@ -10,12 +10,14 @@
var/temperature_alert = 0
// used to do some stuff only on every X life tick
var/life_tick = 0
var/isbreathing = 1
var/holdbreath = 0
var/lyingcheck = 0
var/buckle_check = 0
// total amount of wounds on mob, used to spread out healing and the like over all wounds
var/number_wounds = 0
/mob/living/carbon/human/Life()
set invisibility = 0
set background = 1
@@ -44,6 +46,7 @@
update_clothing()
return
// update the current life tick, can be used to e.g. only do something every 4 ticks
life_tick++
var/datum/gas_mixture/environment = loc.return_air()
@@ -906,6 +909,12 @@
handle_organs()
// take care of organ related updates, such as broken and missing limbs
// recalculate number of wounds
number_wounds = 0
for(var/name in organs)
var/datum/organ/external/E = organs[name]
number_wounds += E.number_wounds
var/leg_tally = 2
for(var/name in organs)
var/datum/organ/external/E = organs[name]
@@ -962,6 +971,7 @@
paralysis = 10
handle_blood()
// take care of blood and blood loss
if(stat < 2)
@@ -974,14 +984,19 @@
if(D.data["donor"] == src)
B = D
break
var/datum/reagent/nutriment/F = locate() in vessel.reagent_list
if(F != null)
if(F.volume >= 1)
B.volume = max(min(10 + blood_volume,560), 0)
F.volume -= 1
else
//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
var/blood_regen = 0.3
if(B.volume < 400)
blood_regen = 0.6
if(B.volume < 200)
blood_regen = 1
B.volume = max(min(B.volume + blood_regen,560), 0)
if(blood_volume > 448)
@@ -1110,9 +1125,9 @@
var/datum/organ/external/temp = organs[name]
if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT)
continue
blood_max += 2
blood_max += round(0.5 * (temp.brute_dam + temp.burn_dam) / 4)
if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED))
blood_max += 10 //Yer missing a fucking limb.
blood_max += 3 //Yer missing a fucking limb.
drip(blood_max)
if (eye_blind)
eye_blind--

View File

@@ -50,14 +50,13 @@
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)
else if(temp.wounds.len)
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]++
for(var/datum/wound/W in temp.wounds)
if(W.desc in wound_descriptors)
wound_descriptors[W.desc] += W.amount
continue
wound_descriptors[wound] = 1
wound_descriptors[W.desc] = W.amount
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")

View File

@@ -26,6 +26,9 @@
..()
// update the current life tick, can be used to e.g. only do something every 4 ticks
life_tick++
var/datum/gas_mixture/environment // Added to prevent null location errors-- TLE
if(src.loc)
environment = loc.return_air()

View File

@@ -184,7 +184,7 @@
affecting.status &= ~ORGAN_BROKEN
affecting.status &= ~ORGAN_SPLINTED
affecting.status &= ~ORGAN_DESTROYED
affecting.wound_descs.Cut()
affecting.wounds.Cut()
H.UpdateDamageIcon()
H.update_body()
//src.fireloss = 0
@@ -218,7 +218,7 @@
e.status &= ~ORGAN_DESTROYED
e.perma_injury = 0
e.update_icon()
e.wound_descs.Cut()
e.wounds.Cut()
del(H.vessel)
H.vessel = new/datum/reagents(560)
H.vessel.my_atom = H
@@ -286,3 +286,6 @@
set category = "OOC"
src.update_flavor_text()
/mob/living/var/life_tick = 0

View File

@@ -2,43 +2,6 @@
//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"
var/mob/living/carbon/human/owner = null
@@ -69,11 +32,203 @@ var/list/wound_progressions = list(
W.hits = hits
W.time_inflicted = time_inflicted
return W
/* fuckign double defines
#define CUT 0
#define BRUISE 1
#define BURN 2
*/
/****************************************************
WOUNDS
****************************************************/
/datum/wound
// stages such as "cut", "deep cut", etc.
var/list/stages
// number representing the current stage
var/current_stage = 0
// description of the wound
var/desc = ""
// amount of damage this wound causes
var/damage = 0
// amount of damage the current wound type requires(less means we need to apply the next healing stage)
var/min_damage = 0
// one of CUT, BRUISE, BURN
var/damage_type = CUT
// whether this wound needs a bandage/salve to heal at all
var/needs_treatment = 0
// is the wound bandaged?
var/tmp/bandaged = 0
// is the wound salved?
var/tmp/salved = 0
// is the wound disinfected?
var/tmp/disinfected = 0
var/tmp/created = 0
// number of wounds of this type
var/tmp/amount = 1
// helper lists
var/tmp/list/desc_list = list()
var/tmp/list/damage_list = list()
New(var/damage)
created = world.time
// reading from a list("stage" = damage) is pretty difficult, so build two separate
// lists from them instead
for(var/V in stages)
desc_list += V
damage_list += stages[V]
src.damage = damage
// initialize with the first stage
next_stage()
// this will ensure the size of the wound matches the damage
src.heal_damage(0)
// returns 1 if there's a next stage, 0 otherwise
proc/next_stage()
if(current_stage + 1 > src.desc_list.len)
return 0
current_stage++
src.min_damage = damage_list[current_stage]
src.desc = desc_list[current_stage]
return 1
// returns 1 if the wound has started healing
proc/started_healing()
return (current_stage > 1)
// checks whether the wound has been appropriately treated
// always returns 1 for wounds that don't need to be treated
proc/is_treated()
if(!needs_treatment) return 1
if(damage_type == BRUISE || damage_type == CUT)
return bandaged
else if(damage_type == BURN)
return salved
// heal the given amount of damage, and if the given amount of damage was more
// than what needed to be healed, return how much heal was left
proc/heal_damage(amount)
var/healed_damage = min(src.damage, amount)
amount -= healed_damage
src.damage -= healed_damage
while(src.damage / src.amount < damage_list[current_stage] && current_stage < src.desc_list.len)
current_stage++
desc = desc_list[current_stage]
// return amount of healing still leftover, can be used for other wounds
return amount
// opens the wound again
proc/open_wound()
if(current_stage > 1)
// e.g. current_stage is 2, then reset it to 0 and do next_stage(), bringing it to 1
src.current_stage -= 2
next_stage()
src.damage = src.min_damage + 5
/** CUTS **/
/datum/wound/cut
// link wound descriptions to amounts of damage
stages = list("cut" = 5, "healing cut" = 2, "small scab" = 0)
/datum/wound/deep_cut
stages = list("deep cut" = 15, "clotted cut" = 8, "scab" = 2, "fresh skin" = 0)
/datum/wound/flesh_wound
stages = list("flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
/datum/wound/gaping_wound
stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "large clot" = 15, "small angry scar" = 5, \
"small straight scar" = 0)
/datum/wound/big_gaping_wound
stages = list("big gaping wound" = 60, "gauze wrapped wound" = 50, "blood soaked bandage" = 25,\
"large angry scar" = 10, "large straight scar" = 0)
needs_treatment = 1 // this only heals when bandaged
/datum/wound/massive_wound
stages = list("massive wound" = 70, "massive blood soaked bandage" = 40, "huge bloody mess" = 20,\
"massive angry scar" = 10, "massive jagged scar" = 0)
needs_treatment = 1 // this only heals when bandaged
/** BRUISES **/
/datum/wound/bruise
stages = list("monumental bruise" = 80, "huge bruise" = 50, "large bruise" = 30,\
"moderate bruise" = 20, "small bruise" = 10, "tiny bruise" = 5)
needs_treatment = 1 // this only heals when bandaged
damage_type = BRUISE
/datum/wound/bruise/monumental_bruise
// implement sub-paths by starting at a later stage
/datum/wound/bruise/huge_bruise
current_stage = 1
/datum/wound/bruise/large_bruise
current_stage = 2
/datum/wound/bruise/moderate_bruise
current_stage = 3
needs_treatment = 0
/datum/wound/bruise/small_bruise
current_stage = 4
needs_treatment = 0
/datum/wound/bruise/tiny_bruise
current_stage = 5
needs_treatment = 0
/** BURNS **/
/datum/wound/moderate_burn
stages = list("moderate burn" = 5, "moderate salved burn" = 2, "fresh skin" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/large_burn
stages = list("large burn" = 15, "large salved burn" = 5, "fresh skin" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/severe_burn
stages = list("severe burn" = 30, "severe salved burn" = 10, "burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/deep_burn
stages = list("deep burn" = 40, "deep salved burn" = 15, "large burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/carbonised_area
stages = list("carbonised area" = 50, "treated carbonised area" = 20, "massive burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/****************************************************
EXTERNAL ORGANS
****************************************************/
@@ -90,9 +245,8 @@ var/list/wound_progressions = list(
var/tmp/list/obj/item/weapon/implant/implant
var/display_name
var/tmp/list/wound_descs = list()
var/tmp/next_wound_update = 0
var/list/wounds = list()
var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
var/tmp/perma_injury = 0
var/tmp/perma_dmg = 0
@@ -103,7 +257,7 @@ var/list/wound_progressions = list(
var/datum/organ/external/parent
var/list/datum/organ/external/children
var/damage_msg = "\red You feel a intense pain"
var/damage_msg = "\red You feel an intense pain"
var/status = 0
var/broken_description
@@ -119,6 +273,7 @@ var/list/wound_progressions = list(
H.organs[name] = src
proc/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
// TODO: this proc needs to be rewritten to not update damages directly
if((brute <= 0) && (burn <= 0))
return 0
if(status & ORGAN_DESTROYED)
@@ -200,35 +355,84 @@ var/list/wound_progressions = list(
owner.updatehealth()
// sync the organ's damage with its wounds
src.update_damages()
var/result = update_icon()
return result
proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
if(status & ORGAN_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 brute_wounds)
brute_dam = max(0, brute_dam-brute)
burn_dam = max(0, burn_dam-burn)
// heal damage on the individual wounds
for(var/datum/wound/W in wounds)
if(brute == 0 && burn == 0)
break
// heal brute damage
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute = W.heal_damage(brute)
else if(W.damage_type == BURN)
burn = W.heal_damage(burn)
// sync organ damage with wound damages
update_damages()
if(internal)
status &= ~ORGAN_BROKEN
perma_injury = 0
// if all damage is healed, replace the wounds with scars
if(brute_dam + burn_dam == 0)
for(var/V in autopsy_data)
var/datum/autopsy_data/W = autopsy_data[V]
del W
autopsy_data = list()
// sync the organ's damage with its wounds
src.update_damages()
owner.updatehealth()
var/result = update_icon()
return result
proc/update_damages()
number_wounds = 0
brute_dam = 0
burn_dam = 0
status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute_dam += W.damage
else if(W.damage_type == BURN)
burn_dam += W.damage
if(!W.bandaged && W.damage > 4)
status |= ORGAN_BLEEDING
number_wounds += W.amount
proc/update_wounds()
for(var/datum/wound/W in wounds)
// wounds can disappear after 10 minutes at the earliest
if(W.damage == 0 && W.created + 10 * 10 * 60 <= world.time)
wounds -= W
// let the GC handle the deletion of the wound
if(W.is_treated())
// slow healing
var/amount = 0.2
if(W.bandaged) amount++
if(W.salved) amount++
if(W.disinfected) amount++
// amount of healing is spread over all the wounds
W.heal_damage((amount * W.amount) / (5*owner.number_wounds+1))
// sync the organ's damage with its wounds
src.update_damages()
proc/add_wound(var/used_weapon, var/damage)
var/datum/autopsy_data/W = autopsy_data[used_weapon]
if(!W)
@@ -253,7 +457,8 @@ var/list/wound_progressions = list(
return burn_dam
process()
if(next_wound_update && world.time > next_wound_update)
// process wounds, doing healing etc., only do this every 4 ticks to save processing power
if(owner.life_tick % 4 == 0)
update_wounds()
if(status & ORGAN_DESTROYED)
if(!destspawn)
@@ -268,7 +473,6 @@ var/list/wound_progressions = list(
return
if(brute_dam > min_broken_damage && !(status & ORGAN_ROBOT))
if(!(status & ORGAN_BROKEN))
//owner.unlock_medal("Broke Yarrr Bones!", 0, "Break a bone.", "easy")
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")
status |= ORGAN_BROKEN
@@ -411,62 +615,59 @@ var/list/wound_progressions = list(
proc/createwound(var/type = CUT, var/damage)
if(hasorgans(owner))
var/wound_name
var/update_time = world.time + damage*100
var/wound_type
var/size = min( max( 1, damage/10 ) , 6)
// first check whether we can widen an existing wound
if(wounds.len > 0 && prob(25))
if((type == CUT || type == BRUISE) && damage >= 5)
var/datum/wound/W = pick(wounds)
if(W.amount == 1 && W.started_healing())
W.open_wound()
owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
"\red The wound on your [display_name] widens with a nasty ripping voice.",\
"You hear a nasty ripping noise, as if flesh is being torn apart.")
return
if(damage == 0) return
// the wound we will create
var/datum/wound/W
switch(type)
if(CUT)
src.status |= ORGAN_BLEEDING
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)
var/list/size_names = list(/datum/wound/cut, /datum/wound/deep_cut, /datum/wound/flesh_wound, /datum/wound/gaping_wound, /datum/wound/big_gaping_wound, /datum/wound/massive_wound)
wound_type = size_names[size]
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
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
W = new wound_type(damage)
if(BRUISE)
var/list/size_names = list(/datum/wound/bruise/tiny_bruise, /datum/wound/bruise/small_bruise, /datum/wound/bruise/moderate_bruise, /datum/wound/bruise/large_bruise, /datum/wound/bruise/huge_bruise, /datum/wound/bruise/monumental_bruise)
wound_type = size_names[size]
W = new wound_type(damage)
if(BURN)
var/list/size_names = list(/datum/wound/moderate_burn, /datum/wound/large_burn, /datum/wound/severe_burn, /datum/wound/deep_burn, /datum/wound/carbonised_area)
wound_type = size_names[size]
W = new wound_type(damage)
// check whether we can add the wound to an existing wound
for(var/datum/wound/other in wounds)
if(other.desc == W.desc)
// okay, add it!
other.damage += W.damage
other.amount += 1
W = null // to signify that the wound was added
break
// if we couldn't add the wound to another wound, ignore
if(W)
wounds += W
proc/emp_act(severity)
if(!(status & ORGAN_ROBOT))

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@@ -307,7 +307,7 @@
var/datum/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm")
affecting.take_damage( 0, 5 ) // 5 burn damage
affecting.take_damage( 0, 2 ) // 5 burn damage
H.updatehealth()
H.UpdateDamageIcon()

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@@ -474,3 +474,4 @@ var/list/liftable_structures = list(\
#define ORGAN_DESTROYED 64
#define ORGAN_ROBOT 128
#define ORGAN_SPLINTED 256
#define SALVED 512

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@@ -58,6 +58,16 @@ should be listed in the changelog upon commit though. Thanks. -->
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
<div class="commit sansserif">
<h2 class="date">7th August 2012</h2>
<h3 class="author">CIB updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Wound descriptions now again are in sync with actual damage.</li>
<li class="tweak">Bandages no longer are instant, but rather only stop bleeding and speed up the healing process.</li>
<li class="tweak">Bleeding and regeneration speeds have been balanced, so that now it is possible to bleed out.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">4 August 2012</h2>
<h3 class="author">Cael_Aislinn updated:</h3>

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