Two organ bugfixes (#4877)

* Two organ bugfixes

First, allows FBPs with synthetic brains (posis and drones) to actually die from massive brain damage. Before, although the damage would still affect them, robotic vital organs taking 60+ damage would never actually kill the owner.

Second, stops the zombie organs bug from popping up in normal play. You were able to repair all the damage on an organ, but not the ORGAN_DEAD status, leading to "dead" organs that still functioned (and that you could never die from them taking damage). Now, repairing the damage surgically will remove that.

* Repair for dead undamaged organs too
This commit is contained in:
PrismaticGynoid
2018-02-20 08:39:03 -08:00
committed by Anewbe
parent 6a641f620e
commit 8712d7e902
2 changed files with 11 additions and 10 deletions

View File

@@ -83,10 +83,9 @@ var/list/organ_cache = list()
blood_DNA[dna.unique_enzymes] = dna.b_type
/obj/item/organ/proc/die()
if(robotic >= ORGAN_ROBOT)
return
if(robotic < ORGAN_ROBOT)
status |= ORGAN_DEAD
damage = max_damage
status |= ORGAN_DEAD
processing_objects -= src
if(owner && vital)
owner.death()
@@ -107,6 +106,11 @@ var/list/organ_cache = list()
return
if(preserved)
return
//check if we've hit max_damage
if(damage >= max_damage)
die()
//Process infections
if(robotic >= ORGAN_ROBOT || (owner && owner.species && (owner.species.flags & IS_PLANT || (owner.species.flags & NO_INFECT))))
germ_level = 0
@@ -132,10 +136,6 @@ var/list/organ_cache = list()
handle_rejection()
handle_germ_effects()
//check if we've hit max_damage
if(damage >= max_damage)
die()
/obj/item/organ/examine(mob/user)
..(user)
if(status & ORGAN_DEAD)

View File

@@ -73,7 +73,7 @@
return
var/is_organ_damaged = 0
for(var/obj/item/organ/I in affected.internal_organs)
if(I.damage > 0)
if(I && (I.damage > 0 || I.status == ORGAN_DEAD))
is_organ_damaged = 1
break
return ..() && is_organ_damaged
@@ -91,7 +91,7 @@
var/obj/item/organ/external/affected = target.get_organ(target_zone)
for(var/obj/item/organ/I in affected.internal_organs)
if(I && I.damage > 0)
if(I && (I.damage > 0 || I.status == ORGAN_DEAD))
if(!(I.robotic >= ORGAN_ROBOT))
user.visible_message("[user] starts treating damage to [target]'s [I.name] with [tool_name].", \
"You start treating damage to [target]'s [I.name] with [tool_name]." )
@@ -111,11 +111,12 @@
var/obj/item/organ/external/affected = target.get_organ(target_zone)
for(var/obj/item/organ/internal/I in affected.internal_organs)
if(I && I.damage > 0)
if(I && (I.damage > 0 || I.status == ORGAN_DEAD))
if(!(I.robotic >= ORGAN_ROBOT))
user.visible_message("<span class='notice'>[user] treats damage to [target]'s [I.name] with [tool_name].</span>", \
"<span class='notice'>You treat damage to [target]'s [I.name] with [tool_name].</span>" )
I.damage = 0
I.status = 0
if(I.organ_tag == O_EYES)
target.sdisabilities &= ~BLIND
if(I.organ_tag == O_LUNGS)