Beginning to port over new icon update from limbs branch. WIP

This commit is contained in:
Zuhayr
2015-03-24 15:01:20 +10:30
parent b9072baa97
commit a63b9b4e73
17 changed files with 466 additions and 456 deletions

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@@ -1275,6 +1275,7 @@
#include "code\modules\organs\organ.dm" #include "code\modules\organs\organ.dm"
#include "code\modules\organs\organ_alien.dm" #include "code\modules\organs\organ_alien.dm"
#include "code\modules\organs\organ_external.dm" #include "code\modules\organs\organ_external.dm"
#include "code\modules\organs\organ_icon.dm"
#include "code\modules\organs\organ_internal.dm" #include "code\modules\organs\organ_internal.dm"
#include "code\modules\organs\pain.dm" #include "code\modules\organs\pain.dm"
#include "code\modules\organs\wound.dm" #include "code\modules\organs\wound.dm"

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@@ -50,7 +50,7 @@
O.transplant_data["blood_type"] = loaded_dna["blood_type"] O.transplant_data["blood_type"] = loaded_dna["blood_type"]
O.transplant_data["blood_DNA"] = loaded_dna["blood_DNA"] O.transplant_data["blood_DNA"] = loaded_dna["blood_DNA"]
visible_message("<span class='info'>The bioprinter spits out a new organ.") visible_message("<span class='info'>The bioprinter spits out a new organ.</span>")
else else
user << "<span class='warning'>There is not enough matter in the printer.</span>" user << "<span class='warning'>There is not enough matter in the printer.</span>"

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@@ -119,9 +119,10 @@
/obj/item/attack_hand(mob/user as mob) /obj/item/attack_hand(mob/user as mob)
if (!user) return if (!user) return
if (hasorgans(user)) if (hasorgans(user))
var/obj/item/organ/external/temp = user:organs_by_name["r_hand"] var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (user.hand) if (user.hand)
temp = user:organs_by_name["l_hand"] temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable()) if(temp && !temp.is_usable())
user << "<span class='notice'>You try to move your [temp.display_name], but cannot!" user << "<span class='notice'>You try to move your [temp.display_name], but cannot!"
return return
@@ -533,11 +534,11 @@
M.adjustBruteLoss(10) M.adjustBruteLoss(10)
*/ */
if(istype(M, /mob/living/carbon/human)) if(istype(H))
var/obj/item/organ/eyes/eyes = H.internal_organs_by_name["eyes"] var/obj/item/organ/eyes/eyes = H.internal_organs_by_name["eyes"]
if(M != user) if(H != user)
for(var/mob/O in (viewers(M) - user - M)) for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] has been stabbed in the eye with [src] by [user].", 1) O.show_message("\red [M] has been stabbed in the eye with [src] by [user].", 1)
M << "\red [user] stabs you in the eye with [src]!" M << "\red [user] stabs you in the eye with [src]!"
@@ -563,7 +564,7 @@
if (eyes.damage >= eyes.min_broken_damage) if (eyes.damage >= eyes.min_broken_damage)
if(M.stat != 2) if(M.stat != 2)
M << "\red You go blind!" M << "\red You go blind!"
var/obj/item/organ/external/affecting = M:get_organ("head") var/obj/item/organ/external/affecting = H.get_organ("head")
if(affecting.take_damage(7)) if(affecting.take_damage(7))
M:UpdateDamageIcon() M:UpdateDamageIcon()
else else

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@@ -31,10 +31,11 @@
/obj/structure/extinguisher_cabinet/attack_hand(mob/user) /obj/structure/extinguisher_cabinet/attack_hand(mob/user)
if(isrobot(user)) if(isrobot(user))
return return
if (hasorgans(user)) if (ishuman(user))
var/obj/item/organ/external/temp = user:organs_by_name["r_hand"] var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (user.hand) if (user.hand)
temp = user:organs_by_name["l_hand"] temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable()) if(temp && !temp.is_usable())
user << "<span class='notice'>You try to move your [temp.display_name], but cannot!" user << "<span class='notice'>You try to move your [temp.display_name], but cannot!"
return return

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@@ -346,8 +346,9 @@
var/busy = 0 //Something's being washed at the moment var/busy = 0 //Something's being washed at the moment
/obj/structure/sink/attack_hand(mob/user as mob) /obj/structure/sink/attack_hand(mob/user as mob)
if (hasorgans(user)) if (ishuman(user))
var/obj/item/organ/external/temp = user:organs_by_name["r_hand"] var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (user.hand) if (user.hand)
temp = user:organs_by_name["l_hand"] temp = user:organs_by_name["l_hand"]
if(temp && !temp.is_usable()) if(temp && !temp.is_usable())

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@@ -1695,7 +1695,6 @@ datum/preferences
if(status == "amputated") if(status == "amputated")
O.amputated = 1 O.amputated = 1
O.status |= ORGAN_DESTROYED O.status |= ORGAN_DESTROYED
O.destspawn = 1
else if(status == "cyborg") else if(status == "cyborg")
O.status |= ORGAN_ROBOT O.status |= ORGAN_ROBOT
else else

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@@ -60,12 +60,13 @@
/mob/living/carbon/attack_hand(mob/M as mob) /mob/living/carbon/attack_hand(mob/M as mob)
if(!istype(M, /mob/living/carbon)) return if(!istype(M, /mob/living/carbon)) return
if (hasorgans(M)) if (ishuman(M))
var/obj/item/organ/external/temp = M:organs_by_name["r_hand"] var/mob/living/carbon/human/H = M
if (M.hand) var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
temp = M:organs_by_name["l_hand"] if (H.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable()) if(temp && !temp.is_usable())
M << "\red You can't use your [temp.display_name]" H << "\red You can't use your [temp.display_name]"
return return
for(var/datum/disease/D in viruses) for(var/datum/disease/D in viruses)

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@@ -936,7 +936,6 @@
O.status &= ~ORGAN_ATTACHABLE O.status &= ~ORGAN_ATTACHABLE
if (!O.amputated) if (!O.amputated)
O.status &= ~ORGAN_DESTROYED O.status &= ~ORGAN_DESTROYED
O.destspawn = 0
O.wounds.Cut() O.wounds.Cut()
O.heal_damage(1000,1000,1,1) O.heal_damage(1000,1000,1,1)

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@@ -154,21 +154,21 @@
H.internal_organs_by_name = list() H.internal_organs_by_name = list()
//This is a basic humanoid limb setup. //This is a basic humanoid limb setup.
H.organs_by_name["chest"] = new/obj/item/organ/external/chest() H.organs_by_name["chest"] = new/obj/item/organ/external/chest(null,H)
H.organs_by_name["groin"] = new/obj/item/organ/external/groin(H.organs_by_name["chest"]) H.organs_by_name["groin"] = new/obj/item/organ/external/groin(H.organs_by_name["chest"],H)
H.organs_by_name["head"] = new/obj/item/organ/external/head(H.organs_by_name["chest"]) H.organs_by_name["head"] = new/obj/item/organ/external/head(H.organs_by_name["chest"],H)
H.organs_by_name["l_arm"] = new/obj/item/organ/external/l_arm(H.organs_by_name["chest"]) H.organs_by_name["l_arm"] = new/obj/item/organ/external/arm(H.organs_by_name["chest"],H)
H.organs_by_name["r_arm"] = new/obj/item/organ/external/r_arm(H.organs_by_name["chest"]) H.organs_by_name["r_arm"] = new/obj/item/organ/external/arm/right(H.organs_by_name["chest"],H)
H.organs_by_name["r_leg"] = new/obj/item/organ/external/r_leg(H.organs_by_name["groin"]) H.organs_by_name["r_leg"] = new/obj/item/organ/external/leg(H.organs_by_name["groin"],H)
H.organs_by_name["l_leg"] = new/obj/item/organ/external/l_leg(H.organs_by_name["groin"]) H.organs_by_name["l_leg"] = new/obj/item/organ/external/leg/right(H.organs_by_name["groin"],H)
H.organs_by_name["l_hand"] = new/obj/item/organ/external/l_hand(H.organs_by_name["l_arm"]) H.organs_by_name["l_hand"] = new/obj/item/organ/external/hand(H.organs_by_name["l_arm"],H)
H.organs_by_name["r_hand"] = new/obj/item/organ/external/r_hand(H.organs_by_name["r_arm"]) H.organs_by_name["r_hand"] = new/obj/item/organ/external/hand/right(H.organs_by_name["r_arm"],H)
H.organs_by_name["l_foot"] = new/obj/item/organ/external/l_foot(H.organs_by_name["l_leg"]) H.organs_by_name["l_foot"] = new/obj/item/organ/external/foot(H.organs_by_name["l_leg"],H)
H.organs_by_name["r_foot"] = new/obj/item/organ/external/r_foot(H.organs_by_name["r_leg"]) H.organs_by_name["r_foot"] = new/obj/item/organ/external/foot/right(H.organs_by_name["r_leg"],H)
for(var/organ in has_organ) for(var/organ in has_organ)
var/organ_type = has_organ[organ] var/organ_type = has_organ[organ]
H.internal_organs_by_name[organ] = new organ_type(H) H.internal_organs_by_name[organ] = new organ_type(H,H,1)
for(var/name in H.organs_by_name) for(var/name in H.organs_by_name)
H.organs += H.organs_by_name[name] H.organs += H.organs_by_name[name]

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@@ -225,7 +225,6 @@ proc/get_damage_icon_part(damage_state, body_part)
var/husk_color_mod = rgb(96,88,80) var/husk_color_mod = rgb(96,88,80)
var/hulk_color_mod = rgb(48,224,40) var/hulk_color_mod = rgb(48,224,40)
var/necrosis_color_mod = rgb(10,50,0)
var/husk = (HUSK in src.mutations) var/husk = (HUSK in src.mutations)
var/fat = (FAT in src.mutations) var/fat = (FAT in src.mutations)
@@ -233,7 +232,6 @@ proc/get_damage_icon_part(damage_state, body_part)
var/skeleton = (SKELETON in src.mutations) var/skeleton = (SKELETON in src.mutations)
var/g = (gender == FEMALE ? "f" : "m") var/g = (gender == FEMALE ? "f" : "m")
var/has_head = 0
//CACHING: Generate an index key from visible bodyparts. //CACHING: Generate an index key from visible bodyparts.
//0 = destroyed, 1 = normal, 2 = robotic, 3 = necrotic. //0 = destroyed, 1 = normal, 2 = robotic, 3 = necrotic.
@@ -241,7 +239,6 @@ proc/get_damage_icon_part(damage_state, body_part)
//Create a new, blank icon for our mob to use. //Create a new, blank icon for our mob to use.
if(stand_icon) if(stand_icon)
del(stand_icon) del(stand_icon)
stand_icon = new(species.icon_template ? species.icon_template : 'icons/mob/human.dmi',"blank") stand_icon = new(species.icon_template ? species.icon_template : 'icons/mob/human.dmi',"blank")
var/icon_key = "[species.race_key][g][s_tone]" var/icon_key = "[species.race_key][g][s_tone]"
@@ -271,33 +268,14 @@ proc/get_damage_icon_part(damage_state, body_part)
else else
//BEGIN CACHED ICON GENERATION. //BEGIN CACHED ICON GENERATION.
var/race_icon = (skeleton ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
var/deform_icon = (skeleton ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
//Robotic limbs are handled in get_icon() so all we worry about are missing or dead limbs. //Robotic limbs are handled in get_icon() so all we worry about are missing or dead limbs.
//No icon stored, so we need to start with a basic one. //No icon stored, so we need to start with a basic one.
var/obj/item/organ/external/chest = get_organ("chest") var/obj/item/organ/external/chest = get_organ("chest")
base_icon = chest.get_icon(race_icon,deform_icon,g) base_icon = chest.get_icon()
if(chest.status & ORGAN_DEAD)
base_icon.ColorTone(necrosis_color_mod)
base_icon.SetIntensity(0.7)
for(var/obj/item/organ/external/part in organs) for(var/obj/item/organ/external/part in organs)
var/icon/temp //Hold the bodypart icon for processing. var/icon/temp = part.get_icon(skeleton)
if(part.status & ORGAN_DESTROYED)
continue
if (istype(part, /obj/item/organ/external/groin) || istype(part, /obj/item/organ/external/head))
temp = part.get_icon(race_icon,deform_icon,g)
else
temp = part.get_icon(race_icon,deform_icon)
if(part.status & ORGAN_DEAD)
temp.ColorTone(necrosis_color_mod)
temp.SetIntensity(0.7)
//That part makes left and right legs drawn topmost and lowermost when human looks WEST or EAST //That part makes left and right legs drawn topmost and lowermost when human looks WEST or EAST
//And no change in rendering for other parts (they icon_position is 0, so goes to 'else' part) //And no change in rendering for other parts (they icon_position is 0, so goes to 'else' part)
@@ -338,44 +316,16 @@ proc/get_damage_icon_part(damage_state, body_part)
//Handle husk overlay. //Handle husk overlay.
if(husk) if(husk)
var/icon/mask = new(base_icon) var/icon/mask = new(base_icon)
var/icon/husk_over = new(race_icon,"overlay_husk") var/icon/husk_over = new(species.icobase,"overlay_husk")
mask.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,0) mask.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,0)
husk_over.Blend(mask, ICON_ADD) husk_over.Blend(mask, ICON_ADD)
base_icon.Blend(husk_over, ICON_OVERLAY) base_icon.Blend(husk_over, ICON_OVERLAY)
//Skin tone.
if(!husk && !hulk)
if(species.flags & HAS_SKIN_TONE)
if(s_tone >= 0)
base_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
base_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
human_icon_cache[icon_key] = base_icon human_icon_cache[icon_key] = base_icon
//log_debug("Generated new cached mob icon ([icon_key] \icon[human_icon_cache[icon_key]]) for [src]. [human_icon_cache.len] cached mob icons.")
//END CACHED ICON GENERATION. //END CACHED ICON GENERATION.
stand_icon.Blend(base_icon,ICON_OVERLAY) stand_icon.Blend(base_icon,ICON_OVERLAY)
//Skin colour. Not in cache because highly variable (and relatively benign).
if (species.flags & HAS_SKIN_COLOR)
stand_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
if(has_head)
//Eyes
if(!skeleton)
var/icon/eyes = new/icon('icons/mob/human_face.dmi', species.eyes)
if (species.flags & HAS_EYE_COLOR)
eyes.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
stand_icon.Blend(eyes, ICON_OVERLAY)
//Mouth (lipstick!)
if(lip_style && (species && species.flags & HAS_LIPS)) //skeletons are allowed to wear lipstick no matter what you think, agouri.
stand_icon.Blend(new/icon('icons/mob/human_face.dmi', "lips_[lip_style]_s"), ICON_OVERLAY)
//Underwear //Underwear
if(underwear && species.flags & HAS_UNDERWEAR) if(underwear && species.flags & HAS_UNDERWEAR)
stand_icon.Blend(new /icon('icons/mob/human.dmi', underwear), ICON_OVERLAY) stand_icon.Blend(new /icon('icons/mob/human.dmi', underwear), ICON_OVERLAY)

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@@ -138,7 +138,7 @@ proc/isnewplayer(A)
return 1 return 1
return 0 return 0
proc/hasorgans(A) proc/hasorgans(A) // Fucking really??
return ishuman(A) return ishuman(A)
proc/iscuffed(A) proc/iscuffed(A)

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@@ -22,7 +22,10 @@ var/list/organ_cache = list()
// links chemical IDs to number of ticks for which they'll stay in the blood // links chemical IDs to number of ticks for which they'll stay in the blood
germ_level = 0 germ_level = 0
/obj/item/organ/New(var/newloc, var/mob/living/carbon/holder) /obj/item/organ/proc/update_health()
return
/obj/item/organ/New(var/newloc, var/mob/living/carbon/holder, var/internal)
..(newloc) ..(newloc)
create_reagents(5) create_reagents(5)
@@ -31,12 +34,20 @@ var/list/organ_cache = list()
if(istype(holder)) if(istype(holder))
if(internal)
holder.internal_organs |= src holder.internal_organs |= src
src.owner = holder src.owner = holder
var/mob/living/carbon/human/H = holder var/mob/living/carbon/human/H = holder
if(istype(H)) if(istype(H))
if(H.dna)
if(!blood_DNA)
blood_DNA = list()
blood_DNA[H.dna.unique_enzymes] = H.dna.b_type
var/obj/item/organ/external/E = H.organs_by_name[src.parent_organ] var/obj/item/organ/external/E = H.organs_by_name[src.parent_organ]
if(E)
if(E.internal_organs == null) if(E.internal_organs == null)
E.internal_organs = list() E.internal_organs = list()
E.internal_organs |= src E.internal_organs |= src
@@ -55,10 +66,13 @@ var/list/organ_cache = list()
return return
//Process infections //Process infections
if (robotic >= 2 || (owner.species && owner.species.flags & IS_PLANT)) if (robotic >= 2 || (owner && owner.species && (owner.species.flags & IS_PLANT)))
germ_level = 0 germ_level = 0
return return
if(loc != owner)
owner = null
if(!owner) if(!owner)
var/datum/reagent/blood/B = locate(/datum/reagent/blood) in reagents.reagent_list var/datum/reagent/blood/B = locate(/datum/reagent/blood) in reagents.reagent_list
if(B && prob(40)) if(B && prob(40))
@@ -124,15 +138,6 @@ var/list/organ_cache = list()
/obj/item/organ/proc/receive_chem(chemical as obj) /obj/item/organ/proc/receive_chem(chemical as obj)
return 0 return 0
/obj/item/organ/proc/get_icon(var/image/supplied)
var/key = "internal-[icon_state]"
var/image/I
if(organ_cache[key])
I = organ_cache[key]
else
I = image(icon, "[icon_state]")
return I
/obj/item/organ/proc/rejuvenate() /obj/item/organ/proc/rejuvenate()
damage = 0 damage = 0

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@@ -12,13 +12,16 @@
var/burn_dam = 0 var/burn_dam = 0
var/max_size = 0 var/max_size = 0
var/last_dam = -1 var/last_dam = -1
var/icon/mob_icon
var/gendered_icon = 0
var/limb_name
var/disfigured = 1
var/display_name var/display_name
var/list/wounds = list() var/list/wounds = list()
var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len! var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
var/tmp/perma_injury = 0 var/tmp/perma_injury = 0
var/tmp/destspawn = 0 //Has it spawned the broken limb?
var/tmp/amputated = 0 //Whether this has been cleanly amputated, thus causing no pain var/tmp/amputated = 0 //Whether this has been cleanly amputated, thus causing no pain
var/obj/item/organ/external/parent var/obj/item/organ/external/parent
@@ -49,6 +52,62 @@
min_broken_damage = 30 min_broken_damage = 30
max_damage = 0 max_damage = 0
/obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/user as mob)
switch(stage)
if(0)
if(istype(W,/obj/item/weapon/scalpel))
user.visible_message("<span class='danger'><b>[user]</b> cuts [src] open with [W]!")
stage++
return
if(1)
if(istype(W,/obj/item/weapon/retractor))
user.visible_message("<span class='danger'><b>[user]</b> cracks [src] open like an egg with [W]!")
stage++
return
if(2)
if(istype(W,/obj/item/weapon/hemostat))
if(contents.len)
var/obj/item/removing = pick(contents)
removing.loc = get_turf(user.loc)
if(!(user.l_hand && user.r_hand))
user.put_in_hands(removing)
user.visible_message("<span class='danger'><b>[user]</b> extracts [removing] from [src] with [W]!")
else
user.visible_message("<span class='danger'><b>[user]</b> fishes around fruitlessly in [src] with [W].")
return
..()
/obj/item/organ/external/proc/is_dislocated()
if(dislocated)
return 1
if(parent)
return parent.is_dislocated()
return 0
/obj/item/organ/external/proc/dislocate(var/primary)
if(dislocated != -1)
if(primary)
dislocated = 2
else
dislocated = 1
if(children && children.len)
for(var/obj/item/organ/external/child in children)
child.dislocate()
/obj/item/organ/external/proc/undislocate()
if(dislocated != -1)
dislocated = 0
if(children && children.len)
for(var/obj/item/organ/external/child in children)
child.undislocate()
if(owner)
owner.shock_stage += 20
/obj/item/organ/external/update_health()
damage = min(max_damage, (brute_dam + burn_dam))
return
/obj/item/organ/external/New(var/newloc, var/mob/living/carbon/holder, var/obj/item/organ/external/P) /obj/item/organ/external/New(var/newloc, var/mob/living/carbon/holder, var/obj/item/organ/external/P)
if(P) if(P)
parent = P parent = P
@@ -266,8 +325,6 @@ This function completely restores a damaged organ to perfect condition.
//Determines if we even need to process this organ. //Determines if we even need to process this organ.
/obj/item/organ/external/proc/need_process() /obj/item/organ/external/proc/need_process()
if(destspawn) //Missing limb is missing
return 0
if(status && status != ORGAN_ROBOT) // If it's robotic, that's fine it will have a status. if(status && status != ORGAN_ROBOT) // If it's robotic, that's fine it will have a status.
return 1 return 1
if(brute_dam || burn_dam) if(brute_dam || burn_dam)
@@ -282,9 +339,10 @@ This function completely restores a damaged organ to perfect condition.
return 0 return 0
/obj/item/organ/external/process() /obj/item/organ/external/process()
if(owner)
//Dismemberment //Dismemberment
if(status & ORGAN_DESTROYED) if(status & ORGAN_DESTROYED)
if(!destspawn && config.limbs_can_break) if(config.limbs_can_break)
droplimb() droplimb()
return return
if(parent) if(parent)
@@ -304,14 +362,17 @@ This function completely restores a damaged organ to perfect condition.
if(trace_chemicals[chemID] <= 0) if(trace_chemicals[chemID] <= 0)
trace_chemicals.Remove(chemID) trace_chemicals.Remove(chemID)
//Bone fracurtes //Bone fractures
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT)) if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
src.fracture() src.fracture()
if(!(status & ORGAN_BROKEN)) if(!(status & ORGAN_BROKEN))
perma_injury = 0 perma_injury = 0
//Infections //Infections
update_germs() update_germs()
else
..()
//Updating germ levels. Handles organ germ levels and necrosis. //Updating germ levels. Handles organ germ levels and necrosis.
/* /*
@@ -543,88 +604,50 @@ Note that amputating the affected organ does in fact remove the infection from t
//Handles dismemberment //Handles dismemberment
/obj/item/organ/external/proc/droplimb(var/override = 0,var/no_explode = 0,var/amputation=0) /obj/item/organ/external/proc/droplimb(var/override = 0,var/no_explode = 0,var/amputation=0)
if(destspawn) return
if(override)
status |= ORGAN_DESTROYED
if(status & ORGAN_DESTROYED) if(status & ORGAN_DESTROYED)
if(body_part == UPPER_TORSO) if(body_part == UPPER_TORSO)
return return
src.status &= ~ORGAN_BROKEN //if(clean) //todo
src.status &= ~ORGAN_BLEEDING
src.status &= ~ORGAN_SPLINTED
src.status &= ~ORGAN_DEAD
for(var/implant in implants)
del(implant)
germ_level = 0 owner.visible_message(
"<span class='danger'>\The [owner]'s [src.name] flies off in an arc!</span>",\
"<span class='moderate'><b>Your [src.name] goes flying off!</b></span>",\
"<span class='danger'>You hear a terrible sound of ripping tendons and flesh.</span>")
// If any organs are attached to this, destroy them if(parent)
for(var/obj/item/organ/external/O in children) parent.children -= src
O.droplimb(1, no_explode, amputation) src.removed(owner)
//Replace all wounds on that arm with one wound on parent organ. if(parent)
wounds.Cut() spawn(1)
if (parent && !amputation) parent.take_damage(20,0,50,0) // Leave a bloody stump to remember us by.
var/datum/wound/W parent.update_health()
if(max_damage < 50) parent = null
W = new/datum/wound/lost_limb/small(max_damage)
else
W = new/datum/wound/lost_limb(max_damage)
parent.wounds += W
parent.update_damages()
update_damages()
var/list/dropped_items update_health()
switch(body_part) owner.update_body()
if(HEAD) compile_icon()
dropped_items = list(owner.glasses, owner.head, owner.l_ear, owner.r_ear, owner.wear_mask)
if(HAND_RIGHT)
dropped_items = list(owner.gloves) //should probably make it so that you can still wear gloves if you have one hand
if(HAND_LEFT)
dropped_items = list(owner.gloves)
if(FOOT_RIGHT)
dropped_items = list(owner.shoes)
if(FOOT_LEFT)
dropped_items = list(owner.shoes)
if(dropped_items) add_blood(owner)
for(var/obj/O in dropped_items)
owner.remove_from_mob(O)
removed(owner) var/matrix/M = matrix()
destspawn = 1 M.Turn(rand(180))
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\ src.transform = M
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
"You hear a terrible sound of ripping tendons and flesh.")
//Throw organs around
if(istype(owner.loc,/turf))
step(src,pick(cardinal))
owner.update_body(1)
// OK so maybe your limb just flew off, but if it was attached to a pair of cuffs then hooray! Freedom!
release_restraints()
if(vital)
owner.death()
//Robotic limbs explode if sabotaged.
if(status & ORGAN_ROBOT && !no_explode && sabotaged)
owner.visible_message("\red \The [owner]'s [display_name] explodes violently!",\
"\red <b>Your [display_name] explodes!</b>",\
"You hear an explosion!")
explosion(get_turf(owner),-1,-1,2,3)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, owner)
spark_system.attach(owner)
spark_system.start()
spawn(10)
del(spark_system)
del(src)
// Throw limb around.
if(src && istype(loc,/turf))
throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
/**************************************************** /****************************************************
HELPERS HELPERS
****************************************************/ ****************************************************/
/obj/item/organ/replaced()
get_icon()
return ..()
/obj/item/organ/external/proc/release_restraints() /obj/item/organ/external/proc/release_restraints()
if (owner.handcuffed && body_part in list(ARM_LEFT, ARM_RIGHT, HAND_LEFT, HAND_RIGHT)) if (owner.handcuffed && body_part in list(ARM_LEFT, ARM_RIGHT, HAND_LEFT, HAND_RIGHT))
owner.visible_message(\ owner.visible_message(\
@@ -725,7 +748,6 @@ Note that amputating the affected organ does in fact remove the infection from t
/obj/item/organ/external/robotize() /obj/item/organ/external/robotize()
..() ..()
src.destspawn = 0
for (var/obj/item/organ/external/T in children) for (var/obj/item/organ/external/T in children)
if(T) if(T)
T.robotize() T.robotize()
@@ -747,16 +769,6 @@ Note that amputating the affected organ does in fact remove the infection from t
return 1 return 1
return 0 return 0
/obj/item/organ/external/get_icon(var/icon/race_icon, var/icon/deform_icon,gender="")
if (status & ORGAN_ROBOT && !(owner.species && owner.species.flags & IS_SYNTHETIC))
return new /icon('icons/mob/human_races/robotic.dmi', "[icon_name][gender ? "_[gender]" : ""]")
if (status & ORGAN_MUTATED)
return new /icon(deform_icon, "[icon_name][gender ? "_[gender]" : ""]")
return new /icon(race_icon, "[icon_name][gender ? "_[gender]" : ""]")
/obj/item/organ/external/proc/is_usable() /obj/item/organ/external/proc/is_usable()
return !(status & (ORGAN_DESTROYED|ORGAN_MUTATED|ORGAN_DEAD)) return !(status & (ORGAN_DESTROYED|ORGAN_MUTATED|ORGAN_DEAD))
@@ -794,153 +806,211 @@ Note that amputating the affected organ does in fact remove the infection from t
H.drop_item() H.drop_item()
W.loc = owner W.loc = owner
/obj/item/organ/external/removed(var/mob/living/user)
var/is_robotic = status & ORGAN_ROBOT
..()
status |= ORGAN_DESTROYED
owner.bad_external_organs -= src
for(var/implant in implants) //todo: check if this can be left alone
del(implant)
wounds.Cut() //todo: wound on the parent organ
// Attached organs also fly off.
for(var/obj/item/organ/external/O in children)
O.removed(owner)
O.loc = src //TODO: generate entire limb icons from contents.
// Grab all the internal giblets too.
for(var/obj/item/organ/organ in internal_organs)
organ.removed(user)
organ.loc = src
release_restraints()
owner.organs -= src
owner.organs_by_name[limb_name] = null // Remove from owner's vars.
//Robotic limbs explode if sabotaged.
if(is_robotic)
owner.visible_message(
"<span class='danger'>\The [owner]'s [src.name] explodes violently!</span>",\
"<span class='danger'>Your [src.name] explodes!</span>",\
"<span class='danger'>You hear an explosion!</span>")
explosion(get_turf(owner),-1,-1,2,3)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, owner)
spark_system.attach(owner)
spark_system.start()
spawn(10)
del(spark_system)
del(src)
/**************************************************** /****************************************************
ORGAN DEFINES ORGAN DEFINES
****************************************************/ ****************************************************/
/obj/item/organ/external/chest /obj/item/organ/external/chest
name = "chest" name = "upper body"
limb_name = "chest"
icon_name = "torso" icon_name = "torso"
display_name = "chest" health = 75
max_damage = 75 min_broken_damage = 35
min_broken_damage = 40
body_part = UPPER_TORSO body_part = UPPER_TORSO
vital = 1 vital = 1
encased = "ribcage" amputation_point = "spine"
amputation_point = "spines"
joint = "neck" joint = "neck"
dislocated = -1 dislocated = -1
gendered_icon = 1
/obj/item/organ/external/groin /obj/item/organ/external/groin
name = "groin" name = "lower body"
limb_name = "groin"
icon_name = "groin" icon_name = "groin"
display_name = "groin" health = 50
max_damage = 50 min_broken_damage = 20
min_broken_damage = 30
body_part = LOWER_TORSO body_part = LOWER_TORSO
vital = 1 vital = 1
parent_organ = "chest"
amputation_point = "lumbar" amputation_point = "lumbar"
joint = "hip" joint = "hip"
dislocated = -1 dislocated = -1
gendered_icon = 1
/obj/item/organ/external/l_arm /obj/item/organ/external/arm
name = "l_arm" limb_name = "l_arm"
display_name = "left arm" name = "left arm"
icon_name = "l_arm" icon_name = "l_arm"
max_damage = 50 health = 50
min_broken_damage = 20 min_broken_damage = 30
body_part = ARM_LEFT body_part = ARM_LEFT
parent_organ = "chest"
joint = "left elbow" joint = "left elbow"
amputation_point = "left shoulder" amputation_point = "left shoulder"
/obj/item/organ/external/l_arm/process() /obj/item/organ/external/arm/process()
..() ..()
process_grasp(owner.l_hand, "left hand") if(owner) process_grasp(owner.l_hand, "left hand")
/obj/item/organ/external/l_leg /obj/item/organ/external/arm/right
name = "l_leg" limb_name = "r_arm"
display_name = "left leg" name = "right arm"
icon_name = "l_leg"
max_damage = 50
min_broken_damage = 20
body_part = LEG_LEFT
icon_position = LEFT
joint = "left knee"
amputation_point = "left hip"
/obj/item/organ/external/r_arm
name = "r_arm"
display_name = "right arm"
icon_name = "r_arm" icon_name = "r_arm"
max_damage = 50 health = 50
min_broken_damage = 20 min_broken_damage = 30
body_part = ARM_RIGHT body_part = ARM_RIGHT
parent_organ = "chest"
joint = "right elbow" joint = "right elbow"
amputation_point = "right shoulder" amputation_point = "right shoulder"
/obj/item/organ/external/r_arm/process() /obj/item/organ/external/arm/right/process()
..() ..()
process_grasp(owner.r_hand, "right hand") if(owner) process_grasp(owner.r_hand, "right hand")
/obj/item/organ/external/r_leg /obj/item/organ/external/leg
name = "r_leg" limb_name = "l_leg"
display_name = "right leg" name = "left leg"
icon_name = "l_leg"
health = 50
min_broken_damage = 30
body_part = LEG_LEFT
icon_position = LEFT
parent_organ = "groin"
joint = "left knee"
amputation_point = "left hip"
/obj/item/organ/external/leg/right
limb_name = "r_leg"
name = "right leg"
icon_name = "r_leg" icon_name = "r_leg"
max_damage = 50
min_broken_damage = 20
body_part = LEG_RIGHT body_part = LEG_RIGHT
icon_position = RIGHT icon_position = RIGHT
parent_organ = "groin"
joint = "right knee" joint = "right knee"
amputation_point = "right hip" amputation_point = "right hip"
/obj/item/organ/external/l_foot /obj/item/organ/external/foot
name = "l_foot" limb_name = "l_foot"
display_name = "left foot" name = "left foot"
icon_name = "l_foot" icon_name = "l_foot"
max_damage = 30 health = 30
min_broken_damage = 15 min_broken_damage = 15
body_part = FOOT_LEFT body_part = FOOT_LEFT
icon_position = LEFT icon_position = LEFT
parent_organ = "l_leg"
joint = "left ankle"
amputation_point = "left ankle" amputation_point = "left ankle"
/obj/item/organ/external/r_foot /obj/item/organ/external/foot/removed()
name = "r_foot" if(owner) owner.u_equip(owner.shoes)
display_name = "right foot" ..()
/obj/item/organ/external/foot/right
limb_name = "r_foot"
name = "right foot"
icon_name = "r_foot" icon_name = "r_foot"
max_damage = 30
min_broken_damage = 15
body_part = FOOT_RIGHT body_part = FOOT_RIGHT
icon_position = RIGHT icon_position = RIGHT
parent_organ = "r_leg"
joint = "right ankle"
amputation_point = "right ankle" amputation_point = "right ankle"
/obj/item/organ/external/r_hand /obj/item/organ/external/hand
name = "r_hand" limb_name = "l_hand"
display_name = "right hand" name = "left hand"
icon_name = "r_hand"
max_damage = 30
min_broken_damage = 15
body_part = HAND_RIGHT
amputation_point = "right wrist"
/obj/item/organ/external/r_hand/process()
..()
process_grasp(owner.r_hand, "right hand")
/obj/item/organ/external/l_hand
name = "l_hand"
display_name = "left hand"
icon_name = "l_hand" icon_name = "l_hand"
max_damage = 30 health = 30
min_broken_damage = 15 min_broken_damage = 15
body_part = HAND_LEFT body_part = HAND_LEFT
parent_organ = "l_arm"
joint = "left wrist"
amputation_point = "left wrist" amputation_point = "left wrist"
/obj/item/organ/external/l_hand/process() /obj/item/organ/external/hand/process()
..() ..()
process_grasp(owner.l_hand, "left hand") if(owner) process_grasp(owner.l_hand, "left hand")
/obj/item/organ/external/hand/removed()
owner.u_equip(owner.gloves)
..()
/obj/item/organ/external/hand/right
limb_name = "r_hand"
name = "right hand"
icon_name = "r_hand"
body_part = HAND_RIGHT
parent_organ = "r_arm"
joint = "right wrist"
amputation_point = "right wrist"
/obj/item/organ/external/hand/right/process()
..()
if(owner) process_grasp(owner.r_hand, "right hand")
/obj/item/organ/external/head /obj/item/organ/external/head
name = "head" limb_name = "head"
icon_name = "head" icon_name = "head"
display_name = "head" name = "head"
max_damage = 75 health = 75
min_broken_damage = 40 min_broken_damage = 35
body_part = HEAD body_part = HEAD
var/disfigured = 0
vital = 1 vital = 1
encased = "skull" parent_organ = "chest"
joint = "jaw" joint = "jaw"
amputation_point = "neck" amputation_point = "neck"
gendered_icon = 1
/obj/item/organ/external/head/get_icon(var/icon/race_icon, var/icon/deform_icon) /obj/item/organ/external/head/removed()
if (!owner) if(owner)
return ..() owner.u_equip(owner.glasses)
var/g = "m" owner.u_equip(owner.head)
if(owner.gender == FEMALE) g = "f" owner.u_equip(owner.l_ear)
if (status & ORGAN_MUTATED) owner.u_equip(owner.r_ear)
. = new /icon(deform_icon, "[icon_name]_[g]") owner.u_equip(owner.wear_mask)
else ..()
. = new /icon(race_icon, "[icon_name]_[g]")
/obj/item/organ/external/head/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list()) /obj/item/organ/external/head/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
..(brute, burn, sharp, edge, used_weapon, forbidden_limbs) ..(brute, burn, sharp, edge, used_weapon, forbidden_limbs)
@@ -951,180 +1021,56 @@ Note that amputating the affected organ does in fact remove the infection from t
if (burn_dam > 40) if (burn_dam > 40)
disfigure("burn") disfigure("burn")
/obj/item/organ/external/head/proc/disfigure(var/type = "brute") /obj/item/organ/external/proc/disfigure(var/type = "brute")
if (disfigured) if (disfigured)
return return
if(type == "brute") if(type == "brute")
owner.visible_message("\red You hear a sickening cracking sound coming from \the [owner]'s face.", \ owner.visible_message("\red You hear a sickening cracking sound coming from \the [owner]'s [name].", \
"\red <b>Your face becomes unrecognizible mangled mess!</b>", \ "\red <b>Your [name] becomes a mangled mess!</b>", \
"\red You hear a sickening crack.") "\red You hear a sickening crack.")
else else
owner.visible_message("\red [owner]'s face melts away, turning into mangled mess!", \ owner.visible_message("\red \The [owner]'s [name] melts away, turning into mangled mess!", \
"\red <b>Your face melts off!</b>", \ "\red <b>Your [name] melts away!</b>", \
"\red You hear a sickening sizzle.") "\red You hear a sickening sizzle.")
disfigured = 1 disfigured = 1
/**************************************************** // Prosthetics.
EXTERNAL ORGAN ITEMS /obj/item/organ/external/leg/robot
****************************************************/ status = ORGAN_ROBOT
dislocated = -1
/obj/item/organ /obj/item/organ/external/leg/right/robot
icon = 'icons/mob/human_races/r_human.dmi' status = ORGAN_ROBOT
var/op_stage = 0 dislocated = -1
var/list/organs_internal = list()
/obj/item/organ/New(loc, mob/living/carbon/human/H) /obj/item/organ/external/foot/robot
..(loc) status = ORGAN_ROBOT
if(!istype(H)) dislocated = -1
return
if(H.dna)
if(!blood_DNA)
blood_DNA = list()
blood_DNA[H.dna.unique_enzymes] = H.dna.b_type
// Transferring over organs from the host. /obj/item/organ/external/foot/right/robot
for(var/obj/item/organ/I in H.internal_organs) status = ORGAN_ROBOT
if(I.parent_organ != name) dislocated = -1
continue
var/obj/item/organ/current_organ = I.remove()
current_organ.removed(H)
current_organ.loc = src
organs_internal |= current_organ
// Forming icon for the limb /obj/item/organ/external/arm/robot
// Setting base icon for this mob's race status = ORGAN_ROBOT
var/icon/base dislocated = -1
if(H.species && H.species.icobase)
base = icon(H.species.icobase)
else
base = icon('icons/mob/human_races/r_human.dmi')
if(base) /obj/item/organ/external/arm/right/robot
//Changing limb's skin tone to match owner status = ORGAN_ROBOT
if(!H.species || H.species.flags & HAS_SKIN_TONE) dislocated = -1
if (H.s_tone >= 0)
base.Blend(rgb(H.s_tone, H.s_tone, H.s_tone), ICON_ADD)
else
base.Blend(rgb(-H.s_tone, -H.s_tone, -H.s_tone), ICON_SUBTRACT)
if(base) /obj/item/organ/external/hand/robot
//Changing limb's skin color to match owner status = ORGAN_ROBOT
if(!H.species || H.species.flags & HAS_SKIN_COLOR) dislocated = -1
base.Blend(rgb(H.r_skin, H.g_skin, H.b_skin), ICON_ADD)
icon = base /obj/item/organ/external/hand/right/robot
set_dir(SOUTH) status = ORGAN_ROBOT
src.transform = turn(src.transform, rand(70,130)) dislocated = -1
/obj/item/organ/external/head/robot
status = ORGAN_ROBOT
dislocated = -1
/**************************************************** /obj/item/organ/external/chest/robot
EXTERNAL ORGAN ITEMS DEFINES status = ORGAN_ROBOT
****************************************************/ dislocated = -1
/obj/item/organ/l_arm
name = "left arm"
icon_state = "l_arm"
/obj/item/organ/l_foot
name = "left foot"
icon_state = "l_foot"
/obj/item/organ/l_hand
name = "left hand"
icon_state = "l_hand"
/obj/item/organ/l_leg
name = "left leg"
icon_state = "l_leg"
/obj/item/organ/r_arm
name = "right arm"
icon_state = "r_arm"
/obj/item/organ/r_foot
name = "right foot"
icon_state = "r_foot"
/obj/item/organ/r_hand
name = "right hand"
icon_state = "r_hand"
/obj/item/organ/r_leg
name = "right leg"
icon_state = "r_leg"
/obj/item/organ/head
name = "head"
icon_state = "head_m"
/obj/item/organ/head/New(loc, mob/living/carbon/human/H)
if(istype(H))
src.icon_state = H.gender == MALE? "head_m" : "head_f"
..()
//Add (facial) hair.
if(H.f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[H.f_style]
if(facial_hair_style)
var/icon/facial = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(facial_hair_style.do_colouration)
facial.Blend(rgb(H.r_facial, H.g_facial, H.b_facial), ICON_ADD)
overlays.Add(facial) // icon.Blend(facial, ICON_OVERLAY)
if(H.h_style && !(H.head && (H.head.flags & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[H.h_style]
if(hair_style)
var/icon/hair = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
hair.Blend(rgb(H.r_hair, H.g_hair, H.b_hair), ICON_ADD)
overlays.Add(hair) //icon.Blend(hair, ICON_OVERLAY)
name = "[H.real_name]'s head"
H.regenerate_icons()
/obj/item/organ/attackby(obj/item/weapon/W as obj, mob/user as mob)
switch(op_stage)
if(0)
if(istype(W,/obj/item/weapon/scalpel))
user.visible_message("<span class='danger'><b>[user]</b> cuts [src] open with [W]!")
op_stage++
return
if(1)
if(istype(W,/obj/item/weapon/retractor))
user.visible_message("<span class='danger'><b>[user]</b> cracks [src] open like an egg with [W]!")
op_stage++
return
if(2)
if(istype(W,/obj/item/weapon/hemostat))
if(contents.len)
var/obj/item/removing = pick(contents)
removing.loc = get_turf(user.loc)
if(!(user.l_hand && user.r_hand))
user.put_in_hands(removing)
if(istype(removing,/obj/item/organ))
var/obj/item/organ/removed_organ = removing
organs_internal -= removed_organ
user.visible_message("<span class='danger'><b>[user]</b> extracts [removing] from [src] with [W]!")
else
user.visible_message("<span class='danger'><b>[user]</b> fishes around fruitlessly in [src] with [W].")
return
..()
/obj/item/organ/external/proc/is_dislocated()
if(dislocated)
return 1
if(parent)
return parent.is_dislocated()
return 0
/obj/item/organ/external/proc/dislocate(var/primary)
if(dislocated != -1)
if(primary)
dislocated = 2
else
dislocated = 1
if(children && children.len)
for(var/obj/item/organ/external/child in children)
child.dislocate()
/obj/item/organ/external/proc/undislocate()
if(dislocated != -1)
dislocated = 0
if(children && children.len)
for(var/obj/item/organ/external/child in children)
child.undislocate()
if(owner)
owner.shock_stage += 20

View File

@@ -0,0 +1,106 @@
var/global/list/limb_icon_cache = list()
/obj/item/organ/proc/get_icon(var/image/supplied)
var/key = "internal-[icon_state]"
var/image/I
if(organ_cache[key])
I = organ_cache[key]
else
I = image(icon, "[icon_state]")
return I
/obj/item/organ/external/proc/compile_icon()
overlays.Cut()
get_icon()
// This is a kludge, only one icon has more than one generation of children though.
for(var/obj/item/organ/external/organ in contents)
if(organ.children && organ.children.len)
for(var/obj/item/organ/external/child in organ.children)
overlays += child.get_icon()
overlays += organ.get_icon()
/obj/item/organ/external/get_icon(var/skeletal)
if(!owner)
mob_icon = new /icon('icons/mob/human_races/r_human.dmi', "[icon_name][gendered_icon ? "_f" : ""]")
else
var/gender
if(gendered_icon)
if(owner.gender == FEMALE)
gender = "f"
else
gender = "m"
//TODO: cache these icons
if(skeletal)
mob_icon = new /icon('icons/mob/human_races/r_skeleton.dmi', "[icon_name][gender ? "_[gender]" : ""]")
else if (status & ORGAN_ROBOT && !(owner.species && owner.species.flags & IS_SYNTHETIC))
mob_icon = new /icon('icons/mob/human_races/robotic.dmi', "[icon_name][gender ? "_[gender]" : ""]")
else
if (status & ORGAN_MUTATED)
mob_icon = new /icon(owner.species.deform, "[icon_name][gender ? "_[gender]" : ""]")
else
mob_icon = new /icon(owner.species.icobase, "[icon_name][gender ? "_[gender]" : ""]")
if(status & ORGAN_DEAD)
mob_icon.ColorTone(rgb(10,50,0))
mob_icon.SetIntensity(0.7)
if(owner.species.flags & HAS_SKIN_TONE)
if(owner.s_tone >= 0)
mob_icon.Blend(rgb(owner.s_tone, owner.s_tone, owner.s_tone), ICON_ADD)
else
mob_icon.Blend(rgb(-owner.s_tone, -owner.s_tone, -owner.s_tone), ICON_SUBTRACT)
else if(owner.species.flags & HAS_SKIN_COLOR)
mob_icon.Blend(rgb(owner.r_skin, owner.g_skin, owner.b_skin), ICON_ADD)
icon = mob_icon
dir = EAST
return icon
/obj/item/organ/external/head/get_icon(var/skeletal)
if(skeletal || !owner)
return
..()
if(owner.species.has_organ["eyes"])
var/obj/item/organ/eyes/eyes = owner.internal_organs_by_name["eyes"]
if(eyes && owner.species.eyes)
var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', owner.species.eyes)
eyes_icon.Blend(rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3]), ICON_ADD)
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
if(owner.lip_style && (owner.species && owner.species.flags & HAS_LIPS))
mob_icon.Blend(new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s"), ICON_OVERLAY)
if(owner.f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[owner.f_style]
if(facial_hair_style)
var/icon/facial = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(facial_hair_style.do_colouration)
facial.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD)
mob_icon.Blend(facial, ICON_OVERLAY)
if(owner.h_style && !(owner.head && (owner.head.flags & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
if(hair_style)
var/icon/hair = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
hair.Blend(rgb(owner.r_hair, owner.g_hair, owner.b_hair), ICON_ADD)
mob_icon.Blend(hair, ICON_OVERLAY)
icon = mob_icon
return icon
// new damage icon system
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
/obj/item/organ/external/update_icon()
var/n_is = damage_state_text()
if (n_is != damage_state)
damage_state = n_is
return 1
return 0

View File

@@ -68,7 +68,7 @@
gender = PLURAL gender = PLURAL
organ_tag = "eyes" organ_tag = "eyes"
parent_organ = "head" parent_organ = "head"
var/eye_colour var/list/eye_colour
/obj/item/organ/eyes/process() //Eye damage replaces the old eye_stat var. /obj/item/organ/eyes/process() //Eye damage replaces the old eye_stat var.
..() ..()

View File

@@ -22,10 +22,11 @@
return return
/obj/item/weapon/paper_bin/attack_hand(mob/user as mob) /obj/item/weapon/paper_bin/attack_hand(mob/user as mob)
if (hasorgans(user)) if(ishuman(user))
var/obj/item/organ/external/temp = user:organs_by_name["r_hand"] var/mob/living/carbon/human/H = user
if (user.hand) var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
temp = user:organs_by_name["l_hand"] if (H.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable()) if(temp && !temp.is_usable())
user << "<span class='notice'>You try to move your [temp.display_name], but cannot!" user << "<span class='notice'>You try to move your [temp.display_name], but cannot!"
return return

View File

@@ -156,7 +156,7 @@
/datum/surgery_step/head/attach /datum/surgery_step/head/attach
allowed_tools = list(/obj/item/organ/head = 100) allowed_tools = list(/obj/item/organ/external/head = 100)
can_infect = 0 can_infect = 0
min_duration = 80 min_duration = 80
@@ -177,7 +177,6 @@
"\blue You have attached [target]'s head to the body.") "\blue You have attached [target]'s head to the body.")
affected.status = 0 affected.status = 0
affected.amputated = 0 affected.amputated = 0
affected.destspawn = 0
target.update_body() target.update_body()
target.updatehealth() target.updatehealth()
target.UpdateDamageIcon() target.UpdateDamageIcon()