mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Fixes a few issues with the organ system.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4722 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -74,8 +74,8 @@
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var/organ_health_multiplier = 1
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var/organ_regeneration_multiplier = 1
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var/bones_can_break = 1
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var/limbs_can_break = 1
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var/bones_can_break = 0
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var/limbs_can_break = 0
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var/revival_pod_plants = 1
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var/revival_cloning = 1
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@@ -59,6 +59,13 @@
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if(!(status & ORGAN_ROBOT))
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owner << "You feel something wet on your [display_name]"
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else if(brute_dam > 15)
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if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
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if(prob(5 * brute))
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status |= ORGAN_DESTROYED
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droplimb()
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return
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// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
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if((brute_dam + burn_dam + brute + burn) < max_damage || !config.limbs_can_break)
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if(brute)
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@@ -208,7 +215,7 @@
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if(parent)
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if(parent.status & ORGAN_DESTROYED)
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status |= ORGAN_DESTROYED
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owner:update_body()
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owner.update_body(1)
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return
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if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
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if(!(status & ORGAN_BROKEN))
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@@ -222,6 +229,9 @@
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// new damage icon system
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// returns just the brute/burn damage code
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proc/damage_state_text()
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if(status & ORGAN_DESTROYED)
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return "--"
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var/tburn = 0
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var/tbrute = 0
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@@ -251,7 +261,7 @@
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var/n_is = damage_state_text()
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if (n_is != damage_state)
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damage_state = n_is
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owner.update_body()
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owner.update_body(1)
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return 1
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return 0
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@@ -266,9 +276,11 @@
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del(implants)
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//owner.unlock_medal("Lost something?", 0, "Lose a limb.", "easy")
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for(var/datum/organ/external/I in children)
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if(I && !(I.status & ORGAN_DESTROYED))
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I.droplimb(1,1)
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// If any organs are attached to this, destroy them
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for(var/datum/organ/external/O in owner.organs)
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if(O.parent == src)
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O.droplimb(1)
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var/obj/item/weapon/organ/H
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switch(body_part)
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if(UPPER_TORSO)
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@@ -286,10 +298,13 @@
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H.pixel_y = 6
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H.name = "[owner.real_name]'s head"
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// TODO: re-add this when dismemberment has been ported properly
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//if(ishuman(owner))
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// owner.update_face()
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owner.update_body()
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owner.u_equip(owner.glasses)
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owner.u_equip(owner.head)
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owner.u_equip(owner.ears)
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owner.u_equip(owner.wear_mask)
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owner.regenerate_icons()
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owner.death()
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if(ARM_RIGHT)
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H = new /obj/item/weapon/organ/r_arm(owner.loc, owner)
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@@ -311,18 +326,22 @@
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H = new /obj/item/weapon/organ/r_hand(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "r_hand_l"
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owner.u_equip(owner.gloves)
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if(HAND_LEFT)
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H = new /obj/item/weapon/organ/l_hand(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "l_hand_l"
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owner.u_equip(owner.gloves)
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if(FOOT_RIGHT)
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H = new /obj/item/weapon/organ/r_foot/(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "r_foot_l"
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owner.u_equip(owner.shoes)
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if(FOOT_LEFT)
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H = new /obj/item/weapon/organ/l_foot(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "l_foot_l"
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owner.u_equip(owner.shoes)
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if(ismonkey(owner))
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H.icon = 'monkey.dmi'
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var/lol = pick(cardinal)
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@@ -344,8 +363,9 @@
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owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
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"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
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"You hear a terrible sound of ripping tendons and flesh.")
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owner.update_body()
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// TODO: also add stuff to update the appropriate clothing
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// force the icon to rebuild
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owner.regenerate_icons()
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proc/createwound(var/type = CUT, var/damage)
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if(hasorgans(owner))
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@@ -290,9 +290,9 @@
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flavor_text_string += ","
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flavor_text_string += flavor_text[text]
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flavor_text_string += " on [t_his] [temp.display_name].</span><br>"
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wound_flavor_text["[temp.name]"] = flavor_text_string
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wound_flavor_text["[temp.display_name]"] = flavor_text_string
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if(temp.status & ORGAN_BLEEDING)
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is_bleeding["[temp.name]"] = 1
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is_bleeding["[temp.display_name]"] = 1
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else
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wound_flavor_text["[temp.display_name]"] = ""
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@@ -42,6 +42,18 @@
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organ.parent = organs_by_name["l_leg"]
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organ = organs_by_name["r_foot"]
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organ.parent = organs_by_name["r_leg"]
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organ = organs_by_name["r_foot"]
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organ.parent = organs_by_name["r_leg"]
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organ = organs_by_name["head"]
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organ.parent = organs_by_name["chest"]
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organ = organs_by_name["r_leg"]
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organ.parent = organs_by_name["chest"]
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organ = organs_by_name["l_leg"]
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organ.parent = organs_by_name["chest"]
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organ = organs_by_name["r_arm"]
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organ.parent = organs_by_name["chest"]
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organ = organs_by_name["l_arm"]
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organ.parent = organs_by_name["chest"]
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for(var/name in organs_by_name)
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organs += organs_by_name[name]
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@@ -218,6 +230,15 @@
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Paralyse(10)
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var/update = 0
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// focus most of the blast on one organ
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var/datum/organ/external/take_blast = pick(organs)
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update |= take_blast.take_damage(b_loss * 0.9, f_loss * 0.9)
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// distribute the remaining 10% on all limbs equally
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b_loss *= 0.1
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f_loss *= 0.1
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for(var/datum/organ/external/temp in organs)
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switch(temp.name)
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if("head")
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@@ -542,7 +563,7 @@
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//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
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/mob/living/carbon/human/proc/get_face_name()
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var/datum/organ/external/head/head = get_organ("head")
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if( !head || head.disfigured || !real_name ) //disfigured. use id-name if possible
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if( !head || head.disfigured || (head.status & ORGAN_DESTROYED) || !real_name ) //disfigured. use id-name if possible
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return "Unknown"
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return real_name
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@@ -152,15 +152,13 @@
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if(!zone) zone = "chest"
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return organs_by_name[zone]
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/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/obj/item/weapon)
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/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0)
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if((damagetype != BRUTE) && (damagetype != BURN))
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..(damage, damagetype, def_zone, blocked)
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return 1
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if(blocked >= 2) return 0
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var/sharp = weapon.sharp
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var/datum/organ/external/organ = null
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if(isorgan(def_zone))
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organ = def_zone
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@@ -126,7 +126,7 @@ emp_act
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if(armor >= 2) return 0
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if(!I.force) return 0
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apply_damage(I.force, I.damtype, affecting, armor , I)
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apply_damage(I.force, I.damtype, affecting, armor , I.sharp)
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var/bloody = 0
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if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + (I.force * 2)))
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@@ -19,6 +19,13 @@
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if(shoes)
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tally += shoes.slowdown
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for(var/organ_name in list("l_foot","r_foot","l_leg","r_leg"))
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var/datum/organ/external/E = get_organ(organ_name)
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if(!E || (E.status & ORGAN_DESTROYED))
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tally += 4
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else if(E.status & ORGAN_BROKEN)
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tally += 1.5
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if(FAT in src.mutations)
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tally += 1.5
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if (bodytemperature < 283.222)
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@@ -6,6 +6,54 @@
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del(W)
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return null
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/mob/living/carbon/human/proc/has_organ(name)
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var/datum/organ/external/O = organs_by_name[name]
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return (O && !(O.status & ORGAN_DESTROYED) )
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/mob/living/carbon/human/proc/has_organ_for_slot(slot)
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switch(slot)
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if(slot_back)
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return has_organ("chest")
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if(slot_wear_mask)
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return has_organ("head")
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if(slot_handcuffed)
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return has_organ("l_hand") && has_organ("r_hand")
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if(slot_legcuffed)
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return has_organ("l_leg") && has_organ("r_leg")
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if(slot_l_hand)
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return has_organ("l_hand")
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if(slot_r_hand)
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return has_organ("r_hand")
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if(slot_belt)
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return has_organ("groin")
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if(slot_wear_id)
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// the only relevant check for this is the uniform check
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return 1
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if(slot_ears)
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return has_organ("head")
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if(slot_glasses)
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return has_organ("head")
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if(slot_gloves)
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return has_organ("l_hand") && has_organ("r_hand")
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if(slot_head)
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return has_organ("head")
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if(slot_shoes)
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return has_organ("r_foot") && has_organ("l_foot")
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if(slot_wear_suit)
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return has_organ("chest")
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if(slot_w_uniform)
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return has_organ("chest")
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if(slot_l_store)
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return has_organ("groin")
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if(slot_r_store)
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return has_organ("chest")
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if(slot_s_store)
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return has_organ("chest")
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if(slot_in_backpack)
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return 1
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/mob/living/carbon/human/u_equip(obj/item/W as obj)
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if(!W) return 0
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@@ -124,6 +172,7 @@
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/mob/living/carbon/human/equip_to_slot(obj/item/W as obj, slot, redraw_mob = 1)
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if(!slot) return
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if(!istype(W)) return
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if(!has_organ_for_slot(slot)) return
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if(W == src.l_hand)
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src.l_hand = null
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@@ -550,7 +599,7 @@ It can still be worn/put on as normal.
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if(target.r_store)
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target.u_equip(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store.
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else
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if(item) //Placing an item on the mob
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if(item && target.has_organ_for_slot(slot_to_process)) //Placing an item on the mob
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if(item.mob_can_equip(target, slot_to_process, 0))
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source.u_equip(item)
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target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1)
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@@ -228,8 +228,8 @@
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|| E.name == "r_leg" || E.name == "r_foot" && !lying)
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if(!(E.status & ORGAN_SPLINTED))
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leg_tally-- // let it fail even if just foot&leg
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// can't stand
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if(leg_tally == 0 && !paralysis && !(lying || resting))
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// standing is poor
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if(leg_tally <= 0 && !paralysis && !(lying || resting) && prob(5))
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emote("scream")
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emote("collapse")
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paralysis = 10
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@@ -295,6 +295,7 @@ Please contact me on #coderbus IRC. ~Carn x
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stand_icon.Blend(new /icon('human.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
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lying_icon.Blend(new /icon('human.dmi', "underwear[underwear]_[g]_l"), ICON_OVERLAY)
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if(update_icons) update_icons()
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//HAIR OVERLAY
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@@ -303,8 +304,13 @@ Please contact me on #coderbus IRC. ~Carn x
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overlays_lying[HAIR_LAYER] = null
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overlays_standing[HAIR_LAYER] = null
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var/datum/organ/external/head/head = get_organ("head")
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if( !head || (head.status & ORGAN_DESTROYED) )
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if(update_icons) update_icons()
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return
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//mutants don't have hair. masks and helmets can obscure our hair too.
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if( (dna && dna.mutantrace) || (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)) )
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if( (dna && dna.mutantrace) || (head && (head.status & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
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if(update_icons) update_icons()
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return
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@@ -425,6 +431,7 @@ Please contact me on #coderbus IRC. ~Carn x
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update_inv_handcuffed(0)
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update_inv_legcuffed(0)
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update_inv_pockets(0)
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UpdateDamageIcon()
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update_icons()
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//Hud Stuff
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update_hud()
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Block a user