diff --git a/code/modules/organs/blood.dm b/code/modules/organs/blood.dm index 1459098db7..8933427f73 100644 --- a/code/modules/organs/blood.dm +++ b/code/modules/organs/blood.dm @@ -128,8 +128,6 @@ var/const/BLOOD_VOLUME_SURVIVE = 122 continue for(var/datum/wound/W in temp.wounds) if(W.bleeding()) blood_max += W.damage / 4 - if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED) && !temp.amputated) - blood_max += 20 //Yer missing a fucking limb. if (temp.open) blood_max += 2 //Yer stomach is cut open drip(blood_max) diff --git a/code/modules/organs/organ_external.dm b/code/modules/organs/organ_external.dm index d1bf4f170d..a3b259e3a6 100644 --- a/code/modules/organs/organ_external.dm +++ b/code/modules/organs/organ_external.dm @@ -155,14 +155,14 @@ // sync the organ's damage with its wounds src.update_damages() - + //If limb took enough damage, try to cut or tear it off if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you. if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier) if( (edge && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) ) droplimb(1) return - + owner.updatehealth() var/result = update_icon() @@ -291,6 +291,8 @@ This function completely restores a damaged organ to perfect condition. //Determines if we even need to process this organ. /datum/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. return 1 if(brute_dam || burn_dam) @@ -305,17 +307,6 @@ This function completely restores a damaged organ to perfect condition. return 0 /datum/organ/external/process() - // Process wounds, doing healing etc. Only do this every few ticks to save processing power - if(owner.life_tick % wound_update_accuracy == 0) - update_wounds() - - //Chem traces slowly vanish - if(owner.life_tick % 10 == 0) - for(var/chemID in trace_chemicals) - trace_chemicals[chemID] = trace_chemicals[chemID] - 1 - if(trace_chemicals[chemID] <= 0) - trace_chemicals.Remove(chemID) - //Dismemberment if(status & ORGAN_DESTROYED) if(!destspawn && config.limbs_can_break) @@ -327,6 +318,17 @@ This function completely restores a damaged organ to perfect condition. owner.update_body(1) return + // Process wounds, doing healing etc. Only do this every few ticks to save processing power + if(owner.life_tick % wound_update_accuracy == 0) + update_wounds() + + //Chem traces slowly vanish + if(owner.life_tick % 10 == 0) + for(var/chemID in trace_chemicals) + trace_chemicals[chemID] = trace_chemicals[chemID] - 1 + if(trace_chemicals[chemID] <= 0) + trace_chemicals.Remove(chemID) + //Bone fracurtes if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT)) src.fracture() @@ -585,13 +587,25 @@ Note that amputating the affected organ does in fact remove the infection from t src.status &= ~ORGAN_BROKEN src.status &= ~ORGAN_BLEEDING src.status &= ~ORGAN_SPLINTED + src.status &= ~ORGAN_DEAD for(var/implant in implants) del(implant) + germ_level = 0 + + //Replace all wounds on that arm with one wound on parent organ. + wounds.Cut() + if (parent) + var/wound_type = get_wound_type(CUT, max_damage) + if(wound_type) + var/datum/wound/W = new wound_type(max_damage) + parent.wounds += W + parent.update_damages() + update_damages() + // If any organs are attached to this, destroy them - for(var/datum/organ/external/O in owner.organs) - if(O.parent == src) - O.droplimb(1) + for(var/datum/organ/external/O in children) + O.droplimb(1) var/obj/organ //Dropped limb object switch(body_part)