#define PROCESS_ACCURACY 10 /**************************************************** INTERNAL ORGANS DEFINES ****************************************************/ // Brain is defined in brain_item.dm. /obj/item/organ/heart name = "heart" icon_state = "heart-on" organ_tag = "heart" parent_organ = "chest" dead_icon = "heart-off" /obj/item/organ/lungs name = "lungs" icon_state = "lungs" gender = PLURAL organ_tag = "lungs" parent_organ = "chest" /obj/item/organ/lungs/process() ..() if(!owner) return if (germ_level > INFECTION_LEVEL_ONE) if(prob(5)) owner.emote("cough") //respitory tract infection if(is_bruised()) if(prob(2)) spawn owner.emote("me", 1, "coughs up blood!") owner.drip(10) if(prob(4)) spawn owner.emote("me", 1, "gasps for air!") owner.losebreath += 15 /obj/item/organ/kidneys name = "kidneys" icon_state = "kidneys" gender = PLURAL organ_tag = "kidneys" parent_organ = "groin" /obj/item/organ/kidneys/process() ..() if(!owner) return // Coffee is really bad for you with busted kidneys. // This should probably be expanded in some way, but fucked if I know // what else kidneys can process in our reagent list. var/datum/reagent/coffee = locate(/datum/reagent/drink/coffee) in owner.reagents.reagent_list if(coffee) if(is_bruised()) owner.adjustToxLoss(0.1 * PROCESS_ACCURACY) else if(is_broken()) owner.adjustToxLoss(0.3 * PROCESS_ACCURACY) /obj/item/organ/eyes name = "eyeballs" icon_state = "eyes" gender = PLURAL organ_tag = "eyes" parent_organ = "head" var/list/eye_colour = list(0,0,0) /obj/item/organ/eyes/proc/update_colour() if(!owner) return eye_colour = list( owner.r_eyes ? owner.r_eyes : 0, owner.g_eyes ? owner.g_eyes : 0, owner.b_eyes ? owner.b_eyes : 0 ) /obj/item/organ/eyes/take_damage(amount, var/silent=0) var/oldbroken = is_broken() ..() if(is_broken() && !oldbroken && owner && !owner.stat) owner << "You go blind!" /obj/item/organ/eyes/process() //Eye damage replaces the old eye_stat var. ..() if(!owner) return if(is_bruised()) owner.eye_blurry = 20 if(is_broken()) owner.eye_blind = 20 /obj/item/organ/liver name = "liver" icon_state = "liver" organ_tag = "liver" parent_organ = "groin" /obj/item/organ/liver/process() ..() if(!owner) return if (germ_level > INFECTION_LEVEL_ONE) if(prob(1)) owner << "\red Your skin itches." if (germ_level > INFECTION_LEVEL_TWO) if(prob(1)) spawn owner.vomit() if(owner.life_tick % PROCESS_ACCURACY == 0) //High toxins levels are dangerous if(owner.getToxLoss() >= 60 && !owner.reagents.has_reagent("anti_toxin")) //Healthy liver suffers on its own if (src.damage < min_broken_damage) src.damage += 0.2 * PROCESS_ACCURACY //Damaged one shares the fun else var/obj/item/organ/O = pick(owner.internal_organs) if(O) O.damage += 0.2 * PROCESS_ACCURACY //Detox can heal small amounts of damage if (src.damage && src.damage < src.min_bruised_damage && owner.reagents.has_reagent("anti_toxin")) src.damage -= 0.2 * PROCESS_ACCURACY if(src.damage < 0) src.damage = 0 // Get the effectiveness of the liver. var/filter_effect = 3 if(is_bruised()) filter_effect -= 1 if(is_broken()) filter_effect -= 2 // Do some reagent processing. if(owner.chem_effects[CE_ALCOHOL_TOXIC]) if(filter_effect < 3) owner.adjustToxLoss(owner.chem_effects[CE_ALCOHOL_TOXIC] * 0.1 * PROCESS_ACCURACY) else take_damage(owner.chem_effects[CE_ALCOHOL_TOXIC] * 0.1 * PROCESS_ACCURACY, prob(1)) // Chance to warn them /obj/item/organ/appendix name = "appendix" icon_state = "appendix" parent_organ = "groin" organ_tag = "appendix" /obj/item/organ/appendix/removed() if(owner) var/inflamed = 0 for(var/datum/disease/appendicitis/appendicitis in owner.viruses) inflamed = 1 appendicitis.cure() owner.resistances += appendicitis if(inflamed) icon_state = "appendixinflamed" name = "inflamed appendix" ..()