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https://github.com/CHOMPStation2/CHOMPStation2.git
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Adds an update_clothing_icon() proc to clothing items that will call the relevant icon update proc on the mob which is equipping the clothing, if any. Changes various clothing procs to not call update icon procs on usr which may not even be the mob wearing the clothing.
207 lines
5.5 KiB
Plaintext
207 lines
5.5 KiB
Plaintext
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//moved these here from code/defines/obj/weapon.dm
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//please preference put stuff where it's easy to find - C
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/obj/item/weapon/autopsy_scanner
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name = "autopsy scanner"
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desc = "Extracts information on wounds."
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icon = 'icons/obj/autopsy_scanner.dmi'
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icon_state = ""
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flags = FPRINT | TABLEPASS | CONDUCT
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w_class = 2.0
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origin_tech = "materials=1;biotech=1"
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var/list/datum/autopsy_data_scanner/wdata = list()
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var/list/datum/autopsy_data_scanner/chemtraces = list()
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var/target_name = null
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var/timeofdeath = null
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/datum/autopsy_data_scanner
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var/weapon = null // this is the DEFINITE weapon type that was used
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var/list/organs_scanned = list() // this maps a number of scanned organs to
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// the wounds to those organs with this data's weapon type
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var/organ_names = ""
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/datum/autopsy_data
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var/weapon = null
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var/pretend_weapon = null
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var/damage = 0
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var/hits = 0
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var/time_inflicted = 0
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proc/copy()
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var/datum/autopsy_data/W = new()
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W.weapon = weapon
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W.pretend_weapon = pretend_weapon
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W.damage = damage
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W.hits = hits
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W.time_inflicted = time_inflicted
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return W
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/obj/item/weapon/autopsy_scanner/proc/add_data(var/datum/organ/external/O)
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if(!O.autopsy_data.len && !O.trace_chemicals.len) return
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for(var/V in O.autopsy_data)
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var/datum/autopsy_data/W = O.autopsy_data[V]
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if(!W.pretend_weapon)
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/*
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// the more hits, the more likely it is that we get the right weapon type
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if(prob(50 + W.hits * 10 + W.damage))
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*/
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// Buffing this stuff up for now!
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if(1)
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W.pretend_weapon = W.weapon
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else
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W.pretend_weapon = pick("mechanical toolbox", "wirecutters", "revolver", "crowbar", "fire extinguisher", "tomato soup", "oxygen tank", "emergency oxygen tank", "laser", "bullet")
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var/datum/autopsy_data_scanner/D = wdata[V]
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if(!D)
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D = new()
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D.weapon = W.weapon
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wdata[V] = D
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if(!D.organs_scanned[O.name])
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if(D.organ_names == "")
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D.organ_names = O.display_name
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else
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D.organ_names += ", [O.display_name]"
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del D.organs_scanned[O.name]
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D.organs_scanned[O.name] = W.copy()
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for(var/V in O.trace_chemicals)
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if(O.trace_chemicals[V] > 0 && !chemtraces.Find(V))
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chemtraces += V
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/obj/item/weapon/autopsy_scanner/verb/print_data()
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set category = "Object"
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set src in view(usr, 1)
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set name = "Print Data"
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if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
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usr << "No."
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return
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var/scan_data = ""
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if(timeofdeath)
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scan_data += "<b>Time of death:</b> [worldtime2text(timeofdeath)]<br><br>"
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var/n = 1
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for(var/wdata_idx in wdata)
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var/datum/autopsy_data_scanner/D = wdata[wdata_idx]
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var/total_hits = 0
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var/total_score = 0
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var/list/weapon_chances = list() // maps weapon names to a score
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var/age = 0
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for(var/wound_idx in D.organs_scanned)
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var/datum/autopsy_data/W = D.organs_scanned[wound_idx]
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total_hits += W.hits
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var/wname = W.pretend_weapon
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if(wname in weapon_chances) weapon_chances[wname] += W.damage
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else weapon_chances[wname] = max(W.damage, 1)
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total_score+=W.damage
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var/wound_age = W.time_inflicted
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age = max(age, wound_age)
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var/damage_desc
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var/damaging_weapon = (total_score != 0)
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// total score happens to be the total damage
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switch(total_score)
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if(0)
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damage_desc = "Unknown"
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if(1 to 5)
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damage_desc = "<font color='green'>negligible</font>"
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if(5 to 15)
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damage_desc = "<font color='green'>light</font>"
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if(15 to 30)
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damage_desc = "<font color='orange'>moderate</font>"
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if(30 to 1000)
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damage_desc = "<font color='red'>severe</font>"
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if(!total_score) total_score = D.organs_scanned.len
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scan_data += "<b>Weapon #[n]</b><br>"
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if(damaging_weapon)
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scan_data += "Severity: [damage_desc]<br>"
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scan_data += "Hits by weapon: [total_hits]<br>"
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scan_data += "Approximate time of wound infliction: [worldtime2text(age)]<br>"
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scan_data += "Affected limbs: [D.organ_names]<br>"
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scan_data += "Possible weapons:<br>"
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for(var/weapon_name in weapon_chances)
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scan_data += "\t[100*weapon_chances[weapon_name]/total_score]% [weapon_name]<br>"
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scan_data += "<br>"
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n++
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if(chemtraces.len)
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scan_data += "<b>Trace Chemicals: </b><br>"
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for(var/chemID in chemtraces)
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scan_data += chemID
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scan_data += "<br>"
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for(var/mob/O in viewers(usr))
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O.show_message("\red \the [src] rattles and prints out a sheet of paper.", 1)
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sleep(10)
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var/obj/item/weapon/paper/P = new(usr.loc)
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P.name = "Autopsy Data ([target_name])"
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P.info = "<tt>[scan_data]</tt>"
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P.icon_state = "paper_words"
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if(istype(usr,/mob/living/carbon))
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// place the item in the usr's hand if possible
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if(!usr.r_hand)
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P.loc = usr
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usr.r_hand = P
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P.layer = 20
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else if(!usr.l_hand)
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P.loc = usr
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usr.l_hand = P
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P.layer = 20
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_l_hand()
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M.update_inv_r_hand()
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/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
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if(!istype(M))
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return
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if(!can_operate(M))
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return
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if(target_name != M.name)
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target_name = M.name
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src.wdata = list()
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src.chemtraces = list()
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src.timeofdeath = null
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user << "\red A new patient has been registered.. Purging data for previous patient."
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src.timeofdeath = M.timeofdeath
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var/datum/organ/external/S = M.get_organ(user.zone_sel.selecting)
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if(!S)
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usr << "<b>You can't scan this body part.</b>"
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return
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if(!S.open)
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usr << "<b>You have to cut the limb open first!</b>"
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return
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for(var/mob/O in viewers(M))
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O.show_message("\red [user.name] scans the wounds on [M.name]'s [S.display_name] with \the [src.name]", 1)
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src.add_data(S)
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return 1
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