Should be everything for surgery for now.

-Fixed some more messages.
-Added that if you try to set not broken bone with bone setter, you won't like the result
-Moved code for fracturing bones to the separate proc.
This commit is contained in:
Chinsky
2012-10-15 15:13:34 +04:00
parent 988928b086
commit eb6d63cc07
2 changed files with 25 additions and 27 deletions
+10 -6
View File
@@ -232,14 +232,18 @@
owner.update_body(1)
return
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
if(!(status & ORGAN_BROKEN))
owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
owner.emote("scream")
status |= ORGAN_BROKEN
broken_description = pick("broken","fracture","hairline fracture")
perma_injury = brute_dam
src.fracture()
return
proc/fracture()
if(status & ORGAN_BROKEN)
return
owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
owner.emote("scream")
status |= ORGAN_BROKEN
broken_description = pick("broken","fracture","hairline fracture")
perma_injury = brute_dam
// new damage icon system
// returns just the brute/burn damage code
proc/damage_state_text()