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https://github.com/KabKebab/GS13.git
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sprite update and bug testing
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@@ -68,26 +68,82 @@
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/obj/item/organ/proc/on_find(mob/living/finder)
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return
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/obj/item/organ/process()
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on_death() //Kinda hate doing it like this, but I really don't want to call process directly.
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//Sources; life.dm process_organs
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/obj/item/organ/proc/on_death() //Runs when outside AND inside.
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decay()
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/obj/item/organ/proc/on_death() //runs decay when outside of a person
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if(organ_flags & (ORGAN_SYNTHETIC | ORGAN_FROZEN | ORGAN_NO_SPOIL))
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//Applys the slow damage over time decay
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/obj/item/organ/proc/decay()
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if(!can_decay())
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STOP_PROCESSING(SSobj, src)
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return
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is_cold()
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if(organ_flags & ORGAN_FROZEN)
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return
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applyOrganDamage(maxHealth * decay_factor)
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/obj/item/organ/proc/can_decay()
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if(CHECK_BITFIELD(organ_flags, ORGAN_NO_SPOIL | ORGAN_SYNTHETIC | ORGAN_FAILING))
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return FALSE
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return TRUE
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//Checks to see if the organ is frozen from temperature
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/obj/item/organ/proc/is_cold()
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var/freezing_objects = list(/obj/structure/closet/crate/freezer, /obj/structure/closet/secure_closet/freezer, /obj/structure/bodycontainer, /obj/item/autosurgeon)
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if(istype(loc, /obj/))//Freezer of some kind, I hope.
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if(is_type_in_list(loc, freezing_objects))
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if(!(organ_flags & ORGAN_FROZEN))//Incase someone puts them in when cold, but they warm up inside of the thing. (i.e. they have the flag, the thing turns it off, this rights it.)
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organ_flags |= ORGAN_FROZEN
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return TRUE
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return
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var/local_temp
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if(istype(loc, /turf/))//Only concern is adding an organ to a freezer when the area around it is cold.
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var/turf/T = loc
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var/datum/gas_mixture/enviro = T.return_air()
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local_temp = enviro.temperature
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else if(istype(loc, /mob/) && !owner)
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var/mob/M = loc
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if(is_type_in_list(M.loc, freezing_objects))
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if(!(organ_flags & ORGAN_FROZEN))
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organ_flags |= ORGAN_FROZEN
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return TRUE
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var/turf/T = M.loc
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var/datum/gas_mixture/enviro = T.return_air()
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local_temp = enviro.temperature
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if(owner)
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//Don't interfere with bodies frozen by structures.
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if(is_type_in_list(owner.loc, freezing_objects))
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if(!(organ_flags & ORGAN_FROZEN))
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organ_flags |= ORGAN_FROZEN
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return TRUE
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local_temp = owner.bodytemperature
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if(!local_temp)//Shouldn't happen but in case
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return
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if(local_temp < 154)//I have a pretty shaky citation that states -120 allows indefinite cyrostorage
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organ_flags |= ORGAN_FROZEN
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return TRUE
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organ_flags &= ~ORGAN_FROZEN
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return FALSE
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/obj/item/organ/proc/on_life() //repair organ damage if the organ is not failing
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if(!(organ_flags & ORGAN_FAILING))
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///Damage decrements by a percent of its maxhealth
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var/healing_amount = -(maxHealth * healing_factor)
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///Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health
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healing_amount -= owner.satiety > 0 ? 4 * healing_factor * owner.satiety / MAX_SATIETY : 0
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applyOrganDamage(healing_amount) //to FERMI_TWEAK
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//Make it so each threshold is stuck.
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if(organ_flags & ORGAN_FAILING)
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return
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if(is_cold())
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return
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///Damage decrements by a percent of its maxhealth
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var/healing_amount = -(maxHealth * healing_factor)
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///Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health
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healing_amount -= owner.satiety > 0 ? 4 * healing_factor * owner.satiety / MAX_SATIETY : 0
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applyOrganDamage(healing_amount) //to FERMI_TWEAK
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//Make it so each threshold is stuck.
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/obj/item/organ/examine(mob/user)
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. = ..()
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if(!organ_flags & ORGAN_FAILING)
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if(organ_flags & ORGAN_FAILING)
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if(status == ORGAN_ROBOTIC)
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. += "<span class='warning'>[src] seems to be broken!</span>"
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return
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@@ -177,6 +233,8 @@
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return low_threshold_passed
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else
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organ_flags &= ~ORGAN_FAILING
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if(!owner)//Processing is stopped when the organ is dead and outside of someone. This hopefully should restart it if a removed organ is repaired outside of a body.
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START_PROCESSING(SSobj, src)
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if(prev_damage > low_threshold && damage <= low_threshold)
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return low_threshold_cleared
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if(prev_damage > high_threshold && damage <= high_threshold)
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