mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 03:25:49 +01:00
Fixes errors from last commit.
This commit is contained in:
@@ -275,6 +275,7 @@
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else
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wound_flavor_text["[temp.display_name]"] = ""
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//Now that we have a big list of all the wounds, on all the limbs.
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var/list/is_bleeding = list()
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for(var/named in wound_descriptions)
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var/list/wound_states = wound_descriptions[named]
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var/list/flavor_text = list()
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@@ -284,6 +285,7 @@
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"tiny bruise" = 0, "small bruise" = 0, "moderate bruise" = 0, "large bruise" = 0, "huge bruise" = 0, "monumental bruise" = 0,\
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"small burn" = 0, "moderate burn" = 0, "large burn" = 0, "severe burn" = 0, "deep burn" = 0, "carbonised area" = 0) //How many wounds of what size.
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for(var/datum/organ/wound/w in wound_state)
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if(w.bleeding && !is_bleeding[named]) is_bleeding[named] = 1
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switch(w.wound_size)
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if(1)
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switch(w.wound_type)
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@@ -429,26 +431,38 @@
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wound_flavor_text["[named]"] = flavor_text_string
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if(wound_flavor_text["head"] && !skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))
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msg += wound_flavor_text["head"]
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else if(is_bleeding["head"])
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msg += "<span class='warning'>[src] has blood running down [t_his] face!</span>\n"
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if(wound_flavor_text["chest"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["chest"]
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else if(is_bleeding["chest"])
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msg += "<span class='warning'>[src] has blood from under [t_his] clothing!</span>\n"
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if(wound_flavor_text["left arm"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["left arm"]
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if(wound_flavor_text["left hand"] && !gloves && !skipgloves)
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msg += wound_flavor_text["left hand"]
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else if(is_bleeding["left hand"])
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msg += "<span class='warning'>[src] has blood running from under [t_his] gloves!</span>\n"
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if(wound_flavor_text["right arm"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["right arm"]
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if(wound_flavor_text["right hand"] && !gloves && !skipgloves)
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msg += wound_flavor_text["right hand"]
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else if(is_bleeding["right hand"])
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msg += "<span class='warning'>[src] has blood running from under [t_his] gloves!</span>\n"
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if(wound_flavor_text["groin"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["groin"]
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if(wound_flavor_text["left leg"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["left leg"]
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if(wound_flavor_text["left foot"]&& !shoes && !skipshoes)
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msg += wound_flavor_text["left foot"]
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else if(is_bleeding["left foot"])
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msg += "<span class='warning'>[src] has blood running from [t_his] shoes!</span>\n"
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if(wound_flavor_text["right leg"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["right leg"]
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if(wound_flavor_text["right foot"]&& !shoes && !skipshoes)
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msg += wound_flavor_text["right foot"]
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else if(is_bleeding["right foot"])
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msg += "<span class='warning'>[src] has blood running from [t_his] shoes!</span>\n"
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// if(w.bleeding)
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@@ -92,10 +92,11 @@ emp_act
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var/datum/organ/external/affecting = get_organ(ran_zone(user.zone_sel.selecting))
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var/hit_area = affecting.display_name
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if(affecting.destroyed)
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if(!affecting.destroyed)
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visible_message("\red <B>[src] has been attacked in the [hit_area] with [I.name] by [user]!</B>")
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else
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user << "What [affecting]?"
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return
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if((user != src) && check_shields(I.force, "the [I.name]"))
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return 0
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@@ -966,6 +966,8 @@
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for(var/datum/organ/wound/W in temp.wounds)
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if(W.wound_size && W.bleeding)
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blood_max += W.wound_size
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if(temp.destroyed && !temp.gauzed)
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blood_max += 10 //Yer missing a fucking limb.
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bloodloss = min(bloodloss+1,sqrt(blood_max))
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if (eye_blind)
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eye_blind--
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@@ -389,6 +389,9 @@
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memory()
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/mob/proc/update_flavor_text()
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set src in usr
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if(usr != src)
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usr << "No."
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var/msg = input(usr,"Set the flavor text in your 'examine' verb. Don't metagame!","Flavor Text",html_decode(flavor_text)) as message|null
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if(msg != null)
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@@ -56,6 +56,7 @@
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broken = 0
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destroyed = 0
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destspawn = 0 //Has it spawned the broken limb?
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gauzed = 0 //Has the missing limb been patched?
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min_broken_damage = 30
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datum/organ/external/parent
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damage_msg = "\red You feel a intense pain"
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@@ -228,9 +229,7 @@
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var/dmgmsg = "[damage_msg] in your [display_name]"
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owner << dmgmsg
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//owner.unlock_medal("Broke Yarrr Bones!", 0, "Break a bone.", "easy")
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for(var/mob/M in viewers(owner))
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if(M != owner)
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M.show_message("\red You hear a loud cracking sound coming from [owner.name].")
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owner.visible_message("\red You hear a loud cracking sound coming from [owner.name].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
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owner.emote("scream")
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broken = 1
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wound = "broken" //Randomise in future
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@@ -300,11 +299,7 @@
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if(owner:organs["r_hand"])
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var/datum/organ/external/S = owner:organs["r_hand"]
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if(!S.destroyed)
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var/obj/item/weapon/organ/r_hand/X = new(owner.loc, owner)
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for(var/mob/M in viewers(owner))
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M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
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var/lol2 = pick(cardinal)
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step(X,lol2)
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S.droplimb()
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var/lol = pick(cardinal)
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step(H,lol)
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destroyed = 1
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@@ -313,11 +308,7 @@
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if(owner:organs["l_hand"])
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var/datum/organ/external/S = owner:organs["l_hand"]
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if(!S.destroyed)
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var/obj/item/weapon/organ/l_hand/X = new(owner.loc, owner)
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for(var/mob/M in viewers(owner))
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M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
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var/lol2 = pick(cardinal)
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step(X,lol2)
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S.droplimb()
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var/lol = pick(cardinal)
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step(H,lol)
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destroyed = 1
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@@ -326,11 +317,7 @@
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if(owner:organs["r_foot"])
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var/datum/organ/external/S = owner:organs["r_foot"]
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if(!S.destroyed)
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var/obj/item/weapon/organ/r_foot/X = new(owner.loc, owner)
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for(var/mob/M in viewers(owner))
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M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
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var/lol2 = pick(cardinal)
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step(X,lol2)
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S.droplimb()
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var/lol = pick(cardinal)
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step(H,lol)
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destroyed = 1
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@@ -339,11 +326,7 @@
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if(owner:organs["l_foot"])
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var/datum/organ/external/S = owner:organs["l_foot"]
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if(!S.destroyed)
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var/obj/item/weapon/organ/l_foot/X = new(owner.loc, owner)
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for(var/mob/M in viewers(owner))
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M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
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var/lol2 = pick(cardinal)
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step(X,lol2)
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S.droplimb()
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var/lol = pick(cardinal)
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step(H,lol)
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destroyed = 1
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@@ -376,6 +359,10 @@
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step(X,lol2)
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destroyed = 1
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destspawn = 1
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for(var/datum/organ/wound/W in wounds)
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W.update_health()
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del(W)
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del(wounds)
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src.owner.update_clothing()
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proc/createwound(var/size = 1, var/type = 0, var/damage)
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@@ -429,7 +416,7 @@
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return
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proc/stopbleeding()
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if(!bleeding && !healing_state)
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if(healing_state)
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return 0
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// owner:bloodloss -= 10 * src.wound_size
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parent.bleeding = 0
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