Fixes errors from last commit.

This commit is contained in:
SkyMarshal
2012-03-29 20:40:13 -07:00
parent 61820bc5ec
commit 0c34286018
16 changed files with 2278 additions and 27 deletions
@@ -275,6 +275,7 @@
else
wound_flavor_text["[temp.display_name]"] = ""
//Now that we have a big list of all the wounds, on all the limbs.
var/list/is_bleeding = list()
for(var/named in wound_descriptions)
var/list/wound_states = wound_descriptions[named]
var/list/flavor_text = list()
@@ -284,6 +285,7 @@
"tiny bruise" = 0, "small bruise" = 0, "moderate bruise" = 0, "large bruise" = 0, "huge bruise" = 0, "monumental bruise" = 0,\
"small burn" = 0, "moderate burn" = 0, "large burn" = 0, "severe burn" = 0, "deep burn" = 0, "carbonised area" = 0) //How many wounds of what size.
for(var/datum/organ/wound/w in wound_state)
if(w.bleeding && !is_bleeding[named]) is_bleeding[named] = 1
switch(w.wound_size)
if(1)
switch(w.wound_type)
@@ -429,26 +431,38 @@
wound_flavor_text["[named]"] = flavor_text_string
if(wound_flavor_text["head"] && !skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))
msg += wound_flavor_text["head"]
else if(is_bleeding["head"])
msg += "<span class='warning'>[src] has blood running down [t_his] face!</span>\n"
if(wound_flavor_text["chest"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["chest"]
else if(is_bleeding["chest"])
msg += "<span class='warning'>[src] has blood from under [t_his] clothing!</span>\n"
if(wound_flavor_text["left arm"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["left arm"]
if(wound_flavor_text["left hand"] && !gloves && !skipgloves)
msg += wound_flavor_text["left hand"]
else if(is_bleeding["left hand"])
msg += "<span class='warning'>[src] has blood running from under [t_his] gloves!</span>\n"
if(wound_flavor_text["right arm"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["right arm"]
if(wound_flavor_text["right hand"] && !gloves && !skipgloves)
msg += wound_flavor_text["right hand"]
else if(is_bleeding["right hand"])
msg += "<span class='warning'>[src] has blood running from under [t_his] gloves!</span>\n"
if(wound_flavor_text["groin"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["groin"]
if(wound_flavor_text["left leg"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["left leg"]
if(wound_flavor_text["left foot"]&& !shoes && !skipshoes)
msg += wound_flavor_text["left foot"]
else if(is_bleeding["left foot"])
msg += "<span class='warning'>[src] has blood running from [t_his] shoes!</span>\n"
if(wound_flavor_text["right leg"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["right leg"]
if(wound_flavor_text["right foot"]&& !shoes && !skipshoes)
msg += wound_flavor_text["right foot"]
else if(is_bleeding["right foot"])
msg += "<span class='warning'>[src] has blood running from [t_his] shoes!</span>\n"
// if(w.bleeding)
@@ -92,10 +92,11 @@ emp_act
var/datum/organ/external/affecting = get_organ(ran_zone(user.zone_sel.selecting))
var/hit_area = affecting.display_name
if(affecting.destroyed)
if(!affecting.destroyed)
visible_message("\red <B>[src] has been attacked in the [hit_area] with [I.name] by [user]!</B>")
else
user << "What [affecting]?"
return
if((user != src) && check_shields(I.force, "the [I.name]"))
return 0
@@ -966,6 +966,8 @@
for(var/datum/organ/wound/W in temp.wounds)
if(W.wound_size && W.bleeding)
blood_max += W.wound_size
if(temp.destroyed && !temp.gauzed)
blood_max += 10 //Yer missing a fucking limb.
bloodloss = min(bloodloss+1,sqrt(blood_max))
if (eye_blind)
eye_blind--
+3
View File
@@ -389,6 +389,9 @@
memory()
/mob/proc/update_flavor_text()
set src in usr
if(usr != src)
usr << "No."
var/msg = input(usr,"Set the flavor text in your 'examine' verb. Don't metagame!","Flavor Text",html_decode(flavor_text)) as message|null
if(msg != null)
+11 -24
View File
@@ -56,6 +56,7 @@
broken = 0
destroyed = 0
destspawn = 0 //Has it spawned the broken limb?
gauzed = 0 //Has the missing limb been patched?
min_broken_damage = 30
datum/organ/external/parent
damage_msg = "\red You feel a intense pain"
@@ -228,9 +229,7 @@
var/dmgmsg = "[damage_msg] in your [display_name]"
owner << dmgmsg
//owner.unlock_medal("Broke Yarrr Bones!", 0, "Break a bone.", "easy")
for(var/mob/M in viewers(owner))
if(M != owner)
M.show_message("\red You hear a loud cracking sound coming from [owner.name].")
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.")
owner.emote("scream")
broken = 1
wound = "broken" //Randomise in future
@@ -300,11 +299,7 @@
if(owner:organs["r_hand"])
var/datum/organ/external/S = owner:organs["r_hand"]
if(!S.destroyed)
var/obj/item/weapon/organ/r_hand/X = new(owner.loc, owner)
for(var/mob/M in viewers(owner))
M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
var/lol2 = pick(cardinal)
step(X,lol2)
S.droplimb()
var/lol = pick(cardinal)
step(H,lol)
destroyed = 1
@@ -313,11 +308,7 @@
if(owner:organs["l_hand"])
var/datum/organ/external/S = owner:organs["l_hand"]
if(!S.destroyed)
var/obj/item/weapon/organ/l_hand/X = new(owner.loc, owner)
for(var/mob/M in viewers(owner))
M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
var/lol2 = pick(cardinal)
step(X,lol2)
S.droplimb()
var/lol = pick(cardinal)
step(H,lol)
destroyed = 1
@@ -326,11 +317,7 @@
if(owner:organs["r_foot"])
var/datum/organ/external/S = owner:organs["r_foot"]
if(!S.destroyed)
var/obj/item/weapon/organ/r_foot/X = new(owner.loc, owner)
for(var/mob/M in viewers(owner))
M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
var/lol2 = pick(cardinal)
step(X,lol2)
S.droplimb()
var/lol = pick(cardinal)
step(H,lol)
destroyed = 1
@@ -339,11 +326,7 @@
if(owner:organs["l_foot"])
var/datum/organ/external/S = owner:organs["l_foot"]
if(!S.destroyed)
var/obj/item/weapon/organ/l_foot/X = new(owner.loc, owner)
for(var/mob/M in viewers(owner))
M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
var/lol2 = pick(cardinal)
step(X,lol2)
S.droplimb()
var/lol = pick(cardinal)
step(H,lol)
destroyed = 1
@@ -376,6 +359,10 @@
step(X,lol2)
destroyed = 1
destspawn = 1
for(var/datum/organ/wound/W in wounds)
W.update_health()
del(W)
del(wounds)
src.owner.update_clothing()
proc/createwound(var/size = 1, var/type = 0, var/damage)
@@ -429,7 +416,7 @@
return
proc/stopbleeding()
if(!bleeding && !healing_state)
if(healing_state)
return 0
// owner:bloodloss -= 10 * src.wound_size
parent.bleeding = 0