diff --git a/code/game/objects/items/weapons/surgery_tools.dm b/code/game/objects/items/weapons/surgery_tools.dm
index ed57993d029..d0381bb464e 100644
--- a/code/game/objects/items/weapons/surgery_tools.dm
+++ b/code/game/objects/items/weapons/surgery_tools.dm
@@ -324,7 +324,7 @@ CIRCULAR SAW
/datum/wound_data
var
- weapon_type = null // this is the DEFINITE weapon type that was used
+ weapon = null // this is the DEFINITE weapon type that was used
list/organs_scanned = list() // this maps a number of scanned organs to
// the wounds to those organs with this data's weapon type
organ_names = ""
@@ -335,20 +335,18 @@ CIRCULAR SAW
for(var/V in O.weapon_wounds)
var/datum/wound/W = O.weapon_wounds[V]
- if(!W.pretend_weapon_type)
+ if(!W.pretend_weapon)
// the more hits, the more likely it is that we get the right weapon type
if(prob(W.hits * 10 + W.damage))
- W.pretend_weapon_type = W.weapon_type
+ W.pretend_weapon = W.weapon
else
- if(prob(50))
- W.pretend_weapon_type = pick(/obj/item/weapon/storage/toolbox, /obj/item/weapon/wirecutters, /obj/item/weapon/gun/projectile, /obj/item/weapon/crowbar, /obj/item/weapon/extinguisher)
- else
- W.pretend_weapon_type = pick(typesof(/obj/item/weapon))
+ W.pretend_weapon = pick("mechanical toolbox", "wirecutters", "revolver", "crowbar", "fire extinguisher", "tomato soup", "oxygen tank", "emergency oxygen tank", "laser", "bullet")
+
var/datum/wound_data/D = wdata[V]
if(!D)
D = new()
- D.weapon_type = W.weapon_type
+ D.weapon = W.weapon
wdata[V] = D
if(!D.organs_scanned[O.name])
@@ -367,21 +365,39 @@ CIRCULAR SAW
var/total_hits = 0
var/total_score = 0
var/list/weapon_chances = list() // maps weapon names to a score
+ var/age = 0
for(var/wound_idx in D.organs_scanned)
var/datum/wound/W = D.organs_scanned[wound_idx]
total_hits += W.hits
- var/atom/weapon = new W.pretend_weapon_type()
+ var/wname = W.pretend_weapon
- if(weapon.name in weapon_chances) weapon_chances[weapon.name] += W.damage
- else weapon_chances[weapon.name] = W.damage
+ if(wname in weapon_chances) weapon_chances[wname] += W.damage
+ else weapon_chances[wname] = W.damage
total_score+=W.damage
- del weapon
+
+ var/wound_age = world.time - W.time_inflicted
+ age = max(age, wound_age)
+
+ var/damage_desc
+
+ // total score happens to be the total damage
+ switch(total_score)
+ if(0 to 5)
+ damage_desc = "negligible"
+ if(5 to 15)
+ damage_desc = "light"
+ if(15 to 30)
+ damage_desc = "moderate"
+ if(30 to 1000)
+ damage_desc = "severe"
scan_data += "Weapon #[n]
"
+ scan_data += "Severity: [damage_desc]
"
scan_data += "Hits by weapon: [total_hits]
"
+ scan_data += "Age of wound: [round(age / (60*10))] minutes
"
scan_data += "Affected limbs: [D.organ_names]
"
scan_data += "Possible weapons:
"
for(var/weapon_name in weapon_chances)
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index 91e1f53566b..dd398804db3 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -96,7 +96,7 @@ emp_act
var/armor = run_armor_check(affecting, "melee", "Your armor has protected you from a hit to the [hit_area].", "Your armor has softened hit to your [hit_area].")
if(armor >= 2) return 0
if(!I.force) return 0
- apply_damage(I.force, I.damtype, affecting, armor, is_cut(I), I)
+ apply_damage(I.force, I.damtype, affecting, armor, is_cut(I), I.name)
var/bloody = 0
if((I.damtype == BRUTE) && prob(25 + (I.force * 2)))
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index 28cbf9e3c3d..0ab59020ec3 100644
--- a/code/modules/mob/living/living_defense.dm
+++ b/code/modules/mob/living/living_defense.dm
@@ -50,6 +50,6 @@
P.on_hit(src,2)
return 2
if(!P.nodamage)
- apply_damage((P.damage/(absorb+1)), P.damage_type)
+ apply_damage((P.damage/(absorb+1)), P.damage_type, used_weapon = P.name)
P.on_hit(src, absorb)
return absorb
\ No newline at end of file
diff --git a/code/modules/mob/organ/organ.dm b/code/modules/mob/organ/organ.dm
index 4804634881e..1591869444e 100644
--- a/code/modules/mob/organ/organ.dm
+++ b/code/modules/mob/organ/organ.dm
@@ -14,19 +14,19 @@
/datum/wound
var
- weapon_type = null
- pretend_weapon_type = null
+ weapon = null
+ pretend_weapon = null
damage = 0
hits = 0
- scar = 0
+ time_inflicted = 0
proc/copy()
var/datum/wound/W = new()
- W.weapon_type = src.weapon_type
- W.pretend_weapon_type = src.pretend_weapon_type
+ W.weapon = src.weapon
+ W.pretend_weapon = src.pretend_weapon
W.damage = src.damage
W.hits = src.hits
- W.scar = src.scar
+ W.time_inflicted = src.time_inflicted
return W
/****************************************************
@@ -131,20 +131,20 @@
if(brute_dam + burn_dam == 0)
for(var/V in weapon_wounds)
var/datum/wound/W = weapon_wounds[V]
- W.scar = 1
+ del W
+ weapon_wounds = list()
return update_icon()
- proc/add_wound(var/obj/item/used_weapon, var/damage)
- var/weapon_type = "[used_weapon.type]"
-
- var/datum/wound/W = weapon_wounds[weapon_type]
+ proc/add_wound(var/used_weapon, var/damage)
+ var/datum/wound/W = weapon_wounds[used_weapon]
if(!W)
W = new()
- W.weapon_type = used_weapon.type
- weapon_wounds[weapon_type] = W
+ W.weapon = used_weapon
+ weapon_wounds[used_weapon] = W
W.hits += 1
W.damage += damage
+ W.time_inflicted = world.time