Woot, refactored code. Added "healverb"

This commit is contained in:
Ansari
2018-05-21 08:01:57 +08:00
parent 43cefbcf71
commit 1cc1e30c54
+32 -45
View File
@@ -12,6 +12,7 @@
var/self_delay = 20
var/unique_handling = 0 //some things give a special prompt, do we want to bypass some checks in parent?
var/stop_bleeding = 0
var/healverb = "bandage"
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(!iscarbon(M) && !isanimal(M))
@@ -77,6 +78,33 @@
"<span class='green'>You apply [src] on [M].</span>")
use(1)
/obj/item/stack/medical/proc/heal(mob/living/M, mob/user)
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [affecting.name].</span>", \
"<span class='green'>You [healverb] the wounds on [H]'s [affecting.name].</span>" )
var/rembrute = max(0, heal_brute - affecting.brute_dam)
var/remburn = max(0, heal_burn - affecting.burn_dam)
var/nrembrute = rembrute
var/nremburn = remburn
affecting.heal_damage(heal_brute, heal_burn)
if(affecting.body_part in list(ARM_LEFT, ARM_RIGHT, LEG_LEFT, LEG_RIGHT, UPPER_TORSO, LOWER_TORSO))
for(var/obj/item/organ/external/E in affecting.children)
if(rembrute <= 0 && remburn <= 0) // Make sure there's actually overheal left and the organ is damaged before bothering
break
else if(E.status && ORGAN_ROBOT || E.open) // Ignore robotic or open limb
continue
else if(E.brute_dam == 0 && E.burn_dam == 0) // Ignore undamaged limb
continue
nrembrute = rembrute - E.brute_dam // Deduct the healed damage from the remain
nremburn = remburn - E.burn_dam
E.heal_damage(rembrute, remburn)
rembrute = nrembrute
remburn = nremburn
user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [E.name] with the remaining medication.</span>", \
"<span class='green'>You [healverb] the wounds on [H]'s [E.name] with the remaining medication.</span>" )
//Bruise Packs//
/obj/item/stack/medical/bruise_pack
@@ -98,33 +126,12 @@
if(affecting.open == 0)
affecting.germ_level = 0
user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].</span>", \
"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
if(stop_bleeding)
if(!H.bleedsuppress) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
var/rembrute = max(0, heal_brute - affecting.brute_dam)
var/remburn = max(0, heal_burn - affecting.burn_dam)
var/nrembrute = rembrute
var/nremburn = remburn
affecting.heal_damage(heal_brute, heal_burn)
if(affecting.body_part in list(ARM_LEFT, ARM_RIGHT, LEG_LEFT, LEG_RIGHT, UPPER_TORSO, LOWER_TORSO))
for(var/obj/item/organ/external/E in affecting.children)
if(rembrute <= 0 && remburn <= 0) // Make sure there's actually overheal left and the organ is damaged before bothering
break
else if(E.status && ORGAN_ROBOT || E.open == 1) // Ignore robotic or open limb
continue
else if(E.brute_dam == 0 && E.burn_dam == 0) // Ignore undamaged limb
continue
nrembrute = rembrute - E.brute_dam // Deduct the healed damage from the remain
nremburn = remburn - E.burn_dam
E.heal_damage(rembrute, remburn)
rembrute = nrembrute
remburn = nremburn
user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [E.name] with the remaining bandages.</span>", \
"<span class='green'>You bandages the wounds on [H]'s [E.name] with the remaining bandages.</span>" )
heal(H, user)
H.UpdateDamageIcon()
use(1)
else
@@ -151,6 +158,7 @@
singular_name = "ointment"
icon_state = "ointment"
origin_tech = "biotech=2"
healverb = "salve"
/obj/item/stack/medical/ointment/attack(mob/living/M, mob/user)
if(..())
@@ -163,29 +171,8 @@
if(affecting.open == 0)
affecting.germ_level = 0
user.visible_message("<span class='green'>[user] salves the wounds on [H]'s [affecting.name].</span>", \
"<span class='green'>You salves the wounds on [H]'s [affecting.name].</span>" )
heal(H, user)
var/rembrute = max(0, heal_brute - affecting.brute_dam)
var/remburn = max(0, heal_burn - affecting.burn_dam)
var/nrembrute = rembrute
var/nremburn = remburn
affecting.heal_damage(heal_brute, heal_burn)
if(affecting.body_part in list(ARM_LEFT, ARM_RIGHT, LEG_LEFT, LEG_RIGHT, UPPER_TORSO, LOWER_TORSO))
for(var/obj/item/organ/external/E in affecting.children)
if(rembrute <= 0 && remburn <= 0) // Make sure there's actually overheal left and the organ is damaged before bothering
break
else if(E.status && ORGAN_ROBOT || E.open == 1) // Ignore robotic or open limb
continue
else if(E.brute_dam == 0 && E.burn_dam == 0) // Ignore undamaged limb
continue
nrembrute = rembrute - E.brute_dam // Deduct the healed damage from the remain
nremburn = remburn - E.burn_dam
E.heal_damage(rembrute, remburn)
rembrute = nrembrute
remburn = nremburn
user.visible_message("<span class='green'>[user] salves the wounds on [H]'s [E.name] with the remaining ointment.</span>", \
"<span class='green'>You salve the wounds on [H]'s [E.name] with the remaining ointment.</span>" )
H.UpdateDamageIcon()
use(1)
else