Fix mitocholide runtime when applied to dismembered limb (#28010)

* fix runtime

* handle all cases

* move trait
This commit is contained in:
Mira
2025-01-31 18:54:01 +03:00
committed by GitHub
parent 40d0ced21f
commit 24c7f0ffec
4 changed files with 16 additions and 3 deletions
+2
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@@ -314,6 +314,8 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
/// Prevents seeing this item on examine when on a mob, or seeing it in the strip menu. It's like ABSTRACT, without making the item fail to interact in several ways. The item can still be stripped however, combine with no_strip unless you have a reason not to.
#define TRAIT_SKIP_EXAMINE "skip_examine"
/// A general trait for tracking whether a zombie owned the organ or limb
#define TRAIT_I_WANT_BRAINS_ORGAN "zombie_organ"
//****** OBJ TRAITS *****//
///An /obj that should not increase the "depth" of the search for adjacency,
+2 -1
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@@ -140,7 +140,8 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_HYPOSPRAY_IMMUNE" = TRAIT_HYPOSPRAY_IMMUNE,
"TRAIT_ITEM_ACTIVE" = TRAIT_ITEM_ACTIVE,
"TRAIT_NO_STRIP" = TRAIT_NO_STRIP,
"TRAIT_SKIP_EXAMINE" = TRAIT_SKIP_EXAMINE
"TRAIT_SKIP_EXAMINE" = TRAIT_SKIP_EXAMINE,
"TRAIT_I_WANT_BRAINS_ORGAN" = TRAIT_I_WANT_BRAINS_ORGAN
),
/turf = list(
+10
View File
@@ -29,6 +29,8 @@
for(var/obj/item/organ/limb as anything in H.bodyparts)
if(!(limb.status & ORGAN_DEAD) && !limb.is_robotic())
limb.necrotize(TRUE, TRUE)
if(!HAS_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN))
ADD_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN, ZOMBIE_TRAIT)
if(!..())
return FALSE
@@ -105,11 +107,15 @@
for(var/obj/item/organ/limb as anything in H.bodyparts)
if(!(limb.status & ORGAN_DEAD) && !limb.vital && !limb.is_robotic())
limb.necrotize()
if(!HAS_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN))
ADD_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN, ZOMBIE_TRAIT)
return FALSE
for(var/obj/item/organ/limb as anything in H.bodyparts)
if(!(limb.status & ORGAN_DEAD) && !limb.is_robotic())
limb.necrotize(FALSE, TRUE)
if(!HAS_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN))
ADD_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN, ZOMBIE_TRAIT)
return FALSE
if(!HAS_TRAIT(affected_mob, TRAIT_I_WANT_BRAINS))
@@ -148,6 +154,10 @@
/datum/disease/zombie/cure()
affected_mob.mind?.remove_antag_datum(/datum/antagonist/zombie)
REMOVE_TRAIT(affected_mob, TRAIT_I_WANT_BRAINS, ZOMBIE_TRAIT)
var/mob/living/carbon/human/H = affected_mob
for(var/obj/item/organ/limb as anything in H.bodyparts)
if(HAS_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN))
REMOVE_TRAIT(limb, TRAIT_I_WANT_BRAINS_ORGAN, ZOMBIE_TRAIT)
affected_mob.DeleteComponent(/datum/component/zombie_regen)
affected_mob.med_hud_set_health()
affected_mob.med_hud_set_status()
@@ -394,7 +394,7 @@ This function completely restores a damaged organ to perfect condition.
surgeryize()
if(is_robotic()) //Robotic organs stay robotic.
status = ORGAN_ROBOT
else if(HAS_TRAIT(owner, TRAIT_I_WANT_BRAINS))
else if(HAS_TRAIT(src, TRAIT_I_WANT_BRAINS_ORGAN))
status = ORGAN_DEAD
else
status = 0
@@ -402,7 +402,7 @@ This function completely restores a damaged organ to perfect condition.
perma_injury = 0
brute_dam = 0
burn_dam = 0
if(!HAS_TRAIT(owner, TRAIT_I_WANT_BRAINS)) // zombies's wounds don't close. Because thats cool.
if(!HAS_TRAIT(src, TRAIT_I_WANT_BRAINS_ORGAN)) // zombies's wounds don't close. Because thats cool.
open = ORGAN_CLOSED //Closing all wounds.
// handle internal organs