Merge pull request #671 from ZomgPonies/limb

Much downgraded Limb Overhaul
This commit is contained in:
Fox-McCloud
2015-03-29 00:44:03 -04:00
6 changed files with 106 additions and 68 deletions
+91 -47
View File
@@ -157,13 +157,27 @@
src.update_damages()
//If limb took enough damage, try to cut or tear it off
/*
/*
if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you.
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if( (edge && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
droplimb(1)
return
*/
*/
//If limb took enough damage, try to cut or tear it off
if(config.limbs_can_break && (brute_dam + burn_dam) >= (max_damage * config.organ_health_multiplier))
if((sharp || edge) && prob(brute))
droplimb(1)
return
if(brute >= 20 && prob(brute)) // Wooden baseball bat in both hands == 23
droplimb(1,0,0,2)
return
if(burn >= 20) // Most laser rifle shots.
if(body_part == HEAD) return //No ashing someone's head off since you don't get a brain back.
droplimb(1,0,0,1)
return
owner.updatehealth()
var/result = update_icon()
@@ -290,12 +304,6 @@ This function completely restores a damaged organ to perfect condition.
return 1
return 0
/datum/organ/external/proc/dismember_limb()
if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you.
if(config.limbs_can_break)
droplimb(1)
return
/datum/organ/external/process()
//Dismemberment
if(status & ORGAN_DESTROYED)
@@ -566,15 +574,13 @@ Note that amputating the affected organ does in fact remove the infection from t
O.setAmputatedTree()
//Handles dismemberment
/datum/organ/external/proc/droplimb(var/override = 0,var/no_explode = 0,var/amputation=0, var/spawn_limb=0)
/datum/organ/external/proc/droplimb(var/override = 0,var/no_explode = 0,var/amputation=0, var/disintegrate)
if(destspawn) return
if(override)
status |= ORGAN_DESTROYED
if(status & ORGAN_DESTROYED)
if(body_part == UPPER_TORSO)
return
if(body_part == LOWER_TORSO)
return
src.status &= ~ORGAN_BROKEN
src.status &= ~ORGAN_BLEEDING
src.status &= ~ORGAN_SPLINTED
@@ -604,22 +610,23 @@ Note that amputating the affected organ does in fact remove the infection from t
switch(body_part)
if(HEAD)
if(owner.species.flags & IS_SYNTHETIC)
if(owner.mind)
organ= new /obj/item/weapon/organ/head/posi(owner.loc, owner)
if(!disintegrate)
if(owner.species.flags & IS_SYNTHETIC)
if(owner.mind)
organ= new /obj/item/weapon/organ/head/posi(owner.loc, owner)
owner.death()
else if(SKELETON in owner.mutations)
organ= new /obj/item/weapon/skeleton/head(owner.loc)
else
organ= new /obj/item/weapon/organ/head(owner.loc, owner)
owner.death()
else if(SKELETON in owner.mutations)
organ= new /obj/item/weapon/skeleton/head(owner.loc)
else
organ= new /obj/item/weapon/organ/head(owner.loc, owner)
owner.death()
owner.unEquip(owner.glasses)
owner.unEquip(owner.head)
owner.unEquip(owner.l_ear)
owner.unEquip(owner.r_ear)
owner.unEquip(owner.wear_mask)
owner.unEquip(owner.glasses)
owner.unEquip(owner.head)
owner.unEquip(owner.l_ear)
owner.unEquip(owner.r_ear)
owner.unEquip(owner.wear_mask)
if(ARM_RIGHT)
if(!spawn_limb)
if(!disintegrate)
if(status & ORGAN_ROBOT)
organ = new /obj/item/robot_parts/r_arm(owner.loc)
else if(SKELETON in owner.mutations)
@@ -627,7 +634,7 @@ Note that amputating the affected organ does in fact remove the infection from t
else
organ= new /obj/item/weapon/organ/r_arm(owner.loc, owner)
if(ARM_LEFT)
if(!spawn_limb)
if(!disintegrate)
if(status & ORGAN_ROBOT)
organ= new /obj/item/robot_parts/l_arm(owner.loc)
else if(SKELETON in owner.mutations)
@@ -635,7 +642,7 @@ Note that amputating the affected organ does in fact remove the infection from t
else
organ= new /obj/item/weapon/organ/l_arm(owner.loc, owner)
if(LEG_RIGHT)
if(!spawn_limb)
if(!disintegrate)
if(status & ORGAN_ROBOT)
organ = new /obj/item/robot_parts/r_leg(owner.loc)
else if(SKELETON in owner.mutations)
@@ -643,7 +650,7 @@ Note that amputating the affected organ does in fact remove the infection from t
else
organ= new /obj/item/weapon/organ/r_leg(owner.loc, owner)
if(LEG_LEFT)
if(!spawn_limb)
if(!disintegrate)
if(status & ORGAN_ROBOT)
organ = new /obj/item/robot_parts/l_leg(owner.loc)
else if(SKELETON in owner.mutations)
@@ -651,7 +658,7 @@ Note that amputating the affected organ does in fact remove the infection from t
else
organ= new /obj/item/weapon/organ/l_leg(owner.loc, owner)
if(HAND_RIGHT)
if(!spawn_limb)
if(!disintegrate)
if(!(status & ORGAN_ROBOT))
if(SKELETON in owner.mutations)
organ = new /obj/item/weapon/skeleton/r_hand(owner.loc)
@@ -659,7 +666,7 @@ Note that amputating the affected organ does in fact remove the infection from t
organ= new /obj/item/weapon/organ/r_hand(owner.loc, owner)
owner.unEquip(owner.gloves)
if(HAND_LEFT)
if(!spawn_limb)
if(!disintegrate)
if(!(status & ORGAN_ROBOT))
if(SKELETON in owner.mutations)
organ = new /obj/item/weapon/skeleton/l_hand(owner.loc)
@@ -667,7 +674,7 @@ Note that amputating the affected organ does in fact remove the infection from t
organ= new /obj/item/weapon/organ/l_hand(owner.loc, owner)
owner.unEquip(owner.gloves)
if(FOOT_RIGHT)
if(!spawn_limb)
if(!disintegrate)
if(!(status & ORGAN_ROBOT))
if(SKELETON in owner.mutations)
organ = new /obj/item/weapon/skeleton/r_foot(owner.loc)
@@ -675,7 +682,7 @@ Note that amputating the affected organ does in fact remove the infection from t
organ= new /obj/item/weapon/organ/r_foot/(owner.loc, owner)
owner.unEquip(owner.shoes)
if(FOOT_LEFT)
if(!spawn_limb)
if(!disintegrate)
if(!(status & ORGAN_ROBOT))
if(SKELETON in owner.mutations)
organ = new /obj/item/weapon/skeleton/l_foot(owner.loc)
@@ -697,20 +704,58 @@ Note that amputating the affected organ does in fact remove the infection from t
spawn(10)
del(spark_system)
if(organ)
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
"You hear a terrible sound of ripping tendons and flesh.")
switch(disintegrate)
if(1)
owner.visible_message(
"<span class='danger'>\The [owner]'s [display_name] flashes away into ashes!</span>",\
"<span class='moderate'><b>Your [display_name] flashes away into ashes!</b></span>",\
"<span class='danger'>You hear the crackling sound of burning flesh.</span>")
new /obj/effect/decal/cleanable/ash(get_turf(owner))
if(2)
owner.visible_message(
"<span class='danger'>\The [owner]'s [display_name] explodes in a shower of gore!</span>",\
"<span class='moderate'><b>Your [display_name] explodes in a shower of gore!</b></span>",\
"<span class='danger'>You hear the sickening splatter of gore.</span>")
var/obj/effect/decal/cleanable/blood/gibs/gore = new(get_turf(owner))
if(owner.species.flesh_color)
gore.fleshcolor = owner.species.flesh_color
if(owner.species.blood_color)
gore.basecolor = owner.species.blood_color
gore.update_icon()
gore.throw_at(get_edge_target_turf(owner,pick(alldirs)),rand(1,3),30)
if(body_part == HEAD && owner.brain_op_stage != 4.0)
var/mob/living/simple_animal/borer/borer = owner.has_brain_worms()
if(borer)
borer.detatch() //Should remove borer if the brain is removed - RR
if(owner.species && owner.species.flags & IS_SYNTHETIC)
var/obj/item/device/mmi/posibrain/P = new(owner.loc)
P.transfer_identity(owner)
if(istype(P.loc,/turf))
P.throw_at(get_edge_target_turf(owner,pick(alldirs)),rand(1,3),30)
else
var/obj/item/brain/B = new(owner.loc)
B.transfer_identity(owner)
if(istype(B.loc,/turf))
B.throw_at(get_edge_target_turf(owner,pick(alldirs)),rand(1,3),30)
if(organ)
if(!amputation)
owner.visible_message(
"<span class='danger'>\The [owner]'s [display_name] flies off in an arc!</span>",\
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
"<span class='danger'>You hear a terrible sound of ripping tendons and flesh.</span>")
//Throw organs around
var/lol = pick(cardinal)
step(organ,lol)
// OK so maybe your limb just flew off, but if it was attached to a pair of cuffs then hooray! Freedom!
release_restraints()
owner.regenerate_icons()
if(vital)
owner.death()
if(vital)
owner.death()
owner.regenerate_icons()
return organ
/****************************************************
@@ -875,7 +920,7 @@ Note that amputating the affected organ does in fact remove the infection from t
icon_name = "torso"
display_name = "chest"
max_damage = 75
min_broken_damage = 40
min_broken_damage = 50
body_part = UPPER_TORSO
vital = 1
@@ -884,16 +929,15 @@ Note that amputating the affected organ does in fact remove the infection from t
icon_name = "groin"
display_name = "groin"
max_damage = 50
min_broken_damage = 30
min_broken_damage = 60
body_part = LOWER_TORSO
vital = 1
/datum/organ/external/l_arm
name = "l_arm"
display_name = "left arm"
icon_name = "l_arm"
max_damage = 50
min_broken_damage = 20
min_broken_damage = 25
body_part = ARM_LEFT
process()
@@ -905,7 +949,7 @@ Note that amputating the affected organ does in fact remove the infection from t
display_name = "left leg"
icon_name = "l_leg"
max_damage = 50
min_broken_damage = 20
min_broken_damage = 25
body_part = LEG_LEFT
icon_position = LEFT
@@ -914,7 +958,7 @@ Note that amputating the affected organ does in fact remove the infection from t
display_name = "right arm"
icon_name = "r_arm"
max_damage = 50
min_broken_damage = 20
min_broken_damage = 25
body_part = ARM_RIGHT
process()
@@ -926,7 +970,7 @@ Note that amputating the affected organ does in fact remove the infection from t
display_name = "right leg"
icon_name = "r_leg"
max_damage = 50
min_broken_damage = 20
min_broken_damage = 25
body_part = LEG_RIGHT
icon_position = RIGHT
@@ -977,7 +1021,7 @@ Note that amputating the affected organ does in fact remove the infection from t
icon_name = "head"
display_name = "head"
max_damage = 75
min_broken_damage = 40
min_broken_damage = 50
body_part = HEAD
var/disfigured = 0
var/brained = 0
+3 -2
View File
@@ -98,8 +98,9 @@ mob/living/carbon/human/proc/handle_pain()
if(dam > maxdam && (maxdam == 0 || prob(70)) )
damaged_organ = E
maxdam = dam
if(damaged_organ)
pain(damaged_organ.display_name, maxdam, 0)
if(damaged_organ)
pain(damaged_organ.display_name, maxdam, 0)
// Damage to internal organs hurts a lot.
for(var/n in internal_organs_by_name)