Merge pull request #7198 from Crazylemon64/organ_varname_refactor

Refactors "organs" to be "bodyparts" to end confusion once and for all
This commit is contained in:
Fox McCloud
2017-04-30 17:00:44 -04:00
committed by GitHub
61 changed files with 167 additions and 179 deletions
+1 -1
View File
@@ -219,7 +219,7 @@
"<span class='notice'>You check yourself for injuries.</span>" \
)
for(var/obj/item/organ/external/org in H.organs)
for(var/obj/item/organ/external/org in H.bodyparts)
var/status = ""
var/brutedamage = org.brute_dam
var/burndamage = org.burn_dam
@@ -15,7 +15,7 @@
return 1
/mob/living/carbon/human/proc/change_gender(var/new_gender, var/update_dna = 1)
var/obj/item/organ/external/head/H = organs_by_name["head"]
var/obj/item/organ/external/head/H = bodyparts_by_name["head"]
if(gender == new_gender || (gender == PLURAL && species.has_gender))
return
@@ -22,7 +22,7 @@
spawn()
thing.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),5)
for(var/obj/item/organ/external/E in src.organs)
for(var/obj/item/organ/external/E in bodyparts)
if(istype(E, /obj/item/organ/external/chest))
continue
// Only make the limb drop if it's not too damaged
@@ -177,7 +177,7 @@
return
/mob/living/carbon/human/proc/ChangeToHusk()
var/obj/item/organ/external/head/H = organs_by_name["head"]
var/obj/item/organ/external/head/H = bodyparts_by_name["head"]
if(HUSK in mutations) return
if(istype(H))
@@ -45,7 +45,7 @@
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm'
found_slime_bodypart = 1
else
for(var/obj/item/organ/external/L in organs) // if your limbs are squishy you can squish too!
for(var/obj/item/organ/external/L in bodyparts) // if your limbs are squishy you can squish too!
if(L.dna.species in list("Slime People"))
on_CD = handle_emote_CD()
found_slime_bodypart = 1
@@ -295,7 +295,7 @@
var/organ_descriptor = organ_data["descriptor"]
is_destroyed["[organ_data["descriptor"]]"] = 1
var/obj/item/organ/external/E = organs_by_name[organ_tag]
var/obj/item/organ/external/E = bodyparts_by_name[organ_tag]
if(!E)
wound_flavor_text["[organ_tag]"] = "<span class='warning'><b>[t_He] [t_is] missing [t_his] [organ_descriptor].</b></span>\n"
else if(E.is_stump())
@@ -303,7 +303,7 @@
else
continue
for(var/obj/item/organ/external/temp in organs)
for(var/obj/item/organ/external/temp in bodyparts)
if(temp && !temp.is_stump())
if(temp.status & ORGAN_ROBOT)
if(!(temp.brute_dam + temp.burn_dam))
+17 -19
View File
@@ -65,9 +65,7 @@
add_to_all_human_data_huds()
/mob/living/carbon/human/Destroy()
for(var/atom/movable/organelle in organs)
qdel(organelle)
organs = list()
QDEL_LIST(bodyparts)
return ..()
/mob/living/carbon/human/dummy
@@ -310,7 +308,7 @@
var/limbs_affected = pick(2,3,4)
var/obj/item/organ/external/processing_dismember
var/list/valid_limbs = organs.Copy()
var/list/valid_limbs = bodyparts.Copy()
while(limbs_affected != 0 && valid_limbs.len > 0)
processing_dismember = pick(valid_limbs)
@@ -328,7 +326,7 @@
var/limbs_affected = 0
var/obj/item/organ/external/processing_dismember
var/list/valid_limbs = organs.Copy()
var/list/valid_limbs = bodyparts.Copy()
if(prob(getarmor(null, "bomb")))
b_loss = b_loss/1.5
@@ -361,7 +359,7 @@
var/limbs_affected = pick(0, 1)
var/obj/item/organ/external/processing_dismember
var/list/valid_limbs = organs.Copy()
var/list/valid_limbs = bodyparts.Copy()
while(limbs_affected != 0 && valid_limbs.len > 0)
processing_dismember = pick(valid_limbs)
@@ -1263,20 +1261,20 @@
if(istype(organ, /obj/item/organ/external/stump)) //Get rid of all stumps.
qdel(organ)
H.contents -= organ //Making sure the list entry is removed.
for(var/obj/item/organ/organ in H.organs)
for(var/obj/item/organ/organ in H.bodyparts)
if(istype(organ, /obj/item/organ/external/stump))
qdel(organ)
H.organs -= organ //Making sure the list entry is removed.
for(var/organ_name in H.organs_by_name)
var/obj/item/organ/organ = H.organs_by_name[organ_name]
H.bodyparts -= organ //Making sure the list entry is removed.
for(var/organ_name in H.bodyparts_by_name)
var/obj/item/organ/organ = H.bodyparts_by_name[organ_name]
if(istype(organ, /obj/item/organ/external/stump) || !organ) //The !organ check is to account for mechanical limb (prostheses) losses, since those are handled in a way that leaves indexed but null list entries instead of stumps.
qdel(organ)
H.organs_by_name -= organ_name //Making sure the list entry is removed.
H.bodyparts_by_name -= organ_name //Making sure the list entry is removed.
//Replacing lost limbs with the species default.
var/mob/living/carbon/human/temp_holder
for(var/limb_type in H.species.has_limbs)
if(!(limb_type in H.organs_by_name))
if(!(limb_type in H.bodyparts_by_name))
var/list/organ_data = H.species.has_limbs[limb_type]
var/limb_path = organ_data["path"]
var/obj/item/organ/external/O = new limb_path(temp_holder)
@@ -1286,7 +1284,7 @@
else
O = new limb_path(H) //Create the limb on the player.
O.owner = H
H.organs |= H.organs_by_name[O.limb_name]
H.bodyparts |= H.bodyparts_by_name[O.limb_name]
//Replacing lost organs with the species default.
temp_holder = new /mob/living/carbon/human()
@@ -1411,7 +1409,7 @@
/mob/living/carbon/human/get_visible_implants(var/class = 0)
var/list/visible_implants = list()
for(var/obj/item/organ/external/organ in src.organs)
for(var/obj/item/organ/external/organ in bodyparts)
for(var/obj/item/weapon/O in organ.implants)
if(!istype(O,/obj/item/weapon/implant) && (O.w_class > class) && !istype(O,/obj/item/weapon/shard/shrapnel))
visible_implants += O
@@ -1427,7 +1425,7 @@
/mob/living/carbon/human/proc/handle_embedded_objects()
for(var/obj/item/organ/external/organ in src.organs)
for(var/obj/item/organ/external/organ in bodyparts)
if(organ.status & ORGAN_SPLINTED) //Splints prevent movement.
continue
for(var/obj/item/weapon/O in organ.implants)
@@ -2052,7 +2050,7 @@
return .
/mob/living/carbon/human/proc/change_icobase(var/new_icobase, var/new_deform, var/owner_sensitive)
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
O.change_organ_icobase(new_icobase, new_deform, owner_sensitive) //Change the icobase/deform of all our organs. If owner_sensitive is set, that means the proc won't mess with frankenstein limbs.
/mob/living/carbon/human/serialize()
@@ -2074,8 +2072,8 @@
data["uwear"] = underwear
// Limbs
for(var/limb in organs_by_name)
var/obj/item/organ/O = organs_by_name[limb]
for(var/limb in bodyparts_by_name)
var/obj/item/organ/O = bodyparts_by_name[limb]
if(!O)
limbs_list[limb] = "missing"
continue
@@ -2116,7 +2114,7 @@
for(var/obj/item/organ/internal/iorgan in internal_organs)
qdel(iorgan)
for(var/obj/item/organ/external/organ in organs)
for(var/obj/item/organ/external/organ in bodyparts)
qdel(organ)
for(var/limb in limbs_list)
@@ -9,9 +9,9 @@
var/mob/living/carbon/human/H = M
if(istype(H))
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
var/obj/item/organ/external/temp = H.bodyparts_by_name["r_hand"]
if(H.hand)
temp = H.organs_by_name["l_hand"]
temp = H.bodyparts_by_name["l_hand"]
if(!temp || !temp.is_usable())
to_chat(H, "<span class='warning'>You can't use your hand.</span>")
return
@@ -8,7 +8,7 @@
var/total_burn = 0
var/total_brute = 0
for(var/obj/item/organ/external/O in organs) //hardcoded to streamline things a bit
for(var/obj/item/organ/external/O in bodyparts) //hardcoded to streamline things a bit
total_brute += O.brute_dam //calculates health based on organ brute and burn
total_burn += O.burn_dam
@@ -77,13 +77,13 @@
//These procs fetch a cumulative total damage from all organs
/mob/living/carbon/human/getBruteLoss()
var/amount = 0
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
amount += O.brute_dam
return amount
/mob/living/carbon/human/getFireLoss()
var/amount = 0
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
amount += O.burn_dam
return amount
@@ -108,7 +108,7 @@
if(species)
amount = amount * species.brute_mod
if(organ_name in organs_by_name)
if(organ_name in bodyparts_by_name)
var/obj/item/organ/external/O = get_organ(organ_name)
if(amount > 0)
@@ -122,7 +122,7 @@
if(species)
amount = amount * species.burn_mod
if(organ_name in organs_by_name)
if(organ_name in bodyparts_by_name)
var/obj/item/organ/external/O = get_organ(organ_name)
if(amount > 0)
@@ -148,7 +148,7 @@
if(amount > 0) //cloneloss is being added
if(prob(mut_prob))
var/list/obj/item/organ/external/candidates = list() //TYPECASTED LISTS ARE NOT A FUCKING THING WHAT THE FUCK
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
if(O.status & ORGAN_ROBOT)
continue
if(!(O.status & ORGAN_MUTATED))
@@ -163,7 +163,7 @@
else //cloneloss is being subtracted
if(prob(heal_prob))
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
if(O.status & ORGAN_MUTATED)
O.unmutate()
to_chat(src, "<span class='notice'>Your [O.name] is shaped normally again.</span>")
@@ -171,7 +171,7 @@
if(getCloneLoss() < 1) //no cloneloss, fixes organs
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
if(O.status & ORGAN_MUTATED)
O.unmutate()
to_chat(src, "<span class='notice'>Your [O.name] is shaped normally again.</span>")
@@ -203,7 +203,7 @@
//Returns a list of damaged organs
/mob/living/carbon/human/proc/get_damaged_organs(brute, burn, flags = AFFECT_ALL_ORGANS)
var/list/obj/item/organ/external/parts = list()
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
if((brute && O.brute_dam) || (burn && O.burn_dam))
if(!(flags & AFFECT_ROBOTIC_ORGAN) && O.status & ORGAN_ROBOT)
continue
@@ -215,7 +215,7 @@
//Returns a list of damageable organs
/mob/living/carbon/human/proc/get_damageable_organs()
var/list/obj/item/organ/external/parts = list()
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
if(O.brute_dam + O.burn_dam < O.max_damage)
parts += O
return parts
@@ -313,7 +313,7 @@ This function restores the subjects blood to max.
This function restores all organs.
*/
/mob/living/carbon/human/restore_all_organs()
for(var/obj/item/organ/external/current_organ in organs)
for(var/obj/item/organ/external/current_organ in bodyparts)
current_organ.rejuvenate()
/mob/living/carbon/human/proc/HealDamage(zone, brute, burn)
@@ -331,7 +331,7 @@ This function restores all organs.
if(zone in list("eyes", "mouth"))
zone = "head"
return organs_by_name[zone]
return bodyparts_by_name[zone]
/mob/living/carbon/human/apply_damage(damage = 0, damagetype = BRUTE, def_zone = null, blocked = 0, sharp = 0, edge = 0, obj/used_weapon = null)
//Handle other types of damage
@@ -83,7 +83,7 @@ emp_act
//If a specific bodypart is targetted, check how that bodypart is protected and return the value.
//If you don't specify a bodypart, it checks ALL your bodyparts for protection, and averages out the values
for(var/obj/item/organ/external/organ in organs)
for(var/obj/item/organ/external/organ in bodyparts)
armorval += getarmor_organ(organ, type)
organnum++
@@ -100,8 +100,8 @@ emp_act
if(bp && istype(bp ,/obj/item/clothing))
var/obj/item/clothing/C = bp
if(C.body_parts_covered & def_zone.body_part)
protection += C.armor[type]
protection += C.armor[type]
return protection
//this proc returns the Siemens coefficient of electrical resistivity for a particular external organ.
@@ -4,8 +4,8 @@
eyes.update_colour()
update_body()
/mob/living/carbon/human/var/list/organs = list()
/mob/living/carbon/human/var/list/organs_by_name = list() // map organ names to organs
/mob/living/carbon/human/var/list/bodyparts = list()
/mob/living/carbon/human/var/list/bodyparts_by_name = list() // map organ names to organs
// Takes care of organ related updates, such as broken and missing limbs
/mob/living/carbon/human/proc/handle_organs()
@@ -18,7 +18,7 @@
last_dam = damage_this_tick
if(force_process)
bad_external_organs.Cut()
for(var/obj/item/organ/external/Ex in organs)
for(var/obj/item/organ/external/Ex in bodyparts)
bad_external_organs |= Ex
//processing internal organs is pretty cheap, do that first.
@@ -69,7 +69,7 @@
return
for(var/limb_tag in list("l_leg","r_leg","l_foot","r_foot"))
var/obj/item/organ/external/E = organs_by_name[limb_tag]
var/obj/item/organ/external/E = bodyparts_by_name[limb_tag]
if(!E || (E.status & (ORGAN_DESTROYED|ORGAN_DEAD)) || E.is_malfunctioning())
stance_damage += 2 // let it fail even if just foot&leg. Also malfunctioning happens sporadically so it should impact more when it procs
else if(E.is_broken() || !E.is_usable())
@@ -100,7 +100,7 @@
if(!l_hand && !r_hand)
return
for(var/obj/item/organ/external/E in organs)
for(var/obj/item/organ/external/E in bodyparts)
if(!E || !E.can_grasp || (E.status & ORGAN_SPLINTED))
continue
@@ -175,7 +175,7 @@
/mob/living/carbon/human/proc/handle_trace_chems()
//New are added for reagents to random organs.
for(var/datum/reagent/A in reagents.reagent_list)
var/obj/item/organ/internal/O = pick(organs)
var/obj/item/organ/internal/O = pick(bodyparts)
O.trace_chemicals[A.name] = 100
/*
@@ -186,7 +186,7 @@ old_ue: Set this to a UE string, and this proc will overwrite the dna of organs
*/
/mob/living/carbon/human/proc/sync_organ_dna(var/assimilate = 1, var/old_ue = null)
var/ue_to_compare = (old_ue) ? old_ue : dna.unique_enzymes
var/list/all_bits = internal_organs|organs
var/list/all_bits = internal_organs|bodyparts
for(var/obj/item/organ/O in all_bits)
if(assimilate || O.dna.unique_enzymes == ue_to_compare)
O.set_dna(dna)
@@ -204,9 +204,8 @@ I use this to standardize shadowling dethrall code
/mob/living/carbon/human/has_organic_damage()
var/odmg = 0
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
if(O.status & ORGAN_ROBOT)
odmg += O.brute_dam
odmg += O.burn_dam
return (health < (100 - odmg))
@@ -268,20 +268,20 @@
zone_sel.selecting = "chest"
//arms
if(prob((SNPC_FUZZY_CHANCE_LOW+SNPC_FUZZY_CHANCE_HIGH)/4))
var/obj/item/organ/external/R = organs_by_name["r_arm"]
var/obj/item/organ/external/R = bodyparts_by_name["r_arm"]
if(R)
R.robotize()
else
var/obj/item/organ/external/L = organs_by_name["l_arm"]
var/obj/item/organ/external/L = bodyparts_by_name["l_arm"]
if(L)
L.robotize()
//legs
if(prob((SNPC_FUZZY_CHANCE_LOW+SNPC_FUZZY_CHANCE_HIGH)/4))
var/obj/item/organ/external/R = organs_by_name["r_leg"]
var/obj/item/organ/external/R = bodyparts_by_name["r_leg"]
if(R)
R.robotize()
else
var/obj/item/organ/external/L = organs_by_name["l_leg"]
var/obj/item/organ/external/L = bodyparts_by_name["l_leg"]
if(L)
L.robotize()
UpdateDamageIcon()
@@ -23,7 +23,7 @@
/mob/living/carbon/human/proc/has_organ(name)
var/obj/item/organ/external/O = organs_by_name[name]
var/obj/item/organ/external/O = bodyparts_by_name[name]
return (O && !(O.status & ORGAN_DESTROYED) && !O.is_stump())
+2 -2
View File
@@ -255,8 +255,8 @@
emote("gasp")
updatehealth()
if(damage && organs.len)
var/obj/item/organ/external/O = pick(organs)
if(damage && bodyparts.len)
var/obj/item/organ/external/O = pick(bodyparts)
if(istype(O)) O.add_autopsy_data("Radiation Poisoning", damage)
/mob/living/carbon/human/breathe()
@@ -48,7 +48,7 @@
if(R.id == "milk")
H.heal_overall_damage(4,4)
if(prob(5)) // 5% chance per proc to find a random limb, and mend it
var/list/our_organs = H.organs.Copy()
var/list/our_organs = H.bodyparts.Copy()
shuffle(our_organs)
for(var/obj/item/organ/external/L in our_organs)
if(istype(L))
@@ -61,4 +61,4 @@
H.say(pick("Thanks Mr Skeltal", "Thank for strong bones", "Doot doot!"))
return 1
return ..()
return ..()
@@ -184,20 +184,12 @@
/datum/species/proc/create_organs(var/mob/living/carbon/human/H) //Handles creation of mob organs.
for(var/obj/item/organ/internal/iorgan in H.internal_organs)
if(iorgan in H.internal_organs)
qdel(iorgan)
QDEL_LIST(H.internal_organs)
QDEL_LIST(H.bodyparts)
for(var/obj/item/organ/organ in H.contents)
if(organ in H.organs)
qdel(organ)
if(H.organs) H.organs.Cut()
if(H.organs_by_name) H.organs_by_name.Cut()
H.organs = list()
H.internal_organs = list()
H.organs_by_name = list()
LAZYREINITLIST(H.bodyparts)
LAZYREINITLIST(H.bodyparts_by_name)
LAZYREINITLIST(H.internal_organs)
for(var/limb_type in has_limbs)
var/list/organ_data = has_limbs[limb_type]
@@ -210,10 +202,10 @@
// organ new code calls `insert` on its own
new organ(H)
for(var/name in H.organs_by_name)
H.organs |= H.organs_by_name[name]
for(var/name in H.bodyparts_by_name)
H.bodyparts |= H.bodyparts_by_name[name]
for(var/obj/item/organ/external/O in H.organs)
for(var/obj/item/organ/external/O in H.bodyparts)
O.owner = H
/datum/species/proc/handle_breath(var/datum/gas_mixture/breath, var/mob/living/carbon/human/H)
@@ -551,7 +543,7 @@
var/list/cached_overlays = H.healthdoll.cached_healthdoll_overlays
// Use the dead health doll as the base, since we have proper "healthy" overlays now
H.healthdoll.icon_state = "healthdoll_DEAD"
for(var/obj/item/organ/external/O in H.organs)
for(var/obj/item/organ/external/O in H.bodyparts)
var/damage = O.burn_dam + O.brute_dam
var/comparison = (O.max_damage/5)
var/icon_num = 0
@@ -580,8 +580,8 @@
H.g_skin = new_color_list[2]
H.b_skin = new_color_list[3]
if(world.time % SLIMEPERSON_ICON_UPDATE_PERIOD > SLIMEPERSON_ICON_UPDATE_PERIOD - 20) // The 20 is because this gets called every 2 seconds, from the mob controller
for(var/organname in H.organs_by_name)
var/obj/item/organ/external/E = H.organs_by_name[organname]
for(var/organname in H.bodyparts_by_name)
var/obj/item/organ/external/E = H.bodyparts_by_name[organname]
if(istype(E) && E.dna.species == "Slime People")
E.sync_colour_to_human(H)
H.update_hair(0)
@@ -634,13 +634,13 @@
return
var/list/missing_limbs = list()
for(var/l in organs_by_name)
var/obj/item/organ/external/E = organs_by_name[l]
for(var/l in bodyparts_by_name)
var/obj/item/organ/external/E = bodyparts_by_name[l]
if(!istype(E) || istype(E, /obj/item/organ/external/stump))
var/list/limblist = species.has_limbs[l]
var/obj/item/organ/external/limb = limblist["path"]
var/parent_organ = initial(limb.parent_organ)
var/obj/item/organ/external/parentLimb = organs_by_name[parent_organ]
var/obj/item/organ/external/parentLimb = bodyparts_by_name[parent_organ]
if(!istype(parentLimb) || parentLimb.is_stump())
continue
missing_limbs[initial(limb.name)] = l
@@ -662,7 +662,7 @@
to_chat(src, "<span class='warning'>You're too hungry to regenerate a limb!</span>")
return
var/obj/item/organ/external/O = organs_by_name[chosen_limb]
var/obj/item/organ/external/O = bodyparts_by_name[chosen_limb]
var/stored_brute = 0
var/stored_burn = 0
@@ -680,7 +680,7 @@
var/limb_list = species.has_limbs[chosen_limb]
var/obj/item/organ/external/limb_path = limb_list["path"]
// Parent check
var/obj/item/organ/external/potential_parent = organs_by_name[initial(limb_path.parent_organ)]
var/obj/item/organ/external/potential_parent = bodyparts_by_name[initial(limb_path.parent_organ)]
if(!istype(potential_parent) || potential_parent.is_stump())
to_chat(src, "<span class='danger'>You've lost the organ that you've been growing your new part on!</span>")
return // No rayman for you
@@ -171,7 +171,7 @@ var/global/list/damage_icon_parts = list()
// first check whether something actually changed about damage appearance
var/damage_appearance = ""
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
if(O.is_stump())
continue
if(O.status & ORGAN_DESTROYED) damage_appearance += "d"
@@ -189,7 +189,7 @@ var/global/list/damage_icon_parts = list()
var/image/standing_image = new /image("icon" = standing)
// blend the individual damage states with our icons
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
if(O.is_stump())
continue
if(!(O.status & ORGAN_DESTROYED))
@@ -240,7 +240,7 @@ var/global/list/damage_icon_parts = list()
icon_key += "#000000"
for(var/organ_tag in species.has_limbs)
var/obj/item/organ/external/part = organs_by_name[organ_tag]
var/obj/item/organ/external/part = bodyparts_by_name[organ_tag]
if(isnull(part) || part.is_stump() || (part.status & ORGAN_DESTROYED))
icon_key += "0"
else if(part.status & ORGAN_ROBOT)
@@ -269,7 +269,7 @@ var/global/list/damage_icon_parts = list()
var/obj/item/organ/external/chest = get_organ("chest")
base_icon = chest.get_icon(skeleton)
for(var/obj/item/organ/external/part in organs)
for(var/obj/item/organ/external/part in bodyparts)
var/icon/temp = part.get_icon(skeleton)
//That part makes left and right legs drawn topmost and lowermost when human looks WEST or EAST
//And no change in rendering for other parts (they icon_position is 0, so goes to 'else' part)
@@ -1333,7 +1333,7 @@ var/global/list/damage_icon_parts = list()
if(update_icons) update_icons()
/mob/living/carbon/human/proc/force_update_limbs()
for(var/obj/item/organ/external/O in organs)
for(var/obj/item/organ/external/O in bodyparts)
O.sync_colour_to_human(src)
update_body(0)
+1 -1
View File
@@ -20,7 +20,7 @@
// broken or ripped off organs will add quite a bit of pain
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/M = src
for(var/obj/item/organ/external/organ in M.organs)
for(var/obj/item/organ/external/organ in M.bodyparts)
if(!organ)
continue
else if(organ.status & ORGAN_BROKEN || organ.open)
@@ -230,7 +230,7 @@
to_chat(user, "<span class='notice'>External prosthetics:</span>")
var/organ_found
if(H.internal_organs.len)
for(var/obj/item/organ/external/E in H.organs)
for(var/obj/item/organ/external/E in H.bodyparts)
if(!(E.status & ORGAN_ROBOT))
continue
organ_found = 1
+3 -3
View File
@@ -870,8 +870,8 @@ var/list/slot_equipment_priority = list( \
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.health <= config.health_threshold_softcrit)
for(var/name in H.organs_by_name)
var/obj/item/organ/external/e = H.organs_by_name[name]
for(var/name in H.bodyparts_by_name)
var/obj/item/organ/external/e = H.bodyparts_by_name[name]
if(e && H.lying)
if(((e.status & ORGAN_BROKEN && !(e.status & ORGAN_SPLINTED)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
return 1
@@ -1117,7 +1117,7 @@ var/list/slot_equipment_priority = list( \
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/affected
for(var/obj/item/organ/external/organ in H.organs) //Grab the organ holding the implant.
for(var/obj/item/organ/external/organ in H.bodyparts) //Grab the organ holding the implant.
for(var/obj/item/weapon/O in organ.implants)
if(O == selection)
affected = organ
+1 -1
View File
@@ -352,7 +352,7 @@
(affected.glasses && affected.glasses.flags_cover & GLASSESCOVERSEYES))
to_chat(assailant, "<span class='danger'>You're going to need to remove the eye covering first.</span>")
return
if(!affected.internal_organs_by_name["eyes"])
if(!affected.internal_bodyparts_by_name["eyes"])
to_chat(assailant, "<span class='danger'>You cannot locate any eyes on [affecting]!</span>")
return
assailant.visible_message("<span class='danger'>[assailant] presses \his fingers into [affecting]'s eyes!</span>")
+1 -1
View File
@@ -17,7 +17,7 @@
/mob/living/carbon/human/isSynthetic()
// If they are 100% robotic, they count as synthetic.
for(var/obj/item/organ/external/E in organs)
for(var/obj/item/organ/external/E in bodyparts)
if(!(E.status & ORGAN_ROBOT))
return 0
return 1
+6 -6
View File
@@ -55,7 +55,7 @@
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
for(var/t in bodyparts)
qdel(t)
for(var/i in internal_organs)
qdel(i)
@@ -115,7 +115,7 @@
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
for(var/t in bodyparts)
qdel(t)
var/alien_caste = pick("Hunter","Sentinel","Drone")
@@ -147,7 +147,7 @@
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
for(var/t in bodyparts)
qdel(t)
var/mob/living/carbon/slime/new_slime
@@ -183,7 +183,7 @@
canmove = 0
icon = null
invisibility = 101
for(var/t in organs) //this really should not be necessary
for(var/t in bodyparts) //this really should not be necessary
qdel(t)
var/mob/living/simple_animal/pet/corgi/new_corgi = new /mob/living/simple_animal/pet/corgi (loc)
@@ -212,7 +212,7 @@
icon = null
invisibility = 101
for(var/t in organs)
for(var/t in bodyparts)
qdel(t)
var/mob/new_mob = new mobpath(src.loc)
@@ -252,7 +252,7 @@
canmove = 0
icon = null
invisibility = 101
for(var/t in organs) //this really should not be necessary
for(var/t in bodyparts) //this really should not be necessary
qdel(t)
var/obj/item/device/paicard/card = new(loc)