mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-28 06:27:26 +01:00
Part one of bugfixes for the new damage system.
This commit is contained in:
@@ -972,6 +972,7 @@
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if(T:vessel.get_reagent_amount("blood") < amount)
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return
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T:vessel.trans_to(src, amount)
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on_reagent_change()
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else
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var/datum/reagent/B = new /datum/reagent/blood
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B.holder = src
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@@ -21,7 +21,7 @@ mob/living/carbon/verb/give()
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if(!I)
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return
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if(src.r_hand == null)
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switch(alert(src,"[usr.name] wants to give you \a [I.name]?",,"Yes","No"))
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switch(alert(src,"[usr] wants to give you \a [I]?",,"Yes","No"))
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if("Yes")
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if(!check_can_reach(usr,src))
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usr << "You need to keep in reaching distance."
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@@ -50,7 +50,7 @@ mob/living/carbon/verb/give()
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if("No")
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src.visible_message("[usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
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else if(src.l_hand == null)
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switch(alert(src,"[src.name] wants to give you \a [I.name]?",,"Yes","No"))
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switch(alert(src,"[usr] wants to give you \a [I]?",,"Yes","No"))
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if("Yes")
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if(!check_can_reach(usr,src))
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usr << "You need to keep in reaching distance."
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@@ -79,4 +79,4 @@ mob/living/carbon/verb/give()
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if("No")
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src.visible_message("[usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
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else
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usr << "[src.name]\s hands are full."
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usr << "[src.name]'s hands are full."
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@@ -436,29 +436,39 @@
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if(wound_flavor_text["chest"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["chest"]
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else if(is_bleeding["chest"])
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msg += "<span class='warning'>[src] has blood from under [t_his] clothing!</span>\n"
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msg += "<span class='warning'>[src] has blood soaking through from under [t_his] clothing!</span>\n"
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if(wound_flavor_text["left arm"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["left arm"]
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else if(is_bleeding["left arm"])
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msg += "<span class='warning'>[src] has blood soaking through from under [t_his] clothing!</span>\n"
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if(wound_flavor_text["left hand"] && !gloves && !skipgloves)
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msg += wound_flavor_text["left hand"]
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else if(is_bleeding["left hand"])
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msg += "<span class='warning'>[src] has blood running from under [t_his] gloves!</span>\n"
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if(wound_flavor_text["right arm"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["right arm"]
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else if(is_bleeding["right arm"])
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msg += "<span class='warning'>[src] has blood soaking through from under [t_his] clothing!</span>\n"
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if(wound_flavor_text["right hand"] && !gloves && !skipgloves)
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msg += wound_flavor_text["right hand"]
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else if(is_bleeding["right hand"])
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msg += "<span class='warning'>[src] has blood running from under [t_his] gloves!</span>\n"
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if(wound_flavor_text["groin"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["groin"]
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else if(is_bleeding["groin"])
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msg += "<span class='warning'>[src] has blood soaking through from under [t_his] clothing!</span>\n"
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if(wound_flavor_text["left leg"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["left leg"]
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else if(is_bleeding["left leg"])
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msg += "<span class='warning'>[src] has blood soaking through from under [t_his] clothing!</span>\n"
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if(wound_flavor_text["left foot"]&& !shoes && !skipshoes)
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msg += wound_flavor_text["left foot"]
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else if(is_bleeding["left foot"])
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msg += "<span class='warning'>[src] has blood running from [t_his] shoes!</span>\n"
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if(wound_flavor_text["right leg"] && !w_uniform && !skipjumpsuit)
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msg += wound_flavor_text["right leg"]
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else if(is_bleeding["right leg"])
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msg += "<span class='warning'>[src] has blood soaking through from under [t_his] clothing!</span>\n"
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if(wound_flavor_text["right foot"]&& !shoes && !skipshoes)
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msg += wound_flavor_text["right foot"]
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else if(is_bleeding["right foot"])
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@@ -54,7 +54,6 @@
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var/list/body_standing = list()
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var/list/body_lying = list()
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var/organs2 = list()
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var/mutantrace = null
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@@ -857,7 +857,7 @@
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leg_tally-- // let it fail even if just foot&leg
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// can't stand
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if(leg_tally == 0)
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if(leg_tally == 0 && !paralysis)
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emote("scream")
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emote("collapse")
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paralysis = 10
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@@ -1470,4 +1470,4 @@ snippets
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plcheck = t_plasma
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oxcheck = t_oxygen
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G.turf_add(T, G.total_moles())
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*/
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*/
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@@ -24,26 +24,37 @@
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real_name = name
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var/datum/organ/external/chest/chest = new /datum/organ/external/chest( src )
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chest.owner = src
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organs2 += chest
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var/datum/organ/external/groin/groin = new /datum/organ/external/groin( src )
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groin.owner = src
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organs2 += groin
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var/datum/organ/external/head/head = new /datum/organ/external/head( src )
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head.owner = src
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organs2 += head
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var/datum/organ/external/l_arm/l_arm = new /datum/organ/external/l_arm( src )
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l_arm.owner = src
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organs2 += l_arm
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var/datum/organ/external/r_arm/r_arm = new /datum/organ/external/r_arm( src )
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r_arm.owner = src
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organs2 += r_arm
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var/datum/organ/external/l_hand/l_hand = new /datum/organ/external/l_hand( src )
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l_hand.owner = src
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organs2 += l_hand
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var/datum/organ/external/r_hand/r_hand = new /datum/organ/external/r_hand( src )
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r_hand.owner = src
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organs2 += r_hand
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var/datum/organ/external/l_leg/l_leg = new /datum/organ/external/l_leg( src )
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l_leg.owner = src
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organs2 += l_leg
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var/datum/organ/external/r_leg/r_leg = new /datum/organ/external/r_leg( src )
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r_leg.owner = src
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organs2 += r_leg
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var/datum/organ/external/l_foot/l_foot = new /datum/organ/external/l_foot( src )
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l_foot.owner = src
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organs2 += l_foot
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var/datum/organ/external/r_foot/r_foot = new /datum/organ/external/r_foot( src )
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r_foot.owner = src
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organs2 += r_foot
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organs["chest"] = chest
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organs["groin"] = groin
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@@ -280,6 +280,7 @@ the mob is also allowed to move without any sort of restriction. For instance, i
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// var/obj/effect/organstructure/organStructure = null //for dem organs
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var/list/organs = list( ) //List of organs.
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var/list/organs2 = list()
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//Singularity wants you!
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var/grav_delay = 0
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@@ -99,7 +99,7 @@
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if(prob(brute) && brute > 20 && !sharp)
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createwound(rand(4,6),0,brute)
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else if(!sharp)
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createwound(max(1,min(6,round(brute/10) + rand(-1,1))),1,brute)
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createwound(max(1,min(6,round(brute/10) + rand(0,2))),1,brute)
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if(burn)
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burn_dam += burn
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createwound(max(1,min(6,round(burn/10) + rand(-1,1))),2,burn)
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@@ -152,15 +152,16 @@
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brute -= W.damage
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W.damage = 0
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W.initial_dmg = 0
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W.stopbleeding()
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W.stopbleeding(1)
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else
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W.damage -= brute
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W.initial_dmg -= brute
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W.stopbleeding()
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else if(brute)
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for(var/datum/organ/wound/W in brute_wounds)
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W.damage = 0
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W.initial_dmg = 0
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W.stopbleeding()
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W.stopbleeding(1)
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brute_dam = 0
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if(burn && burn >= burn_to_heal)
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for(var/datum/organ/wound/W in burn_wounds)
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@@ -173,6 +174,7 @@
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else
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W.damage -= burn
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W.initial_dmg -= burn
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W.stopbleeding()
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else if(burn)
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for(var/datum/organ/wound/W in burn_wounds)
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W.damage = 0
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@@ -226,8 +228,6 @@
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return
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if(brute_dam > min_broken_damage)
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if(broken == 0)
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var/dmgmsg = "[damage_msg] in your [display_name]"
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owner << dmgmsg
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//owner.unlock_medal("Broke Yarrr Bones!", 0, "Break a bone.", "easy")
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owner.visible_message("\red You hear a loud cracking sound coming from [owner.name].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
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owner.emote("scream")
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@@ -275,6 +275,8 @@
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proc/droplimb()
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if(destroyed)
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//owner.unlock_medal("Lost something?", 0, "Lose a limb.", "easy")
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owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.","\red <b>Your [display_name] goes flying off!</b>","You hear a terrible sound of ripping tendons and flesh.")
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switch(body_part)
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if(UPPER_TORSO)
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owner.gib()
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@@ -288,6 +290,7 @@
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H.transfer_identity(owner)
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H.pixel_x = -10
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H.pixel_y = 6
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H.name = "[owner.name]'s head"
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var/lol = pick(cardinal)
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step(H,lol)
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@@ -332,29 +335,21 @@
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destroyed = 1
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if(HAND_RIGHT)
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var/obj/item/weapon/organ/r_hand/X = new(owner.loc, owner)
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for(var/mob/M in viewers(owner))
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M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
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var/lol2 = pick(cardinal)
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step(X,lol2)
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destroyed = 1
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if(HAND_LEFT)
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var/obj/item/weapon/organ/l_hand/X = new(owner.loc, owner)
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for(var/mob/M in viewers(owner))
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M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
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var/lol2 = pick(cardinal)
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step(X,lol2)
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destroyed = 1
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if(FOOT_RIGHT)
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var/obj/item/weapon/organ/r_foot/X = new(owner.loc, owner)
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for(var/mob/M in viewers(owner))
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M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
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var/lol2 = pick(cardinal)
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step(X,lol2)
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destroyed = 1
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if(FOOT_LEFT)
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var/obj/item/weapon/organ/l_foot/X = new(owner.loc, owner)
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for(var/mob/M in viewers(owner))
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M.show_message("\red [owner.name]'s [X.name] flies off in an arc.")
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var/lol2 = pick(cardinal)
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step(X,lol2)
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destroyed = 1
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@@ -377,7 +372,10 @@
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W.wound_size = size
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W.owner = owner
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W.parent = src
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spawn W.start_close() //Let small cuts close themselves.
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if(type == 1)
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spawn W.become_scar()
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else
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spawn W.start_close() //Let small cuts close themselves.
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wounds += W
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/datum/organ/wound
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@@ -389,6 +387,8 @@
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var/datum/organ/external/parent
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var/bleeding = 0 //You got wounded, of course it's bleeding. -- Scratch that. Rewrote it.
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var/healing_state = 0
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var/is_healing = 0
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var/slowheal = 3
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proc/start_close()
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sleep(rand(1800,3000)) //3-5 minutes
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@@ -400,7 +400,7 @@
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stopbleeding()
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return
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sleep(rand(1800,3000))
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if(wound_size == 1) //Small cuts heal in 3-10 minutes.
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if(wound_size == 1) //Small cuts heal in 6-10 minutes.
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parent.wounds.Remove(src)
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update_health(1)
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del(src)
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@@ -408,30 +408,34 @@
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stopbleeding()
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return
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if(wound_size < 5 && bleeding) //Give it a chance to stop bleeding on it's own.
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spawn(1)
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spawn while(1)
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sleep(1200)
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if(prob(50))
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stopbleeding()
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return
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return
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proc/stopbleeding()
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if(healing_state)
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proc/stopbleeding(var/bleed = 0)
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if(is_healing)
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return 0
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// owner:bloodloss -= 10 * src.wound_size
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parent.bleeding = 0
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parent.bleeding = min(bleed,bleeding)
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for(var/datum/organ/wound/W in parent)
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if(W.bleeding && W != src)
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parent.bleeding = 1
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bleeding = 0
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break
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bleeding = min(bleed,bleeding)
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is_healing = 1
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slowheal = 1
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spawn become_scar() //spawn off the process of becoming a scar.
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return 1
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proc/become_scar()
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healing_state = 1 //Patched
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update_health(0.5) //Heals some.
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spawn(200) //20 seconds
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update_health(5) //Heals some.
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sleep(rand(1800,3000)) //3-5 minutes
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sleep(rand(1800,3000)*slowheal) //3-5 minutes
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if(parent.owner.stat == 2)
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return
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@@ -441,23 +445,26 @@
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del(src)
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healing_state = 2 //Noticibly healing.
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update_health(1) //Heals the rest of the way.
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update_health(2) //Heals more.
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sleep(rand(1800,3000)) //3-5 minutes
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sleep(rand(1800,3000)*slowheal) //3-5 minutes
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if(parent.owner.stat == 2)
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return
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if(prob(60) && wound_size < 3) //Cuts heal up
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parent.wounds.Remove(src)
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del(src)
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healing_state = 3 //Angry red scar
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sleep(rand(6000,9000)) //10-15 minutes
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update_health(1) //Heals the rest of the way.
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sleep(rand(6000,9000)*slowheal) //10-15 minutes
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if(parent.owner.stat == 2)
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return
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if(prob(80) && wound_size < 4) //Minor wounds heal up fully.
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parent.wounds.Remove(src)
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del(src)
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healing_state = 4 //Scar
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sleep(rand(6000,9000)) //10-15 minutes
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sleep(rand(6000,9000)*slowheal) //10-15 minutes
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if(parent.owner.stat == 2)
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return
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if(prob(30) || wound_size < 4 || wound_type == 1) //Small chance for the scar to disappear, any small remaining wounds deleted.
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@@ -467,11 +474,11 @@
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return
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proc/update_health(var/percent = 1)
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damage -= damage/percent //Remove that amount of the damage
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damage = max(damage - damage/percent,0) //Remove that amount of the damage
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if(wound_type > 1)
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parent.burn_dam -= initial_dmg - damage
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parent.burn_dam = max(parent.burn_dam - (initial_dmg - damage),0)
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else
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parent.brute_dam -= initial_dmg - damage
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parent.brute_dam = max(parent.brute_dam - (initial_dmg - damage),0)
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initial_dmg = damage //reset it for further updates.
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parent.owner.updatehealth()
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Reference in New Issue
Block a user