mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Partially fixed the double definition of BROKEN, renamed organ definitions
This commit is contained in:
@@ -49,13 +49,13 @@
|
||||
if (M.hand)
|
||||
if(ishuman(M) || ismonkey(M))
|
||||
var/datum/organ/external/temp = M:organs["l_hand"]
|
||||
if(temp.status & DESTROYED)
|
||||
if(temp.status & ORGAN_DESTROYED)
|
||||
M << "\red Yo- wait a minute."
|
||||
return
|
||||
else
|
||||
if(ishuman(M) || ismonkey(M))
|
||||
var/datum/organ/external/temp = M:organs["r_hand"]
|
||||
if(temp.status & DESTROYED)
|
||||
if(temp.status & ORGAN_DESTROYED)
|
||||
M << "\red Yo- wait a minute."
|
||||
return
|
||||
|
||||
@@ -100,13 +100,13 @@
|
||||
if (M.hand)
|
||||
if(ishuman(M) || ismonkey(M))
|
||||
var/datum/organ/external/temp = M:organs["l_hand"]
|
||||
if(temp.status & DESTROYED)
|
||||
if(temp.status & ORGAN_DESTROYED)
|
||||
M << "\red Yo- wait a minute."
|
||||
return
|
||||
else
|
||||
if(ishuman(M) || ismonkey(M))
|
||||
var/datum/organ/external/temp = M:organs["r_hand"]
|
||||
if(temp.status & DESTROYED)
|
||||
if(temp.status & ORGAN_DESTROYED)
|
||||
M << "\red Yo- wait a minute."
|
||||
return
|
||||
|
||||
@@ -224,7 +224,7 @@
|
||||
status = "blugeoned"
|
||||
if(brutedamage > 40)
|
||||
status = "mangled"
|
||||
if(org.status & BLEEDING && brutedamage)
|
||||
if(org.status & ORGAN_BLEEDING && brutedamage)
|
||||
status += ",[burndamage ? "" : " and"] bleeding[burndamage ? "," : ""]"
|
||||
if(brutedamage > 0 && burndamage > 0)
|
||||
status += " and "
|
||||
@@ -235,7 +235,7 @@
|
||||
status += "blistered"
|
||||
else if(burndamage > 0)
|
||||
status += "numb"
|
||||
if(org.status & DESTROYED)
|
||||
if(org.status & ORGAN_DESTROYED)
|
||||
status = "MISSING!"
|
||||
|
||||
if(status == "")
|
||||
|
||||
@@ -131,7 +131,7 @@
|
||||
//splints
|
||||
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
|
||||
var/datum/organ/external/o = organs["[organ]"]
|
||||
if(o.status & SPLINTED)
|
||||
if(o.status & ORGAN_SPLINTED)
|
||||
msg += "<span class='warning'>[t_He] [t_has] a splint on his [o.getDisplayName()]!</span>\n"
|
||||
|
||||
//belt
|
||||
@@ -271,11 +271,11 @@
|
||||
for(var/named in organs)
|
||||
var/datum/organ/external/temp = organs[named]
|
||||
if(temp)
|
||||
if(temp.status & DESTROYED)
|
||||
if(temp.status & ORGAN_DESTROYED)
|
||||
is_destroyed["[temp.display_name]"] = 1
|
||||
wound_flavor_text["[temp.display_name]"] = "<span class='warning'><b>[t_He] is missing [t_his] [temp.display_name].</b></span>\n"
|
||||
continue
|
||||
if(temp.status & ROBOT)
|
||||
if(temp.status & ORGAN_ROBOT)
|
||||
if(!(temp.brute_dam + temp.burn_dam))
|
||||
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>[t_He] has a robot [temp.display_name]!</span>\n"
|
||||
continue
|
||||
@@ -336,7 +336,7 @@
|
||||
flavor_text_string += flavor_text[text]
|
||||
flavor_text_string += " on [t_his] [named].</span><br>"
|
||||
wound_flavor_text["[named]"] = flavor_text_string
|
||||
if(temp.status & BLEEDING)
|
||||
if(temp.status & ORGAN_BLEEDING)
|
||||
is_bleeding["[named]"] = 1
|
||||
else
|
||||
wound_flavor_text["[temp.display_name]"] = ""
|
||||
|
||||
@@ -284,8 +284,8 @@
|
||||
|
||||
for(var/organ in list("l_leg","l_foot","r_leg","r_foot"))
|
||||
var/datum/organ/external/o = organs["[organ]"]
|
||||
if((o.status & BROKEN) || (o.status & DESTROYED))
|
||||
if(o.status & SPLINTED)
|
||||
if((o.status & ORGAN_BROKEN) || (o.status & ORGAN_DESTROYED))
|
||||
if(o.status & ORGAN_SPLINTED)
|
||||
tally += 3
|
||||
else
|
||||
tally += 6
|
||||
@@ -780,7 +780,7 @@
|
||||
M.show_message(text("\red [] has been hit by []", src, O), 1)
|
||||
if (health > 0)
|
||||
var/datum/organ/external/affecting = get_organ(pick("chest", "chest", "chest", "head"))
|
||||
if(!affecting || affecting.status & DESTROYED) return
|
||||
if(!affecting || affecting.status & ORGAN_DESTROYED) return
|
||||
if (istype(O, /obj/effect/immovablerod))
|
||||
affecting.take_damage(101, 0)
|
||||
else
|
||||
@@ -969,29 +969,29 @@
|
||||
// Gloves
|
||||
var/datum/organ/external/lo = organs["l_hand"]
|
||||
var/datum/organ/external/ro = organs["r_hand"]
|
||||
if (!(lo.status & DESTROYED && ro.status & DESTROYED))
|
||||
if (!(lo.status & ORGAN_DESTROYED && ro.status & ORGAN_DESTROYED))
|
||||
if (gloves)
|
||||
var/t1 = gloves.item_state
|
||||
if (!t1)
|
||||
t1 = gloves.icon_state
|
||||
var/icon/gloves_icon = new /icon("icon" = 'hands.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
|
||||
if(lo.status & DESTROYED)
|
||||
if(lo.status & ORGAN_DESTROYED)
|
||||
gloves_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
if(ro.status & DESTROYED)
|
||||
if(ro.status & ORGAN_DESTROYED)
|
||||
gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
clothing_overlays += image(gloves_icon, "layer" = GLOVES_LAYER)
|
||||
if (gloves.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
|
||||
if(lo.status & DESTROYED)
|
||||
if(lo.status & ORGAN_DESTROYED)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.status & DESTROYED)
|
||||
else if(ro.status & ORGAN_DESTROYED)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = B_GLOVES_LAYER)
|
||||
else if (blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
|
||||
if(lo.status & DESTROYED)
|
||||
if(lo.status & ORGAN_DESTROYED)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.status & DESTROYED)
|
||||
else if(ro.status & ORGAN_DESTROYED)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = B_GLOVES_LAYER)
|
||||
|
||||
@@ -1011,19 +1011,19 @@
|
||||
// Shoes
|
||||
lo = organs["l_foot"]
|
||||
ro = organs["r_foot"]
|
||||
if (!(lo.status & DESTROYED && ro.status & DESTROYED) && shoes)
|
||||
if (!(lo.status & ORGAN_DESTROYED && ro.status & ORGAN_DESTROYED) && shoes)
|
||||
var/t1 = shoes.icon_state
|
||||
var/icon/shoes_icon = new /icon("icon" = 'feet.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
|
||||
if(lo.status & DESTROYED && !lying)
|
||||
if(lo.status & ORGAN_DESTROYED && !lying)
|
||||
shoes_icon.Blend(new /icon('limb_mask.dmi', "right[lying?"_l":""]"), ICON_MULTIPLY)
|
||||
else if(ro.status & DESTROYED && !lying)
|
||||
else if(ro.status & ORGAN_DESTROYED && !lying)
|
||||
shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
|
||||
clothing_overlays += image(shoes_icon, "layer" = SHOES_LAYER)
|
||||
if (shoes.blood_DNA)
|
||||
var/icon/stain_icon = icon('blood.dmi', "shoeblood[!lying ? "" : "2"]")
|
||||
if(lo.status & DESTROYED)
|
||||
if(lo.status & ORGAN_DESTROYED)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
else if(ro.status & DESTROYED)
|
||||
else if(ro.status & ORGAN_DESTROYED)
|
||||
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
|
||||
clothing_overlays += image("icon" = stain_icon, "layer" = B_SHOES_LAYER) // Radio
|
||||
|
||||
@@ -1102,7 +1102,7 @@
|
||||
// Splints
|
||||
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
|
||||
var/datum/organ/external/o = organs["[organ]"]
|
||||
if (o.status & SPLINTED)
|
||||
if (o.status & ORGAN_SPLINTED)
|
||||
if (!lying)
|
||||
clothing_overlays += image("icon" = 'mob.dmi', "icon_state" = "[o]_splint", "layer" = CUFFED_LAYER)
|
||||
else
|
||||
@@ -1419,7 +1419,7 @@
|
||||
lying_icon.Blend(new /icon('human.dmi', "chest_[g]_l"), ICON_OVERLAY)
|
||||
|
||||
var/datum/organ/external/head = organs["head"]
|
||||
if(!(head.status & DESTROYED))
|
||||
if(!(head.status & ORGAN_DESTROYED))
|
||||
stand_icon.Blend(new /icon('human.dmi', "head_[g]_s"), ICON_OVERLAY)
|
||||
lying_icon.Blend(new /icon('human.dmi', "head_[g]_l"), ICON_OVERLAY)
|
||||
|
||||
@@ -1428,12 +1428,12 @@
|
||||
if(!istype(part, /datum/organ/external/groin) \
|
||||
&& !istype(part, /datum/organ/external/chest) \
|
||||
&& !istype(part, /datum/organ/external/head) \
|
||||
&& !(part.status & DESTROYED))
|
||||
&& !(part.status & ORGAN_DESTROYED))
|
||||
var/icon/temp = new /icon('human.dmi', "[part.icon_name]_s")
|
||||
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
|
||||
if(part.status & ORGAN_ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
|
||||
stand_icon.Blend(temp, ICON_OVERLAY)
|
||||
temp = new /icon('human.dmi', "[part.icon_name]_l")
|
||||
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
|
||||
if(part.status & ORGAN_ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
|
||||
lying_icon.Blend(temp , ICON_OVERLAY)
|
||||
|
||||
stand_icon.Blend(new /icon('human.dmi', "groin_[g]_s"), ICON_OVERLAY)
|
||||
@@ -1473,7 +1473,7 @@
|
||||
if(!istype(part, /datum/organ/external/groin) \
|
||||
&& !istype(part, /datum/organ/external/chest) \
|
||||
&& !istype(part, /datum/organ/external/head) \
|
||||
&& (part.status & DESTROYED))
|
||||
&& (part.status & ORGAN_DESTROYED))
|
||||
husk_s.Blend(new /icon('dam_mask.dmi', "[part.icon_name]"), ICON_SUBTRACT)
|
||||
husk_l.Blend(new /icon('dam_mask.dmi', "[part.icon_name]2"), ICON_SUBTRACT)
|
||||
|
||||
@@ -1503,7 +1503,7 @@
|
||||
if(organs)
|
||||
var/datum/organ/external/head = organs["head"]
|
||||
if(head)
|
||||
if(head.status & DESTROYED)
|
||||
if(head.status & ORGAN_DESTROYED)
|
||||
del(face_standing)
|
||||
del(face_lying)
|
||||
return
|
||||
@@ -1627,7 +1627,7 @@
|
||||
var/count = 0
|
||||
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
|
||||
var/datum/organ/external/o = target.organs["[organ]"]
|
||||
if(o.status & SPLINTED)
|
||||
if(o.status & ORGAN_SPLINTED)
|
||||
count = 1
|
||||
break
|
||||
if(count == 0)
|
||||
@@ -2230,9 +2230,9 @@ It can still be worn/put on as normal.
|
||||
if("splints")
|
||||
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
|
||||
var/datum/organ/external/o = target.organs["[organ]"]
|
||||
if (o.status & SPLINTED)
|
||||
if (o.status & ORGAN_SPLINTED)
|
||||
var/obj/item/W = new /obj/item/stack/medical/splint/single()
|
||||
o.status &= ~SPLINTED
|
||||
o.status &= ~ORGAN_SPLINTED
|
||||
if (W)
|
||||
W.loc = target.loc
|
||||
W.layer = initial(W.layer)
|
||||
@@ -2651,7 +2651,7 @@ It can still be worn/put on as normal.
|
||||
var/amount = 0.0
|
||||
for(var/name in organs)
|
||||
var/datum/organ/external/O = organs[name]
|
||||
if(!(O.status & ROBOT)) amount+= O.brute_dam
|
||||
if(!(O.status & ORGAN_ROBOT)) amount+= O.brute_dam
|
||||
return amount
|
||||
|
||||
/mob/living/carbon/human/adjustBruteLoss(var/amount, var/used_weapon = null)
|
||||
@@ -2664,7 +2664,7 @@ It can still be worn/put on as normal.
|
||||
var/amount = 0.0
|
||||
for(var/name in organs)
|
||||
var/datum/organ/external/O = organs[name]
|
||||
if(!(O.status & ROBOT)) amount+= O.burn_dam
|
||||
if(!(O.status & ORGAN_ROBOT)) amount+= O.burn_dam
|
||||
return amount
|
||||
|
||||
/mob/living/carbon/human/adjustFireLoss(var/amount,var/used_weapon = null)
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
|
||||
for(var/name in organs)
|
||||
var/datum/organ/external/O = organs[name]
|
||||
if(O.status & DESTROYED) damage_appearance += "d"
|
||||
if(O.status & ORGAN_DESTROYED) damage_appearance += "d"
|
||||
else
|
||||
damage_appearance += O.damage_state
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
|
||||
for(var/name in organs)
|
||||
var/datum/organ/external/O = organs[name]
|
||||
if(!(O.status & DESTROYED))
|
||||
if(!(O.status & ORGAN_DESTROYED))
|
||||
O.update_icon()
|
||||
var/icon/DI = new /icon('dam_human.dmi', O.damage_state) // the damage icon for whole human
|
||||
DI.Blend(new /icon('dam_mask.dmi', O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
|
||||
@@ -68,7 +68,7 @@
|
||||
else
|
||||
if(!def_zone) def_zone = ran_zone(def_zone)
|
||||
organ = get_organ(check_zone(def_zone))
|
||||
if(!organ || organ.status & DESTROYED) return 0
|
||||
if(!organ || organ.status & ORGAN_DESTROYED) return 0
|
||||
if(blocked)
|
||||
damage = (damage/(blocked+1))
|
||||
|
||||
|
||||
@@ -110,7 +110,7 @@ emp_act
|
||||
O.emp_act(severity)
|
||||
for(var/named in organs)
|
||||
var/datum/organ/external/O = organs[named]
|
||||
if(O.status & DESTROYED) continue
|
||||
if(O.status & ORGAN_DESTROYED) continue
|
||||
O.emp_act(severity)
|
||||
..()
|
||||
|
||||
@@ -125,7 +125,7 @@ emp_act
|
||||
if((user != src) && check_shields(I.force, "the [I.name]"))
|
||||
return 0
|
||||
|
||||
if(!(affecting.status & DESTROYED))
|
||||
if(!(affecting.status & ORGAN_DESTROYED))
|
||||
visible_message("\red <B>[src] has been attacked in the [hit_area] with [I.name] by [user]!</B>")
|
||||
else
|
||||
user << "What [affecting]?"
|
||||
|
||||
@@ -904,7 +904,7 @@
|
||||
for(var/name in organs)
|
||||
var/datum/organ/external/E = organs[name]
|
||||
E.process()
|
||||
if(E.status & ROBOT && prob(E.brute_dam + E.burn_dam))
|
||||
if(E.status & ORGAN_ROBOT && prob(E.brute_dam + E.burn_dam))
|
||||
if(E.name == "l_hand" || E.name == "l_arm")
|
||||
if(hand && equipped())
|
||||
drop_item()
|
||||
@@ -928,10 +928,10 @@
|
||||
else if(E.name == "l_leg" || E.name == "l_foot" \
|
||||
|| E.name == "r_leg" || E.name == "r_foot" && !lying)
|
||||
leg_tally-- // let it fail even if just foot&leg
|
||||
if(E.status & BROKEN || E.status & DESTROYED)
|
||||
if(E.status & ORGAN_BROKEN || E.status & ORGAN_DESTROYED)
|
||||
if(E.name == "l_hand" || E.name == "l_arm")
|
||||
if(hand && equipped())
|
||||
if(E.status & SPLINTED && prob(10))
|
||||
if(E.status & ORGAN_SPLINTED && prob(10))
|
||||
drop_item()
|
||||
emote("scream")
|
||||
else
|
||||
@@ -939,7 +939,7 @@
|
||||
emote("scream")
|
||||
else if(E.name == "r_hand" || E.name == "r_arm")
|
||||
if(!hand && equipped())
|
||||
if(E.status & SPLINTED && prob(10))
|
||||
if(E.status & ORGAN_SPLINTED && prob(10))
|
||||
drop_item()
|
||||
emote("scream")
|
||||
else
|
||||
@@ -947,7 +947,7 @@
|
||||
emote("scream")
|
||||
else if(E.name == "l_leg" || E.name == "l_foot" \
|
||||
|| E.name == "r_leg" || E.name == "r_foot" && !lying)
|
||||
if(!(E.status & SPLINTED))
|
||||
if(!(E.status & ORGAN_SPLINTED))
|
||||
leg_tally-- // let it fail even if just foot&leg
|
||||
// can't stand
|
||||
if(leg_tally == 0 && !paralysis && !(lying || resting))
|
||||
@@ -1097,10 +1097,10 @@
|
||||
var/blood_max = 0
|
||||
for(var/name in organs)
|
||||
var/datum/organ/external/temp = organs[name]
|
||||
if(!(temp.status & BLEEDING) || temp.status & ROBOT)
|
||||
if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT)
|
||||
continue
|
||||
blood_max += 2
|
||||
if(temp.status & DESTROYED && !(temp.status & GAUZED))
|
||||
if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED))
|
||||
blood_max += 10 //Yer missing a fucking limb.
|
||||
drip(blood_max)
|
||||
if (eye_blind)
|
||||
|
||||
@@ -27,11 +27,11 @@
|
||||
for(var/named in organs)
|
||||
var/datum/organ/external/temp = organs[named]
|
||||
if(temp)
|
||||
if(temp.status & DESTROYED)
|
||||
if(temp.status & ORGAN_DESTROYED)
|
||||
is_destroyed["[temp.display_name]"] = 1
|
||||
wound_flavor_text["[temp.display_name]"] = "<span class='warning'><b>It is missing its [temp.display_name].</b></span>\n"
|
||||
continue
|
||||
if(temp.status & ROBOT)
|
||||
if(temp.status & ORGAN_ROBOT)
|
||||
if(!(temp.brute_dam + temp.burn_dam))
|
||||
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>It has a robot [temp.display_name]!</span>\n"
|
||||
continue
|
||||
|
||||
@@ -431,10 +431,10 @@
|
||||
for(var/name in organs)
|
||||
var/datum/organ/external/E = organs[name]
|
||||
E.process()
|
||||
if(E.status & BROKEN || E.status & DESTROYED)
|
||||
if(E.status & ORGAN_BROKEN || E.status & ORGAN_DESTROYED)
|
||||
if(E.name == "l_hand" || E.name == "l_arm")
|
||||
if(hand && equipped())
|
||||
if(E.status & SPLINTED && prob(7))
|
||||
if(E.status & ORGAN_SPLINTED && prob(7))
|
||||
drop_item()
|
||||
emote("scream")
|
||||
else
|
||||
@@ -442,7 +442,7 @@
|
||||
emote("scream")
|
||||
else if(E.name == "r_hand" || E.name == "r_arm")
|
||||
if(!hand && equipped())
|
||||
if(E.status & SPLINTED && prob(7))
|
||||
if(E.status & ORGAN_SPLINTED && prob(7))
|
||||
drop_item()
|
||||
emote("scream")
|
||||
else
|
||||
@@ -450,7 +450,7 @@
|
||||
emote("scream")
|
||||
else if(E.name == "l_leg" || E.name == "l_foot" \
|
||||
|| E.name == "r_leg" || E.name == "r_foot" && !lying)
|
||||
if(!(E.status & SPLINTED))
|
||||
if(!(E.status & ORGAN_SPLINTED))
|
||||
leg_tally-- // let it fail even if just foot&leg
|
||||
|
||||
// can't stand
|
||||
|
||||
@@ -585,7 +585,7 @@
|
||||
lying_icon.Blend(new /icon('monkey.dmi', "chest_l"), ICON_OVERLAY)
|
||||
|
||||
var/datum/organ/external/head = organs["head"]
|
||||
if(!(head.status & DESTROYED))
|
||||
if(!(head.status & ORGAN_DESTROYED))
|
||||
stand_icon.Blend(new /icon('monkey.dmi', "head_s"), ICON_OVERLAY)
|
||||
lying_icon.Blend(new /icon('monkey.dmi', "head_l"), ICON_OVERLAY)
|
||||
|
||||
@@ -594,12 +594,12 @@
|
||||
if(!istype(part, /datum/organ/external/groin) \
|
||||
&& !istype(part, /datum/organ/external/chest) \
|
||||
&& !istype(part, /datum/organ/external/head) \
|
||||
&& !(part.status & DESTROYED))
|
||||
&& !(part.status & ORGAN_DESTROYED))
|
||||
var/icon/temp = new /icon('monkey.dmi', "[part.icon_name]_s")
|
||||
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
|
||||
if(part.status & ORGAN_ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
|
||||
stand_icon.Blend(temp, ICON_OVERLAY)
|
||||
temp = new /icon('monkey.dmi', "[part.icon_name]_l")
|
||||
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
|
||||
if(part.status & ORGAN_ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
|
||||
lying_icon.Blend(temp , ICON_OVERLAY)
|
||||
|
||||
stand_icon.Blend(new /icon('monkey.dmi', "groin_s"), ICON_OVERLAY)
|
||||
@@ -743,7 +743,7 @@
|
||||
var/count = 0
|
||||
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
|
||||
var/datum/organ/external/o = target.organs["[organ]"]
|
||||
if(o.status & SPLINTED)
|
||||
if(o.status & ORGAN_SPLINTED)
|
||||
count = 1
|
||||
break
|
||||
if(count == 0)
|
||||
@@ -890,9 +890,9 @@
|
||||
if("splints")
|
||||
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
|
||||
var/datum/organ/external/o = target.organs["[organ]"]
|
||||
if (o.status & SPLINTED)
|
||||
if (o.status & ORGAN_SPLINTED)
|
||||
var/obj/item/W = new /obj/item/stack/medical/splint/single()
|
||||
o.status &= ~SPLINTED
|
||||
o.status &= ~ORGAN_SPLINTED
|
||||
if (W)
|
||||
W.loc = target.loc
|
||||
W.layer = initial(W.layer)
|
||||
@@ -937,7 +937,7 @@
|
||||
else
|
||||
if(!def_zone) def_zone = ran_zone(def_zone)
|
||||
organ = get_organ(check_zone(def_zone))
|
||||
if(!organ || organ.status & DESTROYED) return 0
|
||||
if(!organ || organ.status & ORGAN_DESTROYED) return 0
|
||||
if(blocked)
|
||||
damage = (damage/(blocked+1))
|
||||
|
||||
@@ -1060,7 +1060,7 @@
|
||||
var/amount = 0.0
|
||||
for(var/name in organs)
|
||||
var/datum/organ/external/O = organs[name]
|
||||
if(!(O.status & ROBOT)) amount+= O.brute_dam
|
||||
if(!(O.status & ORGAN_ROBOT)) amount+= O.brute_dam
|
||||
return amount
|
||||
|
||||
/mob/living/carbon/monkey/adjustBruteLoss(var/amount, var/used_weapon = null)
|
||||
@@ -1073,7 +1073,7 @@
|
||||
var/amount = 0.0
|
||||
for(var/name in organs)
|
||||
var/datum/organ/external/O = organs[name]
|
||||
if(!(O.status & ROBOT)) amount+= O.burn_dam
|
||||
if(!(O.status & ORGAN_ROBOT)) amount+= O.burn_dam
|
||||
return amount
|
||||
|
||||
/mob/living/carbon/monkey/adjustFireLoss(var/amount,var/used_weapon = null)
|
||||
|
||||
@@ -22,11 +22,11 @@
|
||||
var/mob/living/carbon/human/M = src
|
||||
for(var/name in M.organs)
|
||||
var/datum/organ/external/organ = M.organs[name]
|
||||
if((organ.status & DESTROYED) && !organ.amputated)
|
||||
if((organ.status & ORGAN_DESTROYED) && !organ.amputated)
|
||||
src.traumatic_shock += 60
|
||||
else if(organ.status & BROKEN || organ.open)
|
||||
else if(organ.status & ORGAN_BROKEN || organ.open)
|
||||
src.traumatic_shock += 30
|
||||
if(organ.status & SPLINTED)
|
||||
if(organ.status & ORGAN_SPLINTED)
|
||||
src.traumatic_shock -= 20
|
||||
|
||||
if(src.traumatic_shock < 0)
|
||||
|
||||
@@ -181,9 +181,9 @@
|
||||
affecting = H.organs[A]
|
||||
if(!istype(affecting, /datum/organ/external)) continue
|
||||
affecting.heal_damage(1000, 1000) //fixes getting hit after ingestion, killing you when game updates organ health
|
||||
affecting.status &= ~BROKEN
|
||||
affecting.status &= ~SPLINTED
|
||||
affecting.status &= ~DESTROYED
|
||||
affecting.status &= ~ORGAN_BROKEN
|
||||
affecting.status &= ~ORGAN_SPLINTED
|
||||
affecting.status &= ~ORGAN_DESTROYED
|
||||
del affecting.wound_descs
|
||||
H.UpdateDamageIcon()
|
||||
H.update_body()
|
||||
@@ -209,13 +209,13 @@
|
||||
var/datum/organ/external/e = H.organs[name]
|
||||
e.brute_dam = 0.0
|
||||
e.burn_dam = 0.0
|
||||
e.status &= ~BANDAGED
|
||||
e.status &= ~ORGAN_BANDAGED
|
||||
e.max_damage = initial(e.max_damage)
|
||||
e.status &= ~BLEEDING
|
||||
e.status &= ~ORGAN_BLEEDING
|
||||
e.open = 0
|
||||
e.status &= ~BROKEN
|
||||
e.status &= ~SPLINTED
|
||||
e.status &= ~DESTROYED
|
||||
e.status &= ~ORGAN_BROKEN
|
||||
e.status &= ~ORGAN_SPLINTED
|
||||
e.status &= ~ORGAN_DESTROYED
|
||||
e.perma_injury = 0
|
||||
e.update_icon()
|
||||
del e.wound_descs
|
||||
|
||||
@@ -687,7 +687,7 @@
|
||||
if(H.health - H.halloss <= config.health_threshold_crit)
|
||||
for(var/name in H.organs)
|
||||
var/datum/organ/external/e = H.organs[name]
|
||||
if((H.lying) && ((e.status & BROKEN && !(e.status & SPLINTED)) || e.status & BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
|
||||
if((H.lying) && ((e.status & ORGAN_BROKEN && !(e.status & ORGAN_SPLINTED)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
|
||||
return 1
|
||||
break
|
||||
return 0
|
||||
@@ -713,12 +713,12 @@
|
||||
if(ishuman(usr))
|
||||
if(usr.hand) // if he's using his left hand.
|
||||
var/datum/organ/external/temp = usr:get_organ("l_hand")
|
||||
if(temp.status & DESTROYED)
|
||||
if(temp.status & ORGAN_DESTROYED)
|
||||
usr << "\blue You look at your stump."
|
||||
return
|
||||
else
|
||||
var/datum/organ/external/temp = usr:get_organ("r_hand")
|
||||
if(temp.status & DESTROYED)
|
||||
if(temp.status & ORGAN_DESTROYED)
|
||||
usr << "\blue You look at your stump."
|
||||
return
|
||||
|
||||
|
||||
@@ -1233,10 +1233,10 @@ datum/preferences
|
||||
var/status = organ_data[name]
|
||||
if(status == "amputated")
|
||||
O.amputated = 1
|
||||
O.status |= DESTROYED
|
||||
O.status |= ORGAN_DESTROYED
|
||||
O.destspawn = 1
|
||||
else if(status == "cyborg")
|
||||
O.status |= ROBOT
|
||||
O.status |= ORGAN_ROBOT
|
||||
|
||||
switch(UI_style)
|
||||
if("Midnight")
|
||||
|
||||
@@ -13,10 +13,10 @@ datum/skill/var
|
||||
|
||||
var/global/list/SKILLS = null
|
||||
var/list/SKILL_ENGINEER = list("field" = "Engineering", "EVA" = SKILL_BASIC, "construction" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "engines" = SKILL_ADEPT)
|
||||
var/list/SKILL_ROBOTICIST = list("field" = "Science", "devices" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "computer" = SKILL_ADEPT, "anatomy" = SKILL_BASIC)
|
||||
var/list/SKILL_ORGAN_ROBOTICIST = list("field" = "Science", "devices" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "computer" = SKILL_ADEPT, "anatomy" = SKILL_BASIC)
|
||||
var/list/SKILL_SECURITY_OFFICER = list("field" = "Security", "combat" = SKILL_BASIC, "weapons" = SKILL_ADEPT, "law" = SKILL_ADEPT, "forensics" = SKILL_BASIC)
|
||||
var/list/SKILL_CHEMIST = list("field" = "Science", "chemistry" = SKILL_ADEPT, "science" = SKILL_ADEPT, "medical" = SKILL_BASIC, "devices" = SKILL_BASIC)
|
||||
var/global/list/SKILL_PRE = list("Engineer" = SKILL_ENGINEER, "Roboticist" = SKILL_ROBOTICIST, "Security Officer" = SKILL_SECURITY_OFFICER, "Chemist" = SKILL_CHEMIST)
|
||||
var/global/list/SKILL_PRE = list("Engineer" = SKILL_ENGINEER, "Roboticist" = SKILL_ORGAN_ROBOTICIST, "Security Officer" = SKILL_SECURITY_OFFICER, "Chemist" = SKILL_CHEMIST)
|
||||
|
||||
datum/skill/management
|
||||
ID = "management"
|
||||
|
||||
@@ -121,26 +121,26 @@ var/list/wound_progressions = list(
|
||||
proc/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
|
||||
if((brute <= 0) && (burn <= 0))
|
||||
return 0
|
||||
if(status & DESTROYED)
|
||||
if(status & ORGAN_DESTROYED)
|
||||
return 0
|
||||
if(status & ROBOT)
|
||||
if(status & ORGAN_ROBOT)
|
||||
brute *= 0.66 //~2/3 damage for ROBOLIMBS
|
||||
burn *= 0.66 //~2/3 damage for ROBOLIMBS
|
||||
|
||||
if(owner && !(status & ROBOT))
|
||||
if(owner && !(status & ORGAN_ROBOT))
|
||||
owner.pain(display_name, (brute+burn)*3, 1, burn > brute)
|
||||
|
||||
if(sharp)
|
||||
var/nux = brute * rand(10,15)
|
||||
if(brute_dam >= max_damage)
|
||||
if(prob(5 * brute))
|
||||
status |= DESTROYED
|
||||
status |= ORGAN_DESTROYED
|
||||
droplimb()
|
||||
return
|
||||
|
||||
else if(prob(nux))
|
||||
createwound( CUT, brute )
|
||||
if(!(status & ROBOT))
|
||||
if(!(status & ORGAN_ROBOT))
|
||||
owner << "You feel something wet on your [display_name]"
|
||||
|
||||
if((brute_dam + burn_dam + brute + burn) < max_damage)
|
||||
@@ -172,7 +172,7 @@ var/list/wound_progressions = list(
|
||||
burn = can_inflict
|
||||
burn_dam += burn
|
||||
createwound(max(1,min(6,round(burn/10) + rand(0,1))),2,burn)
|
||||
else if(!(status & ROBOT))
|
||||
else if(!(status & ORGAN_ROBOT))
|
||||
var/passed_dam = (brute + burn) - can_inflict //Getting how much overdamage we have.
|
||||
var/list/datum/organ/external/possible_points = list()
|
||||
if(parent)
|
||||
@@ -193,7 +193,7 @@ var/list/wound_progressions = list(
|
||||
droplimb(1) //Robot limbs just kinda fail at full damage.
|
||||
|
||||
|
||||
if(status & BROKEN)
|
||||
if(status & ORGAN_BROKEN)
|
||||
owner.emote("scream")
|
||||
|
||||
if(used_weapon) add_wound(used_weapon, brute + burn)
|
||||
@@ -205,7 +205,7 @@ var/list/wound_progressions = list(
|
||||
|
||||
|
||||
proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
|
||||
if(status & ROBOT && !robo_repair)
|
||||
if(status & ORGAN_ROBOT && !robo_repair)
|
||||
return
|
||||
// var/brute_to_heal = 0
|
||||
// var/brute_wounds = list()
|
||||
@@ -217,7 +217,7 @@ var/list/wound_progressions = list(
|
||||
burn_dam = max(0, burn_dam-burn)
|
||||
|
||||
if(internal)
|
||||
status &= ~BROKEN
|
||||
status &= ~ORGAN_BROKEN
|
||||
perma_injury = 0
|
||||
// if all damage is healed, replace the wounds with scars
|
||||
if(brute_dam + burn_dam == 0)
|
||||
@@ -255,23 +255,23 @@ var/list/wound_progressions = list(
|
||||
process()
|
||||
if(next_wound_update && world.time > next_wound_update)
|
||||
update_wounds()
|
||||
if(status & DESTROYED)
|
||||
if(status & ORGAN_DESTROYED)
|
||||
if(!destspawn)
|
||||
droplimb()
|
||||
return
|
||||
if(!(status & BROKEN))
|
||||
if(!(status & ORGAN_BROKEN))
|
||||
perma_dmg = 0
|
||||
if(parent)
|
||||
if(parent.status & DESTROYED)
|
||||
status |= DESTROYED
|
||||
if(parent.status & ORGAN_DESTROYED)
|
||||
status |= ORGAN_DESTROYED
|
||||
owner:update_body()
|
||||
return
|
||||
if(brute_dam > min_broken_damage && !(status & ROBOT))
|
||||
if(!(status & BROKEN))
|
||||
if(brute_dam > min_broken_damage && !(status & ORGAN_ROBOT))
|
||||
if(!(status & ORGAN_BROKEN))
|
||||
//owner.unlock_medal("Broke Yarrr Bones!", 0, "Break a bone.", "easy")
|
||||
owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
|
||||
owner.emote("scream")
|
||||
status |= BROKEN
|
||||
status |= ORGAN_BROKEN
|
||||
broken_description = pick("broken","fracture","hairline fracture")
|
||||
perma_injury = brute_dam
|
||||
return
|
||||
@@ -314,17 +314,17 @@ var/list/wound_progressions = list(
|
||||
|
||||
proc/droplimb(var/override = 0,var/no_explode = 0)
|
||||
if(override)
|
||||
status |= DESTROYED
|
||||
if(status & DESTROYED)
|
||||
if(status & SPLINTED)
|
||||
status &= ~SPLINTED
|
||||
status |= ORGAN_DESTROYED
|
||||
if(status & ORGAN_DESTROYED)
|
||||
if(status & ORGAN_SPLINTED)
|
||||
status &= ~ORGAN_SPLINTED
|
||||
if(implant)
|
||||
for(var/implants in implant)
|
||||
del(implants)
|
||||
//owner.unlock_medal("Lost something?", 0, "Lose a limb.", "easy")
|
||||
|
||||
for(var/datum/organ/external/I in children)
|
||||
if(I && !(I.status & DESTROYED))
|
||||
if(I && !(I.status & ORGAN_DESTROYED))
|
||||
I.droplimb(1,1)
|
||||
var/obj/item/weapon/organ/H
|
||||
switch(body_part)
|
||||
@@ -390,7 +390,7 @@ var/list/wound_progressions = list(
|
||||
var/lol = pick(cardinal)
|
||||
step(H,lol)
|
||||
destspawn = 1
|
||||
if(status & ROBOT)
|
||||
if(status & ORGAN_ROBOT)
|
||||
owner.visible_message("\red \The [owner]'s [display_name] explodes violently!",\
|
||||
"\red <b>Your [display_name] explodes!</b>",\
|
||||
"You hear an explosion followed by a scream!")
|
||||
@@ -416,7 +416,7 @@ var/list/wound_progressions = list(
|
||||
var/size = min( max( 1, damage/10 ) , 6)
|
||||
switch(type)
|
||||
if(CUT)
|
||||
src.status |= BLEEDING
|
||||
src.status |= ORGAN_BLEEDING
|
||||
var/list/size_names = list("cut", "deep cut", "flesh wound", "gaping wound", "big gaping wound", "massive wound")
|
||||
wound_name = size_names[size]
|
||||
if(wound_descs["[update_time]"])
|
||||
@@ -469,7 +469,7 @@ var/list/wound_progressions = list(
|
||||
next_wound_update = 0
|
||||
|
||||
proc/emp_act(severity)
|
||||
if(!(status & ROBOT))
|
||||
if(!(status & ORGAN_ROBOT))
|
||||
return
|
||||
if(prob(30*severity))
|
||||
take_damage(4(4-severity), 0, 1, used_weapon = "EMP")
|
||||
|
||||
@@ -457,7 +457,7 @@
|
||||
/obj/item/weapon/cable_coil/attack(mob/M as mob, mob/user as mob)
|
||||
if(hasorgans(M))
|
||||
var/datum/organ/external/S = M:organs[user.zone_sel.selecting]
|
||||
if(!(S.status & ROBOT) || user.a_intent != "help")
|
||||
if(!(S.status & ORGAN_ROBOT) || user.a_intent != "help")
|
||||
return ..()
|
||||
if(S.burn_dam > 0)
|
||||
S.heal_damage(0,15,0,1)
|
||||
|
||||
Reference in New Issue
Block a user