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6b5de292dc
* Removes datum redeclares * conflicts * thanks vsc * compile fix
75 lines
2.0 KiB
Plaintext
75 lines
2.0 KiB
Plaintext
/**
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* Whether or not a mob can feel pain.
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*
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* Returns TRUE if the mob can feel pain, FALSE otherwise
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*/
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/mob/living/carbon/proc/can_feel_pain()
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if(stat >= UNCONSCIOUS)
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return FALSE
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if(reagents.has_reagent("morphine"))
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return FALSE
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if(reagents.has_reagent("hydrocodone"))
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return FALSE
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if(HAS_TRAIT(src, TRAIT_NOPAIN))
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return FALSE
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return TRUE
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// partname is the name of a body part
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// amount is a num from 1 to 100
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/mob/living/carbon/proc/pain(partname, amount)
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if(!can_feel_pain())
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return
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if(world.time < next_pain_time)
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return
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var/msg
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switch(amount)
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if(1 to 10)
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msg = "<b>Your [partname] hurts.</b>"
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if(11 to 90)
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msg = "<b><font size=2>Your [partname] hurts badly.</font></b>"
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if(91 to INFINITY)
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msg = "<b><font size=3>OH GOD! Your [partname] is hurting terribly!</font></b>"
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if(msg && (msg != last_pain_message || prob(10)))
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last_pain_message = msg
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to_chat(src, msg)
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next_pain_time = world.time + (100 - amount)
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/mob/living/carbon/human/proc/handle_pain()
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// not when sleeping
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if(!can_feel_pain())
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return
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var/maxdam = 0
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var/obj/item/organ/external/damaged_organ = null
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for(var/obj/item/organ/external/E in bodyparts)
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if((E.status & ORGAN_DEAD|ORGAN_ROBOT) || E.hidden_pain)
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continue
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var/dam = E.get_damage()
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// make the choice of the organ depend on damage,
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// but also sometimes use one of the less damaged ones
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if(dam > maxdam && (maxdam == 0 || prob(70)))
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damaged_organ = E
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maxdam = dam
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if(damaged_organ)
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pain(damaged_organ.name, maxdam)
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// Damage to internal organs hurts a lot.
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for(var/obj/item/organ/internal/I in internal_organs)
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if(I.hidden_pain)
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continue
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if(prob(2) && I.damage > 2)
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var/obj/item/organ/external/parent = get_organ(I.parent_organ)
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var/intensity
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switch(I.damage)
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if(0 to 10)
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intensity = "a dull"
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if(10 to 30)
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intensity = "a nagging"
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if(30 to 50)
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intensity = "a sharp"
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else
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intensity = "a stabbing"
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I.custom_pain("You feel [intensity] pain in your [parent.limb_name]!")
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