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Paradise/code/modules/surgery/organs/organ_external.dm
T
Fox McCloud f4a0790514 Organ processing performance (#13534)
* Organ Processing Performance

* more optimization

* indentation error

* More OOP

* compensation buff
2020-06-07 14:29:52 -06:00

780 lines
24 KiB
Plaintext

/****************************************************
EXTERNAL ORGANS
****************************************************/
/obj/item/organ/external
name = "external"
min_broken_damage = 30
max_damage = 0
dir = SOUTH
organ_tag = "limb"
var/brute_mod = 1
var/burn_mod = 1
var/icon_name = null
var/body_part = null
var/icon_position = 0
var/model
var/force_icon
var/icobase = 'icons/mob/human_races/r_human.dmi' // Normal icon set.
var/deform = 'icons/mob/human_races/r_def_human.dmi' // Mutated icon set.
var/damage_state = "00"
var/brute_dam = 0
var/burn_dam = 0
var/max_size = 0
var/icon/mob_icon
var/gendered_icon = 0
var/limb_name
var/disfigured = 0
var/cannot_amputate
var/cannot_break
var/s_tone = null
var/s_col = null // If this is instantiated, it should be a hex value.
var/list/child_icons = list()
var/perma_injury = 0
var/dismember_at_max_damage = FALSE
var/obj/item/organ/external/parent
var/list/obj/item/organ/external/children
var/list/convertable_children = list()
// Internal organs of this body part
var/list/internal_organs = list()
var/damage_msg = "<span class='warning'>You feel an intense pain</span>"
var/broken_description
var/open = 0 // If the body part has an open incision from surgery
var/sabotaged = 0 //If a prosthetic limb is emagged, it will detonate when it fails.
var/encased // Needs to be opened with a saw to access the organs.
var/obj/item/hidden = null
var/list/embedded_objects = list()
var/internal_bleeding = FALSE
var/amputation_point // Descriptive string used in amputation.
var/can_grasp
var/can_stand
var/splinted_count = 0 //Time when this organ was last splinted
/obj/item/organ/external/necrotize(update_sprite=TRUE)
if(status & (ORGAN_ROBOT|ORGAN_DEAD))
return
status |= ORGAN_DEAD
if(dead_icon)
icon_state = dead_icon
if(owner)
to_chat(owner, "<span class='notice'>You can't feel your [name] anymore...</span>")
owner.update_body()
if(vital)
owner.death()
/obj/item/organ/external/Destroy()
if(parent && parent.children)
parent.children -= src
parent = null
if(internal_organs)
for(var/obj/item/organ/internal/O in internal_organs)
internal_organs -= O
O.remove(owner,special = 1)
qdel(O)
if(owner)
owner.bodyparts_by_name[limb_name] = null
owner.splinted_limbs -= src
QDEL_LIST(children)
QDEL_LIST(embedded_objects)
QDEL_NULL(hidden)
return ..()
/obj/item/organ/external/update_health()
damage = min(max_damage, (brute_dam + burn_dam))
return
/obj/item/organ/external/New(var/mob/living/carbon/holder)
..()
var/mob/living/carbon/human/H = holder
icobase = dna.species.icobase
deform = dna.species.deform
if(istype(H))
replaced(H)
sync_colour_to_human(H)
get_icon()
/obj/item/organ/external/replaced(var/mob/living/carbon/human/target)
owner = target
forceMove(owner)
if(istype(owner))
if(!isnull(owner.bodyparts_by_name[limb_name]))
log_debug("Duplicate organ in slot \"[limb_name]\", mob '[target]'")
owner.bodyparts_by_name[limb_name] = src
owner.bodyparts |= src
for(var/atom/movable/stuff in src)
stuff.attempt_become_organ(src, owner)
if(parent_organ)
parent = owner.bodyparts_by_name[src.parent_organ]
if(parent)
if(!parent.children)
parent.children = list()
parent.children.Add(src)
/obj/item/organ/external/attempt_become_organ(obj/item/organ/external/parent,mob/living/carbon/human/H)
if(parent_organ != parent.limb_name)
return 0
replaced(H)
return 1
/****************************************************
DAMAGE PROCS
****************************************************/
/obj/item/organ/external/receive_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list(), ignore_resists = FALSE, updating_health = TRUE)
if(tough && !ignore_resists)
brute = max(0, brute - 5)
burn = max(0, burn - 4)
if((brute <= 0) && (burn <= 0))
return 0
if(!ignore_resists)
brute *= brute_mod
burn *= burn_mod
// Threshold needed to have a chance of hurting internal bits with something sharp
#define LIMB_SHARP_THRESH_INT_DMG 5
// Threshold needed to have a chance of hurting internal bits
#define LIMB_THRESH_INT_DMG 10
// Probability of taking internal damage from sufficient force, while otherwise healthy
#define LIMB_DMG_PROB 5
// High brute damage or sharp objects may damage internal organs
if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= LIMB_SHARP_THRESH_INT_DMG) || brute >= LIMB_THRESH_INT_DMG) && prob(LIMB_DMG_PROB))))
// Damage an internal organ
if(internal_organs && internal_organs.len)
var/obj/item/organ/internal/I = pick(internal_organs)
I.receive_damage(brute * 0.5)
brute -= brute * 0.5
if(status & ORGAN_BROKEN && prob(40) && brute)
owner.emote("scream") //getting hit on broken hand hurts
if(status & ORGAN_SPLINTED && prob((brute + burn)*4)) //taking damage to splinted limbs removes the splints
status &= ~ORGAN_SPLINTED
owner.visible_message("<span class='danger'>The splint on [owner]'s left arm unravels from [owner.p_their()] [name]!</span>","<span class='userdanger'>The splint on your [name] unravels!</span>")
owner.handle_splints()
if(used_weapon)
add_autopsy_data("[used_weapon]", brute + burn)
else
add_autopsy_data(null, brute + burn)
// Make sure we don't exceed the maximum damage a limb can take before dismembering
if((brute_dam + burn_dam + brute + burn) < max_damage)
brute_dam += brute
burn_dam += burn
check_for_internal_bleeding(brute)
else
//If we can't inflict the full amount of damage, spread the damage in other ways
//How much damage can we actually cause?
var/can_inflict = max_damage - (brute_dam + burn_dam)
if(can_inflict)
if(brute > 0)
//Inflict all burte damage we can
brute_dam = min(brute_dam + brute, brute_dam + can_inflict)
var/temp = can_inflict
//How much mroe damage can we inflict
can_inflict = max(0, can_inflict - brute)
//How much brute damage is left to inflict
brute = max(0, brute - temp)
check_for_internal_bleeding(brute)
if(burn > 0 && can_inflict)
//Inflict all burn damage we can
burn_dam = min(burn_dam + burn, burn_dam + can_inflict)
//How much burn damage is left to inflict
burn = max(0, burn - can_inflict)
//If there are still hurties to dispense
if(burn || brute)
//List organs we can pass it to
var/list/obj/item/organ/external/possible_points = list()
if(parent)
possible_points += parent
if(children)
for(var/organ in children)
if(organ)
possible_points += organ
if(forbidden_limbs.len)
possible_points -= forbidden_limbs
if(possible_points.len)
//And pass the pain around
var/obj/item/organ/external/target = pick(possible_points)
target.receive_damage(brute, burn, sharp, used_weapon, forbidden_limbs + src, ignore_resists = TRUE) //If the damage was reduced before, don't reduce it again
if(dismember_at_max_damage && body_part != UPPER_TORSO && body_part != LOWER_TORSO) // We've ensured all damage to the mob is retained, now let's drop it, if necessary.
droplimb(1) //Clean loss, just drop the limb and be done
// See if bones need to break
check_fracture(brute)
var/mob/living/carbon/owner_old = owner //Need to update health, but need a reference in case the below check cuts off a limb.
//If limb took enough damage, try to cut or tear it off
if(owner && loc == owner)
if(!cannot_amputate && (brute_dam) >= (max_damage))
if(prob(brute / 2))
if(sharp)
droplimb(0, DROPLIMB_SHARP)
if(owner_old)
owner_old.updatehealth("limb receive damage")
return update_icon()
#undef LIMB_SHARP_THRESH_INT_DMG
#undef LIMB_THRESH_INT_DMG
#undef LIMB_DMG_PROB
/obj/item/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0, updating_health = TRUE)
if(is_robotic() && !robo_repair)
return
brute_dam = max(brute_dam - brute, 0)
burn_dam = max(burn_dam - burn, 0)
if(internal)
status &= ~ORGAN_BROKEN
perma_injury = 0
if(updating_health)
owner.updatehealth("limb heal damage")
return update_icon()
/*
This function completely restores a damaged organ to perfect condition.
*/
/obj/item/organ/external/rejuvenate()
damage_state = "00"
surgeryize()
if(is_robotic()) //Robotic organs stay robotic.
status = ORGAN_ROBOT
else
status = 0
germ_level = 0
perma_injury = 0
brute_dam = 0
burn_dam = 0
open = 0 //Closing all wounds.
internal_bleeding = FALSE
disfigured = FALSE
// handle internal organs
for(var/obj/item/organ/internal/current_organ in internal_organs)
current_organ.rejuvenate()
for(var/obj/item/organ/external/EO in contents)
EO.rejuvenate()
if(owner)
owner.updatehealth("limb rejuvenate")
update_icon()
if(!owner)
START_PROCESSING(SSobj, src)
/****************************************************
PROCESSING & UPDATING
****************************************************/
//Determines if we even need to process this organ.
/obj/item/organ/external/process()
if(owner)
//Chem traces slowly vanish
if(owner.life_tick % 10 == 0)
for(var/chemID in trace_chemicals)
trace_chemicals[chemID] = trace_chemicals[chemID] - 1
if(trace_chemicals[chemID] <= 0)
trace_chemicals.Remove(chemID)
if(!(status & ORGAN_BROKEN))
perma_injury = 0
if(..())
if(owner.germ_level > germ_level && infection_check())
//Open wounds can become infected
germ_level++
//Updating germ levels. Handles organ germ levels and necrosis.
/*
The INFECTION_LEVEL values defined in setup.dm control the time it takes to reach the different
infection levels. Since infection growth is exponential, you can adjust the time it takes to get
from one germ_level to another using the rough formula:
desired_germ_level = initial_germ_level*e^(desired_time_in_seconds/1000)
So if I wanted it to take an average of 15 minutes to get from level one (100) to level two
I would set INFECTION_LEVEL_TWO to 100*e^(15*60/1000) = 245. Note that this is the average time,
the actual time is dependent on RNG.
INFECTION_LEVEL_ONE below this germ level nothing happens, and the infection doesn't grow
INFECTION_LEVEL_TWO above this germ level the infection will start to spread to internal and adjacent organs
INFECTION_LEVEL_THREE above this germ level the player will take additional toxin damage per second, and will die in minutes without
antitox..
Note that amputating the affected organ does in fact remove the infection from the player's body.
*/
/obj/item/organ/external/handle_germs()
if(germ_level < INFECTION_LEVEL_TWO)
return ..()
if(germ_level >= INFECTION_LEVEL_TWO)
//spread the infection to internal organs
var/obj/item/organ/internal/target_organ = null //make internal organs become infected one at a time instead of all at once
for(var/obj/item/organ/internal/I in internal_organs)
if(I.germ_level > 0 && I.germ_level < min(germ_level, INFECTION_LEVEL_TWO)) //once the organ reaches whatever we can give it, or level two, switch to a different one
if(!target_organ || I.germ_level > target_organ.germ_level) //choose the organ with the highest germ_level
target_organ = I
if(!target_organ)
//figure out which organs we can spread germs to and pick one at random
var/list/candidate_organs = list()
for(var/obj/item/organ/internal/I in internal_organs)
if(I.germ_level < germ_level)
candidate_organs |= I
if(candidate_organs.len)
target_organ = pick(candidate_organs)
if(target_organ)
target_organ.germ_level++
//spread the infection to child and parent organs
if(children)
for(var/obj/item/organ/external/child in children)
if(child.germ_level < germ_level && !child.is_robotic())
if(child.germ_level < INFECTION_LEVEL_ONE * 2 || prob(30))
child.germ_level++
if(parent)
if(parent.germ_level < germ_level && !parent.is_robotic())
if(parent.germ_level < INFECTION_LEVEL_ONE * 2 || prob(30))
parent.germ_level++
if(germ_level >= INFECTION_LEVEL_THREE)
necrotize()
germ_level++
owner.adjustToxLoss(1)
//Updates brute_damn and burn_damn from wound damages. Updates BLEEDING status.
/obj/item/organ/external/proc/check_fracture(var/damage_inflicted)
if(config.bones_can_break && brute_dam > min_broken_damage && !is_robotic())
if(prob(damage_inflicted))
fracture()
/obj/item/organ/external/proc/check_for_internal_bleeding(damage)
if(owner && (NO_BLOOD in owner.dna.species.species_traits))
return
var/local_damage = brute_dam + damage
if(damage > 15 && local_damage > 30 && prob(damage) && !is_robotic())
internal_bleeding = TRUE
owner.custom_pain("You feel something rip in your [name]!")
// new damage icon system
// returns just the brute/burn damage code
/obj/item/organ/external/proc/damage_state_text()
var/tburn = 0
var/tbrute = 0
if(burn_dam ==0)
tburn =0
else if(burn_dam < (max_damage * 0.25 / 2))
tburn = 1
else if(burn_dam < (max_damage * 0.75 / 2))
tburn = 2
else
tburn = 3
if(brute_dam == 0)
tbrute = 0
else if(brute_dam < (max_damage * 0.25 / 2))
tbrute = 1
else if(brute_dam < (max_damage * 0.75 / 2))
tbrute = 2
else
tbrute = 3
return "[tbrute][tburn]"
/obj/item/organ/external/proc/update_splints()
if(!(status & ORGAN_SPLINTED))
owner.splinted_limbs -= src
return
if(owner.step_count >= splinted_count + SPLINT_LIFE)
status &= ~ORGAN_SPLINTED //oh no, we actually need surgery now!
owner.visible_message("<span class='danger'>[owner] screams in pain as [owner.p_their()] splint pops off their [name]!</span>","<span class='userdanger'>You scream in pain as your splint pops off your [name]!</span>")
owner.emote("scream")
owner.Stun(2)
owner.handle_splints()
/****************************************************
DISMEMBERMENT
****************************************************/
//Handles dismemberment
/obj/item/organ/external/proc/droplimb(clean, disintegrate, ignore_children, nodamage)
if(cannot_amputate || !owner)
return
if(!disintegrate)
disintegrate = DROPLIMB_SHARP
switch(disintegrate)
if(DROPLIMB_SHARP)
if(!clean)
var/gore_sound = "[is_robotic() ? "tortured metal" : "ripping tendons and flesh"]"
owner.visible_message(
"<span class='danger'>\The [owner]'s [src.name] flies off in an arc!</span>",\
"<span class='moderate'><b>Your [src.name] goes flying off!</b></span>",\
"<span class='danger'>You hear a terrible sound of [gore_sound].</span>")
if(DROPLIMB_BURN)
var/gore = "[is_robotic() ? "" : " of burning flesh"]"
owner.visible_message(
"<span class='danger'>\The [owner]'s [src.name] flashes away into ashes!</span>",\
"<span class='moderate'><b>Your [src.name] flashes away into ashes!</b></span>",\
"<span class='danger'>You hear a crackling sound[gore].</span>")
if(DROPLIMB_BLUNT)
var/gore = "[is_robotic() ? "": " in shower of gore"]"
var/gore_sound = "[is_robotic() ? "rending sound of tortured metal" : "sickening splatter of gore"]"
owner.visible_message(
"<span class='danger'>\The [owner]'s [src.name] explodes[gore]!</span>",\
"<span class='moderate'><b>Your [src.name] explodes[gore]!</b></span>",\
"<span class='danger'>You hear the [gore_sound].</span>")
var/mob/living/carbon/human/victim = owner //Keep a reference for post-removed().
// Let people make limbs become fun things when removed
var/atom/movable/dropped_part = remove(null, ignore_children)
if(parent)
parent.children -= src
if(!nodamage)
var/total_brute = brute_dam
var/total_burn = burn_dam
for(var/obj/item/organ/external/E in children) //Factor in the children's brute and burn into how much will transfer
total_brute += E.brute_dam
total_burn += E.burn_dam
parent.receive_damage(total_brute, total_burn, ignore_resists = TRUE) //Transfer the full damage to the parent, bypass limb damage reduction.
parent = null
dir = 2
if(victim)
victim.updatehealth("droplimb")
victim.UpdateDamageIcon()
victim.regenerate_icons()
switch(disintegrate)
if(DROPLIMB_SHARP)
compile_icon()
add_blood(victim.blood_DNA, victim.dna.species.blood_color)
var/matrix/M = matrix()
M.Turn(rand(180))
src.transform = M
if(!clean)
// Throw limb around.
if(src && istype(loc,/turf))
dropped_part.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),30)
dir = 2
brute_dam = 0
burn_dam = 0 //Reset the damage on the limb; the damage should have transferred to the parent; we don't want extra damage being re-applied when then limb is re-attached
return dropped_part
else
qdel(src) // If you flashed away to ashes, YOU FLASHED AWAY TO ASHES
return null
/obj/item/organ/external/proc/disembowel(spillage_zone = "chest")
if(!owner)
return
var/mob/living/carbon/C = owner
if(!hasorgans(C))
return
var/organ_spilled = FALSE
var/turf/T = get_turf(C)
C.add_splatter_floor(T)
playsound(get_turf(C), 'sound/effects/splat.ogg', 25, 1)
for(var/X in C.internal_organs)
var/obj/item/organ/O = X
var/org_zone = check_zone(O.parent_organ)
if(org_zone == spillage_zone)
O.remove(C)
O.forceMove(T)
organ_spilled = TRUE
if(organ_spilled)
C.visible_message("<span class='danger'><B>[C]'s internal organs spill out onto the floor!</B></span>")
return TRUE
/obj/item/organ/external/chest/droplimb()
if(disembowel())
return TRUE
/obj/item/organ/external/groin/droplimb()
if(disembowel("groin"))
return TRUE
/obj/item/organ/external/attackby(obj/item/I, mob/user, params)
if(I.sharp)
add_fingerprint(user)
if(!contents.len)
to_chat(user, "<span class='warning'>There is nothing left inside [src]!</span>")
return
playsound(loc, 'sound/weapons/slice.ogg', 50, 1, -1)
user.visible_message("<span class='warning'>[user] begins to cut open [src].</span>",\
"<span class='notice'>You begin to cut open [src]...</span>")
if(do_after(user, 54, target = src))
drop_organs(user)
else
return ..()
//empties the bodypart from its organs and other things inside it
/obj/item/organ/external/proc/drop_organs(mob/user)
var/turf/T = get_turf(src)
if(!is_robotic())
playsound(T, 'sound/effects/splat.ogg', 25, 1)
for(var/obj/item/I in src)
I.forceMove(T)
/****************************************************
HELPERS
****************************************************/
/obj/item/organ/external/proc/release_restraints(var/mob/living/carbon/human/holder)
if(!holder)
holder = owner
if(!holder)
return
if(holder.handcuffed && (body_part in list(ARM_LEFT, ARM_RIGHT, HAND_LEFT, HAND_RIGHT)))
holder.visible_message(\
"\The [holder.handcuffed.name] falls off of [holder.name].",\
"\The [holder.handcuffed.name] falls off you.")
holder.unEquip(holder.handcuffed)
if(holder.legcuffed && (body_part in list(FOOT_LEFT, FOOT_RIGHT, LEG_LEFT, LEG_RIGHT)))
holder.visible_message(\
"\The [holder.legcuffed.name] falls off of [holder.name].",\
"\The [holder.legcuffed.name] falls off you.")
holder.unEquip(holder.legcuffed)
/obj/item/organ/external/proc/fracture()
if(is_robotic())
return //ORGAN_BROKEN doesn't have the same meaning for robot limbs
if((status & ORGAN_BROKEN) || cannot_break)
return
if(owner)
owner.visible_message(\
"<span class='warning'>You hear a loud cracking sound coming from \the [owner].</span>",\
"<span class='danger'>Something feels like it shattered in your [name]!</span>",\
"You hear a sickening crack.")
playsound(owner, "bonebreak", 150, 1)
if(owner.dna.species && !(NO_PAIN in owner.dna.species.species_traits))
owner.emote("scream")
status |= ORGAN_BROKEN
broken_description = pick("broken","fracture","hairline fracture")
perma_injury = brute_dam
// Fractures have a chance of getting you out of restraints
if(prob(25))
release_restraints()
/obj/item/organ/external/proc/mend_fracture()
if(is_robotic())
return FALSE //ORGAN_BROKEN doesn't have the same meaning for robot limbs
if(!(status & ORGAN_BROKEN))
return FALSE
status &= ~ORGAN_BROKEN
status &= ~ORGAN_SPLINTED
perma_injury = 0
if(owner)
owner.handle_splints()
return TRUE
/obj/item/organ/external/robotize(company, make_tough = 0, convert_all = 1)
..()
//robot limbs take reduced damage
if(!make_tough)
brute_mod = 0.66
burn_mod = 0.66
dismember_at_max_damage = TRUE
else
tough = TRUE
// Robot parts also lack bones
// This is so surgery isn't kaput, let's see how this does
encased = null
if(company && istext(company))
set_company(company)
cannot_break = 1
get_icon()
for(var/obj/item/organ/external/T in children)
if((convert_all) || (T.type in convertable_children))
T.robotize(company, make_tough, convert_all)
/obj/item/organ/external/proc/set_company(var/company)
model = company
var/datum/robolimb/R = GLOB.all_robolimbs[company]
if(R)
force_icon = R.icon
name = "[R.company] [initial(name)]"
desc = "[R.desc]"
/obj/item/organ/external/proc/mutate()
src.status |= ORGAN_MUTATED
if(owner)
owner.update_body(TRUE) //Forces all bodyparts to update in order to correctly render the deformed sprite.
/obj/item/organ/external/proc/unmutate()
src.status &= ~ORGAN_MUTATED
if(owner)
owner.update_body(TRUE) //Forces all bodyparts to update in order to correctly return them to normal.
/obj/item/organ/external/proc/get_damage() //returns total damage
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
/obj/item/organ/external/proc/has_infected_wound()
if(germ_level > INFECTION_LEVEL_ONE)
return TRUE
return FALSE
/obj/item/organ/external/proc/is_usable()
if((is_robotic() && get_damage() >= max_damage) && !tough) //robot limbs just become inoperable at max damage
return
return !(status & (ORGAN_MUTATED|ORGAN_DEAD))
/obj/item/organ/external/proc/is_malfunctioning()
return (is_robotic() && (brute_dam + burn_dam) >= 10 && prob(brute_dam + burn_dam) && !tough)
/obj/item/organ/external/remove(var/mob/living/user, var/ignore_children)
if(!owner)
return
var/mob/living/carbon/human/victim = owner
if(status & ORGAN_SPLINTED)
victim.splinted_limbs -= src
for(var/obj/item/I in embedded_objects)
embedded_objects -= I
I.forceMove(src)
if(!owner.has_embedded_objects())
owner.clear_alert("embeddedobject")
. = ..()
// Attached organs also fly off.
if(!ignore_children)
for(var/obj/item/organ/external/O in children)
var/atom/movable/thing = O.remove(victim)
if(thing)
thing.forceMove(src)
victim.updatehealth("limb remove")
// Grab all the internal giblets too.
for(var/obj/item/organ/internal/organ in internal_organs)
var/atom/movable/thing = organ.remove(victim)
thing.forceMove(src)
release_restraints(victim)
victim.bodyparts -= src
if(is_primary_organ(victim))
victim.bodyparts_by_name[limb_name] = null // Remove from owner's vars.
//Robotic limbs explode if sabotaged.
if(is_robotic() && sabotaged)
victim.visible_message(
"<span class='danger'>\The [victim]'s [src.name] explodes violently!</span>",\
"<span class='danger'>Your [src.name] explodes!</span>",\
"<span class='danger'>You hear an explosion!</span>")
explosion(get_turf(owner),-1,-1,2,3)
do_sparks(5, 0, victim)
qdel(src)
/obj/item/organ/external/proc/disfigure()
if(disfigured)
return
if(owner)
owner.visible_message("<span class='warning'>You hear a sickening sound coming from \the [owner]'s [name] as it turns into a mangled mess!</span>", \
"<span class='danger'>Your [name] becomes a mangled mess!</span>", \
"<span class='warning'>You hear a sickening sound.</span>")
disfigured = TRUE
/obj/item/organ/external/is_primary_organ(var/mob/living/carbon/human/O = null)
if(isnull(O))
O = owner
if(!istype(O)) // You're not the primary organ of ANYTHING, bucko
return 0
return src == O.bodyparts_by_name[limb_name]
/obj/item/organ/external/proc/infection_check()
var/total_damage = brute_dam + burn_dam
if(total_damage)
if(total_damage < 10) //small amounts of damage aren't infectable
return FALSE
if(owner && owner.bleedsuppress && total_damage < 25)
return FALSE
var/dam_coef = round(total_damage / 10)
return prob(dam_coef * 10)
return FALSE
/obj/item/organ/external/serialize()
var/list/data = ..()
if(is_robotic())
data["company"] = model
// If we wanted to store wound information, here is where it would go
return data
/obj/item/organ/external/deserialize(list/data)
var/company = data["company"]
if(company && istext(company))
set_company(company)
..() // Parent call loads in the DNA
if(data["dna"])
sync_colour_to_dna()
//Remove all embedded objects from all limbs on the carbon mob
/mob/living/carbon/human/proc/remove_all_embedded_objects()
var/turf/T = get_turf(src)
for(var/X in bodyparts)
var/obj/item/organ/external/L = X
for(var/obj/item/I in L.embedded_objects)
L.embedded_objects -= I
I.forceMove(T)
clear_alert("embeddedobject")
/mob/living/carbon/human/proc/has_embedded_objects()
. = 0
for(var/X in bodyparts)
var/obj/item/organ/external/L = X
for(var/obj/item/I in L.embedded_objects)
return 1