mirror of
https://github.com/ParadiseSS13/Paradise.git
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* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
337 lines
11 KiB
Plaintext
337 lines
11 KiB
Plaintext
/obj/item/organ
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name = "organ"
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icon = 'icons/obj/surgery.dmi'
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var/dead_icon
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var/mob/living/carbon/human/owner = null
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var/status = 0
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var/vital = FALSE //Lose a vital limb, die immediately.
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var/damage = 0 // amount of damage to the organ
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var/min_bruised_damage = 10
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var/min_broken_damage = 30
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var/max_damage
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var/organ_tag = "organ"
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var/parent_organ = "chest"
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var/list/datum/autopsy_data/autopsy_data = list()
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var/list/trace_chemicals = list() // traces of chemicals in the organ,
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// links chemical IDs to number of ticks for which they'll stay in the blood
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germ_level = 0
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var/datum/dna/dna
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// Stuff for tracking if this is on a tile with an open freezer or not
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var/last_freezer_update_time = 0
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var/freezer_update_period = 100
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var/is_in_freezer = 0
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var/sterile = FALSE //can the organ be infected by germs?
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var/tough = FALSE //can organ be easily damaged?
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var/emp_proof = FALSE //is the organ immune to EMPs?
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var/hidden_pain = FALSE //will it skip pain messages?
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var/requires_robotic_bodypart = FALSE
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/// When this variable is true, it can only be installed on the machine person species.
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var/requires_machine_person = FALSE
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///Should this organ be destroyed on removal?
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var/destroy_on_removal = FALSE
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/// What was the last pain message that was sent?
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var/last_pain_message
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/// When can we get the next pain message?
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var/next_pain_time
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/// What level of upgrades are needed to detect this. Level 0 is default. 1 is hidden from health analysers. 2 is hidden from cyborg analysers, and the body scanner at level 1. 4 is the highest level the body scanner can reach.
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var/stealth_level = 0
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/obj/item/organ/Destroy()
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STOP_PROCESSING(SSobj, src)
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if(owner)
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remove(owner, TRUE)
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QDEL_LIST_ASSOC_VAL(autopsy_data)
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QDEL_NULL(dna)
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return ..()
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/obj/item/organ/proc/update_health()
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return
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/obj/item/organ/New(mob/living/carbon/holder, datum/species/species_override = null)
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..(holder)
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if(!max_damage)
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max_damage = min_broken_damage * 2
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if(ishuman(holder))
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if(holder.dna)
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dna = holder.dna.Clone()
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if(!blood_DNA)
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blood_DNA = list()
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blood_DNA[dna.unique_enzymes] = dna.blood_type
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else
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stack_trace("[holder] spawned without a proper DNA.")
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else
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dna = new /datum/dna(null)
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if(species_override)
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dna.species = new species_override
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/obj/item/organ/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(is_robotic() && istype(I, /obj/item/stack/nanopaste))
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var/obj/item/stack/nanopaste/nano = I
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nano.use(1)
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rejuvenate()
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to_chat(user, "<span class='notice'>You repair the damage on [src].</span>")
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return
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return ..()
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/obj/item/organ/proc/set_dna(datum/dna/new_dna)
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if(new_dna)
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dna = new_dna.Clone()
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if(blood_DNA)
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blood_DNA.Cut()
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else
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blood_DNA = list()
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blood_DNA[dna.unique_enzymes] = dna.blood_type
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/obj/item/organ/proc/necrotize(update_sprite = TRUE, ignore_vital_death = FALSE)
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damage = max_damage
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status |= ORGAN_DEAD
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STOP_PROCESSING(SSobj, src)
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if(dead_icon && !is_robotic())
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icon_state = dead_icon
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if(owner && vital)
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owner.death()
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/obj/item/organ/process()
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//dead already, no need for more processing
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if(status & ORGAN_DEAD)
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return
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//Process infections
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if(is_robotic() || sterile || (owner && HAS_TRAIT(owner, TRAIT_NOGERMS)))
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germ_level = 0
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return
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if(!owner || ((status & ORGAN_BURNT) && !(status & ORGAN_SALVED)))
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if(is_preserved())
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return
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// Maybe scale it down a bit, have it REALLY kick in once past the basic infection threshold
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// Another mercy for surgeons preparing transplant organs
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germ_level++
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if(germ_level >= INFECTION_LEVEL_ONE)
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germ_level += rand(2,6)
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if(germ_level >= INFECTION_LEVEL_TWO)
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germ_level += rand(2,6)
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if(germ_level >= INFECTION_LEVEL_THREE)
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necrotize()
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else if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
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// Handle antibiotics and curing infections
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if(germ_level)
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handle_germs()
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return TRUE
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/obj/item/organ/proc/is_preserved()
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if(istype(loc,/obj/item/mmi))
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germ_level = max(0, germ_level - 1) // So a brain can slowly recover from being left out of an MMI
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return TRUE
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if(istype(loc, /mob/living/simple_animal/hostile/headslug) || istype(loc, /obj/item/organ/internal/body_egg/changeling_egg))
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germ_level = 0 // weird stuff might happen, best to be safe
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return TRUE
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if(is_found_within(/obj/structure/closet/crate/freezer))
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return TRUE
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if(is_found_within(/obj/machinery/clonepod))
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return TRUE
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if(is_found_within(/obj/item/organ_extractor))
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return TRUE
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if(isturf(loc))
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if(world.time - last_freezer_update_time > freezer_update_period)
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// I don't want to loop through everything in the tile constantly, especially since it'll be a pile of organs
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// if the virologist releases gibbingtons again or something
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// There's probably a much less silly way of doing this, but BYOND native algorithms are stupidly naive
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is_in_freezer = 0
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for(var/obj/structure/closet/crate/freezer/F in loc.contents)
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if(F.opened)
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is_in_freezer = 1 // on the same tile, close enough, should keep organs much fresher on avg
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break
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last_freezer_update_time = world.time
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return is_in_freezer // I'd like static varibles, please
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// You can do your cool location temperature organ preserving effects here!
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return FALSE
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/obj/item/organ/examine(mob/user)
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. = ..()
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if(status & ORGAN_DEAD)
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if(!is_robotic())
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. += "<span class='notice'>The decay has set in.</span>"
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else
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. += "<span class='notice'>It looks in need of repairs.</span>"
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/obj/item/organ/proc/handle_germs()
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if(germ_level > 0 && germ_level < INFECTION_LEVEL_ONE / 2 && prob(30))
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germ_level--
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if(germ_level >= INFECTION_LEVEL_ONE / 2)
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//aiming for germ level to go from ambient to INFECTION_LEVEL_TWO in an average of 15 minutes
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if(prob(round(germ_level / 6)))
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germ_level++
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if(germ_level >= INFECTION_LEVEL_ONE)
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var/fever_temperature = (owner.dna.species.heat_level_1 - owner.dna.species.body_temperature - 5) * min(germ_level / INFECTION_LEVEL_TWO, 1) + owner.dna.species.body_temperature
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owner.bodytemperature += clamp((fever_temperature - T20C) / BODYTEMP_COLD_DIVISOR + 1, 0, fever_temperature - owner.bodytemperature)
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if(germ_level >= INFECTION_LEVEL_TWO)
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var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
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//spread germs
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if(parent.germ_level < germ_level && ( parent.germ_level < INFECTION_LEVEL_ONE * 2 || prob(30)))
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parent.germ_level++
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/obj/item/organ/proc/rejuvenate()
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damage = 0
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germ_level = 0
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surgeryize()
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if(is_robotic()) //Robotic organs stay robotic.
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status = ORGAN_ROBOT
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else
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status = 0
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if(!owner)
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START_PROCESSING(SSobj, src)
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/obj/item/organ/proc/is_damaged()
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return damage > 0
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/obj/item/organ/proc/is_bruised()
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return damage >= min_bruised_damage
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/obj/item/organ/proc/is_broken()
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return (damage >= min_broken_damage || ((status & ORGAN_BROKEN) && !(status & ORGAN_SPLINTED)))
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//Adds autopsy data for used_weapon.
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/obj/item/organ/proc/add_autopsy_data(used_weapon = "Unknown", damage)
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var/datum/autopsy_data/W = autopsy_data[used_weapon]
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if(!W)
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W = new()
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W.weapon = used_weapon
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autopsy_data[used_weapon] = W
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W.hits += 1
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W.damage += damage
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W.time_inflicted = world.time
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//Note: external organs have their own version of this proc
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/obj/item/organ/proc/receive_damage(amount, silent = 0)
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if(tough)
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return
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damage = clamp(damage + amount, 0, max_damage)
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damage = round_health(damage)
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//only show this if the organ is not robotic
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if(owner && parent_organ && amount > 0)
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var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
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if(parent && !silent)
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custom_pain("Something inside your [parent.name] hurts a lot.")
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//check if we've hit max_damage
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if(damage >= max_damage)
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necrotize()
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/obj/item/organ/proc/heal_internal_damage(amount, robo_repair = FALSE)
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if(is_robotic() && !robo_repair)
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return
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damage = max(damage - amount, 0)
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/obj/item/organ/proc/robotize(make_tough) //Being used to make robutt hearts, etc
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status &= ~ORGAN_BROKEN
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status &= ~ORGAN_SPLINTED
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status |= ORGAN_ROBOT
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/*
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* remove
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*
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* Removes the organ from the user properly.
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* If the organ is vital, it will kill the user.
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* The proc returns the organ removed (i.e. `src`) assuming it was removed successfully;
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* otherwise, or if the organ gets destroyed in the process, it returns null.
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*/
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/obj/item/organ/proc/remove(mob/living/user, special = 0)
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if(!istype(owner))
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return
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SEND_SIGNAL(owner, COMSIG_CARBON_LOSE_ORGAN, src)
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owner.internal_organs -= src
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var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
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if(affected) affected.internal_organs -= src
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// In-game, organs will be moved to their parent turf.
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// During ghost-mob creation, we toss the organs
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// after we're done generating the sprite with them,
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// so to nullspace they go.
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if(get_turf(owner))
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forceMove(get_turf(owner))
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else
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moveToNullspace()
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START_PROCESSING(SSobj, src)
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if(owner && vital && is_primary_organ()) // I'd do another check for species or whatever so that you couldn't "kill" an IPC by removing a human head from them, but it doesn't matter since they'll come right back from the dead
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add_attack_logs(user, owner, "Removed vital organ ([src])", !!user ? ATKLOG_FEW : ATKLOG_ALL)
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owner.death()
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owner = null
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if(destroy_on_removal && !QDELETED(src))
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qdel(src)
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return
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return src
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/obj/item/organ/proc/replaced(mob/living/carbon/human/target)
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return // Nothing uses this, it is always overridden
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// A version of `replaced` that "flattens" the process of insertion, making organs "Plug'n'play"
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// (Particularly the heart, which stops beating when removed)
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/obj/item/organ/proc/safe_replace(mob/living/carbon/human/target)
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replaced(target)
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/obj/item/organ/proc/surgeryize()
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return
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/*
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Returns 1 if this is the organ that is handling all the functionalities of that particular organ slot
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Returns 0 if it isn't
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I use this so that this can be made better once the organ overhaul rolls out -- Crazylemon
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*/
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/obj/item/organ/proc/is_primary_organ(mob/living/carbon/human/O = null)
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if(isnull(O))
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O = owner
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if(!istype(owner)) // You're not the primary organ of ANYTHING, bucko
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return 0
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return src == O.get_int_organ(organ_tag)
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/obj/item/organ/proc/is_robotic()
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if(status & ORGAN_ROBOT)
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return TRUE
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return FALSE
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/obj/item/organ/serialize()
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var/data = ..()
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if(status)
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data["status"] = status
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return data
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/obj/item/organ/deserialize(data)
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if(isnum(data["status"]))
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if(data["status"] & ORGAN_ROBOT)
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robotize()
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status = data["status"]
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..()
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// A proc to send a pain message to the owner.
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/obj/item/organ/proc/custom_pain(message)
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if(!owner.can_feel_pain() || !message)
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return
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var/msg = "<span class='userdanger'>[message]</span>"
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// Anti message spam checks
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if(msg != last_pain_message || world.time >= next_pain_time)
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last_pain_message = msg
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to_chat(owner, msg)
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next_pain_time = world.time + 10 SECONDS
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