Files
Paradise/code/modules/surgery/organs/ears.dm
Luc 0e401c2ed9 Gives ears a proper slot (#24848)
* ears

* ears

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
2024-03-28 23:47:24 +00:00

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/obj/item/organ/internal/ears
name = "ears"
icon_state = "ears"
gender = PLURAL
organ_tag = "ears"
parent_organ = "head"
slot = "ears"
/obj/item/organ/internal/ears/on_life()
if(!iscarbon(owner))
return
var/mob/living/carbon/C = owner
// if we have non-damage related deafness like mutations, quirks or clothing (earmuffs), don't bother processing here. Ear healing from earmuffs or chems happen elsewhere
if(HAS_TRAIT_NOT_FROM(C, TRAIT_DEAF, EAR_DAMAGE))
return
if(status & ORGAN_DEAD)
C.Deaf(2 SECONDS)
else
if((damage > 10) && prob(damage / 30))
C.Deaf(8 SECONDS)
SEND_SOUND(owner, sound('sound/weapons/flash_ring.ogg'))
/obj/item/organ/internal/ears/surgeryize()
owner?.SetDeaf(0)
heal_internal_damage(100)
/obj/item/organ/internal/ears/cybernetic
name = "cybernetic ears"
icon_state = "ears-c"
desc = "a basic cybernetic designed to mimic the operation of ears."
origin_tech = "biotech=4"
status = ORGAN_ROBOT
/obj/item/organ/internal/ears/cybernetic/emp_act(severity)
if(emp_proof)
return
..()
damage += 40 / severity