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https://github.com/PolarisSS13/Polaris.git
synced 2025-12-26 10:03:45 +00:00
Tons of updates to autopsy.
- Fire, Electrocution, Strangulation, Trace Chemicals and Radiation Poisoning are now detected - Fixed a bug to head surgery - You now only hurt subjects on an operating table with a scalpel if your intent is set to harm - The sheet of paper printed by the autopsy scanner now goes to a free hand if possible
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@@ -124,6 +124,7 @@
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/mob/living/carbon/human
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proc
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handle_health_updates()
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// if the mob has enough health, she should slowly heal
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if(stat != 2)
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@@ -295,16 +296,20 @@
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if (radiation < 0)
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radiation = 0
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var/damage = 0 // stores how much damage was inflicted
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switch(radiation)
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if(1 to 49)
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radiation--
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if(prob(25))
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damage = 1
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adjustToxLoss(1)
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updatehealth()
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if(50 to 74)
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radiation -= 2
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adjustToxLoss(1)
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damage = 1
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if(prob(5))
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radiation -= 5
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Weaken(3)
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@@ -315,6 +320,7 @@
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if(75 to 100)
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radiation -= 3
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adjustToxLoss(3)
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damage = 3
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if(prob(1))
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src << "\red You mutate!"
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randmutb(src)
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@@ -322,6 +328,12 @@
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emote("gasp")
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updatehealth()
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if(damage)
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var/V = pick(organs)
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var/datum/organ/external/O = organs[V]
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if(istype(O)) O.add_wound("Radiation Poisoning", damage)
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//As close as I could find to where to put it
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grav_delay = max(grav_delay-3,0)
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@@ -794,6 +806,21 @@
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dizziness = max(0, dizziness - 3)
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jitteriness = max(0, jitteriness - 3)
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if(life_tick % 10 == 0)
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// handle trace chemicals for autopsy
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for(var/V in organs)
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var/datum/organ/O = organs[V]
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for(var/chemID in O.trace_chemicals)
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O.trace_chemicals[chemID] = O.trace_chemicals[chemID] - 1
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if(O.trace_chemicals[chemID] <= 0)
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O.trace_chemicals.Remove(chemID)
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for(var/datum/reagent/A in reagents.reagent_list)
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// add chemistry traces to a random organ
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var/V = pick(organs)
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var/datum/organ/O = organs[V]
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O.trace_chemicals[A.name] = 100
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updatehealth()
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return //TODO: DEFERRED
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@@ -3,7 +3,9 @@
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name = "organ"
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mob/living/carbon/human/owner = null
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list/datum/wound/weapon_wounds = list()
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list/datum/autopsy_data/autopsy_data = list()
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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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proc/process()
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@@ -12,7 +14,7 @@
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proc/receive_chem(chemical as obj)
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return 0
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/datum/wound
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/datum/autopsy_data
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var
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weapon = null
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pretend_weapon = null
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@@ -21,7 +23,7 @@
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time_inflicted = 0
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proc/copy()
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var/datum/wound/W = new()
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var/datum/autopsy_data/W = new()
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W.weapon = src.weapon
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W.pretend_weapon = src.pretend_weapon
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W.damage = src.damage
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@@ -131,18 +133,18 @@
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perma_injury = 0
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// if all damage is healed, replace the wounds with scars
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if(brute_dam + burn_dam == 0)
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for(var/V in weapon_wounds)
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var/datum/wound/W = weapon_wounds[V]
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for(var/V in autopsy_data)
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var/datum/autopsy_data/W = autopsy_data[V]
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del W
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weapon_wounds = list()
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autopsy_data = list()
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return update_icon()
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proc/add_wound(var/used_weapon, var/damage)
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var/datum/wound/W = weapon_wounds[used_weapon]
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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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weapon_wounds[used_weapon] = W
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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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