mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-29 03:21:42 +00:00
Moved procs around, added comments.
This commit is contained in:
@@ -18,18 +18,17 @@
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var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
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var/tmp/perma_injury = 0
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var/tmp/perma_dmg = 0
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var/tmp/destspawn = 0 //Has it spawned the broken limb?
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var/tmp/amputated = 0 // Whether this has been cleanly amputated, thus causing no pain
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var/tmp/amputated = 0 //Whether this has been cleanly amputated, thus causing no pain
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var/min_broken_damage = 30
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var/datum/organ/external/parent
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var/list/datum/organ/external/children
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var/damage_msg = "\red You feel an intense pain"
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var/broken_description
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var/status = 0
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var/broken_description
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var/open = 0
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var/stage = 0
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@@ -48,98 +47,117 @@
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parent.children.Add(src)
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return ..()
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/datum/organ/external/proc/add_autopsy_data(var/used_weapon, var/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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/****************************************************
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DAMAGE PROCS
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****************************************************/
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/datum/organ/external/proc/emp_act(severity)
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if(!(status & ORGAN_ROBOT)) //meatbags do not care about EMP
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return
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var/probability = 30
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var/damage = 15
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if(severity == 2)
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probability = 1
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damage = 3
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if(prob(probability))
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droplimb(1)
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else
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take_damage(damage, 0, 1, used_weapon = "EMP")
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/datum/organ/external/proc/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
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if((brute <= 0) && (burn <= 0))
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return 0
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if(status & ORGAN_DESTROYED)
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return 0
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if(status & ORGAN_ROBOT)
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brute *= 0.66 //~2/3 damage for ROBOLIMBS
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burn *= 0.66 //~2/3 damage for ROBOLIMBS
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//if(owner && !(status & ORGAN_ROBOT))
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// owner.pain(display_name, (brute+burn)*3, 1, burn > brute)
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//If limb took enough damage, try to cut or tear it off
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if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
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if( (sharp && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
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droplimb(1)
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return
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if(sharp)
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var/nux = brute * rand(10,15)
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if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
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if(prob(5 * brute))
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droplimb(1)
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return
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else if(prob(nux))
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createwound( CUT, brute )
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if(!(status & ORGAN_ROBOT))
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owner << "You feel something wet on your [display_name]"
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else if(brute > 20)
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if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
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if(prob(5 * brute))
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droplimb(1)
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return
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if(status & ORGAN_BROKEN && prob(40) && brute)
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owner.emote("scream") //getting hit on broken hand hurts
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if(used_weapon)
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add_autopsy_data(used_weapon, brute + burn)
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var/can_cut = (prob(brute*2) || sharp) && !(status & ORGAN_ROBOT)
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// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
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if((brute_dam + burn_dam + brute + burn) < max_damage || !config.limbs_can_break)
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if(brute)
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if( (prob(brute*2) && !sharp) || sharp )
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if(can_cut)
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createwound( CUT, brute )
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else if(!sharp)
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else
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createwound( BRUISE, brute )
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if(burn)
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createwound( BURN, burn )
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else
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// If we can't inflict the full amount of damage, spread the damage in other ways
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var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam) //How much damage can we actually cause?
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//If we can't inflict the full amount of damage, spread the damage in other ways
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//How much damage can we actually cause?
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var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam)
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if(can_inflict)
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if (brute > 0)
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brute = can_inflict
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createwound(BRUISE, brute)
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if (burn > 0)
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burn = can_inflict
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createwound(BURN, burn)
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else if(!(status & ORGAN_ROBOT))
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var/passed_dam = (brute + burn) - can_inflict //Getting how much overdamage we have.
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var/list/datum/organ/external/possible_points = list()
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if(parent)
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possible_points += parent
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if(children)
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possible_points += children
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if(forbidden_limbs.len)
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possible_points -= forbidden_limbs
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if(!possible_points.len)
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if(owner.stat != 2)
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message_admins("Oh god WHAT! [owner]'s [src] was unable to find an organ to pass overdamage to!")
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else
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var/datum/organ/external/target = pick(possible_points)
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if(brute)
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target.take_damage(passed_dam, 0, sharp, used_weapon, forbidden_limbs + src)
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//Inflict all burte damage we can
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if(can_cut)
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createwound( CUT, min(brute,can_inflict) )
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else
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target.take_damage(0, passed_dam, sharp, used_weapon, forbidden_limbs + src)
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else
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droplimb(1) //Robot limbs just kinda fail at full damage.
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createwound( BRUISE, min(brute,can_inflict) )
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var/temp = can_inflict
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//How much mroe damage can we inflict
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can_inflict = max(0, can_inflict - brute)
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//How much brute damage is left to inflict
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brute = max(0, brute - temp)
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if(status & ORGAN_BROKEN)
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owner.emote("scream")
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if(used_weapon) add_autopsy_data(used_weapon, brute + burn)
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owner.updatehealth()
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if (burn > 0 && can_inflict)
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//Inflict all burn damage we can
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createwound(BURN, min(burn,can_inflict))
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//How much burn damage is left to inflict
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burn = max(0, burn - can_inflict)
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//If there are still hurties to dispense
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if (burn || brute)
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if (status & ORGAN_ROBOT)
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droplimb(1) //Robot limbs just kinda fail at full damage.
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else
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//List organs we can pass it to
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var/list/datum/organ/external/possible_points = list()
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if(parent)
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possible_points += parent
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if(children)
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possible_points += children
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if(forbidden_limbs.len)
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possible_points -= forbidden_limbs
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if(possible_points.len)
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//And pass the pain around
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var/datum/organ/external/target = pick(possible_points)
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target.take_damage(brute, burn, sharp, used_weapon, forbidden_limbs + src)
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// sync the organ's damage with its wounds
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src.update_damages()
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owner.updatehealth()
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var/result = update_icon()
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return result
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/datum/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
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if(status & ORGAN_ROBOT && !robo_repair)
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return
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// heal damage on the individual wounds
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//Heal damage on the individual wounds
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for(var/datum/wound/W in wounds)
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if(brute == 0 && burn == 0)
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break
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@@ -150,44 +168,104 @@
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else if(W.damage_type == BURN)
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burn = W.heal_damage(burn)
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// sync organ damage with wound damages
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update_damages()
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if(internal)
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status &= ~ORGAN_BROKEN
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perma_injury = 0
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// sync the organ's damage with its wounds
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//Sync the organ's damage with its wounds
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src.update_damages()
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owner.updatehealth()
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var/result = update_icon()
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return result
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/datum/organ/external/proc/update_damages()
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number_wounds = 0
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brute_dam = 0
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burn_dam = 0
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status &= ~ORGAN_BLEEDING
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for(var/datum/wound/W in wounds)
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if(W.damage_type == CUT || W.damage_type == BRUISE)
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brute_dam += W.damage
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else if(W.damage_type == BURN)
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burn_dam += W.damage
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if(!(status & ORGAN_ROBOT) && W.bleeding())
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status |= ORGAN_BLEEDING
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/datum/organ/external/proc/createwound(var/type = CUT, var/damage)
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if(damage == 0) return
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number_wounds += W.amount
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// first check whether we can widen an existing wound
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if(wounds.len > 0 && prob(max(50+owner.number_wounds*10,100)))
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if((type == CUT || type == BRUISE) && damage >= 5)
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var/datum/wound/W = pick(wounds)
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if(W.amount == 1 && W.started_healing())
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W.open_wound(damage)
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if(prob(25))
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owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
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"\red The wound on your [display_name] widens with a nasty ripping voice.",\
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"You hear a nasty ripping noise, as if flesh is being torn apart.")
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return
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//Creating wound
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var/datum/wound/W
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var/size = min( max( 1, damage/10 ) , 6)
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//Possible types of wound
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var/list/size_names = list()
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switch(type)
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if(CUT)
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size_names = typesof(/datum/wound/cut/) - /datum/wound/cut/
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if(BRUISE)
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size_names = typesof(/datum/wound/bruise/) - /datum/wound/bruise/
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if(BURN)
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size_names = typesof(/datum/wound/burn/) - /datum/wound/burn/
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var/wound_type = size_names[size]
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W = new wound_type(damage)
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//Possibly trigger an internal wound, too.
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var/local_damage = brute_dam + burn_dam + damage
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if(damage > 10 && type != BURN && local_damage > 20 && prob(damage) && !(status & ORGAN_ROBOT))
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var/datum/wound/internal_bleeding/I = new (15)
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wounds += I
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owner.custom_pain("You feel something rip in your [display_name]!", 1)
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//Check whether we can add the wound to an existing wound
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for(var/datum/wound/other in wounds)
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if(other.desc == W.desc)
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// okay, add it!
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other.damage += W.damage
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other.amount += 1
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W = null // to signify that the wound was added
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break
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if(W)
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wounds += W
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/****************************************************
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PROCESSING & UPDATING
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****************************************************/
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/datum/organ/external/process()
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// process wounds, doing healing etc., only do this every 4 ticks to save processing power
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if(owner.life_tick % wound_update_accuracy == 0)
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update_wounds()
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if(status & ORGAN_DESTROYED)
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if(!destspawn && config.limbs_can_break)
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droplimb()
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return
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if(!(status & ORGAN_BROKEN))
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perma_injury = 0
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if(parent)
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if(parent.status & ORGAN_DESTROYED)
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status |= ORGAN_DESTROYED
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owner.update_body(1)
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return
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if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
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src.fracture()
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if(germ_level > 0)
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for(var/datum/wound/W in wounds) if(!W.bandaged && !W.salved)
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W.germ_level = max(W.germ_level, germ_level)
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update_icon()
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return
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//Updating wounds. Handles wound natural healing, internal bleedings and infections
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/datum/organ/external/proc/update_wounds()
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for(var/datum/wound/W in wounds)
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// wounds can disappear after 10 minutes at the earliest
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if(W.damage == 0 && W.created + 10 * 10 * 60 <= world.time)
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wounds -= W
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// let the GC handle the deletion of the wound
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// Internal wounds get worse over time. Low temperatures (cryo) stop them.
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if(W.internal && !W.is_treated() && owner.bodytemperature >= 170)
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// internal wounds get worse over time
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W.open_wound(0.1 * wound_update_accuracy)
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owner.vessel.remove_reagent("blood",0.07 * W.damage * wound_update_accuracy)
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if(prob(1 * wound_update_accuracy))
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@@ -213,78 +291,34 @@
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// sync the organ's damage with its wounds
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src.update_damages()
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/datum/organ/external/proc/bandage()
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var/rval = 0
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src.status &= ~ORGAN_BLEEDING
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//Updates brute_damn and burn_damn from wound damages. Updates BLEEDING status.
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/datum/organ/external/proc/update_damages()
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number_wounds = 0
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brute_dam = 0
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burn_dam = 0
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status &= ~ORGAN_BLEEDING
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for(var/datum/wound/W in wounds)
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if(W.internal) continue
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rval |= !W.bandaged
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W.bandaged = 1
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return rval
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if(W.damage_type == CUT || W.damage_type == BRUISE)
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brute_dam += W.damage
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else if(W.damage_type == BURN)
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burn_dam += W.damage
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/datum/organ/external/proc/clamp()
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var/rval = 0
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src.status &= ~ORGAN_BLEEDING
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for(var/datum/wound/W in wounds)
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if(W.internal) continue
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rval |= !W.clamped
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W.clamped = 1
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return rval
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if(!(status & ORGAN_ROBOT) && W.bleeding())
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status |= ORGAN_BLEEDING
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/datum/organ/external/proc/salve()
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var/rval = 0
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for(var/datum/wound/W in wounds)
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rval |= !W.salved
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W.salved = 1
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return rval
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number_wounds += W.amount
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/datum/organ/external/proc/get_damage() //returns total damage
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return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
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/datum/organ/external/proc/get_damage_brute()
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return max(brute_dam+perma_injury, perma_injury)
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/datum/organ/external/proc/get_damage_fire()
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return burn_dam
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/datum/organ/external/proc/is_infected()
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for(var/datum/wound/W in wounds)
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if(W.germ_level > 100)
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return 1
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// new damage icon system
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// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
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/datum/organ/external/proc/update_icon()
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var/n_is = damage_state_text()
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if (n_is != damage_state)
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damage_state = n_is
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owner.update_body(1)
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return 1
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return 0
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/datum/organ/external/process()
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// process wounds, doing healing etc., only do this every 4 ticks to save processing power
|
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if(owner.life_tick % wound_update_accuracy == 0)
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update_wounds()
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if(status & ORGAN_DESTROYED)
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if(!destspawn && config.limbs_can_break)
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droplimb()
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return
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if(!(status & ORGAN_BROKEN))
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perma_dmg = 0
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if(parent)
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if(parent.status & ORGAN_DESTROYED)
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status |= ORGAN_DESTROYED
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owner.update_body(1)
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||||
return
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||||
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
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||||
src.fracture()
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if(germ_level > 0)
|
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for(var/datum/wound/W in wounds) if(!W.bandaged && !W.salved)
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||||
W.germ_level = max(W.germ_level, germ_level)
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||||
update_icon()
|
||||
return
|
||||
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||||
/datum/organ/external/proc/fracture()
|
||||
if(status & ORGAN_BROKEN)
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||||
return
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owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
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||||
owner.emote("scream")
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||||
status |= ORGAN_BROKEN
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||||
broken_description = pick("broken","fracture","hairline fracture")
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||||
perma_injury = brute_dam
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||||
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||||
// new damage icon system
|
||||
// returns just the brute/burn damage code
|
||||
/datum/organ/external/proc/damage_state_text()
|
||||
@@ -313,22 +347,17 @@
|
||||
tbrute = 3
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||||
return "[tbrute][tburn]"
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||||
|
||||
/****************************************************
|
||||
DISMEMBERMENT
|
||||
****************************************************/
|
||||
|
||||
// new damage icon system
|
||||
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
|
||||
/datum/organ/external/proc/update_icon()
|
||||
var/n_is = damage_state_text()
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||||
if (n_is != damage_state)
|
||||
damage_state = n_is
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||||
owner.update_body(1)
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||||
return 1
|
||||
return 0
|
||||
|
||||
//Recursive setting of all child organs to amputated
|
||||
/datum/organ/external/proc/setAmputatedTree()
|
||||
for(var/datum/organ/external/O in children)
|
||||
O.amputated=amputated
|
||||
O.setAmputatedTree()
|
||||
|
||||
//Handles dismemberment
|
||||
/datum/organ/external/proc/droplimb(var/override = 0,var/no_explode = 0)
|
||||
if(destspawn) return
|
||||
if(override)
|
||||
@@ -348,7 +377,7 @@
|
||||
if(O.parent == src)
|
||||
O.droplimb(1)
|
||||
|
||||
var/obj/organ
|
||||
var/obj/organ //Dropped limb object
|
||||
switch(body_part)
|
||||
if(LOWER_TORSO)
|
||||
owner << "\red You are now sterile."
|
||||
@@ -392,6 +421,7 @@
|
||||
owner.u_equip(owner.shoes)
|
||||
if(organ)
|
||||
destspawn = 1
|
||||
//Robotic limbs explode until specified otherwise
|
||||
if(status & ORGAN_ROBOT && !no_explode)
|
||||
owner.visible_message("\red \The [owner]'s [display_name] explodes violently!",\
|
||||
"\red <b>Your [display_name] explodes!</b>",\
|
||||
@@ -407,78 +437,51 @@
|
||||
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
|
||||
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
|
||||
"You hear a terrible sound of ripping tendons and flesh.")
|
||||
|
||||
//Throw organs around
|
||||
var/lol = pick(cardinal)
|
||||
step(organ,lol)
|
||||
// force the icon to rebuild
|
||||
|
||||
owner.regenerate_icons()
|
||||
|
||||
/datum/organ/external/proc/createwound(var/type = CUT, var/damage)
|
||||
if(damage == 0) return
|
||||
|
||||
// first check whether we can widen an existing wound
|
||||
if(wounds.len > 0 && prob(max(50+owner.number_wounds*10,100)))
|
||||
if((type == CUT || type == BRUISE) && damage >= 5)
|
||||
var/datum/wound/W = pick(wounds)
|
||||
if(W.amount == 1 && W.started_healing())
|
||||
W.open_wound(damage)
|
||||
if(prob(25))
|
||||
owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
|
||||
"\red The wound on your [display_name] widens with a nasty ripping voice.",\
|
||||
"You hear a nasty ripping noise, as if flesh is being torn apart.")
|
||||
return
|
||||
/****************************************************
|
||||
HELPERS
|
||||
****************************************************/
|
||||
|
||||
// the wound we will create
|
||||
var/datum/wound/W
|
||||
var/wound_type
|
||||
var/size = min( max( 1, damage/10 ) , 6)
|
||||
/datum/organ/external/proc/bandage()
|
||||
var/rval = 0
|
||||
src.status &= ~ORGAN_BLEEDING
|
||||
for(var/datum/wound/W in wounds)
|
||||
if(W.internal) continue
|
||||
rval |= !W.bandaged
|
||||
W.bandaged = 1
|
||||
return rval
|
||||
|
||||
switch(type)
|
||||
if(CUT)
|
||||
var/list/size_names = typesof(/datum/wound/cut/) - /datum/wound/cut/
|
||||
wound_type = size_names[size]
|
||||
/datum/organ/external/proc/clamp()
|
||||
var/rval = 0
|
||||
src.status &= ~ORGAN_BLEEDING
|
||||
for(var/datum/wound/W in wounds)
|
||||
if(W.internal) continue
|
||||
rval |= !W.clamped
|
||||
W.clamped = 1
|
||||
return rval
|
||||
|
||||
if(BRUISE)
|
||||
var/list/size_names = typesof(/datum/wound/bruise/) - /datum/wound/bruise/
|
||||
wound_type = size_names[size]
|
||||
/datum/organ/external/proc/salve()
|
||||
var/rval = 0
|
||||
for(var/datum/wound/W in wounds)
|
||||
rval |= !W.salved
|
||||
W.salved = 1
|
||||
return rval
|
||||
|
||||
if(BURN)
|
||||
var/list/size_names = typesof(/datum/wound/burn/) - /datum/wound/burn/
|
||||
wound_type = size_names[size]
|
||||
|
||||
W = new wound_type(damage)
|
||||
|
||||
// Possibly trigger an internal wound, too.
|
||||
var/local_damage = brute_dam + burn_dam + damage
|
||||
if(damage > 10 && type != BURN && local_damage > 20 && prob(damage) && !(status & ORGAN_ROBOT))
|
||||
var/datum/wound/internal_bleeding/I = new (15)
|
||||
wounds += I
|
||||
owner.custom_pain("You feel something rip in your [display_name]!", 1)
|
||||
|
||||
// check whether we can add the wound to an existing wound
|
||||
for(var/datum/wound/other in wounds)
|
||||
if(other.desc == W.desc)
|
||||
// okay, add it!
|
||||
other.damage += W.damage
|
||||
other.amount += 1
|
||||
W = null // to signify that the wound was added
|
||||
break
|
||||
|
||||
// if we couldn't add the wound to another wound, ignore
|
||||
if(W)
|
||||
wounds += W
|
||||
|
||||
/datum/organ/external/proc/emp_act(severity)
|
||||
if(!(status & ORGAN_ROBOT))
|
||||
/datum/organ/external/proc/fracture()
|
||||
if(status & ORGAN_BROKEN)
|
||||
return
|
||||
var/probability = 30
|
||||
var/damage = 15
|
||||
if(severity == 2)
|
||||
probability = 1
|
||||
damage = 3
|
||||
if(prob(probability))
|
||||
droplimb(1)
|
||||
else
|
||||
take_damage(damage, 0, 1, used_weapon = "EMP")
|
||||
owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
|
||||
owner.emote("scream")
|
||||
status |= ORGAN_BROKEN
|
||||
broken_description = pick("broken","fracture","hairline fracture")
|
||||
perma_injury = brute_dam
|
||||
|
||||
/datum/organ/external/proc/robotize()
|
||||
src.status &= ~ORGAN_BROKEN
|
||||
@@ -491,16 +494,18 @@
|
||||
if(T)
|
||||
T.robotize()
|
||||
|
||||
/datum/organ/external/proc/add_autopsy_data(var/used_weapon, var/damage)
|
||||
var/datum/autopsy_data/W = autopsy_data[used_weapon]
|
||||
if(!W)
|
||||
W = new()
|
||||
W.weapon = used_weapon
|
||||
autopsy_data[used_weapon] = W
|
||||
/datum/organ/external/proc/get_damage() //returns total damage
|
||||
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
|
||||
|
||||
W.hits += 1
|
||||
W.damage += damage
|
||||
W.time_inflicted = world.time
|
||||
/datum/organ/external/proc/is_infected()
|
||||
for(var/datum/wound/W in wounds)
|
||||
if(W.germ_level > 100)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/****************************************************
|
||||
ORGAN DEFINES
|
||||
****************************************************/
|
||||
|
||||
/datum/organ/external/chest
|
||||
name = "chest"
|
||||
@@ -519,37 +524,6 @@
|
||||
min_broken_damage = 70
|
||||
body_part = LOWER_TORSO
|
||||
|
||||
/datum/organ/external/head
|
||||
name = "head"
|
||||
icon_name = "head"
|
||||
display_name = "head"
|
||||
max_damage = 75
|
||||
min_broken_damage = 40
|
||||
body_part = HEAD
|
||||
var/disfigured = 0
|
||||
|
||||
take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
|
||||
..(brute, burn, sharp, used_weapon, forbidden_limbs)
|
||||
if (!disfigured)
|
||||
if (brute_dam > 40)
|
||||
if (prob(50))
|
||||
disfigure("brute")
|
||||
if (burn_dam > 40)
|
||||
disfigure("burn")
|
||||
|
||||
proc/disfigure(var/type = "brute")
|
||||
if (disfigured)
|
||||
return
|
||||
if(type == "brute")
|
||||
owner.visible_message("\red You hear a sickening cracking sound coming from \the [owner]'s face.", \
|
||||
"\red <b>Your face becomes unrecognizible mangled mess!</b>", \
|
||||
"\red You hear a sickening crack.")
|
||||
else
|
||||
owner.visible_message("\red [owner]'s face melts away, turning into mangled mess!", \
|
||||
"\red <b>Your face melts off!</b>", \
|
||||
"\red You hear a sickening sizzle.")
|
||||
disfigured = 1
|
||||
|
||||
/datum/organ/external/l_arm
|
||||
name = "l_arm"
|
||||
display_name = "left arm"
|
||||
@@ -618,6 +592,37 @@
|
||||
min_broken_damage = 15
|
||||
body_part = HAND_LEFT
|
||||
|
||||
/datum/organ/external/head
|
||||
name = "head"
|
||||
icon_name = "head"
|
||||
display_name = "head"
|
||||
max_damage = 75
|
||||
min_broken_damage = 40
|
||||
body_part = HEAD
|
||||
var/disfigured = 0
|
||||
|
||||
take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
|
||||
..(brute, burn, sharp, used_weapon, forbidden_limbs)
|
||||
if (!disfigured)
|
||||
if (brute_dam > 40)
|
||||
if (prob(50))
|
||||
disfigure("brute")
|
||||
if (burn_dam > 40)
|
||||
disfigure("burn")
|
||||
|
||||
proc/disfigure(var/type = "brute")
|
||||
if (disfigured)
|
||||
return
|
||||
if(type == "brute")
|
||||
owner.visible_message("\red You hear a sickening cracking sound coming from \the [owner]'s face.", \
|
||||
"\red <b>Your face becomes unrecognizible mangled mess!</b>", \
|
||||
"\red You hear a sickening crack.")
|
||||
else
|
||||
owner.visible_message("\red [owner]'s face melts away, turning into mangled mess!", \
|
||||
"\red <b>Your face melts off!</b>", \
|
||||
"\red You hear a sickening sizzle.")
|
||||
disfigured = 1
|
||||
|
||||
/****************************************************
|
||||
EXTERNAL ORGAN ITEMS
|
||||
****************************************************/
|
||||
|
||||
Reference in New Issue
Block a user