mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-06 07:22:42 +00:00
Fixes for the fingerprint runtimes, other runtimes, the new damage system, and the new objective system, to reduce the super hard objectives.
This commit is contained in:
@@ -349,15 +349,20 @@ client
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if (L.len > 0 && !(name == "underlays" || name == "overlays" || name == "vars" || L.len > 500))
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// not sure if this is completely right...
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if (0) // (L.vars.len > 0)
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if(0) //(L.vars.len > 0)
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html += "<ol>"
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for (var/entry in L)
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html += debug_variable(entry, L[entry], level + 1)
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html += "</ol>"
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else
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html += "<ul>"
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for (var/index = 1, index <= L.len, index++)
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html += debug_variable("[index]", L[index], level + 1)
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var/index = 1
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for (var/entry in L)
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if(istext(entry))
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html += debug_variable(entry, L[entry], level + 1)
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//html += debug_variable("[index]", L[index], level + 1)
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else
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html += debug_variable(index, L[index], level + 1)
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index++
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html += "</ul>"
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else
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html += "[name] = <span class='value'>[value]</span>"
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@@ -18,6 +18,7 @@ datum/mind
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var/has_been_rev = 0//Tracks if this mind has been a rev or not
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var/rev_cooldown = 0
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var/list/tempobjectives = list() //because otherwise they get de-referenced.
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proc/transfer_to(mob/new_character)
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if(current)
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@@ -81,16 +81,16 @@
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/atom/proc/add_fingerprint(mob/living/M as mob)
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if(isnull(M)) return
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if(isnull(M.key)) return
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if (!( src.flags ) & 256)
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if (!( flags ) & 256)
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return
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if (ishuman(M))
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if(!fingerprintshidden)
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fingerprintshidden = list()
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add_fibers(M)
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if (M.mutations2 & mFingerprints)
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if(src.fingerprintslast != M.key)
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src.fingerprintshidden += "(Has no fingerprints) Real name: [M.real_name], Key: [M.key]"
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src.fingerprintslast = M.key
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if(fingerprintslast != M.key)
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fingerprintshidden += "(Has no fingerprints) Real name: [M.real_name], Key: [M.key]"
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fingerprintslast = M.key
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return 0
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var/mob/living/carbon/human/H = M
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if (!istype(H.dna, /datum/dna) || !H.dna.uni_identity || (length(H.dna.uni_identity) != 32))
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@@ -98,24 +98,24 @@
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H.dna = new /datum/dna(null)
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H.check_dna()
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if (H.gloves && H.gloves != src)
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if(src.fingerprintslast != H.key)
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src.fingerprintshidden += text("(Wearing gloves). Real name: [], Key: []",H.real_name, H.key)
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src.fingerprintslast = H.key
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if(fingerprintslast != H.key)
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fingerprintshidden += text("(Wearing gloves). Real name: [], Key: []",H.real_name, H.key)
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fingerprintslast = H.key
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H.gloves.add_fingerprint(M)
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if(H.gloves != src)
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if(prob(75) && istype(H.gloves, /obj/item/clothing/gloves/latex))
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return 0
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else if(H.gloves && !istype(H.gloves, /obj/item/clothing/gloves/latex))
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return 0
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if(src.fingerprintslast != H.key)
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src.fingerprintshidden += text("Real name: [], Key: []",H.real_name, H.key)
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src.fingerprintslast = H.key
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if(fingerprintslast != H.key)
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fingerprintshidden += text("Real name: [], Key: []",H.real_name, H.key)
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fingerprintslast = H.key
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if(!fingerprints)
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fingerprints = list()
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var/new_prints = 0
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var/prints
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for(var/i = 1, i <= src.fingerprints.len, i++)
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var/list/L = params2list(src.fingerprints[i])
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for(var/i = 1, i <= fingerprints.len, i++)
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var/list/L = params2list(fingerprints[i])
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if(L[num2text(1)] == md5(H.dna.uni_identity))
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new_prints = i
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prints = L[num2text(2)]
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@@ -123,30 +123,28 @@
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else
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var/test_print = stars(L[num2text(2)], rand(80,90))
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if(stringpercent(test_print) == 32)
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if(src.fingerprints.len == 1)
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src.fingerprints = list()
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if(fingerprints.len == 1)
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fingerprints = list()
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else
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for(var/j = i, j < (src.fingerprints.len), j++)
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src.fingerprints[j] = src.fingerprints[j+1]
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src.fingerprints.len--
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fingerprints.Cut(i,i+1)
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else
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src.fingerprints[i] = "1=[L[num2text(1)]]&2=[test_print]"
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fingerprints[i] = "1=[L[num2text(1)]]&2=[test_print]"
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if(new_prints)
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src.fingerprints[new_prints] = text("1=[]&2=[]", md5(H.dna.uni_identity), stringmerge(prints,stars(md5(H.dna.uni_identity), (H.gloves ? rand(10,20) : rand(25,40)))))
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else if(new_prints == 0)
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if(!src.fingerprints || !src.fingerprints.len)
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src.fingerprints = list(text("1=[]&2=[]", md5(H.dna.uni_identity), stars(md5(H.dna.uni_identity), H.gloves ? rand(10,20) : rand(25,40))))
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fingerprints[new_prints] = text("1=[]&2=[]", md5(H.dna.uni_identity), stringmerge(prints,stars(md5(H.dna.uni_identity), (H.gloves ? rand(10,20) : rand(25,40)))))
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else
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if(!fingerprints || !fingerprints.len)
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fingerprints = list(text("1=[]&2=[]", md5(H.dna.uni_identity), stars(md5(H.dna.uni_identity), H.gloves ? rand(10,20) : rand(25,40))))
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else
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src.fingerprints += text("1=[]&2=[]", md5(H.dna.uni_identity), stars(md5(H.dna.uni_identity), H.gloves ? rand(10,20) : rand(25,40)))
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for(var/i = 1, i <= src.fingerprints.len, i++)
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if(length(src.fingerprints[i]) != 69)
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src.fingerprints.Remove(src.fingerprints[i])
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fingerprints += text("1=[]&2=[]", md5(H.dna.uni_identity), stars(md5(H.dna.uni_identity), H.gloves ? rand(10,20) : rand(25,40)))
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for(var/i = 1, i <= fingerprints.len, i++)
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if(length(fingerprints[i]) != 69)
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fingerprints.Remove(fingerprints[i])
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if(fingerprints && !fingerprints.len) del(fingerprints)
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return 1
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else
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if(src.fingerprintslast != M.key)
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src.fingerprintshidden += text("Real name: [], Key: []",M.real_name, M.key)
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src.fingerprintslast = M.key
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if(fingerprintslast != M.key)
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fingerprintshidden += text("Real name: [], Key: []",M.real_name, M.key)
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fingerprintslast = M.key
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return
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//returns 1 if made bloody, returns 0 otherwise
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@@ -1,52 +1,85 @@
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/proc/GenerateTheft(var/job,var/datum/mind/traitor)
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var/list/datum/objective/objectives = list()
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var/list/weight = list()
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var/index = 1
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for(var/o in typesof(/datum/objective/steal))
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if(o != /datum/objective/steal) //Make sure not to get a blank steal objective.
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var/datum/objective/target = new o(null,job)
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objectives += list(target = target.weight)
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//objectives += GenerateAssassinate(job,traitor)
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return objectives
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weight += list("[index]" = target.weight)
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objectives += target
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index++
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world << objectives.len
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return list(objectives, weight)
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/proc/GenerateAssassinate(var/job,var/datum/mind/traitor)
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var/list/datum/objective/assassinate/missions = list()
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var/list/weight = list()
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var/index = 1
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for(var/datum/mind/target in ticker.minds)
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if((target != traitor) && istype(target.current, /mob/living/carbon/human))
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if(target && target.current)
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var/datum/objective/target_obj = new /datum/objective/assassinate(null,job,target)
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missions += list(target_obj = target_obj.weight)
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return missions
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weight += list("[index]" = target_obj.weight)
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missions += target_obj
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index++
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world << missions.len
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return list(missions, weight)
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/proc/GenerateFrame(var/job,var/datum/mind/traitor)
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var/list/datum/objective/frame/missions = list()
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var/list/weight = list()
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var/index = 1
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for(var/datum/mind/target in ticker.minds)
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if((target != traitor) && istype(target.current, /mob/living/carbon/human))
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if(target && target.current)
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var/datum/objective/target_obj = new /datum/objective/frame(null,job,target)
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missions += list(target_obj = target_obj.weight)
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return missions
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weight += list("[index]" = target_obj.weight)
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missions += target_obj
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index++
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world << missions.len
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return list(missions, weight)
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/proc/GenerateProtection(var/job,var/datum/mind/traitor)
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var/list/datum/objective/frame/missions = list()
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var/list/weight = list()
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var/index = 1
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for(var/datum/mind/target in ticker.minds)
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if((target != traitor) && istype(target.current, /mob/living/carbon/human))
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if(target && target.current)
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var/datum/objective/target_obj = new /datum/objective/protection(null,job,target)
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missions += list(target_obj = target_obj.weight)
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return missions
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weight += list("[index]" = target_obj.weight)
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missions += target_obj
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index++
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world << missions.len
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return list(missions, weight)
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/proc/PickObjectiveFromList(var/list/objectivesArray)
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var/list/datum/objectives = objectivesArray[1]
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var/pick_index = text2num(pickweight(objectivesArray[2]))
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return objectives[pick_index]
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/proc/RemoveObjectiveFromList(var/list/objectiveArray, var/datum/objective/objective)
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var/list/datum/objective/temp = objectiveArray[1]
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var/list/weight = objectiveArray[2]
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var/index = temp.Find(objective)
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if(index == temp.len)
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temp.Cut(index)
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weight.Cut(index)
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else
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temp.Cut(index, index+1)
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weight.Cut(index, index+1)
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return list(temp,weight)
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/proc/SelectObjectives(var/job,var/datum/mind/traitor,var/hijack = 0)
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var/list/datum/objective/chosenobjectives = list()
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var/list/datum/objective/theftobjectives = GenerateTheft(job,traitor) //Separated all the objective types so they can be picked independantly of each other.
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var/list/datum/objective/killobjectives = GenerateAssassinate(job,traitor)
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var/list/datum/objective/frameobjectives = GenerateFrame(job,traitor)
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var/list/datum/objective/protectobjectives = GenerateProtection(job,traitor)
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var/list/chosenobjectives = list()
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var/list/theftobjectives = GenerateTheft(job,traitor) //Separated all the objective types so they can be picked independantly of each other.
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var/list/killobjectives = GenerateAssassinate(job,traitor)
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var/list/frameobjectives = GenerateFrame(job,traitor)
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var/list/protectobjectives = GenerateProtection(job,traitor)
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//var/points
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var/totalweight
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var/selectobj
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@@ -54,27 +87,30 @@
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while(totalweight < 100)
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selectobj = rand(1,100) //Randomly determine the type of objective to be given.
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if(!length(killobjectives) || !length(protectobjectives)) //If any of these lists are empty, just give them theft objectives.
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var/datum/objective/objective = pickweight(theftobjectives)
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if(!length(killobjectives[1]) || !length(protectobjectives[1])|| !length(frameobjectives[1])) //If any of these lists are empty, just give them theft objectives.
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var/datum/objective/objective = PickObjectiveFromList(theftobjectives)
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chosenobjectives += objective
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totalweight += objective.points
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theftobjectives -= objective
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theftobjectives = RemoveObjectiveFromList(theftobjectives, objective)
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else switch(selectobj)
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if(1 to 55) //Theft Objectives (55% chance)
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var/datum/objective/objective = pickweight(theftobjectives)
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var/datum/objective/objective = PickObjectiveFromList(theftobjectives)
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for(1 to 10)
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if(objective.points + totalweight <= 110)
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break
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objective = pickweight(theftobjectives)
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objective = PickObjectiveFromList(theftobjectives)
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chosenobjectives += objective
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totalweight += objective.points
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theftobjectives -= objective
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theftobjectives = RemoveObjectiveFromList(theftobjectives, objective)
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if(56 to 92) //Assassination Objectives (37% chance)
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var/datum/objective/assassinate/objective = pickweight(killobjectives)
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var/datum/objective/assassinate/objective = PickObjectiveFromList(killobjectives)
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world << objective
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for(1 to 10)
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if(objective.points + totalweight <= 110)
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break
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objective = pickweight(killobjectives)
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objective = PickObjectiveFromList(killobjectives)
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if(!objective)
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continue
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for(var/datum/objective/protection/conflicttest in chosenobjectives) //Check to make sure we aren't telling them to Assassinate somebody they need to Protect.
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if(conflicttest.target == objective.target)
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conflict = 1
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@@ -86,23 +122,37 @@
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if(!conflict)
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chosenobjectives += objective
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totalweight += objective.points
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killobjectives -= objective
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killobjectives = RemoveObjectiveFromList(killobjectives, objective)
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conflict = 0
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if(93 to 95) //Framing Objectives (3% chance)
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var/datum/objective/objective = pickweight(frameobjectives)
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var/datum/objective/objective = PickObjectiveFromList(frameobjectives)
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for(1 to 10)
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if(objective.points + totalweight <= 110)
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break
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objective = pickweight(frameobjectives)
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chosenobjectives += objective
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totalweight += objective.points
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frameobjectives -= objective
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objective = PickObjectiveFromList(frameobjectives)
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if(!objective)
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continue
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for(var/datum/objective/protection/conflicttest in chosenobjectives) //Check to make sure we aren't telling them to Assassinate somebody they need to Protect.
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if(conflicttest.target == objective.target)
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conflict = 1
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break
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for(var/datum/objective/assassinate/conflicttest in chosenobjectives) //Check to make sure we aren't telling them to Protect somebody they need to Assassinate.
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if(conflicttest.target == objective.target)
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conflict = 1
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break
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if(!conflict)
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chosenobjectives += objective
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totalweight += objective.points
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frameobjectives = RemoveObjectiveFromList(frameobjectives, objective)
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conflict = 0
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if(96 to 100) //Protection Objectives (5% chance)
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var/datum/objective/protection/objective = pickweight(protectobjectives)
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var/datum/objective/protection/objective = PickObjectiveFromList(protectobjectives)
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for(1 to 10)
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if(objective.points + totalweight <= 110)
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break
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objective = pickweight(protectobjectives)
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objective = PickObjectiveFromList(protectobjectives)
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if(!objective)
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continue
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for(var/datum/objective/assassinate/conflicttest in chosenobjectives) //Check to make sure we aren't telling them to Protect somebody they need to Assassinate.
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if(conflicttest.target == objective.target)
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conflict = 1
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@@ -114,7 +164,7 @@
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if(!conflict)
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chosenobjectives += objective
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totalweight += objective.points
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protectobjectives -= objective
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protectobjectives = RemoveObjectiveFromList(protectobjectives, objective)
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conflict = 0
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var/hasendgame = 0
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@@ -185,7 +185,11 @@
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if (src.density)
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open()
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else
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var/holdopen_old = holdopen
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holdopen = 0
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close()
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spawn(1)
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holdopen = holdopen_old
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else if (src.density)
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flick("door_deny", src)
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return
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@@ -195,26 +195,26 @@ FINGERPRINT CARD
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return "<B>There are no fingerprints on this card.</B>"
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return
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/obj/item/weapon/f_card/attack_hand(mob/user as mob)
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///obj/item/weapon/f_card/attack_hand(mob/user as mob)
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if ((user.r_hand == src || user.l_hand == src))
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src.add_fingerprint(user)
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var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card( user )
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F.amount = 1
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src.amount--
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if (user.hand)
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user.l_hand = F
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else
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user.r_hand = F
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F.layer = 20
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F.add_fingerprint(user)
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if (src.amount < 1)
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//SN src = null
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del(src)
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return
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else
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..()
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return
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// if ((user.r_hand == src || user.l_hand == src))
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// add_fingerprint(user)
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// var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card( user )
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// F.amount = 1
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// src.amount--
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// if (user.hand)
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// user.l_hand = F
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// else
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// user.r_hand = F
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// F.layer = 20
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// F.add_fingerprint(user)
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// if (src.amount < 1)
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// //SN src = null
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// del(src)
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// return
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// else
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// ..()
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// return
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/obj/item/weapon/f_card/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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||||
@@ -253,10 +253,10 @@ FINGERPRINT CARD
|
||||
|
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..()
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if (!istype(usr, /mob/living/silicon))
|
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if (src.fingerprints)
|
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if (fingerprints)
|
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if (src.amount > 1)
|
||||
var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card(get_turf(src))
|
||||
F.amount = --src.amount
|
||||
src.amount = 1
|
||||
src.icon_state = "fingerprint1"
|
||||
amount = 1
|
||||
icon_state = "fingerprint1"
|
||||
return
|
||||
@@ -199,7 +199,6 @@ obj/machinery/computer/forensic_scanning
|
||||
M.drop_item()
|
||||
I.loc = src
|
||||
process_card()
|
||||
usr << "You insert the card, and it is destroyed by the machinery in the process of comparing prints."
|
||||
else
|
||||
usr << "\red Invalid Object Rejected."
|
||||
if("database")
|
||||
@@ -646,7 +645,9 @@ obj/machinery/computer/forensic_scanning
|
||||
return
|
||||
|
||||
proc/process_card() //Same as above, but for fingerprint cards
|
||||
if(card.fingerprints && !(card.amount > 1))
|
||||
if(card.fingerprints && !(card.amount > 1) && islist(card.fingerprints) && files && files.len)
|
||||
usr << "You insert the card, and it is destroyed by the machinery in the process of comparing prints."
|
||||
var/found = 0
|
||||
for(var/k = 1, k <= card.fingerprints.len, k++)
|
||||
var/list/test_prints = params2list(card.fingerprints[k])
|
||||
var/print = test_prints[num2text(1)]
|
||||
@@ -657,7 +658,12 @@ obj/machinery/computer/forensic_scanning
|
||||
if(perp == print)
|
||||
test_list[1] = "1=" + print + "&2=" + print
|
||||
files[i] = test_list
|
||||
found = 1
|
||||
break
|
||||
if(found)
|
||||
usr << "The machinery finds can completes a match."
|
||||
else
|
||||
usr << "No match found."
|
||||
del(card)
|
||||
else
|
||||
usr << "\red ERROR: No prints/too many cards."
|
||||
|
||||
@@ -511,8 +511,9 @@ Traitors and the like can also be revived with the previous role mostly intact.
|
||||
e.perma_injury = 0
|
||||
e.update_icon()
|
||||
for(var/datum/organ/wound/W in e.wounds)
|
||||
if(W.bleeding)
|
||||
if(W.bleeding || !W.is_healing)
|
||||
W.stopbleeding()
|
||||
del(H.vessel)
|
||||
H.vessel = new/datum/reagents(560)
|
||||
H.vessel.my_atom = H
|
||||
H.vessel.add_reagent("blood",560)
|
||||
|
||||
@@ -317,6 +317,10 @@ datum
|
||||
|
||||
for(var/A in reagent_list)
|
||||
var/datum/reagent/R = A
|
||||
if(R.id == "blood" && reagent == R.id)
|
||||
if(R.data && data)
|
||||
if(R.data["donor"] != data["donor"])
|
||||
continue
|
||||
if (R.id == reagent)
|
||||
R.volume += amount
|
||||
update_total()
|
||||
|
||||
@@ -103,8 +103,8 @@ datum
|
||||
color = "#C80000" // rgb: 200, 0, 0
|
||||
on_mob_life(var/mob/living/M)
|
||||
if(istype(M, /mob/living/carbon/human) && blood_incompatible(data["blood_type"],M.dna.b_type))
|
||||
M.adjustToxLoss(rand(1.5,3))
|
||||
M.adjustOxyLoss(rand(1.5,3))
|
||||
M.adjustToxLoss(rand(0.5,1.5))
|
||||
M.adjustOxyLoss(rand(1,1.5))
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
@@ -1078,8 +1078,8 @@
|
||||
var/trans
|
||||
if(B && ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
H.vessel.add_reagent("blood",5,B)
|
||||
src.reagents.remove_reagent("blood",5)
|
||||
H.vessel.add_reagent("blood",(B.volume > 5? 5 : B.volume),B.data)
|
||||
src.reagents.remove_reagent("blood",(B.volume > 5? 5 : B.volume))
|
||||
else
|
||||
trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
|
||||
user << "\blue You inject [trans] units of the solution. The syringe now contains [src.reagents.total_volume] units."
|
||||
|
||||
@@ -349,11 +349,11 @@
|
||||
"severe burn" = "severe burn", "deep burn" = "deep burn", "carbonised area" = "carbonised area")
|
||||
switch(i)
|
||||
if(2) //Healing wounds.
|
||||
if(tallied in list("cut","tiny bruise","small burn"))
|
||||
if(tallied in list("cut","small burn"))
|
||||
continue
|
||||
tallied_rename = list("deep cut" = "clotted cut", "flesh wound" = "small bandaged wound",\
|
||||
"gaping wound" = "bandaged wound", "big gaping wound" = "gauze wrapped wound",\
|
||||
"massive wound" = "massive blood soaked bandage", "small bruise" = "small bruise",\
|
||||
"massive wound" = "massive blood soaked bandage", "tiny bruise" = "tiny bruise", "small bruise" = "small bruise",\
|
||||
"moderate bruise" = "moderate bruise", "large bruise" = "large bruise",\
|
||||
"huge bruise" = "huge bruise", "monumental bruise" = "monumental bruise",\
|
||||
"moderate burn" = "moderate salved burn", "large burn" = "large salved burn",\
|
||||
@@ -380,7 +380,7 @@
|
||||
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
|
||||
"deep burn" = "deep burn scar", "carbonised area" = "healing carbonised area")
|
||||
if(5)
|
||||
if(tallied in list("cut","deep cut","tiny bruise", "small bruise", "moderate bruise","small burn", "moderate burn"))
|
||||
if(tallied in list("cut","deep cut","tiny bruise", "moderate bruise", "small bruise","small burn", "moderate burn"))
|
||||
continue
|
||||
tallied_rename = list("flesh wound" = "small scar", "gaping wound" = "straight scar",\
|
||||
"big gaping wound" = "jagged scar", "massive wound" = "gigantic scar",\
|
||||
@@ -429,6 +429,7 @@
|
||||
flavor_text_string += flavor_text[text]
|
||||
flavor_text_string += " on [t_his] [named].</span><br>"
|
||||
wound_flavor_text["[named]"] = flavor_text_string
|
||||
world << "[named] + [flavor_text_string]"
|
||||
if(wound_flavor_text["head"] && !skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))
|
||||
msg += wound_flavor_text["head"]
|
||||
else if(is_bleeding["head"])
|
||||
|
||||
@@ -114,7 +114,7 @@
|
||||
update_clothing()
|
||||
src << "\blue Your icons have been generated!"
|
||||
|
||||
vessel = new/datum/reagents(560)
|
||||
vessel = new/datum/reagents(600)
|
||||
vessel.my_atom = src
|
||||
vessel.add_reagent("blood",560)
|
||||
spawn(1) fixblood()
|
||||
|
||||
@@ -447,7 +447,7 @@
|
||||
return null
|
||||
|
||||
update_canmove()
|
||||
if(paralysis || stunned || weakened || buckled || (changeling && changeling.changeling_fakedeath)) canmove = 0
|
||||
if(paralysis || resting || stunned || weakened || buckled || (changeling && changeling.changeling_fakedeath)) canmove = 0
|
||||
else canmove = 1
|
||||
|
||||
handle_breath(datum/gas_mixture/breath)
|
||||
|
||||
@@ -156,7 +156,7 @@
|
||||
if(Process_Grab()) return
|
||||
|
||||
//Making mob movememnt changes instant.
|
||||
if(mob.paralysis || mob.stunned || mob.weakened || mob.buckled || (mob.changeling && mob.changeling.changeling_fakedeath))
|
||||
if(mob.paralysis || mob.stunned || mob.resting || mob.weakened || mob.buckled || (mob.changeling && mob.changeling.changeling_fakedeath))
|
||||
mob.canmove = 0
|
||||
return
|
||||
else
|
||||
|
||||
@@ -73,6 +73,11 @@
|
||||
owner = H
|
||||
H.organs[name] = src
|
||||
|
||||
Del()
|
||||
for(var/datum/organ/wound/W in wounds)
|
||||
del(W)
|
||||
..()
|
||||
|
||||
proc/take_damage(brute, burn, sharp, used_weapon = null)
|
||||
if((brute <= 0) && (burn <= 0))
|
||||
return 0
|
||||
@@ -432,7 +437,7 @@
|
||||
|
||||
proc/become_scar()
|
||||
healing_state = 1 //Patched
|
||||
spawn(200) //20 seconds
|
||||
spawn(200*slowheal) //20 seconds
|
||||
update_health(5) //Heals some.
|
||||
|
||||
sleep(rand(1800,3000)*slowheal) //3-5 minutes
|
||||
|
||||
@@ -98,7 +98,7 @@
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
M.apply_damage(30+in_chamber.damage, BRUTE, used_weapon = "Point Blank Shot") //So we'll put him an inch from death.
|
||||
M.apply_damage(30+in_chamber.damage, BRUTE, user.zone_sel.selecting, used_weapon = "Point Blank Shot") //So we'll put him an inch from death.
|
||||
M.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> point blank with a <b>[]</b>", time_stamp(), user, user.ckey, M, M.ckey, src)
|
||||
user.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> point blank with a <b>[]</b>", time_stamp(), user, user.ckey, M, M.ckey, src)
|
||||
log_admin("ATTACK: [user] ([user.ckey]) shot [M] ([M.ckey]) point blank with [src].")
|
||||
|
||||
Reference in New Issue
Block a user