Files
WaterpigandMajkl-J bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

161 lines
6.6 KiB
Plaintext

/datum/surgery/revival
name = "Revival"
desc = "An experimental surgical procedure which involves reconstruction and reactivation of the patient's brain even long after death. \
The body must still be able to sustain life."
possible_locs = list(BODY_ZONE_CHEST)
target_mobtypes = list(/mob/living)
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_MORBID_CURIOSITY
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise,
/datum/surgery_step/revive,
/datum/surgery_step/close,
)
/datum/surgery/revival/mechanic
name = "Full System Reboot"
requires_bodypart_type = BODYTYPE_ROBOTIC
steps = list(
/datum/surgery_step/mechanic_open,
/datum/surgery_step/open_hatch,
/datum/surgery_step/mechanic_unwrench,
/datum/surgery_step/prepare_electronics,
/datum/surgery_step/revive,
/datum/surgery_step/mechanic_wrench,
/datum/surgery_step/mechanic_close,
)
/datum/surgery/revival/can_start(mob/user, mob/living/target)
if(!..())
return FALSE
if(target.stat != DEAD)
return FALSE
if(HAS_TRAIT(target, TRAIT_SUICIDED) || HAS_TRAIT(target, TRAIT_HUSK) || HAS_TRAIT(target, TRAIT_DEFIB_BLACKLISTED))
return FALSE
if(!is_valid_target(target))
return FALSE
return TRUE
/// Extra checks which can be overridden
/datum/surgery/revival/proc/is_valid_target(mob/living/patient)
if (iscarbon(patient))
return FALSE
if (!(patient.mob_biotypes & (MOB_ORGANIC|MOB_HUMANOID)))
return FALSE
return TRUE
/datum/surgery_step/revive
name = "shock brain (defibrillator)"
implements = list(
/obj/item/shockpaddles = 100,
/obj/item/melee/touch_attack/shock = 100,
/obj/item/melee/baton/security = 75,
/obj/item/gun/energy = 60)
repeatable = TRUE
time = 5 SECONDS
success_sound = 'sound/magic/lightningbolt.ogg'
failure_sound = 'sound/magic/lightningbolt.ogg'
/datum/surgery_step/revive/tool_check(mob/user, obj/item/tool)
. = TRUE
if(istype(tool, /obj/item/shockpaddles))
var/obj/item/shockpaddles/paddles = tool
if((paddles.req_defib && !paddles.defib.powered) || !HAS_TRAIT(paddles, TRAIT_WIELDED) || paddles.cooldown || paddles.busy)
to_chat(user, span_warning("You need to wield both paddles, and [paddles.defib] must be powered!"))
return FALSE
if(istype(tool, /obj/item/melee/baton/security))
var/obj/item/melee/baton/security/baton = tool
if(!baton.active)
to_chat(user, span_warning("[baton] needs to be active!"))
return FALSE
if(istype(tool, /obj/item/gun/energy))
var/obj/item/gun/energy/egun = tool
if(egun.chambered && istype(egun.chambered, /obj/item/ammo_casing/energy/electrode))
return TRUE
else
to_chat(user, span_warning("You need an electrode for this!"))
return FALSE
/datum/surgery_step/revive/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You prepare to give [target]'s brain the spark of life with [tool]."),
span_notice("[user] prepares to shock [target]'s brain with [tool]."),
span_notice("[user] prepares to shock [target]'s brain with [tool]."),
)
target.notify_revival("Someone is trying to zap your brain.", source = target)
/datum/surgery_step/revive/play_preop_sound(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(istype(tool, /obj/item/shockpaddles))
playsound(tool, 'sound/machines/defib_charge.ogg', 75, 0)
else
..()
/datum/surgery_step/revive/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
display_results(
user,
target,
span_notice("You successfully shock [target]'s brain with [tool]..."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
)
target.grab_ghost()
target.adjustOxyLoss(-50)
if(iscarbon(target))
var/mob/living/carbon/carbon_target = target
carbon_target.set_heartattack(FALSE)
if(target.revive())
on_revived(user, target)
return TRUE
//SKYRAT EDIT CHANGE - DNR TRAIT - need this so that people don't just keep spamming the revival surgery; it runs success just bc the surgery steps are done
if(HAS_TRAIT(target, TRAIT_DNR))
target.visible_message(span_warning("...[target.p_they()] lie[target.p_s()] still, unaffected. Further attempts are futile, target.p_theyre() gone."))
else
target.visible_message(span_warning("...[target.p_they()] convulse[target.p_s()], then lie[target.p_s()] still."))
//SKYRAT EDIT CHANGE END - DNR TRAIT - ORIGINAL: target.visible_message(span_warning("...[target.p_they()] convulse[target.p_s()], then lie[target.p_s()] still."))
return FALSE
/// Called when you have been successfully raised from the dead
/datum/surgery_step/revive/proc/on_revived(mob/surgeon, mob/living/patient)
patient.visible_message(span_notice("...[patient] wakes up, alive and aware!"))
patient.emote("gasp")
to_chat(patient, "<span class='userdanger'>[CONFIG_GET(string/blackoutpolicy)]</span>") //SKYRAT EDIT ADDITION - BLACKOUT POLICY
if(HAS_MIND_TRAIT(surgeon, TRAIT_MORBID) && ishuman(surgeon)) // Contrary to their typical hatred of resurrection, it wouldn't be very thematic if morbid people didn't love playing god
var/mob/living/carbon/human/morbid_weirdo = surgeon
morbid_weirdo.add_mood_event("morbid_revival_success", /datum/mood_event/morbid_revival_success)
/datum/surgery_step/revive/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You shock [target]'s brain with [tool], but [target.p_they()] doesn't react."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
)
return FALSE
/// Additional revival effects if the target has a brain
/datum/surgery/revival/carbon
possible_locs = list(BODY_ZONE_HEAD)
target_mobtypes = list(/mob/living/carbon)
surgery_flags = parent_type::surgery_flags | SURGERY_REQUIRE_LIMB
/datum/surgery/revival/carbon/is_valid_target(mob/living/carbon/patient)
var/obj/item/organ/internal/brain/target_brain = patient.get_organ_slot(ORGAN_SLOT_BRAIN)
return !isnull(target_brain)
/datum/surgery_step/revive/carbon
/datum/surgery_step/revive/carbon/on_revived(mob/surgeon, mob/living/patient)
. = ..()
patient.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) // MAD SCIENCE
/datum/surgery_step/revive/carbon/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
. = ..()
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 180)