mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-02-05 13:50:08 +00:00
@@ -35,9 +35,8 @@
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#define ORGAN_BLEEDING (1<<1)
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#define ORGAN_BROKEN (1<<2)
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#define ORGAN_DESTROYED (1<<3)
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#define ORGAN_SPLINTED (1<<4)
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#define ORGAN_DEAD (1<<5)
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#define ORGAN_MUTATED (1<<6)
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#define ORGAN_DEAD (1<<4)
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#define ORGAN_MUTATED (1<<5)
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#define DROPLIMB_EDGE 0
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#define DROPLIMB_BLUNT 1
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@@ -463,11 +463,11 @@ its easier to just keep the beam vertical.
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//spawn(0)
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//if(I) //It's possible that it could be deleted in the meantime.
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var/obj/O = I
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O.show_message( message, 1, blind_message, 2)
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O.show_message(message, 1, blind_message, 2)
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else if(ismob(I))
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var/mob/M = I
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if(M.see_invisible >= invisibility) // Cannot view the invisible
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M.show_message( message, 1, blind_message, 2)
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M.show_message(message, 1, blind_message, 2)
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else if (blind_message)
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M.show_message(blind_message, 2)
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@@ -488,7 +488,24 @@ its easier to just keep the beam vertical.
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spawn(0)
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if(I) //It's possible that it could be deleted in the meantime.
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var/obj/O = I
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O.show_message( message, 2, deaf_message, 1)
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O.show_message(message, 2, deaf_message, 1)
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else if(ismob(I))
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var/mob/M = I
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M.show_message( message, 2, deaf_message, 1)
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M.show_message(message, 2, deaf_message, 1)
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/atom/movable/proc/dropInto(var/atom/destination)
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while(istype(destination))
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var/atom/drop_destination = destination.onDropInto(src)
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if(!istype(drop_destination) || drop_destination == destination)
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return forceMove(destination)
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destination = drop_destination
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return forceMove(null)
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/atom/proc/onDropInto(var/atom/movable/AM)
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return // If onDropInto returns null, then dropInto will forceMove AM into us.
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/atom/movable/onDropInto(var/atom/movable/AM)
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return loc // If onDropInto returns something, then dropInto will attempt to drop AM there.
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/atom/proc/InsertedContents()
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return contents
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@@ -63,13 +63,35 @@
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return
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/atom/movable/proc/forceMove(atom/destination)
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if(loc == destination)
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return 0
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var/is_origin_turf = isturf(loc)
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var/is_destination_turf = isturf(destination)
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// It is a new area if:
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// Both the origin and destination are turfs with different areas.
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// When either origin or destination is a turf and the other is not.
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var/is_new_area = (is_origin_turf ^ is_destination_turf) || (is_origin_turf && is_destination_turf && loc.loc != destination.loc)
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var/atom/origin = loc
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loc = destination
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if(origin)
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origin.Exited(src, destination)
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if(is_origin_turf)
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for(var/atom/movable/AM in origin)
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AM.Uncrossed(src)
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if(is_new_area && is_origin_turf)
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origin.loc.Exited(src, destination)
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if(destination)
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if(loc)
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loc.Exited(src)
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loc = destination
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loc.Entered(src)
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return 1
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return 0
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destination.Entered(src, origin)
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if(is_destination_turf) // If we're entering a turf, cross all movable atoms
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for(var/atom/movable/AM in loc)
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if(AM != src)
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AM.Crossed(src)
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if(is_new_area && is_destination_turf)
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destination.loc.Entered(src, origin)
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return 1
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//called when src is thrown into hit_atom
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/atom/movable/proc/throw_impact(atom/hit_atom, var/speed)
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@@ -329,7 +329,7 @@
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organStatus["broken"] = E.broken_description
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if(E.status & ORGAN_ROBOT)
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organStatus["robotic"] = 1
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if(E.status & ORGAN_SPLINTED)
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if(E.splinted)
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organStatus["splinted"] = 1
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if(E.status & ORGAN_BLEEDING)
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organStatus["bleeding"] = 1
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@@ -483,7 +483,7 @@
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break
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if(istype(e, /obj/item/organ/external/chest) && occupant.is_lung_ruptured())
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lung_ruptured = "Lung ruptured:"
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if(e.status & ORGAN_SPLINTED)
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if(e.splinted)
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splint = "Splinted:"
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if(e.status & ORGAN_BLEEDING)
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bled = "Bleeding:"
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@@ -161,7 +161,7 @@ REAGENT SCANNER
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continue
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var/limb = e.name
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if(e.status & ORGAN_BROKEN)
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if(((e.name == "l_arm") || (e.name == "r_arm") || (e.name == "l_leg") || (e.name == "r_leg")) && (!(e.status & ORGAN_SPLINTED)))
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if(((e.name == "l_arm") || (e.name == "r_arm") || (e.name == "l_leg") || (e.name == "r_leg")) && (!e.splinted))
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user << "<span class='warning'>Unsecured fracture in subject [limb]. Splinting recommended for transport.</span>"
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if(e.has_infected_wound())
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user << "<span class='warning'>Infected wound detected in subject [limb]. Disinfection recommended.</span>"
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@@ -264,7 +264,7 @@
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if(!(affecting.organ_tag in splintable_organs))
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user << "<span class='danger'>You can't use \the [src] to apply a splint there!</span>"
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return
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if(affecting.status & ORGAN_SPLINTED)
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if(affecting.splinted)
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user << "<span class='danger'>[M]'s [limb] is already splinted!</span>"
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return
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if (M != user)
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@@ -275,17 +275,21 @@
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user << "<span class='danger'>You can't apply a splint to the arm you're using!</span>"
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return
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user.visible_message("<span class='danger'>[user] starts to apply \the [src] to their [limb].</span>", "<span class='danger'>You start to apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
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if(do_after(user, 50))
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if (M != user)
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user.visible_message("<span class='danger'>[user] finishes applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
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else
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if(prob(25))
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user.visible_message("<span class='danger'>[user] successfully applies \the [src] to their [limb].</span>", "<span class='danger'>You successfully apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
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else
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user.visible_message("<span class='danger'>[user] fumbles \the [src].</span>", "<span class='danger'>You fumble \the [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
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if(do_after(user, 50, M))
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if(M == user && prob(75))
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user.visible_message("<span class='danger'>\The [user] fumbles [src].</span>", "<span class='danger'>You fumble [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
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return
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var/obj/item/stack/medical/splint/S = split(1)
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if(S)
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if(affecting.apply_splint(S))
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S.forceMove(affecting)
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if (M != user)
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user.visible_message("<span class='danger'>\The [user] finishes applying [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
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else
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user.visible_message("<span class='danger'>\The [user] successfully applies [src] to their [limb].</span>", "<span class='danger'>You successfully apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
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return
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affecting.status |= ORGAN_SPLINTED
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use(1)
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S.dropInto(src.loc) //didn't get applied, so just drop it
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user.visible_message("<span class='danger'>\The [user] fails to apply [src].</span>", "<span class='danger'>You fail to apply [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
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return
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@@ -394,3 +394,6 @@
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var/shake_dir = pick(-1, 1)
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animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1)
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animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)
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/obj/structure/closet/onDropInto(var/atom/movable/AM)
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return
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@@ -63,7 +63,7 @@
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var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit.
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/obj/item/clothing/suit/space/equipped(mob/M)
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check_limb_support()
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check_limb_support(M)
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..()
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/obj/item/clothing/suit/space/dropped(var/mob/user)
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@@ -77,14 +77,24 @@
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/obj/item/clothing/suit/space/proc/check_limb_support(var/mob/living/carbon/human/user)
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// If this isn't set, then we don't need to care.
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if(!supporting_limbs || !supporting_limbs.len)
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if(!istype(user) || isnull(supporting_limbs))
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return
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if(!istype(user) || user.wear_suit == src)
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return
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if(user.wear_suit == src)
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for(var/obj/item/organ/external/E in user.bad_external_organs)
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if(E.is_broken() && E.apply_splint(src))
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user << "You feel [src] constrict about your [E.name], supporting it."
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supporting_limbs |= E
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else
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// Otherwise, remove the splints.
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for(var/obj/item/organ/external/E in supporting_limbs)
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if(E.splinted == src && E.remove_splint(src))
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user << "\The [src] stops supporting your [E.name]."
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supporting_limbs.Cut()
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// Otherwise, remove the splints.
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for(var/obj/item/organ/external/E in supporting_limbs)
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E.status &= ~ ORGAN_SPLINTED
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user << "The suit stops supporting your [E.name]."
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supporting_limbs = list()
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/obj/item/clothing/suit/space/proc/handle_fracture(var/mob/living/carbon/human/user, var/obj/item/organ/external/E)
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if(!istype(user) || isnull(supporting_limbs))
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return
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if(E.is_broken() && E.apply_splint(src))
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user << "You feel [src] constrict about your [E.name], supporting it."
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supporting_limbs |= E
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@@ -146,7 +146,7 @@
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for(var/datum/playingcard/P in cards)
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H.cards += P
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H.concealed = src.concealed
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user.drop_from_inventory(src,user.loc)
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user.drop_from_inventory(src)
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qdel(src)
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H.update_icon()
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return
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@@ -50,6 +50,11 @@ var/list/holder_mob_icon_cache = list()
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continue
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M.forceMove(get_turf(src))
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/obj/item/weapon/holder/onDropInto(var/atom/movable/AM)
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if(ismob(loc)) // Bypass our holding mob and drop directly to its loc
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return loc.loc
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return ..()
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/obj/item/weapon/holder/GetID()
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for(var/mob/M in contents)
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var/obj/item/I = M.GetIdCard()
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@@ -126,16 +126,12 @@ var/list/slot_equipment_priority = list( \
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// Removes an item from inventory and places it in the target atom.
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// If canremove or other conditions need to be checked then use unEquip instead.
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/mob/proc/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
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/mob/proc/drop_from_inventory(var/obj/item/W, var/atom/target = null)
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if(W)
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if(!Target)
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Target = loc
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remove_from_mob(W)
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if(!(W && W.loc)) return 1 // self destroying objects (tk, grabs)
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W.forceMove(Target)
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remove_from_mob(W, target)
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if(!(W && W.loc))
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return 1 // self destroying objects (tk, grabs)
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update_icons()
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return 1
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return 0
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@@ -194,7 +190,9 @@ var/list/slot_equipment_priority = list( \
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//Attemps to remove an object on a mob.
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/mob/proc/remove_from_mob(var/obj/O)
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/mob/proc/remove_from_mob(var/obj/O, var/atom/target)
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if(!O) // Nothing to remove, so we succeed.
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return 1
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src.u_equip(O)
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if (src.client)
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src.client.screen -= O
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@@ -202,7 +200,10 @@ var/list/slot_equipment_priority = list( \
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O.screen_loc = null
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if(istype(O, /obj/item))
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var/obj/item/I = O
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I.forceMove(src.loc)
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if(target)
|
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I.forceMove(target)
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else
|
||||
I.dropInto(loc)
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I.dropped(src)
|
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return 1
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@@ -251,8 +251,8 @@
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//splints
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for(var/organ in list(BP_L_LEG, BP_R_LEG, BP_L_ARM, BP_R_ARM))
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var/obj/item/organ/external/o = get_organ(organ)
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if(o && o.status & ORGAN_SPLINTED)
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msg += "<span class='warning'>[T.He] [T.has] a splint on [T.his] [o.name]!</span>\n"
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if(o && o.splinted && o.splinted.loc == o)
|
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msg += "<span class='warning'>[T.He] [T.has] \a [o.splinted] on [T.his] [o.name]!</span>\n"
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|
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if(suiciding)
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msg += "<span class='warning'>[T.He] appears to have commited suicide... there is no hope of recovery.</span>\n"
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||||
|
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@@ -1013,7 +1013,7 @@
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/mob/living/carbon/human/proc/handle_embedded_objects()
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for(var/obj/item/organ/external/organ in src.organs)
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if(organ.status & ORGAN_SPLINTED) //Splints prevent movement.
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if(organ.splinted) //Splints prevent movement.
|
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continue
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for(var/obj/item/O in organ.implants)
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if(!istype(O,/obj/item/weapon/implant) && prob(5)) //Moving with things stuck in you could be bad.
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||||
@@ -45,7 +45,7 @@
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||||
var/obj/item/organ/external/E = get_organ(organ_name)
|
||||
if(!E || E.is_stump())
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tally += 4
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||||
if(E.status & ORGAN_SPLINTED)
|
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if(E.splinted)
|
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tally += 0.5
|
||||
else if(E.status & ORGAN_BROKEN)
|
||||
tally += 1.5
|
||||
@@ -57,7 +57,7 @@
|
||||
var/obj/item/organ/external/E = get_organ(organ_name)
|
||||
if(!E || E.is_stump())
|
||||
tally += 4
|
||||
else if(E.status & ORGAN_SPLINTED)
|
||||
else if(E.splinted)
|
||||
tally += 0.5
|
||||
else if(E.status & ORGAN_BROKEN)
|
||||
tally += 1.5
|
||||
|
||||
@@ -142,10 +142,10 @@
|
||||
return
|
||||
|
||||
for (var/obj/item/organ/external/E in organs)
|
||||
if(!E || !E.can_grasp || (E.status & ORGAN_SPLINTED))
|
||||
if(!E || !E.can_grasp)
|
||||
continue
|
||||
|
||||
if(E.is_broken() || E.is_dislocated())
|
||||
if((E.is_broken() || E.is_dislocated()) && !E.splinted)
|
||||
switch(E.body_part)
|
||||
if(HAND_LEFT, ARM_LEFT)
|
||||
if(!l_hand)
|
||||
|
||||
@@ -125,9 +125,13 @@
|
||||
if(can_reach_splints)
|
||||
var/removed_splint
|
||||
for(var/obj/item/organ/external/o in organs)
|
||||
if (o && o.status & ORGAN_SPLINTED)
|
||||
o.status &= ~ORGAN_SPLINTED
|
||||
removed_splint = 1
|
||||
if (o && o.splinted)
|
||||
var/obj/item/S = o.splinted
|
||||
if(istype(S) && S.loc == o) //can only remove splints that are actually worn on the organ (deals with hardsuit splints)
|
||||
S.add_fingerprint(user)
|
||||
if(o.remove_splint())
|
||||
user.put_in_active_hand(S)
|
||||
removed_splint = 1
|
||||
if(removed_splint)
|
||||
visible_message("<span class='danger'>\The [user] removes \the [src]'s splints!</span>")
|
||||
else
|
||||
|
||||
@@ -519,7 +519,7 @@
|
||||
for(var/name in H.organs_by_name)
|
||||
var/obj/item/organ/external/e = H.organs_by_name[name]
|
||||
if(e && H.lying)
|
||||
if(((e.status & ORGAN_BROKEN && !(e.status & ORGAN_SPLINTED)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
|
||||
if(((e.status & ORGAN_BROKEN && !(e.splinted)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
|
||||
return 1
|
||||
break
|
||||
return 0
|
||||
|
||||
@@ -254,7 +254,6 @@ var/list/organ_cache = list()
|
||||
robotic = ORGAN_ROBOT
|
||||
src.status &= ~ORGAN_BROKEN
|
||||
src.status &= ~ORGAN_BLEEDING
|
||||
src.status &= ~ORGAN_SPLINTED
|
||||
src.status &= ~ORGAN_CUT_AWAY
|
||||
|
||||
/obj/item/organ/proc/mechassist() //Used to add things like pacemakers, etc
|
||||
|
||||
@@ -50,6 +50,7 @@
|
||||
var/list/implants = list() // Currently implanted objects.
|
||||
var/organ_rel_size = 25 // Relative size of the organ.
|
||||
var/base_miss_chance = 20 // Chance of missing.
|
||||
var/atom/movable/splinted
|
||||
|
||||
// Joint/state stuff.
|
||||
var/can_grasp // It would be more appropriate if these two were named "affects_grasp" and "affects_stand" at this point
|
||||
@@ -84,6 +85,10 @@
|
||||
for(var/obj/item/organ/O in internal_organs)
|
||||
qdel(O)
|
||||
|
||||
if(splinted && splinted.loc == src)
|
||||
qdel(splinted)
|
||||
splinted = null
|
||||
|
||||
if(owner)
|
||||
owner.organs -= src
|
||||
owner.organs_by_name[organ_tag] = null
|
||||
@@ -524,11 +529,11 @@ This function completely restores a damaged organ to perfect condition.
|
||||
//external organs handle brokenness a bit differently when it comes to damage. Instead brute_dam is checked inside process()
|
||||
//this also ensures that an external organ cannot be "broken" without broken_description being set.
|
||||
/obj/item/organ/external/is_broken()
|
||||
return ((status & ORGAN_CUT_AWAY) || ((status & ORGAN_BROKEN) && !(status & ORGAN_SPLINTED)))
|
||||
return ((status & ORGAN_CUT_AWAY) || ((status & ORGAN_BROKEN) && !(splinted)))
|
||||
|
||||
//Determines if we even need to process this organ.
|
||||
/obj/item/organ/external/proc/need_process()
|
||||
if(status & (ORGAN_CUT_AWAY|ORGAN_BLEEDING|ORGAN_BROKEN|ORGAN_DESTROYED|ORGAN_SPLINTED|ORGAN_DEAD|ORGAN_MUTATED))
|
||||
if(status & (ORGAN_CUT_AWAY|ORGAN_BLEEDING|ORGAN_BROKEN|ORGAN_DESTROYED|ORGAN_DEAD|ORGAN_MUTATED))
|
||||
return 1
|
||||
if((brute_dam || burn_dam) && (robotic < ORGAN_ROBOT)) //Robot limbs don't autoheal and thus don't need to process when damaged
|
||||
return 1
|
||||
@@ -1006,21 +1011,10 @@ Note that amputating the affected organ does in fact remove the infection from t
|
||||
// This is mostly for the ninja suit to stop ninja being so crippled by breaks.
|
||||
// TODO: consider moving this to a suit proc or process() or something during
|
||||
// hardsuit rewrite.
|
||||
if(owner && !(status & ORGAN_SPLINTED) && istype(owner,/mob/living/carbon/human))
|
||||
|
||||
var/mob/living/carbon/human/H = owner
|
||||
|
||||
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
|
||||
|
||||
var/obj/item/clothing/suit/space/suit = H.wear_suit
|
||||
|
||||
if(isnull(suit.supporting_limbs))
|
||||
return
|
||||
|
||||
owner << "<span class='notice'>You feel \the [suit] constrict about your [name], supporting it.</span>"
|
||||
status |= ORGAN_SPLINTED
|
||||
suit.supporting_limbs |= src
|
||||
return
|
||||
if(!(splinted) && owner && istype(owner.wear_suit, /obj/item/clothing/suit/space))
|
||||
var/obj/item/clothing/suit/space/suit = owner.wear_suit
|
||||
suit.handle_fracture(owner, src)
|
||||
|
||||
/obj/item/organ/external/proc/mend_fracture()
|
||||
if(robotic >= ORGAN_ROBOT)
|
||||
@@ -1031,6 +1025,20 @@ Note that amputating the affected organ does in fact remove the infection from t
|
||||
status &= ~ORGAN_BROKEN
|
||||
return 1
|
||||
|
||||
/obj/item/organ/external/proc/apply_splint(var/atom/movable/splint)
|
||||
if(!splinted)
|
||||
splinted = splint
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/organ/external/proc/remove_splint()
|
||||
if(splinted)
|
||||
if(splinted.loc == src)
|
||||
splinted.dropInto(owner? owner.loc : src.loc)
|
||||
splinted = null
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/organ/external/robotize(var/company, var/skip_prosthetics = 0, var/keep_organs = 0)
|
||||
|
||||
if(robotic >= ORGAN_ROBOT)
|
||||
@@ -1054,6 +1062,7 @@ Note that amputating the affected organ does in fact remove the infection from t
|
||||
|
||||
dislocated = -1
|
||||
cannot_break = 1
|
||||
remove_splint()
|
||||
get_icon()
|
||||
unmutate()
|
||||
|
||||
|
||||
@@ -140,7 +140,6 @@
|
||||
user.visible_message("\blue [user] has mended the damaged bones in [target]'s [affected.name] with \the [tool]." , \
|
||||
"\blue You have mended the damaged bones in [target]'s [affected.name] with \the [tool]." )
|
||||
affected.status &= ~ORGAN_BROKEN
|
||||
affected.status &= ~ORGAN_SPLINTED
|
||||
affected.stage = 0
|
||||
|
||||
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
|
||||
|
||||
Reference in New Issue
Block a user