Merged with dev.

This commit is contained in:
=
2015-03-31 11:17:13 +10:30
138 changed files with 6543 additions and 3644 deletions
+1 -1
View File
@@ -24,7 +24,7 @@
var/mob/living/carbon/M = other
if(!istype(M))
return 1
if(locate(/datum/organ/internal/xenos/hivenode) in M.internal_organs)
if(locate(/obj/item/organ/xenos/hivenode) in M.internal_organs)
return 1
return 0
@@ -11,4 +11,4 @@
/mob/living/carbon/alien/larva/New()
..()
add_language("Xenomorph") //Bonus language.
internal_organs += new /datum/organ/internal/xenos/hivenode(src)
internal_organs |= new /obj/item/organ/xenos/hivenode(src)
@@ -10,11 +10,6 @@
throw_range = 5
origin_tech = "biotech=3"
attack_verb = list("attacked", "slapped", "whacked")
prosthetic_name = "cyberbrain"
prosthetic_icon = "brain-prosthetic"
organ_tag = "brain"
organ_type = /datum/organ/internal/brain
var/mob/living/carbon/brain/brainmob = null
/obj/item/organ/brain/xeno
@@ -49,19 +44,18 @@
else
user << "This one seems particularly lifeless. Perhaps it will regain some of its luster later.."
/obj/item/organ/brain/removed(var/mob/living/target,var/mob/living/user)
/obj/item/organ/brain/removed(var/mob/living/user)
..()
var/mob/living/simple_animal/borer/borer = target.has_brain_worms()
var/mob/living/simple_animal/borer/borer = owner.has_brain_worms()
if(borer)
borer.detatch() //Should remove borer if the brain is removed - RR
var/mob/living/carbon/human/H = target
var/obj/item/organ/brain/B = src
if(istype(B) && istype(H))
B.transfer_identity(target)
if(istype(B) && istype(owner))
B.transfer_identity(owner)
/obj/item/organ/brain/replaced(var/mob/living/target)
@@ -78,8 +72,6 @@
/obj/item/organ/brain/slime
name = "slime core"
desc = "A complex, organic knot of jelly and crystalline particles."
prosthetic_name = null
prosthetic_icon = null
robotic = 2
icon = 'icons/mob/slimes.dmi'
icon_state = "green slime extract"
@@ -87,8 +79,6 @@
/obj/item/organ/brain/golem
name = "chem"
desc = "A tightly furled roll of paper, covered with indecipherable runes."
prosthetic_name = null
prosthetic_icon = null
robotic = 2
icon = 'icons/obj/wizard.dmi'
icon_state = "scroll"
+10 -9
View File
@@ -32,8 +32,8 @@
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/organ = H.get_organ("chest")
if (istype(organ, /datum/organ/external))
var/datum/organ/external/temp = organ
if (istype(organ, /obj/item/organ/external))
var/obj/item/organ/external/temp = organ
if(temp.take_damage(d, 0))
H.UpdateDamageIcon()
H.updatehealth()
@@ -60,12 +60,13 @@
/mob/living/carbon/attack_hand(mob/M as mob)
if(!istype(M, /mob/living/carbon)) return
if (hasorgans(M))
var/datum/organ/external/temp = M:organs_by_name["r_hand"]
if (M.hand)
temp = M:organs_by_name["l_hand"]
if (ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (H.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
M << "\red You can't use your [temp.display_name]"
H << "\red You can't use your [temp.name]"
return
for(var/datum/disease/D in viruses)
@@ -155,7 +156,7 @@
"\blue You check yourself for injuries." \
)
for(var/datum/organ/external/org in H.organs)
for(var/obj/item/organ/external/org in H.organs)
var/status = ""
var/brutedamage = org.brute_dam
var/burndamage = org.burn_dam
@@ -186,7 +187,7 @@
status = "weirdly shapen."
if(status == "")
status = "OK"
src.show_message(text("\t []My [] is [].",status=="OK"?"\blue ":"\red ",org.display_name,status),1)
src.show_message(text("\t []My [] is [].",status=="OK"?"\blue ":"\red ",org.name,status),1)
if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
H.play_xylophone()
else if (on_fire)
@@ -83,6 +83,7 @@
g_eyes = green
b_eyes = blue
update_eyes()
update_body()
return 1
+9 -14
View File
@@ -1,19 +1,14 @@
/mob/living/carbon/human/gib()
for(var/datum/organ/internal/I in internal_organs)
var/obj/item/organ/current_organ = I.remove()
if(current_organ)
if(istype(loc,/turf))
current_organ.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
current_organ.removed(src)
for(var/obj/item/organ/I in internal_organs)
I.removed()
if(istype(loc,/turf))
I.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
for(var/datum/organ/external/E in src.organs)
if(istype(E, /datum/organ/external/chest))
continue
// Only make the limb drop if it's not too damaged
if(prob(100 - E.get_damage()))
// Override the current limb status and don't cause an explosion
E.droplimb(1,1)
for(var/obj/item/organ/external/E in src.organs)
E.droplimb(0,0,1)
sleep(1)
..(species.gibbed_anim)
gibs(loc, viruses, dna, null, species.flesh_color, species.blood_color)
@@ -38,7 +33,7 @@
if(species) species.handle_death(src)
//Handle brain slugs.
var/datum/organ/external/head = get_organ("head")
var/obj/item/organ/external/head = get_organ("head")
var/mob/living/simple_animal/borer/B
for(var/I in head.implants)
+32 -21
View File
@@ -198,9 +198,9 @@
//splints
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
var/datum/organ/external/o = get_organ(organ)
var/obj/item/organ/external/o = get_organ(organ)
if(o && o.status & ORGAN_SPLINTED)
msg += "<span class='warning'>[t_He] [t_has] a splint on [t_his] [o.display_name]!</span>\n"
msg += "<span class='warning'>[t_He] [t_has] a splint on [t_his] [o.name]!</span>\n"
if(suiciding)
msg += "<span class='warning'>[t_He] appears to have commited suicide... there is no hope of recovery.</span>\n"
@@ -251,33 +251,44 @@
var/list/wound_flavor_text = list()
var/list/is_destroyed = list()
var/list/is_bleeding = list()
for(var/datum/organ/external/temp in organs)
for(var/organ_tag in species.has_limbs)
var/list/organ_data = species.has_limbs[organ_tag]
var/organ_descriptor = organ_data["descriptor"]
is_destroyed["[organ_data["descriptor"]]"] = 1
var/obj/item/organ/external/E = organs_by_name[organ_tag]
if(!E)
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[t_He] is missing [t_his] [organ_descriptor].</b></span>\n"
else if(E.is_stump())
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[t_He] has a stump where [t_his] [organ_descriptor] should be.</b></span>\n"
else
continue
for(var/obj/item/organ/external/temp in organs)
if(temp)
if(temp.status & ORGAN_DESTROYED)
is_destroyed["[temp.display_name]"] = 1
wound_flavor_text["[temp.display_name]"] = "<span class='warning'><b>[t_He] is missing [t_his] [temp.display_name].</b></span>\n"
continue
if(temp.status & ORGAN_ROBOT)
if(!(temp.brute_dam + temp.burn_dam))
if(!species.flags & IS_SYNTHETIC)
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>[t_He] has a robot [temp.display_name]!</span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has a robot [temp.name]!</span>\n"
continue
else
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>[t_He] has a robot [temp.display_name]. It has"
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has a robot [temp.name]. It has"
if(temp.brute_dam) switch(temp.brute_dam)
if(0 to 20)
wound_flavor_text["[temp.display_name]"] += " some dents"
wound_flavor_text["[temp.name]"] += " some dents"
if(21 to INFINITY)
wound_flavor_text["[temp.display_name]"] += pick(" a lot of dents"," severe denting")
wound_flavor_text["[temp.name]"] += pick(" a lot of dents"," severe denting")
if(temp.brute_dam && temp.burn_dam)
wound_flavor_text["[temp.display_name]"] += " and"
wound_flavor_text["[temp.name]"] += " and"
if(temp.burn_dam) switch(temp.burn_dam)
if(0 to 20)
wound_flavor_text["[temp.display_name]"] += " some burns"
wound_flavor_text["[temp.name]"] += " some burns"
if(21 to INFINITY)
wound_flavor_text["[temp.display_name]"] += pick(" a lot of burns"," severe melting")
if(wound_flavor_text["[temp.display_name]"])
wound_flavor_text["[temp.display_name]"] += "!</span>\n"
wound_flavor_text["[temp.name]"] += pick(" a lot of burns"," severe melting")
if(wound_flavor_text["[temp.name]"])
wound_flavor_text["[temp.name]"] += "!</span>\n"
else if(temp.wounds.len > 0)
var/list/wound_descriptors = list()
for(var/datum/wound/W in temp.wounds)
@@ -325,14 +336,14 @@
else if(flavor_text.len > 1 && text > 1)
flavor_text_string += ","
flavor_text_string += flavor_text[text]
flavor_text_string += " on [t_his] [temp.display_name].</span><br>"
wound_flavor_text["[temp.display_name]"] = flavor_text_string
flavor_text_string += " on [t_his] [temp.name].</span><br>"
wound_flavor_text["[temp.name]"] = flavor_text_string
else
wound_flavor_text["[temp.display_name]"] = ""
wound_flavor_text["[temp.name]"] = ""
if(temp.status & ORGAN_BLEEDING)
is_bleeding["[temp.display_name]"] = 1
is_bleeding["[temp.name]"] = 1
else
wound_flavor_text["[temp.display_name]"] = ""
wound_flavor_text["[temp.name]"] = ""
//Handles the text strings being added to the actual description.
//If they have something that covers the limb, and it is not missing, put flavortext. If it is covered but bleeding, add other flavortext.
+78 -25
View File
@@ -65,7 +65,7 @@
stat("Tank Pressure", internal.air_contents.return_pressure())
stat("Distribution Pressure", internal.distribute_pressure)
var/datum/organ/internal/xenos/plasmavessel/P = internal_organs_by_name["plasma vessel"]
var/obj/item/organ/xenos/plasmavessel/P = internal_organs_by_name["plasma vessel"]
if(P)
stat(null, "Phoron Stored: [P.stored_plasma]/[P.max_plasma]")
@@ -129,7 +129,7 @@
var/update = 0
// focus most of the blast on one organ
var/datum/organ/external/take_blast = pick(organs)
var/obj/item/organ/external/take_blast = pick(organs)
update |= take_blast.take_damage(b_loss * 0.9, f_loss * 0.9, used_weapon = "Explosive blast")
// distribute the remaining 10% on all limbs equally
@@ -138,7 +138,7 @@
var/weapon_message = "Explosive Blast"
for(var/datum/organ/external/temp in organs)
for(var/obj/item/organ/external/temp in organs)
switch(temp.name)
if("head")
update |= temp.take_damage(b_loss * 0.2, f_loss * 0.2, used_weapon = weapon_message)
@@ -167,7 +167,7 @@
if(stat == 2) return
show_message("\red The blob attacks you!")
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
var/datum/organ/external/affecting = get_organ(ran_zone(dam_zone))
var/obj/item/organ/external/affecting = get_organ(ran_zone(dam_zone))
apply_damage(rand(30,40), BRUTE, affecting, run_armor_check(affecting, "melee"))
return
@@ -176,7 +176,7 @@
if ((M.client && !( M.blinded )))
M.show_message("\red [src] has been hit by [O]", 1)
if (health > 0)
var/datum/organ/external/affecting = get_organ(pick("chest", "chest", "chest", "head"))
var/obj/item/organ/external/affecting = get_organ(pick("chest", "chest", "chest", "head"))
if(!affecting) return
if (istype(O, /obj/effect/immovablerod))
if(affecting.take_damage(101, 0))
@@ -193,7 +193,7 @@
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)
L.imp_in = M
L.implanted = 1
var/datum/organ/external/affected = M.organs_by_name["head"]
var/obj/item/organ/external/affected = M.organs_by_name["head"]
affected.implants += L
L.part = affected
L.implanted(src)
@@ -201,7 +201,7 @@
/mob/living/carbon/human/proc/is_loyalty_implanted(mob/living/carbon/human/M)
for(var/L in M.contents)
if(istype(L, /obj/item/weapon/implant/loyalty))
for(var/datum/organ/external/O in M.organs)
for(var/obj/item/organ/external/O in M.organs)
if(L in O.implants)
return 1
return 0
@@ -326,7 +326,7 @@
//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
/mob/living/carbon/human/proc/get_face_name()
var/datum/organ/external/head/head = get_organ("head")
var/obj/item/organ/external/head/head = get_organ("head")
if( !head || head.disfigured || (head.status & ORGAN_DESTROYED) || !real_name || (HUSK in mutations) ) //disfigured. use id-name if possible
return "Unknown"
return real_name
@@ -357,7 +357,7 @@
if (!def_zone)
def_zone = pick("l_hand", "r_hand")
var/datum/organ/external/affected_organ = get_organ(check_zone(def_zone))
var/obj/item/organ/external/affected_organ = get_organ(check_zone(def_zone))
var/siemens_coeff = base_siemens_coeff * get_siemens_coefficient_organ(affected_organ)
return ..(shock_damage, source, siemens_coeff, def_zone)
@@ -677,7 +677,7 @@
return 2
if(internal_organs_by_name["eyes"]) // Eyes are fucked, not a 'weak point'.
var/datum/organ/internal/I = internal_organs_by_name["eyes"]
var/obj/item/organ/I = internal_organs_by_name["eyes"]
if(I.status & ORGAN_CUT_AWAY)
return 2
else
@@ -795,6 +795,7 @@
r_eyes = hex2num(copytext(new_eyes, 2, 4))
g_eyes = hex2num(copytext(new_eyes, 4, 6))
b_eyes = hex2num(copytext(new_eyes, 6, 8))
update_eyes()
var/new_tone = input("Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation", "[35-s_tone]") as text
@@ -922,19 +923,16 @@
germ_level += n
/mob/living/carbon/human/revive()
for (var/datum/organ/external/O in organs)
for (var/obj/item/organ/external/O in organs)
O.status &= ~ORGAN_BROKEN
O.status &= ~ORGAN_BLEEDING
O.status &= ~ORGAN_SPLINTED
O.status &= ~ORGAN_CUT_AWAY
O.status &= ~ORGAN_ATTACHABLE
if (!O.amputated)
O.status &= ~ORGAN_DESTROYED
O.destspawn = 0
O.wounds.Cut()
O.heal_damage(1000,1000,1,1)
var/datum/organ/external/head/h = organs_by_name["head"]
var/obj/item/organ/external/head/h = organs_by_name["head"]
h.disfigured = 0
if(species && !(species.flags & NO_BLOOD))
@@ -953,7 +951,7 @@
H.brainmob.mind.transfer_to(src)
del(H)
for(var/datum/organ/internal/I in internal_organs)
for(var/obj/item/organ/I in internal_organs)
I.damage = 0
for (var/datum/disease/virus in viruses)
@@ -968,11 +966,11 @@
..()
/mob/living/carbon/human/proc/is_lung_ruptured()
var/datum/organ/internal/lungs/L = internal_organs_by_name["lungs"]
var/obj/item/organ/lungs/L = internal_organs_by_name["lungs"]
return L && L.is_bruised()
/mob/living/carbon/human/proc/rupture_lung()
var/datum/organ/internal/lungs/L = internal_organs_by_name["lungs"]
var/obj/item/organ/lungs/L = internal_organs_by_name["lungs"]
if(L && !L.is_bruised())
src.custom_pain("You feel a stabbing pain in your chest!", 1)
@@ -1033,7 +1031,7 @@
/mob/living/carbon/human/get_visible_implants(var/class = 0)
var/list/visible_implants = list()
for(var/datum/organ/external/organ in src.organs)
for(var/obj/item/organ/external/organ in src.organs)
for(var/obj/item/weapon/O in organ.implants)
if(!istype(O,/obj/item/weapon/implant) && (O.w_class > class) && !istype(O,/obj/item/weapon/shard/shrapnel))
visible_implants += O
@@ -1042,7 +1040,7 @@
/mob/living/carbon/human/proc/handle_embedded_objects()
for(var/datum/organ/external/organ in src.organs)
for(var/obj/item/organ/external/organ in src.organs)
if(organ.status & ORGAN_SPLINTED) //Splints prevent movement.
continue
for(var/obj/item/weapon/O in organ.implants)
@@ -1051,11 +1049,11 @@
var/msg = null
switch(rand(1,3))
if(1)
msg ="<span class='warning'>A spike of pain jolts your [organ.display_name] as you bump [O] inside.</span>"
msg ="<span class='warning'>A spike of pain jolts your [organ.name] as you bump [O] inside.</span>"
if(2)
msg ="<span class='warning'>Your movement jostles [O] in your [organ.display_name] painfully.</span>"
msg ="<span class='warning'>Your movement jostles [O] in your [organ.name] painfully.</span>"
if(3)
msg ="<span class='warning'>[O] in your [organ.display_name] twists painfully as you move.</span>"
msg ="<span class='warning'>[O] in your [organ.name] twists painfully as you move.</span>"
src << msg
organ.take_damage(rand(1,3), 0, 0)
@@ -1292,14 +1290,14 @@
/mob/living/carbon/human/has_brain()
if(internal_organs_by_name["brain"])
var/datum/organ/internal/brain = internal_organs_by_name["brain"]
var/obj/item/organ/brain = internal_organs_by_name["brain"]
if(brain && istype(brain))
return 1
return 0
/mob/living/carbon/human/has_eyes()
if(internal_organs_by_name["eyes"])
var/datum/organ/internal/eyes = internal_organs_by_name["eyes"]
var/obj/item/organ/eyes = internal_organs_by_name["eyes"]
if(eyes && istype(eyes) && !eyes.status & ORGAN_CUT_AWAY)
return 1
return 0
@@ -1308,3 +1306,58 @@
if((species.flags & NO_SLIP) || (shoes && (shoes.flags & NOSLIP)))
return 0
..(slipped_on,stun_duration)
/mob/living/carbon/human/proc/undislocate()
set category = "Object"
set name = "Undislocate Joint"
set desc = "Pop a joint back into place. Extremely painful."
set src in view(1)
if(!isliving(usr) || usr.next_move > world.time)
return
usr.next_move = world.time + 20
if(usr.stat > 0)
usr << "You are unconcious and cannot do that!"
return
if(usr.restrained())
usr << "You are restrained and cannot do that!"
return
var/mob/S = src
var/mob/U = usr
var/self = null
if(S == U)
self = 1 // Removing object from yourself.
var/list/limbs = list()
for(var/limb in organs_by_name)
var/obj/item/organ/external/current_limb = organs_by_name[limb]
if(current_limb && current_limb.dislocated == 2)
limbs |= limb
var/choice = input(src,"Which joint do you wish to relocate?") as null|anything in limbs
if(!choice)
return
var/obj/item/organ/external/current_limb = organs_by_name[choice]
if(self)
src << "<span class='warning'>You brace yourself to relocate your [current_limb.joint]...</span>"
else
U << "<span class='warning'>You begin to relocate [S]'s [current_limb.joint]...</span>"
if(!do_after(U, 30))
return
if(!choice || !current_limb || !S || !U)
return
if(self)
src << "<span class='danger'>You pop your [current_limb.joint] back in!</span>"
else
U << "<span class='danger'>You pop [S]'s [current_limb.joint] back in!</span>"
S << "<span class='danger'>[U] pops your [current_limb.joint] back in!</span>"
current_limb.undislocate()
@@ -2,11 +2,11 @@
var/mob/living/carbon/human/H = M
if(istype(H))
var/datum/organ/external/temp = H.organs_by_name["r_hand"]
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if(H.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
H << "\red You can't use your [temp.display_name]."
if(!temp || !temp.is_usable())
H << "\red You can't use your hand."
return
..()
@@ -24,7 +24,7 @@
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("\red <B>[H] has attempted to punch [src]!</B>")
return 0
var/datum/organ/external/affecting = get_organ(ran_zone(H.zone_sel.selecting))
var/obj/item/organ/external/affecting = get_organ(ran_zone(H.zone_sel.selecting))
var/armor_block = run_armor_check(affecting, "melee")
if(HULK in H.mutations)
@@ -98,7 +98,11 @@
var/block = 0
var/accurate = 0
var/hit_zone = H.zone_sel.selecting
var/datum/organ/external/affecting = get_organ(hit_zone)
var/obj/item/organ/external/affecting = get_organ(hit_zone)
if(!affecting || affecting.status & ORGAN_DESTROYED)
M << "<span class='danger'>They are missing that limb!</span>"
return
switch(src.a_intent)
if(I_HELP)
@@ -157,7 +161,7 @@
miss_type = 1
if(!miss_type && block)
attack_message = "[H] went for [src]'s [affecting.display_name] but was blocked!"
attack_message = "[H] went for [src]'s [affecting.name] but was blocked!"
miss_type = 2
// See what attack they use
@@ -208,7 +212,7 @@
if(w_uniform)
w_uniform.add_fingerprint(M)
var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
var/obj/item/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
if(istype(r_hand,/obj/item/weapon/gun) || istype(l_hand,/obj/item/weapon/gun))
var/obj/item/weapon/gun/W = null
@@ -291,8 +295,23 @@
src.visible_message("<span class='danger'>[user] has [attack_message] [src]!</span>")
var/dam_zone = pick("head", "chest", "l_arm", "r_arm", "l_leg", "r_leg", "groin")
var/datum/organ/external/affecting = get_organ(ran_zone(dam_zone))
var/obj/item/organ/external/affecting = get_organ(ran_zone(dam_zone))
var/armor_block = run_armor_check(affecting, "melee")
apply_damage(damage, BRUTE, affecting, armor_block)
updatehealth()
return 1
/mob/living/carbon/human/proc/attack_joint(var/obj/item/W, var/mob/living/user, var/def_zone)
var/target_zone = def_zone? check_zone(def_zone) : get_zone_with_miss_chance(user.zone_sel.selecting, src)
if(user == src) // Attacking yourself can't miss
target_zone = user.zone_sel.selecting
if(!target_zone)
return null
var/obj/item/organ/external/organ = get_organ(check_zone(target_zone))
if(!organ || organ.is_dislocated() || organ.dislocated == -1)
return null
var/dislocation_str
if(prob(W.force))
dislocation_str = "[src]'s [organ.joint] [pick("gives way","caves in","crumbles","collapses")] with a grisly crunch!"
organ.dislocate()
return dislocation_str
@@ -5,11 +5,11 @@
health = maxHealth
stat = CONSCIOUS
return
var/total_burn = 0
var/total_brute = 0
for(var/datum/organ/external/O in organs) //hardcoded to streamline things a bit
total_brute += O.brute_dam
total_burn += O.burn_dam
var/total_burn = 0
var/total_brute = 0
for(var/obj/item/organ/external/O in organs) //hardcoded to streamline things a bit
total_brute += O.brute_dam
total_burn += O.burn_dam
var/oxy_l = ((species.flags & NO_BREATHE) ? 0 : getOxyLoss())
var/tox_l = ((species.flags & NO_POISON) ? 0 : getToxLoss())
@@ -27,7 +27,7 @@
if(status_flags & GODMODE) return 0 //godmode
if(species && species.has_organ["brain"])
var/datum/organ/internal/brain/sponge = internal_organs_by_name["brain"]
var/obj/item/organ/brain/sponge = internal_organs_by_name["brain"]
if(sponge)
sponge.take_damage(amount)
sponge.damage = min(max(brainloss, 0),(maxHealth*2))
@@ -42,7 +42,7 @@
if(status_flags & GODMODE) return 0 //godmode
if(species && species.has_organ["brain"])
var/datum/organ/internal/brain/sponge = internal_organs_by_name["brain"]
var/obj/item/organ/brain/sponge = internal_organs_by_name["brain"]
if(sponge)
sponge.damage = min(max(amount, 0),(maxHealth*2))
brainloss = sponge.damage
@@ -56,7 +56,7 @@
if(status_flags & GODMODE) return 0 //godmode
if(species && species.has_organ["brain"])
var/datum/organ/internal/brain/sponge = internal_organs_by_name["brain"]
var/obj/item/organ/brain/sponge = internal_organs_by_name["brain"]
if(sponge)
brainloss = min(sponge.damage,maxHealth*2)
else
@@ -68,13 +68,13 @@
//These procs fetch a cumulative total damage from all organs
/mob/living/carbon/human/getBruteLoss()
var/amount = 0
for(var/datum/organ/external/O in organs)
for(var/obj/item/organ/external/O in organs)
amount += O.brute_dam
return amount
/mob/living/carbon/human/getFireLoss()
var/amount = 0
for(var/datum/organ/external/O in organs)
for(var/obj/item/organ/external/O in organs)
amount += O.burn_dam
return amount
@@ -104,7 +104,7 @@
amount = amount*species.brute_mod
if (organ_name in organs_by_name)
var/datum/organ/external/O = get_organ(organ_name)
var/obj/item/organ/external/O = get_organ(organ_name)
if(amount > 0)
O.take_damage(amount, 0, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source)
@@ -119,7 +119,7 @@
amount = amount*species.burn_mod
if (organ_name in organs_by_name)
var/datum/organ/external/O = get_organ(organ_name)
var/obj/item/organ/external/O = get_organ(organ_name)
if(amount > 0)
O.take_damage(0, amount, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source)
@@ -163,28 +163,28 @@
var/mut_prob = min(80, getCloneLoss()+10)
if (amount > 0)
if (prob(mut_prob))
var/list/datum/organ/external/candidates = list()
for (var/datum/organ/external/O in organs)
var/list/obj/item/organ/external/candidates = list()
for (var/obj/item/organ/external/O in organs)
if(!(O.status & ORGAN_MUTATED))
candidates |= O
if (candidates.len)
var/datum/organ/external/O = pick(candidates)
var/obj/item/organ/external/O = pick(candidates)
O.mutate()
src << "<span class = 'notice'>Something is not right with your [O.display_name]...</span>"
src << "<span class = 'notice'>Something is not right with your [O.name]...</span>"
return
else
if (prob(heal_prob))
for (var/datum/organ/external/O in organs)
for (var/obj/item/organ/external/O in organs)
if (O.status & ORGAN_MUTATED)
O.unmutate()
src << "<span class = 'notice'>Your [O.display_name] is shaped normally again.</span>"
src << "<span class = 'notice'>Your [O.name] is shaped normally again.</span>"
return
if (getCloneLoss() < 1)
for (var/datum/organ/external/O in organs)
for (var/obj/item/organ/external/O in organs)
if (O.status & ORGAN_MUTATED)
O.unmutate()
src << "<span class = 'notice'>Your [O.display_name] is shaped normally again.</span>"
src << "<span class = 'notice'>Your [O.name] is shaped normally again.</span>"
BITSET(hud_updateflag, HEALTH_HUD)
// Defined here solely to take species flags into account without having to recast at mob/living level.
@@ -226,16 +226,16 @@
//Returns a list of damaged organs
/mob/living/carbon/human/proc/get_damaged_organs(var/brute, var/burn)
var/list/datum/organ/external/parts = list()
for(var/datum/organ/external/O in organs)
var/list/obj/item/organ/external/parts = list()
for(var/obj/item/organ/external/O in organs)
if((brute && O.brute_dam) || (burn && O.burn_dam))
parts += O
return parts
//Returns a list of damageable organs
/mob/living/carbon/human/proc/get_damageable_organs()
var/list/datum/organ/external/parts = list()
for(var/datum/organ/external/O in organs)
var/list/obj/item/organ/external/parts = list()
for(var/obj/item/organ/external/O in organs)
if(O.brute_dam + O.burn_dam < O.max_damage)
parts += O
return parts
@@ -244,9 +244,9 @@
//It automatically updates damage overlays if necesary
//It automatically updates health status
/mob/living/carbon/human/heal_organ_damage(var/brute, var/burn)
var/list/datum/organ/external/parts = get_damaged_organs(brute,burn)
var/list/obj/item/organ/external/parts = get_damaged_organs(brute,burn)
if(!parts.len) return
var/datum/organ/external/picked = pick(parts)
var/obj/item/organ/external/picked = pick(parts)
if(picked.heal_damage(brute,burn))
UpdateDamageIcon()
BITSET(hud_updateflag, HEALTH_HUD)
@@ -260,9 +260,9 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
//It automatically updates damage overlays if necesary
//It automatically updates health status
/mob/living/carbon/human/take_organ_damage(var/brute, var/burn, var/sharp = 0, var/edge = 0)
var/list/datum/organ/external/parts = get_damageable_organs()
var/list/obj/item/organ/external/parts = get_damageable_organs()
if(!parts.len) return
var/datum/organ/external/picked = pick(parts)
var/obj/item/organ/external/picked = pick(parts)
if(picked.take_damage(brute,burn,sharp,edge))
UpdateDamageIcon()
BITSET(hud_updateflag, HEALTH_HUD)
@@ -272,11 +272,11 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
//Heal MANY external organs, in random order
/mob/living/carbon/human/heal_overall_damage(var/brute, var/burn)
var/list/datum/organ/external/parts = get_damaged_organs(brute,burn)
var/list/obj/item/organ/external/parts = get_damaged_organs(brute,burn)
var/update = 0
while(parts.len && (brute>0 || burn>0) )
var/datum/organ/external/picked = pick(parts)
var/obj/item/organ/external/picked = pick(parts)
var/brute_was = picked.brute_dam
var/burn_was = picked.burn_dam
@@ -295,10 +295,10 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
// damage MANY external organs, in random order
/mob/living/carbon/human/take_overall_damage(var/brute, var/burn, var/sharp = 0, var/edge = 0, var/used_weapon = null)
if(status_flags & GODMODE) return //godmode
var/list/datum/organ/external/parts = get_damageable_organs()
var/list/obj/item/organ/external/parts = get_damageable_organs()
var/update = 0
while(parts.len && (brute>0 || burn>0) )
var/datum/organ/external/picked = pick(parts)
var/obj/item/organ/external/picked = pick(parts)
var/brute_was = picked.brute_dam
var/burn_was = picked.burn_dam
@@ -328,12 +328,12 @@ This function restores the subjects blood to max.
This function restores all organs.
*/
/mob/living/carbon/human/restore_all_organs()
for(var/datum/organ/external/current_organ in organs)
for(var/obj/item/organ/external/current_organ in organs)
current_organ.rejuvenate()
/mob/living/carbon/human/proc/HealDamage(zone, brute, burn)
var/datum/organ/external/E = get_organ(zone)
if(istype(E, /datum/organ/external))
var/obj/item/organ/external/E = get_organ(zone)
if(istype(E, /obj/item/organ/external))
if (E.heal_damage(brute, burn))
UpdateDamageIcon()
BITSET(hud_updateflag, HEALTH_HUD)
@@ -366,7 +366,7 @@ This function restores all organs.
if(blocked >= 2) return 0
var/datum/organ/external/organ = null
var/obj/item/organ/external/organ = null
if(isorgan(def_zone))
organ = def_zone
else
@@ -10,7 +10,9 @@ emp_act
/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
var/datum/organ/external/organ = get_organ(check_zone(def_zone))
var/obj/item/organ/external/organ = get_organ(check_zone(def_zone))
if(!organ)
return
//Shields
if(check_shields(P.damage, "the [P.name]"))
@@ -50,7 +52,7 @@ emp_act
return (..(P , def_zone))
/mob/living/carbon/human/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone)
var/datum/organ/external/affected = get_organ(check_zone(def_zone))
var/obj/item/organ/external/affected = get_organ(check_zone(def_zone))
var/siemens_coeff = get_siemens_coefficient_organ(affected)
stun_amount *= siemens_coeff
agony_amount *= siemens_coeff
@@ -70,10 +72,10 @@ emp_act
u_equip(c_hand)
if (affected.status & ORGAN_ROBOT)
emote("me", 1, "drops what they were holding, their [affected.display_name] malfunctioning!")
emote("me", 1, "drops what they were holding, their [affected.name] malfunctioning!")
else
var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [affected.display_name]!")
emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [affected.name]!")
..(stun_amount, agony_amount, def_zone)
@@ -84,21 +86,23 @@ emp_act
if(def_zone)
if(isorgan(def_zone))
return getarmor_organ(def_zone, type)
var/datum/organ/external/affecting = get_organ(def_zone)
return getarmor_organ(affecting, type)
var/obj/item/organ/external/affecting = get_organ(def_zone)
if(affecting)
return getarmor_organ(affecting, type)
//If a specific bodypart is targetted, check how that bodypart is protected and return the value.
//If you don't specify a bodypart, it checks ALL your bodyparts for protection, and averages out the values
for(var/organ_name in organs_by_name)
if (organ_name in organ_rel_size)
var/datum/organ/external/organ = organs_by_name[organ_name]
var/weight = organ_rel_size[organ_name]
armorval += getarmor_organ(organ, type) * weight
total += weight
var/obj/item/organ/external/organ = organs_by_name[organ_name]
if(organ)
var/weight = organ_rel_size[organ_name]
armorval += getarmor_organ(organ, type) * weight
total += weight
return (armorval/max(total, 1))
//this proc returns the Siemens coefficient of electrical resistivity for a particular external organ.
/mob/living/carbon/human/proc/get_siemens_coefficient_organ(var/datum/organ/external/def_zone)
/mob/living/carbon/human/proc/get_siemens_coefficient_organ(var/obj/item/organ/external/def_zone)
if (!def_zone)
return 1.0
@@ -112,14 +116,14 @@ emp_act
return siemens_coefficient
//this proc returns the armour value for a particular external organ.
/mob/living/carbon/human/proc/getarmor_organ(var/datum/organ/external/def_zone, var/type)
if(!type) return 0
/mob/living/carbon/human/proc/getarmor_organ(var/obj/item/organ/external/def_zone, var/type)
if(!type || !def_zone) return 0
var/protection = 0
var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes)
for(var/gear in protective_gear)
if(gear && istype(gear ,/obj/item/clothing))
var/obj/item/clothing/C = gear
if(C.body_parts_covered & def_zone.body_part)
if(istype(C) && C.body_parts_covered & def_zone.body_part)
protection += C.armor[type]
return protection
@@ -167,10 +171,10 @@ emp_act
for(var/obj/O in src)
if(!O) continue
O.emp_act(severity)
for(var/datum/organ/external/O in organs)
for(var/obj/item/organ/external/O in organs)
if(O.status & ORGAN_DESTROYED) continue
O.emp_act(severity)
for(var/datum/organ/internal/I in O.internal_organs)
for(var/obj/item/organ/I in O.internal_organs)
if(I.robotic == 0) continue
I.emp_act(severity)
..()
@@ -186,17 +190,19 @@ emp_act
target_zone = user.zone_sel.selecting
if(!target_zone)
visible_message("\red <B>[user] misses [src] with \the [I]!")
return 0
return 1
var/datum/organ/external/affecting = get_organ(target_zone)
if (!affecting)
return 0
if(affecting.status & ORGAN_DESTROYED)
user << "What [affecting.display_name]?"
return 0
var/hit_area = affecting.display_name
var/obj/item/organ/external/affecting = get_organ(target_zone)
if((user != src) && check_shields(I.force, "the [I.name]"))
if (!affecting || (affecting.status & ORGAN_DESTROYED) || affecting.is_stump())
user << "<span class='danger'>They are missing that limb!</span>"
return
var/effective_force = I.force
if(user.a_intent == "disarm") effective_force = round(I.force/2)
var/hit_area = affecting.name
if((user != src) && check_shields(effective_force, "the [I.name]"))
return 0
if(istype(I,/obj/item/weapon/card/emag))
@@ -204,9 +210,9 @@ emp_act
user << "\red That limb isn't robotic."
return
if(affecting.sabotaged)
user << "\red [src]'s [affecting.display_name] is already sabotaged!"
user << "\red [src]'s [affecting.name] is already sabotaged!"
else
user << "\red You sneakily slide [I] into the dataport on [src]'s [affecting.display_name] and short out the safeties."
user << "\red You sneakily slide [I] into the dataport on [src]'s [affecting.name] and short out the safeties."
var/obj/item/weapon/card/emag/emag = I
emag.uses--
affecting.sabotaged = 1
@@ -224,14 +230,14 @@ emp_act
weapon_sharp = 0
weapon_edge = 0
if(armor >= 2) return 0
if(!I.force) return 0
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
if(armor >= 2) return 0
if(!effective_force) return 0
var/Iforce = effective_force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
apply_damage(I.force, I.damtype, affecting, armor, sharp=weapon_sharp, edge=weapon_edge, used_weapon=I)
apply_damage(effective_force, I.damtype, affecting, armor, sharp=weapon_sharp, edge=weapon_edge, used_weapon=I)
var/bloody = 0
if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + (I.force * 2)))
if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + (effective_force * 2)))
I.add_blood(src) //Make the weapon bloody, not the person.
// if(user.hand) user.update_inv_l_hand() //updates the attacker's overlay for the (now bloodied) weapon
// else user.update_inv_r_hand() //removed because weapons don't have on-mob blood overlays
@@ -246,36 +252,37 @@ emp_act
H.bloody_body(src)
H.bloody_hands(src)
switch(hit_area)
if("head")//Harder to score a stun but if you do it lasts a bit longer
if(prob(I.force))
apply_effect(20, PARALYZE, armor)
visible_message("\red <B>[src] has been knocked unconscious!</B>")
if(bloody)//Apply blood
if(wear_mask)
wear_mask.add_blood(src)
update_inv_wear_mask(0)
if(head)
head.add_blood(src)
update_inv_head(0)
if(glasses && prob(33))
glasses.add_blood(src)
update_inv_glasses(0)
if(!stat)
switch(hit_area)
if("head")//Harder to score a stun but if you do it lasts a bit longer
if(prob(effective_force))
apply_effect(20, PARALYZE, armor)
visible_message("\red <B>[src] has been knocked unconscious!</B>")
if(bloody)//Apply blood
if(wear_mask)
wear_mask.add_blood(src)
update_inv_wear_mask(0)
if(head)
head.add_blood(src)
update_inv_head(0)
if(glasses && prob(33))
glasses.add_blood(src)
update_inv_glasses(0)
if("chest")//Easier to score a stun but lasts less time
if(prob((I.force + 10)))
apply_effect(6, WEAKEN, armor)
visible_message("\red <B>[src] has been knocked down!</B>")
if("chest")//Easier to score a stun but lasts less time
if(prob((effective_force + 10)))
apply_effect(6, WEAKEN, armor)
visible_message("\red <B>[src] has been knocked down!</B>")
if(bloody)
bloody_body(src)
if(bloody)
bloody_body(src)
if(Iforce > 10 || Iforce >= 5 && prob(33))
forcesay(hit_appends) //forcesay checks stat already
//Melee weapon embedded object code.
if (I && I.damtype == BRUTE && !I.anchored && !I.is_robot_module())
var/damage = I.force
var/damage = effective_force
if (armor)
damage /= armor+1
@@ -327,8 +334,8 @@ emp_act
if ((O.thrower != src) && check_shields(throw_damage, "[O]"))
return
var/datum/organ/external/affecting = get_organ(zone)
var/hit_area = affecting.display_name
var/obj/item/organ/external/affecting = get_organ(zone)
var/hit_area = affecting.name
src.visible_message("\red [src] has been hit in the [hit_area] by [O].")
var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here
@@ -390,7 +397,7 @@ emp_act
/mob/living/carbon/human/embed(var/obj/O, var/def_zone=null)
if(!def_zone) ..()
var/datum/organ/external/affecting = get_organ(def_zone)
var/obj/item/organ/external/affecting = get_organ(def_zone)
if(affecting)
affecting.embed(O)
@@ -28,7 +28,7 @@
if(istype(buckled, /obj/structure/bed/chair/wheelchair))
for(var/organ_name in list("l_hand","r_hand","l_arm","r_arm"))
var/datum/organ/external/E = get_organ(organ_name)
var/obj/item/organ/external/E = get_organ(organ_name)
if(!E || (E.status & ORGAN_DESTROYED))
tally += 4
if(E.status & ORGAN_SPLINTED)
@@ -40,7 +40,7 @@
tally += shoes.slowdown
for(var/organ_name in list("l_foot","r_foot","l_leg","r_leg"))
var/datum/organ/external/E = get_organ(organ_name)
var/obj/item/organ/external/E = get_organ(organ_name)
if(!E || (E.status & ORGAN_DESTROYED))
tally += 4
if(E.status & ORGAN_SPLINTED)
@@ -0,0 +1,135 @@
/mob/living/carbon/human/proc/update_eyes()
if(internal_organs_by_name["eyes"])
var/obj/item/organ/eyes/eyes = internal_organs_by_name["eyes"]
eyes.eye_colour = list(r_eyes,g_eyes,b_eyes)
regenerate_icons()
/mob/living/carbon/var/list/internal_organs = list()
/mob/living/carbon/human/var/list/organs = list()
/mob/living/carbon/human/var/list/organs_by_name = list() // map organ names to organs
/mob/living/carbon/human/var/list/internal_organs_by_name = list() // so internal organs have less ickiness too
// Takes care of organ related updates, such as broken and missing limbs
/mob/living/carbon/human/proc/handle_organs()
number_wounds = 0
var/force_process = 0
var/damage_this_tick = getBruteLoss() + getFireLoss() + getToxLoss()
if(damage_this_tick > last_dam)
force_process = 1
last_dam = damage_this_tick
if(force_process)
bad_external_organs.Cut()
for(var/obj/item/organ/external/Ex in organs)
bad_external_organs |= Ex
//processing internal organs is pretty cheap, do that first.
for(var/obj/item/organ/I in internal_organs)
I.process()
handle_stance()
handle_grasp()
if(!force_process && !bad_external_organs.len)
return
for(var/obj/item/organ/external/E in bad_external_organs)
if(!E)
continue
if(!E.need_process())
bad_external_organs -= E
continue
else
E.process()
number_wounds += E.number_wounds
if (!lying && world.time - l_move_time < 15)
//Moving around with fractured ribs won't do you any good
if (E.is_broken() && E.internal_organs && E.internal_organs.len && prob(15))
var/obj/item/organ/I = pick(E.internal_organs)
custom_pain("You feel broken bones moving in your [E.name]!", 1)
I.take_damage(rand(3,5))
//Moving makes open wounds get infected much faster
if (E.wounds.len)
for(var/datum/wound/W in E.wounds)
if (W.infection_check())
W.germ_level += 1
/mob/living/carbon/human/proc/handle_stance()
// Don't need to process any of this if they aren't standing anyways
// unless their stance is damaged, and we want to check if they should stay down
if (!stance_damage && (lying || resting) && (life_tick % 4) == 0)
return
stance_damage = 0
// Buckled to a bed/chair. Stance damage is forced to 0 since they're sitting on something solid
if (istype(buckled, /obj/structure/bed))
return
for(var/limb_tag in list("l_leg","r_leg","l_foot","r_foot"))
var/obj/item/organ/external/E = organs_by_name[limb_tag]
if(!E)
stance_damage += 2
else if (E.status & ORGAN_DESTROYED)
stance_damage += 2 // let it fail even if just foot&leg
else if (E.is_malfunctioning() || (E.is_broken() && !(E.status & ORGAN_SPLINTED)) || !E.is_usable())
stance_damage += 1
// Canes and crutches help you stand (if the latter is ever added)
// One cane mitigates a broken leg+foot, or a missing foot.
// Two canes are needed for a lost leg. If you are missing both legs, canes aren't gonna help you.
if (l_hand && istype(l_hand, /obj/item/weapon/cane))
stance_damage -= 2
if (r_hand && istype(r_hand, /obj/item/weapon/cane))
stance_damage -= 2
// standing is poor
if(stance_damage >= 4 || (stance_damage >= 2 && prob(5)))
if(!(lying || resting))
if(species && !(species.flags & NO_PAIN))
emote("scream")
custom_emote(1, "collapses!")
Weaken(5) //can't emote while weakened, apparently.
/mob/living/carbon/human/proc/handle_grasp()
if(!l_hand && !r_hand)
return
for (var/obj/item/organ/external/E in organs)
if(!E || !E.can_grasp || (E.status & ORGAN_SPLINTED))
continue
if(E.is_broken())
if(E.body_part == HAND_LEFT)
u_equip(l_hand)
else
u_equip(r_hand)
var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
emote("me", 1, "[(species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
else if(E.is_malfunctioning())
if(E.body_part == HAND_LEFT)
u_equip(l_hand)
else
u_equip(r_hand)
emote("me", 1, "drops what they were holding, their [E.name] malfunctioning!")
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start()
spawn(10)
del(spark_system)
//Handles chem traces
/mob/living/carbon/human/proc/handle_trace_chems()
//New are added for reagents to random organs.
for(var/datum/reagent/A in reagents.reagent_list)
var/obj/item/organ/O = pick(organs)
O.trace_chemicals[A.name] = 100
@@ -39,7 +39,7 @@ This saves us from having to call add_fingerprint() any time something is put in
/mob/living/carbon/human/proc/has_organ(name)
var/datum/organ/external/O = organs_by_name[name]
var/obj/item/organ/external/O = organs_by_name[name]
return (O && !(O.status & ORGAN_DESTROYED) )
@@ -407,7 +407,7 @@ This saves us from having to call add_fingerprint() any time something is put in
if("splints")
var/count = 0
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
var/datum/organ/external/o = target.organs_by_name[organ]
var/obj/item/organ/external/o = target.organs_by_name[organ]
if(o.status & ORGAN_SPLINTED)
count = 1
break
@@ -695,7 +695,7 @@ It can still be worn/put on as normal.
if(can_reach_splints)
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
var/datum/organ/external/o = target.get_organ(organ)
var/obj/item/organ/external/o = target.get_organ(organ)
if (o && o.status & ORGAN_SPLINTED)
var/obj/item/W = new /obj/item/stack/medical/splint(amount=1)
o.status &= ~ORGAN_SPLINTED
+5 -5
View File
@@ -276,7 +276,7 @@
radiation = Clamp(radiation,0,100)
if (radiation)
var/datum/organ/internal/diona/nutrients/rad_organ = locate() in internal_organs
var/obj/item/organ/diona/nutrients/rad_organ = locate() in internal_organs
if(rad_organ && !rad_organ.is_broken())
var/rads = radiation/25
radiation -= rads
@@ -323,7 +323,7 @@
adjustToxLoss(damage * RADIATION_SPEED_COEFFICIENT)
updatehealth()
if(organs.len)
var/datum/organ/external/O = pick(organs)
var/obj/item/organ/external/O = pick(organs)
if(istype(O)) O.add_autopsy_data("Radiation Poisoning", damage)
/** breathing **/
@@ -388,7 +388,7 @@
// Lung damage increases the minimum safe pressure.
if(species.has_organ["lungs"])
var/datum/organ/internal/lungs/L = internal_organs_by_name["lungs"]
var/obj/item/organ/lungs/L = internal_organs_by_name["lungs"]
if(!L)
safe_pressure_min = INFINITY //No lungs, how are you breathing?
else if(L.is_broken())
@@ -871,7 +871,7 @@
if(status_flags & GODMODE) return 0 //godmode
var/datum/organ/internal/diona/node/light_organ = locate() in internal_organs
var/obj/item/organ/diona/node/light_organ = locate() in internal_organs
if(light_organ && !light_organ.is_broken())
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(isturf(loc)) //else, there's considered to be no light
@@ -1503,7 +1503,7 @@
if(pulse == PULSE_NONE || !species.has_organ["heart"])
return
var/datum/organ/internal/heart/H = internal_organs_by_name["heart"]
var/obj/item/organ/heart/H = internal_organs_by_name["heart"]
if(!H || H.robotic >=2 )
return
@@ -42,13 +42,13 @@
)
has_organ = list(
"heart" = /datum/organ/internal/heart,
"lungs" = /datum/organ/internal/lungs,
"liver" = /datum/organ/internal/liver,
"kidneys" = /datum/organ/internal/kidney,
"brain" = /datum/organ/internal/brain,
"eyes" = /datum/organ/internal/eyes,
"stack" = /datum/organ/internal/stack/vox
"heart" = /obj/item/organ/heart,
"lungs" = /obj/item/organ/lungs,
"liver" = /obj/item/organ/liver,
"kidneys" = /obj/item/organ/kidney,
"brain" = /obj/item/organ/brain,
"eyes" = /obj/item/organ/eyes,
"stack" = /obj/item/organ/stack/vox
)
/datum/species/vox/get_random_name(var/gender)
@@ -50,6 +50,7 @@
// Death vars.
var/meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/human
var/gibber_type = /obj/effect/gibspawner/human
var/single_gib_type = /obj/effect/decal/cleanable/blood/gibs
var/remains_type = /obj/effect/decal/remains/xeno
var/gibbed_anim = "gibbed-h"
var/dusted_anim = "dust-h"
@@ -106,13 +107,27 @@
var/rarity_value = 1 // Relative rarity/collector value for this species.
// Determines the organs that the species spawns with and
var/list/has_organ = list( // which required-organ checks are conducted.
"heart" = /datum/organ/internal/heart,
"lungs" = /datum/organ/internal/lungs,
"liver" = /datum/organ/internal/liver,
"kidneys" = /datum/organ/internal/kidney,
"brain" = /datum/organ/internal/brain,
"appendix" = /datum/organ/internal/appendix,
"eyes" = /datum/organ/internal/eyes
"heart" = /obj/item/organ/heart,
"lungs" = /obj/item/organ/lungs,
"liver" = /obj/item/organ/liver,
"kidneys" = /obj/item/organ/kidney,
"brain" = /obj/item/organ/brain,
"appendix" = /obj/item/organ/appendix,
"eyes" = /obj/item/organ/eyes
)
var/list/has_limbs = list(
"chest" = list("path" = /obj/item/organ/external/chest),
"groin" = list("path" = /obj/item/organ/external/groin),
"head" = list("path" = /obj/item/organ/external/head),
"l_arm" = list("path" = /obj/item/organ/external/arm),
"r_arm" = list("path" = /obj/item/organ/external/arm/right),
"l_leg" = list("path" = /obj/item/organ/external/leg),
"r_leg" = list("path" = /obj/item/organ/external/leg/right),
"l_hand" = list("path" = /obj/item/organ/external/hand),
"r_hand" = list("path" = /obj/item/organ/external/hand/right),
"l_foot" = list("path" = /obj/item/organ/external/foot),
"r_foot" = list("path" = /obj/item/organ/external/foot/right)
)
// Bump vars
@@ -157,7 +172,10 @@
/datum/species/proc/create_organs(var/mob/living/carbon/human/H) //Handles creation of mob organs.
//Trying to work out why species changes aren't fixing organs properly.
for(var/obj/item/organ/organ in H.contents)
if((organ in H.organs) || (organ in H.internal_organs))
del(organ)
if(H.organs) H.organs.Cut()
if(H.internal_organs) H.internal_organs.Cut()
if(H.organs_by_name) H.organs_by_name.Cut()
@@ -168,35 +186,28 @@
H.organs_by_name = list()
H.internal_organs_by_name = list()
//This is a basic humanoid limb setup.
H.organs_by_name["chest"] = new/datum/organ/external/chest()
H.organs_by_name["groin"] = new/datum/organ/external/groin(H.organs_by_name["chest"])
H.organs_by_name["head"] = new/datum/organ/external/head(H.organs_by_name["chest"])
H.organs_by_name["l_arm"] = new/datum/organ/external/l_arm(H.organs_by_name["chest"])
H.organs_by_name["r_arm"] = new/datum/organ/external/r_arm(H.organs_by_name["chest"])
H.organs_by_name["r_leg"] = new/datum/organ/external/r_leg(H.organs_by_name["groin"])
H.organs_by_name["l_leg"] = new/datum/organ/external/l_leg(H.organs_by_name["groin"])
H.organs_by_name["l_hand"] = new/datum/organ/external/l_hand(H.organs_by_name["l_arm"])
H.organs_by_name["r_hand"] = new/datum/organ/external/r_hand(H.organs_by_name["r_arm"])
H.organs_by_name["l_foot"] = new/datum/organ/external/l_foot(H.organs_by_name["l_leg"])
H.organs_by_name["r_foot"] = new/datum/organ/external/r_foot(H.organs_by_name["r_leg"])
for(var/limb_type in has_limbs)
var/list/organ_data = has_limbs[limb_type]
var/limb_path = organ_data["path"]
var/obj/item/organ/O = new limb_path(H)
organ_data["descriptor"] = O.name
for(var/organ in has_organ)
var/organ_type = has_organ[organ]
H.internal_organs_by_name[organ] = new organ_type(H)
H.internal_organs_by_name[organ] = new organ_type(H,1)
for(var/name in H.organs_by_name)
H.organs += H.organs_by_name[name]
H.organs |= H.organs_by_name[name]
for(var/datum/organ/external/O in H.organs)
for(var/obj/item/organ/external/O in H.organs)
O.owner = H
if(flags & IS_SYNTHETIC)
for(var/datum/organ/external/E in H.organs)
for(var/obj/item/organ/external/E in H.organs)
if(E.status & ORGAN_CUT_AWAY || E.status & ORGAN_DESTROYED) continue
E.status |= ORGAN_ROBOT
for(var/datum/organ/internal/I in H.internal_organs)
I.mechanize()
E.robotize()
for(var/obj/item/organ/I in H.internal_organs)
I.robotize()
/datum/species/proc/hug(var/mob/living/carbon/human/H,var/mob/living/target)
@@ -268,4 +279,4 @@
// Called in life() when the mob has no client.
/datum/species/proc/handle_npc(var/mob/living/carbon/human/H)
return
return
@@ -22,13 +22,13 @@
/datum/unarmed_attack/claws/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/skill = user.skills["combat"]
var/datum/organ/external/affecting = target.get_organ(zone)
var/obj/item/organ/external/affecting = target.get_organ(zone)
if(!skill) skill = 1
attack_damage = Clamp(attack_damage, 1, 5)
if(target == user)
user.visible_message("<span class='danger'>[user] [pick(attack_verb)] \himself in the [affecting.display_name]!</span>")
user.visible_message("<span class='danger'>[user] [pick(attack_verb)] \himself in the [affecting.name]!</span>")
return 0
switch(zone)
@@ -47,9 +47,9 @@
else
// ----- BODY ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] scratched [target]'s [affecting.display_name]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [pick("", "", "the side of")] [target]'s [affecting.display_name]!</span>")
if(5) user.visible_message("<span class='danger'>[user] tears \his [pick(attack_noun)] [pick("deep into", "into", "across")] [target]'s [affecting.display_name]!</span>")
if(1 to 2) user.visible_message("<span class='danger'>[user] scratched [target]'s [affecting.name]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [pick("", "", "the side of")] [target]'s [affecting.name]!</span>")
if(5) user.visible_message("<span class='danger'>[user] tears \his [pick(attack_noun)] [pick("deep into", "into", "across")] [target]'s [affecting.name]!</span>")
/datum/unarmed_attack/claws/strong
attack_verb = list("slashed")
@@ -17,7 +17,7 @@
flesh_color = "#137E8F"
has_organ = list(
"brain" = /datum/organ/internal/brain/golem
"brain" = /obj/item/organ/brain/golem
)
death_message = "becomes completely motionless..."
@@ -19,7 +19,7 @@
death_message = "rapidly loses cohesion, splattering across the ground..."
has_organ = list(
"brain" = /datum/organ/internal/brain/slime
"brain" = /obj/item/organ/brain/slime
)
breath_type = null
@@ -135,6 +135,7 @@
rarity_value = 3
hud_type = /datum/hud_data/diona
siemens_coefficient = 0.3
eyes = "blank_eyes"
blurb = "Commonly referred to (erroneously) as 'plant people', the Dionaea are a strange space-dwelling collective \
species hailing from Epsilon Ursae Minoris. Each 'diona' is a cluster of numerous cat-sized organisms called nymphs; \
@@ -145,12 +146,26 @@
water and other radiation."
has_organ = list(
"nutrient channel" = /datum/organ/internal/diona/nutrients,
"neural strata" = /datum/organ/internal/diona/strata,
"response node" = /datum/organ/internal/diona/node,
"gas bladder" = /datum/organ/internal/diona/bladder,
"polyp segment" = /datum/organ/internal/diona/polyp,
"anchoring ligament" = /datum/organ/internal/diona/ligament
"nutrient channel" = /obj/item/organ/diona/nutrients,
"neural strata" = /obj/item/organ/diona/strata,
"response node" = /obj/item/organ/diona/node,
"gas bladder" = /obj/item/organ/diona/bladder,
"polyp segment" = /obj/item/organ/diona/polyp,
"anchoring ligament" = /obj/item/organ/diona/ligament
)
has_limbs = list(
"chest" = list("path" = /obj/item/organ/external/diona/chest),
"groin" = list("path" = /obj/item/organ/external/diona/groin),
"head" = list("path" = /obj/item/organ/external/diona/head),
"l_arm" = list("path" = /obj/item/organ/external/diona/arm),
"r_arm" = list("path" = /obj/item/organ/external/diona/arm/right),
"l_leg" = list("path" = /obj/item/organ/external/diona/leg),
"r_leg" = list("path" = /obj/item/organ/external/diona/leg/right),
"l_hand" = list("path" = /obj/item/organ/external/diona/hand),
"r_hand" = list("path" = /obj/item/organ/external/diona/hand/right),
"l_foot" = list("path" = /obj/item/organ/external/diona/foot),
"r_foot" = list("path" = /obj/item/organ/external/diona/foot/right)
)
warning_low_pressure = 50
@@ -166,7 +181,7 @@
body_temperature = T0C + 15 //make the plant people have a bit lower body temperature, why not
flags = CAN_JOIN | IS_WHITELISTED | NO_BREATHE | NO_SCAN | IS_PLANT | NO_BLOOD | NO_PAIN | NO_SLIP | HAS_EYE_COLOR
flags = CAN_JOIN | IS_WHITELISTED | NO_BREATHE | NO_SCAN | IS_PLANT | NO_BLOOD | NO_PAIN | NO_SLIP | REGENERATES_LIMBS
blood_color = "#004400"
flesh_color = "#907E4A"
@@ -108,7 +108,7 @@ Des: Removes all infection images from aliens and places an infection image on a
for(var/mob/living/carbon/alien in player_list)
if(!locate(/datum/organ/internal/xenos/hivenode) in alien.internal_organs)
if(!locate(/obj/item/organ/xenos/hivenode) in alien.internal_organs)
continue
if(alien.client)
@@ -130,7 +130,7 @@ Des: Checks if the passed mob (C) is infected with the alien egg, then gives eac
for(var/mob/living/carbon/alien in player_list)
if(!locate(/datum/organ/internal/xenos/hivenode) in alien.internal_organs)
if(!locate(/obj/item/organ/xenos/hivenode) in alien.internal_organs)
continue
if(alien.client)
@@ -149,7 +149,7 @@ Des: Removes the alien infection image from all aliens in the world located in p
for(var/mob/living/carbon/alien in player_list)
if(!locate(/datum/organ/internal/xenos/hivenode) in alien.internal_organs)
if(!locate(/obj/item/organ/xenos/hivenode) in alien.internal_organs)
continue
if(alien.client)
@@ -108,7 +108,7 @@ var/const/MAX_ACTIVE_TIME = 400
return
var/mob/living/carbon/C = M
if(istype(C) && locate(/datum/organ/internal/xenos/hivenode) in C.internal_organs)
if(istype(C) && locate(/obj/item/organ/xenos/hivenode) in C.internal_organs)
return
@@ -228,7 +228,7 @@ var/const/MAX_ACTIVE_TIME = 400
return 0
var/mob/living/carbon/C = M
if(istype(C) && locate(/datum/organ/internal/xenos/hivenode) in C.internal_organs)
if(istype(C) && locate(/obj/item/organ/xenos/hivenode) in C.internal_organs)
return 0
if(ishuman(C))
@@ -11,7 +11,7 @@
/mob/living/carbon/human/proc/gain_plasma(var/amount)
var/datum/organ/internal/xenos/plasmavessel/I = internal_organs_by_name["plasma vessel"]
var/obj/item/organ/xenos/plasmavessel/I = internal_organs_by_name["plasma vessel"]
if(!istype(I)) return
if(amount)
@@ -20,13 +20,13 @@
/mob/living/carbon/human/proc/check_alien_ability(var/cost,var/needs_foundation,var/needs_organ)
var/datum/organ/internal/xenos/plasmavessel/P = internal_organs_by_name["plasma vessel"]
var/obj/item/organ/xenos/plasmavessel/P = internal_organs_by_name["plasma vessel"]
if(!istype(P))
src << "<span class='danger'>Your plasma vessel has been removed!</span>"
return
if(needs_organ)
var/datum/organ/internal/I = internal_organs_by_name[needs_organ]
var/obj/item/organ/I = internal_organs_by_name[needs_organ]
if(!I)
src << "<span class='danger'>Your [needs_organ] has been removed!</span>"
return
@@ -62,7 +62,7 @@
src << "<span class='alium'>You need to be closer.</span>"
return
var/datum/organ/internal/xenos/plasmavessel/I = M.internal_organs_by_name["plasma vessel"]
var/obj/item/organ/xenos/plasmavessel/I = M.internal_organs_by_name["plasma vessel"]
if(!istype(I))
src << "<span class='alium'>Their plasma vessel is missing.</span>"
return
@@ -45,11 +45,11 @@
vision_flags = SEE_MOBS
has_organ = list(
"heart" = /datum/organ/internal/heart,
"brain" = /datum/organ/internal/brain/xeno,
"plasma vessel" = /datum/organ/internal/xenos/plasmavessel,
"hive node" = /datum/organ/internal/xenos/hivenode,
"nutrient vessel" = /datum/organ/internal/diona/nutrients
"heart" = /obj/item/organ/heart,
"brain" = /obj/item/organ/brain/xeno,
"plasma vessel" = /obj/item/organ/xenos/plasmavessel,
"hive node" = /obj/item/organ/xenos/hivenode,
"nutrient vessel" = /obj/item/organ/diona/nutrients
)
bump_flag = ALIEN
@@ -93,7 +93,7 @@
if(environment.gas["phoron"] > 0 || locate(/obj/effect/alien/weeds) in T)
if(!regenerate(H))
var/datum/organ/internal/xenos/plasmavessel/P = H.internal_organs_by_name["plasma vessel"]
var/obj/item/organ/xenos/plasmavessel/P = H.internal_organs_by_name["plasma vessel"]
P.stored_plasma += weeds_plasma_rate
P.stored_plasma = min(max(P.stored_plasma,0),P.max_plasma)
..()
@@ -116,7 +116,7 @@
return 1
//next internal organs
for(var/datum/organ/internal/I in H.internal_organs)
for(var/obj/item/organ/I in H.internal_organs)
if(I.damage > 0)
I.damage = max(I.damage - heal_rate, 0)
if (prob(5))
@@ -124,11 +124,11 @@
return 1
//next mend broken bones, approx 10 ticks each
for(var/datum/organ/external/E in H.bad_external_organs)
for(var/obj/item/organ/external/E in H.bad_external_organs)
if (E.status & ORGAN_BROKEN)
if (prob(mend_prob))
if (E.mend_fracture())
H << "<span class='alium'>You feel something mend itself inside your [E.display_name].</span>"
H << "<span class='alium'>You feel something mend itself inside your [E.name].</span>"
return 1
return 0
@@ -153,13 +153,13 @@
deform = 'icons/mob/human_races/xenos/r_xenos_drone.dmi'
has_organ = list(
"heart" = /datum/organ/internal/heart,
"brain" = /datum/organ/internal/brain/xeno,
"plasma vessel" = /datum/organ/internal/xenos/plasmavessel/queen,
"acid gland" = /datum/organ/internal/xenos/acidgland,
"hive node" = /datum/organ/internal/xenos/hivenode,
"resin spinner" = /datum/organ/internal/xenos/resinspinner,
"nutrient vessel" = /datum/organ/internal/diona/nutrients
"heart" = /obj/item/organ/heart,
"brain" = /obj/item/organ/brain/xeno,
"plasma vessel" = /obj/item/organ/xenos/plasmavessel/queen,
"acid gland" = /obj/item/organ/xenos/acidgland,
"hive node" = /obj/item/organ/xenos/hivenode,
"resin spinner" = /obj/item/organ/xenos/resinspinner,
"nutrient vessel" = /obj/item/organ/diona/nutrients
)
inherent_verbs = list(
@@ -192,11 +192,11 @@
deform = 'icons/mob/human_races/xenos/r_xenos_hunter.dmi'
has_organ = list(
"heart" = /datum/organ/internal/heart,
"brain" = /datum/organ/internal/brain/xeno,
"plasma vessel" = /datum/organ/internal/xenos/plasmavessel/hunter,
"hive node" = /datum/organ/internal/xenos/hivenode,
"nutrient vessel" = /datum/organ/internal/diona/nutrients
"heart" = /obj/item/organ/heart,
"brain" = /obj/item/organ/brain/xeno,
"plasma vessel" = /obj/item/organ/xenos/plasmavessel/hunter,
"hive node" = /obj/item/organ/xenos/hivenode,
"nutrient vessel" = /obj/item/organ/diona/nutrients
)
inherent_verbs = list(
@@ -220,12 +220,12 @@
deform = 'icons/mob/human_races/xenos/r_xenos_sentinel.dmi'
has_organ = list(
"heart" = /datum/organ/internal/heart,
"brain" = /datum/organ/internal/brain/xeno,
"plasma vessel" = /datum/organ/internal/xenos/plasmavessel/sentinel,
"acid gland" = /datum/organ/internal/xenos/acidgland,
"hive node" = /datum/organ/internal/xenos/hivenode,
"nutrient vessel" = /datum/organ/internal/diona/nutrients
"heart" = /obj/item/organ/heart,
"brain" = /obj/item/organ/brain/xeno,
"plasma vessel" = /obj/item/organ/xenos/plasmavessel/sentinel,
"acid gland" = /obj/item/organ/xenos/acidgland,
"hive node" = /obj/item/organ/xenos/hivenode,
"nutrient vessel" = /obj/item/organ/diona/nutrients
)
inherent_verbs = list(
@@ -252,14 +252,14 @@
deform = 'icons/mob/human_races/xenos/r_xenos_queen.dmi'
has_organ = list(
"heart" = /datum/organ/internal/heart,
"brain" = /datum/organ/internal/brain/xeno,
"egg sac" = /datum/organ/internal/xenos/eggsac,
"plasma vessel" = /datum/organ/internal/xenos/plasmavessel/queen,
"acid gland" = /datum/organ/internal/xenos/acidgland,
"hive node" = /datum/organ/internal/xenos/hivenode,
"resin spinner" = /datum/organ/internal/xenos/resinspinner,
"nutrient vessel" = /datum/organ/internal/diona/nutrients
"heart" = /obj/item/organ/heart,
"brain" = /obj/item/organ/brain/xeno,
"egg sac" = /obj/item/organ/xenos/eggsac,
"plasma vessel" = /obj/item/organ/xenos/plasmavessel/queen,
"acid gland" = /obj/item/organ/xenos/acidgland,
"hive node" = /obj/item/organ/xenos/hivenode,
"resin spinner" = /obj/item/organ/xenos/resinspinner,
"nutrient vessel" = /obj/item/organ/diona/nutrients
)
inherent_verbs = list(
@@ -14,7 +14,7 @@
return 0
// Check if they have a functioning hand.
var/datum/organ/external/E = user.organs_by_name["l_hand"]
var/obj/item/organ/external/E = user.organs_by_name["l_hand"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
@@ -74,8 +74,8 @@
target.apply_effect(3, WEAKEN, armour)
/datum/unarmed_attack/proc/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
user.visible_message("<span class='warning'>[user] [pick(attack_verb)] [target] in the [affecting.display_name]!</span>")
var/obj/item/organ/external/affecting = target.get_organ(zone)
user.visible_message("<span class='warning'>[user] [pick(attack_verb)] [target] in the [affecting.name]!</span>")
playsound(user.loc, attack_sound, 25, 1, -1)
/datum/unarmed_attack/bite
@@ -100,8 +100,8 @@
damage = 0
/datum/unarmed_attack/punch/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.display_name
var/obj/item/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.name
attack_damage = Clamp(attack_damage, 1, 5) // We expect damage input of 1 to 5 for this proc. But we leave this check juuust in case.
@@ -154,7 +154,7 @@
if(!(zone in list("l_leg", "r_leg", "l_foot", "r_foot", "groin")))
return 0
var/datum/organ/external/E = user.organs_by_name["l_foot"]
var/obj/item/organ/external/E = user.organs_by_name["l_foot"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
@@ -171,8 +171,8 @@
return damage + (shoes ? shoes.force : 0)
/datum/unarmed_attack/kick/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.display_name
var/obj/item/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.name
attack_damage = Clamp(attack_damage, 1, 5)
@@ -198,7 +198,7 @@
if (!user.lying && (target.lying || (zone in list("l_foot", "r_foot"))))
if(target.grabbed_by == user && target.lying)
return 0
var/datum/organ/external/E = user.organs_by_name["l_foot"]
var/obj/item/organ/external/E = user.organs_by_name["l_foot"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
@@ -213,8 +213,8 @@
return damage + (shoes ? shoes.force : 0)
/datum/unarmed_attack/stomp/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.display_name
var/obj/item/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.name
var/obj/item/clothing/shoes = user.shoes
attack_damage = Clamp(attack_damage, 1, 5)
@@ -182,7 +182,9 @@ var/global/list/damage_icon_parts = list()
// first check whether something actually changed about damage appearance
var/damage_appearance = ""
for(var/datum/organ/external/O in organs)
for(var/obj/item/organ/external/O in organs)
if(O.is_stump())
continue
if(O.status & ORGAN_DESTROYED) damage_appearance += "d"
else
damage_appearance += O.damage_state
@@ -198,7 +200,9 @@ var/global/list/damage_icon_parts = list()
var/image/standing_image = new /image("icon" = standing)
// blend the individual damage states with our icons
for(var/datum/organ/external/O in organs)
for(var/obj/item/organ/external/O in organs)
if(O.is_stump())
continue
if(!(O.status & ORGAN_DESTROYED))
O.update_icon()
if(O.damage_state == "00") continue
@@ -223,7 +227,6 @@ var/global/list/damage_icon_parts = list()
var/husk_color_mod = rgb(96,88,80)
var/hulk_color_mod = rgb(48,224,40)
var/necrosis_color_mod = rgb(10,50,0)
var/husk = (HUSK in src.mutations)
var/fat = (FAT in src.mutations)
@@ -231,7 +234,6 @@ var/global/list/damage_icon_parts = list()
var/skeleton = (SKELETON in src.mutations)
var/g = (gender == FEMALE ? "f" : "m")
var/has_head = 0
//CACHING: Generate an index key from visible bodyparts.
//0 = destroyed, 1 = normal, 2 = robotic, 3 = necrotic.
@@ -239,19 +241,14 @@ var/global/list/damage_icon_parts = list()
//Create a new, blank icon for our mob to use.
if(stand_icon)
del(stand_icon)
stand_icon = new(species.icon_template ? species.icon_template : 'icons/mob/human.dmi',"blank")
var/icon_key = "[species.race_key][g][s_tone]"
for(var/datum/organ/external/part in organs)
if(istype(part,/datum/organ/external/head) && !(part.status & ORGAN_DESTROYED))
has_head = 1
if(part.status & ORGAN_DESTROYED)
for(var/obj/item/organ/external/part in organs)
if(part.is_stump() || (part.status & ORGAN_DESTROYED))
icon_key = "[icon_key]0"
else if(part.status & ORGAN_ROBOT)
icon_key = "[icon_key]2"
icon_key = "[icon_key]2[part.model ? "-[part.model]": ""]"
else if(part.status & ORGAN_DEAD)
icon_key = "[icon_key]3"
else
@@ -261,69 +258,31 @@ var/global/list/damage_icon_parts = list()
var/icon/base_icon
if(human_icon_cache[icon_key])
//Icon is cached, use existing icon.
base_icon = human_icon_cache[icon_key]
//log_debug("Retrieved cached mob icon ([icon_key] \icon[human_icon_cache[icon_key]]) for [src].")
else
//BEGIN CACHED ICON GENERATION.
var/obj/item/organ/external/chest = get_organ("chest")
base_icon = chest.get_icon()
//BEGIN CACHED ICON GENERATION.
var/race_icon = (skeleton ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
var/deform_icon = (skeleton ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
//Robotic limbs are handled in get_icon() so all we worry about are missing or dead limbs.
//No icon stored, so we need to start with a basic one.
var/datum/organ/external/chest = get_organ("chest")
base_icon = chest.get_icon(race_icon,deform_icon,g)
if(chest.status & ORGAN_DEAD)
base_icon.ColorTone(necrosis_color_mod)
base_icon.SetIntensity(0.7)
for(var/datum/organ/external/part in organs)
var/icon/temp //Hold the bodypart icon for processing.
if(part.status & ORGAN_DESTROYED)
continue
if (istype(part, /datum/organ/external/groin) || istype(part, /datum/organ/external/head))
temp = part.get_icon(race_icon,deform_icon,g)
else
temp = part.get_icon(race_icon,deform_icon)
if(part.status & ORGAN_DEAD)
temp.ColorTone(necrosis_color_mod)
temp.SetIntensity(0.7)
for(var/obj/item/organ/external/part in organs)
var/icon/temp = part.get_icon(skeleton)
//That part makes left and right legs drawn topmost and lowermost when human looks WEST or EAST
//And no change in rendering for other parts (they icon_position is 0, so goes to 'else' part)
if(part.icon_position&(LEFT|RIGHT))
var/icon/temp2 = new('icons/mob/human.dmi',"blank")
temp2.Insert(new/icon(temp,dir=NORTH),dir=NORTH)
temp2.Insert(new/icon(temp,dir=SOUTH),dir=SOUTH)
if(!(part.icon_position & LEFT))
temp2.Insert(new/icon(temp,dir=EAST),dir=EAST)
if(!(part.icon_position & RIGHT))
temp2.Insert(new/icon(temp,dir=WEST),dir=WEST)
base_icon.Blend(temp2, ICON_OVERLAY)
if(part.icon_position & LEFT)
temp2.Insert(new/icon(temp,dir=EAST),dir=EAST)
if(part.icon_position & RIGHT)
temp2.Insert(new/icon(temp,dir=WEST),dir=WEST)
base_icon.Blend(temp2, ICON_UNDERLAY)
else
base_icon.Blend(temp, ICON_OVERLAY)
if(!skeleton)
@@ -334,46 +293,18 @@ var/global/list/damage_icon_parts = list()
base_icon.MapColors(rgb(tone[1],0,0),rgb(0,tone[2],0),rgb(0,0,tone[3]))
//Handle husk overlay.
if(husk && ("overlay_husk" in icon_states(race_icon)))
if(husk && ("overlay_husk" in icon_states(species.icobase)))
var/icon/mask = new(base_icon)
var/icon/husk_over = new(race_icon,"overlay_husk")
var/icon/husk_over = new(species.icobase,"overlay_husk")
mask.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,0)
husk_over.Blend(mask, ICON_ADD)
base_icon.Blend(husk_over, ICON_OVERLAY)
//Skin tone.
if(!husk && !hulk)
if(species.flags & HAS_SKIN_TONE)
if(s_tone >= 0)
base_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
base_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
human_icon_cache[icon_key] = base_icon
//log_debug("Generated new cached mob icon ([icon_key] \icon[human_icon_cache[icon_key]]) for [src]. [human_icon_cache.len] cached mob icons.")
//END CACHED ICON GENERATION.
stand_icon.Blend(base_icon,ICON_OVERLAY)
//Skin colour. Not in cache because highly variable (and relatively benign).
if (species.flags & HAS_SKIN_COLOR)
stand_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
if(has_head)
//Eyes
if(!skeleton)
var/icon/eyes = new/icon('icons/mob/human_face.dmi', species.eyes)
if (species.flags & HAS_EYE_COLOR)
eyes.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
stand_icon.Blend(eyes, ICON_OVERLAY)
//Mouth (lipstick!)
if(lip_style && (species && species.flags & HAS_LIPS)) //skeletons are allowed to wear lipstick no matter what you think, agouri.
stand_icon.Blend(new/icon('icons/mob/human_face.dmi', "lips_[lip_style]_s"), ICON_OVERLAY)
//Underwear
if(underwear && species.flags & HAS_UNDERWEAR)
stand_icon.Blend(new /icon('icons/mob/human.dmi', underwear), ICON_OVERLAY)
@@ -392,7 +323,7 @@ var/global/list/damage_icon_parts = list()
//Reset our hair
overlays_standing[HAIR_LAYER] = null
var/datum/organ/external/head/head_organ = get_organ("head")
var/obj/item/organ/external/head/head_organ = get_organ("head")
if( !head_organ || (head_organ.status & ORGAN_DESTROYED) )
if(update_icons) update_icons()
return
@@ -925,48 +856,13 @@ var/global/list/damage_icon_parts = list()
/mob/living/carbon/human/proc/update_surgery(var/update_icons=1)
overlays_standing[SURGERY_LEVEL] = null
var/image/total = new
for(var/datum/organ/external/E in organs)
for(var/obj/item/organ/external/E in organs)
if(E.open)
var/image/I = image("icon"='icons/mob/surgery.dmi', "icon_state"="[E.name][round(E.open)]", "layer"=-SURGERY_LEVEL)
total.overlays += I
overlays_standing[SURGERY_LEVEL] = total
if(update_icons) update_icons()
// Used mostly for creating head items
/mob/living/carbon/human/proc/generate_head_icon()
//gender no longer matters for the mouth, although there should probably be seperate base head icons.
// var/g = "m"
// if (gender == FEMALE) g = "f"
//base icons
var/icon/face_lying = new /icon('icons/mob/human_face.dmi',"bald_l")
if(f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
if(facial_hair_style)
var/icon/facial_l = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_l")
facial_l.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
face_lying.Blend(facial_l, ICON_OVERLAY)
if(h_style)
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
if(hair_style)
var/icon/hair_l = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_l")
hair_l.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
face_lying.Blend(hair_l, ICON_OVERLAY)
//Eyes
// Note: These used to be in update_face(), and the fact they're here will make it difficult to create a disembodied head
var/icon/eyes_l = new/icon('icons/mob/human_face.dmi', "eyes_l")
eyes_l.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
face_lying.Blend(eyes_l, ICON_OVERLAY)
if(lip_style)
face_lying.Blend(new/icon('icons/mob/human_face.dmi', "lips_[lip_style]_l"), ICON_OVERLAY)
var/image/face_lying_image = new /image(icon = face_lying)
return face_lying_image
//Human Overlays Indexes/////////
#undef MUTATIONS_LAYER
#undef DAMAGE_LAYER
+1 -3
View File
@@ -35,11 +35,9 @@
// broken or ripped off organs will add quite a bit of pain
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/M = src
for(var/datum/organ/external/organ in M.organs)
for(var/obj/item/organ/external/organ in M.organs)
if (!organ)
continue
if((organ.status & ORGAN_DESTROYED) && !organ.amputated)
src.traumatic_shock += 60
else if(organ.status & ORGAN_BROKEN || organ.open)
src.traumatic_shock += 30
if(organ.status & ORGAN_SPLINTED)
+2 -2
View File
@@ -169,7 +169,7 @@ default behaviour is:
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
var/divided_damage = (burn_amount)/(H.organs.len)
var/extradam = 0 //added to when organ is at max dam
for(var/datum/organ/external/affecting in H.organs)
for(var/obj/item/organ/external/affecting in H.organs)
if(!affecting) continue
if(affecting.take_damage(0, divided_damage+extradam)) //TODO: fix the extradam stuff. Or, ebtter yet...rewrite this entire proc ~Carn
H.UpdateDamageIcon()
@@ -339,7 +339,7 @@ default behaviour is:
var/t = shooter:zone_sel.selecting
if ((t in list( "eyes", "mouth" )))
t = "head"
var/datum/organ/external/def_zone = ran_zone(t)
var/obj/item/organ/external/def_zone = ran_zone(t)
return def_zone
@@ -65,9 +65,9 @@
var/list/damaged = H.get_damaged_organs(1,1)
user.show_message("\blue Localized Damage, Brute/Electronics:",1)
if(length(damaged)>0)
for(var/datum/organ/external/org in damaged)
for(var/obj/item/organ/external/org in damaged)
user.show_message(text("\blue \t []: [] - []", \
capitalize(org.display_name), \
capitalize(org.name), \
(org.brute_dam > 0) ? "\red [org.brute_dam]" :0, \
(org.burn_dam > 0) ? "<font color='#FFA500'>[org.burn_dam]</font>" :0),1)
else
@@ -100,7 +100,7 @@
if(istype(host,/mob/living/carbon/human))
var/mob/living/carbon/human/H = host
var/datum/organ/external/head = H.get_organ("head")
var/obj/item/organ/external/head = H.get_organ("head")
head.implants -= src
controlling = 0
@@ -69,7 +69,7 @@
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/datum/organ/external/E = H.organs_by_name["head"]
var/obj/item/organ/external/E = H.organs_by_name["head"]
if(!E || (E.status & ORGAN_DESTROYED))
src << "\The [H] does not have a head!"
@@ -115,12 +115,12 @@
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/datum/organ/internal/I = H.internal_organs_by_name["brain"]
var/obj/item/organ/I = H.internal_organs_by_name["brain"]
if(!I) // No brain organ, so the borer moves in and replaces it permanently.
replace_brain()
else
// If they're in normally, implant removal can get them out.
var/datum/organ/external/head = H.get_organ("head")
var/obj/item/organ/external/head = H.get_organ("head")
head.implants += src
return
@@ -183,11 +183,11 @@
H.ChangeToHusk()
var/datum/organ/internal/borer/B = new(H)
var/obj/item/organ/borer/B = new(H)
H.internal_organs_by_name["brain"] = B
H.internal_organs |= B
var/datum/organ/external/affecting = H.get_organ("head")
var/obj/item/organ/external/affecting = H.get_organ("head")
affecting.implants -= src
var/s2h_id = src.computer_id
@@ -134,7 +134,7 @@
if(ishuman(target_mob))
var/mob/living/carbon/human/H = target_mob
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
var/datum/organ/external/affecting = H.get_organ(ran_zone(dam_zone))
var/obj/item/organ/external/affecting = H.get_organ(ran_zone(dam_zone))
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), sharp=1, edge=1)
return H
else if(isliving(target_mob))
@@ -475,7 +475,7 @@
if(ishuman(parrot_interest))
var/mob/living/carbon/human/H = parrot_interest
var/datum/organ/external/affecting = H.get_organ(ran_zone(pick(parrot_dam_zone)))
var/obj/item/organ/external/affecting = H.get_organ(ran_zone(pick(parrot_dam_zone)))
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), sharp=1)
visible_emote(pick("pecks [H]'s [affecting].", "cuts [H]'s [affecting] with its talons."))
+7 -5
View File
@@ -589,8 +589,8 @@ var/list/slot_equipment_priority = list( \
var/mob/living/carbon/human/H = src
if(H.health - H.halloss <= config.health_threshold_softcrit)
for(var/name in H.organs_by_name)
var/datum/organ/external/e = H.organs_by_name[name]
if(H.lying)
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))
return 1
break
@@ -1101,7 +1101,7 @@ mob/proc/yank_out_object()
else
U << "<span class='warning'>You attempt to get a good grip on [selection] in [S]'s body.</span>"
if(!do_after(U, 80))
if(!do_after(U, 30))
return
if(!selection || !S || !U)
return
@@ -1116,9 +1116,9 @@ mob/proc/yank_out_object()
if(ishuman(src))
var/mob/living/carbon/human/H = src
var/datum/organ/external/affected
var/obj/item/organ/external/affected
for(var/datum/organ/external/organ in H.organs) //Grab the organ holding the implant.
for(var/obj/item/organ/external/organ in H.organs) //Grab the organ holding the implant.
for(var/obj/item/O in organ.implants)
if(O == selection)
affected = organ
@@ -1137,6 +1137,8 @@ mob/proc/yank_out_object()
human_user.bloody_hands(H)
selection.loc = get_turf(src)
if(!(U.l_hand && U.r_hand))
U.put_in_hands(selection)
for(var/obj/item/weapon/O in pinned)
if(O == selection)
+2 -2
View File
@@ -125,7 +125,7 @@ proc/isobserver(A)
return 0
proc/isorgan(A)
if(istype(A, /datum/organ/external))
if(istype(A, /obj/item/organ/external))
return 1
return 0
@@ -140,7 +140,7 @@ proc/isnewplayer(A)
return 1
return 0
proc/hasorgans(A)
proc/hasorgans(A) // Fucking really??
return ishuman(A)
proc/iscuffed(A)
+2 -2
View File
@@ -289,8 +289,8 @@
else if(istype(mob.buckled, /obj/structure/bed/chair/wheelchair))
if(ishuman(mob.buckled))
var/mob/living/carbon/human/driver = mob.buckled
var/datum/organ/external/l_hand = driver.get_organ("l_hand")
var/datum/organ/external/r_hand = driver.get_organ("r_hand")
var/obj/item/organ/external/l_hand = driver.get_organ("l_hand")
var/obj/item/organ/external/r_hand = driver.get_organ("r_hand")
if((!l_hand || (l_hand.status & ORGAN_DESTROYED)) && (!r_hand || (r_hand.status & ORGAN_DESTROYED)))
return // No hands to drive your chair? Tough luck!
//drunk wheelchair driving
@@ -200,12 +200,13 @@ datum/preferences
for(var/name in list("r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand"))
if(organ_data[name] == "amputated") continue
var/icon/temp = new /icon(icobase, "[name]")
if(organ_data[name] == "cyborg")
temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
preview_icon.Blend(temp, ICON_OVERLAY)
var/datum/robolimb/R
if(rlimb_data[name]) R = all_robolimbs[rlimb_data[name]]
if(!R) R = basic_robolimb
preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic.
continue
preview_icon.Blend(new /icon(icobase, "[name]"), ICON_OVERLAY)
//Tail
if(current_species && (current_species.tail))