mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-19 11:05:50 +01:00
Replaces most instances of if(E & ORGAN_DESTROYED) with if(E.is_stump()). Fixes #11468
This commit is contained in:
@@ -205,7 +205,7 @@
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if(40 to INFINITY)
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status += "peeling away"
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if(org.status & ORGAN_DESTROYED)
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if(org.is_stump())
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status += "MISSING"
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if(org.status & ORGAN_MUTATED)
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status += "weirdly shapen"
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@@ -269,7 +269,6 @@
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var/list/organ_data = species.has_limbs[organ_tag]
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var/organ_descriptor = organ_data["descriptor"]
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is_destroyed["organ_descriptor"] = 1
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var/obj/item/organ/external/E = organs_by_name[organ_tag]
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if(!E)
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@@ -277,15 +276,10 @@
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else if(E.is_stump())
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wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[t_He] has a stump where [t_his] [organ_descriptor] should be.</b></span>\n"
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else
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is_destroyed["organ_descriptor"] = 0
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continue
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for(var/obj/item/organ/external/temp in organs)
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if(temp)
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if(temp.status & ORGAN_DESTROYED)
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is_destroyed["[temp.name]"] = 1
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wound_flavor_text["[temp.name]"] = "<span class='warning'><b>[t_He] [t_is] missing [t_his] [temp.name].</b></span>\n"
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continue
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if(temp.status & ORGAN_ROBOT)
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if(!(temp.brute_dam + temp.burn_dam))
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if(!species.flags & IS_SYNTHETIC)
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@@ -342,7 +342,7 @@
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//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
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/mob/living/carbon/human/proc/get_face_name()
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var/obj/item/organ/external/head = get_organ("head")
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if(!head || head.disfigured || (head.status & ORGAN_DESTROYED) || !real_name || (HUSK in mutations) ) //disfigured. use id-name if possible
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if(!head || head.disfigured || head.is_stump() || !real_name || (HUSK in mutations) ) //disfigured. use id-name if possible
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return "Unknown"
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return real_name
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@@ -119,7 +119,7 @@
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var/hit_zone = H.zone_sel.selecting
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var/obj/item/organ/external/affecting = get_organ(hit_zone)
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if(!affecting || affecting.is_stump() || (affecting.status & ORGAN_DESTROYED))
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if(!affecting || affecting.is_stump())
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M << "<span class='danger'>They are missing that limb!</span>"
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return 1
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@@ -182,7 +182,6 @@ emp_act
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if(!O) continue
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O.emp_act(severity)
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for(var/obj/item/organ/external/O in organs)
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if(O.status & ORGAN_DESTROYED) continue
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O.emp_act(severity)
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for(var/obj/item/organ/I in O.internal_organs)
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if(I.robotic == 0) continue
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@@ -204,7 +203,7 @@ emp_act
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var/obj/item/organ/external/affecting = get_organ(target_zone)
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if (!affecting || (affecting.status & ORGAN_DESTROYED) || affecting.is_stump())
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if (!affecting || affecting.is_stump())
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user << "<span class='danger'>They are missing that limb!</span>"
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return
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@@ -28,7 +28,7 @@
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if(istype(buckled, /obj/structure/bed/chair/wheelchair))
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for(var/organ_name in list("l_hand","r_hand","l_arm","r_arm"))
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var/obj/item/organ/external/E = get_organ(organ_name)
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if(!E || (E.status & ORGAN_DESTROYED))
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if(!E || E.is_stump())
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tally += 4
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if(E.status & ORGAN_SPLINTED)
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tally += 0.5
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@@ -40,7 +40,7 @@
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for(var/organ_name in list("l_foot","r_foot","l_leg","r_leg"))
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var/obj/item/organ/external/E = get_organ(organ_name)
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if(!E || (E.status & ORGAN_DESTROYED))
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if(!E || E.is_stump())
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tally += 4
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else if(E.status & ORGAN_SPLINTED)
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tally += 0.5
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@@ -70,7 +70,7 @@
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for(var/limb_tag in list("l_leg","r_leg","l_foot","r_foot"))
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var/obj/item/organ/external/E = organs_by_name[limb_tag]
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if(!E || (E.status & (ORGAN_DESTROYED|ORGAN_DEAD)))
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if(!E || (E.status & (ORGAN_MUTATED|ORGAN_DEAD)) || E.is_stump()) //should just be !E.is_usable() here but dislocation screws that up.
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stance_damage += 2 // let it fail even if just foot&leg
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else if (E.is_malfunctioning())
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//malfunctioning only happens intermittently so treat it as a missing limb when it procs
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@@ -33,7 +33,7 @@ This saves us from having to call add_fingerprint() any time something is put in
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/mob/living/carbon/human/proc/has_organ(name)
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var/obj/item/organ/external/O = organs_by_name[name]
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return (O && !(O.status & ORGAN_DESTROYED) && !O.is_stump())
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return (O && !O.is_stump())
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/mob/living/carbon/human/proc/has_organ_for_slot(slot)
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switch(slot)
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@@ -221,15 +221,9 @@
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O.organ_tag = organ_tag
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H.internal_organs_by_name[organ_tag] = O
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//These should be unnecessary
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//for(var/name in H.organs_by_name)
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// H.organs |= H.organs_by_name[name]
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//for(var/obj/item/organ/external/O in H.organs)
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// O.owner = H
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if(flags & IS_SYNTHETIC)
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for(var/obj/item/organ/external/E in H.organs)
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if(E.status & ORGAN_CUT_AWAY || E.status & ORGAN_DESTROYED) continue
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if(E.status & ORGAN_CUT_AWAY || E.is_stump()) continue
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E.robotize()
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for(var/obj/item/organ/I in H.internal_organs)
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I.robotize()
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@@ -18,11 +18,11 @@
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// Check if they have a functioning hand.
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var/obj/item/organ/external/E = user.organs_by_name["l_hand"]
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if(E && !(E.status & ORGAN_DESTROYED))
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if(E && !E.is_stump())
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return 1
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E = user.organs_by_name["r_hand"]
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if(E && !(E.status & ORGAN_DESTROYED))
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if(E && !E.is_stump())
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return 1
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return 0
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@@ -170,11 +170,11 @@
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return 0
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var/obj/item/organ/external/E = user.organs_by_name["l_foot"]
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if(E && !(E.status & ORGAN_DESTROYED))
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if(E && !E.is_stump())
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return 1
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E = user.organs_by_name["r_foot"]
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if(E && !(E.status & ORGAN_DESTROYED))
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if(E && !E.is_stump())
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return 1
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return 0
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@@ -214,11 +214,11 @@
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if(target.grabbed_by == user && target.lying)
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return 0
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var/obj/item/organ/external/E = user.organs_by_name["l_foot"]
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if(E && !(E.status & ORGAN_DESTROYED))
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if(E && !E.is_stump())
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return 1
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E = user.organs_by_name["r_foot"]
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if(E && !(E.status & ORGAN_DESTROYED))
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if(E && !E.is_stump())
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return 1
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return 0
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@@ -186,9 +186,10 @@ var/global/list/damage_icon_parts = list()
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for(var/obj/item/organ/external/O in organs)
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if(O.is_stump())
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continue
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if(O.status & ORGAN_DESTROYED) damage_appearance += "d"
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else
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damage_appearance += O.damage_state
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//if(O.status & ORGAN_DESTROYED) damage_appearance += "d" //what is this?
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//else
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// damage_appearance += O.damage_state
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damage_appearance += O.damage_state
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if(damage_appearance == previous_damage_appearance)
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// nothing to do here
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@@ -204,20 +205,20 @@ var/global/list/damage_icon_parts = list()
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for(var/obj/item/organ/external/O in organs)
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if(O.is_stump())
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continue
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if(!(O.status & ORGAN_DESTROYED))
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O.update_icon()
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if(O.damage_state == "00") continue
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var/icon/DI
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var/cache_index = "[O.damage_state]/[O.icon_name]/[species.blood_color]/[species.get_bodytype()]"
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if(damage_icon_parts[cache_index] == null)
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DI = new /icon(species.damage_overlays, O.damage_state) // the damage icon for whole human
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DI.Blend(new /icon(species.damage_mask, O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
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DI.Blend(species.blood_color, ICON_MULTIPLY)
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damage_icon_parts[cache_index] = DI
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else
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DI = damage_icon_parts[cache_index]
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standing_image.overlays += DI
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O.update_icon()
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if(O.damage_state == "00") continue
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var/icon/DI
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var/cache_index = "[O.damage_state]/[O.icon_name]/[species.blood_color]/[species.get_bodytype()]"
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if(damage_icon_parts[cache_index] == null)
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DI = new /icon(species.damage_overlays, O.damage_state) // the damage icon for whole human
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DI.Blend(new /icon(species.damage_mask, O.icon_name), ICON_MULTIPLY) // mask with this organ's pixels
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DI.Blend(species.blood_color, ICON_MULTIPLY)
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damage_icon_parts[cache_index] = DI
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else
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DI = damage_icon_parts[cache_index]
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standing_image.overlays += DI
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overlays_standing[DAMAGE_LAYER] = standing_image
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@@ -257,7 +258,7 @@ var/global/list/damage_icon_parts = list()
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for(var/organ_tag in species.has_limbs)
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var/obj/item/organ/external/part = organs_by_name[organ_tag]
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if(isnull(part) || part.is_stump() || (part.status & ORGAN_DESTROYED))
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if(isnull(part) || part.is_stump())
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icon_key += "0"
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else if(part.status & ORGAN_ROBOT)
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icon_key += "2[part.model ? "-[part.model]": ""]"
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@@ -336,7 +337,7 @@ var/global/list/damage_icon_parts = list()
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overlays_standing[HAIR_LAYER] = null
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var/obj/item/organ/external/head/head_organ = get_organ("head")
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if(!head_organ || head_organ.is_stump() || (head_organ.status & ORGAN_DESTROYED) )
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if(!head_organ || head_organ.is_stump() )
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if(update_icons) update_icons()
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return
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@@ -74,7 +74,7 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/E = H.organs_by_name["head"]
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if(!E || (E.status & ORGAN_DESTROYED))
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if(!E || E.is_stump())
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src << "\The [H] does not have a head!"
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if(!H.species.has_organ["brain"])
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@@ -3,7 +3,7 @@
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var/obj/item/organ/external/E = H.get_organ(target_zone)
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if(!E || (E.status & ORGAN_DESTROYED))
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if(!E || E.is_stump())
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user << "<span class='notice'>[H] is missing that bodypart.</span>"
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return
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@@ -295,7 +295,7 @@
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var/mob/living/carbon/human/driver = mob.buckled
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var/obj/item/organ/external/l_hand = driver.get_organ("l_hand")
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var/obj/item/organ/external/r_hand = driver.get_organ("r_hand")
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if((!l_hand || (l_hand.status & ORGAN_DESTROYED)) && (!r_hand || (r_hand.status & ORGAN_DESTROYED)))
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if((!l_hand || l_hand.is_stump()) && (!r_hand || r_hand.is_stump()))
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return // No hands to drive your chair? Tough luck!
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//drunk wheelchair driving
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if(mob.confused)
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@@ -216,7 +216,6 @@ var/list/organ_cache = list()
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src.status &= ~ORGAN_SPLINTED
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src.status &= ~ORGAN_CUT_AWAY
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src.status &= ~ORGAN_ATTACHABLE
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src.status &= ~ORGAN_DESTROYED
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src.status |= ORGAN_ROBOT
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src.status |= ORGAN_ASSISTED
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@@ -194,8 +194,6 @@
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if((brute <= 0) && (burn <= 0))
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return 0
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if(status & ORGAN_DESTROYED)
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return 0
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if(status & ORGAN_ROBOT )
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var/brmod = 0.66
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@@ -431,15 +429,10 @@ This function completely restores a damaged organ to perfect condition.
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/obj/item/organ/external/process()
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if(owner)
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//Dismemberment
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if(status & ORGAN_DESTROYED)
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if(config.limbs_can_break)
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droplimb(0,DROPLIMB_EDGE) //Might be worth removing this check since take_damage handles it.
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return
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if(parent)
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if(parent.status & ORGAN_DESTROYED)
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status |= ORGAN_DESTROYED
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owner.update_body(1)
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return
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//if(parent && parent.is_stump()) //should never happen
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// warning("\The [src] ([src.type]) belonging to [owner] ([owner.type]) was attached to a stump")
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// remove()
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// return
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// Process wounds, doing healing etc. Only do this every few ticks to save processing power
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if(owner.life_tick % wound_update_accuracy == 0)
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@@ -485,7 +478,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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*/
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/obj/item/organ/external/proc/update_germs()
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if(status & (ORGAN_ROBOT|ORGAN_DESTROYED) || (owner.species && owner.species.flags & IS_PLANT)) //Robotic limbs shouldn't be infected, nor should nonexistant limbs.
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if(status & (ORGAN_ROBOT) || (owner.species && owner.species.flags & IS_PLANT)) //Robotic limbs shouldn't be infected, nor should nonexistant limbs.
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germ_level = 0
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return
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@@ -657,8 +650,6 @@ Note that amputating the affected organ does in fact remove the infection from t
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// new damage icon system
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// returns just the brute/burn damage code
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/obj/item/organ/external/proc/damage_state_text()
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if(status & ORGAN_DESTROYED)
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return "--"
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var/tburn = 0
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var/tbrute = 0
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@@ -919,7 +910,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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return 0
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/obj/item/organ/external/proc/is_usable()
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return !is_dislocated() && !(status & (ORGAN_DESTROYED|ORGAN_MUTATED|ORGAN_DEAD))
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return !is_dislocated() && !(status & (ORGAN_MUTATED|ORGAN_DEAD))
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/obj/item/organ/external/proc/is_malfunctioning()
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return ((status & ORGAN_ROBOT) && (brute_dam + burn_dam) >= 10 && prob(brute_dam + burn_dam))
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@@ -947,7 +938,6 @@ Note that amputating the affected organ does in fact remove the infection from t
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..()
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status |= ORGAN_DESTROYED
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victim.bad_external_organs -= src
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for(var/atom/movable/implant in implants)
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@@ -223,7 +223,7 @@
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var/target_zone = ran_zone(check_zone(user.zone_sel.selecting, target))
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var/obj/item/organ/external/affecting = H.get_organ(target_zone)
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if (!affecting || (affecting.status & ORGAN_DESTROYED) || affecting.is_stump())
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if (!affecting || affecting.is_stump())
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user << "<span class='danger'>They are missing that limb!</span>"
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return
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@@ -15,7 +15,7 @@
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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if (affected == null)
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return 0
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if (affected.status & ORGAN_DESTROYED)
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if (affected.is_stump())
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return 0
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if (target_zone == "head" && target.species && (target.species.flags & IS_SYNTHETIC))
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return 1
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@@ -290,8 +290,6 @@
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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if (affected == null)
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return 0
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if (affected.status & ORGAN_DESTROYED)
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return 0
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return !affected.cannot_amputate
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begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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