Merge pull request #8704 from Zuhayr/dev

Fixes
This commit is contained in:
Chinsky
2015-04-02 23:49:54 +03:00
21 changed files with 86 additions and 56 deletions
+3 -3
View File
@@ -151,7 +151,7 @@ var/list/slot_equipment_priority = list( \
remove_from_mob(W)
if(!W) return 1 // self destroying objects (tk, grabs)
W.forceMove(Target)
update_icons()
return 1
@@ -173,11 +173,11 @@ var/list/slot_equipment_priority = list( \
/*
Removes the object from any slots the mob might have, calling the appropriate icon update proc.
Does nothing else.
DO NOT CALL THIS PROC DIRECTLY. It is meant to be called only by other inventory procs.
It's probably okay to use it if you are transferring the item between slots on the same mob,
but chances are you're safer calling remove_from_mob() or drop_from_inventory() anyways.
As far as I can tell the proc exists so that mobs with different inventory slots can override
the search through all the slots, without having to duplicate the rest of the item dropping.
*/
@@ -2,6 +2,9 @@
name = "brain"
health = 400 //They need to live awhile longer than other organs.
desc = "A piece of juicy meat found in a person's head."
organ_tag = "brain"
parent_organ = "head"
vital = 1
icon_state = "brain2"
force = 1.0
w_class = 2.0
@@ -46,7 +49,7 @@
/obj/item/organ/brain/removed(var/mob/living/user)
..()
name = "[owner.real_name]'s brain"
var/mob/living/simple_animal/borer/borer = owner.has_brain_worms()
@@ -57,6 +60,8 @@
if(istype(B) && istype(owner))
B.transfer_identity(owner)
..()
/obj/item/organ/brain/replaced(var/mob/living/target)
if(target.key)
+4 -5
View File
@@ -31,10 +31,9 @@
var/d = rand(round(I.force / 4), I.force)
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/organ = H.get_organ("chest")
if (istype(organ, /obj/item/organ/external))
var/obj/item/organ/external/temp = organ
if(temp.take_damage(d, 0))
var/obj/item/organ/external/organ = H.get_organ("chest")
if (istype(organ))
if(organ.take_damage(d, 0))
H.UpdateDamageIcon()
H.updatehealth()
else
@@ -328,7 +327,7 @@
if(!item) return //Grab processing has a chance of returning null
src.remove_from_mob(item)
item.loc = src.loc
@@ -117,7 +117,7 @@
g_skin = green
b_skin = blue
update_body()
force_update_limbs()
return 1
/mob/living/carbon/human/proc/change_skin_tone(var/tone)
@@ -126,7 +126,7 @@
s_tone = tone
update_body()
force_update_limbs()
return 1
/mob/living/carbon/human/proc/update_dna()
@@ -186,3 +186,8 @@
/proc/q()
var/mob/living/carbon/human/H = usr
H.change_appearance(APPEARANCE_ALL)
/mob/living/carbon/human/proc/force_update_limbs()
for(var/obj/item/organ/external/O in organs)
O.sync_colour_to_human(src)
update_body(0)
+12 -4
View File
@@ -20,6 +20,9 @@
else
set_species()
if(species)
name = species.get_random_name(gender)
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
@@ -326,8 +329,8 @@
//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/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
var/obj/item/organ/external/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
@@ -1119,8 +1122,6 @@
species = all_species[new_species]
species.create_organs(src)
if(species.language)
add_language(species.language)
@@ -1137,6 +1138,8 @@
g_skin = 0
b_skin = 0
species.create_organs(src)
species.handle_post_spawn(src)
maxHealth = species.total_health
@@ -1361,3 +1364,8 @@
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()
/mob/living/carbon/human/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
if(W in organs)
return
..()
@@ -45,7 +45,7 @@
"heart" = /obj/item/organ/heart,
"lungs" = /obj/item/organ/lungs,
"liver" = /obj/item/organ/liver,
"kidneys" = /obj/item/organ/kidney,
"kidneys" = /obj/item/organ/kidneys,
"brain" = /obj/item/organ/brain,
"eyes" = /obj/item/organ/eyes,
"stack" = /obj/item/organ/stack/vox
@@ -110,7 +110,7 @@
"heart" = /obj/item/organ/heart,
"lungs" = /obj/item/organ/lungs,
"liver" = /obj/item/organ/liver,
"kidneys" = /obj/item/organ/kidney,
"kidneys" = /obj/item/organ/kidneys,
"brain" = /obj/item/organ/brain,
"appendix" = /obj/item/organ/appendix,
"eyes" = /obj/item/organ/eyes
+5
View File
@@ -967,6 +967,11 @@ default behaviour is:
/mob/living/proc/slip(var/slipped_on,stun_duration=8)
return 0
/mob/living/carbon/drop_from_inventory(var/obj/item/W, var/atom/Target = null)
if(W in internal_organs)
return
..()
/mob/living/carbon/proc/spin(spintime, speed)
spawn()
var/D = dir
+1 -1
View File
@@ -729,7 +729,7 @@ note dizziness decrements automatically in the mob's Life() proc.
stat(null,"Location:\t([x], [y], [z])")
stat(null,"CPU:\t[world.cpu]")
stat(null,"Instances:\t[world.contents.len]")
if(statpanel("Status") && processScheduler.getIsRunning())
if(statpanel("Status") && processScheduler && processScheduler.getIsRunning())
var/datum/controller/process/process
process = processScheduler.getProcess("ticker")
@@ -473,6 +473,7 @@
//new_character.dna.UpdateSE()
// Do the initial caching of the player's body icons.
new_character.force_update_limbs()
new_character.regenerate_icons()
new_character.key = key //Manually transfer the key to log them in
+3
View File
@@ -235,12 +235,14 @@ var/list/organ_cache = list()
owner.internal_organs_by_name[organ_tag] = null
owner.internal_organs_by_name -= organ_tag
owner.internal_organs_by_name -= null
owner.internal_organs -= src
var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
if(affected) affected.internal_organs -= src
loc = owner.loc
processing_objects |= src
rejecting = null
var/datum/reagent/blood/organ_blood = locate(/datum/reagent/blood) in reagents.reagent_list
if(!organ_blood || !organ_blood.data["blood_DNA"])
@@ -269,6 +271,7 @@ var/list/organ_cache = list()
transplant_data["blood_DNA"] = transplant_blood.data["blood_DNA"]
owner = target
processing_objects -= src
target.internal_organs |= src
affected.internal_organs |= src
target.internal_organs_by_name[organ_tag] = src
+13 -20
View File
@@ -3,13 +3,16 @@
****************************************************/
/obj/item/organ/external
name = "external"
min_broken_damage = 30
max_damage = 0
dir = SOUTH
organ_tag = "limb"
var/icon_name = null
var/body_part = null
var/icon_position = 0
var/model
var/force_icon
var/damage_state = "00"
var/brute_dam = 0
var/burn_dam = 0
@@ -18,7 +21,7 @@
var/icon/mob_icon
var/gendered_icon = 0
var/limb_name
var/disfigured = 1
var/disfigured = 0
var/cannot_amputate
var/cannot_break
var/s_tone
@@ -26,38 +29,25 @@
var/list/wounds = list()
var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
var/perma_injury = 0
var/obj/item/organ/external/parent
var/list/obj/item/organ/external/children
// Internal organs of this body part
var/list/internal_organs = list()
var/list/internal_organs = list() // Internal organs of this body part
var/damage_msg = "\red You feel an intense pain"
var/broken_description
var/open = 0
var/stage = 0
var/cavity = 0
var/sabotaged = 0 // If a prosthetic limb is emagged, it will detonate when it fails.
var/encased // Needs to be opened with a saw to access the organs.
var/obj/item/hidden = null
var/list/implants = list()
// how often wounds should be updated, a higher number means less often
var/wound_update_accuracy = 1
var/wound_update_accuracy = 1 // how often wounds should be updated, a higher number means less often
var/joint = "joint" // Descriptive string used in dislocation.
var/amputation_point // Descriptive string used in amputation.
var/dislocated = 0 // If you target a joint, you can dislocate the limb, causing temporary damage to the organ.
var/can_grasp
var/can_stand
min_broken_damage = 30
max_damage = 0
dir = SOUTH
/obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/user as mob)
switch(stage)
if(0)
@@ -650,8 +640,8 @@ Note that amputating the affected organ does in fact remove the infection from t
wounds.Cut()
if(parent)
var/datum/wound/W
if(max_damage < 50)
W = new/datum/wound/lost_limb/small(max_damage)
if(clean || max_damage < 50)
W = new/datum/wound/lost_limb/small(max_damage/2)
else
W = new/datum/wound/lost_limb(max_damage)
parent.children -= src
@@ -940,6 +930,7 @@ Note that amputating the affected organ does in fact remove the infection from t
gendered_icon = 1
cannot_amputate = 1
parent_organ = null
encased = "ribcage"
/obj/item/organ/external/groin
name = "lower body"
@@ -1061,9 +1052,11 @@ Note that amputating the affected organ does in fact remove the infection from t
joint = "jaw"
amputation_point = "neck"
gendered_icon = 1
encased = "skull"
/obj/item/organ/external/head/removed()
if(owner)
name = "[owner.real_name]'s head"
owner.u_equip(owner.glasses)
owner.u_equip(owner.head)
owner.u_equip(owner.l_ear)
+3 -1
View File
@@ -16,7 +16,9 @@ var/global/list/limb_icon_cache = list()
/obj/item/organ/external/proc/sync_colour_to_human(var/mob/living/carbon/human/human)
s_tone = null
s_col = null
if(human.s_tone && (human.species.flags & HAS_SKIN_TONE))
if(status & ORGAN_ROBOT)
return
if(!isnull(human.s_tone) && (human.species.flags & HAS_SKIN_TONE))
s_tone = human.s_tone
if(human.species.flags & HAS_SKIN_COLOR)
s_col = list(human.r_skin, human.g_skin, human.b_skin)
+3 -3
View File
@@ -44,7 +44,7 @@
organ_tag = "kidneys"
parent_organ = "groin"
/obj/item/organ/kidney/process()
/obj/item/organ/kidneys/process()
..()
@@ -61,7 +61,6 @@
else if(is_broken())
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
/obj/item/organ/eyes
name = "eyeballs"
icon_state = "eyes"
@@ -113,7 +112,7 @@
name = "liver"
icon_state = "liver"
organ_tag = "liver"
parent_organ = "chest"
parent_organ = "groin"
/obj/item/organ/liver/process()
@@ -175,6 +174,7 @@
name = "appendix"
icon_state = "appendix"
parent_organ = "groin"
organ_tag = "appendix"
/obj/item/organ/appendix/removed()
+5 -5
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@@ -23,7 +23,7 @@
//Removing the lock and the buttons.
/obj/item/weapon/gun/dropped(mob/user as mob)
stop_aim()
if (user.client)
if(user && user.client)
user.client.remove_gun_icons()
return ..()
@@ -47,7 +47,7 @@
/obj/item/weapon/gun/proc/PreFire(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, params)
//Lets not spam it.
if(lock_time > world.time - 2) return
user.set_dir(get_cardinal_dir(src, A))
if(isliving(A) && !(A in aim_targets))
Aim(A) //Clicked a mob, aim at them
@@ -58,7 +58,7 @@
if(isliving(M) && (M in view(user)) && !(M in aim_targets))
Aim(M) //Aha! Aim at them!
return 1
return 0
//Aiming at the target mob.
@@ -83,12 +83,12 @@
if(src != M.get_active_hand())
stop_aim()
return
//reflex firing is disabled when help intent is set
if (M.a_intent == I_HELP)
M << "\red You refrain from firing your [src] as your intent is set to help."
return
M.last_move_intent = world.time
var/firing_check = can_hit(T,usr) //0 if it cannot hit them, 1 if it is capable of hitting, and 2 if a special check is preventing it from firing.
if(firing_check > 0)
+5 -3
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@@ -343,9 +343,11 @@
var/o_a = (O.gender == PLURAL) ? "" : "a "
var/o_do = (O.gender == PLURAL) ? "don't" : "doesn't"
if(target.species.has_organ[O.organ_tag])
if(O.organ_tag == "limb")
return 0
else if(target.species.has_organ[O.organ_tag])
if(!O.health)
if(O.is_damaged())
user << "\red \The [O.organ_tag] [o_is] in no state to be transplanted."
return 2
@@ -355,7 +357,7 @@
user << "\red \The [target] already has [o_a][O.organ_tag]."
return 2
if(O && affected.name == O.parent_organ)
if(O && affected.limb_name == O.parent_organ)
organ_compatible = 1
else
user << "\red \The [O.organ_tag] [o_do] normally go in \the [affected.name]."
+4 -1
View File
@@ -39,8 +39,11 @@
if(L.part)
for(var/part_name in L.part)
if(!isnull(target.get_organ(part_name))) continue
if(!isnull(target.get_organ(part_name)))
continue
var/list/organ_data = target.species.has_limbs["[target_zone]"]
if(!organ_data)
continue
var/new_limb_type = organ_data["path"]
var/obj/item/organ/external/new_limb = new new_limb_type(target)
new_limb.robotize(L.model_info)