mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-29 23:17:28 +01:00
Makes do_surgery() into an item proc, refactors medical stack application
Surgery is now handled before attack() is called, no need to check that in attack()
This commit is contained in:
@@ -39,7 +39,7 @@ avoid code duplication. This includes items that may sometimes act as a standard
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/mob/living/attackby(obj/item/I, mob/user)
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if(!ismob(user))
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return 0
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if(can_operate(src) && do_surgery(src,user,I)) //Surgery
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if(can_operate(src) && I.do_surgery(src,user)) //Surgery
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return 1
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return I.attack(src, user, user.zone_sel.selecting)
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@@ -73,50 +73,47 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(affecting.is_bandaged())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>"
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return 1
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else
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user.visible_message("<span class='notice'>\The [user] starts treating [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if(W.bandaged)
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continue
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if(used == amount)
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break
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if(!do_mob(user, M, W.damage/5))
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user << "<span class='notice'>You must stand still to bandage wounds.</span>"
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break
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if(affecting.open)
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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return
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<span class='notice'>\The [user] bandages \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
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//H.add_side_effect("Itch")
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else if (W.damage_type == BRUISE)
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user.visible_message("<span class='notice'>\The [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message("<span class='notice'>\The [user] places a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>" )
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W.bandage()
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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user << "<span class='warning'>\The [src] is used up.</span>"
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else
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user << "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>"
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use(used)
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if(affecting.is_bandaged())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>"
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return 1
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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user.visible_message("<span class='notice'>\The [user] starts treating [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if(W.bandaged)
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continue
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if(used == amount)
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break
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if(!do_mob(user, M, W.damage/5))
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user << "<span class='notice'>You must stand still to bandage wounds.</span>"
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<span class='notice'>\The [user] bandages \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
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//H.add_side_effect("Itch")
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else if (W.damage_type == BRUISE)
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user.visible_message("<span class='notice'>\The [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message("<span class='notice'>\The [user] places a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>" )
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W.bandage()
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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user << "<span class='warning'>\The [src] is used up.</span>"
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else
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user << "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>"
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use(used)
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/obj/item/stack/medical/ointment
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name = "ointment"
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@@ -135,26 +132,23 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(affecting.is_salved())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>"
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return 1
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else
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user.visible_message("<span class='notice'>\The [user] starts salving wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
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if(!do_mob(user, M, 10))
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user << "<span class='notice'>You must stand still to salve wounds.</span>"
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return 1
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user.visible_message("<span class='notice'>[user] salved wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You salved wounds on [M]'s [affecting.name].</span>" )
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use(1)
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affecting.salve()
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if(affecting.open)
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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return
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if(affecting.is_salved())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>"
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return 1
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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user.visible_message("<span class='notice'>\The [user] starts salving wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
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if(!do_mob(user, M, 10))
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user << "<span class='notice'>You must stand still to salve wounds.</span>"
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return 1
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user.visible_message("<span class='notice'>[user] salved wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You salved wounds on [M]'s [affecting.name].</span>" )
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use(1)
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affecting.salve()
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/obj/item/stack/medical/advanced/bruise_pack
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name = "advanced trauma kit"
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@@ -172,50 +166,47 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(affecting.is_bandaged() && affecting.is_disinfected())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been treated.</span>"
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return 1
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else
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user.visible_message("<span class='notice'>\The [user] starts treating [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if (W.bandaged && W.disinfected)
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continue
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if(used == amount)
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break
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if(!do_mob(user, M, W.damage/5))
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user << "<span class='notice'>You must stand still to bandage wounds.</span>"
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<span class='notice'>\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.</span>", \
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"<span class='notice'>You clean and seal \a [W.desc] on [M]'s [affecting.name].</span>" )
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else if (W.damage_type == BRUISE)
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user.visible_message("<span class='notice'>\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message("<span class='notice'>\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You smear some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>" )
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W.bandage()
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W.disinfect()
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W.heal_damage(heal_brute)
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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user << "<span class='warning'>\The [src] is used up.</span>"
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else
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user << "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>"
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use(used)
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if(affecting.open)
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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return
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if(affecting.is_bandaged() && affecting.is_disinfected())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been treated.</span>"
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return 1
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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user.visible_message("<span class='notice'>\The [user] starts treating [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if (W.bandaged && W.disinfected)
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continue
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if(used == amount)
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break
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if(!do_mob(user, M, W.damage/5))
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user << "<span class='notice'>You must stand still to bandage wounds.</span>"
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<span class='notice'>\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.</span>", \
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"<span class='notice'>You clean and seal \a [W.desc] on [M]'s [affecting.name].</span>" )
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else if (W.damage_type == BRUISE)
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user.visible_message("<span class='notice'>\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message("<span class='notice'>\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You smear some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>" )
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W.bandage()
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W.disinfect()
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W.heal_damage(heal_brute)
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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user << "<span class='warning'>\The [src] is used up.</span>"
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else
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user << "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>"
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use(used)
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/obj/item/stack/medical/advanced/ointment
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name = "advanced burn kit"
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@@ -234,27 +225,23 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(affecting.is_salved())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>"
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return 1
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else
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user.visible_message("<span class='notice'>\The [user] starts salving wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
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if(!do_mob(user, M, 10))
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user << "<span class='notice'>You must stand still to salve wounds.</span>"
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return 1
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user.visible_message( "<span class='notice'>[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.</span>", \
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"<span class='notice'>You cover wounds on [M]'s [affecting.name] with regenerative membrane.</span>" )
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affecting.heal_damage(0,heal_burn)
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use(1)
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affecting.salve()
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if(affecting.open)
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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if(affecting.is_salved())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>"
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return 1
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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user.visible_message("<span class='notice'>\The [user] starts salving wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
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if(!do_mob(user, M, 10))
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user << "<span class='notice'>You must stand still to salve wounds.</span>"
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return 1
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user.visible_message( "<span class='notice'>[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.</span>", \
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"<span class='notice'>You cover wounds on [M]'s [affecting.name] with regenerative membrane.</span>" )
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affecting.heal_damage(0,heal_burn)
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use(1)
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affecting.salve()
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/obj/item/stack/medical/splint
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name = "medical splints"
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@@ -18,7 +18,7 @@
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R.adjustFireLoss(-15)
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R.updatehealth()
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use(1)
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user.visible_message("<span class='notice'>\The [user] applied some [src] at [R]'s damaged areas.</span>",\
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user.visible_message("<span class='notice'>\The [user] applied some [src] on [R]'s damaged areas.</span>",\
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"<span class='notice'>You apply some [src] at [R]'s damaged areas.</span>")
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else
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user << "<span class='notice'>All [R]'s systems are nominal.</span>"
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@@ -27,12 +27,14 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/S = H.get_organ(user.zone_sel.selecting)
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if (S && (S.robotic >= ORGAN_ROBOT))
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if(S.robo_repair(15, "omni", 0, src, user))
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use(1)
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user.visible_message("<span class='notice'>\The [user] applies some nanite paste on [user != M ? "\the [M]'s" : "their"] [S.name].</span>",\
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"<span class='notice'>You apply some nanite paste on [user == M ? "your" : "[M]'s"] [S.name].</span>")
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else
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if (can_operate(H))
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if (do_surgery(H,user,src))
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return
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if(S.open >= 2)
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if (S && (S.robotic >= ORGAN_ROBOT))
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if(!S.get_damage())
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user << "<span class='notice'>Nothing to fix here.</span>"
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else if(can_use(1))
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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S.heal_damage(15, 15, robo_repair = 1)
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H.updatehealth()
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use(1)
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user.visible_message("<span class='notice'>\The [user] applies some nanite paste on [user != M ? "[M]'s [S.name]" : "[S]"] with [src].</span>",\
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"<span class='notice'>You apply some nanite paste on [user == M ? "your" : "[M]'s"] [S.name].</span>")
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@@ -166,15 +166,18 @@
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if(..())
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var/obj/item/stack/cable_coil/C = tool
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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var/limb_can_operate = ((affected && affected.open >= 3) && (affected.disfigured || affected.burn_dam > 0) && target_zone != O_MOUTH)
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if(limb_can_operate)
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if(istype(C))
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if(!C.get_amount() >= 3)
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user << "<span class='danger'>You need three or more cable pieces to repair this damage.</span>"
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return SURGERY_FAILURE
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C.use(3)
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return 1
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return SURGERY_FAILURE
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var/limb_can_operate = (affected && affected.open == 2 && affected.burn_dam > 0 && target_zone != "mouth")
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if(!limb_can_operate)
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return 0
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if(istype(C))
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if(!C.can_use(10))
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user << "<span class='danger'>You need ten or more cable pieces to repair this damage.</span>" //usage amount made more consistent with regular cable repair
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return SURGERY_FAILURE
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C.use(10)
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return 1
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begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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@@ -68,7 +68,7 @@
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proc/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return null
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proc/spread_germs_to_organ(var/obj/item/organ/external/E, var/mob/living/carbon/human/user)
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||||
/proc/spread_germs_to_organ(var/obj/item/organ/external/E, var/mob/living/carbon/human/user)
|
||||
if(!istype(user) || !istype(E)) return
|
||||
|
||||
var/germ_level = user.germ_level
|
||||
@@ -77,7 +77,7 @@ proc/spread_germs_to_organ(var/obj/item/organ/external/E, var/mob/living/carbon/
|
||||
|
||||
E.germ_level = max(germ_level,E.germ_level) //as funny as scrubbing microbes out with clean gloves is - no.
|
||||
|
||||
proc/do_surgery(mob/living/carbon/M, mob/living/user, obj/item/tool)
|
||||
/obj/item/proc/do_surgery(mob/living/carbon/M, mob/living/user)
|
||||
if(!istype(M))
|
||||
return 0
|
||||
if (user.a_intent == I_HURT) //check for Hippocratic Oath
|
||||
@@ -88,18 +88,18 @@ proc/do_surgery(mob/living/carbon/M, mob/living/user, obj/item/tool)
|
||||
return 1
|
||||
for(var/datum/surgery_step/S in surgery_steps)
|
||||
//check if tool is right or close enough and if this step is possible
|
||||
if(S.tool_quality(tool))
|
||||
var/step_is_valid = S.can_use(user, M, zone, tool)
|
||||
if(S.tool_quality(src))
|
||||
var/step_is_valid = S.can_use(user, M, zone, src)
|
||||
if(step_is_valid && S.is_valid_target(M))
|
||||
if(step_is_valid == SURGERY_FAILURE) // This is a failure that already has a message for failing.
|
||||
return 1
|
||||
M.op_stage.in_progress += zone
|
||||
S.begin_step(user, M, zone, tool) //start on it
|
||||
S.begin_step(user, M, zone, src) //start on it
|
||||
//We had proper tools! (or RNG smiled.) and user did not move or change hands.
|
||||
if(prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration)))
|
||||
S.end_step(user, M, zone, tool) //finish successfully
|
||||
else if ((tool in user.contents) && user.Adjacent(M)) //or
|
||||
S.fail_step(user, M, zone, tool) //malpractice~
|
||||
if(prob(S.tool_quality(src)) && do_mob(user, M, rand(S.min_duration, S.max_duration)))
|
||||
S.end_step(user, M, zone, src) //finish successfully
|
||||
else if ((src in user.contents) && user.Adjacent(M)) //or
|
||||
S.fail_step(user, M, zone, src) //malpractice~
|
||||
else // This failing silently was a pain.
|
||||
user << "<span class='warning'>You must remain close to your patient to conduct surgery.</span>"
|
||||
M.op_stage.in_progress -= zone // Clear the in-progress flag.
|
||||
@@ -109,11 +109,11 @@ proc/do_surgery(mob/living/carbon/M, mob/living/user, obj/item/tool)
|
||||
return 1 //don't want to do weapony things after surgery
|
||||
|
||||
if (user.a_intent == I_HELP)
|
||||
user << "<span class='warning'>You can't see any useful way to use [tool] on [M].</span>"
|
||||
user << "<span class='warning'>You can't see any useful way to use [src] on [M].</span>"
|
||||
return 1
|
||||
return 0
|
||||
|
||||
proc/sort_surgeries()
|
||||
/proc/sort_surgeries()
|
||||
var/gap = surgery_steps.len
|
||||
var/swapped = 1
|
||||
while (gap > 1 || swapped)
|
||||
|
||||
Reference in New Issue
Block a user