Why do surgeries always end up with jank
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@@ -762,5 +762,3 @@
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desc = "An upgrade to the defibrillator capacitors, which let it charge faster"
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icon_state = "fast_disk"
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materials = list(MAT_METAL=16000, MAT_GLASS = 8000, MAT_GOLD = 26000, MAT_SILVER = 26000)
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#undef HALFWAYCRITDEATH
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@@ -406,8 +406,8 @@
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. = ..()
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if(!.) //if the item loads, clear can_decompose
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return
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var/obj/item/organ/organ = O
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if(organ)
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if(istype(O, /obj/item/organ))
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var/obj/item/organ/organ = O
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organ.organ_flags |= ORGAN_FROZEN
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/obj/machinery/smartfridge/organ/RefreshParts()
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@@ -436,7 +436,7 @@
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..()
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var/list = list(/obj/item/organ/tongue, /obj/item/organ/brain, /obj/item/organ/heart, /obj/item/organ/liver, /obj/item/organ/ears, /obj/item/organ/eyes, /obj/item/organ/tail, /obj/item/organ/stomach)
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var/newtype = pick(list)
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load(new newtype)
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load(new newtype(src.loc))
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// -----------------------------
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// Chemistry Medical Smartfridge
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@@ -10,14 +10,14 @@
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time = 50
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repeatable = TRUE //So you can retry
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/datum/surgery_step/incise_heart/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, "<span class='notice'>You begin apply an electrical charge directly to the heart and across the body...</span>",
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/datum/surgery_step/ventricular_electrotherapy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, "<span class='notice'>You begin to apply an electrical charge directly to the heart body...</span>",
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"[user] begins to make an incision in [target]'s heart.",
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"[user] begins to make an incision in [target]'s heart.")
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target.notify_ghost_cloning("Your heart is undergoing Emergency Cardioversion Induction!")
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target.notify_ghost_cloning("Your heart is undergoing Emergency Cardioversion Induction Surgery!")
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playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
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/datum/surgery_step/incise_heart/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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/datum/surgery_step/ventricular_electrotherapy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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var/mob/living/carbon/human/H = target
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playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
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playsound(src, "bodyfall", 50, 1)
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@@ -25,51 +25,56 @@
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display_results(user, target, "<span class='warning'>You can't use this procedure on the living! [H]'s body flops madly like a wild fish on the table from the current, and your crazed surgical methods.</span>",
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"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>",
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"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>")
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M.emote("scream")
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H.electrocute_act(25, (get_turf(C)), 1, FALSE, FALSE, FALSE, TRUE)
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H.emote("scream")
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H.electrocute_act(25, (get_turf(H)), 1, FALSE, FALSE, FALSE, TRUE)
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H.adjustFireLoss(10)
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H.emote("flip")
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H.Jitter(100)
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return FALSE
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display_results(user, target, "<span class='notice'>induces a stable rythum in [H]'s heart.</span>",
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"[H]'s heart is shocked, attemping to bring them back to a stable rythum!.",
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display_results(user, target, "<span class='notice'>You induce a stable cardio in [H]'s heart.</span>",
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"[H]'s heart is shocked, attemping to bring them back to a stable rhythm!",
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"")
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if (!(NOBLOOD in H.dna.species.species_traits))
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H.bleed_rate += 10
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H.adjustBruteLoss(10)
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H.adjustOrganLoss(ORGAN_SLOT_HEART, -10)
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H.adjustOrganLoss(ORGAN_SLOT_HEART, -15)
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H.adjustOrganLoss(ORGAN_SLOT_BRAIN, -5)
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H.electrocute_act(0, (get_turf(C)), 1, FALSE, FALSE, FALSE, TRUE)
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H.electrocute_act(0, (get_turf(H)), 1, FALSE, FALSE, FALSE, TRUE)
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if(istype(tool, /obj/item/twohanded/shockpaddles))
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display_results(user, target, "<span class='notice'>You move the paddles to the restart position.</span>",
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"[user] moves the paddles to the restart position...",
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"")
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return TRUE
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if(!do_they_live(H))
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playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
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log_combat(user, H, "revived", "Emergency Cardioversion Induction")
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return TRUE
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/datum/surgery_step/incise_heart/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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/datum/surgery_step/ventricular_electrotherapy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
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playsound(src, "bodyfall", 50, 1)
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var/mob/living/carbon/human/H = target
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display_results(user, target, "<span class='warning'>You screw up, sending current racing though their body!</span>",
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display_results(user, target, "<span class='warning'>You screw up, sending a current through their body!</span>",
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"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>",
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"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>")
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H.electrocute_act(25, (get_turf(C)), 1, FALSE, FALSE, FALSE, TRUE)
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H.electrocute_act(25, (get_turf(H)), 1, FALSE, FALSE, FALSE, TRUE)
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H.adjustFireLoss(5)
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H.emote("flip")
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H.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
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/datum/surgery_step/incise_heart/do_they_live(mob/living/carbon/human/H)
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/datum/surgery_step/ventricular_electrotherapy/proc/do_they_live(mob/living/carbon/human/H)
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var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart)
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H.visible_message("<span class='warning'>[H]'s body convulses a bit.</span>")
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total_brute = H.getBruteLoss()
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total_burn = H.getFireLoss()
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shock_touching(30, H)
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var/total_brute = H.getBruteLoss()
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var/total_burn = H.getFireLoss()
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var/failed
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var/tdelta = round(world.time - timeofdeath)
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var/tdelta = round(world.time - H.timeofdeath)
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if (H.suiciding || (HAS_TRAIT(H, TRAIT_NOCLONE)))
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failed = "<span class='warning'>The [src] equipment buzzes: Resuscitation failed - Recovery of patient impossible. Further attempts futile.</span>"
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else if (H.hellbound)
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failed = "<span class='warning'>The [src] equipment buzzes: Resuscitation failed - Patient's soul appears to be on another plane of existence. Further attempts futile.</span>"
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else if(tdelta < (DEFIB_TIME_LIMIT * 10))
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else if(world.time < (DEFIB_TIME_LIMIT * 10))
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failed = "<span class='warning'>The [src] equipment buzzes: Resuscitation failed - Body has decayed for too long. Further attempts futile.</span>"
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else if (!heart)
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failed = "<span class='warning'>The [src] equipment buzzes: Resuscitation failed - Patient's heart is missing.</span>"
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@@ -93,7 +98,7 @@
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if(failed)
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user.visible_message(failed)
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H.visible_message(failed)
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playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
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else
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//If the body has been fixed so that they would not be in crit when defibbed, give them oxyloss to put them back into crit
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@@ -107,11 +112,10 @@
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H.adjustFireLoss((mobhealth - HALFWAYCRITDEATH) * (total_burn / overall_damage), 0)
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H.adjustBruteLoss((mobhealth - HALFWAYCRITDEATH) * (total_brute / overall_damage), 0)
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H.updatehealth() // Previous "adjust" procs don't update health, so we do it manually.
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user.visible_message("<span class='notice'>The [src] equipment pings: Resuscitation successful.</span>")
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H.visible_message("<span class='notice'>The [src] equipment pings: Resuscitation successful.</span>")
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playsound(src, 'sound/machines/defib_success.ogg', 50, 0)
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H.set_heartattack(FALSE)
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H.revive()
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H.emote("gasp")
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H.Jitter(100)
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SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK)
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log_combat(user, H, "revived", "Emergency Cardioversion Induction")
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@@ -6,7 +6,7 @@
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slot = ORGAN_SLOT_HEART
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healing_factor = STANDARD_ORGAN_HEALING
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decay_factor = 3 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
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decay_factor = 2.5 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
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low_threshold_passed = "<span class='info'>Prickles of pain appear then die out from within your chest...</span>"
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high_threshold_passed = "<span class='warning'>Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before.</span>"
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@@ -238,7 +238,8 @@
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if(delta > 0)
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if(damage >= maxHealth)
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organ_flags |= ORGAN_FAILING
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owner.med_hud_set_status()
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if(owner)
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owner.med_hud_set_status()
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return now_failing
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if(damage > high_threshold && prev_damage <= high_threshold)
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return high_threshold_passed
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@@ -246,7 +247,8 @@
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return low_threshold_passed
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else
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organ_flags &= ~ORGAN_FAILING
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owner.med_hud_set_status()
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if(owner)
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owner.med_hud_set_status()
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if(!owner)//Processing is stopped when the organ is dead and outside of someone. This hopefully should restart it if a removed organ is repaired outside of a body.
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START_PROCESSING(SSobj, src)
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if(prev_damage > low_threshold && damage <= low_threshold)
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@@ -2825,6 +2825,7 @@
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#include "code\modules\surgery\coronary_bypass.dm"
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#include "code\modules\surgery\dental_implant.dm"
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#include "code\modules\surgery\embalming.dm"
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#include "code\modules\surgery\emergency_cardioversion_recovery.dm"
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#include "code\modules\surgery\experimental_dissection.dm"
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#include "code\modules\surgery\eye_surgery.dm"
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#include "code\modules\surgery\graft_synthtissue.dm"
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