updates all BODYPART_ORGANIC occurances
:)
This commit is contained in:
@@ -228,7 +228,7 @@
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for(var/BP in PP.bodyparts)
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var/obj/item/bodypart/NN = BP
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if(NN.status == BODYPART_ORGANIC && NN.species_id != "plasmaman") //getting every organic, non-plasmaman limb (augments/androids are immune to this)
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if(NN.is_organic_limb() && NN.species_id != "plasmaman") //getting every organic, non-plasmaman limb (augments/androids are immune to this)
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plasma_parts += NN
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if(NN.is_robotic_limb(FALSE))
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robo_parts += NN
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@@ -80,7 +80,7 @@
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I.do_stagger_action(src, user, totitemdamage)
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if(I.force)
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apply_damage(totitemdamage, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness()) //CIT CHANGE - replaces I.force with totitemdamage
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if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
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if(I.damtype == BRUTE && affecting.is_organic_limb(FALSE))
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var/basebloodychance = affecting.brute_dam + totitemdamage
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if(prob(basebloodychance))
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I.add_mob_blood(src)
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@@ -1651,7 +1651,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/bloody = 0
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if(((I.damtype == BRUTE) && I.force && prob(25 + (I.force * 2))))
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if(affecting.status == BODYPART_ORGANIC)
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if(affecting.is_organic_limb(FALSE))
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I.add_mob_blood(H) //Make the weapon bloody, not the person.
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if(prob(I.force * 2)) //blood spatter!
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bloody = 1
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@@ -688,7 +688,7 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
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continue
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. += "-[BP.body_zone]"
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if(BP.status == BODYPART_ORGANIC)
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if(BP.is_organic_limb(FALSE))
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. += "-organic"
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else
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. += "-robotic"
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@@ -259,7 +259,7 @@
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. += "-digitigrade[BP.use_digitigrade]"
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if(BP.animal_origin)
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. += "-[BP.animal_origin]"
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if(BP.status == BODYPART_ORGANIC)
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if(BP.is_organic_limb(FALSE))
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. += "-organic"
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else
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. += "-robotic"
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@@ -391,10 +391,12 @@
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if(!affecting)
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to_chat(user, "<span class='warning'>The limb is missing!</span>")
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return
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if(affecting.status != BODYPART_ORGANIC)
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if(!affecting.is_organic_limb())
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to_chat(user, "<span class='notice'>Medicine won't work on a robotic limb!</span>")
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return
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else if(!affecting.is_organic_limb(FALSE) && mode != HYPO_INJECT)
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to_chat(user, "<span class='notice'>Biomechanical limbs can only be treated via their integrated injection port, not via spraying!</span>")
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return
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//Always log attemped injections for admins
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var/contained = vial.reagents.log_list()
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log_combat(user, L, "attemped to inject", src, addition="which had [contained]")
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@@ -46,9 +46,11 @@
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return
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if(!L.can_inject(user, TRUE, user.zone_selected, FALSE, TRUE)) //stopped by clothing, like patches
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return
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if(affecting.status != BODYPART_ORGANIC)
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if(!affecting.is_organic_limb())
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to_chat(user, "<span class='notice'>Medicine won't work on a robotic limb!</span>")
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return
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else if(!affecting.is_organic_limb(FALSE))
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to_chat(user, "<span class='notice'>Medical sprays won't work on a biomechanical limb!</span>")
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if(L == user)
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L.visible_message("<span class='notice'>[user] attempts to [apply_method] [src] on [user.p_them()]self.</span>")
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@@ -19,8 +19,10 @@
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return
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if(!L.can_inject(user, TRUE, user.zone_selected, FALSE, TRUE)) //stopped by clothing, not by species immunity.
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return
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if(affecting.status != BODYPART_ORGANIC)
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if(!affecting.is_organic_limb())
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to_chat(user, "<span class='notice'>Medicine won't work on a robotic limb!</span>")
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else if(!affecting.is_organic_limb(FALSE))
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to_chat(user, "<span class='notice'>Medical patches won't work on a biomechanical limb!</span>")
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return
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..()
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@@ -745,7 +745,7 @@
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if(burnstate)
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. += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_0[burnstate]", -DAMAGE_LAYER, image_dir)
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if(!isnull(body_markings) && status == BODYPART_ORGANIC)
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if(!isnull(body_markings) && is_organic_limb(FALSE))
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if(!use_digitigrade)
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if(body_zone == BODY_ZONE_CHEST)
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. += image(body_markings_icon, "[body_markings]_[body_zone]_[icon_gender]", -MARKING_LAYER, image_dir)
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@@ -922,7 +922,7 @@
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update_disabled()
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/obj/item/bodypart/proc/get_bleed_rate()
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if(status != BODYPART_ORGANIC) // maybe in the future we can bleed oil from aug parts, but not now
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if(!is_organic_limb()) // maybe in the future we can bleed oil from aug parts, but not now
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return
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var/bleed_rate = 0
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if(generic_bleedstacks > 0)
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@@ -10,14 +10,14 @@
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target_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
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possible_locs = list(BODY_ZONE_HEAD)
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requires_bodypart_type = BODYPART_ORGANIC
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requires_bodypart_type = 0
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/datum/surgery_step/fix_brain
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name = "fix brain"
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implements = list(TOOL_HEMOSTAT = 85, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15) //don't worry, pouring some alcohol on their open brain will get that chance to 100
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time = 120 //long and complicated
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/datum/surgery/brain_surgery/can_start(mob/user, mob/living/carbon/target, obj/item/tool)
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var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
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if(!B)
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if(!B || istype(B, /obj/item/organ/brain/ipc))
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return FALSE
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return TRUE
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@@ -27,15 +27,16 @@
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if(!S.requires_bodypart)
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continue
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if(S.requires_bodypart_type) //ugly but it'll do.
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if(S.requires_bodypart_type == BODYPART_ORGANIC)
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if(!affecting.is_organic_limb(FALSE))
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continue
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else if(S.requires_bodypart_type == BODYPART_ROBOTIC)
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if(!affecting.is_robotic_limb())
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continue
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else if(S.requires_bodypart_type == BODYPART_HYBRID)
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if(!affecting.is_organic_limb() || !affecting.is_robotic_limb())
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continue
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switch(S.requires_bodypart_type)
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if(BODYPART_ORGANIC)
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if(!affecting.is_organic_limb(FALSE))
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continue
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if(BODYPART_ROBOTIC)
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if(!affecting.is_robotic_limb())
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continue
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if(BODYPART_HYBRID)
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if(!affecting.is_organic_limb() || !affecting.is_robotic_limb())
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continue
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if(S.requires_real_bodypart && affecting.is_pseudopart)
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continue
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else if(C && S.requires_bodypart) //mob with no limb in surgery zone when we need a limb
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@@ -67,15 +68,16 @@
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if(!S.requires_bodypart)
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return
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if(S.requires_bodypart_type) //*scream
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if(S.requires_bodypart_type == BODYPART_ORGANIC)
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if(!affecting.is_organic_limb(FALSE))
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return
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else if(S.requires_bodypart_type == BODYPART_ROBOTIC)
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if(!affecting.is_robotic_limb())
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return
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else if(S.requires_bodypart_type == BODYPART_HYBRID)
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if(!affecting.is_organic_limb() || !affecting.is_robotic_limb())
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return
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switch(S.requires_bodypart_type)
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if(BODYPART_ORGANIC)
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if(!affecting.is_organic_limb(FALSE))
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return
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if(BODYPART_ROBOTIC)
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if(!affecting.is_robotic_limb())
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return
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if(BODYPART_HYBRID)
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if(!affecting.is_organic_limb() || !affecting.is_robotic_limb())
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return
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else if(C && S.requires_bodypart)
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return
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if(S.lying_required && !(M.lying))
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