it works
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@@ -1,4 +1,3 @@
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/obj/item/bodypart/chest
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name = BODY_ZONE_CHEST
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desc = "It's impolite to stare at a person's chest."
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@@ -11,8 +10,6 @@
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stam_damage_coeff = 1
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max_stamina_damage = 200
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var/obj/item/cavity_item
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specific_locations = list("upper chest", "lower abdomen", "midsection", "collarbone", "lower back")
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wound_resistance = 10
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/obj/item/bodypart/chest/can_dismember(obj/item/I)
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if(!((owner.stat == DEAD) || owner.InFullCritical()))
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@@ -20,12 +17,13 @@
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return ..()
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/obj/item/bodypart/chest/Destroy()
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QDEL_NULL(cavity_item)
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if(cavity_item)
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qdel(cavity_item)
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return ..()
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/obj/item/bodypart/chest/drop_organs(mob/user, violent_removal)
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/obj/item/bodypart/chest/drop_organs(mob/user)
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if(cavity_item)
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cavity_item.forceMove(drop_location())
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cavity_item.forceMove(user.loc)
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cavity_item = null
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..()
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@@ -33,7 +31,6 @@
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icon = 'icons/mob/animal_parts.dmi'
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icon_state = "default_monkey_chest"
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animal_origin = MONKEY_BODYPART
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wound_resistance = -10
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/obj/item/bodypart/chest/alien
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icon = 'icons/mob/animal_parts.dmi'
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@@ -66,12 +63,12 @@
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max_stamina_damage = 50
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body_zone = BODY_ZONE_L_ARM
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body_part = ARM_LEFT
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aux_icons = list(BODY_ZONE_PRECISE_L_HAND = HANDS_PART_LAYER, "l_hand_behind" = BODY_BEHIND_LAYER)
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body_damage_coeff = 0.75
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held_index = 1
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px_x = -6
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px_y = 0
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specific_locations = list("outer left forearm", "inner left wrist", "left elbow", "left bicep", "left shoulder")
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aux_icons = list(BODY_ZONE_PRECISE_L_HAND = HANDS_PART_LAYER, "l_hand_behind" = BODY_BEHIND_LAYER)
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stam_heal_tick = STAM_RECOVERY_LIMB
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/obj/item/bodypart/l_arm/is_disabled()
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if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_ARM))
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@@ -82,18 +79,15 @@
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. = ..()
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if(!.)
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return
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if(disabled == BODYPART_DISABLED_DAMAGE)
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if(owner.stat < UNCONSCIOUS)
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owner.emote("scream")
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if(owner.stat < DEAD)
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to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
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if(held_index)
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owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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else if(disabled == BODYPART_DISABLED_PARALYSIS)
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if(owner.stat < DEAD)
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to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
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if(held_index)
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owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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if(owner.stat < UNCONSCIOUS)
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switch(disabled)
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if(BODYPART_DISABLED_DAMAGE)
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owner.emote("scream")
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to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
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if(BODYPART_DISABLED_PARALYSIS)
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to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
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if(held_index)
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owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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if(owner.hud_used)
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var/obj/screen/inventory/hand/L = owner.hud_used.hand_slots["[held_index]"]
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if(L)
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@@ -103,7 +97,6 @@
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icon = 'icons/mob/animal_parts.dmi'
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icon_state = "default_monkey_l_arm"
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animal_origin = MONKEY_BODYPART
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wound_resistance = -10
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px_x = -5
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px_y = -3
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@@ -130,13 +123,13 @@
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max_damage = 50
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body_zone = BODY_ZONE_R_ARM
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body_part = ARM_RIGHT
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aux_icons = list(BODY_ZONE_PRECISE_R_HAND = HANDS_PART_LAYER, "r_hand_behind" = BODY_BEHIND_LAYER)
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body_damage_coeff = 0.75
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held_index = 2
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px_x = 6
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px_y = 0
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stam_heal_tick = STAM_RECOVERY_LIMB
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max_stamina_damage = 50
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specific_locations = list("outer right forearm", "inner right wrist", "right elbow", "right bicep", "right shoulder")
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aux_icons = list(BODY_ZONE_PRECISE_R_HAND = HANDS_PART_LAYER, "r_hand_behind" = BODY_BEHIND_LAYER)
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/obj/item/bodypart/r_arm/is_disabled()
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if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_ARM))
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@@ -147,28 +140,25 @@
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. = ..()
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if(!.)
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return
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if(disabled == BODYPART_DISABLED_DAMAGE)
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if(owner.stat < UNCONSCIOUS)
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owner.emote("scream")
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if(owner.stat < DEAD)
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to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
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if(held_index)
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owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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else if(disabled == BODYPART_DISABLED_PARALYSIS)
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if(owner.stat < DEAD)
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to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
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if(held_index)
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owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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if(owner.stat < UNCONSCIOUS)
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switch(disabled)
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if(BODYPART_DISABLED_DAMAGE)
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owner.emote("scream")
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to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
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if(BODYPART_DISABLED_PARALYSIS)
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to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
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if(held_index)
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owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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if(owner.hud_used)
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var/obj/screen/inventory/hand/R = owner.hud_used.hand_slots["[held_index]"]
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if(R)
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R.update_icon()
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/obj/item/bodypart/r_arm/monkey
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icon = 'icons/mob/animal_parts.dmi'
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icon_state = "default_monkey_r_arm"
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animal_origin = MONKEY_BODYPART
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wound_resistance = -10
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px_x = 5
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px_y = -3
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@@ -198,8 +188,8 @@
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body_damage_coeff = 0.75
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px_x = -2
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px_y = 12
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stam_heal_tick = STAM_RECOVERY_LIMB
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max_stamina_damage = 50
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specific_locations = list("inner left thigh", "outer left calf", "outer left hip", " left kneecap", "lower left shin")
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/obj/item/bodypart/l_leg/is_disabled()
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if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_LEG))
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@@ -208,15 +198,13 @@
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/obj/item/bodypart/l_leg/set_disabled(new_disabled)
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. = ..()
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if(!.)
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if(!. || owner.stat >= UNCONSCIOUS)
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return
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if(disabled == BODYPART_DISABLED_DAMAGE)
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if(owner.stat < UNCONSCIOUS)
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switch(disabled)
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if(BODYPART_DISABLED_DAMAGE)
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owner.emote("scream")
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if(owner.stat < DEAD)
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to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
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else if(disabled == BODYPART_DISABLED_PARALYSIS)
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if(owner.stat < DEAD)
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if(BODYPART_DISABLED_PARALYSIS)
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to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
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/obj/item/bodypart/l_leg/digitigrade
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@@ -227,7 +215,6 @@
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icon = 'icons/mob/animal_parts.dmi'
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icon_state = "default_monkey_l_leg"
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animal_origin = MONKEY_BODYPART
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wound_resistance = -10
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px_y = 4
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/obj/item/bodypart/l_leg/alien
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@@ -259,7 +246,7 @@
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px_x = 2
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px_y = 12
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max_stamina_damage = 50
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specific_locations = list("inner right thigh", "outer right calf", "outer right hip", "right kneecap", "lower right shin")
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stam_heal_tick = STAM_RECOVERY_LIMB
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/obj/item/bodypart/r_leg/is_disabled()
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if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_LEG))
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@@ -268,15 +255,13 @@
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/obj/item/bodypart/r_leg/set_disabled(new_disabled)
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. = ..()
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if(!.)
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if(!. || owner.stat >= UNCONSCIOUS)
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return
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if(disabled == BODYPART_DISABLED_DAMAGE)
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if(owner.stat < UNCONSCIOUS)
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switch(disabled)
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if(BODYPART_DISABLED_DAMAGE)
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owner.emote("scream")
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if(owner.stat < DEAD)
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to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
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else if(disabled == BODYPART_DISABLED_PARALYSIS)
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if(owner.stat < DEAD)
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if(BODYPART_DISABLED_PARALYSIS)
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to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
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/obj/item/bodypart/r_leg/digitigrade
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@@ -287,7 +272,6 @@
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icon = 'icons/mob/animal_parts.dmi'
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icon_state = "default_monkey_r_leg"
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animal_origin = MONKEY_BODYPART
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wound_resistance = -10
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px_y = 4
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/obj/item/bodypart/r_leg/alien
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