Makes privates not spew around upon disembowelment or gibbing.
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@@ -52,3 +52,4 @@
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#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
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#define ORGAN_VITAL (1<<4) //Currently only the brain
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#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
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#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
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@@ -540,10 +540,16 @@
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return 1
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/mob/living/carbon/proc/spew_organ(power = 5, amt = 1)
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var/list/spillable_organs = list()
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for(var/A in internal_organs)
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var/obj/item/organ/O = A
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if(!(O.organ_flags & ORGAN_NO_DISMEMBERMENT))
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spillable_organs += O
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for(var/i in 1 to amt)
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if(!internal_organs.len)
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if(!spillable_organs.len)
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break //Guess we're out of organs!
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var/obj/item/organ/guts = pick(internal_organs)
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var/obj/item/organ/guts = pick(spillable_organs)
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spillable_organs -= guts
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var/turf/T = get_turf(src)
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guts.Remove()
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guts.forceMove(T)
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@@ -551,6 +557,7 @@
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guts.throw_at(throw_target, power, 4, src)
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/mob/living/carbon/fully_replace_character_name(oldname,newname)
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..()
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if(dna)
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@@ -41,18 +41,14 @@
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if(no_brain && istype(O, /obj/item/organ/brain))
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qdel(O) //so the brain isn't transfered to the head when the head drops.
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continue
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var/org_zone = check_zone(O.zone) //both groin and chest organs.
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if(org_zone == BODY_ZONE_CHEST)
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if(!(O.organ_flags & ORGAN_NO_DISMEMBERMENT) && check_zone(O.zone) == BODY_ZONE_CHEST)
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O.Remove()
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O.forceMove(Tsec)
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O.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
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else
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for(var/X in internal_organs)
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var/obj/item/organ/I = X
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if(no_brain && istype(I, /obj/item/organ/brain))
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qdel(I)
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continue
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if(no_organs && !istype(I, /obj/item/organ/brain))
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if(I.organ_flags & ORGAN_NO_DISMEMBERMENT || (no_brain && istype(I, /obj/item/organ/brain)) || (no_organs && !istype(I, /obj/item/organ/brain)))
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qdel(I)
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continue
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I.Remove()
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@@ -60,8 +60,7 @@
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playsound(get_turf(C), 'sound/misc/splort.ogg', 80, 1)
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for(var/X in C.internal_organs)
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var/obj/item/organ/O = X
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var/org_zone = check_zone(O.zone)
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if(org_zone != BODY_ZONE_CHEST)
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if(O.organ_flags & ORGAN_NO_DISMEMBERMENT || check_zone(O.zone) != BODY_ZONE_CHEST)
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continue
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O.Remove()
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O.forceMove(T)
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@@ -2,6 +2,7 @@
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name = "arm-mounted implant"
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desc = "You shouldn't see this! Adminhelp and report this as an issue on github!"
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zone = BODY_ZONE_R_ARM
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organ_flags = ORGAN_SYNTHETIC
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icon_state = "implant-toolkit"
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w_class = WEIGHT_CLASS_NORMAL
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actions_types = list(/datum/action/item_action/organ_action/toggle)
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@@ -8,7 +8,7 @@
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var/zone = BODY_ZONE_CHEST
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var/slot
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// DO NOT add slots with matching names to different zones - it will break internal_organs_slot list!
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var/organ_flags = 0
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var/organ_flags = NONE
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var/maxHealth = STANDARD_ORGAN_THRESHOLD
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var/damage = 0 //total damage this organ has sustained
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///Healing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick
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@@ -1,6 +1,7 @@
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/obj/item/organ/genital
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color = "#fcccb3"
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w_class = WEIGHT_CLASS_SMALL
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organ_flags = ORGAN_NO_DISMEMBERMENT
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var/shape
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var/sensitivity = 1 // wow if this were ever used that'd be cool but it's not but i'm keeping it for my unshit code
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var/genital_flags //see citadel_defines.dm
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