I missed an earlier port.
This commit is contained in:
@@ -99,6 +99,7 @@
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#define NOEYES 16
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#define MARKINGS 17
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//organ slots
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#define ORGAN_SLOT_BRAIN "brain"
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#define ORGAN_SLOT_APPENDIX "appendix"
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#define ORGAN_SLOT_RIGHT_ARM_AUG "r_arm_device"
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@@ -122,3 +123,8 @@
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#define ORGAN_SLOT_BRAIN_ANTISTUN "brain_antistun"
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#define ORGAN_SLOT_TAIL "tail"
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#define ORGAN_SLOT_PENIS "penis"
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////organ defines
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#define STANDARD_ORGAN_THRESHOLD 100
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#define STANDARD_ORGAN_HEALING 0.001
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#define STANDARD_ORGAN_DECAY 0.00222 //designed to fail organs when left to decay for ~15 minutes
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@@ -314,7 +314,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
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#define MAP_MAXZ 6
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// Defib stats
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#define DEFIB_TIME_LIMIT 120
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#define DEFIB_TIME_LIMIT 960
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#define DEFIB_TIME_LOSS 60
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// Diagonal movement
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@@ -38,3 +38,11 @@
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#define THICKMATERIAL (1<<5) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
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#define VOICEBOX_TOGGLABLE (1<<6) // The voicebox in this clothing can be toggled.
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#define VOICEBOX_DISABLED (1<<7) // The voicebox is currently turned off.
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/// Flags for the organ_flags var on /obj/item/organ
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#define ORGAN_SYNTHETIC (1<<0) //Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal
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#define ORGAN_FROZEN (1<<1) //Frozen organs, don't deteriorate
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#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
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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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@@ -8,6 +8,9 @@
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#define UNCONSCIOUS 2
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#define DEAD 3
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//Maximum healthiness an individual can have
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#define MAX_SATIETY 600
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// bitflags for machine stat variable
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#define BROKEN (1<<0)
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#define NOPOWER (1<<1)
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@@ -159,6 +159,44 @@
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processing_list.Cut(1, 2)
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processing_list += A.contents
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/** recursive_organ_check
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* inputs: O (object to start with)
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* outputs:
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* description: A pseudo-recursive loop based off of the recursive mob check, this check looks for any organs held
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* within 'O', toggling their frozen flag. This check excludes items held within other safe organ
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* storage units, so that only the lowest level of container dictates whether we do or don't decompose
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*/
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/proc/recursive_organ_check(atom/O)
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var/list/processing_list = list(O)
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var/list/processed_list = list()
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var/index = 1
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var/obj/item/organ/found_organ
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while(index <= length(processing_list))
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var/atom/A = processing_list[index]
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if(istype(A, /obj/item/organ))
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found_organ = A
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found_organ.organ_flags ^= ORGAN_FROZEN
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else if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/Q = A
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for(var/organ in Q.internal_organs)
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found_organ = organ
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found_organ.organ_flags ^= ORGAN_FROZEN
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for(var/atom/B in A) //objects held within other objects are added to the processing list, unless that object is something that can hold organs safely
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if(!processed_list[B] && !istype(B, /obj/structure/closet/crate/freezer) && !istype(B, /obj/structure/closet/secure_closet/freezer))
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processing_list+= B
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index++
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processed_list[A] = A
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return
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// Better recursive loop, technically sort of not actually recursive cause that shit is retarded, enjoy.
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//No need for a recursive limit either
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/proc/recursive_mob_check(atom/O,client_check=1,sight_check=1,include_radio=1)
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@@ -294,7 +294,8 @@ Versioning
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var/lakey = L.lastattackerckey
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var/sqlbrute = L.getBruteLoss()
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var/sqlfire = L.getFireLoss()
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var/sqlbrain = L.getBrainLoss()
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var/sqlbrain = L.getOrganLoss(ORGAN_SLOT_BRAIN)
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var/sqlbrain = L.getOrganLoss(ORGAN_SLOT_BRAIN)
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var/sqloxy = L.getOxyLoss()
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var/sqltox = L.getToxLoss()
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var/sqlclone = L.getCloneLoss()
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@@ -94,7 +94,7 @@
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TOXIN:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=toxin' id='toxin'>[M.getToxLoss()]</a>
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OXY:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=oxygen' id='oxygen'>[M.getOxyLoss()]</a>
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CLONE:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=clone' id='clone'>[M.getCloneLoss()]</a>
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BRAIN:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=brain' id='brain'>[M.getBrainLoss()]</a>
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BRAIN:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=brain' id='brain'>[M.getOrganLoss(ORGAN_SLOT_BRAIN)]</a>
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STAMINA:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=stamina' id='stamina'>[M.getStaminaLoss()]</a>
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AROUSAL:<font size='1'><a href='?_src_=vars;[HrefToken()];mobToDamage=[refid];adjustDamage=arousal' id='arousal'>[M.getArousalLoss()]</a>
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</font>
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@@ -1334,8 +1334,8 @@
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L.adjustOxyLoss(amount)
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newamt = L.getOxyLoss()
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if("brain")
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L.adjustBrainLoss(amount)
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newamt = L.getBrainLoss()
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L.adjustOrganLoss(ORGAN_SLOT_BRAIN, amount)
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newamt = L.getOrganLoss(ORGAN_SLOT_BRAIN)
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if("clone")
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L.adjustCloneLoss(amount)
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newamt = L.getCloneLoss()
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@@ -144,5 +144,5 @@ Bonus
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/datum/symptom/asphyxiation/proc/Asphyxiate_death(mob/living/M, datum/disease/advance/A)
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var/get_damage = rand(25,35) * power
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M.adjustOxyLoss(get_damage)
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M.adjustBrainLoss(get_damage/2)
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, get_damage/2)
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return 1
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@@ -55,7 +55,7 @@ Bonus
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to_chat(M, "<span class='userdanger'>You can't think straight!</span>")
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M.confused = min(100 * power, M.confused + 8)
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if(brain_damage)
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M.adjustBrainLoss(3 * power, 80)
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3 * power, 80)
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M.updatehealth()
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return
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@@ -51,7 +51,7 @@
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M.hallucination = max(0, M.hallucination - 10)
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if(A.stage >= 5)
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M.adjustBrainLoss(-3)
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, -3)
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if(trauma_heal_mild && iscarbon(M))
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var/mob/living/carbon/C = M
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if(prob(10))
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@@ -45,7 +45,7 @@ Bonus
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return
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var/mob/living/carbon/M = A.affected_mob
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var/obj/item/organ/eyes/eyes = M.getorganslot(ORGAN_SLOT_EYES)
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if(istype(eyes))
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if(eyes)
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switch(A.stage)
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if(1, 2)
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if(prob(base_message_chance) && !suppress_warning)
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@@ -27,8 +27,10 @@
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A.update_icon()
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if(prob(3))
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to_chat(affected_mob, "<span class='warning'>You feel a stabbing pain in your abdomen!</span>")
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affected_mob.adjustOrganLoss(ORGAN_SLOT_APPENDIX, 5)
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affected_mob.Stun(rand(40,60))
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affected_mob.adjustToxLoss(1)
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if(3)
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if(prob(1))
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affected_mob.vomit(95)
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affected_mob.adjustOrganLoss(ORGAN_SLOT_APPENDIX, 15)
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@@ -24,7 +24,7 @@
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if(prob(2))
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to_chat(affected_mob, "<span class='danger'>You don't feel like yourself.</span>")
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if(prob(5))
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affected_mob.adjustBrainLoss(1, 170)
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affected_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1, 170)
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affected_mob.updatehealth()
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if(3)
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if(prob(2))
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@@ -32,7 +32,7 @@
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if(prob(2))
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affected_mob.emote("drool")
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if(prob(10))
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affected_mob.adjustBrainLoss(2, 170)
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affected_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2, 170)
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affected_mob.updatehealth()
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if(prob(2))
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to_chat(affected_mob, "<span class='danger'>Your try to remember something important...but can't.</span>")
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@@ -43,7 +43,7 @@
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if(prob(2))
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affected_mob.emote("drool")
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if(prob(15))
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affected_mob.adjustBrainLoss(3, 170)
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affected_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 170)
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affected_mob.updatehealth()
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if(prob(2))
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to_chat(affected_mob, "<span class='danger'>Strange buzzing fills your head, removing all thoughts.</span>")
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@@ -79,7 +79,7 @@
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"<span class='userdanger'>[A] kicks your head, knocking you out!</span>")
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playsound(get_turf(A), 'sound/weapons/genhit1.ogg', 50, 1, -1)
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D.SetSleeping(300)
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D.adjustBrainLoss(15, 150)
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D.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 150)
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return TRUE
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/datum/martial_art/cqc/proc/Pressure(mob/living/carbon/human/A, mob/living/carbon/human/D)
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@@ -46,7 +46,7 @@
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D.apply_damage(rand(5,10), BRUTE, BODY_ZONE_HEAD)
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A.apply_damage(rand(5,10), BRUTE, BODY_ZONE_HEAD)
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if(!istype(D.head,/obj/item/clothing/head/helmet/) && !istype(D.head,/obj/item/clothing/head/hardhat))
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D.adjustBrainLoss(5)
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D.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5)
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A.Stun(rand(10,45))
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D.Knockdown(rand(5,30))//CIT CHANGE - makes stuns from martial arts always use Knockdown instead of Stun for the sake of consistency
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if(5,6)
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@@ -224,7 +224,7 @@
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H.visible_message("<span class='warning'>[user] delivers a heavy hit to [H]'s head, knocking [H.p_them()] out cold!</span>", \
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"<span class='userdanger'>[user] knocks you unconscious!</span>")
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H.SetSleeping(600)
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H.adjustBrainLoss(15, 150)
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H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 150)
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else
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return ..()
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@@ -521,7 +521,7 @@
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itemUser.adjustToxLoss(-1.5, forced = TRUE) //Because Slime People are people too
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itemUser.adjustOxyLoss(-1.5)
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itemUser.adjustStaminaLoss(-1.5)
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itemUser.adjustBrainLoss(-1.5)
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itemUser.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1.5)
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itemUser.adjustCloneLoss(-0.5) //Becasue apparently clone damage is the bastion of all health
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//Heal all those around you, unbiased
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for(var/mob/living/L in view(7, owner))
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@@ -533,7 +533,7 @@
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L.adjustToxLoss(-3.5, forced = TRUE) //Because Slime People are people too
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L.adjustOxyLoss(-3.5)
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L.adjustStaminaLoss(-3.5)
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L.adjustBrainLoss(-3.5)
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L.adjustOrganLoss(ORGAN_SLOT_BRAIN, -3.5)
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L.adjustCloneLoss(-1) //Becasue apparently clone damage is the bastion of all health
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else if(issilicon(L))
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L.adjustBruteLoss(-3.5)
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@@ -119,7 +119,7 @@
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medical_record_text = "Patient has a tumor in their brain that is slowly driving them to brain death."
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/datum/quirk/brainproblems/on_process()
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quirk_holder.adjustBrainLoss(0.2)
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quirk_holder.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.2)
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/datum/quirk/nearsighted //t. errorage
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name = "Nearsighted"
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@@ -146,7 +146,7 @@
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data["occupant"]["toxLoss"] = mob_occupant.getToxLoss()
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data["occupant"]["fireLoss"] = mob_occupant.getFireLoss()
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data["occupant"]["cloneLoss"] = mob_occupant.getCloneLoss()
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data["occupant"]["brainLoss"] = mob_occupant.getBrainLoss()
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data["occupant"]["brainLoss"] = mob_occupant.getOrganLoss(ORGAN_SLOT_BRAIN)
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data["occupant"]["reagents"] = list()
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if(mob_occupant.reagents && mob_occupant.reagents.reagent_list.len)
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for(var/datum/reagent/R in mob_occupant.reagents.reagent_list)
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@@ -241,13 +241,14 @@
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var/obj/item/I = pick_n_take(unattached_flesh)
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if(isorgan(I))
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var/obj/item/organ/O = I
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O.organ_flags &= ~ORGAN_FROZEN
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O.Insert(mob_occupant)
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else if(isbodypart(I))
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var/obj/item/bodypart/BP = I
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BP.attach_limb(mob_occupant)
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//Premature clones may have brain damage.
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mob_occupant.adjustBrainLoss(-((speed_coeff / 2) * dmg_mult))
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mob_occupant.adjustOrganLoss(ORGAN_SLOT_BRAIN, -((speed_coeff / 2) * dmg_mult))
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use_power(7500) //This might need tweaking.
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@@ -261,6 +262,7 @@
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for(var/i in unattached_flesh)
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if(isorgan(i))
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var/obj/item/organ/O = i
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O.organ_flags &= ~ORGAN_FROZEN
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O.Insert(mob_occupant)
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else if(isbodypart(i))
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var/obj/item/bodypart/BP = i
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@@ -346,6 +348,9 @@
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if(mess) //Clean that mess and dump those gibs!
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for(var/obj/fl in unattached_flesh)
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fl.forceMove(T)
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if(istype(fl, /obj/item/organ))
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var/obj/item/organ/O = fl
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O.organ_flags &= ~ORGAN_FROZEN
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unattached_flesh.Cut()
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mess = FALSE
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new /obj/effect/gibspawner/generic(get_turf(src))
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@@ -458,8 +463,9 @@
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for(var/o in H.internal_organs)
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var/obj/item/organ/organ = o
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if(!istype(organ) || organ.vital)
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if(!istype(organ) || (organ.organ_flags & ORGAN_VITAL))
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continue
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organ.organ_flags |= ORGAN_FROZEN
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organ.Remove(H, special=TRUE)
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organ.forceMove(src)
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unattached_flesh += organ
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@@ -166,7 +166,7 @@
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<font color="[patient.getToxLoss() < 60 ? "#3d5bc3" : "#c51e1e"]"><b>Toxin Content:</b> [patient.getToxLoss()]%</font><br />
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<font color="[patient.getFireLoss() < 60 ? "#3d5bc3" : "#c51e1e"]"><b>Burn Severity:</b> [patient.getFireLoss()]%</font><br />
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<span class='danger'>[patient.getCloneLoss() ? "Subject appears to have cellular damage." : ""]</span><br />
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<span class='danger'>[patient.getBrainLoss() ? "Significant brain damage detected." : ""]</span><br />
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<span class='danger'>[patient.getOrganLoss(ORGAN_SLOT_BRAIN) ? "Significant brain damage detected." : ""]</span><br />
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<span class='danger'>[length(patient.get_traumas()) ? "Brain Traumas detected." : ""]</span><br />
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"}
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@@ -399,6 +399,7 @@
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/obj/machinery/smartfridge/food = "food",
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/obj/machinery/smartfridge/drinks = "drinks",
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/obj/machinery/smartfridge/extract = "slimes",
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/obj/machinery/smartfridge/organ = "organs",
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/obj/machinery/smartfridge/chemistry = "chems",
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/obj/machinery/smartfridge/chemistry/virology = "viruses",
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/obj/machinery/smartfridge/disks = "disks")
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@@ -440,9 +440,20 @@
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do_help(H, user)
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/obj/item/twohanded/shockpaddles/proc/can_defib(mob/living/carbon/H)
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/obj/item/twohanded/shockpaddles/proc/can_defib(mob/living/carbon/H) //Our code here is different than tg, if it breaks in testing; BUG_PROBABLE_CAUSE
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var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart)
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if(H.suiciding || H.hellbound || HAS_TRAIT(H, TRAIT_HUSK))
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return
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if((world.time - H.timeofdeath) > tlimit)
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return
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if((H.getBruteLoss() >= MAX_REVIVE_BRUTE_DAMAGE) || (H.getFireLoss() >= MAX_REVIVE_FIRE_DAMAGE))
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return
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if(!heart || (heart.organ_flags & ORGAN_FAILING))
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return
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var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
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return (!H.suiciding && !(HAS_TRAIT(H, TRAIT_NOCLONE)) && !H.hellbound && ((world.time - H.timeofdeath) < tlimit) && (H.getBruteLoss() < 180) && (H.getFireLoss() < 180) && H.getorgan(/obj/item/organ/heart) && BR && !BR.damaged_brain)
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if(QDELETED(BR) || BR.brain_death || (BR.organ_flags & ORGAN_FAILING) || BR.suicided)
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return
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return TRUE
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/obj/item/twohanded/shockpaddles/proc/shock_touching(dmg, mob/H)
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if(req_defib)
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@@ -558,13 +569,12 @@
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user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>", "<span class='warning'>You place [src] on [H]'s chest.</span>")
|
||||
playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
|
||||
var/tplus = world.time - H.timeofdeath
|
||||
// past this much time the patient is unrecoverable
|
||||
// (in deciseconds)
|
||||
// brain damage starts setting in on the patient after
|
||||
// some time left rotting
|
||||
// patients rot when they are killed, and die when they are dead
|
||||
var/tloss = deathtimer
|
||||
var/total_burn = 0
|
||||
var/total_brute = 0
|
||||
var/tplus = world.time - H.timeofdeath //length of time spent dead
|
||||
var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart)
|
||||
if(do_after(user, primetimer2, target = H)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
|
||||
for(var/obj/item/carried_item in H.contents)
|
||||
if(istype(carried_item, /obj/item/clothing/suit/space))
|
||||
@@ -589,16 +599,26 @@
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's soul appears to be on another plane of existence. Further attempts futile.</span>"
|
||||
else if (tplus > tlimit)
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Body has decayed for too long. Further attempts futile.</span>"
|
||||
else if (!H.getorgan(/obj/item/organ/heart))
|
||||
else if (!heart)
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's heart is missing.</span>"
|
||||
else if (heart.organ_flags & ORGAN_FAILING)
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's heart too damaged.</span>"
|
||||
else if(total_burn >= 180 || total_brute >= 180)
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Severe tissue damage makes recovery of patient impossible via defibrillator. Further attempts futile.</span>"
|
||||
else if(H.get_ghost())
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - No activity in patient's brain. Further attempts may be successful.</span>"
|
||||
else
|
||||
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
|
||||
if(!BR || BR.damaged_brain)
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain is missing or damaged beyond point of no return. Further attempts futile.</span>"
|
||||
if(BR) //BUG_PROBABLE_CAUSE - slight difference between us and tg
|
||||
if(BR.organ_flags & ORGAN_FAILING)
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain tissue is damaged making recovery of patient impossible via defibrillator. Further attempts futile.</span>"
|
||||
if(BR.brain_death)
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain damaged beyond point of no return. Further attempts futile.</span>"
|
||||
if(BR.suicided || BR.brainmob?.suiciding)
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - No intelligence pattern can be detected in patient's brain. Further attempts futile.</span>"
|
||||
else
|
||||
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain is missing. Further attempts futile.</span>"
|
||||
|
||||
|
||||
if(failed)
|
||||
user.visible_message(failed)
|
||||
@@ -623,7 +643,7 @@
|
||||
H.Jitter(100)
|
||||
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK)
|
||||
if(tplus > tloss)
|
||||
H.adjustBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))), 150)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, max(0, min(99, ((tlimit - tplus) / tlimit * 100))), 150)
|
||||
log_combat(user, H, "revived", defib)
|
||||
if(req_defib)
|
||||
if(defib.healdisk)
|
||||
@@ -641,7 +661,11 @@
|
||||
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
|
||||
else if(H.undergoing_cardiac_arrest())
|
||||
H.set_heartattack(FALSE)
|
||||
user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.</span>")
|
||||
if(!(heart.organ_flags & ORGAN_FAILING))
|
||||
H.set_heartattack(FALSE)
|
||||
user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.</span>")
|
||||
else
|
||||
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed, heart damage detected.</span>")
|
||||
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
|
||||
|
||||
|
||||
|
||||
@@ -211,7 +211,7 @@
|
||||
data["occupant"]["toxLoss"] = mob_occupant.getToxLoss()
|
||||
data["occupant"]["fireLoss"] = mob_occupant.getFireLoss()
|
||||
data["occupant"]["cloneLoss"] = mob_occupant.getCloneLoss()
|
||||
data["occupant"]["brainLoss"] = mob_occupant.getBrainLoss()
|
||||
data["occupant"]["brainLoss"] = mob_occupant.getOrganLoss(ORGAN_SLOT_BRAIN)
|
||||
data["occupant"]["reagents"] = list()
|
||||
if(mob_occupant.reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in mob_occupant.reagents.reagent_list)
|
||||
|
||||
@@ -135,7 +135,7 @@ SLIME SCANNER
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(H.undergoing_cardiac_arrest() && H.stat != DEAD)
|
||||
to_chat(user, "<span class='danger'>Subject suffering from heart attack: Apply defibrillation or other electric shock immediately!</span>")
|
||||
if(H.undergoing_liver_failure() && H.stat != DEAD)
|
||||
if(H.undergoing_liver_failure() && H.stat != DEAD) //might be depreciated BUG_PROBABLE_CAUSE
|
||||
to_chat(user, "<span class='danger'>Subject is suffering from liver failure: Apply Corazone and begin a liver transplant immediately!</span>")
|
||||
|
||||
var/msg = "<span class='info'>*---------*\nAnalyzing results for [M]:\n\tOverall status: [mob_status]\n"
|
||||
@@ -157,12 +157,8 @@ SLIME SCANNER
|
||||
msg += "\t<span class='alert'>Subject appears to have [M.getCloneLoss() > 30 ? "Severe" : "Minor"] cellular damage.</span>\n"
|
||||
if(advanced)
|
||||
msg += "\t<span class='info'>Cellular Damage Level: [M.getCloneLoss()].</span>\n"
|
||||
if (M.getBrainLoss() >= 200 || !M.getorgan(/obj/item/organ/brain))
|
||||
msg += "\t<span class='alert'>Subject's brain function is non-existent.</span>\n"
|
||||
else if (M.getBrainLoss() >= 120)
|
||||
msg += "\t<span class='alert'>Severe brain damage detected. Subject likely to have mental traumas.</span>\n"
|
||||
else if (M.getBrainLoss() >= 45)
|
||||
msg += "\t<span class='alert'>Brain damage detected.</span>\n"
|
||||
if (!M.getorgan(/obj/item/organ/brain))
|
||||
to_chat(user, "\t<span class='alert'>Subject lacks a brain.</span>") //Unsure how this won't proc for 50% of the cit playerbase (This is a joke everyone on cit a cute.)
|
||||
if(ishuman(M) && advanced) // Should I make this not advanced?
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/liver/L = H.getorganslot("liver")
|
||||
@@ -212,7 +208,7 @@ SLIME SCANNER
|
||||
if(C.roundstart_quirks.len)
|
||||
msg += "\t<span class='info'>Subject has the following physiological traits: [C.get_trait_string()].</span>\n"
|
||||
if(advanced)
|
||||
msg += "\t<span class='info'>Brain Activity Level: [(200 - M.getBrainLoss())/2]%.</span>\n"
|
||||
msg += "\t<span class='info'>Brain Activity Level: [(200 - M.getOrganLoss(ORGAN_SLOT_BRAIN))/2]%.</span>\n"
|
||||
if(M.radiation)
|
||||
msg += "\t<span class='alert'>Subject is irradiated.</span>\n"
|
||||
if(advanced)
|
||||
@@ -296,6 +292,62 @@ SLIME SCANNER
|
||||
msg += "<span class='info'>\tDamage: <span class='info'><font color='red'>Brute</font></span>-<font color='#FF8000'>Burn</font>-<font color='green'>Toxin</font>-<font color='blue'>Suffocation</font>\n\t\tSpecifics: <font color='red'>[brute_loss]</font>-<font color='#FF8000'>[fire_loss]</font>-<font color='green'>[tox_loss]</font>-<font color='blue'>[oxy_loss]</font></span>\n"
|
||||
for(var/obj/item/bodypart/org in damaged)
|
||||
msg += "\t\t<span class='info'>[capitalize(org.name)]: [(org.brute_dam > 0) ? "<font color='red'>[org.brute_dam]</font></span>" : "<font color='red'>0</font>"]-[(org.burn_dam > 0) ? "<font color='#FF8000'>[org.burn_dam]</font>" : "<font color='#FF8000'>0</font>"]\n"
|
||||
|
||||
//Organ damages report
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/minor_damage
|
||||
var/major_damage
|
||||
var/max_damage
|
||||
var/report_organs = FALSE
|
||||
|
||||
//Piece together the lists to be reported
|
||||
for(var/O in H.internal_organs)
|
||||
var/obj/item/organ/organ = O
|
||||
if(organ.organ_flags & ORGAN_FAILING)
|
||||
report_organs = TRUE //if we report one organ, we report all organs, even if the lists are empty, just for consistency
|
||||
if(max_damage)
|
||||
max_damage += ", " //prelude the organ if we've already reported an organ
|
||||
max_damage += organ.name //this just slaps the organ name into the string of text
|
||||
else
|
||||
max_damage = "\t<span class='alert'>Non-Functional Organs: " //our initial statement
|
||||
max_damage += organ.name
|
||||
else if(organ.damage > organ.high_threshold)
|
||||
report_organs = TRUE
|
||||
if(major_damage)
|
||||
major_damage += ", "
|
||||
major_damage += organ.name
|
||||
else
|
||||
major_damage = "\t<span class='info'>Severely Damaged Organs: "
|
||||
major_damage += organ.name
|
||||
else if(organ.damage > organ.low_threshold)
|
||||
report_organs = TRUE
|
||||
if(minor_damage)
|
||||
minor_damage += ", "
|
||||
minor_damage += organ.name
|
||||
else
|
||||
minor_damage = "\t<span class='info'>Mildly Damaged Organs: "
|
||||
minor_damage += organ.name
|
||||
|
||||
if(report_organs) //we either finish the list, or set it to be empty if no organs were reported in that category
|
||||
if(!max_damage)
|
||||
max_damage = "\t<span class='alert'>Non-Functional Organs: </span>"
|
||||
else
|
||||
max_damage += "</span>"
|
||||
if(!major_damage)
|
||||
major_damage = "\t<span class='info'>Severely Damaged Organs: </span>"
|
||||
else
|
||||
major_damage += "</span>"
|
||||
if(!minor_damage)
|
||||
minor_damage = "\t<span class='info'>Mildly Damaged Organs: </span>"
|
||||
else
|
||||
minor_damage += "</span>"
|
||||
to_chat(user, minor_damage)
|
||||
to_chat(user, major_damage)
|
||||
to_chat(user, max_damage)
|
||||
//Genetic damage
|
||||
if(advanced && H.has_dna())
|
||||
to_chat(user, "\t<span class='info'>Genetic Stability: [H.dna.stability]%.</span>")
|
||||
|
||||
|
||||
// Species and body temperature
|
||||
|
||||
@@ -254,7 +254,7 @@
|
||||
to_chat(user, "<span class='warning'>The MMI indicates that their mind is currently inactive; it might change!</span>")
|
||||
return
|
||||
|
||||
if(BM.stat == DEAD || (M.brain && M.brain.damaged_brain))
|
||||
if(BM.stat == DEAD || (M.brain && M.brain.organ_flags & ORGAN_FAILING))
|
||||
to_chat(user, "<span class='warning'>Sticking a dead brain into the frame would sort of defeat the purpose!</span>")
|
||||
return
|
||||
|
||||
|
||||
@@ -140,7 +140,7 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
|
||||
else if(iscarbon(M))
|
||||
var/mob/living/carbon/C = M
|
||||
if(!istype(C.head, /obj/item/clothing/head))
|
||||
C.adjustBrainLoss(10, 80)
|
||||
C.adjustOrganLoss(ORGAN_SLOT_BRAIN, 10, 80)
|
||||
to_chat(C, "<span class='danger'>You feel dumber.</span>")
|
||||
|
||||
if(smack)
|
||||
|
||||
@@ -304,7 +304,7 @@
|
||||
|
||||
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)//stole from chainsaw code
|
||||
var/obj/item/organ/brain/B = user.getorganslot(ORGAN_SLOT_BRAIN)
|
||||
B.vital = FALSE//this cant possibly be a good idea
|
||||
B.organ_flags &= ~ORGAN_VITAL //this cant possibly be a good idea
|
||||
var/randdir
|
||||
for(var/i in 1 to 24)//like a headless chicken!
|
||||
if(user.is_holding(src))
|
||||
|
||||
@@ -2,6 +2,24 @@
|
||||
icon_state = "freezer"
|
||||
var/jones = FALSE
|
||||
|
||||
/obj/structure/closet/secure_closet/freezer/Destroy()
|
||||
recursive_organ_check(src)
|
||||
..()
|
||||
|
||||
/obj/structure/closet/secure_closet/freezer/Initialize()
|
||||
..()
|
||||
recursive_organ_check(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/freezer/open(mob/living/user)
|
||||
if(opened || !can_open(user)) //dupe check just so we don't let the organs decay when someone fails to open the locker
|
||||
return FALSE
|
||||
recursive_organ_check(src)
|
||||
return ..()
|
||||
|
||||
/obj/structure/closet/secure_closet/freezer/close(mob/living/user)
|
||||
if(..()) //if we actually closed the locker
|
||||
recursive_organ_check(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/freezer/ex_act()
|
||||
if(!jones)
|
||||
jones = TRUE
|
||||
|
||||
@@ -31,6 +31,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
|
||||
/obj/structure/bodycontainer/Initialize()
|
||||
. = ..()
|
||||
GLOB.bodycontainers += src
|
||||
recursive_organ_check(src)
|
||||
|
||||
/obj/structure/bodycontainer/Destroy()
|
||||
GLOB.bodycontainers -= src
|
||||
@@ -101,6 +102,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
|
||||
|
||||
/obj/structure/bodycontainer/deconstruct(disassembled = TRUE)
|
||||
new /obj/item/stack/sheet/metal (loc, 5)
|
||||
recursive_organ_check(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/bodycontainer/container_resist(mob/living/user)
|
||||
@@ -120,6 +122,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
|
||||
open()
|
||||
|
||||
/obj/structure/bodycontainer/proc/open()
|
||||
recursive_organ_check(src)
|
||||
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
|
||||
playsound(src, 'sound/effects/roll.ogg', 5, 1)
|
||||
var/turf/T = get_step(src, dir)
|
||||
@@ -134,6 +137,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
|
||||
for(var/atom/movable/AM in connected.loc)
|
||||
if(!AM.anchored || AM == connected)
|
||||
AM.forceMove(src)
|
||||
recursive_organ_check(src)
|
||||
update_icon()
|
||||
|
||||
/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
|
||||
|
||||
@@ -458,7 +458,7 @@
|
||||
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Mass Braindamage"))
|
||||
for(var/mob/living/carbon/human/H in GLOB.player_list)
|
||||
to_chat(H, "<span class='boldannounce'>You suddenly feel stupid.</span>")
|
||||
H.adjustBrainLoss(60, 80)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 60, 80)
|
||||
message_admins("[key_name_admin(usr)] made everybody retarded")
|
||||
|
||||
if("eagles")//SCRAW
|
||||
|
||||
@@ -2042,7 +2042,7 @@
|
||||
if(DEAD)
|
||||
status = "<font color='red'><b>Dead</b></font>"
|
||||
health_description = "Status = [status]"
|
||||
health_description += "<BR>Oxy: [L.getOxyLoss()] - Tox: [L.getToxLoss()] - Fire: [L.getFireLoss()] - Brute: [L.getBruteLoss()] - Clone: [L.getCloneLoss()] - Brain: [L.getBrainLoss()] - Stamina: [L.getStaminaLoss()]"
|
||||
health_description += "<BR>Oxy: [L.getOxyLoss()] - Tox: [L.getToxLoss()] - Fire: [L.getFireLoss()] - Brute: [L.getBruteLoss()] - Clone: [L.getCloneLoss()] - Brain: [L.getOrganLoss(ORGAN_SLOT_BRAIN)] - Stamina: [L.getStaminaLoss()]"
|
||||
else
|
||||
health_description = "This mob type has no health to speak of."
|
||||
|
||||
|
||||
@@ -1264,7 +1264,7 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
|
||||
target.electrocution_animation(40)
|
||||
to_chat(target, "<span class='userdanger'>The gods have punished you for your sins!</span>")
|
||||
if(ADMIN_PUNISHMENT_BRAINDAMAGE)
|
||||
target.adjustBrainLoss(199, 199)
|
||||
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 199, 199)
|
||||
if(ADMIN_PUNISHMENT_GIB)
|
||||
target.gib(FALSE)
|
||||
if(ADMIN_PUNISHMENT_BSA)
|
||||
|
||||
@@ -151,7 +151,7 @@
|
||||
if(2)
|
||||
to_chat(H, "<span class='warning'>You hear an annoying buzz in your head.</span>")
|
||||
H.confused += 15
|
||||
H.adjustBrainLoss(10, 160)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 10, 160)
|
||||
if(3)
|
||||
H.hallucination += 60
|
||||
|
||||
|
||||
@@ -83,7 +83,7 @@
|
||||
if(istype(C))
|
||||
var/obj/item/organ/brain/B = C.getorganslot(ORGAN_SLOT_BRAIN)
|
||||
if(B && (B.decoy_override != initial(B.decoy_override)))
|
||||
B.vital = TRUE
|
||||
B.organ_flags |= ORGAN_VITAL
|
||||
B.decoy_override = FALSE
|
||||
remove_changeling_powers()
|
||||
. = ..()
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
to_chat(user, "<span class='userdanger'>The helmet tries to drive a spike through your head as you scramble to remove it!</span>")
|
||||
user.emote("scream")
|
||||
user.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
|
||||
user.adjustBrainLoss(30)
|
||||
user.adjustOrganLoss(ORGAN_SLOT_BRAIN, 30)
|
||||
addtimer(CALLBACK(user, /mob/living.proc/dropItemToGround, src, TRUE), 1) //equipped happens before putting stuff on(but not before picking items up), 1). thus, we need to wait for it to be on before forcing it off.
|
||||
|
||||
/obj/item/clothing/head/helmet/clockwork/mob_can_equip(mob/M, mob/equipper, slot, disable_warning = 0)
|
||||
|
||||
@@ -80,6 +80,7 @@
|
||||
desc = "Still it beats furiously, emanating an aura of utter hate."
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "demon_heart-on"
|
||||
decay_factor = 0
|
||||
|
||||
/obj/item/organ/heart/demon/update_icon()
|
||||
return //always beating visually
|
||||
|
||||
@@ -144,6 +144,13 @@
|
||||
else
|
||||
O.forceMove(src)
|
||||
return TRUE
|
||||
|
||||
///Really simple proc, just moves the object "O" into the hands of mob "M" if able, done so I could modify the proc a little for the organ fridge
|
||||
/obj/machinery/smartfridge/proc/dispense(obj/item/O, var/mob/M)
|
||||
if(!M.put_in_hands(O))
|
||||
O.forceMove(drop_location())
|
||||
adjust_item_drop_location(O)
|
||||
|
||||
|
||||
/obj/machinery/smartfridge/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
@@ -197,9 +204,7 @@
|
||||
if(desired == 1 && Adjacent(usr) && !issilicon(usr))
|
||||
for(var/obj/item/O in src)
|
||||
if(O.name == params["name"])
|
||||
if(!usr.put_in_hands(O))
|
||||
O.forceMove(drop_location())
|
||||
adjust_item_drop_location(O)
|
||||
dispense(O, usr)
|
||||
break
|
||||
if (visible_contents)
|
||||
update_icon()
|
||||
@@ -209,8 +214,7 @@
|
||||
if(desired <= 0)
|
||||
break
|
||||
if(O.name == params["name"])
|
||||
O.forceMove(drop_location())
|
||||
adjust_item_drop_location(O)
|
||||
dispense(O, usr)
|
||||
desired--
|
||||
if (visible_contents)
|
||||
update_icon()
|
||||
@@ -378,6 +382,55 @@
|
||||
/obj/machinery/smartfridge/extract/preloaded
|
||||
initial_contents = list(/obj/item/slime_scanner = 2)
|
||||
|
||||
// ------------------------- You think you're better than Chem, huh?
|
||||
// Organ Surgery Smartfridge
|
||||
// ------------------------- Just wait till Tamiorgans
|
||||
/obj/machinery/smartfridge/organ
|
||||
name = "smart organ storage"
|
||||
desc = "A refrigerated storage unit for organ storage."
|
||||
max_n_of_items = 20 //vastly lower to prevent processing too long
|
||||
var/repair_rate = 0
|
||||
|
||||
/obj/machinery/smartfridge/organ/accept_check(obj/item/O)
|
||||
if(istype(O, /obj/item/organ))
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/machinery/smartfridge/organ/load(obj/item/O)
|
||||
if(..()) //if the item loads, clear can_decompose
|
||||
var/obj/item/organ/organ = O
|
||||
organ.organ_flags |= ORGAN_FROZEN
|
||||
|
||||
/obj/machinery/smartfridge/organ/dispense(obj/item/O, var/mob/M)
|
||||
var/obj/item/organ/organ = O
|
||||
organ.organ_flags &= ~ORGAN_FROZEN
|
||||
..()
|
||||
|
||||
/obj/machinery/smartfridge/organ/RefreshParts()
|
||||
for(var/obj/item/stock_parts/matter_bin/B in component_parts)
|
||||
max_n_of_items = 20 * B.rating
|
||||
repair_rate = max(0, STANDARD_ORGAN_HEALING * (B.rating - 1))
|
||||
|
||||
/obj/machinery/smartfridge/organ/Destroy()
|
||||
for(var/organ in src)
|
||||
var/obj/item/organ/O = organ
|
||||
if(O)
|
||||
O.organ_flags &= ~ORGAN_FROZEN
|
||||
..()
|
||||
|
||||
/obj/machinery/smartfridge/organ/process()
|
||||
for(var/organ in src)
|
||||
var/obj/item/organ/O = organ
|
||||
if(O)
|
||||
O.damage = max(0, O.damage - repair_rate)
|
||||
|
||||
/obj/machinery/smartfridge/organ/deconstruct()
|
||||
for(var/organ in src)
|
||||
var/obj/item/organ/O = organ
|
||||
if(O)
|
||||
O.organ_flags &= ~ORGAN_FROZEN
|
||||
..()
|
||||
|
||||
// -----------------------------
|
||||
// Chemistry Medical Smartfridge
|
||||
// -----------------------------
|
||||
|
||||
@@ -69,7 +69,7 @@ Chaplain
|
||||
B.name = "Guys Gone Wild"
|
||||
if("lol", "wtf", "gay", "penis", "ass", "poo", "badmin", "shitmin", "deadmin", "cock", "cocks", "meme", "memes")
|
||||
B.name = pick("Woodys Got Wood: The Aftermath", "War of the Cocks", "Sweet Bro and Hella Jef: Expanded Edition")
|
||||
H.adjustBrainLoss(100) // starts off retarded as fuck
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 100) // starts off retarded as fuck
|
||||
if("science")
|
||||
B.name = pick("Principle of Relativity", "Quantum Enigma: Physics Encounters Consciousness", "Programming the Universe", "Quantum Physics and Theology", "String Theory for Dummies", "How To: Build Your Own Warp Drive", "The Mysteries of Bluespace", "Playing God: Collector's Edition")
|
||||
else
|
||||
|
||||
@@ -50,8 +50,8 @@
|
||||
if(U.job in list("Curator")) // the curator is both faster, and more accurate than normal crew members at research
|
||||
speed = 100
|
||||
correctness = 100
|
||||
correctness -= U.getBrainLoss() *0.5 //Brain damage makes researching hard.
|
||||
speed += U.getBrainLoss() * 3
|
||||
correctness -= U.getOrganLoss(ORGAN_SLOT_BRAIN) *0.5 //Brain damage makes researching hard.
|
||||
speed += U.getOrganLoss(ORGAN_SLOT_BRAIN) * 3
|
||||
if(do_after(user, speed, 0, user))
|
||||
var/usedName = devilName
|
||||
if(!prob(correctness))
|
||||
|
||||
@@ -213,4 +213,4 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
|
||||
if(!ispath(disease_type,/datum/disease))
|
||||
CRASH("Wrong disease type passed in.")
|
||||
var/datum/disease/D = new disease_type()
|
||||
return list(component_type,D)
|
||||
return list(component_type,D)
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
newbrain.brainmob = null
|
||||
brainmob.forceMove(src)
|
||||
brainmob.container = src
|
||||
if(!newbrain.damaged_brain) // the brain organ hasn't been beaten to death.
|
||||
if(!newbrain.organ_flags & ORGAN_FAILING) // the brain organ hasn't been beaten to death.
|
||||
brainmob.stat = CONSCIOUS //we manually revive the brain mob
|
||||
GLOB.dead_mob_list -= brainmob
|
||||
GLOB.alive_mob_list += brainmob
|
||||
|
||||
@@ -7,11 +7,19 @@
|
||||
layer = ABOVE_MOB_LAYER
|
||||
zone = BODY_ZONE_HEAD
|
||||
slot = ORGAN_SLOT_BRAIN
|
||||
vital = TRUE
|
||||
organ_flags |= ORGAN_VITAL
|
||||
attack_verb = list("attacked", "slapped", "whacked")
|
||||
///The brain's organ variables are significantly more different than the other organs, with half the decay rate for balance reasons, and twice the maxHealth
|
||||
decay_factor = STANDARD_ORGAN_DECAY / 2 //30 minutes of decaying to result in a fully damaged brain, since a fast decay rate would be unfun gameplay-wise
|
||||
|
||||
maxHealth = BRAIN_DAMAGE_DEATH
|
||||
low_threshold = 45
|
||||
high_threshold = 120
|
||||
var/mob/living/brain/brainmob = null
|
||||
var/damaged_brain = FALSE //whether the brain organ is damaged.
|
||||
var/organ_flags & ORGAN_FAILING = FALSE //whether the brain organ is damaged.
|
||||
var/decoy_override = FALSE //I apologize to the security players, and myself, who abused this, but this is going to go.
|
||||
//two variables necessary for calculating whether we get a brain trauma or not
|
||||
var/damage_delta = 0
|
||||
|
||||
var/list/datum/brain_trauma/traumas = list()
|
||||
|
||||
@@ -90,22 +98,88 @@
|
||||
if(brainmob)
|
||||
O.attack(brainmob, user) //Oh noooeeeee
|
||||
|
||||
/obj/item/organ/brain/examine(mob/user)
|
||||
..()
|
||||
if(istype(O, /obj/item/organ_storage)) //BUG_PROBABLE_CAUSE
|
||||
return //Borg organ bags shouldn't be killing brains
|
||||
|
||||
if(brainmob)
|
||||
if(brainmob.client)
|
||||
if(brainmob.health <= HEALTH_THRESHOLD_DEAD)
|
||||
to_chat(user, "It's lifeless and severely damaged.")
|
||||
if((organ_flags & ORGAN_FAILING) && O.is_drainable() && O.reagents.has_reagent("neurine")) //Neurine fixes dead brains
|
||||
. = TRUE //don't do attack animation.
|
||||
var/cached_Bdamage = brainmob?.health
|
||||
var/datum/reagent/medicine/neurine/N = reagents.has_reagent("neurine")
|
||||
|
||||
if(O.reagents.has_reagent("mannitol")//Just a quick way to bolster the effects if someone mixes up a batch.
|
||||
N.volume *= 1.5
|
||||
|
||||
if(!O.reagents.has_reagent("neurine", 10))
|
||||
to_chat(user, "<span class='warning'>There's not enough neurine in [O] to restore [src]!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>[user] starts to pour the contents of [O] onto [src].</span>", "<span class='notice'>You start to slowly pour the contents of [O] onto [src].</span>")
|
||||
if(!do_after(user, 60, TRUE, src))
|
||||
to_chat(user, "<span class='warning'>You failed to pour [O] onto [src]!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>[user] pours the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>", "<span class='notice'>You pour the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>")
|
||||
setOrganDamage((damage - (0.10 * maxHealth)*N.volume)) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
|
||||
O.reagents.clear_reagents()
|
||||
|
||||
if(cached_Bdamage) //Fixing dead brains yeilds a trauma
|
||||
if(cached_Bdamage <= HEALTH_THRESHOLD_DEAD && brainmob.health > HEALTH_THRESHOLD_DEAD)
|
||||
if(prob(90))
|
||||
gain_trauma_type(BRAIN_TRAUMA_MILD)
|
||||
if else(prob(50))
|
||||
gain_trauma_type(BRAIN_TRAUMA_SEVERE)
|
||||
else
|
||||
gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
|
||||
return
|
||||
|
||||
if((organ_flags & ORGAN_FAILING) && O.is_drainable() && O.reagents.has_reagent("mannitol")) //attempt to heal the brain
|
||||
. = TRUE //don't do attack animation.
|
||||
var/datum/reagent/medicine/mannitol/M = reagents.has_reagent("mannitol")
|
||||
if(brain_death || brainmob?.health <= HEALTH_THRESHOLD_DEAD) //if the brain is fucked anyway, do nothing
|
||||
to_chat(user, "<span class='warning'>[src] is far too damaged, you'll have to use neurine on it!</span>")
|
||||
return
|
||||
|
||||
if(!O.reagents.has_reagent("mannitol", 10))
|
||||
to_chat(user, "<span class='warning'>There's not enough mannitol in [O] to restore [src]!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>[user] starts to pour the contents of [O] onto [src].</span>", "<span class='notice'>You start to slowly pour the contents of [O] onto [src].</span>")
|
||||
if(!do_after(user, 60, TRUE, src))
|
||||
to_chat(user, "<span class='warning'>You failed to pour [O] onto [src]!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>[user] pours the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>", "<span class='notice'>You pour the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>")
|
||||
setOrganDamage((damage - (0.05 * maxHealth)*M.volume)) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
|
||||
O.reagents.clear_reagents()
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/item/organ/brain/examine(mob/user)//BUG_PROBABLE_CAUSE to_chats changed to . +=
|
||||
. = ..()
|
||||
|
||||
if(suicided)
|
||||
. += "<span class='info'>It's started turning slightly grey. They must not have been able to handle the stress of it all.</span>"
|
||||
else if(brainmob)
|
||||
if(brainmob.get_ghost(FALSE, TRUE))
|
||||
if(brain_death || brainmob.health <= HEALTH_THRESHOLD_DEAD)
|
||||
. += "<span class='info'>It's lifeless and severely damaged, only the strongest of chems will save it.</span>"
|
||||
else if(organ_flags & ORGAN_FAILING)
|
||||
. += "<span class='info'>It seems to still have a bit of energy within it, but it's rather damaged... You may be able to restore it with some <b>mannitol</b>.</span>"
|
||||
else
|
||||
to_chat(user, "You can feel the small spark of life still left in this one.")
|
||||
. += "<span class='info'>You can feel the small spark of life still left in this one.</span>"
|
||||
else if(organ_flags & ORGAN_FAILING)
|
||||
. += "<span class='info'>It seems particularly lifeless and is rather damaged... You may be able to restore it with some <b>mannitol</b> incase it becomes functional again later.</span>"
|
||||
else
|
||||
to_chat(user, "This one seems particularly lifeless. Perhaps it will regain some of its luster later.")
|
||||
. += "<span class='info'>This one seems particularly lifeless. Perhaps it will regain some of its luster later.</span>"
|
||||
else
|
||||
if(decoy_override)
|
||||
to_chat(user, "This one seems particularly lifeless. Perhaps it will regain some of its luster later.")
|
||||
if(organ_flags & ORGAN_FAILING)
|
||||
. += "<span class='info'>It seems particularly lifeless and is rather damaged... You may be able to restore it with some <b>mannitol</b> incase it becomes functional again later.</span>"
|
||||
else
|
||||
. += "<span class='info'>This one seems particularly lifeless. Perhaps it will regain some of its luster later.</span>"
|
||||
else
|
||||
to_chat(user, "This one is completely devoid of life.")
|
||||
. += "<span class='info'>This one is completely devoid of life.</span>"
|
||||
|
||||
/obj/item/organ/brain/attack(mob/living/carbon/C, mob/user)
|
||||
if(!istype(C))
|
||||
@@ -141,7 +215,7 @@
|
||||
Insert(C)
|
||||
else
|
||||
..()
|
||||
|
||||
/* TO BE REMOVED, KEPT IN CASE OF BUGS
|
||||
/obj/item/organ/brain/proc/get_brain_damage()
|
||||
var/brain_damage_threshold = max_integrity * BRAIN_DAMAGE_INTEGRITY_MULTIPLIER
|
||||
var/offset_integrity = obj_integrity - (max_integrity - brain_damage_threshold)
|
||||
@@ -165,6 +239,42 @@
|
||||
else if(adjusted_amount <= -DAMAGE_PRECISION)
|
||||
obj_integrity = min(max_integrity, obj_integrity-adjusted_amount)
|
||||
. = adjusted_amount
|
||||
*/
|
||||
|
||||
/obj/item/organ/brain/on_life()
|
||||
if(damage >= BRAIN_DAMAGE_DEATH) //rip
|
||||
to_chat(owner, "<span class='userdanger'>The last spark of life in your brain fizzles out...</span>")
|
||||
owner.death()
|
||||
brain_death = TRUE
|
||||
|
||||
/obj/item/organ/brain/process() //needs to run in life AND death
|
||||
..()
|
||||
//if we're not more injured than before, return without gambling for a trauma
|
||||
if(damage <= prev_damage)
|
||||
prev_damage = damage
|
||||
return
|
||||
damage_delta = damage - prev_damage
|
||||
if(damage > BRAIN_DAMAGE_MILD)
|
||||
if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
|
||||
gain_trauma_type(BRAIN_TRAUMA_MILD)
|
||||
if(damage > BRAIN_DAMAGE_SEVERE)
|
||||
if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
|
||||
if(prob(20))
|
||||
gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
|
||||
else
|
||||
gain_trauma_type(BRAIN_TRAUMA_SEVERE)
|
||||
|
||||
if (owner)
|
||||
if(owner.stat < UNCONSCIOUS) //conscious or soft-crit
|
||||
if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
|
||||
to_chat(owner, "<span class='warning'>You feel lightheaded.</span>")
|
||||
else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
|
||||
to_chat(owner, "<span class='warning'>You feel less in control of your thoughts.</span>")
|
||||
else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
|
||||
to_chat(owner, "<span class='warning'>You can feel your mind flickering on and off...</span>")
|
||||
//update our previous damage holder after we've checked our boundaries
|
||||
prev_damage = damage
|
||||
return
|
||||
|
||||
/obj/item/organ/brain/Destroy() //copypasted from MMIs.
|
||||
if(brainmob)
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
else if(istype(loc, /obj/item/organ/brain))
|
||||
BR = loc
|
||||
if(BR)
|
||||
BR.damaged_brain = 1 //beaten to a pulp
|
||||
BR.organ_flags & ORGAN_FAILING = 1 //beaten to a pulp
|
||||
|
||||
/mob/living/brain/proc/handle_emp_damage()
|
||||
if(emp_damage)
|
||||
|
||||
@@ -814,7 +814,8 @@
|
||||
reagents.clear_reagents()
|
||||
var/obj/item/organ/brain/B = getorgan(/obj/item/organ/brain)
|
||||
if(B)
|
||||
B.damaged_brain = FALSE
|
||||
B.organ_flags & ORGAN_FAILING = FALSE
|
||||
B.brain_death = FALSE
|
||||
for(var/thing in diseases)
|
||||
var/datum/disease/D = thing
|
||||
if(D.severity != DISEASE_SEVERITY_POSITIVE)
|
||||
|
||||
@@ -40,14 +40,13 @@
|
||||
update_damage_overlays()
|
||||
else
|
||||
adjustStaminaLoss(damage * hit_percent)
|
||||
if(BRAIN)
|
||||
adjustBrainLoss(damage * hit_percent)
|
||||
//citadel code
|
||||
if(AROUSAL)
|
||||
adjustArousalLoss(damage * hit_percent)
|
||||
return TRUE
|
||||
|
||||
|
||||
|
||||
//These procs fetch a cumulative total damage from all bodyparts
|
||||
/mob/living/carbon/getBruteLoss()
|
||||
var/amount = 0
|
||||
@@ -113,6 +112,38 @@
|
||||
return
|
||||
adjustStaminaLoss(diff, updating, forced)
|
||||
|
||||
/** adjustOrganLoss
|
||||
* inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount (damage to be done), and maximum (currently an arbitrarily large number, can be set so as to limit damage)
|
||||
* outputs:
|
||||
* description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the damage proc on that organ.
|
||||
*/
|
||||
/mob/living/carbon/adjustOrganLoss(slot, amount, maximum)
|
||||
var/obj/item/organ/O = getorganslot(slot)
|
||||
if(O && !(status_flags & GODMODE))
|
||||
O.applyOrganDamage(amount, maximum)
|
||||
|
||||
/** setOrganLoss
|
||||
* inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount(damage to be set to)
|
||||
* outputs:
|
||||
* description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the set damage proc on that organ, which can
|
||||
* set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.
|
||||
*/
|
||||
/mob/living/carbon/setOrganLoss(slot, amount)
|
||||
var/obj/item/organ/O = getorganslot(slot)
|
||||
if(O && !(status_flags & GODMODE))
|
||||
O.setOrganDamage(amount)
|
||||
|
||||
/** getOrganLoss
|
||||
* inputs: slot (organ slot, like ORGAN_SLOT_HEART)
|
||||
* outputs: organ damage
|
||||
* description: If an organ exists in the slot requested, return the amount of damage that organ has
|
||||
*/
|
||||
/mob/living/carbon/getOrganLoss(slot)
|
||||
var/obj/item/organ/O = getorganslot(slot)
|
||||
if(O)
|
||||
return O.damage
|
||||
|
||||
|
||||
////////////////////////////////////////////
|
||||
|
||||
//Returns a list of damaged bodyparts
|
||||
@@ -213,24 +244,25 @@
|
||||
update_damage_overlays()
|
||||
update_stamina()
|
||||
|
||||
/mob/living/carbon/getBrainLoss()
|
||||
/* TO_REMOVE
|
||||
/mob/living/carbon/getOrganLoss(ORGAN_SLOT_BRAIN)
|
||||
. = 0
|
||||
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
|
||||
if(B)
|
||||
. = B.get_brain_damage()
|
||||
|
||||
//Some sources of brain damage shouldn't be deadly
|
||||
/mob/living/carbon/adjustBrainLoss(amount, maximum = BRAIN_DAMAGE_DEATH)
|
||||
/mob/living/carbon/adjustOrganLoss(ORGAN_SLOT_BRAIN, amount, maximum = BRAIN_DAMAGE_DEATH)
|
||||
if(status_flags & GODMODE)
|
||||
return FALSE
|
||||
var/prev_brainloss = getBrainLoss()
|
||||
var/prev_brainloss = getOrganLoss(ORGAN_SLOT_BRAIN)
|
||||
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
|
||||
if(!B)
|
||||
return
|
||||
B.adjust_brain_damage(amount, maximum)
|
||||
if(amount <= 0) //cut this early
|
||||
return
|
||||
var/brainloss = getBrainLoss()
|
||||
var/brainloss = getOrganLoss(ORGAN_SLOT_BRAIN)
|
||||
if(brainloss > BRAIN_DAMAGE_MILD)
|
||||
if(prob(amount * ((2 * (100 + brainloss - BRAIN_DAMAGE_MILD)) / 100))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 2%
|
||||
gain_trauma_type(BRAIN_TRAUMA_MILD)
|
||||
@@ -253,3 +285,4 @@
|
||||
if(B)
|
||||
var/adjusted_amount = amount - B.get_brain_damage()
|
||||
B.adjust_brain_damage(adjusted_amount, null)
|
||||
*/
|
||||
|
||||
@@ -746,9 +746,54 @@
|
||||
if(0 to NUTRITION_LEVEL_STARVING)
|
||||
to_send += "<span class='danger'>You're starving!</span>\n"
|
||||
|
||||
|
||||
//TODO: Convert these messages into vague messages, thereby encouraging actual dignosis.
|
||||
//Compiles then shows the list of damaged organs and broken organs
|
||||
var/list/broken = list()
|
||||
var/list/damaged = list()
|
||||
var/broken_message
|
||||
var/damaged_message
|
||||
var/broken_plural
|
||||
var/damaged_plural
|
||||
//Sets organs into their proper list
|
||||
for(var/O in internal_organs)
|
||||
var/obj/item/organ/organ = O
|
||||
if(organ.organ_flags & ORGAN_FAILING)
|
||||
if(broken.len)
|
||||
broken += ", "
|
||||
broken += organ.name
|
||||
else if(organ.damage > organ.low_threshold)
|
||||
if(damaged.len)
|
||||
damaged += ", "
|
||||
damaged += organ.name
|
||||
//Checks to enforce proper grammar, inserts words as necessary into the list
|
||||
if(broken.len)
|
||||
if(broken.len > 1)
|
||||
broken.Insert(broken.len, "and ")
|
||||
broken_plural = TRUE
|
||||
else
|
||||
var/holder = broken[1] //our one and only element
|
||||
if(holder[lentext(holder)] == "s")
|
||||
broken_plural = TRUE
|
||||
//Put the items in that list into a string of text
|
||||
for(var/B in broken)
|
||||
broken_message += B
|
||||
to_chat(src, "<span class='warning'> Your [broken_message] [broken_plural ? "are" : "is"] non-functional!</span>")
|
||||
if(damaged.len)
|
||||
if(damaged.len > 1)
|
||||
damaged.Insert(damaged.len, "and ")
|
||||
damaged_plural = TRUE
|
||||
else
|
||||
var/holder = damaged[1]
|
||||
if(holder[lentext(holder)] == "s")
|
||||
damaged_plural = TRUE
|
||||
for(var/D in damaged)
|
||||
damaged_message += D
|
||||
to_chat(src, "<span class='info'>Your [damaged_message] [damaged_plural ? "are" : "is"] hurt.</span>")
|
||||
|
||||
if(roundstart_quirks.len)
|
||||
to_send += "<span class='notice'>You have these quirks: [get_trait_string()].</span>\n"
|
||||
|
||||
|
||||
to_chat(src, to_send)
|
||||
else
|
||||
if(wear_suit)
|
||||
|
||||
@@ -70,7 +70,7 @@
|
||||
else if(eye_blurry) //blurry eyes heal slowly
|
||||
adjust_blurriness(-1)
|
||||
|
||||
if (getBrainLoss() >= 30) //Citadel change to make memes more often.
|
||||
if (getOrganLoss(ORGAN_SLOT_BRAIN) >= 30) //Citadel change to make memes more often.
|
||||
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "brain_damage", /datum/mood_event/brain_damage)
|
||||
if(prob(3))
|
||||
if(prob(25))
|
||||
|
||||
@@ -1196,9 +1196,14 @@ GLOBAL_LIST_EMPTY(roundstart_races)
|
||||
if(mood && mood.sanity > SANITY_DISTURBED)
|
||||
hunger_rate *= max(0.5, 1 - 0.002 * mood.sanity) //0.85 to 0.75
|
||||
|
||||
if(H.satiety > 0)
|
||||
// Whether we cap off our satiety or move it towards 0
|
||||
if(H.satiety > MAX_SATIETY)
|
||||
H.satiety = MAX_SATIETY
|
||||
else if(H.satiety > 0)
|
||||
H.satiety--
|
||||
if(H.satiety < 0)
|
||||
else if(H.satiety < -MAX_SATIETY)
|
||||
H.satiety = -MAX_SATIETY
|
||||
else if(H.satiety < 0)
|
||||
H.satiety++
|
||||
if(prob(round(-H.satiety/40)))
|
||||
H.Jitter(5)
|
||||
@@ -1683,7 +1688,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
|
||||
if(BODY_ZONE_HEAD)
|
||||
if(!I.is_sharp() && armor_block < 50)
|
||||
if(prob(I.force))
|
||||
H.adjustBrainLoss(20)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
|
||||
if(H.stat == CONSCIOUS)
|
||||
H.visible_message("<span class='danger'>[H] has been knocked senseless!</span>", \
|
||||
"<span class='userdanger'>[H] has been knocked senseless!</span>")
|
||||
@@ -1692,7 +1697,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
|
||||
if(prob(10))
|
||||
H.gain_trauma(/datum/brain_trauma/mild/concussion)
|
||||
else
|
||||
H.adjustBrainLoss(I.force * 0.2)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, I.force * 0.2)
|
||||
|
||||
if(H.stat == CONSCIOUS && H != user && prob(I.force + ((100 - H.health) * 0.5))) // rev deconversion through blunt trauma.
|
||||
var/datum/antagonist/rev/rev = H.mind.has_antag_datum(/datum/antagonist/rev)
|
||||
@@ -1787,7 +1792,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
|
||||
else
|
||||
H.adjustStaminaLoss(damage * hit_percent * H.physiology.stamina_mod)
|
||||
if(BRAIN)
|
||||
H.adjustBrainLoss(damage * hit_percent * H.physiology.brain_mod)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, damage * hit_percent * H.physiology.brain_mod)
|
||||
if(AROUSAL) //Citadel edit - arousal
|
||||
H.adjustArousalLoss(damage * hit_percent)
|
||||
return 1
|
||||
|
||||
@@ -64,7 +64,7 @@
|
||||
|
||||
/obj/item/organ/brain/dullahan
|
||||
decoy_override = TRUE
|
||||
vital = FALSE
|
||||
organ_flags = 0
|
||||
|
||||
/obj/item/organ/tongue/dullahan
|
||||
zone = "abstract"
|
||||
@@ -138,4 +138,4 @@
|
||||
D.myhead = null
|
||||
owner.gib()
|
||||
owner = null
|
||||
..()
|
||||
..()
|
||||
|
||||
@@ -102,6 +102,7 @@
|
||||
color = "#1C1C1C"
|
||||
var/respawn_progress = 0
|
||||
var/obj/item/light_eater/blade
|
||||
decay_factor = 0
|
||||
|
||||
|
||||
/obj/item/organ/heart/nightmare/attack(mob/M, mob/living/carbon/user, obj/target)
|
||||
|
||||
@@ -28,8 +28,10 @@
|
||||
if(stat != DEAD)
|
||||
handle_brain_damage()
|
||||
|
||||
/* BUG_PROBABLE_CAUSE
|
||||
if(stat != DEAD)
|
||||
handle_liver()
|
||||
*/
|
||||
|
||||
if(stat == DEAD)
|
||||
stop_sound_channel(CHANNEL_HEARTBEAT)
|
||||
@@ -47,8 +49,23 @@
|
||||
|
||||
//Start of a breath chain, calls breathe()
|
||||
/mob/living/carbon/handle_breathing(times_fired)
|
||||
if((times_fired % 4) == 2 || failed_last_breath)
|
||||
breathe() //Breathe per 4 ticks, unless suffocating
|
||||
/mob/living/carbon/handle_breathing(times_fired)
|
||||
var/next_breath = 4
|
||||
var/obj/item/organ/lungs/L = getorganslot(ORGAN_SLOT_LUNGS)
|
||||
var/obj/item/organ/heart/H = getorganslot(ORGAN_SLOT_HEART)
|
||||
if(L)
|
||||
if(L.damage > L.high_threshold)
|
||||
next_breath--
|
||||
if(H)
|
||||
if(H.damage > H.high_threshold)
|
||||
next_breath--
|
||||
|
||||
if((times_fired % next_breath) == 0 || failed_last_breath)
|
||||
breathe() //Breathe per 4 ticks if healthy, down to 2 if our lungs or heart are damaged, unless suffocating
|
||||
if(failed_last_breath)
|
||||
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
|
||||
else
|
||||
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "suffocation")
|
||||
else
|
||||
if(istype(loc, /obj/))
|
||||
var/obj/location_as_object = loc
|
||||
@@ -56,6 +73,7 @@
|
||||
|
||||
//Second link in a breath chain, calls check_breath()
|
||||
/mob/living/carbon/proc/breathe()
|
||||
var/obj/item/organ/lungs = getorganslot(ORGAN_SLOT_LUNGS)
|
||||
if(reagents.has_reagent("lexorin"))
|
||||
return
|
||||
if(istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
|
||||
@@ -74,7 +92,7 @@
|
||||
var/datum/gas_mixture/breath
|
||||
|
||||
if(!getorganslot(ORGAN_SLOT_BREATHING_TUBE))
|
||||
if(health <= HEALTH_THRESHOLD_FULLCRIT || (pulledby && pulledby.grab_state >= GRAB_KILL))
|
||||
if(health <= HEALTH_THRESHOLD_FULLCRIT || (pulledby && pulledby.grab_state >= GRAB_KILL) || lungs.organ_flags & ORGAN_FAILING)
|
||||
losebreath++ //You can't breath at all when in critical or when being choked, so you're going to miss a breath
|
||||
|
||||
else if(health <= crit_threshold)
|
||||
@@ -126,7 +144,7 @@
|
||||
if((status_flags & GODMODE))
|
||||
return
|
||||
|
||||
var/lungs = getorganslot(ORGAN_SLOT_LUNGS)
|
||||
var/obj/item/organ/lungs = getorganslot(ORGAN_SLOT_LUNGS)
|
||||
if(!lungs)
|
||||
adjustOxyLoss(2)
|
||||
|
||||
@@ -613,7 +631,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
|
||||
to_chat(src, "<span class='warning'>Maybe you should lie down for a bit...</span>")
|
||||
|
||||
if(drunkenness >= 91)
|
||||
adjustBrainLoss(0.4, 60)
|
||||
adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.4, 60)
|
||||
if(prob(20) && !stat)
|
||||
if(SSshuttle.emergency.mode == SHUTTLE_DOCKED && is_station_level(z)) //QoL mainly
|
||||
to_chat(src, "<span class='warning'>You're so tired... but you can't miss that shuttle...</span>")
|
||||
@@ -647,8 +665,8 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
|
||||
if((!dna && !liver) || (NOLIVER in dna.species.species_traits))
|
||||
return
|
||||
if(liver)
|
||||
if(liver.damage >= liver.maxHealth)
|
||||
liver.failing = TRUE
|
||||
if(liver.damage < liver.maxHealth)
|
||||
liver.organ_flags |= ORGAN_FAILING
|
||||
liver_failure()
|
||||
else
|
||||
liver_failure()
|
||||
@@ -687,13 +705,6 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
|
||||
var/datum/brain_trauma/BT = T
|
||||
BT.on_life()
|
||||
|
||||
if(getBrainLoss() >= BRAIN_DAMAGE_DEATH) //rip
|
||||
to_chat(src, "<span class='userdanger'>The last spark of life in your brain fizzles out...<span>")
|
||||
death()
|
||||
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
|
||||
if(B)
|
||||
B.damaged_brain = TRUE
|
||||
|
||||
/////////////////////////////////////
|
||||
//MONKEYS WITH TOO MUCH CHOLOESTROL//
|
||||
/////////////////////////////////////
|
||||
@@ -702,7 +713,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
|
||||
if(!needs_heart())
|
||||
return FALSE
|
||||
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
|
||||
if(!heart || heart.synthetic)
|
||||
if(!heart || (heart.organ_flags & ORGAN_SYNTHETIC))
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
|
||||
@@ -25,8 +25,6 @@
|
||||
adjustCloneLoss(damage * hit_percent)
|
||||
if(STAMINA)
|
||||
adjustStaminaLoss(damage * hit_percent)
|
||||
if(BRAIN)
|
||||
adjustBrainLoss(damage * hit_percent)
|
||||
return 1
|
||||
|
||||
/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE) //like apply damage except it always uses the damage procs
|
||||
@@ -43,8 +41,6 @@
|
||||
return adjustCloneLoss(damage)
|
||||
if(STAMINA)
|
||||
return adjustStaminaLoss(damage)
|
||||
if(BRAIN)
|
||||
return adjustBrainLoss(damage)
|
||||
|
||||
/mob/living/proc/get_damage_amount(damagetype = BRUTE)
|
||||
switch(damagetype)
|
||||
@@ -60,8 +56,6 @@
|
||||
return getCloneLoss()
|
||||
if(STAMINA)
|
||||
return getStaminaLoss()
|
||||
if(BRAIN)
|
||||
return getBrainLoss()
|
||||
|
||||
|
||||
/mob/living/proc/apply_damages(brute = 0, burn = 0, tox = 0, oxy = 0, clone = 0, def_zone = null, blocked = FALSE, stamina = 0, brain = 0)
|
||||
@@ -218,13 +212,13 @@
|
||||
updatehealth()
|
||||
return amount
|
||||
|
||||
/mob/living/proc/getBrainLoss()
|
||||
. = 0
|
||||
|
||||
/mob/living/proc/adjustBrainLoss(amount, maximum = BRAIN_DAMAGE_DEATH)
|
||||
/mob/living/proc/adjustOrganLoss(slot, amount, maximum)
|
||||
return
|
||||
|
||||
/mob/living/proc/setBrainLoss(amount)
|
||||
/mob/living/proc/setOrganLoss(slot, amount, maximum)
|
||||
return
|
||||
|
||||
/mob/living/proc/getOrganLoss(slot)
|
||||
return
|
||||
|
||||
/mob/living/proc/getStaminaLoss()
|
||||
|
||||
@@ -255,7 +255,7 @@
|
||||
H.Knockdown(20)
|
||||
else
|
||||
message_param = "<span class='userdanger'>bumps [user.p_their()] head on the ground</span> trying to motion towards %t."
|
||||
H.adjustBrainLoss(5)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5)
|
||||
..()
|
||||
|
||||
/datum/emote/living/pout
|
||||
|
||||
@@ -473,7 +473,6 @@
|
||||
setToxLoss(0, 0) //zero as second argument not automatically call updatehealth().
|
||||
setOxyLoss(0, 0)
|
||||
setCloneLoss(0, 0)
|
||||
setBrainLoss(0)
|
||||
setStaminaLoss(0, 0)
|
||||
SetUnconscious(0, FALSE)
|
||||
set_disgust(0)
|
||||
@@ -500,6 +499,11 @@
|
||||
QDEL_LIST_ASSOC_VAL(mood.mood_events)
|
||||
mood.sanity = SANITY_GREAT
|
||||
mood.update_mood()
|
||||
//Heal all organs
|
||||
if(internal_organs)
|
||||
for(var/organ in internal_organs)
|
||||
var/obj/item/organ/O = organ
|
||||
O.setOrganDamage(0)
|
||||
|
||||
|
||||
//proc called by revive(), to check if we can actually ressuscitate the mob (we don't want to revive him and have him instantly die again)
|
||||
|
||||
@@ -35,8 +35,8 @@
|
||||
/mob/living/silicon/setStaminaLoss(amount, updating_stamina = 1)
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/adjustBrainLoss(amount)
|
||||
/mob/living/silicon/adjustOrganLoss(slot, amount, maximum = 500)
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/setBrainLoss(amount)
|
||||
/mob/living/silicon/setOrganLoss(slot, amount)
|
||||
return FALSE
|
||||
|
||||
@@ -84,7 +84,7 @@
|
||||
/mob/living/silicon/pai/adjustStaminaLoss(amount)
|
||||
take_holo_damage(amount & 0.25)
|
||||
|
||||
/mob/living/silicon/pai/adjustBrainLoss(amount)
|
||||
/mob/living/silicon/pai/adjustOrganLoss(slot, amount, maximum = 500) //I kept this in, unlike tg
|
||||
Knockdown(amount * 0.2)
|
||||
|
||||
/mob/living/silicon/pai/getBruteLoss()
|
||||
@@ -102,18 +102,12 @@
|
||||
/mob/living/silicon/pai/getCloneLoss()
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/pai/getBrainLoss()
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/pai/getStaminaLoss()
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/pai/setCloneLoss()
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/pai/setBrainLoss()
|
||||
return FALSE
|
||||
|
||||
/mob/living/silicon/pai/setStaminaLoss()
|
||||
return FALSE
|
||||
|
||||
|
||||
@@ -75,7 +75,7 @@
|
||||
O.setOxyLoss(getOxyLoss(), 0)
|
||||
O.setCloneLoss(getCloneLoss(), 0)
|
||||
O.adjustFireLoss(getFireLoss(), 0)
|
||||
O.setBrainLoss(getBrainLoss(), 0)
|
||||
O.setBrainLoss(getOrganLoss(ORGAN_SLOT_BRAIN), 0)
|
||||
O.adjustStaminaLoss(getStaminaLoss(), 0)//CIT CHANGE - makes monkey transformations inherit stamina
|
||||
O.updatehealth()
|
||||
O.radiation = radiation
|
||||
@@ -236,7 +236,7 @@
|
||||
O.setOxyLoss(getOxyLoss(), 0)
|
||||
O.setCloneLoss(getCloneLoss(), 0)
|
||||
O.adjustFireLoss(getFireLoss(), 0)
|
||||
O.setBrainLoss(getBrainLoss(), 0)
|
||||
O.setBrainLoss(getOrganLoss(ORGAN_SLOT_BRAIN), 0)
|
||||
O.adjustStaminaLoss(getStaminaLoss(), 0)//CIT CHANGE - makes monkey transformations inherit stamina
|
||||
O.updatehealth()
|
||||
O.radiation = radiation
|
||||
|
||||
@@ -5,5 +5,5 @@
|
||||
. = ..()
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
M.adjustBrainLoss(20)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
|
||||
M.hallucination += 30
|
||||
|
||||
@@ -1389,7 +1389,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
/datum/reagent/consumable/ethanol/neurotoxin/on_mob_life(mob/living/carbon/M)
|
||||
M.set_drugginess(50)
|
||||
M.dizziness +=2
|
||||
M.adjustBrainLoss(1*REM, 150)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1*REM, 150)
|
||||
if(prob(20))
|
||||
M.adjustStaminaLoss(10)
|
||||
M.drop_all_held_items()
|
||||
@@ -1400,7 +1400,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
ADD_TRAIT(M, t, type)
|
||||
M.adjustStaminaLoss(10)
|
||||
if(current_cycle > 30)
|
||||
M.adjustBrainLoss(2*REM)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2*REM)
|
||||
if(current_cycle > 50 && prob(15))
|
||||
if(!M.undergoing_cardiac_arrest() && M.can_heartattack())
|
||||
M.set_heartattack(TRUE)
|
||||
|
||||
@@ -80,14 +80,14 @@
|
||||
. = 1
|
||||
|
||||
/datum/reagent/drug/crank/overdose_process(mob/living/M)
|
||||
M.adjustBrainLoss(2*REM)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2*REM)
|
||||
M.adjustToxLoss(2*REM, 0)
|
||||
M.adjustBruteLoss(2*REM, 0)
|
||||
..()
|
||||
. = 1
|
||||
|
||||
/datum/reagent/drug/crank/addiction_act_stage1(mob/living/M)
|
||||
M.adjustBrainLoss(5*REM)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5*REM)
|
||||
..()
|
||||
|
||||
/datum/reagent/drug/crank/addiction_act_stage2(mob/living/M)
|
||||
@@ -101,7 +101,7 @@
|
||||
. = 1
|
||||
|
||||
/datum/reagent/drug/crank/addiction_act_stage4(mob/living/M)
|
||||
M.adjustBrainLoss(3*REM)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3*REM)
|
||||
M.adjustToxLoss(5*REM, 0)
|
||||
M.adjustBruteLoss(5*REM, 0)
|
||||
..()
|
||||
@@ -125,13 +125,13 @@
|
||||
..()
|
||||
|
||||
/datum/reagent/drug/krokodil/overdose_process(mob/living/M)
|
||||
M.adjustBrainLoss(0.25*REM)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.25*REM)
|
||||
M.adjustToxLoss(0.25*REM, 0)
|
||||
..()
|
||||
. = 1
|
||||
|
||||
/datum/reagent/drug/krokodil/addiction_act_stage1(mob/living/M)
|
||||
M.adjustBrainLoss(2*REM)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2*REM)
|
||||
M.adjustToxLoss(2*REM, 0)
|
||||
..()
|
||||
. = 1
|
||||
@@ -192,7 +192,7 @@
|
||||
if(jitter)
|
||||
M.Jitter(2)
|
||||
if(brain_damage)
|
||||
M.adjustBrainLoss(rand(1,4))
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, rand(1,4))
|
||||
M.heal_overall_damage(2, 2)
|
||||
if(prob(5))
|
||||
M.emote(pick("twitch", "shiver"))
|
||||
@@ -210,7 +210,7 @@
|
||||
M.drop_all_held_items()
|
||||
..()
|
||||
M.adjustToxLoss(1, 0)
|
||||
M.adjustBrainLoss(pick(0.5, 0.6, 0.7, 0.8, 0.9, 1))
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, pick(0.5, 0.6, 0.7, 0.8, 0.9, 1))
|
||||
. = 1
|
||||
|
||||
/datum/reagent/drug/methamphetamine/addiction_act_stage1(mob/living/M)
|
||||
@@ -289,7 +289,7 @@
|
||||
if(prob(5))
|
||||
to_chat(M, "<span class='notice'>[high_message]</span>")
|
||||
M.adjustStaminaLoss(-5, 0)
|
||||
M.adjustBrainLoss(4)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 4)
|
||||
M.hallucination += 5
|
||||
if(M.canmove && !ismovableatom(M.loc))
|
||||
step(M, pick(GLOB.cardinals))
|
||||
@@ -314,7 +314,7 @@
|
||||
for(var/i = 0, i < 8, i++)
|
||||
step(M, pick(GLOB.cardinals))
|
||||
M.Jitter(5)
|
||||
M.adjustBrainLoss(10)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 10)
|
||||
if(prob(20))
|
||||
M.emote(pick("twitch","drool","moan"))
|
||||
..()
|
||||
@@ -326,7 +326,7 @@
|
||||
step(M, pick(GLOB.cardinals))
|
||||
M.Jitter(10)
|
||||
M.Dizzy(10)
|
||||
M.adjustBrainLoss(10)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 10)
|
||||
if(prob(30))
|
||||
M.emote(pick("twitch","drool","moan"))
|
||||
..()
|
||||
@@ -338,7 +338,7 @@
|
||||
step(M, pick(GLOB.cardinals))
|
||||
M.Jitter(15)
|
||||
M.Dizzy(15)
|
||||
M.adjustBrainLoss(10)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 10)
|
||||
if(prob(40))
|
||||
M.emote(pick("twitch","drool","moan"))
|
||||
..()
|
||||
@@ -351,7 +351,7 @@
|
||||
M.Jitter(50)
|
||||
M.Dizzy(50)
|
||||
M.adjustToxLoss(5, 0)
|
||||
M.adjustBrainLoss(10)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 10)
|
||||
if(prob(50))
|
||||
M.emote(pick("twitch","drool","moan"))
|
||||
..()
|
||||
@@ -401,7 +401,7 @@
|
||||
M.jitteriness = 0
|
||||
M.confused = 0
|
||||
M.disgust = 0
|
||||
M.adjustBrainLoss(0.2)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.2)
|
||||
..()
|
||||
. = 1
|
||||
|
||||
@@ -418,7 +418,7 @@
|
||||
if(3)
|
||||
M.emote("frown")
|
||||
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "happiness_drug", /datum/mood_event/happiness_drug_bad_od)
|
||||
M.adjustBrainLoss(0.5)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.5)
|
||||
..()
|
||||
. = 1
|
||||
|
||||
@@ -490,7 +490,7 @@
|
||||
H.dna.species.punchdamagehigh *= 0.2
|
||||
|
||||
/datum/reagent/drug/skooma/on_mob_life(mob/living/carbon/M)
|
||||
M.adjustBrainLoss(1*REM)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1*REM)
|
||||
M.adjustToxLoss(1*REM)
|
||||
if(prob(10))
|
||||
M.adjust_blurriness(2)
|
||||
@@ -522,7 +522,7 @@
|
||||
M.Dizzy(50)
|
||||
M.adjust_blurriness(10)
|
||||
if(prob(50)) //This proc will be called about 200 times and the adjustbrainloss() below only has to be called 40 times to kill. This will make surviving skooma addiction pretty rare without mannitol usage.
|
||||
M.adjustBrainLoss(5)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5)
|
||||
if(prob(40))
|
||||
M.emote(pick("twitch","drool","moan"))
|
||||
..()
|
||||
|
||||
@@ -684,7 +684,7 @@
|
||||
. = 1
|
||||
if(prob(20))
|
||||
M.losebreath += 4
|
||||
M.adjustBrainLoss(2*REM, 150)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2*REM, 150)
|
||||
M.adjustToxLoss(3*REM,0)
|
||||
M.adjustStaminaLoss(10*REM,0)
|
||||
M.blur_eyes(5)
|
||||
|
||||
@@ -64,6 +64,10 @@
|
||||
if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
|
||||
M.blood_volume = (BLOOD_VOLUME_NORMAL*M.blood_ratio)
|
||||
|
||||
for(var/organ in M.internal_organs)
|
||||
var/obj/item/organ/O = organ
|
||||
O.setOrganDamage(0)
|
||||
|
||||
for(var/thing in M.diseases)
|
||||
var/datum/disease/D = thing
|
||||
if(D.severity == DISEASE_SEVERITY_POSITIVE)
|
||||
@@ -852,10 +856,16 @@
|
||||
if(M.notify_ghost_cloning(source = M))
|
||||
spawn (100) //so the ghost has time to re-enter
|
||||
return
|
||||
|
||||
else
|
||||
M.adjustOxyLoss(-20, 0)
|
||||
M.adjustToxLoss(-20, 0)
|
||||
var/mob/living/carbon/H = M
|
||||
for(var/organ in H.internal_organs)
|
||||
var/obj/item/organ/O = organ
|
||||
O.setOrganDamage(0)
|
||||
M.updatehealth()
|
||||
|
||||
if(M.revive())
|
||||
M.emote("gasp")
|
||||
log_combat(M, M, "revived", src)
|
||||
@@ -875,7 +885,7 @@
|
||||
pH = 10.4
|
||||
|
||||
/datum/reagent/medicine/mannitol/on_mob_life(mob/living/carbon/C)
|
||||
C.adjustBrainLoss(-2*REM)
|
||||
C.adjustOrganLoss(ORGAN_SLOT_BRAIN, -2*REM)
|
||||
if(prob(10))
|
||||
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_BASIC)
|
||||
..()
|
||||
@@ -1130,7 +1140,7 @@
|
||||
M.adjustFireLoss(-5*REM, 0)
|
||||
M.adjustOxyLoss(-15, 0)
|
||||
M.adjustToxLoss(-5*REM, 0)
|
||||
M.adjustBrainLoss(-15*REM)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, -15*REM)
|
||||
M.adjustCloneLoss(-3*REM, 0)
|
||||
M.adjustStaminaLoss(-20*REM,0)
|
||||
..()
|
||||
@@ -1175,7 +1185,7 @@
|
||||
M.adjustFireLoss(-3 * REM, 0)
|
||||
M.adjustOxyLoss(-15 * REM, 0)
|
||||
M.adjustToxLoss(-3 * REM, 0, TRUE) //Heals TOXINLOVERS
|
||||
M.adjustBrainLoss(2 * REM, 150) //This does, after all, come from ambrosia, and the most powerful ambrosia in existence, at that!
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2 * REM, 150) //This does, after all, come from ambrosia, and the most powerful ambrosia in existence, at that!
|
||||
M.adjustCloneLoss(-1 * REM, 0)
|
||||
M.adjustStaminaLoss(-13 * REM, 0)
|
||||
M.jitteriness = min(max(0, M.jitteriness + 3), 30)
|
||||
@@ -1207,7 +1217,7 @@
|
||||
if (M.hallucination >= 5)
|
||||
M.hallucination -= 5
|
||||
if(prob(20))
|
||||
M.adjustBrainLoss(1*REM, 50)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1*REM, 50)
|
||||
M.adjustStaminaLoss(2.5*REM, 0)
|
||||
..()
|
||||
return TRUE
|
||||
|
||||
@@ -296,7 +296,7 @@
|
||||
if(ishuman(M) && M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
|
||||
M.blood_volume += 3
|
||||
else // Will deal about 90 damage when 50 units are thrown
|
||||
M.adjustBrainLoss(3, 150)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
|
||||
M.adjustToxLoss(2, 0)
|
||||
M.adjustFireLoss(2, 0)
|
||||
M.adjustOxyLoss(2, 0)
|
||||
@@ -315,7 +315,7 @@
|
||||
M.IgniteMob() //Only problem with igniting people is currently the commonly availible fire suits make you immune to being on fire
|
||||
M.adjustToxLoss(1, 0)
|
||||
M.adjustFireLoss(1, 0) //Hence the other damages... ain't I a bastard?
|
||||
M.adjustBrainLoss(5, 150)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5, 150)
|
||||
holder.remove_reagent(id, 1)
|
||||
pH = 0.1
|
||||
|
||||
@@ -805,7 +805,7 @@
|
||||
step(M, pick(GLOB.cardinals))
|
||||
if(prob(5))
|
||||
M.emote(pick("twitch","drool","moan"))
|
||||
M.adjustBrainLoss(1)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1)
|
||||
..()
|
||||
|
||||
/datum/reagent/sulfur
|
||||
@@ -1172,7 +1172,7 @@
|
||||
/datum/reagent/impedrezene/on_mob_life(mob/living/carbon/M)
|
||||
M.jitteriness = max(M.jitteriness-5,0)
|
||||
if(prob(80))
|
||||
M.adjustBrainLoss(2*REM)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2*REM)
|
||||
if(prob(50))
|
||||
M.drowsyness = max(M.drowsyness, 3)
|
||||
if(prob(10))
|
||||
|
||||
@@ -490,7 +490,7 @@
|
||||
toxpwr = 0
|
||||
|
||||
/datum/reagent/toxin/fentanyl/on_mob_life(mob/living/carbon/M)
|
||||
M.adjustBrainLoss(3*REM, 150)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3*REM, 150)
|
||||
if(M.toxloss <= 60)
|
||||
M.adjustToxLoss(1*REM, 0)
|
||||
if(current_cycle >= 18)
|
||||
|
||||
@@ -74,12 +74,12 @@
|
||||
var/mob/living/carbon/C = host_mob
|
||||
if(length(C.get_traumas()))
|
||||
return ..()
|
||||
if(host_mob.getBrainLoss())
|
||||
if(host_mob.getOrganLoss(ORGAN_SLOT_BRAIN))
|
||||
return ..()
|
||||
return FALSE
|
||||
|
||||
/datum/nanite_program/brain_heal/active_effect()
|
||||
host_mob.adjustBrainLoss(-1, TRUE)
|
||||
host_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1, TRUE)
|
||||
if(iscarbon(host_mob) && prob(10))
|
||||
var/mob/living/carbon/C = host_mob
|
||||
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_BASIC)
|
||||
@@ -195,12 +195,12 @@
|
||||
var/mob/living/carbon/C = host_mob
|
||||
if(length(C.get_traumas()))
|
||||
return ..()
|
||||
if(host_mob.getBrainLoss())
|
||||
if(host_mob.getOrganLoss(ORGAN_SLOT_BRAIN))
|
||||
return ..()
|
||||
return FALSE
|
||||
|
||||
/datum/nanite_program/brain_heal_advanced/active_effect()
|
||||
host_mob.adjustBrainLoss(-2, TRUE)
|
||||
host_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, -2, TRUE)
|
||||
if(iscarbon(host_mob) && prob(10))
|
||||
var/mob/living/carbon/C = host_mob
|
||||
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_LOBOTOMY)
|
||||
@@ -232,7 +232,7 @@
|
||||
if(!C.getorgan(/obj/item/organ/heart)) //what are we even shocking
|
||||
return FALSE
|
||||
var/obj/item/organ/brain/BR = C.getorgan(/obj/item/organ/brain)
|
||||
if(QDELETED(BR) || BR.damaged_brain)
|
||||
if(QDELETED(BR) || BR.brain_death || (BR.organ_flags & ORGAN_FAILING) || BR.suicided)
|
||||
return FALSE
|
||||
if(C.get_ghost())
|
||||
return FALSE
|
||||
@@ -252,7 +252,7 @@
|
||||
SEND_SIGNAL(C, COMSIG_LIVING_MINOR_SHOCK)
|
||||
var/tplus = world.time - C.timeofdeath
|
||||
if(tplus > 600)
|
||||
C.adjustBrainLoss( max(0, ((1800 - tplus) / 1800 * 150)), 150)
|
||||
C.adjustOrganLoss(ORGAN_SLOT_BRAIN, max(0, ((1800 - tplus) / 1800 * 150)), 150)
|
||||
log_game("[C] has been successfully defibrillated by nanites.")
|
||||
else
|
||||
playsound(C, 'sound/machines/defib_failed.ogg', 50, 0)
|
||||
|
||||
@@ -59,7 +59,7 @@
|
||||
/datum/nanite_program/brain_decay/active_effect()
|
||||
if(prob(4))
|
||||
host_mob.hallucination = min(15, host_mob.hallucination)
|
||||
host_mob.adjustBrainLoss(1)
|
||||
host_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1)
|
||||
|
||||
//Generic brain-affecting programs can also decay into this
|
||||
/datum/nanite_program/brain_misfire
|
||||
|
||||
@@ -119,7 +119,7 @@ Consuming extracts:
|
||||
M.adjustToxLoss(-5, forced=1) //To heal slimepeople.
|
||||
M.adjustOxyLoss(-5)
|
||||
M.adjustCloneLoss(-5)
|
||||
M.adjustBrainLoss(-5)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, -5)
|
||||
|
||||
/obj/item/slimecross/consuming/blue
|
||||
colour = "blue"
|
||||
|
||||
@@ -56,7 +56,7 @@
|
||||
display_results(user, target, "<span class='warning'>You screw up, bruising the brain tissue!</span>",
|
||||
"<span class='warning'>[user] screws up, causing brain damage!</span>",
|
||||
"[user] completes the surgery on [target]'s brain.")
|
||||
target.adjustBrainLoss(40)
|
||||
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 40)
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
|
||||
return FALSE
|
||||
|
||||
@@ -51,11 +51,12 @@
|
||||
return TRUE
|
||||
|
||||
/datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
if(target.getorganslot(ORGAN_SLOT_BRAIN))
|
||||
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
|
||||
if(B)
|
||||
display_results(user, target, "<span class='warning'>You remove the wrong part, causing more damage!</span>",
|
||||
"[user] successfully lobotomizes [target]!",
|
||||
"[user] completes the surgery on [target]'s brain.")
|
||||
target.adjustBrainLoss(80)
|
||||
B.applyOrganDamage(80)
|
||||
switch(rand(1,3))
|
||||
if(1)
|
||||
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
|
||||
|
||||
@@ -63,7 +63,7 @@
|
||||
user.visible_message("...[target] wakes up, alive and aware!", "<span class='notice'><b>IT'S ALIVE!</b></span>")
|
||||
target.visible_message("...[target] wakes up, alive and aware!")
|
||||
target.emote("gasp")
|
||||
target.adjustBrainLoss(50, 199) //MAD SCIENCE
|
||||
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) //MAD SCIENCE
|
||||
return TRUE
|
||||
else
|
||||
user.visible_message("...[target.p_they()] convulses, then lies still.")
|
||||
@@ -75,5 +75,5 @@
|
||||
"[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react.",
|
||||
"[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react.")
|
||||
playsound(get_turf(target), 'sound/magic/lightningbolt.ogg', 50, 1)
|
||||
target.adjustBrainLoss(15, 199)
|
||||
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 199)
|
||||
return FALSE
|
||||
|
||||
@@ -31,7 +31,7 @@
|
||||
"[user] completes the surgery on [target]'s brain.")
|
||||
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
|
||||
target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
|
||||
target.adjustBrainLoss(-60)
|
||||
target.setOrganLoss(ORGAN_SLOT_BRAIN, target.getOrganLoss(ORGAN_SLOT_BRAIN) - 60) //we set damage in this case in order to clear the "failing" flag
|
||||
target.cure_all_traumas(TRAUMA_RESILIENCE_SURGERY)
|
||||
return TRUE
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
display_results(user, target, "<span class='warning'>You screw up, causing more damage!</span>",
|
||||
"<span class='warning'>[user] screws up, causing brain damage!</span>",
|
||||
"[user] completes the surgery on [target]'s brain.")
|
||||
target.adjustBrainLoss(60)
|
||||
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 60)
|
||||
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
|
||||
|
||||
@@ -0,0 +1,77 @@
|
||||
/datum/surgery/coronary_bypass
|
||||
name = "Coronary Bypass"
|
||||
steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
|
||||
/datum/surgery_step/incise_heart, /datum/surgery_step/coronary_bypass, /datum/surgery_step/close)
|
||||
possible_locs = list(BODY_ZONE_CHEST)
|
||||
|
||||
/datum/surgery/coronary_bypass/can_start(mob/user, mob/living/carbon/target)
|
||||
var/obj/item/organ/heart/H = target.getorganslot(ORGAN_SLOT_HEART)
|
||||
if(H)
|
||||
if(H.damage > 60 && !H.operated)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
|
||||
//an incision but with greater bleed, and a 90% base success chance
|
||||
/datum/surgery_step/incise_heart
|
||||
name = "incise heart"
|
||||
implements = list(/obj/item/scalpel = 90, /obj/item/melee/transforming/energy/sword = 45, /obj/item/kitchen/knife = 45,
|
||||
/obj/item/shard = 25)
|
||||
time = 16
|
||||
|
||||
/datum/surgery_step/incise_heart/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
display_results(user, target, "<span class='notice'>You begin to make an incision in [target]'s heart...</span>",
|
||||
"[user] begins to make an incision in [target]'s heart.",
|
||||
"[user] begins to make an incision in [target]'s heart.")
|
||||
|
||||
/datum/surgery_step/incise_heart/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
if (!(NOBLOOD in H.dna.species.species_traits))
|
||||
display_results(user, target, "<span class='notice'>Blood pools around the incision in [H]'s heart.</span>",
|
||||
"Blood pools around the incision in [H]'s heart.",
|
||||
"")
|
||||
H.bleed_rate += 10
|
||||
H.adjustBruteLoss(10)
|
||||
return TRUE
|
||||
|
||||
/datum/surgery_step/incise_heart/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
display_results(user, target, "<span class='warning'>You screw up, cutting too deeply into the heart!</span>",
|
||||
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest!</span>",
|
||||
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest!</span>")
|
||||
H.bleed_rate += 20
|
||||
H.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
|
||||
H.adjustBruteLoss(10)
|
||||
|
||||
//grafts a coronary bypass onto the individual's heart, success chance is 90% base again
|
||||
/datum/surgery_step/coronary_bypass
|
||||
name = "graft coronary bypass"
|
||||
implements = list(/obj/item/hemostat = 90, TOOL_WIRECUTTER = 35, /obj/item/stack/packageWrap = 15, /obj/item/stack/cable_coil = 5)
|
||||
time = 90
|
||||
|
||||
/datum/surgery_step/coronary_bypass/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
display_results(user, target, "<span class='notice'>You begin to graft a bypass onto [target]'s heart...</span>",
|
||||
"[user] begins to graft something onto [target]'s heart!",
|
||||
"[user] begins to graft something onto [target]'s heart!")
|
||||
|
||||
/datum/surgery_step/coronary_bypass/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
target.setOrganLoss(ORGAN_SLOT_HEART, 60)
|
||||
var/obj/item/organ/heart/heart = target.getorganslot(ORGAN_SLOT_HEART)
|
||||
if(heart) //slightly worrying if we lost our heart mid-operation, but that's life
|
||||
heart.operated = TRUE
|
||||
display_results(user, target, "<span class='notice'>You successfully graft a bypass onto [target]'s heart.</span>",
|
||||
"[user] finishes grafting something onto [target]'s heart.",
|
||||
"[user] finishes grafting something onto [target]'s heart.")
|
||||
return TRUE
|
||||
|
||||
/datum/surgery_step/coronary_bypass/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
display_results(user, target, "<span class='warning'>You screw up in attaching the graft, and it tears off, tearing part of the heart!</span>",
|
||||
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest profusely!</span>",
|
||||
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest profusely!</span>")
|
||||
H.adjustOrganLoss(ORGAN_SLOT_HEART, 20)
|
||||
H.bleed_rate += 30
|
||||
return FALSE
|
||||
@@ -37,7 +37,7 @@
|
||||
display_results(user, target, "<span class='warning'>You accidentally stab [target] right in the brain!</span>",
|
||||
"<span class='warning'>[user] accidentally stabs [target] right in the brain!</span>",
|
||||
"<span class='warning'>[user] accidentally stabs [target] right in the brain!</span>")
|
||||
target.adjustBrainLoss(70)
|
||||
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 70)
|
||||
else
|
||||
display_results(user, target, "<span class='warning'>You accidentally stab [target] right in the brain! Or would have, if [target] had a brain.</span>",
|
||||
"<span class='warning'>[user] accidentally stabs [target] right in the brain! Or would have, if [target] had a brain.</span>",
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
/datum/surgery/lobectomy
|
||||
name = "Lobectomy" //not to be confused with lobotomy
|
||||
steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
|
||||
/datum/surgery_step/lobectomy, /datum/surgery_step/close)
|
||||
possible_locs = list(BODY_ZONE_CHEST)
|
||||
|
||||
/datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target)
|
||||
var/obj/item/organ/lungs/L = target.getorganslot(ORGAN_SLOT_LUNGS)
|
||||
if(L)
|
||||
if(L.damage > 60 && !L.operated)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
|
||||
//lobectomy, removes the most damaged lung lobe with a 95% base success chance
|
||||
/datum/surgery_step/lobectomy
|
||||
name = "excise damaged lung node"
|
||||
implements = list(/obj/item/scalpel = 95, /obj/item/melee/transforming/energy/sword = 65, /obj/item/kitchen/knife = 45,
|
||||
/obj/item/shard = 35)
|
||||
time = 42
|
||||
|
||||
/datum/surgery_step/lobectomy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
display_results(user, target, "<span class='notice'>You begin to make an incision in [target]'s lungs...</span>",
|
||||
"[user] begins to make an incision in [target].",
|
||||
"[user] begins to make an incision in [target].")
|
||||
|
||||
/datum/surgery_step/lobectomy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
var/obj/item/organ/lungs/L = H.getorganslot(ORGAN_SLOT_LUNGS)
|
||||
L.operated = TRUE
|
||||
H.setOrganLoss(ORGAN_SLOT_LUNGS, 60)
|
||||
display_results(user, target, "<span class='notice'>You successfully excise [H]'s most damaged lobe.</span>",
|
||||
"Successfully removes a piece of [H]'s lungs.",
|
||||
"")
|
||||
return TRUE
|
||||
|
||||
/datum/surgery_step/lobectomy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
display_results(user, target, "<span class='warning'>You screw up, failing to excise [H]'s damaged lobe!</span>",
|
||||
"<span class='warning'>[user] screws up!</span>",
|
||||
"<span class='warning'>[user] screws up!</span>")
|
||||
H.losebreath += 4
|
||||
H.adjustOrganLoss(ORGAN_SLOT_LUNGS, 10)
|
||||
return FALSE
|
||||
@@ -3,7 +3,21 @@
|
||||
icon_state = "appendix"
|
||||
zone = BODY_ZONE_PRECISE_GROIN
|
||||
slot = ORGAN_SLOT_APPENDIX
|
||||
var/inflamed = 0
|
||||
healing_factor = STANDARD_ORGAN_HEALING
|
||||
decay_factor = STANDARD_ORGAN_DECAY
|
||||
|
||||
now_failing = "<span class='warning'>An explosion of pain erupts in your lower right abdomen!</span>"
|
||||
now_fixed = "<span class='info'>The pain in your abdomen has subsided.</span>"
|
||||
|
||||
var/inflamed
|
||||
|
||||
/obj/item/organ/appendix/on_life()
|
||||
..()
|
||||
if(!(organ_flags & ORGAN_FAILING))
|
||||
return
|
||||
var/mob/living/carbon/M = owner
|
||||
if(M)
|
||||
M.adjustToxLoss(4, TRUE, TRUE) //forced to ensure people don't use it to gain tox as slime person
|
||||
|
||||
/obj/item/organ/appendix/update_icon()
|
||||
if(inflamed)
|
||||
@@ -16,7 +30,7 @@
|
||||
/obj/item/organ/appendix/Remove(mob/living/carbon/M, special = 0)
|
||||
for(var/datum/disease/appendicitis/A in M.diseases)
|
||||
A.cure()
|
||||
inflamed = 1
|
||||
inflamed = TRUE
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
|
||||
@@ -121,7 +121,7 @@
|
||||
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
|
||||
|
||||
/obj/item/organ/cyberimp/arm/ui_action_click()
|
||||
if(crit_fail || (!holder && !contents.len))
|
||||
if(crit_fail || (organ_flags & ORGAN_FAILING) || (!holder && !contents.len))
|
||||
to_chat(owner, "<span class='warning'>The implant doesn't respond. It seems to be broken...</span>")
|
||||
return
|
||||
|
||||
@@ -145,7 +145,7 @@
|
||||
. = ..()
|
||||
if(. & EMP_PROTECT_SELF)
|
||||
return
|
||||
if(prob(30/severity) && owner && !crit_fail)
|
||||
if(prob(30/severity) && owner && !(organ_flags & ORGAN_FAILING))
|
||||
Retract()
|
||||
owner.visible_message("<span class='danger'>A loud bang comes from [owner]\'s [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm!</span>")
|
||||
playsound(get_turf(owner), 'sound/weapons/flashbang.ogg', 100, 1)
|
||||
@@ -154,6 +154,7 @@
|
||||
owner.IgniteMob()
|
||||
owner.adjustFireLoss(25)
|
||||
crit_fail = 1
|
||||
organ_flags |= ORGAN_FAILING
|
||||
|
||||
|
||||
/obj/item/organ/cyberimp/arm/gun/laser
|
||||
|
||||
@@ -144,7 +144,7 @@
|
||||
|
||||
/obj/item/organ/cyberimp/chest/thrusters/proc/toggle(silent = FALSE)
|
||||
if(!on)
|
||||
if(crit_fail)
|
||||
if(crit_fail || (organ_flags & ORGAN_FAILING))
|
||||
if(!silent)
|
||||
to_chat(owner, "<span class='warning'>Your thrusters set seems to be broken!</span>")
|
||||
return 0
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
name = "cybernetic implant"
|
||||
desc = "A state-of-the-art implant that improves a baseline's functionality."
|
||||
status = ORGAN_ROBOTIC
|
||||
organ_flags = ORGAN_SYNTHETIC
|
||||
var/implant_color = "#FFFFFF"
|
||||
var/implant_overlay
|
||||
var/syndicate_implant = FALSE //Makes the implant invisible to health analyzers and medical HUDs.
|
||||
@@ -102,7 +103,7 @@
|
||||
|
||||
/obj/item/organ/cyberimp/brain/anti_stun/on_life()
|
||||
..()
|
||||
if(crit_fail)
|
||||
if((crit_fail || !(organ_flags & ORGAN_FAILING)) && amount > 0)
|
||||
return
|
||||
owner.adjustStaminaLoss(-3.5) //Citadel edit, makes it more useful in Stamina based combat
|
||||
if(owner.AmountStun() > STUN_SET_AMOUNT)
|
||||
@@ -112,13 +113,15 @@
|
||||
|
||||
/obj/item/organ/cyberimp/brain/anti_stun/emp_act(severity)
|
||||
. = ..()
|
||||
if(crit_fail || . & EMP_PROTECT_SELF)
|
||||
if(crit_fail || (organ_flags & ORGAN_FAILING) || . & EMP_PROTECT_SELF)
|
||||
return
|
||||
crit_fail = TRUE
|
||||
organ_flags |= ORGAN_FAILING
|
||||
addtimer(CALLBACK(src, .proc/reboot), 90 / severity)
|
||||
|
||||
/obj/item/organ/cyberimp/brain/anti_stun/proc/reboot()
|
||||
crit_fail = FALSE
|
||||
organ_flags &= ~ORGAN_FAILING
|
||||
|
||||
|
||||
//[[[[MOUTH]]]]
|
||||
|
||||
@@ -6,6 +6,14 @@
|
||||
slot = ORGAN_SLOT_EARS
|
||||
gender = PLURAL
|
||||
|
||||
healing_factor = STANDARD_ORGAN_HEALING
|
||||
decay_factor = STANDARD_ORGAN_DECAY
|
||||
|
||||
low_threshold_passed = "<span class='info'>Your ears begin to resonate with an internal ring sometimes.</span>"
|
||||
now_failing = "<span class='warning'>You are unable to hear at all!</span>"
|
||||
now_fixed = "<span class='info'>Noise slowly begins filling your ears once more.</span>"
|
||||
low_threshold_cleared = "<span class='info'>The ringing in your ears has died down.</span>"
|
||||
|
||||
// `deaf` measures "ticks" of deafness. While > 0, the person is unable
|
||||
// to hear anything.
|
||||
var/deaf = 0
|
||||
|
||||
@@ -289,7 +289,7 @@
|
||||
H.hallucination += 10
|
||||
H.reagents.add_reagent("bz_metabolites",5)
|
||||
if(prob(33))
|
||||
H.adjustBrainLoss(3, 150)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
|
||||
|
||||
else if(bz_pp > 0.01)
|
||||
H.hallucination += 5
|
||||
|
||||
@@ -991,7 +991,7 @@
|
||||
if (HAS_TRAIT(H, TRAIT_DEAF))//How the heck you managed to get here I have no idea, but just in case!
|
||||
speaktrigger += "I can barely hear you! "
|
||||
//And the brain damage. And the brain damage. And the brain damage. And the brain damage. And the brain damage.
|
||||
switch(H.getBrainLoss())
|
||||
switch(H.getOrganLoss(ORGAN_SLOT_BRAIN))
|
||||
if(20 to 40)
|
||||
speaktrigger += "I have a mild head ache, "
|
||||
if(40 to 80)
|
||||
|
||||
@@ -75,7 +75,7 @@
|
||||
H.adjustStaminaLoss(40)
|
||||
var/head_slot = H.get_item_by_slot(SLOT_HEAD)
|
||||
if(!head_slot || !(istype(head_slot,/obj/item/clothing/head/helmet) || istype(head_slot,/obj/item/clothing/head/hardhat)))
|
||||
H.adjustBrainLoss(3)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3)
|
||||
H.updatehealth()
|
||||
visible_message("<span class='danger'>[src] crashes into [A], sending [H] flying!</span>")
|
||||
playsound(src, 'sound/effects/bang.ogg', 50, 1)
|
||||
@@ -201,7 +201,7 @@
|
||||
H.adjustStaminaLoss(10)
|
||||
var/head_slot = H.get_item_by_slot(SLOT_HEAD)
|
||||
if(!head_slot || !(istype(head_slot,/obj/item/clothing/head/helmet) || istype(head_slot,/obj/item/clothing/head/hardhat)))
|
||||
H.adjustBrainLoss(1)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1)
|
||||
H.updatehealth()
|
||||
visible_message("<span class='danger'>[src] crashes into [A], sending [H] flying!</span>")
|
||||
playsound(src, 'sound/effects/bang.ogg', 50, 1)
|
||||
|
||||
@@ -73,5 +73,5 @@
|
||||
user.adjustFireLoss(-hp_gained, 0)
|
||||
user.adjustCloneLoss(-hp_gained, 0)
|
||||
user.updatehealth()
|
||||
user.adjustBrainLoss(-hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
|
||||
user.adjustOrganLoss(ORGAN_SLOT_BRAIN, -hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
|
||||
user.nutrition = min(user.nutrition + hp_gained, NUTRITION_LEVEL_FULL)
|
||||
|
||||
@@ -334,7 +334,7 @@
|
||||
if(owner.client?.prefs.lewdchem && !customEcho)
|
||||
to_chat(owner, "<span class='love'><i>[pick("I belong to [enthrallGender].", "[enthrallGender] knows whats best for me.", "Obedence is pleasure.", "I exist to serve [enthrallGender].", "[enthrallGender] is so dominant, it feels right to obey them.")].</i></span>")
|
||||
if (4) //mindbroken
|
||||
if (mental_capacity >= 499 && (owner.getBrainLoss() <=0 || HAS_TRAIT(M, TRAIT_MINDSHIELD)) && !owner.reagents.has_reagent("MKUltra"))
|
||||
if (mental_capacity >= 499 && (owner.getOrganLoss(ORGAN_SLOT_BRAIN) <=0 || HAS_TRAIT(M, TRAIT_MINDSHIELD)) && !owner.reagents.has_reagent("MKUltra"))
|
||||
phase = 2
|
||||
mental_capacity = 500
|
||||
customTriggers = list()
|
||||
@@ -373,8 +373,8 @@
|
||||
M.hallucination = max(0, M.hallucination - 5)
|
||||
M.stuttering = max(0, M.stuttering - 5)
|
||||
M.jitteriness = max(0, M.jitteriness - 5)
|
||||
if(owner.getBrainLoss() >=20)
|
||||
owner.adjustBrainLoss(-0.2)
|
||||
if(owner.getOrganLoss(ORGAN_SLOT_BRAIN) >=20)
|
||||
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, -0.2)
|
||||
if(withdrawal == TRUE)
|
||||
REMOVE_TRAIT(owner, TRAIT_PACIFISM, "MKUltra")
|
||||
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "EnthMissing1")
|
||||
@@ -395,7 +395,7 @@
|
||||
if(prob(5))
|
||||
to_chat(owner, "<span class='notice'><i>You're starting to miss [(owner.client?.prefs.lewdchem?"your [enthrallGender]":"[master]")].</i></span>")
|
||||
if(prob(5))
|
||||
owner.adjustBrainLoss(0.1)
|
||||
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.1)
|
||||
to_chat(owner, "<i>[(owner.client?.prefs.lewdchem?"[enthrallGender]":"[master]")] will surely be back soon</i>") //denial
|
||||
if(36)
|
||||
var/message = "[(owner.client?.prefs.lewdchem?"I feel empty when [enthrallGender]'s not around..":"I miss [master]'s presence")]"
|
||||
@@ -403,11 +403,11 @@
|
||||
if(37 to 65)//barganing
|
||||
if(prob(10))
|
||||
to_chat(owner, "<i>They are coming back, right...?</i>")
|
||||
owner.adjustBrainLoss(0.5)
|
||||
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.5)
|
||||
if(prob(10))
|
||||
if(owner.client?.prefs.lewdchem)
|
||||
to_chat(owner, "<i>I just need to be a good pet for [enthrallGender], they'll surely return if I'm a good pet.</i>")
|
||||
owner.adjustBrainLoss(-1.5)
|
||||
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1.5)
|
||||
if(66)
|
||||
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "EnthMissing1")
|
||||
var/message = "[(owner.client?.prefs.lewdchem?"I feel so lost in this complicated world without [enthrallGender]..":"I have to return to [master]!")]"
|
||||
@@ -452,7 +452,7 @@
|
||||
to_chat(owner, "<span class='warning'><i>You're unable to hold back your tears, suddenly sobbing as the desire to see your [enthrallGender] oncemore overwhelms you.</i></span>")
|
||||
else
|
||||
to_chat(owner, "<span class='warning'><i>You are overwheled with withdrawl from [master].</i></span>")
|
||||
owner.adjustBrainLoss(1)
|
||||
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1)
|
||||
owner.stuttering += 35
|
||||
owner.jitteriness += 35
|
||||
if(prob(10))//2% chance
|
||||
@@ -468,14 +468,14 @@
|
||||
if(140 to INFINITY) //acceptance
|
||||
if(prob(15))
|
||||
deltaResist += 5
|
||||
owner.adjustBrainLoss(-1)
|
||||
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1)
|
||||
if(prob(20))
|
||||
if(owner.client?.prefs.lewdchem)
|
||||
to_chat(owner, "<i><span class='small green'>Maybe you'll be okay without your [enthrallGender].</i></span>")
|
||||
else
|
||||
to_chat(owner, "<i><span class='small green'>You feel your mental functions slowly begin to return.</i></span>")
|
||||
if(prob(5))
|
||||
owner.adjustBrainLoss(1)
|
||||
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1)
|
||||
M.hallucination += 30
|
||||
|
||||
withdrawalTick += 0.5//Enough to leave you with a major brain trauma, but not kill you.
|
||||
|
||||
@@ -295,7 +295,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
|
||||
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Thralls mindbroken")
|
||||
|
||||
/datum/reagent/fermi/enthrall/overdose_process(mob/living/carbon/M)
|
||||
M.adjustBrainLoss(0.2)//should be ~30 in total
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.2)//should be ~30 in total
|
||||
..()
|
||||
|
||||
//Creates a gas cloud when the reaction blows up, causing everyone in it to fall in love with someone/something while it's in their system.
|
||||
@@ -342,7 +342,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
|
||||
M.Stun(10)
|
||||
M.emote("whimper")//does this exist?
|
||||
to_chat(M, "[(M.client?.prefs.lewdchem?"<span class='love'>":"<span class='warning'>")] You're overcome with a desire to see [love].</span>")
|
||||
M.adjustBrainLoss(0.5)//I found out why everyone was so damaged!
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.5)//I found out why everyone was so damaged!
|
||||
..()
|
||||
|
||||
/datum/reagent/fermi/enthrallExplo/on_mob_delete(mob/living/carbon/M)
|
||||
|
||||
@@ -138,16 +138,16 @@
|
||||
|
||||
/datum/reagent/drug/aphrodisiacplus/addiction_act_stage2(mob/living/M)
|
||||
if(prob(30))
|
||||
M.adjustBrainLoss(2)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2)
|
||||
..()
|
||||
/datum/reagent/drug/aphrodisiacplus/addiction_act_stage3(mob/living/M)
|
||||
if(prob(30))
|
||||
M.adjustBrainLoss(3)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3)
|
||||
|
||||
..()
|
||||
/datum/reagent/drug/aphrodisiacplus/addiction_act_stage4(mob/living/M)
|
||||
if(prob(30))
|
||||
M.adjustBrainLoss(4)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 4)
|
||||
..()
|
||||
|
||||
/datum/reagent/drug/aphrodisiacplus/overdose_process(mob/living/M)
|
||||
|
||||
@@ -84,7 +84,7 @@
|
||||
return
|
||||
|
||||
/datum/reagent/medicine/sizeoxadone/overdose_process(mob/living/M)
|
||||
M.adjustBrainLoss(1)
|
||||
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1)
|
||||
M.adjustToxLoss(1)
|
||||
..()
|
||||
. = 1
|
||||
|
||||
Reference in New Issue
Block a user