Braining/debraining fixes
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@@ -74,6 +74,11 @@
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if(ishuman(C))
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var/datum/changelingprofile/prof = mind.changeling.add_new_profile(C, src)
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mind.changeling.first_prof = prof
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var/obj/item/organ/brain/B = C.getorganslot("brain")
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if(B)
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B.vital = FALSE
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B.decoy_override = TRUE
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return 1
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/datum/changeling/proc/reset()
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@@ -27,6 +27,9 @@
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C.emote("scream")
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C.regenerate_limbs(1)
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C.regenerate_organs()
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if(!user.getorganslot("brain"))
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var/obj/item/organ/brain/changeling_brain/B = new()
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B.Insert(C)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.restore_blood()
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@@ -172,6 +172,11 @@
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var/mob/living/carbon/human/H = new /mob/living/carbon/human(src)
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if(clonemind.changeling)
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var/obj/item/organ/brain/B = H.getorganslot("brain")
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B.vital = FALSE
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B.decoy_override = TRUE
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H.hardset_dna(ui, se, H.real_name, null, mrace, features)
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if(efficiency > 2)
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@@ -28,6 +28,8 @@
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if(key) //If there is a mob connected to this thing. Have to check key twice to avoid false death reporting.
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if(stat!=DEAD) //If not dead.
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death(1) //Brains can die again. AND THEY SHOULD AHA HA HA HA HA HA
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if(mind) //You aren't allowed to return to brains that don't exist
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mind.current = null
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ghostize() //Ghostize checks for key so nothing else is necessary.
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container = null
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return ..()
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@@ -7,16 +7,29 @@
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layer = ABOVE_MOB_LAYER
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zone = "head"
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slot = "brain"
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vital = 1
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vital = TRUE
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origin_tech = "biotech=5"
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attack_verb = list("attacked", "slapped", "whacked")
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var/mob/living/brain/brainmob = null
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var/damaged_brain = FALSE //whether the brain organ is damaged.
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var/decoy_override = FALSE //I apologize to the security players, and myself, who abused this, but this is going to go.
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/obj/item/organ/brain/changeling_brain
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vital = FALSE
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decoy_override = TRUE
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/obj/item/organ/brain/Insert(mob/living/carbon/C, special = 0)
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..()
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name = "brain"
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if(C.mind && C.mind.changeling) //congrats, you're trapped in a body you don't control
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if(brainmob && !(C.stat == DEAD || (C.status_flags & FAKEDEATH)))
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to_chat(brainmob, "<span class = danger>You can't feel your body! You're still just a brain!</span>")
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loc = C
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C.update_hair()
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return
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if(brainmob)
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if(C.key)
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C.ghostize()
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@@ -26,7 +39,7 @@
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else
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C.key = brainmob.key
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qdel(brainmob)
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QDEL_NULL(brainmob)
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//Update the body's icon so it doesnt appear debrained anymore
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C.update_hair()
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@@ -37,7 +50,7 @@
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if(C.has_brain_worms())
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var/mob/living/simple_animal/borer/B = C.has_brain_worms()
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B.leave_victim() //Should remove borer if the brain is removed - RR
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transfer_identity(C)
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transfer_identity(C)
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C.update_hair()
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/obj/item/organ/brain/prepare_eat()
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@@ -45,6 +58,8 @@
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/obj/item/organ/brain/proc/transfer_identity(mob/living/L)
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name = "[L.name]'s brain"
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if(brainmob || decoy_override)
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return
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brainmob = new(src)
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brainmob.name = L.real_name
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brainmob.real_name = L.real_name
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@@ -54,7 +69,7 @@
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if(!brainmob.stored_dna)
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brainmob.stored_dna = new /datum/dna/stored(brainmob)
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C.dna.copy_dna(brainmob.stored_dna)
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if(L.mind && L.mind.current && (L.mind.current.stat == DEAD))
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if(L.mind && L.mind.current)
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L.mind.transfer_to(brainmob)
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to_chat(brainmob, "<span class='notice'>You feel slightly disoriented. That's normal when you're just a brain.</span>")
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@@ -671,7 +671,7 @@
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if(status_flags & GODMODE)
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return
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if(stat != DEAD)
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if(health<= HEALTH_THRESHOLD_DEAD || !getorgan(/obj/item/organ/brain))
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if(health<= HEALTH_THRESHOLD_DEAD)
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death()
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return
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if(paralysis || sleeping || getOxyLoss() > 50 || (status_flags & FAKEDEATH) || health <= HEALTH_THRESHOLD_CRIT)
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@@ -133,12 +133,12 @@
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var/appears_dead = 0
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if(stat == DEAD || (status_flags & FAKEDEATH))
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appears_dead = 1
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if(getorgan(/obj/item/organ/brain))//Only perform these checks if there is no brain
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if(suiciding)
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msg += "<span class='warning'>[t_He] appear[p_s()] to have commited suicide... there is no hope of recovery.</span>\n"
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if(hellbound)
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msg += "<span class='warning'>[t_His] soul seems to have been ripped out of [t_his] body. Revival is impossible.</span>\n"
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msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life"
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if(suiciding)
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msg += "<span class='warning'>[t_He] appear[p_s()] to have commited suicide... there is no hope of recovery.</span>\n"
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if(hellbound)
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msg += "<span class='warning'>[t_His] soul seems to have been ripped out of [t_his] body. Revival is impossible.</span>\n"
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msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life"
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if(getorgan(/obj/item/organ/brain))
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if(!key)
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var/foundghost = 0
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if(mind)
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@@ -150,9 +150,10 @@
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break
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if(!foundghost)
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msg += " and [t_his] soul has departed"
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msg += "...</span>\n"
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else if(get_bodypart("head")) //Brain is gone, doesn't matter if they are AFK or present. Check for head first tho. Decapitation has similar message.
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msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
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msg += "...</span>\n"
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if(get_bodypart("head") && !getorgan(/obj/item/organ/brain))
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msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
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var/temp = getBruteLoss() //no need to calculate each of these twice
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@@ -137,14 +137,10 @@
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loc = LB
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/obj/item/organ/brain/transfer_to_limb(obj/item/bodypart/head/LB, mob/living/carbon/human/C)
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if(C.mind && C.mind.changeling)
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LB.brain = new //changeling doesn't lose its real brain organ, we drop a decoy.
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LB.brain.loc = LB
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LB.brain.decoy_override = TRUE
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else //if not a changeling, we put the brain organ inside the dropped head
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Remove(C) //and put the player in control of the brainmob
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loc = LB
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LB.brain = src
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Remove(C) //Changeling brain concerns are now handled in Remove
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loc = LB
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LB.brain = src
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if(brainmob)
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LB.brainmob = brainmob
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brainmob = null
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LB.brainmob.loc = LB
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@@ -32,7 +32,7 @@
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var/datum/action/A = X
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A.Grant(M)
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//Special is for instant replacement like autosurgeons
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/obj/item/organ/proc/Remove(mob/living/carbon/M, special = 0)
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owner = null
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if(M)
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@@ -78,7 +78,7 @@
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/obj/item/organ/Destroy()
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if(owner)
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Remove(owner, 1)
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Remove(owner)
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return ..()
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/obj/item/organ/attack(mob/living/carbon/M, mob/user)
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