Merge remote-tracking branch 'upstream/master' into Bloodsuckers

This commit is contained in:
Artur
2019-12-01 13:51:57 +02:00
137 changed files with 1310 additions and 633 deletions
+3
View File
@@ -65,6 +65,9 @@
target.visible_message("...[target] wakes up, alive and aware!")
target.emote("gasp")
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) //MAD SCIENCE
for(var/obj/item/organ/O in target.internal_organs)//zap those buggers back to life!
if(O.organ_flags & ORGAN_FAILING)
O.applyOrganDamage(-5)
return TRUE
else
user.visible_message("...[target.p_they()] convulses, then lies still.")
+30 -39
View File
@@ -248,11 +248,12 @@
/obj/item/bodypart/proc/set_disabled(new_disabled)
if(disabled == new_disabled)
return
return FALSE
disabled = new_disabled
owner.update_health_hud() //update the healthdoll
owner.update_body()
owner.update_canmove()
return TRUE
//Updates an organ's brute/burn states for use by update_damage_overlays()
//Returns 1 if we need to update overlays. 0 otherwise.
@@ -654,20 +655,17 @@
/obj/item/bodypart/l_arm/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
if(!.)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.stat < UNCONSCIOUS)
switch(disabled)
if(BODYPART_DISABLED_DAMAGE)
owner.emote("scream")
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(BODYPART_DISABLED_PARALYSIS)
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.hud_used)
var/obj/screen/inventory/hand/L = owner.hud_used.hand_slots["[held_index]"]
if(L)
@@ -718,20 +716,17 @@
/obj/item/bodypart/r_arm/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
if(!.)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.stat < UNCONSCIOUS)
switch(disabled)
if(BODYPART_DISABLED_DAMAGE)
owner.emote("scream")
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(BODYPART_DISABLED_PARALYSIS)
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.hud_used)
var/obj/screen/inventory/hand/R = owner.hud_used.hand_slots["[held_index]"]
if(R)
@@ -783,15 +778,13 @@
/obj/item/bodypart/l_leg/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
if(!. || owner.stat >= UNCONSCIOUS)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
switch(disabled)
if(BODYPART_DISABLED_DAMAGE)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
if(BODYPART_DISABLED_PARALYSIS)
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
@@ -845,15 +838,13 @@
/obj/item/bodypart/r_leg/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
if(!. || owner.stat >= UNCONSCIOUS)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
switch(disabled)
if(BODYPART_DISABLED_DAMAGE)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
if(BODYPART_DISABLED_PARALYSIS)
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
/obj/item/bodypart/r_leg/digitigrade
@@ -0,0 +1,125 @@
/datum/surgery/cardioversion
name = "Emergency Cardioversion Induction"
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/ventricular_electrotherapy, /datum/surgery_step/close)
possible_locs = list(BODY_ZONE_CHEST)
/datum/surgery_step/ventricular_electrotherapy
name = "ventricular electrotherapy"
implements = list(/obj/item/twohanded/shockpaddles = 90, /obj/item/defibrillator = 75, /obj/item/inducer = 55, /obj/item/stock_parts/cell = 25) //Just because the idea of a new player using the whole magine to defib is hillarious to me
time = 50
repeatable = TRUE //So you can retry
/datum/surgery_step/ventricular_electrotherapy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(istype(tool, /obj/item/twohanded/shockpaddles))
var/obj/item/twohanded/shockpaddles/pads = tool
if(!pads.wielded)
to_chat(user, "<span class='warning'>You need to wield the paddles in both hands before you can use them!</span>")
return FALSE
display_results(user, target, "<span class='notice'>You begin to apply the [tool] onto the heart directly...</span>",
"[user] begin to prepare the heart for contact with the [tool].",
"[user] begin to prepare the heart for contact with the [tool]. ")
target.notify_ghost_cloning("Your heart is undergoing Emergency Cardioversion Induction Surgery!")
playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
/datum/surgery_step/ventricular_electrotherapy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(istype(tool, /obj/item/twohanded/shockpaddles))
var/obj/item/twohanded/shockpaddles/pads = tool
if(!pads.wielded)
return FALSE
var/mob/living/carbon/human/H = target
playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
playsound(src, "bodyfall", 50, 1)
if(H.stat != DEAD)
display_results(user, target, "<span class='warning'>You can't use this procedure on the living! [H]'s body flops madly like a wild fish on the table from the current, and your crazed surgical methods.</span>",
"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>",
"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>")
H.emote("scream")
H.electrocute_act(25, (tool), 1, FALSE, FALSE, FALSE, TRUE)
H.adjustFireLoss(10)
H.emote("flip")
H.Jitter(100)
return FALSE
display_results(user, target, "<span class='notice'>You attach the [tool] to [target]'s heart and prepare to pulse.</span>",
"[user] attaches the [tool] to [H]'s heart and prepares to pulse.",
"")
H.adjustBruteLoss(10)
var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart)
if(heart.organ_flags & ORGAN_FAILING)
H.adjustOrganLoss(ORGAN_SLOT_HEART, -15)
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
if(BR.organ_flags & ORGAN_FAILING)
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, -5)
H.electrocute_act(0, (tool), 1, FALSE, FALSE, FALSE, TRUE)
//If we're using a defib, let the defib handle the revive.
if(istype(tool, /obj/item/twohanded/shockpaddles))
return
//Otherwise, we're ad hocing it
if(!(do_after(user, 50, target = target)))
return FALSE
if(!ghetto_defib(user, H, tool))
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
return FALSE
log_combat(user, H, "revived", "Emergency Cardioversion Induction")
return TRUE
/datum/surgery_step/ventricular_electrotherapy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
playsound(src, "bodyfall", 50, 1)
var/mob/living/carbon/human/H = target
display_results(user, target, "<span class='warning'>You screw up, sending a current through their body!</span>",
"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>",
"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>")
H.electrocute_act(25, (tool), 1, FALSE, FALSE, FALSE, TRUE)
H.adjustFireLoss(10)
H.emote("flip")
H.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
/datum/surgery_step/ventricular_electrotherapy/proc/ghetto_defib(mob/user, mob/living/carbon/human/H, obj/item/tool)
H.visible_message("<span class='warning'>[H]'s body convulses a bit.</span>")
var/total_brute = H.getBruteLoss()
var/total_burn = H.getFireLoss()
var/failed
var/tdelta = round(world.time - H.timeofdeath)
if (H.suiciding || (HAS_TRAIT(H, TRAIT_NOCLONE)))
failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. You feel like the spark of life has fully left [H].</span>"
else if (H.hellbound)
failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. You notice a small tatoo with the words \"Property of Satan\" branded just above the right ventricle.</span>"
else if(tdelta > (DEFIB_TIME_LIMIT * 10))
failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. It appears their body decomposed beyond repair.</span>"
else if(total_burn >= 180 || total_brute >= 180)
failed = "<span class='warning'>The [tool] zaps the heart, inducing a sudden contraction, but it appears [H]'s body is too damaged to revive presently.</span>"
else if(H.get_ghost())
failed = "<span class='warning'>The [tool] zaps the heart, inducing several contractions before dying down, but there's no spark of life in [H]'s eyes. It may be worth it to try again, however.</span>"
else
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
if(BR)
if(H.suiciding || BR.brainmob?.suiciding)
failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. You feel like the spark of life has fully left [H].</span>"
else
failed = "<span class='warning'>The [tool] zaps the heart, restarting the heart, but without a brain the contractions quickly die out.</span>"
if(failed)
to_chat(user, failed)
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
else
//If the body has been fixed so that they would not be in crit when defibbed, give them oxyloss to put them back into crit
if (H.health > HALFWAYCRITDEATH)
H.adjustOxyLoss(H.health - HALFWAYCRITDEATH, 0)
else
var/overall_damage = total_brute + total_burn + H.getToxLoss() + H.getOxyLoss()
var/mobhealth = H.health
H.adjustOxyLoss((mobhealth - HALFWAYCRITDEATH) * (H.getOxyLoss() / overall_damage), 0)
H.adjustToxLoss((mobhealth - HALFWAYCRITDEATH) * (H.getToxLoss() / overall_damage), 0)
H.adjustFireLoss((mobhealth - HALFWAYCRITDEATH) * (total_burn / overall_damage), 0)
H.adjustBruteLoss((mobhealth - HALFWAYCRITDEATH) * (total_brute / overall_damage), 0)
H.updatehealth() // Previous "adjust" procs don't update health, so we do it manually.
H.visible_message("<span class='notice'>The [tool] zaps the heart, inducing several contractions before speeding up into a regular rhythm, [H]'s eyes snapping open with a loud gasp!</span>")
playsound(src, 'sound/machines/defib_success.ogg', 50, 0)
H.set_heartattack(FALSE)
H.revive()
H.emote("gasp")
H.Jitter(100)
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK)
+1 -1
View File
@@ -49,7 +49,7 @@
to_chat(user, "<span class='notice'>There's not enough synthtissue to perform the operation! There needs to be at least 10u.</span>")
return -1
if((chosen_organ.organ_flags & ORGAN_FAILING) && !(Sf.data["grown_volume"] >= 115))
if((chosen_organ.organ_flags & ORGAN_FAILING) && !(Sf.data["grown_volume"] >= 80))
to_chat(user, "<span class='notice'>[chosen_organ] is too damaged to graft onto!</span>")
return -1
+1 -1
View File
@@ -6,7 +6,7 @@
slot = ORGAN_SLOT_HEART
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = 3 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
decay_factor = 2.5 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
low_threshold_passed = "<span class='info'>Prickles of pain appear then die out from within your chest...</span>"
high_threshold_passed = "<span class='warning'>Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before.</span>"
+26 -5
View File
@@ -95,13 +95,12 @@
//Checks to see if the organ is frozen from temperature
/obj/item/organ/proc/is_cold()
var/freezing_objects = list(/obj/structure/closet/crate/freezer, /obj/structure/closet/secure_closet/freezer, /obj/structure/bodycontainer, /obj/item/autosurgeon)
if(istype(loc, /obj/))//Freezer of some kind, I hope.
if(is_type_in_list(loc, freezing_objects))
if(is_type_in_typecache(loc, GLOB.freezing_objects))
if(!(organ_flags & ORGAN_FROZEN))//Incase someone puts them in when cold, but they warm up inside of the thing. (i.e. they have the flag, the thing turns it off, this rights it.)
organ_flags |= ORGAN_FROZEN
return TRUE
return
return (organ_flags & ORGAN_FROZEN) //Incase something else toggles it
var/local_temp
if(istype(loc, /turf/))//Only concern is adding an organ to a freezer when the area around it is cold.
@@ -111,7 +110,7 @@
else if(istype(loc, /mob/) && !owner)
var/mob/M = loc
if(is_type_in_list(M.loc, freezing_objects))
if(is_type_in_typecache(M.loc, GLOB.freezing_objects))
if(!(organ_flags & ORGAN_FROZEN))
organ_flags |= ORGAN_FROZEN
return TRUE
@@ -121,7 +120,7 @@
if(owner)
//Don't interfere with bodies frozen by structures.
if(is_type_in_list(owner.loc, freezing_objects))
if(is_type_in_typecache(owner.loc, GLOB.freezing_objects))
if(!(organ_flags & ORGAN_FROZEN))
organ_flags |= ORGAN_FROZEN
return TRUE
@@ -232,6 +231,8 @@
if(delta > 0)
if(damage >= maxHealth)
organ_flags |= ORGAN_FAILING
if(owner)
owner.med_hud_set_status()
return now_failing
if(damage > high_threshold && prev_damage <= high_threshold)
return high_threshold_passed
@@ -239,6 +240,8 @@
return low_threshold_passed
else
organ_flags &= ~ORGAN_FAILING
if(owner)
owner.med_hud_set_status()
if(!owner)//Processing is stopped when the organ is dead and outside of someone. This hopefully should restart it if a removed organ is repaired outside of a body.
START_PROCESSING(SSobj, src)
if(prev_damage > low_threshold && damage <= low_threshold)
@@ -273,6 +276,12 @@
var/has_liver = (!(NOLIVER in dna.species.species_traits))
var/has_stomach = (!(NOSTOMACH in dna.species.species_traits))
for(var/obj/item/organ/O in internal_organs)
if(O.organ_flags & ORGAN_FAILING)
O.setOrganDamage(0)
if(only_one)
return TRUE
if(has_liver && !getorganslot(ORGAN_SLOT_LIVER))
var/obj/item/organ/liver/LI
@@ -362,3 +371,15 @@
tail.Insert(src)
if(only_one)
return TRUE
/obj/item/organ/random
name = "Illegal organ"
desc = "Something hecked up"
/obj/item/organ/random/Initialize()
..()
var/list = list(/obj/item/organ/tongue, /obj/item/organ/brain, /obj/item/organ/heart, /obj/item/organ/liver, /obj/item/organ/ears, /obj/item/organ/eyes, /obj/item/organ/tail, /obj/item/organ/stomach)
var/newtype = pick(list)
new newtype(loc)
return INITIALIZE_HINT_QDEL