tested and done, seems to work
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@@ -129,10 +129,13 @@
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if(ispath(user_item.type, /obj/item/reagent_containers/blood) && user.a_intent != INTENT_HARM)
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var/obj/item/reagent_containers/blood/B = user_item
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if(!B.reagents.get_reagents())
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to_chat(user, "<span class=\"alert\">You can't fill the [src] with a empty [B]!</span>")
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to_chat(user, "<span class=\"alert\">You can't fill [src] with a empty [B.name]!</span>")
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return
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user.visible_message("<span class='notice'>[user] drains the [user_item] into the [src] using the blood bag port on [src].</span>",
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"You drain the [user_item] into the [src] using the blood bag port.")
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if(reagents.total_volume == reagents.maximum_volume)
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to_chat(user, "<span class=\"alert\">\The [src] can't hold more blood!</span>")
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return
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user.visible_message("<span class='notice'>[user] drains the [user_item] into [src] using the blood bag port on [src].</span>",
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"You drain the [user_item] into [src] using the blood bag port.")
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B.reagents.trans_to(src, B.amount_per_transfer_from_this)
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return
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@@ -335,13 +338,21 @@
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playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
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visible_message(src, "Buzzes, a error screen appearing on it's display.")
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return FALSE
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var/dna = dna_disk?.genetic_makeup_buffer["name"]
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// Fields is from cloning, a much fuller scan, genetic_makeup_buffer is less so
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var/dna_genetics = dna_disk?.genetic_makeup_buffer
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var/dna_cloning = dna_disk?.fields
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var/datum/species/selected = GLOB.species_datums[selected_category]
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var/mob/living/carbon/human/chestonly/C = new(loc)
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if(dna)
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C.real_name = dna
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C.real_name = length(dna_genetics) ? dna_genetics["name"] : "Synthetic Humanoid #[rand(10000, 99999)]"
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if(length(dna_cloning))
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C.hardset_dna(dna_cloning["UI"], dna_cloning["SE"], dna_cloning["name"], dna_cloning["blood_type"], dna_cloning["mrace"], dna_cloning["features"])
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else if(length(dna_genetics))
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C.hardset_dna(dna_genetics["UI"], null, dna_genetics["name"], dna_genetics["blood_type"])
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else
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C.dna.nameless = TRUE
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C.real_name = "Synthetic Humanoid #[rand(10000, 99999)]"
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C.hair_style = "bald"
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C.skin_tone = "albino"
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C.set_species(selected)
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C.set_resting(TRUE, TRUE)
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C.stat = DEAD
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C.adjustOxyLoss(200)
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@@ -352,8 +363,7 @@
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C.undershirt = "Nude"
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C.saved_underwear = ""
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C.saved_undershirt = ""
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C.hair_style = "bald"
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C.skin_tone = "albino"
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// Just enough to start reviving them, I hope
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C.blood_volume = BLOOD_VOLUME_SURVIVE
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// At some point, make a way to deal with species regenerate_organs
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@@ -361,7 +371,9 @@
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for(var/organ in C.internal_organs)
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var/obj/item/organ/O = organ
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O.Remove(organ)
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C.update_body(TRUE)
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C.update_hair()
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C.update_body_parts()
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C.update_appearance()
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return TRUE
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@@ -6,6 +6,9 @@
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/datum/design/chestmob
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name = "Synthetic Humanoid Framework Chest"
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id = "chestmob"
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// Mobs don't make very good roundstart icons
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research_icon = 'icons/mob/human_parts.dmi'
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research_icon_state = "default_human_chest"
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build_type = LIMBGROWER
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reagents_list = list(/datum/reagent/medicine/synthflesh = 100, /datum/reagent/blood = BLOOD_VOLUME_SURVIVE)
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build_path = /mob/living/carbon/human/chestonly
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