/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE) var/hit_percent = (100-blocked)/100 if(!damage || hit_percent <= 0) return 0 var/obj/item/bodypart/BP = null if(isbodypart(def_zone)) //we specified a bodypart object BP = def_zone else if(!def_zone) def_zone = ran_zone(def_zone) BP = get_bodypart(check_zone(def_zone)) if(!BP) BP = bodyparts[1] switch(damagetype) if(BRUTE) if(BP) if(BP.receive_damage(damage * hit_percent, 0)) update_damage_overlays() else //no bodypart, we deal damage with a more general method. adjustBruteLoss(damage * hit_percent) if(BURN) if(BP) if(BP.receive_damage(0, damage * hit_percent)) update_damage_overlays() else adjustFireLoss(damage * hit_percent) if(TOX) adjustToxLoss(damage * hit_percent) if(OXY) adjustOxyLoss(damage * hit_percent) if(CLONE) adjustCloneLoss(damage * hit_percent) if(STAMINA) adjustStaminaLoss(damage * hit_percent) //citadel code if(AROUSAL) adjustArousalLoss(damage * hit_percent) return 1 //These procs fetch a cumulative total damage from all bodyparts /mob/living/carbon/getBruteLoss() var/amount = 0 for(var/X in bodyparts) var/obj/item/bodypart/BP = X amount += BP.brute_dam return amount /mob/living/carbon/getFireLoss() var/amount = 0 for(var/X in bodyparts) var/obj/item/bodypart/BP = X amount += BP.burn_dam return amount /mob/living/carbon/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE) if(!forced && (status_flags & GODMODE)) return FALSE if(amount > 0) take_overall_damage(amount, 0, updating_health) else heal_overall_damage(-amount, 0, 0, 1, updating_health) return amount /mob/living/carbon/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE) if(!forced && (status_flags & GODMODE)) return FALSE if(amount > 0) take_overall_damage(0, amount, updating_health) else heal_overall_damage(0, -amount, 0, 1, updating_health) return amount /mob/living/carbon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE) if(!forced && has_dna() && TOXINLOVER in dna.species.species_traits) //damage becomes healing and healing becomes damage amount = -amount if(amount > 0) blood_volume -= 5*amount else blood_volume -= amount return ..() //////////////////////////////////////////// //Returns a list of damaged bodyparts /mob/living/carbon/proc/get_damaged_bodyparts(brute, burn) var/list/obj/item/bodypart/parts = list() for(var/X in bodyparts) var/obj/item/bodypart/BP = X if((brute && BP.brute_dam) || (burn && BP.burn_dam)) parts += BP return parts //Returns a list of damageable bodyparts /mob/living/carbon/proc/get_damageable_bodyparts() var/list/obj/item/bodypart/parts = list() for(var/X in bodyparts) var/obj/item/bodypart/BP = X if(BP.brute_dam + BP.burn_dam < BP.max_damage) parts += BP return parts //Heals ONE bodypart randomly selected from damaged ones. //It automatically updates damage overlays if necessary //It automatically updates health status /mob/living/carbon/heal_bodypart_damage(brute, burn, only_robotic = 0, only_organic = 1) var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute,burn) if(!parts.len) return var/obj/item/bodypart/picked = pick(parts) if(picked.heal_damage(brute, burn, only_robotic, only_organic)) update_damage_overlays() //Damages ONE bodypart randomly selected from damagable ones. //It automatically updates damage overlays if necessary //It automatically updates health status /mob/living/carbon/take_bodypart_damage(brute, burn) var/list/obj/item/bodypart/parts = get_damageable_bodyparts() if(!parts.len) return var/obj/item/bodypart/picked = pick(parts) if(picked.receive_damage(brute,burn)) update_damage_overlays() //Heal MANY bodyparts, in random order /mob/living/carbon/heal_overall_damage(brute, burn, only_robotic = 0, only_organic = 1, updating_health = 1) var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute,burn) var/update = 0 while(parts.len && (brute>0 || burn>0) ) var/obj/item/bodypart/picked = pick(parts) var/brute_was = picked.brute_dam var/burn_was = picked.burn_dam update |= picked.heal_damage(brute,burn, only_robotic, only_organic, 0) brute -= (brute_was-picked.brute_dam) burn -= (burn_was-picked.burn_dam) parts -= picked if(updating_health) updatehealth() if(update) update_damage_overlays() // damage MANY bodyparts, in random order /mob/living/carbon/take_overall_damage(brute, burn, updating_health = 1) if(status_flags & GODMODE) return //godmode var/list/obj/item/bodypart/parts = get_damageable_bodyparts() var/update = 0 while(parts.len && (brute>0 || burn>0) ) var/obj/item/bodypart/picked = pick(parts) var/brute_per_part = round(brute/parts.len, 0.01) var/burn_per_part = round(burn/parts.len, 0.01) var/brute_was = picked.brute_dam var/burn_was = picked.burn_dam update |= picked.receive_damage(brute_per_part,burn_per_part, 0) brute -= (picked.brute_dam - brute_was) burn -= (picked.burn_dam - burn_was) parts -= picked if(updating_health) updatehealth() if(update) update_damage_overlays() /mob/living/carbon/adjustStaminaLoss(amount, updating_stamina = 1) if(status_flags & GODMODE) return 0 staminaloss = Clamp(staminaloss + amount, 0, maxHealth*2) if(updating_stamina) update_stamina() /mob/living/carbon/setStaminaLoss(amount, updating_stamina = 1) if(status_flags & GODMODE) return 0 staminaloss = amount if(updating_stamina) update_stamina()