* Maps and things no code/icons * helpers defines globalvars * Onclick world.dm orphaned_procs * subsystems Round vote and shuttle autocall done here too * datums * Game folder * Admin - chatter modules * clothing - mining * modular computers - zambies * client * mob level 1 * mob stage 2 + simple_animal * silicons n brains * mob stage 3 + Alien/Monkey * human mobs * icons updated * some sounds * emitter y u no commit * update tgstation.dme * compile fixes * travis fixes Also removes Fast digest mode, because reasons. * tweaks for travis Mentors are broke again Also fixes Sizeray guns * oxygen loss fix for vore code. * removes unused code * some code updates * bulk fixes * further fixes * outside things * whoops. * Maint bar ported * GLOBs.
59 lines
1.8 KiB
Plaintext
59 lines
1.8 KiB
Plaintext
/client/proc/manipulate_organs(mob/living/carbon/C in world)
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set name = "Manipulate Organs"
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set category = "Debug"
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var/operation = input("Select organ operation.", "Organ Manipulation", "cancel") in list("add organ", "add implant", "drop organ/implant", "remove organ/implant", "cancel")
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var/list/organs = list()
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switch(operation)
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if("add organ")
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for(var/path in subtypesof(/obj/item/organ))
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var/dat = replacetext("[path]", "/obj/item/organ/", ":")
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organs[dat] = path
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var/obj/item/organ/organ = input("Select organ type:", "Organ Manipulation", null) in organs
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organ = organs[organ]
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organ = new organ
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organ.Insert(C)
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if("add implant")
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for(var/path in subtypesof(/obj/item/weapon/implant))
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var/dat = replacetext("[path]", "/obj/item/weapon/implant/", ":")
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organs[dat] = path
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var/obj/item/weapon/implant/organ = input("Select implant type:", "Organ Manipulation", null) in organs
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organ = organs[organ]
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organ = new organ
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organ.implant(C)
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if("drop organ/implant", "remove organ/implant")
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for(var/X in C.internal_organs)
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var/obj/item/organ/I = X
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organs["[I.name] ([I.type])"] = I
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for(var/X in C.implants)
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var/obj/item/weapon/implant/I = X
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organs["[I.name] ([I.type])"] = I
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var/obj/item/organ = input("Select organ/implant:", "Organ Manipulation", null) in organs
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organ = organs[organ]
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if(!organ) return
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var/obj/item/organ/O
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var/obj/item/weapon/implant/I
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if(isorgan(organ))
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O = organ
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O.Remove(C)
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else
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I = organ
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I.removed(C)
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organ.forceMove(get_turf(C))
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if(operation == "remove organ/implant")
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qdel(organ)
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else if(I) // Put the implant in case.
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var/obj/item/weapon/implantcase/case = new(get_turf(C))
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case.imp = I
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I.loc = case
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case.update_icon()
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