48fbc073e5
* Brain damage works on organ damage procs, some defib reworks * Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again * Cleans up reused global * Organ damage procs on living and living/carbon * Changes brain damage procs again * SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects. * Damage and failure effects for the appendix, ears, and some touchups on the stomach * Committing changes so I don't lose them * Organs now cease decaying in the proper containers * Organ Fridges * Reverts map changes * Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime * Actually fixes merge conflict * Smartfridge tweaks * Think I figured out map merger * Evidently not * Still runtiming with glass shards even after I remove the map changes? * Fixes runtime error with brain_item * Runtime fix on living/carbon/life * Cleaning up old PR code * Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were * Wrong math operation used * Brains in MMIs no longer decay * Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts * Removes misleading comment * init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss * Removes random spaces, scanners check brain damage severity now * Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it * List change * Runs off of an index instead of using cut * Brains can be put into organ fridges * Fixes minor type, hotfix for cloning problem * Removes pointless check * Demon hearts no longer decay * Nightmare hearts no longer decay * Removes istype() check on process, sets can_decompose instead * Condenses organ damage report * Removes organ failure messages * Less organ damage spam, implements organ threshold messages instead * Brain damage messages go to owner, not source * Self-examine shows damaged organs * Minor code cleanup, adds autodoc comments to the new procs * Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments. * Merged the booleans into a set of flags * Healthy living improves organ healing rates * dunno why this didn't update * my actions have consequences * Sets ORGAN_SYNTHETIC for overlooked robotics organs * Doubles heart decay time * 3 minute heart decay * Lobectomy/Coronary_Bypass heal more * removes hivemind spells from the changes
50 lines
2.8 KiB
Plaintext
50 lines
2.8 KiB
Plaintext
/datum/surgery/eye_surgery
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name = "Eye surgery"
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steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/fix_eyes, /datum/surgery_step/close)
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target_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
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possible_locs = list(BODY_ZONE_PRECISE_EYES)
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requires_bodypart_type = 0
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//fix eyes
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/datum/surgery_step/fix_eyes
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name = "fix eyes"
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implements = list(/obj/item/hemostat = 100, TOOL_SCREWDRIVER = 45, /obj/item/pen = 25)
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time = 64
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/datum/surgery/eye_surgery/can_start(mob/user, mob/living/carbon/target)
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var/obj/item/organ/eyes/E = target.getorganslot(ORGAN_SLOT_EYES)
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if(!E)
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to_chat(user, "It's hard to do surgery on someone's eyes when [target.p_they()] [target.p_do()]n't have any.")
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return FALSE
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return TRUE
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/datum/surgery_step/fix_eyes/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, "<span class='notice'>You begin to fix [target]'s eyes...</span>",
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"[user] begins to fix [target]'s eyes.",
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"[user] begins to perform surgery on [target]'s eyes.")
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/datum/surgery_step/fix_eyes/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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var/obj/item/organ/eyes/E = target.getorganslot(ORGAN_SLOT_EYES)
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user.visible_message("[user] successfully fixes [target]'s eyes!", "<span class='notice'>You succeed in fixing [target]'s eyes.</span>")
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display_results(user, target, "<span class='notice'>You succeed in fixing [target]'s eyes.</span>",
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"[user] successfully fixes [target]'s eyes!",
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"[user] completes the surgery on [target]'s eyes.")
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target.cure_blind(list(EYE_DAMAGE))
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target.set_blindness(0)
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target.cure_nearsighted(list(EYE_DAMAGE))
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target.blur_eyes(35) //this will fix itself slowly.
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E.setOrganDamage(0)
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return TRUE
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/datum/surgery_step/fix_eyes/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(target.getorgan(/obj/item/organ/brain))
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display_results(user, target, "<span class='warning'>You accidentally stab [target] right in the brain!</span>",
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"<span class='warning'>[user] accidentally stabs [target] right in the brain!</span>",
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"<span class='warning'>[user] accidentally stabs [target] right in the brain!</span>")
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 70)
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else
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display_results(user, target, "<span class='warning'>You accidentally stab [target] right in the brain! Or would have, if [target] had a brain.</span>",
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"<span class='warning'>[user] accidentally stabs [target] right in the brain! Or would have, if [target] had a brain.</span>",
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"<span class='warning'>[user] accidentally stabs [target] right in the brain!</span>")
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return FALSE
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