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
47 lines
2.1 KiB
Plaintext
47 lines
2.1 KiB
Plaintext
/datum/surgery/lobectomy
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name = "Lobectomy" //not to be confused with lobotomy
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steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/lobectomy, /datum/surgery_step/close)
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possible_locs = list(BODY_ZONE_CHEST)
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/datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target)
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var/obj/item/organ/lungs/L = target.getorganslot(ORGAN_SLOT_LUNGS)
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if(L)
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if(L.damage > 60 && !L.operated)
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return TRUE
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return FALSE
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//lobectomy, removes the most damaged lung lobe with a 95% base success chance
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/datum/surgery_step/lobectomy
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name = "excise damaged lung node"
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implements = list(/obj/item/scalpel = 95, /obj/item/melee/transforming/energy/sword = 65, /obj/item/kitchen/knife = 45,
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/obj/item/shard = 35)
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time = 42
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/datum/surgery_step/lobectomy/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 make an incision in [target]'s lungs...</span>",
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"[user] begins to make an incision in [target].",
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"[user] begins to make an incision in [target].")
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/datum/surgery_step/lobectomy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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var/obj/item/organ/lungs/L = H.getorganslot(ORGAN_SLOT_LUNGS)
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L.operated = TRUE
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H.setOrganLoss(ORGAN_SLOT_LUNGS, 60)
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display_results(user, target, "<span class='notice'>You successfully excise [H]'s most damaged lobe.</span>",
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"Successfully removes a piece of [H]'s lungs.",
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"")
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return TRUE
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/datum/surgery_step/lobectomy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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display_results(user, target, "<span class='warning'>You screw up, failing to excise [H]'s damaged lobe!</span>",
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"<span class='warning'>[user] screws up!</span>",
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"<span class='warning'>[user] screws up!</span>")
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H.losebreath += 4
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H.adjustOrganLoss(ORGAN_SLOT_LUNGS, 10)
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return FALSE
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