443a4501ec
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside: * X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment) * damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging. - some bugfixes with gibspawner effects. - monkey's bodyparts can be dismembered and are used to create its icon. - brains are no longer carbons. - all carbon have bodyparts that can be dropped when the mob is gibbed. - adminspawned bodyparts now have a default icon. - robotic parts are now a child of bodyparts. - health analyzer on alien/monkey shows damage on each limb - added admin option to add/remove bodyparts for all carbon (instead of just remove on humans) - Fixes keycheck message spam for janicart and all when trying to move. - Fixes bug with buckling to a scooter while limbless. - removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value) - Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb. - Fixes mini uzi icon when empty and no mag (typo). - I renamed and changed a bit check_eye_prot and ear prot - renamed flash_eyes to flash_act() - I made a soundbang_act() similar to flash_act but for loud bangs. - added a gib and dust animation to larva. - husked monkeys - no damage overlay for husk or skeleton. - damage overlay for robotic limb now. - no damage overlay when organic bodypart husked. - one handed human with a bloody hand still get a bloody single hand overlay. - fix admin heal being unable to heal robotic bodyparts. - slightly touched robotic bodypart sprites (head one pixel too high) - Fixes 18532 "beheaded husk has hair". - Fixes 18584 "Ling stasis appearance bug" - no more eyes or lipstick on husks. - can remove flashes/wires/cells from robot chest and head with crowbar. - Fixes not being able to surgically amputate robotic arm/leg. * More merge conflict fixes and adding the new files I forgot to add. * of course I forgot birdstation * More typos and stuff I forgot to undo. * Fixing a typo in examine.dm Removing an unnecessary check. Making admin heal regenerate limbs on all carbons. Monkey-human transformation now transfer missing limbs info and presence of a cavity implant. NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species. Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code) * Fixing more conflicts with remie's multihands PR. * Fixes runtime with hud when calling build_hand_slots(). Fixes lightgeist healing not working. Fixes null.handle_fall() runtimes with pirate mobs. Fixes typo in has_left_hadn() and has_right_hand(). * Derp, forgot to remove debug message.
57 lines
1.7 KiB
Plaintext
57 lines
1.7 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/obj/item/weapon/implant/I in C)
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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.loc = 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() |