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Carbon Dismemberment , second attempt. #20461
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…at'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.
…o DismembermentBoogaloo Conflicts: code/datums/weather/weather_types.dm code/modules/mob/living/simple_animal/simple_animal.dm code/modules/reagents/chemistry/recipes/pyrotechnics.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)
…o DismembermentBoogaloo2 # Conflicts: # code/_onclick/hud/generic_dextrous.dm # code/game/objects/items.dm # code/game/objects/items/stacks/sheets/glass.dm # code/modules/hydroponics/grown/nettle.dm # code/modules/mob/interactive.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_attackalien.dm # code/modules/mob/living/carbon/human/update_icons.dm # code/modules/mob/living/carbon/update_icons.dm # code/modules/mob/living/silicon/robot/robot.dm # code/modules/mob/living/simple_animal/simple_animal.dm # code/modules/power/lighting.dm # code/modules/surgery/bodyparts/dismemberment.dm # code/modules/surgery/bodyparts/helpers.dm
3many bulletpoints. ahhhhhh |
@@ -90,7 +100,7 @@ | |||
if(I.attack_verb && I.attack_verb.len) | |||
message_verb = "[pick(I.attack_verb)]" | |||
else if(!I.force) | |||
return 0 | |||
return |
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why null instead of what I assume is a false ?
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The return value of that proc is no longer used for anything. I think leaving a "return 0" or "return FALSE" could confuse readers thinking the "0" value has some significance.
Fixes lightgeist healing not working. Fixes null.handle_fall() runtimes with pirate mobs. Fixes typo in has_left_hadn() and has_right_hand().
@@ -358,7 +358,7 @@ | |||
var/mob/living/carbon/human/H = mymob | |||
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var/mob/screenmob = viewer || H | |||
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world << "DEBUG phil235 viewer: [viewer] ; H: [H] ; screenmob:[screenmob]" |
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fuck
@@ -25,7 +25,7 @@ | |||
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/mob/living/carbon/has_left_hand() | |||
for(var/obj/item/bodypart/L in hand_bodyparts) | |||
if(!(L.held_index % 2)) | |||
if(L.held_index % 2) |
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Why? there's no point to this.
Not to mention if you're going to change this logic you're gonna have to change it everywhere else.
Here we go |
🆑 phil235
add: Monkeys can be dismembered.
add: Humans, monkeys and aliens can drop limbs when they are gibbed.
add: Roboticists can remove flashes, wires and power cells that they inserted in robot head or torso by using a crowbar on it.
add: visual wounds appear on a monkey's bodyparts when injured, exactly like humans.
add: Using a health analyzer on a monkey or alien shows the injuries to each bodypart.
add: Monkeys can become husks.
fix: Human-monkey transformations now respect missing limbs. No more limb regrowth by becoming a monkey.
fix: Changeling's regenerate ability also work while in monkey form.
fix: Alien larva has its own gib and dust animation.
fix: A bodypart that looks wounded still looks bloody when dismembered.
fix: Amputation surgery now works on robotic limbs, and monkeys.
/:cl: