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This repository was archived by the owner on May 22, 2025. It is now read-only.

Commit 2619175

Browse filesBrowse files
SomeguyManpersonadamsongJamieD1
authored
Ports wounds from TG (#11955)
* piss * second set of files * theos feels pain and dies * code works lmao * other stuff * YES YES YES * Update zombies.dm * egg * whoops * bubblegum alt attacks won't wound * bone hurting juice hurts bones * something's fucky wucky * humans are no longer blue space babes but projectile damage is still wack * IT WORKS??????? * other stuff * turns out im big brain and already handled that should be testable live now * WHOOPS * medical pens not in stupid area * fix regen mesh icons * tool_behavior and defines plus allowing wound healing to override surgical tool no touchy bit * should help * mapping problem * fix monkies shitting out blood all the time * going to remove examine_more being stupid * this is stupid i think it works though * Empty commit, more bad code * this probably fdixes something * buckshot buffed back to where it should be * woundings * missed this one * fix gamebreaking bug * turns out damaging ANYTHING causes suit sensors to break whoops * stuff up to limb disable refactor * aid scanner can no longer kill you if you use it too much, preventing the robot uprising for another few decades * Update burn_dressing.dm * wtf * shotgun slugs have a wound bonus of -30 putting them in line with other high damage weaponry that has even less * burn debriding uses the scalpel rather than the hemostat * debriding for patch/treat no longer causes wounds * Give syndicate medical cyborg a bonesetter * like 5 more prs ported * fixes burn ointment and mesh application not having a progress bar * gamemode zombies get easydismember and easily wounded * managed to screw up self cautery this fixes it * carbons can't use check self for injuries but humans can * honey gives +2 sanitization to burns * re-add this if sensors get fixed * should fix a runtime I made on accident when trying to make examine more less jank * last 2 prs and some holdup fixes since these touched on that * set target = src so the progress par shows up i think * Update mutations.dm * fixes twohanded reuqired weapons by reverting some change I don't understand * fixes blood sprites * actually properly fixes the thing Co-authored-by: Gabriel Adamson <adamson.g@gmail.com> Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
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+7,146-1,797Lines changed: 7146 additions & 1797 deletions

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‎_maps/shuttles/emergency_luxury.dmm‎

Copy file name to clipboardExpand all lines: _maps/shuttles/emergency_luxury.dmm
+24-24Lines changed: 24 additions & 24 deletions
Original file line numberDiff line numberDiff line change
@@ -78,18 +78,6 @@
7878
/obj/structure/table/wood/fancy/black,
7979
/turf/open/floor/carpet,
8080
/area/shuttle/escape/luxury)
81-
"cZ" = (
82-
/obj/machinery/door/poddoor/shutters{
83-
id = "ohnopoors"
84-
},
85-
/obj/structure/window/plastitanium{
86-
desc = "A durable looking window made of an alloy of of plasma and titanium. Appears to have poor people tears smudged all over it.";
87-
flags_1 = 2177;
88-
resistance_flags = 64
89-
},
90-
/obj/structure/grille/indestructable,
91-
/turf/open/floor/plating,
92-
/area/shuttle/escape/luxury)
9381
"dl" = (
9482
/obj/effect/decal/cleanable/dirt/dust,
9583
/obj/effect/decal/cleanable/dirt/dust,
@@ -233,6 +221,18 @@
233221
/obj/structure/shuttle/engine/propulsion,
234222
/turf/open/floor/plating/airless,
235223
/area/shuttle/escape/luxury)
224+
"oo" = (
225+
/obj/machinery/door/poddoor/shutters{
226+
id = "ohnopoors"
227+
},
228+
/obj/structure/grille/indestructable,
229+
/obj/structure/window/plastitanium{
230+
desc = "A durable looking window made of an alloy of of plasma and titanium. Appears to have poor people tears smudged all over it.";
231+
flags_1 = 2177;
232+
resistance_flags = 64
233+
},
234+
/turf/open/floor/plating,
235+
/area/shuttle/escape/luxury)
236236
"or" = (
237237
/obj/structure/shuttle/engine/heater,
238238
/obj/structure/window/reinforced{
@@ -283,7 +283,7 @@
283283
/area/shuttle/escape/luxury)
284284
"pv" = (
285285
/obj/structure/table/glass,
286-
/obj/item/surgicaldrill/advanced,
286+
/obj/item/cautery/advanced,
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/obj/item/scalpel/advanced,
288288
/obj/item/retractor/advanced,
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/turf/open/floor/mineral/gold{
@@ -559,16 +559,16 @@
559559
/obj/effect/decal/cleanable/dirt/dust,
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/turf/open/floor/plating,
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/area/shuttle/escape/luxury)
562-
"IL" = (
562+
"JI" = (
563563
/obj/machinery/door/poddoor/shutters{
564564
id = "ohnopoors"
565565
},
566-
/obj/structure/grille/indestructable,
567566
/obj/structure/window/plastitanium{
568567
desc = "A durable looking window made of an alloy of of plasma and titanium. Appears to have poor people tears smudged all over it.";
569568
flags_1 = 2177;
570569
resistance_flags = 64
571570
},
571+
/obj/structure/grille/indestructable,
572572
/turf/open/floor/plating,
573573
/area/shuttle/escape/luxury)
574574
"Kn" = (
@@ -968,15 +968,15 @@ eL
968968
eL
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eL
970970
mt
971-
IL
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IL
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IL
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IL
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IL
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IL
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IL
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IL
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cZ
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oo
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oo
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oo
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oo
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oo
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oo
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oo
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oo
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JI
980980
mt
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mt
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mt
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‎code/__DEFINES/DNA.dm‎

Copy file name to clipboardExpand all lines: code/__DEFINES/DNA.dm
+18-13Lines changed: 18 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -120,23 +120,28 @@
120120
#define MUTCOLORS_PARTSONLY 8
121121
#define NOZOMBIE 9
122122
/// If we want a race to have a standard color (for now this is only polysmorphs)
123-
#define NOCOLORCHANGE 20
123+
#define NOCOLORCHANGE 10
124124
/// Uses weird leg sprites. Optional for Lizards, required for ashwalkers. Don't give it to other races unless you make sprites for this (see human_parts_greyscale.dmi)
125-
#define DIGITIGRADE 10
126-
#define NO_UNDERWEAR 11
127-
#define NOLIVER 12
128-
#define NOSTOMACH 13
129-
#define NO_DNA_COPY 14
130-
#define DRINKSBLOOD 15
131-
#define NOFLASH 16
125+
#define DIGITIGRADE 11
126+
#define NO_UNDERWEAR 12
127+
#define NOLIVER 13
128+
#define NOSTOMACH 14
129+
#define NO_DNA_COPY 15
130+
#define DRINKSBLOOD 16
131+
#define NOFLASH 17
132132
/// Use this if you want to change the race's color without the player being able to pick their own color. AKA special color shifting
133-
#define DYNCOLORS 17
133+
#define DYNCOLORS 18
134134
/// Forced genders
135-
#define AGENDER 18
136-
#define FGENDER 21
137-
#define MGENDER 22
135+
#define AGENDER 19
136+
#define FGENDER 20
137+
#define MGENDER 21
138138
/// Do not draw eyes or eyeless overlay
139-
#define NOEYESPRITES 19
139+
#define NOEYESPRITES 22
140+
/// Used for determining which wounds are applicable to this species.
141+
/// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD)
142+
#define HAS_FLESH 23
143+
/// if we have bones (can suffer bone wounds)
144+
#define HAS_BONE 24
140145

141146
//organ slots
142147
#define ORGAN_SLOT_BRAIN "brain"
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‎code/__DEFINES/admin.dm‎

Copy file name to clipboardExpand all lines: code/__DEFINES/admin.dm
+4Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -79,6 +79,10 @@
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#define ADMIN_PUNISHMENT_WHISTLE "Whistle"
8080
#define ADMIN_PUNISHMENT_CLUWNE "Cluwne"
8181
#define ADMIN_PUNISHMENT_MCNUGGET "Nugget"
82+
#define ADMIN_PUNISHMENT_CRACK ":B:oneless"
83+
#define ADMIN_PUNISHMENT_BLEED ":B:loodless"
84+
#define ADMIN_PUNISHMENT_PERFORATE ":B:erforate"
85+
#define ADMIN_PUNISHMENT_SCARIFY "Scarify"
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8387
#define AHELP_ACTIVE 1
8488
#define AHELP_CLOSED 2
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‎code/__DEFINES/combat.dm‎

Copy file name to clipboardExpand all lines: code/__DEFINES/combat.dm
+3-3Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -170,9 +170,9 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
170170
#define REFLECT_FAKEPROJECTILE (1<<1)
171171

172172
//Object/Item sharpness
173-
#define IS_BLUNT 0
174-
#define IS_SHARP 1
175-
#define IS_SHARP_ACCURATE 2
173+
#define SHARP_NONE 0
174+
#define SHARP_EDGED 1
175+
#define SHARP_POINTY 2
176176

177177
//His Grace.
178178
#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
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‎code/__DEFINES/components.dm‎

Copy file name to clipboardExpand all lines: code/__DEFINES/components.dm
+11-1Lines changed: 11 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -71,6 +71,7 @@
7171
#define COMSIG_ATOM_HULK_ATTACK "hulk_attack" //from base of atom/attack_hulk(): (/mob/living/carbon/human)
7272
#define COMSIG_PARENT_EXAMINE "atom_examine" //from base of atom/examine(): (/mob)
7373
#define COMSIG_ATOM_GET_EXAMINE_NAME "atom_examine_name" //from base of atom/get_examine_name(): (/mob, list/overrides)
74+
#define COMSIG_PARENT_EXAMINE_MORE "atom_examine_more" //from base of atom/examine_more(): (/mob)
7475
//Positions for overrides list
7576
#define EXAMINE_POSITION_ARTICLE 1
7677
#define EXAMINE_POSITION_BEFORE 2
@@ -228,9 +229,17 @@
228229
#define COMSIG_LIVING_STATUS_SLEEP "living_sleeping" //from base of mob/living/Sleeping() (amount, update, ignore)
229230
#define COMPONENT_NO_STUN 1 //For all of them
230231

231-
// /mob/living/carbon signals
232+
// /mob/living/carbon physiology signals
233+
#define COMSIG_CARBON_GAIN_WOUND "carbon_gain_wound" //from /datum/wound/proc/apply_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L)
234+
#define COMSIG_CARBON_LOSE_WOUND "carbon_lose_wound" //from /datum/wound/proc/remove_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L)
235+
///from base of /obj/item/bodypart/proc/attach_limb(): (new_limb, special) allows you to fail limb attachment
236+
#define COMSIG_CARBON_ATTACH_LIMB "carbon_attach_limb"
237+
#define COMPONENT_NO_ATTACH (1<<0)
238+
#define COMSIG_CARBON_REMOVE_LIMB "carbon_remove_limb" //from base of /obj/item/bodypart/proc/drop_limb(special, dismembered)
232239
#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity))
233240
#define COMSIG_CARBON_STATUS_STAMCRIT "living_stamcrit" //from base of mob/living/carbon/enter_stamcrit()
241+
#define COMSIG_BODYPART_GAUZED "bodypart_gauzed" // from /obj/item/bodypart/proc/apply_gauze(/obj/item/stack/gauze)
242+
#define COMSIG_BODYPART_GAUZE_DESTROYED "bodypart_degauzed" // from [/obj/item/bodypart/proc/seep_gauze] when it runs out of absorption
234243

235244
// /mob/living/simple_animal/hostile signals
236245
#define COMSIG_HOSTILE_ATTACKINGTARGET "hostile_attackingtarget"
@@ -299,6 +308,7 @@
299308

300309

301310
// /mob/living/carbon/human signals
311+
#define COMSIG_HUMAN_EARLY_UNARMED_ATTACK "human_early_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target, proximity, modifiers)
302312
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target)
303313
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACKBY "human_melee_unarmed_attackby" //from mob/living/carbon/human/UnarmedAttack(): (mob/living/carbon/human/attacker)
304314
#define COMSIG_HUMAN_DISARM_HIT "human_disarm_hit" //Hit by successful disarm attack (mob/living/carbon/human/attacker,zone_targeted)
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‎code/__DEFINES/is_helpers.dm‎

Copy file name to clipboardExpand all lines: code/__DEFINES/is_helpers.dm
-8Lines changed: 0 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -225,14 +225,6 @@ GLOBAL_LIST_INIT(heavyfootmob, typecacheof(list(
225225

226226
#define iscash(A) (istype(A, /obj/item/coin) || istype(A, /obj/item/stack/spacecash) || istype(A, /obj/item/holochip))
227227

228-
GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
229-
/obj/item/pen,
230-
/obj/item/screwdriver,
231-
/obj/item/reagent_containers/syringe,
232-
/obj/item/kitchen/fork)))
233-
234-
#define is_pointed(W) (is_type_in_typecache(W, GLOB.pointed_types))
235-
236228
#define isbodypart(A) (istype(A, /obj/item/bodypart))
237229

238230
#define isprojectile(A) (istype(A, /obj/item/projectile))
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‎code/__DEFINES/misc.dm‎

Copy file name to clipboardExpand all lines: code/__DEFINES/misc.dm
+3Lines changed: 3 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -407,6 +407,9 @@ GLOBAL_LIST_INIT(pda_styles, list(MONO, VT, ORBITRON, SHARE))
407407
#define PIRATE_NAMES_FILE "pirates.json"
408408
#define REDPILL_FILE "redpill.json"
409409
#define WANTED_FILE "wanted_message.json"
410+
#define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json"
411+
#define BONE_SCAR_FILE "wounds/bone_scar_desc.json"
412+
#define SCAR_LOC_FILE "wounds/scar_loc.json"
410413

411414
//Fullscreen overlay resolution in tiles.
412415
#define FULLSCREEN_OVERLAY_RESOLUTION_X 15
Collapse file

‎code/__DEFINES/mobs.dm‎

Copy file name to clipboardExpand all lines: code/__DEFINES/mobs.dm
+7-7Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -84,10 +84,6 @@
8484
#define BODYPART_ORGANIC 1
8585
#define BODYPART_ROBOTIC 2
8686

87-
#define BODYPART_NOT_DISABLED 0
88-
#define BODYPART_DISABLED_DAMAGE 1
89-
#define BODYPART_DISABLED_PARALYSIS 2
90-
9187
#define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human_parts_greyscale.dmi'
9288
#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
9389

@@ -133,12 +129,14 @@
133129
#define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems
134130
#define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery
135131
#define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy
136-
#define TRAUMA_RESILIENCE_MAGIC 4 //Curable only with magic
137-
#define TRAUMA_RESILIENCE_ABSOLUTE 5 //This is here to stay
132+
#define TRAUMA_RESILIENCE_WOUND 4 //Curable by healing the head wound
133+
#define TRAUMA_RESILIENCE_MAGIC 5 //Curable only with magic
134+
#define TRAUMA_RESILIENCE_ABSOLUTE 6 //This is here to stay
138135

139136
//Limit of traumas for each resilience tier
140137
#define TRAUMA_LIMIT_BASIC 3
141138
#define TRAUMA_LIMIT_SURGERY 2
139+
#define TRAUMA_LIMIT_WOUND 2
142140
#define TRAUMA_LIMIT_LOBOTOMY 3
143141
#define TRAUMA_LIMIT_MAGIC 3
144142
#define TRAUMA_LIMIT_ABSOLUTE INFINITY
@@ -340,4 +338,6 @@
340338
#define WABBAJACK (1<<6)
341339

342340
#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
343-
#define INTERACTING_WITH(X, Y) (Y in X.do_afters)
341+
/// If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
342+
#define EXAMINE_MORE_TIME 1 SECONDS
343+
#define INTERACTING_WITH(X, Y) (Y in X.do_afters)
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‎code/__DEFINES/obj_flags.dm‎

Copy file name to clipboardExpand all lines: code/__DEFINES/obj_flags.dm
+6Lines changed: 6 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -29,6 +29,7 @@
2929
#define SURGICAL_TOOL (1<<12) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
3030
#define UNCATCHABLE (1<<13) // Makes any item uncatchable if it is thrown at them
3131
#define MEDRESIST (1<<14) // This item will block medical sprays when worn
32+
#define HAND_ITEM (1<<15) // If an item is just your hand (circled hand, slapper) and shouldn't block things like riding
3233

3334
// Flags for the clothing_flags var on /obj/item/clothing
3435

@@ -54,3 +55,8 @@
5455

5556
/// Flags for the pod_flags var on /obj/structure/closet/supplypod
5657
#define FIRST_SOUNDS (1<<0) // If it shouldn't play sounds the first time it lands, used for reverse mode
58+
59+
/// Integrity defines for clothing (not flags but close enough)
60+
#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
61+
#define CLOTHING_DAMAGED 1 // There's some damage on the clothing but it still has at least one functioning bodypart and can be equipped
62+
#define CLOTHING_SHREDDED 2 // The clothing is useless and cannot be equipped unless repaired first
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‎code/__DEFINES/status_effects.dm‎

Copy file name to clipboardExpand all lines: code/__DEFINES/status_effects.dm
+5-1Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -42,7 +42,9 @@
4242

4343
#define STATUS_EFFECT_CREEP /datum/status_effect/creep //Provides immunity to lightburn for darkspawn, does nothing to anyone else //Yogs
4444

45-
#define STATUS_EFFECT_TIME_DILATION /datum/status_effect/time_dilation //Provides immunity to slowdown and halves click-delay/action times //Yogs
45+
#define STATUS_EFFECT_TIME_DILATION /datum/status_effect/time_dilation //Provides immunity to slowdown and halves click-delay/action times //Yogs
46+
47+
#define STATUS_EFFECT_DETERMINED /datum/status_effect/determined //currently in a combat high from being seriously wounded
4648

4749
/////////////
4850
// DEBUFFS //
@@ -109,6 +111,8 @@
109111

110112
#define STATUS_EFFECT_CLOUDSTRUCK /datum/status_effect/cloudstruck //blinds and applies an overlay.
111113

114+
#define STATUS_EFFECT_LIMP /datum/status_effect/limp //For when you have a busted leg (or two!) and want additional slowdown when walking on that leg
115+
112116
/////////////
113117
// NEUTRAL //
114118
/////////////

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