code/__DEFINES/surgery.dm
IS_ORGANIC_ORGAN | Helper to figure out if an organ is organic |
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IS_ROBOTIC_ORGAN | Helper to figure out if an organ is robotic |
ORGAN_ORGANIC | Organic organs, the default. Don't get affected by EMPs. |
ORGAN_ROBOTIC | Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal |
ORGAN_MINERAL | Mineral organs. Snowflakey. |
ORGAN_FROZEN | Frozen organs, don't deteriorate |
ORGAN_FAILING | Failing organs perform damaging effects until replaced or fixed, and typically they don't function properly either |
ORGAN_EMP | Synthetic organ affected by an EMP. Deteriorates over time. |
ORGAN_VITAL | Currently only the brain - Removing this organ KILLS the owner |
ORGAN_EDIBLE | Can be eaten |
ORGAN_UNREMOVABLE | Can't be removed using surgery or other common means |
ORGAN_HIDDEN | Can't be seen by scanners, doesn't anger body purists |
ORGAN_VIRGIN | Has the organ already been inserted inside someone |
ORGAN_PROMINENT | ALWAYS show this when scanned by advanced scanners, even if it is totally healthy |
ORGAN_HAZARDOUS | An organ that is ostensibly dangerous when inside a body |
ORGAN_EXTERNAL | This is an external organ, not an inner one. Used in several checks. |
RIGHT_EYE_SCAR | Scarring on the right eye |
LEFT_EYE_SCAR | Scarring on the left eye |
IS_ORGANIC_LIMB | Helper to figure out if a limb is organic |
IS_ROBOTIC_LIMB | Helper to figure out if a limb is robotic |
IS_PEG_LIMB | Helper to figure out if a limb is a peg limb |
BODYPART_UNREMOVABLE | Bodypart cannot be dismembered or amputated |
BODYPART_PSEUDOPART | Bodypart is a pseudopart (like a chainsaw arm) |
BODYPART_IMPLANTED | Bodypart did not match the owner's default bodypart limb_id when surgically implanted |
BODYPART_UNHUSKABLE | Bodypart never displays as a husk |
BP_BLOCK_CHANGE_SPECIES | Bodypart does not get replaced during set_species() |
HEAD_HAIR | Head can have hair |
HEAD_FACIAL_HAIR | Head can have facial hair |
HEAD_LIPS | Head can have lips |
HEAD_EYESPRITES | Head can have eye sprites |
HEAD_EYECOLOR | Head will have colored eye sprites |
HEAD_EYEHOLES | Head can have eyeholes when missing eyes |
HEAD_DEBRAIN | Head can have debrain overlay |
HEAD_ALL_FEATURES | All head flags, default for most heads |
SURGERY_STEP_FAIL | Return value when the surgery step fails :( |
SURGERY_IGNORE_CLOTHES | Will allow the surgery to bypass clothes |
SURGERY_SELF_OPERABLE | Will allow the surgery to be performed by the user on themselves. |
SURGERY_REQUIRE_RESTING | Will allow the surgery to work on mobs that aren't lying down. |
SURGERY_REQUIRE_LIMB | Will allow the surgery to work only if there's a limb. |
SURGERY_REQUIRES_REAL_LIMB | Will allow the surgery to work only if there's a real (eg. not pseudopart) limb. |
SURGERY_MORBID_CURIOSITY | Will grant a bonus during surgery steps to users with TRAIT_MORBID while they're using tools with CRUEL_IMPLEMENT |
SURGERY_CHECK_TOOL_BEHAVIOUR | Instead of checking if the tool used is an actual surgery tool to avoid accidentally whacking patients with the wrong tool, it'll check if it has a defined tool behaviour instead. Useful for surgeries that use mechanical tools instead of medical ones, like hardware manipulation. |
IS_IN_INVALID_SURGICAL_POSITION | Return true if target is not in a valid body position for the surgery |
Define Details
BODYPART_IMPLANTED
Bodypart did not match the owner's default bodypart limb_id when surgically implanted
BODYPART_PSEUDOPART
Bodypart is a pseudopart (like a chainsaw arm)
BODYPART_UNHUSKABLE
Bodypart never displays as a husk
BODYPART_UNREMOVABLE
Bodypart cannot be dismembered or amputated
BP_BLOCK_CHANGE_SPECIES
Bodypart does not get replaced during set_species()
HEAD_ALL_FEATURES
All head flags, default for most heads
HEAD_DEBRAIN
Head can have debrain overlay
HEAD_EYECOLOR
Head will have colored eye sprites
HEAD_EYEHOLES
Head can have eyeholes when missing eyes
HEAD_EYESPRITES
Head can have eye sprites
HEAD_FACIAL_HAIR
Head can have facial hair
HEAD_HAIR
Head can have hair
HEAD_LIPS
Head can have lips
IS_IN_INVALID_SURGICAL_POSITION
Return true if target is not in a valid body position for the surgery
IS_ORGANIC_LIMB
Helper to figure out if a limb is organic
IS_ORGANIC_ORGAN
Helper to figure out if an organ is organic
IS_PEG_LIMB
Helper to figure out if a limb is a peg limb
IS_ROBOTIC_LIMB
Helper to figure out if a limb is robotic
IS_ROBOTIC_ORGAN
Helper to figure out if an organ is robotic
LEFT_EYE_SCAR
Scarring on the left eye
ORGAN_EDIBLE
Can be eaten
ORGAN_EMP
Synthetic organ affected by an EMP. Deteriorates over time.
ORGAN_EXTERNAL
This is an external organ, not an inner one. Used in several checks.
ORGAN_FAILING
Failing organs perform damaging effects until replaced or fixed, and typically they don't function properly either
ORGAN_FROZEN
Frozen organs, don't deteriorate
ORGAN_HAZARDOUS
An organ that is ostensibly dangerous when inside a body
ORGAN_HIDDEN
Can't be seen by scanners, doesn't anger body purists
ORGAN_MINERAL
Mineral organs. Snowflakey.
ORGAN_ORGANIC
Organic organs, the default. Don't get affected by EMPs.
ORGAN_PROMINENT
ALWAYS show this when scanned by advanced scanners, even if it is totally healthy
ORGAN_ROBOTIC
Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal
ORGAN_UNREMOVABLE
Can't be removed using surgery or other common means
ORGAN_VIRGIN
Has the organ already been inserted inside someone
ORGAN_VITAL
Currently only the brain - Removing this organ KILLS the owner
RIGHT_EYE_SCAR
Scarring on the right eye
SURGERY_CHECK_TOOL_BEHAVIOUR
Instead of checking if the tool used is an actual surgery tool to avoid accidentally whacking patients with the wrong tool, it'll check if it has a defined tool behaviour instead. Useful for surgeries that use mechanical tools instead of medical ones, like hardware manipulation.
SURGERY_IGNORE_CLOTHES
Will allow the surgery to bypass clothes
SURGERY_MORBID_CURIOSITY
Will grant a bonus during surgery steps to users with TRAIT_MORBID while they're using tools with CRUEL_IMPLEMENT
SURGERY_REQUIRES_REAL_LIMB
Will allow the surgery to work only if there's a real (eg. not pseudopart) limb.
SURGERY_REQUIRE_LIMB
Will allow the surgery to work only if there's a limb.
SURGERY_REQUIRE_RESTING
Will allow the surgery to work on mobs that aren't lying down.
SURGERY_SELF_OPERABLE
Will allow the surgery to be performed by the user on themselves.
SURGERY_STEP_FAIL
Return value when the surgery step fails :(