Buffs phoron contact damage, very slight buff to no pressure damage. (#14118)

Co-authored-by: Matt Atlas <liermattia@gmail.com>
This commit is contained in:
Matt Atlas
2022-06-06 08:09:58 +02:00
committed by GitHub
parent 9a75aad2a5
commit 02feea9d71
7 changed files with 78 additions and 28 deletions
@@ -40,6 +40,9 @@
/mob/living/silicon/ai
holo = null
/mob/living/silicon/burn_skin(burn_amount)
return FALSE
/mob/living/silicon/ai/proc/destroy_eyeobj(var/atom/new_eye)
if(!eyeobj) return
if(!new_eye)
+1 -1
View File
@@ -421,7 +421,7 @@
if(adjusted_pressure >= species.hazard_high_pressure)
var/pressure_damage = min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE)
take_overall_damage(brute=pressure_damage, used_weapon = "High Pressure")
take_overall_damage(pressure_damage, used_weapon = "High Pressure")
pressure_alert = 2
else if(adjusted_pressure >= species.warning_high_pressure)
pressure_alert = 1
+10 -16
View File
@@ -221,22 +221,16 @@ default behaviour is:
//sort of a legacy burn method for /electrocute, /shock
/mob/living/proc/burn_skin(burn_amount)
if(istype(src, /mob/living/carbon/human))
if(mShock in src.mutations) //shockproof
return 0
if (COLD_RESISTANCE in src.mutations) //fireproof
return 0
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
var/divided_damage = (burn_amount)/(H.organs.len)
var/extradam = 0 //added to when organ is at max dam
for(var/obj/item/organ/external/affecting in H.organs)
if(!affecting) continue
if(affecting.take_damage(0, divided_damage+extradam)) //TODO: fix the extradam stuff. Or, ebtter yet...rewrite this entire proc ~Carn
H.UpdateDamageIcon()
H.updatehealth()
return 1
else if(istype(src, /mob/living/silicon/ai))
return 0
take_overall_damage(0, burn_amount)
return TRUE
/mob/living/carbon/human/burn_skin(burn_amount)
if(mShock in mutations) //shockproof
return FALSE
if (COLD_RESISTANCE in mutations) //fireproof
return FALSE
. = ..()
updatehealth()
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
var/temperature = actual