Remove sharp/edge in procs and consolidate them into damage flags. (#8672)

This commit is contained in:
Matt Atlas
2020-04-30 20:29:35 +02:00
committed by GitHub
parent bf4e3d939d
commit 105cb5d64e
41 changed files with 194 additions and 176 deletions
+1 -1
View File
@@ -523,7 +523,7 @@
user.apply_effect(110,PAIN,0)
else
log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, BP_HEAD, used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, BP_HEAD, used_weapon = "Point blank shot in the mouth with \a [in_chamber]", damage_flags = DAM_SHARP)
user.death()
qdel(in_chamber)
mouthshoot = FALSE
@@ -317,7 +317,7 @@ obj/item/gun/energy/staff/focus/attack_self(mob/living/user as mob)
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.visible_message("<span class='danger'>\The [src] escapes from [H]'s hand, hitting their face and shattering into pieces!</span>")
H.apply_damage(35, BRUTE, BP_HEAD, 0, sharp=0, edge=0)
H.apply_damage(35, BRUTE, BP_HEAD, 0)
H.adjustBrainLoss(50, 55)
H.sdisabilities += CLUMSY
H.drop_item()