Animal healing fix (#1162)

Fixes animal healing with food, which i broke a couple patches ago, and healing animals with medical kits, which has never really worked right

I tweaked the heal values on the kits slightly, this wont make much difference to healing humans, only to healing animals.
Also added a doafter thing to make it a tiny bit more involved.

Also adds a little text for animals to make it visible on examination if they're wounded
This commit is contained in:
NanakoAC
2016-11-18 20:03:43 +00:00
committed by skull132
parent 265b56d925
commit 182d4375be
3 changed files with 72 additions and 27 deletions

View File

@@ -142,6 +142,11 @@
user << "<span class='notice'>It looks hungry.</span>"
else if ((reagents.total_volume > 0 && nutrition > max_nutrition *0.75) || nutrition > max_nutrition *0.9)
user << "It looks full and contented."
if (health < maxHealth * 0.5)
user << "<span class='danger'>It looks badly wounded.</span>"
else if (health < maxHealth)
user << "<span class='warning'>It looks wounded.</span>"
/mob/living/simple_animal/Life()
..()
@@ -293,7 +298,16 @@
if (istype(current, /datum/reagent/nutriment))//If its food, it feeds us
var/datum/reagent/nutriment/N = current
nutrition += removed*N.nutriment_factor
health = min(health+(removed*N.regen_factor), maxHealth)
var/heal_amount = removed*N.regen_factor
if (bruteloss > 0)
var/n = min(heal_amount, bruteloss)
adjustBruteLoss(-n)
heal_amount -= n
if (fireloss && heal_amount)
var/n = min(heal_amount, fireloss)
adjustFireLoss(-n)
heal_amount -= n
updatehealth()
current.remove_self(removed)//If its not food, it just does nothing. no fancy effects
/mob/living/simple_animal/proc/can_eat()
@@ -373,22 +387,7 @@ mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
return
/mob/living/simple_animal/attackby(var/obj/item/O, var/mob/user)
if(istype(O, /obj/item/stack/medical))
user.changeNext_move(4)
if(stat != DEAD)
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
if(MED.amount >= 1)
adjustBruteLoss(-MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
qdel(MED)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("<span class='notice'>[user] applies the [MED] on [src].</span>")
else
user << "<span class='notice'>\The [src] is dead, medical items won't bring \him back to life.</span>"
else if(istype(O, /obj/item/weapon/reagent_containers))
if(istype(O, /obj/item/weapon/reagent_containers) || istype(O, /obj/item/stack/medical))
..()
else if(meat_type && (stat == DEAD)) //if the animal has a meat, and if it is dead.