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Fix some RTs - 03JUL2017 (#2938)
Fix the most common RTs from Sunday's testing. Also works on orebags. Limits their capacity to 200, as anything higher than that breaks the fancy inventory system something awful. Maybe I should write a UT to test and confirm this. Expanding: I don't think TICK_CHECK in inventory procs is a good idea, without fully implementing a non-fancy storage subclass. Non-fancy would just be speedy without all of the fancy inventory orientation bullshit. But CBA to do that now and I'm not sure if it's worth it for the edgecase of drone satchels atm.
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@@ -171,7 +171,7 @@
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if(owner)
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replaced(owner)
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sync_colour_to_human(owner)
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addtimer(CALLBACK(src, .proc/get_icon), 1)
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if ((status & ORGAN_PLANT))
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@@ -229,7 +229,7 @@
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brute -= brute / 2
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if(status & ORGAN_BROKEN && prob(40) && brute)
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if (!(owner.species && (owner.species.flags & NO_PAIN)))
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if (owner && !(owner.species && (owner.species.flags & NO_PAIN)))
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owner.emote("scream") //getting hit on broken hand hurts
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if(used_weapon)
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add_autopsy_data("[used_weapon]", brute + burn)
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@@ -272,12 +272,14 @@
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spillover += max(0, burn - can_inflict)
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//If there are still hurties to dispense
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if (spillover)
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if (spillover && owner)
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owner.shock_stage += spillover * config.organ_damage_spillover_multiplier
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// sync the organ's damage with its wounds
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src.update_damages()
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owner.updatehealth() //droplimb will call updatehealth() again if it does end up being called
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if (owner)
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owner.updatehealth() //droplimb will call updatehealth() again if it does end up being called
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//If limb took enough damage, try to cut or tear it off
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if(owner && loc == owner && !is_stump())
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