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Cult pylons slowly close bleeding wounds (#83870)
## About The Pull Request Cult pylons will now slowly close bleeding wounds. ## Why It's Good For The Game Pylons were never updated alongside wounds, so it's an EXTREMELY common sight to see people dead or dying next to pylons purely from blood loss. Even havign 4 pylons near isn't enough to help you up - it doesn't oxy heal, so if you're in crit, you're fucked. The blood cult should be able to deal with blood loss. ## Changelog 🆑 qol: Cult pylons slowly close bleeding wounds refactor: allowed aura healing to clot wounds shut /🆑
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@@ -29,6 +29,9 @@
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/// Amount of blood to heal over a second
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var/blood_heal = 0
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/// Amount of bleed/pierce wound lowering per second.
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var/wound_clotting = 0
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/// Map of organ (such as ORGAN_SLOT_BRAIN) to damage heal over a second
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var/list/organ_healing = null
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@@ -56,6 +59,7 @@
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suffocation_heal = 0,
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stamina_heal = 0,
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blood_heal = 0,
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wound_clotting = 0,
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organ_healing = null,
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simple_heal = 0,
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limit_to_trait = null,
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@@ -74,6 +78,7 @@
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src.suffocation_heal = suffocation_heal
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src.stamina_heal = stamina_heal
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src.blood_heal = blood_heal
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src.wound_clotting = wound_clotting
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src.organ_healing = organ_healing
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src.simple_heal = simple_heal
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src.limit_to_trait = limit_to_trait
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@@ -130,6 +135,10 @@
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for (var/organ in organ_healing)
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candidate.adjustOrganLoss(organ, -organ_healing[organ] * seconds_per_tick)
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var/mob/living/carbon/carbidate = candidate
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for(var/datum/wound/iter_wound as anything in carbidate.all_wounds)
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iter_wound.adjust_blood_flow(-wound_clotting * seconds_per_tick)
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else if (isanimal(candidate))
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var/mob/living/simple_animal/animal_candidate = candidate
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animal_candidate.adjustHealth(-simple_heal * seconds_per_tick, updating_health = FALSE)
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@@ -22,6 +22,7 @@
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burn_heal = 0.4, \
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blood_heal = 0.4, \
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simple_heal = 1.2, \
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wound_clotting = 0.1, \
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requires_visibility = FALSE, \
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limit_to_trait = TRAIT_HEALS_FROM_CULT_PYLONS, \
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healing_color = COLOR_CULT_RED, \
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