diff --git a/code/game/objects/structures/electricchair.dm b/code/game/objects/structures/electricchair.dm index b1802b6f7a6..019e596c5db 100644 --- a/code/game/objects/structures/electricchair.dm +++ b/code/game/objects/structures/electricchair.dm @@ -48,10 +48,10 @@ s.set_up(12, 1, src) s.start() if(buckled_mob) - buckled_mob.burn_skin(85) + buckled_mob.electrocute_act(85, src, 1) buckled_mob << "You feel a deep shock course through your body!" sleep(1) - buckled_mob.burn_skin(85) + buckled_mob.electrocute_act(85, src, 1) visible_message("The electric chair went off!", "You hear a deep sharp shock!") A.power_light = light diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 5aa20340d43..36184591213 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -87,8 +87,7 @@ if(reagents.has_reagent("teslium")) shock_damage *= 1.5 //If the mob has teslium in their body, shocks are 50% more damaging! take_overall_damage(0,shock_damage) - //src.burn_skin(shock_damage) - //src.adjustFireLoss(shock_damage) //burn_skin will do this for us + //src.adjustFireLoss(shock_damage) //src.updatehealth() visible_message( "[src] was shocked by \the [source]!", \ diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index 98eb3b5f3a8..c46d0f1cfde 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -208,27 +208,6 @@ Sorry Giacom. Please don't be mad :( return pressure -//sort of a legacy burn method for /electrocute, /shock, and the e_chair -/mob/living/proc/burn_skin(burn_amount) - if(istype(src, /mob/living/carbon/human)) - //world << "DEBUG: burn_skin(), mutations=[mutations]" - 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/limb/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.update_damage_overlays(0) - H.updatehealth() - return 1 - else if(istype(src, /mob/living/carbon/monkey)) - var/mob/living/carbon/monkey/M = src - M.adjustFireLoss(burn_amount) - M.updatehealth() - return 1 - else if(istype(src, /mob/living/silicon/ai)) - return 0 - /mob/living/proc/adjustBodyTemp(actual, desired, incrementboost) var/temperature = actual var/difference = abs(actual-desired) //get difference diff --git a/code/modules/power/singularity/containment_field.dm b/code/modules/power/singularity/containment_field.dm index cc65f704968..aa748fbbf03 100644 --- a/code/modules/power/singularity/containment_field.dm +++ b/code/modules/power/singularity/containment_field.dm @@ -92,7 +92,7 @@ var/stun = min(shock_damage, 15) user.Stun(stun) user.Weaken(10) - user.burn_skin(shock_damage) + user.electrocute_act(shock_damage, src, 1) user.visible_message("[user.name] was shocked by the [src.name]!", \ "You feel a powerful shock course through your body, sending you flying!", \ "You hear a heavy electrical crack.")