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Reduces bloodloss from getting burns (#8474)
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@@ -134,6 +134,7 @@
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mutations.Add(HUSK)
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mutations.Add(HUSK)
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status_flags |= DISFIGURED //makes them unknown without fucking up other stuff like admintools
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status_flags |= DISFIGURED //makes them unknown without fucking up other stuff like admintools
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remove_blood(560) //CHOMPedit
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update_icons_body()
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update_icons_body()
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return
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return
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@@ -547,12 +547,9 @@ This function completely restores a damaged organ to perfect condition.
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wounds += I
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wounds += I
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owner.custom_pain("You feel something rip in your [name]!", 50)
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owner.custom_pain("You feel something rip in your [name]!", 50)
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//Burn damage can cause fluid loss due to blistering and cook-off
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if((damage > 5 || damage + burn_dam >= 15) && type == BURN && (robotic < ORGAN_ROBOT) && !(species.flags & NO_BLOOD))
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if((damage > 5 || damage + burn_dam >= 15) && type == BURN && (robotic < ORGAN_ROBOT) && !(species.flags & NO_BLOOD))
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var/fluid_loss = 0.4 * (damage/(owner.getMaxHealth() - CONFIG_GET(number/health_threshold_dead))) * owner.species.blood_volume*(1 - owner.species.blood_level_fatal) // CHOMPEdit
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var/fluid_loss = 0.1 * (damage/(owner.getMaxHealth() - CONFIG_GET(number/health_threshold_dead))) * owner.species.blood_volume*(1 - owner.species.blood_level_fatal) // CHOMPEdit //CHOMPedit 2, reduce fluid loss 4-fold so lasers dont suck your blood
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owner.remove_blood(fluid_loss)
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owner.remove_blood(fluid_loss)
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// first check whether we can widen an existing wound
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// first check whether we can widen an existing wound
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if(wounds.len > 0 && prob(max(50+(number_wounds-1)*10,90)))
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if(wounds.len > 0 && prob(max(50+(number_wounds-1)*10,90)))
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if((type == CUT || type == BRUISE) && damage >= 5)
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if((type == CUT || type == BRUISE) && damage >= 5)
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