Fixes for *custom v/h emotes

Blood type is now a variable of the DNA datum
Fixed runtime from blood
Fixed the AI prompt being missed.
Added breath holding.
This commit is contained in:
SkyMarshal
2012-02-04 14:17:17 -07:00
parent 9072a0e760
commit 7a4b21382e
16 changed files with 113 additions and 56 deletions

View File

@@ -175,8 +175,7 @@
H.apply_damage(0.5*damage, BRUTE, "r_arm")
var/obj/effect/decal/cleanable/blood/B = new(src.loc)
B.blood_DNA = H.dna.unique_enzymes
B.blood_type = H.b_type
B.blood_DNA = list(list(H.dna.unique_enzymes, H.dna.btype))
H:weakened = max(H:weakened,2)
H:updatehealth()

View File

@@ -714,8 +714,11 @@ turf/proc/add_bloody_footprints(mob/living/carbon/human/M,leaving,d,info)
this.dir = d
this.desc = "These bloody footprints appear to have been made by [info]."
if(istype(M,/mob/living/carbon/human))
this.blood_DNA.len++
this.blood_DNA[this.blood_DNA.len] = list(M.dna.unique_enzymes,M.b_type)
if(this.blood_DNA.len)
this.blood_DNA.len++
this.blood_DNA[this.blood_DNA.len] = list(M.dna.unique_enzymes,M.dna.b_type)
else
this.blood_DNA = list(list(M.dna.unique_enzymes,M.dna.b_type))
proc/get_tracks(mob/M)
if(istype(M,/mob/living))