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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #4337 from Baystation12/dev-freeze
0.1.8 Staging [Do not merge]
This commit is contained in:
@@ -12,10 +12,16 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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//Initializes blood vessels
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/mob/living/carbon/human/proc/make_blood()
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if (vessel)
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if(vessel)
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return
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vessel = new/datum/reagents(600)
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vessel.my_atom = src
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if(species && species.flags & NO_BLOOD) //We want the var for safety but we can do without the actual blood.
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return
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vessel.add_reagent("blood",560)
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spawn(1)
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fixblood()
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@@ -29,6 +35,10 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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// Takes care blood loss and regeneration
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/mob/living/carbon/human/proc/handle_blood()
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if(species && species.flags & NO_BLOOD)
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return
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if(stat != DEAD && bodytemperature >= 170) //Dead or cryosleep people do not pump the blood.
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var/blood_volume = round(vessel.get_reagent_amount("blood"))
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@@ -126,6 +136,10 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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//Makes a blood drop, leaking certain amount of blood from the mob
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/mob/living/carbon/human/proc/drip(var/amt as num)
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if(species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
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return
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if(!amt)
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return
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@@ -145,6 +159,9 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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this.icon_state = pick(iconL)
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this.blood_DNA = list()
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this.blood_DNA[dna.unique_enzymes] = dna.b_type
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if (species) this.basecolor = species.blood_color
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this.update_icon()
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else
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for(var/obj/effect/decal/cleanable/blood/drip/G in nums)
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del G
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@@ -156,6 +173,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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//Gets blood from mob to the container, preserving all data in it.
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/mob/living/carbon/proc/take_blood(obj/item/weapon/reagent_containers/container, var/amount)
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var/datum/reagent/B = get_blood(container.reagents)
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if(!B) B = new /datum/reagent/blood
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B.holder = container
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@@ -184,8 +202,13 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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//For humans, blood does not appear from blue, it comes from vessels.
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/mob/living/carbon/human/take_blood(obj/item/weapon/reagent_containers/container, var/amount)
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if(species && species.flags & NO_BLOOD)
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return null
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if(vessel.get_reagent_amount("blood") < amount)
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return null
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. = ..()
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vessel.remove_reagent("blood",amount) // Removes blood if human
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@@ -207,8 +230,16 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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//Transfers blood from container ot vessels, respecting blood types compatability.
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/mob/living/carbon/human/inject_blood(obj/item/weapon/reagent_containers/container, var/amount)
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var/datum/reagent/blood/our = get_blood(vessel)
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var/datum/reagent/blood/injected = get_blood(container.reagents)
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if(species && species.flags & NO_BLOOD)
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reagents.add_reagent("blood", amount, injected.data)
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reagents.update_total()
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return
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var/datum/reagent/blood/our = get_blood(vessel)
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if (!injected || !our)
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return
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if(blood_incompatible(injected.data["blood_type"],our.data["blood_type"]) )
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@@ -104,7 +104,7 @@
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u_equip(c_hand)
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if(broken)
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emote("me", 1, "screams in pain and drops what they were holding in their [E.display_name?"[E.display_name]":"[E]"]!")
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emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : "screams in pain and"] drops what they were holding in their [E.display_name?"[E.display_name]":"[E]"]!")
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if(malfunction)
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emote("me", 1, "drops what they were holding, their [E.display_name?"[E.display_name]":"[E]"] malfunctioning!")
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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@@ -120,7 +120,8 @@
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// standing is poor
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if(leg_tally <= 0 && !paralysis && !(lying || resting) && prob(5))
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emote("scream")
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if(species && species.flags & NO_PAIN)
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emote("scream")
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emote("collapse")
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paralysis = 10
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@@ -240,7 +240,7 @@ This function completely restores a damaged organ to perfect condition.
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//Possibly trigger an internal wound, too.
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var/local_damage = brute_dam + burn_dam + damage
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if(damage > 10 && type != BURN && local_damage > 20 && prob(damage) && !(status & ORGAN_ROBOT))
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if(damage > 15 && type != BURN && local_damage > 30 && prob(damage) && !(status & ORGAN_ROBOT))
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var/datum/wound/internal_bleeding/I = new (15)
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wounds += I
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owner.custom_pain("You feel something rip in your [display_name]!", 1)
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@@ -591,7 +591,10 @@ This function completely restores a damaged organ to perfect condition.
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if(status & ORGAN_BROKEN)
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return
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owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
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owner.emote("scream")
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if(owner.species && !(owner.species.flags & NO_PAIN))
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owner.emote("scream")
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status |= ORGAN_BROKEN
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broken_description = pick("broken","fracture","hairline fracture")
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perma_injury = brute_dam
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@@ -55,6 +55,9 @@ mob/living/carbon/proc/pain(var/partname, var/amount, var/force, var/burning = 0
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// flash_strength is 0 for weak pain flash, 1 for strong pain flash
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mob/living/carbon/human/proc/custom_pain(var/message, var/flash_strength)
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if(stat >= 1) return
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if(species && species.flags & NO_PAIN) return
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if(reagents.has_reagent("tramadol"))
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return
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if(reagents.has_reagent("oxycodone"))
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@@ -73,6 +76,9 @@ mob/living/carbon/human/proc/custom_pain(var/message, var/flash_strength)
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mob/living/carbon/human/proc/handle_pain()
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// not when sleeping
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if(species && species.flags & NO_PAIN) return
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if(stat >= 2) return
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if(reagents.has_reagent("tramadol"))
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return
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