From c5d14da6027dff91894a3f1646e5a74ac045f12b Mon Sep 17 00:00:00 2001 From: mwerezak Date: Sat, 21 Jun 2014 20:38:50 -0400 Subject: [PATCH] Fixes pressure and temperature damage for autopsies --- code/modules/mob/living/carbon/human/life.dm | 25 +++++++------------- 1 file changed, 9 insertions(+), 16 deletions(-) diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 73f7988703..3654b2d5f2 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -716,17 +716,13 @@ if(status_flags & GODMODE) return 1 //godmode switch(bodytemperature) if(species.heat_level_1 to species.heat_level_2) - //I'm thinking it might be better to use adjustFireLoss here instead of apply_damage so that damage is spread evenly across organs, instead of being dealt mostly to the chest - //apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature") - adjustFireLoss(HEAT_DAMAGE_LEVEL_1) + take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature") fire_alert = max(fire_alert, 2) if(species.heat_level_2 to species.heat_level_3) - //apply_damage(HEAT_DAMAGE_LEVEL_2, BURN, used_weapon = "High Body Temperature") - adjustFireLoss(HEAT_DAMAGE_LEVEL_2) + take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature") fire_alert = max(fire_alert, 2) if(species.heat_level_3 to INFINITY) - //apply_damage(HEAT_DAMAGE_LEVEL_3, BURN, used_weapon = "High Body Temperature") - adjustFireLoss(HEAT_DAMAGE_LEVEL_3) + take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature") fire_alert = max(fire_alert, 2) else if(bodytemperature < species.cold_level_1) @@ -735,17 +731,13 @@ if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) switch(bodytemperature) if(species.cold_level_2 to species.cold_level_1) - //I'm thinking it might be better to use adjustFireLoss here instead of apply_damage so that damage is spread evenly across organs, instead of being dealt mostly to the chest - //apply_damage(COLD_DAMAGE_LEVEL_1, BURN, used_weapon = "Low Body Temperature") - adjustFireLoss(COLD_DAMAGE_LEVEL_1) + take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature") fire_alert = max(fire_alert, 1) if(species.cold_level_3 to species.cold_level_2) - //apply_damage(COLD_DAMAGE_LEVEL_2, BURN, used_weapon = "Low Body Temperature") - adjustFireLoss(COLD_DAMAGE_LEVEL_2) + take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature") fire_alert = max(fire_alert, 1) if(-INFINITY to species.cold_level_3) - //apply_damage(COLD_DAMAGE_LEVEL_3, BURN, used_weapon = "Low Body Temperature") - adjustFireLoss(COLD_DAMAGE_LEVEL_3) + take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature") fire_alert = max(fire_alert, 1) // Account for massive pressure differences. Done by Polymorph @@ -753,7 +745,8 @@ if(status_flags & GODMODE) return 1 //godmode if(adjusted_pressure >= species.hazard_high_pressure) - adjustBruteLoss(min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE)) + var/pressure_damage = min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) + take_overall_damage(brute=pressure_damage, used_weapon = "High Pressure") pressure_alert = 2 else if(adjusted_pressure >= species.warning_high_pressure) pressure_alert = 1 @@ -763,7 +756,7 @@ pressure_alert = -1 else if( !(COLD_RESISTANCE in mutations)) - adjustBruteLoss(LOW_PRESSURE_DAMAGE) + take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure") pressure_alert = -2 else pressure_alert = -1