diff --git a/code/game/objects/items/devices/defib.dm b/code/game/objects/items/devices/defib.dm index 981a48e8ed..6b8e1b68e7 100644 --- a/code/game/objects/items/devices/defib.dm +++ b/code/game/objects/items/devices/defib.dm @@ -346,8 +346,8 @@ blood_volume *= 0.3 else if(heart.is_bruised()) blood_volume *= 0.7 - else if(heart.damage > 1) - blood_volume *= 0.8 + else if(heart.damage > 5) //CHOMPedit, so ONE heart damage isnt 20% of blood missing, now its 5 + blood_volume *= 0.9 //chompedit, 90% instead of 80% return blood_volume < H.species.blood_volume*H.species.blood_level_fatal /obj/item/weapon/shockpaddles/proc/check_charge(var/charge_amt) diff --git a/code/modules/organs/blood.dm b/code/modules/organs/blood.dm index 9d36c005d0..e8901e3274 100644 --- a/code/modules/organs/blood.dm +++ b/code/modules/organs/blood.dm @@ -94,9 +94,11 @@ var/const/CE_STABLE_THRESHOLD = 0.5 else if(heart.is_bruised()) blood_volume_raw *= 0.7 blood_volume *= 0.7 + else if(heart.damage > 5) //CHOMPedit, //CHOMPedit, so 0.00005 heart damage isnt 20% of blood missing, now its 5 + blood_volume_raw *= 0.9 //chompedit from 0.8 to 0.9 + blood_volume *= 0.9 //chompedit from 0.8 to 0.9 else if(heart.damage) - blood_volume_raw *= 0.8 - blood_volume *= 0.8 + return //Effects of bloodloss var/dmg_coef = 1 //Lower means less damage taken