regexes damage and wound types (#6735)

Different semantics demand different defines. It's hard to tell what's
being used where and for what reason right now.

Staging for combat PR.
This commit is contained in:
silicons
2024-09-09 15:13:34 -06:00
committed by GitHub
parent 40ddbc3e86
commit e6f972666c
163 changed files with 607 additions and 641 deletions
+3 -3
View File
@@ -317,8 +317,8 @@
if(burn_user)
H.visible_message("<span class='danger'>\The [src] flashes as it scorches [H]'s hands!</span>")
H.apply_damage(amount / 2 + 5, BURN, "r_hand", used_weapon="Supermatter Chunk")
H.apply_damage(amount / 2 + 5, BURN, "l_hand", used_weapon="Supermatter Chunk")
H.apply_damage(amount / 2 + 5, DAMAGE_TYPE_BURN, "r_hand", used_weapon="Supermatter Chunk")
H.apply_damage(amount / 2 + 5, DAMAGE_TYPE_BURN, "l_hand", used_weapon="Supermatter Chunk")
H.drop_item_to_ground(src)
return
@@ -326,7 +326,7 @@
burn_user = FALSE
if(burn_user)
M.apply_damage(amount, BURN, null, used_weapon="Supermatter Chunk")
M.apply_damage(amount, DAMAGE_TYPE_BURN, null, used_weapon="Supermatter Chunk")
/obj/item/stack/material/supermatter/legacy_ex_act(severity) // An incredibly hard to manufacture material, SM chunks are unstable by their 'stabilized' nature.
if(prob((4 / severity) * 20))