Merge pull request #763 from ArchieBeepBoop/fixes-the-bugs

Fixing some annoying bugs.
This commit is contained in:
QuoteFox
2020-12-22 00:52:55 +00:00
committed by GitHub
6 changed files with 37 additions and 16 deletions
+1 -1
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@@ -15,7 +15,7 @@
#define ui_boxvore "EAST-5:22,SOUTH+1:6"
//Filters
#define CIT_FILTER_STAMINACRIT filter(type="drop_shadow", x=0, y=0, size=-3, border=0, color="#04080F")
#define CIT_FILTER_STAMINACRIT filter(type="drop_shadow", x=0, y=0, size=-3, color="#04080F")
//organ defines
#define COCK_SIZE_MIN 1
+4 -1
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@@ -92,7 +92,10 @@
if(current) // remove ourself from our old body's mind variable
current.mind = null
SStgui.on_transfer(current, new_character)
if(iscarbon(current))
var/mob/living/carbon/C = current
if(C.combatmode)
C.toggle_combat_mode(TRUE, TRUE)
if(!language_holder)
var/datum/language_holder/mob_holder = new_character.get_language_holder(shadow = FALSE)
language_holder = mob_holder.copy(src)
+9
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@@ -813,9 +813,13 @@
if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || (health <= HEALTH_THRESHOLD_FULLCRIT && !HAS_TRAIT(src, TRAIT_NOHARDCRIT)))
stat = UNCONSCIOUS
blind_eyes(1)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
else
if(health <= crit_threshold && !HAS_TRAIT(src, TRAIT_NOSOFTCRIT))
stat = SOFT_CRIT
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
else
stat = CONSCIOUS
adjust_blindness(-1)
@@ -987,3 +991,8 @@
return TRUE
if(isclothing(wear_mask) && (wear_mask.clothing_flags & SCAN_REAGENTS))
return TRUE
/mob/living/carbon/transfer_ckey(mob/new_mob, send_signal = TRUE)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
return ..()
+7
View File
@@ -7,6 +7,8 @@
if(!gibbed)
emote("deathgasp")
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
. = ..()
@@ -63,3 +65,8 @@
var/obj/item/bodypart/BP = X
BP.drop_limb()
BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
/mob/living/carbon/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE)
if(combatmode)
toggle_combat_mode(TRUE, TRUE)
return ..()
@@ -651,7 +651,7 @@ Difficulty: Very Hard
L.heal_overall_damage(heal_power, heal_power)
new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
/mob/living/simple_animal/hostile/lightgeist/ghostize()
/mob/living/simple_animal/hostile/lightgeist/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE)
. = ..()
if(.)
death()