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Defib oversights fixes (#4611)
* Defib oversights fixes Well, ripping someone's heart out causes them to have a heart attack right? Well, if you applied a defib to said person before they died from said heart attack, the heart attack would be stopped, and you would now have a heartless living person, spooky right? This prevents that. Also fixes defibs saying they didn't work when you applied them to someone with a heart attack, when they in fact did work. And removed a magic number too. 🆑 pinatacolada fix: Fixes defibing people without a heart fix: Fixes defib saying it didn't work stopping a heart attack when they do /🆑 * Update defib.dm * slimespls * FIXEDIT
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committed by
Fox McCloud
parent
e7950cd599
commit
3566e6bc91
@@ -368,8 +368,26 @@
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update_icon()
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return
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if(H.heart_attack)
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H.heart_attack = 0
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if(H.stat == 2)
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if(!H.get_int_organ(/obj/item/organ/internal/heart) && !H.get_int_organ(/obj/item/organ/internal/brain/slime)) //prevents defibing someone still alive suffering from a heart attack attack if they lack a heart
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user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Failed to pick up any heart electrical activity.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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busy = 0
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update_icon()
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return
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else
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H.heart_attack = 0
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user.visible_message("<span class='boldnotice'>[defib] pings: Cardiac arrhythmia corrected.</span>")
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M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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playsound(get_turf(src), "bodyfall", 50, 1)
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playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
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defib.deductcharge(revivecost)
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busy = 0
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cooldown = 1
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update_icon()
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defib.cooldowncheck(user)
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return
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if(H.stat == DEAD)
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var/health = H.health
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M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
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playsound(get_turf(src), "bodyfall", 50, 1)
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@@ -377,7 +395,7 @@
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for(var/obj/item/organ/external/O in H.organs)
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total_brute += O.brute_dam
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total_burn += O.burn_dam
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if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations))
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if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations) && (H.get_int_organ(/obj/item/organ/internal/heart) || H.get_int_organ(/obj/item/organ/internal/brain/slime)))
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tobehealed = min(health + threshold, 0) // It's HILARIOUS without this min statement, let me tell you
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tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
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H.adjustOxyLoss(tobehealed)
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