From 82ef7082239d604cbe29829ba8b0abf327dae291 Mon Sep 17 00:00:00 2001 From: Regen Date: Tue, 10 Jun 2014 22:39:14 +0200 Subject: [PATCH 1/3] Removed inaprovaline fixing Internal bleeding Because Inaprovaline has never had any healing effects, and seems to only artificially give the body oxygen, as a replacement for not being able to breathe, or so it seems, since vox takes toxin damage from it --- baystation12.dme | 79 +++++++++++++++++++++++++-- code/modules/organs/organ_external.dm | 3 +- 2 files changed, 76 insertions(+), 6 deletions(-) diff --git a/baystation12.dme b/baystation12.dme index 10bfe047744..866e4390716 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -5,6 +5,77 @@ // END_INTERNALS // BEGIN_FILE_DIR #define FILE_DIR . +#define FILE_DIR "code" +#define FILE_DIR "code/TriDimension" +#define FILE_DIR "code/unused" +#define FILE_DIR "code/unused/goonheist" +#define FILE_DIR "code/WorkInProgress" +#define FILE_DIR "code/WorkInProgress/Cael_Aislinn" +#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Jungle" +#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Rust" +#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/ShieldGen" +#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter" +#define FILE_DIR "code/WorkInProgress/Susan" +#define FILE_DIR "html" +#define FILE_DIR "icons" +#define FILE_DIR "icons/48x48" +#define FILE_DIR "icons/ass" +#define FILE_DIR "icons/effects" +#define FILE_DIR "icons/mecha" +#define FILE_DIR "icons/misc" +#define FILE_DIR "icons/mob" +#define FILE_DIR "icons/mob/human_races" +#define FILE_DIR "icons/mob/in-hand" +#define FILE_DIR "icons/mob/in-hand/left" +#define FILE_DIR "icons/mob/in-hand/right" +#define FILE_DIR "icons/mob/otherHuman" +#define FILE_DIR "icons/mob/species" +#define FILE_DIR "icons/mob/species/armalis" +#define FILE_DIR "icons/mob/species/skrell" +#define FILE_DIR "icons/mob/species/tajaran" +#define FILE_DIR "icons/mob/species/unathi" +#define FILE_DIR "icons/mob/species/vox" +#define FILE_DIR "icons/mob/spirits" +#define FILE_DIR "icons/NTOS" +#define FILE_DIR "icons/obj" +#define FILE_DIR "icons/obj/assemblies" +#define FILE_DIR "icons/obj/atmospherics" +#define FILE_DIR "icons/obj/clothing" +#define FILE_DIR "icons/obj/doors" +#define FILE_DIR "icons/obj/flora" +#define FILE_DIR "icons/obj/machines" +#define FILE_DIR "icons/obj/pipes" +#define FILE_DIR "icons/obj/power_cond" +#define FILE_DIR "icons/pda_icons" +#define FILE_DIR "icons/pods" +#define FILE_DIR "icons/spideros_icons" +#define FILE_DIR "icons/stamp_icons" +#define FILE_DIR "icons/Testing" +#define FILE_DIR "icons/turf" +#define FILE_DIR "icons/vending_icons" +#define FILE_DIR "nano" +#define FILE_DIR "nano/images" +#define FILE_DIR "sound" +#define FILE_DIR "sound/AI" +#define FILE_DIR "sound/ambience" +#define FILE_DIR "sound/effects" +#define FILE_DIR "sound/effects/turret" +#define FILE_DIR "sound/effects/wind" +#define FILE_DIR "sound/hallucinations" +#define FILE_DIR "sound/items" +#define FILE_DIR "sound/machines" +#define FILE_DIR "sound/mecha" +#define FILE_DIR "sound/misc" +#define FILE_DIR "sound/music" +#define FILE_DIR "sound/piano" +#define FILE_DIR "sound/turntable" +#define FILE_DIR "sound/violin" +#define FILE_DIR "sound/voice" +#define FILE_DIR "sound/voice/complionator" +#define FILE_DIR "sound/voice/Serithi" +#define FILE_DIR "sound/vox" +#define FILE_DIR "sound/vox_fem" +#define FILE_DIR "sound/weapons" // END_FILE_DIR // BEGIN_PREFERENCES #define DEBUG @@ -892,10 +963,10 @@ #include "code\modules\customitems\item_spawning.dm" #include "code\modules\customitems\definitions\base.dm" #include "code\modules\destilery\main.dm" -#include "code\modules\detectivework\detective_work.dm" -#include "code\modules\detectivework\evidence.dm" -#include "code\modules\detectivework\footprints_and_rag.dm" -#include "code\modules\detectivework\scanner.dm" +#include "code\modules\DetectiveWork\detective_work.dm" +#include "code\modules\DetectiveWork\evidence.dm" +#include "code\modules\DetectiveWork\footprints_and_rag.dm" +#include "code\modules\DetectiveWork\scanner.dm" #include "code\modules\economy\Accounts.dm" #include "code\modules\economy\Accounts_DB.dm" #include "code\modules\economy\ATM.dm" diff --git a/code/modules/organs/organ_external.dm b/code/modules/organs/organ_external.dm index a5c707d661a..be4266e8ef3 100644 --- a/code/modules/organs/organ_external.dm +++ b/code/modules/organs/organ_external.dm @@ -379,8 +379,7 @@ This function completely restores a damaged organ to perfect condition. // Internal wounds get worse over time. Low temperatures (cryo) stop them. if(W.internal && !W.is_treated() && owner.bodytemperature >= 170) var/bicardose = owner.reagents.get_reagent_amount("bicaridine") - var/inaprovaline = owner.reagents.get_reagent_amount("inaprovaline") - if(!bicardose || !inaprovaline) //bicaridine and inaprovaline stop internal wounds from growing bigger with time, and also stop bleeding + if(!bicardose) //bicaridine stop internal wounds from growing bigger with time, and also stop bleeding, inaprovaline only helps against the oxyloss from bloodloss, and does no direct healing W.open_wound(0.1 * wound_update_accuracy) owner.vessel.remove_reagent("blood",0.05 * W.damage * wound_update_accuracy) From b6f12108e4dc612ad0d76399509d80423c7a454e Mon Sep 17 00:00:00 2001 From: Regen Date: Wed, 11 Jun 2014 19:49:48 +0200 Subject: [PATCH 2/3] Nerfed combat borgs Made the cell charge it costs to use the laser 500 instead of 100, since it gave borgs WAAAY to many shots before they have to even consider going back to charge Fire delay also doubled, because we don't want them to waste everything in two seconds, and it was way quick before, still considerabily fast, though --- code/modules/projectiles/guns/energy/laser.dm | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 62bf3c9a554..83b5db74ecc 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -56,8 +56,9 @@ obj/item/weapon/gun/energy/laser/retro if(isrobot(src.loc)) var/mob/living/silicon/robot/R = src.loc if(R && R.cell) - R.cell.use(100) + R.cell.use(500) in_chamber = new/obj/item/projectile/beam(src) + fire_delay = 12 return 1 return 0 From 96c15156c8cec8181b8bfc4271f74d61c65e6a15 Mon Sep 17 00:00:00 2001 From: Regen Date: Fri, 13 Jun 2014 14:33:26 +0200 Subject: [PATCH 3/3] Changeling deathgasp fix Now it will look like you actually died from regenerative stasis --- code/game/gamemodes/changeling/changeling_powers.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/game/gamemodes/changeling/changeling_powers.dm b/code/game/gamemodes/changeling/changeling_powers.dm index 80a1a745576..e111fe940f1 100644 --- a/code/game/gamemodes/changeling/changeling_powers.dm +++ b/code/game/gamemodes/changeling/changeling_powers.dm @@ -530,7 +530,7 @@ C.update_canmove() C.remove_changeling_powers() - C.emote("gasp") + C.emote("deathgasp") C.tod = worldtime2text() spawn(rand(800,1200))