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First big chunk of the refactor
mid-refactor of `take_overall_damage` Fully refactors the (?:take|heal)_(?:overall|organ)_damage procs Allows the dead to examine Removes the `blinded` var Refactor cyborg components so vision loss is instant Robot life/death updates instantly Adds instant updates for damage overlays and HUD icons for humans Final reconciliation with the species refactor Adds a stat debugging system and debugging logs Also fixes instant death on species change "Debugging logs" are used for stuff an admin wouldn't care about but someone debugging would I used it to fix people dying instantly when changing species due to temporary deletion of the brain Fox's requests Adds a more careful updating system to our reagents system
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@@ -97,7 +97,10 @@
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loc.visible_message("<span class='warning'>The corpse of [H.name] suddenly rises!</span>")
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/mob/living/simple_animal/hostile/blob/blobspore/death(gibbed)
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..()
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// Only execute the below if we successfuly died
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. = ..()
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if(!.)
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return FALSE
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// On death, create a small smoke of harmful gas (s-Acid)
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var/datum/effect_system/smoke_spread/chem/S = new
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var/turf/location = get_turf(src)
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@@ -178,5 +181,8 @@
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return
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/mob/living/simple_animal/hostile/blob/blobbernaut/death(gibbed)
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..()
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// Only execute the below if we successfully died
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. = ..()
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if(!.)
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return FALSE
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flick("blobbernaut_death", src)
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