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
This commit is contained in:
Crazylemon64
2018-07-16 13:54:30 -07:00
parent 280905bc20
commit 3db4229918
174 changed files with 3299 additions and 2045 deletions
+3 -3
View File
@@ -301,7 +301,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
if(bubblegum.Adjacent(target) && !charged)
charged = TRUE
target.Weaken(4)
target.staminaloss += 40
target.adjustStaminaLoss(40)
step_away(target, bubblegum)
shake_camera(target, 4, 3)
target.visible_message("<span class='warning'>[target] jumps backwards, falling on the ground!</span>","<span class='userdanger'>[bubblegum] slams into you!</span>")
@@ -637,7 +637,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
if(weapon_name)
my_target.playsound_local(my_target, weap.hitsound, 1)
my_target.show_message("<span class='danger'>[src.name] has attacked [my_target] with [weapon_name]!</span>", 1)
my_target.staminaloss += 30
my_target.adjustStaminaLoss(30)
if(prob(20))
my_target.AdjustEyeBlurry(3)
if(prob(33))
@@ -646,7 +646,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
else
my_target.playsound_local(my_target, pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'), 25, 1, -1)
my_target.show_message("<span class='userdanger'>[src.name] has punched [my_target]!</span>", 1)
my_target.staminaloss += 30
my_target.adjustStaminaLoss(30)
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)