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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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@@ -301,7 +301,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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if(bubblegum.Adjacent(target) && !charged)
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charged = TRUE
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target.Weaken(4)
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target.staminaloss += 40
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target.adjustStaminaLoss(40)
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step_away(target, bubblegum)
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shake_camera(target, 4, 3)
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target.visible_message("<span class='warning'>[target] jumps backwards, falling on the ground!</span>","<span class='userdanger'>[bubblegum] slams into you!</span>")
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@@ -637,7 +637,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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if(weapon_name)
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my_target.playsound_local(my_target, weap.hitsound, 1)
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my_target.show_message("<span class='danger'>[src.name] has attacked [my_target] with [weapon_name]!</span>", 1)
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my_target.staminaloss += 30
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my_target.adjustStaminaLoss(30)
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if(prob(20))
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my_target.AdjustEyeBlurry(3)
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if(prob(33))
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@@ -646,7 +646,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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else
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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)
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my_target.show_message("<span class='userdanger'>[src.name] has punched [my_target]!</span>", 1)
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my_target.staminaloss += 30
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my_target.adjustStaminaLoss(30)
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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