Last staging fixes

This commit is contained in:
Tigercat2000
2016-04-01 16:09:43 -07:00
parent a36ec06fc2
commit 7a41efd1da
11 changed files with 39 additions and 97 deletions
+18 -12
View File
@@ -315,33 +315,39 @@
if(.)
if(visual)
return
var/obj/item/organ/internal/eyes/E = get_int_organ(/obj/item/organ/internal/eyes)
if(!E)
return
switch(damage)
if(1)
src << "<span class='warning'>Your eyes sting a little.</span>"
/*if(prob(40)) //waiting on carbon organs
eye_stat += 1*/
if(prob(40)) //waiting on carbon organs
E.damage += 1
if(2)
src << "<span class='warning'>Your eyes burn.</span>"
//eye_stat += rand(2, 4)
E.damage += rand(2, 4)
else
src << "Your eyes itch and burn severely!</span>"
//eye_stat += rand(12, 16)
E.damage += rand(12, 16)
/*if(eye_stat > 10)
if(E.damage > E.min_bruised_damage)
eye_blind += damage
eye_blurry += damage * rand(3, 6)
if(eye_stat > 20)
if (prob(eye_stat - 20))
if(E.damage > (E.min_bruised_damage + E.min_broken_damage) / 2)
if(!(E.status & ORGAN_ROBOT))
src << "<span class='warning'>Your eyes start to burn badly!</span>"
disabilities |= NEARSIGHTED
else if(prob(eye_stat - 25))
src << "<span class='warning'>You can't see anything!</span>"
sdisabilities |= BLIND
else //snowflake conditions piss me off for the record
src << "<span class='warning'>The flash blinds you!</span>"
else if(E.damage >= E.min_broken_damage)
src << "<span class='warning'>You can't see anything!</span>"
else
src << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"*/
src << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
return 1
else if(damage == 0) // just enough protection
@@ -401,43 +401,3 @@ This function restores all organs.
// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
updatehealth()
return 1
// CARBON ORGANS: REMOVE THIS SHIT
/mob/living/carbon/human/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
. = ..()
var/obj/item/organ/eyes/E = internal_organs_by_name["eyes"]
if(!E)
return
var/damage = intensity - check_eye_prot()
if(.)
if(visual)
return
switch(damage)
if(1)
if(prob(40))
E.damage += 1
if(2)
E.damage += rand(2, 4)
else
E.damage += rand(12, 16)
if(E.damage > 10)
eye_blind += damage
eye_blurry += damage * rand(3, 6)
if(E.damage > 20)
if (prob(E.damage - 20))
src << "<span class='warning'>Your eyes start to burn badly!</span>"
disabilities |= NEARSIGHTED
else if(prob(E.damage - 25))
src << "<span class='warning'>You can't see anything!</span>"
sdisabilities |= BLIND
else
src << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
return 1
else if(damage == 0) // just enough protection
if(prob(20))
src << "<span class='notice'>Something bright flashes in the corner of your vision!</span>"
@@ -49,7 +49,6 @@
//if we're chasing someone, get a little bit angry
if(target_mob && prob(10))
feral++
M.flash_pain()
//calm down a little bit
if(feral > 0)
+1 -1
View File
@@ -60,7 +60,7 @@
if(prob(10 * severity))
return
owner << "<span class='warning'>Static obfuscates your vision!</span>"
flick("e_flash", owner.flash)
owner.flash_eyes(visual = 1)