Added shrapnel from projectile wounds and altered scanner readout.

This commit is contained in:
Zuhayr
2013-06-12 01:45:07 -07:00
parent 0a220db976
commit 7db6cd4108
5 changed files with 42 additions and 13 deletions
@@ -223,13 +223,20 @@
// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
updatehealth()
//Embedded projectile code.
if(!organ) return
if(!istype(used_weapon,/obj/item/weapon)) return
var/obj/item/weapon/W = used_weapon
if(damage > 20 && (prob(damage/W.w_class) || sharp))
W.loc = organ
organ.implants += W
visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
W.add_blood(src)
return 1
if(istype(used_weapon,/obj/item/weapon))
var/obj/item/weapon/W = used_weapon
if(damage > 20 && (prob(damage/W.w_class) || sharp)) //The larger it is, the harder it needs to hit to stick.
W.loc = organ
organ.implants += W
visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
W.add_blood(src)
else if(istype(used_weapon,/obj/item/projectile)) //We don't want to use the actual projectile item, so we spawn some shrapnel.
if(prob(50) && damagetype == BRUTE)
var/obj/item/weapon/shard/shrapnel/S = new()
S.loc = organ
organ.implants += S
visible_message("<span class='danger'>The projectile sticks in the wound!</span>")
S.add_blood(src)
return 1
+1 -1
View File
@@ -57,7 +57,7 @@
P.on_hit(src,2)
return 2
if(!P.nodamage)
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, used_weapon = "Projectile([P.name])")
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, absorb, 0, P)
P.on_hit(src, absorb)
return absorb