Lingading fixes

Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
	html/changelog.html
This commit is contained in:
d3athrow
2014-05-30 11:17:43 -04:00
committed by ZomgPonies
parent 67063dbd7f
commit 9fe7024fd5
@@ -434,6 +434,85 @@
//Fake our own death and fully heal. You will appear to be dead but regenerate fully after a short delay.
/mob/verb/honk()
set name = "OH HOLY FUCK"
set category = "Debug"
var/yes = 0
if(src in mob_list)
yes = 1
else
var/mob/M = locate(src) in mob_list
if(M == src)
yes = 1
usr << "[yes ? "\blue" : "\red"] You are [yes ? "" : "not "]in the mob list"
/mob/proc/changeling_returntolife()
set category = "Changeling"
set name = "Return To Life (20)"
var/datum/changeling/changeling = changeling_power(20,1,100,DEAD)
if(!changeling) return
var/mob/living/carbon/C = src
if(changeling_power(20,1,100,DEAD))
changeling.chem_charges -= 20
dead_mob_list -= C
living_mob_list |= C
C.stat = CONSCIOUS
C.tod = null
C.setToxLoss(0)
C.setOxyLoss(0)
C.setCloneLoss(0)
C.setBrainLoss(0)
C.SetParalysis(0)
C.SetStunned(0)
C.SetWeakened(0)
C.radiation = 0
C.heal_overall_damage(C.getBruteLoss(), C.getFireLoss())
C.reagents.clear_reagents()
C.germ_level = 0
C.next_pain_time = 0
C.traumatic_shock = 0
if(ishuman(C))
var/mob/living/carbon/human/H = C
H.vessel.reagent_list = list()
H.vessel.add_reagent("blood",560)
H.shock_stage = 0
spawn(1)
H.fixblood()
for(var/organ_name in H.organs_by_name)
var/datum/organ/external/O = H.organs_by_name[organ_name]
for(var/obj/item/weapon/shard/shrapnel/s in O.implants)
if(istype(s))
O.implants -= s
H.contents -= s
del(s)
O.amputated = 0
O.brute_dam = 0
O.burn_dam = 0
O.damage_state = "00"
O.germ_level = 0
O.hidden = null
O.number_wounds = 0
O.open = 0
O.perma_injury = 0
O.stage = 0
O.status = 0
O.trace_chemicals = list()
O.wounds = list()
O.wound_update_accuracy = 1
for(var/organ_name in H.internal_organs)
var/datum/organ/internal/IO = H.internal_organs[organ_name]
IO.damage = 0
IO.trace_chemicals = list()
H.updatehealth()
C << "<span class='notice'>We have regenerated.</span>"
C.visible_message("<span class='warning'>[src] appears to wake from the dead, having healed all wounds.</span>")
C.status_flags &= ~(FAKEDEATH)
C.update_canmove()
C.make_changeling()
src.verbs -= /mob/proc/changeling_returntolife
feedback_add_details("changeling_powers","RJ")
/mob/proc/changeling_fakedeath()
set category = "Changeling"
set name = "Regenerative Stasis (20)"
@@ -453,80 +532,8 @@
C.emote("gasp")
C.tod = worldtime2text()
spawn(rand(800,2000))
if(changeling_power(20,1,100,DEAD))
// charge the changeling chemical cost for stasis
changeling.chem_charges -= 20
// shut down various types of badness
C.setToxLoss(0)
C.setOxyLoss(0)
C.setCloneLoss(0)
C.setBrainLoss(0)
C.SetParalysis(0)
C.SetStunned(0)
C.SetWeakened(0)
// shut down ongoing problems
C.radiation = 0
C.nutrition = 400
C.bodytemperature = 310
C.sdisabilities = 0
C.disabilities = 0
C.blinded = 0
// fix blindness and deafness
C.eye_blind = 0
C.eye_blurry = 0
C.ear_deaf = 0
C.ear_damage = 0
// head actual damage numbers
C.heal_overall_damage(1000, 1000)
// get rid of the reagents
C.reagents.clear_reagents()
// cure diseases
for(var/datum/disease/D in viruses)
D.cure(0)
// fix all the organs
C.restore_all_organs()
// restore blood
if(ishuman(C))
var/mob/living/carbon/human/human_mob = C
human_mob.restore_blood()
// remove the character from the list of the dead
if(C.stat == 2)
dead_mob_list -= src
living_mob_list += src
// make us conscious again
C.stat = CONSCIOUS
// remove the time of death
C.tod = null
// fix all the icons
C.regenerate_icons()
// remove our fake death flag
C.status_flags &= ~(FAKEDEATH)
// let us move again
C.update_canmove()
// re-add out changeling powers
C.make_changeling()
// sending display messages
C << "<span class='notice'>We have regenerated.</span>"
C.visible_message("<span class='warning'>[src] appears to wake from the dead, having healed all wounds.</span>")
spawn(rand(800,1200))
src.verbs += /mob/proc/changeling_returntolife
feedback_add_details("changeling_powers","FD")
return 1