Fixes for the fingerprint runtimes, other runtimes, the new damage system, and the new objective system, to reduce the super hard objectives.

This commit is contained in:
SkyMarshal
2012-03-31 22:00:17 -07:00
parent a90173c628
commit cd4a82a90b
17 changed files with 178 additions and 103 deletions
+8 -2
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@@ -199,7 +199,6 @@ obj/machinery/computer/forensic_scanning
M.drop_item()
I.loc = src
process_card()
usr << "You insert the card, and it is destroyed by the machinery in the process of comparing prints."
else
usr << "\red Invalid Object Rejected."
if("database")
@@ -646,7 +645,9 @@ obj/machinery/computer/forensic_scanning
return
proc/process_card() //Same as above, but for fingerprint cards
if(card.fingerprints && !(card.amount > 1))
if(card.fingerprints && !(card.amount > 1) && islist(card.fingerprints) && files && files.len)
usr << "You insert the card, and it is destroyed by the machinery in the process of comparing prints."
var/found = 0
for(var/k = 1, k <= card.fingerprints.len, k++)
var/list/test_prints = params2list(card.fingerprints[k])
var/print = test_prints[num2text(1)]
@@ -657,7 +658,12 @@ obj/machinery/computer/forensic_scanning
if(perp == print)
test_list[1] = "1=" + print + "&2=" + print
files[i] = test_list
found = 1
break
if(found)
usr << "The machinery finds can completes a match."
else
usr << "No match found."
del(card)
else
usr << "\red ERROR: No prints/too many cards."
+2 -1
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@@ -511,8 +511,9 @@ Traitors and the like can also be revived with the previous role mostly intact.
e.perma_injury = 0
e.update_icon()
for(var/datum/organ/wound/W in e.wounds)
if(W.bleeding)
if(W.bleeding || !W.is_healing)
W.stopbleeding()
del(H.vessel)
H.vessel = new/datum/reagents(560)
H.vessel.my_atom = H
H.vessel.add_reagent("blood",560)
@@ -317,6 +317,10 @@ datum
for(var/A in reagent_list)
var/datum/reagent/R = A
if(R.id == "blood" && reagent == R.id)
if(R.data && data)
if(R.data["donor"] != data["donor"])
continue
if (R.id == reagent)
R.volume += amount
update_total()
+2 -2
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@@ -103,8 +103,8 @@ datum
color = "#C80000" // rgb: 200, 0, 0
on_mob_life(var/mob/living/M)
if(istype(M, /mob/living/carbon/human) && blood_incompatible(data["blood_type"],M.dna.b_type))
M.adjustToxLoss(rand(1.5,3))
M.adjustOxyLoss(rand(1.5,3))
M.adjustToxLoss(rand(0.5,1.5))
M.adjustOxyLoss(rand(1,1.5))
..()
return
+2 -2
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@@ -1078,8 +1078,8 @@
var/trans
if(B && ishuman(target))
var/mob/living/carbon/human/H = target
H.vessel.add_reagent("blood",5,B)
src.reagents.remove_reagent("blood",5)
H.vessel.add_reagent("blood",(B.volume > 5? 5 : B.volume),B.data)
src.reagents.remove_reagent("blood",(B.volume > 5? 5 : B.volume))
else
trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You inject [trans] units of the solution. The syringe now contains [src.reagents.total_volume] units."
@@ -349,11 +349,11 @@
"severe burn" = "severe burn", "deep burn" = "deep burn", "carbonised area" = "carbonised area")
switch(i)
if(2) //Healing wounds.
if(tallied in list("cut","tiny bruise","small burn"))
if(tallied in list("cut","small burn"))
continue
tallied_rename = list("deep cut" = "clotted cut", "flesh wound" = "small bandaged wound",\
"gaping wound" = "bandaged wound", "big gaping wound" = "gauze wrapped wound",\
"massive wound" = "massive blood soaked bandage", "small bruise" = "small bruise",\
"massive wound" = "massive blood soaked bandage", "tiny bruise" = "tiny bruise", "small bruise" = "small bruise",\
"moderate bruise" = "moderate bruise", "large bruise" = "large bruise",\
"huge bruise" = "huge bruise", "monumental bruise" = "monumental bruise",\
"moderate burn" = "moderate salved burn", "large burn" = "large salved burn",\
@@ -380,7 +380,7 @@
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "healing carbonised area")
if(5)
if(tallied in list("cut","deep cut","tiny bruise", "small bruise", "moderate bruise","small burn", "moderate burn"))
if(tallied in list("cut","deep cut","tiny bruise", "moderate bruise", "small bruise","small burn", "moderate burn"))
continue
tallied_rename = list("flesh wound" = "small scar", "gaping wound" = "straight scar",\
"big gaping wound" = "jagged scar", "massive wound" = "gigantic scar",\
@@ -429,6 +429,7 @@
flavor_text_string += flavor_text[text]
flavor_text_string += " on [t_his] [named].</span><br>"
wound_flavor_text["[named]"] = flavor_text_string
world << "[named] + [flavor_text_string]"
if(wound_flavor_text["head"] && !skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))
msg += wound_flavor_text["head"]
else if(is_bleeding["head"])
@@ -114,7 +114,7 @@
update_clothing()
src << "\blue Your icons have been generated!"
vessel = new/datum/reagents(560)
vessel = new/datum/reagents(600)
vessel.my_atom = src
vessel.add_reagent("blood",560)
spawn(1) fixblood()
+1 -1
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@@ -447,7 +447,7 @@
return null
update_canmove()
if(paralysis || stunned || weakened || buckled || (changeling && changeling.changeling_fakedeath)) canmove = 0
if(paralysis || resting || stunned || weakened || buckled || (changeling && changeling.changeling_fakedeath)) canmove = 0
else canmove = 1
handle_breath(datum/gas_mixture/breath)
+1 -1
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@@ -156,7 +156,7 @@
if(Process_Grab()) return
//Making mob movememnt changes instant.
if(mob.paralysis || mob.stunned || mob.weakened || mob.buckled || (mob.changeling && mob.changeling.changeling_fakedeath))
if(mob.paralysis || mob.stunned || mob.resting || mob.weakened || mob.buckled || (mob.changeling && mob.changeling.changeling_fakedeath))
mob.canmove = 0
return
else
+6 -1
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@@ -73,6 +73,11 @@
owner = H
H.organs[name] = src
Del()
for(var/datum/organ/wound/W in wounds)
del(W)
..()
proc/take_damage(brute, burn, sharp, used_weapon = null)
if((brute <= 0) && (burn <= 0))
return 0
@@ -432,7 +437,7 @@
proc/become_scar()
healing_state = 1 //Patched
spawn(200) //20 seconds
spawn(200*slowheal) //20 seconds
update_health(5) //Heals some.
sleep(rand(1800,3000)*slowheal) //3-5 minutes
+1 -1
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@@ -98,7 +98,7 @@
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
M.apply_damage(30+in_chamber.damage, BRUTE, used_weapon = "Point Blank Shot") //So we'll put him an inch from death.
M.apply_damage(30+in_chamber.damage, BRUTE, user.zone_sel.selecting, used_weapon = "Point Blank Shot") //So we'll put him an inch from death.
M.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> point blank with a <b>[]</b>", time_stamp(), user, user.ckey, M, M.ckey, src)
user.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> point blank with a <b>[]</b>", time_stamp(), user, user.ckey, M, M.ckey, src)
log_admin("ATTACK: [user] ([user.ckey]) shot [M] ([M.ckey]) point blank with [src].")