From d457eba45a1e7bb569ca94e69a81e7f75ccc82db Mon Sep 17 00:00:00 2001 From: Krausus Date: Sat, 20 Jun 2015 12:37:25 -0400 Subject: [PATCH] Fixes regenerative stasis' organ regeneration Organs weren't actually regenerating, and any missing organs would cause a runtime, breaking the regeneration entirely. --- code/game/gamemodes/changeling/powers/revive.dm | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/code/game/gamemodes/changeling/powers/revive.dm b/code/game/gamemodes/changeling/powers/revive.dm index 3c30320f692..501aecae5d3 100644 --- a/code/game/gamemodes/changeling/powers/revive.dm +++ b/code/game/gamemodes/changeling/powers/revive.dm @@ -34,8 +34,12 @@ H.shock_stage = 0 spawn(1) H.fixblood() + H.species.create_organs(H) + // Now that recreating all organs is necessary, the rest of this organ stuff probably + // isn't, but I don't want to remove it, just in case. for(var/organ_name in H.organs_by_name) var/obj/item/organ/external/O = H.organs_by_name[organ_name] + if(!O) continue for(var/obj/item/weapon/shard/shrapnel/s in O.implants) if(istype(s)) O.implants -= s