More dismemberment fixes

More elegant solution to gasping torsos.
Applying damage to torso will no longer gib everything connected to it.

Signed-off-by: Mloc <colmohici@gmail.com>
This commit is contained in:
Mloc
2013-08-20 02:06:56 +01:00
parent 8015375732
commit de79aa733b
+6 -8
View File
@@ -81,10 +81,11 @@
burn *= 0.66 //~2/3 damage for ROBOLIMBS
//If limb took enough damage, try to cut or tear it off
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if( (sharp && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
droplimb(1)
return
if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you.
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if( (sharp && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
droplimb(1)
return
// High brute damage or sharp objects may damage internal organs
if(internal_organs != null) if( (sharp && brute >= 5) || brute >= 10) if(prob(5))
@@ -830,10 +831,7 @@ obj/item/weapon/organ/head/New(loc, mob/living/carbon/human/H)
H.regenerate_icons()
if(H.organs_by_name["chest"])
var/datum/organ/external/chest/humanchest = H.organs_by_name["chest"]
humanchest.brute_dam = H.maxHealth * 2
H.stat = 2
H.death()
obj/item/weapon/organ/head/proc/transfer_identity(var/mob/living/carbon/human/H)//Same deal as the regular brain proc. Used for human-->head