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Merge pull request #11797 from Couls/blood-changes
Blood is now less annoying
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@@ -63,7 +63,8 @@
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else
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//No oldFP or it's a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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createFootprintsFrom(shoes, dir, T)
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if(S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
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createFootprintsFrom(shoes, dir, T)
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update_inv_shoes()
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else if(hasfeet)
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if(bloody_feet && bloody_feet[blood_state])
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@@ -72,7 +73,8 @@
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return
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else
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bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP)
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createFootprintsFrom(src, dir, T)
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if(bloody_feet[blood_state] > BLOOD_LOSS_IN_SPREAD)
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createFootprintsFrom(src, dir, T)
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update_inv_shoes()
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//End bloody footprints
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if(S)
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@@ -99,11 +99,11 @@
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/mob/living/carbon/proc/bleed_internal(amt) // Return 1 if we've coughed blood up, 2 if we're vomited it.
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if(blood_volume)
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blood_volume = max(blood_volume - amt, 0)
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if (prob(10 * amt)) // +5% chance per internal bleeding site that we'll cough up blood on a given tick.
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if(prob(10 * amt)) // +5% chance per internal bleeding site that we'll cough up blood on a given tick.
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custom_emote(1, "coughs up blood!")
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add_splatter_floor(loc, 1)
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return 1
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else if (amt >= 1 && prob(5 * amt)) // +2.5% chance per internal bleeding site that we'll cough up blood on a given tick. Must be bleeding internally in more than one place to have a chance at this.
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else if(amt >= 1 && prob(5 * amt)) // +2.5% chance per internal bleeding site that we'll cough up blood on a given tick. Must be bleeding internally in more than one place to have a chance at this.
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vomit(0, 1)
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return 2
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return 0
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@@ -253,7 +253,7 @@
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// Only a certain number of drips (or one large splatter) can be on a given turf.
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var/obj/effect/decal/cleanable/blood/drip/drop = locate() in T
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if(drop)
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if(drop.drips < 3)
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if(drop.drips < 5)
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drop.drips++
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drop.overlays |= pick(drop.random_icon_states)
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drop.transfer_mob_blood_dna(src)
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@@ -278,7 +278,8 @@
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B = locate() in bloods
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if(!B)
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B = new(T)
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if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
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B.bloodiness += BLOOD_AMOUNT_PER_DECAL
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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if(temp_blood_DNA)
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B.blood_DNA |= temp_blood_DNA
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