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* commit for branch swap * branch swap again * BLEED * trying to clear up compile errors * i killed everything when i tested this... * restorealltheblood * I REMOVED A THING * well some progress * stop bleeding * got to swap branches again. * grr * damn bloodcolors * Squash everything * color....colourrrrrrr * color....colourrrrrrr * well now that updated the branch... * Changes * Some tweaks..before i upload something major * COLOR NOT COLOUR...COLOR YES I KNOW NOT EVERYONE SPELLS IT LIKE THAT BUT MY GOD * Foot print shit.. blood coloring is going to be PAIN * trying to handle some colors..maybe. * blood colorsing sucks..di i mention this? * commenting cod malfunctions. * Changes * lets try this * Its too late at night. * blargh * woops * almost works... * progress.. * Branch swap * figured out the overlay issue.... * BRANCH SWAP * BLARGH * fixed merged conflicts..expect something to be horribly wrong. * bunch of changes * Major Fixes - Moved blood_state and bloodiness var definitions to /obj/effect/decal/cleanable/blood as well as /cleanable/Crossed(), in order to make blood color work properly. - These were not used by any other decal, so it was pointless. - Tweaked human/add_blood so that hand_blood_color uses the correct value now. - Corrected gibs having the wrong basecolor. - Tracks of different blood colors will no longer combine weirdly, and will instead form seperate overlays. - This also fixes all of the issues with tracks in general and not updating correctly. - Fixed transfering blood in add_fingerprint; the old detective code didn't use the new format for add_blood(). - Fixed xenomorphs causing runtimes in makeTrail(), and gave them their own trails. Sprites should probably be brightened later. - Fixed mobs occasionally randomly having their blood_DNA list reset. * may have accidently removed shit. * Mrowl * stiff water is not bleeding lowered trail making threshold * tweaks then conflcits * weee * indent * some tweaks * somefox tweaks. * derp * why won't they bleed!? * BLEED DAMMIT * Flattist comments and removes simple animale blood volume Cause i cannot get it to work right. * PRAISE FLATTIST * Simple animals have a blood volume now Bug with trail fixed. * changes * thanksmrowlmrowl * exotice blood trails * makesure is an exotic bleeder has a bleed rate first... * FoxBoxTweakSox * BoxVoxSoXFox * ONE MORE THING * animalsbleedreds * Buh? BUGH! * thisismescreaming * removing note needed thing * Color changes but the rabbit hole continues. * This is not pretty.... * wot * IT WORKS DAMMIT * colors. * germaphobic commit.. * we have to use the old system * nothing to see here * doubleprocarady * try to fix mulebots * mulebot fixed * DONE
69 lines
1.9 KiB
Plaintext
69 lines
1.9 KiB
Plaintext
/obj/effect/proc_holder/changeling/revive
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name = "Regenerate"
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desc = "We regenerate, healing all damage from our form."
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req_stat = DEAD
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//Revive from regenerative stasis
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/obj/effect/proc_holder/changeling/revive/sting_action(var/mob/living/carbon/user)
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user.setToxLoss(0)
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user.setOxyLoss(0)
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user.setCloneLoss(0)
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user.setBrainLoss(0)
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user.SetParalysis(0)
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user.SetStunned(0)
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user.SetWeakened(0)
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user.radiation = 0
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user.SetEyeBlind(0)
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user.SetEyeBlurry(0)
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user.SetEarDamage(0)
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user.SetEarDeaf(0)
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user.heal_overall_damage(user.getBruteLoss(), user.getFireLoss())
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user.CureBlind()
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user.CureDeaf()
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user.CureNearsighted()
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user.reagents.clear_reagents()
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user.germ_level = 0
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user.next_pain_time = 0
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user.traumatic_shock = 0
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user.timeofdeath = 0
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.restore_blood()
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H.shock_stage = 0
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H.species.create_organs(H)
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// Now that recreating all organs is necessary, the rest of this organ stuff probably
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// isn't, but I don't want to remove it, just in case.
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for(var/organ_name in H.bodyparts_by_name)
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var/obj/item/organ/external/O = H.bodyparts_by_name[organ_name]
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if(!O)
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continue
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O.brute_dam = 0
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O.burn_dam = 0
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O.damage_state = "00"
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O.germ_level = 0
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QDEL_NULL(O.hidden)
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O.number_wounds = 0
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O.open = 0
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O.perma_injury = 0
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O.status = 0
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O.trace_chemicals.Cut()
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QDEL_LIST(O.wounds)
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O.wound_update_accuracy = 1
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for(var/obj/item/organ/internal/IO in H.internal_organs)
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IO.damage = 0
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IO.trace_chemicals.Cut()
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H.remove_all_embedded_objects()
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H.updatehealth()
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to_chat(user, "<span class='notice'>We have regenerated.</span>")
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user.regenerate_icons()
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user.status_flags &= ~(FAKEDEATH)
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user.update_revive() //Handle waking up the changeling after the regenerative stasis has completed.
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user.mind.changeling.purchasedpowers -= src
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user.med_hud_set_status()
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user.med_hud_set_health()
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feedback_add_details("changeling_powers","CR")
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return 1
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