Merge pull request #2185 from CIB/feature

Autopsy scanner fixes
This commit is contained in:
Cael Aislinn
2013-01-16 17:57:35 -08:00
4 changed files with 11 additions and 13 deletions

View File

@@ -776,13 +776,13 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
fire_alert = max(fire_alert, 1)
switch(bodytemperature)
if(360 to 400)
apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 2)
if(400 to 1000)
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 2)
if(1000 to INFINITY)
apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
apply_damage(HEAT_DAMAGE_LEVEL_3, BURN, used_weapon = "High Body Temperature")
fire_alert = max(fire_alert, 2)
else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT)
@@ -790,13 +790,13 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
switch(bodytemperature)
if(200 to 260)
apply_damage(COLD_DAMAGE_LEVEL_1, BURN)
apply_damage(COLD_DAMAGE_LEVEL_1, BURN, used_weapon = "Low Body Temperature")
fire_alert = max(fire_alert, 1)
if(120 to 200)
apply_damage(COLD_DAMAGE_LEVEL_2, BURN)
apply_damage(COLD_DAMAGE_LEVEL_2, BURN, used_weapon = "Low Body Temperature")
fire_alert = max(fire_alert, 1)
if(-INFINITY to 120)
apply_damage(COLD_DAMAGE_LEVEL_3, BURN)
apply_damage(COLD_DAMAGE_LEVEL_3, BURN, used_weapon = "Low Body Temperature")
fire_alert = max(fire_alert, 1)
// Account for massive pressure differences. Done by Polymorph

View File

@@ -8,7 +8,7 @@
Returns
standard 0 if fail
*/
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0)
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/used_weapon = null)
if(!damage || (blocked >= 2)) return 0
switch(damagetype)
if(BRUTE)
@@ -72,4 +72,4 @@
if(stutter) apply_effect(stutter, STUTTER, blocked)
if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
if(drowsy) apply_effect(drowsy, DROWSY, blocked)
return 1
return 1

View File

@@ -57,7 +57,7 @@
P.on_hit(src,2)
return 2
if(!P.nodamage)
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone)
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, used_weapon = "Projectile([P.name])")
P.on_hit(src, absorb)
return absorb