Adds Skeletons for background use

This commit is contained in:
Anewbe
2017-10-06 16:50:33 -05:00
parent ccd90031fa
commit 1f9a14ffd7
9 changed files with 95 additions and 14 deletions
+3
View File
@@ -17,6 +17,9 @@ var/const/CE_STABLE_THRESHOLD = 0.5
if(vessel)
return
if(species.flags & NO_BLOOD)
return
vessel = new/datum/reagents(species.blood_volume)
vessel.my_atom = src
+4 -4
View File
@@ -485,13 +485,13 @@ This function completely restores a damaged organ to perfect condition.
//moved this before the open_wound check so that having many small wounds for example doesn't somehow protect you from taking internal damage (because of the return)
//Possibly trigger an internal wound, too.
var/local_damage = brute_dam + burn_dam + damage
if((damage > 15) && (type != BURN) && (local_damage > 30) && prob(damage) && (robotic < ORGAN_ROBOT))
if((damage > 15) && (type != BURN) && (local_damage > 30) && prob(damage) && (robotic < ORGAN_ROBOT) && !(species.flags & NO_BLOOD))
var/datum/wound/internal_bleeding/I = new (min(damage - 15, 15))
wounds += I
owner.custom_pain("You feel something rip in your [name]!", 50)
//Burn damage can cause fluid loss due to blistering and cook-off
if((damage > 5 || damage + burn_dam >= 15) && type == BURN && (robotic < ORGAN_ROBOT))
if((damage > 5 || damage + burn_dam >= 15) && type == BURN && (robotic < ORGAN_ROBOT) && !(species.flags & NO_BLOOD))
var/fluid_loss = 0.75 * (damage/(owner.getMaxHealth() - config.health_threshold_dead)) * owner.species.blood_volume*(1 - BLOOD_VOLUME_SURVIVE/100)
owner.remove_blood(fluid_loss)
@@ -679,7 +679,7 @@ Note that amputating the affected organ does in fact remove the infection from t
//Updating wounds. Handles wound natural I had some free spachealing, internal bleedings and infections
/obj/item/organ/external/proc/update_wounds()
if((robotic >= ORGAN_ROBOT)) //Robotic limbs don't heal or get worse.
if((robotic >= ORGAN_ROBOT) || (species.flags & UNDEAD)) //Robotic and dead limbs don't heal or get worse.
for(var/datum/wound/W in wounds) //Repaired wounds disappear though
if(W.damage <= 0) //and they disappear right away
wounds -= W //TODO: robot wounds for robot limbs
@@ -754,7 +754,7 @@ Note that amputating the affected organ does in fact remove the infection from t
else
brute_dam += W.damage
if(!(robotic >= ORGAN_ROBOT) && W.bleeding() && (H && H.should_have_organ(O_HEART)))
if(!(robotic >= ORGAN_ROBOT) && W.bleeding() && (H && H.should_have_organ(O_HEART)) && !(H.species.flags & NO_BLOOD))
W.bleed_timer--
status |= ORGAN_BLEEDING