diff --git a/code/modules/organs/organ_external.dm b/code/modules/organs/organ_external.dm index fcf458871a..dc39645f54 100644 --- a/code/modules/organs/organ_external.dm +++ b/code/modules/organs/organ_external.dm @@ -356,7 +356,7 @@ INFECTION_LEVEL_THREE above this germ level the player will take additional toxi Note that amputating the affected organ does in fact remove the infection from the player's body. */ /datum/organ/external/proc/update_germs() - + if(status & (ORGAN_ROBOT|ORGAN_DESTROYED) || (owner.species && owner.species.flags & IS_PLANT)) //Robotic limbs shouldn't be infected, nor should nonexistant limbs. germ_level = 0 return @@ -364,7 +364,7 @@ Note that amputating the affected organ does in fact remove the infection from t if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs //** Syncing germ levels with external wounds handle_germ_sync() - + //** Handle antibiotics and curing infections handle_antibiotics() @@ -387,10 +387,10 @@ Note that amputating the affected organ does in fact remove the infection from t /datum/organ/external/proc/handle_germ_effects() var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin") - + if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE && prob(60)) //this could be an else clause, but it looks cleaner this way germ_level-- //since germ_level increases at a rate of 1 per second with dirty wounds, prob(60) should give us about 5 minutes before level one. - + if(germ_level >= INFECTION_LEVEL_ONE) //having an infection raises your body temperature var/fever_temperature = (owner.species.heat_level_1 - owner.species.body_temperature - 1)* min(germ_level/INFECTION_LEVEL_THREE, 1) + owner.species.body_temperature @@ -401,7 +401,7 @@ Note that amputating the affected organ does in fact remove the infection from t if(prob(round(germ_level/10))) if (antibiotics < 5) germ_level++ - + if (prob(5)) //adjust this to tweak how fast people take toxin damage from infections owner.adjustToxLoss(1) @@ -412,7 +412,7 @@ Note that amputating the affected organ does in fact remove the infection from t if (I.germ_level > 0 && I.germ_level < min(germ_level, INFECTION_LEVEL_TWO)) //once the organ reaches whatever we can give it, or level two, switch to a different one if (!target_organ || I.germ_level > target_organ.germ_level) //choose the organ with the highest germ_level target_organ = I - + if (!target_organ) //figure out which organs we can spread germs to and pick one at random var/list/candidate_organs = list() @@ -421,7 +421,7 @@ Note that amputating the affected organ does in fact remove the infection from t candidate_organs += I if (candidate_organs.len) target_organ = pick(candidate_organs) - + if (target_organ) target_organ.germ_level++ @@ -801,8 +801,8 @@ Note that amputating the affected organ does in fact remove the infection from t owner.u_equip(c_hand) owner.emote("me", 1, "drops what they were holding, their [hand_name] malfunctioning!") var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, src) - spark_system.attach(src) + spark_system.set_up(5, 0, owner) + spark_system.attach(owner) spark_system.start() spawn(10) del(spark_system)