Ports wounds from TG (#11955)

* piss

* second set of files

* theos feels pain and dies

* code works lmao

* other stuff

* YES YES YES

* Update zombies.dm

* egg

* whoops

* bubblegum alt attacks won't wound

* bone hurting juice hurts bones

* something's fucky wucky

* humans are no longer blue space babes but projectile damage is still wack

* IT WORKS???????

* other stuff

* turns out im big brain and already handled that should be testable live now

* WHOOPS

* medical pens not in stupid area

* fix regen mesh icons

* tool_behavior and defines plus allowing wound healing to override surgical tool no touchy bit

* should help

* mapping problem

* fix monkies shitting out blood all the time

* going to remove examine_more being stupid

* this is stupid i think it works though

* Empty commit, more bad code

* this probably fdixes something

* buckshot buffed back to where it should be

* woundings

* missed this one

* fix gamebreaking bug

* turns out damaging ANYTHING causes suit sensors to break whoops

* stuff up to limb disable refactor

* aid scanner can no longer kill you if you use it too much, preventing the robot uprising for another few decades

* Update burn_dressing.dm

* wtf

* shotgun slugs have a wound bonus of -30 putting them in line with other high damage weaponry that has even less

* burn debriding uses the scalpel rather than the hemostat

* debriding for patch/treat no longer causes wounds

* Give syndicate medical cyborg a bonesetter

* like 5 more prs ported

* fixes burn ointment and mesh application not having a progress bar

* gamemode zombies get easydismember and easily wounded

* managed to screw up self cautery this fixes it

* carbons can't use check self for injuries but humans can

* honey gives +2 sanitization to burns

* re-add this if sensors get fixed

* should fix a runtime I made on accident when trying to make examine more less jank

* last 2 prs and some holdup fixes since these touched on that

* set target = src so the progress par shows up i think

* Update mutations.dm

* fixes twohanded reuqired weapons by reverting some change I don't understand

* fixes blood sprites

* actually properly fixes the thing

Co-authored-by: Gabriel Adamson <adamson.g@gmail.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
This commit is contained in:
Theos
2021-09-11 08:19:11 -04:00
committed by GitHub
parent 41a09f4c8f
commit 26191754f1
285 changed files with 7145 additions and 1796 deletions

View File

@@ -73,6 +73,8 @@ h1.alert, h2.alert {color: #000000;}
.userdanger {color: #ff0000; font-weight: bold; font-size: 3;}
.danger {color: #ff0000;}
.tinydanger {color: #ff0000; font-size: 85%;}
.smalldanger {color: #ff0000; font-size: 90%;}
.warning {color: #ff0000; font-style: italic;}
.boldwarning {color: #ff0000; font-style: italic; font-weight: bold}
.announce {color: #228b22; font-weight: bold;}
@@ -81,6 +83,10 @@ h1.alert, h2.alert {color: #000000;}
.rose {color: #ff5050;}
.info {color: #0000CC;}
.notice {color: #000099;}
.tinynotice {color: #000099; font-size: 85%;}
.tinynoticeital {color: #000099; font-style: italic; font-size: 85%;}
.smallnotice {color: #000099; font-size: 90%;}
.smallnoticeital {color: #000099; font-style: italic; font-size: 90%;}
.boldnotice {color: #000099; font-weight: bold;}
.adminnotice {color: #0000ff;}
.adminhelp {color: #ff0000; font-weight: bold;}