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Bloody hands tweaks and examine description fix (#34791)
* Bloody hands tweaks. * Update examine.dm --------- Co-authored-by: Hinaichigo <hinaichigo@github.com>
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@@ -9,7 +9,7 @@
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if(add_blood_from_data(G.bloody_hands_data)) //only reduces the bloodiness of our gloves if the item wasn't already bloody
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G.transfer_blood--
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M.update_inv_gloves()
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else if(M.bloody_hands)
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else if(M.bloody_hands > 1)
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if(add_blood_from_data(M.bloody_hands_data))
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M.bloody_hands--
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M.update_inv_gloves()
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@@ -104,7 +104,7 @@
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msg += "<span class='warning'>[t_He] [t_has] [bicon(gloves)] [gloves.a_stained()] [gloves.name] on [t_his] hands! [format_examine(gloves, "Examine")][gloves.description_accessories()]</span>\n"
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else
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msg += "[t_He] [t_has] [bicon(gloves)] \a [gloves] on [t_his] hands. [format_examine(gloves, "Examine")][gloves.description_accessories()]\n"
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else if(blood_DNA && blood_DNA.len && !(slot_gloves in obscured))
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else if(bloody_hands && bloody_hands_data.len && !(slot_gloves in obscured))
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msg += "<span class='warning'>[t_He] [t_has] <span style='color: [get_stain_text_color(bloody_hands_data["blood_colour"])]'>[get_stain_name(bloody_hands_data["blood_type"])]-stained</span> hands!</span>\n"
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//handcuffed?
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@@ -291,7 +291,7 @@
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punch_zone = LIMB_HEAD
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var/datum/organ/external/limb = organs_by_name[punch_zone]
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if(limb.status & ORGAN_BLEEDING && istype(M))
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M.bloody_hands(src,1)
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M.bloody_hands(src, 2)
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return punch_damage
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else // dodged
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return 0
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@@ -350,7 +350,7 @@ emp_act
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apply_damage(damage, BRUTE, ourfoot)
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return TRUE
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/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
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/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 3)
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if (ishuman(source))
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var/mob/living/carbon/human/H = source
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if (H.species.anatomy_flags & NO_BLOOD)
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@@ -368,11 +368,11 @@ emp_act
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G.bloody_hands_data = source.get_blood_data()
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else
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add_blood(source)
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bloody_hands = amount
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bloody_hands += amount
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bloody_hands_data = source.get_blood_data()
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update_inv_gloves() //updates on-mob overlays for bloody hands and/or bloody gloves
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/mob/living/carbon/human/proc/bloody_body(var/mob/living/source,var/update = 0)
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/mob/living/carbon/human/proc/bloody_body(var/mob/living/source, var/update = 0)
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if (ishuman(source))
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var/mob/living/carbon/human/H = source
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if (H.species.anatomy_flags & NO_BLOOD)
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@@ -393,7 +393,7 @@ emp_act
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//The two procs bellow are for when getting bloodied with blood that doesn't come straight from a mob, but from a beaker or something else
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//Since the original donor might not exist anymore
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/mob/living/carbon/human/proc/bloody_hands_from_data(var/list/blood_data,var/amount = 2,var/source)
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/mob/living/carbon/human/proc/bloody_hands_from_data(var/list/blood_data, var/amount = 3, var/source)
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//we're getting splashed with blood, so let's check for viruses
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var/block = check_contact_sterility(HANDS)
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var/bleeding = check_bodypart_bleeding(HANDS)
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@@ -407,11 +407,11 @@ emp_act
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G.bloody_hands_data = copy_blood_data(blood_data)
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else
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add_blood_from_data(blood_data)
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bloody_hands = amount
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bloody_hands += amount
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bloody_hands_data = copy_blood_data(blood_data)
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update_inv_gloves() //updates on-mob overlays for bloody hands and/or bloody gloves
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/mob/living/carbon/human/proc/bloody_body_from_data(var/list/blood_data,var/update = 0,var/source)
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/mob/living/carbon/human/proc/bloody_body_from_data(var/list/blood_data, var/update = 0, var/source)
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//we're getting splashed with blood, so let's check for viruses
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var/block = check_contact_sterility(FULL_TORSO)
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var/bleeding = check_bodypart_bleeding(FULL_TORSO)
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@@ -46,7 +46,7 @@
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affected.wounds -= W
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affected.update_damages()
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if (ishuman(user) && prob(40))
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user:bloody_hands(target, 1)
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user:bloody_hands(target, 2)
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/datum/surgery_step/fix_vein/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/datum/organ/external/affected = target.get_organ(target_zone)
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@@ -73,9 +73,9 @@
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if (ishuman(user) && prob(60))
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var/mob/living/carbon/human/H = user
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if (blood_level)
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H.bloody_hands(target,1)//potentially spreads diseases from them to us, wear latex gloves!
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H.bloody_hands(target, 2)//potentially spreads diseases from them to us, wear latex gloves!
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if (blood_level > 1)
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H.bloody_body(target,0)//potentially spreads diseases from them to us, wear a bio suit, or at least a labcoat!
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H.bloody_body(target, 0)//potentially spreads diseases from them to us, wear a bio suit, or at least a labcoat!
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if(istype(tool,/obj/item/tool/scalpel/laser) || istype(tool,/obj/item/tool/retractor/manager))
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tool.icon_state = "[initial(tool.icon_state)]_on"
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