Bloody hands tweaks and examine description fix (#34791)

* Bloody hands tweaks.

* Update examine.dm

---------

Co-authored-by: Hinaichigo <hinaichigo@github.com>
This commit is contained in:
Hinaichigo
2023-07-30 23:49:03 +09:00
committed by GitHub
parent 2ed77b9560
commit 5d5761dea1
6 changed files with 12 additions and 12 deletions

View File

@@ -104,7 +104,7 @@
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"
else
msg += "[t_He] [t_has] [bicon(gloves)] \a [gloves] on [t_his] hands. [format_examine(gloves, "Examine")][gloves.description_accessories()]\n"
else if(blood_DNA && blood_DNA.len && !(slot_gloves in obscured))
else if(bloody_hands && bloody_hands_data.len && !(slot_gloves in obscured))
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"
//handcuffed?

View File

@@ -291,7 +291,7 @@
punch_zone = LIMB_HEAD
var/datum/organ/external/limb = organs_by_name[punch_zone]
if(limb.status & ORGAN_BLEEDING && istype(M))
M.bloody_hands(src,1)
M.bloody_hands(src, 2)
return punch_damage
else // dodged
return 0

View File

@@ -350,7 +350,7 @@ emp_act
apply_damage(damage, BRUTE, ourfoot)
return TRUE
/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 3)
if (ishuman(source))
var/mob/living/carbon/human/H = source
if (H.species.anatomy_flags & NO_BLOOD)
@@ -368,11 +368,11 @@ emp_act
G.bloody_hands_data = source.get_blood_data()
else
add_blood(source)
bloody_hands = amount
bloody_hands += amount
bloody_hands_data = source.get_blood_data()
update_inv_gloves() //updates on-mob overlays for bloody hands and/or bloody gloves
/mob/living/carbon/human/proc/bloody_body(var/mob/living/source,var/update = 0)
/mob/living/carbon/human/proc/bloody_body(var/mob/living/source, var/update = 0)
if (ishuman(source))
var/mob/living/carbon/human/H = source
if (H.species.anatomy_flags & NO_BLOOD)
@@ -393,7 +393,7 @@ emp_act
//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
//Since the original donor might not exist anymore
/mob/living/carbon/human/proc/bloody_hands_from_data(var/list/blood_data,var/amount = 2,var/source)
/mob/living/carbon/human/proc/bloody_hands_from_data(var/list/blood_data, var/amount = 3, var/source)
//we're getting splashed with blood, so let's check for viruses
var/block = check_contact_sterility(HANDS)
var/bleeding = check_bodypart_bleeding(HANDS)
@@ -407,11 +407,11 @@ emp_act
G.bloody_hands_data = copy_blood_data(blood_data)
else
add_blood_from_data(blood_data)
bloody_hands = amount
bloody_hands += amount
bloody_hands_data = copy_blood_data(blood_data)
update_inv_gloves() //updates on-mob overlays for bloody hands and/or bloody gloves
/mob/living/carbon/human/proc/bloody_body_from_data(var/list/blood_data,var/update = 0,var/source)
/mob/living/carbon/human/proc/bloody_body_from_data(var/list/blood_data, var/update = 0, var/source)
//we're getting splashed with blood, so let's check for viruses
var/block = check_contact_sterility(FULL_TORSO)
var/bleeding = check_bodypart_bleeding(FULL_TORSO)