Fixes vitality matrices giving massively more vitality than they should (#33768)
* Fixes vitality matrix shenanigans * Replaces the spawn_dust() with a variable check * Update clock_sigils.dm
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CitadelStationBot
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2d63c57837
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15f961958e
@@ -278,6 +278,7 @@
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animate(src, alpha = 255, time = 10, flags = ANIMATION_END_NOW) //we may have a previous animation going. finish it first, then do this one without delay.
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sleep(10)
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//as long as they're still on the sigil and are either not a servant or they're a servant AND it has remaining vitality
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var/consumed_vitality
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while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || GLOB.clockwork_vitality))) && get_turf(L) == get_turf(src) && !L.buckled)
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sigil_active = TRUE
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if(animation_number >= 4)
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@@ -286,7 +287,8 @@
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animation_number++
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if(!is_servant_of_ratvar(L))
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var/vitality_drained = 0
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if(L.stat == DEAD)
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if(L.stat == DEAD && !consumed_vitality)
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consumed_vitality = TRUE //Prevent the target from being consumed multiple times
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vitality_drained = L.maxHealth
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var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
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animate(V, alpha = 0, transform = matrix()*2, time = 8)
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