fixing merge conflicts
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@@ -5,6 +5,7 @@
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force = 3
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throwforce = 3
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icon = 'icons/mob/human_parts.dmi'
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w_class = WEIGHT_CLASS_SMALL
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icon_state = ""
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layer = BELOW_MOB_LAYER //so it isn't hidden behind objects when on the floor
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var/mob/living/carbon/owner = null
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@@ -24,8 +24,8 @@
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/datum/surgery_step/dissection
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name = "dissection"
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implements = list(/obj/item/scalpel/augment = 75, /obj/item/scalpel/advanced = 60, /obj/item/scalpel = 45, /obj/item/kitchen/knife = 20, /obj/item/shard = 10)// special tools not only cut down time but also improve probability, doesn't use TOOL_SCALPEL because different scalpels have different probs
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time = 125
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implements = list(/obj/item/scalpel/alien = 100, /obj/item/scalpel/advanced = 99, /obj/item/scalpel = 90, /obj/item/kitchen/knife = 45, /obj/item/shard = 25)// special tools not only cut down time but also improve probability, doesn't use TOOL_SCALPEL because different scalpels have different probs
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time = 100
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silicons_obey_prob = TRUE
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repeatable = TRUE
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@@ -110,4 +110,4 @@
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requires_tech = TRUE
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replaced_by = null
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#undef BASE_HUMAN_REWARD
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#undef BASE_HUMAN_REWARD
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@@ -51,7 +51,7 @@
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clear_eye_trauma()
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. = ..()
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var/mob/living/carbon/C = .
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if(C)
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if(!QDELETED(C))
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if(ishuman(C) && eye_color)
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var/mob/living/carbon/human/H = C
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H.eye_color = old_eye_color
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@@ -6,7 +6,7 @@
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slot = ORGAN_SLOT_HEART
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healing_factor = STANDARD_ORGAN_HEALING
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decay_factor = 2.5 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
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decay_factor = 2 * STANDARD_ORGAN_DECAY
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low_threshold_passed = "<span class='info'>Prickles of pain appear then die out from within your chest...</span>"
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high_threshold_passed = "<span class='warning'>Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before.</span>"
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