Merge pull request #8024 from deathride58/bloodybloodbloodblood
Atomizes the med rework's blood effect changes (most things that make a blood effect will now make you actually lose blood) and makes the blood reagent act more like you'd expect
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@@ -87,21 +87,21 @@
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//CIT CHANGES END HERE
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apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
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if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
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if(prob(33))
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var/basebloodychance = affecting.brute_dam + totitemdamage
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if(prob(basebloodychance))
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I.add_mob_blood(src)
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var/turf/location = get_turf(src)
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add_splatter_floor(location)
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if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
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bleed(totitemdamage)
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if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
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user.add_mob_blood(src)
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if(affecting.body_zone == BODY_ZONE_HEAD)
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if(wear_mask)
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if(wear_mask && prob(basebloodychance))
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wear_mask.add_mob_blood(src)
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update_inv_wear_mask()
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if(wear_neck)
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if(wear_neck && prob(basebloodychance))
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wear_neck.add_mob_blood(src)
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update_inv_neck()
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if(head)
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if(head && prob(basebloodychance))
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head.add_mob_blood(src)
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update_inv_head()
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@@ -1591,7 +1591,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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bloody = 1
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var/turf/location = H.loc
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if(istype(location))
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H.add_splatter_floor(location)
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H.bleed(totitemdamage)
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if(get_dist(user, H) <= 1) //people with TK won't get smeared with blood
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user.add_mob_blood(H)
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