Ghommies suggestions and renames a proc
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@@ -1565,7 +1565,7 @@ GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
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world.TgsChatBroadcast()
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//Checks to see if either the victim has a garlic necklace or garlic in their blood
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/proc/sucking_checks(var/mob/living/carbon/target, check_neck, check_blood)
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/proc/blood_sucking_checks(var/mob/living/carbon/target, check_neck, check_blood)
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//Bypass this if the target isnt carbon.
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if(!iscarbon(target))
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return TRUE
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@@ -296,7 +296,7 @@
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category = CAT_CLOTHING
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/datum/crafting_recipe/wintercoat_cosmic
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/datum/crafting_recipe/garlic_necklace
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name = "Garlic Necklace"
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result = /obj/item/clothing/neck/garlic_necklace
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reqs = list(/obj/item/reagent_containers/food/snacks/grown/garlic = 15,
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@@ -142,6 +142,8 @@
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if(!QDELETED(clonemind.current))
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if(clonemind.current.stat != DEAD) //mind is associated with a non-dead body
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return FALSE
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if(AmBloodsucker(clonemind.current)) //If the mind is a bloodsucker
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return FALSE
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if(clonemind.current.suiciding) // Mind is associated with a body that is suiciding.
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return FALSE
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if(clonemind.active) //somebody is using that mind
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@@ -159,8 +161,6 @@
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mess = TRUE
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update_icon()
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return FALSE
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if(AmBloodsucker(clonemind)) //If the mind is a bloodsucker
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return FALSE
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attempting = TRUE //One at a time!!
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countdown.start()
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@@ -247,7 +247,7 @@
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owner.current.apply_status_effect(STATUS_EFFECT_UNCONSCIOUS)
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ADD_TRAIT(owner.current, TRAIT_FAKEDEATH, "bloodsucker") // Come after UNCONSCIOUS or else it fails
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ADD_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker") // Without this, you'll just keep dying while you recover.
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ADD_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker") // So you can heal in 0 G. otherwise you just...heal forever.
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ADD_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker") // So you can heal in space. Otherwise you just...heal forever.
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ADD_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, "bloodsucker")
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// Visuals
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owner.current.update_sight()
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@@ -260,7 +260,6 @@
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/datum/antagonist/bloodsucker/proc/Torpor_End()
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owner.current.stat = SOFT_CRIT
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owner.current.remove_status_effect(STATUS_EFFECT_UNCONSCIOUS)
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owner.current.cure_fakedeath("bloodsucker")
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REMOVE_TRAIT(owner.current, TRAIT_FAKEDEATH, "bloodsucker")
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REMOVE_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker")
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REMOVE_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker")
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@@ -300,7 +300,7 @@
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankkilled", /datum/mood_event/drankkilled) // BAD // in bloodsucker_life.dm
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/datum/action/bloodsucker/feed/ContinueActive(mob/living/user, mob/living/target)
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return ..() && target && (!target_grappled || user.pulling == target) && sucking_checks(target, TRUE, TRUE) // Active, and still antag,
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return ..() && target && (!target_grappled || user.pulling == target) && blood_sucking_checks(target, TRUE, TRUE) // Active, and still antag,
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// NOTE: We only care about pulling if target started off that way. Mostly only important for Aggressive feed.
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/datum/action/bloodsucker/feed/proc/ApplyVictimEffects(mob/living/target)
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@@ -854,7 +854,7 @@
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/mob/living/carbon/proc/can_defib()
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var/tlimit = DEFIB_TIME_LIMIT * 10
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var/obj/item/organ/heart = getorgan(/obj/item/organ/heart)
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if(suiciding || hellbound || HAS_TRAIT(src, TRAIT_HUSK) || AmBloodsucker())
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if(suiciding || hellbound || HAS_TRAIT(src, TRAIT_HUSK) || AmBloodsucker(src))
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return
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if((world.time - timeofdeath) > tlimit)
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return
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@@ -82,7 +82,7 @@
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to_chat(H, "<span class='notice'>You're already full!</span>")
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return
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//This checks whether or not they are wearing a garlic clove on their neck
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if(!sucking_checks(victim, TRUE, FALSE))
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if(!blood_sucking_checks(victim, TRUE, FALSE))
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return
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if(victim.stat == DEAD)
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to_chat(H, "<span class='notice'>You need a living victim!</span>")
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@@ -96,7 +96,7 @@
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to_chat(H, "<span class='warning'>[victim] is blessed! You stop just in time to avoid catching fire.</span>")
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return
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//Here we check now for both the garlic cloves on the neck and for blood in the victims bloodstream.
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if(!sucking_checks(victim, TRUE, TRUE))
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if(!blood_sucking_checks(victim, TRUE, TRUE))
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return
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if(!do_after(H, 30, target = victim))
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return
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