Ghommies suggestions and renames a proc
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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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