Redoes the variable changes into procs
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@@ -574,7 +574,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
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if(AmBloodsucker(C))
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disgust_bloodsucker(FALSE, 1) //Bloodsuckers get SOME blood from it, for style reasons.
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if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
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C.integrating_blood += 3 //Bloody Mary quickly restores blood loss.
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C.AddIntegrationBlood(3) //Bloody Mary quickly restores blood loss.
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..()
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/datum/reagent/consumable/ethanol/brave_bull
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@@ -409,6 +409,7 @@
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last_added = 0
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if(M.blood_volume < maximum_reachable) //Can only up to double your effective blood level.
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last_added = volume * 5
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M.AddIntegrationBlood(last_added)
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if(prob(33))
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M.adjustBruteLoss(-0.5*REM, 0)
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M.adjustFireLoss(-0.5*REM, 0)
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@@ -1271,7 +1272,7 @@
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M.adjustCloneLoss(-3*REM, FALSE)
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M.adjustStaminaLoss(-25*REM,FALSE)
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if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
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M.integrating_blood += 40 // blood fall out man bad
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M.AddIntegrationBlood(40) // blood fall out man bad
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..()
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. = 1
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@@ -1292,7 +1293,7 @@
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M.adjustCloneLoss(-1.25*REM, FALSE)
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M.adjustStaminaLoss(-4*REM,FALSE)
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if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
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M.integrating_blood += 3
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M.AddIntegrationBlood(3)
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..()
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. = 1
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@@ -48,7 +48,7 @@
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var/mob/living/carbon/C = L
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var/blood_id = C.get_blood_id()
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if((HAS_TRAIT(C, TRAIT_NOMARROW) || blood_id == /datum/reagent/blood || blood_id == /datum/reagent/blood/jellyblood) && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits))))
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C.integrating_blood += round(reac_volume, 0.1)
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C.AddIntegrationBlood(round(reac_volume, 0.1))
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// we don't care about bloodtype here, we're just refilling the mob
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if(reac_volume >= 10 && istype(L) && method != INJECT)
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@@ -253,7 +253,7 @@
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/datum/reagent/water/on_mob_life(mob/living/carbon/M)
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. = ..()
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if(M.blood_volume)
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M.integrating_blood += 0.1 // water is good for you!
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M.AddIntegrationBlood(0.1) // water is good for you!
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/*
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* Water reaction to turf
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@@ -368,7 +368,7 @@
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/datum/reagent/water/holywater/on_mob_life(mob/living/carbon/M)
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if(M.blood_volume)
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M.integrating_blood += 0.1 // water is good for you!
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M.AddIntegrationBlood(0.1) // water is good for you!
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if(!data)
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data = list("misc" = 1)
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data["misc"]++
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@@ -454,7 +454,7 @@
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M.adjustBruteLoss(-2, FALSE)
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M.adjustFireLoss(-2, FALSE)
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if(ishuman(M) && M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
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M.integrating_blood += 3
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M.AddIntegrationBlood(3)
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else // Will deal about 90 damage when 50 units are thrown
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
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M.adjustToxLoss(2, FALSE)
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@@ -1144,7 +1144,7 @@
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if((HAS_TRAIT(C, TRAIT_NOMARROW)))
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return
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if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
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C.integrating_blood += 0.25
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C.AddIntegrationBlood(0.25)
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..()
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/datum/reagent/iron/reaction_mob(mob/living/M, method=TOUCH, reac_volume)
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@@ -2550,7 +2550,7 @@
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M.adjustBruteLoss(-3, FALSE)
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M.adjustFireLoss(-3, FALSE)
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if(ishuman(M) && M.blood_volume < BLOOD_VOLUME_NORMAL)
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M.integrating_blood += 3
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M.AddIntegrationBlood(3)
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else
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
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M.adjustToxLoss(2, FALSE)
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