This commit is contained in:
SandPoot
2023-11-29 22:40:13 -03:00
parent c9b0dedf77
commit 40f1d7401d
704 changed files with 1766 additions and 1743 deletions
+2 -2
View File
@@ -47,7 +47,7 @@
qdel(src)
return
limb = BP
RegisterSignal(limb, COMSIG_PARENT_QDELETING, .proc/limb_gone)
RegisterSignal(limb, COMSIG_PARENT_QDELETING, PROC_REF(limb_gone))
severity = W.severity
if(limb.owner)
@@ -88,7 +88,7 @@
return
limb = BP
RegisterSignal(limb, COMSIG_PARENT_QDELETING, .proc/limb_gone)
RegisterSignal(limb, COMSIG_PARENT_QDELETING, PROC_REF(limb_gone))
src.severity = severity
LAZYADD(limb.scars, src)
if(BP.owner)
+1 -1
View File
@@ -125,7 +125,7 @@
return
victim = L.owner
RegisterSignal(victim, COMSIG_PARENT_QDELETING, .proc/null_victim)
RegisterSignal(victim, COMSIG_PARENT_QDELETING, PROC_REF(null_victim))
limb = L
LAZYADD(victim.all_wounds, src)
LAZYADD(limb.wounds, src)
+3 -3
View File
@@ -39,7 +39,7 @@
active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown)
RegisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, .proc/attack_with_hurt_hand)
RegisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, PROC_REF(attack_with_hurt_hand))
if(limb.held_index && victim.get_item_for_held_index(limb.held_index) && (disabling || prob(30 * severity)))
var/obj/item/I = victim.get_item_for_held_index(limb.held_index)
if(istype(I, /obj/item/offhand))
@@ -122,7 +122,7 @@
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
else
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
@@ -131,7 +131,7 @@
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
else
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))