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@@ -438,12 +438,19 @@
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return
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else
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linked_alert.icon_state = "fleshmend"
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owner.adjustBruteLoss(-10, FALSE)
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owner.adjustFireLoss(-5, FALSE)
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owner.adjustOxyLoss(-10)
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if(!iscarbon(owner))
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owner.adjustBruteLoss(-10, FALSE)
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owner.adjustFireLoss(-5, FALSE)
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return
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var/mob/living/carbon/C = owner
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var/list/damaged_parts = C.get_damaged_bodyparts(TRUE,TRUE, status = list(BODYPART_ORGANIC, BODYPART_HYBRID, BODYPART_NANITES))
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if(damaged_parts.len)
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for(var/obj/item/bodypart/part in damaged_parts)
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part.heal_damage(10/damaged_parts.len, 5/damaged_parts.len, only_organic = FALSE, updating_health = FALSE)
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C.updatehealth()
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C.update_damage_overlays()
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QDEL_LIST(C.all_scars)
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/obj/screen/alert/status_effect/fleshmend
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@@ -599,7 +606,7 @@
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//Heal brain damage and toxyloss, alongside trauma
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owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, -8)
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owner.adjustToxLoss(-6, forced = TRUE)
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owner.adjustToxLoss(-6, forced = TRUE, toxins_type = TOX_OMNI)
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M.cure_trauma_type(resilience = TRAUMA_RESILIENCE_BASIC)
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//Purges 50 rads per tick
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if(owner.radiation > 0)
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@@ -120,9 +120,14 @@
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if(bruteheal + fireheal + toxinheal > 0) // Just a check? Don't heal/spend, and return.
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if(mult == 0)
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return TRUE
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// We have damage. Let's heal (one time)
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C.adjustBruteLoss(-bruteheal * mult, forced = TRUE)// Heal BRUTE / BURN in random portions throughout the body.
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C.adjustFireLoss(-fireheal * mult, forced = TRUE)
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var/list/damaged_parts = C.get_damaged_bodyparts(TRUE,TRUE, status = list(BODYPART_ORGANIC, BODYPART_HYBRID, BODYPART_NANITES))
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if(damaged_parts.len)
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for(var/obj/item/bodypart/part in damaged_parts) // Heal BRUTE / BURN equally distibuted over all damaged bodyparts.
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part.heal_damage((bruteheal * mult)/damaged_parts.len, (fireheal * mult)/damaged_parts.len, only_organic = FALSE, updating_health = FALSE)
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C.updatehealth()
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C.update_damage_overlays()
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C.adjustToxLoss(-toxinheal * mult * 2, forced = TRUE) //Toxin healing because vamps arent immune
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//C.heal_overall_damage(bruteheal * mult, fireheal * mult) // REMOVED: We need to FORCE this, because otherwise, vamps won't heal EVER. Swapped to above.
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AddBloodVolume((bruteheal * -0.5 + fireheal * -1 + toxinheal * -0.2) / mult * costMult) // Costs blood to heal
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@@ -276,7 +281,7 @@
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/datum/antagonist/bloodsucker/proc/FinalDeath()
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//Dont bother if we are already supposed to be dead
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if(FinalDeath)
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return
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return
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FinalDeath = TRUE //We are now supposed to die. Lets not spam it.
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if(!iscarbon(owner.current)) //Check for non carbons.
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owner.current.gib()
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