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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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