Makes conversions mute victims that are deciding their fate, fixes conversions requiring three cultists to sacrifice a refusing victim

This commit is contained in:
deathride58
2019-03-15 19:43:24 -04:00
parent ccca2ac8a8
commit 4bc0833982
+8 -4
View File
@@ -250,14 +250,18 @@ structure_check() searches for nearby cultist structures required for the invoca
currentconversionman = convertee
conversiontimeout = world.time + (10 SECONDS)
convertee.Stun(100)
convertee.add_trait(TRAIT_MUTE, "conversionrune")
conversionresult = FALSE
while(world.time < conversiontimeout && convertee && !conversionresult)
stoplag(1)
currentconversionman = null
if(convertee && get_turf(convertee) != get_turf(src))
if(!convertee)
return FALSE
if(!conversionresult && convertee)
do_sacrifice(convertee, invokers)
convertee.remove_trait(TRAIT_MUTE, "conversionrune")
if(get_turf(convertee) != get_turf(src))
return FALSE
if(!conversionresult)
do_sacrifice(convertee, invokers, TRUE)
return FALSE
var/brutedamage = convertee.getBruteLoss()
var/burndamage = convertee.getFireLoss()
@@ -279,7 +283,7 @@ structure_check() searches for nearby cultist structures required for the invoca
H.cultslurring = 0
return 1
/obj/effect/rune/convert/proc/do_sacrifice(mob/living/sacrificial, list/invokers)
/obj/effect/rune/convert/proc/do_sacrifice(mob/living/sacrificial, list/invokers, force_a_sac)
var/mob/living/first_invoker = invokers[1]
if(!first_invoker)
return FALSE