diff --git a/code/datums/diseases/advance/symptoms/oxygen.dm b/code/datums/diseases/advance/symptoms/oxygen.dm
index 24e01dbbaf..67e2a8c588 100644
--- a/code/datums/diseases/advance/symptoms/oxygen.dm
+++ b/code/datums/diseases/advance/symptoms/oxygen.dm
@@ -47,7 +47,7 @@ Bonus
M.adjustOxyLoss(-7, 0)
M.losebreath = max(0, M.losebreath - 4)
if(regenerate_blood && M.blood_volume < (BLOOD_VOLUME_NORMAL * M.blood_ratio))
- M.blood_volume += 1
+ M.adjust_integration_blood(1)
else
if(prob(base_message_chance))
to_chat(M, "[pick("Your lungs feel great.", "You realize you haven't been breathing.", "You don't feel the need to breathe.")]")
diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm
index bf38bb7c6c..0bf7b13646 100644
--- a/code/game/objects/items/devices/scanners.dm
+++ b/code/game/objects/items/devices/scanners.dm
@@ -426,18 +426,21 @@ GENETICS SCANNER
if(ishuman(C))
if(H.is_bleeding())
msg += "Subject is bleeding!\n"
- var/blood_percent = round((C.scan_blood_volume() / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
+ var/blood_percent = round((C.scan_blood_volume() / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
+ var/integrated_blood_percent = round((C.integrating_blood / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
var/blood_type = C.dna.blood_type
if(!(blood_typepath in GLOB.blood_reagent_types))
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_typepath]
if(R)
blood_type = R.name
- if(C.scan_blood_volume() <= (BLOOD_VOLUME_SAFE*C.blood_ratio) && C.scan_blood_volume() > (BLOOD_VOLUME_OKAY*C.blood_ratio))
- msg += "LOW blood level [blood_percent] %, [C.scan_blood_volume()] cl, type: [blood_type]\n"
- else if(C.scan_blood_volume() <= (BLOOD_VOLUME_OKAY*C.blood_ratio))
- msg += "CRITICAL blood level [blood_percent] %, [C.scan_blood_volume()] cl, type: [blood_type]\n"
+
+ if((C.scan_blood_volume() + C.integrating_blood) <= (BLOOD_VOLUME_SAFE * C.blood_ratio) && (C.scan_blood_volume() + C.integrating_blood) > (BLOOD_VOLUME_OKAY*C.blood_ratio))
+ msg += "LOW blood level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""]. type: [blood_type]\n"
+ else if((C.scan_blood_volume() + C.integrating_blood) <= (BLOOD_VOLUME_OKAY * C.blood_ratio))
+ msg += "CRITICAL blood level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""]. type: [blood_type]\n"
else
- msg += "Blood level [blood_percent] %, [C.scan_blood_volume()] cl, type: [blood_type]\n"
+ msg += "Blood level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""]. type: [blood_type]\n"
+
var/cyberimp_detect
for(var/obj/item/organ/cyberimp/CI in C.internal_organs)
diff --git a/code/modules/antagonists/abductor/equipment/glands/heal.dm b/code/modules/antagonists/abductor/equipment/glands/heal.dm
index 5ea8f77d6c..8917e1661e 100644
--- a/code/modules/antagonists/abductor/equipment/glands/heal.dm
+++ b/code/modules/antagonists/abductor/equipment/glands/heal.dm
@@ -144,7 +144,7 @@
owner.Stun(15)
owner.adjustToxLoss(-15, TRUE, TRUE)
- owner.blood_volume = min(BLOOD_VOLUME_NORMAL, owner.blood_volume + 20)
+ owner.adjust_integration_blood(20)
if(owner.blood_volume < BLOOD_VOLUME_NORMAL)
keep_going = TRUE
diff --git a/code/modules/antagonists/bloodsucker/bloodsucker_life.dm b/code/modules/antagonists/bloodsucker/bloodsucker_life.dm
index 3e358cd795..29e64a4913 100644
--- a/code/modules/antagonists/bloodsucker/bloodsucker_life.dm
+++ b/code/modules/antagonists/bloodsucker/bloodsucker_life.dm
@@ -89,6 +89,7 @@
owner.current.adjustStaminaLoss(-1.5 + (actual_regen * -7) * mult, 0) // Humans lose stamina damage really quickly. Vamps should heal more.
owner.current.adjustCloneLoss(-0.1 * (actual_regen * 2) * mult, 0)
owner.current.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1 * (actual_regen * 4) * mult)
+ owner.current.integrating_blood = 0
// No Bleeding
/*if(ishuman(owner.current)) //NOTE Current bleeding is horrible, not to count the amount of blood ballistics delete.
var/mob/living/carbon/human/H = owner.current
diff --git a/code/modules/antagonists/cult/blood_magic.dm b/code/modules/antagonists/cult/blood_magic.dm
index 568f01ab83..9bd1030685 100644
--- a/code/modules/antagonists/cult/blood_magic.dm
+++ b/code/modules/antagonists/cult/blood_magic.dm
@@ -687,10 +687,10 @@
if(H.stat == DEAD)
to_chat(user,"Only a revive rune can bring back the dead!")
return
- if(H.blood_volume < (BLOOD_VOLUME_SAFE*H.blood_ratio))
+ if(H.functional_blood() < (BLOOD_VOLUME_SAFE*H.blood_ratio))
var/restore_blood = (BLOOD_VOLUME_SAFE*H.blood_ratio) - H.blood_volume
- if(uses*2 < restore_blood)
- H.blood_volume += uses*2
+ if(uses * 2 < restore_blood)
+ H.adjust_integration_blood(uses * 2)
to_chat(user,"You use the last of your blood rites to restore what blood you could!")
uses = 0
return ..()
diff --git a/code/modules/antagonists/cult/cult_structures.dm b/code/modules/antagonists/cult/cult_structures.dm
index a0093e4da1..a2f283ec67 100644
--- a/code/modules/antagonists/cult/cult_structures.dm
+++ b/code/modules/antagonists/cult/cult_structures.dm
@@ -219,7 +219,7 @@
if(M.health < M.maxHealth)
M.adjustHealth(-3)
if(ishuman(L) && L.blood_volume < (BLOOD_VOLUME_NORMAL * L.blood_ratio))
- L.blood_volume += 1.0
+ L.adjust_integration_blood(1.0)
CHECK_TICK
diff --git a/code/modules/antagonists/eldritch_cult/eldritch_magic.dm b/code/modules/antagonists/eldritch_cult/eldritch_magic.dm
index 4d6576ee92..158acc0071 100644
--- a/code/modules/antagonists/eldritch_cult/eldritch_magic.dm
+++ b/code/modules/antagonists/eldritch_cult/eldritch_magic.dm
@@ -147,7 +147,7 @@
carbon_target.blood_volume -= 20
if(carbon_user.blood_volume < BLOOD_VOLUME_MAXIMUM) //we dont want to explode after all
- carbon_user.blood_volume += 20
+ carbon_user.adjust_integration_blood(20)
return
/obj/effect/proc_holder/spell/pointed/blood_siphon/can_target(atom/target, mob/user, silent)
diff --git a/code/modules/mob/living/blood.dm b/code/modules/mob/living/blood.dm
index cf1a158fc5..7615792028 100644
--- a/code/modules/mob/living/blood.dm
+++ b/code/modules/mob/living/blood.dm
@@ -39,29 +39,35 @@
return
if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood.
-
- //Blood regeneration if there is some space
- if(blood_volume < BLOOD_VOLUME_NORMAL && !HAS_TRAIT(src, TRAIT_NOHUNGER))
+ if(integrating_blood > 0)
+ var/blood_integrated = max(integrating_blood - 1, 0)
+ var/blood_diff = integrating_blood - blood_integrated
+ integrating_blood = blood_integrated
+ if(blood_volume < BLOOD_VOLUME_MAXIMUM)
+ blood_volume += blood_diff
+ if(blood_volume < BLOOD_VOLUME_NORMAL)
var/nutrition_ratio = 0
- switch(nutrition)
- if(0 to NUTRITION_LEVEL_STARVING)
- nutrition_ratio = 0.2
- if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
- nutrition_ratio = 0.4
- if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
- nutrition_ratio = 0.6
- if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
- nutrition_ratio = 0.8
- else
- nutrition_ratio = 1
- if(satiety > 80)
- nutrition_ratio *= 1.25
- adjust_nutrition(-nutrition_ratio * HUNGER_FACTOR)
- blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
+ if(!HAS_TRAIT(src, TRAIT_NOHUNGER))
+ switch(nutrition)
+ if(0 to NUTRITION_LEVEL_STARVING)
+ nutrition_ratio = 0.2
+ if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
+ nutrition_ratio = 0.4
+ if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
+ nutrition_ratio = 0.6
+ if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
+ nutrition_ratio = 0.8
+ else
+ nutrition_ratio = 1
+ if(satiety > 80)
+ nutrition_ratio *= 1.25
+ adjust_nutrition(-nutrition_ratio * HUNGER_FACTOR)
+ blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
//Effects of bloodloss
var/word = pick("dizzy","woozy","faint")
- switch(blood_volume)
+ var/blood_effect_volume = blood_volume + integrating_blood
+ switch(blood_effect_volume)
if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
if(prob(10))
to_chat(src, "You feel terribly bloated.")
@@ -94,14 +100,22 @@
bleed(temp_bleed)
//Makes a blood drop, leaking amt units of blood from the mob
-/mob/living/carbon/proc/bleed(amt)
- if(blood_volume)
+/mob/living/carbon/proc/bleed(amt, force)
+ var/bled = FALSE //Have we bled amnt?
+ if(blood_volume > amt || force && blood_volume)
blood_volume = max(blood_volume - amt, 0)
- if(isturf(src.loc)) //Blood loss still happens in locker, floor stays clean
- if(amt >= 10)
- add_splatter_floor(src.loc)
- else
- add_splatter_floor(src.loc, 1)
+ bled = TRUE
+ if(integrating_blood > amt || force && integrating_blood)
+ integrating_blood = max(integrating_blood - amt, 0)
+ bled = TRUE
+ if(!bled && !force) //If we are already cycling back through, don't do this again
+ bleed(amt, TRUE) //we cycle back through to try to bleed SOMETHING, not neccesarily the required amount
+ return
+ if(isturf(src.loc)) //Blood loss still happens in locker, floor stays clean
+ if(amt >= 10)
+ add_splatter_floor(src.loc)
+ else
+ add_splatter_floor(src.loc, TRUE)
/mob/living/carbon/human/bleed(amt)
amt *= physiology.bleed_mod
@@ -114,6 +128,7 @@
/mob/living/proc/restore_blood()
blood_volume = initial(blood_volume)
+ integrating_blood = 0
/mob/living/carbon/restore_blood()
blood_volume = (BLOOD_VOLUME_NORMAL * blood_ratio)
@@ -368,10 +383,17 @@
return
blood_ratio = 1
-/mob/living/proc/AdjustBloodVol(var/value)
+/mob/living/proc/AdjustBloodVol(value)
if(blood_ratio == value)
return
blood_ratio = value
if(ishuman(src))
var/mob/living/carbon/human/H = src
H.handle_blood()
+
+/mob/living/proc/adjust_integration_blood(value, remove_actual_blood, force)
+ if(integrating_blood + value < 0 && remove_actual_blood)
+ blood_volume += value + integrating_blood
+ blood_volume = max(blood_volume, 0)
+ integrating_blood += value
+ integrating_blood = clamp(integrating_blood, 0, force ? INFINITY : (BLOOD_VOLUME_MAXIMUM - (integrating_blood + blood_volume)))
diff --git a/code/modules/mob/living/carbon/alien/organs.dm b/code/modules/mob/living/carbon/alien/organs.dm
index cae9280c61..41c3882de6 100644
--- a/code/modules/mob/living/carbon/alien/organs.dm
+++ b/code/modules/mob/living/carbon/alien/organs.dm
@@ -85,7 +85,7 @@
owner.adjustOxyLoss(-heal_amt)
owner.adjustCloneLoss(-heal_amt)
if(owner.blood_volume && (owner.blood_volume < BLOOD_VOLUME_NORMAL))
- owner.blood_volume += 5
+ owner.adjust_integration_blood(5)
else
owner.adjustPlasma(plasma_rate * 0.1)
diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm
index 541db47431..f6ef8e8177 100644
--- a/code/modules/mob/living/carbon/carbon.dm
+++ b/code/modules/mob/living/carbon/carbon.dm
@@ -1273,3 +1273,6 @@
var/mob/living/carbon/C = usr
if(I.can_give())
C.give(src)
+
+/mob/living/carbon/proc/functional_blood()
+ return blood_volume + integrating_blood
diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm
index 65bcddf0ad..e3af31ae96 100644
--- a/code/modules/mob/living/carbon/human/human.dm
+++ b/code/modules/mob/living/carbon/human/human.dm
@@ -825,6 +825,7 @@
dna.remove_mutation(HM.name)
if(blood_volume < (BLOOD_VOLUME_NORMAL*blood_ratio))
blood_volume = (BLOOD_VOLUME_NORMAL*blood_ratio)
+ integrating_blood = 0
..()
/mob/living/carbon/human/check_weakness(obj/item/weapon, mob/living/attacker)
diff --git a/code/modules/mob/living/carbon/human/human_helpers.dm b/code/modules/mob/living/carbon/human/human_helpers.dm
index 7e3b2ab015..2e530226c8 100644
--- a/code/modules/mob/living/carbon/human/human_helpers.dm
+++ b/code/modules/mob/living/carbon/human/human_helpers.dm
@@ -182,3 +182,8 @@
destination.underwear = underwear
destination.undershirt = undershirt
destination.socks = socks
+
+/mob/living/carbon/human/adjust_integration_blood(value, force)
+ if(NOBLOOD in dna.species.species_traits) //Can't lose blood if your species doesn't have any
+ return
+ . = ..()
diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm
index f270e215eb..6f94be2d41 100644
--- a/code/modules/mob/living/carbon/human/species.dm
+++ b/code/modules/mob/living/carbon/human/species.dm
@@ -1365,7 +1365,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
/datum/species/proc/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(chem.type == exotic_blood && !istype(exotic_blood, /datum/reagent/blood))
- H.blood_volume = min(H.blood_volume + round(chem.volume, 0.1), BLOOD_VOLUME_MAXIMUM)
+ H.adjust_integration_blood(round(chem.volume, 0.1))
H.reagents.del_reagent(chem.type)
return TRUE
return FALSE
diff --git a/code/modules/mob/living/carbon/human/species_types/jellypeople.dm b/code/modules/mob/living/carbon/human/species_types/jellypeople.dm
index 7a5bcc9e3a..04c69a4138 100644
--- a/code/modules/mob/living/carbon/human/species_types/jellypeople.dm
+++ b/code/modules/mob/living/carbon/human/species_types/jellypeople.dm
@@ -53,16 +53,16 @@
exotic_blood_color = "#" + H.dna.features["mcolor"]
/datum/species/jelly/spec_life(mob/living/carbon/human/H)
- if(H.stat == DEAD || HAS_TRAIT(H, TRAIT_NOMARROW)) //can't farm slime jelly from a dead slime/jelly person indefinitely, and no regeneration for blooduskers
+ if(H.stat == DEAD || HAS_TRAIT(H, TRAIT_NOMARROW)) //can't farm slime jelly from a dead slime/jelly person indefinitely, and no regeneration for bloodsuckers
return
if(!H.blood_volume)
- H.blood_volume += 5
+ H.adjust_integration_blood(5)
H.adjustBruteLoss(5)
to_chat(H, "You feel empty!")
if(H.blood_volume < (BLOOD_VOLUME_NORMAL * H.blood_ratio))
if(H.nutrition >= NUTRITION_LEVEL_STARVING)
- H.blood_volume += 3
+ H.adjust_integration_blood(3)
H.nutrition -= 2.5
if(H.blood_volume < (BLOOD_VOLUME_OKAY*H.blood_ratio))
if(prob(5))
@@ -82,7 +82,7 @@
consumed_limb.drop_limb()
to_chat(H, "Your [consumed_limb] is drawn back into your body, unable to maintain its shape!")
qdel(consumed_limb)
- H.blood_volume += 20
+ H.adjust_integration_blood(20)
////////////////////////////////////////////////////////SLIMEPEOPLE///////////////////////////////////////////////////////////////////
@@ -151,7 +151,7 @@
if(prob(5))
to_chat(H, "You feel very bloated!")
else if(H.nutrition >= NUTRITION_LEVEL_WELL_FED)
- H.blood_volume += 3
+ H.adjust_integration_blood(3)
H.nutrition -= 2.5
..()
diff --git a/code/modules/mob/living/living_defines.dm b/code/modules/mob/living/living_defines.dm
index a76fbe4c4e..7b07dfb487 100644
--- a/code/modules/mob/living/living_defines.dm
+++ b/code/modules/mob/living/living_defines.dm
@@ -112,6 +112,7 @@
var/stun_absorption = null //converted to a list of stun absorption sources this mob has when one is added
var/blood_volume = 0 //how much blood the mob has
+ var/integrating_blood = 0 //this is the variable you want to affect if you want to give the mob blood, this will slowly turn into normal blood, preventing some cheesyness, use adjust_integration_blood() instead of modifying directly
var/blood_ratio = 1 //How much blood the mob needs, in terms of ratio (i.e 1.2 will require BLOOD_VOLUME_NORMAL of 672) DO NOT GO ABOVE 3.55 Well, actually you can but, then they can't get enough blood.
var/obj/effect/proc_holder/ranged_ability //Any ranged ability the mob has, as a click override
diff --git a/code/modules/mob/living/simple_animal/hostile/cat_butcher.dm b/code/modules/mob/living/simple_animal/hostile/cat_butcher.dm
index 6950c6409f..78697cb4fe 100644
--- a/code/modules/mob/living/simple_animal/hostile/cat_butcher.dm
+++ b/code/modules/mob/living/simple_animal/hostile/cat_butcher.dm
@@ -94,7 +94,7 @@
L.SetUnconscious(0, FALSE)
L.adjustOxyLoss(-50)// do CPR first
if(L.blood_volume <= 500) //bandage them up and give em some blood if they're bleeding
- L.blood_volume += 30
+ L.adjust_integration_blood(30)
L.bleedsuppress = 0
if(L.getBruteLoss() >= 50)// first, did we beat them into crit? if so, heal that
var/healing = min(L.getBruteLoss(), 120)
diff --git a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
index 9982bc3722..12c91e145a 100644
--- a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
@@ -586,7 +586,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
if(AmBloodsucker(C))
disgust_bloodsucker(FALSE, 1) //Bloodsuckers get SOME blood from it, for style reasons.
if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
- C.blood_volume = min((BLOOD_VOLUME_NORMAL*C.blood_ratio), C.blood_volume + 3) //Bloody Mary quickly restores blood loss.
+ C.adjust_integration_blood(3) //Bloody Mary quickly restores blood loss.
..()
/datum/reagent/consumable/ethanol/brave_bull
@@ -2593,7 +2593,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
alcohol_description = "sweet"
else
alcohol_description = "watery" //How the hell did you get negative boozepwr?
-
+
var/list/fruits = list()
if(names_in_order.len <= 3)
fruits = names_in_order
diff --git a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
index fe843fff36..a07c5f7a2a 100644
--- a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
@@ -396,26 +396,34 @@
metabolization_rate = 0.5 * REAGENTS_METABOLISM
overdose_threshold = 60
taste_description = "sweetness and salt"
+ var/extra_regen = 0.25 // in addition to acting as temporary blood, also add this much to their actual blood per tick
var/last_added = 0
var/maximum_reachable = BLOOD_VOLUME_NORMAL - 10 //So that normal blood regeneration can continue with salglu active
- var/extra_regen = 0.25 // in addition to acting as temporary blood, also add this much to their actual blood per tick
pH = 5.5
-/datum/reagent/medicine/salglu_solution/on_mob_life(mob/living/carbon/M)
- if((HAS_TRAIT(M, TRAIT_NOMARROW)))
- return
- if(last_added)
- M.blood_volume -= last_added
- last_added = 0
- if(M.blood_volume < maximum_reachable) //Can only up to double your effective blood level.
- var/amount_to_add = min(M.blood_volume, volume*5)
- var/new_blood_level = min(M.blood_volume + amount_to_add, maximum_reachable)
- last_added = new_blood_level - M.blood_volume
- M.blood_volume = new_blood_level + extra_regen
+/datum/reagent/medicine/salglu_solution/on_mob_life(mob/living/carbon/human/M)
if(prob(33))
M.adjustBruteLoss(-0.5*REM, 0)
M.adjustFireLoss(-0.5*REM, 0)
. = TRUE
+ if((HAS_TRAIT(M, TRAIT_NOMARROW)))
+ return ..()
+ if(last_added)
+ M.adjust_integration_blood(-last_added, TRUE)
+ last_added = 0
+ if(M.functional_blood() < maximum_reachable) //Can only up to double your effective blood level.
+ var/new_blood_level = min(volume * 5, maximum_reachable)
+ last_added = new_blood_level
+ M.adjust_integration_blood(new_blood_level + (extra_regen * REM))
+ if(prob(33))
+ M.adjustBruteLoss(-0.5*REM, 0)
+ M.adjustFireLoss(-0.5*REM, 0)
+ . = TRUE
+ ..()
+
+/datum/reagent/medicine/salglu_solution/on_mob_delete(mob/living/carbon/human/M)
+ if(last_added)
+ M.adjust_integration_blood(-last_added, TRUE)
..()
/datum/reagent/medicine/salglu_solution/overdose_process(mob/living/M)
@@ -1295,7 +1303,7 @@
M.adjustCloneLoss(-3*REM, FALSE)
M.adjustStaminaLoss(-25*REM,FALSE)
if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
- M.blood_volume += 40 // blood fall out man bad
+ M.adjust_integration_blood(40) // blood fall out man bad
..()
. = 1
@@ -1316,7 +1324,7 @@
M.adjustCloneLoss(-1.25*REM, FALSE)
M.adjustStaminaLoss(-4*REM,FALSE)
if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
- M.blood_volume += 3
+ M.adjust_integration_blood(3)
..()
. = 1
diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm
index 0c70f47c53..bf93c933de 100644
--- a/code/modules/reagents/chemistry/reagents/other_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm
@@ -48,7 +48,7 @@
var/mob/living/carbon/C = L
var/blood_id = C.get_blood_id()
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))))
- C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM * C.blood_ratio)
+ C.adjust_integration_blood(round(reac_volume, 0.1))
// we don't care about bloodtype here, we're just refilling the mob
if(reac_volume >= 10 && istype(L) && method != INJECT)
@@ -253,7 +253,7 @@
/datum/reagent/water/on_mob_life(mob/living/carbon/M)
. = ..()
if(M.blood_volume)
- M.blood_volume += 0.1 // water is good for you!
+ M.adjust_integration_blood(0.1) // water is good for you!
/*
* Water reaction to turf
@@ -370,7 +370,7 @@
/datum/reagent/water/holywater/on_mob_life(mob/living/carbon/M)
if(M.blood_volume)
- M.blood_volume += 0.1 // water is good for you!
+ M.adjust_integration_blood(0.1) // water is good for you!
if(!data)
data = list("misc" = 1)
data["misc"]++
@@ -456,7 +456,7 @@
M.adjustBruteLoss(-2, FALSE)
M.adjustFireLoss(-2, FALSE)
if(ishuman(M) && M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
- M.blood_volume += 3
+ M.adjust_integration_blood(3)
else // Will deal about 90 damage when 50 units are thrown
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
M.adjustToxLoss(2, FALSE)
@@ -1146,7 +1146,7 @@
if((HAS_TRAIT(C, TRAIT_NOMARROW)))
return
if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
- C.blood_volume += 0.25
+ C.adjust_integration_blood(0.25)
..()
/datum/reagent/iron/reaction_mob(mob/living/M, method=TOUCH, reac_volume)
@@ -2552,7 +2552,7 @@
M.adjustBruteLoss(-3, FALSE)
M.adjustFireLoss(-3, FALSE)
if(ishuman(M) && M.blood_volume < BLOOD_VOLUME_NORMAL)
- M.blood_volume += 3
+ M.adjust_integration_blood(3)
else
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
M.adjustToxLoss(2, FALSE)
diff --git a/code/modules/research/nanites/nanite_programs/healing.dm b/code/modules/research/nanites/nanite_programs/healing.dm
index 9274522553..81a837504a 100644
--- a/code/modules/research/nanites/nanite_programs/healing.dm
+++ b/code/modules/research/nanites/nanite_programs/healing.dm
@@ -109,7 +109,7 @@
/datum/nanite_program/blood_restoring/active_effect()
if(iscarbon(host_mob))
var/mob/living/carbon/C = host_mob
- C.blood_volume += 2
+ C.adjust_integration_blood(2)
/datum/nanite_program/repairing
name = "Mechanical Repair"
diff --git a/code/modules/research/xenobiology/crossbreeding/consuming.dm b/code/modules/research/xenobiology/crossbreeding/consuming.dm
index af37a70232..8d80613be4 100644
--- a/code/modules/research/xenobiology/crossbreeding/consuming.dm
+++ b/code/modules/research/xenobiology/crossbreeding/consuming.dm
@@ -322,7 +322,7 @@ Consuming extracts:
playsound(get_turf(M), 'sound/effects/splat.ogg', 10, 1)
if(iscarbon(M))
var/mob/living/carbon/C = M
- C.blood_volume += 25 //Half a vampire drain.
+ C.adjust_integration_blood(25) //Half a vampire drain.
/obj/item/slimecross/consuming/green
colour = "green"
diff --git a/code/modules/research/xenobiology/xenobiology.dm b/code/modules/research/xenobiology/xenobiology.dm
index a8cefd9bed..70cd28718c 100644
--- a/code/modules/research/xenobiology/xenobiology.dm
+++ b/code/modules/research/xenobiology/xenobiology.dm
@@ -187,7 +187,7 @@
switch(activation_type)
if(SLIME_ACTIVATE_MINOR)
user.adjust_nutrition(50)
- user.blood_volume += 50
+ user.adjust_integration_blood(50)
to_chat(user, "You activate [src], and your body is refilled with fresh slime jelly!")
return 150
diff --git a/code/modules/surgery/organs/lungs.dm b/code/modules/surgery/organs/lungs.dm
index 536b70044f..93f88192e5 100644
--- a/code/modules/surgery/organs/lungs.dm
+++ b/code/modules/surgery/organs/lungs.dm
@@ -533,7 +533,7 @@
var/total_moles = breath.total_moles()
var/pressure = breath.return_pressure()
var/plasma_pp = PP(breath, GAS_PLASMA)
- owner.blood_volume += (0.2 * plasma_pp) // 10/s when breathing literally nothing but plasma, which will suffocate you.
+ owner.adjust_integration_blood(0.2 * plasma_pp) // 10/s when breathing literally nothing but plasma, which will suffocate you.
/obj/item/organ/lungs/yamerol
name = "Yamerol lungs"
diff --git a/modular_citadel/code/modules/reagents/chemistry/reagents/SDGF.dm b/modular_citadel/code/modules/reagents/chemistry/reagents/SDGF.dm
index 043d9e5603..3725e46b38 100644
--- a/modular_citadel/code/modules/reagents/chemistry/reagents/SDGF.dm
+++ b/modular_citadel/code/modules/reagents/chemistry/reagents/SDGF.dm
@@ -226,7 +226,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
M.adjustCloneLoss(-10, 0) //I don't want to make Rezadone obsolete.
M.adjustBruteLoss(-25, 0)// Note that this takes a long time to apply and makes you fat and useless when it's in you, I don't think this small burst of healing will be useful considering how long it takes to get there.
M.adjustFireLoss(-25, 0)
- M.blood_volume += 250
+ M.adjust_integration_blood(250)
M.heal_bodypart_damage(1,1)
M.action_cooldown_mod = 1
if (M.nutrition < 1500)
@@ -236,7 +236,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
to_chat(M, "the cells fail to hold enough mass to generate a clone, instead diffusing into your system.")
M.adjustBruteLoss(-10, 0)
M.adjustFireLoss(-10, 0)
- M.blood_volume += 100
+ M.adjust_integration_blood(100)
M.action_cooldown_mod = 1
if (M.nutrition < 1500)
M.adjust_nutrition(500)
@@ -309,7 +309,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
/datum/reagent/fermi/SDGFheal/on_mob_life(mob/living/carbon/M)//Used to heal the clone after splitting, the clone spawns damaged. (i.e. insentivies players to make more than required, so their clone doesn't have to be treated)
if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
- M.blood_volume += 10
+ M.adjust_integration_blood(10)
M.adjustCloneLoss(-2, 0)
M.setOrganLoss(ORGAN_SLOT_BRAIN, -1)
M.adjust_nutrition(10)