Cult heals do bleed stopping

blood cap raised because honestly there's so much bleed_rate heal available now too
This commit is contained in:
Poojawa
2019-09-11 04:37:22 -05:00
parent 88b48ca387
commit 6353bd1064
4 changed files with 19 additions and 5 deletions
@@ -334,6 +334,10 @@
if(ghost)
ghost.reenter_corpse()
L.revive(1, 1)
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.bleed_rate)
H.bleed_rate = 0 // just a double check, since it's a full heal.
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
animate(V, alpha = 0, transform = matrix()*2, time = 8)
playsound(L, 'sound/magic/staff_healing.ogg', 50, 1)
@@ -361,11 +365,17 @@
vitality_for_cycle = 2
vitality_for_cycle = min(GLOB.clockwork_vitality, vitality_for_cycle)
var/vitality_used = L.heal_ordered_damage(vitality_for_cycle, damage_heal_order)
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.bleed_rate)
H.bleed_rate -= vitality_for_cycle //might as well make this reduce bleeding as per the healing too.
if(!vitality_used)
break
if(!GLOB.ratvar_awakens)
if(GLOB.clockwork_vitality <= 0)
break
GLOB.clockwork_vitality -= vitality_used
sleep(2)
@@ -687,6 +687,8 @@
H.adjustToxLoss((overall_damage*ratio) * (H.getToxLoss() / overall_damage), 0)
H.adjustFireLoss((overall_damage*ratio) * (H.getFireLoss() / overall_damage), 0)
H.adjustBruteLoss((overall_damage*ratio) * (H.getBruteLoss() / overall_damage), 0)
if(H.bleed_rate)
H.bleed_rate -= 20
H.updatehealth()
playsound(get_turf(H), 'sound/magic/staff_healing.ogg', 25)
new /obj/effect/temp_visual/cult/sparks(get_turf(H))