diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm
index 7d40df8aa4..6455b4ccb6 100644
--- a/code/_onclick/item_attack.dm
+++ b/code/_onclick/item_attack.dm
@@ -126,16 +126,8 @@
I.add_mob_blood(src)
var/turf/location = get_turf(src)
if(iscarbon(src))
- if(ishuman(src))
- var/mob/living/carbon/human/H = src
- var/armorsave = H.getarmor(H, "melee")
- if(armorsave >= 30) // armor is useful again!
- H.bleed_rate += round((totitemdamage * 0.15)) // internal bleeding, took it on the joint, what have you.
- else
- H.bleed_rate += round((totitemdamage * 0.50)) //it's not a 1:1 deletion of blood, but it's worrysome enough that you should get treated asap
- else
- var/mob/living/carbon/C = src
- C.bleed(totitemdamage)
+ var/mob/living/carbon/C = src
+ C.bleed(totitemdamage)
else
add_splatter_floor(location)
if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm
index b3704b7b55..886997eab9 100644
--- a/code/game/objects/items/stacks/medical.dm
+++ b/code/game/objects/items/stacks/medical.dm
@@ -17,15 +17,14 @@
var/self_delay = 50
/obj/item/stack/medical/attack(mob/living/M, mob/user)
-//Let's see if this isn't a horrid mistake. Removes death check from applying medical stack stuff. should help.
-/* if(M.stat == DEAD && !stop_bleeding)
+ if(M.stat == DEAD && !stop_bleeding)
var/t_him = "it"
if(M.gender == MALE)
t_him = "him"
else if(M.gender == FEMALE)
t_him = "her"
to_chat(user, "\The [M] is dead, you cannot help [t_him]!")
- return */
+ return
if(!iscarbon(M) && !isanimal(M))
to_chat(user, "You don't know how to apply \the [src] to [M]!")
@@ -89,8 +88,6 @@
var/mob/living/carbon/human/H = C
if(stop_bleeding)
if(!H.bleedsuppress) //so you can't stack bleed suppression
- if(H.bleed_rate)
- H.bleed_rate = 0 //fully stops accumulated bleeding on application, just in case the bleed cap is altered.
H.suppress_bloodloss(stop_bleeding)
if(affecting.status == BODYPART_ORGANIC) //Limb must be organic to be healed - RR
if(affecting.heal_damage(heal_brute, heal_burn))
@@ -127,7 +124,7 @@
icon_state = "gauze"
stop_bleeding = 1800
self_delay = 20
- max_amount = 36 //bleeding is a major issue now, let's be nice to our medical team
+ max_amount = 12
/obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params)
diff --git a/code/game/objects/structures/kitchen_spike.dm b/code/game/objects/structures/kitchen_spike.dm
index 0041801872..b9a75f88af 100644
--- a/code/game/objects/structures/kitchen_spike.dm
+++ b/code/game/objects/structures/kitchen_spike.dm
@@ -76,13 +76,8 @@
L.forceMove(drop_location())
L.emote("scream")
if(iscarbon(L))
- if(ishuman(L))
- var/mob/living/carbon/human/H = L
- H.bleed_rate += 10
- H.bleed(10) //less instant blood damage because you're bleeding, and bleeding is bad news.
- else
- var/mob/living/carbon/C = L
- C.bleed(30)
+ var/mob/living/carbon/C = L
+ C.bleed(30)
else
L.add_splatter_floor()
L.adjustBruteLoss(30)
diff --git a/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm b/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm
index a24edc8f1f..3cbe0502b1 100644
--- a/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm
+++ b/code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm
@@ -334,10 +334,6 @@
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)
@@ -365,10 +361,6 @@
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
diff --git a/code/modules/antagonists/cult/blood_magic.dm b/code/modules/antagonists/cult/blood_magic.dm
index 6fa974a7af..1dbae4ca98 100644
--- a/code/modules/antagonists/cult/blood_magic.dm
+++ b/code/modules/antagonists/cult/blood_magic.dm
@@ -687,8 +687,6 @@
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))
diff --git a/code/modules/mob/living/blood.dm b/code/modules/mob/living/blood.dm
index 33eafb067c..7e46e99778 100644
--- a/code/modules/mob/living/blood.dm
+++ b/code/modules/mob/living/blood.dm
@@ -96,11 +96,9 @@
if(brutedamage >= 20)
temp_bleed += (brutedamage * 0.013)
- bleed_rate = max(bleed_rate - 0.25, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases //since blood loss is capped, reduced the heal rate
+ bleed_rate = max(bleed_rate - 0.50, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases
if(bleed_rate && !bleedsuppress && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
- if(bleed_rate >= 30) //let's cap blood loss.
- bleed_rate = 30
bleed(bleed_rate)
//Makes a blood drop, leaking amt units of blood from the mob
@@ -287,7 +285,7 @@
drop.drips++
drop.add_overlay(pick(drop.random_icon_states))
drop.transfer_mob_blood_dna(src)
- src.transfer_blood_to(drop, 2)
+ // src.transfer_blood_to(drop, 2)
drop.update_icon()
return
else
@@ -297,7 +295,7 @@
else
drop = new(T, get_static_viruses())
drop.transfer_mob_blood_dna(src)
- src.transfer_blood_to(drop, 2)
+ // src.transfer_blood_to(drop, 2)
drop.update_icon()
return
@@ -308,7 +306,7 @@
if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
B.bloodiness += BLOOD_AMOUNT_PER_DECAL
B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
- src.transfer_blood_to(B, 10) //very heavy bleeding, should logically leave larger pools
+// src.transfer_blood_to(B, 10) //very heavy bleeding, should logically leave larger pools
if(temp_blood_DNA)
B.blood_DNA |= temp_blood_DNA
diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm
index 71abb16f82..d875644f5f 100644
--- a/code/modules/mob/living/carbon/human/human.dm
+++ b/code/modules/mob/living/carbon/human/human.dm
@@ -813,8 +813,6 @@
for(var/datum/mutation/human/HM in dna.mutations)
if(HM.quality != POSITIVE)
dna.remove_mutation(HM.name)
- if(bleed_rate)
- bleed_rate = 0
if(blood_volume < (BLOOD_VOLUME_NORMAL*blood_ratio))
blood_volume = (BLOOD_VOLUME_NORMAL*blood_ratio)
..()
diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm
index bbfd1db6b9..28cc41c9ca 100644
--- a/code/modules/mob/living/carbon/human/species.dm
+++ b/code/modules/mob/living/carbon/human/species.dm
@@ -1687,7 +1687,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
bloody = 1
var/turf/location = H.loc
if(istype(location))
- H.bleed_rate += 2 //This usually stacks pretty quickly, death by a thousand cuts, etc etc.
+ H.bleed(totitemdamage)
if(get_dist(user, H) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(H)
diff --git a/code/modules/projectiles/guns/misc/medbeam.dm b/code/modules/projectiles/guns/misc/medbeam.dm
index 59a06d5aea..7bdefe5e91 100644
--- a/code/modules/projectiles/guns/misc/medbeam.dm
+++ b/code/modules/projectiles/guns/misc/medbeam.dm
@@ -118,12 +118,6 @@
target.adjustFireLoss(-4)
target.adjustToxLoss(-1, forced = TRUE)
target.adjustOxyLoss(-1)
- if(ishuman(target))
- var/mob/living/carbon/human/H = target
- if(H.bleed_rate)
- H.bleed_rate -= 1
- if(H.radiation)
- H.radiation -= 10 //it heals toxin, why wouldn't it also heal radiation?
return
/obj/item/gun/medbeam/proc/on_beam_release(var/mob/living/target)
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 749ecf0d57..1a8243cbf9 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -176,27 +176,11 @@
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
if(iscarbon(L))
- if(ishuman(L))
- var/mob/living/carbon/human/H = L
- var/armorsave
- if(flag == "bullet")
- armorsave = H.getarmor(B, "bullet")
- else if(flag == "energy")
- armorsave = H.getarmor(B, "energy")
- else if(flag == "magic")
- armorsave = H.getarmor(B, "magic")
- if(armorsave >= 30) // armor is useful again, yay.
- H.bleed_rate += (damage * 0.15) // a tiny bit of shrapnel and internal bleeding, I guess.
- else
- H.bleed_rate += (damage * 0.50) //it's not a 1:1 deletion of blood, but it's worrysome enough that you should get treated asap
- else
- var/mob/living/carbon/C = L
- C.bleed(damage)
-
- if(prob(33))
+ var/mob/living/carbon/C = L
+ C.bleed(damage)
+ else
L.add_splatter_floor(target_loca)
-
else if(impact_effect_type && !hitscan)
new impact_effect_type(target_loca, hitx, hity)
diff --git a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
index 417778c692..7ff6f832a4 100644
--- a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
@@ -63,10 +63,6 @@
M.cure_all_traumas(TRAUMA_RESILIENCE_MAGIC)
if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
M.blood_volume = (BLOOD_VOLUME_NORMAL*M.blood_ratio)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate = 0
for(var/thing in M.diseases)
var/datum/disease/D = thing
@@ -148,10 +144,6 @@
M.adjustFireLoss(-power, 0)
M.adjustToxLoss(-power, 0, TRUE) //heals TOXINLOVERs
M.adjustCloneLoss(-power, 0)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 5
REMOVE_TRAIT(M, TRAIT_DISFIGURED, TRAIT_GENERIC) //fixes common causes for disfiguration
. = 1
metabolization_rate = REAGENTS_METABOLISM * (0.00001 * (M.bodytemperature ** 2) + 0.5)
@@ -304,10 +296,6 @@
to_chat(M, "You don't feel so good...")
else if(M.getBruteLoss())
M.adjustBruteLoss(-reac_volume)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= reac_volume
if(show_message)
to_chat(M, "You feel your bruises healing! It stings like hell!")
M.emote("scream")
@@ -377,10 +365,6 @@
C.adjustBruteLoss(-0.25*REM, 0)
C.adjustFireLoss(-0.25*REM, 0)
C.adjustStaminaLoss(-0.5*REM, 0)
- if(ishuman(C))
- var/mob/living/carbon/human/H = C
- if(H.bleed_rate)
- H.bleed_rate -= 0.25
..()
return TRUE
@@ -422,10 +406,6 @@
if(method in list(PATCH, TOUCH))
M.adjustBruteLoss(-1.25 * reac_volume)
M.adjustFireLoss(-1.25 * reac_volume)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= (1.25 * reac_volume)
if(show_message)
to_chat(M, "You feel your burns and bruises healing! It stings like hell!")
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "painful_medicine", /datum/mood_event/painful_medicine)
@@ -464,10 +444,6 @@
M.adjustOxyLoss(-0.5*REM, 0)
M.adjustBruteLoss(-0.5*REM, 0)
M.adjustFireLoss(-0.5*REM, 0)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 0.25
..()
. = 1
@@ -609,10 +585,6 @@
if(prob(33))
M.adjustBruteLoss(-0.5*REM, 0)
M.adjustFireLoss(-0.5*REM, 0)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 0.25
..()
return TRUE
@@ -807,10 +779,6 @@
M.adjustBruteLoss(-2*REM, 0)
M.adjustFireLoss(-2*REM, 0)
M.adjustOxyLoss(-5*REM, 0)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 5
. = 1
M.losebreath = 0
if(prob(20))
@@ -847,10 +815,6 @@
if(M.losebreath < 0)
M.losebreath = 0
M.adjustStaminaLoss(-0.5*REM, 0)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 0.5 //basically doubles natural clotting for reasons
. = 1
if(prob(20))
M.AdjustStun(-20, 0)
@@ -1030,10 +994,6 @@
/datum/reagent/medicine/bicaridine/on_mob_life(mob/living/carbon/M)
M.adjustBruteLoss(-2*REM, 0)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 2
..()
. = 1
@@ -1131,10 +1091,6 @@
M.adjustOxyLoss(-1*REM, 0)
M.adjustToxLoss(-1*REM, 0)
. = 1
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 0.5
..()
/datum/reagent/medicine/tricordrazine/overdose_process(mob/living/M)
@@ -1158,10 +1114,6 @@
M.adjustFireLoss(-1.5*REM, 0)
M.adjustOxyLoss(-1.5*REM, 0)
M.adjustToxLoss(-1.5*REM, 0, TRUE) //heals TOXINLOVERs
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 2
. = 1
..()
@@ -1181,10 +1133,6 @@
M.adjustBrainLoss(-15*REM)
M.adjustCloneLoss(-3*REM, 0)
M.adjustStaminaLoss(-20*REM,0)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 10
..()
. = 1
@@ -1200,23 +1148,19 @@
pH = 11.8
/datum/reagent/medicine/neo_jelly/on_mob_life(mob/living/carbon/M)
- M.adjustBruteLoss(-1.5*REM, 0)
- M.adjustFireLoss(-1.5*REM, 0)
- M.adjustOxyLoss(-1.5*REM, 0)
- M.adjustToxLoss(-1.5*REM, 0, TRUE) //heals TOXINLOVERs
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 2
- . = 1
- ..()
+ M.adjustBruteLoss(-1.5*REM, 0)
+ M.adjustFireLoss(-1.5*REM, 0)
+ M.adjustOxyLoss(-1.5*REM, 0)
+ M.adjustToxLoss(-1.5*REM, 0, TRUE) //heals TOXINLOVERs
+ . = 1
+ ..()
/datum/reagent/medicine/neo_jelly/overdose_process(mob/living/M)
- M.adjustOxyLoss(2.6*REM, 0)
- M.adjustBruteLoss(3.5*REM, 0)
- M.adjustFireLoss(3.5*REM, 0)
- ..()
- . = 1
+ M.adjustOxyLoss(2.6*REM, 0)
+ M.adjustBruteLoss(3.5*REM, 0)
+ M.adjustFireLoss(3.5*REM, 0)
+ ..()
+ . = 1
/datum/reagent/medicine/earthsblood //Created by ambrosia gaia plants
name = "Earthsblood"
@@ -1233,13 +1177,9 @@
M.adjustToxLoss(-3 * REM, 0, TRUE) //Heals TOXINLOVERS
M.adjustBrainLoss(2 * REM, 150) //This does, after all, come from ambrosia, and the most powerful ambrosia in existence, at that!
M.adjustCloneLoss(-1 * REM, 0)
- M.adjustStaminaLoss(-30 * REM, 0)
+ M.adjustStaminaLoss(-13 * REM, 0)
M.jitteriness = min(max(0, M.jitteriness + 3), 30)
M.druggy = min(max(0, M.druggy + 10), 15) //See above
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 5
..()
. = 1
@@ -1283,10 +1223,6 @@
/datum/reagent/medicine/lavaland_extract/on_mob_life(mob/living/carbon/M)
M.heal_bodypart_damage(5,5)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate -= 20
..()
return TRUE
@@ -1471,4 +1407,4 @@
M.hallucination = min(max(0, M.hallucination + 5), 60)
M.adjustToxLoss(1, 0)
..()
- . = 1
+ . = 1
\ No newline at end of file
diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm
index 90d374d98b..fce75b822c 100644
--- a/code/modules/reagents/chemistry/reagents/other_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm
@@ -421,10 +421,6 @@
M.adjustOxyLoss(-3, 0)
M.adjustBruteLoss(-3, 0)
M.adjustFireLoss(-5, 0)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- if(H.bleed_rate)
- H.bleed_rate = 0
if(iscultist(M))
M.AdjustUnconscious(1, 0)
M.AdjustStun(10, 0)
diff --git a/code/modules/surgery/bodyparts/dismemberment.dm b/code/modules/surgery/bodyparts/dismemberment.dm
index 8ef623df73..9341fb6c25 100644
--- a/code/modules/surgery/bodyparts/dismemberment.dm
+++ b/code/modules/surgery/bodyparts/dismemberment.dm
@@ -27,8 +27,6 @@
return 1
add_mob_blood(C)
C.bleed(40)
- var/mob/living/carbon/human/H = C
- H.bleed_rate += 40
var/direction = pick(GLOB.cardinals)
var/t_range = rand(2,max(throw_range/2, 2))
var/turf/target_turf = get_turf(src)
@@ -55,8 +53,6 @@
var/organ_spilled = 0
var/turf/T = get_turf(C)
C.bleed(50)
- var/mob/living/carbon/human/H = C
- H.bleed_rate += 60
playsound(get_turf(C), 'sound/misc/splort.ogg', 80, 1)
for(var/X in C.internal_organs)
var/obj/item/organ/O = X