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