reverts the bleed changes till they can be better tuned

This commit is contained in:
Poojawa
2019-09-12 00:14:26 -05:00
parent 4408d1b684
commit 65a89030eb
13 changed files with 28 additions and 152 deletions
@@ -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)
+3 -19
View File
@@ -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)