fixes burn regen and some tweaks
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@@ -93,27 +93,25 @@
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owner.current.adjustCloneLoss(-0.1 * (actual_regen * 2) * mult, 0)
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owner.current.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1 * (actual_regen * 4) * mult)
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// No Bleeding
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if(ishuman(owner.current)) //NOTE Current bleeding is horrible, not to count the amount of blood ballistics delete.
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/*if(ishuman(owner.current)) //NOTE Current bleeding is horrible, not to count the amount of blood ballistics delete.
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var/mob/living/carbon/human/H = owner.current
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if(H.bleed_rate > 0) //Only heal bleeding if we are actually bleeding
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H.bleed_rate =- 0.5 + actual_regen * 0.2 * mult
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H.bleed_rate =- 0.5 + actual_regen * 0.2 */
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if(iscarbon(owner.current)) // Damage Heal: Do I have damage to ANY bodypart?
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var/mob/living/carbon/C = owner.current
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var/costMult = 1 // Coffin makes it cheaper
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var/fireheal = 0 // BURN: Heal in Coffin while Fakedeath, or when damage above maxhealth (you can never fully heal fire)
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var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_DEATHCOMA)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
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var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_FAKEDEATH)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
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if(amInCoffinWhileTorpor)
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mult *= 4 // Increase multiplier if we're sleeping in a coffin.
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fireheal = min(C.getFireLoss(), actual_regen) // NOTE: Burn damage ONLY heals in torpor.
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costMult = 0.25
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fireheal = min(C.getFireLoss(), regen_rate) // NOTE: Burn damage ONLY heals in torpor.
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C.ExtinguishMob()
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CureDisabilities() // Extinguish Fire
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C.remove_all_embedded_objects() // Remove Embedded!
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owner.current.regenerate_organs() // Heal Organs (will respawn original eyes etc. but we replace right away, next)
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CheckVampOrgans() // Heart, Eyes
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else
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if(owner.current.blood_volume <= 0) // No Blood? Lower Mult
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mult = 0.25
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if(check_limbs(costMult))
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return TRUE
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// BRUTE: Always Heal
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var/bruteheal = min(C.getBruteLoss(), actual_regen)
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@@ -131,27 +129,29 @@
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//C.heal_overall_damage(bruteheal * mult, fireheal * mult) // REMOVED: We need to FORCE this, because otherwise, vamps won't heal EVER. Swapped to above.
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AddBloodVolume((bruteheal * -0.5 + fireheal * -1 + toxinheal * -0.2) / mult * costMult) // Costs blood to heal
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return TRUE // Healed! Done for this tick.
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if(amInCoffinWhileTorpor) // Limbs? (And I have no other healing)
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var/list/missing = owner.current.get_missing_limbs() // Heal Missing
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if(missing.len) // Cycle through ALL limbs and regen them!
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for (var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
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owner.current.regenerate_limb(targetLimbZone, 0) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
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var/obj/item/bodypart/L = owner.current.get_bodypart(targetLimbZone) // 2) Limb returns Damaged
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AddBloodVolume(50 * costMult) // Costs blood to heal
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L.brute_dam = 60
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to_chat(owner.current, "<span class='notice'>Your flesh knits as it regrows [L]!</span>")
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playsound(owner.current, 'sound/magic/demon_consume.ogg', 50, 1)
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// DONE! After regenerating ANY number of limbs, we stop here.
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return TRUE
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else // REMOVED: For now, let's just leave prosthetics on. Maybe you WANT to be a robovamp. In actuality, robovamps are very bad.
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// Remove Prosthetic/False Limb
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for(var/obj/item/bodypart/BP in C.bodyparts)
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if(istype(BP) && BP.status == 2)
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to_chat(owner.current, "<span class='notice'>Your body expels the [BP]!</span>")
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BP.drop_limb()
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return TRUE
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// NOTE: Limbs have a "status", like their hosts "stat". 2 is dead (aka Prosthetic). 1 seems to be idle/alive.*/
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return FALSE
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/datum/antagonist/bloodsucker/proc/check_limbs(costMult)
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var/limb_regen_cost = 50 * costMult
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var/mob/living/carbon/C = owner.current
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var/list/missing = C.get_missing_limbs()
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if(missing.len && C.blood_volume < limb_regen_cost + 5)
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return FALSE
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for(var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
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C.regenerate_limb(targetLimbZone, FALSE) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
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C.AddBloodVolume(50)
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var/obj/item/bodypart/L = C.get_bodypart(targetLimbZone) // 2) Limb returns Damaged
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L.brute_dam = 60
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to_chat(C, "<span class='notice'>Your flesh knits as it regrows your [L]!</span>")
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playsound(C, 'sound/magic/demon_consume.ogg', 50, TRUE)
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return TRUE
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/*for(var/obj/item/bodypart/BP in C.bodyparts)
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if(!istype(BP) && !BP.status == 2)
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return FALSE
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to_chat(C, "<span class='notice'>Your body expels the [BP]!</span>")
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BP.drop_limb()
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return TRUE */
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/datum/antagonist/bloodsucker/proc/CureDisabilities()
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var/mob/living/carbon/C = owner.current
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@@ -5,7 +5,8 @@
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var/obj/item/organ/O
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// Heart
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O = owner.current.getorganslot(ORGAN_SLOT_HEART)
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if(!istype(O, /obj/item/organ/heart/vampheart))
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if(!istype(O, /obj/item/organ/heart/vampheart) && !istype(O, /obj/item/organ/heart/demon))
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qdel(O)
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var/obj/item/organ/heart/vampheart/H = new
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H.Insert(owner.current)
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