Merge pull request #10705 from kevinz000/revert_poojawa_blood_1
Cleanup/Partial revert of RGB blood ""rework""
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@@ -33,7 +33,7 @@
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bleed_rate = 0
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return
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if(bleed_rate <= 0)
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if(bleed_rate < 0)
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bleed_rate = 0
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if(HAS_TRAIT(src, TRAIT_NOMARROW)) //Bloodsuckers don't need to be here.
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@@ -94,12 +94,12 @@
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//We want an accurate reading of .len
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listclearnulls(BP.embedded_objects)
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temp_bleed += 0.5*BP.embedded_objects.len
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temp_bleed += 0.5 * BP.embedded_objects.len
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if(brutedamage >= 20)
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temp_bleed += (brutedamage * 0.013)
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bleed_rate = max(bleed_rate - 0.50, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases
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bleed_rate = max(bleed_rate - 0.5, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases
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if(bleed_rate && !bleedsuppress && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
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bleed(bleed_rate)
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@@ -289,8 +289,7 @@
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drop.update_icon()
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return
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else
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temp_blood_DNA = list()
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temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
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temp_blood_DNA = drop.blood_DNA.Copy() //transfer dna from drip to splatter.
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qdel(drop)//the drip is replaced by a bigger splatter
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else
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drop = new(T, get_static_viruses())
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@@ -49,7 +49,6 @@
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//Gets filled up in create_bodyparts()
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var/list/hand_bodyparts = list() //a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
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var/list/leg_bodyparts = list()
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var/icon_render_key = ""
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var/static/list/limb_icon_cache = list()
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@@ -87,7 +87,7 @@
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if(!forced && HAS_TRAIT(src, TRAIT_TOXINLOVER)) //damage becomes healing and healing becomes damage
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amount = -amount
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if(amount > 0)
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blood_volume -= 3*amount // x5 is too much, x3 should be still penalizing enough.
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blood_volume -= 3 * amount //5x was too much, this is punishing enough.
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else
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blood_volume -= amount
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return ..()
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@@ -59,7 +59,7 @@
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
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if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
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return
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state]-BLOOD_LOSS_PER_STEP)
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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@@ -494,7 +494,7 @@
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if(isturf(next))
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if(bloodiness)
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var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
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if(blood_DNA && blood_DNA.len)
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if(length(blood_DNA))
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B.blood_DNA |= blood_DNA.Copy()
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var/newdir = get_dir(next, loc)
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if(newdir == dir)
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