Revert/replaces a lot of #8024 with bleed_rate
Wearing armor reduces the blood loss you incur, no longer are you instantly deleted on blood. Dripping blood WILL kill you if you don't solve that issue, medical gauze has been tripled as a QoL for medical staff as a result.
This commit is contained in:
@@ -2,6 +2,9 @@
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BLOOD SYSTEM
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****************************************************/
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#define EXOTIC_BLEED_MULTIPLIER 4 //Multiplies the actually bled amount by this number for the purposes of turf reaction calculations.
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/mob/living/carbon/human/proc/suppress_bloodloss(amount)
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if(bleedsuppress)
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return
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@@ -80,6 +83,9 @@
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var/obj/item/bodypart/BP = X
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var/brutedamage = BP.brute_dam
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if(BP.status == BODYPART_ROBOTIC) //for the moment, synth limbs won't bleed, but soon, my pretty.
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continue
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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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@@ -105,9 +111,11 @@
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/mob/living/carbon/human/bleed(amt)
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amt *= physiology.bleed_mod
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if(!(NOBLOOD in dna.species.species_traits))
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..()
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.=..()
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if(dna.species.exotic_blood && .) // Do we have exotic blood, and have we left any on the ground?
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var/datum/reagent/R = GLOB.chemical_reagents_list[get_blood_id()]
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if(istype(R) && isturf(loc))
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R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER)
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/mob/living/proc/restore_blood()
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blood_volume = initial(blood_volume)
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@@ -259,7 +267,7 @@
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. = safe
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//to add a splatter of blood or other mob liquid.
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/mob/living/proc/add_splatter_floor(turf/T, small_drip)
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/mob/living/proc/add_splatter_floor(turf/T, small_drip, shift_x, shift_y)
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if(get_blood_id() == null)
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return
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if(!T)
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@@ -274,6 +282,8 @@
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drop.drips++
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drop.add_overlay(pick(drop.random_icon_states))
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drop.transfer_mob_blood_dna(src)
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src.transfer_blood_to(drop, 2)
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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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@@ -282,17 +292,30 @@
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else
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drop = new(T, get_static_viruses())
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drop.transfer_mob_blood_dna(src)
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src.transfer_blood_to(drop, 2)
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drop.update_icon()
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return
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// Find a blood decal or create a new one.
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var/obj/effect/decal/cleanable/blood/B = locate() in T
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var/obj/effect/decal/cleanable/blood/splats/B = locate() in T
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var/list/bloods = get_atoms_of_type(T, B, TRUE, 0, 0) //Get all the non-projectile-splattered blood on this turf (not pixel-shifted).
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if(shift_x || shift_y)
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bloods = get_atoms_of_type(T, B, TRUE, shift_x, shift_y) //Get all the projectile-splattered blood at these pixels on this turf (pixel-shifted).
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B = locate() in bloods
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if(!B)
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B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
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if (B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
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B = new /obj/effect/decal/cleanable/blood/splats(T, get_static_viruses())
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if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
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B.bloodiness += BLOOD_AMOUNT_PER_DECAL
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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src.transfer_blood_to(B, 10) //very heavy bleeding, should logically leave larger pools
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if(temp_blood_DNA)
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B.blood_DNA |= temp_blood_DNA
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B.pixel_x = (shift_x)
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B.pixel_y = (shift_y)
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B.update_icon()
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if(shift_x || shift_y)
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B.layer = BELOW_MOB_LAYER //So the blood lands ontop of things like posters, windows, etc.
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/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
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if(!(NOBLOOD in dna.species.species_traits))
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@@ -313,6 +336,43 @@
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if(!B)
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B = new(T)
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/mob/living/proc/add_splash_floor(turf/T)
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if(get_blood_id() == null)
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return
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if(!T)
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T = get_turf(src)
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var/list/temp_blood_DNA
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// Find a blood decal or create a new one.
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var/obj/effect/decal/cleanable/blood/B = locate() in T
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if(!B)
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B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
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if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
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B.bloodiness += BLOOD_AMOUNT_PER_DECAL
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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if(temp_blood_DNA)
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B.blood_DNA |= temp_blood_DNA
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/mob/living/carbon/human/add_splash_floor(turf/T)
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if(!(NOBLOOD in dna.species.species_traits))
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..()
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/mob/living/carbon/alien/add_splash_floor(turf/T)
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if(!T)
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T = get_turf(src)
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var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T.contents
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if(!B)
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B = new(T)
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B.blood_DNA["UNKNOWN DNA"] = "X*"
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/mob/living/silicon/robot/add_splash_floor(turf/T)
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if(!T)
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T = get_turf(src)
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var/obj/effect/decal/cleanable/oil/B = locate() in T.contents
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if(!B)
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B = new(T)
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//This is a terrible way of handling it.
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/mob/living/proc/ResetBloodVol()
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if(ishuman(src))
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@@ -1687,7 +1687,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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bloody = 1
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var/turf/location = H.loc
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if(istype(location))
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H.bleed(totitemdamage)
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H.bleed_rate += 2 //This usually stacks pretty quickly, death by a thousand cuts, etc etc.
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if(get_dist(user, H) <= 1) //people with TK won't get smeared with blood
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user.add_mob_blood(H)
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