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.
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@@ -174,11 +174,38 @@
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color(H.dna.blood_type))
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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C.bleed(damage)
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else
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L.add_splatter_floor(target_loca)
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if(ishuman(L)
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var/mob/living/carbon/human/H = L
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var/armorsave
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if(flag == "bullet")
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armorsave = H.getarmor(B, "bullet")
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else if(flag == "energy")
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armorsave = H.getarmor(B, "energy")
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else if(flag == "magic")
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armorsave = H.getarmor(B, "magic")
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if(armorsave >= 30) // armor is useful again, yay.
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H.bleed_rate += (damage * 0.15) // a tiny bit of shrapnel and internal bleeding, I guess.
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else
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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
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else
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var/mob/living/carbon/C = L
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C.bleed(damage)
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if(prob(33))
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var/list/shift = list("x" = 0, "y" = 0)
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var/turf/step_over = get_step(target_loca, splatter_dir)
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if(get_splatter_blockage(step_over, target, splatter_dir, target_loca)) //If you can't cross the tile or any of its relevant obstacles...
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shift = pixel_shift_dir(splatter_dir) //Pixel shift the blood there instead (so you can't see wallsplatter through walls).
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else
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target_loca = step_over
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L.add_splatter_floor(target_loca, shift_x = shift["x"], shift_y = shift["y"])
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if(ishuman(L))
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for(var/mob/living/carbon/human/M in step_over) //Bloody the mobs who're infront of the spray.
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M.bloody_hands = rand(2, 4)
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else if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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@@ -213,6 +240,10 @@
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return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
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/obj/item/projectile/proc/get_splatter_blockage(var/turf/step_over, var/atom/target, var/splatter_dir, var/target_loca) //Check whether the place we want to splatter blood is blocked (i.e. by windows).
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if(step_over.density && !step_over.CanPass(target, step_over, 1)) //Preliminary simple check.
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return TRUE
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/obj/item/projectile/proc/vol_by_damage()
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if(src.damage)
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return CLAMP((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
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