Repaths /obj/effect/overlay/temp to /obj/effect/temp_visual
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@@ -114,7 +114,7 @@
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for(var/i in 1 to heal_attempts)
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if(S.health < S.maxHealth)
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S.adjustHealth(-heal_amount)
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new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
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new /obj/effect/temp_visual/heal(T, "#1E8CE1")
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if(i == heal_attempts && S.health >= S.maxHealth) //we finished healing on the last tick, give them the message
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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@@ -129,7 +129,7 @@
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for(var/i in 1 to heal_attempts)
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if(S.health < S.maxHealth)
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S.heal_ordered_damage(heal_amount, damage_heal_order)
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new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
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new /obj/effect/temp_visual/heal(T, "#1E8CE1")
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if(i == heal_attempts && S.health >= S.maxHealth)
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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@@ -158,7 +158,7 @@
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for(var/i in 1 to heal_ticks)
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if(H.health < H.maxHealth)
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H.heal_ordered_damage(heal_amount, damage_heal_order)
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new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
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new /obj/effect/temp_visual/heal(T, "#1E8CE1")
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if(i == heal_ticks && H.health >= H.maxHealth)
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to_chat(H, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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@@ -174,10 +174,10 @@
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if(C.obj_integrity < C.max_integrity)
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C.obj_integrity = min(C.obj_integrity + 5, C.max_integrity)
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C.update_icon()
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new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
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new /obj/effect/temp_visual/heal(T, "#1E8CE1")
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else
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break
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new /obj/effect/overlay/temp/ratvar/mending_mantra(get_turf(invoker))
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new /obj/effect/temp_visual/ratvar/mending_mantra(get_turf(invoker))
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return TRUE
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@@ -389,7 +389,7 @@
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usable_power = min(Floor(C.cell.charge * 0.2, MIN_CLOCKCULT_POWER), 1000) - prev_power
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if(usable_power > 0 && C.cell.use(usable_power))
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multiplier += (usable_power * 0.0005)
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var/obj/effect/overlay/temp/ratvar/volt_hit/VH = new /obj/effect/overlay/temp/ratvar/volt_hit(get_turf(invoker), null, multiplier)
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var/obj/effect/temp_visual/ratvar/volt_hit/VH = new /obj/effect/temp_visual/ratvar/volt_hit(get_turf(invoker), null, multiplier)
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invoker.visible_message("<span class='warning'>[invoker] is struck by [invoker.p_their()] own [VH.name]!</span>", "<span class='userdanger'>You're struck by your own [VH.name]!</span>")
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invoker.adjustFireLoss(VH.damage) //you have to fail all five blasts to die to this
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playsound(invoker, 'sound/machines/defib_zap.ogg', VH.damage, 1, -1)
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