scope creep lmao
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@@ -188,7 +188,7 @@
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needs_processing = .
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//Return TRUE to get whatever mob this is in to update health.
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/obj/item/bodypart/proc/on_life()
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/obj/item/bodypart/proc/on_life(seconds, times_fired)
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if(stam_heal_tick && stamina_dam > DAMAGE_PRECISION) //DO NOT update health here, it'll be done in the carbon's life.
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if(heal_damage(brute = 0, burn = 0, stamina = (stam_heal_tick * (disabled ? 2 : 1)), only_robotic = FALSE, only_organic = FALSE, updating_health = FALSE))
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. |= BODYPART_LIFE_UPDATE_HEALTH
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@@ -25,7 +25,7 @@
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var/cachedmoveCalc = 1
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food_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/iron = 5)
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/obj/item/organ/liver/on_life()
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/obj/item/organ/liver/on_life(seconds, times_fired)
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. = ..()
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if(!. || !owner)//can't process reagents with a failing liver
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return
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@@ -40,7 +40,7 @@
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damage += (thisamount*toxLethality)
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//metabolize reagents
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owner.reagents.metabolize(owner, can_overdose=TRUE)
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owner.reagents.metabolize(owner, seconds, times_fired, can_overdose=TRUE)
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if(damage > 10 && prob(damage/3))//the higher the damage the higher the probability
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to_chat(owner, "<span class='warning'>You feel a dull pain in your abdomen.</span>")
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@@ -92,18 +92,18 @@
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on_death() //Kinda hate doing it like this, but I really don't want to call process directly.
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//Sources; life.dm process_organs
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/obj/item/organ/proc/on_death() //Runs when outside AND inside.
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/obj/item/organ/proc/on_death(seconds, times_fired) //Runs when outside AND inside.
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decay()
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//Applys the slow damage over time decay
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/obj/item/organ/proc/decay()
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/obj/item/organ/proc/decay(seconds, times_fired)
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if(!can_decay())
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STOP_PROCESSING(SSobj, src)
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return
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is_cold()
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if(organ_flags & ORGAN_FROZEN)
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return
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applyOrganDamage(maxHealth * decay_factor)
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applyOrganDamage(maxHealth * decay_factor * (seconds * 0.5))
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/obj/item/organ/proc/can_decay()
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if(CHECK_BITFIELD(organ_flags, ORGAN_NO_SPOIL | ORGAN_SYNTHETIC | ORGAN_FAILING))
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@@ -151,7 +151,7 @@
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organ_flags &= ~ORGAN_FROZEN
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return FALSE
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/obj/item/organ/proc/on_life() //repair organ damage if the organ is not failing or synthetic
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/obj/item/organ/proc/on_life(seconds, times_fired) //repair organ damage if the organ is not failing or synthetic
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if(organ_flags & ORGAN_FAILING || !owner)
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return FALSE
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if(organ_flags & ORGAN_SYNTHETIC_EMP) //Synthetic organ has been emped, is now failing.
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