spawn instead of sleep

This commit is contained in:
Linzolle
2019-11-28 20:51:50 -06:00
parent e3439f96f0
commit a940110dee
@@ -903,23 +903,24 @@ datum/reagent/medicine/styptic_powder/overdose_start(mob/living/M)
M.do_jitter_animation(10)
addtimer(CALLBACK(M, /mob/living/carbon.proc/do_jitter_animation, 10), 40) //jitter immediately, then again after 4 and 8 seconds
addtimer(CALLBACK(M, /mob/living/carbon.proc/do_jitter_animation, 10), 80)
sleep(100) //so the ghost has time to re-enter
spawn(100) //so the ghost has time to re-enter
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!(C.dna && C.dna.species && (NOBLOOD in C.dna.species.species_traits)))
C.blood_volume = max(C.blood_volume, BLOOD_VOLUME_NORMAL) //so you don't instantly re-die from a lack of blood
for(var/organ in C.internal_organs)
var/obj/item/organ/O = organ
if(O.damage > O.maxHealth/2)
O.setOrganDamage(O.maxHealth/2) //so you don't instantly die from organ damage when being revived
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!(C.dna && C.dna.species && (NOBLOOD in C.dna.species.species_traits)))
C.blood_volume = max(C.blood_volume, BLOOD_VOLUME_NORMAL) //so you don't instantly re-die from a lack of blood
for(var/organ in C.internal_organs)
var/obj/item/organ/O = organ
O.setOrganDamage(0) //so you don't near-instantly re-die because your heart has decayed to the point of complete failure
M.adjustOxyLoss(-20, 0)
M.adjustToxLoss(-20, 0)
M.updatehealth()
if(M.revive(full_heal = FALSE, admin_revive = FALSE))
M.emote("gasp")
log_combat(M, M, "revived", src)
M.adjustOxyLoss(-20, 0)
M.adjustToxLoss(-20, 0)
M.updatehealth()
if(M.revive(full_heal = FALSE, admin_revive = FALSE))
M.grab_ghost()
M.emote("gasp")
log_combat(M, M, "revived", src)
..()