Fixes prosthetic causing bloodsuckers to bug out (#12136)
* Fixes prosthetic causing bloodsuckers to bug out * Moved it per ghommies suggestions
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@@ -113,3 +113,5 @@
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/mob/living/proc/StartFrenzy(inTime = 120)
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set waitfor = FALSE
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@@ -216,8 +216,8 @@
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// for (var/datum/action/bloodsucker/masquerade/P in powers)
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// P.Deactivate()
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// TEMP DEATH
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var/total_brute = owner.current.getBruteLoss()
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var/total_burn = owner.current.getFireLoss()
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var/total_brute = owner.current.getBruteLoss_nonProsthetic()
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var/total_burn = owner.current.getFireLoss_nonProsthetic()
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var/total_toxloss = owner.current.getToxLoss() //This is neater than just putting it in total_damage
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var/total_damage = total_brute + total_burn + total_toxloss
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// Died? Convert to Torpor (fake death)
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@@ -433,3 +433,17 @@
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var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
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if(istype(ears) && !ears.deaf)
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. = TRUE
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/mob/living/carbon/getBruteLoss_nonProsthetic()
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var/amount = 0
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for(var/obj/item/bodypart/BP in bodyparts)
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if (BP.status < 2)
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amount += BP.brute_dam
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return amount
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/mob/living/carbon/getFireLoss_nonProsthetic()
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var/amount = 0
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for(var/obj/item/bodypart/BP in bodyparts)
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if (BP.status < 2)
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amount += BP.burn_dam
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return amount
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@@ -63,7 +63,7 @@
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/mob/living/carbon/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
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if (!forced && amount < 0 && HAS_TRAIT(src,TRAIT_NONATURALHEAL))
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if(!forced && amount < 0 && HAS_TRAIT(src,TRAIT_NONATURALHEAL))
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return FALSE
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if(!forced && (status_flags & GODMODE))
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return FALSE
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@@ -74,7 +74,7 @@
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return amount
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/mob/living/carbon/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
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if (!forced && amount < 0 && HAS_TRAIT(src,TRAIT_NONATURALHEAL)) //Vamps don't heal naturally.
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if(!forced && amount < 0 && HAS_TRAIT(src,TRAIT_NONATURALHEAL)) //Vamps don't heal naturally.
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return FALSE
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if(!forced && (status_flags & GODMODE))
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return FALSE
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@@ -506,3 +506,10 @@
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used_item = get_active_held_item()
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..()
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setMovetype(movement_type & ~FLOATING) // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
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/mob/living/proc/getBruteLoss_nonProsthetic()
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return getBruteLoss()
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/mob/living/proc/getFireLoss_nonProsthetic()
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return getFireLoss()
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