some fixes
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@@ -444,7 +444,7 @@
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else if(!taped)
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. += "<span class='notice'>Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.</span>\n"
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else
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. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round(regen_points_current/regen_points_needed)]% regenerated.</span>\n"
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. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round((regen_points_current*100)/regen_points_needed,0.1)]% regenerated.</span>\n"
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if(limb.body_zone == BODY_ZONE_HEAD)
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. += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired."
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@@ -174,6 +174,8 @@
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if(IS_STAMCRIT(src))
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to_chat(src, "<span class='warning'>You're too exhausted.</span>")
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return
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var/random_turn = a_intent == INTENT_HARM
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//END OF CIT CHANGES
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var/obj/item/I = get_active_held_item()
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@@ -227,7 +229,7 @@
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do_attack_animation(target, no_effect = 1)
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playsound(loc, 'sound/weapons/punchmiss.ogg', 50, 1, -1)
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newtonian_move(get_dir(target, src))
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thrown_thing.safe_throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed + power_throw, src, null, null, null, move_force)
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thrown_thing.safe_throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed + power_throw, src, null, null, null, move_force, random_turn)
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/mob/living/carbon/restrained(ignore_grab)
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. = (handcuffed || (!ignore_grab && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE))
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