Merge branch 'master' into ok-listen-its-an-accident

This commit is contained in:
Timothy Teakettle
2020-08-06 18:39:51 +01:00
committed by GitHub
71 changed files with 687 additions and 342 deletions
+1 -1
View File
@@ -60,7 +60,7 @@
if(L.stat == DEAD)
continue
if(light_nutrition_gain)
L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_FULL)
L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_WELL_FED)
if(light_amount > bonus_lum || light_amount < malus_lum)
var/mult = ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM]
if(light_bruteheal)
+6 -8
View File
@@ -196,14 +196,12 @@ GLOBAL_LIST_EMPTY(explosions)
//------- EX_ACT AND TURF FIRES -------
if(T == epicenter) // Ensures explosives detonating from bags trigger other explosives in that bag
var/list/items = list()
for(var/I in T)
var/atom/A = I
if (!(A.flags_1 & PREVENT_CONTENTS_EXPLOSION_1)) //The atom/contents_explosion() proc returns null if the contents ex_acting has been handled by the atom, and TRUE if it hasn't.
items += A.GetAllContents()
for(var/O in items)
var/atom/A = O
if((T == epicenter) && !QDELETED(explosion_source) && ismovable(explosion_source) && (get_turf(explosion_source) == T)) // Ensures explosives detonating from bags trigger other explosives in that bag
var/list/atoms = list()
for(var/atom/A in explosion_source.loc) // the ismovableatom check 2 lines above makes sure we don't nuke an /area
atoms += A
for(var/i in atoms)
var/atom/A = i
if(!QDELETED(A))
A.ex_act(dist)
+3 -5
View File
@@ -14,7 +14,7 @@
if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any
return
else
quirk_holder.blood_volume -= 0.275
quirk_holder.blood_volume -= 0.2
/datum/quirk/depression
name = "Depression"
@@ -54,7 +54,7 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
if("Botanist")
heirloom_type = pick(/obj/item/cultivator, /obj/item/reagent_containers/glass/bucket, /obj/item/storage/bag/plants, /obj/item/toy/plush/beeplushie)
if("Medical Doctor")
heirloom_type = /obj/item/healthanalyzer/advanced
heirloom_type = /obj/item/healthanalyzer
if("Paramedic")
heirloom_type = /obj/item/lighter
if("Station Engineer")
@@ -337,10 +337,8 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
dumb_thing = FALSE //only once per life
if(prob(1))
new/obj/item/reagent_containers/food/snacks/pastatomato(get_turf(H)) //now that's what I call spaghetti code
// small chance to make eye contact with inanimate objects/mindless mobs because of nerves
/datum/quirk/social_anxiety/proc/looks_at_floor(datum/source, atom/A)
var/mob/living/mind_check = A
if(prob(85) || (istype(mind_check) && mind_check.mind))