Merge branch 'master' into ok-listen-its-an-accident
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@@ -60,7 +60,7 @@
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if(L.stat == DEAD)
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continue
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if(light_nutrition_gain)
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L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_FULL)
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L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_WELL_FED)
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if(light_amount > bonus_lum || light_amount < malus_lum)
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var/mult = ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM]
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if(light_bruteheal)
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@@ -196,14 +196,12 @@ GLOBAL_LIST_EMPTY(explosions)
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//------- EX_ACT AND TURF FIRES -------
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if(T == epicenter) // Ensures explosives detonating from bags trigger other explosives in that bag
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var/list/items = list()
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for(var/I in T)
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var/atom/A = I
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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.
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items += A.GetAllContents()
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for(var/O in items)
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var/atom/A = O
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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
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var/list/atoms = list()
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for(var/atom/A in explosion_source.loc) // the ismovableatom check 2 lines above makes sure we don't nuke an /area
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atoms += A
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for(var/i in atoms)
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var/atom/A = i
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if(!QDELETED(A))
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A.ex_act(dist)
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@@ -14,7 +14,7 @@
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if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any
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return
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else
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quirk_holder.blood_volume -= 0.275
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quirk_holder.blood_volume -= 0.2
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/datum/quirk/depression
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name = "Depression"
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@@ -54,7 +54,7 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
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if("Botanist")
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heirloom_type = pick(/obj/item/cultivator, /obj/item/reagent_containers/glass/bucket, /obj/item/storage/bag/plants, /obj/item/toy/plush/beeplushie)
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if("Medical Doctor")
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heirloom_type = /obj/item/healthanalyzer/advanced
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heirloom_type = /obj/item/healthanalyzer
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if("Paramedic")
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heirloom_type = /obj/item/lighter
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if("Station Engineer")
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@@ -337,10 +337,8 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
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dumb_thing = FALSE //only once per life
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if(prob(1))
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new/obj/item/reagent_containers/food/snacks/pastatomato(get_turf(H)) //now that's what I call spaghetti code
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// small chance to make eye contact with inanimate objects/mindless mobs because of nerves
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/datum/quirk/social_anxiety/proc/looks_at_floor(datum/source, atom/A)
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var/mob/living/mind_check = A
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if(prob(85) || (istype(mind_check) && mind_check.mind))
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