Okay, now it checks the right thing.
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@@ -281,24 +281,26 @@
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if(91.01 to INFINITY)
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msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n"
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if(src != user && user.has_trait(TRAIT_EMPATH) && !appears_dead)
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if (a_intent != INTENT_HELP)
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msg += "[t_He] seem[p_s()] to be on guard.\n"
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if (getOxyLoss() >= 10)
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msg += "[t_He] seem[p_s()] winded.\n"
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if (getToxLoss() >= 10)
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msg += "[t_He] seem[p_s()] sickly.\n"
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GET_COMPONENT_FROM(mood, /datum/component/mood, src)
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if(mood.sanity <= SANITY_DISTURBED)
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msg += "[t_He] seem[p_s()] distressed.\n"
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
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if(mood.mood >= 5) //So roundstart people aren't all "happy"
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msg += "[t_He] seem[p_s()] to have had something nice happen to them recently.\n"
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empathH", /datum/mood_event/happy_empath, src)
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if (has_trait(TRAIT_BLIND))
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msg += "[t_He] appear[p_s()] to be staring off into space.\n"
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if (has_trait(TRAIT_DEAF))
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msg += "[t_He] appear[p_s()] to not be responding to noises.\n"
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if(isliving(user))
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var/mob/living/L = user
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if(src != user && user.has_trait(TRAIT_EMPATH) && !appears_dead)
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if (a_intent != INTENT_HELP)
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msg += "[t_He] seem[p_s()] to be on guard.\n"
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if (getOxyLoss() >= 10)
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msg += "[t_He] seem[p_s()] winded.\n"
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if (getToxLoss() >= 10)
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msg += "[t_He] seem[p_s()] sickly.\n"
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GET_COMPONENT_FROM(mood, /datum/component/mood, src)
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if(mood.sanity <= SANITY_DISTURBED)
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msg += "[t_He] seem[p_s()] distressed.\n"
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
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if(mood.mood >= 5) //So roundstart people aren't all "happy"
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msg += "[t_He] seem[p_s()] to have had something nice happen to them recently.\n"
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empathH", /datum/mood_event/happy_empath, src)
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if (has_trait(TRAIT_BLIND))
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msg += "[t_He] appear[p_s()] to be staring off into space.\n"
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if (has_trait(TRAIT_DEAF))
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msg += "[t_He] appear[p_s()] to not be responding to noises.\n"
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msg += "</span>"
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