should be ready.
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@@ -256,7 +256,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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can_handle_hot = TRUE
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else if(C.gloves && (C.gloves.max_heat_protection_temperature > 360))
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can_handle_hot = TRUE
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else if(C.has_trait(TRAIT_RESISTHEAT) || C.has_trait(TRAIT_RESISTHEATHANDS))
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else if(HAS_TRAIT(C, TRAIT_RESISTHEAT) || HAS_TRAIT(C, TRAIT_RESISTHEATHANDS))
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can_handle_hot = TRUE
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if(can_handle_hot)
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@@ -449,10 +449,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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return 0
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/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user)
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if(user.has_trait(TRAIT_PACIFISM))
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='warning'>You don't want to harm [M]!</span>")
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return
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if(user.has_trait(TRAIT_CLUMSY) && prob(50))
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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M = user
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var/is_human_victim = 0
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var/obj/item/bodypart/affecting = M.get_bodypart(BODY_ZONE_HEAD)
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@@ -523,7 +523,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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M.adjust_blurriness(15)
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if(M.stat != DEAD)
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to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
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if(!(M.has_trait(TRAIT_BLIND) || M.has_trait(TRAIT_NEARSIGHT)))
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if(!(HAS_TRAIT(M, TRAIT_BLIND) || HAS_TRAIT(M, TRAIT_NEARSIGHT)))
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to_chat(M, "<span class='danger'>You become nearsighted!</span>")
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M.become_nearsighted(EYE_DAMAGE)
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if(prob(50))
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