Brain fix

This commit is contained in:
Fermi
2019-09-27 23:46:44 +01:00
parent b622ea4fd2
commit d44fbd3fb1
3 changed files with 26 additions and 11 deletions

View File

@@ -57,7 +57,7 @@
newbrain.brainmob = null
brainmob.forceMove(src)
brainmob.container = src
if(!newbrain.organ_flags & ORGAN_FAILING) // the brain organ hasn't been beaten to death.
if(!(newbrain.organ_flags & ORGAN_FAILING)) // the brain organ hasn't been beaten to death.
brainmob.stat = CONSCIOUS //we manually revive the brain mob
GLOB.dead_mob_list -= brainmob
GLOB.alive_mob_list += brainmob

View File

@@ -125,7 +125,7 @@
if(cached_Bdamage <= HEALTH_THRESHOLD_DEAD) //Fixing dead brains yeilds a trauma
if((cached_Bdamage <= HEALTH_THRESHOLD_DEAD) && (brainmob.health > HEALTH_THRESHOLD_DEAD))
if(prob(90))
if(prob(80))
gain_trauma_type(BRAIN_TRAUMA_MILD)
else if(prob(50))
gain_trauma_type(BRAIN_TRAUMA_SEVERE)
@@ -252,11 +252,15 @@
if(damage <= BRAIN_DAMAGE_DEATH) //rip
brain_death = FALSE
/obj/item/organ/brain/process() //needs to run in life AND death
/obj/item/organ/brain/applyOrganDamage(var/d, var/maximum = maxHealth)
..()
/obj/item/organ/brain/check_damage_thresholds(mob/M)
. = ..()
//if we're not more injured than before, return without gambling for a trauma
if(damage <= prev_damage)
prev_damage = damage
return
damage_delta = damage - prev_damage
if(damage > BRAIN_DAMAGE_MILD)
@@ -271,15 +275,18 @@
if (owner)
if(owner.stat < UNCONSCIOUS) //conscious or soft-crit
var/brain_message
if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
to_chat(owner, "<span class='warning'>You feel lightheaded.</span>")
brain_message = "<span class='warning'>You feel lightheaded.</span>"
else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
to_chat(owner, "<span class='warning'>You feel less in control of your thoughts.</span>")
brain_message = "<span class='warning'>You feel less in control of your thoughts.</span>"
else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
to_chat(owner, "<span class='warning'>You can feel your mind flickering on and off...</span>")
//update our previous damage holder after we've checked our boundaries
prev_damage = damage
return
brain_message = "<span class='warning'>You can feel your mind flickering on and off...</span>"
if(.)
. += "\n[brain_message]"
else
return brain_message
/obj/item/organ/brain/Destroy() //copypasted from MMIs.
if(brainmob)