making it actually work properly
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@@ -574,7 +574,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
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if(AmBloodsucker(C))
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disgust_bloodsucker(FALSE, 1) //Bloodsuckers get SOME blood from it, for style reasons.
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if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
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C.integrating_blood = min((BLOOD_VOLUME_NORMAL*C.blood_ratio), C.blood_volume + 3) //Bloody Mary quickly restores blood loss.
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C.integrating_blood += 3 //Bloody Mary quickly restores blood loss.
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..()
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/datum/reagent/consumable/ethanol/brave_bull
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@@ -411,7 +411,7 @@
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var/amount_to_add = min(M.blood_volume, volume*5)
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var/new_blood_level = min(M.blood_volume + amount_to_add, maximum_reachable)
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last_added = new_blood_level - M.blood_volume
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M.integrating_blood = new_blood_level + extra_regen
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M.integrating_blood += extra_regen
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if(prob(33))
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M.adjustBruteLoss(-0.5*REM, 0)
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M.adjustFireLoss(-0.5*REM, 0)
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@@ -48,7 +48,7 @@
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var/mob/living/carbon/C = L
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var/blood_id = C.get_blood_id()
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if((HAS_TRAIT(C, TRAIT_NOMARROW) || blood_id == /datum/reagent/blood || blood_id == /datum/reagent/blood/jellyblood) && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits))))
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C.integrating_blood = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM * C.blood_ratio)
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C.integrating_blood += round(reac_volume, 0.1)
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// we don't care about bloodtype here, we're just refilling the mob
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if(reac_volume >= 10 && istype(L) && method != INJECT)
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