strange reagent fix

This commit is contained in:
Linzolle
2019-11-28 18:06:18 -06:00
parent a105f55e38
commit e3439f96f0
@@ -881,40 +881,48 @@ datum/reagent/medicine/styptic_powder/overdose_start(mob/living/M)
/datum/reagent/medicine/strange_reagent
name = "Strange Reagent"
id = "strange_reagent"
description = "A miracle drug capable of bringing the dead back to life. Only functions if the target has less than 100 brute and burn damage (independent of one another), and causes slight damage to the living."
description = "A miracle drug capable of bringing the dead back to life. Only functions when applied by patch or spray, if the target has less than 100 brute and burn damage (independent of one another) and hasn't been husked. Causes slight damage to the living."
reagent_state = LIQUID
color = "#A0E85E"
metabolization_rate = 0.5 * REAGENTS_METABOLISM
taste_description = "magnets"
pH = 0
/datum/reagent/medicine/strange_reagent/reaction_mob(mob/living/carbon/human/M, method=TOUCH, reac_volume)
/datum/reagent/medicine/strange_reagent/reaction_mob(mob/living/M, method=TOUCH, reac_volume)
if(M.stat == DEAD)
if(M.getBruteLoss() >= 100 || M.getFireLoss() >= 100)
M.visible_message("<span class='warning'>[M]'s body convulses a bit, and then falls still once more.</span>")
if(M.suiciding || M.hellbound) //they are never coming back
M.visible_message("<span class='warning'>[M]'s body does not react...</span>")
return
M.visible_message("<span class='warning'>[M]'s body convulses a bit.</span>")
if(!M.suiciding && !(HAS_TRAIT(M, TRAIT_NOCLONE)) && !M.hellbound)
if(!M)
return
if(M.notify_ghost_cloning(source = M))
spawn (100) //so the ghost has time to re-enter
return
if(M.getBruteLoss() >= 100 || M.getFireLoss() >= 100 || HAS_TRAIT(M, TRAIT_HUSK)) //body is too damaged to be revived
M.visible_message("<span class='warning'>[M]'s body convulses a bit, and then falls still once more.</span>")
M.do_jitter_animation(10)
return
else
M.visible_message("<span class='warning'>[M]'s body starts convulsing!</span>")
M.notify_ghost_cloning(source = M)
M.do_jitter_animation(10)
addtimer(CALLBACK(M, /mob/living/carbon.proc/do_jitter_animation, 10), 40) //jitter immediately, then again after 4 and 8 seconds
addtimer(CALLBACK(M, /mob/living/carbon.proc/do_jitter_animation, 10), 80)
sleep(100) //so the ghost has time to re-enter
else
M.adjustOxyLoss(-20, 0)
M.adjustToxLoss(-20, 0)
var/mob/living/carbon/H = M
for(var/organ in H.internal_organs)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!(C.dna && C.dna.species && (NOBLOOD in C.dna.species.species_traits)))
C.blood_volume = max(C.blood_volume, BLOOD_VOLUME_NORMAL) //so you don't instantly re-die from a lack of blood
for(var/organ in C.internal_organs)
var/obj/item/organ/O = organ
O.setOrganDamage(0)
M.updatehealth()
O.setOrganDamage(0) //so you don't near-instantly re-die because your heart has decayed to the point of complete failure
if(M.revive())
M.emote("gasp")
log_combat(M, M, "revived", src)
M.adjustOxyLoss(-20, 0)
M.adjustToxLoss(-20, 0)
M.updatehealth()
if(M.revive(full_heal = FALSE, admin_revive = FALSE))
M.emote("gasp")
log_combat(M, M, "revived", src)
..()
/datum/reagent/medicine/strange_reagent/on_mob_life(mob/living/carbon/M)
M.adjustBruteLoss(0.5*REM, 0)
M.adjustFireLoss(0.5*REM, 0)
@@ -1509,5 +1517,5 @@ datum/reagent/medicine/styptic_powder/overdose_start(mob/living/M)
/datum/reagent/medicine/polypyr/overdose_process(mob/living/M)
M.adjustOrganLoss(ORGAN_SLOT_LUNGS, 0.5)
..()
. = 1
. = 1