Could this be the final commit?!
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@@ -53,24 +53,24 @@
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//Effects of bloodloss
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var/word = pick("dizzy","woozy","faint")
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switch(blood_volume)
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if((BLOOD_VOLUME_OKAY * blood_ratio) to (BLOOD_VOLUME_SAFE * blood_ratio))
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if(prob(5))
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to_chat(src, "<span class='warning'>You feel [word].</span>")
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adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.01, 1))
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if((BLOOD_VOLUME_BAD * blood_ratio) to (BLOOD_VOLUME_OKAY*blood_ratio))
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adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.02, 1))
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if(prob(5))
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blur_eyes(6)
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to_chat(src, "<span class='warning'>You feel very [word].</span>")
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if((BLOOD_VOLUME_SURVIVE * blood_ratio) to (BLOOD_VOLUME_BAD * blood_ratio))
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adjustOxyLoss(5)
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if(prob(15))
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Unconscious(rand(20,60))
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to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
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if(-INFINITY to (BLOOD_VOLUME_SURVIVE * blood_ratio))
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if(!has_trait(TRAIT_NODEATH))
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death()
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//switch(blood_volume) Used to be a switch statement; now it uses ifs (so blood ratio can work.) Check my logic please.
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if(((BLOOD_VOLUME_OKAY * blood_ratio) < blood_volume) && (blood_volume <= (BLOOD_VOLUME_SAFE * blood_ratio)))
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if(prob(5))
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to_chat(src, "<span class='warning'>You feel [word].</span>")
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adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.01, 1))
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else if(((BLOOD_VOLUME_BAD * blood_ratio) < blood_volume) && (blood_volume <=(BLOOD_VOLUME_OKAY*blood_ratio)))
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adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.02, 1))
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if(prob(5))
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blur_eyes(6)
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to_chat(src, "<span class='warning'>You feel very [word].</span>")
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else if( ((BLOOD_VOLUME_SURVIVE * blood_ratio) < blood_volume) && (blood_volume <= (BLOOD_VOLUME_BAD * blood_ratio)))
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adjustOxyLoss(5)
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if(prob(15))
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Unconscious(rand(20,60))
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to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
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else if((-INFINITY < blood_volume) && (blood_volume <= (BLOOD_VOLUME_SURVIVE * blood_ratio)))
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if(!has_trait(TRAIT_NODEATH))
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death()
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var/temp_bleed = 0
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//Bleeding out
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@@ -309,12 +309,23 @@
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/mob/living/proc/DecreaseBloodVol(var/value)
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blood_ratio -= value
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//This is a terrible way of handling it.
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/mob/living/proc/ResetBloodVol()
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if(ishuman(src) && src.has_trait(TRAIT_HIGH_BLOOD))
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blood_ratio = 1.2
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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if (src.has_trait(TRAIT_HIGH_BLOOD))
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blood_ratio = 1.2
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H.handle_blood()
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return
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blood_ratio = 1
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H.handle_blood()
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return
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blood_ratio = 1
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/mob/living/proc/AdjustBloodVol(var/value)
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if(blood_ratio == value)
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return
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blood_ratio = value
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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H.handle_blood()
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@@ -353,7 +353,8 @@ im
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var/iconhtml = icon2html(A, seen)
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for(var/mob/M in seen)
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to_chat(M, "<span class='notice'>[iconhtml] \The [my_atom]'s melts from the temperature!</span>")
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playsound(get_turf(A), 'sound/effects/bubbles.ogg', 80, 1)
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playsound(get_turf(A), 'sound/FermiChem/heatmelt.ogg', 80, 1)
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qdel(A)
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return
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else if(istype(A, /obj/item/reagent_containers/glass) && ((pH < 0.5) || (pH > 13.5)))//maybe make it higher? Though..Hmm!
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@@ -361,7 +362,7 @@ im
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var/iconhtml = icon2html(A, seen)
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for(var/mob/M in seen)
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to_chat(M, "<span class='notice'>[iconhtml] \The [my_atom]'s melts from the extreme pH!</span>")
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playsound(get_turf(A), 'sound/effects/bubbles.ogg', 80, 1)
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playsound(get_turf(A), 'sound/FermiChem/acidmelt.ogg', 80, 1)
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qdel(A)
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return
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@@ -167,12 +167,12 @@
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/obj/item/reagent_containers/glass/beaker/plastic
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name = "x-large beaker"
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desc = "An extra-large beaker. Can hold up to 150 units."
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desc = "An extra-large beaker. Can hold up to 150 units. Is able to resist acid and alkaline solutions, but melts at 444K"
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icon_state = "beakerwhite"
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materials = list(MAT_GLASS=2500, MAT_PLASTIC=3000)
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volume = 150
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,20,25,30,60,120,150)
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possible_transfer_amounts = list(5,10,15,20,25,30,50,100,150)
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/obj/item/reagent_containers/glass/beaker/plastic/update_icon()
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icon_state = "beakerlarge" // hack to lets us reuse the large beaker reagent fill states
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@@ -186,7 +186,7 @@
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materials = list(MAT_GLASS=2500, MAT_PLASTIC=3000, MAT_GOLD=1000, MAT_TITANIUM=1000)
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volume = 200
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,20,25,30,60,120,150,200)
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possible_transfer_amounts = list(5,10,15,20,25,30,50,100,200)
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/obj/item/reagent_containers/glass/beaker/noreact
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name = "cryostasis beaker"
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