Skip to content

Commit

Permalink
Special update SS13#1
Browse files Browse the repository at this point in the history
Buffing blooding.
  • Loading branch information
EditorRUS committed Jan 31, 2013
1 parent 26bdf63 commit 5204c0f
Show file tree
Hide file tree
Showing 2 changed files with 10 additions and 6 deletions.
8 changes: 4 additions & 4 deletions code/game/atom_procs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -194,7 +194,7 @@
I.Blend(new /icon('blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant

//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
for(var/obj/item/A in world)
for(var/obj/A in world)
if(A.type == O.type && !A.blood_overlay)
A.blood_overlay = I

Expand Down Expand Up @@ -228,9 +228,9 @@
newDisease.holder = B

//Edited copypaste. Idea 3 label.
if(prob(35))
for(var/obj/O in range(1,get_turf(M)))
if(prob(50))
if(prob(45))
for(var/obj/O in view(3,get_turf(M)))
if(prob(35))
O.add_blood(M)

if(istype(T, /turf/space)) return 0
Expand Down
8 changes: 6 additions & 2 deletions code/modules/mob/living/living_defense.dm
Original file line number Diff line number Diff line change
Expand Up @@ -55,7 +55,11 @@
if(absorb >= 2)
P.on_hit(src,2)
return 2
if(!P.nodamage)
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, sharp = 1, used_weapon = P.name)
if(!P.nodamage)
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, sharp = 1, used_weapon = P.name)
if (prob(min(15, 15 * P.damage / (absorb + 1)))) //Blood everywhere from bullets. How obviously, and not maded...
var/turf/location = loc
if(istype(location, /turf/simulated))
location.add_blood(src)
P.on_hit(src, absorb)
return absorb

0 comments on commit 5204c0f

Please sign in to comment.