From 5204c0fc11a8bf143a1595315a0891d66e860f8f Mon Sep 17 00:00:00 2001 From: EditorRUS Date: Thu, 31 Jan 2013 07:41:21 +0600 Subject: [PATCH] Special update #1 Buffing blooding. --- code/game/atom_procs.dm | 8 ++++---- code/modules/mob/living/living_defense.dm | 8 ++++++-- 2 files changed, 10 insertions(+), 6 deletions(-) diff --git a/code/game/atom_procs.dm b/code/game/atom_procs.dm index 600c280..9dc0a8d 100644 --- a/code/game/atom_procs.dm +++ b/code/game/atom_procs.dm @@ -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 @@ -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 diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index ab0455a..6258176 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -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 \ No newline at end of file