Bloodloss drunk status no longer persists after being healthy AND dead bodies will still bleed (#15189)
* removing drunk scaling with missing blood, drunk will apply until blood restored * added new drunk function to go with new bloodloss drunk code * initial tryremovetime code for drunk system. Still need to code it into bloodloss and test. * initial tryremovetime code for drunk system. Still need to code it into bloodloss and test. * Drunk status added by low blood level should be removed when healthy * Everything is working in the dev enviroment. Cleaning up code. * Dead bodies bleed, do not recover blood, and do not take further bloodloss damage to missing blood * Last commit
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@@ -51,12 +51,14 @@ namespace Content.Server.Body.Components
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/// <summary>
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/// The base bloodloss damage to be incurred if below <see cref="BloodlossThreshold"/>
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/// The default values are defined per mob/species in YML.
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/// </summary>
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[DataField("bloodlossDamage", required: true)]
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public DamageSpecifier BloodlossDamage = new();
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/// <summary>
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/// The base bloodloss damage to be healed if above <see cref="BloodlossThreshold"/>
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/// The default values are defined per mob/species in YML.
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/// </summary>
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[DataField("bloodlossHealDamage", required: true)]
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public DamageSpecifier BloodlossHealDamage = new();
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@@ -146,5 +148,11 @@ namespace Content.Server.Body.Components
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Solution BloodTemporarySolution = default!;
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/// <summary>
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/// Variable that stores the amount of drunk time added by having a low blood level.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float DrunkTime;
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}
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}
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