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
This commit is contained in:
Whisper
2023-04-18 23:09:22 -04:00
committed by GitHub
parent c52db39077
commit 1b31da956a
3 changed files with 38 additions and 13 deletions

View File

@@ -51,12 +51,14 @@ namespace Content.Server.Body.Components
/// <summary>
/// The base bloodloss damage to be incurred if below <see cref="BloodlossThreshold"/>
/// The default values are defined per mob/species in YML.
/// </summary>
[DataField("bloodlossDamage", required: true)]
public DamageSpecifier BloodlossDamage = new();
/// <summary>
/// The base bloodloss damage to be healed if above <see cref="BloodlossThreshold"/>
/// The default values are defined per mob/species in YML.
/// </summary>
[DataField("bloodlossHealDamage", required: true)]
public DamageSpecifier BloodlossHealDamage = new();
@@ -146,5 +148,11 @@ namespace Content.Server.Body.Components
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Solution BloodTemporarySolution = default!;
/// <summary>
/// Variable that stores the amount of drunk time added by having a low blood level.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float DrunkTime;
}
}