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

@@ -32,4 +32,14 @@ public abstract class SharedDrunkSystem : EntitySystem
_statusEffectsSystem.TryAddTime(uid, DrunkKey, TimeSpan.FromSeconds(boozePower), status);
}
}
public void TryRemoveDrunkenness(EntityUid uid)
{
_statusEffectsSystem.TryRemoveStatusEffect(uid, DrunkKey);
}
public void TryRemoveDrunkenessTime(EntityUid uid, double timeRemoved)
{
_statusEffectsSystem.TryRemoveTime(uid, DrunkKey, TimeSpan.FromSeconds(timeRemoved));
}
}