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:
@@ -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));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user