[Fix] Blood packs now should actually do something (#15752)
* fixes blood packs * fix 2.0!
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@@ -151,7 +151,10 @@ public sealed class HealingSystem : EntitySystem
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if (!TryComp<StackComponent>(uid, out var stack) || stack.Count < 1)
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if (!TryComp<StackComponent>(uid, out var stack) || stack.Count < 1)
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return false;
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return false;
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if (!HasDamage(targetDamage, component))
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if (!TryComp<BloodstreamComponent>(target, out var bloodstream))
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return false;
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if (!HasDamage(targetDamage, component) && !(bloodstream.BloodSolution.Volume < bloodstream.BloodSolution.MaxVolume && component.ModifyBloodLevel > 0))
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{
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{
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_popupSystem.PopupEntity(Loc.GetString("medical-item-cant-use", ("item", uid)), uid);
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_popupSystem.PopupEntity(Loc.GetString("medical-item-cant-use", ("item", uid)), uid);
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return false;
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return false;
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@@ -84,7 +84,7 @@
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damageContainer: Biological
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damageContainer: Biological
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damage:
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damage:
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types:
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types:
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bloodloss: -0.5 #minor bleed rate reduction.
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Bloodloss: -0.5 #lowers bloodloss damage
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ModifyBloodLevel: 15 #restores about 5% blood per use on standard humanoids.
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ModifyBloodLevel: 15 #restores about 5% blood per use on standard humanoids.
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healingBeginSound:
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healingBeginSound:
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path: "/Audio/Items/Medical/brutepack_begin.ogg"
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path: "/Audio/Items/Medical/brutepack_begin.ogg"
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