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Medbots will now bandage bleeding patients (#11057)
* Bleeding Update * Changes bleeding effects * Fixes some bleeding issues * Fixes blood calculation * Polishes the hold wounds button * Adds an indicator to how deadly it is * Moves the examine message * Adds cauterisation surgery * Fixes the examine message * Removes the screaming and updates the icons * Update code/controllers/subsystem/early_assets.dm * Fixes de-sword keeping bleed damage when unwielded * Adds in bleeding to the armour readouts * Fixes the examine message * Blood update * Adds some bleed armour to some things that really should have it * Fixes compilation * Uses maths to decrease the bleed rate as your blood pressure lowers, and when your heart stops beating * Merge conflict resolution * Bleeding stuff * Fixes cauterising wounds * Fixes * Bandages disappear when you stop bleeding * Removes bleeding from toy de-sword, adds minor bleeding to toy katana Co-Authored-By: BlueHNT <[email protected]> * Updates how bandaging works, makes bleeding status effect reactive * Nerfs heparin * Fixes mime gun causing bleeding * Reduces the amount of bleed damage caused by cult * Adds a maximum bleed rate * Medical scanners report bleed rate * Restorative nanites now restore blood * Changes how death works * Nukie stims prevent bleeding * Fixes compilation * Syndicate reagents now regenerate blood * Shotgun pellets deal less bleed damage * Fixes blooD calculation * Changes the equation * Updates cauterisation, adds overhead messages to healing items * Update carbon_defense.dm * Fixes blood damage doing nothing * Fixes the player not dying when they have no blood * Fixes some minor bugs with medical items * Unholy water now provides bleed immunity * Update code/__DEFINES/mobs.dm Co-authored-by: EvilDragonfiend <[email protected]> * Update code/modules/mob/living/blood.dm Co-authored-by: EvilDragonfiend <[email protected]> * Adds IPC bleeding and cleans some code up * Fixes IPCs taking infinite damage from no coolant * Status effect merging * Bleed merging and reduces bleed rate of rubbershot * Fixes bleeding status effect having invalid status type * Update blood.dm * Abductor teleporter now heals all wounds * Arglist change that was lost during merge deconflict * Doubles the capacity of bloodbags * Shows compatible blood types on the analyser * Update scanners.dm * Adds compatible to the analyser * Update code/modules/clothing/under/_under.dm * Simplemobs can now cause bleeding with melee attacks * Makes big amounts of blood appear more frequently * Bleed anomaly * Fixes blood anomaly * Blood anomaly properly deletes itself * Reactive armour and bleed anomaly fixes * Ashwalkers will now heal bleeding naturally * fixes golems bleeding for a single tick * Fixes gun loading bug (#10999) * Automatic changelog generation for PR #10999 [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * adds missing QDEL_HINT return (#11013) * Automatic changelog generation for PR #11013 [ci skip] * Automatic changelog compile [ci skip] * Update soulstone.dm (#11017) * Automatic changelog generation for PR #11017 [ci skip] * Automatic changelog compile [ci skip] * Replaces Telecommunications piping with actual cooling pipes (#10964) * did a thing * attempt 2 * box station fixed * echostation fixed * more fix * finally done * Automatic changelog generation for PR #10964 [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Fixes ghost construct spawning copies (#11018) * Automatic changelog generation for PR #11018 [ci skip] * Automatic changelog compile [ci skip] * Fixes the rest of the 'random arcade machines' bug (#11028) * Used UpdatePaths Ran UpdatePaths with ```/obj/machinery/computer/arcade : /obj/effect/spawner/randomarcade{@old}``` * Updated the script name to add the PR number I added it to mine and also added it to the previous script while I was at it. * Adds a newline to the two scripts I didn't realize that it was needed and even removed it from the brigtimers script, oopsie. Added them. * Automatic changelog generation for PR #11028 [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Autolathe shock wire now responds to cutting (#11031) * Automatic changelog generation for PR #11031 [ci skip] * Automatic changelog compile [ci skip] * Adds cigars to the smoker trait option list (#10991) * Added cigars to the smoker trait option list * added dromedary co cigs For some reason it doesnt want to work, testing out with a different pack * I might have figured out the issue, just gotta test might have to do something with the "cigpack" part of object names. Fixing shitcode with even more shitcode * was editing the wrong code Death be upon coders * The code is now in the correct file * Cleaned up a bit of code Learning as I go, was told this was a good change * Added Dromedary co cigs * Added missing comma * Automatic changelog generation for PR #10991 [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Fixes incorrect message being shown on brain mob and heads (#10955) * Automatic changelog generation for PR #10955 [ci skip] * Increases weapon slowdown for heavier weapons (#10977) * Update gun.dm * Removes KA slowdown * Automatic changelog generation for PR #10977 [ci skip] * map debug (#10980) * Automatic changelog generation for PR #10980 [ci skip] * Nature Sect Fix - Stops the orb from replacing open-space tiles and blocking off stairs (#11023) * Fixes an issue involving the open-space tile * more turfs * Automatic changelog generation for PR #11023 [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Shadow Sect - New Rite, Final Darkness (#11004) * Adds Faithsworn and Summon Rite * faithless define, Summon to Final Darkness, Murderbone Only * Adds a priority announcement apon murderbone summon * Fixes an issue regarding openspace tiles * fixes potential turf issues * Fixes and swapped to timer and stuff * dont need Initalize * Removes Check-tick, removed from nature sect too as its almost the same code * Automatic changelog generation for PR #11004 [ci skip] * Automatic changelog compile [ci skip] * Really tiny (#10716) * Automatic changelog generation for PR #10716 [ci skip] * initial commit * updates to use bacon bleeding * uses DEFINE * removes unecessary check * Update code/modules/mob/living/simple_animal/bot/medbot.dm Co-authored-by: PowerfulBacon <[email protected]> --------- Co-authored-by: PowerfulBacon <[email protected]> Co-authored-by: BlueHNT <[email protected]> Co-authored-by: EvilDragonfiend <[email protected]> Co-authored-by: ss13-beebot <[email protected]> Co-authored-by: HowToLoLu <[email protected]> Co-authored-by: XeonMations <[email protected]> Co-authored-by: Gilgaxx <[email protected]> Co-authored-by: Geatish <[email protected]> Co-authored-by: ro5490 <[email protected]> Co-authored-by: TsunamiAnt <[email protected]>
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