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Fixes fire not stopping vamp healing (#8469)
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# About the pull request

fixes #6921

# Explain why it's good for the game
bugfix/oversight

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Fixes fire not negating vampire healing
/:cl:

Co-authored-by: InsaneRed <[email protected]>
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Red-byte3D and InsaneRed authored Feb 14, 2025
1 parent 4857f44 commit 9a50940
Showing 1 changed file with 7 additions and 5 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -101,8 +101,9 @@
log_attack("[key_name(xeno)] attacked [key_name(target)] with Flurry")
target.apply_armoured_damage(get_xeno_damage_slash(target, xeno.caste.melee_damage_upper), ARMOR_MELEE, BRUTE, rand_zone())
playsound(get_turf(target), 'sound/weapons/alien_claw_flesh4.ogg', 30, TRUE)
xeno.flick_heal_overlay(1 SECONDS, "#00B800")
xeno.gain_health(30)
if(!xeno.on_fire)
xeno.flick_heal_overlay(1 SECONDS, "#00B800")
xeno.gain_health(30)
xeno.animation_attack_on(target)

xeno.emote("roar")
Expand Down Expand Up @@ -261,9 +262,10 @@
xeno.animation_attack_on(target_carbon, pixel_offset = 16)
target_carbon.apply_armoured_damage(60, ARMOR_MELEE, BRUTE, "head", 5) //DIE
target_carbon.death(create_cause_data("headbite execution", xeno), FALSE)
xeno.gain_health(150)
xeno.xeno_jitter(1 SECONDS)
xeno.flick_heal_overlay(3 SECONDS, "#00B800")
if(!xeno.on_fire)
xeno.gain_health(150)
xeno.xeno_jitter(1 SECONDS)
xeno.flick_heal_overlay(3 SECONDS, "#00B800")
xeno.emote("roar")
log_attack("[key_name(xeno)] was executed by [key_name(target_carbon)] with a headbite!")
apply_cooldown()
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