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requested changes
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BeagleGaming1 committed Aug 8, 2023
1 parent fbe5121 commit 0db0582
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Showing 3 changed files with 4 additions and 4 deletions.
4 changes: 2 additions & 2 deletions code/game/objects/items/devices/defibrillator.dm
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Expand Up @@ -195,7 +195,7 @@

var/datum/internal_organ/heart/heart = H.internal_organs_by_name["heart"]
/// Has the defib already caused the chance of heart damage, to not potentially double up later
var/heart_already_damaged= FALSE
var/heart_already_damaged = FALSE
if(heart && prob(25))
heart.take_damage(rand(min_heart_damage_dealt, max_heart_damage_dealt), TRUE) // Make death and revival leave lasting consequences
heart_already_damaged = TRUE
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/obj/item/device/defibrillator/compact_adv
name = "advanced compact defibrillator"
desc = "An advanced compact defibrillator that trades capacity for strong immediate power. Ignores armor and heals strongly and quickly, at the cost of very low charge."
desc = "An advanced compact defibrillator that trades capacity for strong immediate power. Ignores armor and heals strongly and quickly, at the cost of very low charge. It does not damage the heart."
icon = 'icons/obj/items/experimental_tools.dmi'
icon_state = "compact_defib"
item_state = "defib"
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2 changes: 1 addition & 1 deletion code/modules/cm_tech/implements/medical_czsp.dm
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Expand Up @@ -83,7 +83,7 @@
/obj/item/device/defibrillator/upgraded
name = "upgraded emergency defibrillator"
icon_state = "adv_defib"
desc = "An advanced rechargeable defibrillator using induction to deliver shocks through metallic objects, such as armor, and does so with much greater efficiency than the standard variant."
desc = "An advanced rechargeable defibrillator using induction to deliver shocks through metallic objects, such as armor, and does so with much greater efficiency than the standard variant, not damaging the heart."

blocked_by_suit = FALSE
min_heart_damage_dealt = 0
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2 changes: 1 addition & 1 deletion code/modules/mob/living/blood.dm
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Expand Up @@ -29,7 +29,7 @@
b_volume = 0
else if(chem_effect_flags & CHEM_EFFECT_ORGAN_STASIS)
b_volume *= 1
else if(heart.damage >= heart.min_bruised_damage)
else if(heart.damage >= heart.organ_status >= ORGAN_BRUISED)
b_volume *= Clamp(100 - (2 * heart.damage), 30, 100) / 100

//Effects of bloodloss
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