Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[MIRROR] Fixes various bloodied hand overlay related issues #1955

Merged
merged 1 commit into from
Feb 13, 2024

Conversation

Steals-The-PRs
Copy link
Collaborator

Mirrored on Nova: NovaSector/NovaSector#937
Original PR: tgstation/tgstation#81430

About The Pull Request

Fixes #76900
I made it so bloodied hands use two separate overlays instead of jankily swapping which icon is applied to the one overlay, because it was literally never clearing the individual hand overlays, which is what caused the linked issue

I also fixed your hands appearing bloodied when holding bloodied gloves, this was caused by a one character incorrect negation
I remember this bug having been around for a long while I have no idea how no one else has fixed this by now

Oh and also I think the overlays have never correctly updated when removing or attaching limbs? Baffling, honestly.

Why It's Good For The Game

Bugs are bad and these ones in particular were making me mad.

Changelog

🆑 siliconOpossum
fix: Getting blood on your hand when you only have one no longer makes your hands visually permanently bloody
fix: Holding bloodied gloves no longer makes your hands look bloody, bloodied gloves now look bloody when worn, and damaged gloves now look damaged when worn
fix: Gaining or losing an arm now correctly updates your hand overlays
/:cl:

* Fixes various bloodied hand overlay related issues (#81430)

## About The Pull Request

Fixes #76900
I made it so bloodied hands use two separate overlays instead of jankily
swapping which icon is applied to the one overlay, because it was
literally never clearing the individual hand overlays, which is what
caused the linked issue

I also fixed your hands appearing bloodied when holding bloodied gloves,
this was caused by a _one character incorrect negation_
I remember this bug having been around for a long while I have no idea
how no one else has fixed this by now

Oh and also I think the overlays have never correctly updated when
removing or attaching limbs? Baffling, honestly.
## Why It's Good For The Game
Bugs are bad and these ones in particular were making me mad.
## Changelog
:cl:
fix: Getting blood on your hand when you only have one no longer makes
your hands visually permanently bloody
fix: Holding bloodied gloves no longer makes your hands look bloody,
bloodied gloves now look bloody when worn, and damaged gloves now look
damaged when worn
fix: Gaining or losing an arm now correctly updates your hand overlays
/:cl:

* Fixes various bloodied hand overlay related issues

---------

Co-authored-by: siliconOpossum <[email protected]>
@ReezeBL ReezeBL merged commit fa070df into master Feb 13, 2024
24 checks passed
@ReezeBL ReezeBL deleted the upstream-mirror-937 branch February 13, 2024 10:39
AnywayFarus added a commit that referenced this pull request Feb 13, 2024
Iajret pushed a commit that referenced this pull request Apr 13, 2024
…DEATH) (#1955)

* Fixes to zombie regen (and incidentally behavior of TRAIT_NODEATH) (#82602)

## About The Pull Request

Zombie regen was being cancelled out by the brute damage you take while
in crit with TRAIT_NOBREATH (which zombies have) and since they have
TRAIT_NODEATH they would, at a certain point, end up nearly permacritted
unless they were somehow killed (which TRAIT_NODEATH would prevent in
almost all cases).

Zombies now have TRAIT_NOCRITDAMAGE so they don't take this damage, and
carbon/death() and human/death() now take TRAIT_NODEATH into account,
since there are hard calls to death() littered everywhere instead of
going through the actual body damage dealing code. If you have NODEATH
you'll still die if gibbed.
## Why It's Good For The Game

Fixes #82601 
Fixes TRAIT_NODEATH actually making it so you... nodeath...
## Changelog

Being in critical condition no longer damages zombies.
:cl:
fix: Being in critical condition no longer damages zombies.
code: TRAIT_NODEATH will actually stop you dying in (most) cases.
/:cl:

* Fixes to zombie regen (and incidentally behavior of TRAIT_NODEATH)

---------

Co-authored-by: Joshua Kidder <[email protected]>
ReezeBL pushed a commit that referenced this pull request Apr 13, 2024
…DEATH) (#1955) (#2863)

* Fixes to zombie regen (and incidentally behavior of TRAIT_NODEATH) (#82602)

## About The Pull Request

Zombie regen was being cancelled out by the brute damage you take while
in crit with TRAIT_NOBREATH (which zombies have) and since they have
TRAIT_NODEATH they would, at a certain point, end up nearly permacritted
unless they were somehow killed (which TRAIT_NODEATH would prevent in
almost all cases).

Zombies now have TRAIT_NOCRITDAMAGE so they don't take this damage, and
carbon/death() and human/death() now take TRAIT_NODEATH into account,
since there are hard calls to death() littered everywhere instead of
going through the actual body damage dealing code. If you have NODEATH
you'll still die if gibbed.
## Why It's Good For The Game

Fixes #82601 
Fixes TRAIT_NODEATH actually making it so you... nodeath...
## Changelog

Being in critical condition no longer damages zombies.
:cl:
fix: Being in critical condition no longer damages zombies.
code: TRAIT_NODEATH will actually stop you dying in (most) cases.
/:cl:

* Fixes to zombie regen (and incidentally behavior of TRAIT_NODEATH)

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: Joshua Kidder <[email protected]>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants