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https://github.com/Aurorastation/Aurora-Old.git
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Baystation12 Hardsuit Code
Porting over the code.
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@@ -65,13 +65,13 @@
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if (organ_name in organs_by_name)
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var/datum/organ/external/O = get_organ(organ_name)
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if(amount > 0)
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O.take_damage(amount, 0, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source)
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else
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//if you don't want to heal robot organs, they you will have to check that yourself before using this proc.
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O.heal_damage(-amount, 0, internal=0, robo_repair=(O.status & ORGAN_ROBOT))
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hud_updateflag |= 1 << HEALTH_HUD
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/mob/living/carbon/human/proc/adjustFireLossByPart(var/amount, var/organ_name, var/obj/damage_source = null)
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@@ -80,13 +80,13 @@
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if (organ_name in organs_by_name)
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var/datum/organ/external/O = get_organ(organ_name)
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if(amount > 0)
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O.take_damage(0, amount, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source)
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else
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//if you don't want to heal robot organs, they you will have to check that yourself before using this proc.
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O.heal_damage(0, -amount, internal=0, robo_repair=(O.status & ORGAN_ROBOT))
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hud_updateflag |= 1 << HEALTH_HUD
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/mob/living/carbon/human/Stun(amount)
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@@ -165,6 +165,10 @@
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hud_updateflag |= 1 << HEALTH_HUD
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updatehealth()
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/*
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In most cases it makes more sense to use apply_damage() instead! And make sure to check armour if applicable.
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*/
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//Damages ONE external organ, organ gets randomly selected from damagable ones.
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//It automatically updates damage overlays if necesary
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//It automatically updates health status
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@@ -260,10 +264,20 @@ This function restores all organs.
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/mob/living/carbon/human/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/edge = 0, var/obj/used_weapon = null)
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//visible_message("Hit debug. [damage] | [damagetype] | [def_zone] | [blocked] | [sharp] | [used_weapon]")
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//Handle other types of damage
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if((damagetype != BRUTE) && (damagetype != BURN))
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if(damagetype == HALLOSS)
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if ((damage > 25 && prob(20)) || (damage > 50 && prob(60)))
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emote("scream")
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..(damage, damagetype, def_zone, blocked)
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return 1
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//Handle BRUTE and BURN damage
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handle_suit_punctures(damagetype, damage)
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if(blocked >= 2) return 0
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var/datum/organ/external/organ = null
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@@ -27,6 +27,7 @@ emp_act
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*/
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// END TASER NERF
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//Laserproof armour
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if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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var/reflectchance = 40 - round(P.damage/3)
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@@ -189,6 +190,7 @@ emp_act
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..()
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//Returns 1 if the attack hit, 0 if it missed.
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/mob/living/carbon/human/proc/attacked_by(var/obj/item/I, var/mob/living/user, var/def_zone)
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if(!I || !user) return 0
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@@ -296,3 +298,14 @@ emp_act
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if(w_uniform)
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w_uniform.add_blood(source)
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update_inv_w_uniform(0)
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/mob/living/carbon/human/proc/handle_suit_punctures(var/damtype, var/damage)
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if(!wear_suit) return
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if(!istype(wear_suit,/obj/item/clothing/suit/space)) return
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if(damtype != BURN && damtype != BRUTE) return
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var/obj/item/clothing/suit/space/SS = wear_suit
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var/penetrated_dam = max(0,(damage - SS.breach_threshold)) // - SS.damage)) - Consider uncommenting this if suits seem too hardy on dev.
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if(penetrated_dam) SS.create_breaches(damtype, penetrated_dam)
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@@ -135,23 +135,54 @@
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if(mind && mind.vampire)
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handle_vampire()
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// Calculate how vulnerable the human is to under- and overpressure.
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// Returns 0 (equals 0 %) if sealed in an undamaged suit, 1 if unprotected (equals 100%).
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// Suitdamage can modifiy this in 10% steps.
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/mob/living/carbon/human/proc/get_pressure_weakness()
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var/pressure_adjustment_coefficient = 1 // Assume no protection at first.
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if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE) && head && (head.flags & STOPSPRESSUREDMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
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pressure_adjustment_coefficient = 0
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// Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure protection.
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if(istype(wear_suit,/obj/item/clothing/suit/space))
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var/obj/item/clothing/suit/space/S = wear_suit
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if(S.can_breach && S.damage)
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pressure_adjustment_coefficient += S.damage * 0.1
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pressure_adjustment_coefficient = min(1,max(pressure_adjustment_coefficient,0)) // So it isn't less than 0 or larger than 1.
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return pressure_adjustment_coefficient
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// Calculate how much of the enviroment pressure-difference affects the human.
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/mob/living/carbon/human/calculate_affecting_pressure(var/pressure)
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..()
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var/pressure_difference = abs( pressure - ONE_ATMOSPHERE )
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var/pressure_difference
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// First get the absolute pressure difference.
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if(pressure < ONE_ATMOSPHERE) // We are in an underpressure.
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pressure_difference = ONE_ATMOSPHERE - pressure
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else //We are in an overpressure or standard atmosphere.
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pressure_difference = pressure - ONE_ATMOSPHERE
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if(pressure_difference < 5) // If the difference is small, don't bother calculating the fraction.
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pressure_difference = 0
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var/pressure_adjustment_coefficient = 1 //Determins how much the clothing you are wearing protects you in percent.
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if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE))
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pressure_adjustment_coefficient -= PRESSURE_SUIT_REDUCTION_COEFFICIENT
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if(head && (head.flags & STOPSPRESSUREDMAGE))
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pressure_adjustment_coefficient -= PRESSURE_HEAD_REDUCTION_COEFFICIENT
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pressure_adjustment_coefficient = max(pressure_adjustment_coefficient,0) //So it isn't less than 0
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pressure_difference = pressure_difference * pressure_adjustment_coefficient
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if(pressure > ONE_ATMOSPHERE)
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return ONE_ATMOSPHERE + pressure_difference
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else
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// Otherwise calculate how much of that absolute pressure difference affects us, can be 0 to 1 (equals 0% to 100%).
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// This is our relative difference.
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pressure_difference *= get_pressure_weakness()
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// The difference is always positive to avoid extra calculations.
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// Apply the relative difference on a standard atmosphere to get the final result.
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// The return value will be the adjusted_pressure of the human that is the basis of pressure warnings and damage.
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if(pressure < ONE_ATMOSPHERE)
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return ONE_ATMOSPHERE - pressure_difference
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else
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return ONE_ATMOSPHERE + pressure_difference
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/mob/living/carbon/human
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proc/handle_disabilities()
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