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Special Swords and amputation (#715)
changes: rscadd: "Chainswords now have an improved animation." rscadd: "Chainswords and energy blades can no longer get embedded in people." rscadd: "Chainswords and energy blades can now be used as surgical tools to amputate limbs. Chainswords are messy. Energy blades will cut clean and cauterize the wound" tweak: "Surgery messages about amputating bodyparts are now very noticeable" tweak: "Cauterising wounds with a welding tool is much more reliable. Cauterising with a cigarette is no longer effective." bugfix: "Fixed chainsword held sprite not updating when toggled"
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@@ -302,13 +302,15 @@ emp_act
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if (armor)
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damage /= armor+1
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//blunt objects should really not be embedding in things unless a huge amount of force is involved
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var/embed_chance = weapon_sharp? damage/I.w_class : damage/(I.w_class*3)
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var/embed_threshold = weapon_sharp? 5*I.w_class : 15*I.w_class
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//Sharp objects will always embed if they do enough damage.
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if((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance)))
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affecting.embed(I)
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if (I.can_embed)//If this weapon is allowed to embed in people
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//blunt objects should really not be embedding in things unless a huge amount of force is involved
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var/embed_chance = weapon_sharp? damage/I.w_class : damage/(I.w_class*3)
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var/embed_threshold = weapon_sharp? 5*I.w_class : 15*I.w_class
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//Sharp objects will always embed if they do enough damage.
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if((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance)))
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affecting.embed(I)
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return 1
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//this proc handles being hit by a thrown atom
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