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Raises pain thresholds, hopefully reduces lethality a bit, nerfs painkillers. (#11969)
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@@ -1,6 +1,5 @@
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/obj/item/organ/internal/brain
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name = "brain"
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health = 400 //They need to live awhile longer than other organs. Is this even used by organ code anymore?
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desc = "A piece of juicy meat found in a person's head."
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organ_tag = BP_BRAIN
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parent_organ = BP_HEAD
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@@ -145,7 +145,7 @@
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blood_max += ((W.damage / 40) * species.bleed_mod)
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if(temp.status & ORGAN_ARTERY_CUT)
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var/bleed_amount = Floor(owner.vessel.total_volume / (temp.applied_pressure || !open_wound ? 450 : 250))
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var/bleed_amount = Floor((owner.vessel.total_volume / (temp.applied_pressure || !open_wound ? 450 : 250)) * temp.arterial_bleed_severity)
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if(bleed_amount)
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if(CE_BLOODCLOT in owner.chem_effects)
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bleed_amount *= 0.8 // won't do much, but it'll help
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@@ -25,9 +25,9 @@
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var/decl/reagent/drink/coffee = REAGENT_VOLUME(owner.reagents, /decl/reagent/drink/coffee)
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if(coffee)
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if(is_bruised())
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owner.adjustToxLoss(0.1 * PROCESS_ACCURACY)
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owner.adjustToxLoss(0.1)
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else if(is_broken())
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owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
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owner.adjustToxLoss(0.3)
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if(is_bruised())
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if(prob(5) && REAGENT_VOLUME(reagents, /decl/reagent/potassium) < 5)
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@@ -45,7 +45,7 @@
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filter_effect += 1
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if(filter_effect < 2) //Trouble. You're not filtering well.
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owner.adjustToxLoss(0.8 * max(2 - filter_effect, 0))
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owner.adjustToxLoss(0.5 * max(2 - filter_effect, 0))
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// Heal a bit if needed and we're not busy. This allows recovery from low amounts of toxloss.
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if(!owner.total_radiation && damage > 0)
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@@ -97,7 +97,8 @@
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else
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owner.emote(pick("shiver","twitch"))
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owner.adjustOxyLoss(HUMAN_MAX_OXYLOSS * breath_fail_ratio)
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if(damage || owner.chem_effects[CE_BREATHLOSS] || world.time > last_successful_breath + 2 MINUTES)
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owner.adjustOxyLoss(HUMAN_MAX_OXYLOSS * breath_fail_ratio)
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owner.oxygen_alert = max(owner.oxygen_alert, 2)
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/obj/item/organ/internal/lungs/proc/enable_rupture()
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