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Medical HUD useability improvements (#413)
- bugfix: "Medical huds will now properly update as wounds heal passively, or when bandaged" - rscadd: "Added a new Medical HUD state between 70 and 100%, to better recognise very small amounts of damage" - rscadd: "Medical huds will no longer show the healthbar on crewmembers who are at full health" - rscadd: "Added a healthbar fadeout effect for when someone heals up to 100% while you're watching" - tweak: "Medical huds now update more frequently"
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@@ -559,7 +559,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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if((status & ORGAN_ROBOT) || (status & ORGAN_ADV_ROBOT)) //Robotic limbs don't heal or get worse.
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return
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var/updatehud
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for(var/datum/wound/W in wounds)
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// wounds can disappear after 10 minutes at the earliest
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if(W.damage <= 0 && W.created + 10 * 10 * 60 <= world.time)
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@@ -567,6 +567,9 @@ Note that amputating the affected organ does in fact remove the infection from t
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continue
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// let the GC handle the deletion of the wound
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if (W.damage > 0)
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updatehud = 1//If there are any wounds with damage to heal, then we'll update health huds
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// Internal wounds get worse over time. Low temperatures (cryo) stop them.
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if(W.internal && owner.bodytemperature >= 170)
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var/bicardose = owner.reagents.get_reagent_amount("bicaridine")
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@@ -604,6 +607,9 @@ Note that amputating the affected organ does in fact remove the infection from t
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// sync the organ's damage with its wounds
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src.update_damages()
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if (updatehud)
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owner.hud_updateflag = 1022
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if (update_icon())
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owner.UpdateDamageIcon(1)
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