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Another set of brainmed adjustment & miscellaneous things. (#11354)
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@@ -156,20 +156,17 @@
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if(prob(damprob))
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take_internal_damage(1)
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if(prob(damprob))
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take_internal_damage(2)
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take_internal_damage(1)
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..()
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/obj/item/organ/internal/brain/take_internal_damage(var/damage, var/silent)
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set waitfor = 0
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if(damage >= (max_damage / 4))
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damage *= 2
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..()
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if(damage >= (max_damage / 5)) //This probably won't be triggered by oxyloss or mercury. Probably.
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var/damage_secondary = damage * 0.20
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owner.eye_blurry += damage_secondary
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owner.confused += damage_secondary * 2
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owner.Weaken(round(damage_secondary * 3, 1))
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owner.adjustOxyLoss(damage)
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if(prob(30))
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addtimer(CALLBACK(src, .proc/brain_damage_callback, damage), rand(6, 20) SECONDS, TIMER_UNIQUE)
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@@ -1,5 +1,4 @@
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#define HUMAN_MAX_OXYLOSS 1 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
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#define HUMAN_CRIT_MAX_OXYLOSS ( 2.0 / 6) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 50HP to get through, so (1/6)*last_tick_duration per second. Breaths however only happen every 4 ticks. last_tick_duration = ~2.0 on average
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/obj/item/organ/internal/lungs
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name = "lungs"
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@@ -67,7 +66,7 @@
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"<span class='danger'>You can't breathe!</span>",
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"You hear someone gasp for air!",
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)
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owner.losebreath += round(damage/2)
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owner.losebreath = max(round(damage / 2), owner.losebreath)
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if(rescued)
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if(is_bruised())
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@@ -377,4 +376,3 @@
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rescued = FALSE
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#undef HUMAN_MAX_OXYLOSS
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#undef HUMAN_CRIT_MAX_OXYLOSS
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