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Refactor Brain Math (#20711)
This PR fixes an issue where characters were experiencing brain damage at rates that were sometimes inconsistent depending on player population and server performance. To accomplish this, it makes it so that brain damage taken is no longer a random amount per second that fluctuates based on server performance, and is instead an amount of damage per second that scales with the previous conditions, but is "tick invariant", meaning it no longer changes if for instance you have 75 players online causing server lag. The benefit of this is particularly noticeable in the extreme ends of lowpop as well as high pop. It'll no longer cause brain-damage at hyperspeed if theres' only 10 people online.
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@@ -27,6 +27,93 @@
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var/healed_threshold = 1
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var/oxygen_reserve = 6
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/**
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* The base amount brain damage is changed by "Per second", differentiated by tick time.
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* This is then modified based on the blood volume being pumped, and whether or not a patient has been stabilized with Inaprovaline.
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* It's also directly 1:1 with your brain's numerical healthbar. If your brain has 200hp, consider that it has "200 seconds" of budget.
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*/
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var/brain_damage_per_second = 1
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/**
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* Brain damage modifier used for 85% blood volume and up.
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* This one is actually used for the passive healing rate mainly.
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*/
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var/safe_damage_modifier = 1
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/**
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* Base brain damage modifier used for 70% to 85% blood volume.
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* This is where a patient starts taking real damage, but not a lot, easily stabilized. They are likely to recover naturally.
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*/
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var/okay_damage_modifier = 1
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/**
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* "Okay" blood volume, stabilized with inaprovaline.
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* For a default unmodified brain, this would take 666.666s to kill. You've got plenty of time.
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*/
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var/okay_stabilized_mod = 0.3
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/**
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* "Okay" blood volume, not stabilized with inaprovaline.
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* For a default unmodified brain, this is 333.333s to kill. Get them Inaprovaline, and you'll have plenty of time.
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*/
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var/okay_unstable_mod = 0.6
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/**
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* Base brain damage modifier used for 60% to 70% blood volume.
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* This is where a character starts being at a real risk of death.
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*/
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var/bad_damage_modifier = 1
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/**
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* "Bad" blood volume, stabilized with inaprovaline.
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* For a default unmodified brain, this would take 500s to kill. Inaprovaline makes a big difference.
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*/
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var/bad_stabilized_mod = 0.4
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/**
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* "Bad" blood volume, not stabilized with inaprovaline.
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* For a default unmodified brain, this is 250s to kill.
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*/
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var/bad_unstable_mod = 0.8
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/**
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* Base brain damage modifier used for 30% to 60% blood volume.
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* Death is extremely likely without aid. Even inaprovaline starts to help a lot less.
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* If someone has gotten to this point, they likely don't have 200 brain health left to begin with, they probably actually have far less.
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*/
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var/crit_damage_modifier = 1
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/**
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* "Critical" blood volume, stabilized with inaprovaline.
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* For a default unmodified brain, this would take 333.333s to kill.
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*/
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var/crit_stabilized_mod = 0.6
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/**
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* "Bad" blood volume, not stabilized with inaprovaline.
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* For a default unmodified brain, this is 200s to kill.
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*/
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var/crit_unstable_mod = 1
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/**
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* Base brain damage modifier used for 00% to 30% blood volume.
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* Death is imminent, and is very likely to occur without an extremely skilled doctor throwing away most of the ship's resources.
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* If someone has gotten to this point, they likely don't have 200 brain health left to begin with, they probably actually have far less.
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*/
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var/dying_damage_modifier = 2
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/**
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* "Dying" blood volume, stabilized with inaprovaline.
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* For a default unmodified brain, this would take 125s to kill.
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*/
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var/dying_stabilized_mod = 0.8
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/**
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* "Dying" blood volume, not stabilized with inaprovaline.
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* For a default unmodified brain, this is 100s to kill. By the time someone gets to this point, they probably have closer to 30s.
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*/
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var/dying_unstable_mod = 1
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/obj/item/organ/internal/brain/Initialize(mapload)
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. = ..()
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if(species)
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@@ -82,69 +169,70 @@
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..()
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damage_threshold_value = round(max_damage / damage_threshold_count)
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/obj/item/organ/internal/brain/process()
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if(owner)
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if(damage > (max_damage * 0.75) && healed_threshold)
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handle_severe_brain_damage()
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/obj/item/organ/internal/brain/process(seconds_per_tick)
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if(!owner)
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return ..()
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if(damage < (max_damage / 4))
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healed_threshold = 1
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if(damage > (max_damage * 0.75) && healed_threshold)
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handle_severe_brain_damage()
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handle_damage_effects()
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if(damage < (max_damage / 4))
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healed_threshold = 1
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// Brain damage from low oxygenation or lack of blood.
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if(owner.should_have_organ(BP_HEART))
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handle_damage_effects()
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// No heart? You are going to have a very bad time. Not 100% lethal because heart transplants should be a thing.
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var/blood_volume = owner.get_blood_oxygenation()
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if(blood_volume < BLOOD_VOLUME_SURVIVE)
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if(!owner.chem_effects[CE_STABLE] || prob(60))
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oxygen_reserve = max(0, oxygen_reserve-1)
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else
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oxygen_reserve = min(initial(oxygen_reserve), oxygen_reserve+1)
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// Brain damage from low oxygenation or lack of blood.
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if(!owner.should_have_organ(BP_HEART))
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return ..()
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if(!oxygen_reserve) //(hardcrit)
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owner.Paralyse(10)
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// No heart? You are going to have a very bad time. Not 100% lethal because heart transplants should be a thing.
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var/blood_volume = owner.get_blood_oxygenation()
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if(blood_volume < BLOOD_VOLUME_SURVIVE)
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if(!owner.chem_effects[CE_STABLE] || prob(60))
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oxygen_reserve = max(0, oxygen_reserve-1)
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else
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oxygen_reserve = min(initial(oxygen_reserve), oxygen_reserve+1)
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var/can_heal = (damage && damage < max_damage && (damage % damage_threshold_value || owner.chem_effects[CE_BRAIN_REGEN] || (!past_damage_threshold(3) && owner.chem_effects[CE_STABLE]))) && (!(owner.chem_effects[CE_NEUROTOXIC]) || owner.chem_effects[CE_ANTITOXIN])
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var/damprob
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var/brain_regen_amount = owner.chem_effects[CE_BRAIN_REGEN] / 10
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//Effects of bloodloss
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switch(blood_volume)
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if(BLOOD_VOLUME_SAFE to INFINITY)
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if(can_heal && owner.chem_effects[CE_BRAIN_REGEN])
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damage = max(damage - brain_regen_amount, 0)
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else if(can_heal)
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damage = max(damage-1, 0)
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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owner.notify_message(SPAN_WARNING("You feel a bit [pick("lightheaded","dizzy","pale")]..."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_okay")
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damprob = owner.chem_effects[CE_STABLE] ? 30 : 60
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if(!past_damage_threshold(2) && prob(damprob))
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take_internal_damage(1)
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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owner.notify_message(SPAN_WARNING("You feel [pick("weak","disoriented","faint","cold")]."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_bad")
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owner.eye_blurry = max(owner.eye_blurry,6)
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damprob = owner.chem_effects[CE_STABLE] ? 40 : 80
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if(!past_damage_threshold(4) && prob(damprob))
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take_internal_damage(1)
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if(!owner.paralysis && prob(10))
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owner.Paralyse(rand(1,3))
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if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
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owner.notify_message(SPAN_WARNING("You feel <b>extremely</b> [pick("cold","woozy","faint","weak","confused","tired","lethargic")]."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_survive")
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owner.eye_blurry = max(owner.eye_blurry,6)
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damprob = owner.chem_effects[CE_STABLE] ? 60 : 100
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if(!past_damage_threshold(6) && prob(damprob))
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take_internal_damage(1)
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if(!owner.paralysis && prob(15))
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owner.Paralyse(rand(3, 5))
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if(-(INFINITY) to BLOOD_VOLUME_SURVIVE) // Also see heart.dm, being below this point puts you into cardiac arrest.
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owner.notify_message(SPAN_DANGER("You feel like death is imminent."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_dying")
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owner.eye_blurry = max(owner.eye_blurry,6)
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damprob = owner.chem_effects[CE_STABLE] ? 80 : 100
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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(1)
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if(!oxygen_reserve) //(hardcrit)
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owner.Paralyse(10)
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var/can_heal = (damage && damage < max_damage && (damage % damage_threshold_value || owner.chem_effects[CE_BRAIN_REGEN] || (!past_damage_threshold(3) && owner.chem_effects[CE_STABLE]))) && (!(owner.chem_effects[CE_NEUROTOXIC]) || owner.chem_effects[CE_ANTITOXIN])
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var/dammod
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var/brain_regen_amount = owner.chem_effects[CE_BRAIN_REGEN] * seconds_per_tick
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var/brain_damage_amount = brain_damage_per_second * seconds_per_tick
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//Effects of bloodloss
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switch(blood_volume)
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if(BLOOD_VOLUME_SAFE to INFINITY)
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if(can_heal && owner.chem_effects[CE_BRAIN_REGEN])
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damage = max(damage - brain_regen_amount, 0) * safe_damage_modifier
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else if(can_heal)
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damage = max(damage - brain_damage_amount, 0) * safe_damage_modifier
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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owner.notify_message(SPAN_WARNING("You feel a bit [pick("lightheaded","dizzy","pale")]..."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_okay")
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dammod = owner.chem_effects[CE_STABLE] ? okay_stabilized_mod : okay_unstable_mod
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if(!past_damage_threshold(2))
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take_internal_damage(brain_damage_amount * dammod * okay_damage_modifier)
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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owner.notify_message(SPAN_WARNING("You feel [pick("weak","disoriented","faint","cold")]."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_bad")
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owner.eye_blurry = max(owner.eye_blurry,6)
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dammod = owner.chem_effects[CE_STABLE] ? bad_stabilized_mod : bad_unstable_mod
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if(!past_damage_threshold(4))
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take_internal_damage(brain_damage_amount * dammod * bad_damage_modifier)
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if(!owner.paralysis && prob(10))
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owner.Paralyse(rand(1,3))
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if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
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owner.notify_message(SPAN_WARNING("You feel <b>extremely</b> [pick("cold","woozy","faint","weak","confused","tired","lethargic")]."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_survive")
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owner.eye_blurry = max(owner.eye_blurry,6)
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dammod = owner.chem_effects[CE_STABLE] ? crit_stabilized_mod : crit_unstable_mod
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if(!past_damage_threshold(6))
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take_internal_damage(brain_damage_amount * dammod * crit_damage_modifier)
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if(!owner.paralysis && prob(15))
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owner.Paralyse(rand(3, 5))
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if(-(INFINITY) to BLOOD_VOLUME_SURVIVE) // Also see heart.dm, being below this point puts you into cardiac arrest.
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owner.notify_message(SPAN_DANGER("You feel like death is imminent."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_dying")
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owner.eye_blurry = max(owner.eye_blurry,6)
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dammod = owner.chem_effects[CE_STABLE] ? dying_stabilized_mod : dying_unstable_mod
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take_internal_damage(brain_damage_amount * dammod * dying_damage_modifier)
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..()
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/obj/item/organ/internal/brain/proc/handle_severe_brain_damage()
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