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Nuke Limb Processing (#22814)
<img width="1549" height="857" alt="image" src="https://github.com/user-attachments/assets/3830233d-0635-4942-b2aa-024651e6cffa" /> Limbs make up roughly half of the "Per additional player" processing overhead, while Organs make up most of the other half. Not every organ is an easy candidate for "Event-only processing", but external limbs are significantly easier to do so. So this PR makes it so that External Limbs no longer require Processing unless an event happens that would justify them requiring processing. Which SIGNIFICANTLY reduces the overall additional cost to the Processing subsystem per player that joins the server. Oh and I also made the Appendix and Kidneys not require constant processing. The Appendix will only process if it is hit by an Appendicitis event, and the Kidneys will only process if they are either damaged, or you get poisoned.
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@@ -853,7 +853,7 @@ GLOBAL_LIST_INIT(slot_flags_enumeration, list(
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)
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eyes.take_damage(rand(3,4))
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if(eyes.damage >= eyes.min_bruised_damage)
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if(eyes.get_damage() >= eyes.min_bruised_damage)
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if(H.stat != DEAD)
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if(eyes.robotic <= 1) //robot eyes bleeding might be a bit silly
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to_chat(H, SPAN_DANGER("Your eyes start to bleed profusely!"))
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@@ -864,7 +864,7 @@ GLOBAL_LIST_INIT(slot_flags_enumeration, list(
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H.eye_blurry += 10
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H.Paralyse(1)
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H.Weaken(4)
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if (eyes.damage >= eyes.min_broken_damage)
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if (eyes.get_damage() >= eyes.min_broken_damage)
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if(H.stat != DEAD)
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to_chat(H, SPAN_WARNING("You go blind!"))
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var/obj/item/organ/external/affecting = H.get_organ(BP_HEAD)
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@@ -381,7 +381,7 @@
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var/obj/item/organ/internal/lungs/lungs = H.internal_organs_by_name[BP_LUNGS]
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var/safe_pressure_min = H.species.breath_pressure + 2
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safe_pressure_min *= 1 + rand(1,4) * lungs.damage/lungs.max_damage
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safe_pressure_min *= 1 + rand(1,4) * lungs.get_damage()/lungs.max_damage
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if(!lungs)
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epp_off()
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return
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@@ -250,7 +250,7 @@
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return
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if((H.mutations & XRAY))
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to_chat(user, SPAN_NOTICE("\The [H]'s pupils give an eerie glow!"))
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if(vision.damage)
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if(vision.get_damage())
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to_chat(user, SPAN_WARNING("There's visible damage to [H]'s [vision.name]!"))
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else if(H.eye_blurry)
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to_chat(user, SPAN_NOTICE("\The [H]'s pupils react slower than normally."))
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@@ -240,7 +240,7 @@
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tank_off()
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return
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var/safe_pressure_min = breather.species.breath_pressure + 5
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safe_pressure_min *= 1 + rand(1,4) * L.damage/L.max_damage
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safe_pressure_min *= 1 + rand(1,4) * L.get_damage()/L.max_damage
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if(!tank_active) // Activates and sets the kPa to a safe pressure. This keeps from it constantly resetting itself
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tank.distribute_pressure = safe_pressure_min
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