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Allows Fully Heal to be passed a series of flags, fixes Adminordrazine being horrible (#71123)
## About The Pull Request - Fully heal can be passed a series of flags detailing what all is healed by the proc. This allows for things to provide almost-but-not-quite fully heals. - Uses this in Adminordrazine, so that it stops being a pain to update every time fully heal is updated. This includes some small balance changes which i'll go over, nothing extremely noticable. ## Why It's Good For The Game Allows for more precise control over full heals. ## Changelog 🆑 Melbert refactor: Fully heal can be passed a series of flags. As a result, some things which previously did a full heal might heal slightly less, or some things which did partial full heals might do slightly more. fix: Adminordrazine will no longer completely break every facet of a person admin: Ahealing a changeling will refill all of their chems. /🆑
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@@ -34,7 +34,7 @@
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TEST_ASSERT_EQUAL(actual_wound.type, iter_test_wound, "Patient has wound of incorrect severity. Expected: [initial(iter_test_wound.name)] Got: [actual_wound]")
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threshold_penalty = actual_wound.threshold_penalty
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i++
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victim.fully_heal(TRUE) // should clear all wounds between types
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victim.fully_heal(ADMIN_HEAL_ALL) // should clear all wounds between types
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/// This test is used for making sure species with bones but no flesh (skeletons, plasmamen) can only suffer BONE_WOUNDS, and nothing tagged with FLESH_WOUND (it's possible to require both)
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@@ -84,4 +84,4 @@
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TEST_ASSERT_EQUAL(actual_wound.type, iter_test_wound, "Patient has wound of incorrect severity. Expected: [initial(iter_test_wound.name)] Got: [actual_wound]")
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threshold_penalty = actual_wound.threshold_penalty
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i++
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victim.fully_heal(TRUE) // should clear all wounds between types
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victim.fully_heal(ADMIN_HEAL_ALL) // should clear all wounds between types
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