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Adds regenerate_organs proc and adds it to relevant regeneration code (#22740)
* Adds regenerate_organs proc to carbon and adds it to relevant regeneration code I simply took the bit from the admin heal and made it into a proc and added it to the necessary regeneration-related bits of code. * Adds regenerate organs back to fully heal For some reason this didn't get included in the previous commit. * moves regenerate_organs to organ_internal As suggested. It fits better here, anyways.
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@@ -688,6 +688,7 @@
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D.cure(0)
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if(admin_revive)
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regenerate_limbs()
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regenerate_organs()
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handcuffed = initial(handcuffed)
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for(var/obj/item/weapon/restraints/R in contents) //actually remove cuffs from inventory
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qdel(R)
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@@ -823,31 +823,9 @@
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hud_used.healthdoll.icon_state = "healthdoll_DEAD"
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/mob/living/carbon/human/fully_heal(admin_revive = 0)
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if(admin_revive)
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regenerate_limbs()
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if(!(NOBREATH in dna.species.species_traits) && !getorganslot("lungs"))
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var/obj/item/organ/lungs/L = new()
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L.Insert(src)
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if(!(NOBLOOD in dna.species.species_traits) && !getorganslot("heart"))
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var/obj/item/organ/heart/H = new()
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H.Insert(src)
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if(!getorganslot("tongue"))
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var/obj/item/organ/tongue/T
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for(var/tongue_type in dna.species.mutant_organs)
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if(ispath(tongue_type, /obj/item/organ/tongue))
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T = new tongue_type()
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T.Insert(src)
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// if they have no mutant tongues, give them a regular one
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if(!T)
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T = new()
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T.Insert(src)
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regenerate_organs()
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remove_all_embedded_objects()
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drunkenness = 0
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for(var/datum/mutation/human/HM in dna.mutations)
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