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Merge pull request #14144 from TheRealGLH/electric_chair
Containment fields and electric chairs now use electrocute_act
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@@ -87,8 +87,7 @@
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if(reagents.has_reagent("teslium"))
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shock_damage *= 1.5 //If the mob has teslium in their body, shocks are 50% more damaging!
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take_overall_damage(0,shock_damage)
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//src.burn_skin(shock_damage)
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//src.adjustFireLoss(shock_damage) //burn_skin will do this for us
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//src.adjustFireLoss(shock_damage)
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//src.updatehealth()
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visible_message(
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"<span class='danger'>[src] was shocked by \the [source]!</span>", \
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@@ -208,27 +208,6 @@ Sorry Giacom. Please don't be mad :(
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return pressure
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//sort of a legacy burn method for /electrocute, /shock, and the e_chair
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/mob/living/proc/burn_skin(burn_amount)
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if(istype(src, /mob/living/carbon/human))
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//world << "DEBUG: burn_skin(), mutations=[mutations]"
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var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
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var/divided_damage = (burn_amount)/(H.organs.len)
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var/extradam = 0 //added to when organ is at max dam
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for(var/obj/item/organ/limb/affecting in H.organs)
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if(!affecting) continue
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if(affecting.take_damage(0, divided_damage+extradam)) //TODO: fix the extradam stuff. Or, ebtter yet...rewrite this entire proc ~Carn
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H.update_damage_overlays(0)
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H.updatehealth()
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return 1
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else if(istype(src, /mob/living/carbon/monkey))
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var/mob/living/carbon/monkey/M = src
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M.adjustFireLoss(burn_amount)
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M.updatehealth()
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return 1
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else if(istype(src, /mob/living/silicon/ai))
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return 0
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/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
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var/temperature = actual
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var/difference = abs(actual-desired) //get difference
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