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Merges Heal_Damage and Heal_robotic_damage procs
like I should have done in the first place. Corrects all usages of Heal_damage so it works with the changed version. Same goes for Heal_robotic_damage
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@@ -44,9 +44,9 @@ Bonus
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for(var/obj/item/organ/limb/L in parts)
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if(L.status == ORGAN_ROBOTIC)
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L.heal_robotic_damage(get_damage, get_damage)
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L.heal_damage(get_damage, get_damage, 1)
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else
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L.heal_damage(get_damage, get_damage)
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L.heal_damage(get_damage, get_damage, 0)
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else
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if(M.getFireLoss() > 0 || M.getBruteLoss() > 0)
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@@ -288,7 +288,7 @@ var/list/sacrificed = list()
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return fizzle()
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for(var/obj/item/organ/limb/affecting in corpse_to_raise.organs)
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affecting.heal_damage(1000, 1000)
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affecting.heal_damage(1000, 1000, 0)
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corpse_to_raise.setToxLoss(0)
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corpse_to_raise.setOxyLoss(0)
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corpse_to_raise.SetParalysis(0)
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@@ -63,9 +63,8 @@
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if(!istype(affecting, /obj/item/organ/limb) || affecting:burn_dam <= 0)
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affecting = H.get_organ("head")
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if(affecting.status == ORGAN_ORGANIC) // Just in case a robotic limb SOMEHOW got down to this point of the proc all you get is a message - RR
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if (affecting.heal_damage(src.heal_brute, src.heal_burn))
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if (affecting.heal_damage(src.heal_brute, src.heal_burn, 0))
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H.update_damage_overlays(0)
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M.updatehealth()
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@@ -28,7 +28,7 @@
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var/heal_amt = 10
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for(var/obj/item/organ/limb/affecting in H.organs)
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if(affecting.status == ORGAN_ORGANIC) //No Bible can heal a robotic arm!
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if(affecting.heal_damage(heal_amt, heal_amt))
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if(affecting.heal_damage(heal_amt, heal_amt, 0))
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H.update_damage_overlays(0)
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return
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@@ -79,7 +79,7 @@
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var/list/obj/item/organ/limb/parts = get_damaged_organs(brute,burn)
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if(!parts.len) return
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var/obj/item/organ/limb/picked = pick(parts)
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if(picked.heal_damage(brute,burn))
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if(picked.heal_damage(brute,burn,0))
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update_damage_overlays(0)
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updatehealth()
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@@ -106,7 +106,7 @@
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var/brute_was = picked.brute_dam
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var/burn_was = picked.burn_dam
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update |= picked.heal_damage(brute,burn)
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update |= picked.heal_damage(brute,burn,0)
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brute -= (brute_was-picked.brute_dam)
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burn -= (burn_was-picked.burn_dam)
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@@ -129,7 +129,7 @@ emp_act
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if(affecting.status == ORGAN_ROBOTIC)
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if (WT.remove_fuel(0))
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if(affecting.brute_dam > 0)
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affecting.heal_robotic_damage(30,0) //Repair Brute
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affecting.heal_damage(30,0,1) //Repair Brute
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update_damage_overlays(0)
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updatehealth()
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for(var/mob/O in viewers(user, null))
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@@ -147,7 +147,7 @@ emp_act
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var/obj/item/weapon/cable_coil/coil = I
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if(affecting.status == ORGAN_ROBOTIC)
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if(affecting.burn_dam > 0)
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affecting.heal_robotic_damage(0,30) //Repair Burn
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affecting.heal_damage(0,30,1) //Repair Burn
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updatehealth()
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coil.use(1)
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for(var/mob/O in viewers(user, null))
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@@ -136,8 +136,13 @@
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//Heals brute and burn damage for the organ. Returns 1 if the damage-icon states changed at all.
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//Damage cannot go below zero.
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//Cannot remove negative damage (i.e. apply damage)
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/obj/item/organ/limb/proc/heal_damage(brute, burn)
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if(status == ORGAN_ROBOTIC) // This makes robolimbs not healable by chems
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/obj/item/organ/limb/proc/heal_damage(brute, burn, var/robotic)
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if(robotic && status != ORGAN_ROBOTIC) // This makes organic limbs not heal when the proc is in Robotic mode.
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brute = max(0, brute - 3)
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burn = max(0, burn - 3)
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if(!robotic && status == ORGAN_ROBOTIC) // This makes robolimbs not healable by chems.
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brute = max(0, brute - 3)
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burn = max(0, burn - 3)
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@@ -146,18 +151,6 @@
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return update_organ_icon()
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/obj/item/organ/limb/proc/heal_robotic_damage(brute, burn) //so you can heal robotic limbs but not with the original proc - RR
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if(status == ORGAN_ORGANIC) //This is a robotic heal proc so no healing organic limbs - RR
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brute = max(0, brute - 3)
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burn = max(0, burn - 3)
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brute_dam = max(brute_dam - brute, 0)
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burn_dam = max(burn_dam - burn, 0)
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return update_organ_icon()
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//Returns total damage...kinda pointless really
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/obj/item/organ/limb/proc/get_damage()
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return brute_dam + burn_dam
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