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## About The Pull Request Removes Station-Time entirely Server Time is now NST (Nanotrasen Standard Time). SS13 takes place exactly 540 years in the future of the current day, so every second is 1 second in-game. Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long the current rotation of Employees has been working for. Telecomms uses NST due to its importance of being the communication to the blackbox. Autopsy report, clocks, scientific reports and requisitions use both timestamps due to them being more official documents that NT may need to know beyond just the current round (just for flavortext). Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death, AI law changes, Cyborg file downloading) uses PT PT <img width="305" height="217" alt="image" src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca" /> <img width="168" height="59" alt="image" src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2" /> <img width="308" height="122" alt="image" src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5" /> https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a Clock (Literate) <img width="748" height="292" alt="image" src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4" /> Clock (Illiterate) <img width="446" height="94" alt="image" src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5" /> New paperwork time working properly <img width="311" height="190" alt="image" src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775" /> NST <img width="800" height="115" alt="image" src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd" /> <img width="1288" height="142" alt="image" src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6" /> # Other changes 1. Circuit time checker will now get the value of the given input (Hour, Minute, Second) rather than the full dedisecond time converted into hour/minutes/seconds <img width="270" height="67" alt="image" src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c" /> 2. Turns nightshift into a round event that'll last approximately 22 minutes 3. 12-hour pref (doesn't apply to the stat panel because it's global info) & removal of "TCT" time <img width="569" height="440" alt="image" src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7" /> 4. The chocolate pudding negative moodlet is now based on the server's IRL time. 5. Admins can now use ``class``, ``style`` and ``background`` (they were already given perms to use ``img`` so hiding background, which was removed to prevent image embedding, is pointless) 6. Also fixes ``year`` being off on localhost. ## Why It's Good For The Game Server Time is approximately 1s = 12s converted, not including it desyncing from lag (I believe?). This makes it pretty much impossible for people to actually use this as a unit of measurement for in-game actions. Different things also uses different timestamps which is a bit more confusing. The main change here is for accessibility and, hopefully, using time as a source of immersion. "20 minutes ago" is no longer OOC, they're just speaking in PT. There's no timezones in space, Nanotrasen Standard Time is the closest there is, but Pay Time is how NT considers when you get your paychecks, so it's what is more commonly used. It also fixes major inconsistencies between "IC time" and "Station time", things like breakfast moodlet was the first 15mins of the round despite the round starting like 7 hours in? Nukies with an L6 SAW firing down the halls was shooting like 1 bullet every 3 seconds (assuming 4 bullets per second), overall there was just a disconnect between how long time actually is in the universe. The secondary reason for this change (though it is what pushed me to actually get around to making this change) is the greater stat-panel removal. This hopes to lessen the dependence on the stat panel for station-time by making it easier to understand, and the end-goal I have is for this information to be limited to Admins & the AI (AI will get the IC version with the accurate year), so until that happens I would like to improve the use of station-time by making it consistent (for example, you should only care for PT for IC, which is also what your PDA displays), so that when it gets removed it won't leave players timeless. If you haven't already, and is interested in helping remove the stat panel, every entry that needs to be removed can be found here - https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view Closes https://github.com/tgstation/tgstation/issues/94988 ## Changelog 🆑 del: Removed Station Time, now we use NST (Nanotrasen Standard Time), which is IRL server time +540 years, and PT (Pay Time), the amount of time since the round has started. del: Station nightshift is now a Station event rather than being based on Server time. balance: Time circuit's Unit of Measure now tells the amount of time in hour/minute/seconds rather than giving the whole time translated to hours/minutes/seconds. qol: Added a 12-hour clock pref for people who prefer it. qol: Hovering over NST timestamps on official documents will now translate how much it is in PT/Shift Time. admin: Admins can now use style/class/background in their papercode. /🆑 --------- Co-authored-by: Isratosh <Isratosh@hotmail.com>
249 lines
12 KiB
Plaintext
249 lines
12 KiB
Plaintext
/obj/item/autopsy_scanner
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name = "autopsy scanner"
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desc = "Used in surgery to extract information from a cadaver. Can also scan the health of cadavers like an advanced health analyzer!"
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icon = 'icons/obj/devices/scanner.dmi'
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icon_state = "autopsy_scanner"
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inhand_icon_state = "autopsy_scanner"
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worn_icon_state = "autopsy_scanner"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = CRUEL_IMPLEMENT
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*2)
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custom_price = PAYCHECK_COMMAND
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sound_vary = TRUE
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pickup_sound = SFX_GENERIC_DEVICE_PICKUP
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drop_sound = SFX_GENERIC_DEVICE_DROP
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/obj/item/autopsy_scanner/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!isliving(interacting_with))
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return NONE
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if(!user.can_read(src) || user.is_blind())
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return ITEM_INTERACT_BLOCKING
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var/mob/living/scanned = interacting_with
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if(scanned.stat != DEAD && !HAS_TRAIT(scanned, TRAIT_FAKEDEATH)) // good job, you found a loophole
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to_chat(user, span_deadsay("[icon2html(src, user)] ERROR! CANNOT SCAN LIVE CADAVERS. PROCURE HEALTH ANALYZER OR TERMINATE PATIENT."))
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return ITEM_INTERACT_BLOCKING
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. = ITEM_INTERACT_SUCCESS
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// Clumsiness/brain damage check
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if ((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50))
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user.visible_message(span_warning("[user] analyzes the floor's vitals!"), \
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span_notice("You stupidly try to analyze the floor's vitals!"))
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to_chat(user, "[span_info("Analyzing results for The floor:\n\tOverall status: <b>Healthy</b>")]\
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\n[span_info("Key: <font color='#00cccc'>Suffocation</font>/<font color='#00cc66'>Toxin</font>/<font color='#ffcc33'>Burn</font>/<font color='#ff3333'>Brute</font>")]\
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\n[span_info("\tDamage specifics: <font color='#66cccc'>0</font>-<font color='#00cc66'>0</font>-<font color='#ff9933'>0</font>-<font color='#ff3333'>0</font>")]\
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\n[span_info("Body temperature: ???")]")
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return
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user.visible_message(span_notice("[user] scans [scanned]'s cadaver."))
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to_chat(user, span_deadsay("[icon2html(src, user)] ANALYZING CADAVER."))
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healthscan(user, scanned, advanced = TRUE)
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add_fingerprint(user)
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/obj/item/autopsy_scanner/proc/scan_cadaver(mob/living/carbon/human/user, mob/living/carbon/scanned)
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if(scanned.stat != DEAD)
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return
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var/obj/item/paper/autopsy_report = new(get_turf(src))
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autopsy_report.color = "#99ccff"
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autopsy_report.name = "autopsy report of [scanned] - [server_timestamp(format = "hh:mm", ic_time = TRUE)]"
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var/final_report_text = "<center><b>Autopsy report</br>\
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Time of Autopsy: [UNDERLINED_HTML_TEXT("[server_timestamp(format = "hh:mm", ic_time = TRUE)]", "Shift Time: [round_timestamp(format = "hh:mm")]")]</b></center>"
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//A lot of this is extremely similar to /proc/healthscan() - but with different formatting, no color, and some added/removed info
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//Does not list quirks/exhaustion/how to repair wounds
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//DOES list wound sources/
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var/list/autopsy_information = list()
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autopsy_information += "Autopsy Coroner - [user.name]<hr>"
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autopsy_information += "Analyzing results for <b>[scanned.name]</b>:</br></br>"
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autopsy_information += "Time of Death - <b>[scanned.station_timestamp_timeofdeath]</b></br>"
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autopsy_information += "Subject has been dead for <b>[DisplayTimeText(round(world.time - scanned.timeofdeath))]</b>.<hr>"
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var/oxy_loss = scanned.get_oxy_loss()
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var/tox_loss = scanned.get_tox_loss()
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var/fire_loss = scanned.get_fire_loss()
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var/brute_loss = scanned.get_brute_loss()
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/// "Body Data" portion of the autopsy - damage, wounds, and limbs
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var/dmgreport = "<u><b>Body Data:</b></u>\
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<table class='ml-2'>\
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<tr>\
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<td style='width:7em;'><b>Damage:</b></td>\
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<td style='width:5em;'><b>Brute</b></td>\
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<td style='width:4em;'><b>Burn</b></td>\
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<td style='width:4em;'><b>Toxin</b></td>\
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<td style='width:8em;'><b>Suffocation</b></td>\
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</tr>"
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for(var/zone in scanned.get_all_limbs()) //Same order every time for consistency across all humans
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var/obj/item/bodypart/limb = scanned.get_bodypart(zone)
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if(isnull(limb))
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dmgreport += "<tr>"
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dmgreport += "<td><b>[capitalize(parse_zone(zone))]:</b></td>"
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dmgreport += "<td>-</td>"
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dmgreport += "<td>-</td>"
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dmgreport += "</tr>"
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dmgreport += "<tr><td colspan=6>↳ Physical trauma: <u>Dismembered</u></td></tr>"
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continue
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var/has_any_embeds = LAZYLEN(limb.embedded_objects) >= 1
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var/has_any_wounds = length(limb.wounds) >= 1
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dmgreport += "<tr>"
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dmgreport += "<td><b>[capitalize(limb.name)]:</b></td>"
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dmgreport += "<td>[limb.brute_dam > 0 ? ceil(limb.brute_dam) : "0"]</td>"
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dmgreport += "<td>[limb.burn_dam > 0 ? ceil(limb.burn_dam) : "0"]</td>"
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if(zone == BODY_ZONE_CHEST) // tox/oxy is stored in the chest
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dmgreport += "<td>[tox_loss > 0 ? ceil(tox_loss) : "0"]</td>"
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dmgreport += "<td>[oxy_loss > 0 ? ceil(oxy_loss) : "0"]</td>"
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dmgreport += "</tr>"
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if(has_any_embeds)
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var/list/embedded_names = list()
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for(var/obj/item/embed as anything in limb.embedded_objects)
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embedded_names[capitalize(embed.name)] += 1
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for(var/embedded_name in embedded_names)
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var/displayed = embedded_name
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var/embedded_amt = embedded_names[embedded_name]
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if(embedded_amt > 1)
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displayed = "[embedded_amt]x [embedded_name]"
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dmgreport += "<tr><td colspan=6><i>↳ Foreign object(s): [displayed].</i></td></tr>"
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if(has_any_wounds)
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for(var/datum/wound/wound as anything in limb.wounds)
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dmgreport += "<tr><td colspan=6><i>↳ Physical trauma: [wound.name] ([wound.severity_text()]) - Caused by <u>[wound.wound_source].</u></i></td></tr>"
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dmgreport += "<tr>\
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<td><b>Overall:</b></td>\
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<td><b>[ceil(brute_loss)] Brute</b></td>\
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<td><b>[ceil(fire_loss)] Burn</b></td>\
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<td><b>[ceil(tox_loss)] Toxin</b></td>\
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<td><b>[ceil(oxy_loss)] Suffocation</b></td>\
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</tr>"
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dmgreport += "</table><hr>"
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autopsy_information += dmgreport
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// Only humanoids list organs, implants, gene stability, species and core-temp
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if(ishuman(scanned))
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var/mob/living/carbon/human/humantarget = scanned
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/// "Organ Data" portion of the autopsy - damage, functional status (or if it's missing), and implants
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var/organreport = "<u><b>Organ Data:</b></u>\
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<table class='ml-2'>\
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<tr>\
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<td style='width:10em;'><b>Organ:</b></td>\
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<td style='width:6em;'><b>Dmg</b></td>\
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<td style='width:30em;'><b>Status</b></td>\
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</tr>"
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var/list/missing_organs = humantarget.get_missing_organs()
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for(var/sorted_slot in GLOB.organ_process_order) //Same order every time for consistency across all humans
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var/obj/item/organ/organ = humantarget.get_organ_slot(sorted_slot)
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if(isnull(organ))
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if(missing_organs[sorted_slot])
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organreport += "<tr><td><b>[missing_organs[sorted_slot]]:</b></td>\
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<td>-</td>\
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<td><u>Missing</u></td></tr>"
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continue
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var/status = organ.get_status_text(advanced = TRUE, add_tooltips = FALSE, colored = FALSE)
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var/appendix = organ.get_status_appendix(advanced = TRUE, add_tooltips = FALSE)
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if(!status)
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status ||= "OK" // otherwise flawless organs have no status reported by default
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organreport += "<tr>\
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<td><b>[capitalize(organ.name)]:</b></td>\
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<td>[organ.damage > 0 ? ceil(organ.damage) : "0"]</td>\
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<td>[status]</td>\
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</tr>"
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if(appendix)
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organreport += "<tr><td colspan=4><i>↳ [appendix]</i></td></tr>"
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organreport += "</table>" //<hr> comes after Cybernetics below
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autopsy_information += organreport
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var/mutant = HAS_TRAIT(humantarget, TRAIT_HULK) //Also applied by genetics infusions
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// Cybernetics
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var/list/cyberimps
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for(var/obj/item/organ/target_organ as anything in humantarget.organs)
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if(IS_ROBOTIC_ORGAN(target_organ) && !(target_organ.organ_flags & ORGAN_HIDDEN))
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LAZYADD(cyberimps, target_organ.examine_title(user))
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if(target_organ.organ_flags & ORGAN_MUTANT)
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mutant = TRUE
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if(LAZYLEN(cyberimps))
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autopsy_information += "<b>Detected cybernetic modifications:</b></br>"
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autopsy_information += "[english_list(cyberimps, and_text = ", and ")]</br>"
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autopsy_information += "<hr>"
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// Genetic Stability, Species, and Body Temperature
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if(humantarget.has_dna() && humantarget.dna.stability != initial(humantarget.dna.stability))
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autopsy_information += "<b>Genetic Stability:</b> [humantarget.dna.stability]%.</br>"
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var/datum/species/targetspecies = humantarget.dna.species
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var/disguised = !ishumanbasic(humantarget) && istype(humantarget.head, /obj/item/clothing/head/hooded/human_head) && istype(humantarget.wear_suit, /obj/item/clothing/suit/hooded/bloated_human)
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var/species_name = "[disguised ? "\"[/datum/species/human::name]\"" : targetspecies.name][mutant ? "-derived mutant" : ""]"
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autopsy_information += "<b>Species:</b> [species_name]</br>"
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autopsy_information += "<b>Core temperature:</b> [round(humantarget.coretemperature-T0C, 0.1)] °C ([round(humantarget.coretemperature*1.8-459.67,0.1)] °F)</br>"
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// (End of humanoid-only information)
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autopsy_information += "<b>Body temperature:</b> [round(scanned.bodytemperature-T0C, 0.1)] °C ([round(scanned.bodytemperature*1.8-459.67,0.1)] °F)</br>"
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// Blood Info
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if(HAS_TRAIT(scanned, TRAIT_HUSK))
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autopsy_information += "Subject is husked by: "
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if(HAS_TRAIT_FROM(scanned, TRAIT_HUSK, CHANGELING_DRAIN))
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autopsy_information += "Desiccation, commonly caused by Changelings.</br>"
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else if(HAS_TRAIT_FROM(scanned, TRAIT_HUSK, SKELETON_TRAIT))
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autopsy_information += "Stripped flesh.</br>"
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else if(!HAS_TRAIT_FROM(scanned, TRAIT_HUSK, BURN)) // prioritize showing unknown causes over burns
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autopsy_information += "Unknown causes.</br>"
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else
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autopsy_information += "Severe burns.</br>"
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var/datum/blood_type/blood_type = scanned.get_bloodtype()
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if(blood_type)
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var/cached_blood_volume = scanned.get_blood_volume(apply_modifiers = TRUE)
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var/blood_percent = round((cached_blood_volume / BLOOD_VOLUME_NORMAL) * 100)
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var/blood_type_format
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var/level_format
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if(cached_blood_volume <= BLOOD_VOLUME_SAFE && cached_blood_volume > BLOOD_VOLUME_OKAY)
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level_format = "LOW [blood_percent]%, [cached_blood_volume] cl"
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else if(cached_blood_volume <= BLOOD_VOLUME_OKAY)
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level_format = "<u>CRITICAL [blood_percent]%</u>, [cached_blood_volume] cl"
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else
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level_format = "[blood_percent]%, [cached_blood_volume] cl"
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if(blood_type.get_type())
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blood_type_format = "type: [blood_type.get_type()]"
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autopsy_information += "<b>[blood_type.get_blood_name()] level:</b> [level_format], [blood_type_format]</br>"
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var/blood_alcohol_content = scanned.get_blood_alcohol_content()
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if(blood_alcohol_content > 0)
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autopsy_information += "↳ [blood_type?.get_blood_name() || "Blood"] alcohol content: [blood_alcohol_content]%</br>"
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autopsy_information += "<hr>"
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autopsy_information += "<u>Chemical Data:</u></br>"
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for(var/datum/reagent/scanned_reagents as anything in scanned.reagents.reagent_list)
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if(scanned_reagents.chemical_flags & REAGENT_INVISIBLE)
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continue
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autopsy_information += "<b>[scanned_reagents.name]:</b> [round(scanned_reagents.volume, 0.1)] unit\s in bloodstream.</br>"
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autopsy_information += "<i>↳ [scanned_reagents.description]</i></br>"
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autopsy_information += "<hr>"
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autopsy_information += "<u>Disease Data:</u></br>"
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for(var/datum/disease/diseases as anything in scanned.diseases)
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autopsy_information += "<b>Disease Name:</b> \"[diseases.name]\"</br>"
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autopsy_information += "<b>Transmission Type:</b> [diseases.spread_text]</br>"
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if(!istype(diseases, /datum/disease/advance))
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continue
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autopsy_information += "<b>Symptoms:</b></br>"
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var/datum/disease/advance/advanced_disease = diseases
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for(var/datum/symptom/symptom as anything in advanced_disease.symptoms)
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autopsy_information += "↳ [symptom.name] - <i>[symptom.desc]</i></br>"
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autopsy_information += "<hr>"
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autopsy_information += "<b>Coroner's Notes:</b>" //Bottom of the page, anything past here is player-written
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final_report_text += jointext(autopsy_information, "")
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autopsy_report.add_raw_text(final_report_text, advanced_html = TRUE)
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autopsy_report.update_appearance()
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user.put_in_hands(autopsy_report)
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user.balloon_alert(user, "report printed")
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return TRUE
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