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Severe burns cause bloodloss
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@@ -135,16 +135,18 @@ var/const/BLOOD_VOLUME_SURVIVE = 40
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drip(blood_max)
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//Makes a blood drop, leaking amt units of blood from the mob
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/mob/living/carbon/human/proc/drip(var/amt as num)
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/mob/living/carbon/human/proc/drip(var/amt)
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if(remove_blood(amt))
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blood_splatter(src,src)
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/mob/living/carbon/human/proc/remove_blood(var/amt)
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if(!should_have_organ(O_HEART)) //TODO: Make drips come from the reagents instead.
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return
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return 0
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if(!amt)
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return
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return 0
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vessel.remove_reagent("blood",amt)
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blood_splatter(src,src)
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return vessel.remove_reagent("blood",amt * (src.mob_size/MOB_MEDIUM))
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/****************************************************
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BLOOD TRANSFERS
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@@ -474,6 +474,11 @@ This function completely restores a damaged organ to perfect condition.
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wounds += I
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owner.custom_pain("You feel something rip in your [name]!", 1)
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//Burn damage can cause fluid loss due to blistering and cook-off
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if((damage > 5 || damage + burn_dam >= 15) && type == BURN && (robotic < ORGAN_ROBOT))
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var/fluid_loss = (damage/(owner.maxHealth - config.health_threshold_dead)) * owner.species.blood_volume*(1 - BLOOD_VOLUME_SURVIVE/100)
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owner.remove_blood(fluid_loss)
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// first check whether we can widen an existing wound
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if(wounds.len > 0 && prob(max(50+(number_wounds-1)*10,90)))
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if((type == CUT || type == BRUISE) && damage >= 5)
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