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Merge pull request #13437 from Cameron653/Less_Letal_Lungs
Less Lethal Lung Damage.
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@@ -11,14 +11,26 @@
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if(!owner)
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return
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if(is_bruised())
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//VOREStation Edit Start Lungs were a surprisingly lethal cause of bloodloss.
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if(is_broken())
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if(prob(4))
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spawn owner?.custom_emote(VISIBLE_MESSAGE, "coughs up blood!")
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owner.drip(10)
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if(prob(8))
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spawn owner?.custom_emote(VISIBLE_MESSAGE, "coughs up a large amount of blood!")
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var/bleeding_rng = rand(3,5)
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owner.drip(bleeding_rng)
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if(prob(8)) //This is a medical emergency. Will kill within minutes unless exceedingly lucky.
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spawn owner?.custom_emote(VISIBLE_MESSAGE, "gasps for air!")
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owner.AdjustLosebreath(15)
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else if(is_bruised()) //Only bruised? That's an annoyance and can cause some more damage (via brainloss due to oxyloss)
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if(prob(2)) //But let's not kill people too quickly.
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spawn owner?.custom_emote(VISIBLE_MESSAGE, "coughs up a small amount of blood!")
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var/bleeding_rng = rand(1,2)
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owner.drip(bleeding_rng)
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if(prob(4)) //Get to medical quickly. but shouldn't kill without exceedingly bad RNG.
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spawn owner?.custom_emote(VISIBLE_MESSAGE, "gasps for air!")
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owner.AdjustLosebreath(10) //Losebreath is a DoT that does 1:1 damage and prevents oxyloss healing via breathing.
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//VOREStation Edit End
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if(owner.internal_organs_by_name[O_BRAIN]) // As the brain starts having Trouble, the lungs start malfunctioning.
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var/obj/item/organ/internal/brain/Brain = owner.internal_organs_by_name[O_BRAIN]
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if(Brain.get_control_efficiency() <= 0.8)
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