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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge branch 'dev' of https://github.com/Baystation12/Baystation12
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@@ -163,8 +163,9 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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//set reagent data
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B.data["donor"] = src
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if(src.virus2)
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B.data["virus2"] = src.virus2.getcopy()
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if (!B.data["virus2"])
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B.data["virus2"] = list()
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B.data["virus2"] |= virus_copylist(src.virus2)
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B.data["antibodies"] = src.antibodies
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B.data["blood_DNA"] = copytext(src.dna.unique_enzymes,1,0)
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if(src.resistances && src.resistances.len)
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@@ -200,7 +201,9 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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else
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vessel.add_reagent("blood", amount, injected.data)
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vessel.update_total()
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src.virus2 |= virus_copylist(injected.data["virus2"])
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if (injected.data["antibodies"] && prob(5))
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antibodies |= injected.data["antibodies"]
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var/list/chems = list()
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chems = params2list(injected.data["trace_chem"])
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for(var/C in chems)
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@@ -80,7 +80,7 @@
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//Broken limbs hurt too
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var/broken = 0
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if(E.status & ORGAN_BROKEN && !(E.status & ORGAN_SPLINTED && prob(10)) )
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if(E.status & ORGAN_BROKEN && !(E.status & ORGAN_SPLINTED) )
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broken = 1
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//Moving around with fractured ribs won't do you any good
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@@ -114,7 +114,7 @@
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del(spark_system)
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else if(E.name in list("l_leg","l_foot","r_leg","r_foot") && !lying)
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if (E.status & ORGAN_DESTROYED || malfunction || (broken && !(E.status & ORGAN_SPLINTED)))
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if (!E.is_usable() || malfunction || (broken && !(E.status & ORGAN_SPLINTED)))
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leg_tally-- // let it fail even if just foot&leg
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// standing is poor
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@@ -326,11 +326,11 @@
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owner.custom_pain("You feel a stabbing pain in your [display_name]!",1)
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// slow healing
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var/heal_amt = 0.2
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if (W.damage > 20) //this thing's edges are not in day's travel of each other, what healing?
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heal_amt = 0
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var/heal_amt = 0
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if (W.damage < 15) //this thing's edges are not in day's travel of each other, what healing?
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heal_amt += 0.2
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if(W.is_treated())
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if(W.is_treated() && W.damage < 50) //whoa, not even magical band aid can hold it together
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heal_amt += 0.3
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//we only update wounds once in [wound_update_accuracy] ticks so have to emulate realtime
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