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blood mechanics tweaks (#7377)
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@@ -338,14 +338,14 @@
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if(!heart)
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return TRUE
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var/blood_volume = round((H.vessel.get_reagent_amount("blood")/H.species.blood_volume)*100)
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var/blood_volume = H.vessel.get_reagent_amount("blood")
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if(!heart || heart.is_broken())
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blood_volume *= 0.3
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else if(heart.is_bruised())
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blood_volume *= 0.7
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else if(heart.damage > 1)
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blood_volume *= 0.8
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return blood_volume < BLOOD_VOLUME_SURVIVE
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return blood_volume < H.species.blood_volume*H.species.blood_level_fatal
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/obj/item/weapon/shockpaddles/proc/check_charge(var/charge_amt)
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return 0
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@@ -272,9 +272,11 @@ HALOGEN COUNTER - Radcount on mobs
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var/blood_volume = H.vessel.get_reagent_amount("blood")
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var/blood_percent = round((blood_volume / H.species.blood_volume)*100)
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var/blood_type = H.dna.b_type
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if(blood_percent <= BLOOD_VOLUME_BAD)
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if(blood_volume <= H.species.blood_volume*H.species.blood_level_danger)
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dat += "<span class='danger'><i>Warning: Blood Level CRITICAL: [blood_percent]% [blood_volume]cl. Type: [blood_type]</i></span><br>"
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else if(blood_percent <= BLOOD_VOLUME_SAFE)
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else if(blood_volume <= H.species.blood_volume*H.species.blood_level_warning)
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dat += "<span class='danger'><i>Warning: Blood Level VERY LOW: [blood_percent]% [blood_volume]cl. Type: [blood_type]</i></span><br>"
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else if(blood_volume <= H.species.blood_volume*H.species.blood_level_safe)
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dat += "<span class='danger'>Warning: Blood Level LOW: [blood_percent]% [blood_volume]cl. Type: [blood_type]</span><br>"
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else
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dat += "<span class='notice'>Blood Level Normal: [blood_percent]% [blood_volume]cl. Type: [blood_type]</span><br>"
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