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Fixes pressure and temperature damage for autopsies
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@@ -716,17 +716,13 @@
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if(status_flags & GODMODE) return 1 //godmode
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switch(bodytemperature)
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if(species.heat_level_1 to species.heat_level_2)
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//I'm thinking it might be better to use adjustFireLoss here instead of apply_damage so that damage is spread evenly across organs, instead of being dealt mostly to the chest
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//apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature")
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adjustFireLoss(HEAT_DAMAGE_LEVEL_1)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(species.heat_level_2 to species.heat_level_3)
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//apply_damage(HEAT_DAMAGE_LEVEL_2, BURN, used_weapon = "High Body Temperature")
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adjustFireLoss(HEAT_DAMAGE_LEVEL_2)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(species.heat_level_3 to INFINITY)
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//apply_damage(HEAT_DAMAGE_LEVEL_3, BURN, used_weapon = "High Body Temperature")
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adjustFireLoss(HEAT_DAMAGE_LEVEL_3)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else if(bodytemperature < species.cold_level_1)
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@@ -735,17 +731,13 @@
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if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
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switch(bodytemperature)
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if(species.cold_level_2 to species.cold_level_1)
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//I'm thinking it might be better to use adjustFireLoss here instead of apply_damage so that damage is spread evenly across organs, instead of being dealt mostly to the chest
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//apply_damage(COLD_DAMAGE_LEVEL_1, BURN, used_weapon = "Low Body Temperature")
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adjustFireLoss(COLD_DAMAGE_LEVEL_1)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(species.cold_level_3 to species.cold_level_2)
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//apply_damage(COLD_DAMAGE_LEVEL_2, BURN, used_weapon = "Low Body Temperature")
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adjustFireLoss(COLD_DAMAGE_LEVEL_2)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(-INFINITY to species.cold_level_3)
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//apply_damage(COLD_DAMAGE_LEVEL_3, BURN, used_weapon = "Low Body Temperature")
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adjustFireLoss(COLD_DAMAGE_LEVEL_3)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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// Account for massive pressure differences. Done by Polymorph
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@@ -753,7 +745,8 @@
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if(status_flags & GODMODE) return 1 //godmode
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if(adjusted_pressure >= species.hazard_high_pressure)
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adjustBruteLoss(min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE))
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var/pressure_damage = min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE)
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take_overall_damage(brute=pressure_damage, used_weapon = "High Pressure")
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pressure_alert = 2
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else if(adjusted_pressure >= species.warning_high_pressure)
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pressure_alert = 1
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@@ -763,7 +756,7 @@
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pressure_alert = -1
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else
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if( !(COLD_RESISTANCE in mutations))
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adjustBruteLoss(LOW_PRESSURE_DAMAGE)
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take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
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pressure_alert = -2
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else
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pressure_alert = -1
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