#define PROCESS_ACCURACY 10 /obj/item/organ/internal/liver name = "liver" icon_state = "liver" organ_tag = "liver" parent_organ = BP_GROIN /obj/item/organ/internal/liver/process() ..() if(!owner) return if (germ_level > INFECTION_LEVEL_ONE) if(prob(1)) owner << "Your skin itches." if (germ_level > INFECTION_LEVEL_TWO) if(prob(1)) spawn owner.vomit() if(owner.life_tick % PROCESS_ACCURACY == 0) //High toxins levels are dangerous if(owner.getToxLoss() >= 60 && !owner.reagents.has_reagent("anti_toxin")) //Healthy liver suffers on its own if (src.damage < min_broken_damage) src.damage += 0.2 * PROCESS_ACCURACY //Damaged one shares the fun else var/obj/item/organ/internal/O = pick(owner.internal_organs) if(O) O.damage += 0.2 * PROCESS_ACCURACY //Detox can heal small amounts of damage if (src.damage && src.damage < src.min_bruised_damage && owner.reagents.has_reagent("anti_toxin")) src.damage -= 0.2 * PROCESS_ACCURACY if(src.damage < 0) src.damage = 0 // Get the effectiveness of the liver. var/filter_effect = 3 if(is_bruised()) filter_effect -= 1 if(is_broken()) filter_effect -= 2 // Do some reagent processing. if(owner.chem_effects[CE_ALCOHOL_TOXIC]) if(filter_effect < 3) owner.adjustToxLoss(owner.chem_effects[CE_ALCOHOL_TOXIC] * 0.1 * PROCESS_ACCURACY) else take_damage(owner.chem_effects[CE_ALCOHOL_TOXIC] * 0.1 * PROCESS_ACCURACY, prob(1)) // Chance to warn them