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Should be everything for surgery for now.
-Fixed some more messages. -Added that if you try to set not broken bone with bone setter, you won't like the result -Moved code for fracturing bones to the separate proc.
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@@ -232,14 +232,18 @@
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owner.update_body(1)
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return
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if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
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if(!(status & ORGAN_BROKEN))
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owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
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owner.emote("scream")
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status |= ORGAN_BROKEN
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broken_description = pick("broken","fracture","hairline fracture")
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perma_injury = brute_dam
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src.fracture()
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return
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proc/fracture()
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if(status & ORGAN_BROKEN)
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return
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owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
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owner.emote("scream")
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status |= ORGAN_BROKEN
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broken_description = pick("broken","fracture","hairline fracture")
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perma_injury = brute_dam
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// new damage icon system
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// returns just the brute/burn damage code
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proc/damage_state_text()
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