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bones breaking system
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@@ -112,6 +112,7 @@
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return
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adjustStaminaLoss(diff, updating, forced)
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/** adjustOrganLoss
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* inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount (damage to be done), and maximum (currently an arbitrarily large number, can be set so as to limit damage)
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* outputs:
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@@ -702,7 +702,7 @@
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else if(burndamage > 0)
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status += LB.light_burn_msg
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if(broken == 1)
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status = "broken"
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status = "fractured"
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if(status == "")
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status = "OK"
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var/no_damage
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@@ -83,6 +83,7 @@
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/obj/item/bodypart/blob_act()
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take_damage(max_damage)
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/obj/item/bodypart/Destroy()
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if(owner)
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owner.bodyparts -= src
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@@ -358,6 +358,7 @@
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L.burn_dam = 0
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L.brutestate = 0
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L.burnstate = 0
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L.broken = 0
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L.attach_limb(src, 1)
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return 1
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