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It's not this easy, is it?
It's that easy.
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@@ -10,6 +10,10 @@
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#define CLONE "clone"
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#define STAMINA "stamina"
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#define BRAIN "brain"
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// GS13 EDIT
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#define FAT "fat"
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/// What is the rate that one damage is converted to fatness?
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#define FAT_DAMAGE_TO_FATNESS 4
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//bitflag damage defines used for suicide_act
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#define BRUTELOSS (1<<0)
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@@ -120,6 +120,13 @@
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adjustStaminaLoss(diff, updating, forced)
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/mob/living/carbon/applyFatnessDamage(amount)
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if(!check_weight_prefs(FATTENING_TYPE_WEAPON)) //Typically, this kind of damage would be applied to people through weapons.
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return FALSE
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adjust_fatness((amount * FAT_DAMAGE_TO_FATNESS), FATTENING_TYPE_WEAPON)
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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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@@ -25,6 +25,8 @@
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adjustCloneLoss(damage * hit_percent)
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if(STAMINA)
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adjustStaminaLoss(damage * hit_percent)
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if(FAT)
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applyFatnessDamage(damage * hit_percent)
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return 1
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/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE) //like apply damage except it always uses the damage procs
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@@ -230,6 +232,10 @@
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/mob/living/proc/setStaminaLoss(amount, updating_stamina = TRUE, forced = FALSE)
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return
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/// Apply fatness damage from weapons or items that have the fatness damage type.
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/mob/living/proc/applyFatnessDamage(amount)
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return
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// heal ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
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adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
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