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https://github.com/KabKebab/GS13.git
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whew
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@@ -47,7 +47,6 @@
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adjustArousalLoss(damage * hit_percent)
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return TRUE
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//These procs fetch a cumulative total damage from all bodyparts
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/mob/living/carbon/getBruteLoss()
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var/amount = 0
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@@ -63,7 +62,6 @@
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amount += BP.burn_dam
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return amount
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/mob/living/carbon/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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@@ -113,6 +111,50 @@
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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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* description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the damage proc on that organ.
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*/
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/mob/living/carbon/adjustOrganLoss(slot, amount, maximum)
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var/obj/item/organ/O = getorganslot(slot)
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if(O && !(status_flags & GODMODE))
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if(!maximum)
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maximum = O.maxHealth
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O.applyOrganDamage(amount, maximum)
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O.onDamage(amount, maximum)
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/** setOrganLoss
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* inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount(damage to be set to)
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* outputs:
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* description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the set damage proc on that organ, which can
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* set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.
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*/
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/mob/living/carbon/setOrganLoss(slot, amount)
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var/obj/item/organ/O = getorganslot(slot)
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if(O && !(status_flags & GODMODE))
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O.setOrganDamage(amount)
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O.onSetDamage(amount)
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/** getOrganLoss
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* inputs: slot (organ slot, like ORGAN_SLOT_HEART)
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* outputs: organ damage
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* description: If an organ exists in the slot requested, return the amount of damage that organ has
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*/
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/mob/living/carbon/getOrganLoss(slot)
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var/obj/item/organ/O = getorganslot(slot)
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if(O)
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return O.damage
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/mob/living/carbon/proc/adjustAllOrganLoss(amount, maximum)
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for(var/obj/item/organ/O in internal_organs)
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if(O && !(status_flags & GODMODE))
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continue
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if(!maximum)
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maximum = O.maxHealth
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O.applyOrganDamage(amount, maximum)
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O.onDamage(amount, maximum)
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////////////////////////////////////////////
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//Returns a list of damaged bodyparts
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@@ -213,24 +255,25 @@
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update_damage_overlays()
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update_stamina()
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/mob/living/carbon/getBrainLoss()
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/* TO_REMOVE
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/mob/living/carbon/getOrganLoss(ORGAN_SLOT_BRAIN)
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. = 0
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var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
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if(B)
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. = B.get_brain_damage()
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//Some sources of brain damage shouldn't be deadly
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/mob/living/carbon/adjustBrainLoss(amount, maximum = BRAIN_DAMAGE_DEATH)
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/mob/living/carbon/adjustOrganLoss(ORGAN_SLOT_BRAIN, amount, maximum = BRAIN_DAMAGE_DEATH)
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if(status_flags & GODMODE)
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return FALSE
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var/prev_brainloss = getBrainLoss()
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var/prev_brainloss = getOrganLoss(ORGAN_SLOT_BRAIN)
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var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
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if(!B)
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return
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B.adjust_brain_damage(amount, maximum)
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if(amount <= 0) //cut this early
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return
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var/brainloss = getBrainLoss()
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var/brainloss = getOrganLoss(ORGAN_SLOT_BRAIN)
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if(brainloss > BRAIN_DAMAGE_MILD)
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if(prob(amount * ((2 * (100 + brainloss - BRAIN_DAMAGE_MILD)) / 100))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 2%
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gain_trauma_type(BRAIN_TRAUMA_MILD)
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