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Added chance to get hands bloody during operation.
Or being covered in blood when you nick an artery. Moved bloodying code in separate procs. Made possible to force wounds to be internal, made some wounds in failed surgery steps internal.
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@@ -148,21 +148,8 @@ emp_act
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(get_dist(H, src) > 1) //people with TK won't get smeared with blood
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if(H.wear_suit)
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H.wear_suit.add_blood(src)
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H.update_inv_wear_suit(0) //updates mob overlays to show the new blood (no refresh)
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else if(H.w_uniform)
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H.w_uniform.add_blood(src)
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H.update_inv_w_uniform(0) //updates mob overlays to show the new blood (no refresh)
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if (H.gloves)
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H.gloves.add_blood(H)
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H.gloves:transfer_blood = 2
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H.gloves:bloody_hands_mob = H
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else
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H.add_blood(H)
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H.bloody_hands = 2
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H.bloody_hands_mob = H
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H.update_inv_gloves() //updates on-mob overlays for bloody hands and/or bloody gloves
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H.bloody_body(src)
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H.bloody_hands(src)
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switch(hit_area)
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if("head")//Harder to score a stun but if you do it lasts a bit longer
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@@ -189,10 +176,23 @@ emp_act
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visible_message("\red <B>[src] has been knocked down!</B>")
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if(bloody)
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bloody_body(src)
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if(wear_suit)
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wear_suit.add_blood(src)
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update_inv_wear_suit(0)
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if(w_uniform)
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w_uniform.add_blood(src)
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update_inv_w_uniform(0)
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/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source)
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if (gloves)
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gloves.add_blood(source)
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gloves:transfer_blood = 2
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gloves:bloody_hands_mob = source
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else
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add_blood(source)
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bloody_hands = 2
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bloody_hands_mob = source
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update_inv_gloves() //updates on-mob overlays for bloody hands and/or bloody gloves
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/mob/living/carbon/human/proc/bloody_body(var/mob/living/source)
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if(wear_suit)
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wear_suit.add_blood(source)
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update_inv_wear_suit(0)
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if(w_uniform)
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w_uniform.add_blood(source)
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update_inv_w_uniform(0)
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