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Fixes eyestabbing not dealing a correct amount of damage (#26095)
* fixes 25161 * Update code/game/objects/items.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> --------- Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
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@@ -652,7 +652,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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if(!eyes) // should still get stabbed in the head
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var/obj/item/organ/external/head/head = H.bodyparts_by_name["head"]
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if(head)
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head.receive_damage(rand(10, 14), 1)
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head.receive_damage(force, TRUE)
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return
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eyes.receive_damage(rand(3,4), 1)
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if(eyes.damage >= eyes.min_bruised_damage)
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@@ -670,10 +670,10 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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if(M.stat != 2)
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to_chat(M, "<span class='danger'>You go blind!</span>")
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var/obj/item/organ/external/affecting = H.get_organ("head")
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if(istype(affecting) && affecting.receive_damage(7))
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if(istype(affecting) && affecting.receive_damage(force))
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H.UpdateDamageIcon()
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else
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M.take_organ_damage(7)
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M.take_organ_damage(force)
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M.AdjustEyeBlurry(rand(6 SECONDS, 8 SECONDS))
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return
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