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Merge branch 'necrosis' into bleeding-edge-freeze
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@@ -920,3 +920,31 @@
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E.ruptured_lungs = 1
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/mob/living/carbon/human/verb/simulate()
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set name = "sim"
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set background = 1
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var/damage = input("Wound damage","Wound damage") as num
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var/germs = 0
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var/tdamage = 0
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var/ticks = 0
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while (germs < 2501 && ticks < 100000 && round(damage/10)*20)
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diary << "VIRUS TESTING: [ticks] : germs [germs] tdamage [tdamage] prob [round(damage/10)*20]"
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ticks++
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if (prob(round(damage/10)*20))
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germs++
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if (germs == 100)
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world << "Reached stage 1 in [ticks] ticks"
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if (germs > 100)
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if (prob(10))
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damage++
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germs++
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if (germs == 1000)
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world << "Reached stage 2 in [ticks] ticks"
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if (germs > 1000)
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damage++
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germs++
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if (germs == 2500)
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world << "Reached stage 3 in [ticks] ticks"
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world << "Mob took [tdamage] tox damage"
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@@ -222,6 +222,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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var/husk_color_mod = rgb(96,88,80)
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var/hulk_color_mod = rgb(48,224,40)
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var/plant_color_mod = rgb(144,224,144)
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var/necrosis_color_mod = rgb(10,50,0)
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var/husk = (HUSK in src.mutations) //100% unnecessary -Agouri //nope, do you really want to iterate through src.mutations repeatedly? -Pete
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var/fat = (FAT in src.mutations)
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@@ -283,6 +284,9 @@ proc/get_damage_icon_part(damage_state, body_part)
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temp = new /icon(icobase, "[part.icon_name]")
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if(part.status & ORGAN_ROBOT)
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temp.GrayScale()
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if(part.status & ORGAN_DEAD)
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temp.ColorTone(necrosis_color_mod)
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temp.SetIntensity(0.7)
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else if(!skeleton)
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if(husk)
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temp.ColorTone(husk_color_mod)
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