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More information messages with burn wounds (#22176)
* more messages for burn wounds * Update code/game/objects/items/stacks/medical_packs.dm Co-authored-by: Nathan Winters <100448493+CinnamonSnowball@users.noreply.github.com> * Update code/modules/mob/living/carbon/human/human_examine.dm Co-authored-by: Nathan Winters <100448493+CinnamonSnowball@users.noreply.github.com> * Update code/game/objects/items/stacks/medical_packs.dm Co-authored-by: Nathan Winters <100448493+CinnamonSnowball@users.noreply.github.com> * Update code/modules/mob/living/carbon/carbon.dm Co-authored-by: Nathan Winters <100448493+CinnamonSnowball@users.noreply.github.com> * Update code/game/objects/items/stacks/medical_packs.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> --------- Co-authored-by: Nathan Winters <100448493+CinnamonSnowball@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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@@ -231,6 +231,7 @@
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/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
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var/obj/item/organ/external/affecting = ..()
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if((affecting.status & ORGAN_BURNT) && !(affecting.status & ORGAN_SALVED))
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to_chat(affecting.owner, "<span class='notice'>As [src] is applied to your burn wound, you feel a soothing cold and relax.</span>")
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affecting.status |= ORGAN_SALVED
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addtimer(CALLBACK(affecting, TYPE_PROC_REF(/obj/item/organ/external, remove_ointment), heal_burn), 3 MINUTES)
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@@ -241,6 +242,9 @@
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owner.updatehealth("permanent injury removal")
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if(!perma_injury)
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fix_burn_wound(update_health = FALSE)
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to_chat(owner, "<span class='notice'>You feel your [src.name]'s burn wound has fully healed, and the rest of the salve absorbs into it.</span>")
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else
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to_chat(owner, "<span class='notice'>You feel your [src.name]'s burn wound has healed a little, but the applied salve has already vanished.</span>")
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/obj/item/stack/medical/ointment/advanced
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name = "advanced burn kit"
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@@ -318,7 +318,7 @@
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status += " and "
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if(LB.status & ORGAN_BURNT)
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status += "critically burnt"
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status += "critically burnt" + (LB.status & ORGAN_SALVED ? ", but salved" : "")
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else
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switch(burndamage)
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if(0.1 to 10)
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@@ -138,7 +138,7 @@
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wound_flavor_text["[E.limb_name]"] = "[p_their(TRUE)] [E.name] is barely attached!\n"
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else if(E.status & ORGAN_BURNT)
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wound_flavor_text["[E.limb_name]"] = "[p_their(TRUE)] [E.name] is badly burnt!\n"
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wound_flavor_text["[E.limb_name]"] = "[p_their(TRUE)] [E.name] is badly burnt" + (E.status & ORGAN_SALVED ? ", but salved" : "") + "!\n"
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if(E.open)
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if(E.is_robotic())
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