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First big chunk of the refactor
mid-refactor of `take_overall_damage` Fully refactors the (?:take|heal)_(?:overall|organ)_damage procs Allows the dead to examine Removes the `blinded` var Refactor cyborg components so vision loss is instant Robot life/death updates instantly Adds instant updates for damage overlays and HUD icons for humans Final reconciliation with the species refactor Adds a stat debugging system and debugging logs Also fixes instant death on species change "Debugging logs" are used for stuff an admin wouldn't care about but someone debugging would I used it to fix people dying instantly when changing species due to temporary deletion of the brain Fox's requests Adds a more careful updating system to our reagents system
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@@ -302,14 +302,12 @@
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if(cyborg.health < cyborg.maxHealth)
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if(cyborg.health < 0)
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repair_amount = -2.5
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repair_amount = 2.5
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powercost = 30
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else
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repair_amount = -1
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repair_amount = 1
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powercost = 10
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cyborg.adjustBruteLoss(repair_amount)
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cyborg.adjustFireLoss(repair_amount)
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cyborg.updatehealth()
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cyborg.heal_overall_damage(repair_amount, repair_amount)
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cyborg.cell.use(powercost)
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else
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cyborg.cell.use(5)
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