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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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@@ -580,7 +580,7 @@
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/* if(hasmob && prob(3))
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for(var/mob/living/H in src)
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if(!istype(H,/mob/living/silicon/robot/drone)) //Drones use the mailing code to move through the disposal system,
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H.take_overall_damage(20, 0, "Blunt Trauma") */ //horribly maim any living creature jumping down disposals. c'est la vie
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H.take_overall_damage(20, 0, TRUE, "Blunt Trauma") */ //horribly maim any living creature jumping down disposals. c'est la vie
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if(has_fat_guy && prob(2)) // chance of becoming stuck per segment if contains a fat guy
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active = 0
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