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Add autopsy data for stunning and bullets
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@@ -46,10 +46,14 @@ emp_act
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(SP.desc) = "[SP.desc] It looks like it was fired from [P.shot_from]."
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(SP.loc) = organ
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organ.embed(SP)
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var/mob/living/carbon/human/M = src
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var/datum/organ/external/affected = M.get_organ(def_zone)
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affected.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data
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return (..(P , def_zone))
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/mob/living/carbon/human/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone)
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/mob/living/carbon/human/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon = null)
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var/datum/organ/external/affected = get_organ(check_zone(def_zone))
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var/siemens_coeff = get_siemens_coefficient_organ(affected)
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stun_amount *= siemens_coeff
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@@ -75,7 +79,11 @@ emp_act
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var/emote_scream = pick("screams in pain and", "lets out a sharp cry and", "cries out and")
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emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [affected.display_name]!")
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..(stun_amount, agony_amount, def_zone)
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if(used_weapon)
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var/obj/item/W = used_weapon
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affected.add_autopsy_data(W.name, agony_amount) // Add the weapon's name to the autopsy data
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..(stun_amount, agony_amount, def_zone, used_weapon)
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/mob/living/carbon/human/getarmor(var/def_zone, var/type)
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var/armorval = 0
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@@ -81,6 +81,7 @@
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if(!P.nodamage)
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apply_damage(P.damage, P.damage_type, def_zone, absorb, 0, P, sharp=proj_sharp, edge=proj_edge)
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P.on_hit(src, absorb, def_zone)
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if(istype(P, /obj/item/projectile/beam/lightning))
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if(P.damage >= 200)
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