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https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts: code/defines/obj/supplypacks.dm icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi
This commit is contained in:
@@ -477,28 +477,21 @@
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proc/start_close()
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if(parent.robot)
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return
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sleep(rand(1800,3000)) //3-5 minutes
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if(prob(50) && wound_size == 1)
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parent.wounds.Remove(src)
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update_health(1)
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del(src)
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else if(prob(33) && wound_size < 3)
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stopbleeding()
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return
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sleep(rand(1800,3000))
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if(wound_size == 1) //Small cuts heal in 6-10 minutes.
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parent.wounds.Remove(src)
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update_health(1)
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del(src)
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else if(prob(50) && wound_size < 5 && bleeding)
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stopbleeding()
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return
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if(wound_size < 5 && bleeding) //Give it a chance to stop bleeding on it's own.
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spawn while(1)
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sleep(1200)
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if(prob(50))
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stopbleeding()
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return
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spawn(rand(1800,3000)) //3-5 minutes
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if(prob(50) && wound_size == 1)
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parent.wounds.Remove(src)
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update_health(1)
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del(src)
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else if(prob(33) && wound_size < 3)
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stopbleeding()
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else
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spawn(rand(1800,3000))
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if(wound_size == 1) //Small cuts heal in 6-10 minutes.
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parent.wounds.Remove(src)
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update_health(1)
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del(src)
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else if(prob(50) && wound_size < 3 && bleeding)
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stopbleeding()
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return
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proc/stopbleeding(var/bleed = 0)
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@@ -518,60 +511,60 @@
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return 1
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proc/become_scar()
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if(parent.robot)
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if(parent.robot || healing_state)
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return
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healing_state = 1 //Patched
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spawn(200*slowheal) //~20-60 seconds
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update_health(5) //Heals some.
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sleep(rand(1800,3000)*slowheal) //3-5 minutes
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if(!parent || !parent.owner || parent.owner.stat == 2)
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if(!parent || !parent.owner)
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del(parent)
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spawn(rand(180,300)*slowheal) //18-30 second
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if(!parent || !parent.owner || parent.owner.stat == 2)
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if(!parent || !parent.owner)
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del(parent)
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del(src)
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return
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if(prob(80) && wound_size < 2) //Small cuts heal.
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update_health(1)
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parent.wounds.Remove(src)
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del(src)
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return
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if(prob(80) && wound_size < 2) //Small cuts heal.
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update_health(1)
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parent.wounds.Remove(src)
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del(src)
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healing_state = 2 //Noticibly healing.
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update_health(2) //Heals more.
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healing_state = 2 //Noticibly healing.
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update_health(2) //Heals more.
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sleep(rand(1800,3000)*slowheal) //3-5 minutes
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if(!parent || !parent.owner || parent.owner.stat == 2)
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if(!parent || !parent.owner)
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del(parent)
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del(src)
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return
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if(prob(60) && wound_size < 3) //Cuts heal up
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parent.wounds.Remove(src)
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del(src)
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healing_state = 3 //Angry red scar
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update_health(1) //Heals the rest of the way.
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spawn(rand(1200,1800)*slowheal) //2-3 minutes
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if(!parent || !parent.owner || parent.owner.stat == 2)
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if(!parent || !parent.owner)
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del(parent)
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del(src)
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return
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if(prob(60) && wound_size < 3) //Cuts heal up
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parent.wounds.Remove(src)
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del(src)
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healing_state = 3 //Angry red scar
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update_health(1) //Heals the rest of the way.
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sleep(rand(6000,9000)*slowheal) //10-15 minutes
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if(!parent || !parent.owner || parent.owner.stat == 2)
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if(!parent || !parent.owner)
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del(parent)
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del(src)
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return
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if(prob(80) && wound_size < 4) //Minor wounds heal up fully.
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parent.wounds.Remove(src)
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del(src)
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healing_state = 4 //Scar
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sleep(rand(6000,9000)*slowheal) //10-15 minutes
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if(!parent || !parent.owner || parent.owner.stat == 2)
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if(!parent || !parent.owner)
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del(parent)
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del(src)
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return
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if(prob(30) || wound_size < 4 || wound_type == 1) //Small chance for the scar to disappear, any small remaining wounds deleted.
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parent.wounds.Remove(src)
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del(src)
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healing_state = 5 //Faded scar
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spawn(rand(6000,9000)*slowheal) //10-15 minutes
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if(!parent || !parent.owner || parent.owner.stat == 2)
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if(!parent || !parent.owner)
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del(parent)
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del(src)
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return
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if(prob(80) && wound_size < 4) //Minor wounds heal up fully.
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parent.wounds.Remove(src)
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del(src)
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healing_state = 4 //Scar.
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spawn(rand(6000,9000)*slowheal) //10-15 minutes
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if(!parent || !parent.owner || parent.owner.stat == 2)
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if(!parent || !parent.owner)
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del(parent)
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del(src)
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return
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if(prob(30) || wound_size < 4 || wound_type == 1) //Small chance for the scar to disappear, any small remaining wounds deleted.
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parent.wounds.Remove(src)
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del(src)
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healing_state = 5 //Faded scar
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return
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proc/update_health(var/percent = 1)
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@@ -584,6 +577,9 @@
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parent.brute_dam = max(parent.brute_dam - (initial_dmg - damage),0)
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initial_dmg = damage //reset it for further updates.
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parent.owner.updatehealth()
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if(percent == 1 && wound_type == 1)
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parent.wounds.Remove(src)
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del(src)
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