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Tried to fix the amputee pain problem.
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@@ -22,7 +22,7 @@
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var/mob/living/carbon/human/M = src
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for(var/name in M.organs)
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var/datum/organ/external/organ = M.organs[name]
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if(organ.status & DESTROYED)
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if((organ.status & DESTROYED) && !organ.amputated)
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src.traumatic_shock += 60
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else if(organ.status & BROKEN || organ.open)
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src.traumatic_shock += 30
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@@ -1223,6 +1223,7 @@ datum/preferences
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var/status = organ_data[name]
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if(status == "amputated")
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O.amputated = 1
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O.status |= DESTROYED
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O.destspawn = 1
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else if(status == "cyborg")
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@@ -97,6 +97,7 @@ var/list/wound_progressions = list(
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var/tmp/perma_injury = 0
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var/tmp/perma_dmg = 0
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var/tmp/destspawn = 0 //Has it spawned the broken limb?
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var/tmp/amputated = 0 // Whether this has been cleanly amputated, thus causing no pain
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var/min_broken_damage = 30
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var/datum/organ/external/parent
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@@ -55,6 +55,9 @@ mob/living/carbon/human/proc/handle_pain()
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var/datum/organ/external/damaged_organ = null
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for(var/name in organs)
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var/datum/organ/external/E = organs[name]
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// amputated limbs don't cause pain
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if(E.amputated) continue
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var/dam = E.get_damage()
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// make the choice of the organ depend on damage,
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// but also sometimes use one of the less damaged ones
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