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icon generation fixes
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@@ -449,7 +449,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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****************************************************/
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//Handles dismemberment
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/obj/item/organ/external/proc/droplimb(var/clean, var/disintegrate, var/ignore_children, var/nodamage)
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/obj/item/organ/external/proc/droplimb(clean, disintegrate, ignore_children, nodamage)
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if(cannot_amputate || !owner)
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return
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@@ -494,12 +494,13 @@ Note that amputating the affected organ does in fact remove the infection from t
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parent.receive_damage(total_brute, total_burn, ignore_resists = TRUE) //Transfer the full damage to the parent, bypass limb damage reduction.
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parent = null
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spawn(1)
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if(victim)
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victim.updatehealth()
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victim.UpdateDamageIcon()
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victim.regenerate_icons()
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dir = 2
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if(victim)
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victim.updatehealth()
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victim.UpdateDamageIcon()
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victim.regenerate_icons()
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switch(disintegrate)
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if(DROPLIMB_SHARP)
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compile_icon()
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@@ -513,7 +514,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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dropped_part.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
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dir = 2
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brute_dam = 0
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burn_dam = 0 //Reset the damage on the limb; the damage should have transferred to the parent; we don't want extra damage being re-applie when then limb is re-attached
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burn_dam = 0 //Reset the damage on the limb; the damage should have transferred to the parent; we don't want extra damage being re-applied when then limb is re-attached
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return dropped_part
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else
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qdel(src) // If you flashed away to ashes, YOU FLASHED AWAY TO ASHES
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