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Makes the namespacing less ridiculous
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@@ -170,15 +170,15 @@
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burn *= burn_mod
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// Threshold needed to have a chance of hurting internal bits with something sharp
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#define DAAAAAAAAAAAAAAAAA_SHARP_THRESH_INT_DMG 5
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#define LIMB_SHARP_THRESH_INT_DMG 5
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// Threshold needed to have a chance of hurting internal bits
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#define DAAAAAAAAAAAAAAAAA_THRESH_INT_DMG 10
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#define LIMB_THRESH_INT_DMG 10
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// Probability of taking internal damage from sufficient force, while otherwise healthy
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#define DAAAAAAAAAAAAAAAAA_DMG_PROB 5
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#define LIMB_DMG_PROB 5
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// Probability of taking internal damage when hit while lacking encasing bones
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#define DAAAAAAAAAAAAAAAAA_NO_BONE_DMG_PROB 30
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#define LIMB_NO_BONE_DMG_PROB 30
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// High brute damage or sharp objects may damage internal organs
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if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= DAAAAAAAAAAAAAAAAA_SHARP_THRESH_INT_DMG) || brute >= DAAAAAAAAAAAAAAAAA_THRESH_INT_DMG) && prob(DAAAAAAAAAAAAAAAAA_DMG_PROB)) || (!encased && prob(DAAAAAAAAAAAAAAAAA_NO_BONE_DMG_PROB))))
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if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= LIMB_SHARP_THRESH_INT_DMG) || brute >= LIMB_THRESH_INT_DMG) && prob(LIMB_DMG_PROB)) || (!encased && prob(LIMB_NO_BONE_DMG_PROB))))
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// Damage an internal organ
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if(internal_organs && internal_organs.len)
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var/obj/item/organ/internal/I = pick(internal_organs)
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@@ -261,10 +261,10 @@
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if(owner_old) owner_old.updatehealth()
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return update_icon()
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#undefine DAAAAAAAAAAAAAAAAA_SHARP_THRESH_INT_DMG
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#undefine DAAAAAAAAAAAAAAAAA_THRESH_INT_DMG
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#undefine DAAAAAAAAAAAAAAAAA_DMG_PROB
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#undefine DAAAAAAAAAAAAAAAAA_NO_BONE_DMG_PROB
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#undefine LIMB_SHARP_THRESH_INT_DMG
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#undefine LIMB_THRESH_INT_DMG
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#undefine LIMB_DMG_PROB
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#undefine LIMB_NO_BONE_DMG_PROB
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/obj/item/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
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if(status & ORGAN_ROBOT && !robo_repair)
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