mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
@@ -141,7 +141,7 @@
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shock_damage *= siemens_coeff
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if (shock_damage<1)
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return 0
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src.take_overall_damage(0,shock_damage)
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src.take_overall_damage(0,shock_damage,used_weapon="Electrocution")
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//src.burn_skin(shock_damage)
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//src.adjustFireLoss(shock_damage) //burn_skin will do this for us
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//src.updatehealth()
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@@ -272,34 +272,36 @@
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// focus most of the blast on one organ
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var/datum/organ/external/take_blast = pick(organs)
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update |= take_blast.take_damage(b_loss * 0.9, f_loss * 0.9)
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update |= take_blast.take_damage(b_loss * 0.9, f_loss * 0.9, used_weapon = "Explosive blast")
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// distribute the remaining 10% on all limbs equally
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b_loss *= 0.1
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f_loss *= 0.1
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var/weapon_message = "Explosive Blast"
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for(var/datum/organ/external/temp in organs)
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switch(temp.name)
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if("head")
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update |= temp.take_damage(b_loss * 0.2, f_loss * 0.2)
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update |= temp.take_damage(b_loss * 0.2, f_loss * 0.2, used_weapon = weapon_message)
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if("chest")
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update |= temp.take_damage(b_loss * 0.4, f_loss * 0.4)
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update |= temp.take_damage(b_loss * 0.4, f_loss * 0.4, used_weapon = weapon_message)
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if("l_arm")
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05)
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05, used_weapon = weapon_message)
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if("r_arm")
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05)
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05, used_weapon = weapon_message)
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if("l_leg")
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05)
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05, used_weapon = weapon_message)
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if("r_leg")
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05)
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05, used_weapon = weapon_message)
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if("r_foot")
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05)
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05, used_weapon = weapon_message)
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if("l_foot")
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05)
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05, used_weapon = weapon_message)
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if("r_arm")
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05)
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05, used_weapon = weapon_message)
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if("l_arm")
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05)
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update |= temp.take_damage(b_loss * 0.05, f_loss * 0.05, used_weapon = weapon_message)
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if(update) UpdateDamageIcon()
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@@ -945,11 +947,11 @@
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return gender
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/mob/living/carbon/human/proc/increase_germ_level(n)
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if(gloves)
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gloves.germ_level += n
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else
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germ_level += n
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if(gloves)
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gloves.germ_level += n
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else
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germ_level += n
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/mob/living/carbon/human/revive()
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for (var/datum/organ/external/O in organs)
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O.status &= ~ORGAN_BROKEN
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@@ -116,7 +116,7 @@
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if(update) UpdateDamageIcon()
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// damage MANY external organs, in random order
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/mob/living/carbon/human/take_overall_damage(var/brute, var/burn, var/sharp = 0)
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/mob/living/carbon/human/take_overall_damage(var/brute, var/burn, var/sharp = 0, var/used_weapon = null)
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if(nodamage) return //godmode
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var/list/datum/organ/external/parts = get_damageable_organs()
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var/update = 0
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@@ -126,7 +126,7 @@
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var/brute_was = picked.brute_dam
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var/burn_was = picked.burn_dam
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update |= picked.take_damage(brute,burn,sharp)
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update |= picked.take_damage(brute,burn,sharp,used_weapon)
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brute -= (picked.brute_dam - brute_was)
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burn -= (picked.burn_dam - burn_was)
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@@ -154,7 +154,7 @@
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zone = "head"
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return organs_by_name[zone]
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/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0)
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/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/used_weapon = null)
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if((damagetype != BRUTE) && (damagetype != BURN))
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..(damage, damagetype, def_zone, blocked)
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return 1
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@@ -176,10 +176,10 @@
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switch(damagetype)
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if(BRUTE)
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if(organ.take_damage(damage, 0, sharp))
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if(organ.take_damage(damage, 0, sharp, used_weapon))
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UpdateDamageIcon()
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if(BURN)
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if(organ.take_damage(0, damage, sharp))
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if(organ.take_damage(0, damage, sharp, used_weapon))
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UpdateDamageIcon()
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updatehealth()
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return 1
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@@ -133,7 +133,7 @@ emp_act
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if(armor >= 2) return 0
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if(!I.force) return 0
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apply_damage(I.force, I.damtype, affecting, armor , I.sharp)
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apply_damage(I.force, I.damtype, affecting, armor , I.sharp, I.name)
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var/bloody = 0
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if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + (I.force * 2)))
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@@ -459,15 +459,18 @@
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radiation = 0
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else
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var/damage = 0
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switch(radiation)
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if(1 to 49)
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radiation--
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if(prob(25))
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adjustToxLoss(1)
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damage = 1
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updatehealth()
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if(50 to 74)
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radiation -= 2
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damage = 1
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adjustToxLoss(1)
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if(prob(5))
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radiation -= 5
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@@ -479,13 +482,17 @@
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if(75 to 100)
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radiation -= 3
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adjustToxLoss(3)
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damage = 1
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if(prob(1))
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src << "\red You mutate!"
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randmutb(src)
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domutcheck(src,null)
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emote("gasp")
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updatehealth()
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if(damage && organs.len)
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var/datum/organ/external/O = pick(organs)
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if(istype(O)) O.add_autopsy_data("Radiation Poisoning", damage)
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proc/breathe()
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if(reagents.has_reagent("lexorin")) return
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@@ -688,22 +695,22 @@
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switch(breath.temperature)
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if(-INFINITY to 120)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head")
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apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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if(120 to 200)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head")
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apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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if(200 to 260)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head")
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apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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if(360 to 400)
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, "head")
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Heat")
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fire_alert = max(fire_alert, 2)
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if(400 to 1000)
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, "head")
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Heat")
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fire_alert = max(fire_alert, 2)
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if(1000 to INFINITY)
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head")
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Heat")
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fire_alert = max(fire_alert, 2)
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if(oxyloss >= 50 && prob(oxyloss / 5))
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@@ -1063,6 +1070,19 @@
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dizziness = max(0, dizziness - 3)
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jitteriness = max(0, jitteriness - 3)
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if(life_tick % 10 == 0)
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// handle trace chemicals for autopsy
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for(var/datum/organ/O in organs)
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for(var/chemID in O.trace_chemicals)
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O.trace_chemicals[chemID] = O.trace_chemicals[chemID] - 1
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if(O.trace_chemicals[chemID] <= 0)
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O.trace_chemicals.Remove(chemID)
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for(var/datum/reagent/A in reagents.reagent_list)
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// add chemistry traces to a random organ
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var/datum/organ/O = pick(organs)
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O.trace_chemicals[A.name] = 100
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updatehealth()
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return //TODO: DEFERRED
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@@ -57,6 +57,6 @@
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P.on_hit(src,2)
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return 2
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if(!P.nodamage)
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apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone)
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apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, used_weapon = "Projectile([P.name])")
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P.on_hit(src, absorb)
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return absorb
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return absorb
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@@ -112,6 +112,12 @@
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killing = 0
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hud1.icon_state = "disarm/kill"
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return
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if(ishuman(affecting))
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var/mob/living/carbon/human/H = affecting
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var/datum/organ/external/head = H.get_organ("head")
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head.add_autopsy_data("Strangulation", 0)
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affecting.Weaken(5) // Should keep you down unless you get help.
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affecting.Stun(5) // It will hamper your voice, being choked and all.
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affecting.losebreath = min(affecting.losebreath + 2, 3)
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@@ -293,4 +299,4 @@
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/obj/item/weapon/grab/Del()
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del(hud1)
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..()
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return
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return
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@@ -527,7 +527,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
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/obj/item/weapon/cable_coil/attack(mob/M as mob, mob/user as mob)
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if(hasorgans(M))
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var/datum/organ/external/S = M:organs[user.zone_sel.selecting]
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var/datum/organ/external/S = M:get_organ(user.zone_sel.selecting)
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if(!(S.status & ORGAN_ROBOT) || user.a_intent != "help")
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return ..()
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if(S.burn_dam > 0)
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