mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-27 22:17:32 +01:00
Tons of updates to autopsy.
- Fire, Electrocution, Strangulation, Trace Chemicals and Radiation Poisoning are now detected - Fixed a bug to head surgery - You now only hurt subjects on an operating table with a scalpel if your intent is set to harm - The sheet of paper printed by the autopsy scanner now goes to a free hand if possible
This commit is contained in:
@@ -4,4 +4,4 @@
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var/t_sl_gas = null
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var/t_n2 = null
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var/now_pushing = null
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var/cameraFollow = null
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var/cameraFollow = null
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@@ -319,10 +319,12 @@ CIRCULAR SAW
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///////////////////
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//AUTOPSY SCANNER//
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///////////////////
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/obj/item/weapon/autopsy_scanner/var/list/datum/wound_data/wdata = list()
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/obj/item/weapon/autopsy_scanner/var/list/datum/autopsy_data_data/wdata = list()
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/obj/item/weapon/autopsy_scanner/var/list/datum/autopsy_data_data/chemtraces = list()
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/obj/item/weapon/autopsy_scanner/var/target_name = null
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/obj/item/weapon/autopsy_scanner/var/timeofdeath = null
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/datum/wound_data
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/datum/autopsy_data_data
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var
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weapon = null // this is the DEFINITE weapon type that was used
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list/organs_scanned = list() // this maps a number of scanned organs to
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@@ -330,10 +332,10 @@ CIRCULAR SAW
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organ_names = ""
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/obj/item/weapon/autopsy_scanner/proc/add_data(var/datum/organ/external/O)
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if(!O.weapon_wounds.len) return
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if(!O.autopsy_data.len && !O.trace_chemicals.len) return
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for(var/V in O.weapon_wounds)
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var/datum/wound/W = O.weapon_wounds[V]
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for(var/V in O.autopsy_data)
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var/datum/autopsy_data/W = O.autopsy_data[V]
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if(!W.pretend_weapon)
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// the more hits, the more likely it is that we get the right weapon type
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@@ -343,18 +345,25 @@ CIRCULAR SAW
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W.pretend_weapon = pick("mechanical toolbox", "wirecutters", "revolver", "crowbar", "fire extinguisher", "tomato soup", "oxygen tank", "emergency oxygen tank", "laser", "bullet")
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var/datum/wound_data/D = wdata[V]
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var/datum/autopsy_data_data/D = wdata[V]
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if(!D)
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D = new()
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D.weapon = W.weapon
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wdata[V] = D
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if(!D.organs_scanned[O.name])
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D.organ_names += "[O.display_name] "
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if(D.organ_names == "")
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D.organ_names = O.display_name
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else
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D.organ_names += ", [O.display_name]"
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del D.organs_scanned[O.name]
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D.organs_scanned[O.name] = W.copy()
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for(var/V in O.trace_chemicals)
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if(O.trace_chemicals[V] > 0 && !chemtraces.Find(V))
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chemtraces += V
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/obj/item/weapon/autopsy_scanner/verb/print_data()
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set src in view(usr, 1)
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set name = "Print Data"
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@@ -362,27 +371,31 @@ CIRCULAR SAW
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usr << "No."
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return
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if(wdata.len == 0)
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usr << "<b>* There is no data about any wounds in the scanners database. You may have to scan more bodyparts, or otherwise this wound type may not be in the scanner's database."
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if(wdata.len == 0 && chemtraces.len == 0)
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usr << "<b>* There is no data about any wounds in the scanner's database. You may have to scan more bodyparts, or otherwise this wound type may not be in the scanner's database."
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return
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var/scan_data = ""
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if(timeofdeath)
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scan_data += "<b>Time since death:</b> [round((world.time - timeofdeath) / (60*10))] minutes<br><br>"
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var/n = 1
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for(var/wdata_idx in wdata)
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var/datum/wound_data/D = wdata[wdata_idx]
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var/datum/autopsy_data_data/D = wdata[wdata_idx]
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var/total_hits = 0
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var/total_score = 0
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var/list/weapon_chances = list() // maps weapon names to a score
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var/age = 0
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for(var/wound_idx in D.organs_scanned)
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var/datum/wound/W = D.organs_scanned[wound_idx]
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var/datum/autopsy_data/W = D.organs_scanned[wound_idx]
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total_hits += W.hits
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var/wname = W.pretend_weapon
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if(wname in weapon_chances) weapon_chances[wname] += W.damage
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else weapon_chances[wname] = W.damage
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else weapon_chances[wname] = max(W.damage, 1)
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total_score+=W.damage
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@@ -391,9 +404,13 @@ CIRCULAR SAW
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var/damage_desc
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var/damaging_weapon = (total_score != 0)
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// total score happens to be the total damage
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switch(total_score)
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if(0 to 5)
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if(0)
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damage_desc = "Unknown"
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if(1 to 5)
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damage_desc = "<font color='green'>negligible</font>"
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if(5 to 15)
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damage_desc = "<font color='green'>light</font>"
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@@ -402,9 +419,12 @@ CIRCULAR SAW
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if(30 to 1000)
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damage_desc = "<font color='red'>severe</font>"
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if(!total_score) total_score = D.organs_scanned.len
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scan_data += "<b>Weapon #[n]</b><br>"
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scan_data += "Severity: [damage_desc]<br>"
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scan_data += "Hits by weapon: [total_hits]<br>"
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if(damaging_weapon)
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scan_data += "Severity: [damage_desc]<br>"
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scan_data += "Hits by weapon: [total_hits]<br>"
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scan_data += "Age of wound: [round(age / (60*10))] minutes<br>"
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scan_data += "Affected limbs: [D.organ_names]<br>"
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scan_data += "Possible weapons:<br>"
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@@ -415,6 +435,12 @@ CIRCULAR SAW
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n++
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if(chemtraces.len)
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scan_data += "<b>Trace Chemicals: </b><br>"
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for(var/chemID in chemtraces)
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scan_data += chemID
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scan_data += "<br>"
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for(var/mob/O in viewers(usr))
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O.show_message("\red \the [src] rattles and prints out a sheet of paper.", 1)
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@@ -425,6 +451,19 @@ CIRCULAR SAW
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P.info = "<tt>[scan_data]</tt>"
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P.overlays += "paper_words"
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if(istype(usr,/mob/living/carbon))
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// place the item in the usr's hand if possible
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if(!usr.r_hand)
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P.loc = usr
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usr.r_hand = P
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P.layer = 20
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else if(!usr.l_hand)
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P.loc = usr
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usr.l_hand = P
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P.layer = 20
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usr.update_clothing()
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/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
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if(!istype(M))
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return
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@@ -438,6 +477,8 @@ CIRCULAR SAW
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del src.wdata[V]
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src.wdata = list()
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src.timeofdeath = M.timeofdeath
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var/datum/organ/external/S = M.organs[user.zone_sel.selecting]
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if(!S)
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usr << "<b>You can't scan this body part.</b>"
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@@ -715,6 +756,7 @@ CIRCULAR SAW
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M.updatehealth()
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M:brain_op_stage = 1.0
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return
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if(1)
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if(istype(M, /mob/living/carbon/metroid))
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@@ -812,7 +854,7 @@ CIRCULAR SAW
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M:eye_op_stage = 1.0
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user << "\blue So far so good after."
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return
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if(!try_bone_surgery(M, user))
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if(!try_bone_surgery(M, user) && user.a_intent == "hurt") // if we call ..(), we'll attack them, so require a hurt intent
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return ..()
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/* wat
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@@ -124,6 +124,7 @@
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/mob/living/carbon/human
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proc
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handle_health_updates()
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// if the mob has enough health, she should slowly heal
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if(stat != 2)
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@@ -295,16 +296,20 @@
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if (radiation < 0)
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radiation = 0
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var/damage = 0 // stores how much damage was inflicted
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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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damage = 1
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adjustToxLoss(1)
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updatehealth()
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if(50 to 74)
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radiation -= 2
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adjustToxLoss(1)
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damage = 1
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if(prob(5))
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radiation -= 5
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Weaken(3)
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@@ -315,6 +320,7 @@
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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 = 3
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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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@@ -322,6 +328,12 @@
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emote("gasp")
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updatehealth()
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if(damage)
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var/V = pick(organs)
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var/datum/organ/external/O = organs[V]
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if(istype(O)) O.add_wound("Radiation Poisoning", damage)
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//As close as I could find to where to put it
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grav_delay = max(grav_delay-3,0)
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@@ -794,6 +806,21 @@
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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/V in organs)
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var/datum/organ/O = organs[V]
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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/V = pick(organs)
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var/datum/organ/O = organs[V]
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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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@@ -3,7 +3,9 @@
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name = "organ"
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mob/living/carbon/human/owner = null
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list/datum/wound/weapon_wounds = list()
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list/datum/autopsy_data/autopsy_data = list()
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list/trace_chemicals = list() // traces of chemicals in the organ,
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// links chemical IDs to number of ticks for which they'll stay in the blood
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proc/process()
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@@ -12,7 +14,7 @@
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proc/receive_chem(chemical as obj)
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return 0
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/datum/wound
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/datum/autopsy_data
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var
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weapon = null
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pretend_weapon = null
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@@ -21,7 +23,7 @@
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time_inflicted = 0
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proc/copy()
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var/datum/wound/W = new()
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var/datum/autopsy_data/W = new()
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W.weapon = src.weapon
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W.pretend_weapon = src.pretend_weapon
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W.damage = src.damage
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@@ -131,18 +133,18 @@
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perma_injury = 0
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// if all damage is healed, replace the wounds with scars
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if(brute_dam + burn_dam == 0)
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for(var/V in weapon_wounds)
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var/datum/wound/W = weapon_wounds[V]
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for(var/V in autopsy_data)
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var/datum/autopsy_data/W = autopsy_data[V]
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del W
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weapon_wounds = list()
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autopsy_data = list()
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return update_icon()
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proc/add_wound(var/used_weapon, var/damage)
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var/datum/wound/W = weapon_wounds[used_weapon]
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var/datum/autopsy_data/W = autopsy_data[used_weapon]
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if(!W)
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W = new()
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W.weapon = used_weapon
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weapon_wounds[used_weapon] = W
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autopsy_data[used_weapon] = W
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W.hits += 1
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W.damage += damage
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