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Update with some bay optimizations for mobs.
Conflicts: code/defines/obj.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/carbon/species.dm code/modules/organs/blood.dm code/modules/organs/organ.dm code/modules/organs/organ_external.dm code/setup.dm compare_report.txt
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@@ -37,7 +37,6 @@
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/mob/living/carbon/human/var/list/organs_by_name = list() // map organ names to organs
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/mob/living/carbon/human/var/list/internal_organs_by_name = list() // so internal organs have less ickiness too
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// Takes care of organ related updates, such as broken and missing limbs
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/mob/living/carbon/human/proc/handle_organs()
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number_wounds = 0
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@@ -53,7 +52,6 @@
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bad_external_organs.Cut()
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for(var/datum/organ/external/Ex in organs)
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bad_external_organs += Ex
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for(var/datum/organ/external/E in bad_external_organs)
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if(!E)
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continue
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@@ -279,7 +279,7 @@ This function completely restores a damaged organ to perfect condition.
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//Determines if we even need to process this organ.
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/datum/organ/external/proc/need_process()
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if(status && status != ORGAN_ROBOT) // If it's robotic, that's fine it will have a status.
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if(status && status & ORGAN_ROBOT) // If it's robotic, that's fine it will have a status.
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return 1
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if(brute_dam || burn_dam)
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return 1
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@@ -9,6 +9,8 @@ mob/var/next_pain_time = 0
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// amount is a num from 1 to 100
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mob/living/carbon/proc/pain(var/partname, var/amount, var/force, var/burning = 0)
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if(stat >= 2) return
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if(reagents.has_reagent("paracetamol"))
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return
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if(reagents.has_reagent("tramadol"))
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return
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if(reagents.has_reagent("oxycodone"))
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