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Slime runtime error fixes, minor map fixes
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@@ -428,24 +428,26 @@ proc/get_damage_icon_part(damage_state, body_part)
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if(f_style)
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var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
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if(facial_hair_style && src.species.name in facial_hair_style.species_allowed)
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var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
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if(facial_hair_style.do_colouration)
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facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
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face_standing.Blend(facial_s, ICON_OVERLAY)
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if(facial_hair_style && facial_hair_style.species_allowed)
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if(src.species.name in facial_hair_style.species_allowed)
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var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
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if(facial_hair_style.do_colouration)
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facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
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face_standing.Blend(facial_s, ICON_OVERLAY)
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else
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warning("Invalid f_style for [species.name]: [f_style]")
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//warning("Invalid f_style for [species.name]: [f_style]")
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if(h_style && !(head && (head.flags & BLOCKHEADHAIR)))
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var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
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if(hair_style && src.species.name in hair_style.species_allowed)
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var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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if(hair_style.do_colouration)
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hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
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if(hair_style && hair_style.species_allowed)
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if(src.species.name in hair_style.species_allowed)
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var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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if(hair_style.do_colouration)
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hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
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face_standing.Blend(hair_s, ICON_OVERLAY)
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face_standing.Blend(hair_s, ICON_OVERLAY)
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else
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warning("Invalid h_style for [species.name]: [h_style]")
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//warning("Invalid h_style for [species.name]: [h_style]")
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overlays_standing[HAIR_LAYER] = image(face_standing)
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@@ -73,13 +73,14 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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// Damaged heart virtually reduces the blood volume, as the blood isn't
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// being pumped properly anymore.
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var/datum/organ/internal/heart/heart = internal_organs_by_name["heart"]
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if(heart.damage > 1 && heart.damage < heart.min_bruised_damage)
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blood_volume *= 0.8
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else if(heart.damage >= heart.min_bruised_damage && heart.damage < heart.min_broken_damage)
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blood_volume *= 0.6
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else if(heart.damage >= heart.min_broken_damage && heart.damage < INFINITY)
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blood_volume *= 0.3
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if(heart)
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if(heart.damage > 1 && heart.damage < heart.min_bruised_damage)
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blood_volume *= 0.8
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else if(heart.damage >= heart.min_bruised_damage && heart.damage < heart.min_broken_damage)
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blood_volume *= 0.6
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else if(heart.damage >= heart.min_broken_damage && heart.damage < INFINITY)
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blood_volume *= 0.3
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//Effects of bloodloss
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switch(blood_volume)
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