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Merge pull request #514 from SamCroswell/master
Dismemberment Update, Fireaxe Fixes, Gunshot Sound Changes
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@@ -244,6 +244,17 @@
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else
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var/atom/target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
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throw_at(target, 200, 4)
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var/limbs_affected = pick(2,3,4)
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var/datum/organ/external/processing_dismember
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while(limbs_affected != 0)
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processing_dismember = pick(organs)
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if(processing_dismember.name != "chest" && processing_dismember.name != "groin")
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processing_dismember.dismember_limb()
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limbs_affected -= 1
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//return
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// var/atom/target = get_edge_target_turf(user, get_dir(src, get_step_away(user, src)))
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//user.throw_at(target, 200, 4)
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@@ -258,6 +269,25 @@
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b_loss = b_loss/1.5
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f_loss = f_loss/1.5
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var/limbs_affected = pick(0, 1, 2)
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var/datum/organ/external/processing_dismember
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while(limbs_affected != 0)
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processing_dismember = pick(organs)
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if(processing_dismember.name != "chest" && processing_dismember.name != "groin" && processing_dismember.name != "head")
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processing_dismember.dismember_limb()
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limbs_affected -= 1
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else
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var/limbs_affected = pick(1, 2, 3)
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var/datum/organ/external/processing_dismember
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while(limbs_affected != 0)
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processing_dismember = pick(organs)
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if(processing_dismember.name != "chest" && processing_dismember.name != "groin")
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processing_dismember.dismember_limb()
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limbs_affected -= 1
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if (!istype(l_ear, /obj/item/clothing/ears/earmuffs) && !istype(r_ear, /obj/item/clothing/ears/earmuffs))
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ear_damage += 30
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ear_deaf += 120
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@@ -268,6 +298,18 @@
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b_loss += 30
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if (prob(getarmor(null, "bomb")))
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b_loss = b_loss/2
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else
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var/limbs_affected = pick(0, 1)
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var/datum/organ/external/processing_dismember
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while(limbs_affected != 0)
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processing_dismember = pick(organs)
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if(processing_dismember.name != "chest" && processing_dismember.name != "groin" && processing_dismember.name != "head")
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processing_dismember.dismember_limb()
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limbs_affected -= 1
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if (!istype(l_ear, /obj/item/clothing/ears/earmuffs) && !istype(r_ear, /obj/item/clothing/ears/earmuffs))
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ear_damage += 15
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ear_deaf += 60
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@@ -265,7 +265,7 @@ emp_act
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if(armor >= 2) return 0
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if(!I.force) return 0
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var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
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apply_damage(I.force, I.damtype, affecting, armor, sharp=weapon_sharp, edge=weapon_edge, used_weapon=I)
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var/bloody = 0
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@@ -313,8 +313,13 @@ emp_act
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if(Iforce > 10 || Iforce >= 5 && prob(33))
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forcesay(hit_appends) //forcesay checks stat already
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forcesay(hit_appends) //forcesay checks stat already
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if (I.damtype == BRUTE)
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if((I.edge && prob(2 * I.force)) || (I.force > 20 && prob(I.force)))
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if(affecting.brute_dam >= affecting.max_damage * config.organ_health_multiplier)
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affecting.dismember_limb()
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//Melee weapon embedded object code.
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if (I.damtype == BRUTE && !I.is_robot_module())
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var/damage = I.force
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@@ -465,7 +470,7 @@ emp_act
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var/penetrated_dam = max(0,(damage - max(0,(SS.breach_threshold - SS.damage))))
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if(penetrated_dam) SS.create_breaches(damtype, penetrated_dam)
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/mob/living/carbon/human/mech_melee_attack(obj/mecha/M)
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if(M.occupant.a_intent == "harm")
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if(M.damtype == "brute")
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