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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
Splint nerf
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@@ -168,7 +168,7 @@
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affected.status &= ~ORGAN_BROKEN
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affected.status &= ~ORGAN_SPLINTED
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affected.perma_injury = 0
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target.handle_splints()
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return 1
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/datum/surgery_step/finish_bone/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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@@ -68,6 +68,8 @@
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var/can_stand
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var/wound_cleanup_timer
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var/splinted_count = 0 //Time when this organ was last splinted
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/obj/item/organ/external/necrotize(update_sprite=TRUE)
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if(status & (ORGAN_ROBOT|ORGAN_DEAD))
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return
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@@ -468,6 +470,8 @@ This function completely restores a damaged organ to perfect condition.
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//Infections
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update_germs()
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//Splints
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update_splints()
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else
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..()
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@@ -680,6 +684,17 @@ Note that amputating the affected organ does in fact remove the infection from t
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tbrute = 3
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return "[tbrute][tburn]"
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/obj/item/organ/external/proc/update_splints() //we're processing splints like this instead of on a per step basis for efficiency
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if(!(status & ORGAN_SPLINTED))
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return
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if(owner.step_count >= splinted_count + SPLINT_LIFE)
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status &= ~ORGAN_SPLINTED //oh no, we actually need surgery now!
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owner.visible_message("<span class=danger>[owner] screams in pain as their splint pops off their [src.name]!</span>","<span class=userdanger>You scream in pain as your splint pops off your [src.name]!")
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owner.emote("scream")
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owner.Stun(2)
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owner.handle_splints()
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/****************************************************
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DISMEMBERMENT
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****************************************************/
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