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Now look at this [src.name], that I just found....
When I say go, be ready to throw! .... IT'S [name] NOT [src.name]!! Aagh, Let's try something else...
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@@ -201,7 +201,7 @@
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owner.emote("scream") //getting hit on broken hand hurts
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if(status & ORGAN_SPLINTED && prob((brute + burn)*4)) //taking damage to splinted limbs removes the splints
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status &= ~ORGAN_SPLINTED
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owner.visible_message("<span class='danger'>The splint on [owner]'s left arm unravels from their [src.name]!</span>","<span class='userdanger'>The splint on your [src.name] unravels!</span>")
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owner.visible_message("<span class='danger'>The splint on [owner]'s left arm unravels from their [name]!</span>","<span class='userdanger'>The splint on your [name] unravels!</span>")
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owner.handle_splints()
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if(used_weapon)
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add_autopsy_data("[used_weapon]", brute + burn)
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@@ -471,7 +471,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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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]!</span>")
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owner.visible_message("<span class='danger'>[owner] screams in pain as their splint pops off their [name]!</span>","<span class='userdanger'>You scream in pain as your splint pops off your [name]!</span>")
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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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