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Makes IB less likely to happen on the first hit and adds a sound effect on wound (#25546)
* splorch * Update code/modules/surgery/organs/organ_external.dm Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Signed-off-by: chuga-git <98280110+chuga-git@users.noreply.github.com> --------- Signed-off-by: chuga-git <98280110+chuga-git@users.noreply.github.com> Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com>
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@@ -243,6 +243,8 @@
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// See if bones need to break
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check_fracture(brute)
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// check if we need to inflict internal bleeding
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check_for_internal_bleeding(brute)
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// See if we need to inflict severe burns
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check_for_burn_wound(burn)
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// Threshold needed to have a chance of hurting internal bits with something sharp
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@@ -273,7 +275,6 @@
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if((brute_dam + burn_dam + brute + burn) < max_limb_damage)
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brute_dam += brute
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burn_dam += burn
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check_for_internal_bleeding(brute)
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else
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//If we can't inflict the full amount of damage, spread the damage in other ways
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//How much damage can we actually cause?
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@@ -287,7 +288,6 @@
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can_inflict = max(0, can_inflict - brute)
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//How much brute damage is left to inflict
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brute = max(0, brute - temp)
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check_for_internal_bleeding(brute)
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if(burn > 0 && can_inflict)
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//Inflict all burn damage we can
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@@ -497,7 +497,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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if(owner && (NO_BLOOD in owner.dna.species.species_traits))
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return
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var/local_damage = brute_dam + damage
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if(damage > 15 && local_damage > 30 && prob(damage))
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if(damage > 15 && local_damage > min_broken_damage && prob(damage))
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cause_internal_bleeding()
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/obj/item/organ/external/proc/check_for_burn_wound(damage, update_health = TRUE)
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@@ -744,6 +744,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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return
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status |= ORGAN_INT_BLEEDING
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custom_pain("You feel something rip in your [name]!")
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playsound(owner, 'sound/effects/blood1.ogg', 170, TRUE)
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/obj/item/organ/external/proc/fix_internal_bleeding()
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if(is_robotic())
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