...internal damage.
Also removed started_healing() proc because it doesn't actually report
whether the wound is healing and isn't really used for anything.
Conflicts:
code/modules/organs/organ_external.dm
Now weapons can properly cause cuts without necessarily having a greater
chance to remove limbs.
Also separates is_sharp, has_edge, and can_puncture.
Conflicts:
code/__HELPERS/unsorted.dm
code/modules/mob/living/living_defense.dm
code/modules/mob/living/silicon/robot/component.dm
code/modules/mob/living/simple_animal/bees.dm
code/modules/projectiles/gun.dm
code/modules/reagents/reagent_containers/syringes.dm
code/modules/surgery/eye.dm
This fixes the autoheal bug, which was being caused by wound types such
as tiny bruises from being used even for large amounts of damage.
I imagine that relying on the order of the list returned by typesof() is
always a bad idea.
Conflicts:
code/modules/organs/organ_external.dm
Because Inaprovaline has never had any healing effects, and seems to
only artificially give the body oxygen, as a replacement for not being
able to breathe, or so it seems, since vox takes toxin damage from it
New proc: /datum/species/create_organs
Called in set_species when no organs exist or it's forced.
Also shuffled set_species around a bit, adding a var to human/new to
specify a species to start as.
Should fix the adminspawn vox organ runtime.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Conflicts:
code/game/machinery/cloning.dm
code/modules/mob/living/carbon/human/human.dm
code/modules/mob/new_player/new_player.dm
code/modules/organs/organ.dm
We do a bit of pre-processing to see if we want to do checks on all the organs.
First we don't even do preprocessing unless we have damage of some kind
afterwards we process what is hurt until it gets better or overall we get worse
when we go ahead and check everything else out again.
Can add a safety check in life every 30 ticks or so go ahead and check every organ again but I don't think it's needed.
Conflicts:
code/modules/mob/living/carbon/human/human_defines.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/organs/organ.dm
* adding a 'restore_all_organs' function to living creatures
* adding a 'restore_blood_loss' function to humans
* fixing changeling stasis power to heal organ and blood damage
* fixing adming rejuvinate verb to fix organ and blood damage
Conflicts:
code/modules/mob/living/carbon/human/human_damage.dm
code/modules/organs/organ_external.dm
html/changelog.html
Makes the middle blood loss stage have slightly different flavortext.
Makes the final stage seem more cumulative of the prior's effects and
removes the silly toxin damage.
Code was using a switch with variables in it. This doesn't work.
Replaced it with an if..else sequence.
Thanks to the guys from Paradise for finding this.
Note: this only fixes literal heart problems, it won't do anything for relationship issues.
Conflicts:
code/modules/organs/blood.dm