Both internal and external organs are a mess, which is making
maintaining and updating them nasty, so I'm cleaning them up, this is
the first stage
mechanical and assisted internal organs are now an object type rather
than a var in the organ which makes it much cleaner and easier to adjust
removed duplicate list of internal organs as there's no reason to have
the same objects in 2 separate lists
made New() a lot cleaner and more robust
External organs will be next
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
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
Conflicts:
code/__HELPERS/mobs.dm
code/game/objects/items/weapons/implants/implanter.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human_damage.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/mob/living/living.dm
code/modules/mob/living/living_defines.dm
code/modules/mob/living/silicon/silicon.dm
code/modules/virus2/helpers.dm
code/setup.dm
icons/mob/hud.dmi
Overrides the generic sounds with more suitable ones where needed.
Weapons that do no damage don't have sound effects.
Conflicts:
code/game/gamemodes/wizard/artefact.dm
code/game/objects/items/stacks/sheets/glass.dm
code/game/objects/items/weapons/melee/misc.dm
code/game/objects/items/weapons/storage/toolbox.dm
code/game/objects/items/weapons/stunbaton.dm
code/game/objects/items/weapons/weaponry.dm
code/game/objects/weapons.dm
code/modules/hydroponics/hydroitemdefines.dm
code/modules/surgery/tools.dm
Fixes with the changes of eyes to internal organs with Imidazoline and the surgery.
New chemicals:
Peridaxon, Potassium Chloride, and Potassium Chlorophoride. Peridaxon: Internal organ healing chemical; 2Bicard+2Clonex(plasma catalyst). Potassium Chloride: Stops hearts for medical in overdose; Salt+Potassium, Potassium Chlorophoride: Stops hearts right proper; PotassiumChloride+Plasma+Chloral Hydrate.
Chloral Hydrate and Soporific changes
Made chloral hydrate less instakill(nerfed), but a toxic dropper without blackscreen. Soporific buffed, but less blackscreen sleeping applied.
Conflicts:
code/modules/reagents/Chemistry-Reagents.dm
code/setup.dm
Proper repair surgery for internal organs- Scalpel replaced by membranes from advanced kits, robotic hearts have a separate surgery.
Conflicts:
code/modules/surgery/ribcage.dm