Moved code in processing so that ORGAN_DESTROYED limbs won't process wounds and chemicals. They still need to process once to actually fall off (too lazy to change that)
Made dropping limbs remove all wounds and germs. Instead, one big wound is spawned on parent organ. Damage depends on the organ.
Removed missing limbs bleeding on their own, since that's what that wound is for now.
They still would ache until surgically mended anyway.
Fixed possible issue with amputation not fixing the rotten limb.
Conflicts:
code/modules/organs/organ_external.dm
Viruses are properly transferred to spilled blood now.
Antigens prevent from infection properly.
Lowered frequency of blood puddle virus check to cut down on processing.
Conflicts:
code/game/turfs/simulated.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/organs/blood.dm
code/modules/reagents/Chemistry-Reagents.dm
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
Fixed cure machine producing virus blood wrong.
Changes to existing syndromes:
-Cough : now has chance to infect people around mob.
-Telepathy : now should properly give powers to the mob.
New syndromes:
-Topographical Cretinism : confusing directions, much like drunk effect.
-Blackout : short-time blindness