/obj/item/organ/internal/ears name = "ears" icon_state = "ears" gender = PLURAL organ_tag = "ears" parent_organ = "head" slot = "ears" /obj/item/organ/internal/ears/on_life() if(!iscarbon(owner)) return var/mob/living/carbon/C = owner // if we have non-damage related deafness like mutations, quirks or clothing (earmuffs), don't bother processing here. Ear healing from earmuffs or chems happen elsewhere if(HAS_TRAIT_NOT_FROM(C, TRAIT_DEAF, EAR_DAMAGE)) return if(status & ORGAN_DEAD) C.Deaf(2 SECONDS) else if((damage > 10) && prob(damage / 30)) C.Deaf(8 SECONDS) SEND_SOUND(owner, sound('sound/weapons/flash_ring.ogg')) /obj/item/organ/internal/ears/surgeryize() owner?.SetDeaf(0) heal_internal_damage(100) /obj/item/organ/internal/ears/cybernetic name = "cybernetic ears" icon_state = "ears-c" desc = "a basic cybernetic designed to mimic the operation of ears." origin_tech = "biotech=4" materials = list(MAT_METAL = 500, MAT_GLASS = 500) status = ORGAN_ROBOT /obj/item/organ/internal/ears/cybernetic/emp_act(severity) if(emp_proof) return ..() damage += 40 / severity