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Paradise/code/modules/surgery/organs/ears.dm
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BiancaWilkson 978f43c5e9 Ear Organ Refactor + Deafness is a status effect (#21405)
* begone ear_damage

* pt 2

* this time actually begone

* ears no longer passively heal over time

* ears can die

* deafness is now a status effect

* Oh yeah ticks are every two seconds
2023-07-07 13:54:27 +01:00

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/obj/item/organ/internal/ears
name = "ears"
icon_state = "ears"
gender = PLURAL
organ_tag = "ears"
parent_organ = "head"
/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"
status = ORGAN_ROBOT
/obj/item/organ/internal/ears/cybernetic/emp_act(severity)
if(emp_proof)
return
..()
damage += 40 / severity