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Changelog.
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@@ -96,7 +96,7 @@
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if(status & ORGAN_BROKEN && prob(40) && brute)
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owner.emote("scream") //getting hit on broken hand hurts
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if(used_weapon)
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add_autopsy_data(used_weapon, brute + burn)
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add_autopsy_data("[used_weapon]", brute + burn)
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var/can_cut = (prob(brute*2) || sharp) && !(status & ORGAN_ROBOT)
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// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
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@@ -145,7 +145,7 @@
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proc/bleeding()
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// internal wounds don't bleed in the sense of this function
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return (!(bandaged||clamped) && (damage_type == BRUISE && damage >= 20 || damage_type == CUT) && current_stage <= max_bleeding_stage && !src.internal)
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return (!(bandaged||clamped) && (damage_type == BRUISE && damage >= 20 || damage_type == CUT && damage >= 10) && current_stage <= max_bleeding_stage && !src.internal)
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/** CUTS **/
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/datum/wound/cut/small
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