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Begin tweaking Prom regen.
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@@ -293,6 +293,7 @@
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// Replace completely missing limbs.
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for(var/limb_type in src.species.has_limbs)
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var/obj/item/organ/external/E = src.organs_by_name[limb_type]
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if(E && E.disfigured)
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E.disfigured = 0
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if(E && (E.is_stump() || (E.status & (ORGAN_DESTROYED|ORGAN_DEAD|ORGAN_MUTATED))))
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@@ -305,6 +306,10 @@
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var/obj/item/organ/O = new limb_path(src)
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organ_data["descriptor"] = O.name
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to_chat(src, "<span class='notice'>You feel a slithering sensation as your [O.name] reform.</span>")
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var/agony_to_apply = round(0.66 * O.max_damage) // 60% of the limb's health is converted into pain
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src.apply_damage(agony_to_apply, HALLOSS)
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update_icons_body()
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active_regen = FALSE
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else
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@@ -182,8 +182,12 @@ var/datum/species/shapeshifter/promethean/prometheans
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nutrition_debt = H.getToxLoss()
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H.adjustToxLoss(-heal_rate * starve_mod)
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nutrition_cost += nutrition_debt - H.getToxLoss()
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H.nutrition -= (2 * nutrition_cost) //Costs Nutrition when damage is being repaired, corresponding to the amount of damage being repaired.
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H.nutrition -= (3 * nutrition_cost) //Costs Nutrition when damage is being repaired, corresponding to the amount of damage being repaired.
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H.nutrition = max(0, H.nutrition) //Ensure it's not below 0.
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var/agony_to_apply = ((1 / starve_mod) * nutrition_cost) //Regenerating damage causes minor pain over time. Small injures will be no issue, large ones will cause problems.
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H.apply_damage(agony_to_apply, HALLOSS)
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else
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H.adjustToxLoss(2*heal_rate) // Doubled because 0.5 is miniscule, and fire_stacks are capped in both directions
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